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Blaconia

Blaconia

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Blaconia
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  • I should point out that I first submitted the original post prior to the buffs making her the best killer in the game. I dislike her even more now.

    There are many close-mid range aura perks like Nurse's Calling, Darkness Revealed, Weave Attunement, Zanshin, Nemesis. If you didn't have auras while charging power, you would still know roughly where they are, but would have to think and predict their movement. If that fails, you can just guess and likely still win.

    It's bad that a killer discourages you from using half the perks. You can't "just hook" because her design actively screams at you to Exile to gain Zealous and instant/unsaveable hooks. She should still hook for scourge hooks though, because she doesn't need pain res/gift of pain/floods for free. If having access to hook perks buffs Judgment or survivors, just balance her around it (and part of that balance is removing auras while charging power).

    4.4 is "almost full speed" when compared to nurse. She technically has less mobility than trapper, but that's negated by instant hooks and map-wide beams.

    "Just dodge the beam" sounds like saying to just "dodge and kick" Victor. Sure I guess, but we both know it's not happening. Sooner or later, you'll get the hit, and that's the core issue of gambleslop.

    I also forgot to mention totem defense is ridiculous on her. I had a game where she had ruin inside a 3 gen. No points for guessing who won that game.

  • Self Preservation - I do not like this change. The perk still has a fundamental flaw in letting one survivor hide for free (like old Distortion) - it is too easy to not be found while your team dies around you. Reducing the duration will either make it useless or not solve the issue.

    Two suggestions:

    • Bring back the old version of this perk, but it now gives Elusive. Could add an extra effect of the duration being longer if you were recently unhooked.
    • For every time you have been hooked, increase the Elusive duration, but the base duration is shorter. For example with no hook states it gives 10 secs, but with two hook states it gives 40 secs.

    Kindred, NOOLB, Resilience, We'll Make It - remove perk tiers.

  • People just want to get as many cakes as they did in e.g. the 7th anniversary. It's not that complicated.

    Please make all event offerings/items Common rarity in future, so that getting purple addons/items isn't made harder.

    (While we're at it, you could remove half the Common rarity offerings and no one would complain)

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092000#Comment_4092000

    You do know that survivor running speed is 4.0m/s? Nurse's as said is 3.85m/s so she is slower than you so if you get caught by her moving normally either you played really badly or she is using one of the add-ons that make her faster with limitations like she can't blink while being faster. So in those cases she is using her power that is modified by the add-ons.

    Pain Resonance power is not in the regeression but in the fact how it combines with other perks. Nerfing it will not be the right choice as it will still not effect those perks that it combos with that are in reality stronger than it.

    Of course I know that. I'm not talking about her walking right up to me and basic M1ing me.

    When I run edgemap vs nurse it's more efficient for Nurses to just walk you down until they get LOS, and then blink on you. I want it to be more efficient for the Nurse to keep trying to blink because it would make the game more fun.

    Also this is the strongest killer in the game. She'll be fine if she gets nerfed.

  • I'm still only seeing one cake per bloodweb on my P100. In previous years I would see multiple cakes in every bloodweb and sometimes struggle to get them all.

    Cake being Very Rare still makes it harder to buy purple addons during events.

    This is very disappointing.

    Just make the cake Common and put multiple in every bloodweb.

  • Agreed that the rarity change is disappointing.

    Another issue, it being a "purple" makes it harder to buy purple addons, which on killers like Oni is a HUGE issue.

    Example of a disappointing p100 bloodweb (note Oni accurately depicting my feelings about this issue).

    20A266~1.JPG
  • @AlphaYandere said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092000#Comment_4092000

    to your point for pain res. Dont nerf the perk, make restrictions on the strongest killers just like blight whould have gotten less benefits with the anti tunnel thing. and to the nuse again, she already has to use her power 3.8 is slower than the survivor bas speed

    My thoughts for Pain Res are that it'll naturally restrict the strongest killers who can tunnel someone out fast enough. A Doctor can't (well shouldn't) get a tunnel fast enough and realistically win the 3v1 but the likes of blight, nurse, billy, ghoul, spirit can.

    For Nurse - walking someone edgemap until you get LOS before blinking is too efficient (and boring!) - next time you go against a nurse, run to edgemap and break LOS and watch them stop blinking. If you lower her walking speed and buff her charge recovery, she'll be more fun to play against.

    Also please bhvr bring back lightburn for Nurse, and make stunning Nurse with a pallet do literally anything.

  • The Toothy Tortes are actually a scarce resource from the cake mines, which is why they're so hesitant to give them out.

    (for real bhvr, just make cakes Common and spawn like how they did in the 7th year anniversary)

  • The Toothy Tortes are actually a scarce resource from the cake mines, which is why they're so hesitant to give them out.

