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Dream_Whisper

Dream_Whisper

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Dream_Whisper
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  • They are sort of art, using as a weapon; by jumping into lockers in front of the Killer's face (especially when pairing it with Head On); body blocking the Rescuer and make the killer eat their Borrowed Time and endurance, etc. You may call it tunnelling, we like to call it Aggressive passively killers by forcing them to "tunnel" you.

    And yess, I am happy with the nerf yet I do agree it is bit overboard of a nerf, they should have kept the 5 second stun or reduced to just 4; keep the Endgame removal nerf (as it should be not a "get out of hook for free" perk). Alternatively, I would have kept the new nerf the same, if only... it makes stronger killers like nurse not too stronger. (Like maybe male them loose their charges when they eat a DS, so they cannot immediately blink afterwards)

  • Then if you do not want to report them at the end of the game, you do not want to use Anonymous mode and deal with "weird" Survivors. Then the best solution is to simply not play any online game in general!

    When you play a online game, you should expect players to be unexpected weird and quite frankly, abnormal. Players can name themselves whatever they want, because they are somewhat anonymous; they can do weird, dumb, or meme stuff because they are gamers and it is a just a game, to have fun. Plus, you can simply ignore them as more likely then not, they would not annoy you if you not give them any attention. Sometimes it is fun to join them, instead of ignore them completely; it is just a online game so have fun with it.

  • Usually, I would object to this... as Cocky Survivors whom complain about being tunnel, Usually does some stupid to warrant the tunnel.

    Scenario A.) I hook a Survivor, I leave to go find another, couldn't find anyone so I return to hook. I only can find hooked Survivors running out in the open and cannot find the Rescuer whom decides to go hide in a locker or behind a Bush. I do not have time to waste going search for the Rescuer, yet the injured and recently unhooked Survivor is running like a idiot and asking to be a target.

    Scenario 2.) I hook a Survivor in a basement, I leave the basement and go pop a generator far away, the Survivors flees and head straight for the shack where the basement is, while the unhooking happens. I too busy focusing on chasing the one guys, maybe score some injures... but.. the cheeky unhooked Survivor body blocks me and expect me to hit them. Standing there and do everything in their 10 seconds window to make me waste time not going through their model so I can successfully down their teammates. Now, I am a dirty tunneller, because I am force to either hit the unhook Survivor, I am forced to wait out his 10 second Endurance, and I am forced to let his teammates making stupid plays and mistakes and I cannot assert punishment for that.


    If I wanted to change hardcover camping and tunnelling, I would simply make it so the Survivors that just got unhooked as no darn collision so they can no longer take hits, and I can go right through them to find the Rescuer and attack them. Also, it would be slightly nice if I can temporarily aura reveal the Rescuer so I have more incentive to stay away from the unhooked Survivor or something.

  • I would be agaisnt this change, as more a killer player; as the old Key/hatch mechanics were busted in allowing Survivors to prematurely end games quicker before they even do enough gens or allow multiple Survivors to escape together before the killer has any chance to stop them.


    But, if you wanted to make it come back; I have a few conditions:

    *Removed Hatch offerings/ Fix the hatch spawn bug: I do not like the fact they can used the offering to cheeky know where the hatch is; plus there is a bug to allow to slightly float on top of the ground, which a good indicator that is where the hatch is spawn. Fix that and removed the offering!

    *Key should not be allow to bring more then one Survivor, unless they created a brand new addons to allow that.

    *Hatch should never spawn, if the Survivors haven't completed their objectives (5 gens), are still alive; but I would be okay, if the hatch is more likely to spawn faster depending on the amount of Survivors in the match left, the progress on gens, and if the game detect a key in the match. No Key, no hatch spawn until the gens are done or there is only one Survivor left.

    *there should be a match timer, in which the Hatch will spawn in; like 10-15 minutes; when a key is brought into the trial. It will get delay, if the game detect a key and is found in a chest later; as well as be predetermined depending on the gen progress and surviving Survivors left.

    *Minor buff for killer, but... I want Hatch Grabs to come back please.... it would be fun if I can Yonk a cheeky Survivor as they jump into the Hatch or grab them as they crawl into the hatch and be dragged away from the hatch. Alternative towards closing the hatch in front of their face, but more fun.

  • Exactly, My problems with Boons as Killer is never really the perks, it all has to do with what CoH is far more useful effective in as you can be in the corner of the map and get insane value at any time. Especially stacking it with healing perks and medkits.

    If only it COH gets a significant nerf in which you can only heal within both the Boon Radius & killer Terror Radius as well. Or better just simply remove all the healing bonus and just make it a self care only Boon perk.. or even simply making it a teammate Boon perk, that has both Empathy & We Make It effects while in the Boon Radius (removed the self care, give the ability to reveal injured Survivors to every Survivors in the match, teammates can come over and heal up to 50%; the perk also get weaker as Survivors died or escape)

  • @Alen_Starkly said:

    I love map offerings. If I naturally get MacMillan 3 times in a row, I want to use an offering to another map, so I don't die of boredom. Sometimes I just crave a certain map and being able to go there feels so good. It gives me fun. Sometimes I use a map offering for a challenge. Of course, certan people use map offerings just to get an advantage over the other side, but that's the problem of maps being unbalanced.

