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Dream_Whisper

Dream_Whisper

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  • @Blueberry said:

    I think CoH should be just fast group heals, not fast self heals as well. I can literally self heal with CoH faster than it takes most killers to get a hit in the first place. That's bad design. It single handedly kills the hit and run play style, which is generally ran on the weaker killers to begin with. CoH encourages more tunneling.

    On the topic of breaking totems on snuff I agree as well. They should be a limited resource. They have multiple totems but eventually they'll run out if you keep snuffing them. That said, if we did this we would need to give buffs to the other boons as well.

    Exactly... Couple of problems I do see with Boon, mostly steam from COH alone and not others boons.

    Problems with CoH:

    *You don't need to be anywhere near the killer in order to get value, in fact it is much more effective if it not easily found outside of the Killer's patrol route.

    *it's is a perk that can be strong on solo player when it comes to self healing but more insane strong if you're teammates can used it, and doesn't force any to get off gens to go heal others.

    I am down with reworking/nerfing CoH; into a team oriented fast healing boon perk, while removing the ability to Self-Care entirely. As CoH will only be just as effective when you have alive teammates that need to get off gens and demand assistance for heals, and it gets weaker as teammates die.


    Also I am against nerfing Boons, in which Killer's can destory boon with a snuff; as survivors simply cannot defend theirs Boons while killer can defend their hex, if they wanted too.. it not like survivors are going to bodyblocking the boon location and let the killer get a free down just so they snuff it. But, if you want nerf boons in a good way, without nerfing any boon perks indirectly. I would propose making Cleaning a hex totem with blessings be impossible and instead simple Disabled the Hex perk until the Killer snuff it and brings it back. This would forced survivors to make decisions on whatever or not is it worth blessings the hex and the killer could take back their hex perk if found; or simply just cleasn the hex perk for good and lose a potionial good boon totem location.

    I am defending most boon perk, as most of them are pretty balanced and requires bit risk in order to get value. CoH however has no risk to little risk, don't need to be as close to the killer to used it effective.

  • Firstly, you shouldn't go for the save in less then 30 seconds, or within sight of a killer whom is carrying a Survivor to begin with. It has a big warning sound and a display that it is active; the hook survivor had 60 seconds per hook stage. (That is if the Survivors decides not to rage quite or kill themselves or unhooked by themselves)

    Also, pairing it with every Endgame build would not be that good, as there are better perks to make Starstruck better. If anything, the killer got lucky and hook next to the exit gates and you were crazy enough to tempted to flee early before he gets a chances to active Blood Warden or No Way out. Props to the killer for a effective plan by luck.

    Plus, if you are worry about trying to be down by Starstruck; prep drop pallets if necessary, puts some distance when caught in sight and don't be anywhere need the hook in first 30 seconds. If you want to keep your hook teammates alive longer, bring Reassurance to counter it and give your hook teammates some extra time. Learn to be patient and do go for near immediately saves, and you will be fine.

    On a side note, Starstruck will soon no longer work on Nurse; but that will not stop most fast mobile/detection based killers from seeking you out in close proximity and getting value.

  • You know, Survivors can do that without the need of a action button; it is all called 99% of your exhaustion status effect while running and then you can simply walk or stop for a second and start sprinting away. Good Survivors can do this but letting their recovery on exhaustion be made, especially in chase and simply wait for it to go 99% and hold onto it by running normally. It not like running also slowly gain back bit a exhaustion at a time while constantly running.

  • If I wanted Mist to be anything useful, I would buff it so that both killers and survivors cannot see properly or be unable to stalk or even be oblivious. But since Fogs is sort of a useless mechanic, it think it would be better for everyone's sake if it just gets removed from the game completely. Even if say all players used a Fog offerings all together by some rare chance, the difference between that and having no fog offering is not even that good.

    I remember the Old days which we used to have the Moonlight or no Moonlight offerings, which effected the brightness and darkness light levels of the map; it makes the maps too bright or absolutely dark, which both makes the maps too difficult to see or navigate or even track Survivors or killer's position.

  • @thrawn3054 said:

    If they wanted to end tunneling just give the unhooked survivor no collision with the killer until they preform a conspicuous action and boom. No more tunneling and no more BT body blocking.

    Exactly, the problem with current anti tunneling mechanics is that Survivors, especially experience swf can exploit its protection and used it aggressively agaisnt the killer; by bodyblocking the killer from going after the other Survivors, especially the Rescuer with their limited time protection. It can be quite annoying as well as very effective strategy to deny any potential downs and everyone get a free speed boost upon hit. If anything, I say remove the Endurance status effect or make it have no collision also, so that injured unhooked survivor can no longer get in the Killer's way to protect their teammates. It is also annoying when it pair with DS, BT, Off the Record, etc... and these Endurance affected survivor are literally chasing the killer and intentionally getting the killer attention on them again, instead of actually using the anti tunneling mechanics to actually go heal up or escape as that what Survivors these days want with basekit BT. (Small rant; but valid one, considering that Survivors want to not die yet intentions abuse the free protection and l screaming want more protection or for the killer to be a better "sports" and give them multiple opportunities to escape and stay alive longer afterwards....)

    Not to mention, the Matchmaking system rewards Killer with Kill Win conditions. The best way, to maximize your effectiveness to kill as fast and efficiently as possible is to tunnel the got that just got off the hook (whom is not only injured, but is one or two less hook away from death and changing the gameflow from 4v1 to 3v1 to eventually 1v1. SWFs knows this, and can constantly bodyblock and "trade hooks" to ensure that nobody dies by the killer hands if they tunnel , camp, and eventually hook eliminated them out of the game, to maximize pressure. There is literally no incentives to hook multiple Survivors other then the "weak link" of the survivor team, unless there is a powerful perk in play such like Grim Embrace, No Way Out, Devour Hope, pop goes the weasel, etc. If they want to make tunneling less beneficial and more incentives to make chasing and hook as many different survivor as possible, it would be nice to maybe add basekit strong killer perks ( not all of them of them, but a couple).

