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BlueHorkew

BlueHorkew

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BlueHorkew
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  • Like i am just saying ideas, there other things that you could do to only nerf his unfun side, and you can look to buff his other style

    For example, you can give him a minimum time on the orb mode, just like you gave a maximum timer, you can give it a minimum, so that way you can't just dropped them without thinking

    You can give him the artist and dredge restriction of not being able to use his power near a hooked survivor, that way he can't just tunnel people so easy after an unhook.

    A lot of people ask for buffs to this character, but he would just like to make playing against him a bit more enjoyable.

    Make him strong but going against Knight is really boring at the moment. He is more effective at putting to sleep than Freddy.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315598#Comment_3315598

    If there's any chance that the unhooker will have an additional health state to get through, then killers have nothing to lose by going after the unhooked survivor.

    So you go for the guy with a 10, 20 or 80 seconds of additional health state instead of the guy 2 or 3 seconds. Again, its probably a very bad idea, i just don't understand the argument

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315598#Comment_3315598

    If there's any chance that the unhooker will have an additional health state to get through, then killers have nothing to lose by going after the unhooked survivor.

    Idk, maybe just a perk that makes unhook really quick, just so you can DH or position yourself better for a body block.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315515#Comment_3315515

    Perk 2: The best one, but probably i would just give 3 seconds of endurance after unhooking and not prior, less possibilities to exploit

    Do you want killers to tunnel?

    Honestly, i just kinda wish you could DH after an unhook like you could before the 6.1 patch. That would be more fun. I don't really think giving free endurance to the unhooker is good. I do think that 2 or 3 seconds would be ok.

  • @SmolBlob said:

    The counter to camping and tunneling is doing gens. You are not meant to have a hard counter to it, that is bad design. That would be like if Killers got a perk that blocked all gens while they’re in chase to prevent people from working on gens while they’re chasing someone else. The intended counter is the Killer picks their chases carefully and in the correct areas, and knows when to drop/maintain chase. And being good enough at chase/mindgaming to get a down quick enough to pressure the others before the other survivors get too much progress.

    Courageous is literally the part of old Borrowed Time that made it busted. Literally unacceptable.

    Quick Witted is a literal free slightly-weaker Adrenaline just for being hooked twice. No.

    Honestly if you managed to get Hooked, not downed, but hooked 45 secs after being unhooked, you honestly can get that free adrenaline. You are actively trying. In normal gameplay that would be very rare

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315515#Comment_3315515

    Perk 2: The best one, but probably i would just give 3 seconds of endurance after unhooking and not prior, less possibilities to exploit

    Do you want killers to tunnel?

    Nope, just a perk that makes a trade not guaranteed. I think 3 seconds wouldn't be too bad. It shouldn't guarantee an escape

  • @Horror_Gaming said:

    Perk 1: Fracturing Grip

    You know how to leave a mark when giving a helping hand. Each time you unhook a survivor fracturing grip activates.

    • You unhook a survivor 15% faster. Each time you unhook a survivor the hook breaks for 20/25/30 seconds.

    " In order to stop the beast we must first set up a strong defense. "

    Perk 2: Courageous

    Understanding that the battle can't be won alone has fueled you to always protect others.

    •When you are within 2 meters from a hooked teammate you gain the endurance status effect. This status effect persists for 1/2/3 seconds longer after the survivor is unhooked by any means.

    •Courageous can only be activated once per trial.

    " Look I have seen this tactic before and it won't end well for you. Now back off my friends. "

    Perk 3: Quick Witted

    The struggles of your past has taught you how to not be placed in the same predicament twice. After being unhooked by any means Quick Witted activates.

    • Quick Witted has a timer of 35/40/45 seconds. If the survivor is hooked within this time Quick Witted will activate.

    • Timer will deactivate if performing a conspicuous action.

    • The next time the survivor is unhooked they are instantly healed to full health and gain a 10% haste status effect for 25 seconds.

    " I told myself ever since that day that I would never allow myself to be put in the same predicament twice. "

    Perk 1: You are incentivising a slug play with that one or a minor inconvenience, like breakout has 6x the power of that perk and nobody uses that perk

    Perk 2: The best one, but probably i would just give 3 seconds of endurance after unhooking and not prior, less possibilities to exploit

    Perk 3: Not a bad idea, but with that timer you actively have to try to get hooked in that time frame, look you have 10 secs of end with bt, so unless you want to provoke the killer by trying to bodyblock you wont be catched that early, then they have to down you, pick you up and get you on a hook within 45 seconds. Those 45 seconds, 20 of those will spent with you already being caught and being carried by the Killer, so you have to be caught within 30 seconds of being unhooked. So honestly if you need a perk to not be caught 30 seconds after being unhoked, just bring Off the Record, its just better

  • @Seraphor said:

    How would you 'limit' this?