    Removing map offerings would kill some fun in this game, in my opinion. Map should be balanced, so map offerings are not a problem. Mist offerings should be buffed, so they actually significantly add fog onto maps, to make it more fun. I agree that luck should be reworked / buffed.

    I do not think so, Map Offerings are never fun when one side plays it and send you to a bad map that favors the side that send you there. I rather if Map Offerings can be disabled or better, just be reworked so that using a map offering will instead removed the map from the RNG table. I dislikes those games in which Survivors can used a Coldwin Farm or some broken map; to gain a advantage.

    And yes, I simply do not give a damn about others opinion about the "map being fun for them" as it never helps any players case that those map in general are imbalance and need proper Rework. I may love RPD as a Resident Evil player or Any licensed maps in general; but sometimes I despise playing those maps when it comes to a sense of fairness and standards gameplay. I have a problem when Survivors use offerings for that simple reason, that this map will benefit them and their whole team.

  • No, the BP grind reduction makes it much more easier now to farm addons and offerings now. I am perfectly fine with burning away my offerings just to farm as many BP as possible actually. Even if you died and didn't win much, i rather the Devs gives us the option to allows us to exchange useless offerings and exchange it for BP. If I can sacrifice 100's of Luck offerings and get as many BP and bloody streamer in exchange, yess please

  • The Maid: A Young Woman, whom is sexual abused and tormented by her her Master, for his sick fantasy. One day, she went nuts, after her master cross the line and broken every part of her sanity, yet "reshaped" her mindset to be a obedient cleaning staff to follow the will of her master. (With a gruesome background story in which she murder his master, all the guest in the Mansion, and staff). The Mansion, a new half indoor/half outdoor realm; will be a abandoned yet somewhat clean environment. The new killer disappeared after the Massacre along with the Mansion, and became part of the realm of the Entity.

    The Maid's power, would be called "Master's embrace"; she will have the ability to set multiple different type of traps, similar to Hag and Freddy, along with the ability to catch and slow Survivors down. The Maid can set up multiple 10 traps, at the cost of charges, the charges build up faster the more her prey escapes as well as escape and build up her rage with Flashlights, gen fixes, unhooking, etc. Her cooldown is reduced significantly once the Maid secure her downs, and hooks respectively.

    The different types of traps that she can summons through the trials are:

    *Window Traps: Any vaultable locations can be be rigged to be trap in advance, and any Survivors whom attempt to vault them by any fast and medium will be completely caught off guard as the Entity will grab the Survivor and lock them in place for 5 seconds. Require one charge, out of the 10.

    *Pallet Lock: Similar to Windows, the killer can rig any pallets to be stuck in place and be unable to be drop by Survivors, for 30 seconds. Requires 2 charges out of the 10.

    *Chain Snare Trap: The Killer can place down Snaresz that appears to be Chain and Collars that latched onto the ground; and will trigger as soon as a Survivor comes anywhere near them. The Chains will automatically comes to life and will hit the closest Survivors immediately. The Leash and chains will latch onto the Survivor's neck and will lock the Survivors up in place; for 10 seconds. The Survivor needs to complete quick series of skill checks to break out faster from the chains. If the killer hits them, while they are trap, they can be free while injured or down when Injured. Similar to Trapper, the Maid can also just simply pick them up from the trap. Only three charges is consumed, put of the 10 charges, and last forever; until you summon a new trap which will replace the old trap.

    **Addon option, to replace the Chain Snare trap:

    *Fake Hatches: Black Lock doors, that looks similar to Hatch but are fakes and will give the Survivors a false sense of escape; but in actually; it would instead teleport the Survivor to the basement if they happen to go near it or walk on it. The Killer can follow suit, by placing their own hatch or walking through the same hatch the Survivors fell into; and join them in the Basement. Upon entering the hatch by both sides, the hatch opening will disappeared in 10 seconds. Require 5 charges out of the 10 charges, they and last forever until the killer creates a new hatch and the oldest hatch will disappeared.


    Survivors counterplay: Even though, you can bully the killer with Flashlights and Flashlight, it would be not so smart as you will be giving the Maid a faster charge recovery per stun and blind. It would be smarter to sort of, let her gain hooks or take the hits to satisfy her Masochist personality and reduce her recovery charges speed significant. Basically, do not be Bold and aggressive fight the killer, as her traps will be more available and frequently appear in the map. Do not make the killer mad, as she will become stronger then before.

    There will also be a Special Survivor Item that spawns, exclusively for this killer; a Master's hand Bell. It will only spawn anywhere in the trial, left on the ground, similar to Pinhead's box. When the Survivor finds the bell and picks it up, and rings it; the Survivor will be given noise notification to the killer; for a brief period of time by 5 seconds; but.... will complete reset and remove every trap preset that the Maid set up in advance throughout the map. The Killer also gain a 10 seconds haste status effect, upon the ringing of the bell. The Survivor upon successful using the bell, will end up destroying the bell entirely and it will respond after 100 seconds, somewhere else in the map. If the killer manages to hit the Survivor and down, before they can used it; they will make the Survivors drop it, as if the killer as Franklin's Demise base kit.

  • @Nos37 said:

    They just need to change the way No Mither works. Remove the injured state. Either the survivor is healthy or they are dying.

