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Toybasher

Toybasher

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  • I don't like the changes because I feel they're very heavy handed, especially because the punishment for engaging in what the game treats as tunneling is pretty nasty and doesn't take into account enough things.

    Tunneling the first survivor you find at 5 gens left is definitely bad and indeed ought to be penalized. However what if the survivor you last hooked is working on a gen and it's late-game? Why should you be punished for hooking them when they're progressing the gamestage?

    I also do not like how the system interacts with Sadako and Pig. Both of these killers have ways to kill a survivor without hooking them, tied to a side objective. Why is the killer punished for a survivor not doing the associated side objective? If a survivor gets downed by Pig, given a RBT, rescued from hook, and they pound gens out until their trap detonates, why is the killer saddled with a 25% repair bonus for survivors and can no longer kick gens?

    With Sadako it's a bit different because she can apply more "pressure" to progressing the kill condition via teleporting but I thought the whole aspect of this part of her power was to make hit n' run playstyles viable where you don't hook as much but instead go for condemned kills. This system completely neuters the condemned mechanic because even if a survivor goes around picking up a tape and turning off all the TV's and rapidly build condemned, Sadako can't punish it because it'll trip the anti tunnel system.

  • @AmpersandUnderscore said:

    The game isn't over for the killer when gates are powered. You can still secure kills in the end game.

    The game isn't over for the survivor when you've been downed a third time. You can still repair generators once you get back up.

  • That would be really funny. Something like Hillbilly chainsawing them in the back while Trapper places a bear trap on their head, etc.

  • @4thdslip said:

    The worst part about the third screenshot is that they used the killswitch on Baermar's ugly sweater, which did not break the game, merely made him completely silent. Games could still be completed with it. By the way, the Baermar anniversary outfit is still locked to play Aestri's sounds instead.

    "You mean like how you killswitched Nemesis?" -Count, Ace Combat 7

  • @TWiXT said:

    I honestly don't see it. Maybe its because my clown builds feature no slowdown in favor or more haste, maybe it's because I'm, only a "decent" killer main, hell, maybe it's because I haven't played clown in over a year, but so far, every clown match I've played since the 9.1.0 patch, have been a race of how fast I can hook survivors vs. how fast they can complete 5 gens, and "Spoiler alert" I usually get 6-7 hooks by the time there's 1 gen left, and typically at least 3 escape.

    I kept asking myself… "WHAT AM I DOING WRONG? ISN'T HE SUPPOSED TO BE BRAINDEAD AND BROKEN NOW?" and I just don't see it! Hell, I even adopted a build from the guy who wrote the 350+ page clown guide, and STILL found myself falling short. I know it's not that I'm on a higher MMR, because of how long it's been since I played Clown, which should put me in the much lower sbmm/mmr range, and while my chases are over with very fast (less than 20 seconds), I just can't keep up with how fast the gens are finishing.

    I've adopted the "2-down" strategy, wherein you down one, and immediately chase, down and hook another in order to get the remaining 2 off of gens to come help their teammates, and that at least won me a couple of matches, but Just doesn't work if, after you down the first one, there's no one else in the immediate area to chase. Overall the strategy is heavily flawed, and outright doesn't work against a swf, but as far as strats go, it's the only one with the new clown that actually worked.

    in summary: Either survivors are too strong atm, or I'm just a ######### clown player, because these buffs that make him "braindead" or "Overpowered" aren't doing anything for me. If you want evidence of this, Just watch my latest Video on Kick (TWiXT_Pr1me) and see for yourself… hell point out where I went wrong too, I could use some tips.

    I made a similar reddit post about this and it seems Clown's "main" strength with this build is the ease of tunneling. If you play normally he's still a race between hooks and survivors on gens which survivors can usually win. If you hardcore tunnel the first survivor you find asap you can turn the game into a 3v1 early, and the haste stuff makes it easier to do this.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977111#Comment_3977111

    the timeline diverged whenever a reddit post blew up confirming that "sex in dbd" was tied to Plagues infected breakable walls which prompted the sudden "plague can no longer infect breakable walls"

    I'm telling ya man

    Wait, what reddit post was that?

