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  • I'm a proponent of an unlimited prestige level, so there is no sense of finality. (Utilizing some kind of fractal emblem design)

    But they went ahead and added a goal to reach based on external limitations rather than individual.

    So... Yeah. A sense of pride and accomplishment.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265462#Comment_3265462

    Cause there would be no use for them... hence why they made Keys have Survivor and Killer aura reading and Maps provide Gen, Totem and Chest aura reading

    That's something that BHVR has done so I can't say much

    In theory it has been... seeing how Hatch only spawns when there's only one Survivor left

    But the same thing exists for Maps, Keys and Toolboxes

    It would be nice to see more Items some into the game

    You can't think of a use of being able to essentially "fast vault" from any angle, or phase through breakable walls while retaining full momentum? (Phase through the Vault/doorway when you use a charge)

    And med-kits self-heal time-efficiency compared to all other tools is what exacerbates its charges compared to everything else.

  • There should be an escape method that scales with Survivor Deaths in order for Escape-based matchmaking to be a viable metric for survivor skill.

    Otherwise, the emblem system influencing MMR gain/loss would be pertinent.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265151#Comment_3265151

    Of course you think Keys are weak with that change

    Keys are the Aura reading (on Killers and Survivors) not just to open hatch

    Maps are for static stuff (like Gens, Totems and Chests)

    While thinking about it no Medkits don't need to be changed... neither do Toolboxes

    Survivors have their own set of "powers" that they can use... why take them away from them

    Why would keys be weak with that change? It's busted if the charges aren't rebalanced accordingly.

    Why keys are archetyped into findings Auras rather than facilitating terrain interaction I will never understand.

    Hatch interaction needs to be removed from Keys IMO, outside of maybe a Trial specific key that would spawn in the basement as a side-objective.

    Maps are for finding things. With eldritchy magic that can include moving objects such as people.

    Med-kits are overtuned compared to everything else as a result of self-heal time-efficiency, charge availability, and Perks like Built to last functioning off of % restoration rather than use-instance restoration. (EG: Restoring 2 Heals for an Emergency med-kit with Gel Dressings rather than a single Heal)

    I'm a proponent for more survivor "powers" like re-introducing firecrackers as a chase misinformation tool, so I've needed to look into how Items are being used.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265146#Comment_3265146

    And yet I gave a suggestion that would be DIRECT counter to hiding - by showing survivor for a short time. It was in my compensation buff just now.

    https://forum.deadbydaylight.com/en/discussion/comment/3265149#Comment_3265149

    https://youtu.be/cO1U7TGWJmg

    From killer main's perspective. Looks like it's not just bad survivors after all

    Outside of a Perk, I would not like Survivor Aura's being shown to the Killer without any time investment involved. Do something like highlighting the Generator with the most progress or having generator Auras show their progress for a duration after a Hook.

    And yes, Bubba is the Killer I always have in mind when considering Hook Health. I am not saying that your solution couldn't work, rather that it would require more effort than needed (EG: needing a compensation buff), while leaving some remnants of janky gameplay (Unhook lethality when Killer is face-first into the Survivors' crotch and Instadown/AttackSpeed concerns).

  • @RaSavage42 said:

    Medkits are fine as is.... but that destroys Hit and Run playstyles

    Toolboxes are fine as is... but that only speeds up the match (cause the Killer to either admit defeat and take the T-Bags and end game chat or Camp and Tunnel)

    Maps are fine as is... but that destroys 3 Genning and Trappers Traps

    Keys.... are (word I can't type) right now... but that has nothing to do with Keys themselves but with hatch

    When a Killer sees 3-4 Medkits they think that those must be the overcharged + Syringe purple Medkits

    When a Killer sees 3-4 Toolboxes they think that those must be the overcharged + BNP purple Toolboxes

    I haven't seen a Map nor Keys since I played last... so IDK what Killer would think seeing 3-4 of each of those (LOL)

    Medkits need Self-Healing speed or charge nerfs.

    Toolboxes should focus more on Sabo plays and passive augments on Gen Skillchecks than pure genspeed.

    Maps should focus more on Survivor/Killer Aura reading (but Root the Survivor).

    Keys need a rework entirely. (I'd like to see them work for passing through vaults/Pallets/Breakable Walls instantly with addons that allow you to goblin Items from chests)

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265121#Comment_3265121

    While I generally agree, there's still a thing about leaving teammate on a hook for artificially prolonged time - it's bad for efficiency reasons.