    No more telling the killer you have the perk from the very start. (The killer will still know you can pick yourself up if you go down in 1 hit and they hadn't Exposed you fist, which helps counter Exposed in that regard: the killer may assume the 1-shot is from Exposed and leave you on the ground to chase someone else.)

    No more free Blood Orbs for Oni.

    No more getting matched against killers with Thanatophobia every single time I use this perk.

    ----

    This also means the devs are a step closer to showing survivors each other's perks in lobby, since the suvivors will have less reason to dodge No Mither users.

    But I like No Mither being the best worse perk in the game, it promotes Hardcore dbd Survivor mode.

    Although if you want to make it better, make it so that you are not broken at the beginning of the match until you get hook for the first time, so that killers would not immediately seek you out and tunnel you out of the game immediately, st the beginning of the game.

  • @Zomb1eB0y said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172700#Comment_3172700

    Condemnation mori is rare. At higher level it will most likely never happen. I played against so many Sadako players and I barely had to do the tape. I'd have 2 to 3 stacks tops. So her condemnation thing is neglectable.

    Exactly.... If Survivors chooses not to do the aby interaction with Tapes, they can get away with not worrying about being Condemn and keep in eye on her approach when necessary. Even if she brings stronger addons to make Condemnation more likely to happen, a Survivor and simply go for the tape and just simply remove mire then Half of their Condemnation.

    It nor like Tvs are everywhere, especially facing gens; and passive builds up Condemnation all the time. I wish it does that, as well as allow Condemnation to be much more easier to build up, the more TVs are active and if the Survivors witnessed the killer exiting a TV they build up more Condemnation then if they look away. Something to make Condemnation a threat and Survivors needing to regularly turn off tvs and seek tapes more often.

  • @MikaelaWantsYourBoon said:

    Endurance? No. It should not be reworked because a lot Endurance perks exists. But you can not stack them, so they are fair.

    But basekit BT should be reworked. Survivor needs to lose collision. So it is still usefull against tunneller killers but it can not be use for bodyblock.

    Exactly! I think Basekit Borrowed Time and Borrowed Time, should be scraped. And Survivor should be given a everlasting "No Collision Status effect" or something like that. Make it physical possible to just go right through the killer model as well as be not target and attack by the killer yet impossible to bodyblock and protect your teammates with protection hits.

    Of course this everlasting No Collision, goes away when you do a conspicuous action. Do anything that involves not being chase by the killer and progress the game by any means, will enable the Killer's ability to attack you for sure. Also, once the Endgame Door are open and unhooked Survivor is the last Survivor in the trial, the Collison is gone for good. It is fair game and Tunneling can officially be dead; sure the killer can chase the survivor and enable Chase music, but it would definitely be a Huge waste of time as that survivor is untouchable and not Killable. (Until they do something dumb like fixing a gen in front of the Killer's face as well as unhook their teammate in front of the killer; then they should no better)

  • Oh wow, you are so scared by being attack with birds. All the crows do in that far of a distance, is just notifying the killer that you are sitting on the gen. If you decide to stay on the gen when she send another crow your way, you have no one to blame but yourself, to not think it is perfectly fine that she can hit you again in the same spot.

    Smart Survivors can hear the crows coming when it summon and think twice about dodging the hit from that far away. So, no; she is perfect fine...

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171234#Comment_3171234

    This solution also elegantly encourages killers to leave the hook after hooking. I like it!

    It may be a one good solution to solve camping, by reward killer with hooking Survivors and gaining a temporary speed boost they can used in a chase or get to a gen on the other side of the map in time. But, I do feel there is more buff needed to make the gen speed not the only problem in a killer mindset.

    I do feel Survivors have some very significant advantages, such as Number advantages in the early game (4 players vs 1 player). The time it takes for one Survivor to exchange a chase with a killer and make it last for more then a minute if decent in chase, the other 3 could easily knock out 2 or 3 Generators in that same time frame. That and one Survivor's mistake is not as significant as a Killer's mistake, as when you have a team by your side, especially in coms; you can help each other put and remedy the mistake and salvage the chances of survival together. The Killer on the other hand, cannot afford to make any to little mistake in their game, as it can cost them their game and not allow them to score some decent amount of hooks or kills.

    It not like the killer has a player teammate, to back up the Killer's momentum to win or anything. Although, it would be a interesting gameplay mechanic, to add a "2nd Killer player" in dbd, that directs the Killer's actions by seeing the entire Match and inform the killer about the Survivors actions/or setting traps for the Survivors to assist the Killer's pressure.

  • I personally like this, as Survivors and Killer all together could trade in useless addons for BP. And exchange it for more popular addons. It can also gives the devs a clear view in statistics in which items, addons, and killer addons is the most desirable and least desirable and makes some proper balance changes to those items/addons respectively so they are not necessary to use. Plus, trading for very valuable addons/items is awesome

  • @YOURFRIEND said:

    Making survivors sit on gens for longer is a poor solution. Buff those killers so that they can pressure gens better.

    I am with him, I do agree gens speed Is problematic for killers that lack the speed and mobility or most average killers that cannot pressure effectively. But I do feel killers absolutely needs some form of map pressure that, forces the Survivors other 3 Survivors to be off the gens when threat is close or afar.

