D0NN1ED4RK0
D0NN1ED4RK0
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@Kubui said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582357#Comment_3582357
"would extend the gap" bro, the gap is ENORMOUS right now. My "ds idea" is right. If u DS a nurse or a blight u cant do ANYTHING. 5 seconds against those killers is the best solution to tunneling. For the other killers, 3 sec as its now its perfect.
A nurse will just blink towards you and a blight will just hit you with his lethal rush making absolutely no difference whether they got stunned or not
also can we please stop with these ideas that punish players because they wanna play with their friends?
and if the gap is so enormous is as you claim it is why do you wanna extend it? We’re already getting a few soloQ buffs every now and then and we can’t progress those just for some random ideas that undo all these things the devs have been adding into the game for soloQ survivors
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582165#Comment_3582165
I personally would prefer a 4s stun into a 4s power lockout to make its effects more even vs m1 killers and nurse/blight/spirit/Huntress etc, but basically yes.
I personally just hope the stun duration is strong enough for the survivor to create distance from the killer
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no that would be unbalanced and would extend the gap between SWFs and soloQ and your DS buff idea will just make it useless against nurse and useless against every other killer
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582237#Comment_3582237
First of all it is every minute, second of all because aura reading is still more valuable than just a bubble up?
Yeah but still compare that to a perk like LP or BBQ
lethal works once per trial and its secondary effect requires another aura perk
BBQ requires downing and hooking a survivor in order to work
meanwhile ultimate weapon is available all trial and has a pretty short cooldown
and even if it’s a bubble up you got some decent info on a survivors whereabouts
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@Skillfulstone said:
What do you prefer?
Strong tracking perks that can make slower Killers able to keep finding Survivors and initiating chases without needing to rely on slowdown?
Or
Having every Killer bring 3-4 gen regression perks and winning games through attrition after 35+ minutes because they can't find anyone?
With ultimate weapon
what’s the point in bringing other info perks? This is personally what I like about the perk when playing killer
you can bring 3 gen slow down perks and have ultimate weapon giving you info about the survivors whereabouts every 30 seconds just under the conditions of opening a locker
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Sam and Dean would be too OP for the entity
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@FFirebrandd said:
The... I want to say 1.6... meta shakeup was a massive mistake. Sure... it did shake up the meta, but both sides ended up with metas that made the game worse. They've sort of fixed it on killer side by reviving Pop, but for Survivor... we'll have to see what's meta after MFT gets nerfed.
Also I'm still salty about what they did to Botany Knowledge and Self Care.
Decisive strike back to 5 second stun
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@FFirebrandd said:
The... I want to say 1.6... meta shakeup was a massive mistake. Sure... it did shake up the meta, but both sides ended up with metas that made the game worse. They've sort of fixed it on killer side by reviving Pop, but for Survivor... we'll have to see what's meta after MFT gets nerfed.
Also I'm still salty about what they did to Botany Knowledge and Self Care.
They should probably bring back 5 second DS stun cause that would be interesting to have back in the meta
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Ok this is a very hot take but……
badham is the most balanced map in the game (sorry I just enjoy playing on this map a lot)
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/0N9YEKXA42XY/20231108200554-1.jpg
https://us.v-cdn.net/6030815/uploads/HDP2XAXUH87G/20231108200722-1.jpg
It doesn't seem to work on Chucky. Could be intentional but i will report it as a bug.
question…. What does the mad grit animation look like?
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Wait so the addon got a shadow rework?
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tenacity + plot twist + power struggle + flip flop
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@UnusedAccount said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577358#Comment_3577358
You can't, DS doesn't work for EndGame anymore.
What I meant that if DS deactivated you can still guarantee some kind of escape if you have adrenaline or hope and I do know it disables in the endgame
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@UnusedAccount said:
Even if they raised it to 4secs, no one would use it because its not a free escape for endgame anymore. That's why people brought it.
You can pair it with adrenaline and hope tho
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@Chocolate_Cosmos said:
Example: New awesome bear skin for Trapper, even if you don't play him much, do you buy skin when its so awesome even tho it's not your favorite character?