    If killer does NOT camp, you are willingly playing 3v1. If killer downs another survivor, you are getting very close to a territory where killer can outright win the game by very little slugging - meaning it no longer is just problem of efficiency. It's real urgency.

    But the main point is, that longer hook timer will totally destroy camping (and by proxy tunneling) strats. Killer will no longer be able to just camp it out or stay very close to hook and let survivors come to him. So sure this is (desired) nerf to killers. This can be also compensation-buffed. I liked the idea to give non-chase (it cancels if chase starts) sprint burst after unhooking to help killer get to the map quicker + maybe really show that one survivor who is most distant from a killer for a very short time just to give some target to killer outside of hook.

    If you're not going for Hook while the other Survivor is in chase, you're not Unhooking efficiently.

    What an increased Hook timer does is increase the potential for hide-and-seek team strats (while a Survivor is Hooked) instead of drawing the Killer into a chase.

    More time on Hook means I have less incentive for the Killer to chase me, so I hide, and the Killer has even longer time-between-downs, overall preserving the teams health/hook resources longer, and shifts the meta into less interaction over the same amount of time.

  • I don't know how to tell you this but Survivors are literally not designed to be able to single-chase through the entire Trial.

  • There should be some urgency and tension if a Survivor is on Hook.

    Making it too long reduces the urgency to go for the Hook, as Survivors do not need to get to the Hook before they complete objectives.

    However, making it too short means the best play is to Facecamp, as Survivors need to get to the Hook before they are able to complete objectives.

    Facecamping works because Killers are able to completely deny Survivors from getting an unhook (Power/lloadout dependent) while standing next to it, and because Hook Stages for a single Survivor take less time to chew through than it does for the remaining three Survivors to complete their Objectives.

    You're suggesting increasing the Hook timer, which impacts the urgency and tension of unhooking a Survivor, but also doesn't touch on the ceiling of Facecamping lethality.

    I'd suggest looking for another lever to tweak, such as the lethality Killers have while standing in front of Hook doing nothing.

    Unhooking includes Healthy Grabs, so a Killer can just stand behind the Survivor doing nothing, and still get a pickup.

    Unhooking also includes interruptible Unhooks, so a Killer with enough damage output can prevent any Unhook from happening in the first place. (This can be achieved simply from a Killers Power Design, or Perk loadout)

    Addressing the above would help address problematic Power design regarding Unhooking as well as making Facecamping less lucrative (as Unhooking will generally be more about Trades rather than getting a grab or a down).

  • Only way I see something like this working is if all 5 players join a lobby as SoloQ, all players vote for a Killer they'd like to see, and then a Killer is randomly chosen from the 5 and the Killer gets a BP bonus for selecting one of the Killers voted for (but is not limited to the selected Killers).

    Otherwise I think automating selection or weights of matchmaking will only serve to the detriment of the opposing side if the opposing side has no say in it.

  • @Mat_Sella said:

    Self-Care can not be nerfed enough, i want to see 0 people using it. Take Inner Healing, for the love of Entity!

    The only way to effectively nerf the usage of self-care (as no doubt it was only nerfed because it was "meta", not its strength, ffs....) is to nerf its agency: The Ability to Heal at any time.

  • Play how you like.

    If you play hard (leverage as many game mechanics to your advantage as possible to reduce input effort) you'll get better loopers and more efficient teams resulting in shorter matches.

    If you play nice (forgo some game mechanics, essentially handicapping yourself) you'll get easier chases and longer matches but it will take more effort.

  • SBMM is casual gameplay.

    The only people that don't think that are the people who it negatively impacts: people that want total control over a match without needing to put in any effort.

  • I know what I'd want as an April Fools day event now.

  • @damienleigh091 said:

    Damn, can't you get auric cells? Or killers? I want to unlock Ghostface for the quest line, but I don't want to spend money on the character. It seems like a ######### thing to do, IMO. Plus, unlocking these skins that I can't equip.. Is there any way to unlock the other characters?

    Mystery Boxes only contain items that show up in the bloodweb, nothing more.

    Play games and you get XP for your devotion level (essentially profile playtime), as you gain Devotion Levels you gain Iridescent Shards.

    Non-Licensed Characters can be purchased via Iridescent Shards.

    All "quest-lines" have a pathway to the end that does not require any Character/Perk.

    You can also choose older Tomes that revolve around free characters.

  • Congratulations it's a new game again.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258435#Comment_3258435

    For players that were inexperienced with the flashlight saves, it was a straight buff as I doubt they are going for locker saves. For players that have a handle on flashlights, its a straight nerf. In my opinion, they could keep lockersaves in the game but grant the killer a short blind immunity whenever they are blinded. Maybe 5-10 seconds. This could still prevent duos from using double lockers to grant themselves invincibility on a technicality.

