Dream_Whisper
Dream_Whisper
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618136#Comment_3618136
I feel like I'm misunderstanding this. Are you saying that you think when killers hook a survivor that hadn't been hooked yet, they get the power to un-complete a gen and regress it back to 75% completion (take 25% progress off of it)?
Yes... if a killer works hard in chasing and downing and hook a new survivor, especially when Survivors can technically speed run their objectives speeds efficiently if they split up and literally knock out 3 out of the 5 gens in 90 seconds (faster with toolboxes, perks, no map wide pressure).
What better reward incentive to not punished tunneling then allow the killer to literally damage a completed generator on the map and take back a generator for the survivor needing to complete it. Obviously, you can only do this 4 to maybe 8 times, if we want to be generous; but it can only be used once and it will also be up to the killer on whatever or not; they want to go find a complete generator to damage and take away quarter of repair and risk the Survivors to eventually come back to it and fix it back up again; or used the 15% on any non completed generator on the map.
The killer of course, it can only used it once; until they hook another survivor. It cannot be stack together and be used to single handle complete reset any generator progress. Plus, it can be used in the Endgame before the exit gates are open; by hooking a Survivor and knocking a generator or even more, if you down multiple Survivors and hook them at a time; would be the Survivors would be back to square one (expected they need to return to the complete Genators and fix it back up again.
If we also want to make it less problematic, why not add a "bonus objective" for survivors and give them the ability to repair the additional last two Generators, along with the five generator that needs to be completed. If the Survivors teams are smart enough, having all 7 Gens fixed up means the killer Cannot simple kick enough completed gens in time, to simply stop the Survivors from attempting to open the exits.
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@skylerbound said:
The hard tunnelling has gotten so bad, at least in my soloQ games. To define it, I mean only going for 1 player at 5 gens remaining. It’s a strategy that works… especially against soloQ, it incentivises itself as a 3v1 greatly stacks the odds in the killers favour.
My suggestion would be simple, a BP penalty that removes all BP occurred while pursuing that singular survivor, dependant on a few things. If the first 3 hooks are the same person, if the gens completed are less than 3. Some could argue players could then 99 gens to punish the killer but that would take coordination that wouldn’t be common enough if I’m honest.
what would be some of your suggestions to disincentive hard tunneling?
If it was up to me to punish "hard tunneling" while not punished non tunneling killers whom work hard in chase for downs and hooks; I would simply remove the Endurance status effect perks and reworked the BT Basekit mechanic off hooks to be... no more bodyblocking/hit collision with the Survivor that recently just got off the hook.
For example as a scenario: You are Survivor A that gets caught and put on the hook; and you happen to be unhook soon afterwards, regarding if the killer is far away or very close. Usually, the killer will go after you for multiple reasons (they see you as the weak link and free kill, they see bodyblocking the rescuer and decide to wait out the endurance timer, have a grudge agaisnt you, etc.) And secure a free down and hook afterwards, especially if you are on death hook and make it a easy 3v1.
But, with the removal of endurance and now you literally have no Collison with the killer, especially when they tried to attack you; they realized soon enough it is completly pointless worthless to tunnel as you will not be able forced into a situation in which you end up leaving the game so soon, because of bad play or intentional exploiting your endurance status effect for extra speed and time, for you and your teammates.
Of course, the free no Collisions effect is not permanent, as if that unhooked survivor decided to fo any conspicuous actions such as fixing a Genator, getting healed, and even unhooking another survivor in front of the killer, or even if the killer hooks another survivor afterwards, especially once all the generator are done. By then, the no collision is gone until you get hook again.
But of course, it would also be a killer nerf too, since sometimes they need to tunnel to buy themselves time when they are losing gens and the four survivor are still alive and hammering gens. I would also like to add a killer Buff, to make hooking a unique different Survivor everytime will grant a basekit 15% gen regression to any gens they see, or even 25% to any completed generator they see, to give themselves a great reward for seeking different survivor and buying themselves time. Of course, to prevent the killer from exploiting this to only survivor A and B and back to A and repeat; the game could also provide a basekit BBQ to any unique survivors in the trial, so that Survivor A and B can have a chance to keep on playing without being exploit with possible tunneling for free regression. With this mechanic implement, all 4 survivors need to be at least hook once, before the regression can be "reset" and apply again when hooking four survivor again, and then one last time.
Any chance to improve the killer experience with less gen rushing potionial while encouraging them to seek different survivors without the need to tunnel in the first place, would be a step in the right direction.
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I would Rework them entirely and make them reject the Map you are going to in the rooster. If you hate the Game, just burn the Gideon offering; all the Survivors dislike leory or killer sided map, burn those Offerings.
Increase the odds to go there, instead of 100% for one side or one survivor for the whole team; is 100% giving themselves a advantage for their build.
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@pale_hispanic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613987#Comment_3613987
Don’t put words in my mouth that aren’t there. This perk change will not kill not tunneling, that’s not the point. Tunneling is already an extremely powerful tool. You don’t need an extra 75% regression after already taking someone out at 4 gens.
It is only Powerful against solo players whom aren't prioritizing gen fixing over being simple plain Aultristic all together and letting thr killer get away with a free kill when they can easily gen rush 5 generator in like 3-4 minutes. Most killer are not fast and Lethal enough to end chase in less in then one minute of a Chase, if the maps loops are connected and the survivor are decent enough in chase. Killer's are usually obligated to tunneling, for the sake that reducing the numbers advantage that survivor’s have at the beginning of the game, makes it so easy to apply pressure and forced the Survivors to panic and not do gens at all, especially of there are two survivors left. In a perfect future, killers wouldn't need to tunnel, if there is no pressure at all in exchange in long Chase and secure a down; while still having plenty of time to apply pressure to every survivor on the map. Problem is, Survivors have more advantages then the killer at the beginning of the game. They know that the killer cannot target everyone at once, and only Chase one survivor at a time; and the most efficient way to win, is to split up and knock at many generator as possible, with the best perks/items to assist them; when not in chase.
But if you are solo with alot of soloQ players, not everyone knows or understand this stuff; so they play Causal, immersive, and literally waste their team's time and also, unintentionally "throws" the game, because they simply don't bother working on Generators and playing too Aultristic.
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@pale_hispanic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613983#Comment_3613983
I’m confused is this not what it currently does?
https://us.v-cdn.net/6030815/uploads/CV2C788DDKM1/41d232b6-1c08-45b7-bcca-a7edda609450.jpeg
Ohh, my bad... I took a short break from dbd ans didn't realize that the perk percentage is Buff up when they nerf the limit amount you can used it.
I guess my change will be just a nerf; but I also want it to be more balanced and rewarding if your are not aiming to tunneling to win effectively.
Amy perk changes that involving being properly rewarded heavily, instead using "toxic" strategies like tunneling; would be awesome changes. And this is coming from a killer main whom is sick of survivors complaining about tunneling when I cannot win by applying map pressure easy without using tunneling.
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I would instead make it work, to hooking one of 4 unique survivors, instead of hooking the same survivors 3 times. Give it a old barbecue and Chilli vibe, where if you hook a unique survivor, you can a token (or in this case, you used up a token)
If this is a strong nerf to tunneling, I would also slightly Buff the regression to 20-5%; but that's it. If you hook every Survivor at least once in the match, you can get nearly 100% gen regression value when switching target's; while not well rewarded in tunneling.