    Trapper for example, struggling with low mobility and needing time to find and place traps, in order to bait Survivors into their territory. But, Survivors can easily communicate (in SWF) or when not being chase; take the time to spot the traps and disarm them in advance.

    If I want to buff killers massively, when it comes to mobility problems; I would love to see the killer get a temporarily movement speed buff upon hooking a Survivor or something like that. So they can catch up to the distant Generator in time.

  • I think the slowdown is unnecessary, so yeah

  • If I were to buff it again, I wouldn't revert it sound back to 100 again. I would simply revert the Exhaustion penalty, but otherwise it is fine. Or vise verse, so that running Exhaustion is a risk.

  • It would be nice, if reaching Prestige rewards can be something like

    *Recolor Prestige Perk Icons

    *Prestige Skins of existing Survivors skins (more bloody cosmetics, that isn't default skin)

    *new Mori animation/Survivors emotes (signature emote per Survivor)

    *Surviover item skins

    *Background for the main menu/lobby music

  • @TragicSolitude said:

    It's unlikely BHVR will rework existing achievements because they would not be able to change the achievements on PlayStation. I guess they have the option of changing the conditions of future adept achievements.

    Adept killer achievements are pretty easy to get if you wait for grade reset. Double-pipping is easier at ash grade. Also, the best way to earn the adept killer achievement is usually to play them like an M1 killer. I didn't use Wesker's power at all when I got his adept. It's the best way to make sure you get all the required emblem points. The devs have never fixed the emblem system to play nice with killer powers.

    Are you also telling me to not even bother using his power for Survivors hits and grabs; in order to maximize chance toward of your adept Achievement. Does that mean the Devious Emblem is bugging and doesn't count Wesker power?!

  • Exactly, or at least make it so thay that lockers next to doorways and openings like windows should not allow a flashlight save to be made.

    Some maps like Dead Dog Saloon have terrible locker spawns in which some of lockers are always guaranteed to be next to a opening for a Survivor to come by and guaranteed a free save.


    But, beside that one flaw; I do not think Flashlight need nerfs. I think medkits are stupid broken, especially CoH; when it comes to fast healing speeds

  • I wish that it does, since it hard to used the power to max out Devious Emblem as well as Chaser too; when you need to m1 at times. Not to mention, the Broken Hitbox when using his power at times; I swear I am pretty certain I would have gotten the hit with his power, yet Survivors seem to be able to "dodge" my collision when I can see them in my view during the collision.

  • To me, I think Survivors whon used it in chat or dm me personally (toxic messaging of course wise); they used it anything that I do or just me playing Killer. They scream Tunnel, without even giving a proper reasoning as to what I done wrong that warrant genuine Tunneling by definition.

    Other times, I do try my best to not Tunnel, especially for adept challenges. But..... Survivors will exploit the fact that they run straight to the killer, protect the Rescuer and body block me so that they can get the speed boost and tank the hit. Other times, the Rescuer decides to hide very effectively and the hook Survivor is the only one I can find. It very hard for me to not Tunnel, when all the other Survivors do not do their hook teammate a favor and make themselves known so I can focus on them and not waste time playing hide n seek when gens are being done by the second. As a Killer, I need to take every opportunity to win and if Tunneling the poor Survivor is my only option at that very moment, I will take it so I can secure the kill and have bit of a easier game.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169467#Comment_3169467

    Tunnelling doesnt actually affect your emblem score only camping does.

    Your rank does matter the requirements to pip are much higher at gold/iridescent than at ash/bronze

    Well, both Camping and Tunneling does matter when it comes to Adept Achievement; I cannot Tunneling even though I could, for the sake that I might pressure the Survivors to DC premature. It is sort of hard to not camp when very Aultristic Survivors are swarming my hook and waiting for me to leave and then body block.

    Wait, you are telling me... that if I was Ash Rank after taking break from dbd for a month, would make me gain less pips then high rank?!?


    That is quite terrible, I could have gotten Adept Achievement faster if I was in Gold/Iridescent!

  • @kisfenkin said:

    What do you say to the people who already earned the challenge when it was greater difficulty if you lessen it? What about those players that finished the easier survivor achievements, should they be given a free pass to brag about finishing a harder challenge?

    The game is a whole game, if you choose to play survivor you can get those easy survivor achievements, that doesn't mean that harder achievements should be lessened or easier achievements should be made more difficult. You can do both. There is nobody stopping you except yourself.

    There is no us vs. them here. At this point they have been this way for years. This is one of those things where if you come at it from an us vs. them situation, well now you are too late to the discussion. I don't want my already completed more difficult challenges to mean less by having them over simplified, and I don't want harder challenges for adept on my survivors. Years ago when they made it obviously more difficult for killers I was one of the people asking them to change it, now I can't get behind that because I don't want anyone's hard earned achievement to be trivialized.

    So, thanks, but no thanks!

    This is not a US. VS. Them. Argument; okay, maybe it is if you want to think of it like that. This is my opinion that I think... Survivor Adpet challenge is much easier and you can get many opportunities to survive better and escape; because you can let your teammates make mistakes and take the hook for you as you can hide in a locker, do gens, and just leave and abandon them.

