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Azulra

Azulra

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Azulra
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  • @Blueberry said:

    Volume wouldn’t work because it would still be detectable by the heartbeat system. What you should do is just replace volume for distance at which the lullaby is detectable. So same concept but distance instead.

    It could also have range tied into it as well as volume, but I just said volume due to the fact that not everyone uses the visual terror radius setting.

  • @MechWarrior3 said:

    Thank you for your post ❤️

    The lullaby is a unique noise lore accurate to the movies, but it should be map wide. That way they don’t know where you’re coming from and it shouldn’t be directional. I thought lullaby’s weren’t suppose to be directional yet she is the exception.


    they need to address this along with the many other negatives with her. Very flawed rework for sure when they designed it recently.

    The directional lullaby effect she has is a bug specific to her. And my idea is to keep her lullaby the same(hopefully with the exception of the directional bug), but have it behave differently so that she'd have a little more stealth capabilities that start off strong and slowly gets worse over time. It'd essentially be a way to balance out her early game and late game strengths because at the beginning of the trial she'd have no strength from her Condemn, but she'll have strength with her stealth and as the game progresses her stealth strength weakens because her Condemn strength is increasing.

  • Enduring- Enduring just needs half of a revert so that it works on all stuns again since that was, quite literally, the ONLY reason BHVR allowed DS to last for 5 seconds because Enduring used to work on it and used to be 75% back then instead of the 50% it is now.

    If they brought back that feature for Enduring with the percentage it is at now I think that it'd be fine since 50% would put it at 2.5 seconds which is only .5 seconds less than what it was pre-buff.

  • @TheAlmightyJose said:

    Hello, I am here for a simple complaint. My complaint is that our wiggle checks almost never win. You can hit as many great skill checks as possible, but you will never get off unless your teammates hit them with fireworks or a flashlight. It’s unfair for us as survivors that we have no way to jump off a killer unless our teammates assist us.

    It's supposed to be this way. If it wasn't then there wouldn't be any way for a killer to do their objective which is hooking the survivors to kill them. That's essentially the same thing as saying that survivors shouldn't be allowed to touch gens for the killer side.

  • I'd like to see a new type of trapped Hex totem perk where if a survivor interacts with the hex totem it injures/deep wounds them, blocks itself(to kick the survivor off of the totem), then moves to a different totem location.

    This would make it to where survivors would have to actually think twice about touching a Hex totem that they see without knowing what they're looking for since it would hurt them and its ability to change spots can make it harder to tell if it's a specific totem you're looking for or the trapped one. It's essentially just a totem that just simply exists and doesn't like being touched.

    Yes, it's not the most useful thing in the world, but I'd still use it since it'd be funny.

  • Fun fact: Knight can teleport on a technical level because when he finishes creating a patrol path his actual character model teleports away for a split second. Also the game is technically coded to have his actual character moving with the orb that creates the patrol path for the guards(hence why his terror radius moves with it) and as soon as he's done he teleports back to his character model just like with Spirit when she's using a certain addon.

  • Tbh I would like it if Spies From The Shadows made it so that when survivors startle crows they add an AFK crow to the survivor. Obviously this is a very simple and weird idea, but I think it'd be interesting to some extent.

  • I'm honestly not surprised at this point that it happened on that rock specifically. That rock just needs to be removed already from that map since there's always some sort of bug happening that is involved with that rock.

  • @kccub2332 said:

    Is anyone else having issues stunning victor? I feel like I’ve been playing with a lot of twin’s lately with the new buff, but I’m struggling to get a stun with victor.. it seems like the pallets do nothing against him. Maybe it’s a bug or he is over powered. But I’ll post my game clip below, so you can see what I mean. But if y’all have any recommendations against him, let me know. Cause I’m gonna need all the help I can get.


    https://www.xbox.com/play/media/bHJQvwPtt6

    BHVR already had this listed under "Known Issues" for the patch notes stating:

    • "Victor can sometimes not be crushed by pallets."
  • @OmegaXII said:

    Any Xeno mains here can share me your experience with it? Thanks in advance!

    I was originally planned to be a Xeno main then they over-nerfed him which made him feel kinda clunky and overly punishing for using the tail to destroy a turret since both the successful and missed cool downs for the tail attack are 3 seconds long while putting you at a movement speed of 1.2 m/s which sucks when you want to use the tail on a turret to destroy it since hitting a turret with the tail counts as a missed/obstructed attack. Plus with the fact that they completely removed Xeno's ability to vertically drag his tail attack entirely instead of just limiting it to a very limited restriction it's very easy to either aim too high or too low due to the precision the tail attack requires and you can't adjust the verticality anymore. Also Xeno has a decent amount of add-ons that are good, but they're just not worth it due to the numbers BHVR put for their values. For example: Parker's Headband gives Xeno +5% Haste after exiting a tunnel which is a good effect until you realize that BHVR put its duration value at 3 seconds and, just like with the Wooden Fox add-on for Huntress, the effect duration goes down as you're in the middle of exiting a tunnel meaning you're left with like 1-1.5 seconds on the Haste that the add-on gives.

