MsSaltyGiggles
MsSaltyGiggles
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- MsSaltyGiggles
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Hey, is there a place in the forums where people are submitting their cosmetics? I want to see people's cosmetics they've designed for the contest.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164690#Comment_3164690
What if that isnt my goal? What if my goal is just to kill 4 survivors and not care about bloodpoints or the emblem system?
Well, in my original response I went over that...but as I said it magically disappeared and I didn't feel like writing it again. You can play the game however you want, but it's a bit silly to play a game and have no goal in mind. With the emblem system DBD gives us goals to accomplish each match and we can use our winnings to level our characters/prestige them and earn shards for the Shrine or cosmetics. When you're playing the game and not actively pursuing the goal then what are you doing? How is that fun? So the plan is to play however you want and do nothing or the bare minimum and to not progress the game or increase perk tiers? That doesn't make any sense to me.
The goal of any game would be to win. Any game I play I would try to maximize the amount of points I get. To do the exact opposite doesn't make any sense. The only thing I can think of is malicious intent. I hate saying that, but that's the only thing I can think of. DBD is a one of a kind game where you can literally not play the game to win and make everyone else in the lobby suffer for it too. The only people I can think that want to play that way are people who like to power trip, control, and feed off of others misery.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164536#Comment_3164536
The big differences between knockout and NOED,
1. Totems dont move the survivor can make themselves easier to find by moving towards other survivors.
2. Totems are silent downed survivors make noise you can find them by sound
Well, I just offered a suggestion about some changes that would be ideal. I'm not looking for counter suggestions. Someone mentioned a possible rework and it would be interesting to see what that would consist of.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164476#Comment_3164476
I don't understand your comparison to Tenacity. If a survivor is running Tenacity and a killer is running Knockout, then Tenacity would be like regular crawling speed. Making the crawling speed -100 for Knockout is literally not crawling...you wouldn't move...that's -100...just laying there.
The perk is literally called knock out. How are you crawling if your knocked out? -100% crawling emulates being knocked out. You could make more realistic by making your vision blurred like clown bottles or complete black out, but that would be too realistic for survivor.
It's easy to find survivors on a map that are healed, injured, or in the dying state without bond
Putting a survivor in the dying states gives you unlimited bond aura reading on the floor. Its literally unlimited deerstalker(killer perk) for survivor free. Its like that to bridge swf and solo. This perk removes unlimited deerstalker and set it to 16 meters. your complaining about the perk that removes unlimited aura reading and I'm telling you that you can equip bond and it will neutralize the perk by extending range to 36 meters.
The majority of players in this game are solo players. There was a poll done a long time ago. SWF players makeup the smallest portion of the games players. Basing every change off of how it would be against a SWF is a horrible way to maintain game health.
I understand that, you shouldn't need to bring an information perk to counter knock out, but the game is balanced like that currently. the game should definitely be balanced around swf and solo should have same opporunities to be as successful as SWF. Survivor already get unlimited bond when on the hook, and on the floor, I don't see why they don't get it when they're not hooked/on the floor.
This is appropriate as slugging without hooking is not playing the game
Downing the survivor is playing the game as killer. The only difference between downing a survivor and hooking them is that hook survivor takes away killer time allowing survivor to rush generators faster since killer spends time hooking the survivor.
In the "DEVOUT" emblem category you receive 0 points.
that's terrible design, your punish killer for succeed their objective. mood point. Your idea suggests punishing the killer for playing the game.
early game mass slugging is dumb.
you never state what is wrong about it, you just say its dumb. What is dumb about the killer downing the survivor? Should we remove the ability m1 on all killer so you cannot go down? Getting 4 man slugged is survivor being poor at the chase and survivor misplaying massively while killer capitalizing on survivor mistakes. The twins gameplay is entirely cantered around this and very few players play her as a result. Slugging is part of the game and should be viable way to win, especially in cases where survivor force slugging to occur(Such as Old decivisve strike, Sabotage, Going in the corner of the map where all hook are broken from someone dying).
Okay, my comment disappeared for some reason.
Basically, I'll just post this again then.
