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BubbleBuster

BubbleBuster

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BubbleBuster
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  • "to make this balanced add like +3 cure chests to the map" LMAO

    yea no this is a horrible idea overall

    if you make it actually lethal, as in pig trap level lethal that'll literally just kill you, the cures OR your infection needs to be limited.

    If your idea goes through what would a Nemesis player that is actively trying to win do?

    They would run to a survivor, infect them, leave them. No need to hook. You repeat that as often as all chests are depleted and then people just die. Additionally you spam gen slowdown such as Corrupt Intervention, Call of Brine, Overcharge and Fearmonger to guarentee that tentacle strike.

    Against most people this would just give you a 4k and there s nothing they can do against it. Against really good players or SWF that can coordinate chest usage or deny tentacle strikes, this would still be really unfun to go against since chases just end after they got hit. The gameplay loop becomes stale as chases are short, gens have to be spammed and you have to leave as fast as possible.


    Pig traps are limited an relatively hard to get off, and they have a decent chance to kill you on some maps.

    Sadako's condemn is also limited since it is kinda really hard to apply in a manner that matters (unless you use her ultra rare TV add-on).


    This idea will make Nemesis into one of the most unbalaced and unfun killers to play against as all you can do is literally do gens.


    This is overall just a horrible idea giving him an insta kill ability.

    I would be on board giving him an infection that progresses and then gives the survivors some effect like a small hindered debuff much like Wesker does.

    I'd rather just give him a buff to his power so it's easier to use rather than a change to how his infection works though.

  • random is random

    you literally cant increase randomness unless you add more stuff if you mean getting a specific map.

    if you get the same map 5 times in a row it is still random. You can't just remove that happening unless you add some form of counter that forces te map to be different.

    Getting unlucky/lucky by getting the same map 5 times is random. same as getting heads 10 times from a coinflip is random.


    If you mean map variants, such as tile rotation and tile placement within a map, you could make that more random by adding more options for these to spawn or by adding more.


    Realm and map selections, at least from what i know, are as random as they literally can be. Unless more realms or maps are added, you cant make random more random.

  • one of the many issues this game has that won't be addressed for years

  • actually not a horrible idea.

    some maps might need more chest spawns now though since they would need to spawn 3 + 8 + 4 + 2 = 15 chests at once cuz shiny coins and this effect and hoarder ig

  • people dodge all the time anyways and since it s not like they can kick you for having a non meta build or something i dont see a problem with adding this.


    I want this, maybe even in-game as a small indicator.

  • this has more issues than i m willing to list

  • @deifi said:

    Ever since the latest killer patch, the following options can help balance the game back to survivors and eliminate tunneling and camping in a fair manner.

    1. CAMPING VISION PENALTY - Slowly reduce or shrink the FOV of the killer that is standing within X meters from the hooked survivor. This gives opportunity to survivor to unhook and the killer being penalized but allows them to act/react. The longer the killer camps the hooked survivor, the greater the FOV is reduced until they can ONLY see the survivor or nothing at all.
    2. NERF LEGION - This has become the meta for killers for a reason and should be rebalanced. Survivors only have 2 options in a chase, Run or Hide. Legion blood marker and speed boosts effectively counters both. Propose reducing the frequency of blood heartbeats and remove the ability to see scratch marks when ability is enabled. Increase fatigue time when ability ends. She is currently combining her ability with slide pallet break to make this OP
    3. GAME FILTERS - Enable new GAME FILTERS that allows killers and survivors to pick what game categories or settings are allowed. Example categories can include killer opponents, hardcore perks disabled mode (both killer and survivor), map options, totems enabled or disabled for both parties, etc..
    4. BUFF NO MITHER - Killers should not know whether a survivor has the "no heal, mither" icon next to a players name. It should become as a pleasant surprise and the killer should be forced to remember the character that has no-mither... OR no mither should give 100% sound reduction...
    5. TUNNELING PENALTY 1 - The tunnel penalty should be enacted if a set of conditions are met. For example... If a person was downed hooked and downed and hooked again within 15 seconds when the killer has not chased or attacked anyone else within 10 seconds, the tunneled survivor gets a free passive decisive strike option OR killer gets "killer fatigue" where they cannot pickup the specific survivor for a minimum of X seconds
    6. TUNNELING PENALTY 2 - Killer's aura is fully highlighted to the survivor being tunneled after being hooked back-to-back times. This will at least give the survivor a fighting chance to escape a tunneling killer. This ends when survivor is out of chase.
    7. IRON WILL - Remove the exhaustion penalty if you aren't going to give 100% sound reduction...