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@Xernoton said:
Why would you complain about STBFL on Wesker? That is better for the survivors than for the Wesker. Because STBFL is not a good perk on him. His chase potential is high enough to play around most loops with his M2. For the others, he doesn't need STBFL either. It's pretty much a waste of a perk slot on him because his M2 is way better than going for M1s. And to actually get value out of STBFL, he would need to go for quite a few M1s.
But honestly, go ahead, nerf STBFL and see what happens. A small nerf to its pre 6.1.0 strength, wouldn't change anything (the difference is so minimal, you'd achieve a placebo effect at best). Anything more than that, will amplify the age old M1 killer problem. They are weak in chase because they have a hard time getting the first hit and then have to catch up again (easily 15 seconds worth of time) before they can play for the second hit. Weaker killers = less positive results = less appeal to play these killers. Basically, you'd actively discourage people from playing M1 killers, which at best leads to them playing more of the same killers you already see more than enough. Like Wesker and Blight.
Exactly... Nothing will really changed if this perk is tweaked to be back to Pre 6.1.0; as this is undermine the problem that this perk benefits weak M1 killers that don't necessarily have a strong M2 power to make up for it, for speed ans efficiency in chase. It may have been overtuned after that 6.1.0 update; but back then, many players didn't notice how significant it was when they group up and let the killer farm non obsession tokens. The Survivor should have been more aware that this perk is active by visually seeing the increase in attack recovery speed after successfully hits and avoid feeding him stacks or better yet; if you are the obsession, bodyblock the killer and forced to it you to lose stacks or sacrifice yourself when he has no stacks so the killer can no longer farm STBFL tokens.
This perk has a clear counter, that most average Survivors players are not aware, and that is why it is stronger and overrated decent perk, when they dont used their obsession to forced them to loose stacks.
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@kidnamedfinger said:
Probably not the first person to suggest this, but here's my idea for gens rebalancing:
- Gens take 70 seconds to repair (down from the current 90)
- Survivors now have to find a core/fuse/whathaveyou for each gen before they can start repairing it. These spawn randomly around the map in chests and count as special items when held. Installing them on a gen instantly starts the repair option and consumes the item.
- Up the number of chests in trials by 7 as there needs to be one per generator.
That's really it lol
This should make it so trials last pretty much the same amount of this that they do now but shaving 20 seconds off of gen repair could make the survivor experience much less tedious and also facilitate finding survivors for killers as they will be moving around the map much more.
I would probably give a more better version of it....
Generator by default would take 120 seconds or two minutes, and Survivor will be giving a aura reading of a generator part to go look for at designated locations like Killer Shack, Basement, etc. and find a Generator part to go fetch for and bring it back to the generator they are working on. Each Genators parts (it counts as a special item, and take on appearance of anything that is part of the generator), can allow you to shave off 10 seconds permanent to a maximum of 5or a full minute of a generator repair time. It would be time inducing to go out of your way to explore the map, and seek generator parts; but if you can work with your 4v1; you can easily collect and gather all the parts to a specific Genator and knock off a nearly full minute and make the generator take a permanent 70 seconds to fix up, without killer regression perks to be a problem, as the generator parts cannot be taken away. It would help in the early game and late game for 3 gen situation, except if the Survivors ignore generator parts and waste so much time repair one generator for 2 minutes each.
As for what killer could do, they can not only have plenty of time to seek different survivor but get rewarded for each survivor they hook that is different and for first time. To help combat tunneling, Killer will get a reward incentive to get a different unique survivor and get the ability to damage a generator with a generator part and take away one per unique hook survivor up to a maximum of 8 hooks. Tunneling the same Survivor, will not grant ability but instead; will Buff the Survivors with a temporary increase generator repair speed for a teammate that is going closer to death when the game detected the same survivor is hooked twice in a row. Of course, the rule is ignored when the killer has achieved hook all 4 survivors and he can hook another 4 survivor again.
Basically a basekit slowdown built into every killers, but it gives Survivors the opportunity to make generator be done faster without any perks involved. Involved alot of map exploring and gathering generator parts to specific Generators, to reduce the significance long generator down to a minute long.
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@UndeddJester said:
There are so many different buffs I'd like for Amanda... I'd be happy to take any of them...
- Terrror Radius 28m
- Crouch speed basekit increase
- Ambush charge rate increase
- Ambush vaults pallets
- Ambush break pallets (how I dunno, but I'd like it)
I'd even be happy to give up to losing jigsaw box progress when survivors are interrupted for 2 of these... 😓
Don't forget to muffle or nullify the sounds of her ambush too...
If you are decent survivors with excellent hearing and pay close attention to the pig when she starts to crouch from a distance, because of the Terror radius; you can hear the slink sound of her hidden blade being put away; which can be a dead giveaway that she is trying to ambush you from a distance and you can make distance or reach a strong pallet loop to deny her a precious ambush hit.
There is a reason Ambush isn't so significant and why alot of tryhard pigs mains don't necessarily used it; besides just stealth. In fact it is more convenient to crouch, sneak up, and uncrouch from around a corner to get a possible free grab on a unawares survivor on a generator; then to do a pig roar and alert them seconds aways.
I like the idea that Ambush and crouch speed should be silience, faster, and maybe offer the additional benefit to break a pallet instantly or get a instant down when successful hit.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564603#Comment_3564603
You can also completely ignore the downside of being injured by 99ing a heal. Just tap heal if the killer gets too close to get a full heal state. The reality is, there is no downside to having MFT.
Except if by chance the killer has anything that applies Hemorrhage to that, but because Hemorrhage isn't basekit; so yes; you can 99% heals, as well as 99% Exit gate switches at Endgame (to avoid Endgame Collapse and tap it to get massive results)
But yes, you and I are in the same boat, MFT definitely barely any noticeable downside. It's not like Killer's can always apply exhaustion to every attack they make to complete counter this perk, without addons/perks to help. It absolutely needs massively downside, for it's insane permanent movement speed increase while injured.
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Personal, I think MFT has a very limited limiter, which makes it too good to always run consistently, even without exhaustion Perks in your build. You can in theory used Balanced Landing, Smash Hit, and Dead Hard, and Lithe too; as it takes awhile before you decide to trigger them by special circumstances. Sprint Burst and new Background Player will not be a fantastic choice, due to the perk triggering more often. Of course, Once any of the exhaustion perks are trigger, it is deactivated; until you recover from exhaustion.
However, this perk has no real downsides agaisnt non exhaustion survivors, which makes it a awesome meta defined perk; for the sake that 3% increase movement speed while injured all the time; makes this Perks super useful in chase and makes a huge difference.
In short summary, it needs one more limiter to ensure that non exhaustion perk users cannot abuse the unlimted increase movement speed.
You could, make the perk slowly build up exhaustion as you are constantly sprinting and you can no longer used dead hard after used your newfound increase movement speed perk for a like more then 45 seconds. But, that won't be enough, you can add one more downside besides becoming exhausted, in which the perk will also apply hindrance after 45 seconds. That way, MFT is only good for the first minute chase, but not if you are extending the chase for more then a minute as the debuff will make you vulnerable in mobility and exhaustion.
