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GingerBeard

GingerBeard

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GingerBeard
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  • I actually liked the PTB version and was planning on using it, but now i'm not so sure.

    • Addons need to be reworked.
    • Zombie pathing needs improvement.
    • Being infected should buff zombies in some way. I personally like the idea of zombies detecting infected players easier and moving faster when chasing them, but there are several other ideas that I like. Maybe you could even do the opposite, and have uninfected players be more vulnerable to zombies.
    • Nemesis should push/knockdown zombies when walked into them. Could work from the start or be added to T3.
    • I wouldn't mind if T3 also buffed his zombies just so the payoff is higher, especially if zombies aren't buffed in any other way.
  • I don't think that nerf would have much of an effect (well depending on the numbers) so i'm indifferent to it. I think a simpler nerf would be cutting the distance to 16-24m.

    For something more substantial and more akin to your idea is keeping the current distance, but disable the perk while in chase. However, any time you vault during chase the perk activates again for a brief window (3 seconds or so).

    As for secondary effects I can think of two.

    1. Extends duration all aura reading by 2 seconds, or all non-killer specific aura reading if need be.
    2. Aura of windows and pallets that are blocked by the entity are shown to you in another color. This one is more niche but still has usefulness.
  • @sizzlingmario4 said:

    Rework it in a way that makes it better for anti-tunnel but doesn't reward survivors who go out of their way to force it upon the killer. The 3 second stun isn't good enough against tunneling killers, but the 5 second stun was too good if survivors used the perk aggressively/bodyblocked the killer to force it when they weren't trying to tunnel.

    And get rid of the skill check or at least make it bigger. It's not necessary for an anti-tunnel perk to have a hard skillcheck.

    The deactivation in endgame should stay the way it is.

    "And get rid of the skill check or at least make it bigger. It's not necessary for an anti-tunnel perk to have a hard skillcheck."

    I just wanted to highlight this because it's the main thing I want to see changed. It feels wrong to me that it still has one. Like if you miss it (even if it's not the hardest) I guess you deserve to get tunneled? How does that make sense? Doesn't this also disproportionately effect newer players as well since they are the worst at skill checks while also being the most vulnerable to tunneling since they suck in chase?

  • This is more of a QOL change than a buff, but I believe the perk needs is an indicator to let others know you have it. I made a thread on it a long time ago, but having someone cancel your heal on them because they want to heal you first completely invalidates the perk.

  • I remember being so happy when it was removed. Not at all excited to play on it again, at least not in it's original form.

  • Spamming noise notifications can be very annoying even for people without a disability like me. Here's hoping one day we'll at least get an option to deal with it.

  • Played liked 10+ killer games and it never came into play. Played a bit less as survivor and it triggered once while the other games it was barley a blip on the meter.

    The one time it did trigger it was against a Knight who hooked me for the second time close to a three gen. No other survivors were nearby and they kept coming within a couple meters of me while they were patrolling, and they did this like five or so times. On top of that, they stopped to use their guard directly next to me twice. Had they not done that or simply patrolled a little wider I would have died as I had like 5-10 seconds left before death. Ended up escaping the match.

  • The only nerf that I feel might happen is a reduction in range for Windows. MAYBE they remove the vault speed increase from Resilience like they did with Spine Chill?

    Other than that I guess they could nerf the speed boost you get from Adrenaline, or increase exhaustion times for Lithe/Sprint Burst if they wanted to try and lower their usage some.

  • I feel the perk should light up when an item is being used in your TR so at the very least you can see when you're getting value.

    Maybe it could show the aura of survivors that are using an item in your TR?

  • This might be an unpopular opinion, but i'm not against removing the lobby entirely if need be. Just queue up in the main menu and when a match is made it takes you straight to the offering screen. Though this would mean no pregame chat for survivors, unless it gets reworked, which hurts solos a little. To be fair however, I never use it and hardly ever see it used.

  • @CrowVortex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492868#Comment_3492868

    Yeah it's neat. How do you feel about the weapon in-game? The fact you can't really see it while moving is what bothers me but probably just a case of needing to get used to it.

    Oh sorry I don't own it, I just looked at it in the store so cant say.

  • I absolutely love it. Honestly might be one of my favorite killer skins ever. Didn't know it had lobby music but that's pretty neat.

  • @Chilli_man2400 said:

    Her biggest problem right now is that tapes have no purpose anymore. I had a game where 3 survivors were holding tapes for like 2 minutes cause now they don’t build condemned anymore.

    this is godawful game design. Why is it that a CURSED TAPE is actually protecting you!!!! You should have so many negative downsides for holding that tape.

