ChrisPBacon
ChrisPBacon
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or just make it increasingly louder as time goes on. kinda like the aura aspect of the noed totem.
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@MaddieMage said:
I gotta add my two cents even tho I see multiple posts like this. I’d really like to know what the devs justification for releasing this killer like this was, especially after all the PTB feedback that pointed out exactly what the problem was going to be.
If they don’t fix this, the Blood Moon Event tomorrow is going to be horrible. Why would you release such a strong oppressive killer with absolutely zero skill floor? Nurse is strong. Blight is strong. But they take actual skill to master effectively. This killer can literally be played by anyone with ease. I never play killer and I’ve gotten nothing but 4Ks. As survivor the auto aim is just absolutely stupid. The free first hits, the hits around legit hard corners, thru walls, the unacceptable hit boxes, his ridiculously long leap with what cooldown? And there’s no downside to missed leaps. He still gets the hits off
Then let’s talk about the synergy with strong aura perks like BBQ, friends to the end, lethal pursuer. This killer can hook and be across the map on you in 1-2 seconds flat. What’s the counter play? The nerfed distortion perk? His IRI add on that makes everyone scream literally every time he hooks someone is just free constant information and every single killer is running that. His add ons are definitely an issue.
I legit just don’t understand who or why anyone in BHVR felt this was good. I’m not into conspiracies but at this point it does feel like a cash grab. “Let’s release this super strong anime killer who is gonna be really popular so people feel awesome playing him and getting brainless wins then nerf after enough backlash.” This game is 9 years in. There’s no way anyone on the dev team who plays this game didn’t see the issues here. And of course every single match is a Kaneki because everyone knows he’s a brainless strong killer to play so it’s a great opportunity for killers to boost their XP, their pips and their bloodpoints. Who can blame them? In more then 22 hours of game play since the release I’ve gotten a non-ghoul killer 4 times. I kept track. That is so boring and frustrating.Normally when bad releases happen I just play thru them begrudgingly until they’re fixed. This is the first time I’m literally done with this game until they fix this. I will come back for sure but not until this is addressed. This is beyond unacceptable and absolutely a miserable experience every time I boot up.
The situation may seem ugly right now, rest assured that bhvr constantly changes things even after it gets past the ptb. Skull merchant was released more than two years ago and she is still getting reworked. I just want to remind you that there is indeed light at the end of the tunnel. Take care.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904402#Comment_3904402
Youd be misinformed. The killer rate desire for BHVR is 60%, not 50%. If it was 50%, then BHVR expects on average to never win (3k for a win). 60% is slightly under a 2.5 kill rate average (amounts to 2.4). A 62.5% kill rate would be an even 2.5 kills.
As for guaranteed escapes, that's exactly what it is. If anti camping was enabled in the endgame, then 1 of 2 things happen. Either they can self unhook hook, or the killer plays along with the anti camping andsteers clear of the hook in which the survivors can just easily unhook either way, it's a guaranteed escape with the exit doors open.
My apologies, it took me a bit of digging and I was able to find that bhvr does indeed aim for a 60% kill rate. Yea I was wrong on that one. If they aim for that high of a kill rate, then my idea definitely wouldn't help. I don't agree with aiming for such a high kill rate, but thats a different discussion. Thanks for bring my attention to that.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904367#Comment_3904367
I mean, its a really, really bad idea even on paper. Don't think it's worth even putting on the PTB. You're asking for survivors to get guaranteed escapes during the endgame collapse. You're talking about survivor escape rate targets, but not realizing that the majority of killers are well under the intended kill rate. Some are even below 50% when the kill rate intention is supposed to be 60%. Below 50% means on average getting UNDER 2 kills. Guaranteeing survivor escapes in the endgame would have thr numbers plummet even lower.
I dont want to make the rescue form the hook guaranteed every time, I just want it to be easier. Besides, just because they free themselves from the hook doesn't mean they'll reach the exit gates. Of course this would need to be tested to see how often the survivors are able to rescue their teammate and escape as well. I remember hearing that bhvr's intended kill rate is exactly 50%, and I haven't seen any posts that suggest otherwise. Also, Im not sure where you are getting your stats from, according to nightlight, there are currently only two killers who have a kill rate below 50% (just barely below). I dont think the foundations to your argument are very solid. If my idea changes escape rates too much then I would scarp this idea, just because a survivor is able to be rescued, I think they'll hardly ever make it out anyway. Escape rates shouldn't be affected much, but everyone should be able to get one last thrill before the match ends. I could obviously be wrong about this, which is why I think it's worth testing in ptb.