  • I personally disagree with not killswitching Streetwise. It's definitely not server-crashing levels of broken, but it's a very powerful exploit. I don't know if it works on items survivors bring in, too (I.E. can a survivor bring a medkit with speedy healing addons and do the glitch to get infinite use?) or if the survivor is only limited to the RNG of whatever item is inside the chest, but it's still something that enables infinite flashlight/toolbox/medkit.

    Either killswitch it or at least prioritize a bugfix asap because it's impacting games significantly if survivors are getting faster healing/repairing literally the entire match.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976718#Comment_3976718

    Tbf in my memory the only 3 times ive heard of any bans for exploits of bugs have been killer situations. There was original legion with the addons. The Bug with nurse where she could stack speed infinitely. And more recently was knight when he had the orb thing and could range grab. That is only in my memory ofc. I do recall there were some spots survivors could go into where they couldn't be picked up or hit. If bans resulted from that as well then fair play.

    I don't recall anyone getting banned for the Knight orb exploit personally, but it was absolutely a cheesy exploit and they either didn't killswitch Knight, or took too long to killswitch knight, I couldn't remember.

    I also remember the recent Nemesis bug where he didn't lose Play With Your Food stacks when punching survivors. I can't remember anyone getting banned for that but they killswitched Nemesis.

    Personally with the killswitch system I think they should be banning people less for bugs (Unless they're extreme like letting you reliably crash the server and give all players disconnect penalties) but they need to be more eager to killswitch bugged things instead. I.E. Streetwise should have been killswitched already.

  • @AbsoluteMeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975915#Comment_3975915

    Wow, that sounds absolutely useless and entirely pointless as an item.

    So does flashbang, yet we see survivors running them pretty often. The main thing that bothers me is just the fact the item is infinitely reusable. It's a pretty strong effect, too, considering how disorienting it is. If it had limited charges like the map or key, I'd feel it would be more balanced. If you have a 4-man with fog vials it can get pretty nasty if they coordinate and stagger activations to maximize the effectiveness and cooldowns.

  • My only problem with fog vials are the fact they have a cooldown and are infinitely reusable AND are items you can bring in. When I heard the fog crystal was making it into the main game, I had the mental image of

    A: An item that survivors can get from some interaction with something on the map or as a game mechanic like in the void event.

    B: Tied to a perk that requires some interaction to "earn" like flashbangs.

    C: Item survivors can bring in that is only used once like firecrackers.

    I wasn't expecting it to be an item that's reusable.

  • I think Jim should be a easter egg they add in as a chance of appearing in the offering screen (25%). Or maybe bring it back for events and as another poster said, decorate Jim according to the event. I.E. for Xmas, it looks like a candy cane and has ornaments hanging form it, for Halloween, it has a candle on it, etc.

  • I think I know the cause. When killer moris that had first person versions for the killer's POV were changed so they're third person for both killer and survivor (I dislike this change, personally), for some reason, Leatherface's mori was the only one that kept first-person for a long time.

    Seems this patch was the one that changed it to third person, and I assume what we're seeing is the killer's first person model/animation (which has to get all deformed and stuff so it looks ok from the killer's perspective) being viewed from third person, hence the extreme distortion.

    I.E. what has to be done is they switch the killer to use the third person animation while also switching the camera to third person, and when they made this change, I bet they only switched the camera but forgot to switch the animation, too.

  • I'd rather them be easy to complete because I play DBD on and off, and up until now, the rifts have been, IMHO, one of the most generous battlepasses I've seen in games, which is a good thing, compared to other games where you have to grind your butt off playing multiple hours every day for months.

  • If I'm killer and I get someone doing this, I usually slug them until bleedout or kill their 3 teammates, then bodyblock the hatch force them to do gens and power the gates before closing it and slugging them until bleedout.

    You might be trying to go next to avoid the DC penalty but by god I will do everything in my power to ensure your gameplay experience is as miserable as possible so it's in essence about as fun as staring at the DC penalty timer.

  • I think they should just merge the two. A devil's beast. A werewolf with a flaming sword or something.

  • I support this but a killer abandon should turn them into a bot. This would also mean in "Survivors hiding and holding the game hostage" scenarios, if the killer abandons, the survivors get to waste their own time hiding from a bot until the server shuts down and the killer is already in a different match.

