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Dream_Whisper

Dream_Whisper

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Dream_Whisper
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  • Stuck too, on PS5! Be chase is stuck on 60 seconds and unable to complete rift week quest challenge because of it.

  • Better solution to address the slugging, is to encourage the Killer to go for hooks more, then just Bloodpoints. If there are a group of survivors groupings up and the killer is able to down a few survivors, that is instant map pressure as the killer could take advantage of this opportunity to pick up a survivor and go for a hook and secure a another. And should be rewarded for this momentum of pressure the whole team to go for the rescue and healing when necessary. Stuff like basekit Pop Goes the Weasel and somewhat Scourge: Pain Resonance... those perks were healthy in a way in which it rewards the Killer to hook survivor when opportunity strikes and be able to slow down the pace of the game and spend more time engaging in chase and securing more hooks if possible, back in the day.

    Now these days, there is not many good reasons without stacking hook related perks to go for hooks. Because it is far more effective to slug and down everyone to win games, or tunnel the same survivor out of the game to make it a 3v1. We needs to make new gameplay mechanic to rewards killers for Going for different individuals hooks, instead of the same survivor or slugging to win.

    2nd solution: would be to create more objectives for survivors so that the killer doesn't needs any more incentives to rush for their kills right of the bat. Currently, if decide to go for individuals hooks at a time and haven't kill any survivor yet... the survivor can easily spread put and completely as many of gen repairs or Gen rush and end the game too soon. This will always push the killer to win by simple looking for the fastest and most effective way to win, which is to slug or tunneling the weak link survivor out of the game for immediate map pressure and increase their chances to win.

    If you also wanted to, you can punished say killer for slugging and tunneling for the win, by increase the survivor ability to repair the generator faster, if one of their teammates are on death hook and the other Survivors having been hook yet. You can also makes it possible to give killer some aura reading on any survivor that haven't been hook yet on occasion, except in chase; and give the killer more incentives to chase and hook different survivor at a time and rewards them for doing so.

    All I am suggesting is slowdown survivor pace of the game and make them work harder to survive better, while the killer could have a even playing field when it comes to stress and anxiety of doing multi tasking on being mindful of every survivor on the map and constantly forced to either tunnel one guy or slug everyone, to win.

  • I disagree, on few reasons for basekit Unbreakable... we had the PTB, the same PTB that allows not just basekit Unbreakable and the buffing of any perks that allows survivors to pick themselves up from the dying state (by making it faster with other condition) as well as the old finishers mori system in which the killer could in theory end the match pretty quickly by slugging all 4 survivors before they have a chance to pick themselves up in time. (Killer's like nurse and blight, could in theory end the match quite easily). The results of it, survivors, especially in SWF/coms can stack as many Unbreakable related perks as well as Flip Flop and power struggle and constantly carry flashlights. They can purposefully let themselves be down so they can always have a opportunity to created a lose-lose situations forthe killer trying to play the game normally.

    As a killer. You cannot go for a immediate pick up, especially out in the open for the fear of flashlight blinds. You cannot pick up a survivors at pallets, because of flip flop, power struggle builds or the possibility of hidden nearby Survivors itching for a pallet save. Situations like these could have been easier to avoid in which the killer would slugging and go for the other Survivors they know are stand-by... but by that point, you are allowing the dying survivors to constantly pick up themselves and be able to flee or even tank a hit with a endurance perk of some kind.

    The PTB was a totally failure because of the how absurd broken both mechanics of basekit Unbreakable and finisher mori is. Sure, it has been quite a while since that, and we finally got the finishing mori, a nerfed down version then the PTB's finisher mori system. Sure it encourages slugging, but saying that we need a basekit Unbreakable would be a terrible idea ever and there needs to be precautions to prevent it from synergies too effectively with other perks, to make it impossible for killer to hook or kill survivors normally.

    If anything, you are simple going to encourages the Killer to keep on slugging everyone and just simply making them bleed out to death. Make the game entire slugfest and make every Survivor die by bleeding out the 4 minutes timer, even if it take them over 20 minutes if they can constantly pick themselves every 20-30 seconds.

  • I would only Aggreed if only... you don't consider any Killer's or survivors still busy trying to complete map specific or adept ot any achievements that needs to be completed. It wouldn't be fair at all, if one bad apple in the match (which is mostly likely, There will be a bad apple in any given match) they can be sore loser or having a bad day that simply will always call for a surrender button just because they want to leave the match without getting penalized with regular DC, and throw the entire match for everyone, even if no one wants to throw the match.

    Make it so that people can still earn their achievements if a surrender is still call upon, as well as makes certain that cannot be abused by rage quitters to avoid DC penalties, especially if they are the type that loves to die on hook all the time. And I might welcome the surrender options by majority vote.

  • I find Mori Animation to cinematic pleasing then annoying, way much better then survivors teabaging in exit gate or killers intentionally slugging and teabaging in their own way (Ghostface crouching or any killer that moves back and forth on a downed survivors)

    I personally don't understand why people feel the need to quit on a epic Animation when they possible have seen it in a while. You win some, you died on hook on other match, you die in the most epic Killer's Animation as the last Survivor.

  • @sizzlingmario4 said:

    Absolutely not. Almost every game right now is either Pop, Pain Res, or both. The last thing we need to do is make them even stronger.

    If anything, both regression perks and gen speed stuff on the survivor side should get nerfs

    If they bother to that... it very hard to see that happen anytime soon.... if killers can get rewards for different individuals hooks and not tunnel the same survivor like basekit pop goes the weasel, or give killers to the ability to at least take away all progress of a complete Gen, after say they individuals hook all 4 unique survivors at least one. (2 time, for a maximum of 8 individuals). That would be a way to balance the game abit.

    Increase generator time wouldn't help either, but maybe we can create more 2nd main objective that survivors need to do (so that gen rushing isnt much of a problem)... like finding a spare keyfor the exit gate or gen part to permanently fix the generator. Stuff like that, to help even the playing field while punished one side for taking advantage of either Genrushing as survivor or tunneling survivor out of the game as killer.

  • I am on the side that Lightborn is a absolute fine perk, and that it doesn't exactly need a nerf. And if by chance that you have a opportunity to throw a nerf into it. It should only covered a couple of issues I do have in mind.

    It is strange that is one of the few permanent effect perks, that is old school dbd used to have ton of, yet it such a Simple perk in it design. Maybe it could deserve a cooldown, after it a flashlight is used successfully stun a killer. It would protect them for say 30 seconds. My only concern is if survivors have found a exploit to maybe overwrite the stun immunity by bringing more then one flashlight or flash bang. So it should also give it a few seconds of stun immunity when any flashlight stun trigger it first before it goes on cooldown, to prevent any "bully squads" from abusing their flashlight power. It is a strong killer perk, but only if any Survivor bring flashlight; but not work well if the Survivors can keep track of the timing of the cooldown.

