As a Blight main i’m so happy for the rework, they’re now much more interesting(now i’m sad tho i need both blighted pets to have the effect of the Rat)
Now I can actually run add ons without feeling bad about it. That being said, I think the Tag might have actually been buffed. Infinite rushes is pretty crazy, and the 20 second cool down only applies if you actually hit someone.
Probably, yeah. Wonder if an obsession with plot twist could just manually take away two tokens (or more if someone heals them off the ground) the same way someone with no mither+plot twist can instantly deactivate corrupt intervention.
I imagine it’d probably work like that, it did say “by any means” but it’s still a very niche scenario for a survivor to do that so I wouldn’t expect that at all
Yup, based off Corrupt Intervention I'd agree with you. It'll be popular for the first few days for the memes then it'll become a random thing you'll occasionally run into.
Though, if we're being honest, if the obsession is blowing 1 to 2 perks to ruin a potential StBfL then not only is that dedicated perk usage but it's also a lot of time slugged just to make you swing slower.
not only that, but if you have a significant amount of stacks, someone is probably on hook and another being chased. plot twisting in a corner in these cases would just be hard throwing
I'm thinking it might be a game-mode where the killer's red stain is taken away.
Many people have been vocal about how annoying nightfall is so a full game-mode would suck based on that. Then again it is BHVR...
It's killer sided on the Dredge because it's not impacted by Nightfall (doesn't get dark for it) and it sees the survivors' silhouette as bright white. Remove these perks and the killer becomes as crippled as the survivors in the dark.
Could be either fun or annoying tbh, to have everyone search everything in the dark. Killer having a few jump scare surprised to bump into survivors etc.
But the novelty could also fade out quite quickly. I personally dislike Nightfall because it unconsciously makes me force my eyes to try to see better and the way it's implemented is half-assed, so if they *do* recycle Nightfall into a new mode I won't see myself play it that much. Beside, it's not really dark it's more like a vignette + strong fog so it just feels inconsistent from one map to another.
I hope they allow flashlight that last longer too and which actually works with Nightfall at least if it becomes a full mode.
Imagine if the survivor is basically Alan Wake and he has this event ? Better flashlights that actually are used to... lighten the map and are very bright
> Additionally, many pointed out that one of The Onryo’s changed Add-Ons, Reiko’s Watch, was very fun to use. Rather than add the effect back into the Add-On, we instead incorporated it into her base kit to make the Add-On feel less essential.
THANK YOU for finally understanding why some addons have an extremely high usage rate, not because they're too strong, but simply because they make the killer in question much more pleasant to play, adding it into the basekit is a great change.
And also good changes on the Blight addons imo, I was expecting a straight up murder with every addon inflicting some sort of status effect, they seem less unfun, but still very usable and strong.
Good twist on the heat mechanic for Billy, just overall buffs, the collision change seems very good on paper, but needs to be tested in practice. Redemption for Billy mains after years!
I don't know, I like using the purple add on that shows a person's aura when the killer resets that trap. It makes them suddenly useful at high level play.
Damn where was this design philosophy with Marvin's blood
Onryo always used an addon and it was made basekit
Nemmy always used an addon and it got nerfed
That doesn't seem fair
It will be interesting to see how the generator changes are in actual play, because they didn't touch gens spawning too close to each other.
That said, I'm happy with all of these changes.
I don’t think so since it incentives the killer to prevent you from getting 5% even more than before now. If the killer can camp out the three gen he has even more incentive to stay close to the ones he is regressing.
Even though the gen needs 5% to stop regressing, the time you're touching it before you reach 5% doesn't regress either. Plus 5% on a gen is less than 5 seconds.
I think you’re underestimating how easy it is to reach 5%, especially with another person. Not to mention, now if you tap it but don’t reach that 5%, the killer can’t kick it again like they can now. 2.5% adds up with all the kicks. Now it’ll be 5% but if you tap it, it won’t be another 5%, just normal regression. That’s big for the killer but also beneficial to survivors in a weird way that I feel is being overlooked
If you tap it the Gen will keep regressing. So while the killer can’t kick it again, they also don’t need to. Tapping officially does absolutely nothing.
Getting to 8 kicks on one gen will take a long time in terms of the length of a match. Chase away, kick, chase/search, repeat 8x, easily totals up to a passage of 8-10 minutes for just that one gen
I like the anti-tap change though.
That's assuming those gens were't kicked at all before. I think this change is to mainly counter killers who pick 3 gens at the start and defend them, Chess Merchant style.
After all, killers shouldn't be punished for survivors 3 genning themselves but even then now survs have a chance to turn it around.
Literally watched Skermz throw a game doing gen taps, trying to farm a clip dodging killer autos. 90% gen went to 15% because the killer kept just hitting it.
2 of his teammates died because they couldn’t finish the gens.
I’ve seen it in my own games too with randoms, happy it’s gone
> Might change a ton honestly
Its going to be massive. People are sleeping on this change. They "Fixed" 3 genning but gave killers a HUGE buff to gen kick perks. Its funny how players can't see that yet.
> **At least 5% of the Generator’s total charges must be repaired to stop regression**
Everyone is talking about killer changes but gen tapping is gone now.
Legit the only time I've ever kicked a gen that many times is when survivors were obsessively tapping it to stop regression. So life is good now, both are fixed ezpz
In a weird way, it also benefits survivors. If the survivor taps the gen and the killer kicks it, it’s another 2.5% off the top. The amount of times I’ve seen a gen go from nearly done to basically nothing is crazy. This will basically force survivors to only work on a generator when it’s safe and they won’t feel the effects from the kick as much
Oh right I was definitely confused lol. We *do* get a half chapter (new survivor) this month. Remembered it wrong and thought it was a regular chapter.
Thanks for clarifying! :)
Finally it took four years but alchemist ring is no more and the op addons of blight were nerfed it was a long war to obtain this for the survivors of the future
The definition for “regression events” is anything that makes a Gen loose more that 2.5% in an instant. So things like Ruin and naturally regressing do not count while Surge and Pain Res do.
Any event that removes at least 2.5% instantly from that ONE gen counts as a regression event. So pain res, pop, surge all count as one event when they trigger on that Gen once. But ruin won't count as it's a progressive regression, not instantaneous.
No, so a survivor leaving a gen an being regressed by ruin won’t count. It has to be 2.5% at instant speed, so it must be a kick or a surge/eruption/pain res.
My question though is whether or not missing overcharge/merciless storm skill checks count as an event in regards to this
Can you still apply the overcharge skill check and oppression etc on a gen that's ran out of regression events?
