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champzaza007

champzaza007

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champzaza007
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  • Even though I find it interesting, it will probably never happen. Especially with Feature 1 doing something like that would be too restrictive and forceful on players. BHVR wants the game to be casual and as accessible as possible, and what you’re proposing would pressure players too much.

    I once had a similar idea myself: if you want players to understand each other and have empathy for one another, you need to make them play both roles. Because, honestly speaking, there are many players who only play survivor and never play killer at all. And there aren’t really many true killer mains (there might be some, but very few), since most people play this game with friends. As a result, most “killer mains” are usually counted as players who play both roles anyway.

    What I once thought of proposing to BHVR was this: during an event or a Tome that offers rewards such as limited skins to unlock a limited survivor skin, you would need to complete killer role quests. And if you want a killer skin, you would need to complete survivor role quests.

    Doing this would encourage players who want the skin to open their minds and play both roles, and in one sense, it could create new perspectives and understanding between players especially among survivor mains.

    Even so, my idea is still something that “forces players too much,” and BHVR doesn’t want that.

  • Oh, I forgot to write this. I have another point I’d like to send as well: I want BHVR to consider allowing Killer players to toggle aim assist on or off in the game settings.

    Currently, if you want to disable aim assist, you have to press Win + R, type %appdata%, then go back to the AppData folder at the top, navigate to Local, then DeadByDaylight, then Saved > Config > WindowsClient. After that, right-click GameUserSettings, choose Edit with Notepad, press Ctrl + F, type Aim, and when you find Aim Assist, change True to False.

    Honestly, it might not be a very important issue. However, some highly skilled survivors take advantage of this by running loops while hugging the environment closely, exploiting aim assist so that the killer’s basic attack ends up hitting an object or the environment instead of the survivor.

  • @MrRetsej said:

    Are you seriously complaining that a killer might actually require planning and thought?

    If so, there are 39 other killers on the roster to chose from. For a large portion of the Skull Merchant player base like myself who have actually stuck with her from release to now, we want a killer that requires planning, and adding another layer to that is a massive boon. That was why the proposed rework that turned her into a ranged/dash killer was so vocally panned and railed against and why a great deal of the conversation regarding any rework or buff to her has revolved around her not losing her identity as a trap-stealth killer.

    If you want a casual experience, 2v8 is always around the corner, and Bone Chill is currently available. For my own part, I am absolutely loving the 9.3.2 changes because they're allowing me to live out the power fantasy of being a methodical villain that benefits from plans I put into motion finally coming to fruition.

    I won’t speak on behalf of other players. Speaking just for myself, I support her getting a rework. I really liked the preview design that BHVR showed earlier, and I want her to be reworked into that version.

  • @SoGo said:

    I would like them to for starters:

    • Remove the cooldown after dropping a drone.
    • Return full stealth mode, with 2 slowly spinning scan lines, that don't cause lock on initially, but only after one is tripped, a 360° scan is done with both of them, which does give Lock On stacks. (Idea from @UndeddJester)
    • Further increase the Undetectable duration after recalling a drone.
    • Rework Loose Screw so it allows you to cause a drone to blow up, dealing damage.
    • Rework Infrared Upgrade to allow the drones to scan through walls, or give it to her basekit.

    interesting.

  • “UoR promotes actual planning on the killer's part, rather than the mindless ‘drop a drone at a pallet/generator; expect results’ playstyle that resulted in Skull Merchant’s second backlash.”

    Do we really need this? Didn’t BHVR say they “want their game to be casual” ?
    Casual for who two both sided ? or for only survivors?

    I don’t know what country you’re from or what kind of matches you experience. But I play on the SEA (Asian) server, and everything you’ve written is useless for Skull Merchant, because survivors here can deal with it extremely easily.

    If you’re going to say “you need to adapt and change your playstyle,” then my next question is:
    Why didn’t they put this in the PTB first?

    Why choose to put it directly into the live version of the game instead?

    @MrRetsej said:

    An addendum to my previous points, and another challenge to the OP's 4th point regarding "The moment survivors see your drone disappear (recall), they instantly know you’re coming toward them," you do realize you can recall a drone from anywhere on the map, right? If you utilize UoR correctly, the survivors are given no indication that you've activated your Undetectable provided you are pulling from drones you placed in advance across the map.

    UoR promotes actual planning on the killer's part, rather than the mindless "drop a drone at a pallet/generator; expect results" playstyle that resulted in Skull Merchant's second backlash.

  • Vote down on my post and other comment. But can't comment or explain why they disagree with me or other comment. It's fitting that they're the average survivor main. They will never understand because they are biased against killers. No matter how much evidence they are shown.

  • @Elan said:

    To anyone who thinks that Skull Merchant buffs did anything, you just crouch before 3rd scan and negate the entire power of drones. I'm kind of surprised that they just don't push the rework anymore. Not only that skull merchant is still uninteresting to play against but as well she's still super weak, now even weaker with some buffs to pallet density. All her reliable power is to get 5 % haste from rotations, but at this point it won't matter as you are already losing distance. There are just so many options how to rework her and keep her trap playstyle.