    Other than those kinds of problems, Xeno can be fun to play as, but can also potentially be frustrating if these kinds of problems get in the way.

  • @Marioneo said:

    https://twitter.com/v1rtualblight/status/1782873616188629230

    The ongoing debate if using Equalizers is cheating. Equalizers is a 3rd party software that is able to increase or completely eliminate certain sounds in a videogames for dbd its footsteps, breathing, items and killer powers.

    Hens says its not cheating while Ayrun says it is cheating

    To me, personally, I would say that it would be fine to have available for players who are hard of hearing(but not fully deaf) if the visual terror radius accessibility setting wasn't already in the game. So, in other words, since BHVR already put something in the game for that same purpose I would say "yes" to it being considered cheating since there's already an in-game feature that eliminates the need for a 3rd party software that affects the game's audio. At the bare minimum it's a redundancy and at the worst it's cheating.

    That's what I have to say about the topic.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707143#Comment_3707143

    The thing is that creating a cosmetic in general takes the same time and money (to pay the person who designs it) across the board for every character. So while it 100% is possible to create content (cosmetics) for older characters and also design new characters, in the end, BHVR wants to make money. And they make more money with cosmetics for popular characters. This is just how it is.

    You have thousands of people playing a character like Claudette or Kate and then you have 3 people who play Jonah or Haddie. Quite clear who gets a new Skin more frequently.

    (I mean, there was a Haddie-Movement a few months ago which resulted in her getting a bunch of skins every few weeks. And I am pretty sure that BHVR has made less money during this time)

    That's also why Feng, Nea, and Meg have some of the most cosmetics in the game.

  • @IHSGames said:

    Now you might be wondering "What do I mean by "Bad" Survivors? No I'm not talking about in-game survivor players. I'm talking about the actual character themselves. Mainly cosmetic-wise. Survivors like Elodie, Jonah, Gabriel, Jake, etc. Those survivors who you barely see in game.

    The issue with these survivors is that they barely receieve good cosmetics, if any at all, due to their initial release either being kinda dull or something of the like. This leads to these characters not getting played since alot of DBD players like playing characters with decent set of cosmetic options. And because theyre not played alot, BHVR assumes nobody likes them and doesnt invest their time and money into making good cosmetics to them. Which leads back to the beggining of thid paragraph.

    I understand that BVHR is a company and money comes first. But if they were all about money, why don't they attempt to try to give these characters a decent roster of cosmetics? How are you going to expect people to invest in a character that yall wont invest in? Plus if all yall care about is the "good" survivors like Feng, Nea, Mikaela, Sable, etc, then why release survivors at all? Just release the perks if these survivors will just be shovelware essentially.

    Plus, these are your characters BVHR, you should be proud of them and treat them well which again, if not why even release them at all? Why always give rift cosmetics to characters like Meg, Mikeala and every other popular survivor who already have enough? How you expect people to care about survivors if yall don't care?

    I know I'm yapping and this doesnt really matter much anyways but it just sucks that survivors who already have enough get kore and those who have less gets even less. D

    You need to understand that BHVR isn't the biggest company in the gaming industry, they're spreading out resources to work on more games than just simply DBD, there's way too many survivor characters for them to be making cosmetics for, and if they try to spend more resources into making new cosmetics then that would come to the cost of making worse gameplay updates which will result in more boring/stale content releases, more bugs taking even longer to fix, killswitches lasting longer, etc. Plus if they focus more on cosmetics than actual game content then they run the same backlash risk other game developers run into when they go on that route of the community getting upset with the lack of gameplay content in an already stale game. There's already plenty of people in the community begging for new major gameplay content and such so it's definitely a risk that they'd have.

  • This type of bug isn't new because it was a problem with one of the yamaoka maps where killers couldn't vault a type of window, but the survivors could. Literally lasted in the game for at least a month at minimum until it got fixed.

  • @duygu said:

    she would be a great killer for the reasons you mentioned. +1 from me

    These are some potential voice lines she has that could work for certain interactions:

    Downing a survivor: "Be still."

    Injuring a survivor: "Take your penance."

    Hooking a survivor: "This way is forgiveness." or "Shut up! Shut your ######### trap!" (This second line is mostly as a reference to all the killer players who tell survivors to stop screaming on the hook which I think would be funny.)

    Entering match/match start: "The stray sheep must be corrected."

    Entering chase: "God don't hear dead men." or "Pray with me."

