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H_Blocks

H_Blocks

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H_Blocks
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  • @[Deleted User] said:

    Huh. You also didn't get Healing points. Just the Coop Action. It's like it ticked once, then thought you stopped healing.

    True. I didn´t saw that. Thats means healing in generel is bugged. :o

  • @Blazelski said:

    I also wanted a speed boost for it after being unhooked, but haste effects are potentially very strong. I also don't think of it primarily as an anti tunnel perk. I think of it as a very high class time saver (with some risk) with a somewhat steep condition that also is partially anti-tunnel, which makes sense. If you want an effective anti-tunnel perk, I think Decisive Strike fills that niche.

    I don't think your suggestion is necessarily broken on it's own, but imagine Hope + Sprint Burst/Dead Hard + activated Second Wind. You're not catching that survivor in the endgame before they heal.

    Sure, the perk isn't quite the ideal meta compared to the current meta, but no perk should be as strong as the current meta perks, imo. This is about how strong perks should be, imo.

    You are right. It shouldn´t be stronger then the meta perks now. I just wanted to strengthen it a bit so more people will play it.

    First of all thats the reason why I decided for haste. Hope and second wind will not be stacked because both are haste effects. If you want a late game heal you can take adrenalin with you. Second wind is not made for getting a heal after all the gens are done. It is made to get healed during the game and has a really hard condition. Healing another survivor is not that easy as it sounds.

    I think behaviour themself said that second wind should be an anti tunnel perk and taking d strike for a comparison isn´t the best way.

  • @Aven_Fallen said:

    How can someone be so triggered by stuff like teabagging or vault-spamming? Teabagging and vault-spamming has no gameplay-purpose, no reason to punish it with a severe gameplay-penalty.

    People want to play like Myers in the Movies, but complain when the Survivors vault-spam or teabag...

    I have to say. It is f*cking annoying when a survivor vaults 10000 times a window. It is a noisy noise. I am not saying that this idea is good. Just saying it annoys me. :)

  • @Nicholas said:

    I didn't realize, what did they change exactly? So after you successfully use deception you can't go into a locker for 3 seconds? Is that official and intentional or glitch? I haven't tried this perk yet since the patch today.

    You can´t fast vault into a locker for 3 seconds after using the perk. You can walk into a locker slow but as I said not with a fast vault. :/

  • @MythMage said:

    I disagree. You know how people hate Spirit because she's mostly guesswork (she's really not, but for the sake of argument)? That was deception. It was literally a 50/50 on whether or not they actually entered the locker or if it was Deception, and not having any context clues to help Killers form a rational choice could waste a ton of the Killer's time, which we all know is too limited rn.

    I would prefere to play against Head on, quick and quiet and deception then ds, unbreakable and dead hard. Both would be playable and maybe some people decide to change there Perkbuild.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823075#Comment_1823075

    The killer could play around it by baiting the head on.

    Also,there aren't that many tiles that allow those kind of 50/50 mindgames.

    This perk actually rewarded the survivor for good execution but now it's pretty much down to "Dance with me" tier

    Yeah thats it...

  • @gatsby said:

    Honestly, I got PTSD from using Deception before the patch. I tend to button mash to perform actions and the perk locker sucked me on accident more than it ever helped me.

    But if the timer is reduced to one second you have the chance to jump into the next locker with a fast vault and mindgame the killer more. I think these 3 Seconds are too much and take a lot of potential of the perk. :/ Moreover you do not smash the button 3 seconds after using the perk and on the other hand you have to learn not to smash the buttons.

  • @SpaceCoconut said:

    Bets on how long Stadia lasts?

    3 [unite of messure] maybe 4 [unite of messure] max. 5 [unite of messure]

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455967#Comment_1455967

    A jungle gym pallet is a safe pallet, meaning it needs to be broken. I don't understand how you're thinking that the pallet isn't being broken in this scenario. The unfortunate thing is that breaking the pallet gives the survivor at least 30 seconds of time to get to another pallet or a chain of pallets and windows. Yes, a single dead hard and a single pallet can cost you 3 gens because the maps in this game are poorly designed. The algorithm that determines tiles does not take into effect chains. It will take a certain tile, add a value to it, and that's its strength. All maps then have a certain number that is the limit and this is how the game procedurally generates a map. Like I said, the problem with this is that on certain maps you can have a jungle gym chain into a junk tile and then chain into something like the cow tree or the killer shack, each one of these represents at least 30 seconds of chase if the survivor you are chasing is moderately competent. This is without perks. Add perks and the chain doesn't end at the killer shack, it gives the survivor enough ground to get to a junk tile pallet which is then next to a T wall which is then chained to either another junk tile and then chains into another jungle gym.