    (for real bhvr, just make cakes Common and spawn like how they did in the 7th year anniversary)

  • I personally don't need this, but this should have been a thing ages ago.

    Global audio cues also need an accessibility option. For example Oni getting, starting and ending power. Plague starting power. Twins releasing Victor and Charlotte waking up, Billy getting Overdrive, Michael tiering up, Nemesis tiering up.

    There are a lot of other sound effects that probably need it too, but the things I described unambiguously are meant to be heard (contrast with e.g. hearing Wraith snarling near you) and there's zero gameplay impacts for letting deaf people know it's happening.

  • @AlphaYandere said:

    Nurse

    No auras while charging blink

    Reduced walking speed

    Slight buff to charge recovery (to encourage actually using power)

    Her walking speed is 3.8, the slowest we have, you wanna reduce it even more?

    Killer Perks

    Scourge Hook: Pain Resonance - Deactivates when a survivor dies.

    you know we can only use this 4 times a match? And is RNG based. Theres situations where we can't hook on painress once cause all are on one side or on one floor…

    Nurse

    It's boring being walked down by a nurse. I want the strongest killer in the game to use her power. I suggested a charge recovery buff to compensate.

    You could also give her a dynamic walking speed: If she blinked recently she has her current walk speed, but after time spent not blinking she slows down.

    Scourge Hook: Pain Resonance

    Despite that, it's one of the best killer perks and has the highest pickrate. My issue is the strongest killers can tunnel someone out and then have an easy 3v1 that's enabled by perks like Pain Res. The game would be more interesting if perks like Pain Res forced you to decide between a tunnel out or your Pain Res tokens.

    No surv team would take an early death to deny Pain Res - if it was beneficial (like 1 gen left) then the killer should lose anyway, because why did it take you that long to get a kill when you have Pain Res available?

    They could buff the numbers but I don't think it'll be needed. Also at least 10 survivor perks should be nerfed imo, so I think this would be fair.

  • @TropesDaMan said:

    NOOO WHY ARE WE NERFING PIG?

    Like the SB nerf though

    Pig deserves it. Her traps encourage degenerate gameplay and as long as that's possible, she can never receive a real buff.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467579/onis-flicks-should-be-reverted-and-he-needs-an-addon-rework

    Have you tried playing Oni with a controller on console? The entire point of this change to his flicks was to attempt to make him more viable and effective with a controller. Didn't they say those flicks weren't intended as well?

    Most of the playerbase is on one of the consoles, more than 70% globally. Most of them still use a controller. Tinkering with killer powers to improve how they play for most is a good thing imo.

    No, but now he's less fun for all survs (MnK or controller) to play against.

    This reminds me of a lot of complaints I've heard about shooters like Apex Legends where controller players receive an unreasonable aim assist advantage to the detriment of MnK players. While new oni flicks don't provide a direct pvp advantage in dbd, it's still catering to controller players that makes the MnK experience worse.

    It's also a part of the ongoing trend of making the game easier, trying to take away as many layers of complexity (and depth and richness) as possible. Just look at Singularity as an example.

    Other changes could be made - like providing MnK support on console, or even making inputs for MnK and controller have different outputs.

    Whether or not old flicks were intended doesn't matter:

    • Oni was more interesting to play against and to play as.
    • What's "intended" can change, it's not some divine decree. If bhvr can make Knight and Wesker bugs official features, they could very reasonably decide to do the same for old oni flicks.

    Also I don't think I said clearly in the original post, but I really don't want Oni to get Skull Merchanted as people continue to complain about him more and more, and reverting the flicks is how you dial that back a bit.

  • A big reason you didn't get as many complaints about pallet density is because the map rotation kept people off the major maps affected like Mac and Auto until recently.

    While I think Midwich might be okay now, Hawkins and maybe Lery's still seem bugged to not spawn some previously guaranteed pallets, especially in the large rooms. For example in one large room on Hawkins, there are stairs that directly lead into a vault that should drop down into a pallet that sometimes doesn't spawn (I can get a screenshot later).

    Shelter Woods and Suffocation Pit still seem egregiously stacked with pallets.

  • Yeah I'm inclined to agree. Popularity of him aside, he feels kinda terrible to play against at the moment.

  • No - I started using anon mode because people were needlessly toxic. I don't use it to be toxic, so why should i be locked out of potentially positive interactions?

    Just report toxic chats and move on with your life.

  • Blood Moon offering makes it too hard to get purple addons in my P100 bloodwebs.

    Also please please please make all event offerings common rarity again. It's bad enough that I have over 1000 bloodshot eyes I will never use but they could at least cost half as many BPs.

  • I agree. I think the same could be said about Blight's 32m TR and maybe Oni's too.