    → Bring back clawtrap basekit pallet break

    → Bring back the stackable haste whenever someone is scanned

    → Bring back the drone being removed when hacked

    → Bring back claw traps being attached to disarming drones

    → Bring back the option to remotely activate drone, any survivor within drone is revealed by killer instinct

    It's not something that would make her A tier killer, but at least she would feel like she has some power rather than nothing, the only thing about SM was her being silent when undetectable and being able to spamm the undetectable, now when she can't do it, she's practically M1 killer with traps that do nothing. My suggestion wouldn't be even hard to implement as most of those are her previous versions.

    I agree with u.

  • The real problem for me is the Forgotten Ruins. Portals are incredibly annoying, and they make the survivors' game easier than it should be.

  • Overall, it's interesting, but I don't agree with everything.

    Demogorgon

    • Overall, it's quite balanced, but Demo’s real issue is that his portals are too easily destroyed. So if Demo were to get a buff, it should be to his portals, not his Shred Attacks.
    • The New Ability – Leap is interesting, but quite unlikely to happen since it would count as a rework, and Demo is a licensed character. BHVR would need to discuss it with the rights holder, like Netflix.

    Wraith : I agree and quite like your ideas.

    Leatherface (Bubba) :

    Personally, I think what you proposed might be a bit overpowered. I believe simply increasing his movement speed during CHAINSAW SWEEP to 6.0 m/s (was 5.35 m/s), or increasing the charge speed of the CHAINSAW as part of his basekit, should be enough.

    The thing that really makes Bubba weak in the current patch isn’t his powerit's the new maps, which have too many vaults and pallets.

    The Pig

    • Letting The Pig see the aura of Jigsaw Boxes again is the most important thing they should bring back.
    • Making the roar play at the end of the ambush charge—I agree with this one 100%.
    • As for the rest, I think the current patch buffs aren’t that bad.
      I think the problem with The Pig is that the devs only buffed the AMBUSH DASH, even though they know full well that what made her weak was their decision to nerf the Reverse Bear Trap.

    The Clown

    • In the current patch, I actually think he’s quite strong. The yellow bottle activates in 1 second (and in the upcoming patch with The Krasue, it's being nerfed to 1.6 seconds), but even then, it’s still very strong.
    • As for increasing movement speed during reload, that’s already part of his basekit in the current patch. Some of the things you suggested are already in add-ons, which I think is fine.

    The Plague : Overall, I agree and really like your ideas.

  • I agree about the Ranked Mode. The problem with DBDL right now is that the devs are trying to please everyone. That might sound good, but it really isn’t. At the moment, the game puts casual players. who just want to have fun together with competitive players. who do everything they can to win in the same place.

    That right there has always been the problem. Casual survivors usually see camping, slugging, and tunneling as something disgusting. But for players who enjoy competition and challenge (both survivors and killers), camping, slugging, and tunneling are not seen as disgusting at all both sides view them as strategies to outplay one another.

    I understand that having a Ranked Mode might come with the downside that the devs are afraid it will cause comparisons or even toxicity between players. But at the very least, it’s better than what DBDL has right now throwing casual players and competitive players all together in one place.

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984258#Comment_3984258

    Why do you want that?

    When I use a boon build or something with a boon, do u know how much time I can waste on blessing a totem😂 or just finding a totem😅

    Even though if the killer find my boon quick, I gotta waste more time on blessing. So no Boons do not need to be nerfed. But we all have different opinions on that. Also, I do know many totem spots, but I have been struggling to find totems now days. Devs have been good to mix their spawns.

    When we first got introduced boon perks. I didn't like them at all. I thought they didn't fit the game. And I didn't like plp wasting time blessing boons. But they become useful. And I saw the fun in them. And sometimes they help out a lot.

    Playing killer, I always snuff boons when I hear one. Who knows what survivors are abusing. Just kidding xD but yeah I usually snuff them, so they have to waste time to bless a new one / or the same one.

    I’ve tried to look at this as neutrally as possible. In some cases, boons are used by bully squads to harass the killer. And if we’re being fair, once a killer’s Hex Totem is destroyed, it’s gone permanently with no compensation. The only form of compensation is through Hex: Pentimento with The Artist, but that basically means sacrificing a perk slot for free (unless you’re running a full Hex build). Meanwhile, boons can be blessed over and over again no matter how many times they’re snuffed out. And if you tell me killers can permanently destroy boons with Shattered Hope, it goes back to the same issue for me. it’s wasting a perk slot for free. If in that match survivors don’t bring a boon, then the perk is completely useless.

    When I play killer, I find boon perks extremely annoying. especially Boon: Shadow Step. Even after I snuff it out, it gets re-blessed almost immediately. To me, blessing costs the survivor basically no time at all, while it wastes a huge amount of time for the killer to keep snuffing them out.

