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  • @jmwjmw27 said:

    Agreed. I've seen a good suggestion for a "pick self up ritual" where a survivor can crawl directly under a working hook and pick themselves up, but good luck indicating that this is a feature to players with a UI element. A simple "bleed out faster" or give up if you're slugged as one of two would be nice.

    add it to the tutorial, or help tips (I think DBD does have help tip pop up’s for fresh accounts, I might be wrong). It’s not supposed to be an obvious mechanic, because it’s not a frequent occurrence.
    Or, the fully recovered statement “seek help”

    Could become “seek help ;survivor Icon, or risk a bargain (hook Icon)”

  • @Seraphor said:

    What if it allows Endurance stacking?

    If in Deepwound and still under the effect of Endurance, hits that would down you instead remove 50% of your mend meter, as long as you have at least 50% remaining.

    I like that it’s a status that can be used to clarify when you can’t benefit from Endurance again. A lever BHVR can use. Though they could put that on another status type

  • I’m not a fan of systems that reward passive behavior.

    In this case rewarding the Killer with a faster potential bleedout by causing the survivor to now incur sacrifice countdown too all while still ignoring pickup/carry time.

  • So, say that the survivor has Boil Over in an area where the Hook spawns are too far away when considering a drop. Or there’s a map oversight where Hook spawns cause the Survivor to be in a position where the Killer cannot feasibly reach a Hook in time.

    In such scenarios, your proposed system allows a “free pickup”, as through no fault of their own, the Killer will be unable to transport the survivor to the Hook.

    Are there any safeguards against these scenarios your solution brings?

    Or should these scenarios be hand-waived/These maps be disabled until a fix is implemented?

    Would such a pickup be considered a “feee-pickup”, if the Killer is guarding the slug, the survivors are not progressing the gens, instead threatening hook sabos and the like?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825787#Comment_3825787

    Legion mend fests are already boring, so any change to make mending take longer will just be met with an eyeroll and a sigh every match.

    Yeah, not too fond of Legions power just being sitting still and mending.

    Pig needs you at least to roam the map and interact with a thematic objective.

    Maybe they could do something like Deep Wounds causes you to drop a piece of gore/flesh where you were hit.

    Without picking it up, mending takes a long time.

    Picking it up, causes your mending speed to be significantly increased.

    Or maybe You can cauterize the Deep Wound at certain things, like a generator, or otherwise healed much more slowly elsewhere or via altruism.

    Either of those things though would make hit and run legion worse. Which could potentially be a good thing? Likely needing to make the insta-down frenzy chain easier to accomplish.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826518#Comment_3826518

    Chucky? Yes, he's similar to Oni in that regard. The difference being Chucky can't dash longer than 1.2 seconds (unless you scamper)

    Ugh. I despise the Oni’s slides.

    Just feels so detached from the animation and locomotion in order to do all that stuff.

    Not too much to complain about it given his Power has low uptime, but it put a sour taste in my mouth.

  • @sizzlingmario4 said:

    Because Chucky was specifically designed to be able to slide on objects and can't travel as far as Blight can. Blight can reposition after each bump and continue in a different direction, Chucky only gets 1 dash at a time.

    That said, Chucky is undeniably too strong right now and does need a nerf. (And based on the looks of it, he's getting one in about a month.)

    Was he designed to slide on things?

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/430676/why-do-people-think-bat-form-is-op

    My biggest issue with bat form is that it really screws over those who are hearing impaired. We have the visual heartbeat, which was put in for hearing impaired survivors, yet bat form allows you to hear survivors better………unless you're hearing impaired

    Toss on Killer Instinct for Bat Form on survivors within 5m or so. That’d probably solve that issue, and make it much more obvious to players bat forms strength.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826507#Comment_3826507

    it is not just about canceling blinks, it is also about blinking faster or slower based off how much you look up or down. it gives you that edge as nurse in the chase… just like blight used to have an edge for those that understood the tech. keep in mind, a lot of player won't fully utilize killer's kit.

    Oh, gotcha.

    Better to chop of that end tidbit so the kit can better be tuned without having to consider outliers.

  • Blights shtick is he has massive mobility, but to the point that if he’s trying to hit something with it he ping pongs off of things.

