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ILikeBonez

ILikeBonez

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ILikeBonez
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  • @Jasix said:

    Uhm any killer can chase and track you easily - especially if they are as close as you say he was.

    It's obvious the killer was new - otherwise why would they engage in a chase for so long. You are taking one newbie killer experience and blowing things WAY out of proportion. New killers tend to be hyper focused on a survivor they find and chase for way too long - but the good news is that gives your team time to do generators. They will hopefully learn to abandon a chase after 20-30 seconds - otherwise they won't do well as a killer in the long run as a killer.

    Nothing needs changed with the Doctor's powers. I am not sure what rank you are that you are facing a rank 20 Doctor, but I am assuming you are lower rank since you were able to loop for more than a minute. Instead of looking for the negative - look for the positive - you gave your teammates more than a minute to heal/do gens/totems etc... and in the process gained quite a few chase points.

    The generator time is moot if my team is too damn concerned with using their stupid key on the hatch that has spawned because we did enough generators - instead of finishing the last generator we needed to power the gate in the first place.

    The annoyance came from me being on death hook - so it wasn't like I could just run to him to prematurely end the chase.

    And chase points are meaningless to me when they're already maxed out from the Killer's low rank/chase capability previously - maybe if BHVR didn't have leaden-hands and heavy handed everything about Bloodpoints and the grind, maybe.

    --

    And again for the people that keep saying "if he was that close blah blah", no - he was inexperienced enough that I could lose him in chases, but close enough that I when I could start slipping away from him to Snap Out of It. the moment I did; here comes the damned illusion triggering every handful of seconds constantly that just immediately drew him back to the area and right back on me because Snap progress isn't cumulative and has to be done all at once.

    It's literally not a case of he was on my ass the entire time.

    It was a case of, without his gods damned hallucination tracking ability, he would have lost me in the chase and I could've snapped out of Tier 3 to resume normal gameplay.

    I understand 99% of the Survivor playerbase wants 'Tag Time with the Killer on the Playground' but some of us actually enjoy the aspect of trying to do the generators and, you know - not getting caught by the killer for stupid things like a badly implemented power. like Survivors SHOULD be emphasizing in their gameplay instead of this backwards ass game design.

    @[Deleted User] said:

    Calm Spirit was very killer specific. It's good this aspect of it was removed. We can't have perks that cripple individual killers.

    Doctor makes you vulnerable to chases. It's all he has with his anti-loop. Remove it and you have a Trapper and we all know how powerful he is :D

    I love playing as and facing the Doctor, he seems pretty balanced and fun to me :)

    Ironically (though not to most people probably) I find Trapper extremely annoying. Strong, no. Not close. Annoying as hell though.

    I think his traps are too "Safe" from Survivors.

    I think when they are disarmed, they should break and respawn instead of him just waltzing back over to reset them. I also Trapper should start with a bag of 5 traps that he can manually place - and then a handful of extras littering the map. Broken traps would refund to the bag first and then respawn to the map if the bag is full.

    On that same token, I think Survivors without items should be able to pick up unarmed traps - even if they were Exposed while carrying it or had their auras repeatedly shown to the killer every couple of seconds while carrying it.

    But that's just me - Trapper is extremely 'not engaging' as everyone likes to toss out to other killer commentary; and more just an absolutely annoyance than being actually 'good'.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2170494#Comment_2170494

    "I like the energy meter - but I think the 61-60 thing is a little redundant because I do not know hardly any Survivors that do not sprint or 'tap sprint, walk, tap sprint' within seconds of the match starting so they will know it's Freddy when their energy drains."

    • survivors only start to lose energy when they enter the tired stage after entering his or his nightmare projection's lullaby radius that way survivors wont know its Freddy right at the beginning of a trial.

    you idea for Freddy's power is interesting but there are a few issues that need to be smoothed out

    • Freddy having to actively put survivors to sleep with a 3 second channel that slows him down is actually worse that his original power where he just needed to tag a survivor in range and they would automatically fall asleep in 7 seconds allowing him to position himself for the m1
    • the only reason Freddy's snares even work as a power is because they can be actively used in a chase also they do give a lingering hindered effect that lasts for 3 seconds instead of 5. in reality he is just a weaker clown but with great map pressure due to his teleport.
    • in place of a teleport Freddy gets the ability to get a free injure or down every 60 seconds without any warning or interaction with the killer what so ever would be the most hated thing in dbd history. you see how much survivors hate spirit because of the lack of interaction.
    • 15% slow down is too much when you consider survivors would actively DC or suicide on hook when Freddy brought the old swing chain addon which only slowed them down to a max of 12% also 15% only adds 12 seconds on to a gen and without his teleport like you suggested he has no map presence.
    • Freddy seeing your aura every 15 seconds when out of his terror radius if it became a problem survivors would just use the new object of obsession and then they get free aura reading on Freddy every 15 seconds and without his teleport he cant do anything about it but walk to them.
    • you gave him 3 powers, how would that work on controllers?

    For the energy meter - so they would keep full energy until they actually came near him? Or am I misreading things?

    As for the flaws mentioned:

    1 - The slowdown part was to compensate the faster time to tag them; if anything, I would love for him to have true invisibility without needing to channel - but that is too powerful by a longshot (free hits with no way to avoid it); so channel with a slowdown puts him simialr to Wraith's uncloaking. I guess he could use a speed boost after putting them into the dream state, like Wraith gets his speed boost for uncloaking to catch back up. Or he could just have no slow down while channeling.

    2 - Freddy's snares work well for closing off sections of places from sleeping survivors and closing loop spots for when you're chasing Survivors. The problem is, the Hindered effect (because of Dev personal fear of the status effect) is too situational and barely useful unless he is right up on you.

    3 - It is a single generator, chosen at 60 seconds (which is a long time) that cannot be adjusted except for add-ons; unlike the oppressive as hell teleport that currently gets up to 60% cooldown reducation for players being in dream state. If it had an auditory warning, it would be absolutely useless because it only targets the immediate range of the generator. Survivors don't need a warning for every single power effect going on that could harm them - that's in the realm of hand-holding, imo.

    You could remove its ability to down Survivors on the generator I suppose to weaken it - maybe increase its cooldown by 10 seconds for every dead Survivor so he can use it less and less as the team dwindles; but I don't see a surprise and sudden attack without warning any different than a stealthed Ghostface attack that came from around a corner without warning against Survivors not using Spine Chill (which is another problem all its own) except for it can score multiple hits if Survivors are ganging up on generators. if 'map coverage and pressure' is his problem, then up his base speed to 115% if it isn't already there, so he can cross the battlefield far faster. Besides with the plethora of Survivor healing and teamwork perks and SWF groups that exist - the injuries won't be 'gamebreaking'.imo.

    Spirit, as I have seen, isn't the 'lack of interaction' so much as you literally cannot mindgame her when she's in your face or on your tail. Freddy's power adjustments don't give him that level of untouchability when he's in your face. His generator power is ranged; he can't hit you without the channel - so Survivors would take a ######### themselves jump scare and possibly get injured if he chose their generator, good; there needs to be more 'fear' in this game from killers and less 'warning so you can counter' when you aren't directly engaged with the killer.

    4 - The speed slowodwn needs to just be put in and the Survivors told 'shut up' honestly. Jump rope is stupid anyway because it should not be tied to an add-on, but tied to the Dream State as a deterrent to wake yourself up --- instead of this BS "oh I'm asleep, oh well" mentality that plagues Freddy currently because Survivors don't WANT to have to stop doing generators to deal with Dream State awakening.