    I don't know which perks; but it would be nice if say killer get some buffs towards achieving hooking any Survivor then they get different survivor, they could get:

    Option A: Take away some progress of a gen that has progress, even if it is across the map.

    Option B: Take back a completely fix gen and give the killer a opportunity to damage it and make it lose 25% of its progress; which can help with Endgame if the doors are not open

    Option C: Exit Gates can Regress or loose progress, especially if the gates are 99%.

    Option D: The Killer gets a Temporarily speed boost to help in chase or make some across the map distance to spread pressure.

    Option E: Maybe Survivors repair, heal, or any action speeds survivor to be slower then normal when a Survivor is hooked and incentives more rescue attempts.

    There is quite a few options, but as it still stands; There is no incentives to chase others when it much more effective to tunneling and chase after one or two Survivors whom lose a decent amount of hooks and are closer to death. If you want killers to not tunnel as much, I say make a system that rewards killer with engaging multiple chases and achieving hooking different survivors, it's doesn't have to be BP, or emblem score for matchmaking system; but if there is a way to dramatically change the game flow and improve the Killer's ability to pressure the entire map by the amount of hooks he gotten, then we can see killer gameplay improve and not have to be forced to play "toxic" by tunneling in order to win... (yeah, I am not a fan of the kill system, as it doesn't truly define a Killer's overall performance in the match)

  • @Stabby_Widdershins said:

    Really? Hook grabs?

    Sure, just let Survivors get a safe unhook because they're Healthy. No danger at all because the Killer literally cannot stop them. 🤣

    If hook grabs turned into a 4K, then the Survivors ROYALLY screwed up and went for the most unsafe unhooks to ever exist. Why should they be given them for free?

    Exactly; if I can get a free unhook grab without dedicated servers and survivors tapping the unhooking button to bait the grab into a hit. It would much more fair and consistent and opens up a free opportunity for the other Survivors to escape. If anything, Hook grabs should be buffed so that if in front of the hook and if they touch the unhooked button in front the Killer's face; it should automatically be a grab regardless if it is a grab or not.

  • That would be a welcoming QoL improvement; being able to exchange or burn your useless stuff for BP that can be invested in other addons/items/offerings. It would also be nice if the Devs even bother looking at the most useless items/addons/offerings and bother reworking them to actually have valuable benefits. But if not, this marketplace/exchange system is a good way for players to farm BP.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318368#Comment_3318368

    GEN REWORKS

    In my head, more skill checks can be also punitive. If a killer interrupt you while you're doing a skill check, the gen explode. But, as I said, it's only an idea and, in my opinion, it's sad to repair gens sometimes without seeing a skill check. And why hyperfocus? Because it's the only one skill based, not like prove thyself that doesn't give anything skill based.

    And your conclusion is top bro, really, I thought about something like that, but I thought it was too much. I'm glad that someone else think that survs need load of side objectives.

    ITEM REWORKS

    Meritocracy: Ok, I exaggerated, but at least for the first down, a surv must be exposed because if you bring a red add on you must deserve it, not only because you find it in the bloodweb. Why this? Because lots of killer's red add on are like "you gain this, but you loose this". Ok, not every red add on are like this, but the majority yes. You're rework on bnp it's interesting, I never thought of something like it.

    Map balancing is a priority, ok, but there will always be a prefered map for survivors (and for some killers, like silent hill for Nurse). So I prefer total removal of map offerings, so it will be only rng based. This idea came out after 10 matches in a row in eyrie of crows because all survs I met used that offering. Should have been 11 but I quit while loading because i refused to play 11 games in a row on that crap map. Regardin your conclusion, I have already lots of ideas about how rework every add on and perk of the game, to make loads of synergies.

    PERKS

    The idea of one slowdown came out because I tested it in private matches with my friend (we played like normal matchtes, we didn't take it easy etc etc). With only one slowdown and without genrush perks, the game is balanced even with D tier killers. Obviously, I will balance every killer around this idea, but this is for another post.

    Ruin: ok, but if it deactivates when someone dies, Ruin can't be an hex.

    Pain resonance: I see that you don't know the recent updates, because pain resonance doesn't show you anymore the gen that exploded.

    The problem with hexes is that they can explode in like 10 seconds after the beginning of the match, and if it happens is GG you play with 3 perks.

    SCOURGE HOOKS

    Ok, maybe adding up is too much, but at least I want 1 more for each scourge hook a bring would be fine. 4 Scourge are too few.

    BASE KIT MECHANICS

    Reassurance: it's only an idea mine, obviously it must have some "clauses". The rework of the perk ok, can be really strong, but actually can be interesting at the same time, because you have to loose time to heal from deep wound, so it could be both a strong rework but, at the same time, you loose an health state to save someone and you have to recover to not going to dying state.

    Ruin bk: It would work only after too much time the gen isn't touched by survivors and my idea is to make this to help killer with low map control and, as another guy said, it could be different for every killer. For example trapper would have a bigger ruin bk than nurse, for example.

    Pyramid head cage: it's only an idea, obviously it must have some "clauses". These ideas would not be implemented at the same time let's say, my idea was either the reassurance base kit or the cage. I don't know, but in my opinion these changes should be tryed to see if are actually healty for the balance of the game.

    Last hope: it activates only when 2 survivors are alive, 2/4 not everyone alive. If someone is in dying state, he could pick himself up in like 10 seconds, example. The next time, to pick himself up he will take like 20 seconds, next 30 and so on. It's boring waiting to die, and with this at least there are more points and maybe 2 survs can change the match (it won't be the first time I see games overturned by two survivors).