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@Gandor said:
The game is usually full to a brim with hooks that absolutely make it a non-issue. But once in a blue moon, there's whole quarter of the map that has no hooks at all (I have had 1 especially bad map RNG where killer couldn't hook survivors even if nobody was helping).
It's super rare and most of the time killer has no issue, but RNG is sometimes merciless...
I agree with that.... The astremical aspect of DBB, the rng aspects; there some thing I am fine with, but other RNGs like hook placements can be quite bad in rare occasions... One day, you have the Game map where all the hooks are on the other side of the map or upstairs, and you are stuck with one hook that may be destroyed after a sacrifice, and there is no chance for you to go to carry to the other hooks without Agitation or Iron Grasp build. In other case, you have some maps that have hook spawning way too close and it makes for a easier camping. (Pretty that is gutted now, that anti-face camping mechanic is implemented).
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@RpTheHotrod said:
Considering flashlight saves are practically guaranteed now with the buffed background player, can we finally fix flashlights that blind the killer when neither the flashlight nor the survivor using it is even in view?
I prefer if Flashlight be nerf in a different direction, like how it some maps, specifically Dead Dog Saloon; there are completely boarded up windows that for some reason, a Flashlight beam can be shine through it and get the blind despite the fact that there is no visible hole and the survivor is literally not in view of the killer perspective. It usually abusable by swf whom can communicate and go near those down near the boarded walls to give the killer the false sense that it is impossible to be blinded by facing the walls.
I am fine with windows being open or a small holes in which a blind can be done/see through fences. But, a completely boarded window with no visible holes should be impossible to flashlight save from inside or outside.
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@mizark3 said:
Give intel for basekit gen grouping. Basically a lesser version of Discordance after X number of good skill checks made while co-op'd. Intel is grossly undervalued by the lower skilled Killers, but once you have a base understanding of the game you can plan accordingly. A weak/medium skill Killer can go straight there, but a stronger Killer can weigh their options of the current chase, decide they don't care about the main gen getting popped 1st on Swamp, and know where 2/3 remaining Survivors will have been in the recent past to intercept a possible rescuer post-hook.
I would prefer, also to add maybe a temporary basekit speed buff to low tier/average killers that doesn't have any movement speed into their power to help cover distance. Maybe not necessarily if maps get less huge or Survivor don't move too fast/have safe loop connecting to each other.
I don't know, I feel like most average killer needs either a passive gen slowdown built into their power or some means to increase their mobility. Like Trapper recently, with his upcoming trap placements movement speed increase Buff. It can be tweaks to be lower when in engaging in a chase, but it would be nice if killers can move faster outside of chase so they can close the distance in patrolling gens if possible.
Sometimes, you get the situations in which Survivors are grouping up on a generator across the map; and you simply don't have enough time vs. their repair speed increase when stacking numbers, perks, toolboxes; and then you lost a generator and waste time go all the way over there. Sometimes, you are forced to let go generator that is too far from your patrol route or too impossible to defend, like for instance Dead Dog Sallom 2nd floor balcony.
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@RpTheHotrod said:
Natural regression speed needs to go faster. If a survivor leaves a gen for an extended period of time, that's on them. We are nerfing the SM which is what got BHVR to throw in those regression nerfs to begun with. If they aren't reverting them, then at the very least boost natural regression speeds. All a survivor has to do to counter it is tap the gen.
Also, another problem that need fixing which also discouraged gen kicking even more so (unless they brought a gen kicking perk/regression to compensate the time investment in kicking.) Gen tapping Needs a nerf of some kind; a Survivor shouldn't be able to undone a killer's 2.5 second kicking animation all the time with a tap of a button. If anything, a Survivor might need to do a skill check or waste a few seconds to stop a gen fron regressing entirely before they can start repairing again.
Yes, I am suggesting another nerf to Survivors, but it is a minor yet very convenient fix to stop Survivor from gen tapping in front of a killer's face during chase and stop the gen from regressing any further.
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@dbdthegame said:
Early game help for killers. Something like a 60s basekit corrupt would be extremely healthy for the game. Also, kill toolboxes.
I would Rework tools box so that they don't necessarily gives Survivors insane repair speed when stacking with repair speed perks. I liked the idea of toolbox just keep progress on Generators for a certain amount of charges, that way any killer gen regression perks cannot regress those further.
And yes, basekit corruption intervention would be a blessing if survivors spawns cannot be reworked. There needs to be some sort of countered to prevent survivors from working on the first Genator they spawn next to.
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@jesterkind said:
We should start from a basic acknowledgement: Barring specific outlier situations, gen speed is pretty good right now. It's within the killer's control how efficient survivors are, and good play is rewarded with decent slowdown.
That being said, those specific outlier situations are too strong. I'd personally look at two things that can cause generator speeds to progress at a rate killers can't deal with: Toolboxes, and spawning all spread out.
Toolboxes doesn't require much explanation as a pick here. They offer massive gen speed, and with the best setup spread across all four survivors, they can knock off ridiculous amounts of gen time. Rather than just straight nerfing them, as that'd just make them kinda useless outside of saboteur plays, I'd rather see them reworked to provide a shield against regression instead of speed. No speed bonus, but your progression is 'protected' to a degree.
Spawning spread out is a massive issue too, pretty much equivalent. It's only compounded when they all spread out with toolboxes, but we've already addressed that. To avoid scenarios where three generators are completed just after your first chase, I'd personally recommend survivors needing to spawn either in groups of two, or all spawning together.
With those changes made, the killer's early game is less susceptible to massive disadvantages outside their control, and that puts generator speeds largely in the hands of how skilled every player is, which is where things should be imo.
That would be the most best solution I can absolutely agree.
Survivors shouldn't spawn spread out and right next to generator, and should spawn together as a group and a good distance away. It would be perfect to spawn them like right next to Exit Gates, so that the killer can make a educated guess on which gates to go to, except if they have Lethal Pursuer. That way, in theory they could go run to the closest gen they see, but it would be perfect opportunity to go explore the map and find the generator that needs to be completed first.
As for the 2nd change, yess Toolboxes absolutely needs a complete Rework ans gut the whole faster repair speed for something else entirely. I think Otzdarvia came up with a cool concept, of making Toolboxes allows you to permanently fix a Genators progress, when used. That would be a absolutely healthy change as it helps Survivors keep a decent amount of progress on a generator, without the fear of a killer regression perks completed make a generator completely regressing all of your progress if play correctly.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554236#Comment_3554236
You don't need to make it less optimal. When we talk about tunneling, you can't really, that simply wouldn't end well.
You need to make either other playstyles less worse compare to it.
-Release perks that promote other playstyles (pain resonance etc.). I don't understand why they don't use that system of perk more (token based for unique survivors).
-Give players a reason to go for less optimal play (BBQ did it really well).
-if you really want to make killers stop, you would have to implement basekit changes, that would promote not doing it, we will see what AFC does to balance, maybe killer will deserve something because of it too.
