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WinterDraft7

WinterDraft7

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WinterDraft7
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  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780531#Comment_3780531

    Yes exactly, it is ultra mega powerful. I do think it is enough of a cost at Iridescent rarity. If DS/OTR/basekit BT also applied off of cages, then it would be fine at a lower rarity tier, but that would require a separate basekit nerf to PHead.

    Here was one of the videos of a content creator playing in that PTB with applying Torment on M2.

    The largest problem from my memory was you could easily tunnel anyone even off hook, and it would apply Torment to even deny DS on the ground unless they lockered in time.

    Maybe if they did some sort of system like Onryo tape lock-in on hook for a soft-Torment and a full-Torment. Running through trails would be full-Torment, getting hit by M2 would be soft-Torment, and once hooked, you could M2 again to make it full-Torment. Even then, that still might have the permanent tunneling problem that PTB had.

    You know what? You're right about that. It does seem quite powerful when you think about it.

  • @mizark3 said:

    They did a PTB with basekit Torment on punishment and it was far too powerful. It would only be balanced on a Iri add-on, and definitely not an uncommon.

    I think Broken/Mangled/Hemorrhage are 'normalized' at 80s nowadays, but not 100% sure.

    Oblivious on a very rare is good at 60s, especially with how optional it is to step in the trails (unless this would also apply when crouching through).

    Just like other Killers, they should basekit his Yellow range add-on, and redo the Brown and Yellow versions. Keep the Green as is.

    Killer Instinct duration is pathetic at 1s. The weakest should be 2s, and the rest even numbers as well. It isn't perfect tracking like auras, so it wouldn't be too powerful.

    Exhaustion is usually 5-10s, not 15s. Like the Oblivious, a decent alternative would be have 5s/30s when crouching through, and double the amount (10s/60s) if running through.

    So you think damaging Survivors with Punishment of the Damned that inflicts Torment, should be an iridescent add-on instead? Is that because it is way stronger than I thought it would be?

  • I like your idea about light burning The Blight during a Rush or in the bump state, but the question is, would it make sense for The Blight to have that mechanic on him?

  • That would be nice to listen to. But it would also be nice to hear teammates voice lines in game, too.

  • Damn, that sucks! I wonder why survivors are the only ones who can hear their own voice lines, and nobody else? Why is it that survivors have to listen to the Killer's voice lines, but Killer's can't hear a Survivor's voice lines? I feel like there should be an option to enable or disable a Killer's or Survivor's Voice lines. It would only make sense for Behaviour to do a change like that. Not everyone wants to hear a Killer's voice line all the time. That could also include a Survivor, too. That's why we should get an option like this.

  • What do you think some of his major issues are?

  • I'm glad to know that I'm not the only one experiencing these issues, I hope this get patched up soon, one day.

  • Hmmm… that's also another good way of thinking about it.

  • @Mooks said:

    Vittorio searches for new modern clothes, some way to tattoo his body with some magical ink and cutting his hair in modern ways with.. something? Man has got priorities after centuries roaming the Entities realm.

    That sounds like Vittorio would do. I wonder why Vittorio doesn't have much medieval clothing for his cosmetics?

  • Even though the rework on the new Haddonfield map is better than the old Haddonfield map, I still think the map is a bit stronger to play on, from the survivor side. Mainly because of the windows on second floor that are quite strong against Survivors with Balanced Landing. It makes chasing survivors quite impossible to deal with and waste a tremendous amount of time catching up to them again, before they make it to another tile or loop again. As well as the other main house, too. That one has strong windows, too. It might need to be balanced out a bit.

    The main road isn't too bad. But it is a bit of a dead zone, because of how spaced away the pallets and windows are from the main road.

    Now, as survivor sided as this map is, let's take a look at this map another way. This map also becomes a bit killer sided, too. Because if you're the last survivor standing, and you're desperately trying to open the exit gates without getting caught. Chances are, you aren't making it out alive. Because the main road is so open, there is not much place to hide anywhere, and the killer will have clear line of sight of you, so you will most likely die. So, either make this map a bit bigger to balance out both sides and add a few bushes or something, in front of the exit gate, to block out the killer's line of sight a little bit, or add more fog to the map, so the killer doesn't find you as easy while you are making an escape.

