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Beaburd

Beaburd

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Beaburd
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  • I kind of like her character model (although something seems a bit off with proportions which bugs me - big head? idk, maybe it's just me), and also played the games when I was younger. Despite the sentimentality, I won't be buying her, so no - I won't be maining her at this rate.

    Lara's perks are genuinely just too bad to ever realistically use in a game. I also do not believe the developers will make constructive changes to make them useful, as I gave feedback on the Bard's perks during PTB, after PTB, and after official release, but nothing came of it.

    I feel confident Lara Croft's perks will be treated with the same neglect and implicit disdain that the developers showed the survivor perks in the DnD chapter. Like Still Sight and Mirrored Illusion, they will be left alone and forgotten as useless perks that never see the light of day outside of meme builds. Unfortunately for Lara, her perks do not have the same meme quality, so I'm inclined to believe they'll get even less play.

    I already bought one chapter full of useless perks last chapter, I won't be convinced to buy another like that.
    They can either improve the quality of the perks they release, or they can lose another sale.

  • After some lengthy discussions about how bad Bardic inspiration is on here, and some clarification on how repair speed toolbox add-ons work in an erroneous bug report thread of mine, I've managed to eek out enough value from Bardic to justify its use that it's part of one of my favorite builds currently.

    In that way, these discussions have actually altered my perspective enough to change my gameplay style.

    —

    Don't get me wrong though, the perk is still too niche to be of value in 99% of builds, but at least I found something.

    Also, even after weeks of experimenting, Still Sight and Mirrored Illusion are still too terrible to seriously use in a build. I'm still desperately trying to make Still Sight work, but am failing to do so; while Mirrored Illusion is just crap to be blunt.

  • Change Wire Spool to a 'Rare' add-on.

    It's currently an uncommon add-on, and, with the sheer number of uncommon add-ons that currently exist, I very rarely see it. In fact, I have twice the number of rare add-ons than I do any of my uncommons.

    It's just my favorite toolbox add-on and I would like it to be more common… by making it rarer.

  • Current favorite:

    Calm Spirit, Built to Last, Streetwise, Bardic Inspiration

    Items: Commodius Toolbox + Wirespool + Spare Parts

    —

    The toolbox lasts 43.3 seconds, generating on average around ~12 skill checks per gen, finishing each generator in roughly 45 seconds (depends on Bardic roll).

    Built to Last lets me repeat these 45 second solo generators 3x per match more or less, which is hugely beneficial to the team.

    Bardic still doesn't give me raw value that offsets the cost of casting in quite a few scenarios, but at least it has a chance to give those raw numbers. At the very least, even if I roll low on Bardic and don't get raw numerical value, unless it's a 1 roll, I still appreciate being on the generator for ~12 seconds less than I otherwise would have. Let's me hide faster and be vulnerable for a smaller window of time.

    —

    EDIT:

    I feel the need to mention that Built to Last takes ~15 seconds to refill my item (12 second in locker + 3 sec travel time) and Bardic takes another 15 sec. In reality, each solo generator is about 75 seconds on average, so the numbers aren't as crazy as I originally posted.

    I'm mainly just enjoying the very fast generators when I'm actually on a gen, even if overall time to complete one relative to not having this build is similar.

    I also hide in lockers or map corners as part of my natural gameplay, so there's times when I can refill my toolbox or cast Bardic naturally, without really wasting time to do so. That can mitigates the negatives related to their cast/refill times.

  • As much as I like the ideas being thrown out and wish so hard that at least some of them would be implemented, I'm convinced the devs purposefully make perks weak just to force action-oriented and current meta perks to always be the go-to.

    It's the only explanation I can think of as to why so many perks, like this one, have lackluster numbers and effects, and why strong perks (at least for survivor) are almost never touched nor given real competitors to replace them with.

    Maybe I'm paranoid, but after around ~7 years of this treatment I'm starting to cave to that conspiracy theory.

  • Pros:

    1. You can kill someone faster
    2. People will often waste time trying to body block for the tunneled survivor
    3. People will often give free hits trying to body block for the tunneled survivor
    4. People will waste resources (med-kits) trying to body block for the tunneled survivor
    5. Generally increased chance of winning

    Cons:

    1. Risk of tunnel visioning on someone who is on death hook but in a good spot chase-wise (pallets, windows, anti-tunnel perks in play, etc.)
      1. Can lead the killer to ignoring people in more vulnerable situations
      2. Can lead the killer on multiple gen chases because they refuse to detach

    Otherwise there are no cons, only rewards.

    —Tunneling is a great strategy if you want to win - arguably the best. The only reason not to pursue it is your personal feelings of guilt, or the fear others will judge you, but those are self-esteem issues and not game related.

    Although a poster above is correct that a potential con may be rising through the ranks faster than you like, and getting into even sweatier games. If you're competitive it's not an issue, but if you want to have fun on occasion it could be.

  • Keep in mind I'm playing largely survivor lately, so my complaints are biased towards that side.

    But my main complaints are:

    1. Killer invitation abilities are vastly superior to survivor abilities
    2. Killer Tryks are slightly superior to survivor Tryks
    3. There are far. too. many. bugs. in. this. event.
      1. Especially related to remote hooks

    It's just so killer sided that, once I finished my archive challenges for survivor, I was actually happy to never have to play this mode for the next week as a survivor. When an event makes me actively happy I'm not playing it anymore, there's a problem in my opinion.

    —

    If you want a breakdown to point #1:

    1. Killer Abilities
      1. Remote Hook
        1. Guaranteed hook on survivor regardless of circumstances (hooks through flashlights and pallet stuns)
        2. Saves up to ~10 seconds of the killer's time; but since killer's time is 4x more valuable than survivor's time, it's essentially saving 40 seconds worth of game time PER HOOK
        3. Guaranteed benefit
      2. Remote Pallet Break
        1. Completely negates the distance a survivor gains from breaking a pallet
        2. Almost always leads to free hits or downs, depending on health state and killer power due to b.i
        3. Guaranteed Benefit
      3. On-demand stun resistance
        1. Completely negates the effect of Party Pallet, since you rely on it for the stun to get distance but this counteracts that
        2. High probability of benefit since you control when to use it
    2. Survivor Abilities
      1. Quiet Mode
        1. Useful for hiding, but aura reading perks can counteract this
        2. Useful for breaking chases, but visual elements (seeing the survivor & scratch marks) are used more in chases
        3. Inconsistent benefit due to aura reading and other chase ques
      2. Window Blocking
        1. Useful, but literally 80% of windows can be walked around
        2. Inconsistent benefit due to RNG of window placements
      3. Party Pallet
        1. Requires precise timing to get any value from, or it does literally nothing
        2. Requires good ping, or killers will just trade a hit for a stun, where the stun just replaces the wipe animation (so it does nothing)
        3. Countered by killer's stun resistance ability
        4. Very inconsistent benefit due to above factors

    So killers get 2 abilities with guaranteed value and one ability with a high probability for success because you can force stuns by running at people, all of which result in hits, downs, save prevention, and an enormous amount of time saved. Meanwhile survivor gets 3 abilities that are highly inconsistent and whose value is so variable based on the situation that it's hard to summarize.

