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Archol123

Archol123

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  • @ays12151 said:

    Win Streaks say anything at all. Of course people that reached high win streak are good at Killer, but usually win streaks end when Survivors bring strong items / perks and Survivors are good in chase and organised. You can play 200 matches and didn't fight such a team and you can play 5 matches and play against strong SWF. Win Streaks are very RNG dependent...

    Unless you are a comp player with the strongest stuff on one of the top 3-4 killers... Then the odds of you facing a 4 men comp squad that would be able to win are fairly low...

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613224#Comment_3613224

    The thing is, the Survivor winstreak you are talking about is a bit different.

    This was one person escaping and they did this with several things to their advantage. E.g. old Hatch was still a thing, old Keys as well. So even if you lost the game, you can escape with a Key. Also, they had a 3 SWF-players with them which were ready to die for the one person who had the streak.

    This is quite a special situation IMO.

    The 500 one was without keys and hatch as Otz mentioned however I don't know the exact limitations... See the problem is for example Hens' streak can basically only die against the same thing Knighlights streak can only fail... In both cases the opposing team would need to be a 4men comp team or a comp Nurse/Blight/Spirit... This the case for the last time the 200+ winstreak of Hens and his friends ended... However it is far easier to have one comp killer trying to snipe an escape streak than having 4 survivors trying to snipe a killer streak, coordination, people being ready and so on... Besides the point where the comp survivors need to push their MMR higher to get matched, because they tend to not play pubs... For this reason killer streaks tend to go higher than survivor streaks...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613482#Comment_3613482

    I'm talking about the ones where the play matches and heavily limit themselves I.E. No duplicate perks etc. Not some weird novelty one.

    That is not a new one, they are doing this for years now... Also the players are not the same...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613385#Comment_3613385

    They are playing on their main accounts, they aren't resetting their MMR.

    Hens Lumpy Dan and Laser do that is true, however that is not the Hardcore streak that was mentioned... The Hardcore survivor challenge is 4 new accounts and play them up to iri 1...

  • @zarr said:

    People discount these streaks as "not meaning anything, it's good players playing pubs lol" but in the next thread will talk about how impossibly hard killer is. I guess all of these people are playing customs against competitive teams, surely they can't be playing pubs because that would necessarily mean they are simply not good enough at the game. I mean, if good players can get 4k streaks of hundreds or even thousands of matches, even when using lower-tier killers, no perks, or at 3-4 gens left standing, and you struggle to win even just every then and again, you are having a massive skill issue. Although I suspect that while many of the people complaining about survivors being unbeatable truly just are bad, many others of them actually do already win 60 or even 70% or more of their matches, but think every single match they lose is proof that the game is skewed against them, because there was absolutely nothing they could have done differently or better.

    Truth of the matter is that these streaks showcase how killer-sided the game is when you don't have full squads on voice communication and build coordination, as well as disparities in levels of skill, experience and trying to win. Sure the matchmaking is majorly at fault for these killers only vanishingly rarely being paired against SWFs of a similar level, but we are all playing on the same matchmaking - if you struggle to perform as killer in this environment and think that's because survivors are super OP, you are simply bad at the game. Acknowledging and accepting this is the first step to improving. Good killers won the vast majority of their matches even years, years back when the game actually objectively was survivor-sided. In the public match mode (i. e. the only mode everyone that talks about these kinds of things on these forums plays), the game is skill-sided first and foremost. And especially so on the killer side, because on the survivor side it obviously takes 4 skilled players coming together, which is exceedingly rare unless you have a 4-player SWF.

    Ridiculous streaks like this are unthinkable in any even approachingly competitively viable game, and they should be a huge point of shame for the devs. Some of those killers are completely busted and have been for years, and the matchmaking is just not strict enough to ever give players like this an actual challenge. If you are afraid that a stricter matchmaking would make people leave, introduce a competitive and casual queue. If you are afraid that at a more strict top MMR bracket cheaters would be too frequently met, implement something that preferentially pairs people with many reports for cheating against other such players (something you already should be doing, the vast majority of submitted reports do nothing at all because an external ticket with video evidence is needed).

    I don't think the matchmaking is not strict enough, I think that there just are not enough players at that high level to find a game to put them all in...

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613234#Comment_3613234

    I don’t expect you to say anything? You literally replied to my comment telling me how you are impressed. Ok? Cool… I’m not.. I’ve done the whole winstreak thing. Got more than 200 in a row with blight and got bored.

    If you find the commitment to that playstyle impressive, good for you I guess? Lol

    I never once downplayed their skill. They are good killers. But there is more to getting a win streak than being “good”. The majority of it is carried by the play style and perks once a certain skill is met. I am not impressed by that.

    I mean considering for example Alf went against comp teams trying to snipe his streak or Hens' survivor streak getting sniped by some comp killer players I would definitely say that "certain skill" is to able to still come out on top there is quite impressive, sure stomping babies for 500 games in a row would be what you said, but the issue is they don't necessarily know from the beginning whether it is a skill full opponent or not so they need to try their best the entire time...

  • @Pulsar said:

    I think that a fifty win streak or a one hundred win streak should be able to happen if you're THAT good.

    I don't think there's any excuse for 400+ streaks

    Agreed, but I guess it is just matchmaking being unable to find balanced matches. Technically the same is true for Hens and his friends' 4 men streak... They also most of the time don't go against equally skilled killers. You can frame the whole thing on both sides, the main issue is just matchmaking... And I don't even think making it more strict would do much, because then queue times are through the roof and the matchmaker still cannot find equally skilled people, because there are just not that many at that level of skill.

  • Do it then buddy XD What do you expect me to say here dude? ^^ I find it quite impressive, not only would I probably get bored way earlier, just because playing the same killer that many times in a row tends to not be that interesting, besides the point where I am not even close to as skilled as those guys... But I find the commitment quite impressive...

    As for the "it's nurse" ... I mean sure, but it still takes a long time to become that good and consistant on her even on indoor maps. And arguably with addons she is not even the strongest killer anymore... Sure to master blight you need a lot more time and effort, especially on maps with collision this bad, but I don' t think we should downplay the mastery and effort people put into those streaks.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613206#Comment_3613206

    Sure, no doubt about that a bad survivor can ruin a good team. But here is the kicker: In such a streak, i say there is a 0% chance of not running into multible groups without any form of weak player. And like i said before, many hear claim that every 2nd lobby is full of SWF sweats.

    To go even further, many strong SWF and even "pro" teams are also trying winstreaks, by mission or simply by default. How come they are not even close to such a high numbers? They are miles behind the counterpart. This becomes especially strange since according to woundcowboy they should even have the advantage. Where is the advantage?

    I think the comp community is just too small to constantly get those two player groups playing against each other, as far as I know SuperAlf got some 4 men comp teams against him that tried to ruin his streak, but since he was running quite the strong build, as he did all the time, he managed to still win. I cannot tell why this did not happen to Knightlight yet? Maybe they were just interested in ruining the day of a fellow comp player? I don't know... The problem is compared to one of the best comp nurse players around there there is always a weak link...

    The reason those streaks are not nearly is high is because they are not doing this as frequently... When Knightlight did his Nurse stream he played like 10-20 games a day, just crushing survivors, he always had chase interaction and therefore I guess a somewhat good time. However the survivor gameplay is mostly holding m1 on a generator while one person does the chase action, which is just boring... Which is why they tend to take bigger breaks in between the games, just look at how often Hens and his friends play for the streak, maybe once a week or so?

    That was basically the reason why the 500 winstreak on survivor didn't continue, because they were just so bored by doing gens and all that they just stopped...

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613205#Comment_3613205

    From what I’ve found the highest verified win streak for survivors was 383 around three years ago. Didn’t find anything about a 500 escape win streak. Is there a source?

    https://www.youtube.com/watch?v=ZZlO-7fgJt4&t=735s

    Around 9.35 or so the relevant part starts. The same guy who also did the 383 streak before that.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613207#Comment_3613207

    And matchmaking would need to find not just one equally strong opponent each match, but four. And if it were so strict that it had to, the queue times would be insufferable.

    That basically happened when they first introduced MMR, Dowsey queued on twins for literal hours... I think he also did a quite high twins winstreak or something?

  • @GRIG0 said:

    I highly doubt all these wins were against competitive SWFs and not random qoloQ ppl with almost no chance of countering a competitive person without communication.

    I'll take these streaks seriously the day a competitive mode is added where you only face real competitors and not random ppl without a sweaty mindset, many times placed where they don't belong because of a weird Matchmaking system.

    I mean, that is basically the whole point of why for example Knightlights streak is possible.. There is just not enough suitable players that could get matched against him, which is why he gets whatever is out there. Even if you made such a competetive mode and all... You still would not find opponents as there are just not enough comp player queueing for pub matches.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613163#Comment_3613163

    I am not saying this is always super impressive (some are, some are not so much) but the question stands: Should this be possible that a game is so extremly unballanced that you can win hundreds if not thousend times in a row? While the other side, at least right now, can not.

    Do you really think it is the game and not the matchmaking? If for example Knightlight himself says that if he gets equally skilled players he would most likely lose this? For me this is basically only a matchmaking issue... If Knightlight went against a 4 men comp squad of equal skill every game he played, then the matchmaking would do his job properly... Because that would be equal skill... But since this does not happen we basically know for sure that the matchmaking fails at this peak of skill level in dbd.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613158#Comment_3613158

    Apparently, this is not possible on survivor, no matter how hard they grind and no matter how much they try. Not even close.

    What do you mean? We had a 200+ winstreak from Hens and his friends and a 500+ winstreak a few years ago made by another streamer/youtuber, Otz also made a video about him.

    The issue is that you need 4 people to all have time for such a long thing, it is one thing for a streamer to just queue for games and do his best for the streak, but way harder for 4 individuals to constantly have time... And don't forget that the survivors mainly slam gens for this amount of time whereas the killer at least has some more interesting gameplay... Resulting in survviors getting fairly easy burned out on this... This was btw. apparently the reason why the 500 winstreak group stopped, because they were so annoyed and done with doing gens, they just stopped... They never even lost the streak... I think the name was WimaTv? I don't know for sure, would need to search Otzdarvas video again..