Devout Emblem -
Your goal is to gain as many points as possible for this Emblem:
- 0 points: starting value, No Emblem
- 2 points: awarded for each Sacrifice
- 2 points: awarded for each Kill
- 0 points: for each bleed-out death
- 2 points: awarded for each Disconnect
- 1 point: awarded for having hooked all Survivors at least once
- 1 point: awarded when Survivors have been hooked for 9 times.
*Notice how you get 0 points for bleed-out deaths.
Mass slugging is dumb early game if you do it at 5 gens because you're negating all the point categories for both you and the survivor. That is why I said it was dumb. When you're trying to earn bloodpoints to level up/prestige characters then you wouldn't want to earn the least amount of BP possible. That is why I said what I said.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164476#Comment_3164476
I don't understand your comparison to Tenacity. If a survivor is running Tenacity and a killer is running Knockout, then Tenacity would be like regular crawling speed. Making the crawling speed -100 for Knockout is literally not crawling...you wouldn't move...that's -100...just laying there.
The perk is literally called knock out. How are you crawling if your knocked out? -100% crawling emulates being knocked out. You could make more realistic by making your vision blurred like clown bottles or complete black out, but that would be too realistic for survivor.
It's easy to find survivors on a map that are healed, injured, or in the dying state without bond
Putting a survivor in the dying states gives you unlimited bond aura reading on the floor. Its literally unlimited deerstalker(killer perk) for survivor free. Its like that to bridge swf and solo. This perk removes unlimited deerstalker and set it to 16 meters. your complaining about the perk that removes unlimited aura reading and I'm telling you that you can equip bond and it will neutralize the perk by extending range to 36 meters.
The majority of players in this game are solo players. There was a poll done a long time ago. SWF players makeup the smallest portion of the games players. Basing every change off of how it would be against a SWF is a horrible way to maintain game health.
I understand that, you shouldn't need to bring an information perk to counter knock out, but the game is balanced like that currently. the game should definitely be balanced around swf and solo should have same opporunities to be as successful as SWF. Survivor already get unlimited bond when on the hook, and on the floor, I don't see why they don't get it when they're not hooked/on the floor.
This is appropriate as slugging without hooking is not playing the game
Downing the survivor is playing the game as killer. The only difference between downing a survivor and hooking them is that hook survivor takes away killer time allowing survivor to rush generators faster since killer spends time hooking the survivor.
In the "DEVOUT" emblem category you receive 0 points.
that's terrible design, your punish killer for succeed their objective. mood point. Your idea suggests punishing the killer for playing the game.
early game mass slugging is dumb.
you never state what is wrong about it, you just say its dumb. What is dumb about the killer downing the survivor? Should we remove the ability m1 on all killer so you cannot go down? Getting 4 man slugged is survivor being poor at the chase and survivor misplaying massively while killer capitalizing on survivor mistakes. The twins gameplay is entirely cantered around this and very few players play her as a result. Slugging is part of the game and should be viable way to win, especially in cases where survivor force slugging to occur(Such as Old decivisve strike, Sabotage, Going in the corner of the map where all hook are broken from someone dying).
Okay...that's a lot to read.
First off, I'm not going to address everything. I'm just going to address the "DEVOUT" emblem and mass slugging early game.
Devout emblem:
Your goal is to gain as many points as possible for this Emblem:
- 0 points: starting value, No Emblem
- 2 points: awarded for each Sacrifice
- 2 points: awarded for each Kill
- 0 points: for each bleed-out death
- 2 points: awarded for each Disconnect
- 1 point: awarded for having hooked all Survivors at least once
- 1 point: awarded when Survivors have been hooked for 9 times.
*Notice how you get 0 points for each bleed-out death. The killer is not rewarded for slugging.
As for mass slugging early game. In all emblem categories you can gain points for doing actions. There are four categories, if you start the game and mass slug everyone at 5 gens and leave them to bleed out you're not playing the game as intended. Sure, play however you want, but you're negating all point categories for survivors and whatever remaining point categories for yourself. That is why it's dumb. In a game where you're trying to increase the amount of BP you get per match to level up/prestige your characters - gain shard XP, negating all the possible ways you can earn those BP in a single match makes absolutely no sense. You'll never reach your goal doing that and the only reason to play like that is because you're a miserable person who wants to make everyone else miserable.
