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onemind
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@Ivaldi said:
Expect to see an increase in BT users because another downside that no one is realizing.. This essentially means that if a killer has 2 people hooked in the basement it's now a death trap for them.
Survivor A goes down into the basement for the save but gets hit before unhooking; Survivor A saves Survivor B but then gets downed. Survivor B attempts to unhook Survivor C and then gets downed. Now Survivor B doesn't have DS anymore.
Now you might say "Leave them and run out.. heal and come back".. But the cycle will just repeat itself if you even get a chance to come back; barring the death timer or if you can even make it out without being downed again.
I mean that's fair it was your decision to save your teammate from the basement if you had a decision I'm not sure if you were being tunneled I've never had an issue with bt because if your going to run into my face I will wait 15s to smack you down again
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@Theninjajesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1919892#Comment_1919892
Yeah, it feels long overdue in this case. Having never been around for old Ruin and not having Ruin/Undying unlocked, I never helped cause the problem, but I had no reason to doubt it was oppressive. I definitely saw DS being used to fix gens right after I unhook, especially with BT. Glad we can see progress for balance on the survivor side of the fence.
Yea old ruin. Made survivors look for totems and often because of that it broke in 20s the same reason people asked for better totem placements
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@Jejune said:
The upcoming change is horrible because before you could do a gen and maybe never use the DS.
Now I can't see why would people pick DS without UB and without trying to force killer to chase them.
DS never worked as anti tunnel perk. Now it still doesn't work as anti tunnel perk and you can't do anything while it's activated.
How can you be tunneled while doing an action that requires you to stop
Granted there is 2 thi g I hope that's gets changed about ds
1 when you get downed ds pauses
And 2 if you enter a locker ds deactivates
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@ChurchofPig said:
The developers think the perfect game would have 2 escapes and 2 kills (as the average) which is barely better than Nurse across all levels. I think we're lucky we still have strong killers at all with how they want their game balanced. I also find that interesting because the killers objective is to kill and yet the devs don't appear to see it that way. I think they are trying to head in the right direction with some of the nerfs and buffs happening soonish, but it still feels off.
Yea i feel like the 2 and 2 part is wrong like if the killer is supposed to be the power role shouldn't it be 3k 1 escape like using that the point of hatch it's a back door escape for the last player even if they got obliterated of if it was very close like I feel like killers should be more on nurse level because it is a fair balance between knowing what can work on both sides survivor if I break los and do something unnessciary it could throw her off and killer if I predict where they are gonna be I can use my 2sd blink to get that hit
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Basically did you get exposed after a totem was cleansed if so it was haunted if not then idk
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@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/3ZFD77ENQPO6/image.png
As Trapper main, its always a pain to see an OoO in game. It gives too much power to survivor, as long as you're outside terror, you can always see killer. Without Killer acknowledge (by killer facing another direction).
Though with this new change. Being obsession + both side see each other 3sec once every 30sec. Feel abit useless. Especially being obsession requirement.
As my propose. Still keep it useful for survivor, but not madly OP against Trapper/Hag, or to UP vs stealth Killers:
If both Killer & Survivor look at each other direction (45 degree cone) when outside TR. They reveal aura of each other for 5sec. Then have a cool down of 30sec
Your partly right
The timer thing happens after a set amount of time if your the obsession and the other effect of ooo is if the killer can see your aura you can see theirs
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@WishIcouldmain said:
Think we'll see more Blights when his FOV is fixed?
Yes definently a big reason I dont play him is because I feel like victor and I lose them quickly because I can't see over the grass
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1919001#Comment_1919001
Basically this.
I saw more killers upset about undying nerf (which was well needed) than I have seen survivors upset with the DS nerf (which was also well needed).
Another difference at the time is that I did not see survivors posting this kind of posts either, but I might have missed them.
We were upset because this metta perk was alive for 6 months and DS was unchanged for 2 or 3 years
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1916869#Comment_1916869
True. Back in the days with the old DS it was a strategy to save it for later. It could catch many killers off guard.