    Getting stunned: "Shame!" or "You have forsaken him." (The second one is because she views herself as being completely guided by god so hurting her would essentially be, to her at least, directly targetting god.)

    Idling/wandering(this is because she's known to just mumble to herself and such when she's wandering around in the game): "Yes, Lord, for this is holy ground." "Will you slay the wicked, Lord?" or "But where, Lord?"

    Edit: One of the lines she has got a word censored out, but you should be able to understand what it should be.

  • @Rythoriak said:

    Just had a match on Garden of Joy where the zombies camped gens. They didn't actually chase survivors they just walked over to gens even ones that were not in progress and wandered in circles around them until you got close to the generator.

    I also witnessed a zombie move under the window vault from 2nd floor from the room where there is typically a gen when a survivor got chased upstairs and it immediately hit him as he landed from the vault. This happened to me at the end of the game as well because I was doing one of the last 4 gens by the Gazebo (which was being camped by a zombie) and looped the killer through the Gazebo then through the house and when I vaulted through the window the zombie was waiting at the bottom of the window for me as well (I could see the bottom of the vault during the Gazebo chase and there was no zombe there when I ran upstairs).

    Did they update zombies or is this man the luckiest man on earth?

    It's potentially just luck since, due to the design of their AI, they don't wander very far unless someone is making a lot of noise for them nearby so it's easy for them to just sit near a gen or an empty part of the map which is still dumb.

  • @KerJuice said:

    Moving forward, there shouldn’t be any more Perks that increase gen speed. Killers complain that gens are flying as is, and they justify camping and tunneling as a result. I have Sole Survivor in one of my meme builds; I paired it along Wake Up, Spine Chill, & Resilience. The whole idea is to let the killer find hatch while waiting at an exit gate, then open it as quickly as possible when they close it.

    I know it sounds terrible to have a perk that capitalizes on the demise of teammates, but I prefer to look at it more like it’s a contingency perk. I don’t play with the intent of always being the last survivor when I have that build equipped; it’s more like if it happens, ok this is how I maximize my chances of getting out through the exit gates. High risk, high reward. Most games I don’t get value from it (essentially playing perkless if I don’t see end game alone), but the few times I did- it was fun to watch the exit meter fill up so quickly. It’s a meme end game perk that adds a different mechanic to how we benefit from it, so I’m ok with it in its current state.

    Actually it potentially would be the opposite way around with the tunneling justification because if this tweak was made then it'd actually discourage tunneling survivors out and encourage spreading out hook states since, as glitchboi mentioned, it would make the perk less effective if the killer does that instead. Essentially acting as a type of anti-tunnel perk that just benefits teammates since, as we all know, if a killer is set on tunneling out a teammate then there's usually nothing you can do about it other than crank out gens as fast as possible in hopes that your teammate has Adrenaline which is where this tweak to Sole Survivor would come into play.

    Also this tweak idea is not only to help the perk out, but to also be a first reasonable attempt to resolve the issue of the last two survivors just hiding for hatch because they don't currently have anything to help them catch back up at that point making it pointless to work on gens if there's more than one gen remaining.

  • @BlackRabies said:

    I can't remember exactly, but that what it used to do way back when the perk was released and it gave survivors greatly increased repair speed as others died. It was a thing long before I started playing DBD so idk why it was changed.

    The bonus effects it gives to the last survivor was actually added into the perk in its last change which was version 6.1.0. It only ever effected aura-reading ranges before 6.1.0 came out.

    @glitchboi said:

    I honestly wouldn't be too opposed to higher percentages like 20% for 1 dead survivor, 25% for 2 dead survivors, and 75% as the last survivor, as long as it doesn't stack with other SS users like Prove Thyself for instance. It could work as a potential anti-tunnel perk since it won't be as efficient if the killer spreads hook stages among different survivors rather than focusing on hooking survivors with two hook states.

    That is why I set up the percentages and multipliers the way they are. There's no stopping generator repair speed perks from stacking on top of each other right now so a +5% bonus for 1 survivor dying will prevent it from becoming ridiculously strong with other gen speed perks while still being useful since the major bonus of +20% or higher makes sense for when half the team is gone rather than when there's still 3 survivors remaining. There's also other factors to take into account, but I found it being that it starts off weak and gets big power spikes over time being a bit more healthy. If needed though the token multiplier can be raised to 1.5X for each token rather than just 1X for each token which would then put the percentages at +7.5%/+30%/+67.5% which could also work, but would still need to be tested.

  • @TheArbiter said:

    I see that a popular discussion at the moment is blinding the killer and the perks and items that are associated with it. That being said as background player is becoming more and more popular are people okay with this being a thing, or is this the next buckle up and for the people. Curious what the community currently thinks

    I've always felt that Flashbangs should've had a minimum range restriction added onto them that required the Flashbang to be dropped at least one meter in front of the killer to blind them so it couldn't bypass the only counter to blinding saves of facing a wall.