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@dayflare said:
ALERT!
CONTRAVERSIAL STATEMENT!
PREPARE YOUR SALT SHAKERS!
Hello, Dwight main here!
I come to you all today to tell you that the Ghoul is the biggest slop I've ever gone up against in DBD. The Ghoul is an unbalanced and broken mess. And I know for a fact that other players can agree with me!
You wanna doge the jumping attack? Too bad because it can hit you from 10 feet away! Want to dodge the targeting attack? Guess what? That can hit you even if the killer misses! And it can do it from the other side of a wall too! Thinking of running away? Good luck!
Jokes aside, the Ghoul's abilities and attacks almost never miss. And the fact that 90% of killer mains at this very moment are playing as the Ghoul makes the game for survivors very unenjoyable, at least from my experience today. I've been playing the game all day today and I have had 80% Ghoul games only and holy GOD DAMN they destroy my team regardless of skill! The only time I managed to escape was by doing the uhh "spinning around the killer" move. I don't remember what it's called, but it saved me like three times. The Ghoul is so overpowered and it ANGERS ME! HOO RAH!
Oh and it's buggy too. Did I mention that it can hit you from the other side of a wall?
If you've had a very unfortunate encounter with "Le Ghoul," feel free to share your experience below!
Anyway, hope everyone's having a great day. 🙉
Also downvotes = I turn you into guacamole.
Theres no need to act so surprised. Every time bhvr releases a killer they always end up adjusting it and fixing its bugs later on. The feedback from the ptb isn't nearly as accurate because the pool of players that can give feedback is much smaller compared to when new content is released to everyone. Theres no need to worry about it, they'll get to it (eventually)
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@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904356#Comment_3904356
Thank God I stopped playing this game but seriously logically speaking you think the side that is winning should have an advantage??? If the survivors finished all generators and got the gates powered you think they need to have an advantage of having anti camp meter for the killer during that time. Like seriously you expect every single killer to magically go kill all other survivors that are left when he knows there is 2 or 3 of them against him do I have to remind you not every killer is Blight so they can run around the map and find someone immediately. Leaving the hook unguarded is like telling the survivors to just go save their friend for free and all leave without a worry in the world. Seems pretty unfair
If all survivors are still alive then it is indeed unfair, I get your point. Im not sure on the statistics of how often a match will reach endgame will all 4 survivors still alive, similarly, I have no idea if this would increase survivor escape rates more than what bhvr would like. I understand my idea isn't perfect, Im not shouting for it to be implemented immediately, I just think its worth at least putting it in ptb just to get player feedback. If the feedback is negative then oh well.
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@[Deleted User] said:
I play survivor probably about 75% these days so this is more based on that experience & side of the game.
But what exactly do you expect killers to do? They hook, they walk to the wrong gate, survivor is unhooked & they all run out of the other gate 🤷🏻♂️
As a killer I don't camp or tunnel litterally ever, I also give hatch or gate to last survivor (unless it's steve or Leon 🤷🏻♂️)
So as a killer I do, exactly what your saying, end game I hook & I leave & sometimes that works out, majority of time everyone left is getting out! That doesn't bother me personally but that's not the mentality most killers i've played against will ever have & I have no issue with that.
I also get probably close to 50% of camped end game survivors out (I play aolo exclusively) it just requires team work (about the only time we are a team in most games!) & its an extra challenge.
You're absolutely right, there isn't anything else that we can reasonably expect a killer to do. Just because a situation cant be corrected or fixed, it doesn't mean it cant be made more fun or thrilling. If the range of the anti tunnel mechanic is increased, then the killer will likely face camp from further away, which should make it easier for survivors to rescue their team mates. The run from the hook to the exit gate will definitely be nerve racking and should provide a thrill for both killers and survivors. I don't know if this will mess up survivor escape rates too much, so this is just a general idea.
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@XDgamer018 said:
Yeah hex totems are a real issue tbh (imo they should either be blocked for 30-60 seconds or only light up when their respective needs are met. bc we all know they wont fix their spawns. (not to forget they are a gamble they either get cleansed first min into the game or they win you the game.
the idea of only lighting up a totem once the needs are met is the most genius things I've ever read on this entire forum. bhvr definitely wont fix totem spawns, so this is a great alternative that is much easier than changing totem spawns on all the maps. Great work.