    Massacre: You know what isn't fun? Loose a game because you find a 4 swf with 4 unbreakable, you manage to down all simultaneously 4 times, but they manage to save everyone only because they have unbreakable. Ok, maybe not instantly dies, but I would love to see a punishment because all the 4 survs are downed simultaneously, maybe when one of the is hooked everyone gain an hook and they can pick themselves up, something like this, somethings to punish bad plays and that can't be countered by one of the 274882747 second chance survs have.

    Punishment: With "Constantly revealed to the killer" I inteded also in lockers. Obviously if someone is hiding in the terror radius doesn't count, it was too obvious that I didn't think it was necessary to specify it.

    Everyone complain about tunneling/camping and genrush, but you say that killer must tunnel and survs must genrush. I agree, but then why do people complain if these things are good? I know, killers must kill fast and survs must repair fast, but what if this isn't needed? Some years ago genrush was rare and tunneling same, now is a must in particular tunneling because survs objective is way faster than killer's objective. But both tunneling and genrush are boring, so i would like to find a way to make dbd more chase oriented instead a repair gen simulator, also because it's ridiculous the time a gen take to be repaired.

    Okay, I can accept you logic in that skill check can be too far random and you want bit of consistency. But I also don't like the fact that be given too many skillchecks at once, will make Generators will go insanely fast in repair. Hyperfocus I guess it is a skillfully perk, but I also don't want it to stack with other skill checks related perks like stake out and prove Thyself to be less risky and more rewarding.

    As for my 2nd objective, it is as simple as wasting the Survivors time and go look for gen parts to make the gens go fast. The concept is to make gens takes so long by themselves at the start of the match, and survivors can go split up and run around the map to look for gen parts that randomly spawn anywhere in the map and pick it up as a quest item (it will not take up a item inventory, or can be held on the left hand). They can take this gen part to any gen that want to work in and reduce the time significantly, in theory a gen that would literally be max out and take a gen 120 Or so seconds by itself (instead of the basekit 90 seconds), well the gen part you brought can shave up 10 seconds of of the gen and be fully fixed. You can stack up to a max 6 gen parts on one gen, or shave 60 seconds out of 120 seconds to up 60 seconds. But of course, in order for survivors to do that, they need to waste alot of time exploring the map, find a part and bring it to the gen, and repeat. But of course, anything can happen during that time-consuming task, as survivors might get down or refused to search parts and waste time working on a 120 second long gen.

    The Reworked to BNP is like this... A Survivor that brands the toolbox with BNP can active it and used it Fully Repair a gen uo to 25% of it progress, not by speed but in ensure that the Gen stay Repair and can never be damaged or regress by any killer regression perks like Ruin and pop. It can help with 3 gens, as if all survivors are still alive and keep their 4 toolbox with bnp safe and fully charged, they can stack it together on one gen and ensure the killer will never be able to damage it at all and make it lose any progress.

    Yes, Map Offerings are definitely pretty busted due to that that fact alot of maps are imbalance and can favor one sided, especially survivors as they can stack the same Offering and ensure with their perk build, have completed controls over the playing field over not being a good map that is not in their favor due to rng. I would be totally down with removing the map offerings, and leave it to map rng. But if the community and devs are all about keeping map offerings, and not reworking in which they can no longer be send to this maps (as my proposal changed). I do have plan B/Nerf idea for map offering, in which using a Map Offering will result in a massive nerf penalty for the side using it. For survivors, they have to give away 2-3 pallet spawns randomized. For killer, they have to give away 2 hook spawns. Imagine if a survivor used two Erie crow map offerings and end up losing 4 to 6 pallet spawn and even unluckily, losing shack pallet spawn, due to rng. (It is evil, but yay, Survivors loving playing their favorite map because how it works super well with their balancing landing, dead hard build; same can be apply to killer with small maps and they lose a very precious hook spawn in the map and they cannot hook anyone there in time.) It also indirectly buffs Sacrificial Ward, as if all 4 survivors are crazy enough to go the garden of joy and used all 4 offerings to counter your ward; well... the Survivor just lose more then 8-12 pallet spawns, more then half of their defense gone.

    Pain Resonance nerf was necessary as it was both a regression and a detection perks (as i know about it recent nerf). They kept the scream as it was expecting of Killer's to used their ears and eyes to obverse the scenario around them. If you notice up close or from a distance of a nearby Generator having sparks (usually caused after kicking, or using jolt or pain resonance) you can know that a generator has been worked on and there might be a Survivor hidden nearby too.

    The problem with hexs and how they get easily destory is usually Survivor spawn right next not just their objectives the gens, but also is able to find hidden totems yet within audible distance of a gen or Survivor spawn point. If you are unlucky as killer, the hex perks that are immediately lit upon starting the match like Ruin and Devour Hope are usually the first to go, especially when Survivors tap the gen or see already lit totems effects and take actions to cleansed or Blessed it first. Usually hex perks like Haunted ground and Retribution or even third seal are usually ignored in high ranks survivors play, as those perks effects are not that game changing and can be left ignored. If it was up to me to fix Hexes so that they are protected for a first minute of the match. I would go for one or two options

    Option A: Make Hexs invisible to the survivor point of view, yet still active for one minute or 60 seconds. So that, way it is all about a guessing game on which dull totem is the active Hex Totem.

    Option B: All survivors start the the match with the Cursed effect, which makes it so that nobody can cleanse any active hex perk totem for one Minute. Similar to Plaything, Hex will have the Entity blocker and will deny any Survivor ability to cleansed any hex totem for the first minute of the trial.

