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Dream_Whisper

Dream_Whisper

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Dream_Whisper
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  • If I can have a license one, I would love to have "Necormorph" killer from the famous Dead Space franchise game chapter, with Space ship Ishimura Map and the main protagonist Issac Clark in the game.

    If I can have a original chapter, I would love some sort of werewolf or even Vampire based killer. For the wolf, their power can be a mix of mobility when it goes on four legs and dash/pounce at incredible speeds; and maybe as the ability to climb over pallets/obstacles like say a truck or a window; and can leap towards a Survivor from a distance to bite them. For the vampire, similar to Oni when it comes extracting blood for power growth; but he gets faster, can transform into a bat and possible do a air attack onna Survivor from above or teleport ability to the any generator on the map, doesn't instant down but can move faster and be stronger in destory pallets/gens faster and more regression for the amount of blood he consumed.

    As for my own custom chapter, I want a "Maid" killer concept ... a killer whom is sexual abused and locked up in chains in her "Master's basement; and then goes insane and murders all the guest and her own master in the Mansion (as part of her background lore). She is weilds a sharpen broom stick handle; and she has a power similar to chains; which applies Hindered status effect to survivors until they break. And she can placed down fake hatches, and make Survivor whom stumble upon them, to get teleport straight to the basement. Of course, how chains are completely different then Cenobite; and that this killer needs to go nears obstacles and walls to manually attach the trap to them with her magic. Any Survivor that go near the obstacles will be attacked by a chain collar that latches onto the Survivors and the survivor’s is being "pull" directly towards the chain wall. The Survivor can run far away from the chain and doing a "resist" interaction to rip the chains off and get free from the chains to get away. The Survivor also yelps with attack and is unable to vault or drop pallets with a collar wrapped around their neck. Fake hatch does the same thing, except the hatch will fire a collar around the Survivors neck and dragged them into the portal and teleport to the basement. It all about baiting the survivor to the hatch in order to displace them to a new location and secure the hit; the basement gets locked down for 10 seconds once a hatch trap is trigger and both the killer and Survivor cannot enter the basement or leave. The Entity will block the stair case or create a huge wall to enclose the basements only way in and out. This is killer is lean towards being a setup trap based female killer, whom can set as many as 10 chain wall traps anywhere in the map, along with one to two fake hatches to catches Survivor off guard.

    The background story can be changed as I was more focused on the idea of a new trap based killer, but a maid is originally killer design with many outfit ideas to go for. I picture the killer as a small woman, is skinny with the pretty 17/18th century dress, possibly American or even European; with long black hair, her outfit is ripped apart around the skirt, she has bruises and she is clearly had collars and chain cuffs around her neck and hands and legs, she barefooted; and she used magic, black cursed magic like nurse to summons chains and fake hatches and break apart pallets and Genators this way. She mutters only few lines, talking to herself about how much she miss her Master (despite being dead) and how the "guests" need to be properly taken care off and need to be "civilized". She would be a bisexual, with a leans towards woman; yet her master has punished her for thinking this way; hencing her behavior towards female Survivor is more sad personality where "she is sorry, that she want to please master" and for males, they are "degenerate" and she will be psychological have hatred towards them. That and she will have a mori, in which she will chain a Survivor feet as they slowly get dragged to the fake hatch she summon; but not without going down to the ground and stabbing the Survivors in the back multiple times as their dead body goes into the hatch and then goes into the basement. Her movement speed is average with a terror Radius, but her teleport can be echo across the map when a survivor scream and goes to the basement upon successful hatch trap.

  • The day they add a system to gives Survivors the ability to bleed out ans die faster on the ground will be the day they add a system in place, to ensure that Survivors staying near exit gates and "BM" and teabaging, when the killer isn't near; should be penalized.

    Would be nice along with a bleed out buttons for slug Survivors, that we also get some sort of Blood Warden effect for extend stay inside the gates, so that the killer can take advantage of cocky Survivors abused their free escapes. It can be like 5-10 seconds of being inside the gates and not being able to to leave until they exit the gates for a few seconds, unless there is a slugged Survivor.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464105#Comment_3464105

    I am all for adding possibility to randomize MY OWN build. For both sides. But not an offering that screws over the other side.

    As for map offerings - I think it's balanced by the fact that killer sees lobby before start (checking items, hours played, ...). Remove both or keep it the way it is.

    As for the Checking Lobbys, it also wish they made one small Buff in which the killer can see exactly what items the Survivors are bringing; as it hard to distinguish regular survivor with a brown medkit; or purple medkit with the best addons/op stuff. Give advantage to know what kinds of group of survivor they are dealing with.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464105#Comment_3464105

    I am all for adding possibility to randomize MY OWN build. For both sides. But not an offering that screws over the other side.

    As for map offerings - I think it's balanced by the fact that killer sees lobby before start (checking items, hours played, ...). Remove both or keep it the way it is.

    If Map Offerings need to be removed, I would be down for that; if not; a rework would be more then fair in my opinion. Preferably, make it so that a specific map offering you throw in will simple removed the map from the random pool in entirely.

    I do not like the fact that two survivor or more can literally overrule the Killer's own offering; and also do not like the fact that 4 of them can also overrule the reject map offering offering, also. If anything, Map Offerings shouldn't 100% guarantee that you will be sent to the map, especially when one survivor in a swf can gain a significant advantage on broken/ op maps that favor their builds this way.

    Especially since, the devs cannot truly balance and fix all the maps at the moment

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464035#Comment_3464035

    Absolutely not. That's about as stupid as having offering where killer can't do anything for first minute of the match. You would also not like it. Would you?

    If anything, making it only a offerings exclusive to the survivor or killer using it on their own would be better; and it can grant extra 200% BP instead of the usually 100% bonus BP; to reward players with the crazy scenario that they do not have their own exclusive perks and they something completely different.

    I don't think there should be a offerings that exclusive punished the other sides, like map offerings specifically. Giving killers or Survivors the ability to throw in a offering and they away their precious build would be smart; especially when their is perk related challenges they need to do or adept challenges involved; if anything they might want to DC because of it.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464062#Comment_3464062

    Man, just anything that isn't a free healthstate would be great.

    I am sick and tired of literally being denied my actions completely as killer, they should make a tutorial for us in which they would teach new killers the "survivor rulebook for killers" and why they will lose all their games until they grind the best killer/perks.

    y'know, we would have a crisis and no one would ever come to fill the role of killer ever from then on, but at least it would be honest and transparent.

    Agreed... I do feel that the game is supposed to be mostly lean towards the killer being stronger then survivors in 1v1, but can sometimes struggle agaisnt 4 of them being efficient and able to communicate their actions throughout the match. In a way, it is currently balanced and both sides can bring anything broken and strong, so much so; that it makes the other side feel overwhelmed weak and useless that nothing can be done about it.

    Genrushing suck, but so is Camping/tunneling.

    Gen Regression/slowdown perks are too boring to go agaisnt; but so is Second Chances perks/gen rushing builds also.

    OMG, Same Wesker, Nurse, Blight player; so lame; yet Trapper, Pig, And many other weak killers are so easily to bully.

    Playing Cowshed or even Game sucks; because the amount of safe pallets and strong loops everywhere and very connecting with each other; yet maps like Leroys or even Midwitch can be so killer sided.

    Dead by daylight as a whole is full of imbalance mechanics that one sides will always find a excuse and reason to exist being busted; but also refused to Knowledge that maybe... you also have broken and imbalance mechanic that makes their side also unfun to play against... too many Whatif-ism in these forums. Why can't both side just admit, they have a problem and just... proposal Changes to help make their side feel better without knowledge that the other side could also receive Buffs/nerfs when necessary.

  • @Spectralfx said:

    Survivors don't need anything basekit.

    In fact, they should remove the endurance on hook.

    Constantly I see noob survivor use it to body block for their healthy buddies then complain about getting tunneled.

    the same would happen with anti-slug perks.

    When those would fail due to misplay survivors would cry for even more free stuff.

    the current state of "Big maps filled to the brim with pallets" should be more then enough for them to make a play, survivors should lose sometimes too.

    Exactly, if they cried so much about being tunnel; just make it so that the Survivors that just got off the hook simply lose collision with the killer all together instead of the Endurance status effect. That way, nothing is stopping them from being body block the killer while they chase someone else. It can last forever until they do any form of action thar warrents being free hit.. like doing a generator, Saving in front the killer after they hook someone, or even healing.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462465#Comment_3462465

    Survivors can't pick the killer they get, nor can they counterpick perks vs a killer. It's all up to chance. It's more common to get one No Mither person vs Oni than it is to get 4 No Mithers, let alone 4 No Mithers vs specifically an Oni. Plus Oni still has the same ability of downing people cause No Mither only has one health state. He just doesn't get to zoom around.

