The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
What changes are you hoping for from the PTB?
Curious as to what people want to see changed considering we may get the changes revealed to us tomorrow.
Personally I just hope Wesker's collision is fixed and that Reassurance doesn't work during EGC.
Comments
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Wesker seems like such a waste of potential to me.
First of all his base model should have been the already infected version, he will probably get a skin in order to look like this, but the basic version does not fit this game at all, he looks like a boring dude that has Venom from the marvel movies on his arm.
Second of all, his kit is lame. A dash that chokes and throws people. Massive meh, nothing creepy to it. I expected more destruction from such a character. Wasted potential as I said
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I hope Wesker’s object collision issues will be fixed.
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General bugfixes for Wesker, tightened collisions, and the ability to hit mid-vault are what I'm hoping for on the killer side.
On the survivor side, buffs to Better Than New and a way to stop Reassurance from being used to troll teammates.
Honestly, not that much, overall.
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Mostly hoping for improvements to Wesker’s collision, buffs to Better than New and Low Profile, and Reassurance probably should stop working in endgame.
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I'm really hoping reassurance gets some kind of adjustment. I like the perk, but I don't see the ability to keep survivor on the hook indefinitely not becoming an issue.
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I'm not sure if I'm feeling Weskers knife
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I'am just hope wesker will get 3 bounds , his power need three tokens.
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Huge buffs to all of Ada Wong's perks + Better Than New.
These perks are extremely undertuned, situational, and obsolete.
I am sick of survivor perks always being garbage.
Reassuarance is good yes, but it's just another band aid fix to an issue that makes you unimaginably angry when playing survivor.
Hyperfocus is not particularly useful, it's just fun. That's okay. But Low Profile and Reactive Healing are very weak because there effects are so weak and unnoticeable.
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Hyperfocus and Wiretap are both great.
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I'd rather bring Prove Thyself over Hyperfocus and Kindred instead of Wiretap.
They are pretty weak when you look at them relatively.
Wiretap in practicality is also not that good. It has the Deliverance Curse where killer kicks gen more often if you have it, and 14 meters is not that big of a range and it doesn't work with Open-Handed.
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Hyper focus is a powerful perk especially if you combined it with the one perk from the pig dlc that turns good skill checks into greats. I watched Ohmwrecker using that combo and got a Gen done in about 40 secs 35 secs if someone had Prove they self on the Gen as well and that's not with tool boxes
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Pulsar you should watch some of Ohmwrecker's last few yt videos when he played as Rebecca he showed how good that perk is
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I'd like to see a clip of that.
Also hyper focus is pretty much ONLY a good perk if you combine it with stake out. The average player can't hit great skill checks consistently.
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Reassurance trolling wont happen often since a 3v1 is a major disadvantage and leads to losses.
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No half-decent Killer is going to kick a gen over chasing a Survivor.
Hyperfocus is insane if you hit your skill checks. A toolbox plus Stake Out with Hyperfocus can finish gens in half the normal time. That's insane.
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Like I said it's like his last two videos I believe of the test server when he plays as Rebecca it's fairly strong and yea I agree with you that casual players may not be able to make the skill checks but Steakout makes it alot easier. I can make greats alot as long as Lullaby or Doc isn't in play
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Add a second survivor with Prove Thy Self
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DS back to 5 seconds.
Besides that just some bug fixes and I'm fine with the update
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Bug fixes, giving Wesker's Virulent Bound the same collision as Demogorgon's Shred, and reducing his charge time from 1.5 seconds to 1 second.
Reassurance should also deactivate once the Exit Gates are powered
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you can do gens in 45 seconds with prove thyself with no skill-check required. the average player using hyper focus is more likely to blow up gens then get actual progress from that perk. thinking about old hex:ruin and how many survivor at that time were just running around entire map looking for hex:ruin or failing consecutive skill-checks that was regressing gens for free. that perk made half of your survivor teammates completely useless. in those days, I remember having to do 5 generator solo while ruin staying up the entire game. what soloq experience....that was. Hyper focus is high skill perk that requires you be uninterrupted to on gen to get value out of it. the yd vod for ohmwrecker was him getting interrupted entire game and he was missing skill-checks which reset the perk. Like @OrangeBear said, its mostly fun meme perk.
i think some people might use it with self-care because it increases healing speed of self-care and you can 99% your healing with this is not happening sort of how some players 99% resilience. hyper focus might make self-care less of meme perk and more of serious healing option.
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5 seconds was to counter enduring working with it. They screwed up leaving it for so long after endurings change, ppl got used to it.
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Shirtless Wesker :0
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That's why Ohm was using it in combination with Stakeout....Yes he missed skill checks that reset it but he also was getting some back as greats which continued the bonus.