    I don't think being a permanent thing like Sloppy would work, it would make basic attacks better than some killers special attack. But if you limit it too much, then it becomes inferior to Exposed perks.

    Maybe it could be something like "When interrupting a survivor..." as this would apply to catching survivors unawares on a gen or totem, or just survivors trying to force out a gen in your face, and also when hitting a survivor who's making a hook rescue attempt, which would further incentivise going for the unhooker instead of tunnelling. But would this be too niche to make it worth running over an Exposed/Slowdown perk?

    I guess that depends on how you design the perk. I do think that a permanent thing like sloppy would be to strong.

    My take, it would be either:

    Option 1: Make it a Hex

    Option 2: Make it have a cooldown, 60 seconds

    Option 3: After a hook, for the next 60 seconds

    Option 4: After 2 hits, the next hit on a healthy survivor

    It would never be a debuff, it would only activate in a healthy survivor, it wouldn't make a difference in tunneling. The idea is to give a slowdown to survivors and a direct counter to a strong survivor perk. it would also nerf adrenaline, i guess

  • I haven't tested it, but i heard youtubers like RedsGamingGears say it multiple times in his videos. Just curious about that interaction

  • @MaTtRoSiTy said:

    It is not fine, it gives a free health state with no real counter play if you know how to use it and it isn't like it takes a genius gaming expert to pull it off.

    This perk is the survivors Eruption - completely broken and should be totally reworked/nerfed so it is completely different. It is crazy a perk that gives a 3rd health state multiple times in a single match still exists.

    You need to teach me how. Because i don't have cheats to make it work all the time.

    I barely see it working all the time, more like 50% of the time, especially with the lag.

    Honestly i feel like i am being generous towards DH saying it works 50% of the time. And this is from my games and content creators. So i don't see how the perk is that consistent for you people

  • @YOURFRIEND said:

    Risk? What risk? Hit E under pallet. The killer respects and you get another loop or get to chain the loop or they don't and you get another loop or to chain a loop.

    My primary issue with it is how tedious it makes every single chase. Hug the survivors ass for five seconds to see if they use dead hard. Every time, because you can't swing without being certain. The obligatory spin spin spin under my FoV. Very cute. I get it.

    Honestly every time I see a sprint burst or lithe i breathe a sigh of relief. That's getting more rare now though. We're back to 3/4 DH per game.

    Its a mind game, you can hit them if you time it right, also you are not always under a pallet. You said the strongest use of the perk, which even that has counter play, just becomes a 50/50 and making a wish upon a star that the servers work. I know that going against lithe and SB is way less stressful, you don't have to bait, yes i agree. I am just saying the perk is fine, they still need skill to do that play. But sprint bursting to the 3 connected loops with a shack is also a very skillfull play with lots of counterplay from the killer.

    Let's be real, killer's just hate it because you feel c*** blocked. Because that is exactly what the perk does.

    If you say you can't trust latency, i agree. I hate the servers and how bad some hits feel for either side

  • Knockout: Its an annoying experience, playing with friends helps, but still annoying

    Lucky break: I already suck at following the scratch marks, that is just rude

  • @Krazzik said:

    If you do this, then you can't complain when the killer tunnels you. I've have numerous survivors do this, then when I tunnel them they DC or complain in endgame chat.

    If the killer is hitting through your endurance, they then may as well tunnel you.

    Agreed, not saying this to promote tunneling, but you kinda asked for it. Especially now with the nerfed DS.

  • @notclaudette said:

    free escape. hooked near a gate because you were running to a 99? dontchu worry, your teammates dont even need to think or use their brains at all when saving you. they can just unhook and you'll be free. very fair and balanced. wasnt OTR and decisive changed for this exact reason?

    survivors need to face the fact that sometimes you need to tunnel if you want a kill. be annoyed all you want, wont change that its something you need to do sometimes. im not gonna ignore you if your injured and running to gate, are you stupid? thats just me throwing, but nooo im a tunneler for actually trying to do literally anything.

    basekit bt shouldnt work in endgame, at that point the entire f+cking team will just rush the hook and bodyblock you anyways, and you shouldnt have your third health state for a free escape. deal with it, stop crying that im tunneling and accept the fact I'm literally just going for the only person I could possibly hook. infuriating.

    TL;DR basekit bt in endgame is just as much a free escape as if OTR and decisive worked endgame.

