Pain Res change?

A simple and fair PR change:

  • Increase the number of Scourge hooks to 5.
  • Decrease the regression from 25% to 20%.

Perfect. No more annoying RNG for Killer and no more missing out on PR hooks. More ballanced out regression for survivor.

How about that?

Comments

  • People will complain anyway until the perk is completely and utterly gutted that's just facts

  • @MalekithHatesSnow said:

    People will complain anyway until the perk is completely and utterly gutted that's just facts

    My suggestion would not gut this perk by any means. Less frustrating for killer and survivor.

  • Even accounting for the extra scourge hook, decreasing regression to 20% would significantly weaken the perk. Not that that's a bad thing.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672693#Comment_3672693

    My suggestion would not gut this perk by any means. Less frustrating for killer and survivor.

    Yes, but people will still be complaining even if you give something fair or reasonable

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672693#Comment_3672693

    My suggestion would not gut this perk by any means. Less frustrating for killer and survivor.

    Your suggestion goes through weeks later you're making another suggestion because people are still complaining the perk encourages you to not to tunnel and actively rewards you for doing so and its being complained about

    I guarantee if you nerfed every single regression perk but left Oppression and people started running it people would start complaining

  • i don´t know how the 5% less would change my nemesis matches, but it looks good tbh

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672695#Comment_3672695

    Yes, but people will still be complaining even if you give something fair or reasonable

    I dont think so. Look at noed. It used to be the most complained perk, and now it is barely a topic anymore.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672710#Comment_3672710

    I dont think so. Look at noed. It used to be the most complained perk, and now it is barely a topic anymore.

    To each their own but we've still seen people complain about it, if not loudly as before. To us, it's more along the line of people have bigger targets to yip about. If those go down other things rose and this happens again and again like waves on a lake.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672724#Comment_3672724

    To each their own but we've still seen people complain about it, if not loudly as before. To us, it's more along the line of people have bigger targets to yip about. If those go down other things rose and this happens again and again like waves on a lake.

    Bigger targets, yes. Because this game has a lot of targets. I dont see anything wrong with ballancing a perk. And just because players would complain about another one, we should not do it, even it is the correct thing to do?

  • Why are people suddenly going after the generator damage perks when generator blocking is the meta?

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672725#Comment_3672725

    Bigger targets, yes. Because this game has a lot of targets. I dont see anything wrong with ballancing a perk. And just because players would complain about another one, we should not do it, even it is the correct thing to do?

    Beginning to think your trying to read way to much into our words mate.

    Depending on why their complaining. Correct is also subjective for lots of people, hence why everyone whines.

  • If everything else about the game stays the same (because I'd prefer to have other changes than what I'm about to suggest, but we can only expect so much) I'd rather have the scourge hook logic adjusted so that multiple scourges can't spawn right next to each other. Keep 4 scourge hooks, adjust spawn logic, and also make the regression 25% of current progress on the most progressed gen.

    For the spawn logic, make it so that when scourge hooks are selected, unless there are no other hooks available, prevent an additional hook from spawning within 32 meters of another. Killer carry speed is 92%, and at 16 seconds to carry, the killer can almost travel 59 meters in that time. It would help solve not having a scourge available at all parts of the map as killer, and it would also benefit sabo builds if a survivor so chose to run one, as sabo'ing a scourge would be an actual meaningful play, since another hook cannot spawn right next to the one that got sabo'd.

    For 25% regression of current as opposed to 25% regression of max, there is nothing more annoying on survivor than when the killer snowball starts because pain res exists and just carries the game for the killer. Once one person is hooked, the game essentially enters a standstill with pain res (and/or pop) in play. 25% of a gen is 22.5 seconds for one survivor. Once a survivor is hooked, another survivor is being chased, another survivor is getting the unhook, and that leaves only one survivor that can work on gens. In your average game of dbd, that next person being chased is going down within 30 seconds, and getting hooked on another scourge hook. Within that time, that one survivor has barely made any progress on the gen that was scourged initially, and guess what, it's getting scourged again, putting the gen progress right back to where it was after it was scourged initially. I personally don't think this is fun for anyone involved, killer or survivor.

    The survivor and killer experience is nose-diving, and I'd argue that this is one of the perks to blame. It's a band aid solution to bhvr's refusal to iterate on their base game mode, and the gen regression meta has always been the most stale experience I've ever had in any game. I've been a strong advocate of multiple win conditions for killer and survivor that don't involve hooks or escaping through exit gates, but considering PC doesn't have loadout previews in lobby after almost 7 and a half years, I'm not holding my breath that those changes are coming any time in the next decade.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672729#Comment_3672729

    They are simply saying no matter what you do or change, there will be people who will complain regardless, simply for the sake of complaining, because its all they know how to do.

    Its a strange change though. I don't think an extra hook is worth the trade as a survivor. Pain res, Pop, etc all have the 'This isn't fun, at all.' tag hanging off them, similar to BU+FTP, Tunneling, gen rushing, etc. In fact... wow, this game has a lot of things that just 'aren't fun,'

    Why does it matter that people complain about a perk? it is about fixing a perk for the better. For both sides.

    I would take that trade for Survivor and Killer. Way more ballanced and less frustrating for both in my opinion. And this without making the perk trash.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672731#Comment_3672731

    Why does it matter that people complain about a perk? it is about fixing a perk for the better. For both sides.

    I would take that trade for Survivor and Killer. Way more ballanced and less frustrating for both in my opinion. And this without making the perk trash.

    Again... reading to much, we were (atleast us Rulebreakers) making a statement that has so far been proven wrong.

