Dream_Whisper
Dream_Whisper
About
- Username
- Dream_Whisper
- Joined
- Visits
- 2,441
- Last Active
Comments
-
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 comment!)
*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 cours the perk doesnt work on the user when they are downed. (Or) If you pick them up yourself, you can remove any lingering debuffs like Exhaustion or Mangled, so you are prepared to get away or heal normal and get back into surviving.
*Red Herring: (Slight Rework) Now, after repair the generator for abit, you can used the actions button, similar to Reppresed alliance; and make the a complete different generator, preferably not active generator (ones with no survivors on it) and gives a false sense of information to the killer, 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 not effect these perks, as a quality of life improvement .
*No Mither: (Buff) It doesn't immediately started you off Broken, until you get hit for the first time. It 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.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404533#Comment_3404533
Face camping made you unable to play the game.
You can play the game against tunneling killer.
Gen regression perks got nerfed a lot, so I can see why killers who want to win their game tunnel more.
Like what is your alternative except losing the game?
3-gen was good alternative, it was nerfed a lot.
End game builds was good alternative, also nerfed.
Camping, nerfed.
Hit&run got kinda back with healing nerfs, but only few killers can use this.
Some killers were playing friendly because of BBQ and were basically greedy for extra BP. But that's gone.
What reason killer actually have to hook new survivor, when he has 1/2 survivors on deadhook? It gives him very little pressure compare to killing a survivor.
Unless you make an alternative strategies as effective, you will see mainly tunneling. It's not really difficult concept.
Exactly, Matchmaking incentives Killers to kill more then hooks to rank up; which is why Killer tunnel and camp survivors closer to hooks. Why waste so many minutes chasing a experience Survivors in strong loops, while everyone does gens; when you can identify the weak link and prioritize tunneling and siting on the hook for Less then 2 minutes, as well as draw the others survivors to come to you instead of you chasing them. Also, if you lucky with specific Killer's, you can get free downs this ways if they played aggressive in the save.
The game currently punish any Killer's in general, for chasing multiple and different survivors, especially in big and strong maps where the loops are strong and connected to others. It punished them for with Survivors having a much shorter objective completions timer, due to the 4v1, and they relie on gen slowdown/regression perks as well as hit and run to stand a chances, as well as playing specific strong killers like nurse, and blight to have the mobility to keep up.
Literally most of the killer cast don't have a strong power that rivals the strong Mobility power, unless play by the best killers players and quite a fewmistakes survivors make to make a comeback. But, good survivors, especially swf in coms will ensure no mistakes can happen, and will always win against the average killers in engage with switching targets. In fact, it is a strategy that survivors will trade hooks and let the killer down them over the near death teammates to ensure everyone stays alive and waste the killer times, so they can win.
Camping and tunnelling is more common because it is practical a smart strategy to win as killer, give it distasteful to survivors receive it.
-
Personal, I think the nerfs were necessary as tracking survivors with this perk equipped would have been impossible, without seeing the blood; especially when in chase and they manage to slip past me even when I think I triangular their location with scratch marks and blood.
But then again, it was nerfed heavily with two nerfs, and if it was up to me, I would revert the Exhaustion status effect more then the 75% noise reduction. To me, being completely silent is quite powerful, especially in chase.
-
I hope it helps with Demogorgon and Nemesis out, and maybe Oni.... as those killers are very loud with their monster footsteps as they moved, even with the undetectable status effect applie to them. It would be awesome if that is the case
-
@IWasLrft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402838#Comment_3402838
It's not a free kill. You have several teammates who can save you, body block for you, sabotage hooks for you, you could wiggle free, use dead hard or other exhaust perks. Killer has to account for each of these things when a survivor is unhooked. Survivors have plenty of protection in place by end game collapse (and this also doesn't account for several things they can have prior to it. Ds is not needing to return. The game is healthier with it not being a must have perk on every build
Exactly. DS was busted before, as everyone can run it; and ensure they have plenty of time to get chase, down, ds, and book it to the exit gates now open. It worse in hook exchanges, as anyone that has been hook is quite protected for 60 seconds, which can guarantee a free escape if they are closed to the exit gate in time. Plus, all the things survivors van do to remain "Untouchable" by the killer.
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402819#Comment_3402819
What else are survivors supposed to do besides escape? Sorry but in reality it just doesn't make sense. The lack of DS can lead to a free kill so easily it isn't fair whatsoever
That doesn't make sense at all. You got play by the killer, you wasted your BT protection, your teammates failed to even help you or you made a bad play that got you down before you even exit the gates. The match is not over yet, until you all escape the exit gates and physically end the match right then and there. If there is a chance to the killer outplay you and is able to prevent you from completing your objective. I'm sorry, but you simply lost and just let the killer secure their 1k victory, in that scenario. If your teammates weren't being so scared and left the exit gates, stick around to go for flashlights plays, bodyblocking, and hook sabotaging; they GREAT JOB. Your team is very productive in objective management as well as Protective of you, and now you 4 are teabaging the exit gates and secure the 4 escapes.
You really shouldn't blame the killer for your and your survivors teammates screwed ups, as you have the tools, perks, items to help with all of that; and DS is only perk at one thing. That is to discouraged tunneling at the beginning/middle of the match; not a "Walk out of Exit Gate Free Card", which is one of the major factors as why it is meta before patch 6.1!
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402790#Comment_3402790
It's always talk about the killer's objective...when the survivor's objective is to escape, but who cares I guess
It more then that, the purpose of DS is to prevent and discouraged tunneling, especially in the beginning of the game. If you are bad survivor whom is poor at chase, or fail to relie on your teammates to do anything productive like gen repairs or taking the heat of the chase or protect you from hits; then this perk is your friend. If you are already successful in your objectives to fix the Generators, and opening the exit gates; the Survivors as a whole have already won. As far as I am concerned with fairness, I think it is perfect fair if the Killer doesn't have to deal with burden of DS being still present when they are crawling away to the exit gates within 60 seconds.
It not like DS prevent survivors from leaving and Entity blocks the gates for the killer. It simply makes it impossible for the killer to stop that one Survivor from getting away, especially when they have no chances to take down another survivor in their place. So, yeah... deal with it. I don't tunnel unless I am certain that opportunity presents themselves. And when there are no gens left, what else are killers is supposed to do by then?!?!
It not like Killer's cannot reset completed Generator by damage it. Or sabotaging the exit gate switch to delay the inevitable escape. DS being deactivate at EGC, is a perfect balance chance; although I do feel the stun time being reduced to 3 instead of 5 seconds is overkill and I would wished they revert that change.
-
Because... one all 5 gens are done, the killer literally has no other objectives besides securing downs, or patrol near their already hooked survivors. That and Basekit BT has already give them extra means to escape. Allowing DS to work in Endgame, especially if they are down near the exit gates after being unhooked means the killer has no means to stop you from escaping.... it not like the killer can drag you away on the ground to avoid DS, it not like there are other downed survivor nearby or that they are completely healthy and there no chances of downing them and picking them up, in those situations.
It perfectly fair that DS only works any time but the Endgame. If you happen to be tunneling in the beginning and middle of the match, you get a Opportunity to used it then. If your teammates finish the last gen before you just got off the hook and get down, then you are out of luck.