Well….. you can say that cause I bought every single cosmetic for Cheryl and for some reason I barely play as her legendary sets like sometimes I’d play cybill, sometimes I’d play Lisa or James or Maria but most of the time I play Cheryl
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from my experience the perk is as strong as the person who uses it
I’ve seen people just either pre dropping + autopilot with the perk or others becoming uncatchable
i used to run it myself but when I heard about the “nerf” (which was a bug) I dropped instantly and started playing without it
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Why can’t I pick both :/
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The Winchester brothers from supernatural
just imagine what their teachables could be
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@Beatricks said:
Revert the stun duration nerf of DS. Also remove the skill check, it serves absolutely zero purpose.
I think it’s better if they just increase the skill check size
and bring back the 5 second stun
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@KolbyKolbyKolby said:
Personally, if I had the choice I'd buff No Mither so it had 100% noise reduction so that I wouldn't need to pair it with Iron Will every game.
What small buffs would y'all have like to received this chapter?
DS back to 5 second stun
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I would trade MFT for 5 second DS stun to come back
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553332#Comment_3553332
I have loved this movie since I first saw it. What a cool username :)
Thank you very much
that’s very nice of you :D
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@TheBoop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572008#Comment_3572008
it will only harm a killer like nurse with her base movement without her power
that's the point. Do you really need to punish M1 killers more? Against just m1 killer, even those 3 seconds is often enough. Nurse, Blight, Spirit, Wesker etc. are the issue for this.
No I want the perk to equally work on all killers and not being strong against 90% and leaving the other 10% unharmed and I think it’s better off with a 5 second stun and a power cooldown so fast paced killer don’t easily catch up
and no 3 seconds are not enough because the distance you make is pretty much non-existent
killers will always easily catch up to you
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@TheBoop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571866#Comment_3571866
I would do either one or the other. Disable power for few seconds might be actually more interesting buff than just stun duration.
Why not both? I mean disabling their power won’t help against an m1 killer and it will only harm a killer like nurse with her base movement without her power (like yeah nurse is already an annoying killer but it’s not fair that DS will pretty much only work somewhat against nurse but not the other m1 killers with a normal base movement) so I say it’s better off with both cause it might help the survivor gain distance from the killer and if the survivor is going against a nurse or blight it should also guarantee that survivor is getting away with being tunneled cause nurse and blight are already out of their power
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Basekit DS is a bad idea just revert it back to 5 second stun and that’s it
and also make it disable the killers power for a few seconds as well so the fast killers don’t catch up easily
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A small percentage of Freddy Kreuger’s teachable Fire up should be basekit
it would somewhat compensate if a killer loses a few gens in chase like it isn’t strong but it would atleast benefit the killer
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571768#Comment_3571768
It's not hard at all. You can find guide on YT if you need to learn it. Just not be there too late (Background Player will help you with that).
Yeah Ik they aren’t that hard but there are moments where I just get too greedy to get the save just for it to mistime like basically it renders a blind but doesn’t render a save
and I’m currently low on shards so I can’t buy the character who has the teachable and also I haven’t played in a long while but I might try out the buffed background player if it doesn’t get nerfed when I play again lol
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and I’m here constantly mis-timing my flashlight save 😭
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no wesker is fine as he is you can avoid infection damage by running in open areas with no object infront of you + his power has a cool down of 6 seconds which can actually help you gain distance
And wesker is more of a skill awarding killer. I’ve played a little bit of him myself and I played against him numerous times in soloQ and no the killer is fine as he is.
He requires skill in order to win, has a few penalties for missing hits such as cool downs to his M2 bounds, holding his second bound for too long which resets it
maybe try playing him to see how he actually works
The only problem I think wesker has is that his infection makes tunneling easier but that’s something that could be looked at without gutting him. Maybe decisive strike could have a buff where it disables his power for a short while granting you an escape window from a tunneling wesker
and also the top pick rate has nothing to do with him being an OP killer. He’s fun to play and is skill awarding and makes the game feel fun which is something we barely have every now and then.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571283#Comment_3571283
I does activate on second stage. Not sure what the OP means.