    Currently the only reason killers are still running Lightborn when they don't see any flashlights in the lobby is because of how unfair Background Player + Flashbang is and how common it tends to be. Plus, unlike with a flashlight, the killer can't see if a survivor is running Flashbang until it's most likely too late.

    Flashbangs in their current state with Background Player on top of them, in my personal opinion, are just as "balanced" as the original version of No One Escapes Death.

  • @sinkra said:

    This needs to be looked at. It makes it way too easy to camp gens and 3 gen.

    That's kinda the purpose of his portals. It's so he can get around the map faster, but specifically for getting around to his objectives faster. His portals aren't a chase ability so putting them in loops isn't gonna do a whole lot for him and survivors can remove his portals for a reason.

    Also 3-gens aren't much of a problem anymore and, no, you can, in fact, counter them now in solo que. If a killer is only trying to defend a 3-gen now and you notice it all you have to do is repair a little bit of one of the gens then run away, let the killer kick your gen, run back, repair 5%, repeat and the killer eventually won't be able to kick that gen anymore which will allow you to slowly chip away at it. You don't need much team coordination for that at all.

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698172#Comment_3698172

    I'm gonna test it myself. I don't like blindly believing anything on DBD lol but to save myself the time, if there is a patch note that specifically says this, can you link it here?

    Having stun immunity and bloodlust while Demanifested isn't anti-loop. Anti-loop is a classification of when a Killer has tools in their kit which allow them to get hits quicker before a Survivor safely plays around the tile for prolonged periods of time (Doctor and Clown are the best examples of this).

    Not having a Wraith level of stealth combined with her lack of an anti-loop makes it so she isn't in control of a match. If you can rarely get a quick hit while stealthing around the map, you're gonna have a hard time downing anyone in any meaningful time.

    You either have to use 50% bonus Projection speed. Or use both intermittent invisibility add-ons to actually get hits utilising her kit. Otherwise you're a pushover M1 killer.

    It was removed in Patch 7.5.1 when they made this change:

    "Reversal: removed the previously added Cool-down to the Power Gauge that affected the application of Condemned when using Projection."

    That cool down was about 8-10 seconds and it was removed and even in the official patch notes the first thing that pops up for her is this in quotes: "Removed the Condemned cooldown"

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698172#Comment_3698172

    Calling her Demanifest anti loop..is a stretch at best. Base kit Endurance isn't anti loop and that's also ignoring the fact that you still need to Manifest, it's not just break the pallet and hit. If you're bloodlusting at loops you're losing already. You can't afford chases long enough to where you're bloodlusting. Her Demanifest "anti loop" is F tier if you were comparing it. I would say for us to even call it anti loop is a bit disingenuous, it's that bad.

    I've done it many times and it's worked out well for me on an average of like 8/10 times.

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697898#Comment_3697898

    Did you read what I said?

    I didn't say you couldn't spam the Projection, I said there is an invisible cooldown between when a Survivor can gain Condemned after a Projection. So using it, then using it again instantly won't give Survivors 2 stacks of Condemned.

    She has no anti-loop ability. The add-ons for intermittent invisibility duration are the only things that give her a chance in the loops where there is no mindgame for M1 Killers. And you need perks to weaken loops to give yourself a chance at getting hits quicker too.

    She has a droning audio that you can hear while she is Demanifested. Survivors can hear that too when she gets close. Meaning they can hear it and run away before you get to start Manifesting. Some people will get caught out coz of louder than usual map ambient sounds. Or not playing with headphones etc. But in general, she suffers with the same pseudo-stealth that Chucky does, where they have no Terror Radius or Red Stain but makes audible noises that everyone can hear if they're close enough to them.

    I'm sorry to say this, but what you keep saying is still false-

    They removed the cool down on Condemn gain shortly after her rework and you can 100% spam Condemn on the survivors. I had a friend help me test it and he got fully Condemned right away at the start of a custom game just by me spamming TVs.

    Also she has basekit anti-loop with pallets. Due to the fact that she can bloodlust while Demanifested again where she has stun immunity from pallets and Head On she can safely chase you around pallets without any care at all and, ever since her semi-recent buff, she doesn't suffer any penalty for doing this now since she no longer becomes slower than a survivor while she is in the middle of Manifesting. In other words, she has base-kit anti-loop.

    You are correct though about her stealth just being plain bad. Her lullaby isn't always the most noticeable of things unless you have a very good headset and cranked your game volume up pretty high, but with the Visual Terror Radius being in the game her stealth just gets completely destroyed into pieces then thrown out the window because a lot of people play with that setting on now and even if you can't hear her lullaby you'll just see the Visual Terror Radius pop up the instant you're in her lullaby range. If they were to swap out the Blindness effect on Mindbreaker with the Deafened status effect instead then this problem would be fixed by that perk(which is a decent perk for stealth killers anyways) since Deafened makes it to where all audio is muted essentially which, theoretically, should bypass the Visual Terror Radius setting and would just mute her lullaby.