    The problem with Locker saves is that unlike pickup saves, if the Killer chases the person with the Flashlight, the Survivor in the Locker can get out of the Locker while still healthy/Injured and are not on the ground dying. They don’t need to recover or crawl away. And the Killer cannot put a survivor into the dying state if they’re in the Locker either since the only way to interact with them is to perform a grab.

    It’s a lose lose situation for Killer since if you go for the grab you get blinded, and if you go for the Flashlight user the whole chase with the survivor who hopped in the Locker was a wash.

  • @AnneBonny said:

    i've said this before and i'll say it again, the 3 month content release schedule is killing this game. dbd as of right now is a tangled mess of years worth of band-aid fixes and outdated game design that needs more time and resources to fix than the current model allows, not to mention the stunted creativity for killer powers that also comes with it. we wouldn't have killer powers as rushed and generic as nemesis's t-virus or artist's dire crows if there was a reasonable amount of time to expand on the barebones abilities they're stuck with now.

    we don't see these big killer changes as often as we should because so much work is funnelled into new content that inevitably becomes an issue down the line, and those pile up faster than they can be fixed.

    One quarter is a map release/rework.

    One quarter is a Killer/Survivor release.

    One quarter is a game mechanic update.

    One quarter is a Perk update/Killer update.

    Each quarter would touch on something everyone uses.

    And if each quarter is helmed by a different team, then each team has a year to work on something.

    However the problem becomes how to attract new players, as licensing and new chapters really does help with that.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257891#Comment_3257891

    Then we shouldn't have a basekit unbreakable mechanic. Killers shouldn't be punished for slugging, if they are forced to slug.

    If they are forced to slug, it should be from interaction of other survivors that are taking time from working on a gen to interact with the Killer and survivor.

    Not from map Hook spawns and Hooks being consumed such that a single dying survivor cannot be Hooked by any means with zero interaction from anyone else from the Survivor team simply because they know where to run after being found.

    @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257553#Comment_3257553

    -"Killer already gets free slowdown due to the altruism loop when there's a Hooked Survivor. The only thing that you lack most as a Killer is information to start the next chase off Hook to get the Repair/Chase/Hook/Unhook loop going."

    As soon as you get to efficient survivors that stops being true. Once upon a time we didn't have the extra 15 seconds per hook stage. Generally speaking now that extra time is used to finish gens not rush the unhook.

    -"I'd like to see collecting parts as a kind of pseudo corrupt at the start, but Deadlock is braindead and I dislike that perk given it's just free slowdown and is denial of an objective right in a players face."

    We suggested this years ago and I don't think they wanted to do it because of similarities to F13. Also sorry but gens can be finished in 4 minutes or faster. That's just too fast and the game needs some kind of natural slowdown built into the game.

    To both of these points some of the natural slowdown is that very same altrusim loop, getting survivors off of gens or away from them to help other survivors off hook and to Heal (even if they prioritize completing a generator first). Healing speed has been a growing issue, and MedKits still need to be nerfed to a slower self-healing speed or have their charges and charge addons reduced significantly.

    I'm fairly certain 5 gens in less than 4 minutes is an outlier likely a result of poor matchmaking or a coordinated team bringing a bunch of Toolboxes. (I still don't like that Toolboxes increase repair speed instead of passively augmenting skillchecks with a focus on Hook sabotage, they are quite literally designed to work the best the less amount of time you interact with the Killer)

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257809#Comment_3257809

    If BHVR wants to punish killers for leaving survivors slugged on the ground, then killers should always have the option to hook a survivor, even if it's an action button to teleport the survivor to a random hook.

    The basekit unbreakable update basically said that it's ok to delete slugging from the game because it's unfun for survivors, but we're going to make zero effort into helping killers so they don't have to slug survivors. How is that fair?

    If Survivors are intent on denying a Hook via things such as bodyblocking and sabotage, I think that's fine.

    I don't like Comp Corner.

    I don't think Killers should just be able to teleport to Hooks, thematically Hooks just not being consumed is still a better alternative than that.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257809#Comment_3257809

    Could come in the form of a novel Scourge perk. Sacrificed hooks aren't consumed, and any hook used to sacrifice a survivor becomes a new Scourge hook. However all survivors get 30s additional hook time or something.

