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AhoyWolf

AhoyWolf

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AhoyWolf
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  • @Chocolate_Cosmos said:

    • Unhealthy 3-gen focused power? Gone ✔
    • More chase oriented power? Yes ✔
    • Decent power that is not bad to use? Yes ✔
    • Less negativity towards SM since she is no longer 3-gen holding Queen? Yes ✔

    I played her for few games since her rework and I have to say I am having good time. Good changes since PTB.

    GG WP Devs! <3

    I'm glad that she isn't a 3-Gen holding nightmare anymore, but in my honest opinion...

    • She isn't fun to play against. ❌
    • She isn't fun to play as. ❌
    • Her chase music is still a repetitive nightmare. ❌

    I'm glad that people find her quite fun or passable now, but I personally still cannot find the appeal in playing against or as her.

    What I wished they did instead of the drones being more chase oriented is focus more on her pockets of stealth, but it's ok, she just isn't my type of Killer haha.

  • @Xendritch said:

    Because having a bunch of abilities doesn't mean match when none of them are especially powerful.

    -Good survivors literally don't care about darkness it's just a mild annoyance.

    -The teleport loses a ton of impact when you're spending half the game breaking out of locked lockers.

    -Their antiloop is decent but holding W isn't that hard and it's a 12 second cooldown.

    Dredge is very decent but they can't do anything that crazy in terms of lethality and calling for a nerf for a killer that nobody plays is very odd.

    The darkness from Nightfall can be mildly annoying to very annoying depending on your monitor settings / light conditions, I imagine it really sucks for console players.

  • @Xernoton said:

    I wish we had gotten Xenokitty. 😥

    So true, well, at least we got Xenoskully. 🤠

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393949/what-bad-perk-could-become-a-boon

    Sole Survivor. - only activates if you're the last survivor in the trial. if any dull totems are still in the trial this perk randomly lights one of them as a boon totem. For each dull, booned, or hex totem gain a token. Each token gives a 25% speed bonus to survivor actions and obscures your aura within 15 meters of the killer.

    I like this!

  • Hux with a sweater would be so cute, especially if he put the sweater on in a manner that wouldn't tear it apart

  • @Science_Guy said:

    Given Hux's nature, a Cursed Cats Hux would imply he's murdered/assimilated a whole lot of kitties, and I don't really like the idea of that. D:

    He doesn't really need to murder kittens for that, maybe they could go into the robotic side of Hux and make a cyborg cat instead

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562056#Comment_3562056

    interesting one, right now Kindred doesn't show the killers aura, so are you sure that they were also within range?

    We are monitoring those vertical distances, after making some adjustments for the Live version

    Wouldn't something like a pathfinding system work ideally for this? Using the path to know the shortest distance to the Survivor from the Killer could work even on hills maybe. (not sure how it is done now, but I assume something akin to a sphere check, don't quote me on that tho)

  • @Devil_hit11 said:

    there was no intention to buff slinger. they only changed his reload to give a bit less time to reload to match locker killers. his best buff will be a revert whenever that occurs if it ever occurs.

    Worthless, even tho the add-ons got buffed, who would ADS for longer than a second? Even if these add-ons were buffed to completely remove the slowdown when paired together, nobody would use them.

    if both of them match 4.4 m/s then you get instant scope back by holding the gun out for entire game. it is stupid way to introduce quick-scoping... without just reverting change in first place.

    That's why I said they gave Slinger QoL changes and not buffs, also those add-ons are only good for zoning, best to rework them.

  • @ReverseVelocity said:

    Poised doesn't really need Haste, it just needs to hide blood pools and pain sounds.

    But that still wouldn't really fix the issue of it being worthless in most scenarious, with the haste you could at least get to your objectives a tiny bit faster.

  • Additionally, if you want to make it useful even when doing another objective and suddenly a Generator finishes, you can pause the timer while standing still.

  • Agree, the Haste and Endurance spam is absurd nowadays.