    Hug tech circumvents that and allows finesse around corners without the consumption of a rush charge.

  • @Devil_hit11 said:

    8 second cooldown, it is 10 seconds. blight used to have hug tech as base-kit balance. it is weird that they removed it because it is like removing nurse's ability to look down to stop blinks. it is loss of skill expression in using the ability, a loss of control, either way maybe they'll blight…. which sounds like odds sentence to say.

    Wait, nurse can’t cancel blinks? Why not? I’d assume she’d still suffer the fatigue.

  • Not to justify them. Just act as a safeguard. Possible being able to collect data on zones it’s used at for the purposes of a smoke test. And a handicap to assist a Killer possibly struggling in an area, to keep the match flow going.

  • @Aven_Fallen said:

    I would hope that they make a difference between Deep Wound inflicted by Survivor-Perks and Deep Wound inflicted by Killer-Perks and Killer Powers. So that both can be buffed and nerfed seperately without having unintended changes.

    And I really hope that they change the Deep Wound-Visuals to not become darker the longer the Survivor is in Deep Wound. Being chased in Deep Wound and not being able to see anything after a while is really bad.

    Legion’s kinda like Plague:

    Both have powers revolving around significant stats (Broken, in Plagues case).

    But. Legion doesn’t actually have a mechanic that survivors can use specific to circumvent the mechanic like Plague with her Fountains healing through the Broken status.

    Plague was penned in for a rework, so who knows if they intend to shift her power into something more encapsulated away from the Broken status.

    (As a side note, I wonder if you can use For the People on a non-Broken Injured survivor (against plague, highly unlikely), get infected from Plague, and then remove your FTP Broken status at a fountain)

  • @Aceislife said:

    What could they do to Wesker though? Also I just started playing Chucky, gotta say he is my favourite killer to play right now, I hope they don't butcher him.

    A better visual design of the infection to indicate the player is hindered?

    Tweaking the Infrection mechanic towards something else (like information, more slowdown), instead of a hinder, so the hinder doesn’t double dip against his mobility power and the survivor now being “exposed” against a grab?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826190#Comment_3826190

    Just wished they had started with that statement, to be honest. At least it would have spared me the heartbreak.

    You do come off as a bit blinded by nostalgia. So an indicator of their direction could be helpful.

  • @tjt85 said:

    Aside from maybe removing the way the screen darkens with time as a quality of life improvement, I really have no idea. Some of you guys are talking like it's gonna be a buff to the status, when I think a more likely scenario is a nerf or rework to make it less tedious to Survivors. I personally don't mind the deep wound mechanic but we all find different things annoying and I think deep wound is likely to be something that a lot of other players have grumbled about in feedback surveys.

    Please BHVR, just don't do something that's going to make Survivors hate my Legion more than they already do or to make Solo Q a misery. It's true that they're not much of a threat against skilled loopers and their counter play is frustratingly dull for both sides, but the last thing low MMR Survivors would like to see is Legion with a better 1 vs 1 power. I want to see some Legion buffs, but not like this.

    Legion’s power, in part, works off of the time-commitment of Survivors needing to sit and Mend.

    This acts as a form of slowdown.

    If they remove/reduce the time it takes to mend in favor of another method, then that needs to be considered in Legions kit. Likely in the form of Deep Wounds being something of a chase related Perk, which in turn makes the 1v1 a bit easier.

  • @Dudewithname said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825781#Comment_3825781

    deep wounds is already a really debilitating debuff in itself so stapling other status effects to it doesn’t really do much

    Yeah

  • @Dudewithname said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825789#Comment_3825789

    a spitballed idea that could make it more dynamic would be allow survivors to mend while running but all rushed actions reduce the wound timer to try and give it a wider dynamic of play

    Hmm, interesting. And/Or adding in skillchecks when performing rushed actions while suffering from Deep Wounds that if failed cause it to burn down? Kinda like a QTE? (Granting Survival BP)

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825732#Comment_3825732

    Yes, but it's a very small hinder and you have a ranged attack or dash depending on which form you changed to. There's very little chance to gain any distance. You can pretty much play Dracula as Spirit with a ranged attack

    Does transform CD also block form power useage? How quickly can you use a power after transforming?

