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ViperTheCharon

ViperTheCharon

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ViperTheCharon
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  • @ViperTheCharon said:

    Ah… Finally… Now I can rest without having "Guarded Landing" (Pants from "System Smasher") only.

    Shame it's only for a week though, many players can still miss out on it.

    BHVR just released it to the store, well then. Enjoy.

  • Ah… Finally… Now I can rest without having "Guarded Landing" (Pants from "System Smasher") only.

    Shame it's only for a week though, many players can still miss out on it.

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848983#Comment_3848983

    I think Legion is a last killer who needs even undirect nerf

    I mean the version of Thanatophobia i'm suggesting would still encourage players to heal if they wouldn't want to have a vaulting debuff, also staying injured is mostly a bad idea if the killer is decent and has the potential to snowball.

  • @Gardhome said:

    Im agree with almost everything except Thana its actually became more useless than before, 12% vautling penalty is niche effect that doesnt change anything. They need just revert it to 4% for survivor and remove extra 12% when all 4 injured.

    The problem with current and previous versions of Thanatophobia is that it's effects are niche on most killers, while Legion and Plague excel it's value, also there are more stronger slowdown perks which make Thanatophobia look redundant. I can agree that 12% slower vaulting speed is a pretty niche effect by itself, but if you look at the Resilience's vaulting speed, it's also nothing special, but it has it's niche that can extend chases for longer. If looking at the current dbd which is fast-paced, the differential of miliseconds has the potential to change the outcome of a trial.

  • Well, Dark Devotion is already a thing, so I suggest to change the name of a perk.

    Also about your perk, the 30 meters is so out of ordinary, maybe decrease that to like 24 meters, similiar to devour hope.

    The one thing i'd add is that it deactivates when the exit gates are powered.

  • @solidhex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404185#Comment_3404185

    Why should anyone play overzealous? This perk will never become meta. It's not really worth it, you have to find a totem first, cleanse it and then it's like 10% (hex totems are not that common anymore like they were 2 years ago) which isn't a great game changer. It also deactivates once you get a hit which will happen fairly often. They should change it to only deactivate when you get hooked.

    Overzealous works with blessing too, so you can actually have 10% every time with no limits.

  • @Wexton said:

    Not every tome cosmetic is brought back, that's why.

    @BarnesFlam said:

    Because FOMO. Don't ask questions, just consume and be hype for next product.

    I doubt. The Hillbilly's "Sunday Slaughter" was in similiar situation like this, but it got released to the shop anyway.

    @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371960/why-neas-system-smasher-cosmetic-hasnt-came-out-yet

    It is poosible that the Announcer described the skin to be exclusive to that Rift.

    Just listen to the tome which had Felix's ski suit and listen to a recent Rift, way different wording.

    Maybe, but in both of those rift trailers, there are different narrators, so its hard to tell.

  • I don't even know, I just heard there will be some of course.

  • @Yoshirama said:

    I don't think spine chill and resilience need a nerf. Resilience is a rewarding perk for being injured, specially in this PTB

    From what I've heard the PTB changes are coming tomorrow, so we'll see what they actually changed from the PTB

  • Edit #1: Changed "Hex: Thrill of The Hunt" and adjusted "Sloppy Butcher" due to current situation in the game.

  • Edit #1: Added Thalita's and Renato's Perks : "Friendly Competition", "Blood Rush" and their "Teamwork" perks, reworked "Botany Knowledge" and adjusted some perks due to current situation in the game.

  • Edit #1: Added Skull Merchant's Perk : "Game Afoot", changed "Coulrophobia" (decreased healing debuff) and adjusted some perks due to current situation in the game.

  • @Bwsted said:

    I think someone in the dev time got slugged to death by a Billy and didn't recover ever since.

    image.png


  • @LooeDbD said:

    I noticed killers have a rare walking animation (can only be done by slightly holding up on controller) which could be used for this rework

    rework: press the active ability button to walk (same speed as a survivor walking or less)

    while walking, you gain the undetectable effect until you press the active ability button again

    you see the aura of survivors within 6-10m while walking

    performing any action (M1 attack, breaking, vaulting) will instantly disable the perk

    coming out of walking will disable insidious for 30 seconds

    overall I think this would be more engaging than just standing still like it is now

    Maybe how about this.