-
I would be fine with a self care buff, as long as doesn't buff medkit and insane buff self healing in general. It can be as simple as giving it 24 charges or one heal, and it deactivates. And if you want to get more charges, it can involve Aultristic plays like protection hits or unhooking save hooks. You can earn up to 8 seconds or 1/3 per Aultristic actions, if you done three, you can reuse your self care again.
-
I can understand the frustration of CoH brings agaisnt killers; but I for one, don't think Shattered Hope as Basekit gameplay mechanic will do anything about it. It indirectly nerfs every mediocre Boon perks to being worthless, and it doesn't address the key issues that CoH has that the other boon perks lack.
1.) Benfits are far beneficial, outside the Killer's patrol and terror radius! The majority of all boon perks need to be mindful place specific near the action/chase of the killer to get some value out of it. Being able to have unbreakable with Exponential when down, being able to run faster in chase with Dark Theory, being able to escape chase and hide your scratch mark; all these boons only work effectively when the killer is in close proximity of the Boons; meanwhile... CoH is far different then every boon; because it work well in almost any situation, especially when it not within earshot of the killer or in the corner of the map beyond the Killer's patrol. Basically, it it is no risk and high reward Boon perk, while every other boon perks needs to be close to the killer in order to get value.
2nd: The benefits are far more perfect in every scenario, agaisnt any killer; except maybe Plague and Legion. Every other Boon perks requires very specific scenarios and can occasionally work when played right; but more often then not; it is never worth the time investment to boon any of those perks as the value from them are not good enough, over what CoH can do.
Expocitenal only works if the killer is slugging and doesn't notice the boon nearby; more often then not will snuff it, thinking it is CoH just of the insane healing value it can brings to teammates in picking up their fallen teammates from the ground faster.
Shadow Step is only good agaisnt specific Killer's that relies on detection, aura reading, and tracking perks/powers like Huntress, Nurse, Wraith with that All Seeing Addon, Pig with that Other aura reading addon while crouch, etc. But, a very experienced killer with good instinct calls and read on Survivors movement can make a educated guess on where Survivors ran to and where they could of hide to find the Survivors. Not all Killer's need scratch marks, or aura reading yo find Survivors; it doesn't hide injured bleeding trails nor the sounds of footsteps or breathing Survivors could make, especially injured.
Meanwhile..... CoH has everything perfect about it. It is the perfect Solo Healing Perk, that can be used infinite amount of times after blessing it, it pairs well with medkits and other healing Perk builds. It is the perfect team healing perk, that literally could outshines we make it when within range of the boom. If the killer snuffs it without Shattered Hope (which I see no one ever run that perk for a while); it has no real downside nor counter play by the killer; besides the killer straight up tunneling and camping the Survivors running it; but it wouldn't stop another survivor from bringing another over any other healing Perk option. It is far superior better then Self-Care, as that perk was gutted from mediocre weak to being completely useless now; with no healing penalty. It better then Inner Healing as that perk only has 5 uses, while this perk has infinite when undisturbed. It is the perfect solo/teammates healing Perk in the game PERIOD, that can be stacked with Medkits and synergies with every healing Perk to be far stronger. And can be place beyond the Killer's patrol, to create another hidden benefit. It creates what I called a "6th Generator", by placing a CoH far beyond the map, this one boon perk will become such a problematic perk when it comes to holding a strong 3 gen scenario by the Killer's hands without perks. The Killer would need to go out their way to literally leave the 3 gen and risk some valuable time in letting the other Survivors go knock up a gen while they need to snuff the totem; but if they refuse to snuff it; the Survivors will constantly keep on Healing insane fast and coming back like literally Cockroaches and be somewhat invincible. They can literally body blocking more often, they can go for saves more frequently, and make the killer waste so much effort and precious time in losing any form of map pressure
-
I always wanted to see a new Survivors mechanic that would Rework Breakable walls entirely; and reconverted to Buildable Walls instead.
How it would work is this:
All typical Walls spawn points, plus additional doorways, windows, and possible pallet spawns would be nuked and somewhat unavailable. For example, Dead Dog Saloon; they can scrap the walls and windows entirely, make the whole structure sort of unsafe at the start of the match. Survivors will have the passive new interaction ability to go to a particular spot in that building and properly invested in time in building up their defense and delay the Killer's approach. They can have multiple unique animations that allows them to set up a sandbag wall that allows a Survivor to create a vault point, it allows a Survivor to board up the doorway and blocked it off, and if they want to take the extra Milestone, Build up lost pallets already broken for only once.
Of course, Building is time consuming and depending the structure, will cost a good among of time as well as it can only be done once and then it is gone when the killer destory the barriers separated you from the Survivor's safe space. Of course, if the Survivors take some time off gen, it will allow to killer some to engage in regular chase without being pressure by gen rushing. Survivors could choose to focus solo on Gens and don't bother with any building mini games to win; but will risk being far more exposed and be outplay by strong and smart Killer with less pallets and window locations to work with.
You can even created a new item, called Hammer/nails; which allows you to speed up or create more then one pallet in the map; to make new type of playstyle called Buildiers which focus solely on keeping your teammates Alive with stronger pallets, walls, and vault locations that the Killer's needs to break.
I don't have the numbers for how long each building requires, but I can imagine Vaulting locations are the quickest to set up and easy to destory and pallets are far more valuable and take long time to build. If it was up to me, I would like making Pallet building takes a solid Minute of your time as a Survivor and vaults and walls takes 15-30 seconds of your time.
-
@Froggard728 said:
Hey,
We all know killers dodge lobbies when they see a team using flashlights, several toolboxes, map and keys.
So why not just hide the items survivors are carrying in the lobby? We've had the killers perks hidden until end game to counter teams sharing info after death, so I think this could be done to counter lobby dodging.
It sometimes takes ages to find a lobby as a survivor (on PS4) especially when queuing as a team (it always goes fast when I play on PC thankfully). So having a killer quit because they see items is annoying.
I understand the argument that it would make Franklin's Demise harder to use because you won't know if you'll get any use of it, but chances are you will. I often have to play games without items not wanting them to quit. I can't be the only one feeling this?
Personally, I think lobby dodging is fine and shouldn't be punishable as it simply I don't want to play with these types of survivors.
But I rather add more incentives and possible give killers to preview the items in each survivors possession. So thay way killers can differences between solo players or tryhard bully squads in advanced. And if it is a SWF squads, add more BP incentives in playing agaisnt them for killer, since they are playing Hard mode dbd, and will avoid lobby dodging.
Killers will less likely to dodge SWF, if they know whom they are up agaisnt and possible have one slight advantage and bonus BP rewards in playing agaisnt Com teams, in knowing what items they bring in advance.
-
@SkeletalElite said:
Becuse boons are not hexes.
Hexes dont require you to spend time looking for and blessing a totem. Hexes make much less noise than boons. Hexes affect the entire map. Even hexes whose effect has to be earned like devour, third seal, and huntress lullaby power up their effects by performing the main objective, chasing/hooking survivors, rather than spending time NOT performing the main objective like with boons.
And on top of all that. Killers are empowered to defend hexes and prevent them from being cleansed. Especially killers like demo with lifeguard whistle, hag with her traps, skull merchant with drones. Any killer can walk up to a hex and hit you off it. Survivors can do nothing of the sort.