    From my perspective as a survivor, boons don’t really need to be blessed that often anyway. Most of the time, they’re mainly used in SWF groups and bully squads. In my normal games, whether I’m solo or in SWF, there’s no real necessity to bless over and over. Honestly, I feel bad for killers who constantly have to snuff them out, only for me to bless again, looping endlessly with no end in sight.

  • I think boons should be nerfed, not buffed.
    Not by nerfing their effects, but by limiting the number of times you can bless.

    For example: only 5 blessings per match, or only 1 blessing per totem.

  • Personally, I think your redesign idea is interesting. But it might not be the best fit for The Clown. The Clown doesn’t really need to be about hallucination or heavy confusion. The audio-based misdirection mechanic you suggested. where sounds come from the wrong directions. might actually fit The Doctor much better.

    For me, the real problem with The Clown right now isn’t that Antidote (Yellow) was buffed from 10% to 12% haste. The real issue is the 1-second activation time.

    A 2% difference (10% → 12%) isn’t that big of a deal. Even at 10%, that’s already a strong haste value. So I asked myself: “Why has The Clown’s speed build only just now become so popular?” Because none of the speed-related perks have been changed recently. That means Clown’s speed build has always been possible; there was no need to wait until patch 9.1.0. I’ve concluded that the sudden popularity comes from the 1-second activation time, not the 12% haste. The shorter activation makes The Clown’s chases with Antidote much faster, smoother, and more consistent.

    As for how to balance this, I’m not sure. If the activation time is reverted back to 2 seconds, players will stop using Antidote altogether, just like before. But if it’s set to 1.5 seconds, I personally think it won’t feel much different from 1 second.

    That said, I do have a survivor-side solution when facing The Clown. If you want to survive while also helping your team, I recommend:


    Overcome + Duty of Care + Babysitter + Decisive Strike.
    This is the build I use most often right now.

    But if you only care about saving yourself (not your teammates), then I suggest:
    Overcome + Decisive Strike + Deja Vu + Lucky Break.

    From my experience, these builds significantly increase your chances of survival against The Clown in this patch.

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982875#Comment_3982875

    Problem is you aren't just saying "I'm not experiencing many ghouls in my region and people where I'm from don't take issue with him."

    You're saying ghoul isn't a problem at all - because of your cultural opinions. Or do you just think because other people have a huge problem with ghoul, their opinions don't matter?

    I didn’t mean it like that. What I’m trying to say is that the devs might prioritize statistics over the players’ feelings. Let me give you an example in the Asia Server, we encounter The Nurse very often. We’ve been asking the devs to nerf The Nurse almost all the time, but there’s never been any sign of an adjustment. The reason is that The Nurse is only popular in Asia or in my region, so she never gets nerfed.

    If you ask me, “because of your cultural opinions? Or do you just think that because other people have a huge problem with The Ghoul, their opinions don’t matter?” I would have to answer, “maybe yes.” Because the reason the devs won’t adjust The Ghoul as you and others been asking for is probably the same reason they won’t adjust The Nurse as players in my region have been asking for. you’re just the minority. The Ghoul is only popular in your country or region.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982807#Comment_3982807

    Right!! 100%…I got hit through farmers corn vechile today. He was nowhere near me, I was on the opposite side. Of course I get injured and of course he just leaps, cancels power, calls it a day…Like no…

    That might be a matter of replication. From the Killer’s perspective, he might have seen that he caught you before you ran past the farmer’s corn vehicle (before the farmer’s corn vehicle blocked his view of your character). It’s an issue with replication, where the display for multiple players might not be perfectly in sync, causing them to see things differently. Currently, there are only two games in the world that have perfected this system flawlessly CS:GO and Valorant.

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982757#Comment_3982757

    "Nerfed twice" Okay. And? Does that means the right things were changed? Does that mean he's actually in the right sweet spot? No.

    "almost no one plays him" - Uh…. WRONG AGAIN.

    I stopped reading after that.

    That’s why you should read until the end because I already explained why I wrote it that way. This is the DBD community? I’m not surprised that DBD is one of the worst gaming communities, because even a short message from someone with a different opinion doesn’t get read to the end.

    I already said it might depend on the country, region, and area. This game is played worldwide, so you can’t judge based only on your own area. For example, in the Asia Server, like I mentioned, right now we’re having a headache with The Clown. As for The Ghoul, almost no one plays him here.

  • Just make it so The Pig can see the aura of the Jigsaw Box like before. That alone would make her strong again. That’s what The Pig really deserves not some dumb Ambush Attack “improvement.”

    The devs say they want The Pig to be a stealthy, ambush-type character. I really wonder if the devs have ever actually played their own game. Survivors can simply drop a pallet to completely counter Ambush Attack. The only players who can’t deal with Ambush Attack are beginners. In High MMR, Ambush Attack is completely useless.