    Most of these are bad

    1. The soon-to-be-released perk reassurance is already a good step towards nefing camping but I agree there should be some for of basekit ability to counter camping that isnt "just do gens and let the guy die"; this is not a good solution though as this does absolutely nothing against a facecamping bubba or other such killers
    2. Legion is totally balanced as he is right now, he literally does not have an ability against injured survivors
    3. worst idea ever, has been suggest hundreds of times, still bad; instead of fixining the issues this game has you suggest we just remove them and not care, also queue times would increase tremendously; just no
    4. no mither is a meme perk, it stays that way; i d love it to be buffed but the devs said it is intended to be a hardmode so ig it ll stay horrible forever
    5. I like basekit DS just to test it out if it would be OP, maybe test it of a PTB; this would probably be broken or OP or really unfun to play against so probably no
    6. decent idea, might be too OP on certain maps
    7. either increase the reduction to 100% and keep the exhaustion or remove the exhaustion
  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137406#Comment_3137406

    This is BHVR. They are notoriously cheap with bloodpoints. They also do tons of things that are not intended and fail to notice things for years. Also, they appear to have forgotten how how to do things critical to DbD, like making maps that play well. That they also use +100% instead of 2x in the main menu is huge.

    If this goes live like this I'll immediately head to the LFG forum to find others with flans, cakes and BPSes and farm the bejesus out of it until they nuke it.

    Mark my words. If the incentive actually goes live actually acting as 2x multiplier it will at most last 3 weeks. They will see people bragging about getting 400k+ per game and they will gasp and say: "We can't have that!" They might even kill switch it again.

    I doubt that once the BP incentive works they ll disable it. it is not a tool to reduce the grind, it is a tool to reduce queue times by giving BP.


    I hope they actually do a grind reduction though by increasing BP gains, especially for new players, instead of just calling it a day after the BP incentives.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141747#Comment_3141747

    How so? Honest question. I don't feel it will affect me as a killer at all, as I usually hook someone and leave the vicinity entirely to go check up on gens. Not a fan of camping hooks.

    it disincentivises camping, the playstyle which the main post talked about basically.

    If you are already actively playing by not camping, pressuring gens and constantly chasing then yea, reassurance wont do anything against you, but it will definitely punish killers that play basement bubba from the very start of the match after their first down.

  • any grind improvement, is a good idea. this game is way too grindy and this should be adressed in a DIRECT way, not in a "if you do this thing, eventually the grind will be less" way


    new players struggle way more than old players and the new changes does not adress the first 100 hours of dbd grinding, if not more

  • @BenOfMilam said:

    Since Reassurance is extremely similar to Kinship in it's role in the survivor's strategy, Kinship should be changed slightly so it's a viable alternative to Reassurance.

    • Current Kinship: If another Survivor is within 16 meters of your Hook while Kinship is active, the Struggle Phase timer is paused for 26/30/34 seconds.
    • New Kinship: If the Killer is within 16 meters of your Hook for longer than 15 seconds, Kinship activates. While Kinship is active, the Sacrifice Process is halted for 26/30/34 seconds. Kinship then deactivates until you are hooked again.

    With this change, Kinship functions differently enough to Reassurance that it is able to occupy a different niche. Kinship is more useful to waste a camping killer's time if an unhook is simply impossible (such as with a camping Leatherface or Tier 3 Myers with Fragrant Tuft of Hair), and Reassurance is more useful for coordinating saves by forcing the killer to abandon the hook.