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@theonryo123 said:
Killers should go back to kicking gens infinite instead of 8 times and blocked by the entity? Wanna know why because if survivors can go back and tap gens infinite times then I feel like killers should kick gens infinite times. Also there’s times survivors 3 gen themselves and if I’m playing killer and protecting a 3 gen I feel like I should kick gens infinity instead of 8 times because survivors are gonna go back to the gens multiples times without no consequences. And it’s bad for killers that can’t kick gens no more than 8 times to me that’s not balanced and unfair. Meanwhile survivors are gonna be like oh he kicked it 8 times that means we can still get this gen done.
Its hard to agree or disagree because you aren't including what you think should happen to the immediate 5% regression. Infinite kicks with the 5% regression each time seems like a bit too much, but maybe your thoughts are different? Im not sure, please elaborate.
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@Nyllawafer_ said:
I know that this one might be an extremely hot take but slugging responsibly, as to create pressure or when someone is purposfully trying to get themselves hooked, or even when i've all but confirmed they had decisive strike. I'm worried that my main pressure tool is going to be gutted by the new slugging update
think about it from bhvr's perspective. slugging makes the game less fun for the survivors, if a player finds a game to no longer be fun then they'll likely stop playing it, and if they stop playing it they won't spend any more money on the game.
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@HookedZombie said:
Most Deathslinger players, myself included, reload immediately after firing the Redeemer. This is because there is little tactical reason not to.
The following suggestion is a rework idea that focus on this point.
Additionally, consolidate addons of the same type and introduce new addons with more strategic effects.Default power
- At the start of the trial, the gun is not loaded.
- The default terror radius is 24 meters, but it increases to 32 meters while the gun is loaded.
Common Add-ons
- Modified Ammo Belt (Rework):
Reduces the next reload time of the Redeemer by -0.5 seconds when you miss shot. - Rickety Chain (Rework):
When a healthy survivor touches the chain of the Redeemer, the chain breaks instantly and the survivor loses 1 health state. - Snake Oil (Rework):
Prevent gunfire from being heard by survivors repairing generators. - Spit Polish Rag (Buff):
Reduces the Cool-down time of missed shots with The Redeemer by -0.5 seconds.
Uncommon Add-ons
- Chewing Tobacco (Buff):
Reduces the Stun duration when Survivors break free from The Redeemer by -1 seconds. - Jaw Smasher (Buff):
Increases your Movement speed by +4 % during Aim Down Sights. - Marshal's Badge (Rework):
There is no sighting alert sound for 4 seconds after the redeemer is held up. - Poison Oak Leaves(Rework):
Survivors who are harpooned suffer from Blindness Status Effect while suffering from the Deep Wound Status Effect. - Rusted Spike(Rework):
When you finish reload action, you can see the aura of a survivor treating a deep wound for 5 seconds.
Rare Add-ons
- Bayshore's Gold Tooth (Buff):
Increases the reeling speed of the Redeemer by +12 %. - Honey Locust Thorn (Rework):
Reveals aura of survivors breaking free from the the Redeemer for 6 seconds. - Tin Oil Can (Rework):
Reduces your terror radius by -8 meters while the Redeemer is not loaded.
Increases your terror radius by +8 meters while the Redeemer is loaded. - Wanted Poster (Rework):
Increases the speed of the harpoon launched by 25 %. - Warden's Keys (Rework):
Reduces the next reload time of the Redeemer by -0.5 seconds when a shot hits a survivor.
Very rare Add-ons
- Barbed Wire (Rework):
Survivors who are harpooned suffer the Oblivious Status Effect while suffering from the Deep Wound Status Effect. - Gold Creek Whiskey (Rework):
Reduces the activate time of Aim down sights by -0.15 seconds.
This add-on has a cool-down of 30 seconds. - Bayshore's Cigar (Rework):
After the stun caused by survivors breaking free from the Redeemer, Bayshore's Cigar is activated for 10 seconds.
Increases the interaction speed with pallets, breakable walls, generators, and windows by 30%. - Prison Chain (Rework):
Even if the chain is colliding with an obstacle, the depletion rate of chain is not increased.
Ultra rare Add-ons
- Hellshire Iron (Rework):
When a basic attack hits a harpooned survivor, Hellshire Iron gains +1 token. Up to 4 tokens.
