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Boons123

Boons123

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Boons123
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  • You must not have experienced being tunneled into a dead zone

  • @[Deleted User] said:

    Lets skip the foreplay and have the match start with the exit gates open.

    Thus, the problem of genrush and tunnel and camping was solved🤣

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395946#Comment_3395946

    So if i could not find one persone through most of the trial, and 3 survs was on hooks 6 times total, and now i have found this 4th survivor, hooked him once, and as soon as i heard he was unhooked, i went for him to hook him 2nd time because hooking anyone else would means killing someone, and i will not let him to do "conspicous action" - i tunneled him?

    I'm not a developer to discuss with me, so it's just a suggestion that they might find a solution for

    The system may act as the only survivor standing and thus not consider the tunnel

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371662/idea-to-make-the-tunnel-more-difficult

    How the system can distinguish if this is tunnel or not?

    Im sometimes hooking one surv 2 times in a row, bit never kill anyone before 8 hooks, is this tunneling?

    until he rises To take "Conspicuous Actions"

  • @PowZapBamWoofMeow said:

    I don’t get how hard this has been to balance for years.

    Theres a game called Project Zomboid where you are forced to equip negative effect perks along with positive effect perks so you can’t just have all positive effects. I like that.

    So,

    If SWF team, then each SWF player gets some kind of general debuff. If 2-3 SWF and 1-2 solo the SWF still gets a debuff and the solo MAYBE a buff, or not.

    If all solo, then they get some kind of buff.

    So what kind of debuffs/buffs?

    Maybe each SWF takes longer to repair gens, or heal, or both. Something like that. Maybe 2 SWF has to each choose 1 debuff each. 3-4 SWF maybe the same, or maybe 2 debuffs each. Or stick with 1 rebuff each player the first time this is implemented.

    And a pure Solo team gets some kind of buff, again could be faster healing , faster gen repair, both, whatever makes SoloQ life a little better, but not OP. Each solo chooses their buff for the entire match.

    How hard is it to code this? You detect SWF and solo. Done.

    Now the Solo players don’t get steam rolled by killer, and the SWF’s don’t steamroll killer.

    Seems easy to me.

    Why would you want to punish players for playing with their friends?

  • @jmoyano92 said:

    Noed is currently a waste of a perk slot.

    I'm tired of facing 2 to 3 adrenalines in all my games. Noed was it's direct counter, but this perk is terrible nowadays to such an extent that it only guarantees a down and one hook stage because of how easy it is to remove.

    Not only that, but after the HUD icon buff to Solo Q, survivors can see now the progress of the last gen (another huge indirect buff to adrenaline btw), so when the last gen pops the gates are opened instantly, greatly reducing any endgame chance for the killer.

    Adrenaline is meta (it is used both in low mmr by Megheads and high mmr by already good loopers to make sure they get away) so it needs a decent strong killer perk to counter it.

    -Adrenaline benefits:

    heals you 1 health state, gives you Sprint Burst, makes you stealthy during endgame if you were injured (no more grunts of pain nor pools of blood), allows you to go rescue a teammate during endgame (because you're not injured) and on top of that it encourages gen rush since survivors with adrenaline don't waste time healing. They can also finish the last gen in your face without repercussions.

    -Noed benefits:

    -It guarantees you to down a survivor, 2 max if you slug, and one hook stage on average (sometimes not even that). After doing this, the perk is usually disabled, so with a bit of teamwork plus the basekit BT all survivors can safely escape even against a killer using noed.

    Meanwhile, survivors can have 4 adrenalines vs 1 noed per game (I mean nothing, that's how bad this perk is, only facecampers at 5 gens use it)

    So could you bhvr, please buff this useless perk to do it's only job, which is counter adrenaline? thx.

    Because right now they cleanse it so fast (in less than 30s) that it's not even good for that.