    —

    If you want a breakdown of point #2 for Tryks:

    1. You're Invited
      1. Killer abilities are more impactful than survivor abilities (discussed above)
      2. Due to above fairly killer favored - pretty simple here, I think
    2. Move it or Lose it
      1. Killers have a higher base movespeed, so the +30% haste gives more movespeed than it does give survivors in a chase (1.38m/s for killers and 1.2m/s for survivors); although
      2. Faster killers also means they gain more distance on mindgames on tiles which is once again killer favored
      3. This does let survivors maneuver around via walking to not leave scratch marks and rotate to objectives faster while running, but the same is true for the killer when patrolling for people
      4. Due to above, fairly killer favored
    3. Party Totems
      1. These are mainly just points, but killer gets priority in approaching these due to the nature of their role
      2. Aura reading also benefits killer more than the survivor
      3. Due to above, killer favored
    4. Party Chest
      1. Instantly opens chests, which is great for survivors
      2. The stun for killers and scream/hindered for survivor is pretty equal in value imo
      3. Due to above, survivor favored
    5. No Invite For You
      1. Same logic as 'You're Invited'
      2. Due to above, fairly survivor favored
    6. Peekaboo
      1. Killer aura reading is more valuable than survivor, especially if undetectable
      2. Due to above, killer favored
    7. Heal You, Expose You
      1. The heal is a situational benefit to survivors depending on their health state
      2. The expose is a situational benefit to killers depending on the game state
      3. This not only leads to instant downs if it pops in a chase, but just overall it deters saving and doing objectives because of the fear of being taken off guard
      4. Due to above 7c, slightly killer favored
        1. Tougher call on which side benefits more though, very dependent on game state
    8. Wait, where…?
      1. The scratch marks are a situational benefit depending on who's being chased, but is also situational on killer aura reading
      2. The lacking terror radius is always a benefit since you catch people off guard, detach, and mind-game more effectively
      3. Similar to 7c, the uncertainty associated with this Tryk on survivors as a whole can lead to hesitation and a delay on objectives
      4. Due to above, killer favored

    —

    And then just look at the bug report section to get a glimpse into how bad it can be. I've suffered quite a few myself.

    Overall it's just a bit of a frustrating event on the survivor side. Now that I'm done my archives for survivor though I'm happy to say I don't have to play this mode as survivor anymore.

  • Don't get me wrong I'm happy these perks got attention and buffs but…

    looks at Mirrored Illusion, Still Sight, and to a smaller degree Bardic

    Couldn't ya'll have started making perks more viable with the most recent patch too?

    —

    Also yeah rip healing regression with hemorrhage.

  • Nevermind, being able to charge the perk while an illusion was active was a bug that was just fixed in today's patch.

    The Mirrored Illusion perk no longer charges when an Illusion is already active.

    Source:
    https://www.reddit.com/r/deadbydaylight/comments/1djkhi5/802_bugfix_patch/

    I was reminded of this thread and felt the need to revive it because I think this is a horrible change, and now you're not likely to use it multiple times in a match. The perk is back to having a 3 minute cooldown.

    I mean c'mon guys, the perk was bad enough.
    Don't kick it when it's down.

  • Is this against Nurse/Blight/Billy, or everyone in general?

    I have the same experience in pretty much all of my Nurse/Blight/Billy games that, I agree it's a bit discouraging and frustrating. It basically goes like this:

    1. Spawn in
    2. They downed and hooked someone in ~30 sec with Lethal Pursuer, high mobility, and high lethality base kit
    3. They have aura reading to find someone else immediately
    4. One is now hooked, one is being chased/downed, one is rescuing + healing, and we pray the last is on gens
    5. This repeats until someone is dead, and there is no 4th

    Often though, the 4th is not on generators because they're unsure if they should also rescue, the person being chased scares the 4th off a gen, a gen blocker activated, etc.

    And that excludes the possibility that someone disconnects, which does feel like a pretty high chance lately.

    —

    I think a part of this problem is because of how chase-oriented this game has become, and how many tools have been included to force chases early and often (Nowhere to Hide, Lethal Pursuer, Floods of Rage, etc.)

    You have killers that are overwhelming in chases being gifted perks that reveal everyone's location and cannot be countered aside from Distortion in most situations, essentially covering their biggest weaknesses. On top of that, the only counter to these perks is Distortion, which, even as a stealth player I hate using due to how uninteractive it is - never mind people who dislike the stealth play style. So I'm not surprised if people feel helpless in these scenarios and even give up more.

  • Are you sure you did not misread "Hand of Vecna"?

    While I'm not too familiar with DnD character lore, I believe the eye and hand of Vecna, as well as the player's ability to attune to those items, are part of that lore.

    In contrast, I've never heard anything about the head of Vecna, so I'd be taken aback if that was an actual thing. But hopefully someone more knowledgeable can chime in.

  • @WhoSoup said:

    As far as I know, the toolbox speed addons ONLY increase your charges per second, that's what "repair speed" is. The base repair speed is 1 c/s. Commodius adds 50% repair speed for 1.5 c/s, socket swivel adds 30% repair speed for 1.8 c/s. "Depletion rate" is the same thing as "repair speed".

    That would make sense in hindsight.

    I was looking at the dbd wiki for repair speeds and separated the concept of 'repair speed bonus' with 'depletion rate' since they were listed in separate columns. https://deadbydaylight.fandom.com/wiki/Toolboxes#Repair_Speeds

    But in reality, like you said, the actual 'repair speed' is likely just charges per second (listed in another column). So the add-ons then correctly, in the case I was thinking of, increase depletion to match its bonus just to deliver out the payout (total charges per second) faster.

    Thanks of the clarification! It makes sense.

    —

    Bit disappointing in hindsight then, but it's likely working as intended then.
    Feel free to close the thread.

  • I actually agree with this.

    I do say gg, but only when I lose and don't feel there was unsportsmanlike conduct on the opponent's side; otherwise, I feel too guilty saying it. It's just too difficult to know how the opponent feels about a match and what their emotional state is, that I don't want to risk aggravating a potentially upsetting situation for them.

    With special exception, of course, when the opposing side loses and they say gg or everyone was messing around and having fun (friendly killer). Otherwise I just wait a few seconds, then leave.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741807#Comment_3741807

    Post-game screen pop up shows me how much I've contributed but it only goes up when the challenge is selected

    https://us.v-cdn.net/6030815/uploads/9VXUNGSOKVK0/1901f9dc9ae27-screenshoturl.jpg

    Oh, well that sucks because I haven't been selecting it after getting my first two invites. I figured I'd rather run something that actually gives me BP or completes another compendium and assumed this would go up regardless. Something tells me I'm not going to be alone in that line of thought, making this even harder to complete.

    Do you even get anything by having it selected though? Like multiple instances of 25k BP, rift points, etc?
    If not that just feels wasteful to keep selected.

  • Yup, Freddy's power is the most underwhelming and weakest power in the game in my opinion - and it's not even close.

    Onryo, who I would argue is the closest to Freddy in terms of their powers, at least forces me to run across the map for video tapes or risk an instant mori. Freddy though? 'Oh no, I'm asleep. I guess I'll just enjoy the brighter map and keep doing what I'm doing.' Heck, I even feel like survivor's waking me up is a waste of time, his power just doesn't threaten me at all.

    If they want some low effort changes to genuinely make Freddy scary, remove his terror radius entirely and replace it with his lullaby when awake. When asleep, the lullaby is removed and the survivor is oblivious until they wake up. Change his add-ons to unique sleep effects like giving asleep survivors the OoO perk effect where the killer and survivor auras are revealed to each other for 3s every 30s.

    Freddy's strength would be in sneak attacks and map control, with the weak anti-loop he has now as a secondary tool when he actually needs to chase.

    —

    I can dream.

    —

    EDIT:
    And to anyone curious, you could counter this version of Freddy with OoO, Fogwise, Kindred, Still Sight, waking up, etc.
    Since you're just oblivious and he's not undetectable, all killer aura-reading perks would work against him. Especially if they give that OoO perk effect to Freddy when asleep, giving you small glimpses of him for free regardless.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741273#Comment_3741273

    I never played the game but I feel like her mannerisms and bipolar all over the place voice lines greatly remind me of Netflix's Jinx.