    Insidious: Unlocks your stealth ability:

    *Grants the Undetectable Status Effect for 60 seconds At the start of the Trial.

    *Extends the duration of all other Undetectable Status Effects by 3/4/5 seconds.

    Well, I like your concept of it, but in practice, it would be still niche, since you move at the same speed as survivors / slower than tier 1 myers and it deacitvates when you do something.

    Im not mentioning about the aura reading, since the radius is small and survivors can see you from far away if there's no LOS blockers before you can see their aura.

    Also there are more efficient stealth perks that make killers more dangerous.

  • @Leachy_Jr said:

    Title.

    Thank god eruption is gone. Circle next please thank you (and/or prove thyself).

    Oh and rebuff pop please so I can have fun hooking multiple people and not asking myself "why arent i tunnelling?" in difficult matches.

    Ye, I would want to see COH nerf too since it breaks the concept of the boon, but I think Prove Thyself shouldn't be, since it's an anti 3-gen perk and it's better to work on different generators already, the one thing i'd want to be removed from it, is bloodpoint bonus for coop actions.

    Also don't forget about Dead Hard.

  • @Ketrab2703 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329413#Comment_3329413

    Jez, that's a lot of Interactions, most broken being Repeling on Artist and Mending with Addons on Legion and Slinger

    Yep, I agree, because you are in most vulnerable state while in chase for example.

  • @Ketrab2703 said:

    I've tested various actions and currently found out that those actions are affected:

    • Any type of Mending
    • Self Recovery (while being slugged)
    • Snapping Out from Madness against The Doctor|
    • Repeling Crows against The Artist
    • Using Spray against The Wesker
    • Using Vaccine against The Nemesis

    It also affects using a map or a key.

  • @mr_Beast_Artist said:

    Friend post is very big to read. Could you break it down into smaller posts. I like the ideas of the survivors as they don't have a good selection of perks and I really wish the developers would bring this into the game. I read at work and the authorities are closely watching how I sit on this page for so long))))

    I already did it. I broke down this overhaul into 3 parts: Killer Perks, Survivor Perks and Universal Perks. I know that it's long to read it but there's a lot of perks in this game and I can't really do anything about it.

    @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361791/my-perk-overhaul-part-3-universal-perks

    You can't give notifications to Thrill, that was removed because of artist.

    Thrill of the Hunt changes came on 5.3.0 version and The Artist was added in 5.4.0 version, so The Artist wasn't the reason. Also I added restrictions to this perk that notifications only work when you are 32 metres away and those effects are not applied on Thrill of the Hunt's totem itself.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324415#Comment_3324415

    I'm pretty sure he meant the tokens would increase the base not replace it, so as you gain tokens the failed skill check would be

    0 tokens 6%

    1 token 7%

    2 token 8%

    3 token 9%

    4 token 10%

    I dont hate the Idea, but I would cap it at 4 tokens (20% for a failed skill check is plenty) and only grant tokens the first time a survivor is hooked like No Way Out, and a token is lost if a survivor dies.

    Okay, I see it, since it got edited not long ago. This would be a decent buff, for getting bonus by working similiar as no way out. (Hexes are considered as high risk high reward so this buff is reasonable.)

  • So you tell that huntress Lullaby is very weak and made it somehow even worse, you prioritize no skill check sounds with no additional penalty at the start and you need to hook, just to get 1%. You didn't even mentioned differences on each tier and you made that it punishes survivors for losing the game. You need 6 hooks to get current 6% penalty on Huntress Lullaby, which is pathetic.

  • @not_requested49 said:

    I like your thrill of the hunt idea, however I feel it may be oppressive if it alerts you when the totem itself is being tampered with, it basically puts them in a lose lose situation since you will know if they are trying to deactivate the thrill of the hunt, so I'm thinking the loud noise notification should only apply to other hexes, not itself so the survivors can have a shot to cleanse it, then move onto the other hexes, or risk it and try to cleanse it with thrill of the hunt still up

    Of course survivors still have no way of knowing which hex is which (and neither will you) so they would have to get lucky

    Maybe you're right, since very mobile killers can easily defend it with no way for survivors to cleanse a hex. I'll think a bit for it's changes.

    @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361791/my-perk-overhaul-part-3-universal-perks

    I can't see any difference in some of these perks though, like NOED, what exactly changed here?