    If you wish us to talk about the change then we'd argue it doesn't completely solve the RNG of surge hooks. Example 3 in one corner 2 in another and 2 empty.

  • The march to fix all the perks that don't need fixing continues inexorably.

  • @Snowbawlzzz said:

    Why are people suddenly going after the generator damage perks when generator blocking is the meta?

    Number one problematic killer perk is GE. I have suggestions for that aswell, but for now, lets stick with PR.

  • @Raconteurminator said:

    The march to fix all the perks that don't need fixing continues inexorably.

    It will get changed without any question. Better you hope for a change like this then making it a trash perk as Devs often pull off.

    And before you start, i use PR every game. And yes, it defenitly needs those changes, objectivly speaking.

  • @xEa said:

    A simple and fair PR change:

    • Increase the number of Scourge hooks to 5.
    • Decrease the regression from 25% to 20%.

    Perfect. No more annoying RNG for Killer and no more missing out on PR hooks. More ballanced out regression for survivor.

    How about that?

    I disagree, I believe the perk is in a healthy spot right now as far as the community’s standards and culture customs goes. You can’t keep procing it by one survivor anymore incentivizing not hooking the same survivor. And the only 4 uses of the perk has already done its damage to the perk, nerfing it to 20% would be too far unless you revert the previous changes to it only having 4 uses back to limitless.

    Please leave gen regression perks alone, last one killers got was call of brine and that was when I first downloaded the game and with each and every update without fail survivors have been receiving gen speed/progression perks. Slow down perks are very necessary in this current climate and higher mmr.

  • @Valuetown said:

    If everything else about the game stays the same (because I'd prefer to have other changes than what I'm about to suggest, but we can only expect so much) I'd rather have the scourge hook logic adjusted so that multiple scourges can't spawn right next to each other. Keep 4 scourge hooks, adjust spawn logic, and also make the regression 25% of current progress on the most progressed gen.

    For the spawn logic, make it so that when scourge hooks are selected, unless there are no other hooks available, prevent an additional hook from spawning within 32 meters of another. Killer carry speed is 92%, and at 16 seconds to carry, the killer can almost travel 59 meters in that time. It would help solve not having a scourge available at all parts of the map as killer, and it would also benefit sabo builds if a survivor so chose to run one, as sabo'ing a scourge would be an actual meaningful play, since another hook cannot spawn right next to the one that got sabo'd.

    For 25% regression of current as opposed to 25% regression of max, there is nothing more annoying on survivor than when the killer snowball starts because pain res exists and just carries the game for the killer. Once one person is hooked, the game essentially enters a standstill with pain res (and/or pop) in play. 25% of a gen is 22.5 seconds for one survivor. Once a survivor is hooked, another survivor is being chased, another survivor is getting the unhook, and that leaves only one survivor that can work on gens. In your average game of dbd, that next person being chased is going down within 30 seconds, and getting hooked on another scourge hook. Within that time, that one survivor has barely made any progress on the gen that was scourged initially, and guess what, it's getting scourged again, putting the gen progress right back to where it was after it was scourged initially. I personally don't think this is fun for anyone involved, killer or survivor.

    The survivor and killer experience is nose-diving, and I'd argue that this is one of the perks to blame. It's a band aid solution to bhvr's refusal to iterate on their base game mode, and the gen regression meta has always been the most stale experience I've ever had in any game. I've been a strong advocate of multiple win conditions for killer and survivor that don't involve hooks or escaping through exit gates, but considering PC doesn't have loadout previews in lobby after almost 7 and a half years, I'm not holding my breath that those changes are coming any time in the next decade.

    If you are having survivors go down every 22.5 seconds, painres or no, you are gonna lose. You should still be able to outrepair the painres.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672710#Comment_3672710

    I dont think so. Look at noed. It used to be the most complained perk, and now it is barely a topic anymore.

    Most complained about? I'm not so sure. I think there is a certain exhaustion perk that takes the crown. 😉

    NOED is still being complained about. Just not as much. I reckon this might have more to do with its pick rate and less with the nerf though.

  • I'd rather just go back to the old version before it was buffed

  • @Raconteurminator said:

    The march to fix all the perks that don't need fixing continues inexorably.

    Yeah I kind of wish the community would focus more on buffing all the other bad perks more.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672724#Comment_3672724

    Most complained about? I'm not so sure. I think there is a certain exhaustion perk that takes the crown. 😉

    NOED is still being complained about. Just not as much. I reckon this might have more to do with its pick rate and less with the nerf though.

    Sure, DH aswell. Also underlines my point - DH is since the rework barely talked anymore. Here and there, but come on, i can remember the time where every day was a new "Nerf Noed, Nerf DH" thread.

    @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407642/pain-res-change

    I disagree, I believe the perk is in a healthy spot right now as far as the community’s standards and culture customs goes. You can’t keep procing it by one survivor anymore incentivizing not hooking the same survivor. And the only 4 uses of the perk has already done its damage to the perk, nerfing it to 20% would be too far unless you revert the previous changes to it only having 4 uses back to limitless.

    Please leave gen regression perks alone, last one killers got was call of brine and that was when I first downloaded the game and with each and every update without fail survivors have been receiving gen speed/progression perks. Slow down perks are very necessary in this current climate and higher mmr.

    You gain a little bit more consistency for effect. Overall it would actually be only a slight nerf, if even.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672773#Comment_3672773

    Yeah I kind of wish the community would focus more on buffing all the other bad perks more.

    Feel free to make suggestions.


  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672773#Comment_3672773

    It will get changed without any question. Better you hope for a change like this then making it a trash perk as Devs often pull off.