  • @Samatrain said:

    Hello all, I've recently been playing a lot of Pyramid Head and have had to endure matches in RPD. I was wondering if there are any tips some of you may have to play around this map? I feel like because the loops aren't traditional, I don't get people caught in my Rites of Judgement as much as usual, and it's hard to use my power around weird spots like the stairs and the vault that goes into the west office (with the small drop).

    Any tips? Thanks!

    Executioner is honestly extremely easy to play on RPD since you can just abuse all of the bottle necks in the map where survivors don't have any room to dodge. Plus he can work around a decent number of the god pallets in the map.

  • @NekoGamerX said:

    so let me get this straight now dbd came out on PC first before console so the skilled huntress achievement was 20 back then…so why is it that on console you need to get 100 but on PC still 20,that's with the fact that it's hard to aim on console

    so anyone plz explain that….

    On Xbox the Skilled Huntress achievement is only 20 so it's only a Playstation thing currently where it's 100.

    Edit: You can even look it up and see that it's true for what I'm saying.

  • @arcaneGospel said:

    Genuine question, because I'm not sure her power functions. I can teleport around thirty times, focusing down one survivor holding a tape which should passively build condemnation, and nothing happens. It's possible I just don't even know how the killer works anymore after at least two full reworks, I'll admit, but it feels like something should be happening. Is she bugged, is she just bad, do I not get it?

    If you haven't played her much at all since her 1st version before she started getting reworks done to her then you may potentially be still using Iridescent Videotape on her which effectively removes her Condemn. There's some people who make mistakes like that so it wouldn't be the first time.

  • @AbsolutGrndZer0 said:

    I mean it isn't necessarily a bug with his hitbox, but it IS his hitbox. He is freakin' huge so yes his hitbox is bigger too.

    Let me tell you a little secret. This event is a silly two-day event for April Fool's Day. It is not and was never intended to be taken seriously, and it's unlikely much time was taken to balance it. It's HIGHLY killer sided and they never say it isn't in the tweets, in fact they outright tell you that it is killer sided.

    Actually, if my memory serves me right, the mode was essentially one of the new mode types they had in that one survey they did several months ago and I believe it even said in the general description that the killer would be giant and the survivors would be tiny.

  • @ExcelSword said:

    I just hate this change because it means that if survivors group up, you get absolutely no reward for downing the survivor.

    The latch on being forced means you are automatically swapped to Charlotte, meaning Victor can't stop a teammate from kicking him off the survivor and then they will just pick him up.

    Charlotte's speed boost will vanish instantly after Victor is kicked, so that change will do nothing to help Twins get hooks on down survivors.

    At the very least, I hope that Victor downing someone prevents the survivor from moving or recovering, or else Twins will yet again be the only killer that cannot combat perks like flip-flop at all.

    @Rumble said:

    Twins will be even more punishing to play

    Yeah, I also realized this flaw as well after I made this post. With the fact that Victor won't be able to down multiple survivors back-to-back anymore that means that there's nothing stopping survivors from running in pairs of two and just insta-kicking Victor on a down so they can deny Charlotte of any of the Haste she'd get.

    However though, an easy solution for this problem that not only fixes the issue which helps with balancing for them, but also makes sense from a lore perspective is that kicking Victor gives Charlotte a Haste effect(even if it's a smaller Haste effect such as like 5% Haste for 5-10 seconds). This would resolve that problem of Charlotte just getting completely denied of her Haste after a down(while also just occasionally helping Charlotte out a little in general) and it'd make sense from a lore perspective since Charlotte is shown in her story as being EXTREMELY protective of Victor and will get angry if someone tries to hurt him so this could be her in-game way of expressing her anger over the survivors hurting Victor.

  • @jonifire said:

    First of all I‘m no twins player, but I‘m sad that they didn‘t make the attaching on a downed survivor optional. I would want to play them like running from one survivor to another and downing one after another

    If that was a thing then I'd still be using Forced Hesitation in my Twins build

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687203#Comment_3687203

    That's how I was interpreting it as well. However, if that's the case then she's even better at slugging now. Just instant recall Victor as soon as he downs someone every time.

    Also I still want them to make PWYF more useable on Twins since they're wanting to lean into making Victor be used the most for chase and Charlotte just for being a body transporter and for breaking stuff. Plus Victor can't use Haste at all so why should his pounces consume PWYF tokens if he can't even use the perk. This is just a change that I'd like to see them make since PWYF would make it even easier to reach a body and carry it to a hook.

