DNet89
DNet89
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@PyramidFootLicker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065780#Comment_4065780
Survivors hid all game LONG before distortion was a thing, you guys love to conveniently forget that the spike in distortion usage was due to Ultimate Weapon the perk and all the aura reading killers started running in general around that time. This was around the time aura reading huntress made a comeback too which was why it was paired with calm spirit because the perk roamed with the killer at the time.
Ultimate Weapon only revealed Auras in patch 7.7.0 and it was quickly reverted in 7.7.1 to be at the lockers location of 32 meters. Distortion was a top 10 perk for a couple of years and I believe Survivors used it to mostly counter BBQ, Letal, and Nowhere to Hide.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/465476/will-rat-behavior-make-a-return
Are we really complaining about a perk that still won't see the time of day in survivor builds? If it makes you feel better, OP - I still won't use it, so one less "rat" you gotta deal with.
Oh my, a survivor gets a situational status effect when another survivor gets hooked.
So groundbreaking and OP!!
I will edit that I never understood the term of ratting. To me, it's just a negative negging word for someone who is hiding from the killer. It depends on the context of it, but we already have the crow mechanic in the game that goes against it, so I don't know see why it's a major issue.
Situational perk still won't be used.
Who says I'm complaining? I'm just asking a question to the community on their opinion is all. Honestly I wouldn't mind if they added Elusive to more perks like Come and Get Me or Low Profile.
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Knowhere in the perk description for Boons say it has a range of 24 meters.
Also no Hex Perk says "The Hex Effects persist until the Hex Totem is either blessed or cleansed by a Survivor, disabling it for the remainder of the Trial."
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@Dinadin said:
How is it rat bevaviour if survivors can play stealthy?
So before it's nerf Distortion was in the top 10 used Survivors perks and of course Killer players hated it but if a Survivor is just hiding all game and letting their team die other Survivors players don't like that and refer to it as Rat behavior.
Of course all players should play the way they want to but Survivors are on a team and need to work together to escape
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I think they should've done what they did with The Troupe. Unless they can make all or most of Tricksters cosmetics work on her for the future. They could definitely make all of the Weapon cosmetics work since they both use a bat
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Didn't they also add a Basic Vault and Special Vault? Will Bambozzle and Superior Anatomy be affected with Killer powers like Legion Frenzy Vault, Wesker Dash Vault, Chucky Scamper Vault, or Kaneki power vault?
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I didn't read every comment but maybe Survivors should only leave blood orbs if they are but by Oni. That way they could add Legion back. That what I think makes Oni too good is the other Killers can injure and have cause blood orbs to be everywhere. And Oni can just down Survivors and have the teammate pick them up.
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They could just buff other underused perks with Aura blocking instead of making one perk block all auras.
Examples include Cut loose, low profile, Self-Preservation, rapid response, Parental Guidance
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Could they not just make where the exit gate can only regress a maximum of 20% when a Survivor lets go. And have it remember where it's farthest progress was
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More unique map based interactions like the Steam Pipe Trap on the Nostromo Wreckage.
The resident evil map could have the Herbs like the one 2v8 event.
Silent hill could have the Nurses or something walking around.
The Saw map could have players interact with Jigsaw and play games
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The reason some tunnel and slug is to create pressure because either the gens go to fast or they don't get downs fast enough.
My idea would to make It where everyone shares hooks like shared life's in a mario game. The first 4 hooks would always be 1st stage hooks 5, 6, 7, and 8 wuld be 2nd and the remaining death. You could technically still tunnel the same person but they wouldn't die until hook 8.
But this change is heavily Survivor sided so Killers would need to be buffed.
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@tinyypup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031720#Comment_4031720
They should make the Elusive status effect into a perk bcs items and perks that helped you lose collision w the killer, no longer do that anymore
I think perks like dance with me and Deception would work
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I would've liked the Elusive status effect to go live even if for 15 seconds.
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If possible try uninstalling any dlc you've bought. And just leave the main game installed. You will still be able to play any characters you've bought.
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As someone with all Adept Killer achievements most of them before the 4k double pip era, I agree. 3k with hatch or exit gate escape should give you the Achievement/Trophy.
And for the Survivor you either A) escape or B) die but get +1 Pip.
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It could also increase your efficiency with Flashlights by 50%
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I would've liked it more if they tweaked the numbers to the Anti Tunnel and Anti Slug for release. Then during Hot fixes like 9.2.1, 9.2.2, etc. they keep adjusting numbers
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@ChaosWam said:
What is the purpose of this change, though?
Balancing. No killer would have an advantage so maybe they could try some new things with the Basement
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@Alice_pbg said:
honestly… I keep forgetting about them… still got a bunch to do.