  • @Devil_hit11 said:

    i do not understand design point of this perk. quick & quiet but worse. maybe give it 25% vault speed bonus for the duration of the perk.

    I think if it worked with lockers, it would allow for so much mindgames and trickery with Head On or other Perks.

  • @TheRealConsent said:

    So, you put Exponential, CoH and Shadow Step along with this perk on one boon.

    The killer has two options: Snuff, or snuff. It's too powerful of a boon. Plus, it's infinite.

    It's like if Plaything was active along with Haunted grounds on the same hex.

    If you put every boon Perk in the game into one build in this day and age you're quite frankly stabbing yourself in the foot, none of them are really that mindblowing or even good, combining them with this Perk wouldn't really force the Killer to snuff the Totem, you could just ignore it to be honest.

  • @sizzlingmario4 said:

    While I would normally agree with you, I think for Furtive Chase Undetectable actually makes sense since it’s a Ghostface perk and it keeps the theme of technically reducing your terror radius (by removing it). So I give this one a pass.

    Yea, Furtive Chase is actually the one Perk that fits with the Undetectable effect, I was talking more generally about Perk buffs these days tbf.

  • @Alphamav said:

    Whoo! Superhero landing! You know, that's really hard on your knees.

    Thinking about this idea after 3 years, the stagger reduction bonus could be removed.

    If this was a real Perk, you would probably use it to save your teammates while they're being chased anyways haha.

  • @Boons123 said:

    I think the point of reducing the terror radius is so you can sneak up on other survivors while they think they're safe because their ally was in chase.

    So I think the target is not the The chasing survivor , it's other survivors

    Yet it still fails in the department since you can just see the Survivor being chased in the HUD, or you can just use your eyes and ears to tell if the Killer is close or not, or you can just use SWF

  • @Chilli_man2400 said:

    It would be better if the perk made it so when you hook the obsession you gain undetectable until the survivor is unhooked. The undetectable only activates when you’re 24 meters away from the hook. When the survivor unhooks they become the obsession and they gain oblivious for 40/50/60 seconds

    I think this would be neat, but probably not for this Perk, maybe Insidious could be changed to this instead.

  • @adam1233467 said:

    same for Background player, both perks are still useless

    I think Background Player was quite alright even before this buff.

    I think it would be really cool if the Perk didn't give you exhaustion at all and had separate long cooldown, but that maybe too much.

    Or it could active the exhaustion effect only if you save someone from the Killer's grasp, could also be cool, and increase the exhaustion effect to like 60 seconds at tier 3.

  • @Crowman said:

    You have to realize that these minor killer adjustments are not meant to make the killer significantly stronger. They just exist to do something without really committing to big changes.

    Sure, but common, 0.15 seconds is really not that much at all, and we still don't know how much they "adjusted" the reload speed add-ons so this still might end up as a nerf (or maybe a huge buff??????) after all.

    The adjustment to the movespeed add-ons is meaningless this patch tbh, nobody will use them.

  • @ReverseVelocity said:

    I don't think having an active ability is really necessary. Just make it silent with no penalty.

    That would be the best option to be honest, I just wanted to keep what BHVR was going for, even tho gameplay wise it's kinda bad haha

  • @GentlemanFridge said:

    i just want it to allow me to pet the birbs

    https://media.tenor.com/uI7VsbVKVlEAAAAd/pet-crow.gif

    So true, Calm Spirit should allow you to pet any animal in the trials tbh

  • @Seraphor said:

    It's not a buff or a nerf, you're trading one advantage (speed) for another (silence) and that can be a useful trade.

    I've had many cases where I've been cleansing a hex totem, a survivor has run the killer near me, I'm entirely out of LoS, but the killer hears the bones and interrupts me.

    Of course this can happen, once every like 60 games.

    You could say this about any Perk to be honest, if I had this very specific Perk at this very specific situation, it could have saved my life, but in the other 99% of games it would actively hurt you or just take a Perk slot.