    Same for no one left behind and Dark Sense, not seeing any difference

    The difference in NOED are that survivors are affected by it after the last gen is done, not when the killer hits the survivor. For no one left behind the change is that on all tiers it's 100% bonus points and for Dark sense its just buff to weird numbers on each tier from 5/7/10 to 6/8/10, same with bitter murmur.

  • @YOURFRIEND said:

    That's a really cool insidious idea.

    Yeah, it's heavily inspired by Lethal Pursuer as you can see. It would provide very stealthy headstart and extend the undetectable status effects for perks and killer abilities.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320285#Comment_3320285

    How do i explain it? because it's true. Prove doesn't increase your repair speed, it only removes the repair penalty for working on a gen with friends. You are far better off trying to split and find your own gen at the start of the match to minimize how many survivors the killer can pressure at once and prevent snowballing.You are in a much better place if 1 gen pops in 30 seconds than if 3 gens have 80% progress on them.

    Prove thyself is an anti 3 gen perk not a gen repair speed perk like hyper focus

    Maybe you're right that I misconcepted Prove Thyself as a gen speed perk. It is really true that if survivors are seperated, they are in better position because killer can't spread pressure, just like you're saying.

    @littlepaw said:

    i'm going to be honest i legit didn't even know you offered a change to adrenaline at first because what you just listed is just practically what adrenaline is already 😕

    Oh well, I forgot to change one more thing in adrenaline. Gonna fix it quickly.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320034#Comment_3320034

    wow those are some impressive gen speeds lmao if only you couldn't get those speeds by working on different gens already. prove thyself DOESN'T increase total repair time across all gens other than the last one. If you're letting 2+ survivors sit on a gen in your 3 gen long enough to get meaningful prove thyself it's a pure skill issue.

    Well, how do you explain that it doesn't increase total repair time across all gens other than the last one? Prove Thyself can really shine, even at the start of the game, when the killer is at the weakest position. when the match just started, there can be 2 gens done already with it and you can't do anything about it as the killer, since the match just started. It would be worse if survivors were just bumping gens and play stealthy instead going for chaser playstyle.

    @TeabaggingGhostface said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320034#Comment_3320034

    Jeff has good perks, they just need a bit of a push to make them actually properly viable

    Distortion as it is now is absolutely perfect

    Making breakdown work when you unhook, for 30s (90 would be absolutely terrible for game health, so its understandable why you'd be worried)

    All aftercare needs is to work on protection hits (also remove the dumb thing where you can lose the auras when hooked) and it'll be truly perfect

    Here's an idea i have for a deliverance buff: while its active you unhook other survivors 50% faster

    Yes, Jeff has good perks as you say, some tweaks and they'd be perfect.

    Im still suprised that Distortion is still underrated.

    I'd only take the breaking Hook aspect when you unhook, since it would overshadow Babysitter (Guardian).

    With aftercare i've done what you're saying here, it's a bit dumb that you lose it when you get hooked like, seeing your teammates 24/7 is not that OP.

    With this change for Deliverance, it would overshadow Desperate Measures since it grants the unhooking and healing speed for each survivor that is not healthy.

  • @Steakdabait said:

    First change is a prove nerf lmao the perk isn't that good even if it was lets not nerf anti 3gen perks in the most degenerate 3 gen meta the game has ever seen

    Take a Look on the calculations how long it needs to do a generator with and without Prove Thyself:

    Reminder: 1 person: 90 seconds

    None: 2 people: ~52.94 seconds, 3 people: ~42.86 seconds, 4 people: ~40.91 seconds

    Prove Thyself: 2 people: ~46.04 seconds, 3 people: ~32.97, 4 people: ~28.21 seconds

    "the perk isn't that good" Prove Thyself is just like 5th survivor in the match if person with it is stealthy.

    Also there are a lot of anti 3gen perks on the game just look at the Potential Energy and regression perks are different topic to talk about.

    In my thoughts it was like 90 seconds, which is a long time and that's why I got little worried.

  • @TeabaggingGhostface said:

    I got a few additions for you

    Aftercare: also activates when you take a protection hit, or have a protection hit taken

    Breakdown: also works when unhooking someone else, but with a reduced duration

    Aftercare, I would agree with you on that. Breakdown, not so much. Why? It would make easier for SWFs to exploit Hook spawn logic if one person just ran it. (Especially on Midwich.)