    The best way to make the new Kinship functional is to make the 15 second timer "charge up" over time if the killer is close, similar to gaining stacks of perks like Stakeout and Distortion. The "charge" is held, so if the killer camps for 14 seconds and then leaves, then Kinship will activate in only 1 second if the killer gets within 16 meters.

    good change, any change that punishes camping is a good change imo even if it is camping in the late game.

    camping in the late game = you didnt play well enough, so it s fine if you get punished for it by giving survivors more time to save

    camping outside of lategame = L move, get punished for it


    any change that amkes camping less good makes this game better, there is 0 skill evolved in camping and it only adds frustration for survivors that get removed from a game after sitting on hook for 2 minutes

  • @DxveWolf said:

    I really hope it gets properly monitored, people already at p100, when it takes close to 1k hours, you're not going to tell me you can bring cakes to every single match in a 4 man swf and have the killer bring cake as well on every match, people already at p100!! Such a high number is just a flexing tool for hackers. :/

    there is 1 guy that i know of that literally no lifed dead by daylight and reached p100 already on dwight.

    they made a video recently and some streamers, Otzdarva for example, encountered them and thought they were a hacker as well XD

    1. context matters; telling someone to kill themselves in dbd does not mean encouraging real life suicide; this is a game mechanic and banning people for mentioning it in the correct context is a horrible idea
    2. the chat censorship system disallows players to see if they are actually being insulted or if someone typed "feng" so people cant actually report real insults a lot of the times since they simply cant see them
    3. there is no in-game feedback for reporting people, so you dont even know if they got banned for any offense; this discourages players from reporting as they just think "nothing is happening if i report anyways"
    4. as i have experienced in other games (mainly rainbow six siege) there was a HUGE problem with outright banning people saying slurs; the main one people got upset about was the N-word getting black people banned that said it to other black people since that is just normal in some parts of the world


    while I want people gone that are toxic, I also disagree that the chat is the actual problem.

    This is an asymetrical game, more often than not one side will stomp the other, leaving the other side frustrated. This frustration can lead to actions, such as in-game toxicity (face camping, teabagging, sandbagging and other actions that annoy other players). While banning people for not behaving in chat is a good first step, it WILL NOT fix toxicity in this game as there are plenty of other channels to vent your anger, be that through in-game actions or by leaving a comment under someone's steam profile.

  • for a second i thought a class system for perk builds so you cant equip cerain perks with other perks.


    Honestly this is a great idea, instead of a search bar (i d like this one still), we get perk classes to switch through to find perks: that way you only need to know the effect instead of the name to find it


    PS i like "Lethality" more than "exposed" as a name :)

  • @DwightDwigt said:

    Basekit BT is great, and a dramatic improvement, but the single change that would improve Solo Queue the most is Basekit Kindred.

    It's a no-brainer really, and, obviously, the capability already exists in perk form.

    Can we please get this?

    Would there be any downsides to Basekit Kindred?

    has been suggest 1 billion times, i dont get why this hasnt been added yet.

    this would be a change swf finally doesnt benefit from and it would close the gap between soloQ and swf a bit at least.


    i just want soloQ to have more information to be able to communicate. any buff is welcome

  • this is a terrible idea

    this makes obnoxious 3 gens harder to do

    this forces survivors to do 6 gens instead of 5


    this game needs to balance maps, not make the most boring thing this game has to offer (holding m1 for 90 seconds) more common.

    some maps are so heavily survivor sided, it is not even funny (haddonfield rework was such a failure, garden of absolute misery exists and the new RPD has a "loop" that runs around half the map and has no counterplay unless you play against top tier killers)

    if these issues got addressed finally, we wouldnt need weird and wacky fixes that "fix" the issues


    gens are done too quick? maybe it s not actually gens being done quick, maybe chases actually take too long; maybe the map is too large for you to effectively traverse the map and pressure gens; maybe survivors all spawned in different corners allowing them to do 4 gens within 90 seconds


    this change would just overcomplicate the game. More mechanics means more things that need to be balanced, and judging from how things went in the past, dont count on the devs making quick balance changes to adjust problems. This would probably be incredibly broken, remain incredibly broken for months, be changed and still be broken, be changed and now it is extremely bugged but when it works it is broken and then get changed and now it is underpowered or balanced.

  • I can't believe I actually just heard a good idea to slightly nerf boons without making them garbo.


    Not too sure if this would change a lot, but this wouldnt make boons a lot weaker while at the same time giving killers 1 more tool to deal with them.