    And why do you think you deserve a free kill? Don't hook to close to the exit gates, slug, don't let the game reach the end game, bring end game perks. Just accept that you can't win them all, and being on hook in end game shouldn't bee a death sentence and killers especially have the power to create death sentences, but if you didn't bring anything to deal with that, too bad next game.

  • @Blueberry said:

    DBDs number one issue is map design and it has been for the past 5 years. This is pretty unanimously agreed upon from the community on both sides. Maps are overall way too large in design. They need a pass across almost all the maps shrinking them down. There is also an issue with many tiles being way too safe and linked together. They need to be more of a 50/50 to the better player and not chainable together like a lot of them currently are.

    I think there should be strong zones for survivor and strong zones for killers. I think its fine having strong loops that chain if you think of them as resources for survivors.

    For example maps like the suffocation Pit, the middle is incredibly strong for survivor, tons of strong connecting loops, but the outer side are not as safe, and survivors need to be careful to not 3 gen themselves.

    Also because of some killer designs bhvr is basically forced to create some strong loops that connect, if not zonig killers like the artist would just be really OP

  • @YOURFRIEND said:

    "Stop tunneling"? Nah. It deters it and makes it inconvenient for the killer to do so. You can't stop tunneling without overhauling the entire game. It's necessary sometimes.

    Again, it doesn't even do that, just hit the survivor twice. One in the borrowed time effect and then kill. In the DS meta that was way more risky, you could have to hit twice, then get hit by a long stun that restarts the chase or maybe even loose the chase.

    People wonder why tunneling is more common, its simple. No killer is scared of DS. Agains half the killers in the game, you bought 8 seconds or less

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309389#Comment_3309389

    I guess the community isn't just talking about eyries of crown, there are more maps that developers should take a look at.

    Still insulting the devs like that wasn't nice. Also i am sure the devs know which maps are more problematic and need changes, but only they know their resources and what they can do, and expecting them to just rework half the maps of game in an update is insane.

    Besides map strength is very subjective and varies wildly from killer to killer, skill and many factors. So maybe sometimes people should just chill that some of the maps are not as bad as they think. Yes Eerie, Garden of Joy, most of Coldwind, Springwood are super survivor sided and there are others. But we also have maps like midwitch, Dead Dawg and No Pallet Woods in the game. And then you have controversial maps like The Game, Haddonfield and RPD, that people still cry about being so survivor sided, even though they have strong aspects for killers as well if you know what you are doing.

    I am sure more maps will get worked on during the year, last year they reworked 2.

  • Question, does the in game challenger tracker work with both dailies and rift?

  • @Peanits said:

    To set expectations ahead of time, there's no secret perk changes in this update. This mid-chapter has a bunch of big features that take a lot of work to implement, so sadly there wasn't any bandwidth for perk changes on top of that. We've still got plenty of perk changes in mind for future updates, though!

    Kinda sad, but understandable.

  • @Krazzik said:

    Finally got the nurse nerf we deserved <3

    Don't celebrate until the patch is out or atleast the patch notes. But good that they finally started looking into her.

  • @Th3Nightmare said:

    I read the developer update and I laughed.

    The Eyrie of Crows is not the only surviving sided map, I will name: GARDEN OF JOY, Eyrie of Crows, GIDEON MEAT PLANT, SPRINGWOOD, HADDONFIELD, somes AUTOHAVEN MAPS, somes Mc MILLAN MAPS, and somes COLDWIND FARM MAPS.

    I am surprised to see changes to the nurse and the knight that only 1 month has passed, since... other killers need it more than the knight: PIG, Sadako, FREDDY KRUEGER, the TWINS, and much more... all this seems unfortunate to me...

    When are we going to expect changes in killers that really need it? The development and balance changes of this game are GOING very slow.

    They never said it was the only, they just said players said the map was survivor sided and they agree.

    Maybe calm down a bit.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307597#Comment_3307597

    I think that shifting meta changes everytime a new chapter is released would be a good pacing. After all, new killer, new survivors, new perks, so the game have to adapt to those even if you don't pretend to change the meta by itself.

    And yes, it's obvious where he want to go with this well thoughts perk reworks. My favorite is "Corrective action": Up to 15% insta progression with the enough cooldown to finish a gen by yourself and go to the next. Pretty well balanced, without doubt 🤣

    Nope, the idea is to give a quick burst of progress to a gen that was damaged by the killer, since the gen needs to be regressing. While i dont want gen rush to be dominant i also want to give tools to counter regression, just to make sure situations like the infinite 3 gens dont happen again. Also the idea was to nerf the early tunneling, so yes the survivors becoming the flash and giving other survivors better tools once one of them is dead.