    Also the disadvantage is much greater than the advantage in this situation.

  • @Chocolate_Cosmos said:

    I wouldn't call it a buff. It was kinda rework / adjustment. It was big nerf.

    I mean, it was meant to be a buff, but it failed quite a lot haha.

  • @Brimp said:

    You dont make footstep sound while crouching and the footsteps while walking is already so absurdly low that it's not the reason you're getting caught.

    I'm aware, but due to how it's coded right as you start walking from running there is a loud thud from the running sound before it goes to the walking sound, which wasn't the case before, so if it doesn't even matter why remove it.

  • @Hex_Maidenless said:

    The value in the perk is in the information on where your teammates are leaving a locker. The other effect is inconsequential. I don't understand how anyone could have played solo survivor in their entire lives and not understand this, but here we are, I've seen literally dozens of people on the forums completely miss the point.

    Chemical Trap is honestly probably worse. It's almost impossible to set up a real in-game situation where it contributes anything other than a light-up marker for your teammates (which is still useful, but Blast Mine is straight up better in every way).

    The aura reveal is quite neat, don't undersrand the cooldown tho, you need to get out of your way to use it to find a teammate which is another time sink, it should be removed tbh.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527820#Comment_3527820

    What? What's the point? No player, whether the killer or the survivor, sees the blood inside the locker

    Where do these ideas come from?

    Idk, ask developers lol.

  • @Boons123 said:

    I don't understand the description, he says he hides your blood when entering locker, based on what you say is this a bug?

    It hides your blood ONLY while INSIDE the Locker, this effect is completely redundant, because your blood shouldn't be visible while in a Locker by default.

    It doesn't hide the blood that you left before entering the Locker, so the Killer can still follow it and deduce that you're in it pretty easily.

  • @[Deleted User] said:

    I didn’t even know this was a perk lol so it just makes skill checks bigger is that all it does

    Only the Great Success Zones of the Skill Check, and it doesn't work with some Perks like DS 💀

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518427#Comment_3518427

    i don't see anything wrong with that. the player that use it will use it and the people don't use it will not use it. i wonder what killer are getting FOV slider. they said something about that where some killers get motion sickness from FOV.

    Yea, I think FoV slider is coming quite soonish (maybe next mid-chapter), cannot wait!

  • @Devil_hit11 said:

    the design of the perk is to make great skill-check easier. i suggest making it that it decreases skill-check dial speed by 10/20/30% in addition to increasing skill-check success zones by same amount.

    that perk looks like something that could be added to spine chill.

    This would not be really that helpful since it would really screw up your muscle memory and become something you cannot take off once you get used to it, kinda like Shadowborn.

  • @Rizzo said:

    As someone already explained, even if a post doesn't receive a comment from the Developers, it doesn't mean it gets ignored.

    Moreover the forums are not the only platform where the community members share their ideas or their issues: there are socials, there's Steam and the feedback needs to be collected from all of these platforms, so of course the time to reply to posts is very limited.

    Does the BHVR Read button no longer work? I recall if not commenting on a post, developers would sometimes press the developer read button to make the creator know that they've read something.

  • I thought the right one was for the Singularity until I equipped it and turns out it's for Blight haha

  • I think his Terror Radius should be smaller, let's finally break the 24/32 metre rule and make his Terror Radius 28 metres. Literally the only reason why his Terror Radius got nerfed was because of M&A, 28 metres on top of the 0.4 second time to ready your gun gives enough time for Survivors to escape.

    His default Reload speed is awful, either make it 2.5 or 2.25 seconds or somewhere in between, 2.75 seconds just feels really bad on top if you miss.

    Completely rework his add-ons, they're not interesting, some of them don't make sense and some are questionable / useless, none of them are fun.

    Otherwise I think he's fine.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387681/quick-gambit-rework

    not the design of the perk. the design of the perk is to grant 8% bonus repair speed when in the chase. the drawback of 24 meters is bad and needs changing.