    Wiki doesn’t show anything, and I haven’t really recalled anything that felt limiting, so probably just that same minor polymorph window prohibits input.

  • @Dudewithname said:

    it specifically says “Update To Status” rather than “tweak” so it seem a bit more substantial. Imo i think the change would be “removing the self mend” and require a second player to mend the deep wound

    Something whose logistics is heavily skewed towards communication and co-operative positioning?

    Not good for SoloQ.

    Maybe Deep Wounds causes Exhaustion?

    For Legion: Basic attack Killer, but survivors go back to basics against them too.

  • Would make Legion feel like they got more to work with in the 1v1. Not sure how oppressive it’d be though overall, or how enjoyable it’d be, as the application seems initially kinda… simple.

  • Well, currently Survivors are at a time-efficiency loss when performing a co-op mend:

    • 12s to self-mend (12s total)
    • 8s to Altruistic Mend (16s cumulative + time to position for altruism = never do this)

    So at the very least the Altruism speed should change.

    But they could:

    • Make it bloodier/gorier (whatever happened to that bloodied overlay?)
    • Influence bleeding frequency (tracking/blood)
    • Increase Injured audio level (tracking)
    • Limit survivor actions, such as only medium vaults for survivors with Deep Wounds (lethality)
    • ???
  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825732#Comment_3825732

    Yes, but it's a very small hinder and you have a ranged attack or dash depending on which form you changed to. There's very little chance to gain any distance. You can pretty much play Dracula as Spirit with a ranged attack

    … I always try to go for Drac M1 hits out of bat form.

    Kinda feel dumb I forgot I could also just use the other forms power quickly.

    Need to see how a meat seeking dog missile works out of bat form.

  • @Coffeecrashing said:

    Wake up and Sole survivor should get nerfed, for the same reason Distortion got nerfed… because they encourage survivors to never interact with the killer. Pretty much every survivor that I've ever seen use Wake up and Sole survivor together, just wait for their teammates to die, so they can try to get a free escape when they are the last survivor alive. BHVR should not be encouraging survivors to commit to anti-teamwork strategies, before a game has even started, where a survivor purposely wants the other survivors to lose, so they can use their perks to escape as the last survivor.

    Well, I suppose if it’ll get changed completely, and if they really want to make it a meta perk:

    The first time you are Hooked, you can project yourself onto another Empty Hook within x/y/z meters.

    Both you and your projection become Intangible.

    Other survivors must perform the “Wake Up” action on either you or the other projection, after which you are unhooked from the position you were woken up from.


    (or something else relating to “snapping out” of another position)

  • @legiondoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825730#Comment_3825730

    Yea but you have to get out of his power and you take hindered for 1or 2 seconds. By then the chase is on.

    The hinder is not strong or long enough, at least from my experience transforming out of bat.

    And when you say people consider Bat form the weakest, I hope you only mean in chase, right?

  • It’s one of those things where, with enough game sense (and good headphones to listen to footsteps/breathing/Injured Grunts) that it becomes strong at a higher level but as a result will cause any other base buffs to exacerbate the disparity between his skill floor and skill ceiling, making it harder to add buffs elsewhere for the general audience.

  • Heard of this bug before. But best to post in the bug report section if it hasn’t been already.

  • ?

    Game’s already pretty balanced around 5 as it is.(comp squads being an outlier)

    It’s just that some killers set themselves up for failure by min-maxing their build around getting the first survivor tunneled out quickly, such that when that doesn’t happen, the relative skill levels of the other Survivors efficiency break through the gens like a broken dam.

  • So:

    1. Self Pickup
    2. Auto-Gen repair if the last two survivors are slugged?
    3. Bleedout Faster option
    4. Alternate hatch criteria?

    I don’t think #3 is necessary as #1 allows a cycle to continue, and #2 allows a survivor to end the cycle faster.

    #4 as a method to make a stomp more interesting for the losing side, could be cool, but don’t think it should only be when the survivors are slugged.

  • @Feneroe said:

    Alternatively: None of this. The base kit mori is essentially just an alternate hook for the final survivor, nothing more. Survivors don't need buffing because of it.

