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@mosheon970 said:
so tired of your game, is so unfun to play, versing slinger = unfun because he got instagun which is bullshit and when hes truly skilled and never miss then u feel cheated because there is nothing u can do to stop it, if i wanted to play cod i would play cod, dbd is not cod but it soon will be. versing pyramid head = unfun because is either u drop a pallet or vault and get hit or u just get hit if u dont and ur forced to play with lithe against him. nerfing billy = BRAINDEAD! because billy was balanced but u guys made him into a garbage killer and unfun to play as. your game is not fun anymore, the nurse cooldown make so that only few people actually play her and i bet they dont enjoy her so much, what next huntress nerf? and you ruin all the fun killers and make them into unfun weak killers.
hex ruin nerf made gens into boring #########. loved the skillchecks of the ruin it took practice and it was cool to do.
the current skillchecks are a joke that i can hit those greatskillchecks with 1 eye closed.
The latency and errors are unbearable, i bet even in your new servers there will be no change to the hits, your only option is to change ur lazy ass workers who cant even do their job properly.
i manage 2 restaurants and i do well in life, i would never keep a workers who dont do their job properly.
90% of my downs are bullshit latency hits because i perfectly loop and try to make my loop as viable as possible.
honestly the delay on the servers made me put the gloves on the table, you guys clearly dont care about the game balance and fun, you care about money, which is good but making a game fun would bring more money into it, dont you think?
my last matchets were disgustingly unfun. i dont even enjoy playing your game anymore, it used to be way more fun before you brought deathslinger which clearly i beat with genspeed but ######### that ######### is not fun to play as and against.
the only killer i really enjoy playing now is the huntress and spirit. and even so the spirit sound bugged so is less fun.
all the other killers are boring and not fun anymore to be honest. i gave this game a little chance and kept playing but having this latency issues made me just quit it.
im suffering from rank update errors, from tons of other erros. game crashes, and from insanely bad ingame hits, even if im on 80ping server i get latency hits, im so done with this #########. playing for over 3.5k hours on the highest rank. ate your bullshit for so long and now is worse than ever. if you guys listened to your community everything would been better, but you release content instead of fixing your game first!
couldnt have said it better
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@Calamardo said:
Hey everyone, hope you're all okay in these times!
Lately I have been with a lot of free time due to the quarintine so I've been imagining a Competitive mode for Dead by Daylight, of course this is just an idea and it could be totally not viable in the current state, but it's fun to look into the future and imagine something like this in this game.
I would like to apologize in beforehand for any grammar, misspell or error in my writing, as English is not my native language. Anyway, here it goes:
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Competitive mode
+ Requirements
Killer players:
- Have rank ''X to Y ''.
- Have at least ''x'' killers characters with ''x'' prestige level.
Survivor players:
- Have rank ''X to Y ''
- Have at least ''x'' survivors characters with ''x'' prestige level.
+ Main Features
- All perks becomes available and maxed out for both survivor and killer factions.
- All items and add-ons becomes available for both survivor and killer factions, to exception of the Very Rare and Ultra Rare ones.
- For Survivors, items are limited to a number of how many characters can bring them to trial.
- All offerings are available for both survivor and killer factions, to exception of the Cypress, Ivory & Ebony Memento Moris, also Map Offerings and Extra Blood Points Offerings. (Only one~two offering can be burn by the Survivors)
- Perk ban system. Survivors and Killers must choose a limited amount of perks, which can be banned or not by the opposite faction.
- For both Survivors and Killer factions there will be some perks that can't be banned. In the case of the survivor players, some of these perks will be limited to a number of players who can use those in the trial.
- Killer ban system. The Killer player must choose a limited amount of Killers, which some will be banned or not by the survivor players for the Killer to select and play.
- No invite friends allowed for Survivors.
- Additional time for loadout preparation.
- No spectators allowed.
BAN SYSTEM FOR Killer AND perks.
+ Killer selection and banning:
- Killer player must choose ''x'' amount of Killers from the ones owned and are available for playing.
- Survivors proceeds to choose ''x'' amount from the Killer player selection and ban them from being selected for play.
- Killer player must choose a Killer to be play from the resulting selection made by survivors.
+ Perk selection and banning:
- Both factions must choose ''x'' amount of perks from all the available ones.
- Both teams must the choose ''x'' amount of perks from the opposite faction perk selection to be banned for use for the trial.
- Each player proceeds to choose which perks are going to use in the trial from the resulting selection.
- The baning phase for perks may go one turn per faction, determining who go first by ''x'' method such as die roll, coin, etc.
+ Observations
- Competitive mode should only use maps specially designed for this mode, meaning that no Casual Mode maps should be available for playing in this mode.
- There's need to be an specific concept of what ''win'' or ''lose'' means, in opposition to just having fun, players should be encouraged to play with all their resources and do what they have to win. This means a ''win'' needs to be determined by an specific(s) condition(s). An certain amount of kills for the killer and to escape for the survivors are the concepts that players often acknowledge as ''win''.