I’m assuming he was on second stage during the EGC and the meter didn’t work cause it was disabled
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Either a map rework or we’re getting the legend John Kramer himself as killer
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I think the reason it disables at the endgame is the same case to why anti tunnel perks disable in the endgame
so it isn’t a guaranteed free escape
but idk about the second stage thing I thought the meter worked on second stage?
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571252#Comment_3571252
Can confirm that it still works against Adrenaline!
@sizzlingmario4 said:
Yes it does. If a survivor is injured with Adrenaline and you have Terminus, they will still get the 5 second speedboost but they will not be healed.
Alr thank you everyone for letting me know that
have a great day everyone :D
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@Brimp said:
To my knowledge it does but through so many updates it could have broken in some way to heal through without it anyone realizing because its so underused. But it did at least used to work against adren by not letting the survivor get the health state.
Alr thank you very much for letting me know that!
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570763#Comment_3570763
Tell this story to Hex:Ruin, Tinkerer, Call of Brine etc.
I think they were referred to perks in general from both sides cause there was a few unproblematic perks that could probably make a return today and I wouldn’t mind seeing them again cause I kinda miss seeing some old perks myself from both sides
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570687#Comment_3570687
As long as bodyblocking still can't be done. If the Killer can walk through an OTR bodyblock then I don't have a problem with that. For the most part M1 Killers use STBFL, so I wouldn't want to nerf M1s because people are 'get down Mr President'-ing to kill all STBFL stacks.
I think a better alternative is that STBFL will not work when it hits OTRs endurance but it still keeps the stacks
that’s a way to make the perk somewhat viable to prevent tunneling and avoid the whole bodyblocking hits it provides
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570687#Comment_3570687
As long as bodyblocking still can't be done. If the Killer can walk through an OTR bodyblock then I don't have a problem with that. For the most part M1 Killers use STBFL, so I wouldn't want to nerf M1s because people are 'get down Mr President'-ing to kill all STBFL stacks.
Oh yeah and I forgot about the whole bodyblocking thing so that also isn’t much of a healthy change for the perk but there should rlly be a way to make it feel somewhat reliable when being tunneled cause STBFL usually helps the killer catch up easier along with the whole thing that this also harms M1 killers except nurse and blight
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570640#Comment_3570640
That might be something for OTR to apply on unhook, Obsession swap. Although that might make tunneling with Furtive Chase and PWYF a scary alternative. It might be worth PTB testing though.
I’d just say give it a unique endurance where if it gets hit by STBFL the tokens are all instantly consumed
that way the perk will punish tunneling cause STBFL hard counters it
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570656#Comment_3570656
Unless they have a reason to change the stun duration which you and I don't know. I am of the opinion that bHVR probably would not change things unless they really have to. I mentioned before where it could be used with Head On to chain-stun for 8 seconds. Not fun.
The head on part could be literally avoided by not going for the same survivor after they get unhooked and being forced out of the game is not fun either btw
and ig it’s their game and they could decide what gets changed and what stays
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570651#Comment_3570651
I doubt they nerfed the stun specifically for the offensive use.
But they introduced the CA (Capricious Actions) because of that offensive use 100%.
Then there’s no point in making it a 3 second stun if there’s already a set of penalties (CA) which disables it once it realizes you’re not getting tunneled out of the game
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570636#Comment_3570636
Correct, but its the general consensus is that being slugged is boring. So leaving a perk in that forces slugging is not popular.
And oh boy was there a bunch of slugging back then, so bHVR changed it to prevent offensive use of DS.
I doubt the offensive use was for that I mean I get it forcing a DS stun despite the killer had no plans to tunnel you is scummy but in the same time not much of a valid reason to nerf the stun duration
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570604#Comment_3570604
The reason the timer was extended was because Enduring worked against it. They temp fixed DS by increasing the timer, fixed the Enduring bug, but waited an absurdly long time to deliver on the promise of reducing it back down to 3s. I think it is because they realized it was a thin line keeping the game 'playable', and without sufficient other support mechanisms, people would leave in droves. I think it was better for the game health to have it at 5s, or at the very least remove Deep Wounding from anti-tunnel Endurance. The 6.1.0 patch had only horrendously bad perk changes (I'm fine with the core gameplay changes other than Endurance), as they were done to butcher fair and balanced perks, instead of buffing garbage perks into the realm of viability. They even had the gall to nerf Calm Spirit in that patch, that's how absurd their logic was in the 6.1.0 perk changes. They buffed Thana only to immediately nerf nuke it from orbit, which shows they didn't understand what they were doing to the perks.