The killer and survivor role are fundamentally different, even though both perks interact with totem, they cannot function the same because the abilities of the roles differ.
Exactly, Survivors get the ability to bless the totem indefinitely, as Killer can literally defend their totems. If you make shattered hope basekit, Survivors would be stupid enough to bodyblock the totem or simply not bring boon at all, as all boon perks will be from mediocre weak to aboutusly useless. (Expect maybe for CoH, as it still had strong value when the boon is left alone)
I am more interested in CoH getting gutted or reworked, then making Shattered Hope basekit; as Boons is never the problem, it just CoH which is bringing Boon to a level of unhealthy gameplay that isn't fair doe the killer.
-
Delete the killer, you say....
Good luck, saying that to the many to all Halloween fan players, especially the Survivors twitch streamer whom literally named their Steam profile "Myers love me" or something like that.
Or do you only hate the Shane's problematic addon which is Tombstone? And his ability to mori Amy Survivors in tier 3
-
@jinx3d said:
Camping is not "holding the game hostage", its holding YOU hostage
Holding the game hostage is making it so the other side cannot progress their objective. You can be camped from first hook until death, and gens will pop, therefore progressing the game, therefore its not being held hostage
When you are camped, the killer is adding extra pressure to survivors by offering a choice-attempt the unhook, risking your safety and potentially getting you camped in exchange for keeping your teammate alive, or continue to do generators, letting your teammate die and making the game progress slower for survivors.
Exactly. All camping does is make average that loves to be or care so much about being Aultristic and needing to be the hero to saved a teammate life from a step closer to death; it holds them hostage and makes them not want to do the objective at all.... of course, saving survivors was never the main objective all along; it is about fixing the gens as possible and getting out through the main exit gates, even at the cost of sacrifice your teammates lives or not. The reason why many survivors want to saved their teammates lives and unhook them as soon and safe as possible, because it helps increase their chances of survival and productivity in completing the one and only objective which is to Repair the Gens and open the exit gates. Killer's objective have always been solely focused in winning in form of eliminating any Survivor as fast and efficiently as possible, there is no reward in "switching Survivors and going for hooks" as you are letting 4 survivors take advantage of their 3 hooks system and getting away with "hook trading" and sacrifice their hooks state over letting one teammate die. Camping and tunnelling is and always will be the most efficient and fastest way to kill a Survivor, that is not bannable offense by any means, especially without perks to assist them. It is a distasteful, "boring" yet smart and malicious strategy to win. The devs have never implemented any form of basekit changes to killers for hooking any Survivor and offer some some sort powerful regression/slowdown without a specific perks or killer power in play; so more often then not; killers that want to win will Camp and tunnel when the situation/opportunities calls for it; whatever survivors dislikes it or not. You cannot dedicate how the killer plays, in which they find it fun, effectively, and most beneficial way to win. (It not like hook Survivor paused/Massive slow down generator speed currently, so why bother leaving the hook with they are literally a minute or two away from death; that is how the average and new killer players will think smartly and they would used that opportunity to possibly stand a chance in wining a 3v1 or less game)
If you really care about the health of the game and hates Camping and Tunnelling so much; firstly... Stop screaming killer nerfs; they will still do it and you make no killer player want to ever play, therefore longer que times... Secondly, how about some decent killers buffs that focused more of benefit the killer massively when it comes "leaving the hook, finding a different survivor to hook, as well as slowdown the generator efficiently when you hook a different survivor instead of the same survivor again." Only then, you can see survivor giving a second chance. Yet needs to shut up about complaining all their problems to the killer. As most killers just simply want to have a decent fun game without being genrush and left with no hooks and kills at the end of the game. Heck, even adding as secondary main objective besides the generator repairs, would not major step in balancing the game right.
-
@CookieBaws said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349990#Comment_3349990
But it's still possible.
Exactly. I got the achievement when two survivors DC and leaving the other two survivors feeling left out and possible being solos. I decided to be a friendly nurse and them escape; in exchange that stand in front of them near a gen, blinks 3 times and hit the gen in front of them; hopping they understand why have 3 blink nurse addons. It took a while before I eventually got them to understand and they let me yoink them when I successfully got the grab after the 3rd blink. Obviously in a normal game, it not easily possible to do; as average survivors whom are working gens and can hear the nurse loud screaming when blinking, even while both sides are effected by oblivious and and undetectable. It's especially difficult on consoles too, as I am a pa4 player. If it was up to me to change the requirements, it should applied to any successfully grab and not just Generators alone, after the 3rd blink.
-
I Aggreed. The fact that DH has a very beneficial benefit of being ghe only perk on demand, gives Survivors bit more control of the perk then many other exhaustion Perks.
Sprint Burst: You need to be walking or 99% your exhaustion and stop running for a second.
Lithe: You need a window and Pallet and do any type of vaulting.
Balance Landing: You need to find a feet feet of a drop, like a hill, second floor window, or Killer Shack's basement from the side.
Smash Hit: You need pallet slam the killer (most difficult to do, if killer respect pallets all the time)
Head On: Jump in a locker for 3 seconds, wait for killer to be within locker range, and fast exit the locker.
Meanwhile, Dead Hard is simply: Get Injured/Broken; better not be mending; and tap the action button just as the killer attacks by any means. This can be done specially in the almost every scenario in a chase. You looping a pallet, and you are not going to make it. Tap the action button. You are looping L/T wall and cannot make the window or you got mind game. Tap the action button. You are in the middle of a deadzone and you want to rick roll and 360 the killer and hope he miss or confident that the killer will down you. Just TAP THE ACTION button. It is on demand Exhaustion for every scenario while always being injured.
It rubs me the wrong as killer that any decent Survivors can still vault the window or drop the pallet, when I wait it out and manage to hit them early or late; and they can still used it and tank a hit. Which is why it would be sort of nice if you get like 1 seconds of Incapacitated or anything that has to do with preventing any form of interaction with pallets/windows
-
@YOURFRIEND said:
Everyone? That's simply not true. I feel like a new game mode would fracture the playerbase for a time, then nobody would play it after a month. Waste of developer resources.
I disagree, it would bring bit of fresh life into the game and make more people play, that and also the classic. It just needs some changes to the standard, and will feature a new changes I. Balance in perks focused solely on hiding from killers and finding survivors as killer.
I am always down with a game mode that involves More survivors, but less hook states; like 8 survivors vs 1 killer would mean two hooks per survivors. You van have less pallets then normal, as the goal is to hide behind cover and stay out of sight and avoid chase as much as possible. Killer's won't need to camp too often as they can simply seek out more survivors and no be too worry about Generators at all. There will be a universal Countdown timer, around 10-15 minutes, survivors can seek out totems to destroyed to reduce the timer significantly. It would be whole alot of fun playing the official "Deadliest Hide/Seek game" then Gen Fixing Simulator 2023
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344457#Comment_3344457
I don't think buffing numbers would work.
Like, look at exponential, 100% recovery speed and infinite getting up. Nobody uses it.
The numbers are already insane, way better than any other perk in the game.
In the end, doesn't matter. Those boons are risky, force you to take the killer to them, the range is an issue to them.
COH doesn't care about the range and so less risky, the best use of COH is in a remote place where the killer would have to waste to much time to remove it.