    Actually he can still zoom around, everytime there is a no mither player; as they can generate blood. The killer only struggles agaisnt a regular team, with no mither present and he somehow bad and can never even secure one successful hit. The blood rate is insane slow; and that is the killer major weakness. No mither makes getting free blood orbs easier, as no mither cannot prevent blood orbs from. Downing any Survivor whom are already injured, especially No mithers doesn't fill half your meter either; as you only filled for any damage state that makes a healthy Survivors injured. You might gain extra some blood orbs with doing any form of survivor interactions such as healing, gens, vaulting window or dropping pallets; but also for the killer by just hooking.

    No mithers are completely different as you just give blood orbs all the time and never giving Oni any means of filling halve their bar for any hits. If anything, It is most practical efficient to ignore the No mitters as form of "obsession" and guarantee free blood orbs consistently throughout the match; so that the killer will always have demon dash available.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462465#Comment_3462465

    By this logic, no perk should enhance the killer's power either, which is exactly what spawning in as no mither does against Oni.

    I've been running no mither exclusively every day for the past 2 months, and I've played against a fair share of Onis. I've gone against Onis that intentionally don't down me just to have free blood everywhere on the map. The killer shouldn't be rewarded when a survivor runs a perk. "Hardcore" or not, being injured is already a challenge within itself. Despite this, I can tell you first hand that he would not suffer nearly as much as people are trying to make it seem (due to the fact that you're already vulnerable being injured) as there are other healthy survivors he can gain power off of.

    And addressing the edge case that a swf brings 4 no mithers blindly into a match and the killer happens to be an Oni, what's the difference between that and a 4 man swf running sabo, breakout, flip flop? I'd argue the sabo, flip flop is actually worse. The swf can't see what killer is up next, it's just an unfortunate outcome of random chance, which is where that argument breaks down. I agree that if you can't get blood orbs if there are 4 no mithers, that wouldn't be a good alternative. A good compromise may be to remove the blood orb drop if you're running no mither, but give a certain percentage of his power on downs.

    And let's not forget that you are injured the entire match while running no mither. You're not invincible at all. Mind games still exist. 50/50s still exist. Getting stuck on a loop still exists. One mistake as a no mither and you're down.

    True True... Being a No Mither of the team agaisnt a ONI has the unexpected impact in giving side effect of making a killer also gain his power faster then normal; as complete healthy Survivors at the beginning of the match hurts him greatly. ONI needs injures or get a first hit on one or two Survivors to gain his power. So yes, No Mither is technically Buffing ONI in that it is smart play to let him run around and keep Giving ONI blood orbs all the time.

    If the NM Survivors isn't running a exhaustion or any perk build to increase their Survivability; they are very much always vulnerable and giving any killer, regardless of oni or not, a distinctive advantage. Whatever it's blood orbs, whatever you are three health states away from death, whatever you are one mistake away from being put on the dying state and being a free kill in general, as the killer can immediately see from the start that you are completely no mither gamer. You will always be a disadvantage and liability for the team.

    As for how I would Buff his power, No Mither gamers shouldn't Buff him with blood orbs but; the killer should get a basekit regen power increase rate; or... give him a new item that spawns across the map like Plague's fountains and allow him to drink up and gain blood this way. It can be a dead corpse or blood fountain; So that he drink it and gain half or 1/4 his bar this way.

  • @Crowman said:

    A single perk shouldn't hard counter a killer's power like this.

    Exactly, They devs made it clear that no perks or item completed negated killers power, unless it is a killer specific item like Wesker's first aid spray or Singularity's emp. They reworked flashlights and even toolbox, that flashlights light burns on specific Killer's like wraith and hag, and also how toolbox/the perk sabotage can be used to complete breakdown and make Trapper's bear traps completed useless for a great duration of time; render his only power useless.

    If No Mither was "buffer" and make no blood orbs for ONI; then Whats stopping him from having a full squad of swf bringing No Mither all together would be quite a terrible game for Oni, with his passive slowest Regen, even with best regen addons.

    Plus, No Mither isn't exactly meant to be a meta perk, more like "Best" Hardcore DBD perk, for those want to take a challenge or do adept David, or even be a CHAD in gen repair speed.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461625#Comment_3461625

    Most SWF are not using clock callouts. Most players are happy if they find gen, let alone make calls about their position and killer.

    What's easiest and also strong are simply call outs like I am going to unhook, I will solve a box etc.

    I think simple chat wheel would help a lot.

    I wouldn't go for Bond basekit, that's way to strong.

    I would show aura of survivors while there is survivor on hook, so you don't have none/multiple survivors going for unhook in soloQ.

    Exactly, the perfect Solo Que would be a chat wheel and maybe a 5 second aura reading of all survivors seeing each other locations, everytime a hook state happens (if not affected by Blindness that is). Of Course, having a Basekit Bond or Permanent Kindred wouldn't be so great for the killer side, not without some serious map overhaul that are perfect balance for both side as well as some serious general killer buffs to keep up with any Survivors with free information at their disposal

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460373#Comment_3460373

    well, I addressed only one aspect of your reply. I wasn't interested in those other parts

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460631#Comment_3460631

    drawing (2K) is not loosing. It's drawing. If you make this fine distinction, then 50% kill rate is actually fair. It's just thanks to killers convicing devs that draw = loose, that 60% kill rate "is fair".

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460708#Comment_3460708

    Ah. The ultimate dream for 3gen campers. But you will loose your excuse - it will never ever be survivor's fault for a 3gen. It will always become killer's decision and spawn RNG

    Half the time, it is a Survivor fault for letting a 3 gen happen; if they are too impatient or incoordination on which gens to work on without the perks to guide them; they made the terrible mistake of spreading out gens and letting the killer get away with easy 3 gen patrol route; Sometimes the map rng force it to make it happen; because it is "safe" to gens on the outside of the map then it is smart to work on center gens and spread them out. It never usually in the Killer's decision to do a three gen, unless they are a specific good at that; or they have a perk build/strategy related to preserve the three closest gens. Sometimes, that is all that killer can do; because it is the most effective way to win by kills; this way!

  • The game's gen speeds are always probmatic, as for many average killers; it impossible to engage multiple Survivors in chase, seek many hooks instead of focusing on campin/tunneling for quick kills; as the Survivors objective is much slower. There needs to be another reward in injured/downing/hooking a Survivor.

    A idea that I have in mind...

    If the killer manages to hook Survivor A, they can go to any complete gen and kick it and take away 10%; to salvage the situation. Then they can repeat with a Survivor B, gain a extra 10% and so on with the next Survivor, Survivor C or Survivor D... Once everyone hook at least once, the killer can repeat the process again, but instead of Regression completely gens, they gain passive Gen speed penalty debuff, like 5% which can add up to maximize of 20% which each can last up to 60 second after each and every hook.

    Such amazing Buff also comes with a amazing responsibility in managing your hooks; like... if you hook survivor A, then tunneling them afterwards; the rest of the Survivors get a small Buff of gen speed repair to punished you for tunneling more. If you also go for survivors B after hooking survivor A, then come straight back to Survivor A, the killer will get movement speed debuff.

    Anyway to buff and give killers the ability to pressure the whole group of survivor with passive Regression and rewards for going for many hooks instead of kills; will be a step in the right direction. All while giving a advantage for Survivor agaisnt camping and tunneling killers. Of course, if all the Survivors are good at avoiding the killer in the first place, and not giving him any hooks; they will pressure the killer with no basekit regression.

    Right now, without gen regression perks or decent killer slowdown powers; it sucks to chase a survivor and the other 3 survivor are busy working on multiple separate gens and knocking down two to 3 gens, before the killer can a down

  • If it was up to me rework Freddy, it would be old Freddy where it takes 7 seconds to put anyone to sleep and any Survivor can exploit being injured and fail skill checks just to get out of it and be free from harm.

    I do however like the old way in which, there is a transition between visible and invisible. Why not make Freddy invisible completely and easily sneak up on survivors with the only sound cue being the lullaby. Once he injured or put any Survivor in the Dream State, they can visually see Freddy and are in a tough prediction in the dream world.

    In the Dream World, Freddy used snares and pallets as basekit; there is no token for dream pallets but snares are available for limited used. Additional addons can add new mechanicals like blocking nearby windows or deny pallet usage (similar to Hex: Blood Favor) put looking in their direction; but at the cost of token. He can teleport to a gen as usually, but no map wide notification; only the gen being affected by the teleport sound cue allow. (Gives Freddy the element of surprise, as well as limit time undetectable status effect after Teleporting.) The more people affected in the dream, the more likely he teleports. Oh, and Alarm Clock gets a buffed; if a survivor used it to awaken themselves even while awake; to get the additional effect of seeing Freddy outside of the dream world. The effect is permanent, until Freddy hits them or... put any Survivor on the hook and remove the buffer completely and restart over looking for clocks again.

  • I do admit that Self Care got heavily nerf, that it went from worthless to be completely garbage perk, after the self-healing nerfs... but I also don't want it to be viable overpowered all the time in Giving unlimited self healing at insane speeds when stacks.

    If it was up to me to rework it. This is my new and final proposal change!