More because it has no activation requirement so it forced the killer to juggle that was a massive time waster not you can't do that
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@Casanova09 said:
You're playing the best killer in the game who doesn't need slowdown like I'm lost at that logic. Sure run whatever but it just confuses me
If you can think of it that's a reason they could be learning and a game that lasts 3min isn't a lot to learn
Why not
Could be doing a gen blocker build ect ect
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@kaeru said:
What do you mean? New OoO would be meta for solo survivor.
Metta no but it could be as good as kindred
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@Schmierbach said:
If the games hard man get better not madder.
Bro why did you put your self as your icon.
Edit if some of us tried harder we would probably have a stroke
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/224129/you-got-what-you-wanted
No, they'll blame Deja Vu now
That's like trying to find out if the killer is running monstersious shrine you wont know
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@Mileena_Kahn said:
You killer mains got what you wanted so does that mean our survivor ques will be shorter?
I mean you will still have to wait 3 months for the next chapter when it goes live but probably
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@Ivaldi said:
Unless it's a god pallet; 8/10 times im not breaking it.
Yea if it has no mind game I might test to see if you suck but otherwise I'm breaking it
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1918555#Comment_1918555
Oh it's been longer than a year we've been dealing with that crap.
About 2 or 3 now btw
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@ChuckLit said:
https://forum.deadbydaylight.com/en/discussion/comment/1918064#Comment_1918064
Ummm nope, I think new Undying's aura reveal will work with dull totems, not hex totems.
Wait I was wrong yes your right
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1918070#Comment_1918070
I’d love to give the majority of this community the benefit of doubt, but I’ll give an example what we’re likely to expect.
So talking about DS rather than OoO for this example, they made it repeatedly clear that the upcoming adjustments will drop next chapter, not next week in the mid chapter.
Guess what’s gonna happen next week though?
Internet will be flooded with “Where are the DS changes?! I thought they said they were changing DS?! (Insert nasty words about the devs)”
I hope I’m wrong. But there’s a vile pattern of behaviour with a lot on these forums.
Prove me wrong forums. Prove me wrong.
This is a very possible thing hopefully the bigger streamers they watch ex Scot king paulie otz make it clear that this wont be coming this update and ooo may not even make it to the next one
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@TheClownIsKing said:
I’ve read so much begging from this community for the devs to be more transparent.
They finally decided to test (emphasis on TEST) the good will of this community by revealing a WORK IN PROGRESS/INITIAL IDEA on what they MIGHT do with OoO.
THIS! INITIAL! CONCEPT! MAY! YET! CHANGE!
Some of us have been here long enough to have remembered some past backlash with the communities selective way of remembering how the devs have presented up and coming possible concepts.
So please.
Just be nice, civil, and patient.
Don’t screw this up by being jerks if something changes, or takes longer than what was initially presented.
Otherwise, exactly as they’ve stated, they’ll never EVER do it again.
And any further requests for transparency will fall on deaf ears, forever ignored.
For what I've seen its mostly been appraisal and constructive criticism there are your few trolls and newbs but other than that it's been legit questions
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@cpt_hellman said:
I would like to start by saying thank you to the devs for showing us this early concept with the community.
however i have some concerns with this change, especially when paired against hex:undying. granted this would be a rare encounter but it makes the already nerfed perk (hex:undying) even worse. a single survivor could sit on a dull totem constantly giving out the killers location.
i just wanted to make this combo known for the rest of the community to discuss.
@ChuckLit said:
What do you mean constantly giving out the killer's location? They will only see each other's auras for the duration of Undying's aura reveal, which is 6 seconds, isn't it?
Not to mention the aura only affects hex totems now
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@KlapzCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/1917819#Comment_1917819
How is it a nerf? You still have the same perk youre just not allowed to progress the game with that perk.
That's a clear nerf then not being able to make progress with it up
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/1917617#Comment_1917617
even if the disabling while in terror radius is removed. I'm of with 1 ooo able to see me every 30 seconds instead of indefinitely from a distance. More gained then lost imo
Yea true
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@Mugombo said:
The problem with bubba is that he easily destroys people who don’t know how to avoid his chainsaw which is the majority of survivors from what I’ve seen.
There will always be complaints because of this.