Why didn't I explain that earlier? It's genuinely understood and doesn't need explaining if you know how the emblem system works and why early game mass slugging would be dumb. But yet...here we are.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3164076#Comment_3164076
tbh a lot of perks don't match the character they came from, Dark Devotion was a basic attack ability forever from plague, a character who will probably never ever m1 anyone.
Facts.
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@CrypticGirl said:
https://forum.deadbydaylight.com/en/discussion/344291/possible-knockout-nerf
But you can already see the aura of downed survivors when you get into a certain range of them (16 meters, I believe?) But yeah, I agree it's horrible for solo queue players, and I DC from any match where a killer just wants to slug and never hook.
That's why I was making the suggestion for a nerf. Someone mentioned a rework which actually sounds better. I would prefer they rework Knockout like they did NOED. Increasing the aura reading range gradually every 30 seconds by 4 meters for a maximum of 24-28 meters...or something similar.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3164156#Comment_3164156
"quite early on" Means quite early in the month. And as for the changes now, well, they did adjust the way MMR starts I guess, but that doesnt really take away from the argument as the problem persists. Basically, if I was a high mmr killer on one killer, all my killers would have increased MMR too. They didnt add an MMR decay in place untill Sadako was released, and the MMR drop is too slow to notice for pretty much all killers up untill Sadako. I didnt even attempt the new killers since Artist other than maybe reset day because the survivors I faced would be mid-mmr when I should be low MMR on those killers. The effect on the old killers lingers there.
As for playing killer that much, well, not recently, but definitely 2k hours at the very least.
The MMR issue still persists on killers like Billy, who I have never played and only leveled up to lvl 30 for the final teachable that I needed. It might not affect Wesker due to changes, but I have no reason to practice Billy because the survivors I encounter are still far too similar to the survivors I encounter when I play Trapper, and Trapper is my 4th pick when it comes to playing killer. That is the whole issue. Having adept on all killers doesnt really change that.
And its not really possible to get iridescent on 3 except gatekeeper without getting 4 kills: Devout requires 4 kills, 9 hooks and everyone being hooked once for iridescent. Let 1 person escape, and its gold(2 points per kill, 1 point for 9 hooks and 1 point for hooking everyone once=8 points). With Gatekeeper being very hard to keep iridescent for most killers, that means that letting 1 person go means 2 gold and 2 iridescent. You're not gonna get a merciless from that unless you're bronze.
I'm not calling BS on you having all adepts, but if you let someone go, odds are that you had gatekeeper at iridescent.
I would just say don't make any assumptions. I play this game all the time and have fairly decent MMR for both Killer and Survivor. I'm also fairly decent with all the killers as well. I mean think what you want. I really don't have the energy to argue back and forth with you about your assumptions of how I earned my adepts. Do you. You play decent in all point categories throughout the match and get one golden emblem you're going to still get the adept, just saying.
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@Devil_hit11 said:
well said. its useless perk swf because swf can just tell each other where the person floor is and it hurts solo.
you can counter this perk by using Bond, It gives 36 meter unconditional aura reading all survivors near you, including downed survivors but to be honest, global bond should be base-kit for solo and this perk should be reworked.
the perk should be reworked to be reverse tenacity where it reduces crawling speed by -100% and slugging as a whole should be buffed to reward killer for downing the survivor. survivors that pick up other survivor should lose 25% bleed progress and third seal could also use rework to buff it to 35% if the totem is active since third seal is also another perk that does nothing vs swf but affects soloq.
nobody really slugs as killer because you get no reward for doing so and killing survivor by hooking them & camping is more time effective overall. those changes would help make those slugging perk more relevant and reward killer for slugging if the killer chooses that route to win and bunch of survivor perks could maybe get buffed as well to combat or even encourage/force that playstyle(Like Decisive strike).
The majority of players in this game are solo players. There was a poll done a long time ago. SWF players makeup the smallest portion of the games players. Basing every change off of how it would be against a SWF is a horrible way to maintain game health.
Forcing a survivor to run a perk in the event this random perk shows up is not ideal. It's easy to find survivors on a map that are healed, injured, or in the dying state without bond. Go to different generators, listen for generators, go to a recently finished generator - easy. Knockout is the only reason you wouldn't be able to find a downed survivor. Putting Bond as base kit would not be valuable at all considering the new gen regression meta killers are running now.