    Another issue, has to do with the complaints agaisnt it is mostly on survivors complaining about it, as their favorite Distortion perks is gutted. I find this argument bit biased, considering that they want to nerf perk to counter one small builds, while Distortion can literally nullified almost half the perk rooster of Aura reading. I think survivors are being bit selfish in hiding themselves in the shadows and make it way to convenient for the killer to tunnel and kill survivors that do not used Distortion at all. In short, old Distortion gives Survivors a distinctive advantage, at the cost of hurting your team's survivability over your choice to make yourself presentable. would argue it is overpowered and needs the nerf it deserves, and it sounds better in chase When it comes to recovering tokens, meaning you have to engage in being caught in the open to be able to hide effectively outside of it. High Risk, high reward perk. Old Distortion is low risk, high reward.

    Lightborn is only high reward, if there is a risk of flashlight; otherwise it high risk if Noone bringing flashlight and you have wasted a perk slot.

  • I don't know... if say by chance, one day decided to one day enable or add voice communication (either proximity chat or simple communicationby survivors alone). There is a great chance that I can Agreed with you and it can backfired on it intended purposes. I played alot of online games like Overwatch, fortnite, and sometimes fallout 76. It tends to be all used for more not so serious and obnoxious noises like mic spamming or playing music in the background or even the worse, the kids playing the game with microphone right up to their lips and screaming (or Squeakers, as we like to call them).

    It would totally ruined the immersive of the horror game atmosphere especially if mute buttons is not available. On the other hand, I also kinda want it to happen so that survivors can learn to be upset and be more vocal about their useless survivors teammates and be less towards the killer, everytime it literally not always the Killer's fault for bad plays on the survivors end. That would mostly certainly not work, if they DC or quit as soon as they die immediately.

    In all honesty, I think the game is in much healthier state if it stays clear from voice communication in general and more information provided to the player in the Hud, as well as maybe... a ping/com display system to send like quick message chat to the rear of the survivor.

  • Ever since they nerf alot of gen regression based perks that that killers have to combat gen speeds, as well as 3 genning; they keep on buffing gen repair based perks and make it more convenient for survivor to focused solely on rushing their one main objective and escape. While killers needs to do alot in between chase and relie more on tunneling and slugging for any form of map pressure, as well as have the best killers/perk builds.

    I think increase gen repair time as you rise up in matchmaking would be nice quality of life. Or better yet... add another main objective that isn't fixing Generators and openings exit gates for survivors to do. Heck, I would love to see something game changing to slowdown the pace of the game and make killers have more options to have a chance to win and Survivors needs to do more then sit around and do gens or engage chase with the killer at all time.

  • In a way. I agree that self-unhook basekit should be removed from the game, except maybe if you are the last two survivors, with like a 25% chances to kobe on 1st hook. Perks like deliverance and Slippery Meat can allows you guarantees self unhook; but it would definitely making Killing yourself on hook impossible. No more struggling and acceleration the process to 2nd stage.

    I agreed to these changes, specifically because I am sick of toxic survivors cannot not learn to take a L and learn to adapt and improve on their gameplay. Or just used the DC button. It almost as if DC I'd frown upon and rubs shame on them, Yet they decided to make it worse by not allow bots to play. Surely if they learn to play as toxic and respect the killer as much, they wouldn't resort to toxic means like tunneling and slugging as much.

  • Here is my beef with map offerings in general. And I am going to be bit biased when it comes to fairness and how much I dislike some folks defending them for achievement or Roleplaying in general.

    1.) Map offerings (currently) has a 100% chances to send you to any map in general, even if there is only one player using it. It not like a 25% chances to affect the map pool rng to more likely get you a possible chance, no; it guarantees that you can give yourself a map that would most certainly benefit you and increase your chances of success, especially for your teammates or to give the other side a disadvantages of some kind, without any methods to counter it in response.

    2.) Sacrificial Wards is quite pointless offering, as there is alot of problems related to how it is triggered that makes it valuable counter to map offerings in general. You can't no longer see Red Ranks, or make any observation educated guess that the other side may be running a map offering of some sort, so you can not immediately change your offering to a Sacrificial Ward to counter before it is too late. Plus, everyone always or most often running Bloodpoint offerings, like all the time. Why run the Sacrificial Ward, when there is most likely chances that the lobby isn't running any map offerings and you wasted a offerings that did nothing. There goes your 3,250 BP for nothing.

    3.) Sacrificial Ward, also has this line of text, which makes it even far more worthless, especially if you are the killer trying to counter possible SWF whom is intentionally running all 4 map offerings at once. What is even the point of the fact, you can counter one, two, or three map offerings, yet unable to do anything about 4 them at once. There has been multiple times in which the game had exploitable maps, when abusing exploits; like for example, when old RPD map had the 3rd floor god loop in thr library with no hooks and you had the old reworked Boil Over "meta."

    "Sacrificial Ward is trumped only when all other Players burn the identical Realm or Map Selection Offering."

    Oh, and if you say "But the Sacrificial Ward did indeed help me counter a map offering, one time before". We'll, Just because you used a Sacrificial Ward to remove a map offering all together, you can still be unfortunately be super unlucky and the game truly hates you and still get the very same map you were trying to avoid in the first place, so yeah... more rubbing salt on your wounds there, it simply is the worst offering in existence, it makes the luck offerings look better.

    4.) For Achievement farming/roleplay, I get it; you want to have fun casual or earn your achievements; but I feel like most folks have already unlocked these achievements already within the first month or first 3 week of the new map being added to the game with that achievement involved. Plus, we have custom games in which you can invite friends to do Roleplaying in general. Some folks are not interested in Roleplaying all the time and want to play a horror game in which the goal is to interact with each other in a "deadly cat and mouse chase game" and not waste time with excuses for using map offerings to defend its purpose, especially when it gives you a advantage.

    My conclusion: Map Offerings are too oppressive and can make the game not fun for the other side, and make the community bit divided. They need a rework or better to be Retired from the game, along with the Sacrificial Ward to be fair in this Asmmetric online game.

    My solution for Rework:

    >Sacrificial Ward should remove this line of text and simple make able to render any map offerings at all, even if all 4 in play. Also, if a Sacrificial Ward blocks a certain map offering, like for example Badham Preschool; they should also removed the map from the rng pool to make it worth running.