    Well there were comments in the PTB about how it would be nice if you could Mori the last Survivor were all other survivors dead OR Hooked. So you wouldn’t end up in a scenario where the killer wants to wait for a Hooked survivor to die. (Which I’d like)

  • I imagine the dream world aesthetic will probably get an overhaul with UE5’s new tools.

    It’s possible they might give Freddy a mini sub-realm he can pull survivors into to begin cutting down on a Mori Mechanic + dealing damage more easily , with the survivors shell left in the Trial that other survivors must wake up to help prevent the Mori progress (albeit spawning Freddy next to them).

    (Imagine stepping into a blood pool instead causes the survivor to fall into the boiler room, Injuring/suffering from Deep wounds, and they need to find an exit. Freddy being able to teleport to the boiler room where he could down/ hook them (and leverage the Haunted by daylight hook mechanic).

    Though that kinda feels like it could have a lot of issues like the OG Freddy where he gets screwed out of a hit in that realm through timely intervention ultimately wasting too much time.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825422#Comment_3825422

    I edited it to include all tiers.

    The wake up from everytime a generator is completed I feel like belongs to this perk considering it originally was on Adrenaline. But we will debate if it is healthy or not! :)

    I’m sure you’d love it if Thwack gave the Killer a 5% haste anytime they’re in chase with Thalita or Renato, because it’s thematic as it was from the Killer they released with.

  • I like the simplification of text.

    Though you’ll still need to have a tier 1/2/3 setup somehow just given the way the perk system is setup.

    But no killer specific Perks. Perks are not meant to directly impact Powers. I would remove the Wake-Up effect for the dream world.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825287#Comment_3825287

    Peanits mentioned that the old variation or any form of him would not be coming back. What's the reason behind this?

    I mean, gonna be honest, they probably want to leverage the UE5 engine with him. Can probably do much fancier things.

    Though who knows if it’ll just be a reformatting of his existing kit.

  • Well, given drac and vecna, I at least expect to be able to swap between Blood pools and Dream pallets. Maybe tossing in a new illusory something or two.

  • Might do something like:

    Added: Reveals the Killers Aura for 4/5/6s after interacting with an Exit Gate Switch for the first time.

    (This would trigger even in the event of No Way Out as well).

    But it’s use-case rn is still somewhat niche

  • Do you have screenshots/video of those objects?

    Auras probably work off of a “z-index” that forces them to be drawn ontop of everything (but not overtop of the object itself), so maybe those specific objects for some reason have a higher set z-index?

    Does this happen with other Auras too?

  • Like a toggle always-on sprint? Or clicking in the Joystick while walking will cause you to sprint until you lose enough momentum to re-enter a walk (like CoD If I recall correctly)?

  • @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825072#Comment_3825072

    Maybe, just seems like a waste to spend time giving him changes when other killers are in more dire straits

    It’s possible they have a more concrete understanding already of what could help him/the change is much simpler/faster to implement than those other Killers in more dire straits.

  • Any consumable addon doesn’t get saved, EG: Brand New Part, or Styptic

    This been happening with non-consumable addons?

    Were you using an event Item?

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825114#Comment_3825114

    They say she get rework, sho she would be in killer update, not tweaks

    I know, but with the thing like the beam spawning randomly instead of in front of her like before, which was listed as an unintentional change, it could end up there. But also probably as part of a bug fix and not listed under a “tweak”.

  • It wouldn’t surprise me if there are a few tweaks to Skully based off of feedback and statistics, even if she gets reworked entirely later on.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825041#Comment_3825041

    They (partially) reverted a killer once. They can do it twice!

    I liked the concept of old Freddy, but waking up via skillchecks just neutered him. Could be better controlled with the clocks.

    Wonder what they’re going to do with the Freddy update.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824933#Comment_3824933

    Mmmhmmm, yeah thats a reasonable point. I suppose where I fall is 28m would be nice for my particular playstyle, but yeah there is argument the other way.

    In the grand scheme is probably not gonna help you much against voice comms teams regardless no matter where we fall… :D

    Against comms what’s more useful is the increased crouch speed coupled with her low profile to break line of sight moving across the map, not necessarily her TR, ye.

