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APoipleTurtle

APoipleTurtle

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APoipleTurtle
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  • Is it really still much of an achievement if you make it easier?

    I do agree that the changing of the killer's requirements made earning these significantly more annoying, but I assume it was almost entirely unintentional due to their wording. The problem is that what the killer has to do for a "Merciless Victory" has changed to orient around pips instead of sacrifices. Had this just specified "Sacrifice four survivors in one match" from the get-go, I doubt many of us would be as frustrated with them now.

    Quite frankly, they may not even be able to change how these achievements are unlocked (not sure if Steam, Microsoft, or Sony allow these to be adjusted after-the-fact).

    The effort you put into brainstorming this idea is pretty neat, but I don't think splitting up the community with an additional (but similar) mode like this is a good idea. This runs the risk of causing more problems with matchmaking queue times, and would likely become dead quickly once players got the achievements and saw no further need to play this mode.

  • They actually greatly increased her setting-speed so that she could use them in chase (unlike Trapper and Demogorgon, who cannot). Though she has been rendered somewhat obsolete after Freddy stole her power and did it better.

    However, rather than buff Hag into Freddy, I think it would make more sense to nerf Freddy's powers to require a little more involvement on his part. He is currently the only trap killer who doesn't need to stop or even slow down to place snares/fake pallets. I think changing his trap mechanic to require a brief animation and loss of momentum to set, more like Hag's (and by extension, ALL other trap killers) would actually be much better for the game overall.

    Though I wouldn't mind if they reworked Hag just a tad too. Preferably slightly lowering her teleport range/time in exchange for bumping her up to 115% movement speed. She's not as frustrating or boring to play against as Clown, Spirit, or Plague are, but she is still the only killer (besides Clown) that I personally don't like to play because she requires so much effort for a power that I don't find fun.

  • Absolutely agree with this! Just being able to experiment with various builds/tools/add-ons as a single survivor or killer, or even just to investigate the maps would be great!

  • ...Has anyone already mentioned that most killers run BBQ & Chili for its Bloodpoint bonuses? Double BP from just doing your objective anyway is pretty tasty.

    It's a useful perk on most killers for sure, in the same vein that Self Care is a useful perk on most survivors. It's in a balanced state, and only truly amazing on a small selection of killers (mainly Billy, Huntress, and Nurse).

    All that I would ever like to see them do with it at this point is remove the bonus BP that it offers and simply make that a base-game feature (double BP for hooking every survivor at least once). Just watch its popularity decrease if such a tweak ever occurs.

  • @shadowninja2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297053#Comment_1297053

    you sir, needs to check your fact, my internet speed was staying at full speed while the lag was happening, have i mention i'm getting over 200mbps the entire time, it doesn't matter if its dedicated server or not, and lag switch is so east to get, and it doesn't effect servers, just peoples internet ping, learn to read before making a post about this precious dedicated server you guys keeps talking about

    Do you even know what you're talking about? They are affecting THEIR OWN connection to the server by briefly disconnecting their internet. It is ineffective when the culprit CANNOT be the host, because the game will not crash other players connections, try to host migrate, or role with the hiccup like Peer to Peer systems tend to do.

    The whole reason people even used that tactic in DbD was BECAUSE of the old P2P hosting system, where the host (killer) could interrupt their own connection to interfere with the flow of information from the survivors in their lobby, potentially freezing them in place or snapping them back several meters to an earlier position that the 'server' (host) had last registered them at. That is not how things work around here anymore.

    On dedicated servers, if someone activates a lag-switch or otherwise fiddles with their connection in a way that would briefly disconnect their internet, they WILL be disconnected from the match. It will no longer affect you or the other players besides losing a survivor, or the match flat out ending (because the killer was kicked out). The servers aren't perfect, but they do act as a massive obstacle in the way of people who want to abuse lag-switches.

    Glitches and rubber-banding do happen (though a lot less than they used to thanks to vaulting tweaks), but they are a flaw deriving from bugs in the game itself or from an individual player experiencing a decrease in internet speed, not from someone else lag-switching to affect your connection.

    It is unfortunate that the DC penalty punishes those who suffer outages or don't have reliable internet, but how are you expecting to play online multiplayer games if your internet is not solid enough to stop you from frequently being dropped out of servers/matches? That's incredibly selfish, potentially disrupting the match of 4+ other people because your service or equipment is not up to snuff and you don't feel obligated to improve it.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297000#Comment_1297000

    I agree that small drops(altho, the temple does have 1 gigantic drop), shouldnt have any effect on killers too. As for a stun, thats not the same as a stagger. A stagger for survivors is practically a stun since you can no longer vault. However, if you were to drop from a massive height right next to a generator, you could work on the generator. You just lose all the momentum you gained and for a short amount of time(including charging things, so if you somehow flashlight something during a drop, you stop flashing once you touch the ground) you would slowly regain momentum. Camera manipulation alone wont really do ######### there, because you only need a direction and predict where some one goes. Which you can do blindly if you played enough.