If the other boons want to be good they need to be easier to protect and get value.
Its a difficult issue and its sad that COH basically has an hold on the other boons
I see your point. But I will only be down with buffing the ranges, on the following conditions is met.
*COH, completely Rework/Nerf. This Boon perk doesn't need additional buffs with increased ranges like every other boon perk, especially with the healing bonus and stacking medkits/healing it brings to this perk. It was the original problem when it was first released, as it it had a 32 meter range and you can stack with another COH boon perk in a different nearby totem and you can stack two boon perks together, plus 100% instead of current 50%.
*If it was up to me, in Reworking COH; Removed the Self-care attribute, make it a teammate oriented perk only, it reveals injured survivors aura and allows teammate to heal them quickly. Remove the medkit/healing Perk stack, but make it 100% with teammate like We Will Make It. Or keep it 50%, but it buffed to 100% when within the killer Radius to be on par with risk with every boon perk.
*I would be fine with buffing the range with other boons perks, but not make it so that the killer cannot find the boon totem with hearing alone. I don't want survivors to be Recovering and moving faster from across the map with a active Boon totem, so 32 is the Maximum range.
*
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343980#Comment_3343980
I mean.. no other killer is really ij need of a buff by having all these addons
Just allow it to deathslinger. That's it, and it's unnecessary for it to have extra bonus for spearing a survivor off a gen. Since this would never come into play anyway
I put it in, as it would punished Survivors with overcommiting on Generators and hitting Survivor working a generator with on one shot would be far more rewarding. It would teach to make break for it when the killer is getting to close; trust it me it is annoying that survivors with Adrenaline and Proove Thyself are overcommiting on the gen in front of the Killer's face. With these new add-ons (would be amazing if some of them are implemented as basekit, or be good substitute replacement for gen regression perks), any Ranged killers, especially Deathslinger can stand a chances hitting gens and knocking some progress; but get multiple values when survivors are overcommiting on gens.
Perfect example: Dead Dog Saloon; the gens usually on the balcony as well as hanging gallery; are always a lost cause to defend as they are in hard to reach place with plenty of escape opportunities and lack of accessibility by the killer on the ground level. But with these addons, I can posters and get lucky punished a Survivor whom interacting with gens from a distance/from the ground. I can throw one to 3 hachets, knock a Survivor down, especially injured, and don't need to waste time kicking it and go pick up. As Deathslinger, I can shoot the generator, damage it, reload quickly, hit the Survivors this time and reel them down. BAM, huge value in fishing a Survivor and knocking the gen some progress while on the ground. The smart play on the Survivors end agaisnt Ranged killers that can hit them from below; would be to flee and avoid the attack while working on the gen.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344354#Comment_3344354
Idk how to fix the other boons. Maybe increase the range of boons from 24 to 32 or 36m. Maybe remove the audio for killers when near a boon, making them more stealthy similar to hexes, so atleast the killer actually needs to know the general totem spawns of maps, which is not even that hard.
Idk, i just know that COH is the only boon that actually deserve the commitment to actually set it up. All the others are just wasting time that you could be doing something productive for the team.
Commitment is not the problem with CoH, you can do the same with any boon perk. The problem is Huge Benefits that one perk brings over what other boon sort of lack, not to mention you can hide it away from the killer's detection range. Which is why CoH is far more useful, as it less likely to be discovered by the killer unless they waste time active seeking it.
The other boons will always be at risk of being snuff as they need to be within a chase of the killer, or within proximity/earshot from the killer. Those boons will always get less to no value, as there will be be to triangular the location through sound. By removing the sound and any means for the killer to find the problematic Boon perks, that would not only make Killer hate boons more. But it would also make CoH far worse and harder to track, especially on big map where totem spawn is not easy to figure out. So, yeah, I object any removal of sound cue on the killer perspective.
I would be slighty fine with buffing the numbers, since the risk of being snuff is high; but no increase boon range, and no silence boons, that would be too strong for CoH until that perk gets reworked/nerf
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344017#Comment_3344017
Yes, if the radius was bigger.
But killers have an hate for boons thanks to COH, so i doubt bhvr will buff boons anytime soon.
Boons are not balanced, COH is the only good one because its a self heal for the whole team with just one perk.
Also, COH is the only boon that benefits for being faraway from a killer while whole the other boons require you to be in the zone of a killer, thats why the range is not an issue for COH, COH could have a range of 2m and would still be as good as it is.
While all the other boons are just a waste of time, their range is short, require you to take the killer to the boon, so making them easier to remove, which just makes you waste more time.
Boons, if not COH are a waste of time.
That is sort of th3 problem with CoH, unlike other Boon perks. CoH needs to be as faraway from the action or in the most obscure beyond the Killer's patrol path; to get massive value for you and your team, when it comes to self heals, or boosted healing.
Every Boon is not that oppressive strong and not hated by Killer's as much, because in order to used those boon effectively they need to be close to the action and chase yet be risk of being heard by the killer and waste bit of time to be located and snuff by the Killer, which in turns makes it useless if you cannot get any value like increase speed, picking yourself up from the ground, Remove your aura/scratch marks, etc.
General it makes sense why Killer's developed a hatred to Boons, and why they want Shattered Hope basekit or nerf boons in general. All because of CoH alone being a problem on its own.
You could add a additional benefit to the other boons, or even slightly increased the range if you want to for Dark Theory, but how do balance Boon Radius if you bring multiple Boon perks together?!?
Also, I am not in favor making other boons be all, "I bless this totem away from the killer and I can run 6% faster anywhere on the map, outside the boon Radius"; because that would make Killer's hate Dark Theory also. No boons should be effectively in far away from the killer, and CoH should have been nerf, also maybe you can slightly buff the other boon perks to compensate when in chase.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343108#Comment_3343108
I like how you didn't even mention the ranged killer that would benefit from most (and in need of buff/addon pass)
It would be alot to process, but here is my take in addon changes/new addons (Be warned, I am adding a new Brown Addon for some killers, to include the additional Regression Ranged attack)
*Huntress: New Addon: Brown "Tar Hachethead": Direct Hit on Generators, will take away 2.5% of Generators progress. Cannot be reapplied if it only regressing. Hitting a Survivor Directly working on the generator, will take away 5%, and can be reapplied a many time as any Survivor working on the same generator
*Doctor: New Addon: Brown "Chewed Pencil": Direct hits with the Shock Therapy on a generator will take away 5% of Generators Progress. Static Blast will hit all generator within the blast Radius by 2.5%. Cannot be reapplied again with either power if the generator hits are regressing.
*Artist: New Addon: Brown "Broken Paintbrush": Direct hits with a Survivor working on a generator, will not only explode a Generators but regress by 5%. Can be reapplied everytime they hit the Survivors interacting with the gen. If the Survivors has crows and is working on the gen and hit, they will lose 10% on the gen.
*The Twins: Reworked Addon: Brown "Soured Milk": Direct Hits on Survivors working on the gen, will make the generator explode and lose 10% of Generator progress. Can be used as many time, once Victor is active and directly hit survivors, doesn't matter if healthy or injured.