- The implementation of a Competitve Mode needs to have a ladder or leaderboard to keep public records of players who have a significant win rate or other achievements.
- To maintain a Competitive Mode as competitive, there's need to be a system that denies players to play this mode after a certain amount of accumulated loses has been reached or until met other condition(s). So players that loses ''x'' trials in a row, gets considerably de-ranked and also, not allowed to enter Competitive Mode until meeting the requirements again.
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This is just a suggestion that I think can be developed into a good idea worth looking for the future of the game.
Again, this is totally open for changes, additions or other improvements. There's a long way of decisions, gathering opinions or experiences to determine certain conditions and perks to be set or limited. And also the creation of maps that are specifically made for this purpose would take a lot of time for Developers,
Of course I know that there's still bugs to be checked, improvements to be made and maybe a ton of other things to do before getting a serious play mode, but I think this could be fun and exciting for the very very hardcore players that want a real challenge, but at the same time, have a more balanced game for both sides.
Feel free to add something, give your opinion and other type of constructive feedback.
this can be added after crossplay
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@Rullisi said:
I personally have never noticed a difference between the fog levels. What if the fog offerings could actually substancially change the thickness of the fog, for example purple reagent would make the fog closer to Silent Hill kind of fog levels. Just imagine how the killer would walk out of the fog. If it's not too much but if the change is at least noticable that could bring some small amount of good variety to gameplay.
a grey or yellow doesnt change much but a purple one does, u can look up in the wiki.
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@Teddy said:
Currently we are all playing DBD by 62,and some players' pc can handle far more than that,so why not remove the fps lock to let some players having better gaming experiences without changing other players'?I am curious the fps lock is a technical difficulty problem or it is for the balance?(maybe high end pc have some buffs from that?) I hope the dev can look at this suggestion.And also they should add more details in video settings instead of only giving the choice to change the overall quality.
ever heard of gameusersettings.ini?
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@sakha said:
4 years and you really not sure when player click dbd.exe that he want load and play? why you always need to ask press space or smth just for loading game? why i cant click dbd.exe and go bathroom or other and when i come see start menu of the game? whats wrong with you
lol
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@SeekerOfSouls said:
Took a long hiatus for the last few chapters as I felt the game was very unbalanced and didn't like where I felt the game was heading. Won't go into specifics, but as much as I loved the game since launch I needed a break.
4 year anniversary is here and I watched the stream on YT. Heard the planned updates, looked into what was added and tweaked. So gave the game another shot, primarily Killer, but do enjoy Survivor as well.
Maybe it's wishful thinking, but the game and the matches itself that I played felt real good and solid. Especially on Killer. The tile placements, pallet/window locations, all felt a lot better from what I remembered. QoL improvements, the last couple chapters seem to be balanced (personal opinion) and ironed out a lot better than the earlier ones. Don't feel overpowered or too weak Killer wise...just feels so much better.
Again, maybe this is all just wishful thinking as I really did miss this title, but I think I was very wrong to judge the direction this game was headed. Think the devs have done "a pretty good job so far" and happy to see them continue to invest time into this game.
Good ######### BHVR. Happy 4th everyone!
you didnt experience bugs that were introduced again? ;)
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@R52G said:
https://forum.deadbydaylight.com/en/discussion/comment/1379874#Comment_1379874
Yea I did. A lot of the changes being asked here vary on many things as well. The mid-chapter patches are basically their rework patches. Even if they did do this they can’t rework every single error in only one chapter/mid-chapter.
6 months should be enough
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@R52G said:
https://forum.deadbydaylight.com/en/discussion/164204/rework-chapter
They usually try to do stuff like this during the mid-chapter patches. An example is the reworks on the maps they did (such as the Thompson house).
did you even read my post?
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1373294#Comment_1373294
Isn't Bunny Legion something from Silent Hill?
https://forum.deadbydaylight.com/en/discussion/comment/1373299#Comment_1373299
Yes, but maybe they didn't want the sets to be mixed and matched. Obviously this is speculation but is the most logical we have right now.
i can understand it somewhat but atleast the weapon shouldnt be set
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@Milo said:
My guess is licensers wanted it this way.
yea but for bunny legion??? i see no reason...
