Avatar

Dream_Whisper

Dream_Whisper

About

Username
Dream_Whisper
Joined
Visits
2,441
Last Active

Comments

  • I like this buff proposal, makes the more perk usable; and gives Survivors more warning about the perk if they noticed a bunch of Breakable Walls destroyed.


    Either that, or make it so that Survivors pre-dropping pallets to counter perk will simply also destroy the pallet. No more relie on luck to bait the Survivor to stun the killer with it.

  • It makes me wish COH has a few usages or a cooldown, before it wears off and need to be reapply again. So like... if 1/2/3 full heals are used; it goes on cooldown for 2 or so minutes before you can Bless again. COH is Clearly the most powerful of all the Boon Totems, even after the nerf.

  • I would just buff it to only he active after the last Generator is done, like Adrenaline. 99% Exit Gate meta hurts the usefulness of the Perk, especially when the usefulness of healing others faster and Unhooking faster cones to play.

  • @Prex91 said:

    Corrupt or deadlock basekit. Done. Fast killers can mantain their identity and strength. Anti loop slow killer not get the speed and became broken.

    I would also be down with that compromise; either perks would be quite rewarding or decent enough slowdown to reward killers for going for hooks and engaging with chase. And as I said before; my proposal only works on any killer when outside of a chase; so that Survivors will need to start a chase in order to slow the killer down to base speed.

  • @IWFreak said:

    I would say decrease the map size. Almost to the point where holding Shift+W isn't the best strat anymore. Shift W is so good now, cuz it brings the killer away from the objective so easily, even if the survivor goes down fast.

    With making maps smaller, you decrease the chances of the killer not being close an objective. And all survivors will be closer together at all times.

    I Agree, if they are not going to reduce the map size; I would love my proposal too; since Survivors can easily get alot of distance with the speed boost to make out to a strong loop and Pallet/window in time.

    It is either toning down the size of maps.... or buffing all Killer's Movement Speed outside of chase; so that they can either make it in time to the fleeing Survivor or used the Speed to patrol and go after other Survivors, especially when they are about to fix a gen.

  • @Laluzi said:

    Pig needs help, but making an iri addon basekit is not the way to go. 16m aura reading is powerful. Also, no thanks at the permanent -2 traps.

    Pig would be in a decent spot if they increased the speed and fluidity of her stealth so that traversing the map while stealthed wasn't a giant hindrance, and if they improved her ambush so that it wasn't worthless at everything but specific short loops while you're sitting under the pallet.

    I Agree, the Pig does need much more better Stealth capabilities unlike the other strong Stealth killers. Ans the Iridescent addon is not one of them.

    My Proposal changes for are this:

    1.) Massively improved the Ambush Ability, by increasing her movement speed to almost be on par with her normal speed (just a tad bit slower)

    2.) Completely silence her when she turning on and off her Ambushing, as very observant Survivors can listen to her shiveling her hidden blade; which gives her.

    3.) Delay the roar she makes when is about to do a ambush attack, not at the beginning of the charge but more halfway on the charges. Again, the Stealth killer are not supposed to be announced themselves too early.

    4.) I feel like Pig should have something special for their attack, like a exposed attack; but I will be more then fine with Mend Effect. There needs to be some reward for Ambushing Survivors with successful attack.


    As for Nerfs, I feel the Pig's Jigsaw Boxes are full of RNG of Survivors trying to figure out their Jigsaw Box that contains their key, so there needs to be way for Survivors to find out which exactly has their key in it, and also the Pig's ability to body block the right Box.

    Survivors should have a certain Box to search, but there needs to be a whole new mini game of looking around the map for a object, and once they find this object, they can take it to any Jigsaw box in solve it. But involved alot of exploring and wasting time searching for the key to unlock any Jigsaw box and find their key. Of course, any Jigsaw boxes open when no longer have a key and will be useless. To make sure the last Jigsaw box isn't body block, the last Survivor will always have two Jigsaw boxes to search.

    Also, one last buff... When the Last Gen is already done, the Pig when still holding some traps should be able to automatically place them on a Survivor head and trigger the timer.

  • I do not find his power to down multiple people a problem; but I do understand his strength in face camping ans the potential to 2k or more in that situation understandable.


    His base power is fine, but I would love it if the killer can not only shred through pallet at the cost of a charge as base kit. And make a big nerf in which if he happens to be near the hooked Survivors for a certain period of time; he loses charges on his chainsaw. Like 10 or 8 seconds, while in 16 metters of the active hooked; he lose 1 charge and he needs to leave the proximity of the hook.

    Not only will be Bubba be insane strong in loops and crashing through pallets and try to secure a down. But he will no longer be the ultimate face camper. Of course, don't be that dumb Survivor whom just immediately rescue the hook as the killer leaves; they would have to wait bit patient.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/209218/add-in-game-chat-for-console

    I higly contest that the pre / after game chat is "the most useful feature"!