    Self-Care is now a Unhook requirement perk now. Once you get off the hook by any means, the perk activates. You can now heal without a medkit for 24 seconds, same as any medkit self healing speed. Once the self healing action is done, the perk deactivate until you get hook again. You can only used it 2 times per match. Hemorrhage will effect your healing, if you stop by any means; but yoy can still keep on healing afterwards until it is completed.

  • Usually I don't like to lobby dodge, unless I see a particular Survivor or group; that I know are playing in a SWF, have stack meta perks, and definitely used same broken map offering like Cowshed; to what I know from experience was a awfully game to play and simple do not want to play again to repeat.

    I get you, nobody likes to play with Survivor with stacked advantages against you; and that it will be unable to win agaisnt that type of group. But I also do not stop playing again every Survivor group and try my best to outplay them or play with a quick different build or strategy and see if it works.

    If I can have a "nerf" to SWFs and a buff to soloQ; BP bonus for each member of a SWFs giving to the killer; so that playing agaisnt swf gives you tons of BP for the satisfaction of farming them for as a Killer. And if the lobby is full of solo Survivor, they get extra BP for every solo in the lobby. That way, playing solo is the best way to farm BP for their perks and items; then with SWFs.

  • @DavidHypnos said:

    I think for the purpose of achievements they should have already made this a thing. I mean, if a killer disconnects any remaining survivors get counted as escaping, no?

    It does work like that; I play a game or two as a Survivor for adept challenge every new chapter update; and It works if the Killer's decides to quit or lose internet connection in the middle/beginning of the match. It greats for adept Survivor whom don't necessarily need to escape to win the escape achievement to get it; meanwhile. Killer's on the other end; need to balanced being a hardcore killer with their own teachable perks which mostly doesn't benefit their playstyle and go for kills but not kill too fast as all it takes is to rub one baby Survivor ego to the point of pressing the pause and disconnect button. All it takes is for one survivor to ruin a killer adept Achievement, yet when a killer quits, they can get their adept Achievement with ease?!?

    A DC should have counted as a kill; as it is beyond the Killer's control. And should be the same as a Survivor Giving a free adept Achievement.

  • Even though it would be nice if It can removed the Blindness, it would be weird for the stun to happen and simple can't move or do anydamage to the gen because of the 2nd stun effect.

    So I am fine with Mandy's statement, that Blastmine can counter Lightborn. As long as Flashlight and fire crackers or even the perk Flashbang don't directly Lightborn directly. It is a perfect balance perk agaisnt blinding effect items

  • I would prefer a chat wheel/Ping system, like Overwatch with prerecorded lines like... "I'm going for the unhook" or "The killer is chasing me" would make more sense. I don't really like basekit in-game chat, especially proximity chat; as it would defeat the immersive experience and that it would give killers, especially the very good hearing ones a distinctive advantage in not only sneaking up on unexpected survivors Blasting music in the microphone but also Triangulation your hidden location through sounds, especially if you make noise in a locker.

    But I think the current system is perfect fine, as it more of a solo queue problem that they are too Causal and not immediately doing what is necessary at the moment, when they can see it. If there is a Survivor left on the hook, and the other are not doing generators or being chase by the killers, somebody need to go for the rescue. If a chat wheel exists and you can message /call out your team that you are going for the save, then that would even the communication cap between swf vs solo.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458720#Comment_3458720

    I hope that both sides of the problem are being looked into.

    It is bad when killers pick a 3-gen at the start of the game. But it's also bad when a generator is so far away, or in such a survivor-safe area, that it's not worth defending.

    Also, it is bad when killers refuse to commit to chases if they are going too far away from a 3-gen. But it's also bad when survivors are pre-leaving generators, and creating situations where they are so far away when the killer finds them, that it's a game loss if the killer chases after them. This is made worse when survivors use voice communication to help each other pre-leave generators. And

    And I've had long 3-gen games, where I patrol patrol patrol, and the survivors are excessively hiding to the point where I can't find any of them. The tempo in this game is broken. The major problems of this game (camping, tunneling, 3-gen) are all due to tempo issues, where it takes so long for killers to get into chases with a new survivor, that it's often seen as more valuable to just camp/tunnel/3-gen instead, and bypass the hide-and-seek part of the game as much as possible.

    Exactly... Even though Chase are the "fun part" of the game; it never worth many killers like me time to engage in it, as usually I am wasting a precious second or two and let the other 3 survivors knock around 3 times that precious second of knocking a gen down. If I spend more then a minute in a chase or 60 seconds, the other three survivors are already hammering down 2 to 3 seperate gens with of 60 or more time shave off the gen; and therefore my long time spend chasing and down one survivors sacrifice my time in letting the other Survivors knock down half their objectives time clean.

    The game condemned killers to more often seek the three neighboring gens and try to create a 3 gen scenario; yet sometimes get lucky when the survivors don't have map awareness and working on Generators that is too far from the killer side of the map. It not like chase will passively slow down gen time, and getting a hook and trading for a another survivor hook is always worth the time, the others survivors can literally get away with completing their own objective.

    In a way, I want chase to be more rewarding for the killer and the power at least being functional and not completely stop by the survivors control; and the EMP sure ensures the killer waste more time destroying and summons more bods, waste time tagging them over and over when they used their "unlimited emp" gathering and used it every time they get tag or disabled a pod near Generator or exit gate.

    If I need to add one more nerf, I do think survivors whom carry a EMP on their person, cannot regenerate another emp from the same chest they got it from. If anything, the timer is paused and the emp needs to be used first in order for it to start.

  • I think WoO is fine, despite how very useful and powerful the information is, and how new user friendly it can be. If anything, it is a perk that highlights the inconsistent and imbalance of maps, and how easy it is to pair loops and plan cleaner and more amazing chase escape plans more consistently.

    Map Balancing needs to be a priority first if you want indirectly Nerf WoO just enough.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457995#Comment_3457995

    I'd love all these ideas too, but you guys have to remember that some characters are very limited in terms of cosmetics due to licensing (this includes even their perks icons and descriptions, for the customization part you mentioned). That's why I believe these ideas will sadly never make it, but some other kind of rewards of any sort would be nice of course. The new emotes and mori things also were mentioned to not be in their plans.

    License will be the tricky ones, but any original character can be done without many hassle and can be more then enough to get alot of players intrigued for anything beyond P 10 rewards.

    And I am aware that it will never happen, but it doesn't hurt to share them and bring alot of amazing idea to the table. Maybe someday, The devs see this post and my.comment and be all "Woo, tha I'd some nice idea for Prestige rewards, we can try that.

    Plus, if my ideas were being implemented, it might take a huge amount of time and effort/money to invest.

  • @TetroXyD said:

    In general, it is strategic to disperse the biopods to protect a generator, but it becomes difficult in confined spaces such as a shack or a corridor.

    The fact that a single EMP can neutralize all the infections and biopods in this type of zone is frustrating.

    After reflection, it would be advisable to limit the number of entities disabled by an EMP for a more strategic and balanced use.

    For example, we could consider neutralizing a maximum of X infections or biopods in the targeted zone, thus avoiding the decontamination of 4 survivors and 3 biopods in a single EMP.

    Perhaps this might seem too radical?

    If I could... Emp should just remove Infection entirely and only disable Bipod cameras for 30 seconds, considering that it is a pain to lock on to survivors when they are more then 20 Meters of the camera which prevents survivors from be tag in view.

    Another idea, is to allow the killer to shoot unaffected survivors and tag them with the bod while on foot; but they get a cooldown. Not sure how they would balance that but I do agree that one EMP is so strong to take alot of Singularity powers and makes the camera useless for more then a minute long, that and they can stack more emp per person and get more easily.

  • Every map should be balanced to be not so large or too small; but also should generate pallet spawn at a reasonable rate and distance away from each other; and if possible replace a pallet spawn with a ledge/window. Instead.... perfect example, The Gideon Meat Plant; has like 3-4 windows which are useless; and over like 30-40 pallets spawns locations/spawns possible. For a small map, it is pretty easy to predrop, as it not loop able and it encourages competitive surv. players to win this way.

    There needs to be reduce pallets spawns; maybe have a deadzone or two in between loops, and some diversity between safe (not infinite) pallets and unsafe pallets in map tiles generation; if they need to expand Gideon Meat plant to be less square and more rectangular like Leroy; that would be a slight quality of life improvement, even for a indoor map

  • As a Killer main mostly, that plays both sides... I agree with you... any items/addons that buff Gens speeds need a serious downside and giving a properly warning to the killer as well as failing one skill check to waste the Part would be a decent change to it.

    Although I do wish gens speeds get look into and nerfed some more, as well as map balancing and maybe 2nd Survivor objective to do to escape.

  • Here's what I like to see for Prestige Rewards.

    P11-P20: New Mori Animation/emotes Animation(New Customizable Animation for your killer/emotes Animations for Survivors)

    P21-P30: Bloody Frame/Custom Frames

    P31-P40: Map Background theme (Customizable for their character)

    P41-P50: Another Mori Animation/ more emote Animations

    P51-P60: Brand new Prestige Skin, of a popular cosmetic skin of that character, now all bloody.

