the_voices
the_voices
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@jayoshi said:
I don't understand why they would do this rework with the new killer PTB. Majority of people are going to be playing as Chucky and since it's a killer only chapter - queue times for killer are going to be really long. I would assume not many people are going to be playing as Trickster during this PTB. That worries me because his buff seems too strong IMO and I'm worried about a broken update (that was barely play tested) going live.
Stop overusing the word rework. This isn't a rework, just a buff.
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The quest to make sure killers have bad perks will never end.
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Failure incoming.
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I genuinely think MTF is the biggest crutch perk the devs have made recently. At least with old Dead Hard you still needed to be good at looping to get great value and needed to be somewhat smart about it, but for this, you just get a massive boost in chase for doing nothing.
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@Sackboy123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512628#Comment_3512628
If that's the case, then what about the Artist? She has the same theme, despite it not being a recolour
probably a bug.
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This is the theme for the modern tales collection. The Meg skin is part of that collection. They are currently giving old collections unique lobby themes like the Greek collection and the Fire moon festival collection.
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@Mandy said:
The simple answer is some addons can be reworked quicker than others without factoring programming time, QA time etc. Simple changes can be done by the Design team with little to no resources from other teams. Larger changes made to addons (or anything else), requires substantially more resources which need to be factored in and slot into the production calendar.
But why would you waste resources nerfing an add-on that no one has a problem with?
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Could someone post a video of the music? I don't feel like paying for the rift
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491537#Comment_3491537
Worst case scenario for what you're describing, the same level of effort and skill goes into predicting where survivors with tapes are. That's how you play for Condemned now and it is unambiguously buffed.
Sadako doesn't have a chase power, so it can't be a steaming pile of garbage. They nerfed her ability to mindgame and I agree with criticising that, it's my one real issue with the changes.
They literally didn't Freddy her because she has the same power. You may engage with it differently, but Freddy's power was changed on such a fundamental level that the only connective tissue between what he had and what he has is the distinction between awake and asleep survivors- and even that distinction means something different between versions. Like I said, it's more equivalent to Leatherface and Doctor; the same pieces of the same power, but rearranged a little.
I do not agree with your conclusion (obviously, lol). I think pretty much everything about Sadako except for her demanifest mindgames was buffed, her skill expression shot up massively (with the potential downside of raising her skill floor considerably), and she'll be overall a stronger, smarter killer than she was on live or on the PTB. Time will tell what additional changes may be required, but people are being far too quick to discount the smart and impactful changes in this dev update.
Load into a match as the new Sadako. Survivors take the tapes from the gens they work on. Now don't have power for the rest of the game. That is the problem here.
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These changes are awful. So many people keep saying that 3/4th of a stack for every teleport is a good idea but it completely ruins her uniqueness and the thought you have to put into her power, it just makes her boring. Why does no one understand this?
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RIP Sadako
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490181#Comment_3490181
She's really not. Don't misunderstand she isn't strong by any stretch of the imagination, but she's definitely not the worst. The amount of value she gets from being able to bypass bothering with hooks and just outright kill you is not to be undersold. She's bad, but she isn't worse than Trapper just mediocre.
She will be if these changes go through. Complete embarrassment.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489226#Comment_3489226
Is it like dissolution where the perk pops up when you complete a Gen
@Chadku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489226#Comment_3489226
It alerts survivors that the killer has Undetectable & Haste or that the generator is compromised?
it plays a sound effect for survivors once the gen is completed.
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@CrusaderNella said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489226#Comment_3489226
Wait, the survivors get notified if Machine Learning Triggers?
A sound effect is played once survivors complete a compromised gen, the same one a killer gets.
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It should be buffed in three ways.
- Duration increased to 40 seconds. 30 seconds is just not enough for something that is hard to get value out of.
- Now only takes one kick to activate and compromise a gen.
- Does not alert survivors once a gen is completed. BHVR needs to stop giving info on literally everything the killer can do to survivors.
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One massive problem with your placement of The Blight is the flavor text for alchemist's ring, which is a note from the school he attended reprimanding him dated 1838, meaning Talbot must have still been a student during at least part of this year. This must mean he could not have done his experiments on dyer island during the first opium war but he must have during the second (the monocle addon and remark on his "later years" show this to likely be the case). The mention of the king in his tome story is a massive oversight by Bhvr, as Talbot would likely not be employed by the British East India company at a point in time when Britain had a king.
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the problem is that the PTB is completely useless for seeing if something will be good/bad or strong or weak.
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@versacefeng said:
I think removing the 8% speed penalty and making it something like survivors can't benefit from the haste status effect or even receive a slight repair penalty would make Wesker more fair and probably the most balanced killer despite his hitbox issues. I'd take anything over that 8%.
Survivors when they actually have to interact with secondary objectives.
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Perks for a breaking bad chapter
Perfect Forumla:
Your opponent's plans are nothing compared to yours.
After chasing a Survivor for 15 seconds, this perk activates. Press E to block the nearest window vault from your locations for 8 seconds. This perk deactivates and the cooldown only begins after downing the Survivor who you were in a chase with upon activating the perk. This perk has a cooldown of 70 seconds.
"Your boss is going to need me"-Walter White
From The Brink:
Just once it seems you've lost, you come back stronger.
After the exit gates are opened, this perk activates. You gain a 30% breaking and hit recovery speed and an additional 40% decrease in stun time.