Then learn
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@Liqhtninq said:
Are the art team not allowed to make licensed characters look exactly the same or was it just badly done?
https://us.v-cdn.net/6030815/uploads/X8QEHNAMXFLA/4872f33-1-7e2.jpg
Quentin has your answer
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@ArchAbhor said:
The proposed change should be implemented yesterday imo haha.
for those who are not aware this is the change:
Whenever your aura is revealed to the killer, the killer's aura becomes revealed to you.
If you are the obsession, your aura is revealed to the killer for 3 seconds once every 40/35/30 seconds.
This will undoubtedly get rid of the abusable wall hacks of the current version while not making it a useless perk
I wonder if they removed the disabling if in terror radius because if not it could be stronger than before but with counter play because if you eat someone's ds I believe ooo wont work if your not the obsession
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@Mandy said:
I personally like that DS doesn't deactivate in a locker...it gives the killer a choice, plus it means that survivors who are aggressively tunnelled will have a chance, instead of just being slugged. The killer can wait it out, risk Head On, or choose to pressurise gens in that time instead of actively focusing one survivor.
While I do see that I often down that survivor to split pressure so if the timer was paused when downed it would have the same effect they would have to risk unbreakable adrenaline if on last gen a quick wglf /well make it while allowing the killer to focus on getting the other survivor
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@realflashboss said:
Anyone else looking forward to undying nerf?
I never used it as killer so I'm not too worried but it's going to be interesting to see how many killers struggle more now!
Same thing with ds good luck you might need it
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@WishIcouldmain said:
Now the big talk is the DS and OoO changes making hardcore survivor mains who never play killer cry. But what do y'all think about the upcoming killer changes? If they go in order then we're getting Freddy nerf thank the devs, Demo number changes most likely good, Huntress add-on pass hopefully not the billy treatment. But what do y'all think?
I dont think they are gonna hurt huntress a lot she's a fan favorite and hard to change an ability where you throw things
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@Chilli_man2400 said:
I’m happy with everything I’m happy DS and OoO is finally getting the boot and Freddy I will admit was to easy I’m interested overall only thing I hate is the UI and key changes but when they announced DS and OoO nerf I instantly changed my mind I’m so happy
Yea who would of guessed just saying hey this is a thing we are gonna be doing would make a community so happy
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I'm hoping the ui gets some adjustments in the next chapter
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@Ivaldi said:
"The Devs just said that Keys aren't as big of an issue as keys because even though it might seem like there are a lot of issues there aren't that many hatch escapes via a key"
PLEASE... Stop relying on stats. The reason you dont see a lot of key escapes is because IF YOU BRING A KEY.. YOU GET TUNNELED. As killers we aren't just going to say "Oh you got a key? don't worry.. I'll let you survive till end game". So just because they don't escape, doesn't mean it isn't an issue.
Yea forget stats sid you see how happy most of the community was when ds and object were said they are gonna be nerfed
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1917415#Comment_1917415
I feel like he should be an m1 killer and weak when chasing a survivor who is awake, that would make him rely more on his powers in a chase and encourage Freddy players to constantly keep survivors asleep which would add a struggle to him that would increase his skill cap. I just reaaaally hope they don't gut him and leave him for dead.
Or they could do the pluage thing sprinting and doing actions make you fall asleep and getting hit will put 50%on your timer if you have all your snares down you move slower and take a bit longer to place them and with the sleep timer change it will adjust his to because it is based on how many are asleep
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@Leachy_Jr said:
That's the post, thank you :)
DS still has some issues, but other than that it's great :)
EDIT: I know it's subject to change, but I believe in them.
https://us.v-cdn.net/6030815/uploads/M2WXR251Y71Y/image.png
https://us.v-cdn.net/6030815/uploads/BDKNRKWCH7Q0/image.png
*Object change is not final, they are testing something but given the such positive reaction I reckon they'd keep it.
I so t think they are godly I am very happy that its happening but only 3 years
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@Katie_met said:
Of course the person with the Deathslinger profile pic is happy about the ds change
So is every else without them geinsus
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1916741#Comment_1916741
I gave up caffeine this week. The withdrawal symptoms are miserable and I now want to complain about devs being survivor sided so you can share in my misery.