  • @HugTechLover said:

    The “win streaks” don’t carry much weight to me, after seeing the winstreak style of gameplay.

    Congratulations, you hard tunneled and slugged at 5 gens using all slowdown in pub matches. More than half the games have people just immediately give up and go next.

    Not impressed. Without that style of gameplay, regardless of the killer, the streaks would be nowhere near as high.

    I mean, the commitment and consistancy over such a long period of time has quite some weight, especially considering that the performance is somewhat the same even on indoor maps, which makes average nurses struggle quite a lot... But sure you don't get comp players in pub games a lot and the matchmaking struggles to find proper opponents for this guys, resulting in such winstreaks.

    The all slowdown part does not really apply to the perkless addonless nurse does it?

  • @Thusly_Boned said:

    In a balanced game, most of these shouldn't be possible. No disrespect to anyone and their commitment to the game, but a 500 or 1600 win streak says as much or more about the imbalance of the game as it does the skill of the player.

    They are often entertaining, though.

    I think it just shows that when you reach a certain skill level on a good killer the matchmaking just cannot find equally strong opponents. But yes I agree, if the matchmaking worked properly this should never happen...

  • @xEa said:

    Otz just released a new video on some impressive winstreaks on killer. Beside Scotts Bubba speed limiter streak and Fungoose Plague streak, they are relative recent and some still ongoing.

    https://www.youtube.com/watch?v=Y5PKg4HPjnE

    When i see that a mediocre killer like Wraith is capable of winning over 40 times in a row (1st and only try!) without loosing more then 2 gens or a Blight that wins 1600+ times in a row, or a Nurse winning 500+ times and ongoing without even using addons or perks - this begs the question:

    Should this be a thing? And where did the ballance go? Keep in mind, survivors are currently at 38 wins in a row solo and 200 wins in a row as SWF, done by one if not the best team in the world.

    Opinions?

    It mostly shows how bad the matchmaking is and that it is basically impossible to get "top mmr" matches for players like Knightlight, he didn't lose a single game in over 500 matches and the survivors are still nowhere near his level... Guess the reason why it works is highly skilled killer players where the matchmaking cannot find somewhat equally skilled opponents is the reason for this.

    Also the 200 for Swf is not true, there has been a 500 escape streak on survivor some years ago, Otz also made a video about that, it was something about madlads in DBD...

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612988#Comment_3612988

    You are right, that would be being able to play the game without it taking away one of my senses artificially so I can locate my targets better, which would be super premium quality of life!...

    Now seriously, I don't think it would make that much of a difference except cases when many sounds overlap each other (like reworked Red Forest on launch... my entity, I couldn't even hear my own thoughts in that map) where is virtually impossible to distinguish a burning barrel from a survivor running. You also have to take in count killers should many times lost line of sight with a survivor to mindgame thanks to that red light we unwantingly have attached to our heads, so it would be nice if you can rely on sound in those cases.

    I mean yeah sure, but I guess it won't happen since they created the chase themes basically just for that goal ^^ And it would be quite the big buff to spirit tbh, even bad players could perform a lot better with her.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612181#Comment_3612181

    • Auras of survivors rendered on top of anything else / different color so they don't get occluded by other things like gens.
    • Hook counter on HUD so we don't have to memorize who we hooked and how many times.
    • AFC bar when on range of a hook, so we don't have to wonder if we are granting a free unhook unintentionally (also for survivors, so they don't have to wonder if their teammates is getting face camped or they should go for a save).
    • Visual status effects both on gens and survivors so we don't have to guess if that survivor that supposedly was exposed still is or survivors having to wonder if that gen lost so much progress because it was affected by CoB (seriously, you guys made a whole effect for someone carrying snowballs and not for buffs / debuffs?).
    • Seeing if survivors are in SWF on lobby and how many (e.g. if two teams of two) to know what to expect in the game.
    • Toggleable Aim Assist (or Aim Dressing, or however you want to call it) so we can decide if it benefit us or we just want to not be forced to miss hits.
    • Crosshairs / 3D space prediction arcs / landing marks (a la Singularity) for ranged killers so we don't have to build muscle memory to know where our hatchets / knifes go.
    • Smaller and less intrusive loud notifications, specially when gens get done and on unhook so we can see where survivors go next without them being hided by the icon.
    • Offerings shared between killers (also for survivors) so we can use our puddings with whatever killer we want and not who RNGesus decide to give them to.
    • Some way to interchange addons for others even if it requires enormous quantities, so we don't pile up hundreds or thousands of that addon we will never use (also for survivor's item addons).
    • Louder survivor's steps, so they doesn't get silenced by chase music or ambient sounds (or vice versa, quieter chase music and ambient sounds) so we can use them to locate survivors just like the in game tip told us.
    • Change some SFX so they don't sound exactly like survivors steps (from memory, fire barrels and Freddy's own steps) for the exact same reason.
    • Allow us to disconnect at the EGC without penalty, so we are not forced to wait 2 minutes because survivors want to tbag in our faces.
    • Other things that can be consider more balance than QoL, like less perks telling survivors exactly what and how (Dissolution not showing in their HUD the moment it gets activated, for example), a blind cooldown so we can't get double blinded or a rework of the Hex mechanic so they doesn't get cleaned 14 seconds after starting the match.

    I thikn the whole purpose of the chase music is to cover up survivor noises, being steps, grunts of pain or whatever, so that would be a lot more than quality of life... ^^

  • @Sunbreaker7 said:

    It's called "Balance" - Lol just kidding, BHVR doesn't know what that means. Else Nurse would not exist and Blight would not be so broken.

    The question is always for what group of players... For the best players Nurse and Blight are alright, probably same for the worst, since they don't know how to properly use the power of those killers, the main issue is that for average players the counterplay is probably not easily accessable? Or it is a matchmaking issue in the sense of getting matched against killer players that are just better than you?

  • @FreddyVoorhees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611732#Comment_3611732

    Make chests produce infinite vaccines like with the emps for singularity.

    A mechanic that just makes you die is still dumb, does it only work while standing? Does it work while in chase and what not?

    I get that you want to give the infection somewhat of a slowdown part, but the issue is that it is cured really fast, and it gives survivors a third health state, if it is basically an unlimited ressource then this is basically a nerf to Nemesis, if the mechanic is build reasonably so you don't just die randomly... Such sudden death mechanics are really problematic because of the many ways they can be used that are really unfun to go against.

    Maybe just increase the time it takes to take the antidote, to give it a little bit more slowdown or give it some other minor side effect and make it spawn indefinitely, but then you still have the problem of needing 3 hits for a down if that is the way you go, that is why Weskers power is well designed, you just get the infection while also, most of the time, getting the hit, and you only have to go out of your way to get the infection by using your power and not an m1.

  • @HaunterofShadows said:

    Why not just get the grim reaper as a killer

    As long as he does not straight up mori you sure I guess... But if the literal incarnation of death is not the strongest killer in the game then I don't know what is...

  • @NOCTURN_05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612228#Comment_3612228

    Did you read the rest of the post lol. I specifically mentioned that throwrste and main event addons were a problem. Also throwrate doesn't matter as much as time to injure, which has over all increased

    I did read it all and decided to comment on the stuff you got wrong. You wanna argue about the better map control because of 115% compared to 110%? Or the laceration decay time?

    See "overall" is a weird word to use here, because it has increased a little bit when not in main event, and I am not sure if during main event it is even lower than before, because the modifier is quite big... Isn't it a bit more than 5 knives a second during main event? What was it before all that? Also I don't see where you said the throwrate addons are a problem? Could you show me that part? Because all I saw was the part about the increase of duration for main event.

    About the rarity switch even you do that you still have the Lucky Blade which is not that much weaker, why is 0.3 seconds increase compared to 0.4 that much of a difference that you would put the 0.4 as purple but the yellow one can stay? Besides that he already has his base combo that makes the main event up to like 9 seconds long, however I don't know exactly how this whole thing is calculated or how hard to achieve it is. But did he already have that whole thing beforehand?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612188#Comment_3612188

    The same person will most likely DC when they notice the build and I would rather that people dodged my lobby than DCed in my game.

    I don't know, I would just say that if the problem existed it would have been fixed or at least the community would have been loud about it and I have heard of neither of those things...

  • @NOCTURN_05 said:

    I want to start off by saying I think that BHVR did an amazing job with the trickster changes, and made him feel significantly better to play as and somewhat better to play against, even though he is stronger. I want to start off with the good stuff and then move to what finishing touches I think he needs.

    1- making him 115% speed. Easily one of tricksters largest problems was his speed. Not only did he suffer with map traversal along with not being able to get long range injures as easily as huntress, but he also suffered in certain loops where his power couldn't be used. Changing him to normal speed fixed both of these issues.

    2- given more counterplay. For the first time, the tricksters maximum showstopper throw rate is not able to injure a survivor in two seconds. Laceration meters were increased to 8, but throw rate wasn't increased to 4/ps. The laceration meter also begins decreasing faster, allowing for more impactful counterplay.

    3- main event and new gameplay loop. Main event is no longer the "ultimate ability" that it was before, and instead works more as a substitute for the now removed throw rate climb. With laceration and charging of main event both being 8 knives, it introduces a new interesting gameplay loop. Getting the first injure using knives is significantly more difficult, but it has a payoff, that being a down afterwards which is much easier. The main event being shorter also keeps this from being too overbearing. This is super reactive and makes trickster feel more rewarding.

    Now for the changes I think should be made.

    1- addon rarities. There are some addons that are way better or way worse than their rarity would make them seem. The main issue here is the 'Waiting For You' Watch. The Watch is probably the single best addon the Trickster has available, as, like I said before, the only thing keeping the new main event from being overbearing is its shorter time frame, and if you are hitting survivors consistently, the Watch can make main even last forever. I recently turned what should have been a 1k match into a 4k because my main event just did not end, due to the Watch. I personally believe that this and the Death Throes Compilation (an aura reveal on someone you saw a maximum of 6 seconds ago, which is longer than the main event which causes it) should switch their rarities. Likewise, I personally think that the Trick Blades could probably stand to be a yellow addon, but it isn't nearly as much of a problem.