    And before you start, i use PR every game. And yes, it defenitly needs those changes, objectivly speaking.

    It will no doubt get changed, but it objectively doesn't need to be. Your change is bad, their change would be worse. That doesn't, however, make your suggestion good; just better by comparison, which wouldn't be hard.

    Pain Res. is heavily dependent on RNG and on what Survivors are currently doing. If a gen pops before you can hook, you've just spent a token on potentially nothing. The Killer has no control over whether or not a gen pops towards the end of the chase or when they're about to hook. If the hooks all spawn in the same area (not uncommon, and an extra hook won't fix that), you either have to use them when you don't want to or treat that area as a dead zone and leave people slugged if they go down there while they're still worth a token.

    Getting full value from Pain Res. isn't entirely within the player's control (and can be manipulated further by coordinated teams), which is why the maximum value is that high. Your change wouldn't fix that; all it would do is lower the maximum use value. It's not a simple and fair change, it's a categorical nerf.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672787#Comment_3672787

    It will no doubt get changed, but it objectively doesn't need to be. Your change is bad, their change would be worse. That doesn't, however, make your suggestion good; just better by comparison, which wouldn't be hard.

    Pain Res. is heavily dependent on RNG and on what Survivors are currently doing. If a gen pops before you can hook, you've just spent a token on potentially nothing. The Killer has no control over whether or not a gen pops towards the end of the chase or when they're about to hook. If the hooks all spawn in the same area (not uncommon, and an extra hook won't fix that), you either have to use them when you don't want to or treat that area as a dead zone and leave people slugged if they go down there while they're still worth a token.

    Getting full value from Pain Res. isn't entirely within the player's control (and can be manipulated further by coordinated teams), which is why the maximum value is that high. Your change wouldn't fix that; all it would do is lower the maximum use value. It's not a simple and fair change, it's a categorical nerf.

    One significant reason you dont get full PR value all the time is because of hooks. Adding another Scourge Hook will help solving this problem, in exchange for some (actually little) value on the other side. With this change, it wont happen less likely that you cant find a hook in time before gen pops.

    Ironically enough, the 2nd part of "not full value" is that often times, max gen is not 25%, so therefore you dont loose any value nevertheless in that regard. So whats even the issue that -5% will hinder when it pops on a gen that has barely any progress?

    Its a little bit strange that you highlight the problems, but my suggestion are actually dealing with those. But hey, some read -5% per hookstage and thats already enough to disagree.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673058#Comment_3673058

    One significant reason you dont get full PR value all the time is because of hooks. Adding another Scourge Hook will help solving this problem, in exchange for some (actually little) value on the other side. With this change, it wont happen less likely that you cant find a hook in time before gen pops.

    Ironically enough, the 2nd part of "not full value" is that often times, max gen is not 25%, so therefore you dont loose any value nevertheless in that regard. So whats even the issue that -5% will hinder when it pops on a gen that has barely any progress?

    Its a little bit strange that you highlight the problems, but my suggestion are actually dealing with those. But hey, some read -5% per hookstage and thats already enough to disagree.

    Your changes are as follows: Add 1 extra scourge hook, nerf regression by 5%. One extra hook will not change anything if the RNG decides to put all the hooks on one side of the map as it often likes to do. You really think a single hook, still affected by RNG, is worth 5%? It's not.

    You're looking at the perk on an individual level, on the level of a flat, one-off 25%. It's token based, with the possibility of failure that isn't the player's fault. Each charge is 25% because the perk needs the possibility of providing value if the Killer is screwed out of a token or two in the early game. Your change provides less value, still has the chance of losing tokens outside of the player's control, and overvalues the effect of a single (still RNG-prone) scourge hook.

    You talk about balance, yet I'm not sure I've seen you explain why it needs balancing in the first place, outside of, "I use it, it objectively needs a change."

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673006#Comment_3673006

    Sure, DH aswell. Also underlines my point - DH is since the rework barely talked anymore. Here and there, but come on, i can remember the time where every day was a new "Nerf Noed, Nerf DH" thread.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672806#Comment_3672806

    You gain a little bit more consistency for effect. Overall it would actually be only a slight nerf, if even.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673012#Comment_3673012

    Feel free to make suggestions.

    @Blueberry said:

    -Killer edition-

    There will be a survivor version to follow.

    Disclaimers:

    1. These are not necessarily the "best" changes possible, but simply the best changes for the least amount of developer time invested. Trying to get more perks into the viable category, ie buffing/reworking weak perks that are barely used. This isn't a post for nerfing any overperforming perks nor is it implying perks don't need nerfs. We're just focusing on weak ones here and diversifying the meta by giving more perk options.
    2. I will be constantly updating/changing/adding to the list as I have more time and as feedback is received. Please stick to constructive criticism for changes. IE, this is good or bad and why.
    3. Keep in mind that even though some of these may seem heavy handed that they are competing with regression perks for a perk slot. They need to be close in terms of the amount of time saved to compete with those.

    Nurses Calling: 28 meter range ----> Now 32

    Not a bad perk, but still rarely seen. Not a significant buff, but a little. I also think with how good Distortion is it's very hard for aura perks to ever get too out of control as if they ever got meta Distortion can completely shut them down. For this reason I'll be a little more giving in terms of buffing aura perks in general going forward.

    Awakened Awareness: Return the few seconds of aura reading extension after carrying a survivor.

    This was originally removed because of Nurse. However, we shouldn't be building/nerfing an entire game around 1 single killer, that isn't good design. Nurse needs changes separately.