*Deathslinger: New Addon: Brown "Rusty Harpoon Head": Hitting the Generators with the Harpoon Gun will lose 5% of the generator progress. Cannot be reapplied, on regressing Generators. Hitting a Survivor Directly working on the gen, will make it lose 10% of Generator progress. Can be reapplied as many times as yoy successful hit any Survivor touching the same generator.
*Executioner: New Addon: Brown "Rusty Sirens": Hitting a Generator will make it lose 2.5 of generator progress. Cannot be reapplied if the generator is regressing; Hitting a survivor working on the generator, will make it lose 5% of Generator progress and can be reapplied again, to any Survivor working on the same generator if hit again.
*Trickster: New Addon: Brown "Broken Recorder": Hitting a Generator directly with knives can damage the generator by 0.5%, up to a maximum of 5% or used up ten knifes. Cannot be reapplied with more knifes, as it will be fully regressing. Hitting a Survivor constantly working on the generator, will make the generator lose 2% for each direct hit with a knife the Survivor keeps working on the generator (up to a maximum of 24%). Can be reapplied as many times, especially during main event; to any Survivor working on the generator and hit constantly with knifes.
*Cenobite: Reworked Addons: Scraping the Distance addons like "Spoiled Meat", as Cenobite's cannot effectively chase Survivor hit with the chains from a distance, for better effect: Cenobite's Chains when it hits a Generator directly will caused it to lose 2.5% progress. Cannot be reapplied when the generator regressing. Hitting Survivor working on Generators directly, will caused it to scream and lose 5% of progress. Can be reapplied as many time as Cenobite's hit survivors on Generators. Chain Hunt will not make Survivor scream or lose progress, they too much suffering for now. (Or maybe we should)
*Nemesis: New Addon: Brown "Broken T-Virus Bottle": Tentacles Attacks on Generators will make it lose progress by 2.5%, with the additional benefit of being able to infect the generator with the T-Virus for 30 Seconds. Any Survivor touching the generator will be infected, and the survivors will gain additional box of T-Virus Vaccine. Cannot be reapplied, to regressing Generators nor be reinfected. Hitting a Survivor working on the generator Directly with the Tentacles, will lose 5% of Generator progress and infect both the Survivors and Generators with the Virus. Additional 5% will be applied to any Survivor whom is already infected with the T-Virus and fixing the generator and hit with the Tentacle. Stay Clean.
*Plague: New Addon: Brown "Prayer's Beads Necklace": Direct Hitting Generators with Vile Purge will slowly take away the amount of charges per vomit on the gen. The longer and fully maximize the vomit, the longer you can make the gen loose 5% of progress. If you quickly tap vomit button to infect the gen, you gain little regressing progress by 1%. Cannot be reapplied, if the generator is regressing. Hitting the Generators directly with Corrupt Purge, will be different and you can make it lose 5% progress regardless, of how long the charge is. Also cannot be reapplied to regressing Generators. Hitting Survivor working on the generator, regardless of the vomit state; will make it lose 10% and can be reapplied as many times as as long as they keep interacting with the same generator.
Mastermind: New Addon: Brown "Old STARS Badge": When you grab a Survivor Directly with the Virulent Bound and pinned them agaisnt a generator; you knock of 5% of a generator progress. Cannot be reapplied on regressing Generators. If you are very lucky and grab a Survivor Directly with Virulent Bound and is able to toss them directly and impact the generator collision, you get 10% with the additional benefit that it works, regardless if the generator is regressing or not.
-
@YOURFRIEND said:
I'm more concerned with the waiting in the gate every. Single. Game. It adds up and wastes minutes of my time.
THIS... it is very annoying everytime I "lose the game" and they are camping at the exit gate, especially when all 4 of them are alive and sitting in the gates. And all they do is teabag or sometimes go to the nearest window or pallet or locker and noise spamm... I simply don't want to see them as I am farm BP of dropped pallets and snuff boons, anything I can farm ex BP from.
Makes kinda wish for a Basekit Blood Warden, to deny access to the exit gates, for "afking" at the exit gates.
-
Interesting idea, have a built-in slowdown/regression build into the addon for their power and allow them to reliable used their power in a skill fully aim. We can sort of expand on it with Clown, Artist, Plague, and even Pinhead.
Not sure about numbers, but it would be sort of neat if killers using their Ranged based power to reliable target Generators from a distance and possible damage the Generators take bit of progress. Be like Knight and constantly damage Generators by 5% everytime a Survivor interacts with it. Certain killers like Artist, Nemesis, and even Pyramid head that cannot hit Generators with their power, (from top floor from the ground floor) because of multiple floors, like dead dog Saloon Generator on the galley pr balcony, they can get slight Generators damage boost to compensate.
It would be good way to make certain worthless addons on most of the Killer's, have used and reward them with targeting stationary objectives with perfect aim, especially if it is too far away or you are not fast enough to reach the Generators above you in time.
Imagine playing as Clown, and I could constantly aim my bottles from the ground and keep on hitting the Generators directly from any angle, or even threw the window (very difficult shot). That would be very amazing and add more skill in using my power effectively.
-
@Demaetri said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343040#Comment_3343040
Your second point of constantly bringing the killer to gens that are almost done, injured teammates, etc is exactly what i mean. I'm talking about survivors that seem to run at other people to shake a killer rather than just be better at chase.
If it is a problem, one idea I have in mind; is make it Bond bit more complex like...
If the the Survivors running Bond is being chase, and they go near a Survivor... the game will do a Quick check if
The Survivor has completed good amount of progress, about over 50% of it; and if they detect injured teammates. If the following is applied, then the aura reading is not available and is Hidden.
It would be a buff/yet nerf; to make the perk less exploitable to "hunt" Survivor when in chase.
-
@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342704#Comment_3342704
Yes, I had this happen on Azarov's Wretched Shop, Blood Lodge and Coldwin Farm's Rotten Fields. Is that normal?
Yes, Azarov's have a couple of maps, that have problematic Basement entries..... on one map, Wretched shop; the Basement in gas station has a weird Collison box at the top of the stairway that makes carrying Survivors down the Basement with tall killers frustrating as the killer head is "stuck" and cannot go down the Basement. Their head is hitting the ceiling, and eventually they drop the Survivor. If they can fix the Basement stairwat ceiling abit, that would nice.
Another one, The Blood Lodge's Basement in the mainbuilding; as a narrow doorway in which the killer can if they want, stand at the doorway in the middle and have the potionial to deny any form of rescue. If they make the main building slightly bigger and the doorway bigger; then body blocking is not possible.
-
I usually just leave them to slugging and find another survivor; or if theyvare the last Survivor; let them bleed out, as getting a hook from that far is impossible when boil over is in play.
But if they want to fix that, maybe add one more hook inside the office space in east wing.
-
I doubt the chances of a possible Teaming with the killer, and using bond intentionally to rat out the teammates, but sometimes... they do it, because they are not good at chase and need others to take the hint and be the main attention to the Killer.... or they are injured and need a teammate to take the protection hit to give a chances to recover and be safe...
Of course, it would be absolutely different and a bad player move to used bond and constantly draw the killer to the gens with the most progress or teammates whom are more vulnerable and injured, and make it difficult. Not only that is the wrong way to used Bond, but it can be a used to be a team killer, if you lure the Killer towards survivors whom are closer or on Death hook.