That's for killers at least. Survivors are mostly fixed by gen rush being boring, most killers don't really see genrush, just got screwed by spawning system...
If it was up to me to rework Spawn system, make all survivors spawn at the front of the exit gate together at once. It doesn't make sense for them to spawn literally right next to their main objective and make it easy for them to knock out a generator in less then 90 seconds of the first match. Personally I would prefer survivors spawning on the first generator they see, instead of 3/4 survivors spawning at four Genators at once.
BBQ should be basekit/as well as few other meta killer perks like for example... Corrupt Intervention for early game pressure and especially set trap time for trap based killers. Or even, pop goes the weasel to make gen kicking worth a while after each hook you made. I used to like pop goes the weasel, for being the most healthy regression perks which makes each hook worth alot in value. (That and revert the regression nerf, back to the good old %25 reduction, regardless of the progress of the gen.) Making these basekit will promote killers to leave hooks more and go for chase more, to gain insane value in map pressure.
As for my final Rework to tunneling completely; scrap the ENDURANCE effect completely and simply make Survivor getting off the hook losing their hit collision box as soon as they get off the hook. That way, the Survivors cannot be hurt at all, completely immunity u til they do a conspicuous actions or until another survivor gets hook instead; plus, they can no longer abuse the Endurance status effect and they collision to body block the killer by any means necessary. It can be turn off during Endgame, or if that survivor is the last Survivor in the match, or even grants the Endurance status effect during Endgame, but yeah; just make Rework off the Record, and Borrowed Time completely and just make Survivor lose their collision so they be untouchable and cannot get in the way of the killer downing another survivor.
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@Hanuka5 said:
so does killers not liking Genrushing! T
As main killer, i absolutly dont have a problem with that. Thats something i can predict and try to stop.
If you dont want to change the timing, there is not mutch that you can do to slow down the game. The "extra objective" survivors have to do is "rescue from hook" and "heal". But yes if for some reasons a killer is not able to down survivors the game can be very fast.
Its a bit of experience of the killer to guess where they are walking and trying to chase into a direction where they are working on.
It is not always easy predicting every single Survivor's movement especially when you are in chase with one of them. Maps are getting large and have sometimes too many safety nets, that it's very hard to applied map pressure without being forced to camp and tunnel; in order to lure Aultristic survivors to you, rather then you finding them. Of course, it is definitely easier if you have strong and useful perks/builds/specific strong killers to compliment your map pressure capabilities. But, if you are a weak to average killer whom doesn't want to used meta perks, you are at a disadvantage and forced to play "toxic" to win efficiency.
The game should be updated and there needs to be more reward in chase and hunting; so that tunneling and camping can be not necessary and also, slowdown the pace of the game. My suggestion could involved huge map Reworks across the board (not graphical updates), new gameplay mechanic to reward killers in engaging in chase and less on tunneling one or two same Survivors, with passive Gen regression/slowdown speed.
Also, to awnser your first statement, yes... Survivor Genrushing is a problem indeed, I cannot go for 8-12 hooks no more, as I can give survivors too many chances to get their objectives done and speedrun the game so that I do not get any of my challenges/BP for my efforts. I want games to at least last more then 10 minutes; but also not last more then 20 minutes also. My past few games as killers or survivors, I either lose the game by either dying by tunneling or... all survivors got away teabags at the exit gates in less then 5 minutes.
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@AhoyWolf said:
I know this may sound crazy after the years of abuse from this Perk, but let me explain.
What is the Perk suppose to do? Punish the Killer for tunneling you, simple.
What it actually does? Slightly inconveniences the Killer for tunneling you, once. (if you fail the Skill Check it's a wasted Perk slot)
So what would I change about it?
Decisive Strike
- Can be used multiple times per match. (this generally means twice per match)
- Increased the stun duration to 4 seconds. (~1 second is spend getting of the Killer's shoulder, meaning you have only about 2 seconds to get away with the current version which is basically nothing)
- Failing the Skill Check no longer disables it forever. (it just won't do anything)
Just a few QoL changes, what do you think?
I am agaisnt that, as I prefer as a only Anti tunneling perks and cannot be abuse multiple times after one unhook alone.
My quality of life improvement changes to bring it back to usefulness!
*Revert to 4 second stun. No more, to help with average m1 killers
*Make specifically mobility based killer power, like Nurse, Blight, Spirit, etc. That requires tokens to used, reset after being stunned with DS. If I play Nurse and get hit with a 4 second DS; then I shouldn't be able to immediately teleport if I have no blink tokens and need to wait for them built up again.
*One Use per hook, you can used it a 2nd time after the second hook; but no more. I am fine with giving a Survivor to DS Mutiple limited uses of DS, but only if they are purely being tunneling. Of course, conspicuous actions and Endgame will disable this perk completely.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549163#Comment_3549163
Yes, this is the main reason for hexes change. Devouer hope would be easier to clense than some other hexes, but it would light totem only after first unhook. Third seal would light totem after first hit ruin would light totem when gen is regressing, but fade out if gens stop regressing, etc. Very little hexes would break at the start of the trial.
Exactly, at the very beginning of the Trial; Survivor should be completely in the dark about what the killer is bringing when they bring a specific hex build. Half the Hexes are sort of useless, without adding Undying or some Hex defense perks or just pure lucky map totem spawn locations that none of the survivors know anything about it.
Obviously, those perks are not in affect until those specific hex perk conditions are met. Devour Hope is not active until the Killer gain a unhook token, only then, the killer can get the increase movement speed affects that the first two token grants and after that first unhook; that totem will now appear somewhere on the map when activated. Ruin can also start to trigger as soon as someone let's go of a gen repair like usual and it begins to regress normally. Of course the perk can technically disappear if none of the gens is regressing by any means. But yes, Hex perks should appear when the affects are visible. But of course, if any of the survivors work on any and all of the Totems in advance, and destory them all. Then congratulations you waste several minutes into the match in completely counter a Hex Build from the killer side.
Of course all these changes will Buff the usefulness of other hex perks, as it guarantees that no one should spot them or figure them out immediately until the effects are reveal and they suspect a potionial hex perk in effect. It also fixes the whole, survivors not spawning right next to closet totems spawn and getting lucky with bad totem rng with the hex perks and deleting them from the game in less then 30 seconds of the beginning of the match.
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@Archael said:
I would also changed how hexes and haste effects works:
Hexes light totems only if thier effect is in use. Hexes are not tied to dull totems, so to clense hex, surv have to either clense all totems, or burning ones (if hex is being clensed, it cannot fade out untill survivor stop clensing).
Haste effects should not stack.
I would like that, if they make Hex perks like Lullaby and Devour Hope that requires tokens to be gain at the beginning of the match be completely hidden from the beginning of the trails. It prevents the early cleansing of a Hex perk at the beginning of the match if the survivors can spot it early and clease before you even get a chance to earn a token and build up.
I don't know about Haste stacking, as certain killer addons can give you increase movement speed and can be stack with Play With your food (which is a mediocre to possible worthless perk; unless stack with mobility killers). If only haste perks are much more valuable and strong on their own, then I will be down with removal of haste stacking.