    2- Main event activation window. Back when trickster was first released, the activation window was very short, which didn't quite fit the "ultimate ability" status. Typically, massive abilities like this should be saved until they're needed, which BHVR saw and promptly made true. However, main event isn't really an ultimate anymore, but is still insanely strong, so I'm not sure if it should be able to be save from chase to chase. As main event should activate in every chance at this point, I don't think the time window should be longer anymore, and should be reverted to its original time.

    And that's it! Those are my thoughts. I know that the grievances were rather long winded, but know that they are nothing in comparison to what I like about the changes. The trickster is the best he has ever been in terms of fun and balance, there are just a few minor issues needing minor tweaking. If you disagree or have anything to add, please feel free to talk.

    The difference in map traversal between 115% and 110% ms killers is really low, so that statement is just objectively incorrect. A 110% ms killer needs only about 1 second more time to traverse a distance of almost 100m, this 1 second cannot be considered problematic can it?

    I fail to see how Trickster has more counterplay now? Sure his throwrate does not increase over time but it is faster than the initial 3 knives per second, around 3.3 right? So for an injure he takes around 2.3-2.4 seconds or something like? Given that his recoil is gone it should be easier to hit with the knives than before.

    As far as I am aware they changed faster laceration decrease back to its original 15 seconds, so that would also be incorrect.

    Considering how much you can prolong main event (with addons) I don't think it's duration is less overbearing than before.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612188#Comment_3612188

    you really cannot compare mobile to core version in that respect, totally different player subset

    I don't know, are there stats on that? I guess the idea of the mobile version was for the same playerbase to basically also be able to play on that device? Maybe an even lighter more casual version? But I have to say I did not expect the mobile version to have more features than the core version in some aspects xD

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612181#Comment_3612181

    I personally would like to see hook graps returning in the future. It made the unhook more of an challenge/threat and people didn‘t just run in front of you to the hook without risking much.

    That is not really quality of life is it? Also it would bring back the issue of de-sync grabs, because on your screen you already stopped the unhooking action and on the killers screen you did not... I think it is good that it is gone.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612165#Comment_3612165

    out of interest, how do you feel that will help? I can't see any way that can help with solo queue

    If one survivor is doing the hex totem and another one is close by, depending on the progress of the totem in the HUD you can decide if it would be worth to take a hit for the survivor that is currently doing the totem so he can finish the cleansing or if it would take too long even with that hit taken.

    For the exit gates it can be a similar scenario and you might know when you can start to go for the gate that is currently worked on or if you need to take the killer in chase a little bit longer so it can be fully 99/opened.

    I think it would definitely help in some scenarios but also make the feature more rounded as it shows progress for all actions.

  • @Mandy said:

    Quality of life changes are things we are always looking at, for example the FOV slider that's going to be implemented shortly and the Survivor HUD that's currently in the game.

    The lobby changes will take some time (I don't have a timescale), as things are likely to be reworked. Showing perks loadouts though is not fully part of that, and not decided if that will come into the game for various reasons - lobby dodging would likely increase, you see 3 other survivors with Distortion = Dodge, someone running No Mither = Dodge, someone running a solo survivor build = dodge, as some examples. Things are not cut and dried so before we make changes such as that it has to be considered very carefully both the positives and negatives, and depending which one outweighs the other.

    Rather than lobby perks being shown, there's been some great ideas that I've seen recently where you see more in game itself, so for example the aura of a Survivor downed with Plot Twist having a different colour, I think that's something that's far more valuable in game.

    I mean that argument would only work if the lobby dodging is a problem in the mobile version of the game as well, since that feature already exists there, and worst case people would need to quick swap to their preferred build in case they run something that gets them dodged several times, therefore I would say it is manageable.

  • @FreddyVoorhees said:

    It needs to be buffed.

    1. Make the infection deadly : If survivor is infected for 3 whole minutes they die and a zombie spawns at their spot.
    2. While infected zombies will not chase you

    Now survivors need to be careful when they use vaccines . They still have 3 hit shield from tent anyway.

    They just die? That sounds horrible... You have only 4 syringes, 3 with a certain addon... This basically means if I run this addon and infect 4 people 1 is basically guaranteed to die, unless I play so bad they manage to get all the gens done in under 3 minutes... How is this even an idea my man?

  • @Kjøttkaker said:

    Wesker - The Uroboros Infection builds over time. Upon reaching Critical Infection, the Survivor suffers from the Hindered Status Effect, reducing their Movement speed by -8%. If The Mastermind grabs and slams a Critically Infected Survivor while using Virulent Bound, he will automatically begin to carry them.

    Plague -

    • Hitting a Survivor will cause them to become infected.
    • Hitting an environmental object will cause it to become infected for 40 seconds.
    • Survivors interacting with infected objects will also become infected themselves.

    Sick survivors cough.

    A Survivor's Sickness Meter increases each time they are hit by Vile Purge. Once the meter is filled, they are put into the Injured State and suffer from the Broken Status Effect. A sick Survivor will vomit at random intervals, infecting nearby environmental objects as well as other Survivors.

    Nemesis? Survivors cough.

    #########? Are the devs trolling?

    I would say it is mostly because of the very limited amount of cures for the infection... On Wesker, if he does not constantly switch targets, you have enough sprays to last the entirety of the game... Their reasoning was basically two hits is too little on Nemesis...

  • @humanbeing1704 said:

    Gens would be more boring than they already are without skillchecks

    At least you could do something more fun in the meantime? I don't know I would prefer it if there were some other mini games to do in the mean time, I don't even think they should necessarily reduce your speed if you fail them maybe just work as hitting a great if you do it properly, they could be quite hard to make it worth while, but it is just sooooo boring to do those skillchecks.

  • @LazyClown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609686#Comment_3609686

    This is a live service game, there's no amount of convincing that is going to remove mine or many other vanilla players opinions on cheating. If you play non vanilla, you are a cheater plain and simple and should be dealt with immediately, so we don't have to deal with any of these issues in the first place. There's no amount of spam you can type that will change anyone's mind on this issue especially after someone has encountered the said cheaters repeatedly. In the EULA it directly states that any sort of modification to the files of the game is not allowed. You have no hill to stand on and are wasting your time.

    The EULA directly states, as I quoted before, that unless they allowed it... Which they did. So you are barking up the wrong tree here.

    Well then, unfortunately the devs don't agree with your definition of cheating, as well as the vast majority of other players, therefore tough luck buddy.

  • @Xernoton said:

    With the announcement of the Hillbilly update in january, many players were quite happy. There have been a lot of suggestions of what should be done. From removing the overheat to just an addon pass and even some pretty big changes, everything has been suggested.

    But no amount of buffs or nerfs will really help this killer, if his main issue remains. This has been an issue since the dawn of time and gradually gets worse every few patches. The hitboxes of the environment are incredibly bad. So bad that you collide with things outside of your screen (even with Shadowborn). I have made a few posts about this issue before but it only got worse. We went from most loops with terrible hitboxes and few loops with generous hitboxes to almost exclusively bad hitboxes. But all of this wouldn't be quite so bad, if they were at least consistent.

    Every few patches something new changes and yes, we do notice these changes, BHVR. I still remember the patch notes, that stated that some hitboxes on Eyrie of Crows were adjusted to accomodate for chainsaw killers. To this day, I cannot say that there is any difference. You still hit the vines around every rock / wall. Even when you can't hit them with a basic attack. Funnily enough, at the same time we have instances were survivors can consistently bodyblock the Hillbilly's chainsaw, if they only know how.

    The easiest way to do it is by using a stairway. If you as a survivor are located lower than the Hillbilly, you can crouch and consistently have him sliding around you. Crouching is not necessary but it makes it even more consistent. Healing can also make this happen. Just as normal crouching. The Hillbilly cannot the suvivor but his momentum doesn't end, which forces the game to push him to the side to get around whatever it is that blocks his way. Sometimes you will find instances where he will be sandwiched between 2 hitboxes. Both of which he doesn't hit but also cannot get past. This lets him run in place for about a second or 2 and then automatically ends the chainsaw without bumping.

    Some instances of the most consistent terrible hitboxes:

    https://us.v-cdn.net/6030815/uploads/472TR3325PER/20231216225445-2.jpg

    If you can't tell, I hit the ceiling of the stairs on Temple of Purgation, when I tried to go down.

    https://us.v-cdn.net/6030815/uploads/RJVC2F46UK9H/20231216234217-1.jpg

    I hit the bar at the top, which has an incosistent hitbox and sometimes allows you to run through even when you are far to the left.

    https://us.v-cdn.net/6030815/uploads/W62IJSSLX2N0/20231216234612-2.jpg

    Father Campbell's Chapel, on the outside staircase towards the breakable wall spawn. I broke the breakable wall and now I bump into air. I had addressed this before. With screenshots as well. Yet, it's still here to this day.

    https://us.v-cdn.net/6030815/uploads/JR7JYTHM66VO/20231216235024-2.jpg

    Just one small example of what happens when you try to use your chainsaw from the top of a main building or hill.

    https://us.v-cdn.net/6030815/uploads/XVXZW5CUHO45/20231216235435-1.jpg

    Lery's Memorial institute in the main room. I bumped against the cables here, I assume.

    https://us.v-cdn.net/6030815/uploads/0YR8SKXCKVXK/20231216235821-2.jpg

    In front of the Myer's house on Haddonfield there is a little sign. It's so low, that his chainsaw shouldn't connect but it does consistently.

    These are only a few examples of terrible hitboxes. All the screenshots above I took over the past couple hours. You can walk and sometimes even hit through with a basic attack, but as soon as you use the chainsaw you bump. I haven't mentioned all the bushes, trees, rocks etc. yet. But it only gets worse. There are also what I call inconsistent hitboxes. These are hitboxes that you may or may not hit depending on rng.

    For example, the tables on the front side of the Ormond Resort have incosistent hitboxes. You sometimes hit these by running straight near them. But if you try again from whatever spot the game has put you in after bumping, you run past them. This has nothing to do with the camera angle because this happens even if you run in a straight line.

    Please BHVR, if you really want to make some meaningful and positive changes to this killer, then change something about his collisions. That's where many, if not most of his issues come from and it's only getting worse as new maps are added and more old maps are reworked. It's also one of the reasons he feels quite bad to play. There are just too many things that you need to work around for a pay off that is very mediocre. On a killer that is already quite demanding from a mechanical perspective.

