Esdru
Esdru
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@pandorayr dijo:
@Esdru dijo:
De momento dejo el sumario (en inglés) para facilitar las cosas. Básicamente todo buffeos a los killers y más y más nerfeos a los survivors. Personalmente creo que con los cambios de Murmullo Amargo y Reparador SE LES VA LA ######### OLLA de lo rotos que van a ser.@Esdru
Hola paquete, ya te he visto antes con el doctor, me campeaste con 5 motores en el sótano desde que me colgaste hasta que morí, al parecer lo que te dije en el post de arriba te hizo llorar de rabia, increíble increíble me mataste de una manera full skills, así desde luego no me iba a escapar con tanta skill que tienes, se nota que eres main survivor ya te pillaré yo a ti con mi nurse haber cuanto me duras.Básicamente posteo esto para que todos sepan que eres camperin.
Se te olvidó comentar que fuiste el único campeado y que lo fuiste porque estabas en mi blocked list.
Besis, y vinagre de manzana para esa bilis.
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De momento dejo el sumario (en inglés) para facilitar las cosas. Básicamente todo buffeos a los killers y más y más nerfeos a los survivors. Personalmente creo que con los cambios de Murmullo Amargo y Reparador SE LES VA LA ######### OLLA de lo rotos que van a ser.
Q1: Are there any changes or planned changes to Decisive Strike, Sprint Burst and Self-Care? - Nickenzie on DBD Forums
A1: There are planned changes, but there were also planned changes that won't come through.
Sprint Burst/All Exhaustion Perks: Exhaustion Perks will no longer recover while you're running. This change will be on the PTB. Decisive Strike: Once per match, when grabbed by the Killer, succeed a Skill Check to automatically stun the Killer in place for 2/2.5/3 seconds. The Survivor can still wiggle during the stun time. Potential additional change: Great and a Good Skill Check zone, with a longer stun when hitting the Great Skill Check. This change will not be on the PTB or in the mid-chapter balance patch. Self-Care: Interrupting the Self-Care action before you have healed a health state resets any healing progression in that health state to 0. Potential additional change: Any partial healing progression gained from other Players or Med-Kits will be ignored by the Self-Care reset. If you have been healed to 25 % by another team mate/Med-Kit, then later try to Self-Care yourself up to 100 %, interrupting the action would reset it to 25 % instead of 0 %. This change will not be on the PTB or in the mid-chapter balance patch.Q2: What Perks can we expect to see reworked? - Lux on Discord
A2: If not stated otherwise, these changes will be on the PTB or in the mid-chapter patch
Déjà Vu: Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes. The Auras of 3 Generators in closest proximity to each other are revealed to you for 30/45/60 seconds at the start of the match and each time a Generator is completed. If you are holding a Map that can track Objectives, Objectives revealed by Déjà Vu are added to the Map. Calm Spirit: Animals seem to trust you as they often stay calm in your presence. Reduces chances of alerting woodland creatures by 80/90/100 %. Your calm spirit can overcome the urge to scream due to Madness, Intoxication or Injury. Ace In The Hole: When retrieving an Item from a Chest, there is a 100 % chance to find an Add-on of Very Rare Rarity or lower attached to it and a 10/25/50 % chance to find a second Add-on of Uncommon Rarity or lower. Sole Survivor: As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted. Your Aura cannot be read by the Killer within a maximum range of 16/18/20 metres for each killed or sacrificed Survivor. Dark Sense: Each time a Generator is completed, the Killer's Aura is revealed to you for 5 seconds. When the last Generator is powered, the Killer's Aura is revealed to you for 5/7/10 seconds. Bitter Murmur: Each time a Generator is completed, Survivors within 16 metres of the completed Generator will be revealed for 5 seconds. When the last Generator is powered, all the Survivors' Auras are revealed for 5/7/10 seconds. Tinkerer: When a Generator is repaired to 90 %, you receive a noise notification and your Terror Radius is reduced to 0 metres for 4/6/8 seconds. Predator: Your acute tracking ability allows you to hone in on disturbances left by running Survivors. Scratch Marks left by Survivors will spawn slightly/moderately/considerably closer together. Whispers: this will not be in the mid-chapter patch You have a rudimentary understanding of the Entity's voice. Sporadically hear the Entity's whisper when standing within 24 metres of a Survivor. The power of Whispers weakens by 10/8/6 metres each time a Survivor is killed. Sloppy Butcher: Wounds inflicted by successful attacks slightly/moderately/considerably increase the Survivor's bleeding and inflict and the Mangled Status Effect. Bleeding and Healing time effects return to normal once the Survivor is fully healed. Save The Best For Last: Earn a Token for each successful hit that is not dealt to the Obsession. Each Token grants a stackable 5 % decreased cool-down on successful attacks. You can earn up to 8 Tokens. Attacking your Obsession will make you lose 4/3/2 Tokens. You can no longer gain any Tokens if your Obsession is sacrificed or killed.
Q3: Will we ever get some new Items and Add-ons to play with? - Rexile on Reddit
Q4: Will Bear Traps put already injured Survivors into the Dying State? - ntjhtnbr on Reddit
Combined Answer:
All Add-ons will get a rarity re-pass to make them more consistent across all Killers, which should also improve the Bloodweb-distribution. This change might cause a re-pass on the rarity of other Unlockables as well to balance it.