    Great idea honestly

  • @dspaceman20 said:

    This is the 3rd time you have made this thread.

    wait for real?

    what a banger, i thought that is against forum rules


    also no, just play like all the other killers and use 3 slowdown perks

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137857#Comment_3137857

    These 3 gen spots have always existed there is just more time for the killer to chase and have them left to defend. Unless it's an insane 4 gen against nurse/blight there is no excuse to not break up these gens and I always personally do so if my team isn't.

    someone has never played on haddonfield were 4 gens can spawn inside and around the main building as either killer or survivor.

    1 spawns outside, 1 spawns inside, 1 spawns behind it and one spawns to the right of it

    this is literally unlosable if the killer has 1 braincell dedicated to seeing this stuff. you literally ignore the entire map except these 20 square meters

    you get a few chases early and a few hooks and then you play 20 minutes playing hit and run until someone messes up and walks into the zone of death injured, you down them hook them and now you can camp while pressureing the last 4 gens


    ofc 3 gen scenarios have always existed, but they were almost never this obnocious to deal with.

    You could destroy them early game and late game you could give the killer a few hook states in order to still repair them since the gens were far enough apart. If you did poorly early then the 3 gen would kill you, now you can do well as survivor early game and just lose because 4 gens spawned within 20 meters of each other

  • @Kaapskaaps said:

    The dredge really needs a change. It's just too many things in one killer: great map mobility, anti-loop and when night comes you can barely see anything in most maps. And the fact that he get night fall so easily also makes no sense. It's the most unfun killer to play against currently and there seems to be no counter to him since the locks are also only one time use and you can't loop that killer because of the remnant.

    no?

    what is the "much" that he has "going on"

    he walks normally

    his teleport is limited to lockers

    his remnant slows him down, is easily visible and counterable and only useful in small confined loops

    his nightfall barely does anything


    an easily countered but cool looking killer

    only thing he has going on for him is his flesh amalgamation drip

  • i personally dont think blindness needs any real buffs.

    It does what it does and it doesnt need to be an annoyance against soloQ players.

    Not every effect needs to be insanely powerful.

    I'd rather buff all the blindness add-ons for killers by either making them easier to apply or by giving them secondary effects.

  • any game has a meta

    you cant remove meta from any game

    most effective tools available - once they are found out, they will be meta


    before the meta was DS, BT, Unbreakable and DH; sometimes a different exhausting perk, kinship in SWF

    now the meta is wider including more perks than just these 4

  • @Bran said:

    Any map with an LT wall is too safe

    i hope this is joke

  • an all-kill map would either need to be an indoor map of its own type, which I really wouldnt like

    What I'd personally like to see would be an outdoor map with an outdoor stage.

    a huge outdoor stage with a generator on top of it, repairing it starts the stage lights and some fireworks as well as trickster's song from his trailer

    generic loops around it, a killer shack but filled with posters for tricksters next concert, a basement with 1 of tricksters victims chained to the wall.


    his map has some great potential, and as long as it has a lot of neon colors I'd love it

  • while this is a nice thing I'd rather them just reduce the grind

    some examples:

    • add BP into the empty slots of the free track in the Rift
    • after completing a daily ritual you instantly get a new one so you can theoretically complete an infinite amount of them
    • give new players for the first 50 games in each role (100 game total) a % based BP bonus (i am thinking 100% - 200% bonus)
    • each rift fragment you get after completing the Rift gets converted into BP
    • reworking BP offerings by changing the category specific ones into affecting all categories
    • adding the bound envelope to killers and it affecting killers and survivors
    • reworking bloodweb logic (entity appears faster, expensive items never in front of cheap ones)
    • reworking scoring events, especially for survivors, by adding more of them and increase BP gains
    • increasing the conversion rate of Iridescent Shards into BP when buying a perk you already have t3
    • adding a BP reward when reaching higher devotion levels such as a permanent % increase in BP gains


    by reducing the overall grind, the struggle for new players also gets reduced.

    new players should get a BP bonus for the first 50 games in each role, a scoring event buff and bloodweb logic changes would help them out tremendously

  • @skylustv said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138369#Comment_3138369

    well... Ghostface is licensed too and he got a chase music recently :3

    just because that happened doesnt mean pig can instantly get one.

    There probably was a some talk behind the scenes with the license holder if they could make one.