    Can we add in addition to all the other things people suggested ^^ Like overheat removal, addon + changes to basekit (making his chainsaw smoother/less clunky).

  • @fussy said:

    I don't play him a lot, but after last changes i feel like Trickster is not bad. I actually started want to play him now, because I used to hate play him when he was 4.4. I still think ricochet blades should be basekit (with only one bounce), because this addon is pure skill based and almost without any value to bad player.

    But this two addons should be something different, they are literally useless and don't even worth to be brown addons. Soda was his one of the best addons and it's another example of how delusional bhvr with addon reworks sometimes.

    https://us.v-cdn.net/6030815/uploads/CBSIEXAC4VZE/image.png

    Short question, but is the wiki wrong or is the value of green addon actually lower than the one of the yellow addon?

  • @anonjon9mm said:

    We all know swf has an unfair advantage,

    1. They always know where you're at. (My Scratched Myers completely useless)

    2. They know exactly what direction you're coming from.

    3. They know what pallets remains

    4. They can coordinate perks and strategy

    They have too much information, too much weapons at their disposal. If by a miracle you do get a down, for the people buckle up instantly saves them, if that fails there's someone waiting to blind you, if that fails then they sabotage, if that fails then they body block, if that fails then they crawl in front of a locker and at this point you literally cannot even pick them up with head-on flash bang waiting for you. That's 5 scenarios in which a killer can't even get 1 hook.

    Then you have to deal with Gen progression, you have around 4-5 minutes on average before the game is over. You decided to nerf all but 1 gen regression perk while not addressing the gen progression on the survivors side, there's too many to name. Just watch Hens and his "fastest 5 gen" record. Game over in under 3 minutes with a coordinated swf attack.

    I understand we can't punish players for wanting to play with friends and being efficient playing together but that doesn't mean they should just be allowed to have their way. what we can do is limit their abilities. none of these perks and add-ons are powerful on their own but combined and with a strategy it's devasting. I suggest that anytime a swf is detected perks should be limited to 1 per character. All 4 should not have head-on, unbreakable, windows, resilience, prove, adrenaline etc. If people choose to play with friends they need some sort of regulation, tournament style. This won't solve the issue but it will greatly inhibit their ability to bully and make a mockery of the game. This is a horror game, "survive if you can" not "kill a survivor if you can" Under no circumstances should survivors be in a position where they 99 a gen just so they can play around with a killer bullying them. They should be in fear at all times. Isnt this the point?

    That just sounds like the other guys are better than you tbh... If they just slam gens instead of doing that "fun stuff" they would be out without much trouble... Most of the times I get rolled by such groups they could just straight up outplay me regardless and only do this stuff because it is fun and just doing gens is not...

    I don't think it is an unfair advantage, the only unfair thing is that the devs still cannot close the gap between solo and swf after the game being more than 7 years old... Buckle up for the people is a ridiculous combo and should not work together and the current background player is also overtuned...


    It totally should be a kill a survivor if you can... that is literally the whole point, if the killer is good enough he should be able to kill the survivors... and the other way around if they survivors are good enough they should survive... But if the skill difference is this big between a good group of survivors and the killer then they will obviously have their way with the killer, because why not?

    I don't think limiting perks is a good idea, because that is basically punishing them for playing together.

    The correct way to go is to bridge the gap between solo and swf by whatever feature is enough and then balance around that "probably" stronger group of survivors. Stronger not because they uddenly became better players, but because they can coordinate better and can play more efficient... Everything else will just annoy group players.

  • @Masterninja said:

    PERKS

    A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.

    They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.

    When the devs are balancing features, they don't have any idea of what are the real flaws.

    With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.

    New survivor perk ideas

    Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.

    You can also reinforce pallets and breakable walls by using a toolbox (6 charges).

    Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.

    Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.

    Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.

    Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.

    Hurry: gain 15% Haste while being more than 40m away from the killer.

    SURVIVOR ITEMS

    Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground, being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.

    When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.

    Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.

    Refined serums (green rarity)

    Injection (stand still for 1,5s) = 5% Haste for 16s

    Firecrackers (yellow rarity)

    Increase blindness from 2s to 2,5s.

    Medkits

    Camping aid kit (brown) = removed

    The rest of medkits are now 1 rarity lower.

    Anti-haemorrhagic syringe goes from pink add-on to pink item.

    Maps

    -Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.

    -Rainbow map = removed

    Toolboxes

    Worn-out tools = removed / Mechanic toolbox = removed

    -Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.

    -Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.

    -Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.

    -Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.

    Keys

    -Broken key = removed / Dull key = removed

    -Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.

    Review

    Brown (35%): first aid kit, map and toolbox.

    Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.

    Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.

    Purple (10%): skeleton key, utility flashlight and engineering toolbox.

    Pink (5%): anti-haemorrhagic syringe.

    TERROR RADIUS

    No longer a cylinder, now is a sphere.

    BLINDNESS STATUS EFFECT

    Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.

    KILLER ADDONS

    Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.

    Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.

    KILLER POWERS

    Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.

    To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.

    "Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.

    _

    Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.

    Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. Nurse CAN'T.

    Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.

    _

    Hillbilly

    "LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.

    Michael Myers

    Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.

    Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".

    Xenomorph

    Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.

    Dredge

    Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.

    Leatherface

    Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.

    Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.

    Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.

    _

    Pig

    "Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.

    Idea

    -Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.

    Note = fits the whole Saw theme of the movies

    _

    Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.

    Ideas

    -Can create powered totems from nothing, similar to hex: pentimento but chosing the location.

    -Curse and trick survivors with new effects.

    _

    Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.

    Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.

    Idea

    https://us.v-cdn.net/6030815/uploads/N206L5GH9XPS/fcol8nzwea0so4u-2-481x480-copia.jpeg

    _

    Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.

    5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.

    Idea

    -Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.

    _

    Freddy

    Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longer give immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.

    Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.

    Idea

    -At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.

    _

    Sadako

    Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.

    Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.

    _

    Ghostface

    Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.

    Ideas

    -While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).

    -Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.

    _

    Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.

    Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.

    Ideas

    -Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.

    -Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.

    _

    Artist

    Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.

    Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.

    _

    Twins

    Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.

    At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.

    _

    Skull merchant

    Haste goes from 3/5/6/7% to 2/4/6/8%.

    Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.

    Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.

    Idea

    Claw traps now only show survivors location on radar, no longer injures them.

    Healthy survivors

    1 stack = claw trap (45s) / 2 stacks = resets claw trap timer / 3 stacks = exposed effect (30s) and killer instinct (3s) / additional lock on = resets exposed duration and killer instinct (3s)

    Injured survivors

    1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer

    Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.

    _

    BLOODLUST

    Remove Tiers II and III.

    ADRESSING CAMPING AND TUNNELING

    -After being unhooked, survivors can't bodyblock for 10s.

    -Now the killer has the ability to mori the last survivor.

    -If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.

    BASEMENT AND KILLER SHACK

    Remove basement from the game and change the stuff inside shack to make it less strong.

    TOTEMS

    At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.

    Now totems can't spawn within 36m radius from another one.

    GENERATORS

    The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.

    Now generators can't spawn within 30m radius from another one.

    MAPS

    Remove map offerings from the game.

    The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.

    Remove all the invisible walls in front of drops, in buildings with upper floors.

    Macmillan estate

    -Make the water tower an accesible structure to go over and have one more high place to drop from.

    Coal tower: remove main building breakable walls.

    Iron works of misery: remove the window and breakable wall on the upper floor.

    Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.

    Suffocation pit: remove the 2 big walls that divide the map in two zones.

    Autoheaven wreckers

    -Increase the lenght of the LT walls.

    Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.

    Azarov resting place: increase the wideness in the middle of the map.

    Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Colwind farm

    -Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(

    -Increase the lenght of the LT walls.

    -Reduce the length of the jungle gyms.

    Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.

    Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.

    Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Crotus prenn asylum

    -Reduce the length of the jungle gyms (1 pallet 1 window) version 1.

    Father campbell chapel: remove all main building breakable walls.

    • Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).

    Disturbed ward: remove the pallet at the front entrance of the asylum.

    Haddonfield

    -Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.

    -Nerf the loops inside the houses.

    Lery's institute

    -Remove the god pallet next to the office and the god pallet on one of the map edges.

    -Remove 4 random windows from the map and buff 2 weak pallets.

    -Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)

    Red forest

    Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.

    Springwood

    -5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.

    -Remove all the breakable walls on the map.

    Gideon meat plant

    -Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.

    -Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.

    Ormond

    -Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.

    -Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.

    Hawkins

    -Now the exit gates have 2 entrances instead of 1.

    -Open completely all the sliding metal doors of the map.

    -Remove one section of both staircases to lower the height of the upper floor.

    -Remove from the corridors the 3 weakest pallets.

    -Replace some of the blocked path ways with breakable walls.

    Dead dawg saloon

    -Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.

    -Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.

    Midwich elementary school

    -Remove the breakable wall of the upper floor bathrooms.

    Eyrie of crows

    The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).

    Garden of joy

    -Improve the lighting on the main building.

    -Reduce the size of the map by -15%.

    -Increase the height of the jungle gyms far way from the main building.

    -Reduce the orange bushes hitbox.

    Shattered square

    There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.

    Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.

    Toba landing

    -Make it so is more close to night time.

    -Reduce the amount of bushes by -20%.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Nostromo wreckage

    -Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Racoon city

    Windows and drops aren't featured in the drawings.

    Lower floor

    Traffic fences, police cars, trucks and ambulances can be on the street too.

    https://us.v-cdn.net/6030815/uploads/8RFM82YL6OMP/img-20230908-165157-338.jpg

    Upper floor

    https://us.v-cdn.net/6030815/uploads/ILVY85BHCB7V/img-20230908-163825-119.jpg

    Maps

    Most sound alright, some aren't I will go over those which are problematic..

    Wreckers yard is a solid map and way better than some trashy other ones there is no reason to remove it, just because you don't think it is unique enough, it could just have a main building added if you insist on it, instead of shack there could just be a building there.

    The same goes for rotten fields, if you think it is missing a main building add one, don't remove the map, also the maps identity is a wide open field... A main building is not what makes a map unique.