    5 - The controls wouldn't be an issue honestly, if BHVR would upgrade their archaic tech or learn to better implement Unreal's capabilities honestly. I play PS4, so I would do something like -- holding L2 puts him in 'power' mode. R2 would place snare (instant animation trigger like Hag drawing traps, no need to channel) on the ground (since they're not meant for chases anymore) OR it would start channeling dream state if the 'target reticule/centering' was aimed at an awake Survivor and the button held down., R1 would target generator and start channel. .

  • @Warcrafter4 said:

    I say this on all of these thread but it has to be said:

    The doctor is a noobstomper because of his detection/constant chases but is only average against better players due to his lack of mobility and lethality.

    Yes, he was a rank 20, whiffing constantly, terrible at actually closing chases --- but the fact taht he could KEEP chasing and tunneling because of his Madness clones and never be far enough away for you to Snap out without another trigger of clones bringing him back over because they trigger WAY too often..... It's ridiculous

  • @ggezbaby said:

    you don’t want to be chased? would you rather play generator repair simulator? I’m confused. he’s fine the way he is.

    Chase is fine. So tired of "WaH gEnErAtOr SiMuLaToR' being the argument for Survivors to justify the game being a 'troll the killer, let's play tag' pathetic excuse for any sort of horror game.

    Being able to tunnel-chase for 80 seconds straight; because Madness 3 has visible 'fakes' of him spawning literally every handful of seconds, that the Doctor can see and track you with - is not. Not when Madness is permanent and does not decay naturally over time anymore.

    Either remove his illusions in madness (which is just a tracking method for Doctor, and not a "oh no her's here" mindgame for Survivors.

    Or make his madness regress again so if a toxic troll of a killer decides to chase you for 80 seconds, staying just far enough away from you to not hit you, but close enough to keep track you and your clone pop-ups, that you'll regress out of it and eventually he'll lose the tracking.

    OR, make him unable to see his clones if they're meant to be 'mindgames' for the Survivor.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2170527#Comment_2170527

    Cleanse 5 totems (1 hex), open the hatch and escape through it, and you get exactly 10000 BP. Do you think someone who only cleansed totems and then used a key to escape did well enough to justify staying in the same rank?

    This was always the problem with the BP system. Playing for points does not mean you did a lot during the trial, it just means you maximized point gain.

    You survived though - and whether you 'helped your team' or not, you survived and should safety pip because you were doing the secondary objective (which could help the team), and you didn't get caught or hooked/downed/etc. while doing so.

    You shouldn't be punished just because you didn't "play by the Devs guidelines".

  • @Seraphor said:

    Nine pages with approximately six empty spaces per page?

    Add in about 30 Bloodpoint bonuses, of about 500-1000 each.

    About 20 Iridescent Shard bonuses, about 20 each.

    Then top it off with 4 Auric Cells, 25 each, one on each of the final four pages.

    That's 15k-30k BP, 400 IS and 200 AC, for completing the rift. It's barely anything, but would make it feel a little more worth doing.

    I get they want to encourage players to actually buy the rift pass but if they did this, more people would be inclined to actually complete the rift anyway, and once completed, it would be more appealing to buy the pass, because you'd know you've got your monies worth.

    For BHVR though - the 'money's worth' for the Rift is getting the Rift's price in Auric Cells by completely going through the rift levels. Lol

  • Nah - remove Emblems and category BP caps; but keep match cap of 32,000.

    Make pips based on BP earned once more.

    <10,000 - De-Pip

    10,000 to 14,999 - Safety

    15,000 to 24,999 - 1 Pip

    25,000+ - 2 Pips.

    Stop punishing players who might be really skilled at one aspect of the game - or really good at getting one particular task taken care of during matches, such as 'really good at knocking out generators without being found and ran off by the killer'.

    ----

    That, or just remove ranks all together when MMR comes out (if it ever freaking does). Keep Emblems for the players that just 'need to know' how well they played by the Dev's preferred playstyle and rules.

  • @LiunUK said:

    so Freddy. love him or hate him he is one of the most discussed killer in dbd you can't go a day without seeing someone asking for old Freddy or complaining about Freddy being to strong or boring or now people complaining about his addons being useless.

    the thing is; Freddy was not even that good, he was just a solo survivor bully. once you knew that being awake nullified his power and made his teleports cooldown longer he just becomes a m1 killer with a slow teleport and I believe its possible to make Freddy a strong but balanced killer with another rework so I decided to throw my hat into the ring and challenge myself to come up with a new Freddy kit that both fits his identity and pleases both old Freddy kit lovers and new Freddy kit lovers.

    Sleep cycles

    first we need to address Freddy's main identity; putting survivors to sleep and the sleep cycles. the 60 second timer he got with his original rework was functional but uninspired and I think that there is a better way to implement this passive effect in a more interactive and fun for both sides.

    Survivor energy and putting them to sleep

    instead of a flat 60 second timer survivors have an energy meter. they will start the trial with 61 energy and as the survivor looses more energy they will go through the stages of sleep, there is 4 stages to it.

    • awake
    • tired
    • micro-sleep
    • asleep

    survivors cannot see Freddy or any of his powers effects or be hit by Freddy when in the awake or tired state however Freddy can still grab survivors from lockers and generators instantly putting them in the asleep stage.

    Freddy is constantly emitting a lullaby radius at 32 meter around him and when a survivor is within range Freddy will begin to constantly drain 1 energy per second so long as they are in the radius's effect.

    at 61-60 energy the survivor is in the awake stage all survivors start the trial in this stage and survivors will not lose any energy no matter what they do. survivors will never be able to return to this stage once they leave it. this is purely so survivors wont know its a Freddy right at the start of the game.

    at 60-41 energy survivors will be tired any strenuous actions the survivors take will drain 1 energy per second this includes running, repairing, healing, cleansing and sabotaging.

    whilst standing idle or hiding in a locker for more than 15 seconds will begin to drain energy at an increasing rate starting at 1 energy per second and doubling every 5 seconds maxing out at 4 energy per second.

    at 40-1 energy survivors will enter the micro-sleep state survivors in this state can be hit by Freddy. in this state every 8 seconds survivors will enter the dream world for 5 seconds but when in chase survivors will enter the dream world every 3 seconds for 2 seconds, while in the dream world survivors can see Freddy and hear his terror radius as well as perceive all his powers effects.

    at 0 energy the survivor will fall asleep entering the dream world and being at the mercy of all Freddy's powers until they find a way to wake themselves up.

    every time a survivor fully falls asleep they will gain a stack of stress each stack causes survivors to lose an additional 0.5 energy when inside Freddy's lullaby radius all stacks are removed when being hooked.

    waking up

    so with all these changes to falling asleep we need to establish how to wake up and stay awake as long as possible. these are the methods on how to prevent falling asleep

    • failing a repair or healing skill check instantly restores 20 energy
    • when asleep use the furthest alarm clocks to regain 60 energy and return to the tired stage
    • when asleep other survivors in the tired stage can wake you up giving you 40 energy and return you to the micro-sleep stage
    • being hooked will instantly restore 60 energy, removing all stress and put you back into the tired stage

    Power: Dream demon

    the dream snares and pallets are so simple in design and function they leave no room for clever play or strategy and always ends up being the same playstyle every match these effects I have created a new power that will take their places.