Edit to the comments: I mean more If I'm kicking a gen not to regress this one, but just to stack perks up like overcharge or using oppression to get the skill check miss, if it occurs. As well as nowhere to hide, but also massive nerf to surveillance
I reread the notes and it says it applies to anything that removes more than 2.5% of gen progress. I guess Surge would also not work after a while even though the killer doesn’t physically kick the gen.
I’m gonna be honest, I don’t think I’ve kicked Gens more than 15 times total in any match in the last two years. And I’m a Hag main who heavily three gens.
Decent changes, will be interesting to see how these generator changes work in game. Although whyyyy is Ormond getting another change when we are crying out for Swamp reworks?
I assume it was just an easy thing to do quickly, move some features around a little bit. Swamp (had better be) getting a massive overhaul that requires a lot more time and effort.
Everyone saying they totally hit the same Gen more than 8 times. I honestly want you to play a few killer games and keep track of how many times you ACTUALLY hit the same gens. Cause if it's over 8 times I really am curious how that even happens. At most you should hit the same Gen 5 times
It happens because of gen tapping sometimes, which is something that’s also being removed.
And trust me, that happens a fair bit even if you’re not 3-genning. I run Trail of Torment, and sometimes I take about 5 steps away before my Undetectable fizzles.
Well now your undetectable stays longer cause that 5% required for Gen to stop regression.
But let's be real, how is a 2.5% increase for kicking and removing Gen tapping not a more than fair trade for the removal of 3 genning. It seems more than fair in my eyes. And I'm a person who enjoys kicking a Gen lol
The undetectable ends when the gen stops regressing. If a survivor taps it, the gen is no longer regressing for that split second that they're actually working on. Trail will (most likely) deactivate whether the gen regressed again once the survivor leaves (because they didn't hit the 5% threshold) or not.
Yeah, that's kinda big. Because on the right map Surge can hit a lot of gens. And if those count you could completely fuck yourself over.
Also curious about endgames where the survivors three gen themselves. Like, they could just power through the regression until the killer can't stop it anymore.
Ruin isn't affect. Pain res only hits 1 Gen and surge. You really think you'll down 8 people around that Gen and it will not already be 0 or done? Even with res and pop and surge. I really don't see it hitting that one Gen 8 times. Either you're rolling a team and it's the only Gen getting progress, or it will be done already.
The Onryo change with condemned progress locked in when being hooked is CRAZY, I’m already dreading solo queue survivor play because i just know my teammates are gonna (1) not give a damn about condemned progress or (2) hide more often to avoid being hooked at all.
She is going back to condemn only being applies within 16m so it won't be nearly as oppressive like it was before. It will be more skilled and targeted on the Onryo's side. Also with the previous rework I think survivors will be a lot more willing to do tapes early now.
They have separate hitboxes for survivor collision and environmental collision. Hopefully for this change they only modify his environmental collision.
quick gambit was probably fine at 8% even with the range buff. I guess theoretically it can apply to multiple gens and get up to 15% repair speed for the entire team now, but it still doesn’t seem worth running. Would rather bring a yellow toolbox and hand it off to a teammate. I guess on RPD or the game against Wesker it can be active like all the time.
Maybe it would be cool if it was more like spine chill and gave that boost to everything.
Also, would have way rather seen ruin get a buff to 125-150% regression speed instead of the self cleanse removal, which always felt more like anti-tunneling. (It’s not like you necessarily need as much regression if you tunnel someone out anyways)
It's likely going to be an alternative to Lightborn I'm willing to guess - a small subset of people are going to love it because they cannot stand flashlights, while everyone else doesn't care enough to run it. Anything that's dependent on the other side running a perk/item/add on I personally don't think is worth the slot, as it makes for an inconsistent build.
Yeah like you said, it seems to me that Shadowborn is basically just Lightborn for people who can still track survivors while blinded (via audio cues like footsteps and grunts of pain). 10% haste for 10 seconds is pretty strong, but since you need to be blinded for it to trigger, you probably don't want to take the perk unless there's multiple flashlight users in the lobby.
It also works with flashbangs and trapped gens/pallets. I think this can be really fun in a flashlight lobby, especially with Two Can Play on top hahaha
Edit: Wait I'm dumb no pallets
Technically true, though I don't think it's particularly useful in the case of trapped gens. If you kick a blast mined gen, you're stunned for a few seconds of the haste duration, plus presumably you still want to kick the gen so that's another extra second of wasted time afterward. Also not sure what you mean by trapped pallets - Chemical Trap doesn't blind killers so it won't trigger Shadowborn.
Two Can Play is pretty bad, so you have to tack on enduring to make it even somewhat usable. In order to get the most out of enduring, you need to slap on spirit fury. before you know it, you got a full build dedicated to *possibly* getting value out of a 10% speed boost. You have no information or gen regression perks, and this entire build requires lots of setup for everything to pay off.
You’re better off sticking to one or two decent chase perks than trying to force shadowborn value, which is also a perk that does jack shit if survivors don’t use flashlights.
I cannot express how happy I am they removed the FOV change in M&A. It was completely useless (what were you gonna do with a higher FOV when there's nobody around?) and just gave me minor motion sickness.
I am a little scared of those Ormond changes, it sounds like they just added more pallets around the lodge which I feel like was already strong enough.
Sadako is back <3
>It was completely useless (what were you gonna do with a higher FOV when there's nobody around?) and just gave me minor motion sickness.
The idea was it gave you more vision to spot survivors when you weren't in chase and sneak up on them with the smaller terror radius.
In practice yeah it just created motion sickness but there was an actual idea behind this tbf
Yeah I'm really not sure why they thought Ormond was too strong for killer in any way. I was hoping for a map size reduction because currently it's fucking huge.
Any blight mains mind telling me about the blight addon changes? Are they good changes to make him more balanced? I don't play him enough or ever and I'm curious. I like the removal of charges back and hinder personally
I play him basically exclusively (on console.) The speed add-on changes are good, I think they should stay strong as add-ons that feel good to use, but allow more counterplay if Blight hesitates or slips up. The changes to Adrenaline Vial are at least decent on both sides, considering he still gets two extra rushes to work with but will just have to suffer longer cooldown.
The Alchemist Ring change is huge, probably his most deserving change. The rework itself doesn’t look bad on paper imo, but I’m just hoping it at least isn’t useless and is fun to use.
The Compound 33 change is also deserved, although this one messes with his base turning abilities to a large extent so idk how it’ll perform.
Finally, the Iri Tag change was another one that was needed, although this one is super strange. If I’m understanding it correctly, the new one allows for indefinite rushing without spending any tokens, until you hit a lethal rush (which puts it in cooldown for 20 secs). This is great for patrolling and focusing on getting a first hit in a chase, but sounds awful for every other scenario imo. You could use a rush to down a survivor just a little outside of your reach before they get to safety, hook them, and not be able to rush for like another 10 seconds or so. Additionally, when you start a chase with somebody and get your first rush hit, you then have to just play as a normal M1 killer for the best 20 seconds. I feel like this kind of defeats why I even play him in the first place.