  • @MvHoeller said:

    Okay then it was my mistake. I thought with the new system u can only mori one survivor in total and if u use Rancor u can decide if its the obsession or the last survivor.

    nope! If you bring Rancor, there’s the possibility of having two Mori’s! Beeeen loving it.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824922#Comment_3824922

    Ah fair point, I was more pointing out the scenario of not crouching at all, but to argue in full faith yes, for crouching it's not a huge difference.

    Regarding TR related perks it does slightly affect Infectious Fright negatively, but it does slightly benefit Hex: Face the Darkness… and a lot of other TR based perks aren't good on Amanda, so I'd say a buff to Face the Darkness is strongest of her TR based perks.

    The problem with making it an add-on is Amanda is already quite perk and addon reliant, and is fighting quite heavily between her add-on slots. She is always lackluster is some capacity no matter what add-on combo you take. If you leave out: -

    • Workshop Grease/Last Will - your ambushes are slow and easily held W against.
    • John's Medical File - your map traversal and mind games at pallets are less effective.
    • Tampered Timer/Gears/Ruleset No.2 - Head traps lack lethality you can reliably create pressure upon.
    • Video Tape - Very susceptible to throwing the game on a single bad early chase.

    You do need your add-ons on Amanda to really tighten the screw, and if her reduced TR is an add-on, it's gonna be hard for it to fight for a place in amongst her other far more consistently necessary add-ons.

    Fair, though if survivors ran the moment they heard the TR then ironically a larger TR would be better, as incidental brushing of the TR against them while the Pig does other stuff would ultimately make them less effective.

    Then choose the most thematically fitting addon of those (the at revolves around crouch and/or ambush) to tack on too.

  • Keeps it from looking too compartmentalized. But It wouldn’t surprise me if they eventually let the alpha channel be customizable to a degree.

  • @UndeddJester said:

    It would make crouching at the right time more viable, which makes it easier to play optimally without John's Medical File (much as I love that add-on). It also opens up Monitor and Abuse to become a 20m TR, which is actually pretty darned good with Piggy's small character profile…

    Even without considering her crouch, 4 metres isn't chicken scratch, it's a whole second of survivor movement difference. Next time you play survivor run from a gen for 1 second… it's further than you think, and for Pig that is 0.86s seconds less reaction time for the survivor. Given this game is often a game of inches in reaching a pallet or not, or at the very least means 1 less extra loop a survivor can squeeze out, that 0.86s comes in more useful than you might think.

    Also remember this is in all directions, so it gives you 8m of extra room to squeeze past/manouver around the map undetected.

    But also effectively nerfs any perks that works off of terror radius too.

    And recall that the Pig isn’t standing still for 4m, they’re just traversing 0.6m/s slower.

    The person that pointed out whispers does have a good point on how to better understand when you should crouch without revealing you’re nearby.

    But I still think that if you want a lower TR from the standard on Pig, slap it on an addon.

  • @BlackJimmy88


    That could be an interesting temporary event type. Would certainly be a change of pace that might draw others in.

    Instead of haunts it could be the horrors from beyond the fog that breach into the Trials.

  • @Iron_Cutlass said:

    I think there are just many design oversights that should be addressed with it for next year:

    • Should apply a Cooldown to prevent M1ing directly after using it.
    • Should remove certain Killer power effects (e.g. Pinhead's Chains) since it should be treated like a normal hit.
    • Save The Best For Last and Play With Your Food should lose tokens appropriately (they currently dont lose tokens from Haunts).
    • A more defined "start"/"use" animation. You can see the two orbs circling but there is nothing to really indicate that a Haunt is going to be used until it is actively being used. Would be cool to see a pointing animation based on the promo/loading screen image, like "Ghost, beat this man down".

    Other than that, I like the idea, I just think it should be refined.

    I mean, currently I just think it’s kinda… basic.

    Survivors got a cool tool that they can use to create a zone of information suppression they can play around.

    And the Killer gets: spook in a line

    I agree with the suggested tweaks to address its edge cases,

    But I’d also like to see a variant where you can place it like a tripmine for a hinder or something.

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