    But if they insist on continuing to tweak Ambush Attack, I have a suggestion:

    • While charging Ambush Attack, The Pig shouldn’t stop moving. She should still be able to move, just slower like The Wraith when uncloaking, whose movement speed drops to 1.6 m/s. I think The Pig should work the same way, instead of stopping completely while charging.
  • But for The Ghoul, I don’t really agree. He’s been nerfed in two consecutive patches to the point where almost no one plays him anymore. Maybe it depends on the zone or region, I’m not sure. I’m a player from Thailand, Asia Server, and I very rarely encounter The Ghoul almost never, in fact. In my country, nearly everyone agrees that The Ghoul is currently quite weak, and only a handful of players can play him effectively.

    I think Kagune Leap should keep auto-lock. The Ghoul’s playstyle is completely different from Huntress, Houndmaster, or Deathslinger, so they can’t really be compared.

    If you’re really going to nerf it, I think just nerfing the delay after canceling Kagune Leap would be enough. Right now, after getting close to a survivor and canceling Kagune Leap, there’s only a 1.14-second cooldown before the ghoul can immediately follow up with a basic attack.

    I think making it so that after canceling Kagune Leap there’s about a 3-second cooldown (like Legion used to have) before being able to attack would be enough.

  • I really like your design it’s much more creative than what BHVR usually does (taking parts of old killers, mashing them together, and turning them into a new killer). However, there are some things I don’t fully agree with, because they might make her too difficult to play, which could make killer players not enjoy using her.

    • Bouncing off walls up to 2 times I think the drones should serve more as patrolling or scouting tools. Personally, I’d like them to patrol randomly or have certain trigger conditions, similar to Nemesis’ zombies.
    • Path-setting mode (similar to Knight) where you can’t see survivors while placing the path Skull Merchant is just a human; she doesn’t have the fantasy elements that other killers do. Not being able to see survivors during this feels a bit illogical. I think AMBUSH could be more like placing a zip line in an FPS game (similar to Pathfinder’s zip line) something you can set up and it disappears after a set time. This would make her feel more like an assassin or spy, which fits her lore.
    • Scan Mode I think after activating the scan, it shouldn’t just disappear. It could instead temporarily stop working and stay stationary for a short moment, then resume moving. It could be usable again after a cooldown.

    Other than that, I’m fine with everything else. Your design is excellent, and I truly wish they would read it.

  • For the Clown, I agree with you. However, I think the devs probably want to collect long-term data rather than nerf him immediately. Because honestly, even though the Clown can move very fast, if survivors focus on repairing generators, they can still win. I recommend the Deja Vu perk.

    But for The Ghoul, I don’t really agree. He’s been nerfed in two consecutive patches to the point where almost no one plays him anymore. Maybe it depends on the zone or region, I’m not sure. I’m a player from Thailand, Asia Server, and I very rarely encounter The Ghoul almost never, in fact. In my country, nearly everyone agrees that The Ghoul is currently quite weak, and only a handful of players can play him effectively.

  • Delete Blocked State of Regression State in generator, When ?

  • Actually, guards are very easy to deal with. From my experience playing The Knight, doing double tapping is very difficult because the guards aren’t that fast. Turning left and right isn’t real-time either there’s a delay. And in case you didn’t know, if The Knight is within the guard’s aura range, the guard’s chase time will decrease much faster. I’d like you to calm down and watch the YouTube clip I’ve attached.

    https://www.youtube.com/shorts/KajLYY-bsAc?feature=share

  • I think the main issue is that killer missions are simply too difficult.
    Many survivor missions can be completed in just one game, and even if some take a few matches, survivors get into matches very quickly, and overall the gameplay and QOL (quality of life) are quite good. It’s relaxing—you don’t have to focus that hard (I can even play survivor while listening to a podcast).

    On the other hand, killers need to focus intensely on the game (I can't play killer while listening to a podcast or music). Of course, this might vary from person to person, but for me, killer missions take way too long and are just exhausting.

    I really want them to adjust killer missions to make them easier and less stressful. Not only do killer queues already take a long time, but completing the missions also takes too long. Instead of being able to enjoy the game, killer players are forced to focus so much on both the game and the mission that it takes away from the fun.

    For example, here’s what I encountered recently:
    Survivor mission While being chased, perform 5 vaults or pallet drops (I completed it in a single game).
    Killer mission Break 25 pallets (How many games does that take to complete? Unless you're on Gideon Meat Plant... and honestly, do killers even like playing on that map?)

    Another example:
    Survivor – Escape a trial 2 times (super easy).
    Killer – Hit survivors with a basic attack 75 times (this takes a huge amount of time).

    In my opinion, killer quests should still be separate, but they should be easier and more reasonable.
    Right now, survivor missions are very easy, but killer missions are so hard they’re not even worth doing.

  • The Ghoul has been nerfed in two consecutive patches recently. I'm surprised that you’re comparing him to The Blight and The Nurse, even though those two are much stronger than The Ghoul. It might be a matter of different playstyles in different regions. I'm a player from sea server, on the Asia or SEA server, and for us SEA players, The Ghoul isn’t considered strong at all compared to The Blight and The Nurse.