I don't understand your comparison to Tenacity. If a survivor is running Tenacity and a killer is running Knockout, then Tenacity would be like regular crawling speed. Making the crawling speed -100 for Knockout is literally not crawling...you wouldn't move...that's -100...just laying there.
There doesn't need to be a buff made to slugging. In the "DEVOUT" emblem category you receive 0 points. This is appropriate as slugging without hooking is not playing the game. I don't mind temporary slugs for pressure, but early game mass slugging is dumb. In fact, I say the opposite to your suggestion. Slugging should get a Nerf and killers should receive negative points against their score for doing it longer than 30 seconds. It should subtract some points from their overall score. Just like survivors get an unsafe hook negation, killers should get a non-hook negation. That's right...I said it :).
I don't know what game you're playing or even if it's the same game, but I've experienced plenty of slugging in Dead by Daylight. Enough for me to bring up these points.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3164165#Comment_3164165
You coach it as a "better counter" but really it's tacitly removing the perk. When you strip out the core of what a thing is designed to do you're not left with a whole lot.
Just deleting perks is uncreative and uninteresting. Especially just because you don't like them with no real underlying reason. Try a rework instead.
What I'm suggesting happen to the perk is no different than what they did to NOED which seems like a pretty fair change. Which part of my suggestion do you think is tactically removing the perk? Where in any of what I've said mentions stripping it of it's core function. It's core function will continue to work as a slugged survivors aura will not show. I'm just suggesting a nerf or rework that prevents mass slugging with it.
NOED CHANGE:
Hex: No One Escapes Death remains inactive if no Dull Totems are available.
Hex: No One Escapes Death reveals the Aura of its Hex Totem to all Survivors within 4 meters and gradually expands that range to 24 metres over the course of 30 seconds.
^ That's the NOED change. Applying this to Knockout does not takeout it's core function, get a grip.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3164101#Comment_3164101
For a Killer who's playing "Normally" (Hooking people, chasing, defending gens and so on), the perk is pretty worthless. Knock Out does nothing if you're going for multiple hooks and keeping slugging to a minimum.
When I play I typically do tactical slugging and I'm not running a perk to make that slightly better when I could run a perk that might actually win me a game.
There's 1 killer who I think Knock Out is pretty good on, and that's Hag. Nobody else really.
Well, as I mentioned before...if you're playing normally then you typically wouldn't be running this perk. Most killers who run this perk are doing so for the slug game. The reason for the nerf or rework would be to better counter against a killer who is slugging with the perk.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3164108#Comment_3164108
Oh yeah, and odds were likely that you did so before reaching red ranks, or did it quite early on. The issue with killer adept is that you'd face survivors for at least a full week that know how to counterplay your killer, while you havent been able to learn the killer to attempt counterplaying the counterplay.
I have most adepts, but if I play killer normally, I'd reach gold or red ranks quite quick and if I want to adept with another killer, I would either be forced to slug for a 4k or wait for the 13th for the reset. Thats not really a good way to go about things. Adept at red ranks should be equally tough as adept at grey ranks. It being easier at grey ranks is very odd.
No, I didn't. Look at the new killers released. I just said I have adept on every killer. Changes went into effect long ago, that means there are killers that came out after those changes. Why are you arguing with me on this. You sound like you don't play killer that much. Just be wrong and move on.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3164069#Comment_3164069
Gates are never too far apart. RPD used to have this issue. Big note on used to.
https://forum.deadbydaylight.com/en/discussion/comment/3164077#Comment_3164077
Then camping and tunneling should be removed as it rewards failure, or slugging for the 4k, as that rewards failure.
https://forum.deadbydaylight.com/en/discussion/comment/3164080#Comment_3164080
Oh yeah, but especially in red ranks, you would need to slug in a 2v1 to get enough emblems to get the double pip for adept. That is kinda the issue. You can have a good game of 10 minutes, kill 3 survivors and 1 escaping through hatch and you'd still not get the killer adept. While you could have a game of 8 minutes, kill 2 survivors, slug the 3rd one and then scour the map for the 4th to get the adept.
I've gotten adept by only killing 3 survivors and one escape through the hatch. It was 3 iridescent emblems and a gold gatekeeper emblem. It's possible to double pip if one person escapes through hatch. I have all my killer and survivor adepts - for reference.