Sounds like you got it rough mine is normally head aches and sleepy
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It always did just of you didn't attempt to hit it it would save it
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Even If it's not almos work I still love the beautiful basterd and they communicated about it here's to hopefully a better dbd
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1916869#Comment_1916869
Not hitting it would DISABLE the perk for the remainder of the match, not DEACTIVATE it. The perk used to only DEACTIVATE after 60 seconds so it can be reused, now it deactivates whenever a survivor wants.
If you let it pass without hitting g any button it will save it for later
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@Predated said:
My biggest issue with DS wasnt necessarily it's stun being used. My issue with DS was that DS survived into the EGC if I played around it, essentially, prior to the change, DS either was a 5 second stun to guarantee it being out, or slug/ignore that survivor around it with the assumption you'll get the third hook soon enough.
Right now, survivors have the option to deactivate their perk at will, which might seem fine at first, but if that survivor is confident they would be caught and lose DS when they could tank another hook stage instead while their team can open the door so he has 60 seconds DS left. That is a guaranteed escape right there. I know I rather would save DS as late as possible in the game.
Let alone that I could give a killer a false sense of security by quickly gentapping during a chase to lose DS so they are more confident in picking me up the second time and basically forcing a DS to happen, where otherwise the killer would have played around it. I think while DS may have been made impossible to use for annoying survivors who just act like they are invincible, it has been made more powerful for survivors who already love to bully killers. And I rather have annoying than toxicity.
Counter point they could always do that just by not hitting it but why would you not do that because you may not get the chance to do that again
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Oml yes I love it the only thing I hope they change about ds is it deactivate when hiding in a whenlocker, upon being fully healed and pauses when downed but this is a great step to help make it an anti tunnel perk
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@Xypher said:
Alright, so I know many people may have different opinions, but I've put a bunch of time into lots of ideas I'd like to see (mostly perks) that I'd like to throw out there in hopes to see some positive change and potentially healthy discussion. I actually put this together at random a couple times over a year or so (so it may not be consistent, my apologies if so), and I believe they're fairly strong concepts as I am someone with time back from beta days currently holding every level 3 perk on every prestige 3 character in the game. So, here we go:
All grunts of pain are stopped when standing or crouching still.
When unhooked, you gain the endurance status effect for 8 seconds.
Survivors do not see the notifications or auras of exit gates without an associated perk or item.
4 Item Chests spawn by default at the start of a trial.
Items will only spawn in chests and will not spawn in the bloodweb.
Bloodlust is removed and is instead replaced by each totem granting a movement speed bonus of 1% to the killer.
The entitiy will always consume nodes on the next possible path until blocked, only then will it spawn into the farthest outter position.
Should aim to make only 1 item for each rarity, and 2 addons of each rarity for every item (same applies for killer power add-ons).
Iridescent Hatchet does not cause dying state and will instead cause the deep wound effect.
The Deathslinger's shot will only cause deep wound if you let the chain break and stun you.
The Oni cannot see scratchmarks and he enters his wrath state.
Nurse will add the successful hit recovery animation when hitting a survivor and only blinks (not attacks) will extend fatigue duration in exchange. Also for the love of us all please fix her no-charge (loud repeating charge sound) glitch.
For killer offerings, only Ebony Mori, Black Ward, and Shroud of Separation are secrets.
Survivors will have one passive DS, read new changes of DS below.
Killer Perks:
A Nurse's Calling (rename to Nurse's Calling): Can determine survivor's health recovery by the intensity of their aura. Can only see the aura of the survivor being healed. Range remains the same.
Agitation: Speed increase set to 12/14/16%. Terror radius becomes global at all tiers.
Bamboozle: No change.
BBQ & Chili: No change.
Beast Of Prey: You lose your red stain when you hit a survivor until the chase ends. The 30/40/50% hunt bloodpoint bonus remains the same.
Bitter Murmur: No change.
Blood Echo: Does not cause hemmorhage effect. Applies exhaustion to healthy survivors as well. No cooldown. Duration is set to 30/35/40s.
Blood Warden: No change.