    I play high red rank at peak times, when most survivor comps are SWF.

    ZaKzan I agree. In my opionen is the perk in some situation like you mentioned too strong because you havn´t got any counterplay and waste a lot of time. Moreover you can´t change the survivor because it would take mor time to find him and down him.

  • It isn´t for distance. You use dead hard for getting a vault or pallet. The difference to user exhaustion perks is that dead hard ist activateable during the chase which punishes you more then a sprint burst. The survivor has the option to increase the duration of a chase tremoundesly by getting a pallet or vault through dead hard.

    Sprint burst, balanced landing and lithe depends more on the situation and dead hard is every time activateable which CAN give you a really hard advantage

  • it would be great for colorblind people but not colorblind people can "abuse" it to get a better track on scratchmarks. For example making the scratchmarks blue would improve the visibility on scratchmarks. I think everyone would take the colorblind modus to see scratchmarks better.

  • I havn´t got any problems with it. That doesn´t mean that you have these issues/feelings. I suggest you to turn down your mouse sensivity for the moment and maybe they will add more options soon.

  • They only changed the very strong map designs that got outdated and had to get an rework. These loops which got nerfed were boring and wihtout much counterplay besides bamboozle. They just wanted to get more action in a chase with much more interaction and it does.

  • @Angelicus23 said:

    https://us.v-cdn.net/6030815/uploads/963/0HPDD4YIFTGK.png

    https://us.v-cdn.net/6030815/uploads/658/VFLOU3XM2YVT.png

    Do you see this behaviour??? this proves that skill is not any issue for me, I got every single archievement except this one, I had to wait until this patch when dedicated servers were finally fine for Ghostface and Myers stalking without any issue. I had 3 chances saved for the tombstone, the first one lost because the game instantly crashed after the offerings were revealed (wow thanks game I really DCed to lose it) the second chance, the last two people hid when there were 3 gens remaining. 5 minutes passed and I finally found both in a corner, when I killed one, the other one instantly got the hatch spawned in front of her. I can just admit that's luck.

    But the last one, this happened, she hid in a locker for the entire endgame, while I was making her get out and drop her up again, she was constantly hiding again. At the end I had the only other possible idea, carry her to any area away from lockers. What's the issue? 5 seconds of stun, she gets enough distance to get away, pass through windows and hide in a locker because THERE ARE LOCKER EVERYWHERE AND IT'S IMPOSSIBLE TO COUNTER THIS.

    The number of lockers of every single map is not normal, and it should be reworked, otherwise, just let me mori people from lockers to get this archievement.

    Waiting since dedicateds servers were in, just to play these two killers, to get the apedt when they were playable, and I get this BS.

    I think the amount of lockers are good and they don´t need to get changed.

  • @Splinterverse said:

    Nice stats. I'm assuming you played these matches as killer since there are no killer stats?

    Yes that´s true. I am thinking about to do some Killer Stats. ^^

  • I also have stats for 1 week ago. Based on 20 Games.

    1.PNG 2.PNG Surv1.PNG



  • @Speshul_Kitten said:

    The badge would be awesome, along with some bloodpoints/shards. If the killer could see the badge POST game would help with lobby dodging.

    I like your idea to display it in the POST game.

  • @Peanits said:

    Out of curiosity, where would you imagine this badge would be shown? I would be very cautious about adding it to the pre-game lobby. In the past, people were able to see what level and rank the survivors were, and that lead to a lot of people dodging lobbies for easier matches or more experienced teammates. I'd be concerned that the same would happen here if you could see everyone's devotion level.

    I had the same thought, but the difference between showing the personal rank and the devotion level is, that the level only shows how much that person has played so far and does not necessarily reflect their skill level.


    In the screenshot below you can see where the badge could be placed.

    Idea for Badge.png


  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/87045/a-badge-for-devotion-level

    Why not give extra iridescent shards for each devotion level when you level up?

    I think that the stars and the badge/title aren't what people are looking for, but that could be an extra ^^

    I don´t think that we need more iridescent shards. A little badge isn´t much work and it add´s a bit to the levelsystem. Like showing how much you played.