    If it was a Perk it wouldn't have the downside. And to even be in the situation to begin with a Survivor would need to already be sacrificed, and on a Hook that causes a Comp Corner. Which would only consistently be performed (enough to warrant even bringing the Perk), if Survivors are able to consistently bring chase to a specific Hook, which in and of itself is problematic if they can actively prevent other Hooks from being used without sabo support with base Hook layouts.

    I don't think the answer to Comp Corner is best solved with a Perk. Too niche for its potential.

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257536#Comment_3257536

    What did you not get about my suggestion? It would be impossible to slug for the 4K, not just discouraged, impossible. You down the last survivor, and the other one pops right back up. It would guarantee the last survivor is standing when the hatch spawns.

    Slugging should always be an option mid-game to apply pressure. You're sacrificing a sure hook, in order to get another survivor off a gen to assist the dying survivor. Just like healing, you shouldn't be able to do it without either the aid of another survivor, or with the use of a perk. Otherwise you're introducing yet more power creep and forcing killers to camp and tunnel because they have no other recourse. The only time it should be prevented is slugging for the 4K, which my suggestion prevents.

    In all honesty I do like the suggestion (under the assumption that the survivor doesn't just "pop up" if the other is downed, dependent on needing to recovery fully first). However I'd prefer an approach that is non-reliant on gamestate and self-contained that also addresses 1min+ slugging.

    The unfortunate reality, with how it seems the implemented UB in the PTB, is that it seems they're unable to implement a system that isn't just an elongation of the recovery timer that also impacts existing recovery speed.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257261#Comment_3257261

    Pretty much any day I play this game, I’m forced to let at least one survivor bleed out because I literally can’t get them to a hook. And the last 2 survivors I did this to, purposely ran to a specific corner of the map, because they knew there wasn’t a hook in range.

    Ah. Comp corner. Hate that. But I like Hooks disappearing on a Sacrifice given it gives weight to the sacrifice. Wonder if maybe having a Hook disappear could become a tactical choice, rather than a default. Would need a reason to consume a hook though.

  • @YOURFRIEND said:

    Lol. "Killer community"

    Sick rant tho. You got any solutions for this problem that you put yourself in?

    Trappers core gameplay is using the Gen Aura's to find where to place traps to secure a 3-gen. If he gets the ability to pull Traps from Lockers it will be even moreso.

    Seriously, on some maps like Azarov's and Suffocation Pit you can essentially 4-gen depending on gen placement with how those maps are laid out. You'd just have to sit on one side and wait while the other gens are finished on the other side, and never commit to a chase that leads away from the side you chose.

    No one does it because that's generally boring for both players. Doesn't mean someone wouldn't find enjoyment from being a goblin about it.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/353767/unbreakable-basekit-did-it-get-scrapped

    I want to know what happened to the PTB where they made it so you can only be healed like twice and then you are hurt for the rest of the game. If they want to bring that back and then add unbrekable base kit as like a 90 second base thing so it's like 60 seconds with a perk - sure.

    https://forum.deadbydaylight.com/en/discussion/comment/3257161#Comment_3257161

    -"And non of that addresses excessive slugging proxy (1min+) which is something that is conditionally done by how the Killer feels to play."

    Consider for a moment playing killer - since it is something I do not think you do regularly. Survivors want to break 3 gen setups with no regard to how that makes the killer feel. Leaving one person on the floor allows the killer to proxy the hook and the person on the floor. This causes tension and difficulty for the survivors. That is good for the killer. The moment he tries to hook both he will usually lose the first survivor on the hook. Why would you do that when you can force the survivors to make a save that you can guard? If you are greedy and go for the second hook you will almost certainly not get a hit. If you wait and slug you will get a hit and maybe another down (potentially before a rescue).

    I would stop tunneling if a number of things happened. We don't need everything on this list but many of these should be changed if we want to talk about making the game fair.