    BBQ: 4 sec aura reading ----> Additional effect: the minimum range for the aura reading will shrink slightly for each unique survivor hook.

    Since the removal of the BP bonus this perk has basically disappeared. This further encourages "fair" game play. It's also competing against gen regression perks for a slot.

    Beast of Prey: In addition to its current effect, gain Undetectable for 10 seconds after dropping a chase.

    Triggers very often but for a very short duration. Gives some potential target swapping mind games.

    Blood Echo: 45 sec duration ----> 60 sec duration. Removal of the cooldown.

    This rewards a killer for applying split pressure instead of tunneling people out, this is the kind of game play we want to encourage. Also has the counter play of simply healing.

    Blood Warden: Should be active as soon as the gates are powered, not open, but doesn't start the 60 second block until the gate is opened. In addition there will be a gate block of 15 seconds added for any future hooks. If it's currently blocked this adds to the timer and if it's open it just blocks for those 15 seconds.

    Punishes them for 99'ing the gates and encourages them to open immediately.

    Bloodhound: In addition to its current effect it now gives blood aura reading at a very short range, something like 10 meters.

    This perk is basically non existent and this might give it some actually tracking use for people that stay injured or mind games at loops. It also makes blood last significantly longer so the blood auras aren't going to be super accurate all the time. This ideally isn't helping you mind game at loops because of how lingered the blood is, it's more of a way of knowing where injured survivors are that are near you but further than hearing range.

    Brutal Strength: 20% increased break speed ---> 30% break speed and ups the base gen kick regression to 5%

    Pretty underwhelming perk and still not used enough. Little umph.

    Claustrophobia: Instead of vault locations being blocked around the completed gen they will now be blocked for the duration around the killer.

    Give it more use since you rarely need vault locations blocked around a gen already completed.

    Coulrophobia: Effect will linger for 10 seconds after leaving the killers TR.

    A lingering effect like this needs to honestly be applied to almost all aura effecting perks to make them more consistent. People don't heal in a killers TR.

    Coup De Grace: Now gives tokens per gen and hook.

    Just a terrible perk. Giving it a little more consistency. Everyone hates the current token system.

    Dark Devotion: Undetectable on Obsession hit is currently 30 seconds -----> 60 second duration

    Not rewarding enough for the inconsistency of the perk.

    Deathbound: Remove the range requirement.

    It still has the counter play of staying near the person you healed to prevent it from triggering.

    Deerstalker: 36 meter range ---> No range limit and slows slugged crawl speed by 20%

    Dissolution: Remove the 3 second delay on hit for the perk to activate.

    Needs more consistency, you're rarely getting value.

    Dragon's Grip: Cooldown of 80 seconds ---> 40 seconds

    Dying Light: Remove the healing and unhooking bonus to the Obsession and the perk no longer deactivates when the Obsession dies, the perk simply freezes wherever it was at with tokens and you can't gain any more.

    The perk isn't good enough to warrant all the downsides it has. It needs to be a perk with very little effect early on and only becomes noticeable if you can keep the game going long enough.

    Fearmonger: Duration of 5 seconds ---> 10 seconds

    5 seconds of Exhausted is basically worthless as you can easily lose this mid chase.

    Enduring: 50% stun reduction ---> 70% stun reduction and is now active even while carrying a survivor.

    Fire Up: Just upping the numbers to actually matter. 4% ----> 8%

    This now makes the percentage actually relevant and moves its strength from late game to early game.

    Forced Penance: Increase the consistency of what is considered a "protection hit".

    This is an extremely inconsistent perk with protection hits very rarely happening. Make it so hits would be considered "protection hits" if another survivor was within like 10m of that survivor in that last 10 seconds or so. This would have it activate more often to be worth running.

    Furtive Chase: The TR reduction is now outside of chase as well as in chase.

    This makes it irrelevant early game but the longer the game lasts the more effective it becomes. Yes this can stack with Monitor and that can get their TR quite low, but remember this takes a while to stack up and he's getting up 2 perk slots to do this. If he doesn't get a lot of hooks it's doing nothing. Rewards playing well.

    Gearhead: Remove the stipulation of requiring an injured survivor to activate it, it's just always active. However, it now only activates on great skill checks instead of good ones.

    This makes it very good against good survivors and bad against bad survivors, just the kind of design we're looking for. It also means the perk is active way more often, but now triggering less often.

    Grim Embrace: On top of its current effect it now also blocks all gens for 15 seconds for each first hook on a new survivor.

    This gives it the same blocking power of Corrupt and Deadlock but unlike those you're only getting that effect by playing in an extremely fair way and splitting hooks instead of tunneling 1 person. This encourages fun game play and rewards the killer for doing it.

    Hangmans Trick: 6 meters around a hook ---> 10 meters

    Needs more consistency.

    Hex Crowd Control: Now blocks windows for any type of vault, not just fast ones and duration is raised to 30 seconds instead of 20. All vaulting speeds for survivors are lowered by 20 percent as well.

    This is a hex perk, it needs to be significant in effect for how fast it can be gone.

    Hex Face the Darkness: Screams trigger every 25 seconds with auras shown for 2 seconds ---> Every 15 seconds auras are shown for 3 seconds.

    Not good enough for being a hex that can be removed immediately. We improved the proc rate and aura reading but removed the scream to prevent it from preventing itself from being cleansed. Removing the scream also prevents the survivor from knowing you see them.

    Hex Huntress Lullaby: 6% regression ---> 10% regression, also has no token build up and just has the 5 token effect by default.

    Not good enough for being a hex.