Bloodhound: Same effect plus causes hemorrhage.
Brutal Strength: Reduces (not speed increase) breaking time by 20% (base time for pallets and walls changed to 2.5s from 2.6s, generators remain at 2s)
Corrupt Intervention: No change.
Coulrophobia: No change.
Coup De Grace: No change.
Cruel Limits: No change.
Dark Devotion: No change.
Dead Man's Switch: No change.
Deathbound: No change.
Deerstalker: Can determine survivor's recovery progress by the intensity of their aura. Range changed to 32/36/40m.
Discordance: Range increased to 128/144/160m.
Distressing: Instead of % based increase, adds 6/7/8 meter increase to terror radius.
Dragons's Grip: Cooldown and duration changed to 40/50/60s.
Dying Light: Obsession's bonus to altruistic actions set to 25/30/35%. Penalties also apply to cleansing speed.
Enduring: No change.
Fire Up: Affects cooldowns of successful and missed attacks when carrying survivors.
Forced Penance: Duration increased to 80/85/90s.
Franklin's Demise: Applies to all types of attacks, but will only force the drop when not entering the dying state. Entity consumption effect removed and reverted to charge loss at 0/5/10%.
Furtive Chase: Will increase terror radius in chase and decrease terror radius out of chase by 1m per token. Can gain up to 6/7/8 stacks.
Gearhead: Any attack type will work and only requires 1 hit.
Hangman's Trick: Cannot see survivor auras when they are near hooks. Sacrificed hooks will respawn after 90/75/60s.
Hex: Blood Favor: Becomes a non-hex perk. Otherwise no changes.
Hex: Devour Hope: Gain first bonus for haste status effect at 1 token.
Hex: Haunted Grounds: No change.
Hex: Huntress Lullaby (Rename to Hex: Lullaby): Applies to all skillchecks.
Hex: No One Escapes Death: Haste speed bonus to 1/2/3%. Exposed effect remains.
Hex: Retribution: No Change.
Hex: Ruin: No change.
Hex: The Third Seal: Applies to all types of attacks.
Hex: Thrill Of The Hunt: No change.
Hex: Undying: Shows aura of any survivors within 1/2/3m of a dull totem. Prevents any hex totem from breaking once, deactivating Undying once broken (Stacks attached to any totem will not be lost).
Hoarder: Gain a notification of a survivor's location when they interact with a chest, pick up, or drop an item with 96/112/128m of you. Extra chests do not spawn.
I'm All Ears: No change.
Infectious Fright: No change.
Insidious: No change.
Iron Grasp: Effect of survivor struggling reduced by 65/75/85%.
Iron Maiden: Does not affect hatchet reloads.
Knockout: No change.
Lightborn: No change.
Mad Grit: No change.
Make Your Choice: No change.
Mindbreaker: No change.
Monitor & Abuse: No change.
Monstrous Shrine: All values changed to 6/8/10%.
Nemesis: No change.
Oppression: Cooldown changed to 60/75/90s
Overcharge: No change.
Overwhelming Presence: No change.
Play With Your Food: No change.
Pop Goes The Weasel: Revert to 40/50/60s.
Predator: Adds 1/2/3 seconds of duration to scratch marks on top of current effect.
Rancor: No change.
Remember Me: Can see gate switch's progress based on the intensity of the aura. Other effects remain.
Save The Best For Last: No change.
Shadowborn: No change.
Sloppy Butcher: Causes Mangled for 260/280/300s.
Spies From The Shadows: Ranges set to 32/36/40m.
Spirit Fury: No change.
Stridor: All breathing is 30/40/50% louder.
Surge: Activates when survivors are picked up instead of when they are downed. Like Thrilling Tremors, applies globally but only to generators not being worked on.
Surveillance: Yellow aura remains until generator begins regression again. Repair sound distance set to 6/7/8m.
Territorial Imperative: No Cooldown. Aura always shown when they are in basement and killer is further than 36/38/40m.
Thanatophobia: No change.
Thrilling Tremous: Duration changed to 12 seconds at all tiers. Cooldown changed to 60/50/40s. Icon is dimmed when not active.