-
I am pretty those perks might be nerfs if seen in Meta rooster next Mid chapter patch, and if it was up to me to nerf it.
Dead Hard could be reworked and nerf, so that it no longer allows you to used a action command and requires the killer to hit you regardless; no skill required just have no exhaustion and deep wound status effect. Once you get hit, you will not be able to used any interaction for 2 seconds, along with the broken status effect. No touching gens, no interacting with exit gates, and no dropping pallets. No healing and possible applying a ultra red add-ons to tank another hit or heal until two seconds are over. If you want to nerf it some more, maybe make it 60 seconds instead of 40, of exhaustion recovery at tier 3.
As for Adrenaline, they could allows to have both, but never both at once. If you are healthy, you get a speed boost even if exhausted. If you are injured, you can heal instantly but no speed boost. If you are hooked, no heals and speed boost. If the nerfs is too much, I will be down with giving one benefit in which Survivors whom are hooked and got off, can fully heal themselves without a medkit; like built in self care... with the additional benefit of not being effect by any Mangled/Hemorrhage status effect. A free 16 seconds of Healing themselves without a medkit during Endgame.
-
I like FOV Sliders for be basekit for either side, and Reworked Shadowborn to do something else entirely; if it was up to me; it would be nice if Shadowborn reveals survivors aura in white when within 8 meters, so that it makes hiding in the corner, bushes, and even blending in with a generator less relevant. Of course, if yoy are good at tracking survivors, you won't need it; but it helps with detecting survivors hiding in dark and shadow areas and their clothed blend in with the dark.
-
@[Deleted User] said:
Stbfl is one of the only perks keeping M1 killers relevant.
Exactly, this perk is not op on any other killers and it doesn't make Nurse or Blight any strong.
The fact that this perk makes weak to average killers better; is the only reasons why I won't nerf it.
-
I think it is fine, if you are the obsession whom brings CoH/buff medkits; just go annoyed the killer and make him waste stacks. Also, do not group up and let the killer hit all the time, especially if you just got off the hook. You are just giving them free stacks and build up momentum.
-
@DrewCarn said:
Even with the new changes I think this should be considered, and as a 50/50 player trust me I feel the pain of 4 slowdowns. But if the devs could get a handle on toning those down a bit or if there is a meta change to where not every killer is running that kind of build, I do think an early game objective should be implemented just like we needed an endgame timer to speed up the end of matches.
Exactly, The reasons no killer or Survivors is going to run Non Meta perks, is that the base game is not going to have any momentum to win (by kills/Escapes). Killer's needs to stack slowdown/regression perks as the Survivor's objectives speed is much faster and difficult to pressure in early game. Survivors need to stack Gen Repair/2nd chances/exhaustion perks to maximize the survivability and objectives speed to open the exit gates and flee. There is no middle ground, and no significant changes to meta, as it will always be the same; with doing some massive overhaul to the base game first.
Survivors need a 2nd Objective, as Killer have so many objectives to complete their overall goal of killing. (Hunting, chasing, downing/hooking, pressure Survivors off gen, etc.) Killer's need built lethality/speed/slowdown in their killer power; so that they do need to win by stacking slowdown perks; we need Killer's to buff similar to the strongest level of killer's such as Nurse and Blight.
They can nerfs those perks all they want, but no matter what; the game conditions them to play "toxic" by efficiency at what needs to be done to maximize their chances to win, and run the best builds to ensure victory. If only Killers/survivors have another win conditions such as maximize hooks or ensure your chase and interaction with the killer saves your team is rewarding; only then we can less needs for these perks.
-
I think Map Rebalancing [Not graphical updates] should be a problem to address as well, as well as Generators speeds at the start. There should be a Endgame Collapse system, that also effects the begin of the game; that completely hinder or deny any potential gen rushing potionial that is made. It should be basekit, and make it so that Killer, especially low tier has a shot of wining possible 4k or securing a good amount of hooks; before the Survivors do can pick themselves back up and be able to apply pressure and complete objectives faster.
It can be as simple as making Generators at the start the Match be completely useless, until they find a gen part to hook it up; it can be that the Entity blocks the gens that is closely to the survivor spawn point and pushes them to the center of the map and face to face with the killer (Basekit Corrupt Intervention). It can be anything that makes Survivors working on gens less of a first priority and at least delay the killer or completely a different first objective; before they can touch the gen and hurry on repair it.
Sure, there is the problem of camping and tunnelling as the fastest and efficient method of eliminating a Survivor from the game; but we could implement new mechanics such as "losing a Survivor, will mean buffing the others survivor in gen speed, faster movement speed, and healing, etc." It can also be buff so that if a Survivor or more dies, some of the built-in basekit slowdown/gen requirement/or even objectives be reduced significantly. As result of a killer camping and tunnelling, and instead of going for different hooks and waiting for them to die in the end; they would instead end up giving the Survivors more opportunities to escape instead of efficiency of killing.
Just a interesting thought, maybe as results of these changes, we can then nerf the gen regression perks or rework fo do something else; as well as survivors perks that increases their survivability and gen repair speeds. Map changes would be nice, but if my proposal of reworking the core base game mechanics of how Killer win efficiency as well as survivors win efficiency; we can see healthier and more fun changes to the game, as a while. It's not going to be easy, as if we buff a side, the other side is going to complain about it; and vise verse.
I think Map Balancing, Core Gameplay mechanic such as Gen Repairs, and Camp/tunnelling needs reworks and nerfs; as well as the introduction of some sort of incentives for killer to hook everyone and for survivors to do something else that is fun and engaging to make their boring Gen repair fast and easier; yet rewarding for the killer to give them more time to pressure and secure hooks and kills without perks!
-
@Milo said:
Like the ones having to do with range from hook (Exp: Make your Choice and Devour Hope)Don't (atleast the two you mentionted) light up when out of range?
Exactly, The perk icon lights up when you have meet the distance requirements and gives you a sound when you get a token for Devour Hope and scream with Make your choice. They do not need buffs, it more has to do with maps and well, certainly survivors that play immersive will tend to hide and avoid being spotted by such perks like Make your choice to make it less viable in play.
-
@Mandy said:
It would be more confusing to players if it counted for challenges and didn't count for perks, it really does need to be one thing or the other. And in this case, Pyramid Heads cages have been designed to be unlike hooks so it makes sense that anything related to unhooking (or hooking) doesn't work, that includes perks and challenges.
I think that what Mandy said makes sense, considering that Pyramid is one of the only exclusive killers that has built-in anti hook power that counters hook perks/challenges. And it not like the killer is so strong that you see him every game, yeah it suck that the match you got into will make it impossible to complete the challenge if he cages all the time. But. I can simply just play and moved on with the next match and get lucky with Any killer that isn't a Pyramid head. It really not a big deal, as out of the 26 killers we have, only one of them has a power that makes your challenge impossible to do. Thr chance of spawning in a match vs. Pyramid head is low, but not impossible.
-
@CookieBaws said:
So, you want to make stretched resolution legal??? Nice :D
As long as it doesn't allows Survivors to look over walls/boulder and can easily spot Ghostface out of that Nightshroud power.
But I think the Survivors FOV is fine and I think both should have a FOV slider in setting, without the need of a killer perk.
-
If I can rework Green Keys, instead of removing them from the games... here's what I will do instead....