When the shot fails, the Hellshire Iron loses all tokens.
The default movement speed becomes 4.2 m/s, and is increased by 0.1m/s per 1 token. - Iridescent Coin (Not changed):
Survivors suffer from the exposed status effect while speared by the Redeemer, if shot from at least 12 meters away.
Postscripts
I wrote this post using machine translation. Sorry if there are any grammar mistakes.
Deathslinger is one of my favorite killers and I hope he becomes a more popular killer.
Thank you.
:)I don't think bhvr is willing to change deathsligner's terror radius like you proposed because someone could add monitor and abuse which would give them an even smaller terror radius of 16m. bhvr would likely deem this too strong.
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@Toybasher said:
Make that chest special. Give survivors more of a reason to enter the basement and loot it. Make chest defending cannibals less lonely.
I'll note that the special secret MU-TH-UR room on the Nostromo Wreckage map (the one where you need to find a keycard on a dead body and enter a code) has a chest in it that seemingly always has a purple rarity item in it. Can the same mechanic be applied to the basement chest?
the guarantee of a higher rarity item should theoretically help survivors, do you think it would still be helpful it if at some point during the match all four survivors take time to go to the basement just for 3 of those survivors to end up finding the chest already opened? Having 3 survivors waste that much time, along with putting themselves at risk while going in basement, seems to be doing more harm than good.
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@Skillfulstone said:
I'm honestly just concerned about possible health hazards a fnaf Killer can bring.
Fnaf is a game which has the "horror" label only because it's 90% loud jumpscares and flashing screens, those kind of things (which will become beyond infuriating even for people without any issues after a while, imagine just getting fnaf-jumpscared but repeatedly every 1-2 minutes) can cause issues for many people.
Remember the flashing basement bug? The thing that justified a seizure warning to show up on startup? Yeah I'd rather not have a Killer that has jumpscares and flashing screens/ear-blasting noise as it's entire gimmick.
BHVR, for all their faults and issues, have a good track record when it comes to making licensed content. Even the weakest licensed Killers are lore-accurate gameplay-wise and, even if weak, are interesting and unique in their own way during gameplay. There's no way to make a fnaf Killer without basing it's power around sensory overload and epileptic seizure hazard, even if somehow they manage to not make the most visually and audibly insufferable Killer yet, there's no way that the Mori will lack the classic "death" animation jumpscare (and the horrid Finisher Mori...almost every single games someone will get their eardrums blasted...after spending 4 minutes on the ground).
I honestly don't really mind an animatronic Killer (although a possible wave of kids is unnerving) but for once, the Killer can't be too close to the source material.
this is a reasonable concern, fortunately I don't think they'll incorporate jump scare elements because when the doctor was first released it used to have a similar thing where his face would occasionally flash on screen. It's been taken out, so I'd think bhvr is fully aware of the community's dislike of jumpscares.
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@SoGo said:
I decided to make a set of changes for the Keys and Maps, as well as their add-ons. Keep in mind that new add-ons are marked like this: *[Insert name].
Feedback is very welcome.
General Map Changes:
• Removed killer specific objects from the list of objects classified as Killer Belongings.
• Removed the Yellow Wire and Black Silk Cord add-ons.Item Changes:
Map (Rare):
• Now, the map is also able to track the Hatch, Exit Gates and Killer Belongings
• Decreased the amount of charges to 15.
• Now, the map tracks 3 random objects at the start of the trial.Rainbow Map (Iridescent):
• Increased the amount of charges to 25.
• Increased the object tracking range to 10 meters.Add-on Changes:
Retardant Jelly (Uncommon):
• Extends the Map's duration by 10 seconds.*Yellow Strap (Uncommon):
• Allows the map to track windows.Red Twine (Rare):
• Allows the map to track pallets and breakable walls.
• Increased the rarity from Uncommon to Rare.*Magnifying Glass (Rare):
• Reduces the object tracking range to 6 meters. This effect trumphs all other add-ons.
• By pressing the Active Ability Button, the object tracking range increases to 36 meters for 5 seconds, tracking objects automatically.
Magnifying Glass has a 15 second cooldown.*Shard Pendant (Very Rare):
• Spawns a Iridescent Glyph into the Trial. Once the Endgame Collapse starts, this Glyph can be interacted with and be seen when reading the Map. Interacting with it grants a reward of 30 Iridescent Shards to the player.