    Yes, but that element of prediction is exactly what I was going for.

    Most mind games like that (excluding the 1-sided ones which Spirit tends to pull) are a big part of what makes chases fun. If killer has to use a few more prediction skills when following survivors down drops (without suffering a movement penalty), or if survivors can try and bamboozle the killer after a fall, it opens up more opportunities for mind games to happen and for the players to, well, outplay each other (or at least feel like they did).

  • I'm just spitballing here, but if the Xenomorph ever came to DbD, I'd say it should function as an ambush predator with some zoning potential. I'm envisioning something that would mix some elements of Hillbilly, Hag, and Pig, but probably be most similar to Demogorgon as a whole.

    The Basics:

    -Movement Speed: 115% (though 110% could be arguable too)

    -Terror Radius: 32m (other considerations were 28m or 24m)

    -Height: Medium or Tall (I'm picturing bigger than Billy, but smaller than Huntress due to the Alien's natural posture).

    Primary Power: Egg Traps

    First, I'd say the Alien's main power is setting traps. It would create 'nests' (similar to DG's portals) which would gradually grow into facehugger eggs (maybe after like 10-15 seconds). These would act like motion sensors (similar to Hag's traps) with three stages. In the first stage, survivors could crouch past to prevent them from triggering, but stage two (occurring after 30-40 seconds; top of the egg peels open) would go off if a survivor is within range and line of sight at all. Stage three would simply be a cooldown phase when the trap is inactive (after triggering) when survivors could destroy it or it would recharge (returning to stage one after 20 seconds).

    -Alien has a limited number of these egg traps (probably 4-6 tops). The Alien can interact with any stage one or stage three egg trap to instantly set it into stage two. Alien can also use an attack on their egg traps to destroy them (freeing one up to be set elsewhere).

    -If triggered. these 'egg traps' would create a loud noise indicator for the killer and launch a facehugger at the survivor. Depending on whether the facehugger hits the front or back of the survivor, different effects would activate:

    --Front: Facehugger grabs the survivors face and applies a 5% hindered debuff and Blindness. Could maybe also put a large black shadow across the survivor's screen to simulate their vision being blocked. Survivors would do a channel similar to "Snap Out of It" with skillchecks to remove the facehugger.

    --Rear: Facehugger latches onto the survivor's back. Causes Exhaustion for as long as it is attached with a 5-second cooldown once removed. It will also cancel any sprinting effects that were in use when it attached itself. Running will automatically fill a channel that will knock the facehugger off when full (equivalent of running for about 7-10 seconds).

    *The Alien would see the affected survivor's aura for 3 seconds after the facehugger attaches itself.

    *Afflicted survivors will make "grunts of pain" regardless of their health state while the facehugger is attached.

    *A nearby survivor can remove either facehugger faster than the afflicted survivor can by themself.

    -Facehuggers can be burned off with flashlights. A stage two egg trap can be prematurely sent into stage three (inactive) by burning the top of the egg with a flashlight.

    --Survivors can interact with stage three egg traps (visualized by the egg peeling further, about halfway down its height) to remove them. This involves a channel similar to sealing portals which will involve creating a makeshift firebomb to explode the egg. Once the channel is finished, the egg will explode after 5 seconds, giving a noise indicator to the killer. The egg trap's 'recharge timer' (returning it to stage one) is paused while survivors interact with it.

    *The Alien and any survivors caught in the radius of the exploding egg trap will be briefly stunned.


    Secondary Power: Predatory Charge

    -Basically think of Pig's Ambush attack, but using the acceleration and sprint mechanics from LF and Billy. Holding the button for a few seconds makes the Alien begin to sprint in a straight line with average turning ability (roughly on par with Oni's Demon Dash or "Manuevera-Billy-T"). The Alien does need about 2-3 seconds to accelerate to full speed (which is probably around 150% or 160% of survivor's running speed).

    -If sprinting at full speed, the Alien will automatically leap across vaults (triggered at the last possible second upon reaching an eligible vault). However, the angle of approach must be equivalent to what a survivor would need to achieve a fast vault. If the angle is off (such as when the game would force the survivor to medium vault instead), then the Alien will NOT leap through the window. There is no limit to the amount of vaults that the Alien can leap through in this manner, so long as it has remaining stamina and is approaching the vaults from a good angle.

    *Running into a wall for more than 3 seconds will automatically end Alien's sprint.

    -The Alien CANNOT vault pallets, but will automatically reach its tail across any downed pallets it collides with (while sprinting at full speed). This tail attack does not harm survivors, but it will pull them to the Alien's side of the pallet (with the Alien's body blocking them from immediately vaulting across the pallet again).

    -Speaking of Stamina, that is how this part of its power is monitored. Over time, a gauge will refill itself allowing the Alien to charge. Successful attacks on survivors (basic or sprint attacks) will refill a chunk of the stamina gauge. Envision this as a square meter similar to Legion's Frenzy, but only the bottom three sides will fill up on their own. The top side of the square is filled exclusively from attacking survivors (or add-ons).

