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Fuzzycube

Fuzzycube

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  • Hex: Huntress Lullaby is now no longer a hex however all tokens are lost upon a survivor failing a repair or healing skill check.

  • @I_Cant_Loop said:

    There are about 300 perks in the game now. A game with a limited amount of mechanics can only have a limited amount of things that perks can do to affect those mechanics. I think it’s just simply tough for the devs to come up with new perk ideas given how bloated the game content has become.

    I agree, although I think a lot of current mechanics need a complete rework, the Teamwork perks for example should be made strong enough that solo queue players can find them useful and Invocations seem like a huge waste of time given that you also permanently lose a health state.

    Even Boon’s post the Circle of Healing nerf seem weak, with the exception of certain multi-floored maps (And only if you’re good at finding totems) it feels like you’re better just taking passive perks like Deja-Vu, Windows of Oppertunity, Botany , Resilience, etc or extremely easy to activate exhaustion perks like Lithe.

  • An issue with the game is solo queue survivor is the the hardest role in the game and at the lowest MMR (When you start playing) I recall it being the most difficult.

    However a GOOD SWF (Survive with friends) survivor team is the strongest and easiest role in the game (When they have voice communication, etc) so it’s difficult to balance between the two.

    As for MMR I hear it’s not great, from what I understand there’s a small amount of people in lowest and highest MMR and everyone is in the middle somewhere.

    And for perks exhaust perks like Lithe are the easiest way to escape killers in chases with perks like Windows of Opportunity to help with loops and Resilience and Finesse to get a boost when fast vaulting to help with loops.

    A generic popular build for survivor would be something like Deja-Vu (+ Repair speed and helps prevent 3-gen situations where you end up with 3 generators next to each other near the end of the game), Lithe, Windows of Opportunity and Resilience (To help fast vaulting).

  • @ChaosWam said:

    I love undetectable and killers that can use it efficiently or in ways survivors don't see coming.

    Unfortunately, I can't really run fun ones without at least 2-3 slowdowns of some kind, depending on if I run a M1 killer or not.

    All killers can have an undetectable playstyle if you use perks like Unforeseen! :D

    Personally my current favourite killer + build is Knight with the add-ons Call to Arms and Town Watch’s Torch and a Scourge Hook centric build of Surge and the Scourge hooks Floods of Rage, Gift of Pain and Jagged Compass (Pain Resonance might work better, I’m not sure but I prefer surge).

    Knight’s Town Watch’s Torch lets him have the undetectable status for the entire duration that a guard is chasing a survivor so depending on how you play you can have it active quite frequently.

  • @crogers271 said:

    As a survivor: I feel like they slow the game down. I prefer when DbD is a fast paced rush so not a huge fan. Balance wise I don't think the current versions are problematic.

    As a killer: I feel like they are a win harder perk. If I was going to win, I now dominate the survivors, but if I'm struggling then I'm wishing I had chase perks on.

    How about Surge?

    I find that it both lets you focus on chases and occasionally can help you find survivors to chase as an exploding generator means that its been worked on at some point (Perhaps recently).

  • I agree, it’s the one change I’m really concerned about since if the no generator regression or blocking as well as repair speed bonus lasts all match it could encourage an extremely toxic playstyle where survivors just let the first survivor die on hook, depending on how strong it ends up being.

    In a worst case scenario a SWF could make a 3 person squad and let the random survivor die.

    I guess BHVR could make it so it doesn’t activate if the first survivor dies on hook although that could lead to different issues..

  • Are people genuinely seeing many fog vials in game right now? For me it’s like everyone has moved back to flashlights, med-kits and toolboxes.

  • So BHVR will happily completely gut Skull merchant and leave her as the worst killer for a year (If updates go as planned) but they refuse to killswitch Streetwise which currently allows every survivor to have infinite charge toolboxes?

    It’s so bizarre, is killswitching a perk really that difficult?