• Allows the Map to track Iridescent Glyphs.*Glowing Ink (Iridescent):
• Auras of objects tracked by the map linger for 3 seconds after reading the Map.
• Increases the burning rate of the Map by 100%General Key Changes:
• All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.
• Now, when using Mind Channel, auras of all Chests in a 32 m radius are revealedItem Changes:
Fragile Key (former Broken Key):
• Decreased the amount of charges to 10.
• Now, it's able to open the Hatch, but it takes double the time. It can also open a chest, but it takes 3,5 seconds.Dull Key:
• Increased the amount of charges to 15.Add-on Changes:
Eroded Token (Uncommon):
• Now also decreases the Key's consumption rate by 20%Milky Glass (Uncommon):
• When in an 8 meter radius of a survivor, you can create a link with them. You can only do this with a single survivor at a time. Creating a link also drains the Key's charges.
• Survivors who are linked with you can see the auras revealed by channeling a Key.
• Decreased the rarity from Very Rare to Uncommon.*Blank Key (Rare):
• Unlocking a Chest or the Hatch consumes this add-on instead of the Key.*Lucky Charm (Rare):
• Considerably increases the rarity of items in a chest unlocked by a Key.*Lockpick (Very Rare):
• Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.Weaved Ring (Very Rare):
• This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the HatchBlood Amber (Iridescent):
• Increased the rarity of this add-on to Ultra Rare/Iridescentare you proposing these changes because you think there is a problem that you want to fix, or do you simply think these changes would make the game more fun overall?
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@Plummiess said:
Hear me out please, Harry potter and Voldemort in dbd
I think a potential problem is the lore behind each character. Each survivor in dbd is just a regular human who was plucked out of their own universe, and within each universe some of them had external weapons they could use to fight their enemies. Guns, rpgs, wooden bats, etc. Harry Potter is different, his power mostly comes from within himself (alongside his wand to help him focus that power). If Harry Potter was released in dbd, players would likely be disappointed once they realize he doesn't have any special abilities, and the only way he can fight back against the killer is the same exact way as every other survivor.
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/OCSKKQAFQ8IF/picsart-25-02-03-14-23-32-252.jpg
When a survivor dies by mori or he uses a ultra rare add-on and iridescent.
Image is edited by fans.
What do you think about this?
It would encourage tunneling out one survivor. It's a cool concept that unfortunately would make the game less fun.
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@Langweilig said:
Hexes
- Hexes look like dull totems for the first 30 seconds in the trial (new)
- Hexes are dull until their effects are triggered by survivors (new)
Hex: Haunted ground
- 2-3 (was 2) Hex totems will spawn in the trial.
- When (was either one of the 2-3)a Hex totems is cleansed by a survivor, all survivors suffer from the exposed status effect for 60s.
The remaining trapped Hex totem immediately becomes a Dull Totem(removed)
Hex: Corrupt intervention (now a hex)
- At the start of the trial two hex totems spawn and the furthest 3 generators get blocked by the entity (was for 120s). When one hex corrupt intervention gets cleansed, the other one becomes a dull totem and the perk deactivates. Both hex totems are blocked for the first 60 seconds into the trial.
- Removes the antennas from generators at the start of the trial. (New)
Hex: Ruin
- All generators are affected by hex: ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150% (was 100%) of the normal regression speed.
Hex: Shadowborn (rework)
- Everything becomes darker for survivors and the fog is very close for them. The killer sees everything like normal.
Hex: Thrill of the Hunt
- For each Totem remaining in the environment, Hex: Thrill of the Hunt is granted 1 Token. For each Token, all Survivors suffer from a stack-able 10/11/12 %. Action Speed penalty to Cleansing and Blessing Totems.
- For each dull totem all survivors suffer from a 3% repair, healing, vault and sabotage speed penalty. (new)
Hex: Undying (revert with some adjustments)
- While Hex: Undying is active, Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6 seconds.
- When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing 2 (was any) Tokens in the process. The same hex perk can only be transferred twice (new).
- Adds 3 more dull totems to the trial. (new)
Hex: Retribution (no longer a hex)- When survivors enter (was cleansing or blessing) a 4-6m radius around any Totem, they suffer from the Oblivious Status Effect for 35/40/45 seconds.
- After cleansing or blessing a Hex Totem the Auras of all Survivors are revealed to you for 15 seconds.