    -After beginning a sprint, the Alien is faced with a short mini-stun upon ending the charge (similar to Oni ending his Demon Dash. Doesn't mess with vision, just a major slowdown as speed returns to normal). If the stamina meter was below 1/3rd full (or empty) when the sprint ended, the Alien will also suffer an additional fatigue stun (like Legion or Nurse).

    *The Alien can use its sprint at any time provided at least a third of its stamina gauge is full.

    *An attack initiated while sprinting is NOT considered a basic attack (same as with Pig's Ambush or DG's Shred).


    ...And that's what I've come up with so far. I promise it started a lot smaller in my head (just egg traps and sprint-leaping through windows) and I just kept building upon it as ideas flowed in. I still don't necessarily know if we'll see The Alien added in the future or if it'll work anything like this, but we did get Demogorgon, so it's not an impossibility.

  • I ran into what I will only consider a matchmaking glitch about a month or two ago (I believe it was shortly after Deathslinger was fully released) where I was guaranteed to play on The Pale Rose if no map offerings were played.

    Excluding the single Haddonfield offering that one survivor brought and the Autohaven offering that I used at one point, I played that map somewhere in the range of 10-12 times in a row, playing both as survivor and killer.

    I still see the problem happening to a much lesser extent every once in a while (though it's lately just been mutually fun maps like Coal Tower or Blood Lodge and usually only repeats them up to 3 times), but I have no idea what's causing this or why it occurs. Probably some kind of RNG meltdown or something.

    Kind of makes me think that a realm (not specific map) selection/veto system after all players have readied up might be a good addition to DbD. It would give more control to the players and take some pressure off the matchmaker.

  • Would so much love if they would make scratch marks brighter. Or at the very least remove all of the tall grass on the map as an alternative option. Losing chases because every survivor gets the equivalent of super-Lightweight on Ormond is very unsatisfying.

    As far as the size, I think the medium-size is correct, but there are a couple design decisions that make it feel significantly larger than it is:

    -Gen Placement: The generators (excluding the central Resort gen) are all towards the outermost edges of the map. Almost no other medium or large sized maps do this (usually skewing them inwards toward the center). For example, the Swamp maps are of roughly equivalent size to Ormond, but have a large fringe around the outside of the map where almost no gens can appear. In effect, this gives Ormond what feels like the largest patrol route in the game (for all I know, it actually might be). There are also enough random props/walls in the way to hinder most of the killers with useful mobility or ranged powers from effectively using the extra space (main exceptions are Spirit and Wraith, but the light scratches can screw with them too).

    -Loop Tiles: Ormond is a map with lots of labyrinth tiles and large-rock-loops and those all bring pallets. Plus they look very different from their more standard variations, which can make them more confusing to run properly for both sides. The map also doesn't have a lot of 'dead' tiles (like Coldwind's corn fields, Swamp's reeds, or Autohaven's caterpillar tracks), so it has always felt like a large series of loopable tiles that aren't very hard to combo together. The Resort structure usually has 2-3 pretty solid windows and 2 pallets. Good survivors can often loop a killer for eons with all the tiles they have at their disposal.

    For the most part, Ormond is basically the same map as Disturbed Ward, just with meaner gen placements and more useful tiles for survivors. It's not like killer can't outplay the survivors and win on Ormond, but it is certainly one of the hardest maps to do it on (easily on par with or above Haddonfield).


  • @shadowninja2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296644#Comment_1296644

    sorry to bust your bubble but, people can still use lag switch on a dedicated server, or any kind of modz, they just get banned afterwards, if they get caught, people think deticated server means its impossible to cheat or hack, if that was true, then why do they have a report system to report cheaters and hackers

    Because you can cheat at a game without using mods or hacking?

    Working with the opposing side is considered a form of cheating, as is exploiting glitches for an unfair advantage or to punish the other side (such as when survivors climb on props that the killer is not allowed to get to or when killers abused the basement bug).

    As far as lag-switching, it's probably just your cruddy internet (would not be the first time I've seen someone cry wolf on this false positive).

    Without being the host (as the dedicated servers take that role from the killer), there is no clear advantage for people trying to mechanically abuse the system to gain. In fact, because they are not and CANNOT be the host on dedicated servers, anyone trying to lag-switch would be disconnected from the match and suffer your favorite DC penalty.

    @shadowninja2012 said:

    actually, the numbers are increasing in xbox, since xbox doesn't have penalty's, pc and ps4 players on this game, has gone down alot, because I've noticed on how long it takes to find a open match


    A penalty which, by the way, IS active on Xbox despite your claim to the contrary. Time to get with the times and check your facts.

  • They have a report system to report cheating because you can cheat without using mods. Working with the opposing side is considered cheating, as is exploiting glitches for some kind of unfair advantage (think of killers abusing the basement bug or survivors climbing out of bounds). Systems like that are a holdover from when it was much easier to cheat under the old P2P connection system, left running as an extra option in case someone does find new ways to carve through the code.