    P61-P70: Killer Origin video/ extra lore story about the Survivor's background

    P71-P80: Final Mori Animation/ new emote Animations.

    P81-P90: Custom teachable Perk Color icons

    P91-P100: (Bit of a Stretch, but....) Leagcy Skins, with gold blood skins for their character. (Any old Leagcy Skins before first Bloodweb grind rework will receive a brand new Blue Leagcy Blood Skin; so that it is a pure Leagcy with their current.)

    They could also give Iridescent Shards per Prestige level up, to incentives reward for more free comestic purchases for the hard grinding players.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457941#Comment_3457941

    Fun fact: the more people will suffer from a person disconnecting, a player disconnecting makes four players miserable.

    Exactly; DC ruins my BP Farming for hooks, it Ruins my adept Achievement for any Killer's, it ruins certainly perk builds regarding obsession based perks like Save the Best for Last or Rancor. It simply not also fair for the others to have a fair match; just because some nay sayer cannot stand being outplay and want to give up and quit because of it.

    Everyone playing Dead By Daylight, needs to understand that they are playing a online game and that; one doesn't simply quit like they can in a single player game anytime; as it ruins the match for everyone. Especially how linear it is with 1v4, instead of typical battle royal games with 100 players and one player quiting doesn't make a difference.

    That, and survivors given up after being down for the first time; they are cringe and sour losers in my opinion. They didn't even bother thinking for a minutes and Realized what mistakes they made that led to their down and opt to hit the DC, as to not give the killer the satisfaction of a hook or kill. Just accept the DC penalties and be a better player next time, next match; or.... just quit playing and go play something else fun.

    I am just hoping for the day bots do come into DC players place, as I am sure that will teach DC players a lesson about Giving up so quickly.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457935#Comment_3457935

    As for the Endurance, they can simply remove it ans transfer to useless perksnthat can use some love and value like Buckle Up

    https://us.v-cdn.net/6030815/uploads/7KVKVNX0B21E/b422986e-3d2e-4536-8e8e-5b39c17be8e9.jpeg

    IMG_20230618_165301.jpg

    Two different stats completely. We gonna Live Forever only grants the Endurance status effect to any downed survivors only; while Made For This only applied endurance to yourself and once you complete a healing action on another survivor.

    That is why I think Buckle Up need a Made For This Endurance buff instead, as its current stats are complete worthless.

    Oh, and combining both Made For This endurance with We gonna live forever would be the worse idea Ever PERIOD. Survivors (especially SWF stacking these perk) will simple be tanks and deny any m1 killer any free downs while healing each other.

  • Personally, I think the haste shouldn't stack with others, or at least have another downside like duration for 60 seconds after being injured by any means. Not passively all the time.

    As for the Endurance, they can simply remove it ans transfer to useless perksnthat can use some love and value like Buckle Up.

    That way, it's haste is strong and situational, but it will not synergies with Hope and Dark Theory.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457084#Comment_3457084

    great idea, but i think that traps are not visible from a far just should be the new tar addon.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457115#Comment_3457115

    spawning with all traps is a good idea but not the best way to change this i think.

    A better change in my opinion would be to have all the traps across the map activated from the beginning and then trapper is able to pick up and carry as many traps as he wants. This would give him a stronger start into the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457223#Comment_3457223

    Yes, that injured survivors are not punished by stepping into traps is so frustrating. And hear are some changes i would like to have for this scenario:

    1. Just downing injured survivors if they get out of it.
    2. Decreasing the chances for a injured survivor to escape the trap.
    3. The injured survivor gets 5% hindered until healed.
    4. The Trapper gets 5% haste when a injured survivor steps into a trap.

    I think all of these would be a great thing for his base kit.

    Glad you agree with me, on traps not being visible from a distance. It hurts the killer everytime you have to deal with a SWF calling out your trap locations from a distance, and alert the team on it location so it can be disarm/avoided, which ruins the element of surprise. Just making traps invisible, and making it take longer when getting close enough to it so you can unrevealed the trap itself; would be a great quality of change and make Survivor paranoid on whatever or not that is a trap. That, if they wanted to make a buff for survivor agaisnt a Trapper whom baits the Survivors to it in chase, they could make the Survivor in chase be able to reveal the traps regardless of distance, but no aura reading, since they will be desperate alert on both the killer and the trap location when in a loop.

    As for traps spawns, I am agaisnt Trapper being able to spawn with all of his traps at the start, as he is a setup Killer and he shouldn't be able to carry every trap without addon to make him strong. If anything, I would prefer traps spawn be much more centralized and not so in the corner of the map with no survivor activity and be hard to reach as it is outside a Gen patrol. Another change, instead of this one... Why make Trapper be able to pick up traps through any empty locker search similar to Huntress and Trickster. If a trap is spawn on the ground and is not actively arm, it can be despawn and simple teleport to the trapper's inventory through a locker pick-up animation, instead of going out of their way to go to the other side of the map to pick it up manually. (One of these two changes, will be huge quality of life improvement to Trapper when picking up traps and make them all constantly available to him)

    As for the last change regarding injured survivors going into traps.

    *Injured Survivors Falling for traps, should be penalized for the following effects when situation applies.

    *If they escape on their own while injured, they will be hit with the deep wound effect and need to mend, as well as a hindered effect until they heal up.

    *If by luck chance, the Survivors is already effect by deep wound (like they had used dead hard, borrowed time or any perk that protects them with the endurance effect) and they walk into the trap, and escape on their own. They will immediately go into the dying state. 😈

    *if a buddy survivors come to their aid and saved them, they will still be hit with deep wound, regardless of they were already injured and affected by deep wound beforehand, as their teammates help their teammates in a terrible predicament of a possible slug fest. It would be a good way to promote Aultristic plays and encourage teammates to get off the gens to saved their teammates more often with less penalties to the injured.

    *regardless of the injured states or not, the Trapper will always get like a 5 second 5% haste status effect for every successful trap catch they make. It rewards Trapper will good trap placement and given him a small reward to enter catch up to the trap Survivor or quickly end a chase they are in the middle of.

  • @mca240 said:

    Trapper main here as well. I would go even further. I feel Trapper should just spawn in with all traps in hand. I also feel iri stone in some form should be basekit.

    That would be too strong in my opinion, if anything thou... I do feel that maybe... Injured Survivors getting trapped by the traps and not getting any punish for it is bad, in my opinion. A healthy Survivors Falling for a trap gets injured, yes; but injured survivors don't get mended or even go down, like that honing stone effect which automatically puts survivors into the dying state regardless of the states.

    If they could Buff traps to inflicted some sort of penalty to injured Survivors, it would make them more mindful of stepping into traps in the first place and stay healthy. I would lean towards applying a mending status effect just to make it difficult to heal, but that it for a trap buff.

  • @Adamant_Tepig said:

    In hopes of creating a constructive discourse on Trapper's current state in DbD, I wanna preface this by saying I've been maining Trapper for 5 years casually now, and I'm crazy enough to run Padded Jaws purely for the extra Deviousness points, which I have been doing for a while. I mainly play on Switch and have been for two years running, clocking in at least over 1200 hours (with 180 hours on PC when I first started out on a low end rig and a dream).

    Now that I've got that out of the way, let me start by saying the changes BHVR has done with Trapper over the years have all been steps in the right direction.

    • Decreasing the time it takes to set a trap was definitely a good change, making it so you can set traps mid-chase and shave off time it took to use your power.
    • Making it so traps can only be disarmed and not destroyed anymore was absolutely a great change, kinda glad I didn't know about this game in that timeframe (fun fact: I got into this game in 2018).
    • Able to reset traps instead of having to pick them up again, another good change. This also shaved off time it took to use Trapper's power, so if you like a trap spot that's really good, this allows you to keep it there.
    • Standardizing the RNG on escaping bear traps was a solid change, as I won't be often running into instant escapes on my power and making the trap not that impactful at all.
    • Carrying about two traps at base - absolutely my favorite change I've witnessed ever since playing DbD, allowing me to not have to rely on add-ons to play my favorite killer effectively.

    All in all, very good changes so far, though if I were in charge of making a theoretical buff to Trapper, I'll go ahead and list what I'd add as well as some brief reasonings as to why.

    • Have bear traps that spawn in the map spawn near the center area of the map: the purpose of this is also to shave down time it takes to set up the board with your power, as it takes a lot of time to go all the way out in the corner of the map to grab a bear trap to use it somewhere else. Having them spawn near the center would make them more accessible to the Trapper player.
    • Do something about the Tar Bottle add-on: Here's a possibly hot take, but I think the Tar Bottle is one of if not Trapper's weakest add-on (yes, even weaker than Padded Jaws because at least you can farm STBFL stacks on trapped survivors), as what ends up happening is you become limited on where you can place your traps due to how the black can stand out on maps like Ormond, Eyrie of Crows (which is already one of Trapper's worst maps in my humble opinion), and other maps that make the black colored bear traps stick out like a sore thumb. Maybe making this add-on cause the traps to blend better on the realm would be a stretch on the programming end, but it'd probably make this add-on leagues better than it is.