Hex: Two can play (no longer a hex)Anytime you are stunned or blinded by any Survivor a total of 4/3/2times, and if there is not yet a Hex Totem already associated with Hex: Two Can Play and there is at least one DullTotemremaining in the Trial Grounds, Hex: Two Can Play activates on a random Totem: (removed)- Survivors who stun or blind you are blinded for 3,5s (was 1.5s). This does not affect carried survivors.
What do you think of those changes?
I copied those perk changes from one of my older discussion, where nobody replied, because it was too long. Therefore I plan on splitting it up into new discussion.
https://forums.bhvr.com/dead-by-daylight/discussion/435966/perk-buffs-version-2-killers
I like your perspective on buffing hex totems so they are harder to cleanse at the beginning of the match. I think bhvr wouldn't like the first two mechanics you are introducing because it would add another layer of complexity to the game. What if instead of "hiding" hexes at the start of the match, they instead follow a different set of rules regarding where they spawn? I do think your desired outcome could still be achieved without adding more mechanics to the game. I'm not familiar with the current system that decides which totem is hexed, what if it was changed to make any hex be placed on the furthest or second furthest totem from the survivor spawn locations? I agree with the problem you've identified, I think there are multiple solutions to this.
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@Evanmacmillan said:
so yes a post about dead hard in 2025 I’m getting ready for the hate but why doesn’t it come back when the killer missed like we get it two times a game and just because the killer whiffs on it we don’t get it back it makes no sense
Also another thing I would like to make a suggestion about more ways to earn your dead hard like safe unhooks or taking two protection hits I think you should be able to earn the perk more ways than just being hooked.
If I could have it my way lithe and sb would be obliterated and dead hard reverted without the hook condition I’m a p100 trapper main and hate chasing sb and lithe and chasing dead hard is such a breath of fresh air I really don’t know why this perk got nerfed again I get hit with one dead hard a game max.
This perk was so counterable in every way possible I always heard the pallet argument but you just hit them at the end of the dead hard through the pallet.
If dead hards so counterable why do people run it? Because it’s a perk that rewards risky aggressive play instead of holding W with haste I’m mainly a 50/50 player and I couldn’t imagine using lithe and sb as survivor because I would literally fall asleep at my monitor it’s so boring…
If dead hard only gets used when a killer hits you, that means you are guaranteeing yourself a total of two extra health states per game. Old decisive strike proved that bhvr doesn't like to guarantee survivors extra health states. From bhvr's point of view, I bet current dead hard is currently one of their favorite perks because it provides the most thrill for survivor players. Since it's something that can only be performed with precision, that means when it's done correctly it gives the player a quick hit of dopamine. A lot of aspects in dbd are like this, flashlight saves, pallet saves, finding the hatch, etc. People often tend to forget that bhvr's purpose is to make games that are fun, rather than to make games that are "correct". Im not saying I disagree, I just want you to ask yourself if you prefer a game that is "correct" or a game that is fun.
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@HangryMogwai said:
If survivors have to “do gens” to win, killers should have to “do hooks” to win. It’s ridiculous that behavior continues to condone the toxicity of slugging and forcing survivors to wait out the bleed out timer or disconnect. Nothing more boring than having to watch others play a game and hope you get picked up (especially in solo Q). There are other threads out there regarding slugging itself, but I’d wanted to share these thoughts without them getting lost within a sea of comments.
Now there maybe problems with removing slugging outright. Boil Over’s current meta is a perfect example as survivors can be almost unhookable on certain maps with boil over. Killers should also have the chance to snowball in the end-game collapse, not that they’re forced to hook and let someone else escape.
My wishlist would be:
Survivors get the base kit to recover from a dying state, it when they do so, they suffer from broken for 60 seconds. Self recovering from a dying state isn’t possible in the endgame collapse (unless it’s plot twist). If this still seems too overpowered for Survivors, maybe throw in Exhausted too? Ultimately, if self reviving comes as part of the base kit, there should be a penalty for having to use too.
Unbreakable Perk - Removes the broken status effect when you recover from the dying state yourself. Recover from the dying state 25/30/35% faster.
Boil Over Perk - Add a 60-90 second cooldown timer. You shouldn’t be able to continuously benefit by running to the same spot just to waste the killers time.
Knock Out Perk - remove the aura blocking ability from the perk. The rest is still useful without the aura blocking feature.Soul Guard Perk - Would just remove the recover dying a dying state text. While you’d still get endurance if a hex is in effect, you’d also suffer from the broken state yet.