The desired pattern for Add-ons across all Killers would be the following:
4 common Add-ons 5 uncommon Add-ons 5 rare Add-ons 4 very rare Add-ons 2 ultra rare Add-ons
Killers who don't yet fit this pattern will eventually receive new Add-ons or changes to existing ones. These changes will probably come at a later date.
Evan MacMillan - The TrapperReworked Power: Decreased base setting time: from 5 seconds to 2.5 seconds Unlimited trigger notification range upon disarming a trap Add-on balance pass Reworked mechanic: Bear Trap re-spawn Sabotaged Bear Traps will re-spawn after 3 minutes. Hangman's Trick will reduce this by 1 minute. The Oily Coil Add-on will reduce this by 30 seconds. Reworked Add-ons: Coils All Coils will have a sabotage and disarm time effect. Reworked Add-ons: Gloves and Tools All Gloves and Tools will have a setting time and facility to escape effect. Reworked Add-ons: Jaws All Jaws will have an on-trap effect. Reworked Add-ons: Stones All Stones will have a special effect. New Add-on: Trapper Sack, common A crude leather sack suitable for foraging. * Starts with 1 extra Bear Trap. * Allows the transportation of 1 extra Bear Trap. Reworked Add-on: Trapper Bag, uncommon A cured leather waist bag. Large and sturdy to transport hunting equipment. * Starts with 2 extra Bear Traps. * Allows the transportation of 2 extra Bear Traps. Reworked Add-on: Stitched Bag, very rare Skin pieces of all sorts crudely stitched together making for a very large bag. * Starts with 3 extra Bear Traps. * Allows the transportation of 3 extra Bear Traps. New Add-on: Padded Jaws, common These padded jaws are meant to restrain, not to wound. * Bear Traps do not inflict damage to trapped Survivors. * Points awarded for trapping Survivors are increased by 100 %. Reworked Add-on: Iridescent Stone (formerly Diamond Stone), ultra rare Traps sharpened with this sickly gleaming stone seem to gain a life of their own. * Every 20 seconds, one closed Bear Trap chosen at random becomes set. Reworked Add-on: Honing Stone, very rare When used with the Bear Trap, the Honing Stone sharpens its blades. The razor-sharp blades inflict deep wounds aimed at bleeding the victim as fast as possible. * Inflicts the Dying State upon the trapped victim when freeing themselves. Reworked Add-on: Bloody Coil, ultra rare (formerly very rare) Part sticky, part slippery, this grim liquid makes handing the Traps' springs more dangerous. * When a Trap is sabotaged or disarmed by a Healthy Survivor, the bloody coils exact their price and that Survivor becomes Injured. * Slightly increases the Bear Trap sabotage time. * Slightly increases the Bear Trap disarm time (1.5 to 2.5 seconds). Reworked Add-on: Oily Coil, very rare (formerly rare) Part sticky, part slippery, this grim liquid makes handing the Traps' springs more dangerous. * Reduces the Trap re-spawn timer by 30 seconds. * Tremendously increases the Bear Trap sabotage time. * Tremendously increases the Bear Trap disarm time.Lisa Sherwood - The Hag
Reworked Power: Decreased base setting time: from 5 seconds to 2 seconds Increased base trap teleportation range: from 32 to 40 metres Unlimited trigger notification range upon disarming a trap Add-on balance pass Reworked Add-on: Scarred Hand, very rare removed the movement speed penalty Reworked Add-on: Waterlogged Shoe, ultra rare Added a slight increase to the Hag's movement speed (4.4 to 4.5m/s).General Changes, upcoming and proposed
Obsession mechanic: The Obsession icon is now shown to all Players Tinkerer rework and compensation: Removed all "Affected by Tinkerer" mentions in Add-on descriptions. Rework to the charge times of some Killer Powers Add-ons affecting these will be changed to still give a meaningful boost Huntress: nerfed the machine gun combo, but reduced the base speed wind-up time Wraith: these changes probably won't make it until the next Chapter rework of the uncloak time and uncloak speed curve Nightmare: proposed changes, not coming with the mid-chapter balance patch reducing the Dream Transition time from 7 to 4 seconds adjusting the Block Add-ons accordingly reducing the action speed to 0 % during the Dream Transition General Changesng with the mid-chapter balance patche Dream World effect Killer FOV: proposed changes, not coming with the mid-chapter balance patch rework to increase the default FOVQ5: Do you plan to add back the ability to close the Hatch? - SNTD on DBD Forums
A5: We want to do more than just adjust the Hatch, the end-game should be more exciting as it's currently a bit lackluster.
It's not just the Hatch anymore, it raised additional questions and will be a larger change, that will come at a later date.
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Me parece muy pobre en comparación a los eventos del aniversario del año pasado que estuvo genial.
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El sistema sin emblemas me llevaba una semana para subir a rank 1 como survivor (demasiado fácil)
El sistema de emblemas inicial pre-PTB me llevó 3 semanas subir a rank 1 como survivor (demasiado frustrante).
El sistema de emblemas actual me va a llevar unos 12 días subir a rank 1 al ritmo que voy. Me parece el más balanceado hasta la fecha. -
Poco debate hay al respecto: Una enfermera experta es incontrarrestable. Con el resto tienes esperanzas de poder sobrevivir de una u otra manera.
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Como Main Doctor que soy:
Barbacoa
Ruina
Vocación
Escalofriante (Planteándome cambiarla por algo que me ayude contrarrestar mínimamente el pallet looping ya sea Fuerza Brutal o Resistente) -
Vínculo
Voluntad de Hierro
Agilidad
Viviremos para Siempre(+Botiquín)