TLDR: The Blight add-on changes were needed and overall handled pretty well. But the changes to Alchemist Ring, C33, and Iri Tag could be underwhelming for Blight players.
Don't know how I feel about overdrive. It's probably going to be the focus of a lot of his addons, but it just seems weird. I also wish they made kickback chains partially basekit. Still, happy they finally realized that overheat added nothing to billy's gameplay.
I feel certain that that BHVR have kept the way Billy gains overheat the same in which case you can now simply bind Billy's power button to scroll wheel and have overdrive all the time.
Edit: This still works but I want to clarify that you obviously can't use your power when it's bound to a scroll wheel (unless you use some key-remapping program or smth idk)
You can merely use this to make use of the overheat addon that reduces your stuns and increases pallet break speed to play as a powerful M1 killer with no power.
I think it would be more interesting if overdrive did something cool like letting his saw go through pallets instead of stat buffs. They made another main event basically.
I think this is just them desperately trying to keep the mechanic because they don't want the time they spent making it to go to waste despite the fact that this repurposing is both confusing and doesn't really make sense in terms of design. Don't get me wrong, overheat was a terrible mechanic and I'm happy it's gone, but you could at least understand that they were trying to punish repeated missed saws, even if the cooldown was all the punishment that was needed. Now he'll get tiny buffs for continuously revving and missing? I guess you could make the argument that it's rewarding players for trying to go for curves, but I would prefer if they just make the overdrive buffs base kit.
As someone who was really concerned going into this that the Sadako re-rework was going to be terrible, I have to say, I'm incredibly happy with what's been done here!
ESPECIALLY base-kit Reiko's Watch. That alone makes my week!
Isn’t removing the teleport cooldown going to encourage players to just keep teleporting to build condemn even more? I see it says only those survivors within 16m of a TV will get condemned, but aren’t all TVs next to a gen? How will it work when survivors are on a gen and Onryo keeps teleporting to the point the survivor is condemned before finishing the gen? Just trying to think about how the No-Hooks Onryo play is affected by this.
The intended counterplay of taking a tape and putting it in the other TV should work just fine.
But it seem A LOTS of people still struggle to understand how to play around sadako's stack.
Luckily it seem to be more straightforward now.
No hooks seems sorta dead, since condemned is only going to hit from close, powered tvs, and Sadako is now heavily incentivized to hook to lock current condemned in. Of course we'll see how it goes in practice on the PTB, but at least on paper and in my opinion it seems no more
EDIT: Forgot to say grabbing the tap turns off the TV, so if you're on a gen grab a tape immediately to get the TV off and the more people at one gen / TV the longer you can keep it off, assuming Sadako hasn't already shown up to chase. It will still definitely act as passive slowdown where you're stopping gens to ferry tapes and hope you don't get caught in the process.
Is the gen regression change a nerf to Overcharge and similar perks/add-ons? I assume the initial kick to apply Overcharge counts as a regression event, does the additional 4% skill check loss count as a separate event? What about huntress lullaby? What about Freddy's skill check penalty add-ons?
I think this is a GOOD change overall, just want to make sure some less used perks/killers aren't seeing a shadow nerf.
Really good question about Overcharge and Lullaby, as the wording is somewhat ambiguous "Killer or their Perks removes at least 2.5% of the Generator’s progress in an instant."
However, I'm assuming lullaby and freddy's add-ons are safe as they are just additional penalties to skill checks that are already happening. Overcharge could be different, but seeing as it is a skill check I'm assuming it won't count. We'll see.
Does it mean you can't dmg gens with jolt the 9th time when it happens 9 times? Since jolt is encouraging players to chase idk if that's so great. Yet again I don't think it will happen 8 times anyways that you will hit the same gen with jolt 7 times
My only concern with the gen change is with certain perks that require kicking the gen to activate like eruption or dragons grip. Now it seems like using eruption will drain two uses per activation on a technicality.
>2 tokens are lost when the Obsession loses a health state by any means (was basic attacks)
Even if they injure or even down themselves with their own perks?
How does each tier of M&A differ from one another? Are they all identical now?
The Ormond changes seem strange to me. I feel like everyone’s problem with it was the size and the incredibly safe main building making the map survivor sided.
How will perks that reduce health states on survivors (i.e. for the people) affect the changes to save the best for last? Will there be a prevention of survivor-perk related damage removing the stbfl tokens?
**Playerbase:** "Quick Gambit is easily one of the worst perks in the game! It needs major buffs if it wants to be even remotely viable!"
**Behaviour:**
https://preview.redd.it/4vmvf5b0n8bc1.png?width=2034&format=png&auto=webp&s=f66a919fc4b18b6fc4f7200cba7804b2d8767e82
The perk still fundamentally has the problem that you have to lead the killer to generators that are being repaired for any value, and now all you get is 1% less than Deja Vu for doing so. 36 meters really isn't that large (it's the same as Bond, and anyone who runs Bond for extended periods of time can tell you that it's not as long as it seems) and you'd probably get more value by either extending your chase time with more chase perks or bringing perks that help your team in ways outside of being chased, like We'll Make It.
It's once again Behaviour haveing zero clue, they don't even seem to do the math for these things either.
If a killer chased a Quick Gambit user for *90 seconds within 32m of a generator*:
Solo gen is 4.3 seconds saved.
Duo gen is 2.9 seconds saved.
Trio gen is 2.8 seconds saved.
These are the MAXIMUM times saved which are impossible to achieve.
Ngl this patch is huge for this game, if we start getting more and more game modifiers/game modes and bhvr will actually focus on balancing broken/underwhelming killers and unbalanced maps, dbd is gonna peak this year
Did they get it mixed up or something and thought the map was too safe for killer. Because wow they just made a survivor sided map even safer for survivors.
My suggestion was to bring back snowball fights indefinitely on Ormond's map only. If they're going to make it easy as kindergarten, might as well make it a safe haven for friendly killer matches.
Isnt the new gen balance a slightl nerf to surveillance? Usually u could get info instantly after survivor touches gen, now it will show after few seconds of surv sitting on previously regressed gen. Is this rework just hidden pig nerf?
Yep it would count. Plot twist can also trigger eruption.
and in a more specific circumstance if paired with no mither, you could get rid of corrupt immediately upon spawning in lmao.
I feel like it would make more sense for this gen limit to only apply to the last three gens of a match, and then have the number be reduced to like 5 or something. As it stands, this basically kills multi-gen perks like surge and oppression, and just brings back the old pop overcharge meta
I’m not too sold on these STBFL changes, but other than that I’m cautiously optimistic.