    Hex Retribution: Oblivious when interacting with a dull totem for 45 seconds ---> Oblivious when interacting with any totem period and Oblivious effect is now 60 seconds. Hex Retribution is no longer a hex perk itself.

    This gives the perk more umph and consistency with the perk itself not being removable too early.

    Hex Ruin: 100% regression ---> 200% regression

    The perk wasn't over tuned and only rewarded players who were good at pressuring multiple survivors. Just tunneling one person out makes you get very little effect out of this perk. We are also leaving the additional new effect on, so if anyone is killed it cleanses itself.

    Hex Third Seal: No longer requires a hit and is active on all survivors from the start of the match. The blindness effect also hides survivor huds and the ping effect survivors see when a survivor is hooked.

    This makes the perk more consistent by getting value out of it immediately and the blindness now actually adds more confusion than previously as they can't tell who's injured or on the ground.

    Hex Thrill of the Hunt: Same effect, but is no longer a hex itself.

    This makes it more consistent in protecting your other totems as the perk itself will give you its full value.

    Hoarder: Additionally interacting with any chest or item on the ground will trigger Hoarder and injure the survivor as a trap. Cannot down any survivor however, only healthy to injured status.

    Hubris: 20 second duration ---> 40 second duration and no cooldown

    Sounds extreme but once they know you have this perk they just pre drop everything and you get zero value.

    Hysteria: Lasts 30 seconds with a 30 second cooldown ---> Lasts 30 seconds, no cooldown

    Easily countered by healing.

    I'm All Ears: Cooldown of 40 seconds ----> Cooldown of 20 seconds

    More consistent value. It's competing against gen slow down perks.

    Iron Maiden: Survivors leaving lockers are Exposed for 30 seconds ----> Exposed effect removed, instead the killer is granted Undetectable for 60 seconds and the survivors aura is shown for 8 seconds.

    Once they see the Exposed or how fast you open lockers they know you have this perk and won't use lockers again heavily limiting your value. 30 seconds of Exposed is also rarely ever enough to do anything. This allows you to get value from it without that survivor knowing immediately that you have it further increasing your chance of continuously getting value from it. Still will be very easy for the survivors to see you have it with how fast you open lockers and survivors in general don't use lockers too often.

    Lethal Pursuer: Small wording change. Instead of aura timed durations increased by 2 seconds, it will now just make aura effects linger for 2 seconds longer.

    Seems minor but actually creates more synergy with other perks and addons. Now it's not just working with timed aura durations but also makes aura effects linger. For example, things like Nurses Calling aren't timed aura durations so they wouldn't have been effected, but now with this change after they stop healing in your TR the auras would still linger for 2 seconds longer.

    Lightborn: It now shows the survivors that they have blinded you just like it would have appeared normally if you weren't running the perk. This allows you to get more consistent value from the perk because when the survivor tries to blind you they won't immediately know that you're running the perk. Also when they try to blind you, gain a 5% speed increase for 8 seconds.

    Mad Grit: Additional effect. While carrying a survivor your hits will also cause Deep Wounds.

    Still an extremely nitch perk but there for the people that never want to get body blocked. Also the entire team will know you have it after getting its effect even once meaning you'll never see it again.

    Oppression: Cooldown of 80 seconds ---> 30 seconds

    One of the weaker slow down perks and would still be one of the weaker ones after this. Giving it a little more umph.

    Overwhelming Presence: Survivors in your TR are effected ---> map wide

    Honestly not good enough for such a limitation. Still very niche even with this.

    Predator: Additional effect. Now also increases the sound of running and walking footsteps.

    Remember Me: Each Obsession hit increases gate opening time by 4 seconds up to a maximum of 16 seconds ---> Gates take 12 seconds longer to open and you gain 12 additional seconds per Obsession hit up to a maximum of 48 seconds added. Gates now also regress at 25% of the normal rate if not opened.

    Not adding as much as No Way Out does, but giving it the added bonus of gate regression to play around. Note that the regression rate is very, very slow.

    Scourge Hook Gift of Pain: The survivor suffers a 16% penalty to healing and repairing actions each time they are unhooked until healed, not just the first time they are healed until injured as it currently is.

    Perk needs more consistency, it's currently just not good enough to warrant the slow down only happening once. This lasting until healed now punishes gen rushing and makes them take the time to heal.

    Septic Touch: These effects linger for 10 seconds after a healing action is interrupted by any means ---> These effects linger for 30 seconds after a healing action is interrupted by any means or completed. This aura effect lingers on survivors for 10 seconds after leaving the killers TR.

    Still probably bad, trying to give it something.

    Shattered Hope: Whenever you snuff a boon, all survivor auras are shown to you for 8 seconds, not just those in the totems radius. Also allows the killer to break dull totems.

    Needed more. Current iteration is too situational and even in its good situation underwhelming.

    Spies from the Shadows: 36 meter range for a visual queue and a 5 second cooldown ---> Map wide, aura reveal of that survivor for 2 seconds and no cooldown.

    Was too situation for a weak effect. Now it's more consistent and an effect you can capitalize on more. The no cooldown won't spam you either as it's now an aura reading instead of noise notification.

    Surveillance: Doesn't deactivate on gens that reach 0% regression. Essentially the effect lasts until touched.

    Just some more consistency, rarely is it used.

    Terminus: The broken status will last the rest of the match instead of just 30 seconds after gates are opened. Additionally any survivor injured while this perk is active will be broken for 30 seconds.

    No one uses this. You need lots of people broken when the last gen pops to even see value out of this period. It needed a lot more consistency.