Im slowly getting there. All my Killer ones are done. I just have around 20 survivor challenges left maybe less
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It has been updated to be 20% again so this report can be closed
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@Birken13 said:
I don’t see the point of slapping Elusive onto every Survivor stealth perk. Elusive works best as an anti-tunnel mechanic, not something tacked onto everything. Giving every stealth perk Elusive would just feel lazy and redundant, and there is a reason these perks were not designed to stack every hiding status effect in the first place.
That said, I could definitely see some of those perks getting buffs, maybe even picking up another status effect to make them more viable. But Elusive does not feel like it naturally belongs on any of them.
Which perks shouldn't get the Elusive Status Effect on them? Most in my opinion could use the buffs. Babysitter and Off the record are the only ones I'm concerned about but I did mention it possibly having it's time nerfed and Survivors can't body block with it at first. Adding the missing effects to the other perks in some cases would be a buff but also a useless buff like blocking Aura for Parental would counter I'm all Ears or Predator. But I feel like you don't run into any of these perks anyways except Off the Record and Babysitter
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I always love patch notes like these because of the chaos it brings and seeing all the people afraid of any change because they are afraid to adapt and change their ways.
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They could make getting condemned easier and change it where a fully condemned survivor is now exposed. They might also change it were you can only Mori a condemned survivor after they have been hooked twice
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One thing I would maybe change is make recovering while crawling reduced by 50%. Otherwise Tenacity needs a new effect.
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@Marc_go_solo said:
I'd quite like to see a Proton Pack as a new item Survivors can use to slow down killers if they are chasing another survivor.
Like a flashlight but instead of blinding it hinders. I like it
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@xGodSendDeath said:
It's a little more than that though. You lose less MMR or lose none or gain less/gain none depending on how you match up against your opponents.
Like if I get matched against 30k hour comp survivors and I get dunked on and they 4 escape easy, I won't lose any MMR because the system "expects" me to lose. This is part of the reason why it takes forever for your MMR to drop
I should lose MMR when I lose regardless the opponents. Also I'm not that great at the game so I should never face people that skilled.
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Yeah I thought it was suppose to be a random tile on the Withered Olde realm that would replace a random jungle gym but maybe they couldn't put i that tile on the Pizzeria map because it is also in the same realm
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Since there are no rewards after P9 I would've made the the Max P10.
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Either A: Remove them or B: Bring them back to 100% but increase the rarity to Very Rare or Visceral so people don't get them as much.
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It should just have all perks available at all times except the perks from the characters you own
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Security Doors seems to be a useless interactable for Survivors. I think survivors should be able to go to any door like Springtrap instead of whatever number they are connected to. And Survivors should be able to disable the doors similar to Onryō TV, Demo portals, or lock them like dredge lockers.
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@PolarBear said:
Both 2v1 and 3v1 situations desperately need to be looked at. This is going to sound unpopular but there needs to be a catch up mechanic for when a survivor dies early to keeps survivors engaged instead of what we have now where the game grinds to a halt and the survivors eventually all die. For me this is the biggest pain point in the game, before it was manageable since you could just die on hook but now that its removed you are forced to stay in the match for several more minutes than before. Complete misery for everyone involved, even as a killer because now if you want an actual interesting match you need to play worse to give the other side a chance.
I thought of a mechanic they could implement. I believe the game should be balanced around 12 hooking instead of trying to get to a 3v1 asap. The mechanic I thought of would be a shared life system. Where no one has any hook states but rather the whole team has 12 lives. The first 4 hooks on any Survivor would be the first stage. Hooks 5, 6, 7, and 8 would be the struggle phase. The remaining 4 would be death. So no matter what a survivor cannot normally die on hook until the killer has gotten 8 hooks. Obviously perks and such would have to be rebalanced along with other things like buffing the killer role. You could still tunnel but you would have to hook that person 9 times to eventually kill them and camping wouldn't really work anymore since the other 3 survivors should be able to complete 5 gens since they could sit on the hook for like 560 seconds.
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I like all the new and different add-ons you guys made for Pyramid Head but why isn't there an add-on that inflicts Survivors with Torment have they have been hit with h Punishment of the Damned? You guys tried that out on a PTB and I know people didn't like it as Basekit but an add-on would be okay.
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Teamwork: Toughen Up is just a better Self-Preservation. Longer duration and bigger range.
Whenever another Survivor is hit with a Basic Attack or Special Attack within 16 metresy of you, Self-Preservation activates:
Scratch Marks, Grunts of Pain when injured, and Bleeding are suppressed for the next 6/8/10 seconds.
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@Rapid99 said:
I think people use it, you just never realize it. The major problem with the doors, is because of the survivor U.I telling you when your teammate is being chased… you know it's a free TP you can get away with.