    Also i just wanted to release ideas in a one fell swoop fro the fun of it. I dont have any power on what bhvr does. I just wanted to show some cool ideas and see if more people have cool concepts. But sure 45% on fast track, so your entire team is dead, you need to be the obsession, not been hooked once and constantly notifying the killer on where you are, yeah sure im a filthy survivor that just wants survivors to be broken. I am pretty some of the ideas are broken or problematic but 45% on fast track would be broken on a nice youtube thumbnail. (Honestly the early numbers might just be to high and reduce it from 5 tokens to 4, 45 to 36. Just wanted to share the idea)

  • @Monlyth said:

    There should never be a perk that punishes the Killer for hitting a Survivor in a normal chase. Endurance should only be granted under very specific conditions where the Killer can ignore it by switching targets, like Soul Guard, Borrowed Time, and Off the Record.

    Like i understand that getting hit by a DH is annoying, but its literally the only perk survivors have that can make plays, its exciting to pull of, requires skill, prediction, reading the killer. The perk is fine, it literally just requires patience and not to panic swing.

    Its annoying that you see it so much, well bhvr shouldn't have designed only 1 perk for survivors who want to make plays. Besides i wouldn't be surprised if some of the people using DH wouldn't be better with SB, lithe or overcome and just use DH because its fun. Thats why i use it

  • @ScØØby said:

    Deathslinger got a slap of unfun and unfair nerf to his Aim Down Sight. He feels like he is at the mercy of the survivors most of the time. I believe that a complete removal of his ADS penalty but a reduction in chain durability is a fitting buff. When you play Slinger and reel someone in from max range, you have some chain left before it breaks. If you could instantly aim but have a 10-15% reduction in chain durability it seems like a fair trade, shots need to be carefully taken but you don't have to book a reservation to aim with his gun.

    Moreover, it takes Deathslinger approx. 0.75 seconds to aim with his Redeemer, a survivor that taps left or right will dodge his projectile because of its small hitbox.

    In contrast, Nemesis' Whip can linger for a short time after use and can still damage a survivor, If deathslinger could shoot and reel people in that ran through his chain it would be a terrible idea.

    Coming back to my first paragraph, Survivors could also have more leeway to drag left and right when they have been speared, the idea of also adding an add-on that also completely reduces his ADS will be a guaranteed use every match.

    I won't lie I feel like a baby killer when I play Deathslinger, I used to love him but now its just, sad to see him in this state.

    The change to the ADS was necessary, he was to oppressive in 1v1, and his numbers dont really differ that much from other similar killers:

    Huntress: 1.25 seconds of wind up for partial charge hatchet

    Pyramid Head: 1 second to enter mode + 0.6 seconds to attack

    Nemesis: 0.35 seconds of charge + 0.33 seconds to attack (he needs to hit you 3 times to compensate)

    Deathslinger: 0.4 to enter ADS + 0.5 seconds of firing delay

    His numbers are fair, probably feels clunky because how fluid it was when it released, but the numbers are reasonable and his 1v1 is still one of the best in the game, buffing deathslinger should probably make him stronger in areas that he strugles, like map control or the the fact that he is the only 4.4 killer with a 32m terror radius. Buffing his 1v1 wont make him much better, it will just make him more frustrating to go against.

    Thats what i believe.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301729#Comment_3301729

    I kinda like the sadako idea but making them not moriable doesn't really put them in danger, especially if they are already injured

    I'd personally say go with the above buffs but nerf ring drawing and iri tape as those are what makes the condemn playstyle so strong

    I guess kinda depends on what you want, to make condemnation a prevalent mechanic or just a passive threat (aka a pig bear trap), i was going for the first camp so trying to make full condemnations more easy, just think it would create a different gameplay. Because right now i think sadako is kinda boring to go against because it just feels like she doesn't have a power. But i think the devs can be creative with the assets and lore of the character to create something a little more unique

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302046#Comment_3302046

    I can completely understand that mending isn't very exciting but legion can't work otherwise. For hit and run you either need incredible speed like mach one or the survs need to get slowed down.

    For trapper I can also understand why it's seems to strong when he traps shack but let's be real he has absolutely nothing else just traps he needs to be as oppressive with then as he can I guess

    Yeah, i know trapper is a really outdated design now compared to new killers, but i can imagine that if the devs ever give him consistency like everyone wants, and even i want, if the traps themselves dont get nerfed somehow, he will become too oppressive. I could see him ending the game the moment he downs someone close to shack. Right now he needs a ton of setup to make that play. Ultimately trapper is just way to polarizing of a design, you destroy or get destroyed, right now he gets destroyed.

