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DrDucky

DrDucky

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DrDucky
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  • @Habil_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595058#Comment_3595058

    When buffed to 115%

    They massively nerfed the Trickster's ability, the dagger.

    The freedom of setting has been limited.

    This patch kills the character called Trickster.

    Hag, Pig, Huntress, Demogorgon, Clown, Doctor

    Next is their turn.

    Hag is a good killer idk why you listed her. I doubt those other killers you mentioned though will be getting nerfs cope

    I did underestimate the fact that they capped his knife throw rate at 3, so even with 115 he has actually been hurt quite a lot given that you now need 8 knives to down and your throw rate is capped. Capping the throw rate to 3 and not 4 was a big mistake and if they revert this then he will be fine and the changes should be a pretty good buff. I still do not like going against this killer though.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594916#Comment_3594916

    So a Trapper with padded jaws is not?

    I don't feel like blight is that much of a chad killer, because they have such a strong base power.

    The true chads deal with what little they have because they can. Because they want to.

    Its a power that takes skill to win with even if it is strong.

    A trapper with padded jaws is just insane, not chad. I dont know why anyone would do that to themselves.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594925#Comment_3594925

    Going from 110% to 115% will make Trickster more powerful, because he will be able to get more M1 hits. But it won’t make his M2 power feel better, or help the fact that trying to land 8 knives, with the increased line of sight breakers on the new maps, feels awful.

    It also wont help the fact that there are so many places where Trickster can’t use main event, and he will still waste many of them. And he will feel like he’s running of out knives way easier.

    This entire rework isn’t designed to be an overall buff to Trickster. It’s really just a buff for console and a nerf for PC. Anyone that’s played FPS games on PC is used to recoil, and knows how to deal with it, so removing recoil isn’t a big deal for them.

    That extra 5% is a tremendous deal, just that alone would have helped since being 110 you can really feel the difference.

    @Habil_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594925#Comment_3594925

    Don't just look at the buff number, look at the original Trickster ability.

    If 4.6 is such an amazing buff, why are the other 4.6 killers struggling?

    Imagine how much more trash those 4.6 killers would be if they were 4.4

    Again my counter argument is, imagine how much more trash they would be if they were 110%

  • @Habil_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592796#Comment_3592796

    If that's a huge deal, why play Trickster?

    Play Trapper right now! 4.6 m1 killer!

    You really don't think a killer going from 110% to 115% is not a big deal?

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592778#Comment_3592778

    From your last point, I think the reason why this game doesn't feel scary after you play it for a while is because everything is so expected now and threat is based off of radius mainly. Tinkerer for example, if you don't see the killer it can be one hell of a jump scare. This game definitely needs more random interactions to help mix things up.

    That is true. I think part of that problem is the horror goes away when you have thousands of hours and not much can really bring that back lol.

  • Engravings or none, billy is always chad. A basekit blight with only bbq is almost as chad though (;

  • @Astel said:

    Devs reverted the number of knives that the Trickster throws per second, but why they didn't revert the number of knives that are needed to injure or down survivor? Some might say about basic movement speed increase and less blades are required to charge main event, but didn't these features already bring other nerfs like 32m terror radius, halving the duration of main event, and decreasing the time before the laceration decays?

    I don't know about the Trickster deeply, but it is quite hard for me to understand. Am I missing something? If I am, can someone explain kindly about this to me?

    He is also 115% move speed now which is another huge deal.

  • @MikaelaWantsYourBoon said:

    Ruin will back to 200% regression and it won't deactive after one survivor died.

    DS will back to 5 seconds stun and it will work after both hooks. It will still deactive after all gens finished or conspicuous actions.

    Would you take it?

    I feel like it would be better for game's health. Ruin & Undying was fine combo. It gave reason to killers leave hooks and pressure on gens. And DS was nice protection for survivors whenever killers try to tunnel.

    I do not think this would be a good idea. Ruin undying, penti and then something like deadlock would become hell on earth.

    I think you could buff ruin to maybe something like 120-150% or keep the 200 but also keep the survivor died condition.

    DS could go to maybe something like 4 seconds, I feel like the 5 could sometimes feel a little too long and the perk would become the most used perk again which would make things stale.

  • There is nothing more fun or chad than a basekit blight.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592045#Comment_3592045

    "It does remove from the experience though" - this is the exact type of reply I want. I didn't think of it like that.

    I'm not suggesting like 50s cd's etc, I just want certain killers who are really strong in a chase to have a bigger CD for the sheer power they have. Like leatherface for example, some people say he's OP, I say he's really fun to be chased by and it does get tense when he almost gets you, but at the same time when he has a stupid amount of movement speed it's almost impossible to win against that, then when the killer has clear speed hacks with that killer it's definitely impossible to win lmao

    ok, im glad you see the potential design problem.

    I think it would be better if the game had much less movement speed effecting perks etc. Because even if we gave powers longer cooldowns based on the killer's speed, if it got to the point one day where there were so many perks etc which were giving move speed buffs then the game would be chaos. You would not know how long you could run a loop or (assuming your suggestion came into play) how long the killer's power cooldown was going to be. And this scenario if we got to that point would suck for both new and experienced players. So I do hope that the devs start to create less haste effects.

    Also I agree I love going against Bubba who goes for chases, he is far from OP though I have no idea what those people are talking about. If anything he needs his chilis to get nerfed and be added to his base kit because a bubba without those is rough.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592047#Comment_3592047

    But the shred ends the chase faster regardless, because you don't need to catch up so far, which makes it so even in a deadzone a medium/short range shred is still better than an m1.

    I'm not saying the perk is the worst thing ever on demo, just that there are better perks to synergize with your power. Because oftentimes getting the m1 just takes a lot longer than just shredding.

    But the survivor could still just dodge or move to behind any debris and then you wasted more time than if you just went up and smacked them and because you have 6-8 stacks when you did then they have much less of a chance of reaching a tile? A shred is not a wesker dash.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590648#Comment_3590648

    It can be a really strong effect but you won't get max stacks constantly so other perks are more reliable. I don't underestimate the value.

    I dont know what kind of matches you are playing, but in your average games I just do not see how you will not get high stacks of the perk if you play correctly. I watched scott jund (a very good demo player) play with this perk and he would very often be hitting a mix of m1s and shreds and then be getting pretty high stacks.