    Right? Mannerisms and attitude are there, and even the voice is eerily similar to the in-game version imo.

    Tryks:

    https://youtu.be/bhZoA3_NESc?si=4jmPYCJpg_khw0v7&t=19

    Jinx:

    https://youtu.be/Hi1kUdreiWk?si=jlRIGs57cH7P3dDx&t=6

    EDIT:
    She even does the slow deep mocking voice 'Um, that's kind of not fair, don't you think?' in a way similar to when Jinx voices her guns in a slow deep voice or mocks people in said voice. Examples are 1:06 for Jinx, and 0:42 for Tryks in their respective videos.

    I'm convinced Jinx is 100% motivation for this VA.

  • I know it's a different VA, but I swear whoever voices Tryks reminds me of Jinx.

    Anyone else? Am I crazy?

    Not that I mind.

  • Oh man, this is actually a pretty fun topic to discuss.

    At the same time though, the level of controversy and potential for escalation that exists on political topics like this make it such dangerous ground that I ain't touching it with a 12ft pole.

    Maybe I'll grab some popcorn later though if this stays up long enough.

  • Just posting to confirm I have the same bug.

    Platform: PC
    Killer: Ghost Face
    Frequency: Every game so far

    Mode: Anniversary Event Modifier
    Perks: Lethal Pursuer, Friends Til The End, Play With Your Food, Grim Embrace
    Maps: Ormond, Yamoaka Estate, Hawkin's Laboratory

    Unsure if it happens in main mode, will try a little later and edit this post if I get it in the main mode as well.
    The bug happened regardless of what add-ons I used, but my perks were always static so I opted to include them just in case.

    —

    EDIT:
    Tried 3 games in the main mode and did not encounter the issue even once, so for now I'm assuming it's an anniversary-related bug.

  • I found I get ~60 cobblers per killer prestige, and ~40 cobblers per survivor prestige.

    However, my survivor also gets ~15-20 med-kits, flashlights, and toolboxes per prestige as well.

  • I'm just happy the event gives event-style Commodius toolboxes - the best toolbox in the game.
    I was seriously running low on these, but am stocking up quite well for my gen builds.

    The med-kit would also be nice if, for whatever reason, they weren't all standardized to heal the same. It feels very odd that a common grey med-kit heals as much a purple ranger med-kit. I suppose it's a balance thing, but man, I would like if the higher rarity med-kits actually distinguished themselves from the common greys via more than just 'oh 0.4 second faster heal per tier on others'.

  • It's a unique event, for sure.

    For anyone confused, here's how it works:

    1. There's a global event that takes periodically called 'Bag of Tryks'
      1. This event gives a status effect to both the survivors and the killer
      2. The status effect depends on the image card on the top left of the screen
      3. This global event takes place every time 2 gens, 2 first hooks, or a combination of both are completed
      4. You can see the effect of each status given by the 'Bag of Tryks' in the information screen in the lobby for the event
    2. There's also an ability everyone gets, used by pressing the Q button
      1. This ability becomes active and usable once you touch an invitiation (a blue stand with a scroll floating on it)
      2. Once active, you can use the ability freely and it goes on a short cool-down after you do
      3. Both killers and Survivors get 3 abilities from the invite, all activated by q, and all depending on what you're doing at the time
      4. You can raise the number of charges you get to use your ability by interacting with more invites (I think it caps at 2 charges?)
      5. The list of abilities you can use can be found in the information screen in the lobby for the event

    It's rather weird and complicated to start, but once you get the groove of it it's pretty simple. Just have to memorize the bag of tryks if you really want to use them well or understand what's happening with them.

  • Probably not.

    When I used it, there was only one buff icon even if someone else used it near me. I did not notice an increase in my skill check progress either. That said, I have not test it to confirm so I can't say for sure.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739974#Comment_3739974

    People aren't going to like your post, but I've read few that I agree with more.

    The agency and choices DBD offers players is a big part of why it has such staying power. You can play the game in a bunch of ways with perks augmenting those options and that keeps matches fresh. As soon as they pigeonhole people into playing the game in one way it'll start to die. Guarantee it.

    You and I are at opposite ends of the survivor spectrum. Avoiding the killer and playing stealthy is terribly boring to me. And that's absolutely okay! I'll defend your decision to be selfish all day long.

    However my main issue with distortion is that it singlehandedly shuts down an entire suite of killer perks for zero cost. It makes them not worth running on killers that have a standard terror radius because they cannot run out. You can't run one or two aura perks and get reliable information out of them because distortion tacitly disables them vs. one survivor. That's problematic.

    Appreciate the positive feedback! I also expect it won't be a popular opinion.

    That said, I agree with these points on Distortion. I dislike the perk myself because:

    1. It's uninteractive
      1. It has little planning or personal skill that goes into it
    2. It counters everything whether or not you want it to
      1. Sometimes I do want the killer to see me on the other side of the map
    3. It's useless in literally half your matches due to either:
      1. No aura perks on the killer; or
      2. a lacking terror radius to charge it on
    4. It's basically the only consistent aura-blocking perk in the game so I feel like I have no choice but to always run it
      1. Talk about feeling pigeonholed

    I'm defending this perk in this thread simply to defend my play style, but honestly? I hate it. I just have no alternatives that I can substitute it for, and it's miserable. My selfish play style is all constantly thinking about my actions in a macro sense, and how to best be efficient with what I've got to try and control the game pace as best I can. Meanwhile, I have to rely on the passive effect of a perk that requires relatively little thought and my control over is minimal - which is counter to what I claim I want to do.

    It's just such a confusing feeling, since it both enables and hinders what I want to do every game, but I have no choice but to use it.

    I really just wish they would introduce more active, conditional aura-blocking perks that take planning and skill to utilize. Imagine if Still Sight gave aura blocking when standing still for 4 seconds, or there was another similar condition for aura blocking. The player gets control over their perk, there's likely a secondary effect they can use (in this case, gen/chest aura reading) so its useful every game, and killers still get value from their perks when you can't fulfill the condition (which includes start of game vs lethal pursuer).

    That's honestly the dream, if only more active and conditional aura blocking perks existed that could solve the problems with distortion, then it could be changed as well to follow suit - that would be ideal. But until then, I'll defend to the death the current iteration of Distortion simply because I have no other alternative.

  • There's a misconception here that survivors are a group of people that should team up and work cooperatively together to succeed In reality, the developers give a lot of leeway to play however dirty or nice you want.

    Spread hooks? Sure.
    Tunnel? Go for it.
    Unhook someone? Sounds good.
    Body block for someone? Alright.
    Let someone die for your advantage? If you want to, go for it.

    The main goal of the killer is simply to kill; whereas the main goal of the survivor is simply to survive.

    You're right that stealth is primarily a selfish play-style and encourages more tunneling since an injured and unhooked survivor is easier to find than a healthy hiding survivor with distortion. But that's okay, if the player wants preserve themselves at the expense of their team, it's perfectly valid to do so. There is no obligation to act in someone's else's interest unless you want to - that goes for both killer and survivor.

    —

    If you don't believe me, just look at the Steam page description:
    https://store.steampowered.com/app/381210/Dead_by_Daylight/

    Key Features

    • Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?

    Or look at perks like 'Sole Survivor', 'Self Preservation', 'Left Behind', etc.

    The concept that each survivor can adopt the play style of being out for themselves has been implemented since the game released. As long as you aren't actively trying to get your allies killed (sandbagging, pointing them out to the killer, etc.) none of it is punishable either for that reason.

    —

    The TLDR is:
    Behaviour gives a lot of freedom to players to play however they like for better or worse.

