Healthy buff for DS!

Buff ds 5/4 seconds and make it to where the perk is activated until the doors are open and when the gates open it deactivates to stop the free win I feel like it going when the last gen pops especially in solo q is a punch in the gut and happens too often off the record is too boring for me it’s just another endurance perk and not to mention the camping and the tunnelling that goes on in this game it needs looked at because a game is always gonna have a meta why make perks useless and I miss ruin ?

Tagged: Mod

Comments

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304504#Comment_3304504

    Its effectiveness is a balance concern. But the concept itself is a gameplay concern. It's not good for one survivor to be perpetually stuck in chase and then be out of the game, nor is it good for the other three survivors to be ignored by the killer.

    When i talk about the concept i do mean the "I'm at 2 gens i need someone out now" type of tunneling, not the "first person i see is the only one to exist" type

    If the hard tunneling wasen't effective you would barelly see it

    Problem with your 22 second stun is you punish both of them

    For me survivors should get a massive repair speedboost once one survivor is dead, you can fluff it as desperation, and a small repair speed penalty when they are hooked

    So that if you focus everything on one survivor the other ones have a massive speedboost with none of them being close to getting out of the game and that spreading hooks by base is a slowdown

    Instead of being why would i chase the person who hasn't been hooked they die faster it would be why would i chase the person that has been hooked they repair gens slower

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304562#Comment_3304562

    When i talk about the concept i do mean the "I'm at 2 gens i need someone out now" type of tunneling, not the "first person i see is the only one to exist" type

    If the hard tunneling wasen't effective you would barelly see it

    Problem with your 22 second stun is you punish both of them

    For me survivors should get a massive repair speedboost once one survivor is dead, you can fluff it as desperation, and a small repair speed penalty when they are hooked

    So that if you focus everything on one survivor the other ones have a massive speedboost with none of them being close to getting out of the game and that spreading hooks by base is a slowdown

    Instead of being why would i chase the person who hasn't been hooked they die faster it would be why would i chase the person that has been hooked they repair gens slower

    Yeah but on then you would need gens to take like 200 sec as long as no one is dead. Right now the game is just not balanced to spread hooks in any way that feels good or fair for the survivor the big problem is gens need to be done so it would be awful if they took longer because that's not fun but survivor also love chases so you can't really say you take down chase time by a lot to get that time in for the killer. The whole concept of the game is kinda screwed right now

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304798#Comment_3304798

    Yeah but on then you would need gens to take like 200 sec as long as no one is dead. Right now the game is just not balanced to spread hooks in any way that feels good or fair for the survivor the big problem is gens need to be done so it would be awful if they took longer because that's not fun but survivor also love chases so you can't really say you take down chase time by a lot to get that time in for the killer. The whole concept of the game is kinda screwed right now

    Hence why i added the slowdown when you are hooked. You still don't need to go for 9 hooks before the first survivor is dead

    But aim for something like 5 hooks with 2 on deathhook and then aim to take the 2 on deathhook swiftly after eachother

    A survivor should be dead by hook 6 at the very least. Just trying to avoid them being dead by hook 3

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304824#Comment_3304824

    Hence why i added the slowdown when you are hooked. You still don't need to go for 9 hooks before the first survivor is dead

    But aim for something like 5 hooks with 2 on deathhook and then aim to take the 2 on deathhook swiftly after eachother

    A survivor should be dead by hook 6 at the very least. Just trying to avoid them being dead by hook 3

    Could work we would need to monitor how it works for the different killers what is enough for nurse is probably not enough for trapper but wants enough for trapper is probably to much for nurse

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304828#Comment_3304828

    Could work we would need to monitor how it works for the different killers what is enough for nurse is probably not enough for trapper but wants enough for trapper is probably to much for nurse

    I mean that will always be the case

    That's the cost of having a variety of playstyles, you have to accept that some will be stronger then others

    Not every killer needs to be tournament viable cause that would be really restrictive to the design process.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304832#Comment_3304832

    I mean that will always be the case

    That's the cost of having a variety of playstyles, you have to accept that some will be stronger then others

    Not every killer needs to be tournament viable cause that would be really restrictive to the design process.

    I be honest with you I'm not the biggest fan of how vastly different the power levels are because I pay the same amount for every killer so it kinda sucks to have a visual and concept wise nice killer just for them to be bad because designe just like knight. Nurse is probably only the best and doesn't get nerfs so no one can scream bloddy murder over p2w

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  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304836#Comment_3304836

    I be honest with you I'm not the biggest fan of how vastly different the power levels are because I pay the same amount for every killer so it kinda sucks to have a visual and concept wise nice killer just for them to be bad because designe just like knight. Nurse is probably only the best and doesn't get nerfs so no one can scream bloddy murder over p2w

    That's just always going to be the case sadly

    Now i do agree that the difference could be a whole lot less but there will always be a difference.

    Unless you make all the killers simular and i don't think anybody wants that

    Having a slow setup trap based killer that can't compete at highest level is better then having no slow setup trap based killer at all cause it doesn't quite fit into the gameplay loop

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304412#Comment_3304412

    This isnt the way to do it though. Bringing back an actual no counterplay (you either eat a 5 second stun and go on for another 30-60 second chase or leave them to unbreakable to still go on a 30-60 second chase) option to "address tunneling" is just bad design.

    bad design is giving killers so much benefits from tunneling.-

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304722#Comment_3304722

    bad design is giving killers so much benefits from tunneling.-

    Not really...

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