    The Scourge Hook proposal you just made is alot better then stacking a another scourge hook perk and double the amount of Scourge hooks per perk. I would be fine with adding one scourge hook extra per perk into the map. Up to a maximum of 8, plus the 12 for basement (if Monster Shrine is counted in the full Scourge perk build), that would be fair. Obviously, if we made 4 scourge perks give you 16 hooks to scourge, that would be oppressive everytime the killer gets a hook.

    Argument of implementing Basekit Reassurance as well as Teleporting hooks together would be just too strong and will make playing Killer horrible as camping will no longer be a strategy. I don't like the idea of given too much free opportunity to survivors if they can get easy free saves when the killer is unable to be near. I guess I would be fine with just basekit Reassurance alone, but never the hook Teleporting, as what about the Endgame scenario in which Survivors have completed their gens and 99% exit gates and your only option as killer is to camp and bait the Survivors for last attempt save. It not like securing a hook can reset a generator progress or even complete regression the exit gate switch, so why bother leaving the hook when killers don't have much options to play except for one which is to killer. (I know I sounds like I am defending camping, but the game straight removed one of the Killer's objectives which is to stop gens from being finished and only gives them one option at the end. If we enable two them together, killer will be much more impossible to play in Endgame in high levels.)

    If I wanted to give killer a basekit of something, it would not be Ruin; I would instead make Corrupt Intervention be the basekit perk as it will help Any killer with pressuring survivors and getting them all together to go face to face with the killer first. I still dont like the fact that implemented Ruin as basekit and not needing to kick gens anymore. It would make gens kicking perks useless unless they get rework to do something else, or even if you get close to a gen area with gen progress, sometimes you have no idea if he survivors is there or was there and abandon the gen for another. I like to kick gens or use gen perks like jolt to see the sparks gens gives, so that I know no body is on it and hasn't yet. If gens are sparking all the time, thanks to basekit Ruin; how will I ever know if survivors have work on it or not.

    Last hope and Massacre argument: I saw the PTB when they tested it and trying to implement it to discouraged slugging and make Mori fun and basekit. But it quite few problems as well as exploitable things that both sides can bring to make these new mechanic unfun to play against. For survivors, they can stack and used all kinds of unbreakable based perks and pick themselves themselves up dozen of times in such a short period of time. Instead of 45 seconds basekit, new unbreakable, boon expocitenal, etc. Can make you recover in less then 12 seconds if the conditions are right. Flip Flop and power struggle becomes insane strong and survivors can intentionally slug and be on top of pallets to ensure that they can be pick up and taken to hooks (this is worse in swf, as you can tell your team to go do gens, they can get of the Killer's back thanks to power struggle "being buffed", or... they can simply tell the team to distracted the killer long enough so they can pick themselves as many time as they want.) Basically, it creates a lose lose for the killers trying to hook but they cannot when survivors. As for the Killer's end, a ptb that was meant to disencouraging less slugging was going the opposite effect and heavily encouraging alot of killer's, especially the strongest to go for the 4 survivors slugfest as it would be a easy 4k win for them. It also gets worse when there are two survivors left and the two just simply stay as far away as possible, so they can constantly unbreakable all the time and prolonged the game inevitable.

    I would possibly be fine if unbreakable doesn't work by itself, but if say more then two survivors go down it can be used to pick up oneself, to discouraged slugging. And maybe, make if so that survivors everyime they pick themselves up becomes exhausted or hinder for a limited time. And possible make it impossible to used pallets immediately, unless power struggle is involved. It can be survivors whom pick themselves up from the ground underneath pallet, will get a couple of seconds of not being able to drop the pallet button, so that they cannot get away. As for the other proposal, I would be down with nerfing the Massacre slightly in which it only trigger at end game if say all remaining survivors are down at once, or when there are two survivors left when the objectives isn't finished. That would be fair, while not making super strong killers put a immediately end to the trial in the first minute of the game, like blight or nurse. Personally, I would rather these two things don't get implemented until they make it fair for either side; but I can at least understand that slugging is not fun, but so unlimited unbreakable without downsides. Also as a side note as to why unlimited unbreakable is a bad idea, it makes certain killers that relie on slugging for their power to be effective (twins, Oni, etx.) Far useless. Those killers needs massive buffs or reworks too, to compensate for this possible basekit unbreakable changes.

    As for my final consultation, even though the devs already set it in stone; but the win conditions of escapes and kills, intentionally or not, whatever we like it or absolutely hate it; have conditions survivors to gen rush and killers to camp and tunnel to achieve the goals to win by escapes and kills this way. Going for multiple chase and hooks is pointless act for most killers, as it simply Giving survivors too much-needed "second chances" to escape and get their objectives done as fast as possible without sacrifice a Survivor in the process. Also. Vice versa... killer's needs to camp and tunnel as the game rewards them with easy kills by tunneling the por one Survivor or two out of the game quickly; and have increased chances to win this way. Why go for different hooks, when there is no reward towards slowdown and any means to delay the Survivor's only objective to escape. That is why the metas perks exists and why strongest killers and sqf survivors always win, it all about the fact they can achieve victory, with right set of perks and conditions to win.

    If only, the devs bother to rework the matchmaking to not be all about the escapes/kill conditions and the system also provides reward incentives for hooks as killer and more objectives to do for survivors besides gen fixing; only then can it they proper changes the way killers and survivors need to genrush and tunnel/camp to win. But unfortunately, the devs don't seem to know those win conditions are the far reasons why Camping/tunneling/Genrushing/etc. Are the core aspect of the entire game and they will never be easily removed from the game. Even it it makes the matchmaking system "easier" to determine a fair match up, it mostly certainly isn't perfect and it will never stop veteran dbd players from doing the most "toxic" means to win as it is effective way possible.