Green Keys can now open the black lock (Hatch) but has has 5 second long opening, and has RNG mechanic in which the keys could break and make hatch escapes not possible or could not break and succeed in opening the hatch. It's a 50/50 percent chance of working and not working. If the key break on you, you will be unable to escape through the hatch and the killer will be notified by a sound cue of the key breaking. If it didn't break, the key will consume and the hatch is unlocked and free escape. You can also increase the aura reading duration as well as make it better tracking things; but at least the key can be somewhat useful for those whom open chest and want to stealthy take a chance at opening the hatch when found.
-
-
@Rizzo said:
I'm not sure who spread this misconception, but SWF was always planned, the only reason why SWF wasn't a feature at launch was because they decided to prioritize KYF.
Besides, people were just sniping one another to end up in the same match, so it's not something you can prevent either and in any case I don't believe SWF to be bad for the game health, quite the opposite, a lot of the game's success is due to players being able to play with friends.
That said, the plan is to close, or at least mitigate, the gap between SWF and solo, in order to have a more uniform level to balance around.
Exactly, I would be down with buff SoloQ survivors to be on the same level as SWF when it comes to equal information; if it leads to better survivors performance and showcase their greatest success rate; in which in turn will allows us to make crucial balance changes for all killers in general, both for the majority of the weak/averages killers whom cannot do well in 4v1 vs. The strongest killers whom can do both 1v1 and 4v1.
Yeah, it sucks that stealth killers are not always going to get the element of surprise in high rank games but, if solo que get sort of the same information gathering/situational awareness as SWF. Then, it is possible that the devs can focused on making very important changes and quality of life improvement for most killers.
-
@FMG15 said:
It's important that BHVR wants to change the maps that are deemed problematic but not like this please. It shrunk in size but I don't really feel like the map has less pallets. They also are now packed together a lot more and the back of the main building is a massive deadzone which can be easily abused with sabo and anti hook perks. It feels even worse with killers like Leatherface because now survivors can jump from pallet to pallet more easily. Not to mention that they seem to place more dead bushes on the map you know those dead bushes with an atrocious hitbox. And they still haven't fixed the middle of the upper floor in the main building where you can't chainsaw sweep through as Bubba without tantruming and other busted hitboxes that make no sense at all. Hopefully BHVR will make a few adjustments over the next few weeks.
Yes, the dead bushes are very annoying cosmetic background of the map; they need to literally remove all hit boxes or straight up removed them or placed as close to the rocks, building, etc. as it is very annoying when I played Ranged Killer or chainsaw killer to accidentally bump to a puny bush. Removal of these would be awesome.
Pallets spawns need to be adjusted, I say big map need to tone down pallets spawn or at least for every one to 3 strong pallet spawn map tiles; there need to be weak pallet spawn loops. So far, this map has barely to no weak pallet loops. All the tiles are big Tomb stone that are equal long distance with cracks or open fencing which makes mindgame as killer impossible, there not even one tile that has one long side and one short side; which in my opinion is the most balanced tile, next to the L/T window wall. Less of those tiles or have less pallet spawn in between them, and not in close proximity of each other who be fair.
Also, the main building has two strong windows (that give me OG Ironwork of Misery god window vibe) ; I think it should her have only one window open, and the other be boarded at a time; maybe even throw in a pallet in the side doorway to compensate.
-
@RakNieborakYT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324402#Comment_3324402
This is the mechanic, I'd say. The strategy some don't know about. Lock one and spare another. If you lock all, all will be gone. But idk how it prioritises when it comes to a locked one and the other with survivor inside. If it's annoying, add-on to reduce getting out will help a lot. And I use it many times and never fails.
I think it is not healthy, and that Dredge should be priority the unlocked lockers first and should forced survivors to lock both. The Killer's time is more valuable then survivors; as multiple Survivors can lock all the lockers at any time. And the killer being delay many time in locked lockers wastes so much of their time.
-
What about the other bug, in which Survivors can lock one of the two lockers next to each other; and Dredge when teleporting is forced to TP to the locked locker over the one that is opened. It is kinda annoying that double lockers make tp to a open one, is always tp to the locked ones instead.
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/360501/suggestion-player-stats
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316096#Comment_3316096
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323949#Comment_3323949
I'm not 100% certain, but I believe releasing such stats would have needed to have been in the game from the start and cannot be added on now.
It prolly has to do with the various privacy and UEA's with the consoles, which I believe explains why they cannot put out numbers like how many play this particular killer on this particular platform for example.
I'm willing to bet stats just for PC are ok to release, but they obviously won't do only two or three platforms for fairness sake, and because the consoles are by far the largest playerbase.
Maybe a dev can dig deeper into this question.
It has nothing to do with that, the devs wouldn't have mind wanting to implement stats; but the problem is.... that if say they implement it today; the problem is that they wouldn't be accurate results of all of your statistics progress, for players from the game's launch. It would only be able to track all of your progress since match making system implementation, as that is all the data that they will be able to recorded. For a new player, it is not a problem; but I'd you are a veteran with many hours into the game and started playing way before the matchmaking system update; then devs would not be able to gather all of those results and stats for them.
They mentioned and awnser this question a bunch of times, it seems like they would never implement it because of it.
-
Here's what I would do to make gen rushing irrelevant at the begin, yet rewarding for survivors whom work hard in finding gen parts and making possible to shut down 3 gen strategy if possible.
All 7 gens have the ability to spawn individual per gen up to 5 parts, for a total of 35 parts.
All gens starts off with 120 seconds of repair time (buffed from 90 seconds to 120 seconds.
Each part you find, will remove and Permanent fix a Gen by 10% or 10 seconds; can be stack to only 5 part per one gen; or 50% or 50 seconds of gen progress.
A gen that gets all 5 parts attached to it; will get a 70 second gen to complete now; instead of 120 seconds.
The parts can be as typical objects found in gens like a Rivit/bolts, gasoline, etc, and will be glowing to the survivor player on the ground near certain tiles/buildings. It can spawn randomly anywhere in the map; and will constantly respawn.
Yes, a Survivor can be a gen jockey and choose to waste time in working on a single 120 seconds long gen; but if they choose to explore the map and find the necessary key parts to bring back to the gen they need to work on; they can do that and saved alot of time in less gen progress then before.
It would be prevent Genrushing on the first 2/3 gens in the first minute of the match; yet survivors can stock pile gen parts on the last 3 gens and make those gen timer insane shorter then normal by less then 50 seconds out of the 120 second.
Alot of gen perks builds/killer regression builds might need to be reworked or buffed or nerfed to these new changes; but it would be a good way to incorporate new mechanic to Survivor's goals; while giving killer some time to do regular chase and hooks if necessary; maybe not always needing to rely on gen slowdown perks to win.
-
@JPLongstreet said:
CoH already has been changed a couple of times, but I guess it is still a problem. I'll try to go through both sides here.
There seems to be some set in stone aspects to CoH that they are intent on keeping:
Unlocks self-care, stackable
Provides healing bonuses in groups, stackable
Can be reblessed infinity
Takes a perk to destroy
Now what suggestions has anyone to make to changing CoH that still keeps all of that? One of the few I can think of is diminishing returns similar to Built To Last, so each time CoH is snuffed & reblessed it's range & effectiveness are both reduced. Some kind of token system may be another.