  • @Blueberry said:

    I just wanna know if we'll be able to recall Victor immediately after downing and attaching to them. That's the deciding factor of how good or bad this is looking to me right now.

    It states that Victor will be recalled "automatically" after 20 seconds of latching onto a survivor and it also says that Victor can be recalled at any time while he is unbound from Charlotte and since BHVR are trying to focus on making them not a slugging killer it's likely that he can be recalled after latching onto a survivor manually, but he'll automatically get recalled after 20 seconds so that the killer isn't trying to slug that survivor.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687175#Comment_3687175

    99% of matches do not have someone "never touching a gen" and is a strawman argument used to justify a nerf.

    If the killer hasn't killed you while you're stood around doing absolutely nothing, it's on them, conversely, the rest of the team has had to work even harder to procc your perk.

    Nobody ever said you have to do the entirety of the work to earn it, not ever, not even once.

    I'm referencing immersed/stealth survivors who spend over half of a match hiding from the killer while using perks like Calm Spirit, Distortion, and Adrenaline together.

  • Also I should mention that even though no one in solo que can see what perks you have everyone just assumes that at least 1-2 people in the game have Adrenaline at minimum due to how common the perk is.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687131#Comment_3687131

    nah the perk requires 5 gens to be done. Its an endgame perk which should be strong and effectively you had 3 perks the entire trial. The perk is healthy as it rewarded you for doing your objective. The fact that you get nothing even tho you are not dead is stupid. As i said the perk is dead in solo que because your teammates dont know you have the perk. The perk is dead in solo but still good in swf. Awesome

    That argument is invalid actually- You could literally never touch a gen the entire game and still get rewarded for "doing your objective." All Adrenaline is is a "Get Out Of Jail Free" card from Monopoly that you don't actually have to work for. If you want a perfectly fine perk that ACTUALLY works with this argument then it's Hope because it doesn't just let a survivor get a free second chance/escape with no risks and it's just a permanent speed boost.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687100#Comment_3687100

    I have 8000 hours, I know they work together, but you can't say… get adrenaline and then sprint burst away as you're exhausted, they only combo if you proc the other perk first, which means you then need to time generators being completed with your team and if you're not playing together it just isn't going to happen.

    Clearly you don't pay attention to status icons- The status icons show you how much longer until a gen is completed which can be used to time your perk activations. I do it relatively commonly whenever I'm playing by myself.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687059#Comment_3687059

    There is a substantial difference between Adren & Pain res though.

    Pain res couples incredibly well with multiple perks, is used during match, and is "earned" via hooking which is an entirely normal gameplay element, couple it with dead mans switch / pop or even both in a lot of cases and you're knocking 50+% off generators for at least 4 hooks.

    Adrenaline couples with… absolutely nothing and only works when the majority of the match is played out.

    Actually that isn't entirely true- Not many people realize this, but you can run either Sprint Burst, Lithe, Smash Hit, Dramaturgy, or Overcome with Adrenaline and get both speed boosts at once since exhaustion perks are actually just Haste instead of setting your running speed to a specified value like Fixated does meaning that they can potentially stack together with Adrenaline since it ignores the Exhausted status effect.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687047#Comment_3687047

    pick rate is not a good reason for a nerf, and its not gonna be used in solo que anymore

    Most likely not- Y'all were saying the same thing about Pain Res when it was nerfed and its pickrate basically didn't change.

  • Adrenaline is still heavily used in solo que hence why its pick rate is so high and I think the nerfs to it were justified.

    The nerfs to Ultimate Weapon I think were absolutely horrendous. Like, even though I mainly only ever ran the perk on Trickster/Huntress(two killers that I rarely played), it's horrendous because of the fact that it's giving survivors more of a reason to be running Distortion which is worse imo.

  • @Salinero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673095#Comment_3673095

    She gets broken, hindered, deep wound, oblivious for free just for setting one up so she can sneak up on generators and stuff and drones that you can't interact with while in chasse, can reset them from a distance and even if she doesn't they reset after a while. That doesn't sound like a healthy killer

    She can't reset drones from a distance so idk where you got that idea from-

  • My theory is that this image is showing what they hinted at by "no more Voctor hats" where it's potentially that keeping Victor attached for too long downs you.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685189#Comment_3685189

    Oh good point. Yeah Unforeseen is a way more consistent stealth perk. Unsurprisingly it's also more popular than Trail. But I still think Trail has its uses.

    I wouldn't mind fewer perks and more perk rebalancing of older perks, honestly. But that's a big risk to take, and people would not like doing adepts with only 1 or 2 perks.

    "and people would not like doing adepts with only 1 or 2 perks."

    You mean like with killers such as Huntress, Pig, etc?

  • @MrMori said:

    Trail has a 60 second cooldown, not 80, and potentially longer duration. I think they're both fine perks, but it does show that the devs are running out of perk ideas. Do we really need more perks when we have so many useless ones?