    (I don't like to camp and tunnelling as killer myself, but if I have challenges from the rift to do, if have adept challenges to complete for achievement, if the Survivors will piss me off and play dirty; I will. Same as survivor, I don't like to teabag but I do like to play with my team, and mess around with my friends; while understanding for the killer as they play their best. I even try to be sympathetic for them too, and help them be better at the game. Not everyone has the same mindset as me, and likes to be achiever-big shot player whom enjoys being toxic and ruin the fun for everyone involved)

  • Okay, I see what you are going, but I have to disagree on most of these changes for many good reasons for fairness as well as the flaws of your balance.

    GEN REWORKS


    Skill check every 9 seconds, multiplied by the number of survs repairing the same gen. If 3 or more survs are repairing the same gen, smaller skill checks;

    >>Making Skill Checks happen more frequently, especially when Survivors stack on gens will make gens get done really fast. I preferred to keep them as random as ever, especially when there are situations when you don't get skill checks. Plus, if you make skill checks more difficult when working together; you make survivors split up and go fix multiple gens instead of one; which is bad for killers whom doesn't want survivors to apply pressure by fixing multiple gens at once.

    No more gen speed perks for survivors (except hyperfocus).

    >>Why keep Hyperfocus, over every other gen speed perk; they are all probmatic and makes gens repairs fix quickly.


    >>Conclusion: we need more side objectives for basekit survivors; stuff like searching for Gasoline, wrench, tools/gears, spark plugs, etx. For survivors to go explore and search the entire map for and make gen times insane long until they find the amount of parts they need to fix the gen quicker but not too quickly. That is how I would fix gens speeds, make survivors do more objectives.


    ITEM REWORK


    Meritocracy: Survs who take red add-on and items are exposed for the entire match. Mori last hook (Like, do you want to use bnp? You have to deserve it);

    >>Just Why thou... WHY make red add-ons completely useless, and why does survivors needs punished downside of instant down and mori, that makes running it useless. If BNP and the Syringe are too strong, why not make nerf them or make it have a reasonable downside like.. the Syringe will make you hinder and /or exhausted; or BNP just simply keep 25% of progress on gens permanently, instead of fixing 25% near instantly. It would be useful add-ons without Breakin the game or be completely garbage

    No more map offering (both for killers and survs).

    >>I Agreed, but I also map balancing should be a priority and instead this offerings get disable for good.

    >>Conclusion: you forgot that Some killer addons need reworks and reevaluation; as well as, medkits are also busted with the charge and speed addons too.

    SLOWDOWN PERKS


    Killers can take only one slowdown perk;

    >>Not a good idea as there is the fact that Survivor stack as many 2nd chances/gen rushing perks together. Some to most average killers just simply cannot play properly without stacking gens perks, yet it very oppressive to the strongest killers. I would focus on nerfing them slightly, as well as nerfing the strongest killers too.

    Ruin: no longer destroys itself when someone dies. 200% slowdown;

    >>Even though Ruin is over nerf, i am also not fan of reverting it back either. I would revert the 200% back but leave the destroy itself upon a Survivor death.

    Pop: Last 60 seconds. Instantly removes 25% from gen total;

    >>Another perk that needs reverted, even though I miss the instantly 25% from any gen, regardless of how much progress is maded. The 45 seconds is also fine, but I wouldn't mind if brought back the instant regression if it means slicing the gen by 20% instead of 25%.

    Pain resonance: if the gen is in the terror radius, the killer see the aura of the exploded gen.

    >>Unnecessary, as gens are already highlighted in aura and if you look very closely you can see distinctive sparks and spark explosion from your perk. You don't need aura reading, as you can look carefully or run the perk Survilance.

    >>Conclusion: Even though I understand that slowdown is problematic when it comes to stacking and make it gen time take longer; it will not help change the fact that killer essential need them in order to stand a chance to win. Many killers are not fast, lethality, or even good enough to apply map pressure; so they need stacking Regression perks to delay the inevitable Survivors whom efficiency work on their one and only objective.

    PERKS


    Killers can bring along an additional hex in addition to 4 perks. This doesn't mean that killers can't take more than one hex with themselves.

    >>Are you trying to apply a basekit 5th perk slot, dedicated to just one Hex perk. NOPE, LETS NOT as this eliminate the synergies with other hex perks. Some hex perks are more effective to pair with other hex perks, like Retribution, Haunted Grounds, Undying, etc. Those perks also need massive buffs or reworks to compensate as a one time active hex perk. Most hexs are not that oppressive enough by themselves, and are usually ignored by Survivors, and even then, they would be easily cleansed or Blessed by a powerful boon perk like CoH.

    Rework Undying: If you carry with you an Hex totem, when it's broken, you can choose a free totem to reactivate the totem. It takes 1/2/3 seconds to reactivate. You see the aura of survivors near 8 meters of a totem. You can replace boon totems with your hex to reactivate them (can be done indefinitely)

    >>That sounds like a nice rework, I would be okay with that.

    >>Conclusion: Hexs are not the problem, even when stack with other Hexes. Survivors if coordinate can communicate and find totems effectively, especially with maps and perks. And time when it is safe to cleansed or determine whatever or not hex are worth cleansed. Good experience players who play a guessing or observation game on which side's perk builds and determine the best way to play and counter theirs.

    SCOURGE HOOK REWORK


    If the killer bring 2 perks with scourge hooks, scourge hooks add up. For example, with pain resonance and gift of pain, I have 8 scourge hooks instead of 4.

    >>That's sounds broken to me; I am fine with Monster Shrine grants additional hooks in basement; but I cannot lie that i have alot of scourge hooks in the map when stacking Scourge hooks would be quite deadly and make the perks even far stronger then the randomized of 4 hooks in any part of the map.