    Additional, give the either side a opportunity to witness everyone's offerings during pre-lobby (no perks, no items/builds. Just simply let them see any offerings, so they have a minute to change offerings before match starts).

    >Map Offerings could either give you a 25% chances to most likely go to the map Realm, but can be stack with each other up to a maximum of 125% if all 5 map offerings is in play. No more 100% for one offering.

  • It has gone down to the point, that me a killer player main (with a fair share of survivor experiences), I dislike playing as and agaisnt Skull Merchant in general. Her anti looping isn't anything significant if Survivors hold W the entire game, her what used to be most boring yet strongest ability to gen defense and hold game sort of hostage, especially agaisnt the best survivors players make her unfun for either side... and the worst part, I personally do not like the background story or even the name of the killer. She literally doesn't sell skulls at all, and how is that horrifying for appearance and overall killer design.

    If anything, I would scrap the entire killer and rework her complete with a more accurate and intimidating name; like The Poacher or The Merchant (alone, without the skulls). Part of me feels like the drone should not be stationary and should be allow to track survivors by following them when pick up by its scanners, and should apply a debuffs of some kind, especially in chase. My inspiration is inspired by the official trailer, in which the Drones were moving around and tracking and following two survivors. It would be great way to punished survivors whom make alot of noise by running within its detection range but rewards stealth by crouching or standing still. The drones do not need to be summon and should be constantly patrol the map until they find any survivors. It should be able to hit a survivors automatically, every 30 seconds or more or less every time they make too much noises, it stacks debuffs like hindrance, exhaustion, obliviou, etc. Until they get injured and down. If a survivor get close enough to a drone, they can manually try to disarm it; but it takes some time to render the drone inoperable for a good brief period of time or until the Killer finds their disable drone to reactivate it quickly with the controll. Survivors making noise, while being tracked drone will have killer instinct be proc to eventually be fully revealed with aura reading with the killer is close or in chase. Stunned the killer with a pallet or locker or any perk/item that stun the killer, with a drone on their back could temporarily disabled the drone for a brief couple of seconds. It rewards risky plays in going for stuns, yet more rewarding benefits in letting your drone freely patrol the map and spot any careless survivors making to much noises. Slow down the pace of the game

  • I would prefer if the Map offerings get reworked, to be more about reducing your chances or even removing the map from the map pool; as well as scrapping the Sacrificial Ward entirely.

    The Map Offerings tend to favor any players with a perfect build for that map, with its 100% guarantee per offering, usually Survivor Mains.

    The Sacrificial Ward would have been a good solution, if only it spawns just as frequent as the map offering in question, as well as guarantee that that specific map offering is guarantee to not happen, even if all 4 Survivor used them at once, or by some unlucky map pool rng. Otherwise, it is pointless to run, especially if you have no idea as a killer or Survivor if the other side is going to run a map offering or not. There is no indicator during the pre-lobby to let either side know the map offerings is in play or not.

    It would just be better off if Map Offerings are either scrap or re-work to not give a distinctive advantage for the player running it.

    Map Achievement is very much good excuse that needs to be gutted to defend Map Offerings. They should implement a mechanical to allow these achievements to be unlockable in custom match, to warrant this change.

  • @Orthane said:

    That would be nice, or at least have the entity block all hex totems for the first 30 seconds. That way even if a Survivor spawns by a totem they have to make the choice to wander away and go work on a gen and leave the hex up for a duration, or wait and do nothing for 30 seconds. Hex builds can be extremely unfun to play against, but at the same time using a Hex build can also be extremely unfun. They're in this weird spot where it almost feels like an all or nothing situation.

    I agree, if say you happen to have entire Hex Perk build revolving around a Hex Perk or two that needs to be cleansed. It can kinda suck within 30 seconds of the beginning of the match when they get immediately cleansed and the rest of your hex build is pretty much worthless in the best worse case scenario. It would just be nice if Hex perks were simply left unlit, for like 30 seconds in the match, and then lit immediately after the duration; to give a false sense of security.

    They can also make it so that hex perks will remain invisible with dull totems, and then appear lit as soon as a Hex perk effect is in play. Like for example:

    Hex: Devour Hope starts of with zero tokens, and therefore be starting the match as a dull totem the entire time, until the Killer manages to gain a token; in which it becomes lit and active.

    Always active Hex perks, like Ruin for example just dull totems for 30 seconds, despite being active; to give the false sense to the survivor that there are no active hex perk in the map. It would punished mindless cleansing them as soon as you spawn into the match, but it would not punished experience Survivors that actively keep track of totems spawn in the match, if they do in fact suspect a hex perk in play. And if by chanc, they cleansing the dull Hex totem, they could get rewarded for finding a hex totem early before the 30 seconds are up.

  • I think SWF is fine, just stacking meta perks or certain team synergies perks like Streetwise and Prove Thyself is problematic as it is.

    Sure, Streetwise is not that overall useful on its own, but with a coordinate team with the best toolboxes addon combinations, as well as stacking the same Streetwise perk together with other generator fixing perks. It can make those toolboxes never run out of charges and be able to speed run Genrushing significantly in the worse case scenario for any killer to play against that playstyle.

    It would be nice if the devs implement some changes to meta perks or rework certain team support perks to be not just decent but doesn't run the risk of stacking with its own.. like what they did with Open Handed from Ace

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778342#Comment_3778342

    I don't disagree with any of that.

    But none of that negates the fact that protection hits can be unintentional or forced by the killer, so I'm not sure what you're disagreing with.

    True... It would be problematic for survivors that run mettle of man or some sort of a Protection Hit Build, as body blocking injured teammates especially as the unhooked survivor with endurance is a easy way to farm Protection hits (to a degree).

    But... I do think it is kind of stupid that a mechanicthat is designed for the unhooked survivor to run and flee, which gives them a grace period to go run and hide and get their heals done; is most often exploit by experienced Survivors mains to be "aggressive" in keeping the killer from switching targets or even intentionally bodyblocking a narrow pathway for a limited time to delay the Killer's momentum in applying pressure.. which in turn creates the false accusations that the killer is "tunneling" when they encouraging that kind of behavior.