    1. You cannot have "Y gens" which is what my friend called the opposite of a 3 gen. All maps would be sized down to 9000m² so there are no longer "huge" maps.
    2. The killer gets free and meaningful slowdown by hooking the person they did not hook last (such as +15% instant regression to the generator with the most progress for not tunneling). Something like basekit dying light would be fine (that affects everyone and has no +healing for survivors) and of course it would stack with Dying Light. That of course means after 6 hooks not on the obsession your base time for generator repair will be : 133 seconds.
    3. SWF is an option I can choose not to play against, Solo queue players get +4 perks when playing in a match with SWF (killer gets any perk, survivors only get "info perks" that are chosen ahead of the game and activate "in case of swf") OR SWF is limited to having no repeat perks, characters, offerings or items.
    4. Pallet/vault density is spread out so you cannot go pallet to pallet to pallet anymore. Likewsie no more than 2 structures would ever be "linked" for looping.
    5. When one party picks a map the other side picks which map in that tileset gets chosen. There would also always be one map outside of that tileset selected randomly. Example : survivors play a farm map offering. Any savvy killer will pick abattoir. But maybe the random option has midwitch so you pick that instead.
    6. All survivors start together on every map with one exception (see #7).
    7. An offering is added as "secret" for killer to replace the "surviovrs start apart/together" offerings. The secret offering returns all items/addons to survivors inventory. The yellow version prevents the killer from using any addons while the purple version lets the killer use their addons while forcing the survivors to leave their items/offerings behind. Survivors retain the offering to start as far away from the killer and gain a new one : start 20m away from the group in a locker. No more than one person may use the new survivor offering per match (extra copies are wasted).
    8. Blight and Nurse get brought down to "A" level and every killer is brought up to be close to them in terms of power. Maybe for example killers get a "sprint" move after hooking someone and they are not in a chase. Alternatively we could add teleport spots where all the other killers could teleport across the map instantly by going through a certain map wall. Much like MHW the survivors would not be able to use it.
    9. Killers get some basic slowdown such as either : base kit corrupt or base kit deadlock. Deadlock would just make the timer be 60 seconds. Also a "rollback protetion" would be added so that if you 99% two generators and try to cheat the perk then the other generator would rollback its completion and be on 99% completion. Corrupt would need a rework to remain a perk but Im sure it could be done.
    10. Gate regression is added so that if the switch on a gate is not held then the gate will not stay powered. This happens automatically with no input from the killer. Perks that help with gates could be buffed to pause the regression (such as sole survivor and wake up - not resilance).
    1. Y gens and 3 Gens are stupid. I want to add map-edge teleports so all Killers can move quickly between the sides of the maps. (And then spruce up Hatch in the event of a 3-Gen)
    2. Killer already gets free slowdown due to the altruism loop when there's a Hooked Survivor. The only thing that you lack most as a Killer is information to start the next chase off Hook to get the Repair/Chase/Hook/Unhook loop going.
    3. If there is a SoloQ only gamemode it probably would need all Perks/Items/Addons for every player disabled.
    4. I'd rather see more Perk or map interaction to shut down Loops/Pallets than to just remove them. Some Pallets spawn downed, Survivors get base-kit Any Means Necessary, pick them up or destroy them when you see them to add or remove to the chase prop pool.
    5. Maybe if they introduce a mode in which all players rotate between Killer and Survivor would I see the need for more competitive map choice.
    6. I agree, maybe with an odd outlier here and there. (And also remove the Killer Survivor separation shrouds like #########).
    7. A Survivor Offering to start in a Locker could be interesting. Given that start of match Lethal doesn't really have counterplay (and now that Lethal has use outside of the start of match). And I think an Offering that just makes all brought Survivor Items spawn in chests would be more interesting. If you did just want to remove them all then the Killer should not have a tier where they keep their Addons.
    8. Blight could see tweaks to the amount of charges the power has (or charge gain rate), and Nurse def only needs one Blink (increase the max range tho). Some Killers do need some love and care given the shift in meta and expanded knowledge base of players.
    9. I'd like to see collecting parts as a kind of pseudo corrupt at the start, but Deadlock is braindead and I dislike that perk given it's just free slowdown and is denial of an objective right in a players face.
    10. I think gate regression should only occur when the Killer interacts with it. And that opening the gate as Killer should be removed. And the EGC should start once the last gen is complete.
  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257436#Comment_3257436

    Basekit Unbreakable was only necessary because of the finisher mori mechanic. The two go hand in hand, you don't have one without the other. There is no way they would have considered making such a strong, meta, second chance perk basekit if not for the fact that finisher mori's would promote slugging over hooking without it, and completely negate any purpose to the killers main objective.

    Just look at the hoops they have to jump through to justify it, and all the other perks that involve the dying state that need to be reworked to accommodate it. It's insane.

    That's not to say there isn't some place for a more limited version that would actually prevent slugging for the 4K. Something like:

    "When all survivors in the trial are in the dying state or hooked, they gain the ability to pick themselves up from the dying state. This effect ends once a survivor is standing."

    This would legitimately prevent slugging for the 4K, either at end game with two survivors, or early game with Nurses/Blights trying to bleedout four survivors at once. It would mean you could never keep all survivors on the ground at once, as soon as the last one goes down, another can pop back up. Plus it wouldn't require every other dying state perk to be reworked, it would work just fine with all those perks as they are.