    I like the father campbell and circus map.

    Temple has an alright size as it is, it does not need to become bigger again.

    If you remove all the breakable walls in springwood the low fence window will become way stronger, I don't think this breakable wall should be destroyed, the other ones can be deleted though.

    Gideon just needs less (safe) pallets and more windows to work with, as the map has basically 25 safe pallets...

    Dead Dawg: Adding debris and other trash is never a good idea... Adding some tiles, for example a small cemetry, would be nice to have in an otherwise empty spot.

    I cannot evaluate if RPD will be fine or not just from this drawing...


    Overall some good ideas, some that are so so and some that are a bit too much in one direction or the other.



    Apologies for the many posts, but apparently my answer was too long to be send in less messages :/

  • @Masterninja said:

    PERKS

    A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.

    They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.

    When the devs are balancing features, they don't have any idea of what are the real flaws.

    With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.

    New survivor perk ideas

    Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.

    You can also reinforce pallets and breakable walls by using a toolbox (6 charges).

    Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.

    Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.

    Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.

    Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.

    Hurry: gain 15% Haste while being more than 40m away from the killer.

    SURVIVOR ITEMS

    Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground, being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.

    When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.

    Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.

    Refined serums (green rarity)

    Injection (stand still for 1,5s) = 5% Haste for 16s

    Firecrackers (yellow rarity)

    Increase blindness from 2s to 2,5s.

    Medkits

    Camping aid kit (brown) = removed

    The rest of medkits are now 1 rarity lower.

    Anti-haemorrhagic syringe goes from pink add-on to pink item.

    Maps

    -Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.

    -Rainbow map = removed

    Toolboxes

    Worn-out tools = removed / Mechanic toolbox = removed

    -Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.

    -Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.

    -Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.

    -Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.

    Keys

    -Broken key = removed / Dull key = removed

    -Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.

    Review

    Brown (35%): first aid kit, map and toolbox.

    Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.

    Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.

    Purple (10%): skeleton key, utility flashlight and engineering toolbox.

    Pink (5%): anti-haemorrhagic syringe.

    TERROR RADIUS

    No longer a cylinder, now is a sphere.

    BLINDNESS STATUS EFFECT

    Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.

    KILLER ADDONS

    Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.

    Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.

    KILLER POWERS

    Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.

    To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.

    "Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.

    _

    Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.

    Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. Nurse CAN'T.

    Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.

    _

    Hillbilly

    "LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.

    Michael Myers

    Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.

    Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".

    Xenomorph

    Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.

    Dredge

    Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.

    Leatherface

    Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.

    Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.

    Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.

    _

    Pig

    "Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.

    Idea

    -Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.

    Note = fits the whole Saw theme of the movies

    _

    Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.

    Ideas

    -Can create powered totems from nothing, similar to hex: pentimento but chosing the location.

    -Curse and trick survivors with new effects.

    _

    Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.

    Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.

    Idea

    https://us.v-cdn.net/6030815/uploads/N206L5GH9XPS/fcol8nzwea0so4u-2-481x480-copia.jpeg

    _

    Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.

    5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.

    Idea

    -Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.

    _

    Freddy

    Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longer give immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.

    Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.

    Idea

    -At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.

    _

    Sadako

    Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.

    Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.

    _

    Ghostface

    Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.

    Ideas

    -While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).

    -Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.

    _

    Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.

    Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.

    Ideas

    -Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.

    -Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.

    _

    Artist

    Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.

    Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.

    _

    Twins

    Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.

    At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.

    _

    Skull merchant

    Haste goes from 3/5/6/7% to 2/4/6/8%.

    Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.

    Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.

    Idea

    Claw traps now only show survivors location on radar, no longer injures them.

    Healthy survivors

    1 stack = claw trap (45s) / 2 stacks = resets claw trap timer / 3 stacks = exposed effect (30s) and killer instinct (3s) / additional lock on = resets exposed duration and killer instinct (3s)

    Injured survivors

    1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer

    Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.

    _

    BLOODLUST

    Remove Tiers II and III.

    ADRESSING CAMPING AND TUNNELING

    -After being unhooked, survivors can't bodyblock for 10s.

    -Now the killer has the ability to mori the last survivor.

    -If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.

    BASEMENT AND KILLER SHACK

    Remove basement from the game and change the stuff inside shack to make it less strong.

    TOTEMS

    At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.

    Now totems can't spawn within 36m radius from another one.

    GENERATORS

    The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.

    Now generators can't spawn within 30m radius from another one.

    MAPS

    Remove map offerings from the game.

    The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.

    Remove all the invisible walls in front of drops, in buildings with upper floors.

    Macmillan estate

    -Make the water tower an accesible structure to go over and have one more high place to drop from.

    Coal tower: remove main building breakable walls.

    Iron works of misery: remove the window and breakable wall on the upper floor.

    Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.

    Suffocation pit: remove the 2 big walls that divide the map in two zones.

    Autoheaven wreckers

    -Increase the lenght of the LT walls.

    Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.

    Azarov resting place: increase the wideness in the middle of the map.

    Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Colwind farm

    -Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(

    -Increase the lenght of the LT walls.

    -Reduce the length of the jungle gyms.

    Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.

    Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.

    Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Crotus prenn asylum

    -Reduce the length of the jungle gyms (1 pallet 1 window) version 1.

    Father campbell chapel: remove all main building breakable walls.

    • Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).

    Disturbed ward: remove the pallet at the front entrance of the asylum.

    Haddonfield

    -Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.

    -Nerf the loops inside the houses.

    Lery's institute

    -Remove the god pallet next to the office and the god pallet on one of the map edges.

    -Remove 4 random windows from the map and buff 2 weak pallets.

    -Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)

    Red forest

    Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.

    Springwood

    -5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.

    -Remove all the breakable walls on the map.

    Gideon meat plant

    -Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.

    -Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.

    Ormond

    -Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.

    -Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.

    Hawkins

    -Now the exit gates have 2 entrances instead of 1.

    -Open completely all the sliding metal doors of the map.

    -Remove one section of both staircases to lower the height of the upper floor.

    -Remove from the corridors the 3 weakest pallets.

    -Replace some of the blocked path ways with breakable walls.

    Dead dawg saloon

    -Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.

    -Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.

    Midwich elementary school

    -Remove the breakable wall of the upper floor bathrooms.

    Eyrie of crows

    The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).

    Garden of joy

    -Improve the lighting on the main building.

    -Reduce the size of the map by -15%.

    -Increase the height of the jungle gyms far way from the main building.

    -Reduce the orange bushes hitbox.

    Shattered square

    There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.

    Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.

    Toba landing

    -Make it so is more close to night time.

    -Reduce the amount of bushes by -20%.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Nostromo wreckage

    -Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Racoon city

    Windows and drops aren't featured in the drawings.

    Lower floor

    Traffic fences, police cars, trucks and ambulances can be on the street too.

    https://us.v-cdn.net/6030815/uploads/8RFM82YL6OMP/img-20230908-165157-338.jpg

    Upper floor

    https://us.v-cdn.net/6030815/uploads/ILVY85BHCB7V/img-20230908-163825-119.jpg

    Nemesis

    The Zombie changes seem good, I would also like a way to destroy them without wasting a pallet, so maybe a longer fighting the zombie thing? The lingering hitbox is one of the things that make him somewhat good, as it allows for interesting hits, I don't like the cooldown as I think it is mostly unnecessary because you will need the time to catch up unless you will go for another person when it just wastes time. At least the boxes made it so the survivors wasted time on cleansing, this feels somewhat like a nerf even... The roar seems rather meh, and I would rather have something else done with his whip as well as a full rework of his addons, as they are basically all terrible.

    Artist

    I like the severed hands basekit but I cannot really say what the impact on the gameplay will be, because the double hit would sometimes take way longer with this changes, overall nerfing her. I don't know if the buff of lockers is evening that out.

    Twins

    The switching time seems nice. I think the cooldown being this short is a problem as you basically cannot kick him this way, counterplay against Victor is already almost non existant the kicking action being the major thing you can do if the Victor player messes up. I think the looking at Victor to destroy him is not even necessary, you should just always be able to recall him. No matter if he is idle or hanging on a survivor, I don't like the dying state thing, because if Charlotte is really close you might not be able to finish the action as you get disturbed by her and forced to vault something... I would however make his cooldown quite a bit longer when he gets kicked or crushed by the survivors to punish him for that... Like 15+ seconds at least.

    Skull Merchant

    This whole thing seems overcomplicated again while not doing anything about the problems the killer has.


    Bloodlust

    Removing those tiers seems like a good idea, if you reach bloodlust 2 or 3 you have messed up already and should not get a benefit for it.

    Tunneling and Camping

    Good idea, this way you can just run away and not worry about getting blocked and the killer is also not forced to tunnel because you ran in his way.

    Mori changes are allright.

    Removal of basement is a good idea, as it is only usefull for camping or against hardcore sabo squads, neither of which playstyles should exist.

    I think Shack is an allright structure, it is only somewhat strong against basic m1 killers, as most killers with a chase power can outplay it.

    Totems

    I don't know if maps are big enough for the 36m radius to work effectively... But sure they should be somewhat apart from each other.

    Generators

    I don't think the 30m radius will help too much, as they could still work as a triangle being really close together. There is no reason to remove to pole just to make perks work... This is more a problem that comes with indoor maps, which is another reason why indoor maps are terrible... And some perks only exist to make this downsides less bad... However buffing those perks by making outdoor maps worse is not the way... At the same time most experienced survivors will know where gens spawn only newer ones will have trouble finding gens outdoors...


    to be continued...

  • @Masterninja said:

    PERKS

    A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.

    They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.

    When the devs are balancing features, they don't have any idea of what are the real flaws.

    With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.

    New survivor perk ideas

    Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.

    You can also reinforce pallets and breakable walls by using a toolbox (6 charges).

    Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.

    Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.

    Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.

    Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.

    Hurry: gain 15% Haste while being more than 40m away from the killer.

    SURVIVOR ITEMS

    Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground, being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.

    When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.

    Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.

    Refined serums (green rarity)

    Injection (stand still for 1,5s) = 5% Haste for 16s

    Firecrackers (yellow rarity)

    Increase blindness from 2s to 2,5s.

    Medkits

    Camping aid kit (brown) = removed

    The rest of medkits are now 1 rarity lower.