    Perfect Example: I am playing any Killer, say for instance.. I am playing the Wraith for this example... I down Survivor A next to the basement and hook them there. I leave, I patrol around abit, especially when I am down to 2-3 Generator left completed. I just noticed not just one but two survivors going down to the basement and going for a risky save, as I see them running instead of being sneaky about it. I got to them and injure Survivor B, then I tried again after a save is happening but survivor C bodyblock the hit protecting survivor B, all three injured survivors are running up thr stairs... I need to down one of the two rescuers, to secure my pressure in the match. But then, the unhooked survivor is bodyblocking me at the shack pallet and prevent me from down the others and intentionally bodyblocking me, before the others can get to safe loops. I decided to wait out the timer, since it is quite clear that the unhooked survivor is getting in my way when I could have secure a fair down if he hasn't gotten in the way.... he gets killed eventually and complains that I tunnel. When I wasn't planning on targeting him in the first place. I also noticed he was running DS, that he already wasted on his first try, and OTR too, and dead hard. (Which he was bad at timing)

    If endurance was scrapped and I can simply walk right through the unhooked survivor as well as being unable to harm them. Then i can focused more on securing more hooks and fair down on other Survivors and less on tunneling, when they have that kind of "Protection" in effect.

  • @Seraphor said:

    Protection hits can be unintentional or forced by the killer.

    I disagree, it depends on the circumstances... sure, killers could choose to straight up tunnel and either wait out or hit the mending because they can farm STBFL tokens. But survivors can intentionally abused their limited timed Endurance status effect to tank a hit so they can get a free speed boost as well as protect their teammates, especially if they are injured too.

    If anything, I wish that Endurance is scrapped all together and reworked to instead make the Survivor have no collision with the killer, as well as no hit box until they do a conspicuous actions or even a time duration. It would help with removing hardcore "Tunneling" while removing bodyblocking by the unhook survivors to protect their rescuer.

  • 👎👎

    Make it a 3rd killer and gives more options, and more generators and larger map pool...

    Besides that Ridiculous idea. 12 Survivors agaisnt 2 killers, they might as well scrap the hook states down to 2 or one and they died as soon as they get caught.

    2v8 is perfectly finding, despite the fact killer qeuoe times is 1 times long

  • @Kaitsja said:

    Map offerings should just work opposite to how they currently work.

    As an example:

    BEEF TALLOW MIXTURE

    • Tremendously reduces the chance to be sent to The Decimated Borgo when burnt.

    I would take that or complete remove them from the game... anything that doesn't involve giving yourself over a straightforward map advantage

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764276#Comment_3764276

    I like the idea of map offerings not being a 100% guarantee. It would be good if it was maybe like a 75% chance for a killer and 50% for survivors as they have more people to stack.

    In general though I think the best way to fix map offerings would be to make the Sacrificial Wards be reduced to yellow rarity so they show up more and are not completely drowned out by all the map offerings. That way people who hate the other side picking the map can just run Sacrificial Wards.

    Makes something like this....

    25% chances more likely for Survivors to get their selected map when using a offering, and it stacks if multiple use the same Offering. 50% chance the killer to get their chosen map.

    Map offerings wards gets a buffed, as well as nerf to its rarity to Yellow (to make it common), in which the map offerings get canceled all together, unless you get the unlucky fortune of all 4 Survivors absolutely using a map offerings at once. Maybe a slight killer buff, in which the they can see any survivor using a map offerings before the match is loading and they displayed the map offerings in advance... gives the killer bit of brief small period of time to decide whatever or not, they should be allowed to used a map wards to cancel any problematic map offerings they do not like. Of course, it would not show whom is using map offerings, just that it is being played.

    (Maybe a added nerf to Survivors quick swapping character loadouts, by changing survivors during the pre-match lobby to not do it in the last 15 seconds before loading into the lobby. Killer can't, but survivors can?!? Yeah needs to remove, or allow killers to swap)

    Oh and one last Ward buff... Any wards that are successfully in banning the map realm that the Survivors are trying to pit the killer to go towards... PLEASEE fix the RNG map rotation and make it so that the map that was selected for the map offerings, make certain the ward straight up ban that particular map realm the offering was trying to send you towards. Any maps that were canceled by a Ward, should be straight up remove from the rotation.

    I had a game or two in which I used a Ward to cancel a few predictable SWF bully groups that guess accurate that they were going to send me towards a particular exploitable map.. I was successfully in using the Ward in canceling the map they were trying to send me towards, and then..... BAM... I load into bad rng in the map rotation and got the very map that the Survivors were trying to send me in the first place... Luke as if my Ward had literally no effect whatsoever.

  • Exactly... Any player, especially survivors, regardless of the soloQ or swf, they can easily give themselves a easy map wide advantage that favors their builds and exploit the strongest survivors sided maps, at any time.

    I know some people would defend map offerings as a means to vote for a map they want to say... complete a specific achievement. But I disagree with that, as majority of the time... the maps they selected do not have those kinds of achievements involved and it because their window of opportunities gives them the most benefits of their looping potionial or it is that one map with the least amount of hooks and increase deadzones so it is perfect Sabotage squad paradise.

    Map Offerings should either be reworked to not give you a 100% guarantee to go to that map specific or simply put.. should be obsolete and be removed from the game.

    Swf don't need a nerf. As they still have have voice come which I'd always will be advantage over SoloQ, and doesnt address the fact that they would always be able to call out killers plan at all times and coordinate gen repair, unhooking, and distracting the killer with a good time consuming chase that is anti productivity in the killer gen patrol.

  • I played like multiple games with battle pass like system, like fortnite and overwatch...

    I rather not spend all the time, grinding 100 or even ridiculous 200 levels for rare exclusive cosmetics all the time... I am perfectly fine with the current 70, plus 15 extra deep rift skins; anything beyond that should stay BP and iridescent shards.

  • @AggressiveFTW said:

    I don't like these complicated attempts at fixing this issue that are long lists of things. Just remove self-unhook. There should not be RNG in the game in this form, it's just unhealthy for many different reasons. You being able to kobe should only be with the help of perks like Deliverance. Reducing the gap between SWF and Solo Q would help a long way.

    I agree... even if you are trying to go for the 4% kobe, more often then not, your changes are lower and non existing. It would be more better off to just simple remove the self unhooking base kit and makes unhooking perks like Deliverance and Slippery meat get significantly buffs to make them the go to self unhooking perks.

    Not sure what I would do with the whole 2nd stage struggling states, as some survivor tend to rely on the whole failing skill checks to get out of the match early and leave early, so their teammates can find the hatch in advance.

    A good fix for that, would be if there are two survivors left in the trial and if 1st survivor is already on 2nd stage and the 2nd survivor simple is unable to go for the save in such a state. They could Buff the hatch to spawn open for the 2nd survivor to make the killer go leave to find the hatch, and if the killer manages to find the hatch, they can simply start the Endgame Collapse while risking the 2nd survivor going for the save or exit gates.

  • I would be fine with buffing the timer abit to 80 seconds, considering that OFR exist as a much superior Anti tunneling perk. But yeah, as long as the killer is not tunneling and he able to hook another survivor within that time frame and of course the DS survivor is not doing any form of conspicuous actions, it is fine

  • The problem with a Reconnecting feature, especially as killer; is that the match would be over or already Endgame at the point you tried to Reconnecting to the match.