    This is in contrast to the proposed system that encourages killers to get all survivors on the ground at once, but simply puts an extra roadblock in the way of that goal.

    Combine this with basekit Yellow Mori, like everyone has been requesting, to quickly finish off the last survivor, and you have the ideal set up. No unnecessary hoops or justifications, just better QoL for everyone involved. No more slugging for the 4K for real, and every game that doesn't end with the gates powered, will end with a fair race for the hatch, in which the survivor either escapes, or the killer gets their signature mori.

    Even with Yellow Mori you'd still have slugging for the 4K so the last Survivor doesn't get hatch, just now you'd also be slugging for the 4K so you don't accidentally hook the 3rd Survivor and miss out on a Mori if the last Survivor escapes through Hatch and the 3rd Survivor was sacrificed on Hook.

    It's not hard to justify a method for a Survivor to pick themselves up while downed.

    • Dying survivors are unable to return to helping with Objectives indefinitely, requiring no additional effort from the Killer, unlike putting them on a Hook.
    • Sans a Survivor sacrificing a Perk slot, the Killer can zone the slug to get more hits on rescuers, still pick the Survivor up, and then proxy Hook.
    • Sans a Survivor sacrificing a Perk slot, the Killer knows the general location of two Survivors if the Survivor Icon changes from dying to Injured, in the event a Survivor avoids the slug proxy.
    • The above all hinges on a slugged survivor not bringing a single Perk type. No Perk category should be that strong.
    • On the flip side, a base positioning mechanic (slugging) should not be that strong either, as it necessitates its use over a Killers Power or other more engaging mechanics.
  • I’m fine with reoccurring time-limited attire.

    EG: A catalogue only available during Halloween, which is what the previous Halloween cosmetics fall under. (However I’m unsure of how the Killer Weapons skins will be handled or the Tome cosmetics)

    It’s the one and done time-limited stuff that just doesn’t make sense for me, especially for a non-subscription based live service game.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257322#Comment_3257322

    The proposed system encourages slugging for the 4K. It's the only way to secure a finisher mori.

    It's slugging at every other stage of the game that it discourages.

    We’re talking about the basekit UB in this thread.

    The Finisher Mori system IMO should have never been used to justify it, nor should it have been used to balance the basekit UB for how short it is.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255698#Comment_3255698

    How often does this really happen though? I may just be lucky, but I think in my entire 5+ years of playing DBD I've only had this happen to me one time on Survivor.

    And I have never once done it as Killer because it is literally a waste of my own time as well.

    I mean I used to. Wanted to figure out how to get a 2K with the least amount of effort possible.

    Proxy-camp bubba, tunneling, slugging for an altruism trap, always returning to hook when the notification pops, all work pretty well because I always know where a survivor is, and where another will likely be heading to, just from basic game mechanics.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256180#Comment_3256180

    No it should stay like it is. If you want to get up off the floor bring unbreakable, no mither or the boon.

    So they'll introduce more Perks that allow you to pick yourself up. Why not a Inner Healing-like Self-pickup Perk for Cleansing a Totem?

    And non of that addresses excessive slugging proxy (1min+) which is something that is conditionally done by how the Killer feels to play.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256175#Comment_3256175

    No, the hatch appears if only one survivor is left alive, but in the new system if that survivor is downed after the hatch appears then the game ends immediately, they wouldn't be able to crawl anywhere. So they can escape if they get to the hatch before they're downed but not after.

    Ah, I see. Hatch doesn't interact with Last Standing. Thought you mentioned that it did.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/353767/unbreakable-basekit-did-it-get-scrapped

    As a Survivor- I’ll just leave people on the ground while I finish the gen if I know they can get up on there own. So I’ll stay busy instead of dropping everything to help. Survivors who complain about bleeding out- this will change NOTHING, The killer nodding or whatever will just stand over you and down ya again. So you’ll still get left to bleed out

    As Killer- this would be a terrible change. Slugging is a powerful strategy. This doesn’t mean it’ll stop either. I expect players to get up some how anyway if there left down too long.

    Please DEVS NEVER change the game for this. It will only be for the worse. 👆

    Slugging is a decent strat at times.

    However the issue is that if the Killer is proxying the slug, the slug doesn’t have any resources to actually get up themselves, and the Killer is reaping all the rewards of what is essentially a Hooked survivor (from an altruism trap angle), without needing to Hook them.

    That is to say, unless that Survivor has UB. Which is why UB is a meta Perk.

    This’d be all fine and dandy if being slugged wasn’t more boring than being on gens the entire match.