    I'm not trying to criticize you I'm just a bit confused how you’re able to beat The Blight and The Nurse but not The Ghoul, even though The Blight and The Nurse are far stronger than The Ghoul right now. It makes me wonder whether you might be biased against The Ghoul, or if you simply haven’t encountered strong Blight or Nurse players yet.

  • For me, just adjusting the Trapper’s base kit so that he starts the match with all 8 traps would already make him much stronger. In my opinion, the worst part is that Trapper has to waste time walking around to collect and set traps, instead of having them all available from the start.

  • As for the Basekit Madness Changes, I agree. And I think it's quite interesting.

  • "IT". it highly unlikely because Stephen King is a video game hater. That's the reason we've never seen any of his novels turned into a game not even a single one.

  • "IT". it highly unlikely because Stephen King is a video game hater. That's the reason we've never seen any of his novels turned into a game not even a single one.

  • For me, there shouldn't even be a limit in the first place. Meanwhile, perks that boost repair speed haven't been nerfed at all and they keep adding new ones. On the other hand, almost all of the generator slowdown perks for killers have already been nerfed.

    I'm fine with having a limit system, really. But could you please make the regression speed work like it does in the 8v2 mode? Because in 4v1, the regression is extremely suck and slow plus it’s limited in how many times it break.

  • I think you misunderstood what I was trying to say. I said that The Ghoul has already been nerfed in the last 2 patches, and he’s significantly weaker compared to when he was first released. In my opinion, there’s no need to nerf him any further. If the person who made the post still can’t handle The Ghoul even after he’s been nerfed twice, then it’s probably a skill issue on their part.

  • @onlyMisa01162 said:

    I CANT DO THIS ANYMORE. Dead by daylight should have Done him as a skin and Not as an own killer. Hes too OP and annoying. IT really pisses me Off that you cant really stand a Chance. I Love Tokyo Ghoul but this was a bit stupid. Make an cooldown for the attacks.

    In case you didn't know, The Ghoul got nerfed a lot in the last 2 patches. He got so weak that his player base dropped significantly.

  • Overall, I like it, but I still have a few small questions, such as:

    • After deploying a Stealth Drone, will the Skull Merchant still gain the Undetectable status?
    • After a Survivor successfully hacks a Drone, does it return to the Skull Merchant immediately? Or does it stay in place and come back online after a cooldown? Or does it remain inactive until the Skull Merchant manually recalls it?
    • What is the POV like when using Drone Propulsion? If I had to guess, I think the devs might implement it similar to The Houndmaster where the POV shifts from the Killer to the Stealth Drone to aim and attack.
    • If you hit the same Survivor again with Drone Propulsion (someone already injured or already has a Claw Trap), what happens? For example, does the Claw Trap’s battery get charged, or do they receive additional effects like Deep Wound or Hindered?
    • As for EMP Dart: I think that if a Survivor does not have a Claw Trap but is hit within the AOE of the EMP Dart, they should still suffer some sort of effect not nothing at all. For example, it could inflict Hindered.
  • Yes, I agree. Chucky has been nerfed too much. He should be adjusted back to how he was when he was first released, like being able to SCAMPER on the pallet by pressing the Spacebar (in the current patch, you have to do SLICE & DICE first before you can SCAMPER). Also, the speed of using SLICE & DICE should be adjusted back to the original.

    I play Survivor, and I encounter Chucky very rarely. On the other hand, when I play Killer, I don't think about playing Chucky either because he's not as fun to play as he used to be.

  • Yes, I totally agree. Chucky got nerfed heavily. Since the 8.0.0 patch, where he can no longer use SCAMPER (jumping over windows and crawling under pallets), in order to use SCAMPER, you now have to use SLICE & DICE first. Before, you didn’t need to use SLICE & DICE, just being in HIDEY-HO MODE was enough to use SCAMPER. That nerf made Chucky much harder to play and significantly reduced his effectiveness in chasing. Not to mention, his SLICE & DICE dash speed was also nerfed. Even though the devs compensated by making his cooldown faster, overall, he’s still been nerfed. And yes, the main survivors never realize that "they’re ruining the game."

  • Is UVX easy to use? Throwing randomly still hits? Honestly, UVX from The Unknown is probably one of the easiest throwing skills to dodge among killer skills.

    Do you know that UVX from The Unknown has a 7-second cooldown for each shot, and survivors take 6 seconds to stare at it to disable it? This means that, in fact, The Unknown only has 1 second to decide whether to shoot UVX and create a wound. Even though, in practice, The Unknown players try to zig-zag and hide behind walls to prevent survivors from staring, his UVX is actually difficult to use and relatively easy to dodge. Also, the teleport skill makes a very loud sound. If you're running and looking behind you, it's almost impossible to be tricked by The Unknown and get teleported in front of you for an attack.