The goal (at least appeared to be to me) was to replace DS with OTR for 'stale gameplay' reasons. The problem was OTR isn't a proper replacement. If you get hit off hook into BT, DS could still activate, but OTR doesn't. If they allowed BT into OTR, then we wouldn't have as massive of a tunneling problem as we do right now. Making anti-tunnel endurance act as a Mettle of Man white hit with no Deep Wound gives the Killer the feedback they need, while giving Survivors the effects they need. The event right now is flawed in that specific realm for that same reason, you can't know if someone has event Endurance in the realm, or if they were healthy when they exit. The Killer does know the person got off hook, and can hear the lack of grunts of pain, so they know OTR is up. They can choose to proc it, or go after the rescuer.
Honestly OTR could’ve been even more decent if it cancelled STBFL hits like I don’t mind being hit off hook but atleast the perk should disable STBFL stacks
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570558#Comment_3570558
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570590#Comment_3570590
You guys make it sound like the only reason DS was nerfed was because the 5 second could be abused before CAactions.
But reducing its duration was suggested many times back then still.
How was it “abused” exactly? Playing around and forcing your DS on the killer could fire back if the killer downs and slugs you instead of picking you up
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I would replace midwich with Alchemilla Hospital cause IMO it could have been a much better map for the silent hill chapter when it came out (even if we have no idea what it would look like if it was in the game)
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@Emeal said:
cause you could abuse it with Head on to stun the Killers for 7 to 8 seconds.
Buffing it wont stop tunneling.
DS is only 1 minute before it disables and it’s a better option to just avoid the survivor who got unhooked at best and go for the unhooker instead
altho I do somewhat agree that it won’t rlly stop tunneling but it might somewhat delay it in a way or 2
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@Xernoton said:
It's not as strong as it was before. Old Haddonfield was arguably the strongest map that existed at the time. However, it was also pretty hard to play to its max potential and I'd argue that that has become easier.
Personally, I would like to go back to old Haddonfield. It is entirely possible I am romanticising but I honestly think it had an overall more enjoyable atmosphere and wasn't quite as unpleasent to play on. You knew what you were getting into when you got that map. Now it's a matter of: "How many free hits can you get by forcing survivors onto the streets?" and "Can you end the chase before the survivor makes it to any of the houses?" This forces killers into an awkward position where they are best off not playing around the main structures and instead utilise the huge dead zones away from the houses. For survivors, this doesn't feel any better.
Visually it has objectively improved but still I miss the lighting of the old version. I liked that a lot more than the kind of grey-ish color scheme that we have now. It seems like they couldn't quite decide, if they wanted to make the map dark or not and instead went a middle route. This is purely subjective of course.
Personally I think they just need to rework the map aesthetic…maybe restore that blue-ish (not sure if that’s a word) tint the map had before and personally I think it will look exactly like old haddonfield
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I thought soul guard had something to do with the seal of metatron at first I thought “is this gonna work like the seal of metatron” in silent hill 3 before realizing it’s an endurance perk that only works when you get picked up from the dying state
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From what it looks like
They are definitely making custom mori animations
……well atleast now we will probably see some use to that pyramid head tongue model that never made its way to the game despite being in the game files
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Run it with hex plaything and you’ll see how powerful of a perk this is
and if you’re able to reach a 5th totem then the entity blocks all totems and survivors won’t be able to cleanse it
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569736#Comment_3569736
1. Incapacitated-Statuseffect while in Dream Transition
2. Dream Transition 4sec Basekit, can be reduced by addons down to 2sec
3. Everyone falls asleep and can never wake up again when the gates are powered (stays asleep at the hook too)
4. Failed SC do no longer wake you up, for that, the clocks stay in the game
5. Dream Projection stayS
Thats basically it. Some Addon-Adjustments and he would be fine.
Love your ideas but I’d prefer removing dream projection and bring back the old dream world speed penalty which old Freddy had