  • @GRIG0 said:

    I love how one of Demo changes is "being able to buy him" 🤣🤣🤣

    Executioner: ABSOLUTE YES.

    Doctor: Moving illusionary doctors would be pretty cool!

    Sadako: I'd love having a shorter CD for TVs. The Mori thing is interesting, similar to PH in a way.

    Knight: could you elaborate? Like every guard has a token and u cannot use them again after using the other 2, but you can choose their order at will?

    Twins: I'd like to be able to recall Victor anytime tbh. But getting him back after a hook would help too i guess. Still excited to see their promised update.

    Clown: as a yellow bottle enjoyer, yes 😁

    Pig: Definately seeing her ambush improved would bring joy to me, i hate having an ability that can't be used half the time against decent ppl.

    About the twins, unfortunately for a change like that they would need a total rework, being able to call victor any time he attaches to a survivor, will turn twins into victor the killer, as there would be no use in using Charlotte. Maybe that option will come in their future rework, but they would need big changes to the core of their kits, i just wanted so suggest a simple change to help with the annoying post hit cooldown, so you can hook survivors and waisting less time

  • @GRIG0 said:

    I love how one of Demo changes is "being able to buy him" 🤣🤣🤣

    Executioner: ABSOLUTE YES.

    Doctor: Moving illusionary doctors would be pretty cool!

    Sadako: I'd love having a shorter CD for TVs. The Mori thing is interesting, similar to PH in a way.

    Knight: could you elaborate? Like every guard has a token and u cannot use them again after using the other 2, but you can choose their order at will?

    Twins: I'd like to be able to recall Victor anytime tbh. But getting him back after a hook would help too i guess. Still excited to see their promised update.

    Clown: as a yellow bottle enjoyer, yes 😁

    Pig: Definately seeing her ambush improved would bring joy to me, i hate having an ability that can't be used half the time against decent ppl.

    Sure, the knight change, basically you can choose which guard you send, but you need to use them all. Basically you start with 1 token for each guard, when you choose one it spends the token, you cant use that guard again. When all guards have 0 tokens, you get refunded to 1 token each. Basically just gives you the ability to choose the order of the guards, but you still need to use all 3. You can't just rely on your favorite or the one that is buffed by one of their add ons.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301777#Comment_3301777

    No no no. Not bad at all. Some good ideas I've not seen before. I just don't think, for example, neutering legion's game delay for seeing blood is needed. The blood is far less consequential so it's overall a nerf. Like restricting trapper being able to trap up areas he's traditionally strong at in exchange for not having to pick up all traps at the start. It'd feel really clunky to not be able to use your power within an arbitrary range.

    I especially like the nurse one. It's a very simple nerf that tones her down while keeping the core of the killer intact. Very simple and smart.

    Ok, thanks. I guess you are right on legion, but sometimes i wish i could be mending less time, but i guess he needs it, the ability to see blood was so he could track better in feral frenzy, since right now he doesn't se scratch marks or blood and i guess it kinda feets with the all feral frenzy motif. Trapper well i just think that basement trapper would be to strong if he had all traps from the beginning , like trapping an entire 3 gen or the killer shack and making situations really unpleasant, but honestly i just want him to not be able to trap all 3 exits from shack, either that or some other idea to nerf that playstyle, but someone might have better ideas. Maybe deactivate traps near hooked survivors and make so he can't place them near that hooked survivors?

  • Hmm, i wouldn't touch bloodlust, that is already a very controversial mechanic. And i am not sure i would like a perk to buff a mechanic that even the devs at some point wanted to remove it

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301729#Comment_3301729

    This is a very haphazard mix of buffs and compensatory nerfs to killers who absolutely just need flat buffs. A few standouts are your nurse, doctor and Freddy ideas. All of those are really interesting.

    Nerfs? i wasn't really trying to nerf them, well besides the camping/tunneling aspect, nurse, blight and spirit. Was i really that bad?

  • Ok, this sounds fun. Here i go:

    Trapper: Let him start the game with all traps, but make a radius so traps cant be placed to close to each other (aka, no more trapper puting a bear trap in all exits from killer shack.