    Territorial Imperative: New Effect to replace the old. While a survivor is hooked in the basement and you are at least 32 meters away you gain Undetectable. Deactivates if you return within 32 meters of the hooked survivor.

    This rewards you for basement hooking and not camping. Good design.

    Thanatophobia: Revert the last nerf.

    Even in its last form and on the best killers for it (plague and legion) it wasn't overpowered. Even our current gen regression perks are better than that old combo. No one uses this perk anymore, it's just bad.

    Thrilling Tremors: Blocks gens not being repaired for 16 seconds, cooldown of 60 seconds ---> Blocks gen not being repaired for 25 seconds, no cooldown, but can only be triggered once per survivor per down.

    Removed the cooldown and increases the duration for more consistency but with a stipulation to prevent abuse.

    Trail of Torment: No longer shows the gen highlighted in yellow to the survivors. Cooldown of 60 sec ---> 45 sec

    Showing the survivors you're running the perk and when it's active defeats the entire point.

    Unnerving Presence: 10% greater chance of triggering skill checks ---> 20% chance. Aura effect of this also now lingers for 10 seconds after survivors leave the killers TR.

    Needed more consistency. Also still has the downside of actually helping survivors if they're good at skill checks.

    Unrelenting: 30% reduced cd on missed swings ---> 40%

    Merciless Storm: Remove the skill check component. It just blocks gens for 20 seconds when they reach 90%.

    This wouldn't be that crazy, it's just comparable to other gen blocking perks.

    A couple are out of date but mostly still relevant.

  • @Squippit said:

    I'd rather just go back to the old version before it was buffed

    It was so good

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672773#Comment_3672773

    Yeah I kind of wish the community would focus more on buffing all the other bad perks more.

    I wish chase and expose builds were more viable. Two perks that I would like to see buffed is gameafoot to change obsession on every hit and starstruck to be 45 seconds.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673092#Comment_3673092

    Your changes are as follows: Add 1 extra scourge hook, nerf regression by 5%. One extra hook will not change anything if the RNG decides to put all the hooks on one side of the map as it often likes to do. You really think a single hook, still affected by RNG, is worth 5%? It's not.

    You're looking at the perk on an individual level, on the level of a flat, one-off 25%. It's token based, with the possibility of failure that isn't the player's fault. Each charge is 25% because the perk needs the possibility of providing value if the Killer is screwed out of a token or two in the early game. Your change provides less value, still has the chance of losing tokens outside of the player's control, and overvalues the effect of a single (still RNG-prone) scourge hook.

    You talk about balance, yet I'm not sure I've seen you explain why it needs balancing in the first place, outside of, "I use it, it objectively needs a change."

    The explanation is in the original post. "No more annoying RNG for Killer and no more missing out on PR hooks. More ballanced out regression for survivor."

    RNG is annoying for killer players, its not reliable enough. One more hook will solve the problem to some degree. Less long way to carry the survivor around, less places (i would even say almost no more places) where Hook is not reachable.

    25% for survivor is often times just a to much benefit for a single hook. So i would reduce it to 20%. Maybe 22% or 18% would be better, but this is finetuning the change.

    Both sides get what they want without gaining or loosing much. Statisticly, the perk will probably stay exactly at the same as it is now, but way less frustrating for both sides. Win.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672746#Comment_3672746

    If you are having survivors go down every 22.5 seconds, painres or no, you are gonna lose. You should still be able to outrepair the painres.

    I have no control over my teammates. But that's besides the point because killer has received so many passive buffs and maps have been adjusted to favor killer for the past two years since 6.1.0, making it harder for an average survivor player to survive. If you genuinely think that an average survivor lasts longer that 25 seconds in chase, I don't know what to tell you. Just because you and I can last more than a minute in chase, doesn't mean the average player can, and a single perk shouldn't be able to carry a killer player just by doing their main objective of hooking survivors.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672918#Comment_3672918

    I have no control over my teammates. But that's besides the point because killer has received so many passive buffs and maps have been adjusted to favor killer for the past two years since 6.1.0, making it harder for an average survivor player to survive. If you genuinely think that an average survivor lasts longer that 25 seconds in chase, I don't know what to tell you. Just because you and I can last more than a minute in chase, doesn't mean the average player can, and a single perk shouldn't be able to carry a killer player just by doing their main objective of hooking survivors.

    Right, but playing survivor by design is a "team sport". If your teammates do badly, your team should lose. If you don't like the team aspect of survivor, then you probably should try playing killer instead where its all on you without having to worry about a team.


    And you talk about the "Average" survivor player. But at the high level this game still heavily favors survivors, as comp games often show. But you may point out "average" survivors. But "average" survivors are going against "average" killers. So you don't have to worry about the high level killers who are benefitting from a 0.3 second difference in landing a hit, which realistically isn't affecting things much at that "Average" level.

  • @xEa said:

    A simple and fair PR change:

    • Increase the number of Scourge hooks to 5.
    • Decrease the regression from 25% to 20%.

    Perfect. No more annoying RNG for Killer and no more missing out on PR hooks. More ballanced out regression for survivor.

    How about that?

    Fine by me.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673405#Comment_3673405

    Right, but playing survivor by design is a "team sport". If your teammates do badly, your team should lose. If you don't like the team aspect of survivor, then you probably should try playing killer instead where its all on you without having to worry about a team.

    And you talk about the "Average" survivor player. But at the high level this game still heavily favors survivors, as comp games often show. But you may point out "average" survivors. But "average" survivors are going against "average" killers. So you don't have to worry about the high level killers who are benefitting from a 0.3 second difference in landing a hit, which realistically isn't affecting things much at that "Average" level.