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@Sir_Bassington said:
I see that the new skins can only be purchesed as a whole, and have a 10% Discount like others skins. the point of the discount is to buy the whole skin to save 10% instead of purchasing the pieces individually, but the new skins can ONLY be purchesed as a whole, isnt it technically ilegal to sell something at a discount when you have no plans to actually remove the 10%? Fallout 76 got in trouble for that selling christmas skins a while back. might wanna look into it.
i hope bhvr gets in trouble LOL
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@esn23 said:
Huntress Lullaby for me is very annoying, the actress they got to sing it to me doesn't sound that great and hearing it over and over in matches have almost driven me to quit. It would be very nice if there was a way you could mute it in the options so people who didn't like it didn't have to hear it. I know it is a design that can help you know she is coming but i would rather just look around me.. Im not trying to be mean to the singer who did this but would really love the option to turn it off in game.. Thanks
these posts get worse everyday on this forum OMEGALUL
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your changes are pointless
all these perks are fine and balanced
i expected you to buff the trash perks on both sides
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@Maelstrom10 said:
Ie you can self-care to a certain percentage of your health pool (say 50%) but have to find another survivor in order to finish the heal. With self-care or a medkit you could heal to 100%. Could side grade medkits to have less charges but be even faster due to this (and make them even faster upon teammates, or degrade faster when your using them yourself if your not using a perk like self-care.)
Or even better. What if healing of all kinds (including getting up off the ground) had an exponential decline without using perks or items? Ie a player could heal to about 50% in around the time it takes a full heal, but slowly declines slower and slower as you get to full health making the healing time around 45s to a minute without perks or items. Same thing could be done for the dying state, ie a player can keep recovering in the dying state but beyond 50% of their health bar it takes far longer up until the 95% we have now where it would take say an extra 30-40s longer to fully pick yourself up. This would negate scenarios where the killer slugs everyone to death whilst still remaining balanced around unbreakable etc, by making the slugged player take an incredible amount of time to get off the ground? This would whilst making the killer unable to slug forever also nerf Current situations where a killer could slug for maybe 30s 3 players, and have the final survivor negate all pressure by picking up all survivors off the ground (as being slugged would take progressively longer outside of having unbreakable, making it take longer for them to recover without outside help.
(For reference dying state recovery takes about 30s without perks. Dying state recovery in this model would take about 16s to get to 50% but an extra 40s-60s to get to the injured state.)
Keep in mind being slugged for around a minute is a whole third of a survivors dying state timer. (Unbreakable/soulguard and no mother would get rid of this exponential decay depending on their conditions)
Other players healing each other would not have the exponential penalty further encouraging seeking out another player for healing. Only self healing/self recovering.
Tldr : selfcaring could be made base but either exponential in nature, or up to a certain amount of charges, with dying state recovery made exponential outside of perks, to allow for recovery during incrediblely long slug times, whilst also increasing pressure for those who do slug (by making it take longer to recover outside of perks,) whilst also making sure players can't be slugged to death without any chance of recovery outside of perks.
Even bigger tldr: all get healing. Healing and recovering slow outside of perks and items. Slugging for short periods = even better. Slugging for long periods or to death will lose game. All players have a shot. Can no longer down everyone as bubba and wait 3 mins for bleedout timers to kill everyone.
no
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@Lexxi27 said:
Isn't that bannable? he just slugged all my mates and all of them died cuz of the timer. We all got a depip even tho i looped him till all of my mates died. He didn't depip and got more points than me? ######### is this crap?
get gud?
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1336707#Comment_1336707
It allows for the obsession to have counterplay, rewards the survivor for dodging a hit
????
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@BattleCast said:
Open-Handed
Increases aura reading ranges by 4/6/8 meters.
(NEW) After completing a generator, cleansing a totem, or searching a chest, the nearest totem, chest, or generator is revealed to you for 6 seconds.
(NEW) If you are holding a map that can track objectives, generators, chests, and totems revealed by Open-Handed are added to the map.
Camaraderie
While hooked and on the Struggle Phase, Camaraderie activates.
(NEW) Press the active ability button while Camaraderie is activated to give every other survivor who isn't hooked the Haste status effect for 8 seconds.
(BUFFED) If another Survivor is within 24 meters of you while on the struggle phase, your hook timer will pause for 26/30/34 seconds.
This is not happening
(REWORKED) While injured, Good Skill Check zones are removed, and Great Skill Check zones are increased by 100%.
(NEW) Succeeding Great Skill Checks grants 50%/75%/100% more blood points.
Technician
The noises caused by your repairs and their hearing distance is reduced by 8 meters.
(REWORKED) Upon failing a generator Skill Check gain the following benefits:
- The generators explosion will be prevented.
- No generator progress will be lost.
- Your scratch marks will be hidden for 4 seconds.
This has a cool-down of 120/100/80 seconds.
Thoughts?
this is not happening will greatly weaken all m1 killers, especially legion and plague, please reconsider the rework for that
but the rest id like to see
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@Lazerboy88 said:
Nah, you should be punished for missing.
i dont see any reason for that
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@Generator_Repairer said:
Right now EGC starts when at least 1 exit Gate is fully opened. My idea would be to activate EGC when the gate reaches 85%, 80%, whatever number it shall be.
This will prevent survivors from 99% exit Gates and going back and forth saving their teammates making it frustrating for everyone because it can make the game last forever
no, how it is right now, survivors risk to save their friend giving the killer a CHANCE to turn the tide of the match depending on your skill.