    I will say my praises to the visual heartbeat btw. :)

  • I think I understand (guessing) why the event offering is Personal - to avoid the toxicity that comes from people expecting everyone to bring shared offerings like Anniversary Cakes - and honestly I don't mind it being Personal BUT it should be the best and most obvious to bring offering during the event because it is limited time.

    One offering buff idea - when close to a blood gen, show the aura of the nearest blood pump.

    Blood Pumps spawns need to be more spread - having all spawn in the same corner and spending a long time trying to find one hurts. The above suggestion would help mitigate this.

    Hooking a survivor carrying a Blood Can should probably delete that Blood Can.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067698#Comment_4067698

    I thought Oni's old flicks were changed specifically to make him playable in power with controller? If so, reverting them would undo all that.

    They can make flicks different for controller and MnK. And frankly I don't like that my gameplay experience became worse to make controller flicks easier.

    Oni flicks used to be harder but I found them more fun because actually pulling them off required a set up and you could be flared, making them more rewarding. Now they're super easy, you just wave your mouse in their general direction and the game just gives them to you.

  • tl;dr No - he doesn't need buffs, starting powerless is balanced by Blood Fury being the strongest power, and let Blood Fury speak for itself to be fun.

    1500+ games of Oni here, nearing on 1600. Oni is already a very strong killer and overall doesn't need buffs.

    Oni starting the game with ZERO power is what distinguishes him from the rest of the killer roster, and is what gives him depth relative to other killers.

    Starting the game powerless is balanced by and allows him to have arguably the strongest power in the game, Blood Fury. If you buff his base form, you probably have to nerf Blood Fury and that's a hard no from me. If I wanted an m1 lunge I would just play Michael, who is already a weaker, boring and easier Oni.

    The point of "just avoid first hit and predrop everything" is what makes that first chase so interesting because Oni is desperate to get power asap AND the survivors are desperate to deny it. Oni is the ONLY killer where survivors can have a genuine true m1 chase, even Trapper has his traps.

    You say he relies on survivor mistakes, but that's all killers except for S tiers. It's not like he's weak - even if getting power takes 3 gens he can usually still snowball a win.

    I've seen multiple suggestions for him to start with some power but I don't like any of them. Blood Fury is what defines him, makes him fun and is why I play him. With all the complaints about new killers requiring a novel to understand there's an elegant simplicity to "injured survivors make Kazan angry and let him run around bonking people".

    The only changes I want for him are an addon rework (except for Hull, Fang, Crutch) and revert to old flicks.

  • @Wezqu said:

    No would increase lobby dodging/shopping as if people would know what others have they will dodge for not liking perk they chose or them not having build the agree on. Its better they don't know and there is the before match chat you can share your info there if you want.

    I said it should only show perks in game, not in lobby. Console players also can't communicate in lobby.

  • To add to the DH conversation, I agree it's not clear it's once per being unhooked. One suggestion to improve:

    • One time after being unhooked, while injured and running, use E:

    Perks that list the same number many times (Vigil, Resilience, Leader, Fire Up) are clunky. One suggestion for example for Vigil:

    • All survivors within 16m of you recover 66% faster from:
    • Blindness, Broken, Exhausted, etc…

    Prove Thyself is still missing its old clarification that only one instance of it applies at a time (ie. doesn't stack).

    There is still no ingame explanation for "conspicuous actions".

    There is still a typo of "it's aura" in two perks, Left Behind and Hex: Plaything.

    The starting flavour text was nice as it added, well, flavour, but I don't mind them being gone.

  • @Emeal said:

    One point that might be important is when we say "This perk deactivates." it would be good to explain if its gone for good or can be reactivated.

    This perk deactivates until unhooked again.

    This perk deactivates for the remainder of the match.

    I think perk descriptions should be set up so by default if it says:

    This perk deactivates.

    Then it's allowed to reactivate at any given time but ONLY if the activation condition is met. Let it be a case of "the perk does what it says it does" that people can logic out. For example, if Dead Hard says "activates when unhooked" and "deactivates when pressing E" then you can figure out a survivor can use it at most twice in a trial, once per unhook. This lets perk descriptions be as concise as possible.

    In contrast, if a perk has an extra condition that must be satisfied to reactivate OR can't be used for the rest of the trial then it should say so. For example:

    • OTR - activates for 40 seconds on unhook. Deactivates for the rest of the trial when all Generators are completed. (Like DH, you don't need to specify it reactivates when unhooked again, it already says that.)
    • DS - activates for 60 seconds on unhook. Deactivates for the rest of the trial when used OR when all Generators are completed. (Also available on both unhooks but you now also need to specify it deactivates permanently once used.