I get that keeping those four aspects may feel unacceptable to many I really do. But if they are here to stay, what do y'all have to offer up?
I still think one of key stones, such as Self Care and stackable needs to be removed entirely, as it has no penalties like normal Self-Care does. But if it has to be rework.... it can only be one of two key stones, but never both....
If Devs want to make Circle of Healing a strong solo healing perk; they need to make it impossible for survivors to heal others and get bonus healing from teamwork.
If devs wanted to make Circle of Healing a strong Teammates oriented perk, then they need to removed the medkit and Self-Care ability without a medkit and keep the healing bonus.
I don't like that fact, that CoH can be the best at both solo and swf arsenal; when it comes to boosted healing and make gen efficiency and bodyblocking more frequently; as well as incentives killers to camp and tunnel more as hit /run playstyle is no longer good strategy.
-
@Gandor said:
I presume most people that cry nerf COH don't play the perk. The perk takes way too long to get value out of. Finding totem takes ages. Using known totem position makes no sense, as killer will snuff it.
Sure when it's up and killer doesn't know it, the perk is great. However whenever you need to heal, the perk is just not available.
Also. I will trade any time all boon perks for this regression meta. The game is absolutely obnoxious. CoH does not do enough to offload it by far. If killer decides to just not leave the person, you get 0 value out of ANY heal perks. If killer tunnels, you get 0 value. If killer takes shattered hope, you get almost 0 value, but quite some negative value. If you are on farm map and totems spawn in corn - you get almost 0 value. If anyone takes totem-destroy perk (inner healing/overzealous) you get almost 0 value. If you spawn on map like lerys, you will not find totem in minutes so again very little value (and yet killers hear it from distance so it does not matter to them). The perk is high risk good reward (not even high reward because of 2 nerfs already). On the other hand perks like DS are now "fine", because killers don't need to even think about it - most of the times it prolongs the chase by 5s (especially against nurse). But sure "CoH is problem". But 60% kill rate and eruption/CoB/OC is "fine"
Sometimes tell me, you never play killer enough in high level and understand the huge value this one boon perk brings. It is in the meta, when it comes to huge percentage usages and it is almost common in every game that one or two Survivors are bringing it. You rarely seen anyone use any other healing perks, unless they have a medkit or perk build involved. It's really not that hard to play the game regularly and know where typically totem spawns are, same for gens; but if you are that clueless, bringing Detective Hunch or small game can help you find totems with ease and get familiar the worse/best totem spawns. It even much better for survivors then killer, as they have 4v1 and have time to run around, look for totems and choose where to bless or cleansed; especially when the killer is busy in chase with another. Obviously, in some maps especially indoor maps; the totems spawns are not easy to figure out and takes alot of time which is wasted compare to the insane value a boon perk could save back when you need to eliminate healing slowly.
Think back:
It takes you a minute or two, to run around and find totems; when it should take you less then that if you know the totem spawn well. But, when you bless CoH into the game; you are giving yourself and team a very powerful time saver benefit of healing 50% faster in that one area (or more areas if multiple Survivors are bringing CoH). Your argument that is it "high risk, high reward" is laughably, as it literally as no risk when it can stay active in a place the killer will mostly not going to out of their way to go snuff. In fact, the best way to counter CoH is to simple identify the booner survivor and tunnel and kill them as fast as possible. Snuffing totem is almost as pointless what old gen kicking regression used to do, where it didn't take away 2.5% progress before.
Also, stop bringing up the 60% Kill rate; it is irrelevant as it validate my point that killers more likely camp, tunnel survivors more often due to the existence of CoH and medkits and shutting down hit and run play styles. I am aware of the Eruption/gen kicking meta; but you need to also balance out both sides metas also; and CoH is definitely a problem; no matter if you agree or disagree.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323741#Comment_3323741
I actually disagree about the part of how killers can defend their hexes but survivors can’t defend their boon. This is because the survivors WANT the killer to snuff the boons as it’s a net loss on time for them to do so. Plus even if we did implement the changes I was talking about they’d still have multiple other totems to use. Also while the killer “can” protect their hex they generally aren’t because that’s throwing the game anyway since survivors are getting free reign on gens. So while your point at face value “seems” valid, in reality it doesn’t play out that way.
I know that, killers defending a hex totem is not 100% valid strategy unless it is part of the hex build plan like Devour Hope play maybe if they have over 3 tokens for example. But.... it still builds my case that the fact that Survivor are abusing CoH very effective tactic which it pressure killers to go out of their way to leave patrolling the gens and make them waste time cleansing a boon that can be quite detrimental to their ability to down and hit survivors effectively, all while giving the survivors the ability to get back on gens and used that time frame to get a decent amount of progress on gens.
Either way, I still stand by you that CoH needs to be a fast healing team perk, never solo heal. And that maybe we need to add charges or limitations on how much CoH can heal person or Two. It should not give free fast insane heals, to everyone especially solo players that don't need help and brought a medkit.
-
@jesterkind said:
I'm surprised only one other person has really pointed this out, but, this completely runs parallel to what boons are meant to do, as a mechanic. The other boons are only of use if the killer is also nearby, because that way the killer always knows where the boon is and can make the decision to snuff whenever an opportunity arises; there's risk in that the time you take to set it up may not be made up for, because using the boon means the killer's going to be nearby. It's why the boon mechanic is pretty balanced overall, and why CoH is it's own problem.
You can't fix CoH by nerfing boons, because it already doesn't follow the same rules. If boons broke on snuff, the result would be that the other three are so laughably, hilariously bad that nobody would ever use them... and CoH would still be a problem because it works best when it's in a position that's too inconvenient to go snuff to begin with. You'd have achieved the opposite of what you want here.
Even if that would fix it... not that boons and hexes are directly comparable, but the problem with old Undying wasn't fixed by nerfing how many totems spawn or making hexes easier to find/snuff. It was fixed by changing the actual perk itself. CoH needs to be dealt with, not the boon mechanic.
(As an aside, I don't think CoH is overpowered anymore, but I do think it should be fully reworked because of how it harms the other boons in the way I've described above, so. Same outcome desired, different reasoning.)
Another value point: CoH is problematic as it needs to be hidden and as far away as possible in order to maximize the value of fast, infinite heals for a Survivor and their team. If Basekit shattered Hope is added, it will changes nothing but making other boon worthless and CoH will still be the strongest choice as again, it is much better when it is far away from the killer patrol and hidden in a obscure spot.
Almost every boon perk, except for CoH; needs to be close to the killer to get value; and will always be at risk of being within ear shot of the killer and snuff in advance. Basekit Shattered Hope would make all those boon useless.
CoH needs massive nerf/rework so that; it works best when near the killer; or at least make it so that it forced Survivor to group up to get maximum value. Right now, CoH is a fantastic solo healing Perk and swf healing Perk as well; as the ability to Self-Care with no penalties and increase healing speed that can be stack with medkits makes this perk a nightmare for any hit and run play styles for killers and encourage them to.... you guess it, tunnel and camp more often! I absolutely Remove CoH ability to Self-Care entirely and forced survivors to group up to get some value. That way, CoH will become worthless when you less alive survivors ti even be the last one standing