    Let me tell you as a PC player, like in 80% of pre game lobbies no one writes anything, 15% something like "gl hf", 4,9% unrelated chatting ("gl hf", gossip, ppl being silly), and the remaining 0.1% is actual gameplay relevant "planing", mostly something lilke "bps anyone?", "lets all use flashes lol". I have yet you to get into a lobby where an actual plan is laid out in the chat.

    In post game, you get mostly toxic/salty comments and ppl bitching with each other, some trashtalking or flexing, often nothing at all (except maybe a "gg" from some players") and quite rarely an actual civil after game dicsussion where you talk about the game, what went good and what went wrong.

    So let me assure you, there's no reason to be envious here, you do not miss anything, really. Maybe console players are a little more chill so the chats might be more civil, I wouldn't know. But judging from my PC experience, the chat honestly is not worth it. The rare nice encounters cannot outshine the toxic / salty encounters imo.

    I agreed to this, As a console Player; I don't think anyone would care too much to even use it; because how slow it can be to message other. Plus, Toxicity level of messaging will not be so great for the most part.

    There is a reason I keep my account on Private, so that I that I do not get "friend request", invites and a dm about Survivors mains complaining about me tunneling, camping, and be such a "toxic" killer for not letting them have fun or Survive to win.

    Plus, there was the one time I left my account open and well the first dm I got, since I was hoping for friendly players or compliments; 99% of the time, it very piss off players and well a salty player whom threatens to ban me and wants me to Uninstall my game. Dat Survivor Main was a Dwight whom literally runs Unbreakable, DS, BT, Dead Hard, used a map offering for RPD, and well, predrop pallets and terrible at looping and let's his teammates swarm near the hook without making it obvious that there were there the whole time (not on Generators).

    The point is .. the game is imbalance, the Entitlement is Real and the salt is very strong to taste any good on any Bloody Party Streamers/Cakes I was offering; and having a chat system in console is not on my list of things the game needs to implement, as a priority.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2782312#Comment_2782312

    That's basically the only change I'd make, and that's simply because stealth killers in general are pretty weak.

    Indeed, if you want to play immersive and avoid the killer all the time, and do not want to run into any kind of killer; you could run both perk I suggest and avoid them all.

    Spine Chill to avoid the regular killers; and my new Premonition perk idea to avoid killers that go stealthily, by their power and perks. Plus, they can even combo well together in chase, with not only the fast movement speed but the faster interaction speed too, like vaulting.

    Of course, very good killers can fool it by simply heading your direction but not exactly face your direction; but that is just another skill level of ambushing

  • I would rather Spine Chill stay the way it is; but make it useless against Undetectable Killers; so that this perk will not benefit them when the killer is under the effects. To compensate for this harsh nerf, Rework Premonition to function similar to Spine Chill; but instead of normal killers, it can straight up gives you information that the killer is coming your way, and maybe a slight haste effect too as long as the is Undetectable and is looking into your direction. (And also, remove the cooldown too)

    Spine Chill: Only effective agaisnt normal killers, that do not run Tinker or any Undetectable perks.

    New (Rework) Premonition: Effective reveals Stealth Killer's direction to you, and give you faster movement speed haste effect to help you get away faster.

  • Personal, I am not a fan of it; but I also fan of Survivors abusing it and then complains about being slugged and bled to death; because I refuse to properly pick them hook up. Like as if I am going to bring Agitation all the time, or let them have a go at escaping so easily. They don't want me to have fun, we'll so will I.

    This is the Devs fault for not compensate Killer's with anything, especially in Map Design; and they are not making it fun for both sides.

  • It is not meta, for the sake that it doesn’t gen rush ans escape as safe as possible, as if you run 2nd chances perks can and loop broken maps/tiles that are connected one and another.


    Although I can see the problem in which the killer can. In theory, it will pressure the killer more to be forced to slug and safely just let everyone die on the ground more.

    Greifers might have some laughs here and there; but they will surely complain so much about bleeding out to death or using up their Unbreakables more often. I wonder why.....

  • How about no to that change, and do something more in line to avoid camping scenario, similar to Twins parking Victor near the hooked Survivors; while not make it so that the charge slowly loses charge over time, based on distance from the hooked Survivors.

    So that way, Bubba cannot hide in the basement and keep bit a distance away from the hook; while still have a strong anti looping power to down mutiliple Survivors at once.


    Also quit complaining about Bubba is too op and he needs a massive nerf to oblivion; we get it. "I hate be face camp by a Bubba, I hate the fact I cannot save my teammate, with a Bubba nearby". Bubba is not exactly a strong killer, unless you and your team makes yourself a easy target by joining his "basement party" with the hook Survivors; you are simply giving them what he wants, Easy Hooks, delicious salty tears!

    I am fine with the current power, and the ability to curve and down mutilple players with the chainsaw; but I can understand why the Survivor dislike the fact saving is not a easy task when he is near.

  • @Peanits said:

    To go into details on that a little bit, removing them is not as simple as selecting tier 1/2 of each perk and pressing delete. In order to reduce each perk to one tier, you'd have to update the bloodweb to support it (and additionally, add support for any already-generated bloodwebs that contain perks below tier 3). Likewise, the perk tiers would have to be removed from the UI wherever they appear, and any place a tier 1 perk could appear (e.g. In the Shrine), you'd have to update it to show the tier 3 version of the perk instead.