    Special ability: Nightmare Projection

    press and hold the power button to charge up you power. once charged release the button to create a nightmare projection of Freddy sending it forward in the direction he was facing upon hitting an obstacle the projection will stand still for 10 seconds before disappearing.

    press the power button again while the nightmare projection exists to swap places with it. the nightmare projection will then begin to walk forward again until it hits an obstacle and disappears.

    the nightmare projection emits a 32 meter lullaby radius

    the nightmare projection mimics Freddy body language when he uses dream projection

    the nightmare projection cannot be seen by survivors outside the dream world

    once the nightmare projection disappears the power will go on a 10 second cooldown

    the idea of the nightmare projection is to give Freddy the feeling of being everywhere at once whilst giving him a strong ability that allows for a lot of mind games it may sound to strong giving him another teleport but bare in mind that as long as you are not in the micro-sleep or asleep stage he can't hurt you (yet)

    Special ability: Dream Projection

    Press and hold the Active Ability button to perform a Dream Projection and teleport to a Generator in view.

    Releasing the button early will cancel the action.

    dream projection has a base cooldown of 30 seconds

    For each Survivor in the dream World, the cool-down of using Dream Projection is reduced by a stack-able 10%.

    a global sound will play when Freddy is channelling his dream projection

    survivors in the dream world will see generators emit blood while being teleported to by Freddy.

    its basically the same except the base cooldown and percentile reduction is smaller but the survivors goal is to stay awake as much as possible so early in the match the cooldown will be longer but as the match progresses the harder it will become for survivors to stay awake.

    I really like the concept - but I will stand by my belief that Freddy; being a licensed killer; should really have given that Nightmare on Elm Street 'Dream Demon' feeling. I feel his old power set was the right direction, but it needed adjusting - Survivors absolutely did not want to be asleep. Nowadays, sleep is almost better than being awake - especially with the Dream World's lighting rework.

    I like the energy meter - but I think the 61-60 tihng is a little redundant because I do not know hardly any Survivors that do not sprint or 'tap sprint, walk, tap sprint' within seconds of the match starting so they will know it's Freddy when their energy drains.

    ----

    For me personally, I think he needs to take a step backwards and then go from there - merging some aspects of his rework with his old power.

    Freddy should retain his Dream Snare ability, with a 5 active limit as it is now, but they should be enhanced to cause a lingering Hindered status and not just a speed reduction that's only useful if he is actively chasing someone. Something like: Stepping in a snare reveals your location to the Nightmare and causes an auditory cue; Survivors stepping in snares are afflicted with Hindered for 5 seconds. Traps that are triggered, disappear and refund themselves to the Killer so he can set them again. This would also help stop Survivors just running through all of the traps constantly, especially if Freddy is actively nearby because of the Hindered effect actually lasting a more effective length.

    Awake Survivors:

    • Cannot see Freddy and cannot see or trigger his snares; but cannot be harmed by him either. Spine Chill and other perks will not trigger against Freddy.
    • May wake up Dreaming Survivors.
    • Whenever they would be within Freddy's normal terror radius, they hear his lullaby without any directional cue.
    • Freddy's power reverts to his old channel-based ability, which felt more interactive than an automatic timer - but he only needs to actively channel a Survivor for 3 seconds instead of his old 7 seconds to put them into the Dream State. Once they are in Dream State...

    Dream State:

    • Survivors may be hit by Freddy's M1 attack.
    • Do not hear a 'heartbeat' but hear a directional form of his lullaby (he doesn't need a heartbeat. His lullaby is iconic)
    • Freddy flickers intermittently like he does for awake Survivors currently. He is a dream demon - he's supposed to be master of the dream world so he should be a total mind screw while you're asleep. Survivors can also see his snares as well as one Alarm Clock chosen at random that they may interact with to awaken.
    • Any Dreaming Survivor outside of Freddy's terror radius and not currently in a locker has their aura revealed every 15 seconds, lasting for 2 seconds before fading away. This is a weaker version of his 'constant wall hax' from the old days, but still encourages him to chase and not camp one area.
    • May only be woken up by being hooked, by an awake Survivor or an alarm clock; not through skill check failures.
    • Survivor Action Speeds are reduced by 15% - this a big one. His old power was a whopping 50% speed reduction; but his new version was gimped because Survivors didn't like being slowed down by his power. I think it needs to be returned, however - because again: the goal is to make the Dream State something Survivors want to actively avoid and snap themselves out of, even if it means cutting into generator repair time.

    Some caveats to Freddy's power that I would give is that he:

    • Should have to be within X meters of the Survivor to channel the Dream State - meaning he can't effectively use it in chases and needs to channel it when he's gotten close to someone while invisible. I would slow his movement speed to 105% while channeling.
    • Should become fully visible to the Survivor as soon as the channeling starts, and immediately trigger his loud lullaby/chase music..

    I would remove his teleportation ability, but alternatively in its place and to give him a unique interaction with generators, we'll call Got Your Nose (for flavor):

    • Freddy can target a generator as he does now, but cannot use it while moving. This channel would be silent to Survivors instead of having an auditory warning. Once finished, Freddy's claw materializes and swipes on all interactable sides of the generator - Injuring or Downing any Survivors that are immediately (1-2 meters) within range on that side; appearing with a loud 'Boo!' in Freddy's voice.
    • A successful injury would cause Freddy to laugh and enter his attack cooldown animation. Missing all swipes would trigger the missed attack animation.
    • Not only would this scare the hell out of many players because it has zero warning, but it also allows him to put pressure on generators across the map, without being oppressive like his current teleport can often feel; because he cannot use it mid-chase and doesn't cross the map.
    • This power would have a base cooldown of 60 seconds with no reduction based on Survivors Dream State; instead some add-ons could reduce the power's cooldown.

    ----------

    That is what I would envision from the Nightmare on Elm Street killer and bring him more in line with his lore instead of being so watered down because of Survivors' lack of wanting to interact with him or thinking he was "too annoying to deal with".

    He could have an iridescent add-on that gives him the ability to hit survivors without channeling Dream State first; in exchange for becoming visible to awake Survivors at like 16 meters. Or maybe one that cuts channel time down to 1.5 seconds instead of the base 3.

    He would no longer need his Jump Rope add-on to affect action speeds; could have add-ons to affect his generator attack cooldown, etc.


  • @Ferrari334 said:

    Its an interesting idea but survivors will just avoid lockers and win once they know its the shadow they are up against. IMO you can't have an entire killers power based on something so easily avoided.

    The nowhere to hide perk seems incredibly underpowered, i doubt it would ever get used.

    The Hex also seems very underpowered for being a hex. Blindness and oblivious aren't strong at all, especially in endgame. And i guess this hex would just force the game to end faster as they run out? Definitely could remove the hex aspect of it and it wouldn't prolly even be unbalanced.

    I could say some other Killers already have powers that are easily avoidable once the Killer is identified though. In my experience though, Survivors love lockers and hugging up next to them during a chase - which could force them into range for the power to snare them.

    Nowhere to Hide is meant more for synergizing with BBQ than anything (as much as I hate the aura reading aspect of it, it's never going to be changed) - preventing Survivors from hopping into the nearest locker when they know they are too far away. I wasn't exactly trying to make the perks 'meta-level' on all three counts.

    The Hex is only a Hex because I know many Survivor players would complain about a perk that constantly causes Exit Gates to regress when they're forced off them (at that point, I'd just say make Exit Gate regression a baseline feature of the game). The effects were only meant thematically - as some of the perks are designed - by 'darkening' Survivors view and preventing them from seeing any auras on any side. I can see where they're kind of useless late gate.

    ---

    If I revised any of the perks, I'd probably go something more along the lines of:

    Nowhere to Hide - Keep the locker blocking for synergy, but also add Auras of Survivors that are hidden in lockers are revealed to you. So you can see anyone in lockers at any time.

    Nowhere to Run - Hindered is such a difficult status effect that the Devs are terrified to implement too widely; hence why it's on very few poewrs to begin with; but I think it would be an effective way to force Survivors off generators and shake things up having more threats to Survivor speed.