    For Plague they can just decide to make one and make it, for Pig they have to sort it out with license holders first probably unless they are in control of that already via their contract.


    I hope one day all killers will have a unique chase music but I am somewhat concerned with freddy/nightmare since there are literally 0 cosmetics or other stuff for him ever since he release so he might never get a unique chase music

  • how did you manage to make a post about the new killer about dead hard.

    the perk is dead, accept it, let it go

  • what if, instead of adding a weird mechanic to decrease BP cost, we just decrease the cost in general for everyone?

    It already takes way over 1500 hours to get everything on everyone even with the "grind reduction" that they did. Just literally increase BP gain and decrease BP cost, the grind is ridiculous for everyone.

  • @Wampirita said:

    we would never see Garden and RPD ever again xD

    good

    I dont see any issue with never seeing 2 of the worst maps ever again :)

    maybe then they get changed if their ban rate is consistently over 50%

  • I agree with this wholeheartedly.

    one thing i wish would happen is giving survivors the seperation shroud and giving killers the spawning together shroud as spawning apart is VERY beneficial for survivors and survivors spawning together is beneficial for the killer

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133640#Comment_3133640

    You said I've overengineered the Add-ons and and stated they need nerfs instead of reworks. And in the last sentence you've said that the strongest Add-ons needs nerfs/reworks, which goes against your first point entirely.

    Also, I've excactly done that. Reworking his strongest Add-ons because straight up nerfing something to the level of becoming useless isn't an option either. (See Ruin and Pop for example).

    ...

    okay imma go through it one by one then:

    • placebo tablet - good change
    • Fox glove - this is a good change, making it useful while not buffing good players
    • Compound 7 - good change
    • Pustula Dust - why rework this?, does this really need a rework? maybe a nerf is enough? also the new effect is completely useless
    • Plague Bile - why rework this? couldnt this just get nerfed instead? also the new effect is nearly completely useless
    • Blighted Rat - good change, i dont know if this is too good to receive a nerf but i'm just gonna trust it
    • Cancer Thorn - this is a nerf, not a change imo, good nerf; has the potential to be extremely broken if there exist multiple of this kinds of this add-on since they'd stack and just delete pallets against a 115% killer
    • Adrenaline Vial - I'd have to see this in-game to judge it
    • Rose Tonic - why rework it? couldnt a nerf be enough? also applying broken for 80 seconds can be extremely OP with a hit and run playstyle
    • Umbra Salts - again, does this really need a rework? also the new effect looks kinda too weak
    • Blighted Crow - again, does this need a rework or would a nerf be enough? the new effect looks decent
    • Alchemist's Ring - while I agree this needs a rework or nerf, this is not a good way to do it imo; this add-on is now worthless for bad/mediocre blight's while being absolutely busted on good blight's, especially since he is a 115% killer. They could use it like Demogorgon can use STBFL
    • Soul Chemical - I dont know if Blight should have access to this effect since he has such high mobility already. Also the current add-on seems fine to me. adding a regression penalty to missing the skillcheck would probably be enough to make this add-on good
    • Summoning Stone - good nerf
    • Compound 33 - shrugs


    My problem with some of these changes are that a nerf would be enough. The problem with too many reworks at once is that it can completely ruin a killer by either giving them too many strong add-ons or by leaving them with trash.

    If your goal was to basically change Blight into a killer whose basekit is unaffected by add-ons, you achieved that but quite possibly either turned some add-ons into garbage or left them just as good as before.


    changing add-ons just for the sake of changing them is not a good way to do things, this is the same reason i dislike some of the perk changes BHVR did in the last patch. Sometimes add-ons dont need changes or slight nerfs are enough. Introducing a lot of unknown variables all at once is rarely ever a good idea unless you do a complete rework or very tame effects like with the Legion rework.

  • Imo blight should be a 110% killer to force him to use his power during a chase.

    I think it s kinda weird that someone with a power as strong as blight's can just choose not to use it and be totally fine during a chase.

    Spirit Huntress and Nurse cant do that and I dont think blight should.