  • @jesterkind said:

    I'm not necessarily saying the change is a good idea - it depends very heavily on how much lower the number is, so I can't say for sure until I've been on the PTB - but I do think people are being a little uncharitable to the reasoning given.

    To me, it didn't read as "You're using the purple bottles too much so we're nerfing them", it read as "the value of Clown's power was weighted too disproportionately towards the purple bottles, so we're evening the value out to make both bottles appealing".

    I don't think it's as much about the literal statistical ratio as much as it is evaluating how Clown's power is designed and how the bottles are used or not used. I don't think it's absurd to suggest the yellow bottles require a lot more effort for not that much better reward, so I don't think it's insane to proactively weaken the purple bottles while buffing the yellow ones to avoid things getting out of hand.

    My issue is, looking at the raw stats and value changes, it doesn't make yellow bottles more appealing, it just makes playing clown, period, less appealing.

  • My biggest gripe is how mediocre houndsense is.

    First off, it only applies to survivors who are revealed with killer instinct from the dog's "search" command. So if you hit a survivor who you catch with the chase command, it doesn't count. (And an addon that applied houndsense in a radius around the dog when it snags someone was nerfed to no longer apply to the snagged survivor, only people near them. So it's pretty much ONLY the search command)

    So what does houndsense give you?

    If you hit them from healthy and they become injured, they suffer deep wound. (Which isn't BAD but for something that's difficult to apply it's a bit underwhelming.)

    If you down them, they get louder grunts of pain, and more blood puddles…..for the downed survivor, who is at your feet because you just M1'd them. It's really underwhelming and I hope houndsense gets buffed in the future so the louder grunts and more blood are also applied to injured survivors or something. Or built in bloodhound to represent the dog tracking their blood trail. There's a few things that houndsense needs.

  • This might not even be a bug but I fully agree it's incredibly annoying/unintuitive/confusing. Especially for players who play both sides, it's like you have to re-wire your muscle memory every time and it ought to be consistent. I've been playing and even after a week or so after Springtrap's launch, I still find myself hitting the wrong button sometimes.

  • I think at least the clear line of sight requirement should be removed. I'm indifferent on the speed buffs when you're being looked at, but the main appeal of the perk to me was a form of early-warning-radar the killer is closing in on your gen to give time to hide.

    Countering stealth killers I'm "eh" on. EW1 Myers was immune to it, (I forgot if he kept that immunity back when they changed him to undetectable) and while I do acknowledge it countered stealth killers, the survivor had no idea how close you were to him, you could moonwalk, and perks that "soft-counter" killers already exist like Calm Spirit/Hardened vs Doctor, Fixated vs Spirit, Urban Evasion vs Hag, etc.

  • @LordGlint said:

    Do you think the game can tell the difference between "going next" and a Myer's tombstone piece?

    I have no idea and am curious myself. If it's based off of how fast you die into the match, Tombstone Piece Myers with J Myers Memorial, and dumb teammates that end up feeding him to EW2 99% early into the match, resulting in him popping the last 1% on you and tombstoning you with 5 gens left is probably going to proc it lol.

  • Not a fan. While I think map offerings are powerful we already have sacrificial ward to disable map offerings. Now SWF's can bring shroud of binding or bring 4 different map offerings and they nearly guarantee at least one of their maps will be picked.

  • @tjt85 said:

    I hate that I can't let myself die on second hook to let the hatch spawn for the last Survivor. They're not gonna come save me and if they do, I don't want them to. We are never getting that last gen done and I just want to be in my next game already. I didn't bother hitting any of the skill checks in a Ghost Face match I played because what's the point if it's just for BP anyway? Am I going to get flagged for trying to "go next" for that?

    It's kinda funny to spam the unhook animation and watch nothing happen, though. But to be totally honest, this might be the patch that makes me quit Survivor for good. I just know I'm not going to be able to play through 20 Survivor matches without getting frustrated enough to want out of a match. So I'm done with the role outside of doing the odd quest or daily.

    Pretty sure a developer said a while ago (few weeks maybe) you'd be able to die on second hook by the end of the game. I can't remember their exact words but they said the system was primarily to look for players who were throwing at the start of the match.