    Even the world's best survivor, if they are in a dead zone you guarantee an m1 and that is part of the skill of killer is creating dead zones to limit survivor's skill output.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590713#Comment_3590713

    Neither adding nor removing any particular features but adding a bigger cooldown to abilities in general does not remove the uniqueness of each killer. It does not remove the experience of being a killer, it does not do anything except reduce the availability of the ability in general. This is you more so you nit-picking about not being able to spam something that is easily abuseable in the game in it's current state.

    "just makes things more boring" - this suggests you already find the game boring.

    It does remove from the experience though. It is like how ghost face's power by default took 30 whole seconds to come back, it felt so bad because you basically could not use your power. This suggestion can put killers in a similar spot and that is just a design nightmare and it just makes things super boring since you will use your power and then be on hold for however long. I am not bored of the game, but having long cooldowns for most powers would definitely make me bored.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590659#Comment_3590659

    You're right my apologies. What I mean by it is that killer abilities should have much more of a cooldown in general to warrant having to use their basic ability as their main attack rather than as an attack that's not used for 90% of the game.

    The problem is encouraging killers to m1 more just makes things more boring. If I am having to m1 all the time then what is the difference between each killer? The whole point of each killer's identity is their power and making this worse just seems so counter intuitive.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590313#Comment_3590313

    Nope you're are completly off on the math on that... First of all Black heart is onl 15% reduction and then again Shred has an attack cooldown of 3 seconds whereas basic attacks have 2.7 seconds, which is why I phrased it the way I did... So 15% of 3 seconds is 0.45 seconds meaning we are left at 2.55 seconds cooldown compared to 2.7 seconds with 0 stacks. With 2 stacks of stbfl we are already at a lower attack cooldown with 2.43 seconds. So as you can see you're wrong on that. However you can cut the distance way shorter with 8 stacks but you need to get there first. The problem is not only do you give up on another perk that might be more useful you also give up on using your power more frequently because you want to get to a high stack count, which means longer chases, which is maybe not worth the following shorter chase time, because then again you would need to not use shred which is more often than not the faster down.

    Sure on some round loops you cannot use the shred and you are forced to m1 but it is not like those are the majority of cases otherwise his shred would be way to situational, which it is not.

    Demo is actually quite similar in that sense, you constantly want to play around with your shred, be it for zoning, for making them loose distance by readying up and not fully charging it because you don't lose distance doing that but they might need to dodge or take the shred because the time where you can still cancel it without any slowdown and the time for it being ready and you flying across at 480% m/s is really short. So yeah you want to use your shred and not your m1 most of the times.

    Sorry I did miscalculate, blackheart is 3 stacks and not 4.

    I actually played a game with demo and used STBFL, I am not gonna say the survivors I faced were amazing, but I ended with 7 stacks and it basically let me crush them essentially.

    I think you underestimate just how powerful it can be to cut survivor's distance by 40% especially with everyone now getting 2 stacks of the perk for free (which btw demos shred with other killer powers, the cooldown has remained the same). It is just so helpful, and the thing with demo is you can point blank shred the obsession you can basically never lose stacks.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590315#Comment_3590315

    Fair enough. I guess I don't watch enough streamer content to have ever seen a top player Vs some real baby Survivors. I just assumed that only happened to players like me, with my MMR score presumably being much closer to the very new players.

    Its fine, I think if you yourself have only faced players of your level, then it can be hard to determine who babies are, but trust me when you see them you do know lol.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590087#Comment_3590087

    For me at least, it's less wild than it was and working better. I'm still losing plenty, but neither side is getting turbo stomped on anymore.

    When you have as many hours as a professional streamer, virtually everyone that you play in public matches is going to seem like a "baby" to you skills wise.

    The guy's probably not seen real baby players in his games for years. I've had players in my lobbies that blow up every gen they touch and don't throw a single pallet in chase. I "only" have 800 hours in this game and I still shouldn't have been matched up with any of these players. I have no doubt it will happen again, but it should (hopefully) happen less often now if MMR is doing what it should be doing.

    Scott does mean players who hide in corners etc, even hens went against a survivor who it was their FIRST EVER GAME literally. Even at my much lower 2.5k hours I can see who are baby survivors and who are not.

    When we use the term "baby" we mean players who crouch the moment they hear a TR etc.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590089#Comment_3590089

    Or he can just point blank m2 everyone because with black heart this is still faster than an m1 without any stacks. And then you have another perk slot free.

    However there are rarely occasions when you can only m1 so the value of STBFL on demo is not too much, I still don't understand why you brought up comp strats as if mostly using the m2 is a comp strat, there are many reasons to use your power over your m1 mostly. Even in the open you can use your shred to either force them in one direction or quick shred for a smaller distance, sure nobody is gonna fall for a max range shred in the open but with a shorter one you will be far more successfully, especially because you can trick them by readying it and canceling bc it does not slow you down before a certain point.

    Black heart is only 4 stacks worth and you can get 8 stacks of save and double your value and literally cut the distance gain by half of what black heart can do. There are also cases where closing the gap and m1ing is more preferred, such as at short rock loops etc.

    Demo is not a killer like blight or wesker where you can reliably and actually want to be using your power for hits, if you charge a shred and they turn a corner for example you cant do anything but those 2 killers can.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589649#Comment_3589649

    You don't need to play comp to use the killers power more effectively? That's a weird statement, also for the most part using the power is more fun than m1 so people might just try it every time because of that reason.

    If we are talking about fun then you can literally argue anything in that case. My point is STBFL is a great perk on demo because when you are at say a rock loop or catching up in the open where using your M2 is out of the question then STBFL is amazing because it is cutting their distance by up to 40%. He is a great user of it because he can decide to M2 the obsession as point blank and just M1 everyone else.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589648#Comment_3589648

    Yet that hasn't happened. The soft cap was raised a few weeks ago and all that he has noticed, by his own words, is that he is losing more often. Giving him less experienced survivors so he can 12 hook in peace is not the answer, for the numerous reasons that myself and many others have already given that I cbf covering all over again.

    If he continues to play chill then his MMR will settle at a point where he isn't facing sweaty squads (provided matchmaking is working as intended - which clearly the devs are actually trying to make so). So again, nothing is stopping him from playing chill except the prospect of losing more often.

    But as he has also admitted MMR is still widely all over the place. He himself just said he still goes against babies etc. It feels like matchmaking will never work as intended and this raising the cap thing might work to just make games harder when nobody wanted that.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589648#Comment_3589648

    But those ARE the teams on his skill level. Scott along with many of the other big content creators are among the best players you'll find outside of tournament play, and for people to have a chance against him they'll need to be bringing the best stuff.