    So while it sounds very simple and can be said in a couple words ("Remove perk tiers"), it would actually be a substantial amount of work.

    As for why it's not a permanent solution: Each time new content is released, not only does the amount of perks increase, but the number of characters you need to unlock all those perks on increases as well. Since you have two different factors increasing here, the grind is increasing exponentially over time, not linearly. Even if removing perk tiers would make it manageable for now, sooner or later it would catch back up and become a massive grind again. We've made changes in the past to reduce the grind, such as reducing bloodweb cost/size, adding additional perks to bloodwebs, etc. While these worked great in the short term, the grind always caught up eventually.

    Would it reduce the grind pretty significantly for now? Yes, absolutely! But if we're going to spend a bunch of time on something to fix the grind, it makes more sense to spend the same amount of time and work on a permanent solution instead. (And for what it's worth, we do have something else planned for it!)

    Long story short, it's not to shoot down the idea of removing perk tiers. It would reduce the grind, absolutely. It would just take as much time as a more permanent solution.

    If you want a better suggestion, for reducing the Grind. How about making it so that Players that decide to Prestige their Characters, will no longer lose their perks in the process. I do not mind if I lose some items, offerings, and add-ons in general (Except for rare Event items). I feel the Grind would be bit less stressful if Players can Prestige their characters without "restarting over" and losing their precious perks that they work hard in spending Bloodpoints on, and some folks refused to Prestige for the sake they do want to keep their character's load outs max out

  • @FFirebrandd said:

    I still want gates to auto regress at 0.25 c/s but have check points at each light coming on. So at 25% 50% 75%.

    I would have prefer if they auto regression be like... 1/2 a charge per second; if it takes 20 seconds to open the exit gates; it would take less then 40 seconds of "inactivity" for it to fully regression back to 0. It would stop 99 Exit gates, and forced Survivors to have only one guy stay active near the switch and keep it 99; or committed and open the gates and start the Endgame Collapse.

  • The Terror Radius nerf is uncalled for, the biggest issue he has is the whole Quick Scoping mechanic.


    His range is very limited, unlike Huntress, or Trickster; so the reduced Terror Radius helps him get close enough to at least get a better change at using his power effectively. The Killer lacks map pressure, so by nerfing the few good about Slinger, he just simply is too weak.

  • I could probably understand, in one scenario the killer slugs everyone and they are teabaging killer whom wants to troll and see you bleed to death. But for me and most scenario, if the slugging opportunity presents themselves and people whom do not run a Unbreakable or any perks to recover themselves, decided to crawl so far away fron the point they are down and the Killer doesn't have any means to know where you are. It is sort of your faults for making it difficult for the killer to pick you up and hook you up; and you unintentionally bleed out to death by your own actions. Survivors are so difficult to track these days, especially when they are using Iron Will while on the ground.

    In a way, I want DeerStalker to be base kit; since Survivors are usually the ones to blame for causing the Slugging to happen when grouping together or when the Survivors recovering decided to flee by crawling away and making it difficult to track by the killer.

  • I remembering hearing about Hooks being permanent destroyed, and pressuring Killer's to slugg and forced to hook in basement most of the time; around 2016.

    Your proposal might not be a bad idea by itself; but imagine if the entire team is stacking anti slugging/sabotaging build with 4 breakdowns, that can potionallly permanent destroyed 8/11 hooks; a nostalgic of 2016's Sabotaging Meta for Survivors.

    Yeah I rather buff the numbers slightly to the timer; or make it do something else.

  • @Sluzzy said:

    It needs the Object of Obsession nerf. It is unfun to verse so it should be nerfed regardless of how much it is used. Completely immune to all items in the game, completely immune to everything? It shouldn't be 100% all of the time, it needs to be on a timer or have limited use.

    Lightborn only counters one item; the flashlights if the Survivors bring it. If you are bringing Flashlight into a Match, and soon realize you are facing a killer with Lightborn; you should accept the situation and change your strategy without flashlights. It is not that significant, if no body is running, picking up, or going to attempt for flashlights saves anyone; so why should you be mad about this perk shutting down your flashlights fun, for that match, when you can try again another match and hope the killer doesn't have it

  • I would be down if... Hex: NOED is a new token based perk that rewards the ability to apply a exposed status effect per successful hit; per each unique Survivor you can hook. That way, good killers can have a potential powerful perk in the end game, when they are good enough to at least down mutililiple people. No timer of course; but the perk will last as long as their are Tokens left or until the totem is destroyed.


    And of course, if you are a Bubba whom camp's and tunnel the same guy in the basement, hook them twice; you only get one Token before it is gone. But if you work hard hook all 4 Survivors at least once; you can can be guarantee to instant 4 Survivors or same Survivor 4 times, with a basic attacks.

    It is a nerf to NOED, but its not too oppressive if Survivors are good at not giving the killer any hooks to begin with.

