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DNet89

DNet89

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DNet89
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  • So with the rework of Slippery Meat is Up the Ante and the luck offerings borderline useless.

    You can now only self unhook when only when two survivors remain. I'm glad that play style is gone but Up the Ante could've been reworked to maybe increase the odds of skill checks or something.

  • 4.4m/s. (This is actually a buff)

    make fatigue take longer while near a hooked Survivor (anti camp)

    make nurse auto break downed pallets if she blinks near them. Have her lose all Blink tokens after breaking a pallet.

  • Is it a a Quest or Tome challenge? Picture?

  • We need more ways to give the Blindness Status Effect to Killers besides Residual Manifest (Haddie Perk).

    Maybe a flashlight add-on, or add it to everything that blinds the killer and rework Residual to make it last longer.

    The Problem with Distortion is it just blocks all Auras from all Perks and add-ons. A least A Place for us requires Healing and Self-preservation requires a Hook.

    We need more perks that block specific Aura reading. (Example: Dance with me and Poised could give Elusive for vaulting and completing a Gen.

  • They could make the hook notification silent like they tired with the Anti tunneling/slugging PTB last year. Or at the very least add it to some a low usage perk like Low Profile or Borrowed Time.

  • Now we need a perk that makes unhooking silent. They tired it basekit in the anti tunnel PTB a year ago

  • @sizzlingmario4 said:

    You can remove Clean Break from the list, Vigil never affected that perk

    My mistake, I removed Clean Break. If it did affect it it would have reduced it from 60 to 37.5 seconds which is kinda close to the new 45 seconds that they are making it

  • They should just make it work like Leader a not give you the effect

  • I hope we get zombie cosmetics for each of the original Survivors and Killers.

    Would love licensed Characters also but we know how difficult that can be

  • Should Vigil be nerfed to like 25% and ghost notes be buffed from 10% to 30%.

    Also should a bunch of other or new survivors perks have a recovery status change.

    Example now self care let's you recover from mangled 30% faster

    Visionary let's you recover from blindness 30% faster (because the perk has vision in its name)

    And so on for every status effect so Vigil can be for all status effects and specific perks can focus on a certain status effect

  • @Shroompy said:

    Im surprised they never explored more map hazards like Nostromo's gas. Its such a cool mechanic that I wish was explored more

    Yeah they could have a steam pipe bust on badham

  • with the diminishing returns 9.6.0 parch I hope we get a similar 6.1.0 meta shake up with at least 50 adjusted perks. (25 for each side)

  • Rift skins usually come to the store one year later. So probably February 2027

  • @Rokku_Rorru said:

    I was just talking about this yesterday, the perks from last year: These and the walking dead (barring conviction) are mostly trash.

    Like can we please revisit these two chapters and make the likes of apocalytpic ingenuity and last stand more usable in trials (multiple uses or an actual solid pallet). Phantom fear having a better duration, Haywire being more effective, I'm not sure how I'd make Help wanted more enticing.

    And the Sinister grace chapter with Vee and The Krasue Krasue has no good perks and vee has okayish perks with road life being a contender for worst

  • @Slurp_Ramen said:

    haywire needs either a massive buff to the regression starting sooner, or they could rework it/add an effect that adds skill checks to the gate opening that could be fun.

    Phantom fear either needs a reduced cooldown, 20-30 seconds seems fine, or increase the aura reveal to 4-5 seconds

    I don’t even know where to begin with help wanted, honestly they could probably do away with the compromise gen thing altogether and just give you the effect for like 45 seconds after a gen pops. The effect simply isn’t strong enough to warrant micromanaging your gen kicks, unlike machine learning which is (still bad) but far better.

    For Phantom Fear it could have a cooldown of 40 from 60 and Aura reveal of 3 from 2.

    For Help Wanted, save the best from last probably affects buffing it and I don't think Diminishing returns currently affects successful attack cooldown. Maybe they can make it more like the Jason perk Silent Shadow where when you hook a Survivor you get 25% cooldown for 30 seconds and once all Generators are completed you gain it permanently until the end of the trial.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092304#Comment_4092304

    you won’t find me arguing.