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@Brokenbones said:
Knock out is a horrible perk
It punishes solo teams heavily while doing nothing against coordinated teams/SWFs.
It encourages an unhealthy playstyle (Heavy slugging) but even then it doesn't actually make slugging that much stronger most of the time.
It needs a complete rework imo, Knock Out is the killer version of Calm Spirit - a perk developers keep daisy chaining new effects onto in hopes that it becomes good and people use it.
I'd be okay with a rework as well. I typically see knockout with really nasty builds (sweaty builds). The builds are usually expose perk heavy like hex: haunted grounds-undying etc. When I get matches like this I see it as the killer probably got trolled in a game prior and is taking it out on the next lobby xD.
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@Yamaoka said:
It already got nerfed. It used to work unconditionally. Now it's basic attack only which means Bubba aka owner of said perk can't use it with his own ability.
Well, just because Bubba is the owner of the perk doesn't mean it's not on other killers. I had a Dredge use it on Midwitch recently and no one was going for the pickup. I've also experienced it with Legion, Trickster, Nurse, and Twins to name a few. I don't see it that often, but when it shows up it flips the game around. On your next killer match, bring knockout and leave the survivor slugged. See how quick the game goes. Just keep slugging survivors one after the other. Post a picture in the comments when you're done xD.
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@Predated said:
First off, I have been really glad with some of the changes made recently to make the game health a lot better. I still am of the opinion that there should be an advantage for killers to not tunnel, because in a lot of cases, tunneling early in the game is still worth the trouble, especially if the chase is relatively short(or a disadvantage for killing someone very early on, like buffing the remaining survivors untill at least 3 gens are finished). But all in all, happy with those changes.
However, slugging for a 4k in my eyes is still quite a glaring issue. 2 survivors are already dead, you are on the ground and the killer, with no additional information, starts searching the entire map just for that final survivor. And the final survivor? Well, they have no reason to help their teammate. That would give away their position, and the killer can return to the slugged survivor to simply slug them again. So you're forced to hide for up to 4 minutes if you want any chance of escaping.
This kills the gameflow and ruins games. And the worst part? There are some legitimate reasons for killers to do so:
- certain rift challenges(why sacrifice 8 survivors over 3 games when you can kill them in 2?)
- achievements(mainly adept)
- getting just that extra bit for a double pip
To survivors, there is no way of telling the difference between a killer slugging just to complete a challenge, and a killer slugging so a survivor doesnt have a chance at the hatch. It's quite a shame if a game lasts 12 minutes, only to be forced to spend 1/3rd of that match waiting for your teammate to bleed out because the killer refuses to hook.
Are there any plans in the works to address this specific scenario? Personally, I'd suggest making the difference between 3 kills and 4 kills much smaller Emblem-wise(or add a scoring feature when a survivor escapes through hatch), and then give a survivor the ability to opt-out of a match after being slugged for prolonged times(or the ability to pick themselves up, any reason to force the killer to pick them up and hook them or suffer the consequences).
Alright, not sure if someone has said this already, but you will not get Adept achievements on killer for slugging. You will need to get two blood pips on killer to get the Adept achievements. This is usually 4 iridescent emblems or 3 iridescent emblems and one golden emblem, and sometimes 3 golden emblems and one iridescent emblem. If you're slugging for the 4k you will not be making enough points in the other categories to receive the Adept achievement.
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@m4x1m_000 said:
Double-burger example of what I described above.
What did the survivors manage to do while Nea's hook stage? First, one gen was repaired. Rebecca 01 went to the hook, used Reassurance, then returned to the generator, repaired it. After that, there was still no point in unhook Nea. Instead, the survivors repaired the generators and searched for the Devour Hope. Devour Hope, which requires a lot of effort to implement, was simply destroyed with one perk that you just need to press.
This match is a great example of how much resources a hook stage can give to survivors, which is supposed to work for the killer actually. What's the point of a hook stage timer if the survivors will still unhook when it's convenient for them because of push-button perk?