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@Archael said:
I would also changed how hexes and haste effects works:
Hexes light totems only if thier effect is in use. Hexes are not tied to dull totems, so to clense hex, surv have to either clense all totems, or burning ones (if hex is being clensed, it cannot fade out untill survivor stop clensing).
Haste effects should not stack.
I would like that, if they make Hex perks like Lullaby and Devour Hope that requires tokens to be gain at the beginning of the match be completely hidden from the beginning of the trails. It prevents the early cleansing of a Hex perk at the beginning of the match if the survivors can spot it early and clease before you even get a chance to earn a token and build up.
I don't know about Haste stacking, as certain killer addons can give you increase movement speed and can be stack with Play With your food (which is a mediocre to possible worthless perk; unless stack with mobility killers). If only haste perks are much more valuable and strong on their own, then I will be down with removal of haste stacking.
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@Mandy said:
The basekit protection on getting unhooked was to give a player a chance to get to a pallet, vault etc. Not to allow the survivor to remain in the terror radius of the killer and be untouchable. We've all seen what happened with old DS, where survivors would sit on a gen in front of the killer or do anything, knowing that they couldn't be hooked - definitely not an ideal scenario. The same would be with this - there's also the Undectable status to factor in there.
I think the current protection on the unhook does what it's intended to do, make running BT a non-necessary thing for survivors, and give them time to get to a safer area, whilst not making them invincible.
Tunneling is such a big topic, reasons of why players tunnel etc, that it cannot be solved (if it needs to be solved at all), by just increasing the basekit protection time, as that would then cause problems of it's own imo.
Here's alternative ideas to solve tunneling and camping entirely differently, since survivors can also abused the BT basekit to be tunneling just to last longer in chase. Why not simply male Survivors havr no hit collision what so ever, which in turn makes it impossible for a killer to hit them or even be bodyblock by survivors as well. Typically, when I play killer and I am trying to go after thr rescuer when happen to be near the hook when they unhooking happens; most often then not, Survivors that just got off the hook intenationally stand in my way, especially bodyblocking the window and doorway just so the rescuer, especially injured can simply run away and get distance. And it not hard to wait out the 16 seconds timer all the time, if those Survivor intently bodyblock and get in my way to doing regular chases with other Survivors and also go screaming in my Playstation messages to stop tunneling them afterwards when they die.
I am sick of people always complaining about tunneling and sometimes camping, when it technically the most efficient way to win (yet boring too). You can simple just create a new system in which Survivors when being unhook are immune to hits as well as lose their ability to bodyblock the killer, until they do a generator or start being fully heal or when exit gates are powered (or simply any conspicuous actions); and now camping and tunnelling is fixed.
Also, if you took my suggestion in making that happen, how about some decent killers buffs that improve the chase and map pressure, like basekit gen regression/slowdown perks to help most average killer rooster that are not fast and Lethal enough to keep up with the likes of Nurse, Blight, Wesker, Spirit, etc. Genrushing needs to be nerf somehow, or better yet; add a reward incentive for going for hooks in exchange for slowdown the pace of the game for a killer to go for hooks more then the kills. It can be as simple as giving killer the ability to take back a gen or two the loss after reaching a certain amount of hooks, gives Survivors more main objectives to do besides fixing Generators; or better... create a new fun mechanic in which Survivors can literally kill the killer if they do a very difficult and engaging challenge to gather the "weapons" they need to fight back. Something to make Generators speeds slow down significantly, and make killers focused more on the chase and hooking.
Long rant, but I am suggesting a better solution to camping/hooking; since players can exploit new changes. Also, Rework Skull Merchant again; the new changes are not fantastic, and will not make her chase better. If I can add one new Rework element to the Skull Merchant gameplay; make drones like Nemesis Zombies and be automatically patrolling the map in a patrol pattern and detect Survivors and followed them for a good duration. Inspired by the misleading official trailer in which one of the drones finds a Survivors and followed them, yet in game they are stationary and will not moved anywhere beside going up and down!
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For me, I feel like they could have scraps those weak perk changes and do more then number tweaking...
Some Perks can be redeemable if they have extra Stat or far increase stats to make them stand put. Others, just need complete Reworks, like Furtive Chase... the one Stat from that obsession changing stealth perk is that fact you need to be in chase in order to have the most TR reduction. This makes the perk complete useless; as most often then not the Survivor you are chasing is going to hear the loud chase music and see your red glow from the killer's viewpoint, and you need to hook every non obsession and build up new tokens and giving every Survivor a chance to get away instead of tunneling and camping to be more efficient in your killing. The benefits do no outweighs the huge trade off that you let the all 4 Survivors give up their first hook states as long as they are the obsession. If only they changes that one Stat from "reduced TR while in chase" to "Reduced TR, outside of chase"; this perk will be very valuable to killer's with lower tr or any Killer whom is willing to trade hook for permanent lower tr for the rest of the game. One Meter extra per token, is not going to make a difference one bit.
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@OneAutmLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542317#Comment_3542317
The increased borrowed time would legit be a get out a jail free card....and if gates are opened thats a free escape bc they would get the speed boost from being hit.
You can simple apply the health state alone, and Scrap the speed boost upon being unhook; as a alternative. If that is much.
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I would be down with that change, or at least do something like this.
Adrenaline grants you the following effects depending on the health state you are in.
You are healthy:
150% speed boost for a few seconds.
You are injured or dying state:
You gain one health state and no speed boost.
You are hooked, and then unhooked:
You gain a increase Borrowed Time basekit window by extra 50 seconds; which stack with the 10 seconds basekit endurance and also borrowed time. No heals and no speed boost, besides the 10 second basekit speed boost provided by the hook or other speed boosting perks like MFT or Hope.
Only triggers after the last Generator is pop or when hatch is closed:
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522784#Comment_3522784
You clearly didn't even bother reading my text because you skipped the part of the holding the game hostage on purpose and refusing to kill the survivors by any means. Have a nice day! :)
You are wrong, if the killer can hold you hostage for more then a one hour total. He can literally kill you with the unofficial match timer. But, again, the killer power is all about patrolling Genators and putting pressure on every gens, especially the three closest gens. She terrible in chase, unless you have a chase build; she doesn't have any speed and lethality if survivors are not interacting with her traps or simple hold w when leaving the drones range. That is how the killer is meant to be played, it not bugs or anything; so that is why it will never get Killswitch in the first place.
You want her kill switch so badly; I dare you to find some game breaking bug that only she can do; that makes her unintended gives her something to exploit.
The devs are going to rework her eventually; so deal with it; or take a break and go play a different game until the rework. If you can't handle playing more then 30 minutes in a game; then maybe gaming is not for you. Is this me, being sick of the "Killswitch Skull Merchant" post everytime they complained simply because of the boring power she only provided; yes I do. Should she be kill switch because she unfun to play, no; she not broken in bug/exploits; she broken because of the devs lack of clear vision for the killer overall design.
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@Attckcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535263#Comment_3535263
As I said, there could be self harm concerns to just calling it 'end it' or allowing survivors to essentially end their own life vs something doing to for them.
Leaving someone unhooked for up to a minute is fine, but the point of the killer game is to GET HOOKS, not use some OP build where you can just get away with not hooking everyone until basically everyone's already dead. Additionally it ruins the GAMEPLAY for the survivors who've already lost, with NOTHING to do.