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@SurvJoe said:
i think this perk is very rare to see and its obvious why saving 25% to flashlight adds only 2 seconds (where 8 default for example yellow flashlight) and you waste perk slot for that 50 or 75% would make this perk more commonly used what you guys think? this perk harmless and not meta so i hope devs would think on that
definetely not 50-75, i dont wanna see infinite flashlights, infinite toolboxes and medkits
maybe 30 or 35.
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@Alify said:
On the new Midwich Elementary Shool map, there is a new screamer was when "this" falls out of the locker. I absolutely love it! It looks cool and brings a little variety to the game, but it would be even better if:
- Such places with screamers would be at least 2 or 3 on the map.
- The Survivor would scream after seeing it, betraying himself. However, perk Calm Spirit can prevent screaming.
- If something like this were on all or almost all Maps, then perk Calm Spirit would be MUCH more useful!
I hope that the developers will add something like this to other maps and add a screaming feature, making this feature a gameplay part of DBD.
can you show pictures or something, i dont know what you mean.
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@KingFrost said:
As a new chapter approaches, many of us want to save up some bloodpoints to spend on the new characters when we get them. And maybe get the new perks on our old characters once we unlock them. But alas, we can only accumulate 1,000,000 BP and any other BP we get in the meantime must be spent. This includes BP earned from the rift.
I've heard that devs have said they don't want people maxing a character out as soon as they come out. I'm not sure if that's what the devs actually said or not. But I've thought of a solution that doesn't prevent survivors from accumulating bloodpoints, but does prevent them from using too much of them at once:
The Blood Bank
The Blood Bank would be a place for players to store their excess BP. They could deposit as much BP as they wanted each day (or if Devs felt there should be a limit, then they could place a limit), but there would be a limit to how much they could withdraw each day. (My suggestion would be 1,000,000) The Blood Bank itself would be uncapped, meaning players could store billions of Bloodpoints, ready for their use when they need them.
Benefits of The Blood Bank:
-Players would have more control over when they spend their blood points.
-Players may feel more comfortable prestiging characters, knowing they'll be able to get their perks back in a short period of time.
-Players who buy both the new survivor and new killer would be able to level up both appropriately when they come out, but without doing so excessively.
-More players will play more games before the game comes out, to save up even more bloodpoints!
Why not suggest getting rid of the Bloodpoint Cap instead?
I'm fine with that suggestion! But, I don't think the Devs want to do that. So I'm suggesting an alternative.
Won't people use the blood bank to cheat?
If people are cheating, I don't think it'd be efficient to use the blood bank to cheat if there's a cap on how much you can withdraw. If players are cheating -- and BHVR typically will catch them -- I don't think a Blood Bank offers any real advantage to them. But I could be wrong.
the part "BHVR will typically catch them" is not true lol
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@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/1275160#Comment_1275160
this is such a wrong mentality, so the only ones with a voice in your opinion are ones that can get to red ranks? no the game should be BALANCED so EVERYONE can have an enjoyable experience when they play, ideally it should be equal where survivors can win and killers can as well
there is a reason why league of legends also balances around the pros, cuz everyone below diamond is trash :^)
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@krosskawasaki said:
To me, Killer is easier to play today.
Killer can camp, abuse, it´s self dependent, has great perks and the new killers has op abilities.
Survivors can gen rush? can... but. They need to be coordinated. The majority just don´t fit in skills. I mean, if you has 1 one on the team... your chance to win goes down drastically. Pallet was OP back there, today... great #########. You just delay your hook... (when they hook, because if you get 2 togheter... you just let them on the ground. Takes ages to cure and him get up.
Everything is slow to survivors, since gens, gates, box... its fast to broke hooks, but its useless with the time respawn. (Jake´s perk is dead, nobody uses anymore).
Killers has more map awareness, run faster, some can take you down with one hit...
The Killer needs to be dumb/bad to lose, that´s the deal.
Thanks to the lvl system, if you goes resilient you can up ur lvl, but still... loses more than win ALWAYS. Maybe you need to take care of the frustration of the killer to the game. But still... to OP. Camping needs to be solved. It´s logical that survives can´t lose one mate. And there is always one gen more than survivors to do. So...
Anyway... you should take the killers winrate and workaround this.
AND...
Start to ban people that leaves the game.
And stop to give 5 mins block when killer quits.
you sound like a rank 15 player to me with 30 hours :/
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no, just no, i dont want to see ebony mori every 3 games
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1294268#Comment_1294268
Lightweight - Sure, why not
Boil over - I think it's okay the way it is
Exit gate - I'm a little 50/50 on that one. As a survivor main I wouldn't be pleased if they did this, but in some circumstances I can see why it would need to be implemented.
EGC - I actually think they should increase the timer by a tad, so imma pass on that one
NOED - I actually don't mind NOED the way it is since you can counter it by doing totems. Although it's annoying to have one of your perks taken from you it means survivors are doing totems rather than gens, so it's kinda balanced in, well, every way.