    As far as lag-switching, it is effectively useless on dedicated servers. You will not and cannot be the host on a dedicated server (the server itself fulfills that role), so trying to use a lag switch will ultimately result in you being disconnected from the match, leading back to your favorite DC penalty. Which is there in part to punish the fools who try that.

    A penalty which, by the way, IS in effect on Xbox, despite your claim to the contrary. Might want to check your facts next time.

  • Crazy thought, because I'm just skimming the four pages of discussion so far, but what if large falls (heights approximate to the Ironworks catwalk or The Game's funnel, NOT the second-story windows of Haddonfield/Springwood) slightly manipulated the killer's camera instead of a stun?

    Like, if your fall was 8 meters (an estimate) or greater, the killer could maintain their speed and momentum as normal, but their camera would be briefly forced down to look at the ground in a similar style to Nurse's fatigue or a pallet stun on Hag.

    I don't think the smaller drops from the suburban houses (or the Temple's main floor) should have any kind of stagger though, as these are where most of the vault-drops occur. I think this might help balance the really big drops to help survivors mind-game these areas a little more (while killer briefly can't look up), while also not making the more average-sized ones worse for the killer.

  • I think that's kind of the point. It gives Myer's big Bloodpoint boosts for using it because it's supposed to be situational and generally terrible.

    Its a "joke" add-on which makes your power worse, equivalent to the likes of Speed Limiter, Padded Jaws, and Rickety Chain, but just a teensy bit better (since it does at least give something back besides the BP bonus).

    All I'd say they should really do with it is decrease its rarity to be common (yellow).

  • If you're constantly getting 360'd in the cornfields of Coldwind... Stop lunging so much. Keep the survivor on screen and use a basic attack. Hit validation (or whatever they call it) will work with you to try and confirm the hit.

    It sounds like you are refusing to learn from what appears to be a constant mistake, instead asking the devs to nerf the Coldwind maps until they become Shelter Woods or something.

    Yes, corn can be annoying, but survivors have NOTHING to work with in the corn outside of their juking and stealth skills. If they can't lose you, they have to try and dodge you and hope they have the time to reach a proper loop. As a couple people above have mentioned, the cornfields will put your tracking skills to the test, and the tiles themselves aren't even very large on any maps that aren't Rotten Fields or Thompson House.

    Beating survivors in the corn just takes some tracking and a little patience (if they're spinning, they aren't gaining distance after all). You can catch them, provided you stop repeating the same mistakes that they've been using to outplay you.

  • Sorry to burst your bubble, but DbD uses dedicated servers now. Lag Switching is not a possibility on these servers (even though they do sometimes like to create derpy situations on their own).

    If you are suffering outages or problems with your NAT type, then online multiplayer isn't worth the effort until you can rectify the issue(s). I was stuck with strict NAT for a long time, and ultimately had to put DbD (among other games) down until I swapped to a better service provider.

    The DC penalty does suck for people who suffer connectivity problems or deal with one side taking a match hostage (a bannable offense, but it still happens on occasion), however it is a necessary evil to reduce the amount of players unfairly screwed out of fun matches because someone actually rage-quit. It's a punishment for bad behavior that's been a long time coming.

    They will not be shortening or removing the penalty, nor should they, at least not unless the servers encounter problems on their end.

    The game is still absolutely playable with this in place, and actually a LOT better than it was thanks to recent map and vaulting reworks. Matchmaking times have actually sped up as some players returned to the game. I would suggest working to improve your internet connection instead of complaining about it here, otherwise maybe its time you gave more offline games a try.

  • Honestly, the difficulty ratings are deeply unimportant anyway unless you are brand new and overwhelmed with who/what to start with (which in my opinion should always be with one of the original 4 survivors and/or 3 killers of DbD).

    I agree that these ratings are deeply outdated and don't really mean much, especially not for survivors. Based on personal perks, David is probably the only "hard" survivor because We're Gonna Live Forever doesn't actually do anything (just a BP bonus) and No Mither is an active handicap to yourself. Whereas Kate's perk set seems to have been custom-built to help out new survivors.

    Though I doubt it's an easy task to actually rate the difficulty of the characters. For example, should Clown be easy because he's super straightforward to learn (and comes with Pop Goes the Weasel) or hard because his power is really weak and he has to be played really well to make up the difference? Should Laurie be easy because DS and OoO are both extremely powerful perks, or hard because screwing up with them will get you sacrificed faster? Should survivors even have these ratings at all when they can all essentially become different 'skins' of the same character?

    Or is this even something that the Devs should commit time to when there's more content to make, and maps, perks, and powers to adjust?

  • I think this would maaaaybe be okay if it only affected the killer (so they could see where their various Hex perks are), but survivors definitely do not need a buff like this.