  • Are you saying that disconnecting is better? Disconnecting and leaving your teammates frustrated with your actions while they continue to play the game? For me, the punishment for those who disconnect makes sense. Tunneling and camping are strategies used by killer players and are not against the game rules. Nowadays, there are many perks that help prevent tunneling and camping. If these two things are still a problem for you, it’s not about the game system or the killer player, but rather a skill issue on your part or your team.

    (Stop telling others how to play the game they spent their money on. If it's not bannable, not against the rules, and only hurts your little feelings because you can't "do what you wanted to, we call that a skill issue.).

  • I think it's a problem with you, a skill issue, not the killer's fault. This is the killer, not Jesus, to show mercy to you or anyone else. The killer must do everything possible to kill, and that's what's reasonable.

  • I agree with you. Compared to Killers like The Hillbilly, The Blight, The Nurse. Wesker is still a more M1 Killer than the 3 killers I mentioned.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893789#Comment_3893789

    Why do you say originally she had an addon called Clumb of hair? It is still the exact same as it always was.

    Thank you for being open for making it basekit and keeping the addon almost the same.

    I don’t think being invisible outside of an 12 meter range would be unfair, but scary and cool. It would make this addon quite strong I think. As of right now this addon is absolutely useless, because it doesn’t do enough to chose it over any other addon.

    I don’t think giving survivors more audio clues than they already have is necessary, because (if I’m not wrong) most loops should be a lot bigger than 12 meters. When you are looping or in chase it will probably not come into play very often.

    It would be helpful to know how much exactly 12 meters are in dbd?

    The best thing would probably be to test 12 meters in the PTB and if it’s too little then make the addon 4 meters, so she is invisible outside of a 14 meter range.

    I agree with the idea of coolness and fear. Honestly, I’d even prefer if Michael Myers didn’t have a terror radius by default. Because, in the movies, Myers is a stalker who silently and creepily follows his victims. But when it comes to the game, this could be too powerful. If Myers had no terror radius, it would require adding-ons that let him see the survivors’ auras or would need a rework. As for Sadako, it’s quite similar. I agree with some parts that she’s the only killer in the game that comes closest to a "ghost." Her appearance should be really terrifying, but when you look at it from a gameplay perspective (not the movie perspective), there are a lot of factors that should prevent her from being too overpowered. This could create too much of a disadvantage for the survivors. I’m reminded of the old Furin add-on for The Spirit before it was reworked. While Phase-Walking, survivors couldn’t hear anything, which made it an overpowered add-on at the time. Survivors couldn’t respond or counter it. If Sadako was like that, I fear it wouldn’t be good for the overall balance of the game. However, now that we have the PTB server, the ideas you’ve suggested are quite interesting. But whether it will positively affect the overall game, that’s something we’d need to test out.

  • @Langweilig said:

    And while we are at it, please decrease the threshold for full invisibility to 18 meters as well. All of them are currently 24 meters.

    I agree, but not entirely. Originally, Sadako had an add-on called Clump of Hair, which reduced the range of full invisibility by 6 meters (24-6 = 18). I agree with adjusting the full invisibility range to 18 meters. However, the range of Clump of Hair may need to be reduced because if it stays the same (18-6 = 12), I think that might be too close for Survivors to respond effectively. (Though Sadako does have an SFX while using Demanifested, I think the main Survivor players may not notice it. It might be necessary to either increase the volume of this SFX or reduce the add-on’s ability from 6 meters to 4 meters, making it 18-4 = 14). I think 14 meters could be enough for Survivors to respond in my opinion.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439428/useless-survivor-perks-and-should-be-improved-my-idea

    My primary issues are with Up the Ante, Left Behind, Technician, and No Mither.

    Up the Ante's new effect is already exceedingly similar to an existing perk - Fast Track, but with permanent charge removal and only counting first hooks. I would more quickly reccomend it be a Fast Track rework, keep Open Handed, and move your Open Handed suggestion to Up the Ante instead.

    Left Behind's new secondary effect is strong - a guaranteed escape should a survivor play remotely safe in late game. I'd like to not keep making perks that encourage playstyles this selfish, so I dislike this level of power being given to it.

    Technician I just need clarification - when you say "the SFX while repairing the generator being reduced by 100%." do you mean to say that Technician should make repairing a generator completely silent? As fun as that may be, removing the sound of repairing a gen entirely is a lot of information to deny just for equipping a beginner perk.

    And finally, No Mither. A tradeoff of not being able to heal but you can pick yourself up is beneficial, hugely. But I think that consistentcy in effects trumps all else - it should tell the killer you're broken. Firstly, because every other Broken effect in the game does. But secondly, because a survivor being able to repeatedly pick themselves up, paired with perks like Soul Guard and teammates providing a sufficient distraction, would be unfun to VS to say the least.

    Thank you for your feedback.

    No, no. You need to understand first that in DBDL, there is an SFX for a generator being repaired but not finished (when no one is repairing it at that moment), and there is also an SFX for a Survivor actively repairing it. The 100% I meant refers to the latter — the SFX of a Survivor repairing the generator at that moment.