    The Hex could be made a permanent Exit Gates regress when not being opened, but I feel that would bring out too many 'this is too oppressive' from the Survivor community - especially if any of the 4 is already dead when the gates are open; or the gates spawn terribly so they are easy to patrol. And - I believe the game needs more post-generator Hexes to trigger until Survivors understand that totems are a secondary objective - keep adding more ways to punish Survivors for not doing bones, in my opinion.

  • @Thund3rstruck57 said:

    @ILikeBonez You can already earn shards through in-game playtime and this would pretty much be exactly the same as that so I don't see the problem. Most people agree that the rate of earning shards is way too slow considering the cost of using them to unlock cosmetics. This would help rectify the situation and make the rift more engaging/rewarding. Plus, if someone buys tiers, they already paid money for the shards that they would then use to purchase characters/cosmetics so BHVR still gets their money.

    I already mentioned why paying for tiers to get a significant amount of bloodpoints would be problematic...although that insignificant amount would feel even more disappointing than nothing lol. That would be akin to throwing a couple of pennies at a homeless person's face.

    The thing is, in-game earning of shards is meant to be slow by design. To encourage spending money on the DLC packs for Killers instead of just playing to unlock them.

    I hate Battle Passes to begin with - think they're lazy money grabs - so I hate that the Devs (in all games with them nearly) allow you to 'buy' ranks because they know people will do it and they get $$$. But, they could code it to only award BP if the level is earned organically - just would take more work on their end.

    The Free Rift is not supposed to really be "rewarding" and "engaging" though either - it's meant to entice you to buy the pass if you want more rewards from it.

  • @Thund3rstruck57 said:

    First off, great job making the rift grind more manageable. Awesome change. My main feedback with the rift now is the vast quantity of empty spaces in the free track. Please just fill those with iridescent shards. I know you won't do auric cells, I get that. And bloodpoints would be pay to win (or at the very least pay to progress). Iridescent shards seem like the perfect currency to fill those empty spots with to make every level of the free rift track feel meaningful and rewarding. Many other games do this in their battle passes. Sea of Thieves and Gears 5 come to mind for me. Both those games fill empty spaces in their battle passes with in-game currencies that are basically equivalent to iridescent shards. It wouldn't even have to be a ton of shards. Just enough to reward players for progressing through each step of the rift and make those empty spots not feel so hollow.

    Main reason they won't -- Because Shards can be used to purchase Killers.

    Bloodpoints would be a far better alternative for the Free track empty spots - everyone benefits, helps reward and lower the grind by just a little bit as you're going through levels. Something like 1,000 per every bracket of 10 levels: so 91-100 is 10k BP on its free slots.

  • @spiritsLeftball said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158418#Comment_2158418

    How you got that from what I said I don’t. Well thought out response

    You said 'Trickster is a step in the right direction'

    Trickster is terribly designed right now. Extremely underpowered; needs changes that the Devs will take far too long to admit he needs (base speed increase; laceration timer removal or his stacking laceration iri-addon made base kit); and can be looped for days because he has zero potential to end loops and little ability to end chases with his terribly implemented randomized accuracy.

    So, by that - you want the Devs to implement more mechanics like them: a la 'M1 killers without chase poewrs'.

    That's how they got to that answer.

  • @gatsby said:

    I really think that hook grabs are more unfun and face camper promoting than they’re worth.

    If a Survivor is being camped, there should always at least be the option to hook trade. You could still hit someone while unhooking or cancel an unhook if you’re quick and they’re injured.

    It wouldn’t be a game breaking change against good Killer players and it would help a lot to make the most unfun Killer “playstyles” more bearable.

    Nah - but let's change grabs so the Survivor cannot just cancel their action for 1 second to cause the killer to whiff - make them have a 1 or 1.5 second window after canceling an action that they can be grabbed; then grabbing will actually be working like it should and not be utterly worthless for using against Survivors taking action in the killer's face in most situations.

  • @[Deleted User] said:

    also delete my profile and data please. i am requesting this under GDPR

    Yeah.... not, really anything they are going to delete there Karen, it's all tied to your gaming profile - so it won't go unless it goes.. So waving around "under the GDPR" won't do anything.

  • @moraleking said:

    For the past three weeks, every daily ritual I get is killer killer killer. Out of the three weeks, I’ve only gotten 3 survivor rituals. Really annoying. Balance it better please and thanks.

    The system is set up to favor giving you daily missions for the role that you play the least - so if you play a lot of SWF, you have a higher chance to only get killer dailies, to "encourage" read: force you to play killer.

  • @Firellius said:

    Rando gets downed after one gen and immediately ragequits. Second person gets hooked while I'm halfway on a gen, I get spotted while making my way over for the rescue, so third person has to go in and get the save. Right as I go down and get picked up, she passes by, gets spotted. Agitation starstruck, she gets the unhook but goes down, killer leaves her slugged and closes the match ASAP.

    What is it about BPS that so massively degrades match quality? If you bring BPS, the queue is guaranteed longer than the match. It's like people see that icon and think to themselves "We better get as few points as possible!"

    ./rant

    EDIT: Also, the ragequitter brought one of the BPS.

    Similar to my rant about killers seeing BP generators and they get sweaty and toxic to maximize their bloodpoints but guarantee wasted gains on Survivors.

    I've seen it suggested before - and I agree with it - that BP offerings like that should have minimal threshold -- if you do not gain X amount of base BP (unboosted) in a match, like 10,000, then the offering is refunded to you. That's more than fair and stops them from being completely wasted becasue Killers can control how many BP's survivors gets far harder than Survivors can control killer gains.

  • @slipttees said:

    Then. I think Iroll Will vs. Stridor needs to be reworked. It is not fair to perk to give 100% without moaning and I am not.

    I have no idea what this rework would look like.

    Iron Will is powerful, but it's not game-breaking. Stridor is absolutely ridiculous - but primarily only on Spirit. IMO, Stridor shoudl not counter iron Will. What's fun though is knowing when the killer is running Stridor - because I can hear my own groans when I get injured. I immediatley know at that point, they're running Stridor - which is amusing that they left a glaring tell like that in place since they want information like perk loadouts to be relatively secret XD

    That's really the only rework that can be done - Make Iron Will a dead-counter to Stridor; or leave them as they are now and keep Stridor broken on the Spirit. Stridor is the main source of problems (next to BBQ) on Spirit, so in all reality - it should be nerfed to keep her in line; and only work on Survivors not running Iron Will.

    Or, for BS compensation, Iron Will should silence dying groans too.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156385#Comment_2156385

    I have never seen anyone say oni, hag, or billy is op or needs nerfs. Freddy definitely deserved the nerf so don’t complain about him and nurse is just as problematic as wraith if not more because even if you are not in a dead zone you are still going down.

    Oni is stupid strong with his builds that make it where he never needs to use his power - just infinite tracking essentially. He needs to be changed to more force his use of Demon Dash/Strike instead of just his hax-level blood orb tracking. Anti-bleeding perks should make you not drop blood orbs as well.

    Hag is stupid strong on several maps, she needs a change to stop her from spamming 'teleport' button constantly and being able to teleport back to back.

    Billy was -eh? He had good map coverage would could be difficult to deal with; same as Nurse.

    Nurse's problem is similar to Huntress and other 'aim-based' killers --- it is too easy to perform on PC, too difficult to aim properly on console; which makes crossplay a nightmare. Nurse, imo, should not be able to 360 mid-teleport to change directions with her second blink; she should have a slightly longer post-teleport window to blink a second time and pick a direction going forward in the same path. The 360-direction change makes her incredibly annoying to deal with.