    Even on endgame builds I can’t justify using it.

    The Singularity holds Haywire back. In the PTB haywire would only regress at 50% which is slower than current but it could regress the bar down to 50% instead of 80%.

    Maybe Haywire can be stronger when more survivors are still alive and weaker when less

  • Was gonna make a post about it but saw yours. A Facebook posts claimed the same thing and lots of people are having the same issue myself included.

    FB_IMG_1781959970876.jpg
  • I noticed that to. It was a part of a bundle with Claudette. It doesn't even show up in the Overgrowth collection.

  • Maybe basekit recover to injured state from the Dying state when only two survivors are left and not all gens have been completed

  • 6.1.0 Distortion was pretty much active all game. It countered every Aura perk and add-on by just existing. I'm pretty sure it even recharged tokens while in chase even though the picture below says differently. It was also in the top 10 perks Survivors brought, I'm unsure about Self-Preservation though. They do need to release stats monthly.

    Screenshot_20260603-105316-300.png

    If I where to nerf it I would add that Self -Preservation does not activate if you have less hook states than other Survivors.

    Or make it affect all Survivors (similar to Open Handed) with the most hook states. To prevent tunneling.

  • There's 300+ perks in the game right now and I would say 100 of them on both sides need buffed/reworked

  • Short answer No.

    There are two types of players. The ones that have been playing it long enough to memorize most of the maps layouts.

    And the other is the new players. I feel like BHVR wants the new players to feel lost and afraid like a horror game.

    That's why a lot of older players say it doesn't feel like a horror game anymore because they've played it so much they no want to expect.

  • Limited power maybe.

    I think Spasmodic Breath should be basekit. 4.4 movement speed would help bridge the gap between casual and experts. I know nurse mains would hate only having 1 blink though. So maybe give her tiers like nemesis, overheat like billy, or style ranks like with trickster.

    If she goes from The best killer to mid so be it. Because she is is so hard to play her killrate is low and that's why BHVR won't nerf her so make her more accessible.

  • The Auras of Hex and Dull Totems are always the same for Survivors. So if you use Counterforce or Detectives Hunch totems will be whatever color you have picked.

    For boons I think they are making that customizable also. And Killers never see the Auras of Boons.

    Screenshot_20260526-110715-199.png
  • Trapper should get a Mini-Mori if a Survivor on death hook steps in a trap

  • @Shadow_Born said:

    this was for something that wasnt needed…its like you guys are wanting us to play a certain way instead of allowing the creativity of builds or utilizing synergy amongf perks. There are too many perks that will never be used which i dont understand the thought process with this? Let everyone run what they want to run..like they have been doing for 10 years.

    I have to believe they have future plans for new perks and reworks to current perks that without combos are weak.

  • I saw a video explaining what they can use

    https://youtu.be/jA8Rzh7m2Rc?si=sBcdGhvB16YmIFED
  • @random1543 said:

    Im hoping more stats are added to the tracker even if just personal stats, I would like the following

    • Most Seen Killer
    • Most Seen Surviour
    • Average Gens Done per match
    • Average Chase Time (Killers)
    • Average Trial Time
    • Most seen Map

    Yeah if all community states are shown we would see most of that stuff.

    The pick rate % of Killers, Survivors, perks, items, add-ons, offerings, etc...

  • @Your_Dad_Playing_DbD said:

    It would be nice, but highly doubt that BHVR will post any stats that are actually useful or interesting. Throughout the game’s history, they have made it a point to release as few stats as possible and I don’t see that ever changing. They haven’t even told us how the individual player stats on the stats tracker page are calculated.

    I think the only info we have is that stats are tracked after September 1st 2020. Anything before that is null and void.

  • Unbreakable basekit would be to strong as it currently is.

    I would however support these mechanics

    •after 120 seconds of being slugged you can recover to injured.