    You could introduce basekit Tenacity crawl speed, so survivors could better get out of the nearby area and be less able to be zoned. However that still leaves BM bleedout.

    So you introduce UB in some form. But that can be too short.

    making it too long would likely feel like a goal never reached.

    So what if it’s a hybrid?

    Rework the dying state to be something like:

    Gain increased crawl speed based on Recovery.

    Holding recovery while at the 90% cap will slowly fill the bar with a golden color. Once that reaches the cap you pick yourself up.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255636#Comment_3255636

    But far more importantly there were tons of games where the survivors won because slugging was effectively deleted as an option for killers.

    Without the option to slug it is incredibly difficult to create pressure when the survivors are efficient.

    Yeah just 45s is far too short for a base UB.

    should be a stage system or something. Can be picked up at 50% (which takes 30s to get to), and then get up at 60s.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255588#Comment_3255588

    Hatch opens in the Last Standing system same as always if only one survivor is alive.

    Iiinteresting.

    Wonder if slugs can crawl out too

    Wonder, if the hatch remains visible if another survivor pops up and ends last stand, if you could, with a key, orchestrate a scenario where players intentionally go down to get the hatch to spawn, Unbreakable up, and then key out at 5-gens

  • @dugman said:

    I liked the new system, it just needed a few tweaks on the bonuses for Unbreakable and maybe a minor adjustment or two on some other bits. But overall I liked how it shaved off up to a minute of boring cleanup in games the killer had virtually 100% already won.

    You say cleanup, I say an issue with how a slugged survivor is a pseudo Hook and a lack of meaningful "forfeit" with a Hatch mechanic that isn't just tied around being the Last Standing. (And I can't remember if when a Survivor is Last Standing, the Hatch opens or not, with the Mori Rework system, if not, like #########.)

  • Shards are an earned currency for players willing to invest time with the game online, bolstering queue health and across the board retention.

    If you're not in a queue you're not beneficial to the games health.

    Also shards are earned at a fairly flat rate, so performance doesn't have much to do with earning them at all.



    Bloodpoints are a currency used to unlock consumables to be used in online matches, and act as a interactive resource sink when not used for Perk acquisition.

    In customs you have everything unlocked already, and playing customs for Bloodpoints just removes you from the online player queue, impacting queue health.

    Performance does play a factor here, and you'll certainly be able to earn more BP in a custom game than a live game (with a proper BP oriented loadout), and I think Party Streamers are also useable in Customs? (So you'd have unlimited BP Offerings compared to online, which seems problematic). So you'd get a bunch more BP in customs than live.

    For the above, what about more BP is it that you want? Is the Bloodweb limited in the addons/Items it offers each bloodweb which can cause you to use more BP in getting something you want to use? Just want faster prestige?

  • From all the TTV's I've watched, there's also a benefit of not being able to immediately pinpoint the aura of the downed Survivor, so it's not so quick to say "Oh, the Killer is over there".

    Not really useful against SWF's though until they introduce a method to chain Undetectable through a down.

  • @LiveBritishReaction said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254423#Comment_3254423

    If you’ve ever interacted with a Nancy player you would realize how cathartic that latter scenario would be

    And you realize that’s just being toxic, right?

  • Horror or jaded horror aside, emotes point the game more into absurdist comedy.

    While I am a fan of absurdism, I think that should come about via player interaction rather than pressing a button.


    Demo and Nancy staring at the sunset on Dead Dawg’s railing vs Demo flossing over Nancy’s downed body.

  • Go play VHS.

    Wait, it’s dead.

    I wonder why no one played Monster in that game.

    Maybe it’s because in any game where it results in a binary condition (Monster dies or wins) it will always feel ######### for the losing team, and when the roles are asymmetrical, why not take the most engaging/relaxed one? (Which Monster is not)

    In DBD the Killer hardly ever outright loses (4E), and survivors have an escape plan (Hatch, which needs some love and care).

    It’s usually a mixed bag, and there are no clearly defined winners outside of your own set goals.

    This is how it should stay.

  • Secondary gameplay was fun and balanced (will be interested to see if they tweaked the snowmen at all with the Winter event if it comes around again)

    Tome lore was cool.

    Cosmetics were cool.

    Methods of unlocking cosmetics weren't that clear (No UI to show what was available to get), Cosmetics in the tome were more of the same, and there wasn't very much choice, just get everything in the same timeframe.