    Killer Adept Achievement, on the other hand... I cannot make any mistakes at all, I need to avoid giving Survivors a chance to escape but I cannot be too toxic either; as they can dedicated my challenge run by simply hitting the Leave Match button. They can do their objectives freely with meta perks in hand, while I am stuck with perks that do not favor the killer I am running. And for Bragging Right on obtaining a difficult achievement; I do not care. I have have alot of friends and random strangers I met online, and I never anyone talking about "OMG, you got the adept Achievement", like it just a personal goal; it not that game breaking to change a achievement description to be bit more fair for any players and not be punished by flaw mechanics such as DC.

    In my opinion, Survivors when they DC is unintentional exploiting my game. And therefore, cheating this way.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/344822/adept-killer-achievement-conditions-needs-a-buff

    Adept challenges are fine.

    The bloodpoint earning is completely seperate from the actual emblem score, your assettion of this makes me think you havent done the research as to what is required for merciless victory.

    What is your current rank? This is a large factor in the way the emblem system awards pips and since you need to double pip to get merciless.

    Survivor adepts are the way they are so they are acheivable in every match regardless of teammate ability and other outside factors (pretty tough to get altruism vs plague as an example)

    The ranking doesn't matter anymore, it is the matchmaking placement now and unfortunately, I do not know the exact rank there. I am pretty confident that I am pretty experienced player that played the game since the Saw Chapter's release. So I mostly certainly gotten over thousands upon thousands of hours worth of experiences playing this imbalance game. I am aware of the Emblem scoring requirements, as I am doing everything it takes to complete it. Attempting to get 12 hooks, avoiding tunnelling unless I cannot ignore it, trying to pressures multiple Survivors, etc. I have achieved Getting adept Achievement on all my killers before the BP Emblem changes, as well as Prestige Rework. I am confined in my skills as a dbd player, more time on killer then Survivors. (Played both Equal. I just find killer more fun and easier to play when it comes to wait times).

    Also, you still get the new improved achievement, I propose just by escape all together (not healing). But of course, it just option c and I would have preferred one of the other first two options, Considering that I have no control over the Survivors actions against my achievement run.

    *If they escape, even with just one Survivor; I lose the adept

    *If one of the survivor DC, or the others fail to bother to rescue or even help them get unhooked. I lose the adept

    *If the Survivors used a Bad Map Offerings that favors them and their entire team in Genrushing and completely the objective before I can get a chance to 12 hook them. I lose the adept.

    Survivors have the numbers advantage at the start and I have very difficult task to only run 3 perk, that they know I am possible running and can win majority of the time. And it not like I can derank or turn off matchmaking so I can get baby Survivors and win the achievement this way.

    So that that is why I think the win conditions is outdated and need to fix up so that it is somewhat achievable, just the same as a Survivor Adept.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/338008/the-simple-and-most-effective-solution-to-solo-queue

    Some kind of ping system or quickchat option and icons showing what you are doing would probably be better, some people wouldnt use the voicechat even if it was there.

    Exactly; you can do a Quick Chat system; in which it comes up with prerecorded messages. (Not voice dialogue, more premade text messages that will be notified to the team) in which the Survivors could update the team on their status. It also comes with Status icons that will be implemented on the Survivors portraits, to let everyone know what they are doing and what is happening.

    The Quick Chat option, can be used when you get the free time; to send a to your team or a particular surviving teammate; like.... "Claudette, let me heal you!" Or "Dwilight, Help me do a Generator" or even "Everyone, I will distracted the killer!" (You can also mention whom the killer is also, once the Survivors see killer for the first time). Equipping certain perks, will also notify your teammates on what you can do and what you have and can do. It even more useful, if the game can detect multiple Survivors in close proximity of each other, reveal to everyone that you are running certain perks and builds too.

    Example: Just imagine you started healing a Survivor, both of you are injured; until you realize the other Survivor has Autodidact, as the perk icon will appear above their heads when you two or more come close to each other. Same can happen with Generators, when more then 1 Survivors is fixing a generator, you can see the Dwilight also happens to brought along Prove Thyself.

    As nice as Voice Promixity chat is more immersive, it would make killers more strong and it will be somewhat of a weakness to solo ques; plus SWF can simply use third party applications without using game voice chat if enabled.

    Anyway to buff Solo Que to be on par with SWF, when it comes to information gathering without perks; as well as giving Survivors a means to communicate without spamming crouch button or two emotes. Or even shaking your camera in any direction to mess with the heads nods.

  • I absolutely agree on the Breakable Walls implementation; I alots of the the wall placement favor the Survivor if left broken or favor the killer when left unbroken. Which to me, feels backwards logic; not to mention not all the lasted new maps have Killer Shack with no Breakable Wall, unlike Dead Dog Saloon. I feel like there should be no Walls at all; but instead gives Survivors the ability to build up Walls and possible pallets, along with a new item like a hammer to help build them up. It would waste Survivors time of Gens; in exchange to build strong and infinite loops.

    Speaking of Bad Breakable Walls placement designs, more map tile Varations and less connecting Strong Map tiles connected to each other. I do not want to see Jungle Gyms be right now to killer shack, somr dead zone with good hiding place would be nice.