Like it's so hilariously easy to avoid getting caught in there that it makes it borderline impossible for the springtrap.
Teammate in chase? TP is free.
Teammate not in chase? Too risky, don't TP.
Yeah TP while teammate is in Chase is the safest option another thing is survivors can travel freely like Springtrap can. To my knowledge each door is connected by a number and are one way trips for survivor.
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Each match would just be of the best items and add-ons which could already be a thing if you just go from character to character.
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@Ryuhi said:
Hey, thats great! Lets come up with a way for killers to share (or transfer/trade between killers) addons as well for the same reasons as well. Keeping up with addons can be a major BP sponge if you do not play often, yet wish to try to keep up with the meta across up to 40 characters (and growing of course.) As you posited earlier, it would improve multiple aspects like build diversity, less grinding, better game flow, and wouldn't have any more effect on gameplay.
For the record, this isnt whataboutism, this is a change I've wanted for both sides for years. Reworking perk acquisition was step 1, now the rest of the node types need some type of attention too.
The only thing I think of for Killer add-ons being shared is to code each one like a number. Example Trapper has 5 and 10 for his Iri add-ons and Wraith has 7 and 8. All of the first Iri add-ons would be something like A1 and A2 for the second. So the game would tally all of the Killer add-ons up. For this example there would be 5+7=12 of the A1 and 10+8=18 of the A2.
So if all of the 40 Killers each have 10 of their first Iri then they would have 400 A1
Each addon could continue as A3, A4, ...A20.
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Reason#2 is good for killers. If survivors are spread out they can be more efficient. I think everything will go back to normal in about a week or two after everyone gets used to the new updates
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942436#Comment_3942436
That’s pretty neat! Would leader do the same then too? I noticed for exit gates of course.
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942436#Comment_3942436
That’s pretty neat! Would leader do the same then too? I noticed for exit gates of course.
Yes when you are healing with Well make it, Botany, Empathic, Desperate, Resilience, circle of Healing, Dying light if you are the Obsession, Leader if affected, Better than New if affected, No one left behind, Were gonna live forever, and Med-Kits. I believe those are all of them. If you are being Healed it stays Grey regardless of how fast or slow.
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@OrangeBear said:
The calculation is 4.4x1.075 which gets you 4.73.
Well I feel dumb. Thank you I assumed that the 7.5% was just added to the 110% base movement speed of Hag to make 117.5%
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Did you report this as a bug?
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I feel like a lot of perks need this feature.
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@Aven_Fallen said:
Are you sure that those interactions are affected by Resilience? The new wiki does not mention them:
https://deadbydaylight.wiki.gg/wiki/Resilience
Only the old wiki mentions them.
You're most likely correct
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I think they should also make it where the Killers get a notification when a blood generator is at 75% or something so they can go over a kick to help with the Community goal. Or something along those lines
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I think the Broken status effects is fine except for the Invocation perks and No Mither. The Invocation perks should be charged from the rest of the trial to 120 or 180 seconds. and No Mither should be You start the Trial injured and Broken for 90 seconds. When you lose a health state you become Broken for 90 seconds. You keep everything else about the perk.
Alternatively I think because no mither is David's perk that it should let you use Dead Hard without being Hooked.
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@Chiky said:
you want to make the weakest killer even weaker? #########? Whatcs next? nerfing trapper?
Pyramid is not a weak Killer. He's probably in top 15. No what I'm saying is he definitely needs an addon pass and honestly that's all he probably needs.
But his Torment is unremovable unless you get caged or rescue from cage. There could be another way Survivors remove it but there could be other ways he applies it to such as with his special attack that they had in that one PTB. You are able to remove other Killer effects/abilities such as Plague sickness or Onryō condemn.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/441025/mori-perspective-changes
Trapper and wraith are also first person or do I remember wrong? xD
Trapper, Wraith, Hillbilly, Nurse, Myers, Doctor, Huntress, Leatherface, Pig, and the Clown all have a first person Mori. Every Killer after Clown has the 3rd person camera or the Survivor POV. Hag who came before Doctor and Freddy who came before Pig are the odd ones out.
Edit. Based on DStrikes Video only Leatherface and Myers with Tombstone are First person. The other Killers seem to now have the Survivor POV
https://youtu.be/fxYL9M3MXWA?si=jQk_mfNp0PZwmVEg -
Superior Anatomy does 40% and has a cooldown of 30 seconds though.
They should leave it at 25% but drop the the stun penalty from pallets and flashlights
And Superior Anatomy should have a 20 second cooldown
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Maybe Pyramid Head shouldn't get a loud notification when a Survivor is uncaged.