    There's likely more things that I'm missing out on here, but these are the two big changes I would make to Trapper if he were to get any future changes. I don't know the impact these would have on his kill rate, but I can promise you one thing: I'm still going to be maining Trapper, because there is a whole new map of trap spots for me to discover and I'm going to get on that right now.

    There is a part of me that wants to see Basekit Buff to traps, in which the traps hide from a distance when placed. And that survivors need to walk and move closer to reveal the trap up-close. And maybe the Tar bottle addons can be buffed so that it takes longer, a second or two for survivors to reveal the trap. Just so that Survivors don't always call out traps with maps and they need to personally see the killer deploying them or even risk getting close to a trap location to find it and disarm.

    Another buff change to make Trapper bit stronger is give him a limited time movement speed increase for everytime a Trapper successful catches a Survivor in a trap. He could used the speed to either make it toward the trap Survivor location faster or while in chase and make quick play to catch the Survivor off guard in movement speed increase and get a possible hit/down on them.

    That and fix that nasty Disarm bug that SWFs can abuse; the one in which a Survivors can do the Disarming process and not finished the complete action, yet if the position themselves right, a teammate can walk through the trap while they are Disarming and get away without being caught. It like... Survivors are literally dropping a coat on a puddle for their fellow survivor buddy so they do not get wet, expect in this case; they can avoid be caught all together. Make it so survivors need to commit to disarm the trap and the other Survivors cannot walk through it; or make it impossible to go through the trap when another survivor is disarming and you get caught while.they are disarming it.


    Also I like your spawning traps in center treatment. It is a nice quality of life improvement.

  • @SirCracken said:

    https://us.v-cdn.net/6030815/uploads/WEC3I72162EA/made-for-this-description-png.png

    Made For This is the most broken survivor perk released in recent years. And I will be going into detail explaining why. Including some rebuttals I have to people defending the perk. Let's begin.

    Why Made For This is Unbalanced

    1 - The speed boost is too accessible

    Being injured is far too lenient a requirement for a near-permanent 3% speed boost. Despite having the 2nd lowest Haste effect of all Haste perks, Made For This manages to be the most powerful because of how easy the extra speed is to access. Every single other Haste perk requires at least some effort to either obtain or maintain the speed.

    • Hope - Requires all 5 generators to be repaired
    • Bloodpact & Teamwork: Power of Two - Requires another survivor to be healed and forces them to remain close to you
    • Boon: Dark Theory - Requires lighting a boon and staying within 24 meters of it

    The reason why Made For This is a problem but other haste perks aren't is that it requires so little effort to activate. Getting a speed boost of any kind is huge because it can make the difference between getting hit or reaching a pallet in time. There's a reason why most killers move only 15% than survivors. Tweaking the movement speed too much for either side will quickly lead to unbalanced games.

    This is easily noticeable since Made For This is very commonly used now. And effectively grants whoever uses it a permanent 3% speed boost just by being injured. Survivors should not have access to something as powerful as Haste so easily.

    2 - It can be used with certain Exhaustion Perks

    The only other requirement that Made For This has to be activated besides being injured is to not be Exhausted. This is supposed to make it so you have to choose between the constant 3% Haste of Made For This and the 150% Haste of traditional Exhaustion perks. The problem is that you can still benefit from both.

    Lithe, Dead Hard, Balanced Landing and Smash Hit, can all be activated at will when their conditions are met. Which means people who use Made For This can select their Exhaustion perk of choice and run for as long as possible before activating it. Getting maximum value from the 3% Haste from Made For This before getting the 150% Haste or Endurance from the aforementioned 4 perks when the killer is close to hitting them.

    You get to have your cake and eat it too. The synergy that Made For This has with Exhaustion perks is far too great.

    3 - It also gives you Endurance

    There is no reason why a perk that can already massively extend the duration of chases should also allow you to get Endurance of any kind. Being rewarded with a constant 3% Haste while injured and being able to tank a hit after performing a heal is absurd. This is pure perk-bloat.

    On it's own, (Or on a more fitting perk), this effect would be fine. It's the fact that it's packaged with an already powerful perk is what makes it unnecessary. Imagine if Sprint Burst also granted you extra unhooking speed. It simply doesn't need to be any more powerful.

    Arguments against nerfing Made For This

    "Getting 3% extra movement speed isn't that strong"

    This argument shows a blatant lack of understanding of DbD's mechanics.

    Moving 3% faster at all times is incredibly powerful. Since survivors have smaller collision boxes than killers they can circle around objects faster. Any extra movement speed they get will multiple the distance they can move around loops considerably. To the point that 110% movement speed killers simply cannot catch survivors at certain loops if the survivor is moving too fast.

    A perk being able to give players that extra speed so easily is simply not balanced or fair to go against.

    "Just exhaust survivors and you can easily disable the perk"

    This argument ignores how powerful the perk is and relies on all killers being able to easily exhaust survivors for it to make sense. This is not the case.

    Aside from the few killers that can apply exhaustion directly to survivors with their add-ons, Such as Huntress, most killers cannot exhaust survivors with running certain perks. And all of them are conditional. There's no way to guarantee that a survivor will be exhausted when you chase them.

    And even if there was, you shouldn't be forced to run perks or add-ons just to counter a single perk. DbD is sorely lacking in viable build diversity and forcing already struggling killers that can't apply exhaustion with their power to all run Fearmonger will only make this problem worse.

    "Made For This is only a problem when combined with other Haste perks like Hope. By itself, the perk is fine"

    While it is certainly true that being able to run at 110% total movement speed once you reach the end-game is completely busted, that doesn't mean the perk by itself is fine.

    To reiterate, what makes Made For This unbalanced compared to other exhaustion perks is the ease of use. All you have to do is just be injured and you get the haste.

    If you were to run Bloodpact and Hope together you would be able to run 14% faster. 4% faster than Made For This and Hope. But only after you reach the end-game, heal the obsession or vice versa, and remain close to them. There's sufficient conditions to activate the haste to balance out how powerful it is.

    Made For This only has 2 conditions to work. Both of which are incredibly easy to meet at all times. That is why it is unbalanced;

    Made For This provides too much power for how easy that power is to access.

    How to fix Made For This

    Although I would like the perk to be nerfed, I also don't want it to be rendered useless. I believe it is possible to fix the problems the perk has whilst still keeping it useful.

    1. Remove the Endurance gained on finished healing. And move it to Buckle Up. There's no reason for the perk to grant Endurance given how much the 3% Haste already does. Buckle Up, on the other hand, is a perk that doesn't do enough. And being able to tank a hit while injured after you pick someone up would play to the perk's strengths and give it a much needed buff.
    2. After being in a chase for 20/25/30 seconds while injured, Made For This causes Exhaustion for 30 seconds. This change would allow the perk to remain useful during a chase whilst making it no longer overbearing. The 30 second exhaustion timer would allow players to choose to either run for as much distance as possible in hopes of losing the killer, or to use a 2nd exhaustion perk before the timer is up to gain more distance during a chase in exchange for a much longer exhaustion timer. Since both the Exhaustion of Made For This and other exhaustion perks would stack.

    Finally, Someone that agrees with me... Made for This is stupid strong with two effects and it should only be one of them. I do think the passive 3% Haste while injured is too strong, even if the Survivors is or isn't running a exhaustion and it is not so easily in the Killer's hands to identify, bait, or even forced the Survivors to go exhaust all the time without a specific addon or perk to counter it.

    If it was up to me to rework the Haste status effect, I would make it a exhaustion effect that has a "charge" meter; which applies the Haste speed for up to 40 seconds, which will be the duration of its exhaustion cooldown and then it stops working if you continue to run more then 40 seconds, and you have to wait another 40 seconds to recover your perk back. But I like your proposal

    Oh and that Buckle Up needs the 2nd effect of Made for This; in picking up downed Teammates or healing them to gain endurance to make it viable or useful.

  • The Self Healing Nerf was a necessary changes as it helps Killers get survivors off Gens to aid their teammates with heals; the problem before with medkits being overpowered is that Self Healing, with CoH and every Healing Speed addons and charges; makes any Survivor Self efficient in doing it themselves and less reliance on their teammates. Which in turn makes them do Genators faster...

    Think of it like this before the Healing nerfs:

    All Survivors were completed injured, and needs Healing deal with a peer pressure killer; especially when they are currently busy chasing a Survivor. You are survivor that brought a medkit, and see the other two working on separate genearators, while you are on the other side of the map near a gen 3 also.

    Should you Waste your time going to other side of the map, and Healing the others while they are busy with genearators or heal yourself and fix th3 gen closes to you?

    ... you go for heal yourself option, especially when Self healing is strong and if the other brought their own medkits and one lucky individual has boon a CoH totem over to their side. SO WHY BOTHER WITH AULTRISTIC HEALING.

    Self Healing is a problem, has with the perfect medkit, best addons, and the right perks and well, every Survivor main always stacking Healing perks especially CoH; makes time efficiently on gens much easier as they can literally waste a minute or less of a killer's time in chase just to get one injured state; that survivor can literally fix the damage by themselves in less then 10 seconds?!?