    Gens speeds changes are nice, more nerfs to other regression perks for killer. Survivors need some nerfs to some meta perks still strong like Borrowed Time and Off the Record (I know the base kit changes, but a extra 15 seconds ans 80 seconds is bit excessive....) also some perks need to be buff back up, like Self Care and Iron Will. Just some minor reverts, as nerf stacking is much hard overkill to a useful perk; compared to other perks that is overperfoming. (Self Care VS. COH, Iron Will vs. Off the Record)

    I think the update is great and I love to see more like it, just some elements that need addressing.

    1.) Sole Que Buffs?

    2.) More Map Balancing and Reworks

    3.) Buffing Weak to Mediocre Killer's

    4.) Nerfing/tweaking Stronger/Top tier Killers

    5.) Camping/Tunneling will eventually become more fun and less viable; when all these things are addressed and Hooks are more of a priority, instead of Kills. I feel like Kills should give bonus, but really hooks give more points and better Score overhaul.

    6.) CoH and Prove Thyself need proper nerfs, as they make gen rushing more common, and gives Self-Care on steroids... for your entire team, especially with Medkits (which is the most powerful Survivors item in the game)

  • @akaTheBARON said:

    This is one of those scenarios that really doesn't need a change at this point. It doesn't impact the game much, and at this point the killer has simply won. If you get hatch, great. You escape and a 3k is still a win for killer. But having hatch at all is just a bonus.

    That being said, I wish they'd do something with keys since the big hatch nerf. I'm fine with that hatch nerf but keys basically do almost nothing useful anymore. I'd like it if they got rid of all keys and just keep the iridescent ones. Those are the only ones that bring you any real value aside from unlocking the hatch which doesn't happen often enough to justify bringing one. I'll bring one in with that stone that reads killer aura, and the beads to add time to it for fun sometimes, but thats the only time I feel like bringing in a key is worth it.

    Get rid of all the other keys, or make keys do something else (what that would be IDK).

    If only Keys offer the ability to speed up Exit Gate opening; that would also solve this Survivor man's complaint about keys being useless and make escaping more convenient.

    Unfortunately, it involves bringing a key and or getting lucky in chest

  • Personal, if the killer finds the Hatch and close it before you do; that is fair game. Gates may be the only option left, if you refuse to bring a key; the gates can be either open stealthy or you could bring either Wake Up and the upcoming new Sole Survivor for a clean quick escape. You could also spend time looking in chest and getting lucky; but normally no body bothers; since it much more efficient or faster to open the gates stealthy. If the gates are close and easy patrol; they you are pretty much screw and have to accept the GG.

    Again, be aware that you have to find the Hatch before then; bring Left Behind or a map/key; to increase your chances finding a Hatch first.

  • Hide N Seek Game Mode would be interesting.

    No more Generators, the game is focused more on Hiding for Survivors for a certain period of time, before the Exit Gates can automatically Kickstart its backup power and allows Survivors to unlocked it and escape. The timer can be five to ten minutes, depending on the map and killer.

    Pallets spawns are limited, so that chase is discouraged and hiding is more viable. Survivors could engage chase; but risk being eliminated if caught too quickly. There are 6 Survivors now, but only two hook states, the hook state is double the time (120 seconds); so that camping is not viable and gives survivors more time to rescue.

    There will be no idle Crows; yet locker crows will be delayed bit longer... Crows will be buffed to reveal Survivors through Killer Instinct and noise notification if disturb.

  • I don't think so, getting regular grabs is tricky when Survivors can bait the unhook and force the killer to damage the Survivor. They can do the same with exit gates and Generators, fake the actions in less then a second or tapping it, and force the killer to m1.

    I say make hook grabs more possible, so that the other Survivors can make the saves. How to do that... if the killer is standing right next to the Hook Survivor ans you happen to be the same proximity of the unhooked. The Killer automatically gets a free grab, regardless if you did no action or tap the unhook button quickly. It may not be good if you are the last two Survivors, but if you have friends going for a hook Save together; letting the killer get the free grab opens up a good opportunity for the other teammates to get a free save, while you "trade" your life for the hook teammates.

  • @LapisInfernalis said:

    First things first: I may be a survivor main but I am generally glad they finally nerfed the perk. Just not how I expected. And I think there might be a problem, that needs to be addressed.

    What the problem is: All Survivors have different volumes regarding their breathing and grunts of pain. Ace is super quiet (like having inbuild IW 2), whereas Jeff, Ash or Haddie are super loud.

    Here is a 2 year old video of Otzdarva regarding this. This is still accurate and might get you to understand my problem.

    https://youtu.be/P0aFo4lPARw

    Ace will not suffer from the IW nerf (I rarely used the perk on him anyway) but characters who are a lot louder than the average will suffer. Often they are also rarely played characters too (this loudness is probably one of the reasons they are picked less), so this would make them even more unpopular.

    I am a Jeff Main and the single reason why I used IW on him, was so I would not have a loud bear sitting at the Gen who could be heard across the map. Same goes for Ash.

    Fix this and the changes might be fine.

    Although there will be many Spirits again who use Stridor to get ez kills. I really did not miss that time, but here we are.... Fixing that issue would need an IW/Stridor/Spirit rework that is not meant for this post. But if you'd like to hear it, I will dig it up from one of my ancient posts here.

    Personal, if I could.... I would slightly revert the changes to Exhaustion sounds be muffled by 25% less; back to it original 100%. But... keep the Exhaustion penalty as it makes sense to have a significant downside. It makes running strong Exhaustion perks very risky to pair with new Iron Will.