  • The perk is quite balanced, in that it has a token build up and the Killer has to work hard to hook every single unique Survivor in order for it to work.

    Yeah, it suck to be the last Survivor in the trial, your teammates dead, the killer finds the Hatch first, and you are pretty much screw in that situation where there is no place to escape... or hide quick enough or be patient long enough to open the exit games in time. But.... you and your teammates should have gotten all the gens Done fast enough, deny the killer any hooks; in order to completely make the perk useless. All I can say... the Killer got hid rewards for playing well, and you didn't do well enough to protect your teammates and prevent the killer from getting you in thay predicament. So, BG for you there, and try again!

  • SWF are not really the glaring issues; despite the fact that they have the ability to used 3rd party communication to communicate and perform amazing.

    I say buff Solo Ques, and give them some form of Communication Wheel to at least be compensate enough to communicate with their team.


    And once we see Survivors be more efficient and better at the game, as a a sweat or not; then the Devs should look into Fixing the huge imbalances in Map Designs, Meta Perks over majority of weak to awful perks in the game, and buffing Killer's in general to meet the 1v4 power role.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707247#Comment_2707247

    You and I both know that the cost is the time it takes to set up, the limited range, and the restrictions on where it can be placed.

    Boons are not a broken design. They're designed to pull survivors away from generators in exchange for buffs that the killer can interrupt and thus prompt more slowdown from survivors trying to relight it, and Shadow Step is honestly a really good example of how to do that- it's got a good effect, but one that can be played around if needed. It's not game breaking, it's not OP, but it's enough for survivors to want to go spend time setting it back up again.

    What exactly is wrong with it?

    In a way, I agree that can helps killers buy a bit of time in "wasting time setting it up"; but the problem is... unlike other Boon Totems; the effects of CoH are so great that it is literally saving half the times it takes to heal yourself and others; especially if you are stacking healing perks, med-kits, and even teammates. Boons are not revealed to the killer, so it can be time consuming trying to memories the Totems location and cleanse fast enough and then having to be certain that the same survivors wouldn't bring it back.

    Keep in mind, the problem with Boon Totems is not the effects, and the ability to reBless at any time; but also the fact that you are taking away Killer's precious time-consuming in their many task to do; by 4 times. Killer is their own team, vs. 4 Survivors players, that is 1v4, or 4 times the amount of times, mistakes, etc. that survivors can give themselves. Boon Totems may have taken away abit of their time from gens, but it also benefits them alot more of the killer is unable to snuff the perks in play, by massive healing them way too quickly.

    That and bad map design makes perks like these unbearable to track and find Boon Totems at ease; when pressure with time efficiency with stopping survivors and chasing them too.

    COH needs a nerf to its effect, or.... Boon in general needs a nerf too! One of them has to go, to give the killer less stress then it needs it. For me, I would either nerf the 100% down to 50 or 75% of Healing; or make it so that it doesn't stack med-kits, healing teammates or teammates healing you, self care only.

  • I agree to this; Survivors spawning right next to Generators and totems, right next to their objectives; straight up gives the killer a unfair advantage as the killer needs to waste time finding a Survivor or multiple if lucky; chase them as they loop, injured to hopefully down them, pick them up and carry them to a hook, etc. By the time, the killer gets their first hook, the Survivors already knock out 2-3 Generators because the games thinks it is okay to give those 3 Survivors amazing spawn right next to Generators, and totems. (Totems next to Generators are also stupid too)


    It like..... Two teams are playing Captured The Flag; but instead... one Team gets to start immediately right next to your Flag; instead having to spawn in their own base first and Going straight into your base and retrieving it in Due Time. Or in DBD'S case; the game is straight up giving Survivors their objectives immediately upon Spawn.


    Simply fix: Make Shroud of Binding Base Kit; make it so Survivors Spawns together are in front of Exit Gates, one of the two; and the Killer's spawn point to be immediately opposite side of the map, on where the Survivors are. If they do that, I do not mind if Corrupted Intervention gets slightly nerf, for reduce Time; as these new changes will make playing Killer much balanced, as the Early Game Opportunity becomes Immediately available if they dash for the Survivors Spawn Points for potentialto down mutililiple players at once. Same goes for Survivors, they need to make the important decision, is it worth knocking the first gen you see, as thr Killer will be on top of you very soon; or much better to split up and go look for safety and better gens to knock out?

  • @AbsolutGrndZer0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703273#Comment_2703273

    I don't agree with your first one but your 2nd I do 100%.

    I think it is a fine change, considering it is pretty busted to stack healing buffs in general. 16 Seconds of healing is fine if done by yourself... but if teammates are group together and stack healing, or as well as bring specific healing perks such as We Are going live forever or We Will make it, etc. You can reduce that time quite less then 8 seconds.

    There needs to be either a reduce Healing Speed by up to 50%; or simply make it so then Boon Totems do not effect teammates interactions.

    Keep in mind, you and your teammates can self care heal together in the boon totem Radius; but..... you cannot touch each other and get that beautiful 100% heal bonus boost.