    Wraith: Visual indicator of the lightburn, just to better judge if you can decloak in time or need to protect yourself

    Hillbilly: Rework the add-ons

    Nurse: Second blink cant go through walls, blink attacks special attacks. Stunning removes all charges

    Myers: Increase pallet breaking speed at tier 2 and 3, survivors regain some stalk points after each hook (10 points maybe)

    Hag: Traps to close to hooked survivors are destroyed (10m) and cant be placed next to them either

    Doctor: Terror radius increase from 32m to 40m, make the illusionary doctors move, illusion pallets basekit

    Huntress: Better hitboxes on the hatchets, rework iri head to be a instadown from a distance (20m), but only reducing the number of hatchets by 2

    Bubba: Reduce chainsaw charges when near a hooked survivor

    Freddy: Dream hexes that give freddy aura reading on the survivor that interacted with it for 20 seconds

    Pig: Terror radius 24m, better crouch speed, dash attack now vaults pallets and windows, survivors can now instantly remove a bear trap on any box, but they become broken for the rest of the trial

    Clown: Remove the blinding effect of the bottles, give a speed boost to actions when invigorated (vault, breaking pallet, picking up survivors, reduced stun duration)

    Spirit: Make the passive phase only appen when she has her power ready (when not recharging), make her phase slightly during phase walk, loose charges after a stun

    Legion: Reduce the mending time, make him able to see blood during feral frenzy (similar to victor or bloodhound)

    Plague: Visual indicator for when a survivor is immune to damage after a corrupt vomit, no more fake infections (survivor in your screen acts like the vile hit, but the game doesnt register), better pool placement, maybe prioretize close to gens and on base floors of maps, remove corrupt after any stun, not just pallet.

    Ghostface: Better crouch speed

    Demogorgon: Being able to buy him, reduce slightly the hitbox of the shred (make it similar to wesker), ability to replace portals and maybe limit some of the map wide cues that he using his power, maybe only if you are within 40m of him you can hear the sound cues

    Oni: Better passive blood rate

    Deathslinger: Terror radius 24m, and some better add-ons

    Executioner: Add-on rework

    Blight: Nerf most of his problematic add-ons, bigger cooldown if he misses a letal rush swing, loose tokens after a stun

    Twins: Ability to switch back to charlotte during the post hit cooldown, increase the regrow duration from 6 to 12 seconds. Victor immediately appears on charlotte after a hook, inability to switch between charlotte and victor when one of them is closer then 12m from a hooked survivor.

    Trickster: Remove main event timer, make it so you can activate main event while a survivor is hooked, effect lingers for 8 seconds

    Nemesis: Make so zombies loose collision with survivors after a hit (from nemesis or zombie), make it so tier 3 nemesis always injures a survivor even if not infected

    Cenobite: Chains dont target a survivor with the box

    Artist: Better add-ons, stuning artist removes all current placed or swarmed crows.

    Sadako: Survivors now spread condemed to others when placing a tape (1 point for others), reduce the cooldown on tvs after teleport, increase the cooldown if survivor do the tapes, being close to a active tv increases condemnation passive (lets say half of speed as if you were carrying a tape). Fully condemed survivors are no longer moriable unless in last hook, but they are exposed. Loose 3 points of codemed if down by Sadako while fully condemed

    Dredge: Less darkness, i want see something, some maps are just horrible.

    Wesker: Make the infection restart from 0 after a hook, instead of 50%

    Knight: Allow him to select each guard by using tokens (1 of each) after all tokens are consumed all tokens are refreshed immediately.

  • DH and Boil over, quick no. DH is fine if the connection is good, and boil over should never be back to what it was, that perk needs to stay trash for the health of the game or just a complete rework.

    DS, either give the stun a buff or give the survivor haste effect after the stun, or just make it usable more than once per match. One of these changes would be fine.

    Off the record is just not a good counter to tunneling

  • The changes seem reasonable, just not very impactful.

    I will say that 30 seconds of lingering exhaustion could be overkill, i would honestly just remove the terror radius requirement so just make fearmonger for healing, really dont understand why the terror radius restrition when the perk came with a killer that half the time doesn't have a terror radius.

    With all your sharing auras ideas i wonder if behavior would create a perk with the passive of sharing aura reading to all your teammates, sort like letal pursuer passively increases the duration of all aura reading abilities

  • @Xord said:

    Personally I think gen regression should cap at 200% and overcharge needs a cooldown. Not even necessarily a very long one.

    Regression perks are fine how they are at the moment but the fact that you just equip them all is too oppressive.

    I agree most regression perks are fine, except for (COB, Eruption and overcharge), just wondering if a way to stop people from stacking delay or repair speed would make the game more fair.

  • @BabyCameron10 said:

    They just need to make Scourage Hooks token based.

    You start the trial with 4 tokens.

    1 token will be consumed when hooking a survivor, turning the normal hook into a Scourage Hook and boom, rng is completely removed.

    Giving the killer the freedom to choose where they want their Scourage Hooks to be placed on the map.

    Doesn't that just remove all the risk with those perks and survivor counterplay with scourge hooks?