    I do not mind Ninja builds as killer; but I do wish pairing such a strong perk with another is risky or won't work well. (Dead Hard, Sprint Burst, makes catching up or tracking Survivors whom escape the loop before I realise it; can be quite not fun.

  • 20220623_004348.jpg

    I can vouch for that, I was doing some Pig Challenges, took me a couple of matches on PS4, not sure if it effecting other consoles or PC.

    The codes are telling me about Calm Spirit, even though I am a killer. It only happens everytime I use the Ambush crouch button, and disappear when I uncrouch.

  • I think the Infection Speed boost does need to be nerf; as it doesn't cause Damage yet. It also makes zombies into clutch Survivors speed boost when they need to avoid giving Nemesis's Mutation gain with just his Tentacles.

  • Personal, I do agree that the DS nerf is bit harsh when it comes to the 3 seconds stun instead of 5. But... if I were to just slightly buff if the Devs refused to change it; I would make it stun the killer and reset their power. So that killers like Nurse, Blight, Spirit cannot used it to tunnel nearly immediately.

    But then again, I do not like to tunnel unless I have no other options to win; so I am fine with the Exit Gates open nerf.

  • You can barely see it, as Discordance only gives it a Yellow tint; but the color scheme can be quite difficult for some poor eye sight players. I am not talking about color blind folks, more that the Event Colors being all Orange nearly yellow; and the Discordance being bright yellow.

    Hopefully next time, Devs incorporate a different color like Green, Blue, or something else.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020918#Comment_3020918

    I seriously doubt they would do this but it is a very interesting idea. What I mean is think of the mechanics that would have to be put into place and the animation work.

    Of course, it would be alot of animations and be somewhat of a complicated mechanic to implement. But... in the long run, this mechanic will make Survivors have new form of fun interaction and help with delaying the Killer's pursuit in chase.


    Think about it.... they can work Rework the maps to be less strong and bit in favor for the Killer's, especially the ones that play well to begin with. They can even lessened the amount of pallets too, to make the loops not too strong at the start, too.

    With the new mechanic in the game, either bring the Hammer, or look for the items in specific map tiles and locations (bit randomized, yet free ans available for everyone in the trial). Survivors can hold off from doing Generators immediately or have one Survivor work on it; and have the others explore the map and seek the tools to start building defenses for the Survivors.

    The Survivor when holding the hammer, will be able to see aura reading on designated strong Pallet, windows, and wall locations. Of course, building up certain obstacles will take up time; I can imagine the building options from quickest to longest will be vault ledge (Survivors placing sandbags down), buildable walls (Survivors using planks and nailing a wall in place), and finally the pallets (Survivors take a longer time, yet can be faster if it reusing already destroyed pallet). When building pallets, new pallet spawn take much longer time while old and already destroyed pallets is much shorter, yet longer then walls. In theory Survivors should be able to find all the necessary hammers and be able to rebuild alot of pallets, windows, and ledges for very safe and very strong/infinite loops; but at the great cost; not many or no gens are being done as quick. This helps killers out but simply making Survivors work hard to put up a strong defense to increase their survivability.


    Sure, Survivors can also choose not to do any of these new Build able mechanic and gen rush; but can risk being down and dying much quicker if they have no reliable defenses.

  • I always suggest a brand new item as well as a new survivors interaction mechanic; known as build able walls.

    Scrap Breakable Walls that originally spawn; make alot of strong windows and pallets unsafe. And make the survivors use the dedicated Time to go build up fortification defenses. With the help of a Hammer item; you can spend charges to rebuild destroy pallets, build up Breakable Walls and windows ledge. The hammer can reveal spawn points for any of the interaction spawn points. Giving survivors the tools to make very strong and very safe loops; will eat up time away from Generators and gives survivors a very good loop the killer is forced to loop and destroy the fortification.

  • Maybe Endurance Status effect can be slightly Reworked to instead remove Collision in general. Make it so the killer can walk through the Survivors model, without any form of forced "Tunneling". Yes, the killer can hit them; but risk giving them the Tunneling excuse and getting away with the speed boosting.

  • I have mix opinions about the 1st, as I think corrupt intervention is good. Would be more better if instead reduced the timer by 45 or 60 seconds per Downed teammates, instead of removing it completely.

    2nd problem isn't a problem as it is good change, and adds bit of counterplay to Scourge Hooks; and that is one less Survivor or even more doing Generators.

    3rd Problem. 100% agreed; since Med-kits are very strong; if not the best Survivor item in the game; add that and Boon: CoH (not other boons, just CoH) you can stack healing bonuses and make Survivors very beefy and can tank alot of hits.

    I do not like Self Care nerf, as it was from mediocre to now the worse Healing Perk that no body will ever run anymore. Meanwhile, CoH is buffed Self-Care on steroids; with the ability to Self-Care and stack it with medkits and new improved Botany knowledge. It like the Devs forgotten all about the insane strength of Pre Launch- Boon CoH. One you can bring alone, for your entire team!

  • I wouldn't have a problem with corn fields, if only those maps do not have too many strong connecting pallets and windows. Fracture Cowshed is just the worse example. I know it is a big open field, great for range killers; but it hard to see anything.