    For both OTR and DS, you also must specify it deactivates after last Gen, whereas DH does not require that. Other examples:

    • Plot Twist - can use while injured. Deactivates when used. Reactivates once Generators are completed. (Implicitly active from start of trial while injured, only need to mention reactivation in endgame).
    • Last Stand - activates once charged. Deactivates for rest of trial once used. (You must specify permanent deactivation in contrast to other TR charging perks like Diversion and Stake Out.)

    tl;dr To keep it simple, "deactivates" should be enough to say it's a dead perk until "activates" condition is met. When needed, you can specify further requirements as above.

    On a different note, perks like Resilience and Made for This can just say "activates WHILE injured" with no mention of deactivation required. Similarly, perks like We'll Make It with a fixed timer can just say "activates FOR X seconds when unhooking" with no mention of deactivation required.

    Sidenote on Endurance: The little dictionary entry shown in stream should specify Endurance deactivates when used (think of your OTR being wasted by being immediately hit off hook) and does not work while in Deep Wound.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037540#Comment_4037540

    You wrote a lot here and not sure you answered my question. Im not complaining about Basekit BT. Im complaining about 1) Length of it and 2) having other negative side effects to the game such as bodyblocking. It should be there for tunneling and camping, thats it. Why would you be allowed to just unhook right in front of someone and think that's acceptable as yet another perk. It should block you from hitting the person coming off hook. Thats it. Everything else is just yet another handicap to make bad players never get better.

    I was mostly responding to Elan, not your original question sorry.

    Answering you now: I think 15 seconds is too long (was probably consolation for cancelling anti-tunnel/slug) Like I said, perks like Deliverance should be gutted to balance how easy safe unhooks are now.

    One option would be for survivors affected by BT to have no collision but that would mean the survivor could pretty easily force hits by standing right between the unhooker and killer.

    I like that freshly unhooked survivors now have collision with their unhooker, because that removed a lot of the nonsense of the unhooked survivor taking hits with BT by slipping through the unhooker.

    A second option would be BT making survivors completely ethereal to all damage - but that would remove the killer instantly hitting endurance to deny perks like DH/OTR/Second Wind.

    Unless there's a genius solution, completely removing BT bodyblocking would just add its own frustrations. So you probably have to adjust elsewhere, like nerfing Deli.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037540#Comment_4037540

    You wrote a lot here and not sure you answered my question. Im not complaining about Basekit BT. Im complaining about 1) Length of it and 2) having other negative side effects to the game such as bodyblocking. It should be there for tunneling and camping, thats it. Why would you be allowed to just unhook right in front of someone and think that's acceptable as yet another perk. It should block you from hitting the person coming off hook. Thats it. Everything else is just yet another handicap to make bad players never get better.

    I was mostly responding to Elan, not your original question sorry.

    Answering you now: I think 15 seconds is too long (was probably consolation for cancelling anti-tunnel/slug) Like I said, perks like Deliverance should be gutted to balance how easy safe unhooks are now.

    One option would be for survivors affected by BT to have no collision but that would mean the survivor could pretty easily force hits by standing right between the unhooker and killer.

    I like that freshly unhooked survivors now have collision with their unhooker, because that removed a lot of the nonsense of the unhooked survivor taking hits with BT by slipping through the unhooker.

    A second option would be BT making survivors completely ethereal to all damage - but that would remove the killer instantly hitting endurance to deny perks like DH/OTR/Second Wind.

    Unless there's a genius solution, completely removing BT bodyblocking would just add its own frustrations. So you probably have to adjust elsewhere, like nerfing Deli.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037540#Comment_4037540

    You wrote a lot here and not sure you answered my question. Im not complaining about Basekit BT. Im complaining about 1) Length of it and 2) having other negative side effects to the game such as bodyblocking. It should be there for tunneling and camping, thats it. Why would you be allowed to just unhook right in front of someone and think that's acceptable as yet another perk. It should block you from hitting the person coming off hook. Thats it. Everything else is just yet another handicap to make bad players never get better.

    I was mostly responding to Elan, not your original question sorry.

    Answering you now: I think 15 seconds is too long (was probably consolation for cancelling anti-tunnel/slug) Like I said, perks like Deliverance should be gutted to balance how easy safe unhooks are now.

    One option would be for survivors affected by BT to have no collision but that would mean the survivor could pretty easily force hits by standing right between the unhooker and killer.

    I like that freshly unhooked survivors now have collision with their unhooker, because that removed a lot of the nonsense of the unhooked survivor taking hits with BT by slipping through the unhooker.

    A second option would be BT making survivors completely ethereal to all damage - but that would remove the killer instantly hitting endurance to deny perks like DH/OTR/Second Wind.