    "after performing a rushed vault, you see killer's aura for 1/2/3 seconds." is new perk idea.

    That's why I called it a rework, but the idea of effects happening while being in a chase and your team benefiting from it still applies, just not in gen speed.

  • @notyarbllewe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508823#Comment_3508823

    A lot of killers have similar powers but try to think more deeply into it. His power is now automatic, causing him to crouch without slowing down, and giving him a long-ranged melee attack that you can actually point, unlike Nemesis. You are also able to flippin' crawl through tunnels YOURSELF.

    So yes, there are a LOT of new mechanics with the Xenomorph.

    I mean, it's Just old Sadako's TV teleports, but you can phisically move through them, sprinkled with Nemesis' tentacle ability that has smaller hitbox and range but can be used vertically, not really that new, the tunnels are cool tho.

  • @Mandy said:

    The simple answer is some addons can be reworked quicker than others without factoring programming time, QA time etc. Simple changes can be done by the Design team with little to no resources from other teams. Larger changes made to addons (or anything else), requires substantially more resources which need to be factored in and slot into the production calendar.

    Why even spend resources on nerfing things that don't need a nerf, this logic doesn't make sense, if changing numbers takes little to no resources why it takes years to buff / nerf simple stuff that should get that treatment???

  • @PeacenGreasealt said:

    I thought the twins were next, I think Nic Cage may have something to do with Sadako getting moved up in priority, but the twins were supposedly getting a rework as of 2 years ago, it never happened.

    Twins were "next" 2 years ago and are still not reworked💀

    How much can they butcher them?

  • I can say they tried to do something with them, idk what, but it was an experience

  • @Yamaoka said:

    Is it just me or does Sadako seems to get her built in mori every game now even when people know what they're doing?

    I watched Otz play with Aaron, Nina and another guy last night. All of them got moried at 3 gens.

    If it's that easy to get a 4 man mori against full time streamers that even teamed up with tournament players how is a 4 man solo team supposed to do anything?

    Played 4 games while only using slowdowns + Brutal Strength, kept spamming her power to Condemn everyone, they cannot do gens because of the instant condemned stacks, and I always ended up with 4 Condemned kills at 3-5 gens.

    I think they kinda broke her...

  • image.png

    This is literally how the change feels

  • @Aven_Fallen said:

    Not really a fan of this. BHVR wants to be consistent with their Terror Radius (granted, Deathslinger is the only Killer with 32m while being only 4.4m/s). But all of their Terror Radius-ranges are multiplications of 8. (16 for Myers Tier 2, 24 for most 4.4m/s Killers, 32 for Standard and 40 for Wesker)

    Also I dont really want to see a Deathslinger with 20m Terror Radius when using M&A. In general, I never really got why he was at 24m to begin with. Huntress gets a big Lullaby to announce her presence and Deathslinger was the stealthiest guy ever.

    Huntress has a 20 metre Terror Radius (45 metre lullaby) and Sadako has a 24 metre Terror Radius while being 4.6m/s.

  • @CyberianFaux said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383725/shattered-hope-buff

    I just made a discussion about this very same thing yesterday I believe. I gave some possible restrictions on it such as making it so the broken hexes only work at half effect if they are worried about potential OP perk abuse with haunted, retribution, and finally pentimento. Also, they could limit the amount of hexes you could destroy to a set number like 2 or 3 to prevent permanent pentimento as soon as the game starts.

    Maybe all other Totems could become blocked for 60 seconds after breaking a Hex, similary to how Hex: Plaything does it.

    The description could go like:

    Shattered Hope

    • You are able to break Totems.
    • Breaking a Totem this way reveals all Survivors within 32 metre radius for 6/7/8 seconds.
    • Breaking a Hex Totem blocks all other Totems from being broken by the Killer for 60 seconds. (Visually they're blocked like Plaything Totems, Survivors can still cleanse the blocked Totems)
  • @TheRealConsent said:

    - Start game

    - Have Corrupt

    - Have Penti

    - Have Shattered

    - Enjoy permanent 30% slower gens, healing, recovering and gates

    - Play Plague and combine with Thanatophobia for 50% slower gens

    - Win.