    It needed to be nerf, and Buff AULTRISTIC heals with it, is the best decision they made; anything to make Survivor needed to get off gens so they can stay healthy during that time; is a good indirectly Buff to killer, especially when Gen speed is still a problem.

  • It not a perk that you see evert game, and when it comes to play; the killer is probably a trapper or skull merchant with possible Endgame/Whisper build.

    If they wanted to nerf the perk; they could have simple make it disabled when hatch is closed or paused the Endgame timer by the duration of it effects; but I say the perk is balanced by hook requirements and encourages the killer seek out different unique survivors, all four of them and the fact that it is a perk that require the 5th generator to be done and before/during the Endgame collpase means that its a situational perk that is only works if you manage to hook anybody or all 4 survivors at least once and the game is already over when no one is doing generators now and are dead.

    My stands, it is fine the way it is; and I don't think any buffs or nerfs is going to help it from being too overpowered or too worthless. If you are the last Survivor dealing with it, it sucks but it's a gg for the killer and you might as well allows him to get the 4k because of it.

  • @Dream_Whisper said:

    Here's my list of Worse Survivor Perks; and my quick rework/buffs to make them viable and useful. (I will post worse killer perks Reworks in the next post)

    *Buckle Up: (Rework) Now a team support perk like Leader and Streetwise. It activates when you run near downed Teammates, and gives them increased recovery speed by 10% and allows them to fully recover on their own without picking them up yourself; of course the perk doesnt work on the user when they are downed. (Or my 2nd proposal perk rework) If you pick them up yourself, you can remove any lingering debuffs like Exhaustion or Mangled, so that the downed teammate is prepared to get away with a exhaustion perk or heal normal and get back into the game. It punished killers whom slugged alot and get ambitious with winning games with slugged 4 man.

    *Red Herring: (Slight Rework) Now, after repair the generator for abit, you can used the actions button, similar to Reppresed alliance; and make a complete different generator, preferably not active generator (ones with no survivors on it) and gives a false sense of information to the killer with a noise notification, tricking them into thinking a Survivor is there when they are actually not. No longer required survivors to enter lockers to activate it.

    *Resurgence and Solidarity: (Buff) Hemorrhage should no longer effect these perks, as a quality of life improvement. Solidarity gets a nice buff, in which if you heal a teammate while injured, you recover 75% of your health. If you heal a teammate whom is using Resurgence while using Solidarity, once yoy complete the heal; you recover 50% of your health.

    *No Mither: (Buff) It doesn't immediately started you off Broken, until you get hit for the first time. It will not gives killers immediately information at the start, "that you are the weak link" and focus on tunneling you, to get a advantage. That and maybe bonus BP for playing hardcore DBD survivors edition.

    *Autodidact: (Buff) Increases the amount of Skill checks to appear more likely, as sometimes, the skill checks never appear during the healing process, or at least it so that a Survivor successful heal by you gives you a token or two. That and make it visible for your teammates, so they can let you heal you for the perk benefits. (Solo Que buffs)

    *Diversion and Stake Out: Decrease the time it requires from 15 to possible 12 seconds in the terror radius. And also, gives Survivors additional methods to gaining tokens if they are dealing with killers without terror Radius. It can be something like spotting the killer from a distance with your camera angle for a certain period of time.

    *Premonition (Rework): When a Killer is under the affects of Undetectable status effect and looking in your direction within 32 meters, even without line of sight; this perk activates and pings you with a noise notification. And goes on 30 seconds cooldown. It also gives you a small 2nd Benfit of hiding your aura for 6/8/10 seconds, to allow the Survivors to make a clean get away, but has a 30 seconds cooldown everytime the perk activates. Great detection perks agaisnt stealth killers, with the additional benefit to lose your tracks.

    *This is not Happening: (Buff) Now Increases All Skill Checks zone up to 75%, instead of 30% while injured.

    *Corrective Action: (Buff) Now, Also rewards Survivors whom get good skill checks and convert it into great skillchecks, and everytime they land a great skillchecks, it rewards you a free token.

    *Self-Care: (Buff) Revert the Healing Speed without a medkit, back to up to 60%, from 68 seconds to 40 seconds. No Medkit bonus, no item benefits as Botany Knowledge exists.

    *Teamwork: Collective Stealth: (Buff) Now Increases the ranged from 12 to 24 meters of no scratch marks.

    *Inner Focus: (Buff) Now no longer has a ranged limit of 32 meters when the killer hits a Survivor, you can now see the Killer's aura at any range.

    *Left Behind: (Buff) Now grants a purple key in any unopened chest, as well as grant one used rummage any open chest, to secure a key.

    *Self Preservation: (Buff) Now Grants 50% noise reduction when within 32 meters of the killer, outside of a Chase, and the duration of the Perk increase from 6/8/10 to 16/18/20 seconds, after the killer injured a Survivor by any means and give you maximum bonus like 100% silence, no blood, and scratch marks.

    *Boon Exponential: (Buff) Now Increases the ranged of the boon by 40 meter by itself. Doesn't stack with other boon effects, to avoid any exploiting with CoH and other boons.

    *Poised: (Buff) Now grants 2% haste speed after a generator is completed, along with the no scratch marks, for 6/8/10 seconds.

    *Small game: (Buff/Rework) Now. The cone of detection will straight up reveal that one totem you are looking for 10 seconds. It will take a 30 second cooldown. To compensate for the whole wasting so much time looking for just one totem you sometime cannot find with deduction.

    *Calm Spirit: (Doesn't need changes) It is fine, just I wished the Devs bother buffing Crows mechanic and a specific killer perk like Spies from the Shadow to make Survivor more mindful of crows in general and be afraid of Spies in the shower and make Calm Spirit viable. The only real used is the 2nd effect that denies you screaming which can counter infectious fright and doctor's madness, but that is really hit.

    *Technician: (Buff) Now it no longer make you loose progress when you fail skillchecks, kinda strange that Bite The Bullet doesn't make you loose any healing Progress everytime you fail it, yet Technician will make you loose extra progress to silence the noise notification?!? That and Increases the audible range reduction from 8, to... 8/10/12 meters.

    *Solo Survivor: (Buff & Rework) Now, will reward a permanent Buff to you, everytime your teammates begin to die by any means. The following effects are. 1 survivor dead, Grants self care without a medkit for 24 seconds and unlimted unbreakable after 30 seconds. 2 survivors dead, Grants you complete aura reading immunity by the killer, as well as remove Scratch Marks outside of chase. All 3 survivors are dead, Grants 75% generator speed and 50% exit gate opening speed.

    *Mettle of Man: (Buff) Now requires 2 protection hits, instead of 3; and no longer reveals your aura when fully heal.

    *Smash Hit: (Buff/Slight Rework) Now everyime you drop the pallet, you can run 2 seconds of 150% movement speed with a 20 second exhaustion cooldown; but if you landed a stun on the killer; it is 4 seconds of 150% movement speed with a 40 second exhaustion cooldown.

    *Up the Ante: (Rework?) Luck is a complicated mechanic, that seems to not effect much but your chance to unhook and getting something nice in a chest search. However, this perk by itself, doesn't help at all, unless maybe stack with other perk that effect unhooking. I think it needs to be scratch and do something else entirely different. Up the Ante, sounds like a High Risk, High Reward perk to me; so here's the new description:

    Now, for every Survivor you saved on the hook, for every generator you complete, and for every minute you been in a chase; earn a token up to a maximum of 20 tokens. Each token will reward the player per token, 2,000 BP up to a maximum of additional 40,000 BP at the end of the trial. You lose it all, if you die in the trial.

    *Quick Gambit: (Buff) Now Increases the within of a generator being repaired by 40 meters.

    *Open Handed: (Buff) Besides Increases the ranged of aura reading, it Now also increases the duration of the aura reading by a extra 3 seconds longer then normal, similar to Lethal Pursuer's 2nd effects.

    *Dark Sense: (Buff) Just Show me the Killer's Aura, at any range; not when they are within your terror Radius. Just give survivors the ability to see the killer anywhere in the map, for 5/7/10 seconds anytime a generator is done.

    *Wake Up: (Buff) Now grants additional benefit, of turning off the Exit Gate Switches Lights off by the Killer's perspective; to help with those sneaky 1v1 Endgame plays.

    *Flip Flop: (Buff) When in the Dying State, 50% of your recovery will covert into 75% of your wiggle bar. It takes longer but it more easier to gain.

    *Power Struggle: (Buff) When carried by the killer, wiggle progress up to 20/15/10%, instead of 25/20/15% will allow you to activate the perk and stun the killer with a pallet.

    I also made a list of Balance Changes for the least used and terrible perks that could used significantly buffs and reworks to make them viable. Just Balance enough to make them usable and can be see in any game

  • If I wanted any new item mechanic in the game, i wanted something else to be reworked in compensation of this new item arrival.