    If tiles are not going to be removed, or maps gets shrink; I would love to suggest Corn Blindness to be Reworked to be aura reading for any Survivor whom enters the corn.

    And to balance the map's generator placement; make the spawn points either be outside the corn or at least have a good 6-12 meter raidus of no corn.

  • @Blazelski said:

    I don't think it would become chaotic, I think it would just be worse.

    For Bloodlust, sometimes you need to catch a survivor now instead of later (you need a Pop/Resonance now, or you've created a good workable deadzone). This means you need to force a down at a safe-ish pallet. Bloodlust lets you accomplish this eventually, and that should be an option. It also needs to exist for people who are bad at killer as a safety net against good survivors.

    For injured speed boost, that's even more important. Forgetting about STBFL for a second, survivors obviously need the opportunity to reach safety after being injured, and getting rid of the speed boost would make for very short chases in some cases.

    Both these mechanics are necessary.

    So Chaotic then; maybe it is more of a Map Balancing problems then just speed in general.

  • As interesting as your proposal are, I do not think these predictions are exactly what the top 40 perks uses perks are, in fact you also miss alot of exhaustion Perks too.


    Remember, the Devs are working on Rework/overhauling of top 40 used perks in high MMR level games. Some of these perks you added are too weak or useless to be widely used in high MMR, like..... Off the Record for example; yet Iron Will is mostly like used and not mention at all in your list.


    If only the Devs can gives a complete list of perks that will be changed; it would very appreciate to know what perks will be changed, so that we can do a proper prediction.


    Also, some of these perks are fine; it just other perks that it tries to counter is not effective enough. For example, Spies in the shadow would have been the perfect perk to be counter by Calm Spirit; if only crows in general are very strong and it pressure Survivors to be mindful of crows and worry about Spies in the shadow more; by running Calm Spirit more.

    My issues with perk balance in general is...

    1.) Most perks are cannibalize other perks to stand out; yet do not make it a decent perk; like Off The Record vs. Iron Will and Lucky Break.

    2.) The Meta perks for either side either involves Gen Regression, Slowdown, bit of Endgame for killers; and for Survivor; second chances perks that can be exhaustion, Healing, or even killer detection/ team communication perks (Spine Chill/Kindred). Also, Survivors relie on 2nd chances perks to counter Camping and Tunneling killers too; which is more common now because of MMR.

    3.) MMR incentives Kills and Escapes now; instead of what I prefer Hooks and Team Contributions (Distraction the killer, fixing gens/powering exit gates, cleansing Hex totems, going for saves/hook trade, etc.). Because of that, it more incentives to Gen Rush and escape but more incentives to camp/tunnel as it the most effective (yet toxic) way to win for kills. The meta perks are there to maximize success for those win conditions; so these perks need nerfs/complete overhauls; while changing everything about the match making or the base game in general.

  • @Metronix said:

    This a good idea, but it would a change in the reaward system of survs. Nobody would unhook anymore. Because rewards are for escaping, not helping. If teamplay would be encouraged more, it could probably work.

    If only they Rework Matchmaking system to reward Interaction with the killer, as well as Hooks; instead of the vague win conditions of Kills and Escapes; this would be much better.

    The game should factor in the amount of chases you engage in, the amount of hooks, and bonus for deaths for killer. For Survivor, it should do more then just factor in how they escape; it should analyze the Survivor's performance in the match; did they help fix the gens, did they keep the killer busy while the team does gens, did the Survivor even bother interacting with the killer instead of hiding in a bush or locker the whole time; and managed to escape while their hard working teammates dies as a result. It should measure and a factor all fo these, so that Survivors and killers whom play their hardest do not get stomped; while weakest will pair with players to their similar skill level

  • You know, I would be absolutely down with fixing Sky Billy; in exchange we get a brand new Flying Killer. It would be so awesome and unique to have a killer that can strike from above, fly all over the place, and screw looping for Survivor.

  • If I were to fix this, make it so that Survivors left on the ground cannot collide with each others. So they are group up but not inside each other. A small change

  • I am more lean toward, just allowing the killer to keep a Iron Grasp on a Survivor when they get pallet stun or hit with a Locker with Head On.

    Make it a token based; you can have 2-3 tokens; once used up the tokens, it deactivates.

    You could keep the increasing Duration of Struggle; but Agitation is much better in carrying Survivors to distance hooks more often; hencing my proposal to make it a Killer's DS (no, it will not counter DS; as it is a metaphor for; "Oh the Survivor is about to get a free pallet save, well screw them, I have Iron Grasp!")

  • I am pretty sure, it only appears; when either The Killer or Survivor bring a obsession based perk.


    So far, it very hard to encounter a match in which no players brought a obsession based perk. Quite weird sight, to encounter a match in which Survivors hasn't brought a DS yet; mostly like the first ever Matchmaking for all the new players involved.

  • @DaddyMyers_Mori said:

    That's not good idea imo.

    High MMR is enough pain already. Do you really think I am going to take Pig if I see SWF in lobby? Blight / Nurse everygame.

    I would rather to see them lock survivors too, so they are not doing last second changes.

    Great idea, they just added the ability to swap loadouts; so why not lock both sides.

  • My wishes for Bots, is different difficult settings; as well as the ability to play as a any killer/survivor vs. a bots

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