    Anti-haemorrhagic syringe goes from pink add-on to pink item.

    Maps

    -Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.

    -Rainbow map = removed

    Toolboxes

    Worn-out tools = removed / Mechanic toolbox = removed

    -Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.

    -Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.

    -Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.

    -Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.

    Keys

    -Broken key = removed / Dull key = removed

    -Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.

    Review

    Brown (35%): first aid kit, map and toolbox.

    Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.

    Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.

    Purple (10%): skeleton key, utility flashlight and engineering toolbox.

    Pink (5%): anti-haemorrhagic syringe.

    TERROR RADIUS

    No longer a cylinder, now is a sphere.

    BLINDNESS STATUS EFFECT

    Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.

    KILLER ADDONS

    Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.

    Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.

    KILLER POWERS

    Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.

    To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.

    "Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.

    _

    Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.

    Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. Nurse CAN'T.

    Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.

    _

    Hillbilly

    "LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.

    Michael Myers

    Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.

    Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".

    Xenomorph

    Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.

    Dredge

    Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.

    Leatherface

    Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.

    Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.

    Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.

    _

    Pig

    "Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.

    Idea

    -Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.

    Note = fits the whole Saw theme of the movies

    _

    Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.

    Ideas

    -Can create powered totems from nothing, similar to hex: pentimento but chosing the location.

    -Curse and trick survivors with new effects.

    _

    Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.

    Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.

    Idea

    https://us.v-cdn.net/6030815/uploads/N206L5GH9XPS/fcol8nzwea0so4u-2-481x480-copia.jpeg

    _

    Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.

    5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.

    Idea

    -Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.

    _

    Freddy

    Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longer give immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.

    Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.

    Idea

    -At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.

    _

    Sadako

    Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.

    Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.

    _

    Ghostface

    Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.

    Ideas

    -While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).

    -Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.

    _

    Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.

    Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.

    Ideas

    -Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.

    -Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.

    _

    Artist

    Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.

    Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.

    _

    Twins

    Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.

    At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.

    _

    Skull merchant

    Haste goes from 3/5/6/7% to 2/4/6/8%.

    Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.

    Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.

    Idea

    Claw traps now only show survivors location on radar, no longer injures them.

    Healthy survivors

    1 stack = claw trap (45s) / 2 stacks = resets claw trap timer / 3 stacks = exposed effect (30s) and killer instinct (3s) / additional lock on = resets exposed duration and killer instinct (3s)

    Injured survivors

    1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer

    Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.

    _

    BLOODLUST

    Remove Tiers II and III.

    ADRESSING CAMPING AND TUNNELING

    -After being unhooked, survivors can't bodyblock for 10s.

    -Now the killer has the ability to mori the last survivor.

    -If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.

    BASEMENT AND KILLER SHACK

    Remove basement from the game and change the stuff inside shack to make it less strong.

    TOTEMS

    At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.

    Now totems can't spawn within 36m radius from another one.

    GENERATORS

    The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.

    Now generators can't spawn within 30m radius from another one.

    MAPS

    Remove map offerings from the game.

    The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.

    Remove all the invisible walls in front of drops, in buildings with upper floors.

    Macmillan estate

    -Make the water tower an accesible structure to go over and have one more high place to drop from.

    Coal tower: remove main building breakable walls.

    Iron works of misery: remove the window and breakable wall on the upper floor.

    Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.

    Suffocation pit: remove the 2 big walls that divide the map in two zones.

    Autoheaven wreckers

    -Increase the lenght of the LT walls.

    Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.

    Azarov resting place: increase the wideness in the middle of the map.

    Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Colwind farm

    -Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(

    -Increase the lenght of the LT walls.

    -Reduce the length of the jungle gyms.

    Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.

    Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.

    Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Crotus prenn asylum

    -Reduce the length of the jungle gyms (1 pallet 1 window) version 1.

    Father campbell chapel: remove all main building breakable walls.

    • Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).

    Disturbed ward: remove the pallet at the front entrance of the asylum.

    Haddonfield

    -Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.

    -Nerf the loops inside the houses.

    Lery's institute

    -Remove the god pallet next to the office and the god pallet on one of the map edges.

    -Remove 4 random windows from the map and buff 2 weak pallets.

    -Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)

    Red forest

    Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.

    Springwood

    -5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.

    -Remove all the breakable walls on the map.

    Gideon meat plant

    -Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.

    -Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.

    Ormond

    -Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.

    -Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.

    Hawkins

    -Now the exit gates have 2 entrances instead of 1.

    -Open completely all the sliding metal doors of the map.

    -Remove one section of both staircases to lower the height of the upper floor.

    -Remove from the corridors the 3 weakest pallets.

    -Replace some of the blocked path ways with breakable walls.

    Dead dawg saloon

    -Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.

    -Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.

    Midwich elementary school

    -Remove the breakable wall of the upper floor bathrooms.

    Eyrie of crows

    The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).

    Garden of joy

    -Improve the lighting on the main building.

    -Reduce the size of the map by -15%.

    -Increase the height of the jungle gyms far way from the main building.

    -Reduce the orange bushes hitbox.

    Shattered square

    There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.

    Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.

    Toba landing

    -Make it so is more close to night time.

    -Reduce the amount of bushes by -20%.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Nostromo wreckage

    -Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Racoon city

    Windows and drops aren't featured in the drawings.

    Lower floor

    Traffic fences, police cars, trucks and ambulances can be on the street too.

    https://us.v-cdn.net/6030815/uploads/8RFM82YL6OMP/img-20230908-165157-338.jpg

    Upper floor

    https://us.v-cdn.net/6030815/uploads/ILVY85BHCB7V/img-20230908-163825-119.jpg

    Leatherface

    I don't think the tantrum duration is really an issue? What is however is the hitboxes on some maps. I guess the restriction on chainsaw usage is a good idea to effectively prevent camping with Bubba, as you are always able to trade.

    Pinhead

    I like the idea of rewarding hits from further away, however I don't like the impaling wire change, because if not breaking them with the environment, what else are they supposed to do? I also don't see how this helps in the nerf of chain hunt? Or are you just not naming a concrete fix for the issue?

    Pig

    I don't like the rule set no.2 basekit change, because the traps has slowdown whether you do it active or inactive, I don't think this change helps in any way. The ambush speed increase is alright, however I would also increase her crouch speed as it is way too slow to be usable effectively while traversing the map. I don't like the change to the boxes because it overcomplicates the whole thing for no reason.

    Hag

    Sure I guess, but that would be whole new killer, so why rework an existing one if you can create a new one and sell it...

    Clown

    Hitting the bottle directly like this is fairly easy because you can slow them down beforehand, which makes it a lot easier, and you don't get punished for throwing, but the survivors would get punished for trying to juke it by losing distance, I don't like those changes. However I agree that there should be something for players to show skill, I like the two throwing modes, but I don't know how many usefull or fancy plays this will enable, so there is probably something else.

    Trickster

    I don't know what this is supposed to do, because it just feels like you need to be more carefull with your knives currently, but less than with Huntress, and you still don't get much of a reward for dodging it, because entering and exiting the mode is so fast and what not... I don't know I find his entire concept a failure.

    Freddy

    I would want for Freddy to have a skill cap and not just put stuff on floor, even with this changes there is really not much depth to him. 8 seconds is also really long, you could probably make it there on most maps... He would basically be a better trap killer than trapper with this. I like the fake gen idea, I just wished there was more than that to it. 20% hindered for 10 seconds however is way too much. I just hope they give him a whole new power at some point.

    Sadako

    The addons are nice, I think it would increase her chase power by quite a bit. The other stuff is also quite nice, I just hope that there is something done about the forcing condemn by teleporting to the generator you are supposed to put your tape in... That stuff is quite annoying.

    Ghostface

    The 99% stalking is basically what makes Ghostface special from Myers, I don't think his stalk should decrease. Because his entire gameplay revolves around stalking several people and then going for someone else and finishing those first stalked guys later. I don't find the additional changes not necessary. They could however really do something about the whole getting revealed behind cover, as it is really annoying.

    to be continued...

  • @Masterninja said:

    PERKS

    A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.

    They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.

    When the devs are balancing features, they don't have any idea of what are the real flaws.

    With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.

    New survivor perk ideas

    Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.

    You can also reinforce pallets and breakable walls by using a toolbox (6 charges).

    Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.

    Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.

    Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.

    Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.

    Hurry: gain 15% Haste while being more than 40m away from the killer.

    SURVIVOR ITEMS

    Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground, being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.

    When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.

    Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.

    Refined serums (green rarity)

    Injection (stand still for 1,5s) = 5% Haste for 16s

    Firecrackers (yellow rarity)

    Increase blindness from 2s to 2,5s.

    Medkits

    Camping aid kit (brown) = removed

    The rest of medkits are now 1 rarity lower.

    Anti-haemorrhagic syringe goes from pink add-on to pink item.

    Maps

    -Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.

    -Rainbow map = removed

    Toolboxes

    Worn-out tools = removed / Mechanic toolbox = removed

    -Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.

    -Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.

    -Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.

    -Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.

    Keys

    -Broken key = removed / Dull key = removed

    -Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.

    Review

    Brown (35%): first aid kit, map and toolbox.

    Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.

    Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.

    Purple (10%): skeleton key, utility flashlight and engineering toolbox.

    Pink (5%): anti-haemorrhagic syringe.

    TERROR RADIUS

    No longer a cylinder, now is a sphere.

    BLINDNESS STATUS EFFECT

    Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.

    KILLER ADDONS

    Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.

    Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.

    KILLER POWERS

    Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.

    To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.

    "Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.

    _

    Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.

    Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. Nurse CAN'T.

    Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.

    _

    Hillbilly

    "LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.

    Michael Myers

    Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.

    Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".

    Xenomorph

    Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.

    Dredge

    Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.

    Leatherface

    Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.

    Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.

    Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.

    _

    Pig

    "Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.

    Idea

    -Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.

    Note = fits the whole Saw theme of the movies

    _

    Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.

    Ideas

    -Can create powered totems from nothing, similar to hex: pentimento but chosing the location.

    -Curse and trick survivors with new effects.

    _

    Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.

    Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.

    Idea

    https://us.v-cdn.net/6030815/uploads/N206L5GH9XPS/fcol8nzwea0so4u-2-481x480-copia.jpeg

    _

    Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.

    5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.

    Idea

    -Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.

    _

    Freddy

    Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longer give immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.

    Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.

    Idea

    -At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.

    _

    Sadako

    Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.

    Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.

    _

    Ghostface

    Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.

    Ideas

    -While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).

    -Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.

    _

    Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.

    Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.

    Ideas

    -Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.

    -Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.

    _

    Artist

    Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.

    Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.

    _

    Twins

    Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.

    At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.

    _

    Skull merchant

    Haste goes from 3/5/6/7% to 2/4/6/8%.

    Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.

    Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.

    Idea

    Claw traps now only show survivors location on radar, no longer injures them.

    Healthy survivors

    1 stack = claw trap (45s) / 2 stacks = resets claw trap timer / 3 stacks = exposed effect (30s) and killer instinct (3s) / additional lock on = resets exposed duration and killer instinct (3s)

    Injured survivors

    1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer

    Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.

    _

    BLOODLUST

    Remove Tiers II and III.

    ADRESSING CAMPING AND TUNNELING

    -After being unhooked, survivors can't bodyblock for 10s.

    -Now the killer has the ability to mori the last survivor.

    -If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.

    BASEMENT AND KILLER SHACK

    Remove basement from the game and change the stuff inside shack to make it less strong.

    TOTEMS

    At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.

    Now totems can't spawn within 36m radius from another one.

    GENERATORS

    The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.

    Now generators can't spawn within 30m radius from another one.

    MAPS

    Remove map offerings from the game.

    The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.

    Remove all the invisible walls in front of drops, in buildings with upper floors.

    Macmillan estate

    -Make the water tower an accesible structure to go over and have one more high place to drop from.

    Coal tower: remove main building breakable walls.

    Iron works of misery: remove the window and breakable wall on the upper floor.

    Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.

    Suffocation pit: remove the 2 big walls that divide the map in two zones.

    Autoheaven wreckers

    -Increase the lenght of the LT walls.

    Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.

    Azarov resting place: increase the wideness in the middle of the map.

    Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Colwind farm

    -Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(

    -Increase the lenght of the LT walls.

    -Reduce the length of the jungle gyms.

    Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.

    Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.

    Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Crotus prenn asylum

    -Reduce the length of the jungle gyms (1 pallet 1 window) version 1.

    Father campbell chapel: remove all main building breakable walls.

    • Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).

    Disturbed ward: remove the pallet at the front entrance of the asylum.

    Haddonfield

    -Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.

    -Nerf the loops inside the houses.

    Lery's institute

    -Remove the god pallet next to the office and the god pallet on one of the map edges.

    -Remove 4 random windows from the map and buff 2 weak pallets.

    -Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)

    Red forest

    Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.

    Springwood

    -5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.

    -Remove all the breakable walls on the map.

    Gideon meat plant

    -Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.

    -Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.

    Ormond

    -Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.

    -Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.

    Hawkins

    -Now the exit gates have 2 entrances instead of 1.

    -Open completely all the sliding metal doors of the map.

    -Remove one section of both staircases to lower the height of the upper floor.

    -Remove from the corridors the 3 weakest pallets.

    -Replace some of the blocked path ways with breakable walls.

    Dead dawg saloon

    -Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.

    -Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.

    Midwich elementary school

    -Remove the breakable wall of the upper floor bathrooms.

    Eyrie of crows

    The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).

    Garden of joy

    -Improve the lighting on the main building.

    -Reduce the size of the map by -15%.

    -Increase the height of the jungle gyms far way from the main building.

    -Reduce the orange bushes hitbox.

    Shattered square

    There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.

    Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.

    Toba landing

    -Make it so is more close to night time.

    -Reduce the amount of bushes by -20%.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Nostromo wreckage

    -Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Racoon city

    Windows and drops aren't featured in the drawings.

    Lower floor

    Traffic fences, police cars, trucks and ambulances can be on the street too.

    https://us.v-cdn.net/6030815/uploads/8RFM82YL6OMP/img-20230908-165157-338.jpg

    Upper floor

    https://us.v-cdn.net/6030815/uploads/ILVY85BHCB7V/img-20230908-163825-119.jpg

    Killer Changes

    Trapper

    Having all traps at the start might be problematic for specific playstyles, but at least he does not have to walk around the entire map anymore, I would have prefered if he could just reload them at lockers, and therefore being able to not walk back to specific traps to pick them up again. The Makeshift Wrap addon could be alright, I'm not entirely sure though, because if I remember correctly, there are some fancy plays it removes basically.

    Nurse

    I would have to do the math for it, but messing with blink distance and or cooldown could lead to nurse basically becoming slower than the survivor when holding w in a straight line, so I'm always a bit scared when people want to do that. The stun thing is a good idea, I would have however just made it so her blink attacks don't work with exposed because that was indeed too strong... Despite the limitations it puts on her.

    Hillbilly

    Lopro is in my mind a problematic addon becaus it creates loose loose situations. The reduction of cooldown and bump cooldown is a good idea, I would however further strenghten his basekit and removed overheat, since it serves no purpose. Besides that he basically needs a full addon overhaul, because he has like 4-5 addons that are worthwhile and everything else is utter trash or way too situational to be good.

    Myers

    I would not increase the stalk when doing a conspicious action as it can mess with how much you want to stalk to some degree, however together with the inability to accidentally go into the next tier it should be fine... I might remove it though for t1 to t2, becaue I don't think there is ever a situation where you would want to do that. I would not only make it 50% more but basically make the stalk be the same speed regardless of distance. It makes no sense to stalk faster when you are right in their face, you're not stalking them at that point... In addition he problem needs a full addon rework, not just the tombstone ones. I don't think the reduction in t3 terror radius is needed, however I'm not that against it, I just think it is kind of annoying if he has too small of a heartbeat and just oneshots you.

    Xenomorph

    I'm fine with the carrying speed reduction the rest is not so good, not being able to lunge is horrible and I don't see a reason to reduce the tunnel ms...

    Dredge

    I think the reduction in locker exit time is fine, the indicator for him staying inside a locker for longer time should stay though. I agree that the value of Nightfall is greatly reduced by that, but I think he should have some form of counterplay during this, the darkness basically making it almost impossible to see further than, 16 (?) m needs to have something for survivors do against it... They could make his ambient sound less loud though, because it is basically impossible for him to sneak up.


    to be continued...

  • @Masterninja said:

    PERKS

    A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.

    They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.

    When the devs are balancing features, they don't have any idea of what are the real flaws.

    With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.

    New survivor perk ideas

    Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.

    You can also reinforce pallets and breakable walls by using a toolbox (6 charges).

    Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.

    Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.

    Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.

    Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.

    Hurry: gain 15% Haste while being more than 40m away from the killer.

    SURVIVOR ITEMS

    Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground, being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.

    When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.

    Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.

    Refined serums (green rarity)

    Injection (stand still for 1,5s) = 5% Haste for 16s

    Firecrackers (yellow rarity)

    Increase blindness from 2s to 2,5s.

    Medkits

    Camping aid kit (brown) = removed

    The rest of medkits are now 1 rarity lower.

    Anti-haemorrhagic syringe goes from pink add-on to pink item.

    Maps

    -Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.

    -Rainbow map = removed

    Toolboxes

    Worn-out tools = removed / Mechanic toolbox = removed

    -Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.

    -Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.

    -Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.

    -Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.

    Keys

    -Broken key = removed / Dull key = removed

    -Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.

    Review

    Brown (35%): first aid kit, map and toolbox.

    Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.

    Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.

    Purple (10%): skeleton key, utility flashlight and engineering toolbox.

    Pink (5%): anti-haemorrhagic syringe.

    TERROR RADIUS

    No longer a cylinder, now is a sphere.

    BLINDNESS STATUS EFFECT

    Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.

    KILLER ADDONS

    Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.

    Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.

    KILLER POWERS

    Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.

    To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.

    "Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.

    _

    Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.

    Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. Nurse CAN'T.

    Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.

    _

    Hillbilly

    "LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.

    Michael Myers

    Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.

    Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".

    Xenomorph

    Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.

    Dredge

    Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.

    Leatherface

    Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.

    Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.

    Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.

    _

    Pig

    "Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.

    Idea

    -Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.

    Note = fits the whole Saw theme of the movies

    _

    Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.

    Ideas

    -Can create powered totems from nothing, similar to hex: pentimento but chosing the location.

    -Curse and trick survivors with new effects.

    _

    Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.

    Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.

    Idea

    https://us.v-cdn.net/6030815/uploads/N206L5GH9XPS/fcol8nzwea0so4u-2-481x480-copia.jpeg

    _

    Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.

    5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.

    Idea

    -Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.

    _

    Freddy

    Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longer give immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.

    Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.

    Idea

    -At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.

    _

    Sadako

    Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.

    Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.

    _

    Ghostface

    Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.

    Ideas

    -While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).

    -Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.

    _

    Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.

    Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.

    Ideas

    -Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.

    -Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.

    _

    Artist

    Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.

    Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.

    _

    Twins

    Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.

    At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.

    _

    Skull merchant

    Haste goes from 3/5/6/7% to 2/4/6/8%.

    Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.

    Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.

    Idea

    Claw traps now only show survivors location on radar, no longer injures them.

    Healthy survivors

    1 stack = claw trap (45s) / 2 stacks = resets claw trap timer / 3 stacks = exposed effect (30s) and killer instinct (3s) / additional lock on = resets exposed duration and killer instinct (3s)

    Injured survivors

    1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer

    Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.

    _

    BLOODLUST

    Remove Tiers II and III.

    ADRESSING CAMPING AND TUNNELING

    -After being unhooked, survivors can't bodyblock for 10s.

    -Now the killer has the ability to mori the last survivor.

    -If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.

    BASEMENT AND KILLER SHACK

    Remove basement from the game and change the stuff inside shack to make it less strong.

    TOTEMS

    At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.

    Now totems can't spawn within 36m radius from another one.

    GENERATORS

    The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.

    Now generators can't spawn within 30m radius from another one.

    MAPS

    Remove map offerings from the game.

    The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.

    Remove all the invisible walls in front of drops, in buildings with upper floors.

    Macmillan estate

    -Make the water tower an accesible structure to go over and have one more high place to drop from.

    Coal tower: remove main building breakable walls.

    Iron works of misery: remove the window and breakable wall on the upper floor.

    Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.

    Suffocation pit: remove the 2 big walls that divide the map in two zones.

    Autoheaven wreckers

    -Increase the lenght of the LT walls.

    Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.

    Azarov resting place: increase the wideness in the middle of the map.

    Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Colwind farm

    -Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(

    -Increase the lenght of the LT walls.

    -Reduce the length of the jungle gyms.

    Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.

    Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.

    Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.

    Crotus prenn asylum

    -Reduce the length of the jungle gyms (1 pallet 1 window) version 1.

    Father campbell chapel: remove all main building breakable walls.

    • Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).

    Disturbed ward: remove the pallet at the front entrance of the asylum.

    Haddonfield

    -Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.

    -Nerf the loops inside the houses.

    Lery's institute

    -Remove the god pallet next to the office and the god pallet on one of the map edges.

    -Remove 4 random windows from the map and buff 2 weak pallets.

    -Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)

    Red forest

    Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.

    Springwood

    -5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.

    -Remove all the breakable walls on the map.

    Gideon meat plant

    -Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.

    -Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.

    Ormond

    -Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.

    -Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.

    Hawkins

    -Now the exit gates have 2 entrances instead of 1.

    -Open completely all the sliding metal doors of the map.

    -Remove one section of both staircases to lower the height of the upper floor.

    -Remove from the corridors the 3 weakest pallets.

    -Replace some of the blocked path ways with breakable walls.

    Dead dawg saloon

    -Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.

    -Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.

    Midwich elementary school

    -Remove the breakable wall of the upper floor bathrooms.

    Eyrie of crows

    The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).

    Garden of joy

    -Improve the lighting on the main building.

    -Reduce the size of the map by -15%.

    -Increase the height of the jungle gyms far way from the main building.

    -Reduce the orange bushes hitbox.

    Shattered square

    There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.

    Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.

    Toba landing

    -Make it so is more close to night time.

    -Reduce the amount of bushes by -20%.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Nostromo wreckage

    -Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.

    -Change jungle gyms setups so they are the same as the ones in other maps.

    Racoon city

    Windows and drops aren't featured in the drawings.

    Lower floor

    Traffic fences, police cars, trucks and ambulances can be on the street too.

    https://us.v-cdn.net/6030815/uploads/8RFM82YL6OMP/img-20230908-165157-338.jpg

    Upper floor

    https://us.v-cdn.net/6030815/uploads/ILVY85BHCB7V/img-20230908-163825-119.jpg

    For the new perks:

    Fragile hook seems way too strong...

    Hurry seems busted, on certain maps, think about it on Midwich for example, I don't know how long the corridor is but it would create a literal infinite if the perk activated there...

    The rest of them is somewhat okayish, in my mind not completely busted in towards one or the other side...

    Items

    I like the syringe being a seperate item. The item changes seem alright at first glance, unless I'm missing something.

    Terror Radius

    I don't understand what you mean by that? Are you reffering to the red light? Because the terror radius is a circle? So....??

    Blindness hurting solos even more by hiding the hud, the thing that is there to bridge the gap between solo and swf is horrible.

    To be continued...

  • @Xelleak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608365#Comment_3608365

    Can you give me the URL for the website? I think that would help.

    Just google for dbd chill check trainer...

    Dead by Daylight Skillcheck Simulator. Killer perks, items and add-ons that can affect the Skillcheck in any way can be tested and learned here.


    This is the first one that came up, there are several of these websites... So just pick the one you prefer.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605054#Comment_3605054

    The idea is to solve the problem itself. There are good hex perks, but they are in an open place, and the worst is when the survivor starts next to the totem.

    As for Boon, it relies on RNG to be in good locations, but it may be in bad places, you and your luck.

    Technically you always have the chance to spawn a totem in a better or a worse spot, given that the theme of hex totems is strong perk but breakable this is generally speaking alright, sure it would be nice to have a bit more consistency there, but the issue is if totem spawns are all very well hidden you will have to search for them way harder, which is very annoying and time consuming. And also makes the hex perks more consistent, which technically is not something they are supposed to be... At least by the current concept.

    This is why I would want to change the concept entirely, because I am not really a fan of such rng/luck based mechanics.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609231#Comment_3609231

    I would not call Nurse slow. Huntress is slow. Hag is slow. Those 2 cannot teleport to survivors whenever they want to. Also, have you heard about the perfomance of good Nurses? About the 1000+ win streaks? Nurse is broken. Having 2 blinks renders most survivors' jukes useless. The green lunge addon even worsens everything for survivors. A killer whose time cannot be wasted by dropping pallets or vaulting windows should not have so much help with correcting her blinks.

    Against any other killer, you could keep predropping pallets, and while that's wasting resources too fast, it still takes time for the killer to down you, and gens can get done in the meantime. Against Nurse, you have nothing. Pallets and vaults mean nothing, since she just ignores them. Juking her by changing direction during her blink also means almost nothing, since her lunge covers for everything...

    I think the reason BHVR has kept her broken like this is because of the comp scene, since only her and Blight seem viable against really good teams. She needs to change though, or have an ultra precise MMR to go only against the most capable teams (if she keeps 4k-ing every match)

    The 1k win streak does not really count towards your argument. Because if we're being honest, how many of those guys Knightlight faced during his streak should be able to win against a comp player that is playin to win? This would be a somewhat similar situation to playing chess against a grandmaster or playing starcraft 2 against serral or some korean pro player. You're not supposed to win that game, the odds are clearly against you. The fact that those streaks are possible is because the matchmaking cannot find equally skilled opponents, which is why mostly stomps pubs... This would be similar to Serral only playing against Diamond players, he could play 10 k matches and would not lose a single one, justbecause of the vast skill difference.

    You can waste Nurses time, it is just not as easy as pre dropping pallets, but unlike other killers Nurse does not become stronger if the game goes on as your ressources do not really become less... If you want to become better against Nurse try to look at some guides or ask some comp players in their stream what to do against her, but there is stuff you can do to prolong the game long enough for the gens to be done, it is just a little bit different then the stuff you do against other killers, but I think it adds variety, and I personally think Nurse is really fun to go against.

    https://www.youtube.com/watch?v=qMlBH9t6ARw&pp=ygUNaGVuczMzMyBudXJzZQ%3D%3D

    Maybe this video helps you ;)

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608823#Comment_3608823

    Every map being the same size absolutely feels repetitive. It's playing the same map with variations of lighting and textures. For a game that still has ONE game mode after 7 years, this is one of the few things that still makes matches feel different.

    3 gens are inherently more of a problem the fewer tiles there are. The maps where they are the most common are the smallest maps (Dead Dog, Coal Tower, Rancid, etc). There just isn't enough area to properly space them out.

    Disturbed Ward is not as big as Mothers Dwelling was. It doesn't need more parts of it chopped away.

    I think it is more about the tiles being different than the size of the map?

    Do you mean tiles in the sense of loop able tiles or just map size?

    I think even maps the size of coal tower offer enough space to not have gens that close together, but since they apparently found a solution for 3 gens I don't think it is a counter argument anymore when that solution is in the game (and working properly).

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608823#Comment_3608823

    One of the Swamps used to be even bigger than Mother's Dwelling, back in the day.

    I know, I have seen pictures of it and have no clue why they made a map that big to begin with...

  • @siro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608742#Comment_3608742

    "A horrible change" that would balance the most powerful killer.

    Normally you stand behind them so you can hit them with the lunge, yes. But with a change like this it would be completely modified to make it work with a less extended m1 lunge.

    Nurse already does not get much more powerful with addons and you could easily argue Blight with his strongest addons to be the best killer in the game, I don't think it would balance her, it would just suck out the fun out of Nurse and if it is indeed as bad as I think she would be basically unplayable, because there are just times where it is impossible to blink as accurate as you are expecting her to be.

  • @siro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608684#Comment_3608684

    It should be like this, being a killer of excellence and being the best of all, he should be 100% accurate and not throw the blinks anywhere to only rely on taking advantage of his own or the other's poor connection and hit hits that should not connect.

    Also, with the second blink, as I said and we all know, if the nurse does something wrong, the first one has the second one to correct itself. And if she corrects herself wrong, it is the killer's mistake.

    Nowadays, many hits that the nurse gives are incorrect and should not connect thanks to the third opportunity that is given to her (being able to extend her m1) to correct her two previous errors (two poorly thrown blinks).

    "Sounds like a fun experience." Try to find more people than not, who enjoys or thinks its a fun experience playing against this killer.

    I'd rather play against blight or spirit than a nurse because their gameplay its more flexible, fun experience.

    You need the second blink because if the survivor moves behind a wall there is not really much you can do to exactly pinpoint their location, it is not you that messed up it is just the 2nd blinks purpose to follow up and the first ones to put you in a position to be able to do so... Also how is hits looking weird but connecting the players fault?

  • @siro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607514#Comment_3607514

    Are you really looking for a killer addon that can literally win any game without the need for add-ons since it is not a dependent add-on? What's the problem, are you main nurse or what?

    And yes, thanks for re-stating what I said, recharging begins as soon as fatigue begins, which it shouldn't. It should be like the blight, which as I said and I don't know why you reaffirm it. "Blight recharge begins AFTER fatigue."

    If you are going to be arguing about miserable add-ons when in reality the killer does not depend on any, the fatigue ones being the best classified, I would consider not answering you anymore because I am wasting time.

    The addon was 12% before and nobody used it because it was and still is a bad addon with basically no impact. I'm not looking for game winning addons, but some that at least have a bit of impact. Sure Nurse is pretty good without addons, but I don't think that is a good reason to just have 4-5 on her that do something.

    The difference is blight can just follow as an m1 killer, Nurse needs the blink for mobility, I don't know what the reason is for the difference in when recharge starts, but I would take that unless the devs stated something else.

  • @JoaoVanBlizzard said:

    Currently the anti-camp system has a limit distance that the killer can be from the hook for the anti-camp to be active, however there are killers (mainly that use projectiles) use the face-camp at a distance at which the anti-camp bar cannot activate, So I had an idea that might help with this:

    The anti-camping system also activates if the killer are looking "directly" at the survivor hooked to your camera regardless of the distance without being in pursuit (obviously)

    Another idea is that the survs could know if the bar was progressing, especially since players in SWF notify each other

    Dude you are not face camping from a distance ... come on man :D:D Words have meanings... Face camping and from a distance exclude each other ^^

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