  • Currently been having a lot of fun with:

    Knight:

    Perks: Scourge Hook: Gift of Pain, Floods of Rage, Jagged Compass and Surge

    Add-ons: Call to Arms + Town Watch’s Torch

  • I think it’d be a good idea, maybe add a perk which gives a random perk and 25% extra blood points and you can take it as all four perks if you like.

  • @SoGo said:

    Artist.

    Myers.

    Houndmaster (if you add a load of bugfixes in).

    Myers I feel is a killer who needs a significant power rework, at least as far his mini-mori ability goes.

  • If you want you can just go around breaking doors and pallets until the timer runs out but in general it might not be bad to let killer players abandon the match at that point.

  • Vecna can’t attack for a short time after using flight and also while cancelable he’s stuck in trajectory and it’s like driving a truck while in flight so you can either turn around if you’re close or take a sharp 90 degree right and continue running (If he’s far away catching up it won’t help too much), it also ends immediately after going over a window or pallet (Which has a niche but gimmicky benefit if you use the perk Dissolution).


    (He’s been my main for a while)

  • Lower MMR SWF groups can be even worse than solo survivors because they’re often so altruistic they’ll happily throw the entire game if it means saving a teammate, sometimes staying grouped up together the entire march.

  • Maybe it’s the hook aura blocking function of the perk and the smaller stature of the killer means hooks are slightly harder to spot without auras? Especially on some maps like Coldwind Farm where small killers such as Sadako or the Hag can barely see anything while in the cornfield.

    I guess you could try adding a bright charm like the Auric charm (That you get normally with your first auric cell purchase unless there’s another item because there’s a special event, like currently for example), the Astral Entity Abstract from Tome 3, the Tower of the Observer from Tome 6, the Universal Terminus from Tome 9 or the Flashlight charm if you have it (I think it came from a rift but not sure which one) and see if it makes any difference.

  • @M1_gamer said:

    houndmaster, tbh i forgot she even exists. I took a break during her release so yea.

    Same, although I also really hate playing as her so I’m not surprised, I gave the Houndmaster a chance when she came out but at least on console I spent a good part of matches trying to get Snug to do what I want.

    The main problem is it seems unnecessarily difficult to lock onto generators and exit gate switches when setting the search location but as well as that with all the shouting commands and Snug barking it becomes distracting when listening for survivors, generators or boons, also sometimes Snug will randomly decide to take an unnecessarily long path to reach a location which is annoying given you need to follow the search path if you want a haste boost.

  • It potentially might appear in a bundle in the future or some other promotion.

  • @CrossTheSholf said:

    Williams add ons seem more underpowered and not useful at changing play styles the more I play him

    So far my favourite add-on is the Security Badge, +10 seconds of undetectable after travelling through a security door is pretty good (Going from 20 to 30 seconds).

  • As someone who nearly always takes an med-kit the only perk I really dislike is Franklins, although it’s fun to use, I generally avoid using it during anniversaries though so people don’t lose their anniversary items.

  • I know it works out as the same since it’s mostly been incorporated to his power but Vecna’s Crystal Ball was already seen as one of his worst add-ons and 1 second of extra killer instinct when a survivor is revealed by the Dispelling Sphere is really poor compared to other add-ons.

  • This may be a hot take but I think boons were only really viable when Circle of Healing let survivors self heal without a perk or medkit, other boons were viable because you could use them in addition to it.


    (Shadow Step can sometimes still get really good value on indoor maps with multiple floors)

  • While I do wish it was random items and add-ons with points offerings only I do enjoy it on killer since I often find new perks that work well with killers which I likely wouldn’t have tried myself.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935595#Comment_3935595

    Tbh, I never understood why people were so pressed about the old Dead Hard. 🤷‍♂️

    Like I'm curious, what was wrong with it? It just gave some distance at the penalty of exhaustion.

    It was the best perk for extending chases/loops.