  • If I were to nerf Boons effectively, I would add two changes to it....

    1.) Make Circle of Healing only apply to yourself for self healing; but.... you cannot stack it when others heal you or you healing others at all.

    2.) If Survivors can constantly reapply the totem; I think Killer's whom have Hexes whom gets destroyed by the blessing; should be able to be given back their Hex perk totem, as soon as snuff the totem. That way, Survivors are given a choose to go ahead and bless it for that Boon Effect, or simply destroy it and make sure it is gone for good, so no Hex can spawn.

  • I agree with you, Dead Hard feels so broken and quite frankly weird... Maybe nerf it so that it only applies to basic attacks.... no longer you can used it against Special Attacks or traps for that matter as a fair trade off; for being too good at timing your dead hard to avoid a hit or use it nor slight distance gain. Especially for whenever I play Huntress and a Survivor somehow managed avoid being hacheted because they dead hard through the huge hit box; while running in a straight line from me. I felt the lag and saw the hit; but the lag immediately tells me... I have no hit.

    Sure, Good Killer's can try to mind the Dead Hard and bait it; but.... Good Survivor can try to read the Killer's reactions; especially if they are average and low minded; you can used it equally. So a nerf to Special Attacks and going through Traps would be a solid change for me.

  • @Dino7281 said:

    There is so many offerings you could just remove, but they are not going to do that.

    They want things you can waste your BP on.

    So what offerings I would remove:

    Luck

    Fog Thickness

    Hatch Location

    Hook Numbers

    Shrouds

    Map

    Wards

    Then Remove them all; The Offerings system is getting pretty outdated and and the only Real Offerings Both sides used... is Bloodpoints farming, changing hook spawns (sabotaging builds), Mori, or simply exploiting broken maps.


    Just scrap every Offering for Bloodpoints or Iridescent Shards; and allow on Bloodpoints Offerings... Bam

  • It is a Mix between Legion and Twins for me; Legion had a interesting concept upon the Official trailer; but in gameplay and current power; they can be very weak agaisnt Survivors whom are not only self dependent but also learn to split up and spread out!; which hurts Legion capabilities to spread the damage upon everyone.


    Twins has a unique power; the first ever muti killer in which you can switch between the two; but... the power is complex, sluggish (pun intended, as not only their power makes them slow, but also their playstyle). They were just incomplete as Legion, accept playing as Twins can forced you to play a Camping, Slugging, and Tunneling playstyle which is why I am not fund of, all the time.

    Both killers needs massive reworks and buffs; to be interested and not so boring to play as, and play agaisnt.

  • @Mandy said:

    Unfortunately this would be impossible and very easy to be abused...you'd have people disconnecting their internet just to avoid the DC penalty etc. That's why the system is the way it currently is.

    What if.... you create a system that involves moderating thr amount of Disconnects... Say... if one Player has a recent History of Disconnected alot by the "Quit Match Button, the system will flag them for rage Quiting intentionally. Another player, has similar History of Disconnecting alot too; but this time, it is probably their internet connections instead! (Which can be either Player's having bad internet connections or exploited exploiting the system by unplugging their routers intentionally.) Surely, you have the technology, staff, and/or statistics to detect of used of the "Quit Match" button and the Disconnection History, and invest in new system to straight up target them, over Players with less Disconnection history!

    Even if you can or cannot do any of this; can you at least mention to the Devs about adding a "Rank Reset" to Disconnection penalties, so that players will not have stack up Disconnection penalties overtime?

  • I am surprised that they do not acknowledge the Nuclear Option that both sides can use together!

    Mori were very powerful in which gives killers the ability to eliminate Survivor very quickly and gives them insane map pressure with the Survivors are down a person! 4v1 is powerful early game arsenal Survivor can used against one killer.

    Keys are quite the same, as it allows Survivors, with just one Key; can knock down all the gens, or as many gens early if a teammate is killed and get a free escape when they locate the Hatch first! For one key to give every single Survivor a chance to escape instantly, especially in front of the killer is too heartbreaking for killers!

    Personally, I feel like Mori should be less toxic and more part of the base game, something Killers whom do very well can earn the right to kill; while Survivors should react and try to used their skills to avoid being down and possible counter against the Killer's attempt to kill! Maybe a new Skill check system; maybe Survivor would need to fail at something to be punished severally and let the killer kill them easier, kinda like a hex totem! I was disappointed with the whole "you need hook Survivors 2 times, in order to Mori"; when they could have made a simple change in which all Survivors will need to be hook once but..... the killer needs to find and hook every single unique Survivor in that match, in order to trigger the Mori! Imagine a not hooked Survivor would need to play a different playstyle in which they have to avoid the killer at all times, and deny them of a precious Mori which can completely devastated the entire team, if say they are the last Survivorto not be hook, yet!