Also think of it this way, sometimes the game doesn't like to give skill checks. I had a Gen that I got to 50% with skill checks but after never got a single one. So if I made my last two skill checks as greats or if I had full stack of Stakeout and all the Skill checks were greats then I would have a free ride to a full Gen without worry of losing the bonus.
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i am saying he was missing checks without stake out tokens and resetting the bonus. stake out and hyperfocus have this anti-synergy where you need be next to the killer to get tokens while doing gens but being next to the killer just interrupts you resetting hyper focus. I like that it works that way because stake out is a perk that lower's the perk skill-ceiling so worse player won't be able to use the perk while better players will learn to hit raw skill-checks to get value out of the perk. it means you won't see the perk very much but when you do see it, you'll different notice it unlike prove thyself.... where you notice it every game...
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ummm.. doesnt fit? So Legion, Trapper, GF, Slinger, Trickster, Huntress don't fit as well?
And I think it is pretty subjective, because smashing and throwing survivors was super funny on the PTB and several streamers loved that as well
In what way? It perfectly counters camping which is a big issue. And buying time on the hook definitely helps a lot. If you happen to get found near the hook and we all know looping the hook is a bad thing, this could help out to waste a bit of killer time and then leave the hook once you got hit to allow someone else the unhook.
Btw what is the issue with trolling? Just that the survivor is staring at you on the hook for too long? Is this really a problem?
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this should be a bug then. if kindred works with open-handed, then this should work as well. has the same conditions
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U think so? When I run Overcharge I get a different opinion
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Prove requires a second survivor and requires 53 seconds, Hyperfocus can make 4 survivors finish 4 gens in 45 seconds. That's a bit of a difference. And Hex Ruin is loooong ago, that was a different playerbase. Might be that there are more survivors percentually that don't regularly hit great skillchecks, but in total numbers there are also more survivors that can compared to back then. What you do would be like comparing the current game to old double window shack with no entity blockers and no mid vaults
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your statemate makes it sound like killer is afk entire match. 4 gens in 45 seconds. I don't think i need to go anymore in detail for what is wrong with this statement. as for prove thyself, 2 survivors is not requirement, its given and its extremely consistent bonus increases effective up-time of entire team. as for ruin statement, there were no double window shack pallets during old hex:ruin's time. your exaggerating how long ago it was. I'm just saying that skill-cap of the perk is higher then you would perceive.
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I'm talking about the potential. Make it 3 survivors finish 3 gens in 45s when one survivor can manage a 30 second chase to make it sound more realistic. And you miss my point. The post I quoted from you started like you wanted to say "Prove can do the same" which is not comparable at all. That's what my response was about. Different conditions, different skill requirement, different potential.
And what do you mean with "2 survivors is not requirement"? There is no consistent bonus if people dont join you on gens. Btw Prove gives you a nerf reduction on coop gens, you are still more effective when both survivors work on different gens regarding total gen progress. Prove/coop only allows you to finish a gen early enough to give the killer less chance to interrupt you with scourge hooks or pop etc. but in the end Prove just adds a few seconds to that scenario, not 45 seconds that Hyperfocus + Stakeout can give you. (btw I made a mistake, 53 seconds is the coop time without Prove, with prove it takes 46 seconds, so Prove actually saves you 7 seconds when two survivors work on the gen from 0 to 100)
and the comparison I picked was to show that the playerbase changed. During double window (not pallet) shack time, people were learning the game and couldnt abuse it. You could as some videos show, but nearly noone thought about it. During old Hex: Ruin, people were not consistently going for great skill checks, although there were already a few streamers that always hit like the first pixel of the success zone even when not going against Ruin. I'm not exaggerating, I'm just saying the playerbase changes, so you cant compare Hyperfocus with old Ruin. These are two different "ages".
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I'm not exaggerating, I'm just saying the playerbase changes, so you cant compare Hyperfocus with old Ruin. These are two different "ages".
DBD is the same game. if anything there is less of incentive to go for great skill-checks because they have little relevance on impact on the match. that's largely why survivor is so strong because every single survivor is as threatening as another. at least when it comes to do generators. Hyperfocus is self-imposed ruin but instead of the perk hurting when you fail, the perk does opposite, it rewards you for success. the punishment itself is failing to use the perk. There is no "different ages".
what do you mean with "2 survivors is not requirement"?
exactly what it sounds like. there is no reason why 3 survivor are not always glued to generator on every second that the killer in a chase. the strength of the perk is that prove thyself doesn't require you to go out of your way to get value out of it. it just automatically happens by the product of survivor gameplay. the way you get fast generators is by having high-up time on gens and this perk increases your team's efficiency through up-time.