    Freddy was butchered the moment he lost his invisibiltiy due to all the crybabies complaining about him - his changes are still kind of meh but better than not being changed. He needs a reworked rework to bring him into a modified version of his older gameplay -- with his friggin' true invisibility brought back and not this laughable excuse of flickering.

    Spirit - HAHAAHA. Nerf her inability to mindgame because of her difficulty to read directionally; and/or nerf Stridor so she has an actual counter. She is especially problematic with BBQ's aura reading - but that's another topic for nerfing.

    Doctor - the "bug fix" to Calm Spirit no longer keep countering his aura reading really screwed Survivors over and made him ridiculously annoying and strong to go against.

    -------------------

    These killers are by far, the most annoying that I deal with whenever I play on the Survivor-side. All of the other killers - some far more than others - are either decent; or they have glaring flaws that need to be addressed and buffed up.

    Wraith was one of those that needed a buff to his abilities.

  • @lob said:

    So as most of you know that throughout the years killers has the short end of the stick getting nerf after nerf so surviors could teabag and say gg ez at the exit gate cough cough hillbillly,freddy,demogorgon,ghostface,pig, these killer were balanced but survior main complained and these character got nerfed and surviors oh boy lets see luck break ds , borrowed time by the way if a person have ds a get downed they can get a easy escape no matter what i had match where i downed a laurie she was crawling for exit picked her up ds and easy escape and undying came out which was balanced because it was a bandaid for bad totem spawns and keep ruin for longer plus if surviors had maps and or autohaven worst place for totems u would be left with only two perks and no gen defense the entire game i play survior as well but come on surviors getting easier and easier just by killers getting nerfs so surviors can have fun and killers no they dont deserve fun

    While it is not as extreme as many players make it out to be - and likewise, not as minor as others do - the game is skewed in favor of Survivors - particularly SWF groups, which in turn makes Survivor in general the easier and less stressful of the two roles most of the time.

    BHVR has a history of striking nerf after nerf to killers when Survivors view them as too unfun to play against - whether they are balanced or not - and that in turn creates a snowball effect that just compounds upon itself. For killers to actually get meaningful buffs, it takes a year or more before they can release a "Rework" for a killer - and then usually even then the results aren't that spectacular (Clown) or ruin the killer's original gameplay because the Survivors found it unfun to begin with (Freddy - invisibility) instead of building off of it.. On the other hand, many calls for nerfs to Survivor perks and map design go unanswered for years before they get address (as the Decisive Strike change did).

    Some will tell you it is balanced because of that. My working theory is that even if something is healthy for the game, if the developer playtesters do not enjoy something then it does not get implemented. Vice versa, if the developer playtesters think the game needs something then it gets adjusted whether it really needed it or not. This also skews things towards the Survivor-side - and BHVR is actively scared to make too many changes to balance Survivors to 50-60% escape rate against every killer (as it is supposed to be, not just outliers) because they're afraid their dwindling numbers will drop even more because Survivors will all quit if they can't "have fun and troll the killer" like they can in the majority of cases now.

    In their effort to balance the game towards tihis 50% kill rate (which is effectively closer to like a 60% rate than anything), they often forget that the killer role is supposed to be the power role and Survivors - even solo queue - are meant to rely on teamwork. In the current state of the game, however, it often times more beneficial to run away from your teammates. This is especially bad when SWF are involved, because you have split Survivors utilizing communications to relay Killer position and movement to one another - which disrupts the balance of the game even further into the Survivor-side's favor.

    So you have a tiny handful of killers that actively perform well enough to be considered a power role; one or two outlier killers that need to be nerfed down but get looked over for the illusion of non-bias (ie. Spirit); killers that need to be majorly buffed/reworked but doing so means they would become 'unfun' for Survivors (ie. Trickster); and a plethora of Survivor perks that need to be tune and brought into line to provide less safety nets and second chances, but aren't because of fear of backlash (ie. Adrenaline, Dead Hard, Unbreakable, etc.).

  • @Kirkylad said:

    When the perk first came out it use to affect searching chests but then they realised that made medic pointless so they changed it to just rummage and had to keep the percentage for perk tiers.

    They should've just changed the # of tokens per tier - 1/2/3.

  • @Brokenbones said:

    It's only there for perk tiers, which is really dumb and must annoy the hell out of perk designers because they need to either tack on a cooldown or give it some kind of number difference

    Same reason Visionary has a cooldown lol

    More evidence the perks needed more work put into them; but nah - let's take the lazy route and add useless things to them just to make tiers different so the grind is maintained.

  • An 'indoor' map that's a underwater facility - glass walls everywhere; murky waters outside so you can't see through it to the other hallways - and have random aquatic creatures slam into the walls when you run by to scare the hell out of players.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154695#Comment_2154695

    part of the issue with "gen speeds'' is some of the map sizes so I don't really think it's the speed. Also you have plenty of slowdown perks you can slap on if you wanna slow down progress.

    The problem with slowdown perks is when they were working really well- they got nerfed in synergy because the devs "do not want generator slowdown perks to synergize with one another that strongly". Not to mention, most of the 'slowdown' perks do not just directly slowdown generator speeds - they're a convulsed mixture of playing particular playstyles to achieve that slowdown.

    And you shouldn't need to building specifically for gen slowdown just to make a match actually last a decent length - that should be the base with gen slowdowns making the matches even longer. So sure, there is a generator slowdown meta build - but devoting an entire build to something that should be baseline addressed is just bad.

  • @NeonFlowerPower said:

    Gen speeds are fine and you shouldn't be hiding anyway. Unless you're playing against cheat slinger, learn to run tiles better.

    Gen speeds are not fine though - and the only ones that tend to think they are fine are the Devs that don't want to math it out more; and solo-play Survivors primarily. Or, SWF Survivors that like being able to speed the gens down - because no one wants to actually play the matches when they get in them and want them done asap so they can go back to lobby simulator for some reason lol.

    Most of the players that think gen speeds are fine, just don't really want the matches to take longer or to "M1 Simulator" for longer really. But really - the entire game needs an overhaul in mechanics because gen speeds need to be addressed to not reward solo-repairing and encourage team-play and teaming up on a gen to be more efficient (currently it is the opposite, more efficient to do multiple gens solo); the state of items need to be adjusted because most of them are either incredibly lackluster or they can be stupidly strong with really no in between.

    Hiding from the killer should be much more common instead of trolling the killer and actively engaging with them - but no, that's too boring for the dev playtesters so, forget having an actual "horror scenario" mentality in this game in that regard. Maps need less "tiles tiles tiles" argument, more randomized placements with better algorithms....

    There's a lot that this game needs but will never happen either because it's too logical; too much work; or the devs that playtest the game find it boring and thus, it won't happen (my personal belief why a ton of Survivor-side changes get brushed aside until years pass and they pick one to implement, like DS).

  • @Starshadw said:

    The current emblem pip system is both frustrating and, I would argue, not well designed. When players can have a fantastic match in terms of gameplay, yet still not pip up (or even de-pip), something's wrong with the system. Here are two examples from my recent matches:

    https://us.v-cdn.net/6030815/uploads/ZMDAX2PDYWRG/inked1a-li.jpg

    https://us.v-cdn.net/6030815/uploads/GOX0X8UHDOSI/1b.png

    https://us.v-cdn.net/6030815/uploads/EFI65XRMJVAR/1c.png

    and

    https://us.v-cdn.net/6030815/uploads/OLV9SCGLZ9NN/inked2a-li.jpg

    https://us.v-cdn.net/6030815/uploads/HYXQ7Z67EXRY/2c.png

    https://us.v-cdn.net/6030815/uploads/IVW2GCM70LDB/2b.png

    It's obvious what the problem is at a glance - the emblem system and how it gauges whether you've done enough in that category to merit the pip. This is a terrible way of judging matches and the actions happening in them. In both of the above matches, I actually maxxed out in one emblem and was no longer allowed to earn any points at all, despite the fact that I was still technically earning points (in the first match I literally spent the majority of the match being chased by the Killer, and in the second, I was constantly unhooking and healing).