    Keys Rework would be massive, but can help dynamic change the way you escape faster, to a degree! First, Keys should be Rework to offer the ability to open the Hatch, but needs Several Seconds to open it, the speed and time it takes to open it should depend on the key you are using! (NO Instant Hatch Escape, and the killer can interrupt your progress bar; so be stealthy with the key) Broken Keys should have the ability to open the Hatch; but it has a rare rng of breaking it and notify the killer! Keys are more selfish items and you are abandoning your friends when using the Key; but... there will be a irdensent and ultra rare addon to allow you to bring a friend or two; especially the skeleton key will not only minimize your time to open the Hatch but allow you to open the hatch for you and your friends (for achievement/archive challenges), too! Next, Keys aura reading add-ons should be scraped and be replaced with new addons for help with speed of opening, finding the Hatch, bringing a Survivor, etc.

    Oh, and to sweeten the deal with such a harsh nerf to keys; one nice buff to give to Keys, is to make opening exit gates alot faster then 16 seconds (plus extra with Killer's perks that effect the doors! So, you can used the key to escape through the hatch; but in theory get the doors open alot faster too! Make Keys a precious Endgame Collapse item, that makes it easier to escape with any exits faster! Oh, and one more final thing to note; Hatch should not spawn immediately as soon Survivors Die and there are Gens left; the Hatch should only spawn, as soon as all the Gens are done, or if there is only one last Survivor left the match! Survivors need to earn their victory alternative escape; but completely the Objective first, or be solo Survivor!

  • I just wish Survivors shouldn't always blames the killer for being "Giving" opportunities to slug, camp, and tunnel, instead of taking responsibility or blame some of their teammates actions for letting such strong killer tactics to happen in the first place!

    A good teammate will let themselves be noticed by thr killer, so that the killer wouldn't have think about tunneling (unless of course, they suspect you are the weakest link in the group/knows you have no DS, BT, Exhaustion, etc.)

    A good teammates would not group up and learn to split up; as soon as they are done with fixing gens or healing each other, to Avoid a slugging scenario!

    And of course, Good Teammates should not encourage toxic behavior and aggregated the killer or gen rush to quickly when a Survivor is down and hook; to avoid q possible camping scenario!

    But of course, good Survivors or any Survivor should know better; then to learn to get good at the game, accept the fact that killers can do these things and have the perks to conquer it or better.... accept the fact that you died and should have play better next time; especially when your teammates didn't do their part and protect/aid you.

  • I would think it would be nice if there is a slight buff in which it heals bit faster like around 60% then 50%; but not heal fast enough that teammates are a better option to heal!


    Also, if you decide to self care and a teammates is nearby and unable to help you; they should change that do that teammates can regardless help you out by simple healing; regardless of want their help or not!

    Of course, if solo que is improved and if they offer some sort of better communication wheel; that would be awesome too

  • Personal... I Aggreed that Spine Chill needs to be nerf, and Premonition needs to be buff and Rework!


    Spine Chill should only detect Normal Killer's, and leave any killers that have Undetectable status effect should not trigger this perk!

    Premonition can be reworked, to be similar to Spine Chill; but it instead detect Stealth Killers or any Killers running undetectable status effect perks! Give a second or two of aura reading of the approaching killer, as well as having a 30 second cooldown!

    Now, Both perks are situational and only good for two different playstyles to counter specific Killer's playstyle!


    And yess Michael Myers needs some buffs to his base power and some addon Reworks; especially the tombstone not being a iridescent addon!

  • @Seraphor said:

    Nah keys are fine, it's the Hatch that needs to be nerfed. Have it only spawn:

    • When there is one remaining survivor.
    • When all gens are repaired.

    Simply put, this eliminates the chances of the hatch spawning (and thus a key escape) when there are still objectives left to complete. Just as the killer has to complete all of their objective before they can mori. (2 hook stages before the final death hook)

    This way, a key is just turning 2 possible exits into 3, which can be useful with a fast killer or when the exits spawn right next to each other, and it allows the last survivor to reopen the hatch if the killer closes it, allowing them the chance to escape, because the chances of the last remaining survivor actually managing to open the gate when the killer is just bouncing between the two is very low unless it's something like The Game or RPD with a slow killer.

    With this change, I'd say Keys should actually get a buff. Maybe something like, opening a chest with a key has a significantly greater chance of a rarer item, but consumes some charges.

    I would have preferred my way, but I would Rework keys much more differently!

    For starters, scraps all the aura reading addons and replace them with faster key openings; as well as increasing the speed to open exit gates!

    Basically it goes something like this...

    Dull Key; can only be used one Survivor, it is a selfish key; meaning only one can get out!

    Skeleton Key: You and 2nd Survivor can enter the open hatch; before it close!

    Broken key; Now is rng factor; in which it has a low percentage chances to let you escape, or you break the key and notify the killer with a sound notification!

    The key can be used to open up chests, exit gates, and Hatch faster then normal, especially with the right speed addons! And yes... Hatch has a new animation, that you need to invest in some time opening up (No more Instant Hatch exits)! The opening up animation can depend on which key you have, and can be interrupt and reset by the killer if he is close enough, similar to totems! Basically survivors with keys, Cannot used it in a chase; and need to give themselves around 10 seconds duration or less with speed addons!