  • Old DBD you were matched with players of random skill-level. Old DBD people had less time to have accrued thousands of hours. Old DBD had basekit Decisive Strike with no deactivation conditions, Dead Hard for distance, older DBD had infinites, insta-gen parts, etc.



    Congratulations on playing enough for the game to lose the horror vibe.

    Or playing to win with too much tunneling/camping that you get paired with loopers/gen-Jockeys better than you’re able to handle because you inflated your MMR so high.

    Go for 12 Hooks mate. You’ll normalize your MMR to the point that any deviation towards more punishing play will make it an easy win.

  • IMO if you want to reduce camping/tunneling you need to improve survivor "gimmie" escapes like Hatch as long as there are excess Hook stages remaining.

    Less likely to get a 4K because the last Survivors can escape via Hatch being aided by Sacrificed Survivors locating and opening the Hatch.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251507#Comment_3251507

    Just yesterday I played badham. Killer picked up survivor from under the hook but did not notice - or rather decided to go for a scourge hook. He swung at me (missing) as I saboed the hook to his face and I ran away. Even after all this killer was able to bring the other survivor to even next hook.

    Slowing down killer that holds survivor will not work even if it reduced the speed to 50%. Not to mention you would need to shine the flashlight for whole duration (15-16s) so you probably need purple flashlight with 1 battery for a single save. This is such an obvious disgusting nerf, that sorry. I very much hate your suggestion

    Who said you had to continuously hold the light on the Killer to hinder them?

    Shining the Flashlight on the Killer for a duration (2s?), applies the Lightburn status effect.

    Lightburn lasts for a duration, eg: 16s, without further survivor input involved.

    While Lightburned a Killer cannot see scratch marks, and struggles to carry a survivor.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249135#Comment_3249135

    you are not aware correctly, then. As already stated, FoV depends on multiple factors including viewing size and distance, it is actually generally preferable for it to be lower on consoles due to being more likely to be sitting further away, for example.

    Since people are actually having discussion on the topic, might as well repost the game design explanation of why different FoVs matter, and their impact relative to multiplatform support:

    https://youtu.be/blZUao2jTGA

    https://forum.deadbydaylight.com/en/discussion/comment/3249137#Comment_3249137

    You've been doing nothing but step on people who suffer from FoV related motion sickness and framing them as just killers wanting another advantage this whole topic. Please take your own criticism.

    So basically people haven’t setup their monitor to be farther away with a backlight to prevent eye strain?

    Damn I wish they’d add controller support to PC already. So much nicer being able to lean back in a chair than sitting eyes glued to a monitor. (Unless I’m forgetting that’s already a thing and people aren’t using a controller to help alleviate motion sickness by moving back a bit)

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/352643/remove-flashlight-stuns-add-a-hinder

    oh shush. we allready have flashlights nerfed when they got changed. and now we cant do locker flashlight saves. stop

    Locker Flashlight saves kinda had to go, or the Killer should have the option of basic attacking a Locker and damaging the Survivor inside (including being able to put them into the dying state so they fall out of the Locker)

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250134#Comment_3250134

    I did. You want to replace flash saves with hindered. And you want to require survivors to both sabo and flash to save teammate. Not a fan. You just want to take away tools from survivors

    Flash/sabo if the pickup is in front of the hook, otherwise the hinder effect should be enough to reduce the range of movement for the Killer significantly, likely also increasing the wiggle effect similar to the PTB version of Boil Over.

    I'm not looking to eradicate getting a survivor off of a shoulder, but the current version of flashlight is far too map dependent, with far too many charges, and requiring too much esoteric knowledge of game mechanics than anything that resembles common sense.

    And then I want to introduce a Scratch-mark suppression effect onto the Lightburn effect at base so it increases the chase tool potential of the flashlight.

  • Being able to spin like a top as a survivor is irrelevant mechanically. Only gripe I'd have with 360's is that it looks funny rather than something like a dedicated base-kit dodge, but then that makes it look more like a fighting game.

    It would be interesting to see if they could incorporate some kind of hitbox alterations to a survivor that goes from crouch into sprint to make it like a football juke instead of needing the survivor to spam rotate.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250267#Comment_3250267

    He's more going on about how past a very early point theres no use to the brown addons because you have access to addons that do the same thing, but better.. Like why bring clean rag when you can bring socket swivels?

    Oh, right, survivor addons. They could stand to be reworked to the point that it's more side-grades all around based on preference/playstyle.

  • @이진용 said:

    I made a mistake. I apologize. What if you change useless addons and tributes you think to B.P? That's opinion that i think

    What about these addons and tributes are useless?

  • They tried a gambit, and it either works or it doesn't.

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