    Matchmaking can't detect that you're bringing a 'chill build', or that you're 'memeing around', it can only see that players like Scott have a hugely high kill rate and thus it needs to find survivors with as high an escape rate as possible to be able to compete fairly, and survivors like that are generally going to be SWFs with busted perks, items and map offerings.

    You can certainly argue that DBD at the highest level is unfun. You can certainly complain that playing as efficiently as possible is miserable for the other side, and I would agree with both those points, but then you should be putting pressure on BHVR to change that, not throwing mid-MMR players to the wolves so that streamers can relax.

    You miss the point, scott can still lose to 4 good players who are not bringing the best stuff. Who said they would have to in order to beat him? If scott is playing wraith for example with a chill build which is typically what he does, then of course he can still easily lose to 4 good players regardless of what they bring. The point is if they are at his skill level then they do not need to bring all this meta stuff to have a chance.

    What he would say is he does not mind facing 4 good players but ones which are willing to chill and not sweat super hard. Because that is how scott himself plays (he even admits he goes for hooks anyway and does not camp and tunnel etc) then it would be a challenging but chill match where either side has a chance.

  • @Livion said:

    I've started to play with a legion build that doesn't contain thanatophobia or anything like that but I use the never sleep pills, and I have a ton of fun because I just love to get consistent chains of hits and I of course use the other yellow addon (I have the game in spanish I don't know how is it called in english) to compensate the speed.

    Since I started using them yesterday I got 12 death threats via ps chat, are they really that unfun to go against?

    It can be especially brutal in solo Q on smaller maps, it basically means your team mates will go down because it just takes 1 guy to make a mistake.

  • @UndeddJester said:

    So as many people know, I'm quite vocal about this perk, but the advantage of discussing in this forum is your opinions get challenged and you're forced to reassess and sometimes even change your opinion.

    So to get on with it, Ultimate Weapon is a big talking point, with some players maintaining its OP, some saying it's only OP on certain killers, and some saying its strong but fair, and some saying its mediocre. After talking about this perk so many times, I conclude that all are true depending on the context, and the difference is the skill gap... mostly...

    Ultimate Weapon's key strength is that you can use it any time you like to almost guarantee finding survivors when you need it. It's main weakness is that survivors are warned about this and can pre-run from you to loops.

    The reason for all these different opinions is the skill levels involved in the discussion

    1. At low levels, looping is tougher for survivors, and not something they do very efficiently. Ultimate Weapon prevents a sneaky playstyle and forces survivors to have to loop, whether its tunneling, proxy camping or general gen defence. It also take away WoO, punishing weak loopers even more.
    2. At high levels, looping is the most effective means of consuming time from the killer. Being found for survivors isn't really a big deal, as they get a head start and can run to loops early. As they are good loopers, this makes UW kinda mediocre, as the killer will struggle to actually get their down.

    So on the face it seems purely a skill issue right?

    Well not so fast. Killers that are strong in Map Traversal (Oni, Wesker, Blight, Nurse) are strong with this perk, and those with Anti-Loop (Blight and Nurse) are exceptionally strong with this perk. By finding survivors so consistently, these killers also force you to loop them, which is a problem because you don't typically want to loop against these Killers that have a strong advantage in loops.

    What makes Blight and Nurse OP to many is they have this anti loop strength, and can fundamentally counter the most effective time consuming method survivors have. It's not as simple as "nerf Blight and Nurse", because their power is fragile and robbing these killers of that power can easily kill the killer. UW forces you to play vs. this power however, as the Nurse/Blight can always find you.

    TLDR/Conclusion:

    The main point I'm driving it, is that UW forces players to have to loop the killer, and thus gains much more value on the killers that:

    • have good map traversal to get to into chase quickly.
    • have a strong power that can force downs quickly at loops.

    Ultimate Weapon removes 1 of the few remaining tools survivors have to counter these types of Killers... stealth... and there isn’t really any way to prevent that without gutting the perk.

    Is the perk overtuned and unfair? The honest answer is... it depends, and I'm not convinced its possible to balance it in all cases.

    It encourages chases which is a good thing and its super obvious when it goes off so you have time to retreat when it procs. Perk is fine.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589368#Comment_3589368

    Please, just stop, you don't know how to play those killers, what any comp player play them and you'll see the difference, they very rarely go for m1s.

    Yes but are we suddenly playing comp demo? Also comp demos are not shredding people in open ground.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589370#Comment_3589370

    Great! Then playing with people on his own skill level will be no big deal surely

    The people on his skill level typically are a pre made with full meta all around. That is the main issue and as scott has said that side of DBD is the most boring. I am sure he would be fine if he faced 4 players around his skill level who are just playing to chill. Where he would get fed up is facing people of his skill level in a premade with 4 med kits and map offerings. That is the key difference.

  • @Game4Fun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588518#Comment_3588518

    They need to be held accountable for this because If i'm playing the game legit they need to as well

    The devs are trying their best to ban cheaters, but it is impossible to stop. If it happens, you just have to accept it and go to the next match.

  • @Nazzzak said:

    He's used to winning and is now upset that he's taking some losses... I can't with this community sometimes.

    Scott does not care about winning though? As he said he has played the game for like 6 years, winning and the game itself just becomes not that big of a deal after all that time.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588186#Comment_3588186

    The point is, if you are playing those killers right, you aren't going to be be "point blank" that often, and you'll want to go for longer range shots as they vault something. Additionally, you have to BUILD UP those 8 stacks, which takes 8 hits, which is 4 downs. By the time you get 4 downs the game is probably already over one way or the other if you are going for these m1 hits.

    You don't get 4 downs to build up 8 stacks. Good killers hit multiple people to build up pressure without always downing them. You cannot be committing to every single chase where you get a first hit.

    You also do not go for long shots with demo shreds unless the survivor is corralled in some way since out in the open it is very easy to dodge and the correct play is to go up to them for an M1 if in this situation.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587850#Comment_3587850

    That depends on the state of the game. If the game is about a chill, party game, they could give the tunneled Survivor no collision invulnerability until they perform a conspicuous action, it’s whether they want to. This would make things imbalanced from a competitive perspective tho, which leads back to competitive vs casual party game

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588624#Comment_3588624

    Tunneling is common in competitive dbd, if it anything it has been accepted as a necessary evil.

    Then that opens a whole new problem where that survivor could harass you whilst you were trying to pressure other people and then there is literally 0 you can do about it.

    Again I think promoting tunnelling is unhealthy, but it fundamentally cannot be stopped. The best bet is to make it hard enough where the killer has to throw the match to do it.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588256#Comment_3588256

    Hi, thank you for your feedback!