    It's honestly not a mechanic that's really in need of a change anyway.

  • I'm not sure I see what the problem is here outside of when Billy or LF decides to hard camp a survivor.

    If they are endlessly revving their saws, Billy still has to aim and Leatherface will actually suffer a movement speed penalty and begin losing distance (plus both can be dodged with some care). Heck, LF suffers the equivalent of a brief stun if he cancels his chainsaw before swinging it.

    The only way I could see this being implemented in a reasonable way was if this 'auto-completion' of the chainsaw rev ONLY occurred once the rev meter had reached like 95% full. Something like that would probably feel like a buff to Leatherface actually, given how easy it is to mess up split-second saw attacks (releasing right as the bar is filled is pretty much a 50/50 toss up of whether the attack actually begins or gets canceled).

  • As someone who plays both roles a lot, I'd have no problem with the Ivory/Ebony (Green + Red) mori's being removed from play. Mori's are a very powerful killer mechanic, but should be a reward for good play through perks like Devour Hope (or a last hurrah with Rancor) rather than an advantage booster.

    I've already participated in a couple discussions about keys; personally I think this item class should be reworked to give keys a base function that ISN'T opening the hatch, and that ONLY the Skeleton Key should continue being able to open it.

    -Where maps track objects in a trial, I think keys should track other survivors (and the killer, with add-ons). However, instead of channeling the key like you would with a map, it should be charged to do a "burst" of its effect, providing its aura reading for X seconds afterwards (with a limited amount of bursts based on key and add-ons). It's basically a mobile Bond or Object of Obsession with very limited use. This would also mean that green keys are no longer utterly useless when found mid-match.

    As far as Ultra Rare items, I think being able to find them in chests is fine. An easy fix to Plunderer's making them more common is that only ONE UR item should be allowed to spawn in a match at maximum. I also think it's high time that the Brand New Part was treated as a standalone tool rather than an add-on. With the reworks to toolboxes, there's no reason it can't be the "Red" item in the toolbox class. I don't think it would hurt if med-kits also had an item at the UR level too, as more than two UR items would decrease the odds of finding a Skeleton Key in a chest.

  • So, moving on from the Overcharge and Ruin discussion that's been going on...

    ...I really like the idea of survivors needing a short interaction to prevent a gen from regressing. So long as it's brief and exclusively needed for gens that are regressing, I think it would be a good quality-of-life update for the game.

    Though an alternate suggestion that wouldn't change a survivor mechanic could be just to have a killer's "kicking" of a gen remove a certain percentage of its progress, maybe like 5% each time they kick it. Survivor's could still choose to tap the gen, but would then open up a different choice for the killer: focus on the chase or remove an additional 5% from that gen. Kicking gens is often worthless without Pop Goes the Weasel active, so it would be nice for it to be a little more valuable as a standard mechanic.

  • ...You do realize that it already does this, right?

    Hold the same button you aim-down-sights with after successfully spearing a survivor and Deathslinger will reel them towards himself. If you walk backward while reeling, it will pull them in faster. There are also add-ons that increase this reeling speed, or increase the amount of time a survivor needs to break free.

  • I think a much easier solution would be to just give Borrowed Time two different triggers:

    -If the killer is within 16m (or maybe 24m or 32m) of the hooked survivor when they are rescued (regardless of terror radius), the survivor gets 8 seconds of BT.

    -If the hooked survivor is within the killer's terror radius when they are rescued, they get 8 seconds of BT.

    BUT, both could activate simultaneously to provide the full benefit of BT.

    Survivors would still get to use BT against the likes of Freddy, Wraith, Pig, and GF when they camp, but the perk would also be less punishing to killers like Doc and Legion when they don't.

  • Rather than nerfing BBQ (which I think is in a fine state as it is), why not instead focus on a buff for Deerstalker?

    Its not that BBQ is stealing its thunder, its actually that Deerstalker doesn't offer enough to be a desirable perk, especially not over the popular options killers have. Being able to see the auras of downed survivors isn't really a great ability to bring into a trial. Just having a decent headset is usually enough to hear them on the ground (excluding when the 'slug bug' occurs). If you're hunting for the last 1-2 downed survivors at the end of a match, you can bring Whispers to gain roughly the same advantage, and Whispers is really good for a LOT of other things throughout the trial as well.

    I don't think Deerstalker will be easy to make relevant though, it seems to mainly exist as a perk to help new players learn the ropes (along the same lines as Unrelenting. The only thought I'd come up with would be to have it reveal the auras of survivors rescued from the Dying State and their saviors for 5 seconds after the slug was picked up off the ground, but even then I'm uncertain if that would elevate it far beyond fun gimmick status.

  • While I don't deny that Laurie's entire perk set could stand to see some more reworking, nerfing SWF feels like the wrong way to go about restoring balance. The main reason SWF is so strong is due to the communication they have (enabling efficient coordination), and there is NO way to remove or prevent that. Plus, who wants to feel punished because they chose to play a game with friends?