    Also a lot of your suggested add-on changes seem over engineered. Some of these add-ons just need nerf, not complete reworks. For example Pustula Dust and Plague Bile turned completely useless for no reason. You dont need to make a survivor oblivious during a chase and blight's power recharges so fast that you cant use the buffs it grants. This looks like the overheat add-ons of hillbilly and they are all kinda really awful.


    also i absolutely hate the dragon's grip change. Why does the killer need to be away from the gen? the survivor could just not touch the gen when the killer is nearby.

    This deletes one of the few scenarios where dragon's grip was useful: kicking a gen and pretending to leave only for a survivor to come out of hiding to touch it and get exposed.

    This is a nerf to an already not that good perk.


    Some of these changes look good, but this imo overcomplicates a very simple issue:

    • some of blight's add-ons are too strong


    just nerf/rework the really strong ones and then we'll see if he's still too strong

  • @Ravakahr said:

    I must admit. I am super surprised by the comments. I have some questions:

    1) Do any of you 'main' survivor?

    2) Are you killer mains?

    3) Does anyone here play at greater then 60 ping?

    4) Does anyone here think the new dead hard is a good perk?

    5) Does anyone here find the new and improved dead hard works for them and its the best perk ever?

    6) What would you do to change it?

    1. I play both roles, currently spamming survivor so I get better at great skillchecks for the new Rebecca perk
    2. no, 50/50 player
    3. no
    4. I think it is still a good perk, if you can pull it off it is really good but now you actually need skill; kinda too ping dependent
    5. this is a dumb question; no perk should ever be "the best perk ever", old DH was "the best perk ever" which is why it got reworked; it was a balancing nightmare and objectively just the best perk that any survivor could use; also it clearly isnt an improvement, it is a nerf, nobody ever claimed it was a buff other than clickbait youtubers
    6. nothing, it can stay as it is


    If you hate new DH this much and cant use it because of high ping here are some suggestions:

    • dont use it
    • use other exhaustion perks
    • lithe exists
    • sprintburst exists
    • learn how to loop without dead hard


    dead hard is gone, it wont return, it is time to adapt and use the next thing that is really good. Metas change in any live service game.

  • no

    this is the 50th time this has been suggested and it still isnt a good idea.

    people pay money for characters and just cant play them because enough survivors ticked a box that they didnt want to play against them.

    this would increase queue times for both killers and survivors


    a really unnecessary change that just makes the game objectively worse

  • No, selling progression is really never a good idea unless you want money.

    What should happen is an extreme decrease in grind.

    Every character should have their 3 teachables unlocked on t3 from the get go, all 4 perk slots should be available from the start and the bloodpoint gain should be increased overall. Survivor point gains are atrocious.

    They could add a newcomer bonus that increases BP gains by 100% - 200% for the first 50 games in each role.

    They could add BP into the free track of the Rift.

    They could give you BP for each Rift Fragment after you have completed the Rift.

    They could make Bloodwebs cheaper by making them smaller and filling them with less useless stuff.

    They could buff all the worthless BP offerings.

    They could make it so after you complete a daily ritual you just instantly get a new daily so you can get infinite dailies a day.

    They could make teachables in the shrine cheaper.

    They could award BP for every level increase.

    They could add a daily login.


    There are a lot of options to increase BP gain that arent "use your money". This is not a gacha game, nor should it be p2w.

  • agreed as long as the bleed out timer speeds up for survivors if the killer doesnt pick them up so we can remove 4 man slug wins by slowly bleeding them out

  • why nemesis is that strong?

    answer: he isnt strong, learn his counterplay

  • If you mean old maps as in "they look like old maps", you are now forcing every player to download old graphics for a mediocre feature that doesnt impact gameplay

    if you mean old maps as in "they are the same as old maps" absolutely not, we do not need infinites back in dbd that swf can abuse


    in kyf? maybe, but not the old graphics one as that still requires everyone to download files they wont use or need.


    this wont happen

  • I wish the infection had a small debuff to action speed or something like that.

    His tentacle is pretty powerful during a chase but it can also be countered quite easily in the right circumstances so i hope they buff his infection one day to warrant the downside of giving survivors a sprint burst.

  • they both need add-on nerfs.

    nurse's blink attack needs to count as a special attack so she cant abuse starstruck anymore

    nurse and blight need to be punished for getting stunned by pallets, maybe even by other things such as struggling out and DS and stuff like that; they should lose all tokens of their abilities when stunned and they should start recharging them only after the stun is over.

    maybe blight should turn into a 110% killer so he has to use his ability in chase instead of it just being optional much like spirit.