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319753#Comment_3319753

    I like current windows because it actually gives Blindness some use. Outside of slugging builds it does almost nothing and being able to disable a meta perk is very nice. I like running niche/off meta stuff and that makes it a little more rewarding. My opinion is definitely not the majority though.

    Fast track is still 45% of a gen instantly, 3x times a game. You don't have to use it at the same time as BNP to get value out of that. You can use the BNP at the beginning to bang out a fast gen then toward the end to bang out a fast gen. You still have the actual toolbox to increase speeds further.

    I'd rather have shattered hope basekit and make every boon as good as CoH than basically delete boons entirely. It's a cool mechanic with too little counterplay.

    My problem with shattered hope basekit is that how much time you need to invest destroying totem for the rest of the game. As the killer you need 1-2 seconds to snuff/destroy a totem, as survivor you need to cleanse/bless for whole 14 seconds (or 28 seconds if you're blessing a hex) and totems are not even the main objective of the game. Also it would make Pentimento meta and make boons useless due to their little benefits and range.

    I think making Fast Track like Potential Energy that you lose all tokens when losing a health state would fix some issues, but reaching it's full potential, you need your teammates to be hooked 3 times, which is not good if you want to win the game.

  • @YOURFRIEND said:

    A lot of these are just minimal number changes. Like, almost pointless ones to where I had to look up the actual difference. You've changed the lower level fixated. Basically pointless. Most of the others are good, common sense number changes.

    Except for a few. You've reverted windows back to it's garbage state. Is it meta? Sure. Is that harmful? Absolutely not. It's not a gen speed or heal perk. It's fine.

    You've made dead hard the best perk in the game. An on demand DS stun is ridiculous. Say goodbye to ever getting to pick up a survivor ever again. Getting stunned for three seconds every single chase.

    Some of your numbers are way overblown. Empathic connection from 10% to 25% for example. You're more than doubling the value. That sort of swing is inherently unhealthy and indicative of power creep, even if it doesn't make the perk busted in of itself.

    Nothing survivors bring should give outright immunity to a status effect. That's 1/4th of a killer's build or half their addons countered by 1/16th of what the survivors bring to the table. It's untenable.

    I don't think circle of healing needs to be removed entirely. Basekit shattered hope would do it. Most of the methods of applying varying status effects are permanent so outside a few cases(ghost face marked) it's pointless to reduce their duration.

    Your fast track is also hard meta. 45% of gen progress instantly? Combine with a BNP and it's just an "I win despite you playing well" button for survivors.

    So, when I always make discussion like this big, it doesn't save the assets very fast and I'm sometimes impatient, so there could be still some things that I didn't wanted to be in the post, so im gonna remove those unintended this ASAP. (Already done that.)

    Old WoO was like the training wheels for the new players, the current WoO is not that bad as you say, but it can be taken to the advantage by the experienced player by knowing where to go next and potentially make disguisting chain loops that M1 killer probably has zero counter for it. (It also shows how the maps are badly designed, which is laughable.)

    Changing Dead Hard is always tricky, since when it gets changed, on the beginning people will say "This is garbage" or "Dead Hard is dead", but later on it would be still a very good perk or just a crutch perk. (The concept for the rework was when Clairvoyance was able to push any player while it was active.)

    25% wouldn't make much difference to the current 10%. To look at the math, normal heal takes 16 secons total, with 10% increased speed, it would cut off only 1.6 seconds, making it 14.4 seconds total, on the 25% increased speed, it takes 4 seconds, making it 12 seconds, but point it out that it only works while healing other survivors.

    Shattered Hope basekit would not be a great choice, since COH is on the top and other boons are just mediocre, making shattered hope basekit would make only COH viable and put other boons to the trash.

    I mentioned in Fast Track's description that it doesn't trigger when facing a difficult skill check and BNP skill checks are considered as difficult skill checks, so there would not be any synergy with it. (Also BNP already doesn't work with fast track, which only applies BNP bonus and wastes Fast Track Tokens, granting no additional effect.)

  • @YOURFRIEND said:

    A lot of these are just minimal number changes. Like, almost pointless ones to where I had to look up the actual difference. You've changed the lower level fixated. Basically pointless. Most of the others are good, common sense number changes.