    This whole comment is fundamentally wrong on every level imaginable.

    Sure, survivors need to work as a team, but calling survivor a team sport? Do you think everyone queueing up as survivor is a 4 man swf with full discord comms and clock callouts? I'm sure killers would love to blame their losses on 4 man swfs every time but come on😂 Even as a duo queue, which most survivor groups are, you are only communicating with 1/3 of your teammates. You want to call survivor a team sport, add what most every other team sport has: communication during the match. I'm not saying go so far as to add voice chat, but add contextual pings or pre-recorded survivor voice lines that can be used to coordinate. And no, seeing someone on a generator with the new UI, and hoping your teammates can infer and guess who's going to go for the unhook or take chase is not communication in the way you're thinking it is. It would also help to shrink the gap between the solo q and swf experience for both survivor and killer, and help make meaningful perk adjustments that feel fair no matter what size of group you're queueing up as.

    With a nurse profile pic, I'm sure you're aware that most good nurses, blights, spirits, weskers, etc. can absolutely get downs within 30 seconds of hooking someone. The issue with you comparing "power levels" in the way you are is that 1) the mmr system is not doing what it should be doing, so that is a moot point anyway, but also, 2) killers are able to make 10 times more mistakes than survivors, and still win the match. If a survivor makes one mistake, that has essentially sealed the fate of the rest of the team. For one mistake. A survivor who is "average" that can't loop a tile, gets stuck on objects, and doesn't know what half the killer roster does vs an "average" killer who just holds w, doesn't mind game, and presses m1 when they're close enough isn't as even as you think it is.

    The only thing I will agree with is sure, the top 0.000000001% survivor players (who are 4 man swfs) can escape almost every game no questions asked. But comp dbd vs high mmr are miles apart in terms of skill level and coordination. To equate comp dbd (high level), where the 4 man swf eats, sleeps, and breathes dbd (and can still lose by the way!) vs a high mmr match, which can have people who shouldn't be there with under 80 hours with the way the mmr system works, is something I can't say anyone with any sort of intellectual honesty would use as a valid argument to say the survivor experience is in a good place.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673409#Comment_3673409

    This whole comment is fundamentally wrong on every level imaginable.

    Sure, survivors need to work as a team, but calling survivor a team sport? Do you think everyone queueing up as survivor is a 4 man swf with full discord comms and clock callouts? I'm sure killers would love to blame their losses on 4 man swfs every time but come on😂 Even as a duo queue, which most survivor groups are, you are only communicating with 1/3 of your teammates. You want to call survivor a team sport, add what most every other team sport has: communication during the match. I'm not saying go so far as to add voice chat, but add contextual pings or pre-recorded survivor voice lines that can be used to coordinate. And no, seeing someone on a generator with the new UI, and hoping your teammates can infer and guess who's going to go for the unhook or take chase is not communication in the way you're thinking it is. It would also help to shrink the gap between the solo q and swf experience for both survivor and killer, and help make meaningful perk adjustments that feel fair no matter what size of group you're queueing up as.

    With a nurse profile pic, I'm sure you're aware that most good nurses, blights, spirits, weskers, etc. can absolutely get downs within 30 seconds of hooking someone. The issue with you comparing "power levels" in the way you are is that 1) the mmr system is not doing what it should be doing, so that is a moot point anyway, but also, 2) killers are able to make 10 times more mistakes than survivors, and still win the match. If a survivor makes one mistake, that has essentially sealed the fate of the rest of the team. For one mistake. A survivor who is "average" that can't loop a tile, gets stuck on objects, and doesn't know what half the killer roster does vs an "average" killer who just holds w, doesn't mind game, and presses m1 when they're close enough isn't as even as you think it is.

    The only thing I will agree with is sure, the top 0.000000001% survivor players (who are 4 man swfs) can escape almost every game no questions asked. But comp dbd vs high mmr are miles apart in terms of skill level and coordination. To equate comp dbd (high level), where the 4 man swf eats, sleeps, and breathes dbd (and can still lose by the way!) vs a high mmr match, which can have people who shouldn't be there with under 80 hours with the way the mmr system works, is something I can't say anyone with any sort of intellectual honesty would use as a valid argument to say the survivor experience is in a good place.

    By literal design, survivors are 4 players and the killer is 1. By DESIGN the killer should be stronger than an individual survivor. Otherwise the game may as well just be a 1v1. So therefore it stands to reason that survivors are TEAM. Yeah, solo queue exists. But do you think that other team based games ONLY have queuing as a 5 man? LoL has solo queue, CS has solo queue, overwatch has solo queue, and those are team-based games.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673515#Comment_3673515

    By literal design, survivors are 4 players and the killer is 1. By DESIGN the killer should be stronger than an individual survivor. Otherwise the game may as well just be a 1v1. So therefore it stands to reason that survivors are TEAM. Yeah, solo queue exists. But do you think that other team based games ONLY have queuing as a 5 man? LoL has solo queue, CS has solo queue, overwatch has solo queue, and those are team-based games.

    Did you read anything that I wrote? I'm going to guess no, because if you did, you would have noticed that I said: "add what most every other team sport has: communication during the match." Do you know what LoL, CS, AND OW have? That's right!! Communication during the match!! Text chats, contextual pings, voice chat!! All of which dbd has nothing of by itself to help non-4 man swfs communicate during a match. So yet again, no dbd cannot be considered a team sport until a feature like that is added.