    Unless there's a genius solution, completely removing BT bodyblocking would just add its own frustrations. So you probably have to adjust elsewhere, like nerfing Deli.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037540#Comment_4037540

    You wrote a lot here and not sure you answered my question. Im not complaining about Basekit BT. Im complaining about 1) Length of it and 2) having other negative side effects to the game such as bodyblocking. It should be there for tunneling and camping, thats it. Why would you be allowed to just unhook right in front of someone and think that's acceptable as yet another perk. It should block you from hitting the person coming off hook. Thats it. Everything else is just yet another handicap to make bad players never get better.

    I was mostly responding to Elan, not your original question sorry.

    Answering you now: I think 15 seconds is too long (was probably consolation for cancelling anti-tunnel/slug) Like I said, perks like Deliverance should be gutted to balance how easy safe unhooks are now.

    One option would be for survivors affected by BT to have no collision but that would mean the survivor could pretty easily force hits by standing right between the unhooker and killer.

    I like that freshly unhooked survivors now have collision with their unhooker, because that removed a lot of the nonsense of the unhooked survivor taking hits with BT by slipping through the unhooker.

    A second option would be BT making survivors completely ethereal to all damage - but that would remove the killer instantly hitting endurance to deny perks like DH/OTR/Second Wind.

    Unless there's a genius solution, completely removing BT bodyblocking would just add its own frustrations. So you probably have to adjust elsewhere, like nerfing Deli.

  • @Elan said:

    Best would be to remove basekit borrowed time at all. It pushes farms and braindead saves and unhooked survivors blocked your way for the duration and then they are suprised that they got tunneled. There are also quite a few killers ignoring borrowed time, so… Removing it entirely and instead pushing survivors for more skillfull gameplay would be more interesting.

    The reason we got basekit BT in the first place is because prior to 6.1 despite it being an altruistic perk, many people still brought it, suggesting a strong need for it. (This is also why I think people wanting every other perk to be basekit is a bad idea)

    Did you play survivor before 6.1? I don't think you realise how bad, uninteractive and unskillful gameplay could be if your unhooker didn't bring BT and farmed you. Like Gandor points out, the killer could insta down you off hook with zero counter. The only true prevention to this was DS, so if you want everyone to start bringing 5 second DS go ahead. :)

    Basekit BT doesn't even encourage insta farming survivors off hook because if your death hook teammate just got hooked, you should leave them there where they cannot be tunneled. I just had a game where someone unhooked my tunnel target and they died a whole minute earlier than they should have because of it.

    They recently nerfed two of the biggest BT ignorers (Soma Singularity and OG Pain Pinhead) but imo survivors should just be 100% ethereal to killer powers for maybe 1 or 2 seconds off hook so you can't do stuff like Dracula Hellfire and Artist Severed Hands.

    In general though, 15 second BT is probably too long but if it has to stay Deliverance needs to be gutted because that's a brainless perk that encourages farming teammates and tunnelling the unhooked survivor.

  • I don't agree with many of these points (pls no dissolution basekit) but I'll take this chance to chime in. I played a lot of SM 2.0 (777 games overall). I've only played a few games since her gutting, mostly since the most recent buff and she still does not feel great.

    Two very big SM bugs still exist and frequently occur:

    • Ghost Drone - try to place drone, hand goes up but drone doesn't actually place. As I understand, it happens when you try to place a drone after hooking removes a drone automatically.
    • Floor drone - hacked drones sit in the floor. Makes it impossible to see how long before drones rearm.

    Re undetectable drones:

    I would prefer no undetectable, it's why her 3 genning and later slugging (combined with exposed and free injures) was so powerful, and caused a lot of complaints about her. If keeping it, undetectable on drone recall is more interesting as she is trading map presence for undetectable, but she needs buffs elsewhere.

    Stealth Drones

    Bring them back. I really love losing a part of a killer I enjoyed using /s. Some adjustments:

    • To make them more interesting in a horror way but slightly easier to track, make them quietly beep infrequently - my thought is of a horror movie where the character can hear the monster rustling and the tension/fear is in knowing it's there but not exactly where. A similar experience is hearing the probe beeping in ARC Raiders sounds amazing. It's nearby but you aren't quite sure where.
    • Increase the rotate cooldown on Stealth Drones so you can still set the rotation but not spam it on somewhere who might struggle to track it.

    General

    Many complaints were caused by her being hard to understand, both in general and tracking what's happening in chase. There were a lot of moving parts with visual clutter and there was almost no audio feedback to help track what was happening. Some of these changes would let you meaningfully buff her, imo:

    • Hacked drone about to rearm should be more obvious with a noise warning like an activation sequence (not just fizz ending as it happens). Especially important while Floor Drone bug exists.
    • Adriana should not be silent. If I can hear Michael's asthma and Ghostface rustling, I should be able to hear the clickity clack of her heels.
    • Stealth drones should beep as explained above.
    • Getting claw trapped should have more audio feedback, especially when injured, so it doesn't feel as unsatisfying. People would often be surprised by them being injured, usually many seconds before.
    • Drone rotation should also have more audio feedback, either from the drone or Adriana. This will help survivors track what's happening to the drone without being forced to rely on 100% visual information.
  • I don't agree with many of these points (pls no dissolution basekit) but I'll take this chance to chime in. I played a lot of SM 2.0 (777 games overall). I've only played a few games since her gutting, mostly since the most recent buff and she still does not feel great.