    For me, the problem with No Mither is that you start the game injured right away, which immediately lets the Killer know that the Survivor has No Mither equipped. And in the fact, no Killer would sluging a Survivor with No Mither, killer must only hook them . What I’m proposing is to make it so that the Killer is left questioning, "Is this No Mither or not?" It could be Second Wind or Moment of Glory, something that makes the Killer unsure, rather than instantly knowing it’s No Mither. In the end, you wouldn’t be able to use the perk’s ability because the Killer knows you have "No Mither" and won’t let you pick yourself up from the dying state.

  • @VibranToucan said:

    Streetwise has the advantage over built to last that it extends to your teammates. In addition to that it can be stacked with built to last or other streetwise from your teammates. Overall, this would make toolboxes way to effective as they will almost never run out.

    Sole Survivor is generally a disliked perk due to encouraging a "rat playstyle", where Survivors just hide all game and then escape once their teammates are dead. I don't think buffing it without changing it's functionality will go over well.

    Open-handed well your rework suggestion feels like it needs a cooldown first of all. Secondly, it will end up being very annoying like this. Imagine going for it 5 times and continuously being slugged.

    Up the Ante already has dedicated builds that use it well. I don't think we should rework it. Also your rework would be insanely OP. Getting the power of 2.5 Brand new parts from 1 perk without any downside, just for the killer not tunneling is OP. Literally every survivor would run this and every killer would hard tunnel to avoid this.

    Technician would end up being really annoying and strong. The killer just cannot be sure if not hearing a repair noise when they're nearby means no repair or not. They'd need to either waste time checking (and time is 4 times as important for a killer than for a Survivor) or risk the gen being done by a Survivor with technician. This is kind of like DS or Noed where nobody healthy wants to be the first hit after the gens are done, cause what if they have no ed. Except for the whole game and checking generators. You don't want to assume that not hearing anything from the gen right next to you is a sign of no Survivor, cause what if they're just on the other side with technician.

    Blood Pact (Cheryl) & Teamwork: Power of Two (Thalita) & Teamwork: Collective Stealth (Renato) would be very overpowered like that. No scratch marks and free haste for two people just for healing them would make chasing Survivors way too difficult. It would be a hard counter to hit and run killers and even to other killers it would be incredibly punishing for injuring survivors.

    Wow, you can see some problems and flaws that I didn't notice. It's really interesting. Thank you so much.

  • @Thesevenspirits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439428/useless-survivor-perks-and-should-be-improved-my-idea

    Your suggestions are with the best intentions but as usual killer mains will down vote and dislike anything that makes the killer struggle a little more for their 4k win streak.

    I play both Survivor and Killer. I can understand if Killer players are upset. Personally, I think that, in reality, Killers should be stronger than Survivors, which is what should be expected (but not too strong to the point where Survivors can't fight back). In this idea I've written, I've thought it through carefully, and personally, I believe that buffing the Survivors' perks doesn't affect the Killer's gameplay that much (it might have some effect, but not much). I'm okay as long as they don't nerf the Killer's main ability. I think some Killers are indeed too strong and should be nerfed, like The Nurse. But some Killers shouldn't be nerfed, like Xenomorph in the March patch that the official page just announced. I'm fine with nerfing the tail attack to give Survivors more time to react, but I don't agree with buffing the flame turret. I think it would be much better if the main Survivors and main Killers reduced their bias and animosity and could have a serious conversation. That would be better for the game overall than all the arguments going on right now.

  • "Pennywise and many other characters of Stephen King are interesting. I once read an article where the BHV dev said that they really wanted characters from Stephen King, but it would probably be difficult because Stephen King has openly stated that he dislikes video games."

  • @OnryosTapeRentals said:

    I believe the block button prevents them from adding you as a friend in-game, but other than that it doesn't really do anything.

    If that's true and it only serves that purpose, then it would be a really bad block system. Thank.

  • @starfall25 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840498#Comment_3840498

    7 people huh? So, solo survivors can just suck it huh? I thought id try again today and see if anything has improved. 4 games, 4 losses. Only one escape from each game (1 survivor total that is). So your take is that i have to get at least 7 people together to have a chance of winning against the killers? Since when did dbd become about communication? There is a reason why there is no way to talk to other survivors during the game, aside for the fast pace. The best part about your comment is that the 7 people needed should be skilled as well, i cant just grab some random people out of a group but i need to have 7 friends who have played the game and are good at surviving. Right now, the killers just steamroll over the survivors if most of them are solo which pretty much means that if you go in solo, you forfeit any type of fun you expect from the match and just go in for the killers amusement. Another funny thing i have noticed is that when i go with my friend and decide to go as killer, then 6 out of 8 games we get those super coordinated survivors. So even on that side, not as often though, but still, can be an easy loss just because of that. Now usually if i keep losing, id start looking at myself more thoroughly, and granted, i have about 250 hours and im not that good at survivor, but if 9 out of 10 games as survivor only 1 escapes… something is up. Because i cant be that bad that i cause the death of 6 others as well. And yes, ive played around 20 games as survivor and i managed to escape only once in this iteration of 2v8.