    BASE KIT MECHANICS


    BBQ bk: Everytime a surv is hooked, the killer see where are other survs with the killer instinct. With BBQ: Killer see the aura instead of killer instinct;

    >>Not a bad change, incentives less camping if necessary. As usually it is a challenge for new killers to find survivors without perks.

    Reassurance: It activates only if the killer is 15 meters near the hook. Same effect as reassurance. If a killer is defending the hook or chasing near the hook, it doesn't activate. Rework reassurance: if you're saving an hooked survivor while you're injured, you obtain endurance as long as you're saving the surv. This effect persists for 2.5/5/10 seconds after you rescue the survivor;

    >>That sounds broken to me, especially in Endgame when the killer has nothing to do nor gens to defend. Exit gates are usually a lost cause if it on the other side of the map. It's a good thing that you mentioned camping as not camping with other Survivors are being chase next to hooked survivor. Also, the Reworked Reassurance sounds busted on any Survivor going for free hooks as both would be under the effective of endurance and will result in more face camping and waiting for free hook grabs. There need to be punishment for going for unhook in front of the Killer's face, and this perk rework sounds like a "no skill, get out of jail free card", to me!

    Ruin bk: Generators lose progress over time if left "unattended";

    >>Then what would be the point of kicking gens then if that was the case; not only you make certain kicking gens or regression gen kick perks like Call of Brine, Pop Goes the weasel, and overcharge useless. It funny how you mentioned, reworking Pop goes the weasel and implemented this change also which kills this perk.

    Pyramid Head cage basekit: I know, this name suck, but I don't have any idea of how to call it. However, the entity, in case the Killer stays for more than 10 seconds in the area of ​​the hook, will move the hooked survivor in the hook farthest from the current one. Does not activate if the Killer is defending the hook/chasing in the hook zone.

    >>Cage of Torment, and the hidden mechanic of it respawning to a new location if the killer gets too close for a short duration. Also, what would also be the point of your basekit Reassurance change also, if this was the case. Again, WHY would you implement another change and it also counter the other solution you mentioned about protecting the hooked survivor from killer close by. I get that no survivors like to be camp, but making hook respawn on the other side of the map would be bad for the Killer's pressure, such as Endgame and the exits gates are 99% on the opposite side of the map and the hooked survivor just so happens to respawn right next to their teammates next to the exits, while you are far away. I say, stay Pyramid Head main and let's just keep the cage mechanic exclusive to him, and not make regular hook teleport survivors randomly in the map.

    Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.

    >>The Last Stand mechanics that was tested in the PTB was a horrible implement, especially with the Basekit Unbreakable and the "buffs" to every Unbreakable perks which makes playing Killer horrible and for soloQ survivors whom decides to group up agaisnt a strong killer like nurse as easy Throwing the game.

    Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.

    >>That would make super strong killers with grand mobility and lethality super strong, and if you got a veteran killer wirh best maps, addons, and perks whom is able down everyone in less then a min; Game over for Survivors whom cannot do anything about it. Plus, it makes killers prone to slug more often and possible make them DC. Just not fun to play as and it would be too easy for some killers and very difficult to even impossible for other killers.

    Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.

    >> Buffing AFK Crows to be more Lethal, and revealing aura. What if there are new players whom have no idea on what to do or playing immersive and stealthily behind rocks until the terror radius goes away. If they hide in lockers, the aura reading is pointless.

    >>Conclusion: I do respect that you want make the game better for both sides, but some of your ideas also counter or make your previous idea invalid or useless. Please reconsider all the positives as well as negatives effects that you idea of balance have on the rest of the game; you will be surprised on the amount of flaws such idea will have negative impact on the health of the game. Killers need to camp, tunnel, slug, and use regression perks; as the win conditions is to kill as fast and efficient as possible; as well as delay the Survivor's objectives to escape. Same for survivors, getting their objective done as quick as possible or gen rush, ensure that the killer is not able to get a easy down and hook, used the best perk/item builds to ensure that the killer cannot applying any or less map pressure as well as putting as much distance between them and the killer to ensure survivability and everyone gets out! That is why the meta is constantly changing and coming back to form again; the game needs to constantly change the meta but also significantly buff the weaker sides of both sides to compensate for stale gameplay.

  • @Chordyceps said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317474#Comment_3317474

    They changed dying light for a similar reason. It used to give a huge debuff to everyone when the obsession died, and they changed that because it encouraged tunneling one person out of the match.

    Yes and no; Dying Light gives a massive debuff to the killer as it straight up buff the obsession with no action penalties and they gain passive healing/unhooking speed; making it useless. By running perk by itself (not with any slowdown perks stack with it), at most you are affecting 2 to 3 Survivors at most. And guess what, if by chance the obsession gets killed, the perk deactivates and throws away even all your hard earned progress.

    Remember Me is a strange case as many obsession based perks revolving around chasing and not interacting with the obsession; as well as not killing them or tunneling them, like they used to... maybe i agreed with OP and Rework it so that you can hit one on all 4 Survivors and make it so the obsession is alsobaffected by this perk, which helps with the old killing them to get value. But it seem like by doing that, you are making this perk copy Grim Embrace and less usable. Maybe a extra buff in which the timer per hit survivors is increased from 4 to 5 seconds up to a maximum of 20 seconds. Or make it so that hitting the obsession again will give a bonus 5th token for 20 seconds instead of 16 extra seconds. It would be nice of I can hit all 4 survivors and if at least hit the obsession twice I can get value.

    Also, if I were to Rework Dying Light to be not problematic; I would make the buff to the obsession be more of a Debuff; so there is more incentive to not bother them at all. They instead get a Reduced Healing/unhooking actions speeds, as well as be just like everyone and definitely be affected by Dying Light effects if the killer earns non obsession tokens. I would be fine if they die, and the Killer lose tokens, if only Dying doesn't give the obsession a straight buff, whom is never effected, yet they can possibly the worse Survivor that would be easy free kill for you, but you sacrifice Dying light's benefits.