    Typical games can last between 10 to 20 minutes; shorter if the killer is able to slug everyone with no unbreakable (because of aultrism bad plays on survivors end) or longer if the Survivors play hide and seek and refuse to do any generators and just wait out until they are the last one and get hatch or exit gates as soon as possible.

    It would be kinda pointless to be able to Reconnect and have some match time in order to have a regular game

  • If I were to propose a brand new rework idea for SM, I want it to be bit more faithful like the Dbd trailer for SM. Make the drones more mobile and go on a patrol path, similar to zombies and knight when summon. The drones could spawn by skull merchant summon them in a particular area and it does a cycle around the area with a smaller visible range, not visible by the Survivors. As soon as a drone detects a survivor, it will tend send a alert and notify the killer on the tracked survivor location with a beep on it locator device. The survivor could crouch and avoid being detected around a patrol route, but if they move normal or get too close to the drone location while it motion, they will be alert with alarms and be hit with a claw trap and tracked by the drone.

    Survivor could in theory lure the drones away by baiting it away from a area and the skull merchant will need to chase them down. When engaging with a chase with a tracked survivor, the survivor will get penalized for it by a bunch of debuffs that will eventually make them weaker in chase. Like Exhaustion, hindrance, or even broken; the longer they last in a chase to make it easier for Skull Merchant to catch up.

    Eventually, drones will eventually despawn and will go on a very long cooldown the longer they track a survivor, before SM can summon another one. A good SM will need to secure a down and hook, in order to regain back the claw trap and summon another drone immediately. Skull merchant can have up to 4-5 drones at once; but a good survivor can learn to constantly interact with the drones in order to claim the claw trap and make it less likely for SM to summon more and replace drones for as long as possible. She needs to work and secure hooks to gain them back. Survivor could simply ignore them, by crouch stealthily, but it would be risky if the drones are map spread and patrolling, making any chase risky.

    Also, drones cannot spawn anywhere near gens or hooks that survivor are already on, they will despawn or even come back to SM inventory so they can be place somewhere else.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750640#Comment_3750640

    Not to change anything, because there is no issue? What is displayed is a mixture of pettiness and jealousy for absolutey no reason. It is completely fine that offerings exist that grant everyone bp, and people that dont use those offerings currently can still use them later, so there is absolutely not reason to implement any of those weird changes suggested above.

    Exactly, some people even refuse to used BP offerings for the sake of being able to stack them and used a abundance of BP offerings that can last for over a year if lucky enough.

    The anniversary event last for over 3 weeks, you can be surprised to find players able to farm enough offerings to be able to generous used them constantly, even after the event is over.

  • I do not know what to make of this post, but....

    Why should you even care on what others do and do not deserve, especially on BP bonus offerings, no less.

    I could care less if I get a full Cobbler lobby or if a survivor spare a cake or Bloody Party Streamer instead, or being "selfish" by using those offering like envelopes. It is their decision to throw whatever they want, and it doesn't directly affect you, besides being one 100% less BP then you're usually over 500% BP bonus.

    Plus, those individuals could be new to the game and have no understanding of offering mechanics, or may have forgotten to put their BP offerings, or simply do not have any to spare. There is even players that also do not absolutely care about BP gain, as they already P100 and unlock everything, and they would rather used map offerings. I would rather have BP or any other offering, over a busted Map offering.

    Also, your proposal wouldn't help anyone and simple make the "problem" much worse as now, those individuals will struggle to farm any BP and buy any required offerings to be good for you convenient. If you are actually serious about this, you are clearly need to educate that this is a online game and not everything in the game is going to be balanced for your convenience. Players can do whatever they want to annoy you, but this... is not a priority or worth a change at all.

  • As player that tend to play killer more then Survivors, yet play equality! That is a horrible change proposal....

    The hooks respawn after being killed, I do think it would be bit crazy at first, until i reminded of one of the reasons killers slugs is because of dead zone and lack or proper hook placements in those areas to make it less difficult to get a hook in time. So I am fine with it, maybe if they bump the number to extra 30-60 seconds or less then 2 minutes. This would be a good healthy change.

    But... RESPAWN PALLETS.... are you serious?!?

    Pallets is and will also be a finite resources,at a survivor disposal of keeping distance and prolonged the Killer's pursuit in a chase. There is quite a few strong loops, like for instance the killer shack and it's god pallet. Imagine being able to waste couple of minutes in looping, especially when the pallet is destroyed; and suddenly, the god pallet is back again within 60 seconds. That would make stronger/more experience Survivor op, but also makes any form of Survivor's mistakes like pre droping strong pallets early pretty much invalidate. Pallets being finite is meant to educate bad survivors players on the concept of wasting too many pallets in the early part of the game, otherwise the killer will have a easier time chasing and downing survivors without any precious pallets and sometimes lack of window vaults to save them.

    It is not like killers have the power to delete any pallets before they even dropped, so NO, pallets shouldn't be able to respawn PERIOD.

    (And if anyone does care about making pallets be able to respawn. Make a perk about it and balanced so that it cannot be abused, and make playing Killer more horrible then it needs to be)

  • I have games (rare, because I play smart when I used my hooks location effectively but.....) in which the maps like for example, the alien map; have my hooks far from the exit door (at most 1 to two closest hooks near the exit gate doors) and the last down Survivors is literally at the one exit gates next to the only two hooks that I already hook kill Survivors at.. so no matter what, I am in a pickle in which I cannot risk them struggling out and getting a free escape. In most maps, the hook spawn can be forgiving and I can at least make it to other hooks without worrying about any Survivor struggling out in time, especially if I am running Agitation and maybe iron grasp. But in other maps, you can have quite a few dead zone with barely any hooks spawns and run the risk of breaking them when killing Survivors. It is while I tend to lean towards getting basement hooks when it is close range, over any few meter of a hooks.

  • In my opinion, killers do not intentionally slug for fun, they used it as a validate strategy to slowdown or secure their kills. Those that does do slug alot and don't even care about hooking or getting kills by Moro or 3rd stage hook kills, are mostly likely doing it to despite you or to intentionally grief. It is either toxicity survivors fault for Agitation the killer enough to make him not play the game anymore fun and waste your time this way; or griefer killers that finds satisfying in doing this.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734432#Comment_3734432

    Yeah, thats why i did write "try to counter" heh. I have been blinded from angles that they were not even on my screen…

    Some maps have weird collision, that shouldn't make sense on whatever or not they should have and shouldn't be able to get the blind yet possible.

    perfect example: the dead dog saloon has these boarded up covered Windows on the ground floor next to the bar, in which you apparently can flashlight blind the kill from outside despite not seeing the killer nor can they see you.