All the others I have no comment on or can't respond to
Boil over doesnt help much at all, the killers gets to a hook anyways, sometimes u even boil over into the the direction the killer wants to go
Exit gate - yes there are niche cases
EGC - Survivors have way to much time to save someone, when a gate is opened, get the ######### out, 1 or 2 should die every trial
NOED - Ok i can agree but atleast make the movement speed boost passive or smth..
ok thx.
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@MiniPisa said:
Exhaustion perks are fine the way they are.
Although a trigger for sprint burst would be great, it would become OP. The only reason it's balanced right now is because you have to walk everywhere.
Not to mention you can kind of counter these perks.
- If you know they have sprint burst, don't try to hit them before they sprint.
- Lithe kinda sucks anyway
- balanced landing was nerfed already and you need to get to a high place to activate it, so it's got it's own problems
- if you know they have dead hard, don't hit them until they use it. This is called "baiting the dead hard"
- head on is just a meme and gets you killed most of the time
- Adrenaline requires the gens to be done, so just bring NOED if you find it problematic.
thank you for your feedback, i appreciate it.
what do you think about the other stuff?
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@MiniPisa said:
Wait.. the tutorial doesn't teach you about struggle stage?
the tutorial is very bad and outdated
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@Calchexxiss said:
Right now I don't think anyone will disagree that there are massive issues with the balance in the game. There are some players who enjoy this imbalance, but that doesn't change its existence. These issues are present through all ranks and while not easy to address, they can be addressed, not by adding new perks or abilities, but by attending to the two fundamental problems.
- Generator Speed: Between Repair Speed perks like Prove Thyself, the bonus from Toolboxes, and the simple fact that two survivors can easily complete a generator in under a minute without any boons, I think we can all agree that Generators are currently much too easy to do.
- Killer Efficacy: Right now the discrepancy between Killers is vast because the ultimate factor of whether or not a Killer can succeed is not based on the Killer's Power but is instead based entirely on their ability to pressure Survivors off of Generators, and some Killers (Spirit, Nurse, Doctor, Nightmare) are simply better at this than others (Leatherface, Plague, Demogorgon, etc...)
I will present solutions to both of these, although I'm sure this will experience massive pushback from the Survivor side because it will certainly make the game more difficult for that side. Frankly, though, and this is speaking as someone who plays survivor, it is far too easy to meet the Survivor-side objectives of the game when compared to the difficulty of meeting the Killer-side objectives. I honestly think these changes will be far more dynamic and more fun to play.
- Generator Speed Fix: Two changes can be made here, I will first summarise then go into detail. First is to make repairing the generator a two-stage endeavor. Second is to change the nature of coop repair.
- First off, this will not change the TIME required to repair a Generator, the time remains the same. The two-stage Generator repair will begin with all Generators covered in a 'Corrupt Intervention'-like visual effect. The Survivors have to pull the Entity's claws from the Generator and this will consist of the first 50% of the Generator's progress. If the Survivors stop working on that Generator, the claws will begin to regain purchase on the Generator, slowly reversing progress as if it were in Damaged state. As a point of order: Once a Generator is past the fifty percent point, it cannot be seized by the Entity again during that game (barring potential effects of perks).
- This will have the dual effect of providing a new mechanic to play off of with perks that I will suggest near the end of this, and give slower or less pressuring Killers a more even playing field because it gives them a Hex: Ruin-like effect by default, albeit a very slow one.
- The change to coop repair should increase the likelihood of Skill Checks, and very slightly reduce the size of Skill Checks, based on number of Survivors working on the Generator, but eliminate the possibility of Great skill checks. This represents the fact that you are working with someone but you're both doing different things and you have to work around one another. (Obviously this could be mitigated by Perks like Technician or Stake-Out).
- This change will slightly mitigate the vast advantage that Survivors get from coop repair, highlight the strength of underused Survivor perks, and make the actual 'Repair' goal something the Survivor player has to pay more attention to. It will also give more blood points if you're working coop by dint of there being more skill checks.
- First off, this will not change the TIME required to repair a Generator, the time remains the same. The two-stage Generator repair will begin with all Generators covered in a 'Corrupt Intervention'-like visual effect. The Survivors have to pull the Entity's claws from the Generator and this will consist of the first 50% of the Generator's progress. If the Survivors stop working on that Generator, the claws will begin to regain purchase on the Generator, slowly reversing progress as if it were in Damaged state. As a point of order: Once a Generator is past the fifty percent point, it cannot be seized by the Entity again during that game (barring potential effects of perks).
- Killer Efficacy: Once again, two changes can be made here, I will summarise and then go into detail. The first is to add an effect to the Heartbeat to allow creation of light map pressure regardless of Killer choice. The second is to alter a number of perks to synergise with the Generator Speed Fix changes that will allow lower-pressure Killers to take advantage of their power more effectively.