    This isn't just a survivor issue - Killers can also bump up against the weaknesses of the emblem system.

    I propose the following:

    1. Remove emblem caps. Let people do whatever they want (or need) to do in a match. Don't punish people for not doing "enough" of something. We don't always have control over that; we can't suddenly choose to stop being chased to cleanse a totem to get more bold points, etc.
    2. Instead of emblem caps, decide on a base max point cap for a match. This is a base max only, meaning it's the maximum amount you can earn before any xp bonus offerings are applied. Is it 25k? 30k? Whatever it is, it allows each player to earn points doing whatever it is they are doing, up to that max.
    3. Once you have the base cap set, then figure out the point spread for the pip system. As an example, if 30k is the base cap, then it might be something like.... 25k gives you the double pip, 20k gives you the single pip, 15k gives you the safety pip, and anything less than that gives you the de-pip.
    4. Leave the emblem categories so that the current xp bonus offerings are still viable and don't have to be reworked - and also because it's fun and interesting to take a look at the end of a match and see where you were earning your points.

    This would create a system that stopped punishing people for what they do or don't do in a match, and instead allowed people to simply play organically and earn points doing whatever it is they end up doing based on what's happening in the match.

    They should just remove 'ranks' altogether since their new Matchmaking system doesn't even use them. Who cares about bragging rights or making the hardcore players feel like they're "good". No ranks. No indicator that essentially is just saying 'hey I play a lot' or, for specifically red ranks only really - 'Hey, I'm going to be sweaty and toxic af because the devs reward that with pips'.

  • @xxxGODKINGxxx said:

    this is just a suggestion, most games are way to fast at high ranks, and some are too slow at low ranks, due to some immersive players who refuse to do gens

    what if we increase the gen timer from 80 to 200 or more (some testing would need to be required)

    BUT the gens will slowly become done by themselves kind of like how regressing a gen work just in reverse at maybe 1/4 the speed.

    so if nobody works on a gen and the killer doesn't kick it. it would automatically be finished after 800 secs passes which lets face it is a very long time but not holding the game hostage long

    killer kicks could pause the automatic work done on gens and no longer regress (to regress would need a perk like PoP)

    ruin could get a change so that all gens do not auto progress

    I get that the super immersed players would still make the game terrible but they do that anyway.

    Devs refuse to change the gen speeds - think they're in a good spot (they're not, really).

    Currently, you're more rewarded for doing 3 gens solo.

    I think the gen speeds need to be agonizing for solo repairs; and encourage/force survivors to at least have to team up with one other person on the gen to get them done 'quickly'.

    Go extreme - 120 seconds solo; jump to 60 seconds with 2, 45 with 30, 35 with 4 (not worth it).

    Then - when a survivor dies and leaves 3 in the match, solo-repair time jumps down to 90 seconds.

    2nd survivor down - solo 60 seconds, together 30 seconds.

    singel survivor - solo 30 seconds.


    But that's far too much work to implement and requires actually acknowledging that gen speeds and the current design of gen-rushing is a problem- so it will never happen.

  • @Renfear said:

    So, I went and prestiged 3 for the achievement and I think it would be cool if you could put the bloodstained on any cosmetic. I'm not a fan of the pigtails, for example, would rather have a bloody sporty bob. Might also be cool to get to bloodstain your medkits and toolboxes.

    Unfortunately will not happen - because it would cause some outfits and hairstyles to be too "optimal". By Order of the Devs, the only character allowed to have decent prestige clothing is Claudette, and second maybe Quentin. Everyone else - you must suffer if your default clothing set is not the darkest or your hair is not the best.

    On that note - I too would prefer if prestige allowed you to toggle blood stains on every cosmetic you own - but that requires working the art team to make alternative versions of every outfit in the game.

  • @_R0KiT_ said:

    For example you level your charakter to lvl 50 - you will normaly have to spend bloodpoints to get a Perk (Lvl 1)

    Prestige 1 - The Perks will still stay on Lvl 1 (you have to lvl this perk 3 times, to get it to 3)

    Prestige 2 - The Perk Lvl will always be Lvl 2 for every Perk in the Bloodweb (you have to lvl 2 times, to get it to 3)

    Prestige 3 - The Perk Lvl will always be Lvl 3 for every Perk in the Bloodweb (you have to lvl 1 time, to get the Perk to lvl 3)

    It will reward the player to go for the Prestige and people would be more willing to Prestige, cause they got there Perks faster back

    + You don't have to spend a insane amount of Bloodpoints if you prestige and want a specific Perk.

    P3 Survivors would need to unlock 89 Perks to have all Perks to lvl 3 (not 267 times)

    P3 Killers would need to unlock 81 Perks to have all Perks to lvl 3 (not 243 times)

    It would help with the grind and makes people wanna prestige

    An idea that actually makes prestige worthwhile? Eh, axe it immediately.

    Seriously, though, I am completely down.

    Unfortunately for the Devs - they will absolutely see this and hate it because under no circumstances will their dictatorship of bloodweb grinding be cheapened. Players must grind, grind, grind until they die!

  • @LazyPayday said:

    I'm honestly really starting to get sick of this, "No exclusive cosmetics" mindset the devs have now. The devs seem to now be taking a poor overwatch approach, where you have multiple shots at obtaining the event items every time that holiday comes around, except if you just don't want to you can always buy the cosmetics and not worry about it (excluding the most recent Halloween event where there was no opportunity to earn the cosmetics for free). Effectively making none of the Halloween cosmetics exclusive with the exception of charms.

    My biggest problem with this is just at random they'll randomly decide to switch back to exclusive. There's the 4th anniversary cosmetics (Crowns as well but they're almost guaranteed to be coming back) for Deathslinger and Claudette which will probably be reused in the 5th anniversary as a middle finger to those who got them last time. Then there's also the year of the rat exclusive cosmetics (Dwight, Hillbilly, Nea). Now we're onto code exclusive cosmetics again except now you don't have to pay for a plane ticket to get them, just have to stalk all the fog whisperers and the official accounts. But the main appeal of battle passes are loss except for the microscopic charms.

    Now do you not see the hypocrisy and inconsistency here? Exclusive cosmetics are not the problem, it's how and what you're deciding is exclusive that's the problem. You give away the code exclusives to everyone, which can be argued was fair since people were getting scammed because of it (ignoring how you said it was a Christmas gift) then proceeded to give away event exclusives which no one called for using the logic that applies to legacy as well but decided to just ignore that part (I don't think legacy should be given away mind you) and it's just like why?

    The incessant "Please watch our whisperers streams; watch this; watch that; stream, stream stream stream" obsession needs to die. The entire ordeal is stupid, the codes should be put up HERE and not just Twitter; and should also be listed on the News of the game when you load in. None of this "oh you didn't stop playing our game long enough to get this code to play our game with" ridiculousness. Streamers kill just about everything eventually.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152723#Comment_2152723

    I have no problem spawning far away from fellow survivors too. That's a fair trade if something like what I'm asking were to be implemented.

    All I want is a fair game, and having the killer literally one room (or, again, a few hundred feet) away from you RIGHT at the start of the match seems really unreasonable to me. If there's a minimum distance in place right now, it sure isn't enough.