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733774#Comment_3733774

    I don't bring Lightborn for just one flashlight; that's a waste of a perk slot. But inevitably the one turd who does have a FL is a troll who uses it at every opportunity and farms BP off constantly blinding you. I once got chain blinded three times in a row by the same guy because I couldn't see what was in front of me and the survivor was always in position to blind me again.

    If you get blinded, used the sounds to track them, especially if they are injured. It maybe tricky to do if they are using Off the Record or weak Iron Will; but it is not impossible to look down and avoid doing any form of animation that gives the survivor ample time to be in good position to flashlight blind you long enough. Plus, you can also look up and down in chase, or what I love to do to survivors, I love to bait a pallet breaking animation by standing near it and make them think I attempting to break the pallet or pickup a survivor. 8 times out of 10, the survivor will be etching to go for that flashlight burn while not realizing that I am looking down and making them waste their flashlights juice.

    There are quite a few tricks to bait and make them get cocky with the flashlights toget the edge you need to punished them for it. If they decide to try to flashlight burn you instead of running for distance to the nearest safe loop, it would be the edge you need to get a free hit or down if you can pretend to a stupid killer that loves destroying pallets all the time.

  • I do think it is overwhelming nerf quite abit when they change the meta perks back then. It was very frustrating to play agaisnt as killer, as I usually relie on survivors making noise, especially while injured for tracking.Not to mention, current Off The Record is clearly a superior perks that gives free BT endurance and 100% noise reduction for 80 seconds.

    I would give it back 100% and when you get injured, it is reduced to 90%, and when you get exhausted, it is 80%. It would be significant improvement, but it would not be busted free unlimited mute for the entire time, and it would most effective when you are healthy and not exhausted.

  • I would actually prefer being blind constantly with Flashlights squads over dealing with a immersive hiding and ge rushing squads any day.

    I dislike playing games where I cannot get a single hook or kills, all because the Survivors swfs wants to end the game as fast as possible and leaving so soon. But it is also annoying to deal with Flashlights right out in the opening with no easy means to secure my pickup and I am forced to slug and secure enough slugging to ensure they back off. Being blind is constant annoying, but then again... Lightborn exist if you really despise Flashlights.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730921#Comment_3730921

    Same. I think map offerings as a problem are vastly overblown. I've had too many cases where I've either decided against an offering, or been met with a sacrificial ward, but still ended up on the same map anyway, and/or played on a favoured map and lost/non-favoured map and won. That it really doesn't bother me in the slightest outside of freak instances of full boil over-sabo squads on Badham.

    It's more of a psychological issue, and could be helped by making map offerings hidden. Additionally keep adding variations to realms so that no offering only includes one single map.

    Well, I would prefer Map Offerings get Removed or... be reworked to not favor one sided. The problem with map offerings being hidden would be that it wouldn't be truly hidden from the other side POV. For example, if you are playing survivor and killer brought up a Mori offering, the offering icon is invisible yet we all know that a mori offerings is in play as we can still see the covered up offering.

    And even if the devs Removed the offerings icons so it doesn't immediately alert the others side if a map or mori offerings is in play; it still doesn't change the fact that map offerings are very oppressive and gives one sided a straight up map advantage as it can work super well foe their loadout builds.

    xasuud9kt1p71.png
  • @Junylar said:

    How about addressing the issues that CAUSE people to give up in soloQ, instead of band-aiding the symptoms?

    Exactly, alot of the time Proximity camping is usually not the problem but rather the type of killer's they face or the overall pace of the game. If the killer is able to secure a couple of downs or even a kill and no Generators are done, that is begging them to rage quit/hook suicide. If the killer happens to be a God level nurse player or skull merchant (which most folks have PTSD with her infamous playstyle, before her Rework), that they want to be sour and rage quit regardless. Alot of these soloQ players needs to take break from the game and accept this game can be bit repetitive and stale, as well as not be a poor sport and cause such a disruption in standard gameplay and leave the match.

    But... I would be down with reworking the gamemode to add more fun and interactive gameplay as well as quality of life improvement, Like public voice chat

  • I would be fine with this nerf, if it also reset certain mobility killer's power like nurse ans blight tokens, so they cannot immediately used it after been stun. But That Is It! No more changes, as I am sick of the complain that DS is overpowered or it is worthless. Just accept that it is supposed to be a anti tunneling perk and that's that.

  • @tyantlmumagjiaonuha said:

    Past interactions between community managers and users
    Q: Hex Park is disabled too quickly and its effects are too weak. What do you think about management?
    A: Hex Park is too powerful, so we must prepare countermeasures.

    This perception has been going on for years, so their countermeasure is to create totems where everyone can see them.

    If only Totems have to be within close proximity of a generator they need to be so well hidden, that you shouldn't be able to spot it with your sight when working on the generator.

    Like totems spawns need to be within tiles or loops that doesn't contain a Generators, or at least in a obscure part of the map. Like for example, that one amazing totem spawn inside a laundry cart inside the Doctor's aylsum map.

    Totems that spawn on top of hills, need to be removed or make the rng totem impossible to spawn next to main objective

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713347#Comment_3713347

    So we all forgetting that great skill checks make gens go faster as well?

    On average it should not go faster with new minigames than it does with hitting all great skill checks...

    I haven't forgotten about that... I clearly say that it shouldn't effect Generators speeds in any form of significant way. Like I say, would be tricky to be implemented as it involves Recoding the entire spaghetti code of the game and reworking skill check system all together as well as Rebalancing Generators repair time.

  • I would be down with brand new minigame, that have nothing to do with stale skillchecks; as long as it doesn't affect generator repair speeds. Would be very problematic for certain killer perks/powers like Doctor's madness; when it comes to affecting survivors with skillchecks. Just stuff to make fixing Genators less boring yet can be engaging. It can be as simple as doing what TCM did with fusebox interaction in which you need to put the correct number colors in the correct slot for a equal number. They could do other minigames like plugging correct color wires, inserting gears and bolts in correct holes, rerouting power from the battery to the engine, etc.

    It also can makes the survivor too engaging and distracted in doing generator efficiency that the killer can easily sneak up on them if they are not listening to the terror radius carefully.

  • I am on thr strong opinions that DC penalties are perfect fine due to the existing of bots. Just that Hook Suicide needs to be removed, unfortunately. As much as everyone likes the 4% kobe, I feel like the game is going to be imbalance as certain players are rage quiting all because they simple do not enjoy playing the game and wasting everyone time by refusing to play the game. If anything they need to be punished even more to simple unable to play the game, so they finally take a break from the game.