- Right now, the Heartbeat only serves to alert Survivors to the Killer's presence. In the very low ranks this can act as a deterrent, but Survivor players quickly learn to simply ignore the Killer unless they themselves are being chased. The change should add the effect of Unnerving Presence automatically to all Killer Heartbeats, creating a native penalty to working on Generators right in front of the Killer.
- This, combined with the change to Skill Checks on coop work, will encourage Survivors to respect the Killer's presence, while being true to the 'fear and terror' theme a Killer should inspire. Talented Survivor Players can still make progress on their Generators, but it does increase the risk, as it should.
- Several Perks will need to be changed to synergise with the Speed Fix, most obviously: Corrupt Intervention, Thrilling Tremors, Dead Man's Switch, and Unnerving Presence.
- Corrupt Intervention: 2/3/4 random Generators on the Map are cursed with the Entity's grip. The entity maintains its grip on the cursed Generators even after the Second Stage repair point is reached, and progress will regress regardless of the Generator's repair level.
- Thrilling Tremors: When a Killer picks up a Survivor, any Generators on the map that are in the Second Stage which are not being worked on are grabbed by the Entity, adding 6/12/18 seconds of 'First Stage' progress to that Generator.
- Dead Man's Switch: After Hooking the Obsession, Dead Man's Switch activates for the next 35/40/45 seconds. While activated, any survivor that stops repairing a generator before it is fully repaired causes The Entity to strike the Generator regressing 10%/15%/20% Progress and causing a Generator Explosion.
- Unnerving Presence: While in the Killers Terror Radius, Good Skill Checks regress the Generator by 0.5%, Great Skill Checks do nothing.
- Right now, the Heartbeat only serves to alert Survivors to the Killer's presence. In the very low ranks this can act as a deterrent, but Survivor players quickly learn to simply ignore the Killer unless they themselves are being chased. The change should add the effect of Unnerving Presence automatically to all Killer Heartbeats, creating a native penalty to working on Generators right in front of the Killer.
I'm sure these suggestions will experience massive blowback from the Survivor-main community with Dead by Daylight. To them I will say this: Bear in mind that none of these changes alter the amount of time needed to complete a Generator. There are plenty of games where Generators are completed within minutes of the game's start. All these changes really do is create more moving parts for the Killer side to interact with. If the Killer is not tactical and careful, these changes will do nothing for them.
As an aside, I also wish to advocate for the total removal of Moris. I do not believe that Moris serve to encourage any kind of gameplay, it simply hamstrings the fun of the game by encouraging tunneling and camping behaviour which is counter to how a Killer should be effectively played. I think the only time a Mori should be available is once all Five Stacks of Devour Hope are acquired, as that requires work and gameplay, and it should be available to use on the final Survivor as per the Cypress Mori, that way it's just a fun reward for a 4k that the Killer would have gotten anyway.
i agree with almost everything except Dead Mans Switch, reduce the regression
voted up ur post! :)
great idea, would love to see this even as survivor
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@batmanscar said:
it takes 3 survivors 40 seconds to repair a gen , and 2 50 , so just adding 10 seconds would make it at least less unfair for the killer . the killer has to break pallets , go around the map looking for survivors , vault , if he hits the survivor and pause temporarily , deal with DS , being flashed/being flashed and dropping the survivor ( even on first pickup unlike before ) , dealing with mither , borrowed time , body blockers , pallet campers ( which is now 98% survivor sided even if you swing your weapon before the pallet falls you ALWAYS get stunned unlike before the 3.7.0 update where the survivor had to put down the pallet to slow down the killer before he could actually hit the survivor ) , looping , being locker stunned ( which is a perk with zero cooldown ) , sprint burst , carrying a survivor to the hook , having to deal with a survivor that escaped your grasp which stuns you , unable to camp even if its on second/third hook due to getting even less BP then having to deal with all of the above , and to deal with all this/do these actions/recover from all this takes at least a minute just to down 1 survivor , so yeah 10 seconds is very little and more should be done for the killer side but its at least something , and the killer only has 4 perk slots and less if you have a perk that has a hex which is cleansed , and still has to deal with all this crap which as the game is now is very frustrating to play killer and heavily survivor sided . and if anyone wants to reply don't be some no life that gets on forums just to contradict anyone who is trying to make the game balanced and fair .
uhh u sound like a rank 15 killer idk how u get stunned everytime u pick up someone or everyone wiggles out
yes killer around red ranks isnt fun if ur trying a cool build on a bad killer but with nurse/spirit/billy u can destroy an swf if ur good enough :)
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@Schulz_The_Ugly said:
I'm R15-10 killer and I'm always paired with r4-1s...
there's no fun, i can't even get better while getting gen rushed by swf teams with GG items
you are a rank 15-10 killer, get rank 1 first then ask for a buff/nerf man...