    Except for a few. You've reverted windows back to it's garbage state. Is it meta? Sure. Is that harmful? Absolutely not. It's not a gen speed or heal perk. It's fine.

    You've made dead hard the best perk in the game. An on demand DS stun is ridiculous. Say goodbye to ever getting to pick up a survivor ever again. Getting stunned for three seconds every single chase.

    Some of your numbers are way overblown. Empathic connection from 10% to 25% for example. You're more than doubling the value. That sort of swing is inherently unhealthy and indicative of power creep, even if it doesn't make the perk busted in of itself.

    Nothing survivors bring should give outright immunity to a status effect. That's 1/4th of a killer's build or half their addons countered by 1/16th of what the survivors bring to the table. It's untenable.

    I don't think circle of healing needs to be removed entirely. Basekit shattered hope would do it. Most of the methods of applying varying status effects are permanent so outside a few cases(ghost face marked) it's pointless to reduce their duration.

    Your fast track is also hard meta. 45% of gen progress instantly? Combine with a BNP and it's just an "I win despite you playing well" button for survivors.

    So, when I make the discussion that has a big content in it, it doesn't save very fast and there would be a lot of mess and sometimes im very impatient and want to show it right now, I deleted some unnecessary changes but somehow they stayed up still (just like fixated), so they're gonna be removed ASAP.

    Old WoO was like the training wheels for the new players, the current one is not bad as you say, but it can give a good headstart for experienced ones where to go next while being chased and can manage to make disguisting chain loops. (it also shows how maps are badly designed, which is laughable.)

    Changing Dead Hard is always tricky, because when you try to change it, everyone will think at the beginning that "This is garbage." or "Dead Hard is dead.", but then after some time, it would still be a very good perk or just the crutch perk. (I had a fun concept where Clairvoyance was able to push anyone while active, so that's why my version of Dead Hard is here.)

    25% wouldn't make a huge difference to the current 10%. To look at the math, normal heal takes 16 seconds, with current empathic connection's 10%, it only makes the heal 1.6 seconds faster to the total of 14.4 seconds, however with 25% it takes 4 seconds from the normal heal, which would make 12 seconds of heal, but point it out that it only works while you heal other survivors.

    Basekit Shattered Hope would not be a great choice, since only COH is the top and other boons are just mediocre, making Shattered Hope would make only COH viable and throw the other ones to the trash.

    I mentioned in Fast Track description that it doesn't trigger when facing a difficult skill check and BNP skill checks are considered as difficult skill checks, so there would not be any synergy, also it already doesn't work since it doesn't grant Fast Track bonus after hitting BNP skill check and still wastes Fast Track tokens.

  • Sadly it won't come true ;(

    *Dead Hard Rework 2.0 here*

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305900#Comment_3305900

    Im sorry but you need to go back to the drawing board and rethink alot of these.

    Coup de grace, you wnet and boosted to an insane level, and then went back and kept the worst part of it where its only useful 5 times a match and you have to be losing to use it.

    Oppression, you changed so minorly that it was still borderline useless, and are now boosting it to be overpowered with COB and overcharge, instead of just eliminating/minimizing the cooldown, which is all it needs

    Eruption, your original change was to give it a bigger cooldown, doing nothing to the perk, and even after receiving the math to make it the same but less obnoxious to survivors, which is the problem with the perk, you strip all the regression and make it a gen blocking perk which is pretty much still the incapacitation except longer.

    Taking a cursory glance through several other ones you are making tons of unnecessary tweaks, Awakened awareness does not need a lingering effect, nowhere to hide is fine and doesnt need a boost, so many of your changes are either too far or not enough, and some seem to be just so you can say there was a change.

    Well, I changed Bloodhound, STBFL, Overcharge, Oppression, Coup de Grace, Eruption and Call of Brine.

    If you change Coup de Grace in any way, you can't really balance it, because it's a game core issue and you can't do anything about it.

    If you want to make Oppression frequent, then it would be a Noob Stomper since newer players have to adapt to each type of skill checks and seeing it on each generator at unexpected moment is just a migraine, 60 seconds is enough.

    I made Eruption just like current Dragon's Grip with a time limit, if not trigerred, it goes on cooldown, still it affects one generator at the time, not multiple generators at once just like the current one.