    In this regard, I doubt (and hope) there won't be much traction with wanting distortion and stealth to receive changes to make it less effective for the individual (and therefore decrease tunneling). Stealth players typically know they're selfish and sacrificing their teammates, it's just that they enjoy the play style more than they care about others experience and choose to do it anyway - especially since the game specifically allows for it.

    And yes, I do say this as a stealth player who has a penchant for unhooking people then hiding and letting them get chased again while thinking to themselves 'Well that sucks. Good luck, you'll probably need it.'

    … though if it redeems me in the eyes of readers at all, I often run Deliverance and use my lower hook counts to body block near end game or when someone's on death hook. I'm not afraid to go down for them either since I can just unhook myself. Basically, I love being stealthy and selfish since it lets me control the game better. I know generators will get done early if I'm doing them, and I know someone will intervene for those on death hook if I'm the one blocking.

    As such, I do hope to retain my playstyle and not have it nerfed. Stealth is just so fun, especially if you use it constructively.

  • You know, it's funny, if you check my post history I've been stating how, despite being a stealth player, I dislike this perk because of how uninteractive and unfulfilling it feels to use and that I really wish I did not have to use it.

    That said, I'm sad to say that I hope they don't touch it at all for the foreseeable future.

    As much as I hate to admit it, survivors don't have another realistic way to combat the varied aura reading capabilities that killers have right now (there's seriously a lot). You can't hide in brushes, behind objects, or generally try to be stealthy without being revealed by 'Nowhere to Hide' or 'Floods of Rage' randomly. Lockers aren't a realistic alternative because they're not always available, and often they're too obvious as hiding spots when they are.

    Right now this is the only line of defense we have against all the aura reading, which sucks, because it can be hard to make it consistently work against those small terror radius or undetectable spamming killers.

    —

    My hopes are Behaviour starts adding more varied, active, and conditional aura-blocking perks that force survivors to plan ahead when using it or lose the benefit (still think Still Sight should give aura blocking instead of killer aura reading). This way aura blocking is a still thing, but it requires more effort and thinking to pull off, with the risk of being exposed to aura reading if you misplay (whereas distortion is a guaranteed block).

    Stealth survivors deserve to be able to play too, so until we get other tools to play that way, I can't see it being appropriate to touch the only real tool we have to combat it right now.

  • Is this the character information you got when pressing F2?

    Yes, please do.

    I have no idea why it was removed, and said removal has caused nothing but inconvenience.
    Please do give this back to us, thank you.

  • I like and even use many of the perks mentioned here, but there's one in particular I refuse to accept as being underrated - Friendly Competition.

    I'm sorry, but that perk is saving you about ~2.5 seconds per person who gets the buff on every second generator they do. That doesn't even factor in the repair penalty you get from duo/trio generators, which reduces the benefit further. There's also a really decent chance it goes entirely to waste to in a dynamic environment where you can't grind generators. I would honestly be surprised if you saved over 10 seconds of total gen time throughout a game with it.

    Personal opinion is this is actually one of the worst perks in the game.

  • I like this suggestion! Let's just skip the modifier bit and permanently make it the main mode though.

    And no, being a stealth player that avoids exhaustion perks and has an intense disdain for aura reading perks like 'Nowhere to Hide' does not make me biased in this decision. Why do you ask?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738914#Comment_3738914

    Excellent work on the numbers, absolutely an upvote for a very detailed argument. I can't help but applaud your solid argumentation, snd there isn't a lot I can contradict there.

    You have said a lot there though, so addressing everything is difficult, but I'll try and keep my response brief while addressing the point... while your stats are on point, they don't quite cover the whole story.

    The first point I'll make is, I'm of the opinion that a pair of survivors breaking middle gens quickly and ensuring a good end game 3 gen spread is a solid method to winning for survivor. If you break 2 generators in the middle of the map, you're well on your way to success in the trial. Its slso important to consider bypassing regression perks if you can get a middle gen done fast, and the breakpoints on how much that can matter can be anywhere. It's easy to win or lose a game on 1 regression event, so if you beat the regression event on a key gen, you're doing great. So yes, while you are right repairing individual gens is better, the reality of progressing gens to win the game is a little more nuanced than just the raw gen repair value from 3 separate players working on 3 separate gens. So solo gen repaur isnt necessarily more valuable than duo gen repair (though it is undeniably better than 3 man repair).

    You raise an excellent point that the 1% values give really bad percentages of breaking even, even on a duo. The thing I've pointed out repeatedly is you can simply cancel if you get a bad roll. You waste barely any time and carry on as normal. If you get the 2%, or even the 3%, you can stick it out. With a strong toolbox, breaking a central gen and getting solid progress on another central gen is absolutely worth the dice roll, and you said yourself 2 survivors with 2 strong toolboxes are getting a lot more value to the point of making this gen fly which you then carry the value over to the second gen. It wouldn't be unrealistic for 1 cast to break 2 gens in this scenario and you're already 2/5 gens done in a dangerous part of the map.

    You also state that this value only increases if you get 3 players with the buff, as we know, and unfortunately SWF is a thing in this game. You showed yourself that with 1 person taking BI with 3 sets of Commodius toolboxes, you're getting insane value, a SWF can easily line up for this, and it actually becomes pretty busted, especially if you all take 3 toolboxes.

    The value of BI being crap on a single player is expected… it's a team buff, not a single player buff, and this is the scenario it really matters.... I'm not one for saying "it's good in SWF so don't buff it", but the fact it can make a SWF insanely strong means you can't blind buff the perk, and of the buffs proposed thus far, it makes SWFs insanely strong with this perk, and I don't think I'm being unrealistic by pointing that out.

    Yeah, there's a lot of nuance when it comes to both targeting specific generators, such as:

    1. Do I know which generators are high-value?
      1. Maybe it's middle, maybe it's a 3 gen on a corner of swamp (2 being on dock), maybe it's around basement
      2. At this point, you might need another perk slot just to distinguish this since they're not always obvious
    2. Does my team know which generators are high-value as well, so I can actually use Bardic?
    3. Is it possible to do these high value generators or will the killer interfere?
      1. Are they camping their 3-gen, have discordance, etc?
    4. When is it valuable to get these generators?
      1. Maybe you can't early because of the killer, and have to do it a bit later
    5. Does my team know when we should do these high value generators?

    In solo queue, just the idea of picking out the right gens and convincing others to join you is like a Daffy Duck insurance policy in itself. Especially true when people know the general rule is, typically, that soloing is more efficient, as it can be harder to convince them to join you. That's why I was very general in saying 3 gen scenario, as I feel it's only really obvious and easy to get people together near the end when it's already a problem. The perk then helps solve the problem, rather than prevent it.

    Not that there isn't value in per-emptively targeting specific generators, I just can't see that happening in solo queue very often.

    —

    You're right in being able to cancel the perk if you roll lower than 11, that can mitigate how useless it is on a low roll. I actually did this in my games when I was testing Bardic after awhile, since it's just too bad to keep otherwise, and it was absolutely the most efficient way to play it.

    My major complaint with this is that it just does not feel good to know that you have to cancel your perk because it is bad and not have access to it for a long while. That feeling is compounded when you roll low on multiple casts. I just don't view it as good design to make a person actively regret taking and using something that, by nature, is supposed to be beneficial to the user.

    Funny enough, I also grew to dislike high rolls because, after using it so often, it started feeling tedious and I actually became too impatient to wait out the entire 15 seconds lol. But that's a personal strife of mine.

    —

    The SWF section is absolutely true. SWF makes everything better, and the effect itself is actually pretty good if you ignore the cast time offsetting it. Buffing its raw numbers would only make it overbearing in SWF if they actually plan it out and use the perk.

    —

    That said, I do think there is a way to buff the perk that makes it more meaningful in solo, improves the QoL of using the perk, and does not significantly buff duo, trio, nor SWF repairs.