    Apparently you are correct with that even though I was pretty sure that it was an 80 second cool down so thank you for correcting this. I have updated the post to remove that point so, again, thank you.

    However though, it's still technically longer than Unforseen just because you have to wait for it to turn off first THEN go on cool down.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683716#Comment_3683716

    The problem would mostly stem from it more than likely becoming more common. The AFK currently would have to put in work to get more than one person as swapping obsessions requires getting stunned, blinded, hooking the current obsession, or hitting the survivor with the most chase time. This change as soon as that last gen pops, the first person hit gets killed, whether it was the current obsession or not. Theres no warning till their dead unless its a swf with the obsession saying "hey they got rancor".

    Again, we're just iffy on what the CD should be. We'd need to see in a live test but its still a good idea overall.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683749#Comment_3683749

    Azulra covered our reasoning. Plus we don't care bout nurse, we care about the majority of the roster.

    I've just thought of a potential solution to your concern which is that Game Afoot could possibly have a new restriction coded onto it to not apply to survivors who have the Exposed status effect much like how it was updated in the past so that special attacks will not work with the Exposed status effect. Just like my idea I posted for my solution to FTP + BU (in case you didn't see that yet), I find adding restrictions to perks to prevent overly-unbalanced perk combinations is always a better solution than to just nerf perks(unless if the perk itself is the core issue such as like old MFT or current Background Player).

    Also, agreed, the only real way of seeing if these changes would be good or not is by putting them in a PTB to see if the general changes are good and if anything needs to be tweaked. As for the cool down, like I said, if the cool down for my idea to Thwack! is too short then it can be bumped up to 100/80/60 seconds because, typically, if a perk has more than a 60 second cool down players will start to complain about it and refuse to use it hence why Dragon's Grip, Oppression, and Trail Of Torment have such low usage rates due to their 80 second cool down timers.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683731#Comment_3683731

    Not a fan of this line of thinking, especially as someone who enjoys using Deadman's Switch by itself and seeing people say the same thing because of it's synergies.

    Perks should be good without being part of a busted combination or busted themselves, what matters is if it goes too far like Buckle Up+For The People.

    I agree with this thinking- It's the whole reason I set out on a quest to come up with a good solution to resolve the problem without nerfing either perk so that it'll only target the core problem .

    @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683826#Comment_3683826

    No it never gave endurance before 7.1.0 which made it give it to both survivors, it when from no endurance to endurance for both, there was no endurance for the picked up survivor inbetween

    Huh, I just double-checked and, yeah, you are correct about that even though I could've sworn that it used to do that at some point.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683740#Comment_3683740

    No its not how it used to be it gained endurance status effect in 7.1.0 but made for this came out in 7.0.0 meaning you could have an effective version of this combo before that but it just wasn't worthwhile to use (soul guard + for the people + made for this or were gonna live forever if the other survivor isn't running soul guard) the supposed three perk version already existed before the 2 perk version was made.

    These two perks aren't being killed off on their own because they are already dead perks on their own

    Making it either a 2 perk combo that you need to invest some time into activating or a 3 perk combo instead is better for build diversity and balance

    I'm talking about before Buckle Up received its buff. It used to be that it only gave Endurance to the survivor who got picked up.

    Also I still tend to see both perks being used individually on the regular so I'd have to disagree with that claim of the two perks already being dead on their own.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683734#Comment_3683734

    That makes more sense, and at least make it so it requires an unhook/protection hit/save first. The fact made for this requires you to be injured first kinda kills a lot of the toxic elements, and at least let's the killer get a foot hold before it starts.

    I'd be tempted to give a small speed boost (say 5%) to Buckle Up as well to help reach a tile, as just endurance for the picked up survivor on its own might kill the perk.

    Buckle Up

    When healing a Survivor in the Dying State:

    • The Aura of the Killer is revealed to the both of you.
    • Completing a Healing Action on the dying Survivor grants that survivor Endurance Status Effect for 6/8/10 seconds.
    • Completing a Healing Action on the dying Survivor also grants you both 5% Haste for 6/8/10 seconds.

    This would still keep Buckle Up decent on its own and open up synergies with Made For This.

    The only problem I find with this change is that it would make the old survivor speed build of MFT + Hope + Power Of Two + Blood Pact come back again, but even stronger since MFT would be replaced with Buckle Up which would be 2% higher than MFT.

  • @DerpedByDave said:

    Leverage: definitely needs a rework all of your ideas are way better then it's current state

    Thwack: I find is good on killers that can play around pallets like Wesker & chucky (or using knight's guards to break) you can save your thwack for a survivor with a flashlight then break the pallet while they try to blind u causing them scream mess up the blind and almost always get hit. So not sure about the gen kick thing as it could take away from that play style, but the perk definitely needs a bit of a buff overall.