Adrenaline Perk - Doesn’t work if you’re in a broken state. This would mean that if downed, you’d be better off staying down until the gen pops to pop up without being broken or self revive and stay injured if the gen pops within that 60 seconds.
I’m sure there are other ideas or counter points, feel free to add below as I’m not a fan of the constant changing of perks etc, but the slugging meta makes for a miserable survivor experience and boiled over would make for a miserable killer experience without being able to slug.
Most of your suggestions seems to be buffs for survivors that require no skills. If a survivor is allowed to get up from the dying state thats just a game mechanic that allows them to do so. I think most people get caught up with trying to "correct" the game rather than focusing on how to make it more fun, I've posted some discussion regarding my thoughts on this too. What if instead of completely removing slugging, we instead make it easier for skilled survivors to counter it themselves? I was thinking of allowing survivors to crawl faster while also being able to heal at the same time. This way, a single survivor has a better chance of rescuing 3 slugged survivors. Such a change would make the game more fun and thrilling, and of course thats why we play this game. We play it because it's fun, not because it's "correct".
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@Vuk said:
Some killers need a few buffs to work properly at an aceptable lvl, specially for casual players, having to wait years for it is very bad for the playerbase, here are some ideas that would make them much more enjoyable.
- Lich: trickster's glove addon baseline.
- Unknown: slashed backpack addon baseline PLUS bigger projectile area OR reduced cd OR increased time for survivor to stare.
- Chucky: slice & dice returned to its older form, with faster movespeed instead of longer range as it is now.
- Pig: she needs 2 more traps baseline, and faster crouch speed.
- Trapper: He needs iridescent stone addon to be baseline PLUS trapper sack OR trapper bag.
- Demongorgon: he needs something, making white portals to reveal survivors would be a good start.
- Dracula: hellfire pillars needs a buff, maybe faster casting time.buffing killers would indeed make it easier for newer and more casual players, have you thought about how that would affect higher level players? Killers that are already strong such as unknown or dracula would now become broken. Such a change would make it better for newbies but worse for more experienced players. If you want to buff a killer that is super weak then thats one thing, and if you want to buff a killer that is already strong then you should also consider way to empower survivors to counter them. For example, want to give trapper more traps? then maybe decrease the amount of time it take to disarm them. Want more projectile area for unknown? maybe make his projectile slower so survivors have a more chance to dodge them.
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@DeBecker said:
So we just let killers have their "stupid mechanic" but survivors need skill to recover from those? Seems like a really bad choice.
when I said "stupid mechanic" I was referring to the possibility of making unbreakable basekit. Such a mechanic that allows all survivors to do something can easily be blamed by the killer as to why they (the killer) lost. If survivors are more empowered to counter slugging themselves, then if the killer still loses it would be easier to accept because the killer got outplayed, rather than losing because the game makes survivors over powered (which could be the case if unbreakable becomes basekit). I think might have misunderstood my perspective, Im not trying to buff or nerf killers at all, Im just trying to buff survivors, however this buff can only be taken advantage of as long as you have some skill. Players wouldn't have to be p90 to take advantage of this, if they are at least p10 they can pull it off. My solution focus on making the game more fun for everyone, rather than "fixing" and "correcting" it. Would you rather feel the thrill of playing a game that is fun, or feel the satisfaction of playing a game that is "correct"?
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@VibranToucan said:
There are two main reasons for slugging, wanting to keep the pressure up and not wanting to Survivors to get a save. Making survivors faster means they can crawl into the open and into pallets and makes saves easier, this would increase slugging.
If a survivor is faster and can crawl while healing, the killer knows that if they step away they could easily loose the survivor and a team mate could more easily rescue them. This leaves the killer with the decision to either pick them up right away or potentially let them get rescued. Both scenarios minimize the time that a survivor spends being slugged, which is exactly what we are all trying to fix. My solution simply focus on making the game more fun since it would involve skill, rather than just making the game more "correct".
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/437071/solution-to-slugging
Disagree, wasn't an issue in 2v8 when a killer chose to slug, it was rare unbreakable on a CD created an unfair situation on the killer, honestly it solves more unreasonable survivor situations like being slugged at 5 gens etc. Slugging is still an option this way and it's proven to be effective to slug even with this as an option.