    The easier option is one that's already been passed around in the community: bring solo survivors up to the level of SWF by giving them some sort of built-in communication option. Once solo survivor and SWF are roughly equivalent, all killers can be balanced around that level of power.

  • Somewhere I saw a 2019 discussion thread with a similar idea. However, rather than banning maps/realms, they had suggested allowing the killer to select a map out of 3-4 options that would appear after everyone had readied up and been locked into the match.

    If they replaced maps with realms, this could be tweaked into a solid workaround to the issue. Killer would be able to use their best judgement to try and select a map they believed would work with their build (no more Huntress on Underground Complex or Hag on Rotten Fields). A BP boost could be applied to realms not played recently and realms that are traditionally more survivor-friendly.

    Plus, you could prevent yourself from playing the same map multiple times in succession when the matchmaker freaks out (my worst record was getting Pale Rose 11 times in a row between both sides).

    However, for this to work, they would need to either add more maps to the smaller realms (especially the single-map ones) or find ways to consolidate some of them (ie, Swamp and Yamaoka Estate maps share many traits and could be part of one grouped realm). The other problem with this system is that maps such as Ormond, Haddonfield, and The Game would likely go almost completely unused from this point forward (as killer would gain more control over the map rotation), though it could be a good opportunity for all three of them to see some design adjustments.

  • A lot of people have said some of these thoughts, so this might be an echo of them somewhat, but:

    Urban Evasion is okay as it is. At worst, I'd maybe lower it to 90 or 95% crouch speed at its top tier. However I feel like its popularity was split after its sister perk, Fixated, was introduced.

    Changing Adrenaline's Speed Burst is fine. It could be interesting to make its speed different based on the survivor's health state when it activated. Such as 115% if healthy, 120% if injured, 130% if in dying or hooked state (when rescued for the latter). Basically, the more dire your current situation, the stronger the effect.

    Decisive Strike is one of those perks that I'm skeptical will ever end up in a good state. What if instead of a free escape from the killer's shoulder, the "Strike" would immediately advance the wiggle bar by 30/40/50%, slow the killer by 3-5% for 10 seconds, and briefly apply the effects of Boil Over? I doubt its the end-all-be-all of suggestions, but I feel it would allow survivors to have a reasonable chance of escaping if they were being tunneled while also allowing the killer to actually capitalize on unsafe hook saves. Plus it would remove the stupid DS locker immunity that survivors have come to treasure (while also allowing the perk to become multiple-use). Other survivors could still run interference with the attempted re-hooking to improve the odds of their success.

    Object of Obsession should really get some kind of weaker secondary effect that everyone can use (maybe anyone using it can use the same effect to just see the obsession themselves instead of the killer?). Then its strong killer aura reading could truly be limited to just the obsession (probably with the cooldown too).

    Spine Chill is fine. At worst it should lose its boost to vault speed. Personally, would love if they could change this perk to indicate that killer is looking in your direction through some method besides lighting the perk up. Possibly through the Whispers sound effect, edge-of-screen haze (like with Undetected status), or something similar.

    Bond is well-balanced where it is. Not to mention it already exists in a perk category rife with options (Empathy, Aftercare, Better Together, etc). It's just the simplest of the set and the one that a lot of players see first thanks to Default Dwight.

    Self-Care has been in a good state ever since they changed healing speeds and buffed Sloppy Butcher. I don't feel that it needs to be changed from where it is.


    I know it wasn't on the list and may be on a different one, but an additional suggestion I'd like to throw out is Dead Hard.

    It has become a pretty annoying sight now that survivors have realized they can sometimes gain ridiculous amounts of distance with it. My thought would be to just reduce the distance it carries you forward while leaving its remaining abilities untouched. Would still allow it to fulfill its role as a "dodge" perk or to jump traps, but would reduce its effectiveness when used for pure distance.

  • I can agree with the notion that Mori's and Keys are things that should see some changes, but my opinions on them are vastly different from yours.

    Personally, I do not think the Ivory or Ebony (Green/Red) mori offerings have any place in DbD. I see them as extremely disruptive to normal gameplay flow and good only as a bandaid fix to problematic map RNG (much like the old version of Ruin was). The yellow one is fine as it is, and could possibly work as a base game mechanic (if survivor would be on their third hook), as are the mori's granted through perks. I want these to be a REWARD for skillful play (or a last hurrah before losing in Rancor's case), not a BANDAGE.

    As for keys, I'd already covered my thoughts on them in a different discussion (https://forum.deadbydaylight.com/en/discussion/comment/1179316#Comment_1179316), so I'll just put the abbreviated version here:

    I think the open-the-hatch mechanic is fine, but should be restricted to ONLY the Skeleton (Red) key. The Dull/Purple could provide a slight boost to opening exit gates instead.