    With pinhead you can’t hold the box forever cause you get oblivious and you can’t do gens. Wesker you get slowed down unless you spray yourself and Nemesis you can get downed at a distance that’s far. Sadako has none of this

    @NickMilian said:

    I'm also finding that confident survivors are just holding tapes - perhaps make them exposed if they hold them for long enough? Or bring back the passive condemned. It is a "cursed tape" after all so should have some kind of threat.

    Agreed. I only played two games against her so far, but in those games I actively wanted to have a tape on me whenever possible which seems backwards.

  • So nothing actually changed?

  • I've wanted a proper carnival map for Clown ever since his release. Think of an open field at night (or just at the crack of dawn/dusk for a partly orange and purple sky) with a smattering of colorful tents, concession stands, and other various attractions adorned with vibrant hanging lights. One large "main" tent looming over all the others along with a Ferris wheel somewhere as well. Could get a little wacky and have a funhouse or something akin to a mirror maze. Powered generators could activate lights, music or even whole attractions such as a carousel. Bonus points if they go with more of a dark carnival aesthetic (google it).

  • I have the CE, but sadly haven't had the chance to play it with my friends yet because they keep wanting to play my other board games.

  • I'm absolutely disappointed in how they're being implemented thats for sure. I thought they would be more like the optional stairway in Midwich, offering chances for the killer to open up new routes altering the flow of movement in the map.

  • From my experience wraith sticks out as the most inclined to tunnel regardless if there are five gens left or not.

  • I've thought about this before and think it could work if done in one of three ways.

    1. The killer has a usable power of decent strength from the beginning of the match, but it gets marginally better for every gen completed. Just as an example, Oni needs slightly less blood and Blood Fury last slightly longer for every gen completed.
    2. The killer gets a boost once the last gen is completed that is something other than permanently buffing their stats. A great example of this is Dredge who has two addons that both trigger when the last gen is done. One of these automatically starts nightfall and the other breaks all active locks.
    3. It was already brought up, but a killer who has their own "endgame" unrelated to gens such as Nemesis or perma tier 3 Myers.
  • Hasn't been said yet, but i'll also point out that the perk was just updated and players are obviously going to want to try it out. As surprising as it may be, when a new perk comes out or one is updated it'll have a higher usage for a time.

  • I like seeing change as it keeps me interested, so i'm looking forward to it.

  • As a chad Terminus enjoyer, i'm looking forward to a possible uptick in Adrenaline users.

  • I would personally like to see it implemented.

    The concern that it'll lead to more toxicity is overblown imo, but I understand the thought process and admit I might be wrong.

    Holding something back due to the fear that some people (potentially a minority) may purposefully/accidentally misinterpret the system, even while others would benefit, is just a viewpoint hard for me to get behind.

  • A lot of it comes down to the killer's playstyle and my mood that day so it varies.

    Unless its Hag. Don't remember the last time I enjoyed going against her. Also Wraith is up there too.

  • Updating more perks to show a notification when relevant in the match. Perks like Deliverance, Unbreakable, Solidarity, Head On, and Wake Up are the ones that come to mind.

    They could also show survivor perks on the offering screen when in a game. I'm kind of torn on that suggestion though. I think it would feel clunky to use, and you would have survivors doing nothing while also possibly being oblivious to what is happening around them. This could be fixed by assigning a new button that toggles loadouts on/off on the side of the screen, similar to the new archive tracker being added.

  • Just stopping by to show my continued support for the removal of map offerings.

    Alternatively, I also like the idea of reversing their function to ban a realm instead.

  • I fine with it going live the way it is and seeing how it plays out before any changes are made. That said I do feel the duration could potentially be nerfed to three or four seconds.

  • The games I played against the bots were insanely easy, mind-numbingly easy. They honestly seemed worse than a brand new player most of the time. It works for the goal of training, but I don't see anyone playing against bots exclusively and not getting bored after one or two matches.

    Not saying there isn't going to be anyone who does enjoy it, and if you do more power to you. I just hope they get better down the line.

  • Would you believe me if I said Hag mains are behind anything and everything wrong with this game? Imbalance between solo and SWF? Hag. Gens get done too fast? Hag. Nurse OP? Hag.

    If you can't see it I can't help you. I can't say anymore in fear of getting banned as they have infiltrated the devs and have some on their payroll.

  • Call me crazy, but a radical idea I have is to implement some sort of mechanic that adds a hard limit to the length a match. Don't think this has ever been done in any game before though, so maybe it's too monumental a task.

  • I would rather see it and the achievement changed entirely.

    If not, at least modify it by only allowing a mori on a survivor who has no stalk juice left. If this route is taken maybe then you could allow a locker mori to happen.

  • @ThatOneDemoPlayer said:

    He's still worse at loops compared to Demogorgon, let's go

    What's your agenda?