The point is to keep the game flow moving, hook or lose the hook. Slugging should be HEAVILY discouraged, and should at the VERY least leave a way out for people who aren't interested in boring hatch blocking 'omg 4k' gameplay.
Or just give me my points when I DC as a slug, that works too.
It's not really all about the hooks, when it most focuses solely securing a 4k. If the killer doesn't slug and isn't trying to find the last 4th survivor and hook eliminated the 3rd guy. The last Survivor will be lucky enough to get plenty of distance and time to hide long enough and search for the hatch.
That is why Killer slug, as they either are adept Achieveing for the 4k, or really not satisfied with a 3k alone and will waste everyone's time for possible 4k. And even then, once they secure the 4th down and get eliminated from hook; the 3rd survivors that got slug have already moved so far away from the original position and make it even more difficult for the killer to located them and simple bleedout for 5 minutes because of it.
If I wanted to buff and nerf this practice; how about make it possible for killer to see the remaining 2 survivors aura when slugged; to avoid the bleed out timer being extended for great duration. For This massive Buff, which can be best describe as a basekit Deerstalker; would help avoid the whole "Killer cannot find survivors crawling on the ground whole game" excuse. They can also Buff specific perks that with the additional block aura reading when slug, like Plot Twist and Tenacity to make them worth running agaisnt this type of playstyle.
Another nerf/Buff; is gives Survivors the ability to bleed out faster; but at the catch that it takes a full 60 seconds of dying state to grant the prompt to bleed put and die, and giving the killer a free kill. And yes, I think Killer should be able to get their achievements from bleeding out survivors, especially if they chose to leave the game this way.
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If I could Buff Claustrophobia, I like nerfing Exit Gate Switches opening speed but also, generator repair speeds when really close like 8 meters, as a 2nd effect. It makes the perk appealing for agaisnt stealthy survivors trying to open exit gate in your face or even trying to deliver pop goes the weasel when all 2-3 injured survivors are trying to gen rush the last gen in front of your face.
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You could just... I don't know... be a center of attention and make them follow you, while your teammates are fixing the generator. That one or all zombies covering the whole map and makes the killer pay attention to your location.
It is a strategy that works super well if you are the type of survivors that likes to get chased; instead of hammering objectives. Another strategy is to bring Any Means Necessary and just kill zombies with pallets and reset them; or a flashbang and drop it as they are walking towards you. Zombie don't bother looking away and miss your flashbang stun.
Best luck case scenario, they get stuck in a tree and huge rock or any prop; and become completely useless be unable to move away.
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@OneAutmLeaf said:
Im talking about Distorion and Calm Spirit,
Distortion counters all aura perks
which would be fine but the fact you get max stacks at the begining of the match makes it kinda to strong rework could be like
start with 0 stacks and gain stacks the same way you normally do.
having 4 free stacks at the start is very unfair, that would be like getting play with your food stacks just for loading into the match instead of working for them just dosent make sense.
Calm Spirit
literally counters Doctors Entire kit
but ontop of distortion hiding auras calm spirit negates screams so it makes perks like
Face the Darkness and Ultimate Weapon a waste of a perk slot, Im fine with there being some good stealth perks but survivors should at least have to work to get value from them, why is it a common theme that killers need to work to get value from there perks but survivors just get value for having them.
I get this is supposed to be a party game and all but that dosent mean the killers need to constantly fight tooth and nail or sweat there butts off just to have a good time either.
I disagree... Alot of perks tend to copycat or try to Cannibalize other perks (no pun intended if you are a Cannibal main). But, generally; people would stick to the meta or stronger more beneficial perks over the others. I disagree that Distortion is a awful perk, as the ability to passively be aura immune and be able to tell your team (when playing with friends) on whatever area reading perks/addons the killer is running is quite powerful. It is rare to see a full team stack it, but just one is enough to give your free information on whatever aura reading builds the killer might be running. Plus. It can be completely worthless perk if the killer doesn't have any form of aura reading. Would be nice buff, though if they share this passive aura reading blocking to any teammates you are next to when healing and doing Generators together.
Calm Spirit is situational, definitely a perfect counter for killers that want to make you scream like doctor or any infectious fright killers. Beside the screaming, I don't think crows being not disturb is not that significant. If only, crow related killer perk like Spies from the Shadow get a significant Buff and crows are literally something Survivor should be mindful about; then maybe... this perk gets a indirectly Buff and be a effective perk around stealth agaisnt crows.
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@UndeddJester said:
As a console player who's whole game experience is trying to effectively deal with being spin teched constantly... this sounds truly evil xD
Personal, I don't like those spin tech that Survivor can do and get lucky in not being hit all the time. It also the same thing when survivors can avoid a direct hit, when the killer in front of them and they somehow crouch duck and avoid the hit, like say Blight on doorways.
If i am playing Killer, and I can see their character model and my weapon connecting with their body; I should get the hit. And for the ones that are too far away the window, and I shouldn't got the hit yet I did; those need fixing. Same with spin tech, running around 360 with your camera, that can be easier done on PC but not on my ps5 control. That should be a guaranteed hit, regardless
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534188#Comment_3534188
Well if you gave the opt in a permanant +50-75% more BPs earned I'm sure they would. I would.
Exactly, I would like the implementation of some sort of BP bonus incentives that depends on the swfs in match.
For killers, per every Survivor in a SWF of 2,3 or all 4 total; they get a 50%- maximize to a 100% BP gain.
For solo Survivor, if they are playing with another solo Survivor. They get a 50% to maximum of a 100%, if the whole match is full of soloQ players.
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I see alot of problems brewing from the whole making Survivor perks basekit into their character they belong with.
1.) Survivors with the best teachable perks will be more common, then survivors with the weakest perks.
2.) A great amount of survivors mains, will be infuriated if not only their survivors main like say Jake (that's mine), suddenly is the only character that has basekit iron will, sabotage, and calm Spirit; but it would be terrible if no other Survivors xan learn their perks and make the game very limited without perk diversity.
3.) Survivors mains that like playing specifically characters, because they love the cosmetic appeal, character, and sounds, etc. Might be forced to abandon them; because said character doesn't have the best teachable perks and forced to play a Survivor that does.
Trust me, this is not TCM, we do not need this. I am fine with survivors being just cosmetic only and allow any player to choice on how they want to play in the match with whatever perks they want.
If anything, survivors perk balanced should just be the priority so that not all meta perks are completely viable and that anyone can run any perks. And maybe, do something about perk stacking abit; like the effects get weaken per every Survivor running it also. 4k Adrenaline is too much, in my opinion in a gen rush meta.
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If you want to end tunneling completely; how about we nerf gens and loops at the same time, as well...
Survivors, especially decent experience Survivors whom know map layout and abused strong loop can literally hold a killer "hostage" in chase, while the other 3 Survivors can play gen rush simulator and end the game in less then 5 minutes, and have the exit gates ready for everyone to teabags the killer, as well.