you are still more effective when both survivors work on different gens regarding total gen progress.
why bother running to gens? Why should you spend 20 second running to gens when you can spend 20 seconds on generator themselves with teammates. Why bother doing split gen progress such that killer can regress it when you can just do centralize generators at the start of the match and then force killer to walk to each gen by abusing large map design? I'm sure you'll love it when your playing killer on Eyrie crows and you have 1 gen on each corner of the map spending 30 seconds to walk to each gen to get into next chase as m1 legion. Why should learn to loop for longer then 53 seconds to finish 1 gen when you can learn to loop for only 46 seconds? It means you can just fail at every chase and still escape regardless even if the killer chases are near instant. Its funny that you mention 30 second chases because prove thyself already does that through most basic team-play elements for survivor. If the killer fails any individual chase drastically past 30 seconds, you likely to lose more then 2-3 gen and most likely entire match as killer.
Hyperfocus also increases your team overall efficiency by increasing your individual efficiency but its way harder to get value of in comparison to latter easier option. it has higher potential but most player are unlikely to hit it. If it was so easy to hit it, then you would be fine having old-base kit ruin as base mechanic for survivor for doing gens.
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I repeat once, because you again miss the point. if you miss that again I think we can stop talking. in short:
- you argued that hyperfocus is a bad perk, because the 45s you can do with hyperfocus can be done with PT as well
- I argued that you cant compare these two perks, because they have completely different conditions and powerlevel
- you argued that most survivors wont be able to make use of hyperfocus because they suck at great skillchecks and compared that to old ruin times
- I argued that you cant compare the playerbase to that time because playerbase evolves and that IF you manage to get great skillchecks, the effect of hyperfocus is massively higher than PT even can dream of
survivors holding M1 on gens were always at the same threat level to killers, nothing has changed on that since old ruin is gone. and regarding great skillchecks I can tell you that me and my friends are at a 60-70% success rate, I know several streamers that go for great skillchecks no matter what even if it is just for the extra BP, especially on gens, since repairs is the least efficient BP source.
PT doesnt increases your team's efficiency if there are no mates sitting on the same gen as you. no perk value if that doesnt happen. also when you say this as "no requirement", then you could say that there is no requirement to great skillchecks either on hyperfocus. you just occassionally hit your greats and get value. no need to get 6 of them in a row or to get out of your way to force perk value. same as with how you argued about prove. what's the difference? this really doesnt make sense to me. you have a requirement for coop on gens or you get no value.
btw you have to run 20 sec to the next gen anyway, at least once your gen is finished. doesnt make a difference if you do that sooner or later, you will have to travel at one point. and since PT gets weaker for every survivor past 2, then it would actually sometimes make sense to leave depending on the imnportance of that gen that you are sitting on.
and again, as I said you can run hyperfocus on a single survivor, allowing more gen boost than PT can grant with the need of 2 survs repairing the same gen. so what is better, one in a chase and 3 people finishing a single gen or one in a chase and 2-3 others finishing 2-3 gens? the thing on sitting at the same gen is either you get fast progress refusing the killer to interrupt that gen but you can also get interrupted and 2 survivors are in chase. having surge/ruin or whatever even allows that progress to be completely wasted. doing split gens allows one of the gens to get finished because the killer cant, as you said, travel 30 seconds from gen to gen, down survivors and protect all of the gens. both scenarios happen, both have risk/reward and you need to check individually what is the correct solution, depending on which killer, where the chase is and whatever needs to be taken into consideration.
again to sum up: you say hyperfocus is bad and your only argument is that people wont hit great skillchecks. this is simply wrong and I dont get why you compare it with PT because it is a completely different scenario to make use of it. with 2 people hyperfocus you can even compete in a 3gen scenario with only 3 survivors alive. harder to do with PT. Im not saying PT is bad or has no use. And Im totally not saying that hyperfocus outplays PT. also again: both perks have different use scenarios. both have their use cases, hyper focus has the higher potential and the higher skilllevel but definitely not a bad perk. and there are enough people to hit great skillchecks, which can be compensated with stake out, until you learned to hit them (which will also make you not go out of your way and fail a lot of skillchecks, because with stake out you have an incentive to hit the skillchecks rather too late than too early)
if you want to argue, pls always keep the above 4 bullet points in mind.
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@Devil_hit11 just as info, because I also compared PT with hyperfocus. I did that to explain the difference in power, Im not saying that PT is trash or hyperfocus would always be the pick over PT with these comparisons
just again: your first post that I responded to was "you can do 45sec gens with PT as well". Which sounds like PT is as strong as hyperfocus but without having to hit great skill checks. and this is wrong. you cant do the same things with PT. it is easier to use but has less possible effect. that's all
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New developer notes are out:
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