    Awakened Awareness lingering effect was taken away because of Nurse and the perk wasn't even an issue, Nowhere to Hide is bugged and the description shows that it should be more powerful than it currently is, the fix to Nowhere to Hide would be to just change the description, just like they did with NOED back then.

    And that list is supposed to show some ideas, not just to "copy and paste everything and it should be in the game".

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305961#Comment_3305961

    No that doesn't seem to powerful

    Why would there be sound spamming on my version of Surveillance?

    Please no more Gen blocking perks... they don't regress the Gen... just make them unrepairable in a different way

    "as they fade away" doesn't do much of anything... especially with Lightweight... why not just add direction to it

    Not destroying hooks after survivor has died on it, slower sabos (I had idea to make it 100% instead of 50%) doesn't it seem powerful?

    I just think that's how it would be with your version of Surveillance if you protect a generator with your life.

    What else do you want instead of gen blocking, it's a healthiest way to protect generators, because you can't do it for eternity, otherwise it would be strong or weak. If you want to make them unrepairable, camp them and/or use other gen regression perks such as Overcharge.

    The thing with Lightweight is that scratch marks spawn inconsistently, that's why you can lose killers very fast with it in indoor map, also breathing, LOS, (crows sometimes) is a factor too, so you don't usually need scratch marks to track survivors.

  • @RaSavage42 said:

    Why change Hangman's Trick into a Scourge Hook perk....

    It should work like that without being a Scourge Hook perk

    Also Surveillance should take the information part from Call Of Brine

    And Eruption should have it's Incapacitation cut in half or just have the effected Gens no longer have interactions for the time

    Predator should make Scratch marks have some direction added to it

    Those are just some of what I'm thinking

    The effects of my hangman's trick's version are a bit too strong to be applied on a normal hook.

    Not a bad idea for a Surveillance buff, but do you want to hear spamming sounds of notifications frequently?

    Current Eruption can be easily countered in SWF, but it's a nightmare in Solo queue, because you have no information when a survivor will get downed.

    My version of Eruption does disable the interaction with the generator by blocking it, for a period of time.

    You can already tell what the direction of scratch marks are, by it's fading.

  • @kingcarl2012

    So, I completely reworked coup de grace with eruption and tweaked oppression.

    With coup de grace, I made it similiar to the current one, but it only consumes, when it is a successful lunge attack and doesn't stack with other instances or itself.

    Eruption now blocks the generator, when survivor tries to repair it, after you kicked it.

    Oppression is similiar to current Call of Brine or Overcharge, it makes generators regress at 200%, applies the base 2.5% progression loss to those 3 generators and missing difficult skill check makes lose additional 5% of generator's progression.

  • @OneGoodBoyDemo said:

    Don't you dare touch my shadowborn!!!

    And why Furtive Chase is still the same?

    "Why don't you take a closer look."

    I removed that it only decreases terror radius while in chase.

    Shadowborn is priceless indeed.

  • @kingcarl2012 said:

    @ViperTheCharon

    Ok so I will admit I only got through hillbilly, but already we have issues.

    Agitation is perfectly fine where it is and needs no changes.

    Predator, I have no issue with making scratch marks stay longer but changing the color is completely uneccesary, white scratch marks on eyrie of crows or ormond or farm maps would be abysmal.

    Bloodhound, absolutely not, bloodlust is fine and needs no buff and you can already get a better effect with Save the best for last, and stacking the two would be ridiculous.

    Shadowborn, only issue here is 10 seconds is unnecessary back it down to 7 or 8 to keep in line with other aura perks, so if the killer runs lethal it only burns 1 distortion token.

    Enduring, perfectly fine as it is does not need to be nerfed.

    Tinkerer, once per gen is fine especially in the gen kick meta we are in, if anything you could maybe lengthen the undetectable for slower killers

    I changed the agitation for the reason that the tier 3 of it is only useful (looking at the carrying speed).

    I could imagined that the "bright white" scratch marks would be pure white with a black outline IMO.

    I think I would agree on the bloodhound with you, it would be a bit ridiculous with STBFL.

    Duration of Shadowborn could be decreased down to 8 just like you said.

    How I nerfed Enduring? Right now it only affects pallet stuns and it's based on percentages. The way I wanted to present is that, instead of 3 second stun head on, it's 2 second stun of head on, a pallet save only 2 seconds instead of 3, there would be still current 1 second pallet stun and I made it that it wouldn't work when survivor escapes killer grasp, so it wouldn't hurt DS or the pure luck that you wiggled out. I seriously don't know how you see it as a nerf to Enduring.