Tunneling is the most effective and reliable way to win, if you are not a strong and fast mobility killer that can apply map pressure to all survivors and hold down decent gen defense; especially when you always run gen regression/slowdown perks to maximum to value in a possible 4k Win. Unsurprisingly, the game's win conditions for killer is all about them kills, and news flash, Tunneling also win you kills this way. Why waste more then 60 seconds chasing a great player, when you can literally wait 120 seconds camping and tunneling the poor "weak link" of the survivors team and ensure a 3v1 and snowball the game this way.
Trust me, I will like to see tunneling be discouraged and not be effective strategy anymore; but...I need to be realistic here, if I want to win by kills; this is the way to go. And if the Devs finally nerf tunneling for sure, survivors need a hardcore nerf for the gen speed and their looping strength or killer need a Chad Buff to be on par with the likes of nurse and every S-A teir killer out there, to actually keep up with pressuring every Survivorin the map, beside the one they are single chasing. After all, early game is always the Killer's biggest weakness agaisnt experience Survivors with their 4v1 advantage.
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Even if they did that, it would really help the Killer's case in implementation map pressure and be forced to tunnel and find the weak links and have a shot of winning in the game, this way. As much as we all hate Camping and tunnelling, they are the most effective and efficient way to secure a kill by any means; which in turn makes it the most powerful means to for the killer to win, no matter what people say.
Teleporting hooks is usually not really recommended by Pyramid heads players, as it gives Survivors a chance to get away with a free unhooking and they want Survivors to be still effected with torment so they can mori them quickly, after 2nd unhooked. And doesnt necessarily solve facecamping. Which is why I think the devs upcoming changes to face camping with basekit deliverance for when the killer is sitting near hook is a healthy change.
If you want to make killer's less likely to camp and tunnelling, how about quality of life improvement changes to improve their chase and be effective in pressure the whole map without the need to camp and tunnel. Like for example... Making gen regression/slowdown perks basekit for any killer, and nerfing/Reworking the meta perks.
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I am pretty sure I would like to revert fast back to the original. If only they nerf MFT, as the recent Buff made it big problem and high compliant rate. It make experience Survivors good at loops and chase much harder to catch, especially with MFT active.
No one really compliant about fast vaults, until the 3% movement speed perk became a thing. But instead, they nerf fast vaults all together and left MfT untouched.
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I don't think nerfing perks, that is too good on certain killer; is the way to go; as you will indirectly nerf them to be completely useless on other killers or straight up nerfing the perk to be unplayable to low tier.
If anything, they focused solo on balancing killers more, so that specific Killer are not taking advantage of mediocre perks that straight up buffs those killers specifically. Monitor and Abuse is not S Teir and doesn't help every killer, unless they have a specific playstyle and build in mind.
Plus, some people have said; you can detect the alien with the turret with built in motion sonar, that can detect the range from the killer from more then 32 meters. So, why not just simply go pick up turrets and set them up; instead of mindlessly wandering the map with a reduced terror Radius alien lingering.
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@kermit_snacc_choke said:
https://forums.bhvr.com/dead-by-daylight/discussion/389876/fix-the-maps-already
New double window infinite on dead dawg saloon BTW 😍☝️
Don't forget double windows in Haddonfield, too
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@Gandor said:
Sure. And reduce gate opening time to 10s + make them spawn in guaranteed direct opposite of each other + create LoS blocker wall in front of it... Is that OP? So is poster's suggestion
If they can Do that, make exit gates don't spawn right next to each other; and make exit gate regress at like 1 charge a second when left 99%. That can work significantly, they can even make it possible for the last and only survivors not necessarily having to worry about exit gates regressing at all, in that scenario. Obviously, exit gate regressing when everyone or there is more then one survivor alive in the end of the match is perfect fine, and forced them to commit to fully open the exit gates or stay at the exit gate and constantly tapping the switch.
Also, one amazing quality of life improvement change for one mediocre perk I like to see. WAKE UP, nows grants the passive ability to turn of exit gate lights on thw switch; to make a clean escape without the killer knowing.
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@sonata93 said:
I have to disagree. Where you say “survivors can’t do anything in the beginning of the match against killers”, what do you mean exactly? I found it boring as survivor AND killer to see someone loop the killer for ages whilst the other three survivors pump out gens. No interaction, short games, boring, repetitive, etc.
remember, this game isn’t designed for all four survivors to survive, that’s the idea anyway.
DH has nothing to do with tunnelling as that’s a whole separate issue, and multiple (better) mechanics exist to punish a killer for tunelling (OTR, DS, basekit BT, etc).
DH was a clutch, the same way gen regression perks were for a killer, old Ruin/Undying, etc. I say this as someone who plays survivor mostly, it was a horrible, boring, and unfair perk. Good riddance, I say.
Exactly, The killer has no real means for counter old Dead Hard, as sometimes you simply cannot wait for eye frame when they are about to drop a pallet or vault a window, any form of interaction. It made looping twice as long and make the other interaction boring if everyone has a old dead hard in their build when it was Meta. To make it even more broken, you can even counter Trapper's traps, doctors shock, and even Huntress's hachet with this perk; which make playing those killer are to play when they cannot always effectively used their power when play right.
I am glad that it is removed, and I pretty sure those same survivors are literally using clutch perks like MFT, to compensate the lack of distance that old dead hard brings. They simply need to gave up and look for a better and more healthy playstyle; old dead hard is never coming back.
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@Zaydin said:
Title. That way Killers can at least consent to the torture that is playing against a SWF coordinating on voice comms.
That and maybe, Bloodpoints incentives when dealing with SWFs. It would definitely help avoid the whole lobby dodging, if I know I am dealing with a sweaty comp team whom send me to the Game and pre drop every pallet and genrush me in 3-4 minutes flat.
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My proposal Changes for Trapper, revolves around Buffing Trap spawn locations, to be mostly focused on the center of the map and not edges or corners of the maps where they are mostly likely inaccessible in a average game. Your first suggestion works fine.
I'm agaisnt buffing the size of the trap, as it would make basement Trapper too strong and make any doorway/window dangerous. But, I do find a certain bug in which Survivors can help others Survivors out, by doing the disarming interaction and giving the other teammates a small opening opportunity to slip past the trap without being caught. If they can make not finish disarming bar a punishment for survivors disarming and make it impossible for others to slip past without getting caught while armed. That would be a huge quality of life improvement change. (It would be a huge nerf to SWF agaisnt Trapper, whom exploit this bug)
Also, other quality of life improvement changes I want to see Buffed on Trapper:
*Add penalty/risk towards injured survivors getting caught in traps and getting out on their own. Right now, injures survivors can literally run into traps outside of chase and get away Scott free without being put into the dying state or needing to mend their deep wound. Basically, suggesting Honing Stone addon to be basekit, to only injured survivors; or make them get hit with deep wound or broken/exhausted status effects when injured.
*Apply a temporary Movement Speed increase duration, everytime a Survivor steps into a trap as well as when it gets disarm; it would increase the mobility of the killer and gives him edge he needs to help end chase faster or catch up to a Survivor stuck on trap. The duration can be increase slightly longer for successful traps, then if Survivor disarm the trap. The duration can be something like 5% movement speed for 7 seconds per successful trap, and 5% movement speed for 4 seconds per disarmed trap.