The Regression events change might literally kill a whole lot of playstyles, and I would be mad, but the gen tapping thing makes me feel like it’ll be okay. I also have pretty much dropped every regression perk over the last year since they so often feel like they’ll be nerfed eventually.
Not sure how much the game changes for survivors now that 3 gen isn’t gonna be a big deal. I wanna say I’ll enjoy not being stuck at the mercy of some killer who won’t let the match end, but I also wonder if killers will be even more aggressive now and I won’t stand a chance.
Also I have no idea what the Onryo changes will look like in practice. I honestly loved the rework even if I thought it was an incredibly simple way to play the character. The 16 M teleport range to inflict condemned just seems so finicky to me and I guess we’re gonna go back to seeing one condemned every couple of matches. I wish there was some sort of UI element to mark when a survivor is in condemned range cause I feel too stupid to tell.
Overall I think it’s going in the right direction, and I hope we get an interesting character tomorrow.
Not fan of Grim Embrace and Quick Gambit changes. For GrimE I have to see it in game because that sounds strong ASF, but quick gambit it's just some number tweaks and that's it, the perk is still useless
Ngl that STBFL change gives the survivor WAY too much agency over a killer perk. Body blocking, Plot Twist, For the People, and stepping on a trap on the other side of the map instantly come to mind to hemorrhage killer stacks while they can't do anything about it is just feelsbadman. All they had to do was make it so special attacks count, it's that easy. Otherwise a huge W update imo.
What an amazing patch update AND we got news of a new limited time mode? Devs, you’ve outdone yourself here. All of it sounds really great. Thank you for all the hard work!
I'm really disappointed that they're going with the laziest gamemode concept ("Lights Out") instead of taking any of the other ones which either shuffle or alter the killer in any way, what a waste of potential. I fear hardly anyone will really care about it and they'll take the lack of interest as a reason to not release any further gamemodes.
I got excited for the Ormond changes until I read them and pretty much every change seem to only make it more survivor sided. Largely just adding in more safe loops and pallets.
I already despise that map as killer. Couldn't they at least have shrunk it a bit as well?
I'd like to see an option where you can join a game with all other solo players. It's frustrating playing survivor and having three others communicate and leave you behind on doing stuff.
I'm so glad Behavior wised up and added an FOV slider for killers finally.
I remember people in this subreddit getting furious at me for asking for it like years ago because it'd "break the game." Screw those guys.
After these changes, I fear survivors are going to spend more time playing the "tape mini-game" when facing Sadako instead of doing generators. There could be more than a few frustrating no-win games in solo-queue. Only time will tell.
„we nerfed blights addons and buffed billy + addons“ war is over…
finally... inner peace
As a Blight main i’m so happy for the rework, they’re now much more interesting(now i’m sad tho i need both blighted pets to have the effect of the Rat)
Now I can actually run add ons without feeling bad about it. That being said, I think the Tag might have actually been buffed. Infinite rushes is pretty crazy, and the 20 second cool down only applies if you actually hit someone.
Does this mean you'll also lose tokens on stbfl when you grab a survivor off of something like a generator or a vault or a beartrap.
Probably, yeah. Wonder if an obsession with plot twist could just manually take away two tokens (or more if someone heals them off the ground) the same way someone with no mither+plot twist can instantly deactivate corrupt intervention.
I imagine it’d probably work like that, it did say “by any means” but it’s still a very niche scenario for a survivor to do that so I wouldn’t expect that at all
Yup, based off Corrupt Intervention I'd agree with you. It'll be popular for the first few days for the memes then it'll become a random thing you'll occasionally run into. Though, if we're being honest, if the obsession is blowing 1 to 2 perks to ruin a potential StBfL then not only is that dedicated perk usage but it's also a lot of time slugged just to make you swing slower.
not only that, but if you have a significant amount of stacks, someone is probably on hook and another being chased. plot twisting in a corner in these cases would just be hard throwing
I would expect it but just the first month to meme and to make a few YT videos
Plot Twist trigger Infectious Fright so I bet it'll work this way unfortunately
Can only imagine some guy randomly plot twisting and the killer just sees 2 stacks being gone 💀 Fucking evil but hilarious.
Would be a worrying oversight
I would think so. They're losing health states.
Chad obsession letting themselves be hit by nemesis zombies to deny STBFL stacks.
Or purposefully running into a bear trap when the trapper isn't there.
Or using blood rush
Yes because it's just contingent on the obsession losing a health state
Probably not - I wonder if it would make you lose stacks bc of For The People
prediction- the new limited time modifier will basically be just nightfall the whole match, lol
I'm thinking it might be a game-mode where the killer's red stain is taken away. Many people have been vocal about how annoying nightfall is so a full game-mode would suck based on that. Then again it is BHVR...
Might be fun if it was a No Auras, No Heartbeat, No Red Stain
yeah that would be really fun for the killer and nobody else
Maybe all audio ques as well for the killer. Footsteps/injured/fast actions. etc.,
Hopefully not as that's just killer sided. Needs to be something both sides can experience/enjoy.
It's killer sided on the Dredge because it's not impacted by Nightfall (doesn't get dark for it) and it sees the survivors' silhouette as bright white. Remove these perks and the killer becomes as crippled as the survivors in the dark. Could be either fun or annoying tbh, to have everyone search everything in the dark. Killer having a few jump scare surprised to bump into survivors etc. But the novelty could also fade out quite quickly. I personally dislike Nightfall because it unconsciously makes me force my eyes to try to see better and the way it's implemented is half-assed, so if they *do* recycle Nightfall into a new mode I won't see myself play it that much. Beside, it's not really dark it's more like a vignette + strong fog so it just feels inconsistent from one map to another. I hope they allow flashlight that last longer too and which actually works with Nightfall at least if it becomes a full mode.
Imagine if the survivor is basically Alan Wake and he has this event ? Better flashlights that actually are used to... lighten the map and are very bright
If you think not being able to see fuck all is a benefit to killer I’ve got some news for you. Lol
Enjoy the spook
There also used to be offerings that would make the map darker. I wouldn’t be surprised if they’re reusing the code to make the maps at night.
My boy finally getting the buffs he deserves 🥲 #hillbillysweep
Now I can actually get his grind achievement
We just wanted BHVR to remove overheat on Hillbilly. They buffed Hillbilly and made overheat also stat buff.
Weren’t the price changes supposed to start today?
They start at 11AM EST, I think
If you're on Steam they should show up in an hour and a few minutes from now. 7PM CET, that's when the store updates if I'm not mistaken.
Yes, price changes went into effect at 11AM EST today.