    Maybe i would make tinkerer as it is right now that it works only once, you can really jumpscare with it right now. Also I have ideas for lengthening undetectable from a universal perk (you probably know which one).

    @kingcarl2012 said:

    You increased the cooldown on eruption while leaving the incapacitate alone which does next to nothing to it because the killer has to rekick gens and get a down before it activates again anyways, the fix for this perk is less incapacitated and more base regression.

    The cool down on oppresion is the only issue with that perk and you left it alone.

    While I dont hate your idea with coup de grace 165% lunges would be insane needs to be reworked for a lower cap say 20% per token and have the progression set max tokens 3/4/5.

    Well I really had no idea how to change eruption, so i slapped there a cooldown of eruption that was on PTB.

    Wdym that i left alone the oppression cooldown?

    Well the coup de grace change that you proposed would be still underwhelming since it's only 20% of extra lunge distance per generator and tokens are capped by each tier, because you need to lose a game to get the 100% extra lunge.

  • Oh, okay. Thanks for letting me know.

  • @ByeByeQ said:

    NOED is fine. The only thing I'd change is that if the killer hooks a survivor near the totem, then the totem would move elsewhere.

    Your basekit Berserk is absolutely atrocious. You want to give killers a really oppressive haste, half-Unrelenting, Brutal Strength and 3 stacks of Save the Best for Last for free just because the generators got done with no time limit, without using a perk slot.

    That's a hard no. Maybe during Endgame but not just once the gens are done, it'd be disgusting.

    Do know what effect this would have on the game? Survivors, especially solos, would stop trying to save their teammates and just GTFO since a Berserk killer would be nigh-inescapable. Is that what you want?

    https://forum.deadbydaylight.com/en/discussion/comment/3287176#Comment_3287176

    https://us.v-cdn.net/6030815/uploads/0YPJ2TCB40XD/vomit.jpg

    At the end of post, I mention that is Solution #1 or Solution #2 better, like they're not combined with each other.

    The idea of transferring NOED to other spot when it's near a hooked survivor would not be bad, but if 4 other totems are broken expect one, it would just need to rekindle by itself because there would be no other option.

    About the Berserk Status Effect, Maybe it would be a bit overkill after all generators are completed, maybe like you just said it activates when endgame collapse got triggered then it would activate, or the stats can be nerfed a little bit.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/351162/nurse-nerf-when

    Hopefully they listen to the one trillion people begging for her to be nerfed, but I doubt it'll happen, all things considered.

    We always don't know, maybe someday it will happen or she'll be the one for the entire lifespan of this game.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/351162/nurse-nerf-when

    Hillbilly is hard, but it's not because hes hard to get the hang of, but actually because he just isn't a great killer. (99% due to the overheat change).

    That's what I meant in this point.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/351162/nurse-nerf-when

    Nah bro, nurse sucks she is the only killer that moves slower than survs cmon. We have seen this thread a million times and she is not getting nerfed in all seriousness.

    I think you are joking...

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233600#Comment_3233600

    Only reason I said leave one as basic is because she is slower than Survivors without bloodlust. I have never seen a Nurse land a basic attack unless a survivor was getting cocky and running around her to body block...

    Okay I see it now, I was on rampage of gutting the Nurse then since of another perk getting gutted because of Nurse. I was completely blind about it, how it would go in practice.

    I don't even know if BHVR is able to code it specifically, but I think it is.

  • @Tsulan said:

    The official kill rates don´t agree with you.

    I know.

  • @VikingDragonXii said:

    I could into detail like always why her Blink isn't absolute, or how making her guess is alot stronger as many think....but always those who are so adamant about gutting her (not nerfing) will ignore them and continue to argue for gutting her like Freddy.

    But to making all her blinks special I partly agree, I think any blink after the first should be a special keeping the first blink normal. In my games against her it's not the first blink that hits me but the second or third. That way it will allow her to get 1 starstruck down but not chain into a full slugging

    I think I would see her having all blinks special attacks, since really good nurse players with some busted perks on her could take a bit of advantage, but looking at average, maybe I am wrong.

    @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/351162/nurse-nerf-when

    Here we go again with the 4,328th thread asking "When will they nerf Nurse" with the same, nonsensical suggestions.