  • @Halloulle said:

    I used to be entirely against the whole non collision thing but over time I've come to like it. The unhooked gets x seconds of only map collision and a speed boost to remove themselves from the immediate vicinity of the hook ASAP. The time should be so that, if you beeline, you can barely make it out of basement.

    The point of the change is to make it so Experiance Survivors, especially in Coms cannot simply "get in your way" by bodyblocking the killer so that they're teammates can escape. You seen those situations, in which as soon as the rescue is maded and the Killer is closing in. You would think that the Rescuer would be defending the weak and injured unhooked survivor; but typically, especially with the basekit BT now, the unhooked Survivors are rushing towards the killer even intentionally protecting their Rescuer survivor friend from taking a hit, especially if they are injured.

    Basement for example, as the survivor are fleeing; the recent hook survivor would intentionally get in front of the Killer's face and body block the window, the pallet or even the doorway just so the killer cannot give chase to the one that just saved them in the first place; hencing they simple hit them, or wait out their Endurance. And then, take the opportunity to camp and tunnel more often.

    In a way, Survivors are abused the basekit bt to not really just "Oh I need protection" and be more aggressive and be all "Hit Me, Do it; what are you going to do about it!" Basically, their actions is screaming tunnel them

  • @YOURFRIEND said:

    So you want to remove the option for a killer to go after an unhooked survivor entirely.

    This is removing options from killer and simplifying gameplay. People throw tantrums over it, but sometimes you just have to go after the surv that just got unhooked. You can't find another target or gen progress has you up against a wall. The perks and base mechanics you're addressing do not need buffs

    They can still hit the Survivor, And they can still wait the timer like normal. But the biggest difference is that SWF or Survivors cannot used the endurance status effect and intentionally bodyblock the killer in narrow pathways or block the killer from any injured survivors, like the Rescuer. And it not really a Buff, as it is more of a nerf to SWF. Removing collision doesn't mean the killer can hit them, I am talking about Removing the collision in which the killer can walk right through them, for a good duration.

  • If by chance I want two basement in any given map, it would have to connect one to another; but it would kinda defeat the purpose and be more of a lower level then a difficult to escape room.

  • I don't think so, Old Dead Hard is busted and it is perfectly fine the way it is. The perks eyeframe was Laggy and inconsistent to the timing of the killer, that need to wait it out and if they did it was already too late to make a value hit or bait it early; as the extra distance ensure that they can make it to the closest pallet and window in time, when they shouldn't have.

    New Dead Hard is better, as any average killer can still bait it out when waiting and cannget consist hits without feeling like the game lag and they missed the hit. Also, the ability to avoid killer's powers, like Trapper's bear traps makes this perfect awfully for trapper main in herding a Survivor in a loop they shouldn't be anywhere near, with old DH.

    If you single handedly want to bring it back, just for the purposes of wanting to exploit the old perks' benefits and get easy wins/survivable without any real skill to it; then get a grip and practice with it or use some other exhaustion perk.

  • I would simply revert the changes of Ruin, give us back the 200% but only keep one penalties which is the perk deactivate upon one Survivor being killed. The hex is fine, as it is a clear counter; and it definitely has another one in case of killers straight up murdering and Killing one Survivor too early.

    Also, the Devs made it clear (for some thematic gamebalance reasons) that all of Hag's teachable perks must be Hex perks, which include Ruins. So good luck convince them that Ruin should be reworked into being a non Hex perk.

  • Items are meant to be thrown away, and it helps killers that don't want to deal with annoying medkits, toolbox, flashlights, etc. When they are stack with the best kinds of rarities and addons which makes them unbelievable op. Toolboxes that can last forever, med-kits that can heal very quickly, flashlights that burn you quickly.

    Plus, if you dislikes Franklin's Demise so much, bring Built to Last, get a item and hide in a locker. You can get your charges back; and if you are certain the killer is running Franklin's, drop your item. The best counter to Franklin's once you know it is in play, is to simply leave it on the ground in which his m1 attack have no effect. Don't complain about it, if you can learn it most easy to counter method. Also, Don't be ignorant and go fetch it when they hit you, there is a small good chance thw killer will come back, knowing you have pick up your favorite item!

  • @willymancer69 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312251#Comment_3312251

    I agree with you that there are larger issues. But I don't think that means we should discount short-term solutions for the pain at the moment.

    As a survivor main, who is equally incredibly frustrated by DCs, I agree that the late-game DCs are meant as a punishment for the killer. Earlier DCs are generally for other reasons unrelated to trying to punish the killer.

    Exactly, if the Survivors DC early; they punished their teammates with a EZ win for the killer. Even if they DC at the end game, it sort of sucks when you do not able to get the opportunity to see a mori, you Don't get any "Kill by any means" points for a specific challenge in your tomb which it is annoyed when even if you put the Survivors on death hook or start the mori animation when they DC. Also, if you have hook related perks or certain obsession perks that requires you to keep the obsession alive like Blood Warden and Save the best for last, you lose perk values it doesn't counts as hooks or doesn't give you anymore tokens until a new obsession is created somehow. (Its not like every killer brings furtive chase, Nemesis, or intentionally Survivors to hope that at least DS them to become the new obsession, in every match). Lastly, in SWF cases; if two Survivors are left in the trial and that one of them called on their teammates to DC so they can get a instant hatch; that would suck for the killer, especially when Survivors exploit the invisible hatch Glitch.

  • @Blueberry said:

    It's risk/negative is "suppose" to be that the killer can kick it and you have to re-light.