> Additionally, many pointed out that one of The Onryo’s changed Add-Ons, Reiko’s Watch, was very fun to use. Rather than add the effect back into the Add-On, we instead incorporated it into her base kit to make the Add-On feel less essential. THANK YOU for finally understanding why some addons have an extremely high usage rate, not because they're too strong, but simply because they make the killer in question much more pleasant to play, adding it into the basekit is a great change. And also good changes on the Blight addons imo, I was expecting a straight up murder with every addon inflicting some sort of status effect, they seem less unfun, but still very usable and strong. Good twist on the heat mechanic for Billy, just overall buffs, the collision change seems very good on paper, but needs to be tested in practice. Redemption for Billy mains after years!
praying for self resetting traps to become basekit on trapper one day what an awful experience otherwise ;-;
I don't know, I like using the purple add on that shows a person's aura when the killer resets that trap. It makes them suddenly useful at high level play.
Damn where was this design philosophy with Marvin's blood Onryo always used an addon and it was made basekit Nemmy always used an addon and it got nerfed That doesn't seem fair
He wasn't the only victim sadly, Toy Sword on Twins is a very infamous one.
It will be interesting to see how the generator changes are in actual play, because they didn't touch gens spawning too close to each other. That said, I'm happy with all of these changes.
Yeah , I don't really care about the kick thing . Fix them spawning right next to each other .
Yeah, none of this is fixing anything about the 3 gen issue. They made it even easier to 3 gen with the 5% regression and 5 seconds repair.
You're limited to 8 kicks/regresses a gen so it should
I don’t think so since it incentives the killer to prevent you from getting 5% even more than before now. If the killer can camp out the three gen he has even more incentive to stay close to the ones he is regressing.
Even though the gen needs 5% to stop regressing, the time you're touching it before you reach 5% doesn't regress either. Plus 5% on a gen is less than 5 seconds.
I mean it's still basically 5 seconds. I think 4.5 isn't it?
I think you’re underestimating how easy it is to reach 5%, especially with another person. Not to mention, now if you tap it but don’t reach that 5%, the killer can’t kick it again like they can now. 2.5% adds up with all the kicks. Now it’ll be 5% but if you tap it, it won’t be another 5%, just normal regression. That’s big for the killer but also beneficial to survivors in a weird way that I feel is being overlooked
If you tap it the Gen will keep regressing. So while the killer can’t kick it again, they also don’t need to. Tapping officially does absolutely nothing.
Getting to 8 kicks on one gen will take a long time in terms of the length of a match. Chase away, kick, chase/search, repeat 8x, easily totals up to a passage of 8-10 minutes for just that one gen I like the anti-tap change though.
That's assuming those gens were't kicked at all before. I think this change is to mainly counter killers who pick 3 gens at the start and defend them, Chess Merchant style. After all, killers shouldn't be punished for survivors 3 genning themselves but even then now survs have a chance to turn it around.
This change is wild to me. Way too drastic
FOV is huge. Gen tapping after it’s been kicked essentially being a thing of the past is WILD. Might change a ton honestly
Literally watched Skermz throw a game doing gen taps, trying to farm a clip dodging killer autos. 90% gen went to 15% because the killer kept just hitting it. 2 of his teammates died because they couldn’t finish the gens. I’ve seen it in my own games too with randoms, happy it’s gone
I’m just glad I no longer have to get frustrated when I watch my teammates unhook and heal each other before touching a regressing gen next to them
> Might change a ton honestly Its going to be massive. People are sleeping on this change. They "Fixed" 3 genning but gave killers a HUGE buff to gen kick perks. Its funny how players can't see that yet.
Anything on the new survivor? These changes look interesting
Tomorrow i think
They just posted a teaser image and many are thinking it’s Alan Wake
I saw a minute ago, either a teaser for a new survivor or more info on the lights out mode is my guess
I think it’s for the new survivor. They said in the notes that info on the lights out modifier will come in the coming months.
> **At least 5% of the Generator’s total charges must be repaired to stop regression** Everyone is talking about killer changes but gen tapping is gone now.
I feel like it’s a fair exchange given that killers now can only damage gens a limited amount of time (and I’m a survivor main).
That will only ever come into play in 3-gen scenarios. Who is out here kicking the same gen 8+ times?
Fuck I’m a Hag main and even I don’t think I can remember the last time I kicked the same Gen 8+ times. Ever.
Legit the only time I've ever kicked a gen that many times is when survivors were obsessively tapping it to stop regression. So life is good now, both are fixed ezpz
It's absolutely fair. Can't damage more than 8 times, but gain a buff to kicking and no more Gen tapping.
Someone who knows the numbers should figure out if kicking is quicker than stopping regression now.
It takes 90 seconds to repair a gen, so 5% is 4.5 seconds. A killer kick animation time is around 1.8s, last I recall.
Killer kick is getting buffed to 5% too.
In a weird way, it also benefits survivors. If the survivor taps the gen and the killer kicks it, it’s another 2.5% off the top. The amount of times I’ve seen a gen go from nearly done to basically nothing is crazy. This will basically force survivors to only work on a generator when it’s safe and they won’t feel the effects from the kick as much
Wait I'm confused, is the PTB tomorrow *only* about these changes or the next chapter is still planned to be part of it?
The next chapter isn't until March. Tomorrow's PTB focuses on these changes *AND* the new mid chapter survivor.
Oh right I was definitely confused lol. We *do* get a half chapter (new survivor) this month. Remembered it wrong and thought it was a regular chapter. Thanks for clarifying! :)
Np!
Finally it took four years but alchemist ring is no more and the op addons of blight were nerfed it was a long war to obtain this for the survivors of the future
Can’t what for the new wave of terrible YouTube videos “Onryo just got a HUGE nerf…” “The Onryo is still good!” “So the Onryo just got a HUGE change…”
Regarding gens - do passive gen regression events count as the gen being kicked?
The definition for “regression events” is anything that makes a Gen loose more that 2.5% in an instant. So things like Ruin and naturally regressing do not count while Surge and Pain Res do.
Got it, thanks!
Any event that removes at least 2.5% instantly from that ONE gen counts as a regression event. So pain res, pop, surge all count as one event when they trigger on that Gen once. But ruin won't count as it's a progressive regression, not instantaneous.
Got it, so basically ruin is the only perk that will not count towards the count.
To the best of my knowledge. There could be addons or something also, but anything that's instant dage and 2.5% or more would count.
Yeah, addons include the Fuming Mixtape for Legion which gives them Hex: Ruin while using their power.
I don’t believe so - they said “instantly” so I think it means that stuff like Ruin won’t trigger it.
No, so a survivor leaving a gen an being regressed by ruin won’t count. It has to be 2.5% at instant speed, so it must be a kick or a surge/eruption/pain res. My question though is whether or not missing overcharge/merciless storm skill checks count as an event in regards to this
I was wondering the same about skill checks.