    Two very big SM bugs still exist and frequently occur:

    • Ghost Drone - try to place drone, hand goes up but drone doesn't actually place. As I understand, it happens when you try to place a drone after hooking removes a drone automatically.
    • Floor drone - hacked drones sit in the floor. Makes it impossible to see how long before drones rearm.

    Re undetectable drones:

    I would prefer no undetectable, it's why her 3 genning and later slugging (combined with exposed and free injures) was so powerful, and caused a lot of complaints about her. If keeping it, undetectable on drone recall is more interesting as she is trading map presence for undetectable, but she needs buffs elsewhere.

    Stealth Drones

    Bring them back. I really love losing a part of a killer I enjoyed using /s. Some adjustments:

    • To make them more interesting in a horror way but slightly easier to track, make them quietly beep infrequently - my thought is of a horror movie where the character can hear the monster rustling and the tension/fear is in knowing it's there but not exactly where. A similar experience is hearing the probe beeping in ARC Raiders sounds amazing. It's nearby but you aren't quite sure where.
    • Increase the rotate cooldown on Stealth Drones so you can still set the rotation but not spam it on somewhere who might struggle to track it.

    General

    Many complaints were caused by her being hard to understand, both in general and tracking what's happening in chase. There were a lot of moving parts with visual clutter and there was almost no audio feedback to help track what was happening. Some of these changes would let you meaningfully buff her, imo:

    • Hacked drone about to rearm should be more obvious with a noise warning like an activation sequence (not just fizz ending as it happens). Especially important while Floor Drone bug exists.
    • Adriana should not be silent. If I can hear Michael's asthma and Ghostface rustling, I should be able to hear the clickity clack of her heels.
    • Stealth drones should beep as explained above.
    • Getting claw trapped should have more audio feedback, especially when injured, so it doesn't feel as unsatisfying. People would often be surprised by them being injured, usually many seconds before.
    • Drone rotation should also have more audio feedback, either from the drone or Adriana. This will help survivors track what's happening to the drone without being forced to rely on 100% visual information.
  • To clarify, I'm being quite loose with the word "tunneling" but in general I think it would be good if perks like Friends consistently helped to spread hooks. (Side note, I have a short novel of a post explaining that part of an anti-tunnel system should just be reworking perks to reward spreading hooks)

    That said, I like to run it with Furtive Chase/Nemesis so for me the value in Friends that helps me "tunnel" is the info of the scream/obsession switch, I pretty much never play for the exposed down. I always want to chase/hook the obsession because I'm getting 8 seconds of aura and 18 seconds of 10% haste on someone who is oblivious, and I want to keep that obsession hook cycle going.

    I will very frequently hook an obsession and then hook a new obsession shortly after, and Friends will direct me to the person who just came off hook - I would love for it to switch to the unhooker to make it more fun. And in the game that prompted me to post this last night, three people were death hook and started dying while there was a Nea that never become obsession (and so I never chased) until only two people were alive.

  • To clarify, I'm being quite loose with the word "tunneling" but in general I think it would be good if perks like Friends consistently helped to spread hooks. (Side note, I have a short novel of a post explaining that part of an anti-tunnel system should just be reworking perks to reward spreading hooks)

    That said, I like to run it with Furtive Chase/Nemesis so for me the value in Friends that helps me "tunnel" is the info of the scream/obsession switch, I pretty much never play for the exposed down. I always want to chase/hook the obsession because I'm getting 8 seconds of aura and 18 seconds of 10% haste on someone who is oblivious, and I want to keep that obsession hook cycle going.

    I will very frequently hook an obsession and then hook a new obsession shortly after, and Friends will direct me to the person who just came off hook - I would love for it to switch to the unhooker to make it more fun. And in the game that prompted me to post this last night, three people were death hook and started dying while there was a Nea that never become obsession (and so I never chased) until only two people were alive.

  • A lot of maps did not need extra pallets, obvious examples to me from memory are Ormond, Blood Lodge, Gas Heaven, Groaning Storehouse but I would estimate 70% of the maps affected did not need it. Haddonfield did need it though.

    The only reason you haven't heard more complaints is because a lot of the indoor maps which were unaffected (Lery's, Midwich, Gideon etc) had high spawn chance in the past few weeks, so people didn't notice how bad it was. It's only been since I think 48 hours ago when the map weights changed and people are going to Mac/Auto etc more I've been realising just how bad it is.