    Firstly, yes, Unrelenting is just bizarre. I admit I watched an Otz video about Stranger Things and the removal of Surge to a Character perk would mean newer players would not have a decent regression perk when starting, so wanted to add this back. I thought of a Killer rampaging a bit and kicking out in frustration after a missed hit, but it was shoehorned badly into Unrelenting, so absolutely agree with you.

    My thinking for Septic Touch was it was pretty useless as it was. The Hex idea was mainly to make the survivor have to heal in a certain area to avoid the effect. Currently, the effect only continues if interrupted, but now the effect happens regardless of interruption or completion, so wouldn't say it was a nerf. However, perhaps I should have made the affects last longer and remove the completed gen circumstance.

    Also, thanks for the feedback on Wraith. That Killer has the best set of add-ons, but - with the exception of Shadowborn - absolutely terrible perks. I wanted to make them useful, whilst keeping in line with the meaning behind the perks, so really pleased about your Bloodhound comment. :)

    No worries, I think part of the issue is you did so many changes (which is good btw, I have never seen so many suggested changes for perks before) that some of them are bound to come out maybe not how you expected.

    But all that said yeh your bloodhound change is one of my favourite suggested perk changes/buffs I have seen tbh, I really like the flavour of it and the effect.

  • @codebibi said:

    all of the things you said make the legion faster and stronger than blight. are you crazy ? legion is already a pain to face with how much she can spam her ability and the mending simulator and she is even worse with thanatophobia it take ages to do gens she doesn't need to be stronger.

    This is not stronger than blight since he still gets countered by survivors spreading out and he has no power to down.


    @Deddoroku said:

    https://us.v-cdn.net/6030815/uploads/6KKT5VZ0NQEO/inshot-20231117-201920220.jpg

    Life goes on, some killers gets old... and even those killers recently reworked can be found a little bit ankward to play, or pretty inconsistent to the current dbd, a lot of things can happend in a whole year, so, in this case, i'll be showing my personal proposals to transform The Legion, into a monster.

    This is something mainly made for those who main Legion and love this killer, at the end of the day, we deserve a better killer after all of the cosmetics that we get i think (i mean, we need to actually ñlay the videogame while showing some drippy-sick outfit xD), and even if some of this ideas are a little bit dope, this is something to appreciate as a: "How strong can this killer be if we REALLY put the effort on it"

    General objectives:

    -Buff them to A tier

    -Quality of Life changes

    -Addons Adjustment

    First things first...

    https://us.v-cdn.net/6030815/uploads/S5F1MPW7MFVG/inshot-20231117-201320872.jpg

    *Added a event score by downing a survivor with the Fifth Hit from Feral Frenzy (+1500BP)

    *Name "Feral Slash" changed to "Frenzy Hit/Cut" (depends of the addon's description)

    *If The Legion hits a Hooked Survivor while in Feral Frenzy, instead of doing the refresh animation without actually refreshing the power gauge (essentialy making you lose time), it will cancel the power immediately, going to the fatigue state right after the "Missed" Frenzy Hit with the remaining power gauge left.

    *Now the Legion can move the camera to up and down while in the fatigue state.

    *While in Feral Frenzy, The Legion can interact with the environment without losing power. (Vaulting, Kicking, Snuffing Boons, Opening Lockers,Exit Gates, etc)

    And now, the spicy part, the base kit, where i'll be showing my proposals to buff their Running speed AND their Vaulting Speed too...

    https://us.v-cdn.net/6030815/uploads/1J3BYFBJMSG2/inshot-20231117-201352547.jpg

    *As usual, the Vault Speed is initially 0.9 secs...

    *However, every succesful hit during Feral Frenzy, reduces rhe Vault Speed by 0.05.

    *Bamboozle and Superior Anatomy now stacks with the Feral Frenzy Vault...

    -However, the Vaults during Feral Frenzy are limited to 0.60 as the minimun vault speed.

    For example, and based on how many hits you get, with a BASE KIT Legion, the vault speed will be goin' in the next way:

    -For 0 Frenzy Hits: 0.9 secs

    -For 1 Frenzy Hit: 0.85 secs

    -For 2 Frenzy Hits: 0.8 secs

    -For 3 Frenzy Hits: 0.75 secs

    -For 4 Frenzh Hits: 0.7 secs

    Note: This buffs are for both, Window AND Pallet Vaulting.

    https://us.v-cdn.net/6030815/uploads/X37PENJNP95J/inshot-20231117-201404159.jpg

    We all know how this is going, The Legion is fast when they get some hits, but the Initial Speed it's so low to compete with survivors these days, so, for this one, i'm cooking a little bit with some tiny Speed changes:

    *Base Feral Frenzy Movement Speed:

    5.6 m/s [140%] (was 5.2 [130%])

    *Max Feral Frenzy Speed by Chain Hits:

    6.4 m/s [160%] (was 6.0 [150%])

    *Max Feral Frenzy Speed by Chain Hits while using Mural Sketch (In changes in the speed buff):

    6.8 m/s [170%] (was 6.4 [160%])

    And now, the most wanted part for everyone... Addons! I've tried to buff the majority of them, while changing a little bit some of the addons that could be some toxic...

    https://us.v-cdn.net/6030815/uploads/LMVUHRNULZ34/inshot-20231117-201549489.jpg

    Smiley Pin:

    https://us.v-cdn.net/6030815/uploads/UOFH733V8R5N/fulliconaddon-smileyfacepin-281-29.png

    *Survivors who Self-mends from the Deep Wound status effect caused by Feral Frenzy will suffer from the Blindness status effect by 45 seconds (was 60) and the Exhausted status effect by 10 seconds [NEW].

    Defaced Smiley Pin:

    https://us.v-cdn.net/6030815/uploads/E5SI9OQX86IO/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29.png

    *Survivors with the Deep Wound status effect also suffer from the Oblivious Status effect.

    *If a survivor self-mends, the Oblivious status effect will still remaining by 30 seconds.

    Legion Pin:

    https://us.v-cdn.net/6030815/uploads/H5G78S9MBGRN/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    Survivors who Self-mends from the Deep Wound status effect caused by Feral Frenzy will be affected by the Mangled and Hemorrhage status effects until they Fully Healed. (Was the Broken status effect by 60 seconds)

    Etched Ruler:

    https://us.v-cdn.net/6030815/uploads/GTKF28H77P4S/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29.png

    Reduces the power recovery time by (-1) second for each time that a survivor have self-mended this game, up to a max of -7 seconds.