    But.... I do like your idea; you should be required to finished your gens before any key escape is allowed, unless you are the last survivor

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2398337#Comment_2398337

    That's not what you wrote though. Aside from nerfing the few perks that are good in order to set a new balance standard that'll likely be just below viability, you also want whatever perks remain to no longer be available to all survivors, further decreasing survivor power.

    Then you also want to buff killers on top of that so that 'good players can get a 3K or 4K'. They already can. The problem is that the survivors' skill also matters, and if your baseline target is 'good killers always get 3+ kills', your goal is to nerf survivors so that their skill no longer matters.

    Worst part is that most meta perks aren't even good; Theyre mostly band-aid fixes for the kind of killer playstyles that make games absolutely garbage to play.

    You have some keys points; but I still feel the game is too repetitive, broken for Killer's in experience swf red ranks; and there need to be some nerf or at least more challenges! The maps can easily be abuse and have no easy way to mind game, no matter how I tried; even when I down a Survivor; they ######### got 2/5 or 3/5 of the gens down; and then as soon as I down another; the game is ######### over!


    There is nothing more miserable, then constant playing with sweats, especially the TTVs; especially the more I played!


    And yes, it seems like no matter how much experience and hours I put into these games, match making is crap, the bad map design and offering the Survivors can abuse and send you; and hell these goddam meta perks ######### get in my way for my opportunity to delay the game ans have a chance to get some hooks and possible 2k!


    Also... no rewards in red ranks; makes me not want to invest in playing this games; as I prefer killing Survivors that have even skill as mine, I do not want Competitive Sweat Survivor Team!

  • @Firellius said:

    So in short: Sledgehammer nerf to survivors, buff killers. Gotcha.

    Wrong; Minor Nerf to Survivors, since they have the power 4v1 advantage and map layout design and their skills in looping and hiding and holding W; and they can really gives killers the ability to very effectively maximize Bloodpoints gain though hooking, by giving them decent powers or more time to achieve these goals!

  • @Kumakx said:

    *Killers need buffs to their powers, so they can be fully capable of doing more then 2k; if played right; but not broken OP (like they just did to new Trickster or Depipster)

    If you want to power killer up to the point, where they get 3/4k every game (ofc when played "right", and playing "right" is not hard if you main given killer that is strong and "meta"), do you think anyone would want to play survivor? BHVR goal is the average of 2 kills per game. And it makes sense, otherwise no one would want to play survivor and we would just have endless 1h long killer queues.

    Stop seeing less than 3/4 K as "lost game" and you will be much happier of a player.

    I want the 2k per average killers, just as much as anyone! But good players will have the potential to win with 3 to 4k; if they are good at it!


    And no, I never see have 1 to 2 k as a loss, a loss in my view is have less hooks and all gen done, or heck, they escape with a ######### Key!


    It is not really fair in a 1v4 scenario, when the killer doesn't have enough time get their 12 hooks, agaisnt experience Survivors with best perks and broken strong loops connected to each other!

  • As much as I enjoy Resident Evil as a franchise and it being a welcoming addition to Dead By Daylight; the map needs a Rework of sorts..... it would be nice if they split the map in half or changes the flow of the game for Survivors! Need more objectives beside fixing gens! It very overwhelming for the average killer by the Sheer size of the map, the 4v1 and the pace of the game makes playing this map awful

  • The game most certainly needs some changes such as...

    *Survivors not spawning next to Objective like totems and Generators separately, and how they need to spawn together right next a Exit Gate; while the killer can spawn far away from the Survivors! Sure Survivors can work together and knock out the first gen they see; but risk the killer coming close and have the potential to snowball, hencing it would be better to split up and explore the map!

    Survivors in general, especially Solo Ques need buffs in information to other Survivors; when certain situations are happening; such as notifying others on what gens, totems, healing, saving, chest searching, being chased, etc.

    Nerfing SWF, is not best idea; but the meta perks need some tone down, as well as many other perks needs massive buffs and Reworks!

    And finally, many killers needs some massive buffs and Reworks; to help them in either 4v1 and 1v1 or both at the same time! I feel in the high level of ranks; it sort of boring and hard to have to deal with Nurse, or Spirit; as they are very amazing at both situations; while the other killers are lacking and not good enough with their power to be capable of getting more then 2 kills on average! I do think; there needs to be balanced in killer having the capabilities to win in the hands of good players; but not so much in bad players!

  • @STARS_truck said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324141#Comment_2324141

    We know what would happen if all survivors spawn together all the time hence why it isn't part of the game now. Newer players would bunch up and get totally annihilated. Killers with insta-down powers would be incredibly strong. People seem to want to furth stagnate the meta on this game by making situations guaranteed, notably in the killer's favour.

    If that happens, they should have know better to split up immediately and go explore the map; instead of trying to gen rush the one gen together and not expecting a instant down killer like Bubba to capitalize on your mistakes! In those situation, they should have a plan to escape and prepare for incoming down; unless they have Prove Thyself and they could have the opportunity to knock the first gen they see!


    Plus, if they split up and go explore the map; then they can afford to find the gens they can work on or totems; instead of the game giving then free objectives to work on at the start!