    I've been advocating for this awhile, but I really, really want to see the developers make the cast time dynamic and add a larger penalty for getting a 1 roll to offset the lower cast time. Basically, the following would are the changes I would like to see done to this perk (numbers pending):

    1. Rolling a 1 now makes the lute play on its own for 30 seconds, revealing your location via audio within a 12m range
    2. Mandatory cast time to keep buff when you roll between 2-10 is 5 seconds
    3. Mandatory cast time to keep buff when you roll between 11-19 is 10 seconds
    4. Mandatory cast time to keep buff when you roll 20 is 15 seconds

    All of a sudden the skill check threshold to break even with casting on a solo generator is standardized at 6/6/6 for 1/2/3 performance rolls, but your gen rush speed still depends on how high you roll.

    If you're curious about the break even thresholds for duo gens under the new cast time, it becomes 4/4/4 for 1/2/3 performance rolls, but your gen rush speed still depends on how high you roll.

    So now the perk is more consistent over time, retains its usefulness in burst based on high rolls, is less tedious to use repeatedly thanks to lower mandatory cast times on lower rolls, can still be performed for 15s regardless of roll for memes, and has a bigger penalty on 1 rolls which is thematically relevant to the chapter. The numbers perk effect values don't change and so won't significantly impact SWF either.

    You might think 'but the toolbox for solos gave ~16 skill checks, that's a lot of value!' True, but also recall to use it more than once requires Built to Last or Scavenger, which doubled the skill check thresholds. It would actually more than double the thresholds now since the cast time is lower relative to B2L/Scavenger's recharge time. The new break even thresholds with B2L/Scavenger and Bardic for uses after the first would be 19/14/10 for performance rolls of 1/2/3 respectively.

    I honestly do not see a single downside to this change, and wish it was implemented so bad.

  • @UndeddJester said:

    Some of you guys are crazy. The effect is definitely worth it if you use it intelligently. It's not unga bunga good, you cant use it whenever you like and get value, but it's definitely not weak.

    All you have to do with it is follow someone to a Generator, then play it while stood at the generator and take a few perks/items that support it. Take some combination of:

    • Prove Thyself to give your teammate(s) 10% extra repair speed while you perform and then repair the gen together.
    • Hyperfocus (and Stake Out if you're bad a hitting great skillchecks) to increase the number of skillchecks you get.
    • Toolbox with normal repair speed and max charges. You don't want repair speed or BNP addons, you want the 40% skillcheck chance while using Toolboxes as long as possible.
    • Streetwise to give you longer on your toolbox.

    The dice roll plays at the start of the performance. You can literally start playing and if you dont like the result for the situation you can cancel it.

    This perk is easy to get solid value out of. The only time it actually is weak is if you get a Nat 1 and scream… which can screw you over, but otherwise the perk is fine.

    Can you back this claim up with numbers rather than anecdotal evidence?

    Let's check out the numbers:

    Solo:

    • Takes 15 seconds to cast, which is 16.7% worth of gen repair time (15 / 90); therefore
    • You require 17/9/6 skill checks on a 1/2/3 performance roll to break even with casting the perk
    • The average # of skill checks on a solo generator without modifiers is 6
      • The % chance of hitting more than 17 skill checks is at most 0.025%
      • The % chance of hitting more than 9 skill checks is at most 18%
      • The % chance of hitting more than 6 skill checks is at most 59%
    • The highest # of skill checks you can realistically get with Hyperfocus + Stakeout is 12
      • Generators will generally be completed if you reach this point, which is why it's a maximum
      • I am not using the average here because it's too variable and hard for me to actually calculate personally. If I had to guess, you'd average around 8-10 skill checks per solo gen if you hit every Great skill check.
    • The average # of skill checks on a solo generator using the absolute best Toolbox, Commodius + 20 charges + Streetwise, is 16
      • The % chance of hitting more than 17 skill checks is at most 46%
      • The % chance of hitting more than 9 skill checks is at most 99.3%
      • The % chance of hitting more than 6 skill checks is at most 99.98%

    So in every scenario here, aside from using the best Toolbox in the game with Streetwise, you're not likely to even reach the break even thresholds for casting this perk, never mind getting any value from the perk. Even then, you need to roll an 11 or higher for that to be likely, which is only going to occur in half of your performances.

    You may think 'Oh cool, I should obtain and run the best toolbox every game I use this then!' Well, aside from hoping you have an infinite number of them, keep in mind you also need Built to Last or Scavenger to use it more than once. Those perks will increase the preparation or 'cast' time before doing a generator from 15 to 30 seconds. That means the break even threshold of 17/9/6 just doubled to 34/18/12. Yeah, it's not likely to break even on time there even with the best toolbox in the game helping you.

    But hey, one might argue the perk is not for solo - it's for duo and up, right? Let's see.

    Duo:

    • Takes 10.5 effective gen seconds to cast, which is 11.7% worth of gen repair time; therefore
      • This is lower because your partner is doing a gen without the penalty as you cast for 15s, whereas you'd get a -15% repair penalty if you just did the gen with them in that 15s. Because of that penalty, you take less effective gen repair time to cast the perk.
    • You now require 12/6/4 skill checks on a 1/2/3 performance roll to break even with casting the perk
    • The average # of total skill checks on a duo generator without modifiers is 7 (or about 3.5 skill checks each)
      • The % chance of hitting more than 12 skill checks is at most 5%
      • The % chance of hitting more than 6 skill checks is at most 72%
      • The % chance of hitting more than 3 skill checks is at most 97%
    • The highest # of skill checks you alone can realistically get with Hyperfocus + Stakeout while duoing is ~6
      • Again, too tough for me to calculate due to how many variables are at play so this is just a guess. I based the guess on the fact that you have nearly have the time to a generator as a duo, and most of the skill checks would come later as Hyperfocus is stacked.
      • If we assume the other guy does not have this combo and they get 3.5 skill checks on average, the average # of skill checks for both of you combined is probably around 9.5
    • The average # of skill checks one person using the absolute best Toolbox, Commodius + 20 charges + Streetwise, while duoing is… no clue!
      • I'll just say this is positive value across the board based on how well solo performed. Chances are you won't use the full toolbox on one generator, but that generator should go so fast you have enough time to run to another anyway and extend perk value that way.

    Now you might think 'Hey, that's pretty good! As long as I roll an 11 or higher, I'm starting to churn out value!' (cough 50% chance cough)

    Sure, and you know what? I'm sure you'll even get an even higher chance of value with 3 people. The caveats here are there are way more variables than just the raw numbers at play. Unless you're breaking a 3 gen, solo generators are basically always the ideal way to play, and we already established that the solo numbers suck. Why are solo generators preferable?

    1. No repair penalty
    2. Killer cannot pressure everyone to stop repairing if split up; whereas they can if grouped up
      1. This means less idle time waiting for the killer to leave or running around them to another generator for all involved
    3. Gen regression perks only affect one generator at a time (aside from Surge and Ruin realistically)
      1. This means less people affected by the repair cooldown after a generator gets destroyed by a perk; and
      2. Can more efficiently repair the damage by gen regression since no one is inflicted with the repair penalty
    4. The misguided 'feeling' that generators are going slowly (i.e. 90s instead of 53) also tends to aggravate killers less
      1. This is actually beneficial for survivors as it can decrease the likelihood of early tunneling and camping

    So unless you specifically need to rush a generator with someone for whatever reason, it is typically best to always solo. But then, if you solo, Bardic is absolutely horrendous. Even if you duo a generator, there's still only really a 50% chance you get value from the perk based on your roll.

    So this perk is basically only good if you roll over 10 (50% chance), have at least one other person hugging you at all times while the buff is active (not likely in a dynamic game), get the skill checks (which is RNG), and have a reason to duo the gen in the first place (breaking a 3-gen). That's all on top of not getting interrupted during your performance for whatever reason.