"Goodbye Lidia"-Walter White
Scourge Hook: Living Legend:
Your talents and exploits spread your influence further than once thought capable.
When you hook a Survivor on a scourge hook, you gain the undetectable status effect. While this perk is active, all other Survivors hear a distant illusionary terror radius. Both effects last for an additional 10 seconds after the Survivor is unhooked.
"I am not in danger Skyler, I am the danger"-Walter White
Jesse's perks
Endless Grit:
You endure any situation you find yourself in.
When any other Survivor has either been on the hook or in the dying state for at least 15 seconds, this perk activates, You gain a 40% faster heal speed and unhooking speed. These effects last until the Survivor is unhooked or recovers from the dying state. If the killer picks up the Survivor, the effects are also lost.
"You either run from things, or you face them"-Jesse Pinkman
Burnout:
Your experiences have numbed you to the pain and hardship around you, but sometimes this work to your advantage.
When you are one hook away from death and injured, this perk activates.
- Reveal the killer's arua to all other Survivors when you are in chase with the killer.
- After being in a chase with the killer for 40 seconds, gain the endurance status effect. This deactivates upon either losing chase or performing a conspicuous action.
"We make poison for people who don't care."-Jesse Pinkman
Street Smart:
You know your way around things others wouldn't dare interact with.
After being in the killer's terror radius and not in chase for 15 seconds, gain a token up to a maximum of 4 tokens. Once you have at least 1 token, press the active ability button to reveal the generator with the most progress for 4 seconds. The amount of progress on the generator can be determined by the intensity of its aura. When you use a token 8 times, this perk permanently deactivates for the rest of the trial.
"Now hey, remember, not all learning comes out of books"-Jesse Pinkman
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@GreyBigfoot said:
I might get diagnosed with a skill issue, but I feel like this needs to be said:
Nowhere To Hide might be a little bit too much. It has no cooldown, 24m is a pretty good radius, it lasts for 5 seconds, can be enhanced by Lethal Pursuer, and most importantly, it follows the killer's movement.
t's an example of powercreep in DBD. Most of the other aura perks have pretty simple ways of activating, and trigger as a result of survivor's actions. Healing, destroying totems, unhooking, completing a gen, stunning the killer, etc. NTH is one of the few that rewards the killer for doing something they'd likely do anyway. It has great synergy with every other gen kick perk. I'm not a new player, so I don't immediately fear the terror radius and get caught by it often. Needless to say, it's been really rough to adapt to the perk rising in usage. I'm gonna have to start using Distortion, but as we all know, it feels sucky to have to change your build just for a threat that may or may not exist in any given match.
Despite all that complaining, I'd say it's mainly a problem of high tier killers using the perk and benefitting in a way that other killers couldn't.
Just get in a locker.
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@C3Tooth said:
The rework changes her play style. Which we dont know if its better or worse yet.
Read the changes. Genuinely trapper will be a better killer if this goes through.
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@MikaelaWantsYourBoon said:
They did not nerf her, they just reworked her. And honestly her new powers are more fun.
Sure some numbers looks problematic and favors survivors but this does not mean they won't be changed. They can.
She is complete garbage now and will never get to use her power once again against a coordinated team.
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@ad19970 said:
His overclock duration addon getting nerfed is a good thing. It decreased counterplay on the survivors side a bit too much in my opinion. It also looks like some of his addons got buffed, not nerfed, so I don't think it's fair to say his adons only got nerfed.
this killer sucks because he has too much counterplay. Some of the most recent killers had this problem like Sadako, knight, and now Singularity. Survivors should not always know what the killer is doing and how to avoid it.
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@LobbyDodgerLeonidas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466293#Comment_3466293
Made for This doesn't need to be changed. I don't even notice it in my killer matches. My chases aren't taking any noticeable amount of time longer to end.
3% for nothing is insanely strong and hurts lower-tier killers the most. It is an abomination of game design and needs to be killed as fast as possible.
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@Iza13 said:
Sounds great! Hope they give us something about the Pariahs, they just kinda abandonned them...
After Felix and Elodie I thought the next 2 original chapters would have the survivors also be members of the Pariahs, with the next original chapter after that having the final Pariah becoming a killer.
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@ShyPirate said:
I'm going to throw out a guess that the challenge is some kind of test of the feature and that it will become part of the base game in some future update.
If they do that they should make it so you get more BP if you choose the randomizer option. Perk variety would skyrocket.
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@jesterkind said:
Don't you think this is a little dramatic?
EMPs are a little overtuned but the killer power obviously needs some kind of counterplay, it's a video game.
They are not "a little overturned" they completely destroy him and make him a solid D-tier killer. And while counterplay is good, BHVR only seems to care about survivors being able to counterplay killers, as EMPs have zero counterplay against them at all, and they went of their way to remove a possible counter (franklin's) in this very patch.
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@Mandy said:
Whilst I appreciate the feedback around the EMP's - this is obviously something we are going to be looking out for with the latest chapter. Franklins will only work on Survivor Items, not the special items moving forwards, so this includes Sadako Tapes etc, this is not expected to be changed.
You do realize this will just cause less build diversity and cause the same perks to be run on Pinhead, nemesis, and Wesker right? But survivors complained and you can't have that. Horrible change.
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Plaything, Pentimento will be my go-to.