    Mural Sketch:

    https://us.v-cdn.net/6030815/uploads/9C9UHH47XXQL/fulliconaddon-smileyfacepin-281-29-281-29-281-29.png

    [Two new effects added to the change speed]

    *Increases the extra vaulting speed gained per hit by 0.025 seconds.

    -The Vaulting Speed limit gets reduced to 0.5 seconds of Vaulting Speed during Feral Frenzy.

    Never Sleep Pills:

    https://us.v-cdn.net/6030815/uploads/430453Z4XG6X/fulliconaddon-smileyfacepin-281-29-281-29.png

    *Sets The Legion Movement Speed to 4.4 m/s (110%)

    *Sets the Feral Frenzy Movement Speed to 5.0 m/s (125%) (Was 4.6 m/s [115%])

    *Increases the Duration os Feral Frenzy by 8 seconds. (was 10)

    *Grants a stackable +500 Bloodpoints for a successful Fith Frenzy Hit, up to a maximum of +1500. (Was +100 Bloodpoints for a succesful Feral Slash, up to a maximum of +500)

    Julie's Mixtape:

    https://us.v-cdn.net/6030815/uploads/GKJ4JKLVRKNE/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29.png

    *Reffils the power gauge when getting stunned by a pallet. (Was "stunned by any means")

    Stolen Sketch Book:

    https://us.v-cdn.net/6030815/uploads/DM790HLXP2A0/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    Every hit during Feral Frenzy make survivors drop their item. (Was "From he second Feral Slash onwards")

    Joey's Mixtape:

    https://us.v-cdn.net/6030815/uploads/SN60YFST1QJ2/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    While using Feral Frenzy:

    *The Legion becomes Undetectable.

    *Increases the killer instict range by 12 meters.

    *Now the custom music for Chase while using Joey's Mixtaoe will be playing on the B-side of the Chase Music instead of A-side.

    Susie's Mixtape:

    https://us.v-cdn.net/6030815/uploads/BWSBL5FG4NJ8/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    While using Feral Frenzy:

    *Reduces the Terror Radius by 8 meters.

    *Increases the Killer Instict range by 28 metters.

    Frank's Mixtape:

    https://us.v-cdn.net/6030815/uploads/K5EQYP1OTZ4T/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    *Hitting a Survivor without the Deep Wound Status Effect: Will immediately decrease a part of the deep wound timer baded on the amount of previous hits:

    -1 Frenzy Hit: 20 seconds

    -2 Frenzy Hits: 15 seconds

    -3 Frenzy Hits: 10 seconds

    -4 Frenzy Hits: 5 seconds

    -5 Frenzy Hits: 0 seconds (A.k.a Instadown)

    *Hitting a Survivor with the Deep Wound Status Effect:

    -Will decreases the timer by 5 seconds.

    -Increases the Recharge time for Feral Frenzy by 3 seconds.

    Stab Wound Study:

    https://us.v-cdn.net/6030815/uploads/40WFTD2XO7EY/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    While using Feral Frenzy:

    *Whenever a Survivor Self Mend from the Deep Wound Status effect: It reveals his aura for 6 seconds. (Was 4)

     *The Legion can see:

    -Pools of Blood.

    -The Exact Deep Wound Timer of Survivors.

    Filthy Blade:

    https://us.v-cdn.net/6030815/uploads/N5SJ136Q3DXI/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    *Increases the Mending Time by 3.5 (was 4)

    BFFS:

    https://us.v-cdn.net/6030815/uploads/T4KMDEOO1D1L/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    Once 25 or more tokens have been acquired, the Legion gets a 6% Haste Bonus. (The activation was only during the endgame when gettin 15 or more tokens before)

    Fuming Mixtape:

    https://us.v-cdn.net/6030815/uploads/Q8RHZYWTXGDB/fulliconaddon-smileyfacepin-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29-281-29.png

    While using Feral Frenzy:

    *The repair progression of generators can be determinated by the intensity of their aura during Feral Frenzy.

    -Generators not being repaired starts regressing a 50% of the normal reggresion speed for each survivor that still alive in the match. (Was normal speed of regression (100%) for the entire game)

    And last but not least, some things that i almost forget to include:

    https://us.v-cdn.net/6030815/uploads/8XR8Q1X5DR5N/inshot-20231117-215636428.jpg

    *Legion Bugs

    -Every single bug found and archived by Tatariu in this video:

    https://youtu.be/TkvNWxXA-ys?si=3ctiTV6tp_1aDRMd

    *Normal Skins:

    -Added a new voice for Joey.

    -Added a new voice for Susie.

    *H.U.N.K.

    -Added a new voice for H.U.N.K.

    -Added a new custom memento mori cinematic for H.U.N.K.

    -Added a new custom chase music for H.U.N.K.

    h

    https://youtu.be/Vf4pRn6Izs0?si=yVHVZxk9EWC04CD-

    Aaaaaaand... That's all

    Thanks to Dreayth for making such a banger theme, and Special Thanks to @Tatariu for Inspired me to maje my own thing, i had struggles with this forum site to release this post, but i'm happy knowing that now i'll leave a piece of my imagination to the community, so we can debate and talk about this killer which i can assure, is very important for many of us

    So, again, that's all, thanks for reading and see you on the flipside ;)

    https://us.v-cdn.net/6030815/uploads/AD0YKZUP49L3/inshot-20231117-201629719.jpg

    If you want to make legion A tier he needs some kind of power to down an injured guy, since he gets so wrecked by people spreading out and then just normal looping.

    That said, your changes are risky since maps are getting smaller with reworks and I cannot know without testing, but if we pushed legion's frenzy too much then he would just simply be able to down every time he used it with little counter play. BUT, if 1 survivor dies then this part goes away and then he literally has no power to down, so then games would depend on how much he could use the 4 hit down to down people fast enough to get a guy out of the game and have a 3v1.

    In short, buffing his frenzy to make him A tier is not the right way to go about it, because it opens up so many design problems. To do it, you need to give him some kind of power to down an injured guy.

    You clearly put a lot of effort into this, so please take this as my feedback and not criticism.

  • @QYQYA said:

    No more words, go to picture.

    https://us.v-cdn.net/6030815/uploads/PFDMZWDW28VP/2023-11-17-183901165.png

    Yes, its just status effect icons on HUD. I think, the feature is only for survivors, like hook stages, to provide even more info about whats happening in the match. It would be extrimely usefull and intuitively obvious.