The video doesn't really tell the story of the full match. You start it at 3 gens left and the survivors are about to fix 2 more gens. They also don't even cleanse your totem until the middle of the game which is lucky. You were proxying the hooks instead of patrolling gens or checking your totem. That part where you're just strafing back and forth waiting for someone to be pulled off of hook is where you made the mistake. If you're concerned with reassurance then don't hook survivors next to your devour. You could also bring Hex: Undying and Scourge Monstrous Shrine. Reassurance is a perk like any other perk that can be beneficial. Not everyone is going to run it, and its usage is situational just like Scourge Monstrous Shrine.
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This is the Claire cosmetic I want :). Reminds me of OG RE2 PlayStation days :)
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This just happened to me as well. I'm not sure what this means or what it does...checking now to see if I can find any problems.
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If Dead by Daylight didn't exist tomorrow...probably continue grinding out Fortnite battle pass. A bunch of my friends play Fortnite and Apex, so might just go back to that full-time. I don't know where I would get my horror fix from...maybe The Forest or the occasional Friday the 13th. I might even start knocking out most of my indie horror games that I've purchased over the years. I play way too much DBD, so at the end of the day I would miss it, but have plenty of other games to play.
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I was just thinking of another idea!
Pirate Era (10th century) - Female Greek Pirate (based on the story of Tetua an ancient Greek queen and Illyrian pirate at the time). Maybe the killer could also be a monster from Greek Mythology. That would be really fun :).
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3059656#Comment_3059656
To quote DBZ Abridged Krillin, "woah, hostile."
I was talking about general response to Off the Record then you, specifically.
Nevertheless, I always thought Decisive Strike's rules were generally known, even if people didn't use it themselves. Once active it stays active for one minute or until you do something to progress the game (heal, work on a gen, etc), whichever comes first. Things that are now called a Conspicuous Action. This same rules apply to OTR. You have its effects for 80 seconds or until your do a Conspicuous Action (or at least endurance I'm not entirely clear myself if all the other effects are lost or not)
Hence "Borrowed Time with Decisive Strike rules"
lol at the DBZ abridged comment xD.
Look, I'll keep it 100 with you. They've changed Decisive Strike so many times I lost track. The last time I knew what DS did was when you could bring it in a match, but only the obsession could use it. So, if you brought DS in a match and weren't the obsession it was a wasted perk slot. That was the time I was actually going to try it out since everyone hyped it up. I could never use it though, so I said eff this useless perk xD I'm going to use other perks. So, I did. I never looked back since. I don't know how it works anymore and frankly I'm 96% of the time solo queuing. So those cool head-on, flashlight locker saves, and other cool combos you see SWF do just don't work with me. It's hard to have synergy like that in a random lobby. I think if I practiced with a SWF I would know how to pull off crazy things...but as an adult it's hard to sync up times to play with my friends. They're all busy except the ones who are unemployed lol. So, there's that. I'd say my perk knowledge is extensive in some areas, but overall average.
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@Zeidoktor said:
I feel like people focus on the 80 second of BT while forgetting it works on Decisive Strike rules.
Unless you're in the habit of doing little of value to your team while DS is up, I don't imagine Off The Record will be much different
Look, I just read it how the update put it out. I personally, never used decisive strike. The only time I tried was in the past, but it would only let the obsession at the time use decisive strike...which led it usually being a waste of a perk slot if someone else brought it. This put me in the habit of just never using it. I don't know how I can forget how Decisive Strike works with OTR if I don't even know what you are talking about. I mean, I've never used either of those perks, so I wouldn't know how they work together. Honestly, I have no idea what you're talking about. I'm focusing on what I know, yeah. So, if I don't know something, I'm not going to include it in my post.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3059566#Comment_3059566
Recent dev update said that OTR will not function once the gates are powered when the update hits live.
I mean, that makes it a bit more fair...but they've made OTR way too strong imo...80 second BT... who would have thought lol
Survivors with this new update be like:
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3059282#Comment_3059282
BT currently works during the endgame whereas OTR does not.
I copied the OTR update straight from the patch notes into my post. I didn't see where it said "does not work during end game collapse" is that in recent patch notes or something?
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@Somna said:
OTR does keep it's aura blocking and grunts of pain suppression as well. Not sure if those go away (but guessing it does) when you do a conspicuous action.
So, it's BT, Iron Will, and Distortion in one perk xD? That's what it sounds like :P.
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@jesterkind said:
I can answer some of these!