    I'm honestly reminded of a Looney Tunes skit with Daffy Duck and Porky Pig talking about insurance, and how it's only valid if Porky gets specifically a black eye from a wild stampede of animals running through the house on a full moon on the 4th of July, followed by a little baby elephant running past afterwards.

    And do you know what's worse? Even if the stars align, and you qualify for Daffy's Insurance policy (i.e. get max value with 3 people on 2 gens per cast with no killer around and you rolled a 20 on each cast), you still only get to really use it 2, maybe 3 times in a match to that efficiency. Not only that, but in this pretend world where the stars align and I'm being impossibly generous on its value, the perk is probably saving you ~45 seconds throughout the game. In contrast, Hyperfocus + Stakeout will save you that on a single solo generator and does not require Daffy's insurance.

    —

    The TLDR is that the perk is so highly conditional and niche that it's typically not worth running. Even if you can get value as a duo or even trio doing a gen, that's not likely nor even arguably efficient due to external variables. It's more consistent and typically even more beneficial to just solo gens, which this perk sucks at.

    The only real exception is if you need to rush a generator, and do not mind wasting time preparing for that rush (in which case the perk is pretty decent). Even then though, that's only really likely in a 3-gen and that scenario isn't present every game.

    I do not blame, and even encourage, people wanting to survive to just ignore the buff and do their own thing until a 3-gen arises.

  • They know what it does, they also know the effect is so small it is actually a detriment to your team to use (especially early game). The cast time just overshadows the potential benefit by so much, it's never worth using.

    The only exception is if you want to burst a generator (instead of dps it), such as to get rid of a 3 gen.

    Even if they wanted the buff though, it is proximity-based, meaning it falls off as soon as they leave the 16m radius around you. Likewise, you will give them the buff if you run within 16m of them, so there is no need for them to be present during the cast time.

    —

    This is exactly why I've been advocating for all the bard perks to get buffed above meme status and into useful status. As it stands right now, literally all 3 of the bard perks are a detriment to run. Sure, they can be fun, but once you wear off the novelty you just have 3 dead perks that cost your time to do literally do nothing for the team.

    I'm already to the point where I find the perks more tedious than fun, which is sad, because I really liked their concept.

  • If you play with a party for fun, it's a party game.
    If you play with the intent to win (especially with rewards), it's a competitive game.

    This game, like many others (including Mario Party) has the capacity to be both. Whether DBD can be considered one or the other, or even both, is pretty subjective and entirely up to the player(s) who play it - there is no right or wrong answer in that regard.

    If you see people slinging dirt akin to 'why take this party game so seriously?' or 'wow I can't believe you're so bad' it's mainly to get a rise out of the other person or even lash out due to personal frustration in an attempt to diminish the others confidence in themselves. Basically, it's just a form of e-bullying.

  • It's a fun build, especially if you like living on the edge (I did this for a few games, but replaced Stake Out with Fogwise for some safety). If you do want to be really efficient on gens though, I would highly recommend replacing Invocation with Hyperfocus, especially if you want to run Stake Out.

    Hyperfocus bonus progression multiplier stacks with Stake Out's +1% bonus progression when you have at least one stack of it. So that means instead of getting 1/1.3/1.6/1.9/2.2/2.5/2.8% bonus progression per great skill check, you'll get double that at 2/2.6/3.2/3.8/4.4/5/5.6% bonus progression per great skill check depending on the # of your Hyperfocus stacks.

    If you're good at hitting great skill checks, it's not uncommon to get ~10 skill checks per solo generator thanks to Hyperfocus, which is 43.4% or ~39s of a solo gen with just Hyperfocus + Stakeout alone. Deadline can be trickier to activate and even harder to make this whole work build, but add both that and Bardic to the mix and you could easily shave off another ~10s per gen for a total of ~50s off each solo gen.

    The consistency of this strategy depends on your ability to hit Great skill checks, but if you can do it well, you're basically casting invocation on every solo gen, but in a way where all of your progress goes into that one generator. You also don't become broken as a result, nor have to risk being in the basement.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737700#Comment_3737700

    If the killer is letting you get value out of 4 person repair bardic inspiration they are literally afk.

    3 people getting value means you are playing badly in 90% of situations.

    This perk should be getting value from 2 people at most against a competent killer player.

    For reference, there is an 8% chance every second that a skill check appears. Thus for 2 people repairing there is a 15.36% of a skill check appearing per second for both combined. When 2 people are repairing you can repair for a maximum of 52 seconds before the gen is complete.

    With that in mind here is the probabilities for the various numbers of skill checks for 52 seconds of repair.

    https://us.v-cdn.net/6030815/uploads/BV2GYSZ2HOBJ/image.png

    Without a toolbox, the probability of 2 people repairing a gen getting 17 skill checks in 52 seconds of repair is less than .143%

    This estimation actually overestimates the likelyhood of success because each skill check reduces the amount of time you spend repairing which is less time to get skill checks, and each skill check also creates a short window where it is not possible for more skill checks to appear. So in reality it is even worse than that

    Even with the 2% bonus there's only a ~40.5% chance of getting positive value and that positive value typically is not going to exceed more than 10% gen progress which is about 5.3 seconds saved. This of course does not account for the fact that you must spend 15 seconds playing the lute, essentially meaning in every case except getting the maximum bonus, this perk is a downgrade.

    Even in the most ideal scenario where you give this buff to 2 people and then split up and do different gens you waste a huge portion of the buff travelling and run into hte same problem. It's basically just objectively worse than equipping hyperfocus instead

    Great analysis, just wanted to add the chances to get raw value from this perk is worse than you'd think because:

    1. Not only does time to complete the generator decrease by 0.9 seconds per 1% the skill check itself gives, but the skill check itself takes 1.1 seconds to complete, and then there's another ~1 second cooldown between skill checks I believe. That means:
      1. That's at least 3 second reduction of 'N' for each Good skill check you hit with +1% from Bardic; or
      2. At most a 5.7 second reduction of 'N' for each Great skill check you hit with +3% Bardic
    2. The Bardic Inspiration buff immediately drops off anyone who goes further than 16m from the caster, making the 'ideal' split up scenario impossible (therefore everyone must experience the repair penalty to use the buff)

    Due to #1 above, while I have no idea how to calculate it with a dynamic 'N' variable in a non-tedious way, my personal experience has me believe that ~5 skill checks is the average for a duo generator. If that's the case,

    Most of the value of this perk, I think, is just intended to be for bursting generators down. Basically it's a fancy, complicated, and harder-to-use Potential Energy perk. As if Potential Energy wasn't niche and hard to use effectively as it is lol

    —

    I've said it before and I'll say it 100x over - I really wish they would consider a dynamic cast time for the perk based on how high you roll. It would make the perk much easier to use effectively and obtain consistent value from it.

    —

    EDIT:

    Just wanted to make a correction that 17 skill checks as a break even point is only valid for a solo generator.

    In reality, if you cast with the intent to do a duo generator, you're avoiding a 15% repair penalty on both yourself and the person doing the generator while you perform. So in that 15 second cast time, your partner will have completed 15 charges (16.7% of a gen), whereas if you duo'd for 15 seconds you'd only do 25.5 charges ([0.85 * 2] * 15), or 28.3% of a gen. The difference in % completed is 11.6% (28.3 - 16.7), meaning the break even threshold for a duo generator is 12/6/4 skill checks for 1/2/3 bonus progression on Bardic, respectively.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736729#Comment_3736729

    Is there an excellent reason they couldn't have dropped their items in a corner?

    Not having been in that game myself, I can only assume what their reasoning is.