    Game Afoot: the problem with switching the obsession on every hit is the perk would be way to oppressive with nemesis or Pwyf, It would basically guarantee 60s of oblivious and a 5% speed boost on every hit.

    Thwack!: Another user also mentioned this concern and, as I mentioned to them as well, could have the new activation trigger removed if need be for balancing.

    Game Afoot: Nemesis isn't exactly all that great of a perk unless you are using the Nemesis + Furtive Chase combo so I wouldn't see a problem with Nemesis + Game Afoot if this change was made for two reasons: 1) 4 seconds of aura-reading after performing an M1 on a survivor isn't all that useful and 2) Oblivious can actually be useful to survivors while looping at high-wall loops since it'd make it easier to listen to the killer's footsteps. Plus it doesn't hide the killer's red stain as well so there's that-

    Leverage: Thank you for saying this :)

    @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683319#Comment_3683319

    Game afoot was already changed so the exposed doesn't apply til after the obsession swap. So unless the survivor is already injured, it's not a surprise rancor and the survivor team could constantly body block to get everyone out.

    Plus I believe game afoot only works with m1 hits so it won't help nurse.

    They're referring to NOED as well because the way the AFK build combo works is that you just AFK the entire match until NOED is active, insta-down the first survivor you find with NOED, Game Afoot swaps them to the obsession, then Rancor allows you to perform a mori on them. For me, I still don't really see how changing Game Afoot as I showed would make this combo any worse than what it currently is besides the need of the killer to just AFK the entire match to use it properly.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683740#Comment_3683740

    I don't think they should be, but I really am tired of all the complaining and blaming them.

    Perhaps I've just seen it happen too many times at this point.

    And I wouldn't blame you for it either- How the situation is for me is that I don't see either one of the perks being the problem on their own for the situation that we're in. Hence why I opted to find a solution that doesn't go with the intention of nerfing either perk on their own which would then just be the equivalent of blaming said perk for the problem.

  • @bjorksnas said:

    Switch the endurance effect of buckle up and were gonna live forever (only picked up survivor gets endurance), now the stronger version of the combo requires some kind of activation or the survivor or more perk investment (made for this might still activate it).

    It buffs a bad perk and makes the combo more involved

    That's how Buckle Up used to be and nobody would use it for that reason. Hence why they buffed Buckle Up the way they did.

    @Pulsar said:

    Honestly would rather them kill off both perks so I can stop listening to people say it's the only reason they're losing games. I understand that isn't what you are saying, but I'd really rather get it over with.

    I'd rather they not just kill off either of these two perks because on their own they aren't exactly a problem and perks that aren't exactly much of a problem on their own shouldn't be killed off imo.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409005/change-ideas-i-would-make-to-skull-merchants-perks

    The problem with your Thwack change is that it is just a side grade and too similar to Nowhere to hide to be changed this way. Other then that these are decent changes.

    If needed, the perk could be kept to exclusively walls and pallets. I just put on a generator activation as well to get it to activate more often.

    @Rulebreaker said:

    Game Afoot: While we like the idea, it would probably be a problem with Rancor and Noed. Hit down mori, hit down mori, etc.

    Thwack: Iffy on the CD times but overall the change would make it much better.

    Leverage: If we had to pick one it would be choice 1.

    With your concern about the idea involving the Game Afoot change, that combo kinda already exists in AFK builds so it wouldn't exactly be anything new or different there.

    For your concern with Thwack!, I was discussing with a streamer (who not only plays DBD, but is also working on their own game making them suitable for these kinds of topics) yesterday after showing them this post I created and they had the same concern so I mentioned to them that if the cool down time were to prove to be too fast then it could be bumped up to 100/80/60 seconds if need be and they agreed on that cool down time being more suitable than the current one.

    Also it's nice to see that you prefer my favorite idea for a change to Leverage. :)

  • @Blueberry said:

    Thwack I like your version. The perk isn’t good enough to require hooks whatsoever. Pallets are limited and so are gen kicks now.

    That's why I suggested to have the hook requirement replaced in favor of a cool down because there's just no reason for it to be like that.

    @Blueberry said:

    The problem with Leverage is it’s a small percentage for a high requirement. High cost/low reward.

    Either keep the percentage low but literally remove the timer. So permanent 5, then 10, then 15 ect. So very weak at the start by better as it goes on.

    Or

    That percentage needs to be like 30% + at least for 45 seconds + to all.

    So we’re either lowering the risk or raising the reward. It’s currently complete trash.

    Your versions make it better, but it still looks very weak.

    The main change ideas I made for Leverage wasn't exactly necessarily to make the perk stronger(besides from the 3rd idea), but rather to fix the flaws of the perk.

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