    No, i get it - but generator times would need to be addressed. Currently, it far more efficient for 3 survivors to do 3 gens in 80 seconds each instead of teaming up -- and that needs to change. Solo-gen repair should be a last resort, not the preferred method. So, with the survivors being forced apart - the gen times need to be changed so they aren't being given an advantage because of being able to hit multiple generators at once much easier.

  • @miketheratguy said:

    This used to only happen to me occasionally, now it's like 60 to 70 percent of games. The camera rotates, I gain control of my character, and within less than 30 seconds the killer chase music is already coming at me. I mean my god, I haven't even been given the time to know which direction to go or what the layout of the map is. let alone come anywhere near a generator, and the killer is already chasing me. I just recorded a match where the killer was near me, and heading straight for another survivor, in literally about 10 seconds or less. That's absolutely ridiculous.

    Go left, go right, move forward, go straight into hiding, run, crouch, it doesn't seem to matter. No perks are being used that should magnetize the killer to the survivors not just myself, though it's happening constantly) but to other players who I've asked about this issue as well.

    I don't complain about much in this game. I think that it's reasonably balanced and that both sides have their pros and cons. I don't think that much about this game is unfair. But literally starting the survivor's game RIGHT by the killer - we're talking within like 100, 200 feet of them, easily within eyesight - is too much. WAY too much. I'm begging you to please look into this.

    Thank you.

    Only when generator times become a hinderance to do solo vs a group - then I can get on board with survivors being force-spawned farther from the killer; and on top of that, they should be force spawned away from each other in that case too -- to compensate having to cross an entire map nearly to start finding someone.

    In the current game, that would give too much time to gen rush even worse than is possible now - so random spawn distance it is.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/2151462#Comment_2151462

    I wouldn't recommend No Mither so much since it's not as good as a counter but i would totally recommend to run Calm spirit to anyone who didn't like to face the Doctor. Perks are meant to counter many things, you know?

    No one is suposed to counter everything in every single match, both sides have to take their chances. That's how it works.

    Calm Spirit actually does not protect you against the Doctor anymore - it stops you from screaming, but your aura is still revealed to him ; because the perk was fixed to only work with all forms of screaming and Loud Notification that do NOT come from a Special Ability - which is only the Doctor.

    Apparently, Calm Spirit was never intended to directly counter the Doctor's Killer power - so it was 'fixed', back in May of 2019 I believe? Was running with my friend against some doctors and they run Calm Spirit on most of their builds just in case - and their aura popped up with every Static Blast even though they weren't screaming on their end.

    It's along the same vein as No Mither not blocking blood orbs from the Oni's power - they don't want a single perk to dead counter, or in Doc and Oni's case neutralize, a killer power against that Survivor.

  • @killashlie said:

    The doctors power to shock survivors within range and show their aura gets me and my entire team murdered every time unless the killer is purposely not trying to kill us. No other killer has a perk even similar to it and there’s no way around the doctors power, no way to counter him once he starts a chase you’re guaranteed dead. I think the aura should be removed for the killer and all killers because it’s not fair that they are generally faster already and they don’t even have to look for us as long as the doctor has that power. Please remove it , it makes the game suck. I deal with the penalty at this point because I refuse to lose all of my items to the doctor every round I play against him.

    Doctor has an easy counter - level up Jake, get Calm Spirit unlocked as a teachable and learn it on your main Survivor. Calm Spirit completely negates the screaming/aura revealing of his shocking abilities, even if you are in his terror radius.

  • @NeonFlowerPower said:

    Please make a giant penalty for survivors who do nothing but follow their team mates around just to get easy unhook points. There should be a bigger penalty for not doing anything for long periods of times or survivors who save their team mates too fast from the hook.

    I would say BEFORE EGC IS ACTIVATED, if you save within ten seconds of being hooked it should count as unsafe regardless of what happens and the survivor doing it should only receive 250 points as opposed to 500.

    It is mostly console survivors who keep doing this to myself and my team mates and it is making most of my matches unplayable.

    Gonna have to say no - primarily because unhooking in the killer's face or before they get too far away counters Devour Hope stacks.

  • @KillerKirby said:

    I get how survivors can see it as annoying but there is a good side to the aura reading for them. It really does promote healthier behavior because it helps killers not camp because they have a small idea where to go next. As a survivor you can counter this by just switching the gen your on or risking it and going for that complete Gen. I fully understand on some killers it can feel quite oppressive such as Freddy who can teleport there but it also really does help promote chasing other survivors when I dont have it I do look but honestly I am just hoping they get unhooked fast or I happen to see someone.

    My main issue, up until WGLF got buffed to be anti-slugging, is the aura reading is on a BP generation perk, meaning it is overwhelmingly common and used and becomes incredibly annoying because of that - just like the Survivor meta/crutch perks.

    At the very least, like one of my suggestions, the BP generation should be its own general-access perk and the aura reading stay on BBQ; so every killer can get the perk without needing to level Bubba. And it cuts down on the people using BBQ just because of the BP bonus being too great to ignore.

  • @discocat said:

    i believe the point of the park is to prevent people from body blocking, sabotaging etc... so if killers can still get other people down after the person has been hooked means it is OP. Instead of a 30 second timer, it should be 20.

    It discourages body blocking, sabotaging, and dancing around the killer to just unhook your friend with a BT in the killer's face - Survivors should just get away from the area if someone goes down immediately with it instead of still insisting on being altruistic or going for the save immediately.

    The 30 second timer is just fine and in the majority of cases, against Survivors that understand not to dance around the killer everytime someone is downed, isn't enough time to hook someone and get more than maybe 1 extra down - again, unless Survivors misplayed by staying too close to them.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137804#Comment_2137804

    They've stopped dcing so now they suicide on hook, they change suicide on hook and people just start going afk until the rounds over, they stop people from going afk and they run at the killer as soon as they come off the hook to go back on, the killer slugs because they realise and they just hold the button down while watching YouTube so they can't be healed and die on the floor.

    Sadly no matter what they do there's just always going to be people that decide for whatever reason they don't want to play a match anymore. Be great if they could fix it but you just can't change human nature, no matter what penalties they put in people will find a way around it.

    At least afk on the hook, especially against a face camper, means they're buying time for the team to do generators -- instead of throwing a tantrum, escape failing to kill themselves, and cutting the time bought in half.

    No, you can never fix players being absolute trash and just quitting matches regardless of how it affects their team because "my feelings are more important than anyone elses" mentality. But, you can at least force it into very specific and niche situations instead of making it more harmful to your supposed 'team' than it needs to be.

  • @TiltedBandy said:

    Yeah, that is more reasonable. Also, maybe tomes with all quests completed could give you 5% bonus for each tome, for a limit of 25%

    That'd definitely be more incentive to do all the tomes - as it stands, because I don't buy the 'battle pass' oh excuse me, the rift pass or whatever it is; I only do the challenges that won't be headaches lol

  • @TiltedBandy said:

    I like the idea, but I think that 30% + 50% would be too much. Maybe 15% and 40% is fair.

    I could see 10/15/20% for P1-3 and then cap 30% devotion 6 for a total 50%.

  • @The_Krapper said:

    I feel like with the current state of the grind for newer players and matchmaking being as bad as it has been for newbies that BHVR should remove the locks on accessing perk slots with characters and just always have 4 available, I have a friend who is constantly being matched up with killers who are high ranked and fully equipped when he's got less than 20 hours in the game and is just learning trying to play solo, it's hard to keep people attracted to this game when the grind is this crazy and the matchmaking is constantly shitting on new players

    @APoipleTurtle said:

    Removing the locks on perk slots would probably be an easy way to further improve the new-player-experience without negatively impacting DbD veterans.

    At the very least I think they should allow all characters to start with 3 perk slots (for their own trio of personal perks). Seems kinda silly that every character comes with three perks, but requires a several-thousand-BP Bloodweb investment in order to actually use those three perks at the same time.