  • @ImWinston said:

    • "Lightborn" is a perk left over from DBD's past, where there were instant-mori, instant brand new part, instant syringe, old DS etc etc... it's a perk that would never be designed in this way today, simply because it cuts out a fundamental part of the gameplay without asking for anything in return. I'm amazed that the devs have left it unchanged all these years.

    How else could the perk work while still being useful?

    The main reason to take it is so you don’t drop a survivor during your locked in pick up animation with a bonus of not being blinded during the locked in animation of kicking a pallet with some aura read.


    Maybe it could still blind but you don’t drop a survivor? I don’t think that would really change too much though.

  • Blight, Ghoul is much easier to use though.

  • Why not just add a hard cap for Haste and Hinder status effects instead of having them not stack?

    For example the haste cap for survivor could be 7% (That’s what Hope gives you so I assume that’s the maximum BHVR want) however there could be an exception or different hard cap for any Haste status that specifies a duration (Maybe a 50% haste cap?).

    For example with Exhaustion perks such as Lithe or other perks such as Babysitter (It’d probably be fine to include niche miscellaneous things such as the Refined Serum add-on in this category).

    So to summarise in this theoretical suggestion for survivors there could be a 7% Haste cap for anything that doesn’t have specified duration and a 50% Haste cap for anything that does.

  • The issue with stealth is it puts pressure on other survivors which is a problem in solo queue and a problem in general if survivors just sneak about not doing gens for the entire match.

  • No but three changes I think would help:

    1. The Yamori's Mask add-on is far too strong and needs toned down.
    2. If you can’t reach a survivor with your m2 you shouldn’t be able to inflict a deep wound (Over a pallet, aiming from the bottom of Dead Dawg Saloon to the top, etc)
    3. Please stop screaming while I’m waiting for a match.
  • My biggest worry is he gets nerfed leading to killers thinking the only way to play Kaneki is to use his mobility to hard camp and tunnel.

    Another perhaps more controversial take - why shouldn’t there be a high tier killer that’s fun and easy to use?

    That’s not to say I don’t think he’s currently overtuned.

  • The initial hit seems a little oppressive, I was playing in Dead Dawg Saloon, a survivor is working on the outdoor generator at the top level of the saloon, I’m outside on ground level yet I’m still allowed to get a free hit and put them in Deep Wound.

    That seems a little..unreasonable?

  • @Nomade said:

    If I were the devs I wouldn't waste my time. Switch 2 is goinna bomb hard. 90 dollar games. Basically no one should buy the switch 2 ever, especially when we have handheld PCs that do more for so, so much less.

    Nintendo often change course if things don’t work out at first.

  • I’m sure it’s a lot more fun to use than to go against but: Surge, Franklin’s Demise, Weave Attunment and Friends ‘til the End

    And my favourite 3 killers with the add-ons:

    Vecna - Ring of Spell Storing, Pearl of Power

    Knight - Call to Arms, Town Watch’s Torch

    Dracula - Magical Ticket, Winged Boots

  • Maybe have it warn you whenever you have your aura read by the killer (But not give you any additional bonuses alongside the warning).

    At least then if you’re healing and it warns you then you know the killer likely has the perk A Nurse’s Calling or if it warns you at the start of a match then the killer probably has Lethal Pursuer and so on.

    They could give it a cooldown and make it have a sound kind of like Small Game.

  • Basically give survivors ways to annoy the killer like head on/blast mine/chemical trap/mirrored illusion/whatever depending on the role they choose and what wouldn’t be too overwhelming for the killers (Maybe modifying the perks somewhat like increasing the cooldown,.


    Maybe flashbang too or just add those (Or firecrackers or similar) to chests.

  • Two more:

    1. Dead by Daylight isn’t pay to win but it is in a way grind to win since the strongest items and add-ons can make a big difference for both sides, and as well as that perk levels seem completely unnecessary as there’s no reason to penalise newer players with weaker versions of perks.