  • @AmpersandUnderscore said:

    I can kind of understand some things, like only giving credit for partial gen repair and not, say, tapping a totem (which could be used for avoiding crows like locker hopping).

    But wow, the system seems to be really tuned to assume that "you're just afk, and until you do one of exactly 4 things you're going to be punished" is pretty extreme.

    The not letting go on hook changes seem fine for the most part, but we're kind of back to "Doctor spamming m2 to prevent you from doing anything" would force the system to flag you as AFK with penalties, and that's pretty messed up.

    Pretty sure the crow system isn't to counter AFK survivors but count survivors who are intentionally hiding for a prolonged period of time to waste as much time as possible.

    I.E. a somewhat common (but not super common, it something I only saw a few times a month) scenario is you kill 2 survivors, and the final two survivors ignore gens and hide. Crouch-walking around the map, hiding in a corner spamming emotes, picking up and dropping items (which prevented AFK crows in the old system) etc. and just waiting until the killer eventually gives up looking for them and disconnects, or the server shuts down.

    This is a problem but I thought the abandon button already solved it. If survivors are hiding and not touching gens, you can just abandon and find a new match while keeping bloodpoints and no DC penalty.

    About the Go Next prevention I think how it really works is it's just some timer and if you die before the timer is up (it's likely not a long timer) the game declares you were throwing the match. It likely doesn't detect behavior and only goes by survival time. While it does solve people who throw/let the killer kill them, it can apparently trigger a false positive on scenarios like a killer finding you extremely quick and hard tunneling you out of the game as fast as possible, etc.

    EDIT: I imagine tombstone piece Myers can give people the go next penalties easily.

  • I am curious how tombstone myers plays into this lol. Like imagine Myers bringing tombstone piece and J Myers Memorial for faster stalking, he 99's EW3 off of other survivors, then when you first encounter him while working on a gen, stalks you for the final 1% and tombstones you. You died very early into the match and now have a ban for your troubles.

  • @GeneralV said:

    I think the buff is fine. Survivors have already lost most of what they had, giving them one good perk back won't be the end of the world for killers.

    I feel the same way. I remember the classic Botany which had the medkit efficiency buff.

    Personally I am alright with it. Remember, a survivor self-healing is a survivor not on a gen.

  • I'm not opposed to it but I think a killer abandon should result in a bot taking over instead of killing the match right then and there.

  • I hope they can buff his veil of invisibility addon (undetectable for 10 seconds when all spells are on cooldown) so it procs at the start of the match. It's a weird interaction but since Vecna starts with his spells on cooldown (in the current, live build of the game) and you bring that addon, you'd get the 10 seconds of undetectable as the game starts. That's not the case on the PTB I believe.

  • Can confirm this bug is still present in the current build of the game. It reminds me a bit of the Invisible Enemies mode from the RE1 remake lol. Just think that's funny, that it unintentionally is a throwback to RE1make.

  • If I had to guess, it's related to the fix for the "Tombstone Piece Tech" where you could have much more in your evil within meter via a tombstone piece kill if the EW3 times out during the tombstone animation.

    (Basically you drop to EW2, with 75%-ish in the bar if EW3 times out by itself, but only 25% or so if you did a tombstone piece kill, but since the forced-end of EW3 via a tombstone piece mori only happens once the animation is done, EW3 expiring during the animation gives you the extra EW meter even though you technically are in the middle of killing someone with tombstone piece.)

    A recent fix for this happened a few patches ago, and I assume whatever fix was done ended up breaking it a different way.

  • I do wish at least the maps were darker, maybe not like as dark as they used to be in the "olden days" of 2016-2019-ish but a lot of maps feel artificially brightened from how I remember them.

    Personally I don't mind survivors using stealth, especially if they're bad at looping. It's just a problem if survivors hide excessively, to the point of not touching generators and they let everyone die to try and get the hatch, etc.

    I think both stealth and looping playstyles should be viable so players with different skill-sets can still be somewhat effective.

  • I don't want it to be extended but still voted yes because it's a limited time game mode and there's people who want it. I can still queue for 1v4 while the event is ongoing.

  • I like map offerings currently even though I agree that they're often used for a specific purpose to take advantage of a certain build. etc. (As someone who plays Myers, I have to use a map offering when I run scratched mirror for instance because it really stinks if you get an outdoor, wide open map with that build.)