    More importantly, I want for keys to gain a base ability (they technically don't have one, as you cannot use their charges without add-ons). I think they should be an aura reading counterpart to maps. Maps track objects, keys should track survivors (and killer, with add-ons). Give them aura reading ranges that increase as their rarity increases, but their amount of charges decrease by rarity too (maybe like, 30/20/10 seconds of use for Green/Purple/Red). Add-ons would affect how and who this aura reading detects, along with how far and for how long. This would also mean that the Green Key is no longer completely useless when found in a chest. It will act as a better Bond with limited total use.

    Also, keys absolutely need to lose their "do not lose the key" add-ons. No other item gets this kind of insurance, and white wards already exist to fulfill this exact duty.

  • SWF is the strongest "role" available in the game, mostly because communication is extremely powerful (making a lot of team and killer tracking perks unnecessary in a lot of cases) and killer will have to lose a lot of time dealing with 4 competent survivors running second-chance perks (mainly DS, Unbreakable and Dead Hard).

    The problem is, balancing killers around these good SWF players will make the solo survivor experience really rough (it IS the weakest role of DbD). Most players actually still do play by themselves with random teammates.

    If they boost all survivors to have the tools of SWF by default (probably by just enabling gamechat), then the argument against balancing killer around this powerful side falls away and would hopefully be a step towards making killer feel more capable in these trials.

    ...Of course the maps themselves and the matchmaker's map selector will also need some attention, but it could be a start...

  • Cannot believe people are still complaining about BBQ & Chili, even after it got nerfed into its current (and pretty balanced) state.

    All the counters people have previously stated do indeed work to prevent its aura reading with ONE exception: hiding behind a generator is entirely relying on the killer having poor observational skills. The survivor auras are a brighter color (kind of orange-ish) than the red gen auras and can be seen behind it. This was something they changed at one point to bolster the perk more from its nerf.

    Even funnier is that most people just run BBQ & Chili because it's easy double BP. If they took its BP bonus and made it a base feature (something the community has been after for a while), this perk's popularity would definitely drop a bit.

    Only a minor selection of the killer cast who have really good range/mobility options truly see big benefits from the aura reading this perk offers (mainly Huntress, Billy, Nurse, Freddy, and maybe Oni). It's really fine as it is. If you are truly having trouble with it, then respect the perk and utilize one of its many counterplay options.

  • Some of this is reminding me of the community's general agreement that the post-game bloodpoint bonuses from BBQ and WGLF should become base-game features.

    BBQ & Chilli would give a 25% BP boost for every survivor hooked at least once.

    WGLF would give a 25% BP boost per escaped survivor.


    All that said, I think one of the main issues with the games current role-objectives is simply that there isn't really any way for one side to effectively recover from the other gaining a big advantage early.

    -If killer camps/tunnels out a survivor and sacrifices them early, survivors are usually pretty screwed by being down a man with no way to get them back.

    -If survivors pop a ridiculous amount of gens during killers first or second chase (we've all been there), then killer no longer has the time to actually hunt and hook the survivors they need to.

    --In either scenario, its not really a fun experience for the side being severely handicapped (especially not for the survivor sacrificed in the first one).

    If there was a way for survivors to regain hook states (or return from the dead even) or for killer to regain (turn off) gens through really excellent play, it would make the objectives a little more dynamic and hopefully help keep one side from getting a little too cocky and "egotistic". Its been an idea on my mind for a bit, but unfortunately I still don't really have a great idea of how to implement something like this in a reasonable manner yet.

  • While I haven't encountered this mid-chase-slowdown glitch, I have had a couple matches where the speed burst that survivors receive after being hit lasted for a lot longer than normal (looked nearly equivalent to Sprint Burst). I'd recover from my weapon wipe only to see them fading into the fog in the distance halfway across the map.

    As the new chapter only recently came out, I'm not that surprised to see that a few things have gone buggy once again. Thankfully I've only had to put up with this nonsense in a few matches, but I hope it gets resolved.

  • Its all fine and good to request that the Brand New Part get reworked, but without sharing ideas of what you think it should become there's just as likely a chance it'll get reworked into something that you STILL don't want to play against.

    Personally, I would like for it to halve the charges of whichever toolbox it's added to and then tremendously increase its speed. Basically, you still get the tiny skillchecks and quick repair progress that the BNP is known for, but it uses up your toolbox to do so. Plus the amount it actually repairs will be based on the tools its attached to. Progress would only increase when hitting BNP skillchecks. Missing one of these would then explode the gen for NO loss of progress, but use up/deactivate your toolbox.

    -Slower toolboxes (or the high-capacity Commodius toolbox) would require survivors to succeed at more BNP skill checks to get the full effect. Faster toolboxes couldn't progress repairs as far, but would not need as many skill checks due to the high speed. Ideally the most that the BNP could ever repair at one time would be ~20% of a gen with the Commodious and Spool. Lesser/faster toolboxes would only reach about 10-15%.

    -Also, BNP skillchecks should ABSOLUTELY be affected by things such as Doc's Madness, Huntress Lullaby, and Unnerving Presence, even if these actually being relevant to it are unlikely.