    PS: The new confused short/long wall gym on Autohaven also needs to be deleted, example below. It's the one with the ginormous L (the left is one continuous wall with one window) and there's a pallet to the right. And this is made worse because survivors can just see you over the wall because it's Autohaven.

    20F909~1.JPG
  • A lot of maps did not need extra pallets, obvious examples to me from memory are Ormond, Blood Lodge, Gas Heaven, Groaning Storehouse but I would estimate 70% of the maps affected did not need it. Haddonfield did need it though.

    The only reason you haven't heard more complaints is because a lot of the indoor maps which were unaffected (Lery's, Midwich, Gideon etc) had high spawn chance in the past few weeks, so people didn't notice how bad it was. It's only been since I think 48 hours ago when the map weights changed and people are going to Mac/Auto etc more I've been realising just how bad it is.

    PS: The new confused short/long wall gym on Autohaven also needs to be deleted, example below. It's the one with the ginormous L (the left is one continuous wall with one window) and there's a pallet to the right. And this is made worse because survivors can just see you over the wall because it's Autohaven.

    20F909~1.JPG
  • If Oni is getting his power in one hit he's either running passive charge rate addons (but why would you?) or he got ran for a long time before he got his first hit, at which point multiple gens should be popping by the time he gets his power.

  • If Oni is getting his power in one hit he's either running passive charge rate addons (but why would you?) or he got ran for a long time before he got his first hit, at which point multiple gens should be popping by the time he gets his power.

  • In general global sound cues should have an accessibility option to show a visual symbol.

    Not just tiering up as myers, but other big examples that come to mind are Oni going rawr XD into power, Twins switching to and from Victor, Plague getting power.

    Big things that everyone will easily hear.

  • In general global sound cues should have an accessibility option to show a visual symbol.

    Not just tiering up as myers, but other big examples that come to mind are Oni going rawr XD into power, Twins switching to and from Victor, Plague getting power.

    Big things that everyone will easily hear.

  • In general global sound cues should have an accessibility option to show a visual symbol.

    Not just tiering up as myers, but other big examples that come to mind are Oni going rawr XD into power, Twins switching to and from Victor, Plague getting power.

    Big things that everyone will easily hear.

  • 204252~1.JPG

    Aerial view of the hill it happens on.

    If you walk from the back left corner of the hill, you can walk up onto the hill or even higher up into the sky. Seems to be consistent.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002468#Comment_4002468

    Thats part of the problem, half the survivors probably alt-tab instead of making use of what little benefits they do have. understandable that yellow gen could mean anything really which is why i specifically would say running better together so they know yellow gen means im on it, dont bring the killer to me. i agree survivors should be able to see eachothers perks but i dont think it would do anything because people that go in solo often just dont try or even want to work as a team. like the people that run no perks at all or the meme players. you just know they would look at my perks and think "ok cool" then think nothing more about it. As much as solo could be buffed by offering what swf have like knowledge of perks it will never equal swf due to the players.

    Also you just know people would lobby dodge if they see someone with meme builds or going for adept.

    Yeah, builds should absolutely only be shown in game to prevent lobby dodging.

    Solo surv will never be as strong as swf and that's okay (that said, half the strength of swf is being able to guarantee a strong team with no weak links). What matters is meaningful buffs to solo surv that don't affect swf too much.

    Another anti-tunneling perk buff - Fast Track should get more stacks if a survivor dies.

  • @runningguy said:

    100% agree that solo needs to be buffed to be in line with SWF, i play soloq so i know what its like. However, people dont want chat options, they even dont use the pre match lobby to attempt to communicate their perks. i used to say "running gen build" or something to let people know what i have but people dont bother to listen and just not interested. i recently said "running better together" please dont bring the killer to me when im 95% done on a gen" what happens? they bring the killer to me every time.

    its like people want to win but dont want to win as a team they want to be able to do it alone and when they cant they complain about tunneling or slugging or op killers. i have people on my teams with no perks at all and then get annoyed when the killer brings their A game and wins.

    You cant make people play as a team if they dont want to which is the key difference between solo and swf. swf are on the same page with the same goal. solo players might be trolling, or working on totems instead of gens or just want to meme and not always on the same page as the rest of the team. These things cant be solved unless bhvr changes it so survivors can win alone without teamwork, which obviously will mean swf would be untouchable.

    Communicating perks in the pre match lobby has always felt mediocre at best. Half the survivors are probably alt-tabbed and the rest are going to immediately forget what someone said. This is why just being able to see your teammates' perks would eliminate this issue.