    I think map offerings should stay as they are, especially because the sacrificial ward is now a brown-tier offering that players can use if they want to leave the map in the hands of RNG. Or maybe something like killer's map offering has priority over survivor map offerings?

  • I think it'll probably penalize the player when you attempt to self-unhook to reach second stage…and THEN fail the struggle skillchecks to die.

    I'm hoping whatever system they use will try to take time in the match into account too, so something like someone suiciding on hook when there is only 2 survivors left total, and they want to get the hatch open, late into the match won't be penalized, but a survivor suiciding on hook less then 2 minutes into the match with 3 other survivors still alive will be. (I.E. a blatant case where someone is going next because they don't like the map or killer.)

  • I have no strong feelings one way or another.

    I do think Nemesis is in bad shape though in 2v8. His zombies are weak and while the bigger vision range and radius is welcome, they need a speed boost or maybe even an extra zombie or two.

  • Bit of a peanut gallery post but I can confirm I've had this happen too as Wesker on RPD. Happened to a David I think. I hit him with a bound and he got stuck on my shoulder and even the EGC timer didn't kill him, resulting in a Good, Bad, And the Ugly standoff for who's going to DC first.

    Eventually David DC'd and I automatically hooked his bot form. Seems if it happens to a human player, the bug will resolve itself by the survivor DCing, but if it happens to a bot, you are quite literally trapped until the server shuts down or you DC as killer.

    EDIT: According to comments on a youtube video, this bug is apparently related to Wesker moving after putting someone on his shoulder. There's a small window where he can turn his camera or walk after the "picking up animation" and before the "hooking animation" and supposedly moving/turning during this window triggers the softlock.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878881#Comment_3878881

    IMO Bot Fills are one more reason to not play 2v8 as Survivor. The Bot Fills will obviously only be on Survivor-Side, since this is the side which has not enough players in 2v8. But nobody wants to play with Bots.

    At this point, they should make 2v8 a full PvE-Mode and then Killers can have rapid queue times and play with a friend against Bots.

    A full PVE 2 killers vs survivor bots mode is a strange idea but I think it would be good as an option to help with queue times.

  • Personally I hope they keep the current chase music on live. I don't like the "new" (In quotation marks because it's been changed back and forth a few times) music on the PTB. I'm not saying the entire theme is worse overall but layer 1 is too subtle and quiet and the chase music has that disorienting noise in it. I liked having the accordion in the "foreground" of the audio. Felt like it fit more thematically with the Houndmaster being a pirate etc.

  • @KaTo1337 said:

    1. They already said that a return of OG-Freddy is NOT what happens in january :-(. VERY SAD
    2. I guess they will - because its not Killer "Tweak", but "Killer Update" - give him Snares and Pallets together like Clown
    3. For that, they will nerf the Dream Projection / maybe you cant fake it anymore or you need an addon to fake it, because they will make the useless Class Photo Basekit (what worries me)
    4. optical overhaul to the Dreamworld

    I HOPE, THEY WONT KILL HIS FAKE TELEPORTS.

    I HOPE, they at least give us more addons worth using.

    Where was it confirmed OG Freddy isn't coming back? I am hoping we get something closer to a blend of new Freddy's "he can use powers to effect survivors in the dream world" and old Freddy's "The dream world is oppressive and survivors want to wake up asap, but Freddy is weak if survivors can stay awake". I really hope they take inspiration from the void and make Freddy able to teleport survivors and himself into a separate dream world to 1v1 them. Or add fake gens, fake totems, etc. in the dream world, etc. Point is new freddy's dream world is really wimpy especially since the slowdown addons got removed and puddles and pallets were both nerfed. He also no longer sees asleep survivors auras, which I thought made him great for target-switching and juggling survivors mid-chase to keep people off gens.

    I don't want a straight revert to old Freddy because he was unhealthy for the game even though I enjoyed his playstyle, but I want a rework to take at least a few design ideas from old Freddy with a dream world survivors actively want to stay out of. Also, Freddy needs to not have his aura shown to awake survivors. He turns invisible when he's far enough away from them, but his aura can still be read if the survivor is awake which is really bizarre. (Old Freddy didn't have that problem. Not sure if it's just a bug/oversight or intentional design choice.)