    Bit blunt but they needs to understand that if they are not having fun, doesn't give them any right to ruin the fun over the other players, both killers and survivors alike that do. To me, People whom suicide on first hook and or first down; are simple being unsportsmanlike and it is punishable offense.

    Look at me, I take breaks from DBD by playing fortnite, helldivers, overwatch, etc. As well as some Causal single player games. Coming back everytime there are new content in the game as well as completing rifts, for th3 enjoyment. Surely, the others players that are too heavily invested in this Game, just as much as me; feel bored and aggrieved to the point that you are sick of this stale game everytime. Just please stop this behavior and just be a good player and accept that rage quiting/hook suicide just makes those players toxic and makes the game more miserable then it already has been.

  • Definitely would love to see more general perks to be Buff to be more useful, but if I would love to throw in extra perk... maybe a free exhaustion perk for survivors and a free regression perk for killer.

    But I also like to throw in a random new perk Idea or two for either side.

    For new survivor perk:

    Pack Mule: It allows the survivor to be able to carry two items at the same time, but with a debuff that you permanent hit with exhaustion debuff until you drop your one item.

    *when the perk is equipped, you can the ability of a "pocket" slot, for the 2nd item in your inventory. However, you cannot use both items at the same item. Press the action button while standing still to swap items.

    *You can carry a item, as well as a 2nd item before and during into the match. As well as leaving the match will allow you to keep two items at once. If you die, with one item in your pocket, you keep that item while the item in hand is lost forever.

    *Killer's running Franklin's cannot remove the item in your pocket, while the item in your hand is drop and loses charges. You can run a exhaustion perk while only running one item at a time.

    *There is a new animation of the pocket item hanging on the survivor’s belt, which can be visible for both parties. Just the same as they can see the item in their hand.

    For New killer perk:

    Private Property: In the realm of the Entity, the perk will trigger everytime a Survivor touch anything or does anything for the first time. If they hide in a locker, totem, meat hook (sabotaging), going into the basement, Generator, exit gate switch, chest. It would trigger killer instinct for a killer instinct for a second or two, and 10 seconds of exposed. It would have the exact cooldown for 10 seconds, before it resets. It can be trigger as many time as long as any Survivor does any thing for th3 first time. It can be be apply to all Generators, all totems, or literally any object that is interactive for any player to use. It does not trigger if the same Survivor touch the same object again. Example: like if they used the same locker twice, it will not work.

  • Both perks were overuse and can come in clutch when circumstances met. Sloppy Butcher was buffed, when Hemorrhage got Rework towards being a very useful status effect, especially when Mangled is permanent the entire time. If only Hemorrhage got a slight nerf that doesn't effect specific survivors Perks that makes them lose their health progress regardless of their perk's condition (Example: Jill Valentine's Resurgence, that keeps half her health progress, after unhooking). Also, the Mangled status effect lasting 90 seconds is total fine balance change, as some survivors dislike being permanent insured that hinders their healing speed and sometimes make them more prone to being ambushed by sneaky killers that take advantage of their delay healing, especially when it can be reverted back to 0 progress if you chase them long enough to stop the progress. It is a good way to punish medkit users.

    As for the Adrenaline minor changes, they all needed it a long time ago, especially when they made Borrowed Time basekit. It is kind of stupid that this perk grants a free heal, even after you been hook. It also makes any healing builds (like we will make it perk and we are gonna live forever) irrelevant in the meta, because all coordinating survivors groups got to do is fix all 5 Genators, especially the last gen in front of the Killer's face if they are 99% done; and BAM, Everyone stacking it gets free heal and sprint burst on the fly, especially when they get off the hook. That and this is the one perk that makes still break Devs' plans that no perks should affect killers powers, and this old Adrenaline did just that when you are placing agasint Freddy.

  • @Azulra said:

    So, as we all know(if not most of us), this perk isn't used very often just simply due to the fact that it not only requires the obsession to stay alive to function, but it also buffs the obsession by giving them +33% action speed for unhooking and healing.

    I was thinking that what if each token that Dying Light received it reduced this buff to the obsession by 3%? This way the perk still has a downside, but the downside is slowly lessened over time. By the time you get 6 tokens on this perk(usually your 6th hook) the downside would be reduced from +33% down to +15%.

    Not bad, but I rather prefer this perk affects everyone, regardless of their are the obsession or not. Because at most, this perk is affecting 2 to 3 teammates (if you chase another survivor that is not the obsession). And turn the Buff into a debuff, as the obsession with a 5th perk slot of being able to know they can heal teammates and unhook faster (that this perk makes it seem like bait that you need to kill the obsession, when you can't).

    2 simple changes; make the debuff when earning tokens, affecting every Survivor, even obsession and make the obsession get negative debuff when makes them heal and unhook slower. Of course, we can be bit merciful for the obsession by allow them to heal regularly when self healing, but no healing buffs toward teammates.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701648#Comment_3701648

    They were in the wrong for messaging you, you were also definitely acting childish for, "grown man btw i checked".

    Realistically, what do you want them to do? There's no way they can win, they'd be throwing to work on gens. They're playing to win via getting Hatch. It's a ######### mechanic that promotes bad gameplay and there needs to be something else.

    Yeah something like AFK crow mechanic being more impacted like if survivors spend literally more then a minute not touching a single objective or doing any productive or interactive; the crows just appear and caws. But instead they Buff them to reveal survivors for the killer.

  • @[Deleted User] said:

    The issue is a lot of the community have their own personal, subjective definitions of what tunnelling is. For example I would guess that a lot of people think when a killer focuses on two survivors, that is a form of tunnelling to them. When quite clearly, it isn’t. I have also seen many scenarios where a killer hooks someone, tries to chase other survivors and gets looped in circles before dropping chase and finding the originally hooked survivor (sometimes they haven’t even bothered healing btw) who it turns out is the weak link. Is this tunnelling? I guess. But at this point what should the killer do? The issue is a lot of survivors don’t respect macro gameplay and think killer strategy is boring. The ideology seems to be : find survivor-chase that survivor-either catch them or don’t. Yeah, good luck with that strat.

    Similarly context is important- there will be people who consider tunnelling in certain situations acceptable and others who don’t. For example, the one person on death hook just got unhooked in end game. At that point if a killer makes a decision to tunnel I’m not really classing that as tunnelling and I’m not mad if it happens to me.