Tinkerer: No change.
Trail of Torment: No change.
Unnerving Presence: No change.
Unrelenting: Recovery values set to 25/30/35%. Affects missed attacks when carrying a survivor.
Whispers: Does not activate when survivors are in lockers.
Zanshin Tactics: Range set to 24m at all tiers. Cooldown set to 30/25/20s.
Survivor Perks:
Ace in the Hole: Will find add-on of Ultra Rare or lower. Chance of finding 2nd add-on will be as high as luck value. Add-on rarity determined by luck value.
Adrenaline: Speed boost of 50% for 3 seconds. Does not wake survivors. Does not cause exhaustion and can activate while exhausted.
Aftercare: Does not reset when you are hooked, instead resets the aura of a survivor you see is hooked.
Alert: No change.
Any Means Necessary: Revert to 3 second pallet repositioning time.
Appraisal: No change.
Autodidact: No starting penalty. Up to 4 tokens.
Babysitter: Effect works on people you recovery from dying state instead of unhooked. Also stops their grunts of pain, blocks their aura from being read by the killer, and grants an 8% haste effect for the same duration. You (the savior) nor the killer see eachother's aura. Can determine the downed survivor's recovery progress by the intensity of their aura. Gain a notification of where a survivor has been downed.
Balanced Landing: No change.
Better Together: *Rework* Reverse Bond. Other survivors can see your aura when within 32/36/40m of you.
Blood Pact: Speed changed to 6/7/8%. Works on any survivor and does not have any relations to obsessions.
Boil Over: 65/75/85% wiggle push distance increase. Hook Auras blocked up to 16m.
Bond: Increased range to 32/36/40m.
Borrowed Time: Grants you the endurance buff for 8 seconds when unhooking a survivor. If the endurance buff is used you will be gain the Broken debuff for 60/50/40s and this perk deactivates.
Botany Knowledge: Healing speed and efficiency increased by 25/30/35%.
Breakdown: Hook will permanently break unless killer has Hangman's Trick. Killer aura is visible to you for 4/5/6s.
Breakout: When within 8m of a survivor move 6/7/8% faster. Wiggle speed increase remains the same.
Buckle Up: *Rework* Dying state half-version of Kindred. When others are in the dying state, you can see the killer's aura if they are within 12/14/16m of the downed survivor and other survivor auras. All others can see the killer's aura within 12/14/16m of you if you are in the dying state and they can see eachothers auras.
Built To Last: No change.
Calm Spirit: Will not alert crows when crouching/walking/running.
Camaraderie: If you are within 14/16/18m of a hooked survivor, this perk activates and you gain the endurance state. If you use this endurance buff, the perk permanently deactivates.
Dance With Me: No change.
Dark Sense: Can see all totem auras as well.
Dead Hard: Can't pass through traps.
Deception: No change.
Decisive Strike: Activates if first passive DS is used. Duration changed to 20/25/30s. Will pause timer if in a chase or in dying state. Deactivates once used.
Deja Vu: (Only if previously mentioned completed generator notification removal is added) Adds back completed generator location notification.
Deliverance: *Rework* If the killer has been within 12/14/16m of you for a total 30 seconds, Deliverance activates. Pressing the active ability key while on the hook allows you to free yourself from the hook. Can be used in both normal and struggle phase.
Desperate Measures: Speed changed to 13/14/15%.
Detective's Hunch: Can also track hooks and hatch.
Distortion: Increase token count by 1. Can activate while in a trap or in dying state.
Diversion: Charges time reduced to 40/35/30s.
Empathy: Can determine injured survivor's healing progress by the intensity of their aura. (If hooking notification is removed as mentioned previously, Empathy will add that notification).
Fixated: Walking speed increase works while injured.
Flip-Flop: Wiggle coversion increase to 65/75/85%.
For The People: Grants the healed survivor the endurance buff for 8 seconds. Broken status duration changed to 60/50/40s.
Head On: No change.
Hope: 6/7/8% speed increase for 120 seconds when gates are powered.
Inner Strength: No change.
Iron Will: Will stop grunts of pain when crouching/walking/running.