    It is called "Hammer/Nails" , and it will be a tool to offer new mechanic that reworked Breakable Walls mechanic exclusive for killers, into Buildilable Walls instead for Survivors. The concept is simple, Survivors with these items can go to any location, where a wall, vault location, and maybe even a pallet location, even after it's destroyed; and simple used their limited charges to repair the damage or build new defenses. Building will cost the Survivor time and charges to build up their defense; but if they set it all up just right; they can help themselves and their teammates with improved and strong God tier loops; unless the killer is forced to break it down in advance. It would be great item for both sides, as for killer it gives them more time on gens not being worked on and gives them new engagement with Builders survivors waste their time in holding their defense. As for builders, they can have opportunity to fix any mistakes the Survivors makes like dropping killer shack pallet and it's destroyed; they can used half their new item charges to rebuild it, or if they are ambitious, a whole team could fortified a whole building and its surrounding loops if they wanted to. Not doing a generator, and simply just make the killer be annoyed by playing demotion man simulation game instead. The possibilities is endlessly with Survivors new found abilities to rebuild what is lost or doesn't exist before. Imagine a killer going into lobby and seeing a Survivor with a hammer, they can see them building two pallet loops or fixing deadzone with a new pallet spawn.

    As for what the item will do:

    With 24 charges for yellow rusty hammer, 32 charges for green used hammer, and 40 charges for the purple factory new hammer. The charge rate depends on what defense they are building.

    12 charges for a new pallet, the time it takes to build it is 30 seconds.

    8 charges for a Breakable wall to be build. It will take 20 seconds to build and work on any wall with a narrow doorway.

    4 charges for a vault location, in a form of a sandbag/ fence vault. It takes 10 seconds to build it.

    As for add-ons for these new items, I am not too sure about balance for them. Especially when considering more charges or speed addons; but maybe the ultra red addon can give the Survivors the ability to instantly build a buildable item for free at the cost of consuming all of the charges, or maybe white addons to allow the ability to see all build able locations anywhere in the map, while holding the toolbox. You can also do skill checks to progress the speed up of the construction or have a addon to removed them entirely.


    Currently, Breakable Walls are randomly placed and in some situations, it is never worth breaking the wall as it makes to loop stronger if they remove by Breaking. Survivors cannot interact with it, and cannot destory the walls themselves if they want to make it easier to loop the killer taking advantage of this rng mechanic. Plus there are wall placement that do not make sense and do not offer any advan when destroyed, which defeated the purpose of what Breakable Walls would do for Killer in any average match, besides.... being BP farming for brutatilly points.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436551#Comment_3436551

    Increasing the matchmaking times for popular killers is punishing people for playing popular killers.

    Exactly... Players that play the most popular/strongest killers will be punished for longer que times but any Survivor player looking for a quick match. Good amount if not most of the rooster that is consistently of weak to average m1 killers are not good enough to have a average match; yet Survivor compliant about the same wesker, nurse, blight, etc.?!?!

    If we want to see different varieties of killers, how about we Buff and Rework many of the Killer's to be strong and fun to play as; so that that you do not need to complaint about boring killers.

    But then again, "Boring killers" is subjective and it is defined in many ways the Survivors want to called it. It is either:

    *The killer takes no skill

    *The killer power is lame and not fun to play agaisnt

    *The Killer is too strong and as no counterplay for me.

    *The killer power encourage camping and tunnelling, so that's dumb

    *etc.

  • The amount of games I played, when the hooks are somewhat too far apart, due to map being too small or large; and the closest hooks are either too far apart and survivors could physically run to the corner or simply make a sabotage play. Would be nice if death hooks, eventually come back even if it takes longer time then sabotages; or if there is only one survivor left.

  • @Chordyceps said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424568#Comment_3424568

    More dynamic maps really would be awesome to see, and I feel like it's an aspect that's very rarely touched on. The only maps I can think of with dynamic elements are The Game, Hawkins (rip), Gas Heaven, Grim Pantry, and Temple of Purgation. And even then it's just doors opening when you repair a genearator. I really would love to see them go balls to the wall with dynamic map stuff.

    The idea of Map Hazard is pretty self explanatory. You have extra obstacles in any average map that can slow down the Survivors or killer's efficiency, more then Breakable Walls and pallets/window spawn. Like the map Gideon Meat plant for example, when you power a generator, you open up the nearby doorway; but what if we have a reverse of that. Imagine if you were in a sci-fi themed map, you were powering the generator in that one room, the killer has enter the massive room; but you make the grave mistake of finishing in that room too quick and well... Now the Emergency Lockdown initiated and all the doors in that room is closed and stuck temporarily for like 30 to 60 seconds. It can create a "Oh snap, I am stuck in room with the killer" scenario, especially if multiple Survivors are outside the doors or worse case scenario, you are all stuck in that room for limited time.

    Other hazards, can be steam pipes explode and create visually Blindness fog; making it difficult to see between killer and survivors inside the smoke. Or broken floor boards that can make tripping hazards for survivors. It would be nice to dangerous obstacles that can make chase more exciting and any area in any map have elements of surprise and randomized danger whatever it is minor or major advantage/disadvantages for either side.

  • Kinda of a hard to do, considering it is the killer objective to do. To kill as fast and efficiently as possible. Survivors are similar yet more different then killer, as it is all about Escapes, which involves fixing 5 generator, open the exit gates, and get out. It called Gen Rushing. But of course, it is easy to do then killer's as you have 3 extra players beside you then can do the gens.

    Let's me tell you why it not so easy to punish Tunneling, just like it's not so easy to punished gen rushing. It's like telling the players to literally not play the game at all. The more you play, more fun and "friendly" you are not playing as a cold hearted killer trying to kill no mercy or as a Survivor trying to endure and survive. There perks that not only encourage you to tunnel and camp more (gen regression perks) but also perks that encourage to do Gen faster and survive better, even on hooks. (Prove Thyself, Reassurance, etc.) The point is no matter what you do to perks or even complete remove every single perk from the game; it always the same game and most efficient way to win. The killer is encourage to tunnel because going for different Survivors, and many hooks is completely pointless, when the Survivors are all still alive and the killer is "losing". Survivors on the other hand, is conditionally by the game to save their team, because it will increase their chances of survival and Success for their objective to escape, to win. They also act entitled and cry, whenever they down on their luck or skill in getting caught and sorted forced to lose by the killer whom Been forced to win by any means necessary. Do you all see the problem, it is a endless cycle of back n forth, over the win conditions set forth by the devs; that are not truly fun or fair for both parties.

    If you want tunnel to be gone for good, I think setting the goals for more hooks win conditions is favorable; with a kill being a bonus. For Survivors, they need more objectives, since there are 4 of them; and gens shouldn't be the only main objective to do, in order to escape. It can be looking for switch not next to the exits or looking for parts; it can be bringing fuel to a generator once it I'd fixed; it can even be going to this location like the basement to go find a key to open the exit gates once powered. Or even gives Survivors the ability to build their own defenses and make their own versions of Breakable Walls called Buildsble walls, pallets, and windows. The possibilities are endless, anything to make speed run the gens is not easy thing to do by experience Survivors, especially in swf.

    Nothing will changes, until the base game mechanics are changes, along with the win conditions for both sides. The kill/escape conditions encourage both sides to play "toxic" in order to win effectively, and we shouldn't blame every player for playing the game the way the devs have made it out to be. They even tell players that Tunneling isn't a bannable rule, yet Don't necessarily found many good solutions to remedy or completely remove it from typical gameplay.

  • Personal, I am fine with Nemesis with his basekit slowdown of survivors needing to cleansed.

    What I am not fine with is Survivor getting a speed boost on being infected by any means while healing, hencing the whole 3 hits to used your Tentacles. Also, his addons and zombie can either be problematic situational and being useless in most games. I also do not like the fact that because zombies can be inconsistent with maps, especially when they get stuck in trees or rocks in the corner of the map. It usually forced the killer to go out of their way to go after the stuck zombies and make them died so they can respawn normally.

    If it was up to me, I do a number of tweaks and buffs.

    *being hit with a Tentacles will injury, even if not infected. Same applies with zombies, if you run into a zombie healthy and clean; you should get injured and infected. (If not both, at least one of them must implement, as survivors abuse zombies and being infected for speed boost, when healthy)

    *zombies will De-spawn after a certain period of time, if it is stuck near a tree and obstacles.

    *zombies are more likely drawn to sounds of Generator being fixed when within earshot proximity of one, but are more drawn to infected Survivors, especially if chaser by the killer, also.

    *Add two vaccine per chest, so that there is more incentives to seek vaccine and more used with specific addons related to vaccine usage.

  • Abit Ambitious, but I like to see a Sci-Fi related map, more specifically.... Dead Space's USG Ishimura planet cracker space ship or Alien's Nostromo space tug.


    It would be nice to have sort of a indoor map with different parts of the huge ship; with brand new lockers, as well implemented new "Hazard mechanic" such as limted time Emergency Room Lockdown every time the generator is completed or even steam pipes that create smoke screen for either side. If it is possible to do, it will add new mechanic to stale gameplay and new ways to change the pace for either side, to implemented environmental hazards in any maps, stuff that be possible interact by the killer or Survivors by chance.