    Adrenaline rewards survivors for completing their mission and for their perseverance until the end of the game

    And while rewarding the killer for failing to prevent the survivors from repairing all the generators

    I think Noed has the worst design in the entire game

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390588#Comment_3390588

    I had an idea for a perk that reduces footstep sound by 25%. Reduced breathing sound is a perk and the perk is called Iron will however the perk only works when injured for balance reasons.

    Footstep sounds and blood-marks are reason why boon:shadow step is not a very good perk and in my opinion is worse boon perk in the game. At the same time, buffing it could potentially give game-breaking stealth ability. I think large reason why the game has heavy restrictions on stealth perks is because the killer losing the survivor in the chase is highest reward in the game. It goes past endurance perks or anything else in the game because killer cannot eliminate survivors if he cannot find them. Stalling a chase through looping is one thing, but escaping a killer entirely is exponentially more powerful then anything else for survivor

    For that reason, stealth has to be balanced in such a way that you need to commit all 4 perks to balance its effectiveness.

    Well, it's not a guarantee of escaping a killer completely, and all Perks that hide scratch marks have positive and negative aspects and cannot be abused

    Some perks have requirements to be activated and I don't think reducing the normal breathing sound (not pain grunts) by 25% would be as powerful in chase as it improves stealth style more than chase style

    Developers can adopt and modify this idea (I just suggested it)

    Point clarification: All of these suggestions only occur if the scratch marks are masked using these Perks

    Thank you. I really enjoy these discussions, which are free from bigotry and hate

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390542#Comment_3390542

    Right, what I mean is each of those perks have a purpose Parental Guidance can get you out of a chase if you hit the Killer with a pallet. And while it would certainly be a buff to slap on  50% to 75% scratchmark reductions and 25% breathing sound, it would not speak to the purpose of the perk. Thats my point.

    I understood you, but my idea does not make this perks OP, but more useful, because its goal is to waste the killer, and whether you are far or close to him, it enhances the style of stealth, and this is part of his game, and I see that loud running sounds and loud rhythmic breathing sounds like (Jeff, David, Meg, and others) do not help these perks

    Point correction:I mean the reduction of running sounds between 50% and 75% and not gradually like (overcharge)

  • @Emeal said:

    I think the point of Scratch mark perks if to prevent the Killer finding your position from long range, if you are running around and the killer is close enough to hear you. You are either in a chase or should be. These perks does not mean you should make no attempts at hiding yourself, its just the scratchmarks.

    I don't think so because (Parental Guidance) is used while being chased

  • @Technature said:

    The person being affected by someone else's perk should see the perk's picture alongside any perks they may be being affected by positively or negatively (I'm not saying it does or it doesn't, but it should pop up either way).

    The person providing the perk should have a visual indicator similar to Spine Chill so you can more accurately figure out if you need to be closer to the person or not. There's no reason it should be affecting more than one person, so I don't see why the perk doesn't do it already.

    Good idea, you'll know if you're about to go out of range or not, but especially in indoor maps, you might not know where the user/patron has gone. You will keep running in all directions to see where he has gone

    The idea of ​​making the survivors look like a semi-halo is aimed at distinguishing who is under the influence (such as three Dwights with the same skins), and this will prevent losing the effects by mistake.

    Finally, the visual range: its goal is to know the limits of distance, and this will also reduce the possibility of missing effects by mistake

    If they do that it will be interesting and also in line with the Types of the Perks that have visual effects

  • @Kagari_Leha said:

    Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.

    So I just don't get it, why is it a new perk archetype ?

    Teamwork perks affect all survivors themselves and not on a specific survivor

    You can use it as desired and easily

  • @Kagari_Leha said:

    Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.

    So I just don't get it, why is it a new perk archetype ?

    (prove thyself-leader - and others) All of them speed up the process and not on the survivors themselves

  • @Kagari_Leha said:

    Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.

    So I just don't get it, why is it a new perk archetype ?

    blood pact Only affect the obsessive which can be bad and depend on obsession a lot (like baby Bill)

    If the obsession dies and there is no way to change the obsession (perk useless)

    If you become obsessed (perk useless)

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