    As you said I do think they're going to combine puddles and pallets at the very least, it's dumb we have killers like Clown and Vecna who have multiple powers they can swap between mid-match, but Freddy has to bring an addon to REPLACE his puddles with pallets, which means if you prefer pallets you effectively have 1 addon slot with Freddy. I also think his teleport might be changed.

    I also suspect his addons are getting HEAVILY reworked. Freddy's addons are almost all garbage, like "Show a survivor's aura when they fail a skill check when asleep" or "fake pallets, when dropped, show the survivor's aura for 1/2/3 extra seconds" etc. He has a few good/fun addons (red paint brush, black box, pill bottle, although pill bottle is more of a silly addon then a serious one) but so many of his addons are filler or not useful.

    Also, Freddy's lullaby in the dream world might need some tweaks. Paradoxically, a Freddy running a full stealth build is actually at a disadvantage if survivors stay asleep, as the lullaby is not effected by the terror radius perks. Survivors are oblivious, which means they don't hear the TR, but the lullaby still gives a 32 meter radius of perception. Maybe some of the addons could effect his lullaby.

  • I fully agree. Challenges should be mildly challenging but stuff like "open an exit gate" or "do a rescue after EGC begins" etc. all requires the survivors cooperate and stars align.

    For instance for "safe unhook after EGC starts" you need to:

    1. Hope you don't die before EGC. As a crappy player who's usually the first 3 hooked like less than 3 minutes into the game, this is the biggest barrier for entry.
    2. Hope a survivor get downed and hooked after the gate is opened. This is completely out of your hands.
    3. Hope the killer doesn't camp the hook because it's a smart idea to during endgame.
    4. Hope you can make it to the hook before another survivor rescues them.

    That's a lot of scenarios that can go wrong. I'd rather have grindy challenges that can be consistently done instead of praying the stars align. Good example of another crappy one is all 4 basement sacrifices from tome 1, or that one which requires you complete 4 gens with Dark Sense. I remember that one because as soon as the second gen pops, at least one survivor would DC because the challenge was now impossible for them. Hatch and key related challenges are also bad because they encourage "I'm literally going to hide in the corner all game with left behind, distortion and urban evasion. I'm not going to touch a gen, rescue, or heal anyone, and just wait for my team to die so I can get hatch" behavior.

  • I personally like the map offerings but my gripe is it always feels like if survivors burn a map offering and I burn a map offering, the survivor's map offering is almost always the map I get.

    It's all down to luck (AFAIK there's no secret survivor bias for this) but it's absolutely heartbreaking when I have a build DESIGNED around a map like Pig's hard to find jigsaw boxes on Midwich, or the classic Scratched Mirror Myers build on Lerys, and I get sent to Coldwind or something. Puts me in a very sour mood.

  • I'm not the OP but I saw this thread and wanted to add some footage I found online of the bug.

    https://youtu.be/pYbz36fwHtQ

    Here's video footage of it happening. It's from 6 months ago, but it seems similar to what the OP encountered, Pinhead turns invisible when hindered by chemical trap.

  • Good news is one of the devs mentioned that Rancor and Devour Hope are keeping their moris, at least. Last PTB they tested the finisher mori, those perks had their moris removed, and in my opinion completely gutted any appeal of them as I argue both are fair and balanced, albeit unfun to play against sometimes.

    Devour Hope feels like the ultimate risk vs reward perk, and for every time you see it reach 5 stacks and mori everyone, there's 30 games where it gets cleansed 1 minute into the match.

    Rancor is a little more "toxic" because the obsession dies right at the endgame, but the survivor sees the killers aura with each gen pop so there's an early warning they have rancor and rancor is often paired with "ignore the obsession" perks like STBFL and PWYF making it more of a way to just "assassinate" the obsession with one hit after ignoring them all game. (It's not you "died because of rancor", more like the killer was sparing you and saving you for endgame) It also has some funny meme potential with perks that allow obsession switching like game afoot and nemesis.

    (devour hope 5 stacks was just auto-sacrifice on hook….by which point you get it, multiple survivors are likely already on death hook anyway. Rancor got no extra effect, it was just insta-down on obsession, and at that point you might as well run NOED for insta-down on everyone + a speed boost. If those changes went through, I'd go from using them pretty often when messing around (One Punch Wraith with Rancor is one of the funniest things you can do) to never touching them ever again.)