    As Scott said in this video, tunnelling is disregarding everything to 1-2-3 hook one particular survivor ASAP in a game. Ignoring other survivors entirely, ignoring any built in anti-tunnel and powering through anti- tunnel perks. Anything else, which seems to get referred to as “soft tunnelling” is generally just people whining.

    The truth is, if you are killer playing against decent survivor(s) that know how to loop and prolonged chases as long as possible, and waste so much of the Killer's precious time in defending Generators; of course, the best play would be to go back to survivor A (or B also) again, as they proving themselves as the weak link of the survivor side of that match and see it as a golden opportunity to secure a easy kill and make the pace of the game much easier for the killer.

    Obviously agaisnt SWF that are coordinating with each other and know how to protect each other with stack meta perks and experience to overcome the one killer; it is not easy to tunnel and win every single time. But for those rare moments in which the swfs make a blunders and a bunch of mistakes, and makes it easier for the killer to turn a 4v1, into a 3v1 then 2v1 and finally 1v1; by then, the killer is at his prime in strength. But survivors are only at the peak and overpowered state, when they take advantage of their 4v1 numbers advantage, stacking meta perks, and their ability to communicate and tell important information about the killer they are facing and what they are doing at all times.

    Of course, alots of playerbase, especially survivors mains can make all kinds of biased statements and their definitions of tunnelling. It can be as stupid as "the killer went after me again" despite the fact that the Survivor intentionally ran up to the killer and bodyblock them from hitting their teammates that rescue them or their teammates went into "immersive mode" and that injured survivor is the only one running around in the open freely.

    When I play killer most often, as soloQ survivors playing is miserable for me at times and I earned more BP this way; I usually do not resort to tunnelling unless the Survivors make it clear they want to be tunnelling and do some of the most ridiculous plays that end up flopping miserable and getting back on the hook as a result of their plunder. When I play killer, I am a opportunist that will take advantage of any mistakes the survivor makes. Not all the time, if I have specific challenges that doesn't require me to secure sacrifice and kills all the time or adept Achievements. But at the end of the day, I treat certain tunneling as killer's valuable strategy to put map pressure and changes the tides of the game side from survivors to killer if executed right. It is more often easier done in soloQ then swf, as soloQ lacks the information or even the equal experience to understand whom has been hooked once and twice and when it would be a good idea to take their place and trade hooks if necessary. If a player has Zero hooks and another teammates is on death hook when caught again, it would be wise to let the take their dying teammates place and be on the hook to protect them long enough to keep the generator repairs going.

    It is also why I feel like basekit Borrowed Time Iis a stupid idea, as killers can simple hit the Survivors again after the protection or wait out the timer. If anything, if the devs truly care about tunneling; they could simply offer a limited time "No Hit/body Collison" protection to the unhooked survivor, so that the killer simple cannot harm the survivor at all, until they do any conspicuous actions. As well as maybe very limited time aura reading on the survivor that rescue the hook survivor, to encourage healthy hook exchanges. Maybe even a basekit killer Buff of some kind to encourage and reward killers for seeking different survivor and hooking them, like for Example basekit mini Pop goes the Weasel. Another quality of life improvement changes for soloQ, is important information to get the killer attention and engage in chase with them, while letting your teammates heal up and do objectives. Also a solid nerf for swfs and experience Survivors is map Rebalancing making sure maps offerings are completely scrap for favoring one side.

  • @Blueberry said:

    This would be an apocalypse if it was removed. Not exaggerating. Everyone would leave over even the slightest inconvenience, killer they didn't like, or just as soon as they started to lose. Why not? Nothing to lose. People don't like playing with bots either.

    This would be a complete disaster. I literally cannot see even a single positive coming from this.

    I agree, even if DC penalty are removed; there will be a flood of players quiting for any minor and pathetic reasons like "I hate this killer or teammates". If Rage quiting happens so much, then it has the potionial to create a brand new problem. Longer Queue times for example, if you have a match in which all 4 survivors leave, the killer would be stuck with bots survivors the survivors would be stuck in long queue sessions in trying to find "the perfect match" for them, and be disappointed no matter what…

    Killers could do the same, and end up in lower rank lobbies because of the previous unfair lobbies that forced them to rage quit. It would simply not end well for either sides. The DC Penalty needs to stay, for this consists of rewarding players whom stay and play the match until the very end and punish those whom consists be a poor sport and ruin the match for everyone, despite the fact the bots got that covered.

    Some toxic or sour players need to learn to "Take a chill pill" and take a break from DBD and come back with a positive attitude and understand why they should rage quit in the first place, unless it is absolutely necessary.

  • I disagree... Boon:CoH was a busted overpowered perk, especially when Self-healing meta was at it peak. Before the nerf, every Survivor, especially soloQ survivors that have unlock this perk can bring this entire the match and boon any or a couple of totems (if multiple Survivors bring it) and gives themselves and their team the ability to Self-Care without any negative penalties and it increases by 50% plus extra if you stacking Botany Knowledge and other increases healing perks and medkits. It was very common to bring a medkit and forget healing your teammates as it was very productive for survivors to heal themselves and screw the altruism, while making sure the other Survivors invest their time in doing objectives or tank more hits from the killer.

    And of course, as killer; it was very frustrating to play agaisnt any Survivor running CoH, as they can Boon as many times as they wanted and stumping the totem was a waste of their precious time and pointless. If the killer happens to identify the boon survivors, they would mostly definitely tunnel them out of the game, to effectively counter this one survivor with CoH. In fact, hit and run strategies would no longer be viable strategy for killers, as everyone can literally run to the Boon and heal up in like less than 10 seconds. It more often then not encourage killers to tunnel and camp more.

    In short, the removal of the self healing attribute, and buffing the healing speed to 100% for altruistic healing, as well as the nerf to self healing with medkits, like it is currently. This is the best change and my ideally balanced Rework of CoH.

  • @Miowsers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690416#Comment_3690416

    I just want to point out how common it is for people to have phobias, especially within a video game. If there was a spider-detailed killer I believe that bhvr would have to include a arachnophobia mode to help those players. I think some sort of alternative to this issue would be to have the option to blur the killer but not too much where it might intervene with one's gameplay but just enough so that person doesn't have to be fearful or get induced anxiety from it. This game will always a casual game for most, for others sure it is competitive but everyone wants to have a good time, and behavior should be inclusive to everyone.

    If you are playing a horror game with one or two of your greatest fears and anxiety playing; you should know the risk in playing them or simply taking a break from those games in general. Even if blurring a killer is possible alternative option, banning a killer should not be option, as you quoted before... "everyone wants to have a good time and behavior should be inclusive for everyone."

    I would be down with setting option to keep killers skins at a default level, and use any particular skins that may trigger anxiety to certain individuals as a compromise.

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