    •once recovered to 95% you crawl 25% faster

    •You can crawl and recover at the same time but recovering is reduced by 25%. (If not crawling you recover at normal speed)

  • I know 3 spawn when only two survivors remain. Only one survivor can go through then it closes. You can reopen it if you have a key.

  • I like that movie but as of now I don't think BHVR can mix two different licenses together without them both agreeing to it.

  • I've seen this suggestion so many times and even gave suggested it myself. I cant even think of one reason it might be bad.

    The only thing I can think of (and I could be wrong) but I think in a past update they capped how many offerings/items/add-ons you could have to 999. I also don't know if that is only a display issue like if it only displays up to 999 or if you acquire that item it just doesn't give it to you. If that is the case a lot of items could just vanish if they combined everything. But honestly if you do have something at 999 you're probably not using it anyway so who cares.

  • Diminishing Returns is bad now but over time they will hopefully review all perks and adjust numbers to make all perks good on their own instead of relying on combos to make them decent

  • If they made Great Skill checks bigger for the affected Generator it could work

  • Gears of War. Marcus and Dom as Survivors. Cole, Baird, and Anya as Legendaries. Active Reload could be a Skill Check Perk.

    General Raam as the Killer with Kryll power.

    IMG_20260501_105628_560.jpg
  • Having 5 Chests default might help with some perks. The busted version of Corrective Action from the 8.3.0 PTB just needed a cooldown after activating

    You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every Great Skill Check. When a Survivor fails a Normal Skill Check within 8 meters, 1 token is consumed and their failed Skill Check becomes a Great Skill Check.

    Invocation: Treacherous Crows needs to work map wide and have all Survivors not be able to scare crows like Calm Spirit.

  • Any chance the opposing side could see each others perks when activated? For example if the killer brings corrupt intervention it shows that perk but not the other 3 until discovered. Or for the killer if a meg uses sprint burst

  • I think an 8 meter bond would be okay.

    And maybe they could make a perk that reveals your Aura to other survivors when you get in chase

    or you see the Aura of another survivor when they enter chase.

  • I would even go as far as Universal items

  • I think someone mentioned that you could just add something like those stairs from Hawkins near the upside down lab and that would solve the problem.

  • I think they only need to buff it by +10% so when you run them together Fixated goes from 20% to 10%.

  • I always thought they could make it stronger if they made it similar to plot twist where you could only use it once before all Generators Are completed and once during the endgame. Maybe they could make it similar to ghost notes where you recover from Mangled and hemorrhage 10% faster

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073333#Comment_4073333

    They can buff empathic connection by making it show your aura at all times instead of only when injured.

    If they did that 4 people could just run it and make perks like Kindred, bond, empathy, and aftercare pointless

  • @test213211 said:

    They're going to do it in the long-term, but it's probably going to take forever.

    What are you hoping they do first? Haste, Hinder, heal speeds, gens speeds, or just one perk from each category at a time?

  • Sprint Burst could be nerfed to 30% haste for 5 seconds. Or it could have a 0.5 second delay after running.

    I also wouldn't mind if they added animations to Survivors when under certain Status effects like making survivors breath louder when exhausted or have them limp when mangled.

  • When I use Do No Harm on a Survivor that has been hooked the bar is still Grey yet Botany turns the bar yellow/gold. Will this be addressed with the Progress Bar Update.

    I also can't confirm if it's perk icon appears to the Survivor being held in blue on the bottom right similar to Well make it.

  • I tested a couple of different colors. And certain ones IMO aren't vibrant enough compared to the original Red. They kinda just blend with the environment to much. So I think the Saturation needs tweaking.

  • Hopefully the MMR rework in the ETA part of the picture (bottom right) is coming soon. If I had to guess probably for the Anniversary in June.

    dbd-qol-roadmap-aug-feb (1).jpeg
  • @PyramidFootLicker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066352#Comment_4066352

    ultimate weapon revealed auras, made survivors blind AND made them scream when it was released and the killer could roam with the effect around the map as well.

    Everything except the Aura part is true

    https://deadbydaylight.wiki.gg/wiki/Ultimate_Weapon#7.2.0-0

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