    Cool idea

  • @Marc_go_solo said:

    These are some perks from the killer side that I thought could do with amendments or overhauls. Some are only minor figure changes, whilst others are more; a few are complete changes. Just interested to know of any could be improvements for the future, which are complete poo and so on:

    Killer Perk Amendments:

    Unnerving Presence - Survivors within your Terror Radius increase trigger odds of Skill Checks by 10%. Decreases the Success Zone of Skill Checks by 40%/50%/60%. The Great Success Zone does not appear.

    Predator - Scratch Marks appear brighter on the ground. Gain 5% Haste for 5 seconds upon crossing Scratch Marks whilst not in chase. Predator has a cool down of 30/25/20 seconds.

    Bloodhound - Pools of Blood are shown in bright red and last 4 seconds longer than usual. Walking on the Blood Stains reveals Killer Instinct 2/2.5/3 seconds. The Killer Instinct effect will not trigger on the same Survivor twice in a row.

    Stridor - Increases the volume of Survivors' Grunts of Pain by 30%/50%/70%. Increase the volume of Survivors' regular breathing by 15%/25%/35%.

    Dying Light - For as long as Dying Light is active, each time you hook a Survivor other than your Obsession, you gain 1 Token. All Survivors suffer a stackable 2/2.5/3% penalty to Repairing, Totem Cleansing/ Blessing and Sabotaging speeds for all survivors, up to a maximum of 22/27.5/33% or 11 Tokens. Upon the survivor being unhooked, they become the new Obsession. If the Obsession at the time dies, Dying Light deactivates.

    Hex: The Third Seal - Upon a survivor losing a health state for the first time in a trial, a Dull Totem becomes Hex The Third Seal. The last 2/3/4 Survivors which lose a health state by any means suffers from the Blindness Status Effect. The effects last until the Hex totem is cleansed.

    Hex: Ruin - A Dull Totem becomes Ruin at the start of the Trial. Whilst the Hex is active, when a Generator is not being repaired by a Survivor, it will immediately and automatically regress at 100/115/130% of the normal Regression speed. Once any survivor is killed by any means, Ruin deactivates and reverts to a Dull Totem.

    Hex: Devour Hope - When a survivor is unhooked while you are at least 24m away, uou receive 1 Token, up to a maximum of 5 tokens. At 1 Token, a Dull Totem on the map lights up to become Devour Hope. At 2 Tokens, gain a 3/4/5% speed boost for the next 10 seconds after hooking a survivor. At 3 Tokens, all survivors become exposed. At 4 Tokens, the furthest healthy survivor from you screams and reveals their aura for 6 seconds after hooking a survivor. At 5 Tokens, you can kill survivors by your own hand and the aura of the Hex Totem becomes visible to Survivors within 4m of the Totem and gradually expands to a range of 24m over the course of 30 seconds.

    Overwhelming Presence - Any Survivor using any item within your Terror Radius will scream, revealing their location and becomes Inefficient for 60 seconds. During that time, any item they use depletes at an increased rate of 80/90/100%.

    Beast of Prey - Upon gaining Bloodlust, you gain the Undetectable Status Effect for as long as Bloodlust is active. Gain 80/90/100% BP in the Hunter category when Beast of Prey is active.

    Hex: Territorial Imperative - The Killer can light a Dull Totem whilst in trial. This take 4/3/2 seconds to activate. Within 24m of this Totem, the Killer gains 5% haste, 30% cooldown on missed Basic Attacks, and the auras of any Survivor within are revealed. The Killer can light any Dull Totem as long as Dull Totems exist on the map, moving the Hex from the previous Totem to the new one.

    Knockout - Putting a Survivor into the Dying State with a Basic Attack blocks the aura to all Survivors farther than 32/24/16m away. For the next 15 seconds, the dying Survivor suffers from a reduction in their field of view and deafened; suffers from Blindness; crawls at -50% speed and reduces recovery by -25%. If all Survivors are in the Dying state and at least 2 have been downed by a basic attack, the first survivor downed will get up into the Injured state and be able to see the Auras of all Survivors.

    Remember Me - Whenever the Obsession loses a Health State, Remember Me gains a Token. Each Token increases the time to open the Exit Gates by 8 seconds, up to a maximum of 16/24/32 seconds, affecting both Exit Gates. The Obsession can open Exit Gates faster but for them each Token is worth 4 seconds, up to a maximum of 8/12/16 seconds.

    Blood Warden - As soon as the Exit Gates are opened, Blood Warden activates. The Auras of Survivors within the Exit Gates are revealed to you. Once per trial, hooking a Survivor causes the Entity to block the Exit Gates for 40/50/60 seconds. Any survivor who crouches within the Exit Gates after the Exit Gates open will have the Exit Gates blocked for them only for an additional 10 seconds.

    Scourge Hook: Hangmam's Trick - At the start of a Trial, 4 random Hooks become Scourge Hooks. Scourge Hooks are revealed to you in White. Survivors within 10/12/15m of any Scourge Hook have their Aura revealed to you at all times. When carrying a survivor, any survivor within 6m of any Hook have their Aura revealed to you. Scourge Hooks cannot be Sabotaged.

    Rancor - Each time a generator is completed, all Survivors have their auras revealed for 3 seconds. Once the final generator is completed, all survivors reveal their aura for 3 seconds, whilst the Obsession's aura is revealed for a further 1/2/3 seconds amd the Obsession sees your Aura for 3 seconds. The Obsession becomes Exposed permanently. If the Obsession is on Death Hook when put into the Dying state, they can be Mori'd. If a Survivor blinds the Killer after the final generator is done, they become the new Obsession. The Aura reveals stack, if the perk pairs with another Aura reveal perk at the same time.

    Zanshin Tactics - Press the secondary action button to activate Zanshin Tactics. Whilst active, the Auras of Breakable Walls, Pallets and Windows are revealed to you within 32m radius. Zanshin Tactics has a charge of 60/70/80 seconds, after which time the perk deactivates.

    Scourge Hook: Blood Echo - 4 random Hooks become Scourge Hooks. When a Survivor is hooked on any Scourge Hook, Blood Echo activates. All Survivors who are injured suffer from the Haemorrhage and Exhausted effect for 40/50/60 seconds and their Pools of Blood become brighter for the duration. Any Survivor hooked on a Scourge Hook will have their Pools of Blood permanently brighter for the rest of the trial. The unhooked Survivor will not suffer from Haemorrhage or Exhaustion once unhooked, regardless if the effect is still in place.