    Skill with skillchecks becomes required to make anything of this add-on. Higher risk would be taken with the BNP's use for a similar reward. Trades efficiency for a significant speed increase.


    Alternatively though, they could always just make the BNP a full item that exists as the Red "Toolbox" (somewhat like how the Firecracker is the common equivalent of a Flashlight during events). They could even change its appearance to be that of the golden toolbox seen hidden on Haddonfield.

  • I'm all for a rework to keys, however I would strongly prefer that they get an actual "base" ability over just opening things. They are the only item set in the game which literally doesn't do anything prior to the end-game (unless you happen to have the obscure "Up the Ante" perk or brought your own key in with add-ons). As the Green key doesn't even unlock anything, it is still earning it's place as the worst item in the game. I'm skeptical its rarity is truly for any purpose other than preventing this piece of junk from being in every other chest survivors search.

    Where maps are great for tracking objects in a match, I'd really like to see keys instead re-focused for aura reading other players in a trial by default.

    -Broken (Green): When channeled, shows auras of other survivors (64m). Intended as a better version of "Bond" that is limited by the key's charges. Still doesn't open anything, but should gain the best charge-efficiency of the three keys (possibly bumped up to 30 seconds of use, the highest of the keys).

    -Dull (Purple): Works similar to the Broken Key, but also reveals your aura to the other survivors while being channeled. Has a range equivalent to Empathy (128m) but can't be used for as long (15 seconds). This key should LOSE the ability to open the hatch, but provide a slight boost to opening exit gates if it hasn't deactivated from running out of charges.

    -Skeleton (Red): I would make this key work a little different to the previous two: Instead of channeling to use its charges, it would be charged up to "pulse" the map, revealing all survivor auras to all other survivors. Without add-ons, it could only do this 2-3 times (effectively adjusting it down to 10-15 seconds of use). The pulse would create a loud-noise-indication for the killer. As an additional method of adding risk/reward to this particular item, I also think it should do a mini-pulse automatically every 50-60 seconds which reveals the aura of the survivor who most recently touched the key to the killer for 3 seconds.

    It's probably an unpopular opinion, but I'm okay with this last key retaining the ability to open the hatch. I think it is feasibly a rare enough item for this to be okay, though I also believe all the "save the key upon X" add-on's do need to bite the bullet. If the Skeleton key opens the hatch, it should be completely consumed in exchange for your escape. As a safety measure, they could also adjust this key to only work on the hatch if it has at least one charge left.


    In addition to the above, I also think all keys should reveal the location of exit gate switches while channeling/pulsing (even when the gates aren't powered).

    As far as add-ons. I would generally just convert many of them to simply improve the amount of charges, charge efficiency, or range. As I'd mentioned earlier, I don't think keys should keep add-ons that prevent loss of the key (its not like other items get this insurance).

    Some alternatives add-on ideas, for fun:

    -Blood Amber: Allows key to reveal killer's aura, but halves its range (to 32m/64m/128m respectively) and removes 1/3 of the key's total capacity. Killer can also see YOUR AURA while key is being channeled. In the case of the Skeleton Key, the killer's aura is revealed to all survivors with the pulse, but the killer can also see all survivor auras for the same duration.

    -Scratched Pearl: Your idea for this blocking killer's aura reading on exit gates sounded interesting, so I'd go with that. I do think its rarity needs to bumped up to purple or red in this case, though.

    -Eroded Token: Allow's key's survivor aura reading to occur passively at half its range. Passive aura reading does not consume charges (and the key can be channeled like normal), but the key loses any of its standard passive abilities (will no longer help with gates or hatch). If combined with Blood Amber, the negative effects DO stack, but killer's aura cannot be read passively.

    -Gold Token: Allows other survivors to see your aura when within half of your key's current range. For the Skeleton key, they see your aura during the key's mini-pulses. Enhances aura reading range of any of your perks by 8m (same as "Open Handed").

    -Milky Glass: Channelling the Key will hide your aura (from killer and survivors both). Tremendously decreases efficiency of the key. Used with the base skeleton key, this add-on would limit it to one pulse, but it would hide all survivor auras from the killer for 4-5 seconds instead of revealing them.

    -Weaved Ring: Allows you to form a "link" with any other survivors holding a key. You can see their aura when they are within your key's range and looking in your direction.

    -Wedding Ring: Same general function as the above, but in regards to the current obsession instead of another key.


    But these are all just my thoughts on what keys could become. I really don't think these items are in a great state right now, nor do I think they are generally good for the game with their unhealthy focus on getting a somewhat cheap escape through the hatch.

    I don't personally think allowing keys to straight-up open exit gates instead will improve the situation, but giving them more uses earlier in a trial could open up some interesting gameplay involving them. Also limiting hatch-escape-keys to ONLY the rarest one (Skeleton) would hopefully keep that mechanic in the game while making it a significantly less common (and frustrating) occurrence.

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