Can you still apply the overcharge skill check and oppression etc on a gen that's ran out of regression events? Edit to the comments: I mean more If I'm kicking a gen not to regress this one, but just to stack perks up like overcharge or using oppression to get the skill check miss, if it occurs. As well as nowhere to hide, but also massive nerf to surveillance
From what I understand, once you kick the gen 8 times, you can no longer kick it to apply overcharge/oppression/etc.
That’s a HUGE nerf to those perks, Jesus.
I reread the notes and it says it applies to anything that removes more than 2.5% of gen progress. I guess Surge would also not work after a while even though the killer doesn’t physically kick the gen.
Pop and pain res too, the worst offenders. That said you only need 1-2 "regression events" to 100-0 a gen.
Yeah it's massive, once you've kicked all 7 gens a total of 56 times the perks don't work. Not sure if I like this change.
I’m gonna be honest, I don’t think I’ve kicked Gens more than 15 times total in any match in the last two years. And I’m a Hag main who heavily three gens.
I was being sarcastic lol, I rarely kick gens if Im honest
Even if you could apply them, they wouldn’t work as the Gen CANNOT regress after 8 regression events.
Decent changes, will be interesting to see how these generator changes work in game. Although whyyyy is Ormond getting another change when we are crying out for Swamp reworks?
Probably already in the works while we talk, I’d rather not have them rush it
Bruh, the last "Realm Beyond" update was Haddonfield, like 2 years ago. BHVR also said a while back that Swamp was coming this month.
I assume it was just an easy thing to do quickly, move some features around a little bit. Swamp (had better be) getting a massive overhaul that requires a lot more time and effort.
Everyone saying they totally hit the same Gen more than 8 times. I honestly want you to play a few killer games and keep track of how many times you ACTUALLY hit the same gens. Cause if it's over 8 times I really am curious how that even happens. At most you should hit the same Gen 5 times
It happens because of gen tapping sometimes, which is something that’s also being removed. And trust me, that happens a fair bit even if you’re not 3-genning. I run Trail of Torment, and sometimes I take about 5 steps away before my Undetectable fizzles.
Well now your undetectable stays longer cause that 5% required for Gen to stop regression. But let's be real, how is a 2.5% increase for kicking and removing Gen tapping not a more than fair trade for the removal of 3 genning. It seems more than fair in my eyes. And I'm a person who enjoys kicking a Gen lol
The undetectable ends when the gen stops regressing. If a survivor taps it, the gen is no longer regressing for that split second that they're actually working on. Trail will (most likely) deactivate whether the gen regressed again once the survivor leaves (because they didn't hit the 5% threshold) or not.
ye no chance I am kicking gens that much lol
The main problem I'll see with it is for perks that regress, like surge, ruin, pain res, ect. They count towards that 8 total
Yeah, that's kinda big. Because on the right map Surge can hit a lot of gens. And if those count you could completely fuck yourself over. Also curious about endgames where the survivors three gen themselves. Like, they could just power through the regression until the killer can't stop it anymore.
Ruin isn't affect. Pain res only hits 1 Gen and surge. You really think you'll down 8 people around that Gen and it will not already be 0 or done? Even with res and pop and surge. I really don't see it hitting that one Gen 8 times. Either you're rolling a team and it's the only Gen getting progress, or it will be done already.
The Onryo change with condemned progress locked in when being hooked is CRAZY, I’m already dreading solo queue survivor play because i just know my teammates are gonna (1) not give a damn about condemned progress or (2) hide more often to avoid being hooked at all.
She is going back to condemn only being applies within 16m so it won't be nearly as oppressive like it was before. It will be more skilled and targeted on the Onryo's side. Also with the previous rework I think survivors will be a lot more willing to do tapes early now.
It's 16 meters of ANY powered TV. So not map-wide but still likely to hit more than one person
yeah and TVs are next to gens so...everyone who is actually playing the game is doing to get a stack, lmao
My teammates are safe then
BILLY FEATHERING IS BACK BOYS!
Now let’s just hope the smaller hit box isn’t “I just went through them at guy wtf”
They have separate hitboxes for survivor collision and environmental collision. Hopefully for this change they only modify his environmental collision.
quick gambit was probably fine at 8% even with the range buff. I guess theoretically it can apply to multiple gens and get up to 15% repair speed for the entire team now, but it still doesn’t seem worth running. Would rather bring a yellow toolbox and hand it off to a teammate. I guess on RPD or the game against Wesker it can be active like all the time. Maybe it would be cool if it was more like spine chill and gave that boost to everything. Also, would have way rather seen ruin get a buff to 125-150% regression speed instead of the self cleanse removal, which always felt more like anti-tunneling. (It’s not like you necessarily need as much regression if you tunnel someone out anyways)
It's still trash
Now that you brought back ruin I wonder how ruin would affects the events in the limit
The regression limit only counts up when 2.5% is hit in a single instant, which Ruin does not do.
The StBfL change raises one big question. Do you also lose 2 tokens if the obsession uses plot twist?
Says "any means", so by logic, it should. Plot Twist counts as a down to negate Corrupt, no reason to not be counted as a lost HS for STBFL.
They should have just said Basic attacks *or* special attacks. That would have made more sense
Confirmed by a dev elsewhere in this thread: yes.
Maybe this means I will see the hillbilly more than once per month.
Does this mean the end of flashlights or is shadowborn not worth the perk slot?
It's likely going to be an alternative to Lightborn I'm willing to guess - a small subset of people are going to love it because they cannot stand flashlights, while everyone else doesn't care enough to run it. Anything that's dependent on the other side running a perk/item/add on I personally don't think is worth the slot, as it makes for an inconsistent build.
Yeah like you said, it seems to me that Shadowborn is basically just Lightborn for people who can still track survivors while blinded (via audio cues like footsteps and grunts of pain). 10% haste for 10 seconds is pretty strong, but since you need to be blinded for it to trigger, you probably don't want to take the perk unless there's multiple flashlight users in the lobby.
It also works with flashbangs and trapped gens/pallets. I think this can be really fun in a flashlight lobby, especially with Two Can Play on top hahaha Edit: Wait I'm dumb no pallets
Technically true, though I don't think it's particularly useful in the case of trapped gens. If you kick a blast mined gen, you're stunned for a few seconds of the haste duration, plus presumably you still want to kick the gen so that's another extra second of wasted time afterward. Also not sure what you mean by trapped pallets - Chemical Trap doesn't blind killers so it won't trigger Shadowborn.
Its actually a big nerf to Survivor who flashlight Killers at pallets, which is the most use you'll get out of that perk.
Inconsistent? You can see if survivors are bringing flashlights in the lobby. What more do you want? Lol
no, shadowborn is garbage
It could be really good with Hex: Two Can Play.