    Deathbound - Whenever a Survivor heals another Survivor for the equivalent of 1 health state when further than 32m away from you, Deathbound activates. The Survivor doing the healing screams and triggers a Loud Noise Notification. For the next 60 seconds, that survivor suffers from the Oblivious, Blindness and Exposed status effects when farther than 16/12/8m of the healed survivor.

    Hoarder - Hoarder triggers a Loud Noise Notification for 4 seconds whenever a survivor performs any of the following actions within 32/48/64m of you: Unlocking a chest; picking up an item; Cleansing a Totem. It takes an additional 8 seconds to unlock a chest and only the Basement chest has the chance to spawn any item better than the weakest version of the item. 2 extra Chests spawn on the map.

    Hex: Crowd Control - Whenever a Survivor performs a vault action of any speed, all windows and fallen pallets are blocked to them for 5/7/10 seconds. All effects persist until the Hex Totem is cleansed.

    Lethal Pursuer - At the start of the trial, all Survivors have their Aura revealed for 8/9/10 seconds. Extends the duration of the Obsession's Aura being revealed to you by +2 seconds any time their Aura is revealed during the trial.

    Grim Embrace - Each time a Survivor is hooked for the first time, gain 1 Token. Upon reaching 4 Tokens, the perk activates. All generators are blocked for 40/50/60 seconds. Any active Boon Totems are immediately snuffed out and all Totems are blocked for 40/50/60 seconds.

    Dissolution - After injuring a Survivor by any means, Dissolution activates immediately for 12/16/20 seconds. If a Survivor vaults a pallet within your Terror Radius during that time, the pallet breaks and Dissolution deactivates. A Survivor will not be aware you have Dissolution until they have broken a pallet. Dissolution has a cooldown of 30/25/20 seconds.

    Hex: Septic Touch - A Hex spawns at the start of the trial. Whilst active, any healing action not done within 8m of any completed generator will cause the healer to suffer from the Blindness and Exhaustion effect. This effect lasts for 6/8/10 seconds after the healing action is interrupted or completed by any means. The effects last until the Hex is cleansed.

    Nowhere To Hide - After damaging a generator, Nowhere to Hide activates. The Auras of all Survivors within 24m of your position are revealed to you for 5 seconds. Nowhere to Hide has a cooldown of 60/50/40 seconds.

    Leverage - Each time a survivor is hooked for the first time, gain 1 Token. When 4 Tokens are gained, Exhaustion lasts 33% longer for the rest of the Trial and the Tokens reset. Each time a survivor is hooked for the second time, gain 1 Token. When 4 Tokens are gained, all Endurance effects (with exception of being unhooked) are disabled.

    Game Afoot - Whenever you hit the Survivor with the highest cumulative chase time with a Basic Attack, they become the Obsession and Game Afoot activates. The next time you kick a generator, pallet or breakable wall, gain 5% haste for 8/9/10 seconds.

    Ultimate Weapon - Whenever you open a locker, Ultimate Weapon activates for 30 seconds. During this time, any Survivor that enters your Terror Radius screams and reveals their location. Those Survivors suffer from Blindness for 30 seconds. Ultimate Weapon has a cool-down of 80/70/60 seconds.

    Hex: Thrill of the Hunt - For each Totem remaining in the environment, Thrill of the Hunt is granted 1 Token. For each Token, Survivors suffer a stackable 8/9/10% action speed penalty to cleansing or Booning Totems, up to a maximum of 40/45/50%. Grants a stackable 10% bonus to the Hunting Category, stacking up to 50%. When a Survivor starts to cleanse Hex: Thrill of the Hunt, a sound notification will alert the Killer. All effects end once this Hex is cleansed.

    Insidious - When standing still for 4/3/2 seconds, Insidious activates. For the next 12/14/16 seconds, the Killer is granted the Undetectable status. If, during this period, the Killer stands still for 2 seconds, the timer stops and the Killer remains Undetectable. The timer resumes when the Killer moves again. There is a 40/35/30 second cooldown between uses.

    Shattered Hope - Instead of snuffing a Boon Totem, you destroy it. Upon destroying the Totem, the following effects occur: The Auras of all Survivors are shown for 8/9/10 seconds. All Survivors lose the use of their perks for 12/14/16 seconds and the Survivor who cast the Boon becomes Exposed for 20 seconds.

    Unrelenting - Reduces the cooldown of missed attacks by 20/25/30%. If you are able to kick a generator within 5 seconds of the missed attack, instantly reduces the progress of the generator by 6/9/12% of its current progression. The cool-down for the generator portion of this perk (if done successfully) is 40/35/30 seconds.

    Some cool ideas mixed in here, some are a bit too bizarre and make no sense (unrelenting) and some don't make a difference like the septic touch one, you actually somehow nerfed septic touch by making it a hex perk. But you do have some good ones like predator (I would redo the brighter scratch marks effect as this basically does nothing), but the haste thing when following scratch marks is cool and if you remove the cooldown then this could be a cool perk to help counter holding W.

    Honourable mention for bloodhound, I think that is a great buff and is super interesting flavour. It evokes imagery of an actual bloodhound tracking someone from their blood.

  • @TheArbiter said:

    I guarantee on his launch day im still gonna play against more Weskers

    Wesker just has a fun syndrome, thats the problem. He is so fun everyone plays him.

  • @ElionTron10 said:

    i just want to know why some killers tunnel at 5/4 gens. It just takes the fun away and it needs 0 skill. Is it even possible for a solo Q team to win such a round ? A 3 v 1 at 4 gens? i understand that it is necessary to tunnel at 1/2 Gens but at 5 gens is a free win and its just annoying to be a survivor in such a round. Bhvr just should buff DS so its Meta again.

    Last round when i played a DBD Match a Dwight with 20 Hour play time got tunneld out from a Blight with over 1000 Play hours. The other 2 wanted to kill themselves and were all slugged and I had to hide for 2 minutes so I could get the Hatch.

    Just tunnelling that early is a risky play, since if you just turbo tunnel a guy out then you are not pressuring anyone else across the entire map.

  • @Marc_123 said:

    Difficult for me.

    If it is a new account i would try to level up all og chars first. Feng is a good start imo.

    Everyone of them has good perks.

    At the moment i always run bond from Dwight.

    Technician from Feng is good for newer players with problems with the skill checks.

    Claudettes Self Heal and Botany you can still use in combination to heal almost at normal speed.

    Jakes Calm Spirit is top at the moment to counter Ultimate Weapon.

    Top free perk to start is Kindred.

    As Kate was in my Special Edition - she has Windows of Opportunity - also very good perk.