the problem of the isnt that killers are weak, it is solely the MAP DESIGN, which was improved in 3.7.0 (thank god)
the game feels alot more balanced now, yes they still need to fix some maps (remove haddonfield and ormond pls... )
yes, a good SWF is still a pain in the ass, just learn nurse and spirit
after rank 8 i wouldnt recommend playing bad killers like : bubba(billy is 10x better), wraith(M1 Killer, Power doesnt help in chases), trapper (they know where all ur traps are), Legion(u cant really down someone), MAYBE Pig (u can do good with her if u mastered her, she is underrated) and please dont play clown (his power is decent in chases but he lacks in EVERYTHING else)
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number 2 and 3 i can agree with
number 1 would make mori bad
remvoe ebony and make ivory very rare and cybress base kit
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1266123#Comment_1266123
That is there to help with getting tunneled. True tunnelers don't give a damm about some DS or others survivors or gens/wining, their goal is to obliterate survivor of their choosing so this gives that tunneled survivor a very good chance to escape after killer takes their DS. With these temporary stealth buff and 5s of time you should almost always get enough distance to completely lose the killer so that he can't tunnled you unless he finds you again which would be pretty hard.
It might be a bit too much but with new disadvatages that my design for DS has I think it's fair to give real means to battle tunneling and not just more wasted time before killers downs you again. You get a chance to hide and start fresh.
Remember that survivor with active DS can't anything besides runnung around vaulting/dropping pallets. If they start any interaction they lose their DS so if killer wants to get them even when they are tottaly harmless to their preassure for those 90s they'll need to work quite a bit harder to catch them.
Also the skillcheck is imao meaningless, it beiing there is more of a meme imao (like who can't hit a skillcheck in red ranks unless their brain literally freezes) so I've removed it to make it less annoying to run.
I think all the changes are justified and would make DS far more fun for both sides. It could certainly use some more tuning but none of the changes feels like overkill to me at least.
yes but ur perk has:
no bleeding, no grunts of pain, no scratch marks, 5s stun
you cant have what 4 perks give in one, that is against the "rules"
if you really want so much good stuff in a perk, you would also need a major drawback
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1265916#Comment_1265916
That's right but if the numbers are too high it's gonna be like pre 1.7.0 .A must have perk for killers.
Brutal Strength right is an ok Perk but i think it needs something to make a bigger impact in a game.
I'm pretty sure nobody ever had a moment where they thought "Damn brutal strength just saved my game"
And that's the problem of like 90% of the perks in this game.They don't really have the potential to really impact the game.
survivor perks almost never get touched. DS, BT, Iron Will, Dead hard are all meta perks who never get touched and are used every game, it kinda gets boring, all the other perks are kinda meh and not that impactful like BT and DS
The Map changes are a good direction into making the game better, they still need to adjust distance and one day remove haddonfield and ormond (lmao)
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@MiniPisa said:
To be honest I think they should just get rid of the choice to DC in general. I mean, can anyone tell me why it's a thing in the first place?
If I had to quit the whole game to DC then I would barely do it because loading up constantly would be tedious. I agree they need to tweak it somehow so that people who have genuinely lost connection don't get punished but yeah, why is leaving the match even an option..
maybe you have to go eat and your parents didnt warn you?
maybe your boss calls u too immediatly go to work?
maybe your mom says go outside?
Riot Games does this pretty well, they understand some people have to go do their IRL stuff, so you only get a penalty after dcing in a row like 3 times
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very good idea
but:
remove "For 30s after stunning the killer you don't leave pools of blood, scratch marks and grunts of pain are reduced by 100%."
why? Imagine if all 4 run DS, then they would have free Lucky Break,iron will and dance with me and could use other perks instead
Also, keep the skillcheck
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@Milo said:
Unlocked: Devotion 1 Lvl 1 every Devotion increases BP Cap by 500.000Okay. Good idea.
XP Booster: 1 day (+0%) / 1 week (+30%) / 1 month (+100%) 50% = 250.000 or 150 Auric CellsYou lost me.
how would you change it, im open for critic
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1257975#Comment_1257975
Ok, rather then constantly pressing one button consecutively over a short period of time, you have a variety of buttons which you'll have to press one at a time at random.
Basically so people don't break their keyboards/controllers.
i would rather have a skillcheck every 5s that isnt tooo difficult
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@chineloGAMER said:
I still can't believe that a paid game doesn't provide basic functions like this. Several free games, even less famous than DBD have this. To tell the truth, there are few games that do not have customizable graphics configurations, especially those of today.
I totally agree with the implementation of more graphics options. In addition to each player being able to leave the graphics according to their preferences (which should be possible even more because it is a PAID game) and not being able to achieve great competitive advantages, with options such as disabling shadows and antialiasing, the game would reach an audience higher with weaker computers as these options make it possible to achieve a higher frame rate per second.