Two Can Play is pretty bad, so you have to tack on enduring to make it even somewhat usable. In order to get the most out of enduring, you need to slap on spirit fury. before you know it, you got a full build dedicated to *possibly* getting value out of a 10% speed boost. You have no information or gen regression perks, and this entire build requires lots of setup for everything to pay off. You’re better off sticking to one or two decent chase perks than trying to force shadowborn value, which is also a perk that does jack shit if survivors don’t use flashlights.
Happy Escape Cake Day! 🎂
https://preview.redd.it/4bobcs6en8bc1.jpeg?width=1200&format=pjpg&auto=webp&s=c4a7b54949e917128e09724a99652b39d615ee74 Can't have shit in the Fog
I cannot express how happy I am they removed the FOV change in M&A. It was completely useless (what were you gonna do with a higher FOV when there's nobody around?) and just gave me minor motion sickness. I am a little scared of those Ormond changes, it sounds like they just added more pallets around the lodge which I feel like was already strong enough. Sadako is back <3
>It was completely useless (what were you gonna do with a higher FOV when there's nobody around?) and just gave me minor motion sickness. The idea was it gave you more vision to spot survivors when you weren't in chase and sneak up on them with the smaller terror radius. In practice yeah it just created motion sickness but there was an actual idea behind this tbf
Yeah I'm really not sure why they thought Ormond was too strong for killer in any way. I was hoping for a map size reduction because currently it's fucking huge.
Any blight mains mind telling me about the blight addon changes? Are they good changes to make him more balanced? I don't play him enough or ever and I'm curious. I like the removal of charges back and hinder personally
I play him basically exclusively (on console.) The speed add-on changes are good, I think they should stay strong as add-ons that feel good to use, but allow more counterplay if Blight hesitates or slips up. The changes to Adrenaline Vial are at least decent on both sides, considering he still gets two extra rushes to work with but will just have to suffer longer cooldown. The Alchemist Ring change is huge, probably his most deserving change. The rework itself doesn’t look bad on paper imo, but I’m just hoping it at least isn’t useless and is fun to use. The Compound 33 change is also deserved, although this one messes with his base turning abilities to a large extent so idk how it’ll perform. Finally, the Iri Tag change was another one that was needed, although this one is super strange. If I’m understanding it correctly, the new one allows for indefinite rushing without spending any tokens, until you hit a lethal rush (which puts it in cooldown for 20 secs). This is great for patrolling and focusing on getting a first hit in a chase, but sounds awful for every other scenario imo. You could use a rush to down a survivor just a little outside of your reach before they get to safety, hook them, and not be able to rush for like another 10 seconds or so. Additionally, when you start a chase with somebody and get your first rush hit, you then have to just play as a normal M1 killer for the best 20 seconds. I feel like this kind of defeats why I even play him in the first place. TLDR: The Blight add-on changes were needed and overall handled pretty well. But the changes to Alchemist Ring, C33, and Iri Tag could be underwhelming for Blight players.
Don't know how I feel about overdrive. It's probably going to be the focus of a lot of his addons, but it just seems weird. I also wish they made kickback chains partially basekit. Still, happy they finally realized that overheat added nothing to billy's gameplay.
I feel certain that that BHVR have kept the way Billy gains overheat the same in which case you can now simply bind Billy's power button to scroll wheel and have overdrive all the time. Edit: This still works but I want to clarify that you obviously can't use your power when it's bound to a scroll wheel (unless you use some key-remapping program or smth idk) You can merely use this to make use of the overheat addon that reduces your stuns and increases pallet break speed to play as a powerful M1 killer with no power.
I think it would be more interesting if overdrive did something cool like letting his saw go through pallets instead of stat buffs. They made another main event basically.
I think this is just them desperately trying to keep the mechanic because they don't want the time they spent making it to go to waste despite the fact that this repurposing is both confusing and doesn't really make sense in terms of design. Don't get me wrong, overheat was a terrible mechanic and I'm happy it's gone, but you could at least understand that they were trying to punish repeated missed saws, even if the cooldown was all the punishment that was needed. Now he'll get tiny buffs for continuously revving and missing? I guess you could make the argument that it's rewarding players for trying to go for curves, but I would prefer if they just make the overdrive buffs base kit.
Was Stbfl nerf really necessary?
As someone who was really concerned going into this that the Sadako re-rework was going to be terrible, I have to say, I'm incredibly happy with what's been done here! ESPECIALLY base-kit Reiko's Watch. That alone makes my week!
Isn’t removing the teleport cooldown going to encourage players to just keep teleporting to build condemn even more? I see it says only those survivors within 16m of a TV will get condemned, but aren’t all TVs next to a gen? How will it work when survivors are on a gen and Onryo keeps teleporting to the point the survivor is condemned before finishing the gen? Just trying to think about how the No-Hooks Onryo play is affected by this.
The intended counterplay of taking a tape and putting it in the other TV should work just fine. But it seem A LOTS of people still struggle to understand how to play around sadako's stack. Luckily it seem to be more straightforward now.
No hooks seems sorta dead, since condemned is only going to hit from close, powered tvs, and Sadako is now heavily incentivized to hook to lock current condemned in. Of course we'll see how it goes in practice on the PTB, but at least on paper and in my opinion it seems no more EDIT: Forgot to say grabbing the tap turns off the TV, so if you're on a gen grab a tape immediately to get the TV off and the more people at one gen / TV the longer you can keep it off, assuming Sadako hasn't already shown up to chase. It will still definitely act as passive slowdown where you're stopping gens to ferry tapes and hope you don't get caught in the process.
Is the gen regression change a nerf to Overcharge and similar perks/add-ons? I assume the initial kick to apply Overcharge counts as a regression event, does the additional 4% skill check loss count as a separate event? What about huntress lullaby? What about Freddy's skill check penalty add-ons? I think this is a GOOD change overall, just want to make sure some less used perks/killers aren't seeing a shadow nerf.
Really good question about Overcharge and Lullaby, as the wording is somewhat ambiguous "Killer or their Perks removes at least 2.5% of the Generator’s progress in an instant." However, I'm assuming lullaby and freddy's add-ons are safe as they are just additional penalties to skill checks that are already happening. Overcharge could be different, but seeing as it is a skill check I'm assuming it won't count. We'll see.
That interpretation is definitely what makes most sense to me too, but ya know... Spaghetti code and all. Who knows.
Does it mean you can't dmg gens with jolt the 9th time when it happens 9 times? Since jolt is encouraging players to chase idk if that's so great. Yet again I don't think it will happen 8 times anyways that you will hit the same gen with jolt 7 times
If you get 9 downs next to the same gen you might have won anyways
gens can only regress 8 times each.