    Mentioning calm spirit over Meg's adrenaline and SB

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397287/stbfl-and-uw-nerfs-in-next-big-patch-just-watch

    Both perks are fine. NWTH is much better than UW and STBFL is really only good on the killers that need the most help. On nurse/blight/spirit it aint doing #########. On demo/neme/wesker they want to use m2 anyway, so only bad players rely on STBFL. But on trapper/myers/doctor/Deathslinger? Those killers that need it the most are the ones that benefit from it.

    But killers like demo are not going to m2 someone at point blank, they would rather m1 with 8 stacks of stbfl and cut the surv's distance gained by like 40%. A demo m2 has literally 0 value out in the open unlike wesker and nemi.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587846#Comment_3587846

    And don't forget Pentimento. I faced a killer running those two perks together and I was already done, lol.

    Yeh penti can be a huge pain especially for uncoordinated or inexperienced teams. If you have it with a totem build it can depending on rng carry you.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587846#Comment_3587846

    I mean yeah it could be too much but undying isn’t that big scary bogeyman it used to be back when it first came out so it won’t be rlly much of a problem and pop + ruin isn’t much of a problem until the ruin is taken care of

    but I do think pentimento and plaything is what could make it problematic

    That's the thing what you said there is true about penti, but also undying and ruin was still very meta even after undying got its infinite totem nerf. If we toned down regression overall then this could happen, but I would be concerned about a critical mass of slowdown perks.

  • @Travis_Bateman said:

    It would be way easier for new players to get some good perks from he start and not need to grind their ass off to get iri shards or being forced to spend real money on the game. Also i made this thread after Otz newest video about the return of Stranger Things. What do you think ?

    I would not actually mind this, the last one we got was literally shattered hope which even when boons were at their peak no one ran.

  • @appleas said:

    Drop this suggestion again when the devs decide if DBD should be a competitive or party game.

    Their refusal to set a clear direction is the reason why arguments like this will never be resolved. Some people play this game competitively, some don’t. There is no right answer at the moment and everyone is lumped into the same queue.

    Tunneling could be a bannable offense, harsher measures could be implemented too. Why are devs just implementing bandaids? Because they don’t want to turn people off from playing Killer when the role distribution isn’t even stable yet.

    They would never make it a bannable offense because as they have said in their previous posts, you cannot account for every niche scenario. Tunnelling is a part of the game and if a killer wants to do it no measures that you can put in will stop it.

  • @The_05_counsel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574348#Comment_3574348

    Well not literally 20 minutes, but it sure feels like it sometimes lol

    and I’m mainly asking for perks that give boosts and buffs to general things like speed boosts, deep wounds, and most of all UNDETECTABLE. (since this is meant to be a horror game for the survivors, not a bullying power fantasy)

    I would love more of these buffs without needing to jump through so many hoops and having such slow cooldowns, and for the buffs to last for like a minute, rather the 15 seconds.

    since the survivors get so many insanely powerful easy to activate permanent boost perks without having to do nearly anything, I just want killers to have at least a fraction of that power to even the playing field.

    this is mainly just a qol request, for less perk activation requirements and restrictions for such mediocre results compared to survivors.

    Can you give some more specific examples? Like perks from both sides which highlight what you are talking about because I am confused.

    Perks which effect movement speed directly with little requirement (or even a big one in some cases) are not healthy to make. A killer going 10% faster for instance completely turns the balance on its head, it is why MFT is getting nerfed because it was simply a bit too strong. Deep wound as well should not be effected in terms of its timer etc with perks since it is a core mechanic which could potentially be abused.

  • @D0NN1ED4RK0 said:

    Why don’t they just revert the change as a whole

    from my experience atleast I didn’t have a problem with its auto regression and on top of that this could make the pop + pain res meta somewhat interesting to go against even more with ruin thrown in the middle

    Ruin + undying pop and pain res, that is a bit much lol

  • True I did not think of that, in that case it is very literally impossible to stop.

  • @LazyClown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584184#Comment_3584184

    I personally think that if this is an accessibility issue just stick to single player games, the game is designed a specific way to protect its players and provide skilled play through having to actually pay attention to what is going on in the trial plain and simple. If you are gaining an advantage over the other in any way since anything little in DBD can boost you tremendously, you are hurting the experience.

    People will just use the nvidia control panel, you literally cannot implement anything to stop people doing it and they will continue to do it.

  • @DrKetchup said:

    A SoloQ squad stands no chance against a good Nurse. So she should be only matchmade with SWF squads.

    I would rather not go against 10 nurses in a row when im just trying to chill with my friends.

  • @BenSanderson55 said:

    While baby survivors cannot. Don't see baby survivors looping for multiple gens or survivors all on separate gens while person being chased predrops. But I have seen on my many occasions trash killers getting 3 or 4k just from camping, tunneling, slugging. SOLOQ SOLOQ not thousand of hours team on comms I REPEAT SOLOQ

    PS anticamp mechanic does nothing. I and many others tried to say (as earlier as the roadmap) it'll just teach killers how to camp better (proxy camp) and that's exactly what it did.

    Camping and tunnelling is not a comp strat that killers can easily do and just win. Chances are if you try to turbo tunnel someone as a baby killer in average matches you will lose the match to do it.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585915#Comment_3585915

    Smaller yes, which is great, but added in lots of low clutter and los blockers. Makes many of the more mobile killers get snagged on innocent looking debris and bushes etc.

    The clutter sucks, but the average killer would rather have that then a map that is red forest sized.

  • @Huxy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585951#Comment_3585951

    The Map being smaller is more of a downside than an upside tbh. People will just make it to the main building easier now.

    It doesn’t matter how small a Map is. If every tile on that Map can be chained into each other or is extremely safe on its own, you’re not gaining any pressure from anything that isn’t a kill/3 Survivors on the floor

    You misunderstand, a map being smaller especially when its red forest sized makes it significantly better for killer.

    The reason is a map that is too large means the killer simply cannot pressure people and it can take a gens worth of time to walk from one side to the other. Even if the survivors have a god window, you can at least still pressure people much easier or travel between gens in a fair amount of time.

  • @lukeneves said:

    Set an auto-close timer (reasonable amount of time maybe 3 mins) to the hatch so that the killer cannot take the game hostage on end-game. (Bonus option: Timer can start if the killer is camping the hatch within 16 meters.)

    Actually not a bad idea, I think the timer does not need to increase or decrease. It could just be a flat 2-3 mins or so, but I see no reason why this should not be added. Even though I have only had a killer do this to me 1 time.

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