Kindred: Ranges set to 12/14/16m for killer aura.
Leader: No change.
Left Behind: Can also see gate auras when hatch is closed.
Lightweight: Will also spread apart scratch marks farther.
Lithe: No change.
Lucky Break: Also adds permanent immunity to hemmorhage debuff.
Mettle of Man: Grants you the endurance buff and will put you into deep wound state when you would have been put into the dying state, instead of its current unique buff. Activates when healthy as well.
No Mither: Grunts of pain are silenced when crouching/walking/running. All tiers silence dying state grunts. Does not activate until you are injured for the first time.
No One Left Behind: Activates when gates are powered instead of when they are opened.
Object of Obsession: No change.
Off The Record: Also prevents scratchmarks, bleeding, and gives an 8% haste effect for 6/7/8 seconds.
Open-Handed: Aura reading ranges increase by 12/14/16m. Does not stack.
Pharmacy: No change.
Plunderer's Instinct: No change.
Poised: For 8 seconds, gain a 6/7/8% speed boost after completing a generator.
Power Struggle: Wiggle progress required reduced to 20/15/10%.
Premonition: Range reduced to 32m. Cooldown reduced to 30/25/20.
Prove Thyself: (only if generator efficiency reduction mentioned for co-op repairs is removed, as mentioned previously) Gain a personal 5% action speed bonus when peforming any co-op action that stacks based on how many survivors you are working with. Bonus co-op points stack 30/40/50% per survivor.
Quick & Quiet: No change.
Red Herring: No change.
Repressed Alliance: Only blocks the killer from kicking it, does not block survivors.
Resilience: Change speed bonus values to 6/8/10%.
Saboteur: Can also see carried survivor/killer aura.
Second Wind: Does not require healing another survivor to activate.
Self-Care: Healing speed the same at 50% for all tiers. Self-healing item efficiency and self-mending speed are increased by 5/10/15%.
Slippery Meat: No change.
Small Game: No change.
Sole Survivor: Range increased to 24/28/32m.
Solidarity: Increase healing conversion rate to 65/75/85%. Shows the buff icon to other survivors within 4m.
Soul Guard: No change.
Spine Chill: Activation range reduced to 32m at all tiers. Speed value change to 6/8/10%.
Sprint Burst: No change.
Stake Out: Increase all Great Skill Check bonuses by 100% instead of just generator skill checks.
Streetwise: No change.
Technician: Generator repair sound distance reduction increased to 6/8/10m. Failed skill checks will not cause explosion but will still apply regression penalties (using old Ruin effect). As long as no one else without this perk interacts with the generator, any regression effects will remain when interacting with a generator until you stop repairing it (does not stop notifications such as Surveillance).
Tenacity: No change.
This Is Not Happening: All great skill check success zones are increased by 25/30/35%.
Unbreakable: No change.
Up The Ante: Luck bonus remains at 7/8/9% regardless of living survivors.
Urban Evasion: No change.
Vigil: Recovery speed increased to 15/20/25%.
Visionary: Range set to 28/30/32m. Does not de-activate when completing a generator.
Wake Up!: You can see the auras of exit gates from the start of the trial. All survivors can see your aura when you are within 16m of a gate, instead of current aura reading bonus. Speed bonuses remain the same.
We'll Make It: No change.
We're Gonna Live Forever: Can gain a token for healing others the equivalent of one health state.
Windows Of Oppurtunity: Range to 24m for all tiers. Cooldown at 30/25/20s.