*Updated Trap models to be more convenient hard to notice from the Survivors point of view; they could Buff the Tar Bottle addon as basekit. But, that would not with indoor maps and had easy it is to spot a big Rusty trap with dark paint on it. My new suggestion, make traps disappear from a distance, and slowly get revealed the Survivors getting closer to the trap (No aura reading, of course). That way, survivors need to walk carefully near trap areas and spot the trap once close enough; be mindful and not immediately spot traps from a distance, especially in a swf team. Also, nerf maps; it hurts Trapper's elements of surprise in his trap placement; this item clearly violate the whole items counter killer powers and it needs to go.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525682#Comment_3525682
So, you want for them to nerf the only viable killers than can do something in the game right now instead of address the reason of why they are the only viable killers right now because obviously "Killers are OP"? Now, that's a legit thought process there! For a survivor main, that is.
And yes, give exhaustion to M2 killers that already have to deal with easy avoidable or counterable powers on top of cooldowns, slowdowns and punishments even when using any of their kit right. Not like survivors, that don't even need to spent a second to stop a gen regressing and most of their perks activates automatically or instantly at the push of a button. Poor survivors, they have it so hard acquiring that muscle memory to use their abilities correctly!
The only one thing in all their kit that requires certain level of practice is DH, and most people have stopped using it because they can't spam it 20 times per trial to get lucky enough to get it right instead of really timing it.
To be real, I'm not even going to say that there isn't some killers that need some changes, but even suggest that right now all the WoO + MFT + Endurance and haste perks doesn't have made all the M1 killer unviable and that's the reason for seeing the same killers so much is asinine, and the only thing nerfing those viable killers would do right now is for even more killers to just stop playing the game.
Exactly, Nerfing Strong Killer's significantly is not going to fix the problems that most killer already face, which is Survivors can completely there objective faster, can do things faster and instantly, and if so, there not much penalties to warrant their huge strengths.
Perfect example: It takes a killer 2.5 seconds of their time, to start regressing a generator vs. for the one of the 4 survivors to literally tap a button on the generator to make it completely stop the regression completely.
Keep in mind, the biggest weakness all killer needs to deal with and face, is TIME EFFICIENCY and can only chase one survivor at a time. The time you spend chasing one survivor, the other three are doing productive things like fixing Generators mostly, going for rescue when the opportunity is presented and necessary, Healing, and cleansing hex totems if necessary. There is a reason why, most killer prefer to camp and tunnel one poor survivor at the game; it is because it is the most efficient and fastest way to secure a kill, and it makes time management much easier when there is one or more survivors already dead before enough gens is completed. Going for multiple hooks, instead of kills; is bad strategy when you want to win a 4k effectively. Most of the top tier killers when played right, is very effective at spreading damages across the Survivors team, because of their speed, map pressure, and ability to be unpredictable/lethality and kill survivor faster and not waste too much time in chase.
The rest of the killer rooster is not fast and good enough, so they absolutely need buffs to make them be nearly same level of strange like the top tiers. Simple implementation of movement speed to their kits, as well as passive gen slowdown into their kits, without the need of perks; will help in the long run.
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@aragami said:
"I'm tired to see nurses, ranged and high mobility killers" -> remove MFT. Legit thought process.
How about nerfing mobility killers instead? How does that sound? How about the nurse getting reworked since it completely ignores the game mechanics (instead of adding additional blinks)? How about removing alchemist's ring and addons that increase speed for blight?(how come the blight need speed addons when it runs iirc at 9 m/s?) and in addition limiting the rushes to 3/4. How about giving an exhaustion to m2 killers, who can hold m2 power endlessly nullyfing mindgames at a dropped pallet or windows, without being punished (pyramid, deathslinger etc..)?
I think these changes are healthy for the game since it restrict a bit the gap between let's say a blight and a pig and we'll se a wider variety of killers without the needs of a system that would be nth band-aid fix
I disagree, all we need to do is Buff every "slow" and m1 killers to be on par with the likes Nurse, Blight, etc. So they at least stand out. It can be as simple as applying basekit slowdown into their power or implementing temporary movement speed increase everytime they successfully used their power efficiency.
Perfect example: Buff Trapper's traps so that every single time the killer is successfully traps a Survivor as well as everyime the traps get disarm; the killer gets a temporary movement speed increase. Getting successfully trapped will increase the 5% movement speed duration for longer duration then if survivors constant harass the traps. Same can be said, for applying a basekit slowdown, like if a injured survivor survivors gets caught in a trap and escape on their own; they will get punished for it (as currently, there is no penalty to stepping in traps while injured), like applying deep wounds or make the Survivor broken/exhausted and cannot be heal or dead hard.
Not every killer needs nerfs, some just need massive Rework and necessary buffs to compensate for the "slow" normal speed especially agaisnt that no how to Hold W effectively.
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No, it needs to exist as the perfect counter to full flashlights SWFs whom intentionally drop out in the open, just so no killer can pickup near walls and have perfect opportunity to pickup anf get flashlight burn everytime. Even if they nerf flashlights being visible in prematch lobby, this perk see less and no play at all; due to the fact that Gen Regression is always and still is best play
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Personal, the hook grabbing and the whole being able to unhooked yourself is good and all; but I also wish to see Endurance BT as basekit be reworked to be more No Collision with the killer, so that they do not body block the killer when they chase the other Survivor whom went for the rescue. I had games in which I am "forced to tunnel" as those survivors with their basekit timer and Off the Record perk intentionally bodyblock me as killer at doorways or windows just so their teammate can get free distance. Sometimes, I can wait patient for 15 seconds, just so they waste their Endurance.
Basically, Rework BT perk, Off the Record perk, Basekit Endurance off the hook into survivors cannot no longer be damage or bodyblock the killer (Basically, no collision); until they did a conspicuous actions like touching a generator and healing; or until another survivor gets put on a hook.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516656#Comment_3516656
"to be blind nearly everlasting"
Doesn't sound fun for the killer.
I find teabag at exit gates, without blood Warden active and they genrush and abuse strong map loops with all 4 man escape more unfun then this.... Trust me, if they are not doing any Generators at all; to set up a flame thrower festival with Flashlights and stuff. I say, whom cares.
It not like the flames actually kill the alien and automatically win for the survivors side; it simply fun way to trick killers like me into a ever lasting Blindness. And you can bet, that I am sure good amount of survivors swfs are going to have fun trying this out in the first week of alien in dbd.
Plus, you can be smart and simplely camp out the doorway area and simply just wait for them to come out, and not deal with the traps in the first place. If the Survivors are not doing their objectives in their, why bother leaving if they aren't. Sure you can bodyblocking the doorway to the bathroom in game and win the game automatically by waiting a hour; but that won't be fun.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516590#Comment_3516590
There would be infinites without Bloodlust.
Or at least really close to it. Garden of Joy has probably best chance for this, depends on RNG.
You have loops with windows where only chance for M1 killer is to brute force it (make survivor vault 3 times), loops like that would be devastating without Bloodlust.
Plus, let's not forget the Haddonfield terrible "Double window spawn" now that is 6 times a Survivor needs to vault in order to make Bloodlust useless, or even break line of sight and ensure they are infinite.