Lucky Break has a total duration. Say you get injured and run away from the killer, losing them due to being very stealthy, and then heal up straight away- say that takes about 20 seconds Lucky Break's timer then pauses. Next time you're injured, you'll have the remaining 40 seconds of Lucky Break. It's a timer that ticks down while you're injured, not an effect duration each time you get hit, if that makes sense? With this new change, you'll be able to refill the timer, like putting sand back in an hourglass' top bulb.
Off The Record has its effects cancelled if you perform what's called a "Conspicuous Action" - basically, the same actions that deactivate Decisive Strike. So technically you can get 95 seconds of Endurance, but you would have to never touch a generator, start healing someone, touch a totem, etc etc. Realistically you'll be getting much less than the full 80 seconds of Endurance there.
As for Iron Will, I doubt it'll make a distinction. If you're Exhausted, it turns off, regardless of the source.
That's how I was thinking OTR would work. That's a lot of BT from off the hook...it would render the actual Borrowed Time useless. Like...why use a perk that gives you 10 seconds of BT when you can just run OTR and guarantee yourself at least 90 seconds of borrowed time. No one would ever need to run BT. They would just need to run OTR as base kit.
As for Iron Will...this is just a bummer to me...this means Iron Will has no synergy with exhaustion perks anymore...and that's where it was at it's strongest to be honest. I've been running Sprint Burst since the dawn of time...it just...breaks my heart 😭😭
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/334143/help-me-understand-some-of-the-perk-changes
Iron will - Exhausted by any means. Just in general
Lucky break - Starts at 60 seconds...You get hit and those 60 seconds get used. If you heal someone for 10 seconds. You get 10 more seconds of lucky break.
When it comes to OTR I figured it would only be one hit since that's how BT works. How come you don't get the 5 seconds of free BT when saved off the hook and the 10 seconds from max BT from someone who saves you with the perk. To me, that would seem like the total seconds would be 95 seconds. That's a lot of time to play around with regardless of if you can only take one hit from it.
In terms of lucky break...thanks for explaining that to me. I was thinking that it was like any other perk that had a cooldown and just automatically reset. So, Like, When I run around with Sprint Burst eventually after not running for a while it activates back at its 60 seconds. This is how I was thinking Lucky Break worked. Tbh...I just never really used any of Yui's perks besides Any Means Necessary.
Thanks tho :)
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I usually only come to the forums to report a bug, look for specific information, or to make chapter suggestions. I've barely ever used the DBD forums page...just because I mean there are other avenues of communication that I prefer i.e., Discord, Twitter etc. Over the years though I've noticed Behavior mentioning that they look to their forums to receive insights and other player feedback. So, I've decided as of late to be more active in the forums if this is the only means to communicate with BHVR. As in, I have the highest chance of BHVR responding to my post or at the very least reading it in the forums. Everywhere else I've stated complaints/suggestions have been unseen or ignored.
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@MrMori said:
Good call honestly, it's kind of weird how you have an ancient japanese samurai Oni, but the survivor from the chapter is from modern times. Would be very cool to see survs from different time periods.
I was thinking the same about the Twins being from the 17th century and how Elodie looked so modernized. I have tons of interesting ideas, only hope that they can see this and maybe consider it 😅.
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@TheKissKing said:
im open to survs of different eras (in fact i think that would be really cool) but as for chapters without killers, BHVR wouldnt do that cuz killers are a bigger highlight than survs
Well, they added The Cennobite and Ghost Face chapter without adding survivors, but those were licensed killers. I think you're right tho, they should continue to release survivors and killers together, but the game is already pretty full with perk abilities. That's why I was thinking about the option of getting rid of the unique perks when adding new chapters...it's a bit over saturated with many perks now. Just add the chapters and give the killer a unique power. Even with giving the killer a unique power it will probably be hard...I mean there's only so much more one can come up with. Maybe I'm just not thinking creatively enough xD.
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This was on PC/Steam - I just play with a controller
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I thought maybe at first this was a survivor from a previous match, but it was from the killer in the lobby from the match that was just about to start :/
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This happened to me the other day. I do think they should hide names, because they do remember play styles etc, which causes them to adjust how they play. If not then show the killers name before game as well, so we know to adjust our play styles.