    That said, I do know from experience that there are games even as survivor that I feel pressured, rushed, and forced into uncomfortable scenarios that can skew my decision making and/or prevent me from acting in ways that I would otherwise like to. Pairing that with Franklins, that causes you to lose your items during heated moments, and it can be difficult to recall where the item drops; and that's assuming you have the available time to search for, pick up, and drop it elsewhere in the first place.

    Considering that game was a 4 gen wipe, I can just assume the above reasons are why.

    —

    That said, I'm not debating about the perk's relative strength in this thread.

    I just thought this was an excellent demonstration of how much aura reading a single perk can give, and an argument for providing survivors with more conditional and varied aura blocking perks.

  • I actually think the current iteration of Weave Attunement deserves that notification, reasons being:

    1. Weave Attunement gives permanent aura reading in a 12m radius around the item
      1. To put this in perspective, Skull Merchant's drones have a 10m radius and only detect someone who touches a beam
      2. That means each dropped item has a range 20% larger than SM's drones with easier detection requirements inside it
    2. Items that survivors purposefully set down themselves also give off the 12m radius aura reading
      1. That means if a survivor puts down an item for whatever reason, like searching a chest, they just gave the killer a free super drone of intel
    3. The aura reading range has no vertical limits
      1. So if you drop an item down on the first floor of The Game or Hawkins Lab, the killer also gets a free super drone on the second floor as well as the first

    The amount of aura reading this perk gives is immense, especially if survivors ever bring an item and search a chest (forces an item to always be on the ground). The lack of vertical limits intensifies the value and effect of aura reading. In addition, dropped items are difficult to spot as it is, and it would be impossible to know if an item was dropped on the floor above or below you and that you are revealed without some kind of notification.

    If they remove the notification, I can only imagine it being on the condition that one of these other 3 aspects saw heavy nerfs as well. Otherwise literally nowhere on the map would be guaranteed to be safe, and stealth is essentially destroyed (even distortion would be eaten up).

    —

    Funny story, I actually found out about verticality and purposefully dropped items counting in a game where I ran Appraisal + Plunderer's Instinct vs Weave Attunement. I saw I was getting my aura read from items I put down via the debuff icon on the bottom right and decided to go wild with it by placing a total of 8 items throughout the map.

    That lucky guy had aura reading basically everywhere, and my team had literally nowhere to hide.
    I felt a bit bad for that one LOL

  • I actually had the exact same belief and opinion you have here, in that you can only use it again after its 120 second duration wore off or it was destroyed, and you repaired a generator for another 45 seconds afterwards.

    After trying to make the perk work for multiple games, I realized the UI for it is just awful and that is not actually the case.

    This is how the perk actually works:

    • While repairing a generator, the perk will start getting charges and activate when you repair 45 charges of a generator
      • This charges required to activate the perk are hidden, and not shown in the UI (important for later)
    • When the perk receives 45 charges, it activates, and lights up the perk to show it is available
    • When you place an illusion, a rotating timer will display on the perk icon to show the duration of the illusion
    • The moment you place the illusion, the charges required to use the perk immediately resets to 0/45, and can be charged up again
      • So even though an illusion is active, the perk is highlighted, and a duration timer is started, you can start repairing and getting charges again
    • Once the perk is recharged, regardless if an illusion is still active or not, you can place another illusion down
      • This new illusion destroys and replaces the previous illusion.

    Unfortunately since there's no indication on when the perk gets recharged while an illusion is up, all you can do is see if you get the prompt to place another illusion down. If you do, it recharged and you can place it elsewhere (destroying and replacing your old illusion). Then you can repeat the process for as long as there are generators to repair.

    —

    That said, given how easy the illusion is to spot, I wish you could put multiple down or they ran away when the killer approached.

    At the very least, I would like a way to see how many charges I need for the next illusion when one is already active.

  • I saw this on a stream recently and thought of this thread:

    https://clips.twitch.tv/BreakableSweetPuffinBudBlast-qUHaPu0GZIeMvo0h

    Look at the range on that aura reading perk 'Weave Attunement' - literally 24m diameter. I couldn't fit it in the clip but he had 4 items on each corner of the map and saw the auras of everyone very frequently. Heck, he actually watched Claudette run around the entire map for a minute or two looking for hatch.

    His build around the perk is a bit overkill too imo as you could argue he just needed Franklin's + Weave Attunement to pull this off.

    The map is favorable, but this is a great example of why I believe survivors need more (conditional) aura-blocking perks.

  • I would recommend contacting Steam support for this, since it sounds like the transaction failure is on their end.

    If the transaction truly went through, and is not just pending, then that suggests it was received somewhere. Since you purchased from Steam, I would assume that means it was received from Steam's financial institution, which they should be able to get record of and correct.

    Sorry to hear that though! Definitely reach out to support and see what they say.

  • I actually do agree that aura reading is too prominent currently, and it really negatively affects stealth players. Also due to frequent misunderstandings, I feel the need to emphasize that by 'stealth' I mean people who do objectives (especially efficiently) without being seen; not people who just hide and do nothing.

    Rather than limiting killer perks though, I would love to see more conditional aura blocking perks given to survivors in upcoming patches.

    An example of what I mean is, imagine if 'Still Sight', instead of reading killer aura, gave you the distortion effect after standing still for 4 seconds? You could plan on when to block auras, and the trade off is doing nothing in the time you are preparing the perk as well as blocking auras.

    You could also give lingering aura-blocking coming out of lockers, being on a generator for x time, detaching from generators, etc.

    There's just so many possibilities to aid stealth players that go untapped.

  • No idea about others, but my personal hate perk is 'Nowhere to Hide.'

    I dislike that hiding is next to impossible in a lot of areas with a generator because of this perk, and the only possible counter to it is distortion (which I don't like to run). So I'm forced to abandon my stealth play-style, run a perk I dislike every game, or eat the fact that I am going to be caught out of position for free.

    You might argue I should go in a locker or run away if I know the killer has it and is coming; but that's not possible in a lot of cases. Picture rooms in the Game, grooves on Disturbed Ward, corner gens on every map, etc. You have no room to run away because the direction opposite of the killer is blocked. You also don't always have lockers, but even if you do, the killer knows someone was on the generator, can scan the area with the perk, and check the locker with relatively high confidence you're in there.

    The lack of reactive counter-play to this perk as a stealth player annoys me. I either bite the bullet and run a perk I dislike blindly in every build, or accept the chase/free down.

  • If it ain't Blight or Wraith, it's okay by me.

    That said, I don't mind clown. He's strong at quite a few loops and running forward isn't the best vs him, but I don't mind.
    If I had any issue with him it's just the aura reading add-on, but that's because I'm a stealth player who dislikes running distortion when they can help it.

    In short, he's fine to me - neither hate nor love when facing him.

  • @Garboface said:

    Very good. Thank you for the information. Is the time spent playing entirely random?

    No worries!

    And I wish - even that would be better than what we have.

    The cast time is a static 15 seconds, and you have to stand still for the entire 15 seconds or else you will not get the buff for 90 seconds. Instead, it will just fall off as soon as you finish playing if you cancel it early.

    Also keep in mind that the buff is centered around you, and a 16m range around you. This means that if anyone leaves that range, the buff falls off on them; however the reverse is true, where if they get back into that range, they will receive the buff again.

  • Yes and no, I suppose.

    No in the sense that, if you're looking to consistently dps down generators by yourself, using Bardic Inspiration is almost always a net loss on progress relative to if you did not use the perk and just did the gen solo anyway. For reference, you'll need to hit 17/9/6 skill checks solo per Bardic cast just to break even with the cost of casting it in the first place for 1/2/3 bonus progression rolls. You can increase the chance of you hitting these thresholds with perks like Deadline, Hyperfocus, Toolbox, or a combination of all of them.