  • I don't mind the main building tiles and pallets, they're not strong, but they're okay. But outside of the main building, on the edge of the map, are lots of deadzones. The tall grass in this map, for Killers like Hillbilly, Nurse or Blight, makes it extremely difficult to hit survivors without missing, and very hard to navigate through. The Grim Pantry map is quite miserable to play on, as killer or survivor. The second floor to the main building is easy to find basement, but the first floor is nightmarishly difficult to find basement or stairs anywhere, without getting killed. The atmosphere, and the fog in the map are perfect the way it is right now. Although, the layout and design of the map is absolutely atrocious to play on. Please rework this whole map to make it more balanced, and less boring to play on.

  • @RpTheHotrod said:

    You're asking to be immune to pickups the entire match. Just always run to a pallet and go down at one. This is a really bad idea.

    You're not wrong

  • @Spirit_IsTheBest said:

    Huntress is getting changed according to the developers in the roadmap, so maybe she'll get her new chase music when those changes arrive.

    I hope this does come with the changes. Thanks for answering by the way.

  • That's her main power through. I need a name for her Special Ability.

  • Can anyone help me find a name for the Special Ability for Nurse?

  • I really think this buff/change for Singularity will help improve his gameplay and overall performance in the trials, making him a deadlier threat and not so weak using his power.

  • I think this idea could actually work with Skull Merchant to be honest

  • @Merciless_Killer said:

    That isn't really an issue. Pretty much every radius based effect in the game has no vertical limit.

    What they should really do is just get rid of the unhackable state of drones so that survivors can always hack them.

    It's probably not the worst idea I ever heard.

  • @NoOneKnowsNova said:

    Back when I made a whole buff concept for Billy a month back, I reworked his add on to be something like this;

    Big Buckle

    • Any Survivors that are within 8 meters of you while a survivor is put into the dying state from a Chainsaw Dash has their aura revealed for 5 seconds.

    Much better than his useless current Big Buckle. Both numbers could use with some slight tweaks possibly.

    That's a nice rework idea

  • @WashYourHands said:

    Why does this feature exist? Is it supposed to simulate your character blacking out from blood loss? But your screen returns to normal when you're downed and free to crawl around... Makes no sense. 🤔

    Being chased when your screen is heavily obscured is frustrating. It's not a "skill issue" -- it's downright not a fun mechanic.

    Nightfall is different; you can see in a small area around you.

    I think the Deep Wound effect is there because if you got hit with the endurance status or (Legion's power for example). If you spent all your time being chased by the killer, that you almost forgot you were in Deep Wound needing to mend yourself... I think it's there as a reminder to mend yourself before the timer runs out, so you can mend just before you start entering the dying state.

  • @inkblot said:

    The reason a lot of survivors (myself included) 99 a gate is usually because someone got hooked or is getting chased and their injured, so we don't open it yet so we can take a hit if their in chase or get them off hook(especially if the killer is camping) it's just a way for us to make sure or at least increase our chances of everyone getting out. But I'm glad you made this suggestion as it would be an interesting mechanic. But killers would find a way to abuse it In 0.0001 seconds lol( btw if you want to stop toxic survivors by leaving you can use Victor on twins to prevent them from leaving, even after being downed, pinhead can latch on to to them but only works if their injured, Wesker can block it by throwing them with his ability, you will have to either grab them with it afterwards or down then fast or else they can get out, and with doctor you can stop them from getting hatch by shocking them. Then you can shut it and get a hook) hope this is helpful!

    Thank you for explaining that

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377334/adjustments-for-endgame-collapse

    The reason endgame collapse exists is to fix an issue where survivors wouldn't leave the game in a timely manner or the killer was doing something that was keeping them from leaving, but not resulting in them being hooked. The timer is supposed to be very pressuring to get people to exit the game or risk death. It already slows down when someone is injured, dying, or hooked yet not enough for survivors to constantly keep making plays. It's one of the few things that functions as intended and rarely can be meta gamed by either side.

    Good idea. Never mind what I said about extending time for survivors. I think what I meant to say was slowing down the time through certain actions as survivor.