    Perfectly balanced 🙏

    But on a serious note, Killer also doesn't know where the Totems are, so if you're looking for them all game Survivors have enough time to find and cleanse one before you could probably even get 2 or 3 stacks of Pentimento, and since the Killer would also bring Corrupt, he would give Survivors free Generator progress before even finding the totems, not even mentioning that Survivors would find your Totems on the side of the map that you just left.

  • You could also kinda fix this by adding a new general boon perk so the boon mechanic isn't locked behind dlcs.

  • @MDRSan said:

    Please no skill checks. Making something tedious and boring also require paying attention for random quick time events just makes it boring AND annoying.

    Maybe something like the wiggle bar - the mend proceeds normally if you ignore it but faster if you hit the right spots.

    O I like this one!

  • @AssortedSorting said:

    Seems to be trying to merge Quick and Quiet and Iron Will to make it easier to dip out in chase while Injured.

    Given that, I’d suggest making being Injured the criteria.

    To prevent locking that perk to always being used I’d suggest making it trigger when a rushed entrance occurs while Injured, not including a slow entrance. This also gives a better thematic tie to the rapid skill checks.

    The skill-checks themselves I think should only occur when the Killer is within 12m, irrelevant of Undetectable.

    The skill-checks progressively getting harder to the point of impossibility is also probably a good idea, as if holding you breath. Cuttoff point maybe being 16s.

    I also wouldn’t kick the survivor out on a failed skill-check, but cause a loud noise notification/scream of pain. (Better synergy with Head On and/or Calm Spirit).

    Clasped Gasp - Rushing into a Locker while Injured is silent, and activates this Perk: Your grunts of Pain are reduced by 50/75/100% until exiting the Locker. While the Killer is within 12m, face successively harder skillchecks until the Killer leaves. Failing a skillcheck reveals your location with a scream and deactivates this Perk.

    You can throw the Killer off by using QnQ while Healthy too, or a QnQ Vault into a Locker. Calm Spirit to let you fail the skill check without revealing yourself, Head On as an attempt to make a play.

    Maybe even Lithe/Dance with Me/QnQ/Clasped Gasp to play a magic trick and disappear.

    I mainly did the locker leave on failed skill checks thing because both actions share the same input (space on keyboard by default), so you technically couldn't leave the Locker because the Skill Checks would take priority.

  • Just realized this, the Perk would basically become Blood Lust for Survivors.

  • They would probably need to completely redesign Springtrap due to the FNAF games being more cartoony than realistic, the classic FNAF3 design just wouldn't work in DbD.

  • @Morfedel said:

    So twice now I've noticed I couldnt use one item with a different one equipped. The first time this happened when I had a flash bang and a medkit. I went to heal someone, but I wasnt allowed to - instead it had me drop my flash bang before I could use the medkit - good thing the killer was on the other side of the map chasing someone else!

    The second time was just now vs the Mastermind. I had one of his sprays, and a repair kit. I was sitting right next to the generator and it would NOT let me use the repair kit.

    I thought it would select the correct item based on context - next to someone needing healing, use the medkit, otherwise, drop the flash bang! Nope. So then I went into key bindings thinking there would be two different item entries, but there isnt, at least none that I could find.

    So is this a known issue, and is there a workaround?

    That's a completely normal behaviour, limited items just have priority over the ones you bring into the trial, but there is a workaround, you can just press the drop item key (r by default) to drop the limited item and use your med-kit, toolbox, etc. and after you're done just pick it back up from the ground

  • I love the Perk randomization, and since they all seem to be "fake" Perks, I think it would be cool if there was an option to randomize just one or two Perks

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