    That said, the perk has two benefits outside of its straight solo use that provide value:

    1. Using Bardic in a safe place, then bursting down a generator
    2. Using Bardic with at least one other person around you

    #1 has the benefit of you being exposed on a generator for a shorter period of time since it will finish faster with the buff on than without it. The time wasted is still likely to be higher overall, but there is some value in being around the gen itself less. The downside here is that by the time you cast the buff, you might need to help your time and therefore waste that time entirely.

    #2 is only a benefit if you are FORCED to do a generator as a group from start to finish, since doing a solo gen is always going to be more efficient. Even though you take 15 to cast the perk, the other survivor will be working on it without a repair penalty (which you get from multiple survivors on generator), reducing the actual time you waste casting it to about 6 seconds worth of gen repair time. That means the threshold to break even with the perk is now 6/3/2 skill checks on +1/2/3 bonus progression rolls.

    Keep in mind, although 6 skill checks seems duoable on a duo generator, in my experience its not uncommon to get ~5-8 skill checks in the time it takes to duo one generator. That means the chance of getting a practical benefit from the perk is possible, albeit low, and the benefit itself is usually not worth the risk. If you can 2 generators as a group though, you'll start seeing some value - probably ~10-20 seconds saved in total for both gens if I had to guess?

    —

    Overall, think of this perk as a waste of time to use unless you need to burst out of a 3-gen hold or some other high traffic generator that you don't want to sit on for too long.

    You can also improve its value by running things like Deadline, Hyperfocus, Toolboxes, etc. The exact amount of value you'll get through the inclusion of these perks is variable though.

    —

    Edit:
    I've said this elsewhere, but I REALLY hope the developers buff this by making the perk have a dynamic cast time based on how well you roll. i.e. a roll of 0 cancels the performance; rolling 2-10 takes 5 seconds; rolling 11-19 takes 10 seconds; rolling 20 takes the full 15 seconds.

    Or at least make the cast time required to keep the buff dynamic, and the actual play time can stay at 15 regardless (if you want to play for memes)

    That way you can use the perk more consistently and efficiently without changing many numbers. It also feels terrible to roll between 1-10, realize you will get no value from the perk, and have to cancel the performance because it's not worth it. That happens in literally 50% of cases, which I think is really disappointing.

  • None that I could find, but I assume that's why the developers just confirmed it is being nerfed - so rejoice on that.

    Source:

    @Peanits said:

    Hey folks, now that we've had some time to see it play out and think it over, I wanted to give a quick update. We'll be making some changes to Mage Hand in one of our upcoming minor patches.

    • We'll be slightly reducing Mage Hand's range to 14m (was 16m)
    • We're reverting the pallet lift time to 0.5s (was 0.35s) - this is the same as the PTB version.

    We'll also be reworking the Ring of Telekenesis add-on (which currently causes Mage Hand to pick up pallets quicker) to have a different effect since this turned out to be a very risky number to mess with.

    And lastly, as a quick reminder, we'll be fixing a bug which caused Mage Hand to continue picking up a pallet after it stuns you (the stun will correctly cancel Mage Hand), so combining it with Enduring will no longer be an issue.

    But yeah, the current iteration is kind of crazy.

    Right now Mage Hand has a 0.35s lift time, with an add-on that further reduces it to 0.23s lift time. Funny when you consider that the pallet drop animation is, I believe 0.5 seconds. So throwing a pallet down against Vecna with Mage Hand up actually loses you distance.

    With the changes it should now be net neutral if timed perfectly by the killer, otherwise you gain a bit of distance based on how much they delay using Mage Hand. You will still get hit in a lot of instances, but it should will hopefully provide enough leeway to give distance to loop again if pre-dropped or the killer messes up.

  • Update:

    Found a practical use for this perk on reddit, to the point I feel justified in including it in some builds for reasons other than memes. The main enabler of this perk is 'Prove Thyself', and if anyone is interested, calculations around the benefits of this perk when paired with it can be found in a reddit thread, linked below:

    https://www.reddit.com/r/deadbydaylight/comments/1d7nln6/comment/l73ylsi/

    TLDR:
    If you have to duo a generator and cannot separate to solo them, it is possible to get value from this perk (albeit still not likely to get much, if any). HOWEVER, if you, the Bardic Inspiration caster, also have Prove Thyself, it is always a net benefit to use this perk. Depending on the skill checks and roll, the benefit can be very high as well.

    So if you use Bardic and want value from it, consider using Prove Thyself as well and standing near the gen to give Prove Thyself to others while you play.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733308#Comment_3733308

    job postings are not always an indicator that a company is actually hiring. A lot of companies keep postings active to show investors they are still growing even if they have no intention to fill the advertised roles. Sometimes the role is already filled by someone in the company.

    Oof, posts like this cause me personal inner turmoil.

    On the one hand, dishonest practices like this can exist to appease stakeholders. While Behaviour Interactive is, I believe, a private company, that doesn't mean it is exempt from having strict contracts or expectations that result in divestitures (ranging from banks, to other companies, to select individuals). As such, there can be a feeling of need to create the picture of growth even when stagnation or decline occurs to maintain those relationships and resume regular operating activities, ultimately saving peoples jobs. So these types of dishonest practices can be done even with good intentions by well meaning people, and are not restricted unscrupulous leaders and management.

    On the other hand, I dislike these types of dishonest practices in general, regardless of the reason. I also tend to like Behaviour as a company, despite my issues with some of their decisions (especially related to this game). So a large part of me does not want to believe this is the case where Behaviour is a lying, manipulating, typical, money-grubbing, value-spoofing, dishonest, snake-in-the-grass company.

    Sooo yeah, you're right, it's possible.
    But given the lack of evidence for or against this being the case, I'm going to opt not to believe that is what they are doing; however, I did leave some colorful adjectives in the previous paragraph to passive aggressively insult them in the event that I'm wrong. Even if done for good intentions.

  • Well that sucks.
    I made a thread suggesting changes on the new survivor perks, with the only downside to those changes I bothered listing being 'the effort and resources required to make those changes.' Something tells me not to be too hopeful on those changes anymore… not that I was before, but still.

    —

    That said, I'm curious what positions those layed off had.
    If you check out behaviour's website, they're hiring quite a few artists and game designers as we type, including a position for an unannounced IP. That suggests to me that DBD is still doing well, making money, and they can justify pumping more resources into it (hope rekindled?).

    I am assuming the layoffs were related to other internal projects then, with a focus on roles that were not artists or programmers, since I would assume they would just attempt to reallocate those resources into the positions that are currently open into their website.

    Maybe that means layoffs focused on roles like marketing, artists whose styles don't fit with DBD, underperformers? Maybe even supportive roles like customer service reps, IT, etc. since there's less people to support?

    Either way, I think DBD is probably peachy, fine, and dandy.

    —

    That said, feel bad for those layed off - wish them well and good luck with their next employer.

  • I'm surprised no one is mentioning is Mage Hand yet.

    I can't be the only one who thinks that ability is the strongest aspect about him - it is literally a free hit on you regardless of what you do near a pellet.

    Drop the pallet? Lift and get hit.
    Pre-drop the pallet? Lift and get hit.
    Camp the pallet? It gets held and you get hit.
    Pretend to run through then double back to the pallet? Pray he doesn't proactively or reactively cast mage hand for the pallet hold/lift; otherwise you might get a stun. If you miss the stun though, it's lift and get hit.

    I am assuming there's just no realistic counterplay to this ability, and it is intended to be a free hit by design.
    Does not make it feel any better though to know you literally can't do anything if that's the case.

    —

    That also means it's a death sentence if you get hit before he uses Mage Hand, since that means you'll get downed nearly instantly on the next pallet.

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