    I would be ok with that idea, but only if the hook gets sabotaged he returns as a normal hook, making them a resource that survivors can destroy if they have the tools

  • @bm33 said:

    Default the survivor controls have action (vault/pallet/locker) and interaction (repair, heal, cleanse, boon, search, remove chains) set to be the same button. You can go into your settings and change your survivor controls so they action button is different from the interaction button. I did it awhile ago on ps4.

    They should make it so default action and interaction are different buttons because this is a consistent issue with players.

    Thank you, didn't knew that

  • @BillsHere101 said:

    When you're incapacitated, you could always run to another gen or do something else until the timer runs out. Survivors could also improve their chasing a lot more than getting downed by the killer in 1 second.

    This perk also has a cooldown of 30 seconds and the killer must kick the generator or it won't work. It's easily to deal with it not much like Dead Hard.

    What something else, you cant do anything besides moving around. The perk is problematic and after all the controversy and public discussions from even big content creators i dont see a world where either the perk gets absolutely gutted or they introduce a new perk to counter it

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358353/no-where-to-hide-bug

    This one is a confusing one!

    The notification area is supposed to be around the killer, not the kicked generator. But it's not currently working like that - it's currently centred on the generator.

    Thank you!

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358286/nemesis-changes

    those are straight up nerfs. for his whip, survivors have basically 3 health states and you are asking this to be permanent, not a fan. zombies are already useless. idk if he needs it but he currently has no add ons that directly affect his tentacle, making some would be nice

    Nobody vaccines against nemesis except in the end game, if contamination is supposed to be a mechanic there needs to be more reward for nemesis to go against infected survivors while giving survivors more ways to cleanse that effect.

    By the survivors refusing to cleanse you get faster mutation and get to have an exposed effect

  • @Sycamore said:

    Wait. You want to nerf an already dead Killer? LUL 🤣

    So buffing his chasing power and giving exposed in tier 3 is a nerf? Ok

  • @Blueberry said:

    So..the zombies which are already borderline useless..you're wanting to make worse?

    Yes, because its RNG, there is basically no skill for the killer in using them. So yeah i would preferred if the zombies got even worse and they focused on his power and change his add-ons to focus on his power

  • The big problem that want bhvr to solve is to make the games more consistent.

    As killer no body likes to get two hooks and you are already in last 2 gens, or a gen across the map that gets done before you could go there and stop it because survivors had toolboxes and prove ad stuff like that. It removes gameplay for both, just stresses the killer because it seems like you running against time its awful.

    But what has become more pronounced with the new killer meta, is that the killer keeps the game in a hostage mode, constantly patrolling the same gens and using its perks in a war of attrition. Making the game last for way too long and no one is advancing, there are no hooks or gens being done.

    And for people saying that its impossible, there is a new video from Hens where he purposely did a 3 gen strat on dead dawg with the Knight. Result, the server shutdown because it went over the 60 minute timer. No survivor was killed, just 50 mins of a stalemate

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/357381/gen-speed-sugestion

    gen rushing isnt a thing... Then we would just hide at the start... 3 gen can be prevented by survivors in 99.9% of the cases so everything here is skill issue

    Normal situations yes. But some killer, some perks and maps make it very easy. Hell, there videos now of a killer holding a 3 gen for 60 minutes. So it is possible

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289169#Comment_3289169

    Then so would my suggestion...

    By removing the Great skillchecks at the start it will force the Survivors to be on Gens instead of around the Killer

    It will also divide the Gen jockeys from the Loopers

    Hmm, i guess, but it would make the gens even more boring to do, it wouldn't really nerf survivors that much, since most just try and go for goods, great is just the small bonus. Sometimes you can do an entire gen and get like 2 skill checks, or even none. I just think the 1% that survivors get from a great its fine, its not broken and can make holding 1 button less boring

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289162#Comment_3289162

    Then your suggestion wouldn't work for the same reasons...

    But let's discuss this

    You said that Toolboxes, BNP, and Prove Thyself will not make my suggestion not work... so what if it was not activated by Toolboxes

    Prove Thyself doesn't remove the penalty for having multiple Survivors on a Gen

    Toolboxes have a specific number of charges

    BNP's are used as soon as a Survivor uses their Toolboxes on a Gen

    Actually it would, improve all of those, except the BNP.

    All there the others would be affected by the repair speed nerf at the beginning of the match, yes the toolbox would have the same charges, but it would take longer, BNP it wouldn't because its a 25% flat.