Killers should be forced to hook, if they want a survivor to be sacrificed faster, slugging shouldnt just be an option to keep someone from being able to play the game it's awful game design and it needs fixed.I think absolutely forcing a behavior on a player, such as forcing killers to pickup, risks making playing killer less fun. Instead of forcing a new mechanic that allows slugging to be impossible, I'd rather empower survivors and make it easier for them to counter it themselves. Basekit unbreakable requires no skill since it's just the game allowing you to get up, and basekit tenacity instead can make it easier to counter slugging as long as the survivors are skilled enough. Unbreakable provides no thrill, but saving an entire team thanks to basekit tenacity requires more skill, so when successfully done it provides a thrill similar to flashlight saves. I understand basekit unbreakable is an easy solution to this problem, and its also important to remember that solving a problem doesn't mean the game becomes more fun. My solution is meant to make the game more fun for everyone.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/437071/solution-to-slugging
Thats literally just tenacity and doesnt help much with the slugging issue
if everyone on the team has tenacity they still wouldn't be able to save themselves unless they are skilled enough, I personally prefer a solution that requires skill rather than a game mechanic making it easy for everyone to get up, such as basekit unbreakable. If killers are absolutely forced to pick up then I think that could make playing killer less fun because you are forced into a certain behavior. These are just my thoughts ofc, I just want to provide a different perspective. Almost everyone says basekit unbreakable is the answer whether "they like it or not", I think such a solution is very closed minded, so Im trying to explore other avenues.
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@VibranToucan said:
Your vaulting speed suggestion is almost basekit Finesse, one of the most powerful chase perk for Survivors in the game. This would be a huge buff for Survivors.
In addition to that, this is a radical change they will likely never introduce because it will throw of game sense. Most killer players have learnt when to swing to get a hit at a window and when not to. Forcing killer players to basically relearn this important aspect of chase is not something that would go over well with that part of the community.
Your hook change feels pointless. Good killers will just remember where they hooked someone, and the "bubble" that is created by loud noise notifications can sometimes even hurt the killer by covering their vision.
The problem I see is killers often being able to swing incredibly long distances through windows when a survivor is fast vaulting. Sometimes it's a bad connection/ping, but most of the community seems to believe it's the devs that haven't coded the hitbox properly for when a survivor fast vaults. My proposed solution is just a mixture of slightly shrinking the hit box and slightly increasing vault speed, any possible solution could be a mixture of the two, or even just shrinking the hitbox and not changing vault speed, or maybe changing vault speed and leaving the hit box untouched. The point Im making is I think devs should reconsider how far killers can reach through a window when a survivor is vaulting it. Similar to slugging, this is a problem that has many possible solutions that require BHVR to first identify the problem, then work through solutions to find the most balanced one. Im just trying to bring awareness to this issue.
My thoughts on hook changes are mostly meant to help new survivors by preventing newer killers from getting an easy down. It's meant to prevent newer survivors from feeling discouraged about rescuing a team mate, therefore allowing teamwork to flourish, especially for newer survivors. I think if a killer is good enough to remember the hook location AND also pay constant attention to the player icons, then it's likely the survivors are also skilled enough to not get crushed in case the killer comes back to the hook. I agree with the potential for a notification to block the killer's vision, I think it's fair to say that hardly ever happens.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/437070/survivor-empowerment
Your arguments make no sense at all. How can you even say that teamwork doesn't matter in the current state when it clearly does. A SWF is infinitely more in an advantage than soloQ survivors. The reason why soloQ players are in a disadvantage is not because of window vaults, it's information. It's hard to play as a team in soloQ because the lack of information can make it close to impossible to coordinate.
Your proposed changes might actually create infinites again. The hook changes will screw over inexperienced players while experienced killer players won't care because they know the maps in and out.
We need to expand the amount of information survivors can getI made a few spelling errors and also wrote a few things incorrectly which made my point harder to communicate, I fixed it now. My suggestions are only meant to make it easier for survivors to play and act as survivors during chases and when doing things that involve teamwork. I agree with your point on expanding info for survivors, it's definitely a big problem, and I currently don't have anything to contribute to that conversation. What I said in my original post is for a different conversation where I do have some thoughts I want to contribute.
Im aware of the problem that infinites create, which is why my proposed solutions aren't fixed answers. For the vault speed I gave a range percentage and also used loose wording for the other stuff so BHVR could test out to what degree this stuff works best while still being balanced.