  • I believe it was last year when this happened, but for the first time since its release I decided to equip it. I purposefully hid at the start of the match to ensure I wouldn't be the first one found.

    Guess who was still found first...

    Didn't try the perk again for many months after that.

  • Why they do not set a time limit (lets say 30min) that then starts EGC I have no idea. I see no good reason why we do not have one at this point in time, and its a bit frustrating as it seems like such a simple feature to implement.

  • It's about damn time too. 🤡 👍️

  • Being able to emote and tbag at the same time.

    Survivors faceplanting when they DC.

  • I held off on playing until yesterday due to how miserable playing survivor sounded from people. I played 17 games as survivor and it actually wasn't bad. Not a single survivor DC'd or gave up on first hook in any of those games. Now i'm not trying to discount other people's experiences, but I was surprised how well my games went.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093767#Comment_3093767

    It is already hard to get the auras in the first place though, you have to save or heal teammates which happens over the course of the game. You would likely only get two by mid game, and the third by late game.

    I don't disagree. Its always been one of my favorite perks but I hardly use it anymore mainly due to the reset upon being hooked. Personally, if the reset was removed I would never use any other aura perk again except maybe kindred for the killer's aura. Maybe thats just me though and i'm in the minority who thinks that way.

  • I've always wanted to see the reset upon being hooked get removed, but without some sort of downside I feel it would overshadow other aura perks.

    Instead of even having a downside/reset, another possibility would be to just increase the difficulty of attaining the auras. An example could be something like only applying when you unhook someone.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070166#Comment_3070166

    Even with thr basekit changes you were still tunneled? Was your other teammates helpful?

    Ehh, they did try to help but wasn't the best at it, but I didn't play great myself either though.

  • Played three games so far. First game the killer DC'd, second game a survivor DC'd at five gens, and the third game I was hard tunneled out of the game at five gens.

  • I'm a believer that the reduction to 75% will make it near useless, but time will tell. I think the exhaustion nerf was a fair trade and just that nerf alone would have been enough for now. Should've also fixed the silent breathing too but guess that'll never happen.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030796#Comment_3030796

    Again if it cleanses itself what is the point of it being a hex in the first place? They may as well have put it on a timer as opposed to "oh we know hexes get cleansed 60 seconds or less into the match most games, but just in case you do well enough to keep the totem up, we will make sure it doesn't give you too much value as a reward (in addition to the fact that regression speed is now back to the trash tier level of kicking gens)." Like what??? lol.

    If both the nerfs go through than I agree that it isn't worth it to be a hex. Even if it isn't nerfed I still wouldn't use though since it can be cleansed too early to get any value. Both nerfs together are overkill so now i'll never touch it again. Just one of them would have been enough, and I already stated which of the two I would prefer. Ruin is never going to last long enough anyways for the deactivation nerf to come into play, so I would rather have the higher regression for the few minutes that it might be up for. Remember the perk is getting nerfed no matter what, im just picking the nerf that has less of an impact from my experience.

    @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030796#Comment_3030796

    It has no value. A gen does not regress if players are working on them. That means that no significant regression happens in the early part of the game. The only thing that gave it value was if it was still active in the later parts of a match. The devs even said that it was a late game perk. The fact that it could be removed before that was a risk vs reward situation. Having it stop functioning automatically after one kill takes away any reward that it had. It either gets cleansed by players, or gets cleansed by the game. Either way it doesn't make it to the late game where it actually had value. And, keep in mind, you can't use any other type of regression with it, including kicking. There is nothing left to justify it as a perk, let alone a hex perk.


    Read above.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030391#Comment_3030391

    The deactivation makes little to no sense either considering survivors can cleanse the totem at any time (and most times this happens before you get any real value out of it anyway).

    Which is why as far as nerfs go I actually like it. Its basically guaranteed to be cleansed before you can kill a survivor so it doesn't actually nerf it too hard. Don't get me wrong, even if they didn't nerf it I still wouldn't use it as hexes are too unreliable. Since they want to nerf it though, I think this was one of the better ways to go about it.

  • I already advocated for the removal of the skill check since the last nerf, and now with the upcoming changes it truly is time for it to go. It would just be a QOL change for most of us anyways, but would still be a buff for the newer players.

  • I would think it would be way too weak on its own so I would pair it with other effects. I would throw it on an existing perk that could use a buff. Calm spirit or Guardian come to mind as good fits.

  • @OniWantsYourMacaroni said:

    Don't forget the ❄️👀 cosmetics

    Honestly why is this so true.

  • I'm fine with the fact that ruin deactivates when one survivor dies. I actually really like this change and would have stopped there. The additional nerf to the regression speed does feel like overkill.

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