Again, I'm sorry for the bad English and blame the Google translator, because I'm Brazilian.
allowing very low spec people to play a game is the reason why Minecraft and League of Legends are so. damn. popular. Most people have bad pc cause they are either poor or their parents dont want to pay alot. My PC is not bad an im not poor either, just saying
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red addon on red item? no (too much RNG anways)
Crystal bead shouldnt exist
Remove Danger zones
everything else is good
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@Cixon said:
I understand the devs added moris for neat animations and to give the killers more character but god does it kill a good vibe.
You really can't do anything against and it's becoming a little too common in matches.
So I figured since keys need at least all but 1 gen left and lack of 1 survivor to spawn hatch, how bout Moris need all but 1 hook left to kill their victim?
More fair than the current state in my honest opinion.
just dont get downed noob
kappa
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@GoshJosh said:
The icon is always present in the center of the bloodweb. Or at least remove the popup for P3 level 50?
Idk for you, but at P3 50 there is no icon in middle?
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@Zotalye said:
Hey, I've never made a post here before, but I was prompted by my friend to share my ideas, so I figured it couldn't hurt. You could probably guess what the title says. Arcade Modes. We all have a different outlook on dead by daylight, but one thing that gets most of us excited is new content. I thought it would be neat for things that have been requested to be added into the game. Things like more killers and survivors per match, even a hide-and-seek mode that doesn't revolve around doing objectives, with limited time and re-worked powers for that specific game mode. (Maybe even something like passive character benefits benefits, for every specific survivor/killer!) It could include lore-related stuff, like maybe HYPOTHETICALLY the survivors thought they found a way to escape, and are being hunted by the entity itself. Turns out, BAM. They were just being stringed along, and then had their memories erased to do the same mindless act over and over again. It's pretty fun imagining different scenarios, and even more fun imagining it being in the actual game. So I thought adding something experimental like this would be fun for us and further the game in some way. I'd love to know what ya'll think!
do you know starcraft 2? It has an arcade mode, which has COMMUNITY MADE maps and mini games
those maps and minigames are created with the Starcraft 2 Editor, which the devs (Blizzard) use, it is quite hard to use and needs quite alot of programming skills tho (making a map is not hard)
For dbd we would use Unreal Engine 4 if im not mistaken which isnt quite easier
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I want to hear opinions on the small tweaks for some perks not only keys and moris
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this change makes no sense
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@unda said:
what's the point of ebony mori then if that would be after second hook?
changed it, sorry, didnt think about that enough ^^;
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everyone running boil over would encourage the killer to slug and make it literally impossible to hook someone because of breakout, bodyblocking etc
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1217007#Comment_1217007
Then how would you change Boil Over so it's actually usable?
why would you change it? what is the reason you buff it? he literally doing what riot games does to league of legends, if it isnt popular, even if it is balanced it needs a buff just to make it more popular,?
if you buff boil over you would also need to buff iron grasp
"You ignore effects that slow down your wiggling speed and suppress your wiggling effects."
is literally broken, it counters literally 3 perks, Agitation, Iron Grasp AND Mad grit, with 1 perk you deny an entire build!
(Basement Trapper, Basement Hag, Basement Bubba)
Also he reasoning:
"Boil Over is a weak Kate's Perk. It must be buffed"
it MUST be? Why?
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@Onyx_Blue said:
I would have said just make the percentage for item usage penalty increased from 80/90/100% to 100/150/200%.
Don't see why it should function completely differently. Especially if it's another slowdown perk. Th slowdown mentality is one of the things killing the game.
I came up with this as some survivors literally sacrifice themself next to me for a gen, like cmon or they just continue the gen while im chasing their teammate like 10m away.
Also just not using your item completely counters it.
Flashlights are mostly affected by this, but why just not run Lightborn instead?
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@Lexilogo said:
Too much design overlap with Coulrophobia IMO.
I would prefer keeping its current tool degredation idea, but instead granting a small durability decay for all items within your Terror Radius, either if Survivors are holding them or even if they're dropped on the ground. (let's say 0.5% total charges per second, so 200 total seconds within your TR would render an item useless)
Though, the Perk in general is a little outdated with the Toolbox changes, so perhaps if you were going to totally rework it, I would give it a timer that gets lower with Ranks (eg. 9/7/5 seconds) when, after a Survivor spends that much time within your Terror Radius, the Terror Radius will get louder and louder regardless of distance and will sound like the Killer is breathing down the Survivor's neck very quickly, and will only be negated once the Survivor leaves the Terror Radius for a few seconds. Throw on a TR buff like +8 meters and you get a Terror Radius increasing Perk that directly adddress some of the issues a big TR usually entails.
very good idea but i think 0,5% is not enough, currently big maps counter TR builds, but since they make the maps alot smaller now i think doctor is going to have a great time and even better since he got reworked, he might get as good as freddy
but the problem currently is that if someone sees you have that perk, they just wont use their items, very high counterplay..