I do like some of your changes and some I dont reall care about like irrudesent head (never use them)
So here's the changes i dont like and I'll say my idea
1 grunts of pain are reduced by 50% while walking 75%while crouch walking and 90% while standing still
Allowing iron will to still have value but not nessciary
2 only common and uncommon items can spawn in the blood web and plunders guarantees you a rare or higher item allowing people to use the items but they are low quality
3 allow oni to see scratchMarks that's just dumb
4 why extend the fatigue on nurse for landing your power but please fix the bugs on her
5 huh brutal strength seems useless at that point if it saves you .1 s
6 cope de grace should increase your lunge by 10% per a completed generator
7 Franklin's I like the idea of not dropping your item upon entering dyeing state but rather than remove the item comspution after set time it reveals the item when you get within 10m of it and If you have a white ward the item will be sent back to your inventory when consumed denying it in your game but not losing your item when you put a white ward on
8 hoarder when looting a chest gaurntiees you get a common item if you have plunders the best you can get is very rare and it keeps the effects it currently has
9 blood favor extended range to 24m and lasts 25s not 16 or what ever it is
10 sloppy butcher removed the hemorrhaging effect remain mangled until healed
11 adrenaline keep it as
12 tenacity either crawl at 100% speed boost or make the downed player 50% quitier and immune to aura reading while down
13 calm spirit when your aura is being read there is a red blob showing your general location not your exact position
14 distortion caps at 4 tokens gain a token by being within the killers terror radius for 30s if it's a stealth killer gain a token by being in a chase for 30s
Edit I accident pressed save before I was done
14 for the people remove the broken status for using the perk instead have a longer cool down and maybe give endurance for 2s to the person who was picked up
15
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@Mr_K said:
There are times your blink will bug and won't charge. You are unable to use your power for awhile.
Depending on your latency to the server, your blink timing can be inconsistent.
The clasic blink charge audio corruption that pops up more often on servers.
Map tiles with corrupt Navmesh maps that prevent the Nurse from blinking in them.
Probably some bugs with her addons but I wouldn't know about.
Quess I've been lucky haven't really ran into any of those maybe the nav mesh but not any of those
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@SirCracken said:
For all of it's flaws, it rewarded killer players for killing and survivor players for surviving. Rather than the current system that rewards both sides for extending the game and punishing them for performing too well.
So why was it changed in the first place?
An excess amount of rank 5 campers because they were rewarded for not moving this is why trapper was very good because he could put a trap under a hooked players feet and if not disarmed the saved person would be trapped and no ds and bt was a one time use
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@JasmineDragon said:
The title pretty much says it all. We've said why it is objectively worse in any measurable way:
Icons are spread to far, Icons are in the way of FOV, less intuitive icons for downed, it adds nothing despite these changes, etc etc.
I am yet to see anyone actually give a reason FOR these changes. The closest I've seen is "its not that bad" or just the blanket "accessibility". Am I missing something? Why is this mandatory change being made if no one has a reason to implement it despite the majority of the community hating it, and the minority being just indifferent?
There a few thing I dont like
1 how spread out the info is
2 repeated info
3 going to miss the gritty look
4 its hard to tell who's injured healthy
5Looks like the mobile games
What I do like
1 you can tell who's who
That's about it
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@ALostPuppy said:
I have not once seen anyone call Deathslinger "OP". I've seen him called "boring" but never overpowered. Seems like you're just intentionally missing the point like everyone else.
But the one opinion that annoys me is "Demo and The Twins are low tier"
I have yet to see a good twins just a good m1 killer with bad survivors I do agree with demo he is mid teir at least
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@TheClownIsKing said:
When others claim Clown is weak. This is newly added with “the antidote is pointless”.
They don’t have a clue what they’re talking about, and just emphasise how few actually understand how to play Clown.
To a point I agree I'm not a clown expert and I normally play bubba for fun and just because he seems more efficient at downing people in chase but his antidote will make him better at patrolling the map than bubba and he can have anti chase
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That I make make a valid argument about something and the survivor goes no your wrong and bad just get good despite me destroying them in every chase just the gens were so quick I couldn't stop them all and ds unbreakable
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No good bait got me but no
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1914759#Comment_1914759
Not gonna lie,it's hilariously sad that something like this can even happen.
Like,you didn't test that before advertising it ?
Obviously not because you would of seen how you can get stuck In the floor
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@BabyCameron10 said:
I am probably a bit late but was Hoarder nerfed? I remember it having a secondary effect were items in chest were decreased in rarity. I could be wrong though. Was it OP or something?
I just noticed as I was doing my Adept Twins. That’s a bummer. Would’ve been nice if they made those 2 extra chest not not have anything and give them the exposed status for 30 seconds or something.
Not even op just nerfed it because they could I think the best you could probably get without plunders is a green item