    I also never said that the survivors should be stronger than the killer. I said killers can make more mistakes to illustrate the point that just because "average" survivors are paired with an "average" killer, doesn't mean somehow the killer forgets how to play. They still know what they're doing to get downs and hooks, and can make more mistakes vs a survivor (which all survivor skill comes down to is macro and looping) all of which an average player lacks skill in vs high mmr, meaning it's even worse in the disparity of skill level the more average you get in mmr.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673520#Comment_3673520

    Did you read anything that I wrote? I'm going to guess no, because if you did, you would have noticed that I said: "add what most every other team sport has: communication during the match." Do you know what LoL, CS, AND OW have? That's right!! Communication during the match!! Text chats, contextual pings, voice chat!! All of which dbd has nothing of by itself to help non-4 man swfs communicate during a match. So yet again, no dbd cannot be considered a team sport until a feature like that is added.

    I also never said that the survivors should be stronger than the killer. I said killers can make more mistakes to illustrate the point that just because "average" survivors are paired with an "average" killer, doesn't mean somehow the killer forgets how to play. They still know what they're doing to get downs and hooks, and can make more mistakes vs a survivor (which all survivor skill comes down to is macro and looping) all of which an average player lacks skill in vs high mmr, meaning it's even worse in the disparity of skill level the more average you get in mmr.

    Sure, they do. But it is still a team game. The devs have even stated as much before, that survivors are a team. if they balanced the game so that a single survivor is as strong as the killer, then a killer should win if they kill a single survivor. But they don't. So that logic is flawed still.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673524#Comment_3673524

    Sure, they do. But it is still a team game. The devs have even stated as much before, that survivors are a team. if they balanced the game so that a single survivor is as strong as the killer, then a killer should win if they kill a single survivor. But they don't. So that logic is flawed still.

    Again, you aren't reading what I'm writing. Working as a team vs team sport like you mentioned are two different things. If the devs want survivors to work as a team in more ways than just existing on the same map as one another, add methods for them to do so in the base game.

    Also your comment about killing a single survivor is quite humorous, considering that proxy camping and tunneling (which is killing a single survivor to win the game) is the most popular thing to do on killer right now, even in comp dbd. I'm honestly curious if we're talking about the same game or if you're just trolling me 😂

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673530#Comment_3673530

    Again, you aren't reading what I'm writing. Working as a team vs team sport like you mentioned are two different things. If the devs want survivors to work as a team in more ways than just existing on the same map as one another, add methods for them to do so in the base game.

    Also your comment about killing a single survivor is quite humorous, considering that proxy camping and tunneling (which is killing a single survivor to win the game) is the most popular thing to do on killer right now, even in comp dbd. I'm honestly curious if we're talking about the same game or if you're just trolling me 😂

    I am reading what you are writing, sure team sport, work as a team. I used "team sport" there in quotes, i wasn't being literal. The point being that the point of the game is that survivors are supposed to work as a team.


    Now in terms of "the devs need to add things" they do. There are tons of aura perks that show your teammates what you are doing, show you what your teammates are doing, there are items that allow you to mark locations on the map, there are tons of coordination things. Yeah they aren't voice chat, and this is precisely why i think they need to separate the queues so that SWF get their own queue, because it IS an entirely different game.


    As for your last bit, i think you and i would both agree that camping and tunneling aren't fun things right? So why should those existing justify the game being unbalanced? I think things would be in a much better state if we eliminated those things entirely and balanced the game around hooks and chases instead of kills and made camping and tunneling completely impossible. Wouldn't you agree?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673535#Comment_3673535

    I am reading what you are writing, sure team sport, work as a team. I used "team sport" there in quotes, i wasn't being literal. The point being that the point of the game is that survivors are supposed to work as a team.

    Now in terms of "the devs need to add things" they do. There are tons of aura perks that show your teammates what you are doing, show you what your teammates are doing, there are items that allow you to mark locations on the map, there are tons of coordination things. Yeah they aren't voice chat, and this is precisely why i think they need to separate the queues so that SWF get their own queue, because it IS an entirely different game.

    As for your last bit, i think you and i would both agree that camping and tunneling aren't fun things right? So why should those existing justify the game being unbalanced? I think things would be in a much better state if we eliminated those things entirely and balanced the game around hooks and chases instead of kills and made camping and tunneling completely impossible. Wouldn't you agree?

    I disagree that a survivor should have to run a perk to know what their teammates are doing. I don't have to run a perk equivalent in LoL, CS, or OW for me to be able to communicate with my team. And knowing survivor auras, like I said about the new UI showing who's doing what, is not communication, it's information (they're not the same thing). I have to infer what people are going to do instead of them telling me or me making a request. Me knowing where my teammates are seldom helps at all because at the end of the day I can't communicate any coordination plans to them. You wouldn't have to split the queues if the devs would provide a way to communicate information to one another during the match. Your game sense and ability to communicate information does not change whether you're in a 4 man or solo q.

    As for the devs adding things, no. The glass bead for the map is the ONLY item in the game that allows for "communication." But all it does is mark a location. What about that location does the map holder want me to know? Is there a totem? An almost complete gen? A trap? Fully stacked medkit? Even with a beam in the sky, I have to infer what it means. Also the beacon requires you to be able to see it. It's useless in indoor maps. So no, there aren't "tons of coordination things" that exist in dbd.

    As for your last paragraph, I agree, but I don't know what point you're trying to make. You mentioned that killers killing one survivor doesn't win them the game, but that's exactly what camping and tunneling do, which wins comp killers their games. Yes I would prefer it not to be the case, but I'm not using that to justify anything. I, like everyone else that plays this game, wants a fun and interactive experience where player actions matter, instead of whatever we have now.