    While I don't know how well it would go to unlock the perk slots for new players automatically - because, I think there are greater issues for the new player experience (the sheer ridiculous amount of grind that will always be looked upon with blind eyes by our overlords), I think it would just be better to give "new players" X amount of gameplay hours of boosted BP generation to help them level faster.

    On another note - I DO think that Prestige I - III should automatically have all 4 perk slots open from level 1 at the very least - since the Devs clearly don't want to give us any other actual incentive (you know, like a permanent 10-30% BP generation buff for playing on a prestige character) to prestige other than some bloody clothing that may or may not be better than other outfits you have access to.

  • @MysticAdvisor said:

    This is more of a random thought but I wanted to share it anyways.

    What if the killer with this new chapter had a passive secondary power that basically formed 3-5 zombies on the map. They would be ai controlled and would wander around at 25-50% movement speed. They could smell and find injured survivors, and they also could swipe at survivors and deal a health state or some type of infection status effect.

    Again just a random idea /prediction.

    I feel like, above all other RE mecahnics/features/whatever -- if they chose Nemesis as the killer; and he DOESN'T get the ability to instantly come barreling through breakable walls imid-chase nstead of having to spend X secs to break 'em - then we will have been robbed.

  • @Spill said:

    I think this is a missed opportunity and no one ever mentions it. Why not make new offerings and items?

    Some examples could include:

    A single-use sprint burst syringe

    A slingshot that has a pebble limit

    A hammer that can build 1 pallet

    These are rough examples but you get the idea. Something new but can easily borrow from the existing formula.

    I would love to hear a killer version of this too

    The 'Sprint Burst' syringe was actually the Blight Serum event item not too long ago.

    Mostly though -- the item grind is far too much as it is now; making bloodwebs ENTIRELY too grindy. We need items trimmed/pruned not more added to the RNG taking up slots. Otherwise - sure add more items, and cut all Bloodweb costs in half.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136421#Comment_2136421

    How? Elucidate us. How would you make Red Herring work? How would you incorporate Visionary in a 'build'? What would you do to make Autodidact pop off consistently?

    There are so many survivor perks that have a lot of requirements or requirements that just aren't that commonly achieved, and those just don't work, in disregard of your build.

    The point you're missing is the reason these perks "don't work" is because they're actively compared to the 'meta checklist' and if they don't perform at 'meta level' then they're labeled garbage. If they require building specifically around that perk or playstyle - and giving up meta perks in the process - they're labeled garbage.

    For a perk to be 'good', it has to be interchangeable with a single slot so you can still run the meta crutches/staples.

    That's the problem with the 'meta perception'.

  • @Husk said:

    "Just press a button". Lol console players mad they never had the option to delete the video. Did you miss the "loud" and "repetitive" in my post? Also, why are you arguing AGAINST customisability? Stay mad.

    Anyway @notstarboard that's a good idea! (So the devs will never do it)

    Eh, I am kind of on their side.

    I've never played a PC game where I didn't enter the 'tap ESC repeatedly' step once it began to load so it would skip videos and title/logo cards. Most games nowadays have a prompt if you try to 'ESC' to exit game from the title screen anyway, so there's not much chance you'd accidentally esc your way back to desktop.

    I think the only 'loud and repetitive' issue is if you skip too slow and it starts playing; or if skipping a video is really just too many seconds of effort.

  • @mesothelioma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128986#Comment_2128986

    because seconds add up and life is finite. a better question might be, why doesn't the game check to see if you're already dead before issuing a ban for leaving?

    Because you're technically not 'dead' until that animation finishes. You seriously don't show up actually 'dead' to anyone else until it is fully finished.

    That being said - the death animation is WAY too slow, especially when you're waiting for the Hatch to open upon a death. It needs to be cut in half or more.

  • @Spill said:

    There's so few offerings that are secret that it is easy to deduct what they are. So this begs the question:

    Why?

    BHVR Logic.

    Seriously though, there is no logical sense to it other than "stopping killer from knowing WHICH shroud you put out there, so they don't know how the survivors will spawn in" or "stopping Survivors from knowing WHICH mori is brought in"...

    Stupid all around and just needs to be removed. Archaic and unneeded.

  • @Zaytex said:

    All exposed-type killer perks require an action or condition to be met before the killer can one-shot. For example, Devour Hope is probably the hardest one-shot type killer perk to get to activate, but it's also the most risky.

    If survivors can have access to a perk that just negates the exposed status effect, it makes the associated perks even less viable to use. Why bother using Devour Hope if they can just ignore it with a new perk?

    Plus, if the survivor perk is bad, no one will use it. But if it's good, the above problem exists.

    Devour is only hard to get if Survivors actually do their bones. If they ignore them, it's rather easy on many killers to hook and just run away to get the required distance for the totems. Honestly, sometimes Devour is too easy to get ranked up to Exposed and I think it needs to be looked at, imo.

    As for the perk - it could be limited so there is still some use. Something like 'the first time you would be place under Exposed status, you are not' and then the perk goes inactive (or inactive with a timer, but that'd be pushing it making things irrelevant.

  • @Kirkylad said:

    They're changing the struggle mechanic to skill checks like pyramid heads cages so they can't let go as soon as they hit struggle.

    And it is a great change - but they messed up and made a point to state it was "not intended to stop intentional deaths on hooks" (probably to save themselves from people crying about not being able to) and still designed it so if you 'miss a skill check' it lowers your progress so you can still 'suicide' on hook.

    It won't change the problem, just makes it less intense on the controller/keyboard.

    Should have just manned up, said 'no suicidies', force those quitting players to take DC penalties if they really want to quit and not buy their team any time hanging there; and made skills checks EXTEND your hook timer to a certain limit, so you can actively buy your team mates more time by hitting the skill checks - and if you don't, then you hang there the full struggle/sacrifice timer as it is implemented right now without escape failures.

  • @glitchboi said:

    I always wondered, when ToT released last summer, would it have been a nerf to Better Together? And honestly, it kinda did. Unintentionally.

    Upvoting this so it gets attention.

    Knowing BHVR, they probably thought it was 'passable' because "oh it's only at 32 meters that it activates, so if you don't hear the killer at that range then you should know it is your Survivor buddy" - - hence why I also said the range needs to be upped , because 32 range just... sucks really for alerting team members lol .

  • @BenZ0 said:

    There are many Killers that are at some specific maps completly screwed and that can already decide most likely your outcome of the match or some ppl dont like some maps specificly, I think with this system these problems are fixed with a very easy solution. You know from Cod for example, you get to choose from 3 maps one and the highest voted map will be picked or at a draw a new random one. Now you would say "But swf will have a advantage where all 4 survivor just communicate and vote all for one map." Well we make it that only 2 votes can be voted at max from the survivors. So imagine the survivors pick for example Haddonfield 2 votes and Rotten fields 2 votes, so the Killer can have the deciding vote of which of these maps he would rather get tortured.

    Offerings would be changed to let this map appear as one of the 3 choices to comes up.

    Just a random I came up while waiting for a lobby, tell me what you think and lets talk about it maybe :)

    @Grimzy said:

    I do not like this idea at all. The map offerings currently seem like a far better solution.

    I don't even like map offerings.

    I think maps should stay purely RNG -- and if they are not already, each "location" should be the RNG choice (Farm, Temple, etc.) and THEN, RNG which of the variants of that location are used, instead of all variants being possible RNG at the same time (if that is how it currently is, I do not know for sure).

    There are too many times the game sends you to the same 'location' and just a different variant for it to be a 'good' RNG system, imo.

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