    Also i had this idea in like 2 min of thinking, of course it wouldn't solve all the problems. Thats the devs job to find, it was just a suggestion from a very mediocre survivor/killer player

  • @CCbear21 said:

    I wanted to start this discussion off with that of the time of this post A generator kicking meta is in place. Albeit I'm not Personally a fan of these perks I understand their reason for implementation; this post is to talk about one of those perks and it's balance.

    "Call of Brine"; it is currently an extremely popular perk and for good reason. It's benefits is that it acts as a Major regression perk with an informative utility. My current issues with it is that it is covering 2 different roles as A perk too efficiently and should be rebalanced to a state where it can feel strong but fair.

    My Idea for a rebalance is a sort of "retooling"; taking what is already in the game and moving it around to better fit different character or roles. Like "The Pig" and there perk "Surveillance" is incredibly weak compared to other information perks only letting you tell if some one is vaguely on a generator or not and if the gen you recently kicked is being repaired or not for a very brief window. Unlike "Call of Brine" which allows a steady supply of information from a generator for decent period of time (enough to almost complete another Generator) on a perk that can completely regress a Generator extremely quickly. So My idea is to swap around some of the information side of these perks around to better fit each other and their chapter.

    Basically the idea is to make Gens kicked with "Surveillance" to now have a constant stream of information to the killer; While "Call of Brine" will have a brief period to tell if someone is on a Generator or not. This is so "Call of Brine" can still be a strong regression perk with minor informative tells; and so "Surveillance" can be a much stronger Standalone perk. One last minor point; I think it would be fitting to change it this way since one of "Detective Tapp"s perks (Stake Out) could be a way to counteract "Surveillance"; and considering "Tapp" came with The Saw chapter alongside "Pig" this could be fitting to have a survivor with perks to help counteract the Killer they came with.

    But these are just My thoughts and suggestions; Feel free to tell me what you think about my idea's or offer some thoughts of your own ways to Balance this perk. Thank you for your time, and Have a Lovely day.

    Honestly, i like the idea of giving the information of CoB to surveillance, that would be pretty cool and in theme with the perk.

    I dont know if you want to remove the regressing mechanic, but it would make surveillance better if it worked like discordance, in a certain radius every time someone does a good skill check the perk activates giving you a notification.

    I dont know about CoB, maybe the perk needs some restrictions. Because right now keeps the game hostage especially combined with either eruption or overcharge. I dont know if just removing the information, aka the pain res treatment is enough. Because Pain res would require the killer to progress the match, while CoB doesn't.

  • @RaSavage42 said:

    For me... it's the fact that Survivors that are good can hit the great skillchecks

    So removing them at the start will make the start of the match easier (for Killers)

    That wouldn't do much, except make doing gens more boring.

    Hitting a great skill check buys you 0,9 senconds.

    Compare that with toolboxes, BNP, provethyself

    Besides there are way to many perks that would need to be changed, that is just not a good idea

  • @Firellius said:

    I think the game needs a slightly different approach.

    I think part of the problem with playing Killer is that you're always on the clock. You're always under pressure. This didn't change with the killer buffs, it just duplicated the issue onto the survivor side.

    It might be better to address this in gameplay, rather than numerically. My suggestion: Once the first and third gens are completed, all gens lock up, they cannot be repaired or regressed. Glyphs spawn on the map. The survivors need to clear three glyphs total, the killer one.

    If the killer clears their glyph, the lock is extended. If the survivors clear their glyphs, the lock is dropped immediately, and hook timers are temporarily slowed.

    This adds a bit of variety and gives the killer the opportunity to get some breathing room.

    That doesnt really solve the holding the game situation, Hens literally posted a video of him keeping a game hostage for an hour that the server closed.

    If Bhvr refuses to nerf perks that are causing this or making base game changes to unsure this situations dont happen.

    By the same logic, survivors being able to rush gens, especially early gens with certains builds is also not good for the game.

    Games should not be 5 or 60 mins depending of what you picked in the lobby

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268400#Comment_3268400

    I also like the Skillcheck idea... Or just applying the Incapacitated Status effect onto the Gen itself... Like no Survivors can work on Gens the Eruption has hit... that way the Survivors can still Heal, Cleanse/ Bless Totems, Get chased

    It's called Gen Rush.... there you happy

    There's 4 Survivors to 1 Killer so of course Killer's got to have something extra

    This is a asym game... why are you asking for symmetric stuff

    i am not asking for symmetry, i am asking for fun.

    Incapacitated is not fun. Its a dont play the game button for 25 seconds.

    If you want it just make it block the gen, basically deadlock on downs. I dont know, i have seen so many suggestions, ideas. But the perk doesn't get changed and any suggestion, even if buffs the perk in many ways, just gets called a nerf to killers and whiner

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