  • agree

    it is unintuitive for new players, pain resonance and merciless storm was simply not an issue, dead man's switch is even more reliant on PR now than before because it got nerfed and also soloQ still sometimes has people that dont know and block the gen you are working on simply because you cant tell them this combo is in play.

    a perk combo that works against soloQ but not swf again...

  • @HNTR_Green said:

    I've played a bit more now than I used to, and while a great number of changes have improved over the years, there are still some minor things which would greatly improve the flow and feel of the game as a whole. I'm gonna list what I think could be changed for the better, and I would love to hear other opinions on these ideas and more.

    1: Treat the killer/survivor switch like it is in KYF: A button on the side menu to switch between the two. I'm currently trying to level some killers so I have more perk variety available to them all, and to do that I'm mostly playing survivors that I have stuff unlocked for. However, after playing some survivor games, I have to back out all the way to the main menu to switch. Its cumbersome, and it just takes time away from progress to do so.

    2: Regarding Daily challenges: I have no seen a survivor challenge in over a month. This is unfair to survivor mains as it means they get very little chance at bonus BP while playing their preferred role. There is a very obvious solution to this, namely make it a choice of survivor or killer challenge. All us to chose the role before it uncovers what the challenge is.

    3: Offerings and gear (Survivor side): It would really help if we were able to share our offerings and tools (medkits, toolboxes, etc) between characters, making it just one big pool of supplies to pull from so that if we want to use another character we haven't touched, we have available resources to work with and not feel hampered. Same idea for the offerings for killers, especially with offerings from events as well as offerings to go to certain stages.

    4: A BP shop for directly buying specific offerings and gear would be very nice, especially if you really just need a specific addon but the bloodweb is just not participating.

    1. this looks like a good idea; if it works fine that would be neat; knowing the devs this will allow exploits
    2. I think killer and survivor dailies should be split anyways so you can have 3 killer and 3 survivor challenges; also I think as soon as you complete a daily challenge you should just get a new one so you can technically do an infinite amount of challenges each day. Would add more variety to the game + more BP gain :)
    3. i get why this isnt a thing but also since survivors are literally just skins i would love this
    4. this should cost more than randomly finding it in you BP but i see this idea a lot and i still would really like it
  • no, this leaves room for survivors trolling each other by denying hatch.

    Instead we could do:

    • the hatch only spawns if 2 generators or more have been completed
    • if less than 2 generators have been completed the EGC will start


    this rewards the killer for playing well as there is less RNG involved in getting that 4th kill. It doesnt get rid of disconnect scenarios but those are rare anyways. This is either something killers sadly just have to deal with or this calls for harsher DC punishments.


    also someone killing themselves on hook is basically the same thing as disconnecting

    slugging for the 4k is as annoying for the survivors to deal with as it is to deal with disconnecting survivors that want to give hatch

  • what we do is nerf his red head's pinky finger add-on to only work on either the first bottle or last bottle since that add-on is too strong and annoying imo.

    afterwards we buff his speed-up bottle to be usable in map traversal.

    then we buff his horrible add-ons because some of them are hot garbage while others just dont do enough.


    tbh I just think his entire power is kind of horribly designed since it is extremely 1 dimensional

  • @notdragonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130936#Comment_3130936

    fair points but again, her traps are so rng dependant that i think atleast 5 base kit is fine and good enough for slow down. i like your ideas but i’m still sticking with an extra reverse bear trap.

    thats what add-ons are for imo.

    imagine a person using 2 good add-ons with 5 traps or using 1 good add-on with 1 add-on that gives 1 more trap.

    it could even be a yellow or brown add-on so it is basicaly basekit if you play her regularly. I just dont want to give her 5 beartraps and let her use 2 good add-ons. that seems too oppressive

  • imo this is another soloQ issue.

    Plague is fine to play against but if teammates cant communicate, people will cleanse when they shouldnt and not call out where she is while having corrupt purge.

    IMO she would be a fine killer if the devs would finally implement some sort of communication system (not voice chat) for soloQ

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