    2. Botany is good perk but is unnecessarily complicated since I’m guessing most people don’t want to do math to work out what -20% healing efficiency means in practice (In general you can just use a Bandage or any other add-on which increases healing charges to get one full self heal and have enough left over to use a Anti-Hemorrhagic Syringe too since instead of 24 charges (A full med-kit) you need 28.8 charges).
    1. The killer shack is too survivor friendly and there should be a killer perk that does something to negate that, maybe x% hindered while within the killer shack and a few seconds after leaving but the perk gets disabled if there’s a survivor hooked in the basement below the killer shack and also for x seconds after the survivor is unhooked or something like that.
    2. Chaos mode is the best mode but it would be better with random items and add-ons with only point based offerings allowed.
    3. Self healing via Circle of Healing was the only thing that made boons worth taking.
  • It’d be interesting to see total kills next time too. 🙂

  • A tutorial would be nice but in general complicated killers stomp low mmr solo queue, Vecna was pretty bad for this as you need a few games to fully understand all his quirks plus using the magic items.

  • It can be pretty funny.

    I had a game yesterday where I started in the killers terror radius before the match had even begun, I thought it was a hacker at first but nope, turns out it was just Wesker with the Distressing perk.

  • BHVR should add a hard counter perk that just stops you from being forced to drop your item.


    Like the killer perk Lightborn it wouldn’t be amazing but would prevent a style of gameplay some players hate.

  • if a match is annoying me so much I’m suiciding on first hook and the game doesn’t let me I’ll just dc since I do it so seldom penalties are non existent (Mostly because 90% of my games are as killer), normally that’s just Plague since if makes me feel nauseous (Or I’ll play without sound) or if I’m already having a bad string of matches and the killer brings Franklin.

    Super hot take: If a match is genuinely bothering you it’s honestly better just to leave and join another despite any complaints anyone has.

  • I think if anything it should have a minus repair and heal speed penalty since it’d counter a lot of killer perks and abilities.

  • It might be a bit strong to have unlimited free aura blocking (It’d completely counter Gearhead as well as make perks like BBQ a lot weaker) maybe have it added to Technician and work like Distortion where you start with one token and every generator you complete you get another token?

    Or maybe x seconds of killers not being able to read your aura after a great skill check?

  • From a killer main perspective:


    The longer you play the less you worry about matches I find (It’s not like the monthly bloodpoint rewards for rank are particularly amazing) and if you are having that bad a time to the point you are getting angry just DC and eat the penalty and take a break from the game.

    One thing I find useful is don’t worry about the meta and if something in particular is annoying you if possible just take a perk to hard counter it, like Lightborn for flashlights or Agitation for Boil Over/sabotage hook builds.

    But the game is weird in that if you keep getting 4K’s and keep raising your MMR the sweatier and arguably less fun matches will become so it’s not too bad to occasionally get some 0ks or even intentionally let survivors escape.

  • I agree plus some maps are straight up good or bad for some killers, like if the survivors could see it was Billy they could just use an indoor map offering.

  • The only thing in the game that could be considered pay to win is when BHVR accidentally make perks that are way too strong on new survivors/killers and then nerf them before they become available on the shrine.

  • Killer:

    Starstruck - This perk has multiple uses, the main one is to dissuade saves with flashlights or hook sabotages but you can also use it aggressively and try to hook the survivor near a generator you think other survivors are working on, very rarely if you hook a survivor in the basement and survivors are too altruistic it can cause the match to quickly fall apart for them.


    Survivor:

    Quick & Quiet - Good for sneakily escaping chases or to quickly hide from the killer, particularly useful during the end game collapse and there’s also lots of potential perk combos.

  • I’ve been having fun using them together along with the new Deathbound and Thantophobia.

  • I think maybe a VERY SHORT cooldown could be good for the health of the game so it's not just autopilot looping.

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