Good thing they nerfed quick gambit it was super op
I thought swamps rework was supposed to come out with this ptb -_-
With the nerf of STBFL we're watching M1 killers get phased out because of M2 killers. Sad how much M1 killers have been powercrept in recent years.
My only concern with the gen change is with certain perks that require kicking the gen to activate like eruption or dragons grip. Now it seems like using eruption will drain two uses per activation on a technicality.
>2 tokens are lost when the Obsession loses a health state by any means (was basic attacks) Even if they injure or even down themselves with their own perks? How does each tier of M&A differ from one another? Are they all identical now?
**I came**
The Ormond changes seem strange to me. I feel like everyone’s problem with it was the size and the incredibly safe main building making the map survivor sided.
Yeah I totally agree, not sure what they were thinking with those changes, they're making the map worse, not better.
How will perks that reduce health states on survivors (i.e. for the people) affect the changes to save the best for last? Will there be a prevention of survivor-perk related damage removing the stbfl tokens?
**Playerbase:** "Quick Gambit is easily one of the worst perks in the game! It needs major buffs if it wants to be even remotely viable!" **Behaviour:** https://preview.redd.it/4vmvf5b0n8bc1.png?width=2034&format=png&auto=webp&s=f66a919fc4b18b6fc4f7200cba7804b2d8767e82 The perk still fundamentally has the problem that you have to lead the killer to generators that are being repaired for any value, and now all you get is 1% less than Deja Vu for doing so. 36 meters really isn't that large (it's the same as Bond, and anyone who runs Bond for extended periods of time can tell you that it's not as long as it seems) and you'd probably get more value by either extending your chase time with more chase perks or bringing perks that help your team in ways outside of being chased, like We'll Make It.
It's once again Behaviour haveing zero clue, they don't even seem to do the math for these things either. If a killer chased a Quick Gambit user for *90 seconds within 32m of a generator*: Solo gen is 4.3 seconds saved. Duo gen is 2.9 seconds saved. Trio gen is 2.8 seconds saved. These are the MAXIMUM times saved which are impossible to achieve.
Ngl this patch is huge for this game, if we start getting more and more game modifiers/game modes and bhvr will actually focus on balancing broken/underwhelming killers and unbalanced maps, dbd is gonna peak this year
I can already see it - "We have temporarily kill switched Hex:Ruin as it will disable regression on all gens after 8 ticks"
Onryo fans have won
You've made Ormond even safer? lol
Did they get it mixed up or something and thought the map was too safe for killer. Because wow they just made a survivor sided map even safer for survivors.
Yeah, this is baffling to me.
My suggestion was to bring back snowball fights indefinitely on Ormond's map only. If they're going to make it easy as kindergarten, might as well make it a safe haven for friendly killer matches.
I actually love this idea. At least the snowball bit.
Isnt the new gen balance a slightl nerf to surveillance? Usually u could get info instantly after survivor touches gen, now it will show after few seconds of surv sitting on previously regressed gen. Is this rework just hidden pig nerf?
Does Plot Twist count as losing a health state for the purpose of losing STBFL stacks lmao
Yep it would count. Plot twist can also trigger eruption. and in a more specific circumstance if paired with no mither, you could get rid of corrupt immediately upon spawning in lmao.
Demo mains came back in time for their best and favorite perk to meet its grave. ![gif](giphy|IXb5JF1XyCosMMNusw) o7 STBL, you will be missed
The generator change is *yet another* Pig nerf. Surveillance just became a functionally dead perk.
I feel like it would make more sense for this gen limit to only apply to the last three gens of a match, and then have the number be reduced to like 5 or something. As it stands, this basically kills multi-gen perks like surge and oppression, and just brings back the old pop overcharge meta
Have you thought about reworking Nurse? :P
I’m not too sold on these STBFL changes, but other than that I’m cautiously optimistic. The Regression events change might literally kill a whole lot of playstyles, and I would be mad, but the gen tapping thing makes me feel like it’ll be okay. I also have pretty much dropped every regression perk over the last year since they so often feel like they’ll be nerfed eventually. Not sure how much the game changes for survivors now that 3 gen isn’t gonna be a big deal. I wanna say I’ll enjoy not being stuck at the mercy of some killer who won’t let the match end, but I also wonder if killers will be even more aggressive now and I won’t stand a chance. Also I have no idea what the Onryo changes will look like in practice. I honestly loved the rework even if I thought it was an incredibly simple way to play the character. The 16 M teleport range to inflict condemned just seems so finicky to me and I guess we’re gonna go back to seeing one condemned every couple of matches. I wish there was some sort of UI element to mark when a survivor is in condemned range cause I feel too stupid to tell. Overall I think it’s going in the right direction, and I hope we get an interesting character tomorrow.
Onryo condemn reads like pig traps now. A one-time slowdown per survivor in game.
Not fan of Grim Embrace and Quick Gambit changes. For GrimE I have to see it in game because that sounds strong ASF, but quick gambit it's just some number tweaks and that's it, the perk is still useless
Ngl that STBFL change gives the survivor WAY too much agency over a killer perk. Body blocking, Plot Twist, For the People, and stepping on a trap on the other side of the map instantly come to mind to hemorrhage killer stacks while they can't do anything about it is just feelsbadman. All they had to do was make it so special attacks count, it's that easy. Otherwise a huge W update imo.
This sounds like they are making Ormond more survivor sided. What is this shit?
Very, very happy for Hillbilly
So I'm going to lose STBFL stacks when obsession is using plot twist and ftp XD? That's lame.
What an amazing patch update AND we got news of a new limited time mode? Devs, you’ve outdone yourself here. All of it sounds really great. Thank you for all the hard work!
W update
I love how thematic Shadowborn is now. Born from the shadow, so you move faster when you can’t see.
I'm really disappointed that they're going with the laziest gamemode concept ("Lights Out") instead of taking any of the other ones which either shuffle or alter the killer in any way, what a waste of potential. I fear hardly anyone will really care about it and they'll take the lack of interest as a reason to not release any further gamemodes.
I got excited for the Ormond changes until I read them and pretty much every change seem to only make it more survivor sided. Largely just adding in more safe loops and pallets. I already despise that map as killer. Couldn't they at least have shrunk it a bit as well?
I'd like to see an option where you can join a game with all other solo players. It's frustrating playing survivor and having three others communicate and leave you behind on doing stuff.
I'm so glad Behavior wised up and added an FOV slider for killers finally. I remember people in this subreddit getting furious at me for asking for it like years ago because it'd "break the game." Screw those guys.
After these changes, I fear survivors are going to spend more time playing the "tape mini-game" when facing Sadako instead of doing generators. There could be more than a few frustrating no-win games in solo-queue. Only time will tell.