Dead by Daylight

Goopy

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perks:
when you down someone, all gens in a 32 radius regress by 12%

after a generator is complete, all vaultable areas in a 32 radius are blocked for 35 seconds

working on a generator below 50% gives you the exhausted status, this remains for 1/2/3 seconds after cancelling your action


i see it now
rune
full demigorgan perks
 

Goopy

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I don't blame them for trying to find ways for Killers to hinder Gen strats but these absolutely need toning down.
these are the wrong ways to go around it

rune is good for the purpose as it creates a stop-gap where you have to be skillful enough to constantly hit great skill checks, chase for the totem which at times is in the worse spots of the map, or tap which takes half the time, essentially skill based for the survivors to counter

these aren't, especially since you're going to be 32 meters around a gen at all times and there's no way to counter the other two
 
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Rabid

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these are the wrong ways to go around it

rune is good for the purpose as it creates a stop-gap where you have to be skillful enough to constantly hit great skill checks, chase for the totem which at times is in the worse spots of the map, or tap which takes half the time, essentially skill based for the survivors to counter

these aren't, especially since you're going to be 32 meters around a gen at all times and there's no way to counter the other two
P.much. Like even as someone who mains Killer some of these just feel unfair - not to mention can't you basically chain them together? If the time was lowered and the range reduced to half? Fine, sure.
 
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Blackquill

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these are the wrong ways to go around it

rune is good for the purpose as it creates a stop-gap where you have to be skillful enough to constantly hit great skill checks, chase for the totem which at times is in the worse spots of the map, or tap which takes half the time, essentially skill based for the survivors to counter

these aren't, especially since you're going to be 32 meters around a gen at all times and there's no way to counter the other two
You can counter the perks slightly

Cruel confinement triggers when a gen is completed so the obvious tactic would be to 99 gens. This also gives the killer a chance to halt progression on it

Surge is a tricky one, I'd say to counter it you'd need to take note of the closest gens together (Deja Vu might actually become useful) and lead the killer away
 

Goopy

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P.much. Like even as someone who mains Killer some of these just feel unfair - not to mention can't you basically chain them together? If the time was lowered and the range reduced to half? Fine, sure.
i think the largest problem with this is flipping over the tables completely

survivors are "broken" because of a select few perks
this update just completely nullifies those perks and adds more, so the killers should be broken for a while
 

Blackquill

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i think the largest problem with this is flipping over the tables completely

survivors are "broken" because of a select few perks
this update just completely nullifies those perks and adds more, so the killers should be broken for a while
If they are too broken they will be nerfed very quickly

Look at original freddy, he was considered OP when he was released, he was nerfed and stayed nerfed for over a year
 
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Thood74

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(Deja Vu might actually become useful)
6f8.png

i couldnt help myself but it really is impossible
 

surra

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these are the wrong ways to go around it

rune is good for the purpose as it creates a stop-gap where you have to be skillful enough to constantly hit great skill checks, chase for the totem which at times is in the worse spots of the map, or tap which takes half the time, essentially skill based for the survivors to counter

these aren't, especially since you're going to be 32 meters around a gen at all times and there's no way to counter the other two
thing is tho you don't need to be skillful to avoid ruin, tapping is way easier for new players to do and it's less punishing than just going through the gen with ruin
 

Goopy

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If they are too broken they will be nerfed very quickly

Look at original freddy, he was considered OP when he was released, he was nerfed and stayed nerfed for over a year
tbh i hope so, always just worrying to see game devs announce these as the official standard on release, makes you wonder what's going on inside their head

You can counter the perks slightly

Cruel confinement triggers when a gen is completed so the obvious tactic would be to 99 gens. This also gives the killer a chance to halt progression on it

Surge is a tricky one, I'd say to counter it you'd need to take note of the closest gens together (Deja Vu might actually become useful) and lead the killer away
the problem with surge is the range
i was up against a 32 terror radius killer earlier, and i'm not sure if they had the killer radius lengthening perk, but the killer radius felt so far
seeing how that was now, knowing it'd basically be double the distance from me to the killer in that game, you could probably put an easy 2-3 gens in that range

with cruel confinement, the only way it'd work is swf, but then the killer can just dismantle all your gens constantly
 

Rabid

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I'll be honest though I do think that there are a select few perks that you can use to absolutely fuck a Killer, no matter how skilful they are. Not every time but there's a reason Ruin basically became one of the go-to perk for 99% of builds and its because with any half-decent set of Survivors, gen-rushing is how you win.

I totally get it, but I also think going too far into the other extreme is gonna cause issues.
 

Goopy

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thing is tho you don't need to be skillful to avoid ruin, tapping is way easier for new players to do and it's less punishing than just going through the gen with ruin

but it takes literally half the time to do the gen, which completes the purpose of the perk, slowing down gen rushes
in low elo, people don't even tap tbh
[doublepost=1566500024][/doublepost]
I'll be honest though I do think that there are a select few perks that you can use to absolutely fuck a Killer, no matter how skilful they are. Not every time but there's a reason Ruin basically became one of the go-to perk for 99% of builds and its because with any half-decent set of Survivors, gen-rushing is how you win.