    So, Shroud of Binding should be base kit, have the Survivors spawn together at a Exit Gate, as far away from the killer as possible; instead of spread out across the map and spawning next to a gen a totems and have the advantage to knock half the objectives for 80 seconds, before the killer can get their first down!

  • How about, the day they removed Hex: NOED; would be the day they removed every exhaustion perk in the game for Survivor!


    Quit making a big deal about it, and learn to play around it; it not hard to go explore the map at every nook and corner, understandable dull totems locations, and then come back to it or destroy them immediately; instead of just straight up fixing gens and speed running the game! Big Difference, you always have a exhaustion perk available to you at any time (if not Exhausted); while Killers would have to worry about Hex perk being destroyed and gone; if all the totems are cleansed!

    Or you can just simply make the smart decision, and abandon the down/hook Survivor; if you do not think you have a chance to find NOED and get everyone out alive! Sometimes, you just simply cannot win and save everyone in your matches!

  • The perk is fine; Survivor that do complain about are either:

    A.) Entitled Survivor Mains; whom wants to nerf or remove every killer perk in the game, because "it has to be OP"

    B.) Rank 20 Survivors whom cannot play around the 4 second period for being tracked down

    C.) Doesn't give a ######### that their Teammate on the hook is safe for rescue and that they are ones being found and then caught and down instead

    D.) Hates that the Killer gets more better reward with more Bloodpoints then they, and are Entitled for more Bloodpoints themselves, without WGLF

    Get a Grip people, there are much worse killer perks that needs tweaking, reworks, or Nerfs then this perk!

  • I would make it so that being Infected with Contaminated Effect for the first time, would give you not a speed boost, like a regular injured state would! Being injured with the Contaminated, with Tentacles would definitely would give you a regular speed boost as if you were hit twice!


    Also, would be nice if while Contaminated, you have 60 seconds of the infection making you weaker then before; like it applies Blindness, Exhaustion or Hindered, or even Broken effect; unless use a vaccine soon! They can also compensate this, by adding a 2nd Vaccine per chest, so you can have up to 8 total! This will incentives Survivors to used the vaccine more frequently; as being Contaminated will greatly reduce your ability to Survivor better or progress the game without heavy risk while Infected!

  • For me, Resident Evil Chapter on launch is worse license chapters (Amazing franchise shot up by devs)

    Thr Binding of Kin is the worse bug fest Original killer chapters ever released, with a broken killer that is incomplete and very weak; couldn't used Victor all the time, especially against Survivor looping a boulder or huge tree or hiding in a locker in front of your face! I love the concept; but devs keeps throwing in incomplete killers, with bug filled mess; that reminds me of Fallout 76's launch! They broke alot of animations, change the Hud to look like a Mobile Game device (Nobody love that)


    I miss the good old days when chapters used to be complete working and Amazing killer chapter; the last one was Silent Hill; then everything went down the drain slowly!

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285714#Comment_2285714

    Making them spawn in the center wouldn't be bad. But he shouldn't start with all traps, because that would be OP

    I do not think so, considering that it gives him a bit of edge in "Surprised"; considering Survivor will not know straight away about his presence unless they see him! It very easy for experience Survivors, especially in communication groups; to know whom he is and very effectively communicate which traps he pick up and set up!

    Plus, it would solve the over reliance on Bag addons; if the devs refuse to give him a extra trap to start off with and carry! If they give him the ability to carry all 6 traps, they can easily scrap the bag addon for a new type of addon to add more mechanics such as a temporary speed boost for short period of time such as 3 seconds or 5 to even maximize to 7 seconds!

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282402#Comment_2282402

    Yeah...no. That's too much, because Trapper can just lock down an entire area without spending any of his time.

    Isn't that the one of Trapper's greatest Strengths; being a defensive based killer in which he can very effectively shut down a area! He not like many killers whom requires chasing, in order to used his power effectively; he used the time to place all of his traps and hope Survivors make the blunder to risk looping there or not bothering to waste time looking for the trap and disarming them early!


    And if you do not like that, then make the traps spawn more in the center of the map, instead of the edges; so that Trapper can used all of his traps!

  • @ShinobuSK said:

    Good change for him, except for coldwind maps, where his traps will be more visible now. Not that it matters cause coldwind sucks anyways.

    Let him carry more traps or even better, make them spawn closer to the center of the map not all over the place

    They should have should Trapper the ability to carry all of his traps at once; and allow him to pick up and set up as many traps as he wants! That and Survivor do not get a visual warning about whom the killer is by noticing his traps early! The bag addons, can allow him to carry more then his base 6 Traps in the map; which I think it is possible to have over 10 traps total!

  • Nemesis just need some buffs; more specifically I do not think using Tentacles attacks and applying containment effects should not give a speed boost since they are not technically "damage" when they are infected; it should be similar to Plague's infection! Obviously if you are containment and get hit with the Tentacle and damage, you get a speed boost; but if you are infected for the first time; no damage!

1 … 10 11 12 13 14