    EDIT: Oh yeah, the subject of this thread, personally I support the finisher mori but I am against removing moris from the offerings. Basekit cypress should stay, green and pink should keep their current effect. I was concerned about the animations getting repetitive when playing as killer, (you know what they say about too much of a good thing!) but it seems like THIS version makes the mori optional so we can still opt to hook normally or give hatch. (The original test just had it so once all survivors are downed, they get endgame collapse sacrificed and the game automatically starts a mori animation on the last)

  • This used to annoy the heck out of me, but I thought locker-DS is mostly fine now because almost any action at all to "progress the game state" like healing, repairing, etc. disables DS early. I remember years ago you'd hook a guy, go to a gen, and the survivor who was unhooked earlier is currently working on it, hops into a locker and there was nothing you could do other than eat the DS stun or wait it out. (This annoyed me so much I'd throw the entire game just to stare at the locker sometimes. I'm not tunneling you if you are working on a gen that is at 85% completion AND after I've already hooked someone else!)

    Now that situation no longer occurs as often because tapping a gen or healing the guy who unhooked you now shuts down DS prematurely so you can't use it "offensively" anymore.

  • What amuses me is I remember saying this perk was underrated and a good beginner tool when Kate first came out and everyone was screaming it was F-tier. Now it's one of the best perks in the game!?

    Personally, I think it's mostly in an ok state, and I do like that it gives blindness addons/perks some serious value vs windows users.

  • I'm not opposed to it, but only if a gen hasn't popped in a prolonged period of time to provide another way out for hostage situations (survivors giving up on gens and hiding in hopes the killer DCs) that doesn't lead to having to wait for so long the server shuts down.

    Also I think if a killer "taps out" and hits the gate, certain things should happen such as endgame perks and powers not activating etc. so a Pig can't for instance, start with traps on everyone's head, wait for the first gen to pop, then hit the gate so everyones timer is running.

    Overall I like it and I actually suggested a "sudden death" endgame collapse as a way to force a match to end if survivors refuse to touch gens and go full stealth mode for a long time. It's just they need to design it in such a way it can't be abused.

  • Another option could be a 4k/escape with at least the killer/survivor's exclusive perks, so if you're doing Adept Freddy for instance, you could run NOED in addition to his teachables and embrace a full endgame build, or BBQ n' Billy for the ultimate chainsaw experience.

    But, yeah, maybe a 3K would be a better solution because it's not fun to slug for a 4k excessively. Adept Freddy took me 9 attempts because the last survivor would find hatch, I'd close the hatch and they escape out the gate (sometimes even when slugged due to adrenaline healing them) or they wandered somewhere unknown and bleed out. (Not counting all the times survivors escaped normally)

    The good news is, at least it no longer uses the emblem system and requires a double pip anymore, which means at high ranks you had to play perfect and even with a 4K you could not get the achievement. A small downside is at low ranks, you could often double pip with just a 3K if you got lots of hits and chases and stalled the game out, Legion was a prime example and double pipping with him was easy even if a survivor escapes.

    Overall, yeah, I think it should be changed to something like "no survivors escape out the gate" similar to some of the tome challenges, so the last survivor getting hatch doesn't invalidate the achievement and we don't have to slug people. I slug sometimes if I'm feeling really sweaty but I very rarely do it, but when I'm going for an Adept I'll slug people multiple times if I have to which is unfun for everyone involved, all for an achievement.

  • My problem with flashlight macros was the sound was flaring up my tinnitus.


    "Click-Click-Click-Click-Click" was fine, but when a macro was used to click a million times a second the sound would stack ontop of itself and it was physically painful to hear.


    https://youtu.be/tyfQeNhW148


    It was also leading to crashes.

  • IIRC DBD was originally developed by like just two people I believe. I mean like in the extremely early stage. Forgot who. I might be wrong.

  • I want at least like a skin or cosmetic of Hillbilly in a space suit. Or like a little Hillbilly riding a rocket with one hand waving a hat similar to that one scene in Dr. Strangelove as a charm.

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