    • You might need to understand that Dead by Daylight has now fully evolved into a PvP game. It incorporates elements like Meta, skill play, and teamwork. You asked, “Since when did DBD become about communication?” For me, it has always been like that.
    • Your question: “Solo survivors can just suck it, huh?” My answer would be “yes.” I’ve even posted a discussion on the forums titled “Bring back the old Rank and MMR system.” I face the same problem as you. I’ve been playing since 2016 and have over 5,000 hours in the game. While I do have a fair number of friends to play with, I’m also primarily a solo player I play solo about 80% of the time. Currently, I’m extremely frustrated by being matched with teammates who have significantly fewer hours than I do.
    • In the discussion I posted, the Devs actually replied. They explained that the current MMR system which is based solely on win/loss outcomes and doesn’t consider playtime—helps matches form faster. While this is true, the major downside is that players with vastly different skill levels can end up in the same match.For example:I once played as a solo survivor in the 4v1 mode (with 5,000 hours of playtime), and I was matched against a killer with 1,900 hours which was acceptable. However, what wasn’t acceptable was that my three teammates combined had less than 100 hours of playtime. That match was an absolutely terrible experience for me because the skill gap was far too large.
    • If you want a real solution to this issue, what you should advocate for isn’t about buffs or nerfs. In my opinion, the real fix lies in a reasonable MMR and rank system. Players with similar skill levels should be matched together. It shouldn’t be possible for players with wildly differing levels of skill to end up in the same game. Unfortunately, the Devs don’t seem to prioritize this issue at all right now.
  • "People who complain that this game favors Killers, 90% of them probably never played as a Killer themselves.

    • As for me, I think the Guide class shouldn’t even exist in the game because Killers don’t have any abilities to slow down generator repairs at all.
    • Regarding the matchmaking issue, I’d like an explanation for why it takes so long to find a game as Killer, while Survivors practically get into a game immediately after pressing ready button. This suggests that the number of Survivor players must be really high (whether playing solo, in teams of 2-4, or in groups of 8).
    • The Meta is something we probably just have to accept. It’s typical in games like this; both Survivors and Killers tend to use strong perks or characters. I play on the Asia server, and yes, on my server, we often encounter Blight, Nurse, Spirit, Deathslinger, and Huntress. But we rarely see Trapper, Wraith, or Hillbilly."
  • I think you may have just encountered players who aren’t very skilled at the game. When I play with my seven friends, we communicate through Discord, and it’s rare for all eight of us to die in one game. Likewise, when I play as the Killer with my friends, we win some, we lose some. In some games, I don’t manage to kill a single survivor because they communicate well and help each other efficiently.

    Based on the points you listed:

    • The Killer doesn’t really have the ability to slow down generator repairs either. In some games, by the time I get the first survivor hooked, three generators are already finished. For me, the Guide class shouldn’t even exist in the game.
    • Do you think the Killer moves too fast? Only Nurse, Blight, Hillbilly, and Spirit have high mobility, and that’s their main skill. The maps are massive, and pallets are placed very close to each other. In some areas, you can find two pallets right next to each other or within 10 meters of each other. Plus, survivors have a class that allows them to repair pallets. So, it’s no surprise that players choose fast or strong killers since survivors also use the same meta approach (meta perks). Just picturing Trapper walking with Wraith already gives me a headache. They almost can’t catch anyone before the generators are fully repaired, so it’s natural for players to pick killers with higher mobility.
    • Flashlight blinding isn’t difficult at all. You or other survivors might just be used to running perks like Background Player or Sprint Burst to rush in and use the flashlight. The fact that there are two killers simply makes them more cautious. In the end, it’s really a matter of personal skill, both for killers and survivors.
  • @MrDardon said:

    So what would happen if I stopped a longe range teleport and happen to be in a wall, will I be stuck in it?

    Or when inside an elevation? Will I just spawn mid air and drop down? Seems like hell to code or even fix after it caused a million bugs.

    u remember The Nurse ?

  • 2vs8 is interesting but still needs a lot of adjustment. If you compare it to previous games like IdentityV, you'll find some differences that DBDL is more difficult to achieve. In IdenV each survivor has their own status of character, passives, perks and special skills of character. Survivors can fight the killer in many different ways while DBDL can only use pallet, flashlight, flashbang etc.

    In the beginning of DBDL, you can only play 5 main characters, Trapper, Hillbilly, Huntress, Wraith, Nurse. My heart wants to play more than just these 5 characters.

    It still needs to be adjusted. More balance, I can't even picture it. That if every Killer was to be able to play, survivors and killers could use perk, Iteam and Add-ons. the game's balance be ruined. If compared to IdenV, currently 8vs2 mode has hardly anyone playing because it is unbalanced and the survivors are too strong. And if it's DBDL Killer, it might be too strong. It still needs to be adjusted a lot. But I want it to get to that point.

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