I totally get it, but I also think going too far into the other extreme is gonna cause issues.

like i said, it's flipping the game heavily favoured to survivors to one heavily favoured to killers, which is the wrong way to do i t, they should have just balanced it out

it's like league and their tank meta, assassin meta, adc meta cycles all over again
 
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Brandon_

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I mean, that perk completely relies on the killer being able to down somebody in a reasonable time frame, and if taken without ruin a generator can still easily be down in under 40 seconds because two survivors cuts the time in half x fucking d, I see it only being problematic if ruin is also taken and it's a decent totem spot.

It isn't like it's built around the terror radius, although somewhere in my heart I wish it was so I could be even more cancer on my meme build doctor.
 

Blackquill

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I'm excited for the dlc

I like basically all of the perks, my survivor main (Ash) has a contender and I can't wait to fuck around on the new map as my killer main (Ghostface)
 
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Blackquill

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Hi so, the devs made a forum post with some key things

UNDETECTABLE

The first Killer status effect since Bloodlust, Undetectable consolidates our Killer stealth mechanics into one easily understandable status that can be applied through Killer powers, perks, and add-ons.

When a Killer is Undetectable, the following effects are applied:

  • The Killer’s terror radius is removed.
  • The Killer’s red stain is removed.
  • The Killer will not have their aura revealed.
  • The Killer does not trigger the jumpscare sound effect.
  • The Killer sees the smoky screen visual effect.
As with most of our status effects, the Undetectable icon will appear on the right side of the screen.

When the new chapter releases, players will have an opportunity to experience this status effect for the first time with the new Killer. We intend to roll out this status effect to other existing powers, perks and add-ons, where relevant, in upcoming chapter / mid-chapter releases.
OBLIVIOUS

Oblivious is a status effect applied to unfortunate Survivors that have no understanding that a Killer is nearby.

When a Survivor is Oblivious, the following effects are applied:

  • The Survivor does not hear The Killer’s terror radius.
  • The Survivor is not affected by any effects that are conditional to being inside of a terror radius.
Being Oblivious makes a Survivor completely ignorant of a Killer in close proximity, but at the same time, they also ignore the effects of Coulrophobia, Unnerving Presence, Infectious Fright, and other terror radius perks.

As with the Undetectable status, Survivors will have the opportunity to experience this effect when playing against the new Killer in the upcoming chapter release. Following this, we will include Oblivious in other powers, perks, and add-ons in later patches.
BLOODWEB CHANGES

This update will also see a change to the bloodweb which significantly cuts down the amount of time taken to unlock perks.

From level 40 and beyond, more perks will appear in each bloodweb, giving you more choice between which perks you take, increasing the odds of finding the perk you want, and potentially allowing you to take two perks per level. The exact details are as follows:

  • Levels 1-39: Unchanged
  • Levels 40-49: Three perks appear, up to two can be purchased.
  • Level 50: Four perks appear, up to two can be purchased.
The other rules of the bloodweb remain the same; when you take a perk, The Entity consumes another perk at random. If you are efficient at acquiring nodes on the bloodweb, this change means that you could earn up to two perks per level, although you will be racing against The Entity.

With the total number of perks growing with each chapter release, getting the perks you wanted could be challenging. With this change, the odds of finding the perk you want are doubled and the amount of time taken to unlock all perks is dramatically reduced.
 
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Brandon_

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Spine chill and premonition will still work on undetected, this only removes OOO and the other ones that aura reveal unless they forgot to word it properly.

Blood web change is shit level 40 still holds the requirement of 750,000(ish) blood points to get to the point where you can cut down on the grind.
 

Blackquill

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So I had prolly the most intense escape today

So I'm trying to do an escape with a new item daily

It's a huntress, with a ebony mori + iri heads (basically 1 hit from hatcher = INSTANT down)

One teammate goes down and INSTANTLY dcs. Leaving three of us. Two of us three somehow managed to kite the killer around one side of the map while I snuck to the other side and cleansed her two hex totems (Ruin and Lullaby). In this time, I also get a gen done and work on another.

Eventually, one of my teammates goes down, I rescue them - killer instantly comes back and mori's them. This leaves me and another teammate. Killer focuses on them while I work on another gen. She goes to my side of the map using BBQ, I go in for the rescue. I fuck it up and go down on my first hook.

The killer player stared at me on the hook, doing the nodding, taunting etc. I attempt to escape, and succeed - my sprint burst putting enough distance in order for me to avoid a hit. Thanks to lightweight, I manage to lead her long enough for my teammate to die then I return to where I got hooked and vaulted a ledge and got downed, right next to the hatch.

And to prove this happened, here's a screenshot:
GOPudvL.jpg
 
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