    Sorry to tell you that, but cry about it.

    I forgot about that, she was never the hardest killer.

    @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/351162/nurse-nerf-when

    First off thank you for actually inviting a reasonable debate rather than going off on a tangent.

    Personally I see no problem with nurse. I feel like she's in a good spot - almost a killer I would determine balance from. She's easy to learn, but has a VERY HIGH skill ceiling. That being said, it's easy to see which way the nurse is going to blink if you can see her. This opens her up to counter play even without looping.

    A great nurse player either avoids blinking when you can see them or they predict your countermove. I find people who lose to nurse more times than not panic when she blinks.

    Overall I enjoy playing against nurse since it's a game of skill between survivors and a nurse. A bad nurse player will get run over, but a good one will give you a challenge worth playing for.

    You're welcome and yeah, I see no problem in Nurse either, but few small tweaks on her and she would be fine.

    @Shi283 said:

    There is only one appropriate nerf item for her.

    While she's charging Blink, she'll no longer be able to see Survivor's aura that she was able to see due to one of her perks.

    The countermeasure against her is hiding, but any perk that allows you to see auras ruins everything.

    Could be a good one, since you're right, while hiding, she has a harder time to outpredict you, but with aura perks like you said, it ruins everything.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233041#Comment_3233041

    Do you not see the contradiction in what you just said? You’re a casual but skilled and want to win. You can’t have it both way. If skill is what you care about, the game needs to be balanced around sweaty players. If you’re just casual, losing shouldn’t matter.

    And this is the problem about balancing the game for those two roles. In one day you feel like casual and play chill, but in other day you will feel more competitive. That's why most of the games are only one-role specified, but dbd isn't, since bhvr did BT Basekit for casual players to make them relieved and still dbd is doing tournaments, like bhvr can't decide: is dbd casual or comp game? It still conflicts between itself.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/351162/nurse-nerf-when

    According to the data she is fine.

    Sarcastic i know. But let me ask you a real question then.

    Do you think the game should be balanced around top level players, or the average player?

    Both, but I think it should be leaning a bit on casual side, because from looking at that the majority of players, (which are the casual players) going against a strong killer that just destroy them, they just don't want to play. They give up or just DC and it hurts me to look at it.

    I'm not insanely a comp player, but a skilled one, who just wants to play the game and still win.

  • @burt0r said:

    I still think they should just gut her and then see what might happen when you remove the highest potential from one side but never touch it on the other.

    I guess that would be same as usuall as the feedback from 6.1.0 perk reworks. Some people would be greatful for it and other half would be melting about it and probably leave the game.

  • I just changed addons a little bit.

    Added the 4.4 m/s Movement Speed increase to Matchbox.

    Torn Bookmark is changed to the pre 5.5.0 version of it.

    Decreased the reduction of fatigue of Ataxic Respiration from 1 to 0.5 seconds.

    Also Hillbilly Has higher skill ceiling than Nurse which makes him the hardest killer to master, if you think Nurse is the hardest, you're wrong.

  • After looking at the addons and power itself, I thought to myself: I think the power is a bit busted and some addons are weird. So I decided to Balance it out:

    Boomerang now has 3 Tokens (was Infinite).

    Calm Before Storm now works similiar to The Dredge's Nightfall (you needed to wait only 90 seconds to be ready to use).

    Decreased the Homing Detection to 8 Metres (was 16 Metres).

    Decreased the additional homing detection range of Strong Rope to 4 Metres (was 8 Metres).

    Changed Farmer Gloves to Gun Sheath. (Farmer Gloves Decreased the time to charge up Boomerang throw by 30%).

    Ripped Trachea now Increases the Duration of Storm by 20 Seconds (Increased the speed of the Boomerang Blade which travels while homing to survivors by 0.4 m/s).

    Severed Hand now Reduces Reload time at Lockers by 25% (Increased the speed of the Boomerang Blade which travels while not homing to survivors by 1 m/s).

    Decreased the Rarity of Opium Leftovers from Very Rare to Rare.

    Increased the Rarity of Santa Music Box from Rare to Very Rare.

    Step Runner now Increases the Passive Charge rate for Calm Before Storm by 75% per second. (Decreased the time to charge up Calm Before Storm by 30 seconds).

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