    Better Together points to a whole 'nother issue with the game: generator aura perks are completely overloaded, making it harder for solo (and even swf) survs to understand what's going on. It's not really an issue as killer, but if I see a yellow gen as survivor it could be anything from Wiretap/Blast Mine to Troubleshooter, Lucky Star or even Trail of Torment. I'm never going to assume a yellow gen means Better Together. And then perks with other gen colours like Deja Vu/Rookie Spirit will block/be blocked by other colours based on whatever highlights first.

    I do think Better Together should show your aura, not the generator's, like the Guide class in the first 2v8.

  • @runningguy said:

    100% agree that solo needs to be buffed to be in line with SWF, i play soloq so i know what its like. However, people dont want chat options, they even dont use the pre match lobby to attempt to communicate their perks. i used to say "running gen build" or something to let people know what i have but people dont bother to listen and just not interested. i recently said "running better together" please dont bring the killer to me when im 95% done on a gen" what happens? they bring the killer to me every time.

    its like people want to win but dont want to win as a team they want to be able to do it alone and when they cant they complain about tunneling or slugging or op killers. i have people on my teams with no perks at all and then get annoyed when the killer brings their A game and wins.

    You cant make people play as a team if they dont want to which is the key difference between solo and swf. swf are on the same page with the same goal. solo players might be trolling, or working on totems instead of gens or just want to meme and not always on the same page as the rest of the team. These things cant be solved unless bhvr changes it so survivors can win alone without teamwork, which obviously will mean swf would be untouchable.

    Communicating perks in the pre match lobby has always felt mediocre at best. Half the survivors are probably alt-tabbed and the rest are going to immediately forget what someone said. This is why just being able to see your teammates' perks would eliminate this issue.

    Better Together points to a whole 'nother issue with the game: generator aura perks are completely overloaded, making it harder for solo (and even swf) survs to understand what's going on. It's not really an issue as killer, but if I see a yellow gen as survivor it could be anything from Wiretap/Blast Mine to Troubleshooter, Lucky Star or even Trail of Torment. I'm never going to assume a yellow gen means Better Together. And then perks with other gen colours like Deja Vu/Rookie Spirit will block/be blocked by other colours based on whatever highlights first.

    I do think Better Together should show your aura, not the generator's, like the Guide class in the first 2v8.

  • They probably saw people like me finishing the last rift in 87 games and decided "naaaahhhh, let's not".

  • I agree voice chat has some problems and probably isn't the right call, which is why I put it last in that list. That said, it would have a mute option so toxic/annoying people could just be muted.

    That said, more than anything I just want to be able to see my teammates' perks and anti-camp progress.

  • I agree voice chat has some problems and probably isn't the right call, which is why I put it last in that list. That said, it would have a mute option so toxic/annoying people could just be muted.

    That said, more than anything I just want to be able to see my teammates' perks and anti-camp progress.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976559#Comment_3976559

    I get what you mean, and I don't think it would be broken, but it's kind of like if Behavior made the anti-camp mechanic, and then brought in a perk that makes it so Killers can stay near the hook longer. Probably not broken on it's own, but it's a weird contradiction to make in the design of the game.

    Honestly, your idea isn't to bad. It's a case of an inch gives a mile that I'm concerned with.

    I see that. From what I remember, gen tapping was more of a nuisance than anything and the real reason it felt bad was because kicking a gen had no regression so the 2 seconds or so kicking it could be cancelled instantly.

    Now that it has 5% regression and perks like Pain Res also force a scream to further delay getting back on the gen, I think it'll be fine. Compared to a lot of perks that have been buffed recently (especially all the healing perks???), my suggestion feels tame.

    I don't think anti-camp is a good comparison. I think it's an inherently flawed bandaid that results in degenerate gameplay especially with 70 second hook stages ("oh they used the whole hook stage to complete multiple gens and now I'm not allowed to protect my one objective yay, better stand at exactly 16m from the hook").

    The way regression works now instead just feels like the way the game works, in a good way, and Rookie Spirit which is already related to regressing gens just needs a bit more help in stopping regressing gens.

  • I'm glad to see this reluctance to killswitch Streetwise. It's just further reinforcing my decision to continue not spending money on the game (last time was DnD chapter).

    Agreed that the Killswitch criteria needs to change.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452865/rookie-spirit-buff-very-high-but-short-repair-speed-boost-after-touching-a-regressing-generator

    Killer main here so don't trust me too much, but I think a perk that's design is to kind of reverse a mechanic that was intentionally removed, even if it's only slightly is a big risk. Memesis made a suggestion that I think could really work. I also think it's a little underrated as is, as I find it to be a solid information perk with more uses than just what people think of it as.

    If this perk buff used the numbers I suggested (it doesn't have to), ignoring all other gen repair boosts it would mean stopping regression would take 2.5 seconds instead of 5 seconds, a far cry from ye olde gentapping where people would instantly tap gens mid chase.

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