  • @Hex_iButt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422873#Comment_3422873

    An effect like the latter would end up being too strong. It has the potential to be abused by a healthy player who will just eat the hit in order to take out the killer's power which will be strong against certain killers.

    I have a similar post, and proposed Smash Hit be broadened up to most if not all sources of being stunned. Sprint Burst and Background Player have synergy (whether it was intended or not idk) and you can burn both perks at the same time if the proper conditions are there; why not have something similar in place for Head On and Smash Hit? Even if those two can't pair with each other, at least let it help out DS in the state its currently in.

    Otherwise, idk how to feel about a lot of the other changes you mentioned as a lot of them seem pretty strong. Left Behind is one where it feels overtuned to the point where you're assured a key. I'd say have it be a percent based chance to get one or allow the ability to open Hatch without one at the cost of reduced speed for it.

    Most of my perk changes are about buffing it so that everyone will eventually see it more often, even if it means shifting and changing the stale meta. Left Behind is still situational if by chance your survivors games are pretty much game over and usually if the killer close the hatch and gets lucky with exit gate locations; it gg for them. But with new left Behind, the killer has be cautious of survivors finding keys in chest. I would be fine with Increases percentage of finding keys or even giving the Survivors to ability to open Hatch with a significant reduced speed, without a key. (One of the two)

    Also, If by chance the Devs bother to allow any Survivor the ability to reset killer power tokens with pallets or any stun in general basekit; I do wish they at least at bit of a secondary effect when it comes to Smash hit; as it is exhaustion perk that will never replace Sprint Burst, Dead Hard, Head On, etc. It not always easy to get a pallet stuns unless you bait the killer or get lucky with the timing, especially agaisnt a killer player whom respects and baits a pallet drop. There must be some extra value beside temporary Speed boost, hencing my proposal change to make it so that every pallet you drop without a successful stun will make you move 150% for 2 seconds instead of 4. But I am also like increase stun duration on killers by up to 4.5 seconds maximum, instead of 2.5.

  • @Chordyceps said:

    I haven't read all of these yet, but I saw the No Mither one and needed to point out that the devs have actually commented on that exact proposal before. They're not going to do that because starting off injured is an important part of its effects for survivors that base their build around being injured. It allows them to get the benefits of their other perks immediately instead of needing to wait to get hit.

    I don't recall any devs mentioned that. When did they mentioned that?

  • @devotedDBDenjoyer said:

    "*Smash Hit: (Buff/Slight Rework) Now everyime you drop the pallet, you can run 2 seconds of 150% movement speed with a 20 second exhaustion cooldown; but if you landed a stun on the killer; it is 4 seconds of 150% movement speed with a 40 second exhaustion cooldown."

    I love Smash Hit to death but I'm going to have to disagree with this.

    I mean, it's named Smash Hit and you get the bonus for... missing? Idk on that. Sure, it makes value more consistent but ehhhh, it kinda removes the feel good aspect out of getting that stun and getting that big bonus because no matter what you do with that pallet you get a bonus. Idk. I feel Smash Hit is fine as is, niche but fun to use, maybe it could have an additional effect added to the survivor but I don't think it needs a slight rework.

    Maybe.... Stunning the killer increase the stun duration for additional 2 seconds or maybe resets killers power tokens like nurse blinks and blight charges. I still think that getting pallet stuns isn't always easy, especially against killers whom respect pallets all the time.

  • @Milo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422104#Comment_3422104

    Could you explain exactly why Calm Spirit is fine? Because I still don't get it.

    Yeah, I'm not saying it's bad - I do like the rework! I'm just saying 20 tokens for these 3 specific objectives would be bonkers to get. I would also add protection hits and healing other survivors or would reduce the tokens instead.

    It could be scary, because if everyone run it, the killer would have to always commit to chases and hooking after the 1st death. Or they would just reset.

    The healing is still 16 seconds. The medkits receive a penalty that makes healing 24 seconds. They semi-reverted it before the ptb hit live. I mean I would be fine with perks not stacking with it, but you should've made that point the OP then xd.

    Also forgot to mention, I thought self healing in general is nerfed, and nor Aultristic Healing which is still 16 seconds. If that is the case, then I guess we can nerf-Buff 60% to maybe 40%

  • @Milo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422104#Comment_3422104

    Could you explain exactly why Calm Spirit is fine? Because I still don't get it.

    Yeah, I'm not saying it's bad - I do like the rework! I'm just saying 20 tokens for these 3 specific objectives would be bonkers to get. I would also add protection hits and healing other survivors or would reduce the tokens instead.

    It could be scary, because if everyone run it, the killer would have to always commit to chases and hooking after the 1st death. Or they would just reset.

    The healing is still 16 seconds. The medkits receive a penalty that makes healing 24 seconds. They semi-reverted it before the ptb hit live. I mean I would be fine with perks not stacking with it, but you should've made that point the OP then xd.

    • If Spies from the Shadow is buffed and crows in general Reworked to actually detect Survivor whom disturb them more reliable, then Calm Spirit's main upside (Crows from being alerted by your proximity and flying off, unless they are being stepped on.) Right now, that one upside is completely useless, as killers more often relie on aura reading to find survivors, and that on certain maps spotting crows can be misleading and hard to notice at times. Example: I played was playing Trapper and running a niche build of Worse Perks and had equipped Spies from the Shadows and got a notification of a Survivor disturbing a crow that was located on the top of the hole; but apparantly, a Survivor running downstairs can trigger a disturbing from up a floor while giving me unreliable information on the Survivors actual location. It took me 10 seconds to realize they were down floor. If Spies from the Shadow is buffed to to be a excellent crow detection perk that makes survivors mindful of Crows, then I can see Calm Spirit be in a good place and do not need any additional buffs, except the removal of the 30% speed penalty.
    • I am fine with adding additional methods of gaining tokens such as protection hits and healing others. Any means to add risk and more reward to your standards gameplay is good for farming BP.
    • It might be, but I am not going to budge on the fact that teammates dying will make Survivor less likely to play the game and more often then not forced to not do gens and wait on everyone to die for hatch. Bit of a stand off. Plus, if one teammates dies, then solo Survivor player will only get unlimited self-healing and unbreakable but it takes a good amount of time without the medkit and unbreakable speed increase. 2 survivors die, and that survivors is good at escaping chase more often and making more clean get away. And if everyone dies, that survivors will never do gens, especially the last one and will have the hardest time if the killer finds the hatch. Plus, it is unlikely every Survivor is going to run all 4 Solo Survivor; it is a situational perk that is not meta changing by any means. The perk is completely useless if teammates don't die.
  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422104#Comment_3422104

    Luck used to influence chest items, but that was removed ages ago. Anyway - this one is quite weird one. If you 4man SWF and combine it with stacked salty lips offering, the chance to self-unhook (deli for free, very minor risk of going to 2nd stage and no broken state) is very real possibility. I would rather think about some small secondary effect - but I have no idea what it would be.

    Also some of the numbers/buffs are too much IMO, but overall it would be nice to make some absolutely useless perks (some of which are about as good as having empty perk slot) do something and make them useful in their niche.

    Exactly, Luck is quite a vague and complicated outdated mechanic since the dawn of the game launch; and it only effects chest searches and self-unhooking chances.

    Meanwhile, as the games gets new perks like Deliverance that completely guarntee 100% self-unhooking after a safe rescue requirement; luck perks pretty much get no favorite besides the increase chances. It is not like every Survivor in your Survivor is ever going to run it; as there are literally so many better and more practical useful perks to ensure that you don't go down and hook in the first place and if by chance you did, there are still better unhooking perks or the common knowledge that every teammates needs to come save you from the hook when the killer is not near or camping..

    I agreed, we need a 2nd effect; but I am not sure what exactly it would be; which is why I went with whole High Risk, High Reward for some extra BP for any new players to run.

    What exactly are you referring as "Some of the numbers/buffs are too much IMO"?

    I am curious to know which awful perks that i Rework/buff that are too strong for you?

  • They could removed that 30% reduction for Calm Spirit, but I think it is fine with all other stats; compared with other perks.

    Up the ante is tricky. As it is a lucky affected perk and there seem to be no other way to buff it significantly, since luck only affects unhooking chance ans I thought also chest searching for rare items. Luck is a complicated mechanic. Which is why I made it a Risky BP perk, that rewards you doing risky plays like saving, unhooking, gens fixing, minute wasting the Killer's time in chase, etc.

    Solo Survivor will be fine, for those that do not relie on teammates whom cannot survive long enough. Plus, it okay if you are much strong when teammates die, and helps those that want to solo escape. It would be a very situational perk, but made for Survivors that are fine with me the last standing builds.

    Self-care is good as it great alternative for solo heal, but medkits and perks will not stack with it. Also, the math is wrong as I factor in the new healing speed which is 24 instead of 16 seconds. 24 devide by 60% is 40 seconds of Healing, you would be right, if it was 16 devide by 60%; no anymore with the new healing changes.

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