    Unfortunately they completely missed the mark and balanced that time as if it was a 1v1 game as you waste significantly more time snuffing a boon than the survivors lose having to continuously re-light it since every second the killer wastes is 4 seconds given to survivors. ie it isn't actually a risk/negative at all and the survivors hope the killer wastes time snuffing.

    On top of that self healing with CoH generally takes less time to complete than it takes a killer to get the hit in the first place. Let that sink in how busted that is.

    It's too good at everything without any downsides currently. It single handedly makes hit and run play styles non viable, that isn't good design. It makes more killers tunnel people because they know that unless they actually down and hook that survivor that their hit is meaningless.

    Self healing with CoH should either be significantly slower or not at all and make it require teammates to heal. Secondly the Shattered Hope effect (minus the aura reading) should've been base kit. That is actual risk. As now it is still a net negative on the killer to snuff them time wise, but at least it's a limited resource and you will eventually run out of totems to use.

    I agree with Blueberry, the problem with CoH has nothing to do with not having any penalties, every other boon perk or most perks in general are straight upside, unless it is a powerful effect that needs a downside, like Hex perks for example.

    What makes boons different then Hexs, and I guess why it has the ability to give you unlimited blessings is because unlike Hex; Killer's can defend their totem and Survivor cannot defend theirs. It perfect fine if they want to waste time blessings over and over if the killer is constantly finding and snuffing the Totem all the time. However, here is where the problem that CoH has, that no other boon can do well at; that CoH excels at. It's powerful effect being so effective anywhere in the map, outsides of the Killer's range!

    Every Boon perk has to be within range of both the Survivors and Killer's earshot range so that you can get massive value in those boon perks benefits, with the risk that the killer is able to waste abit a time finding hidden nearby boon totem and snuffing it before a play can be made.

    But CoH, is far different and quite powerful; as you can literally bless the totem in the most obscure and hard to reach totem placements far from the killer's patrol route and get massive amounts of value; not just for yourself but for all of your team, swf or not! To even rub alot of salt in the wounds, the medkits and every healing perks can stack well with this one boon perk to maximize the efficiency of Healing very quickly; which in turn makes killer's that relie on "Hit and Run" tactics become obsolete, which in turn leads to more camping and tunnelling. Other problems that breed from COH also brews the fact that it has no real penalty, besides wasting time blessing the Totems. The ability to self care for you and your teammates, without any healing speed penalty is quite strong and makes Self-Care still such a garbage perk.

    Some folks can argue that blessings Totems constantly is the greatest downside to COH and claim it is fine; but I can assure you, it really such a ambitious lie to hide the fact that Survivor time is not that precious then the Killer's, as there is a 4v1 advantage meaning a Survivor time in blessing one totem with CoH complete changes the game and gives all of the Survivors so much massive time Saving in getting gens done without being hinder by teammates need some quick heals. CoH makes any average go heal themselves and stick to working on the gens or being chase by the killer, even constantly promoting bodyblocking and ensure that nobody dies quickly. It very noticeable when in SWF as you can prevent the team from dying like cockroaches, with just one active CoH totem in the map.

    The other solution to counter this boon could be to tunnel and camp the one Survivor whom the killer has identified as the Booner; but that isn't always easy to do as anybody could easily bring CoH in their typical meta builds.

    The point is CoH is too strong for one Survivor as well as OP for the rest of the team using one Survivor Perk. Not too mention, it is one the boon perk that has literally no risks of being snuff at alot, as it much effectively tactic to bless it in the corner of the map outside the Killer's patrol and ensure that it stays active the entire time.

    If it was up to me to nerf CoH to be a balance boon perk; I would make it only work when within range of the Killer's range, for the healing bonus. Remove the ability to Self-Care and make it only revealed injured survivors within the Boon range, so that all survivors can see them and go to their location to give quick heals. Make it a teammate oriented boon perks that requires survivors to group up for fast heals, and make it weak to being useless when you have less survivors or the last one standing. Oh, and Medkits and healing perks should never stack at all!! I would be fine with bringing about 100% healing bonus, if the Self-Care aspect is gone for good and Medkits don't work.

  • Even though rage quitting can be quite terrible for either sides, as survivors are down a teammate and are at a significant disadvantage, and for killer, they lose a precious kill or opportunity to get a adept Achievement or even used a hook related perks to trigger like Blood Warden. Your proposal would help, but it seem more like a bandaid fix, then a solution that completely erase the urge to DC.

    People can DC by any means, whatever it bad internet connection, they need to leave because of a cheater, if irl emergency came up, or even most likely being salty and just hate losing yet still rage quit because they can and do not want to give the satisfaction kill to the killer because of poor sportsmanship.

    Even if we implement it, there will always be dissatisfaction among the Survivors playerbase whom rage quit for various reasons. And it seem like Bloodpoints lost, depip, and even getting a DC Penalties is not good enough.

  • Say I'd we did implement, it would cause alot of problems, headaches, and would mostly have this setting be turn off or completely have thw whole playerbase demanding it would be removed on day 1.

    *Ingame Voice chat quality might not be as good as Discord, and would be hard to understand through game noise.

    *Discord or some third-party Voice chat will be far superior in giving information to your team of friends, then promixty/in-game Voice chat; as it conceal valuable information for you and friends over giving unwanted random whom can used that information to troll you or bail on you; or worse....

    *giving the killer no need to relie on detection perks, as hearing Survivors's microphones will be a dead giveaway to their stealth and plan for their Survivors information to take advantage of.

    *Also, Voice chat from a dbd lore aspect just doesn't make sense as the Survivors don't speak with each other beside small emotes and teabag; and vc would removed the silence and element of stealth. Simply put, it doesn't fit the theme of the horror multi-player game.

    *and saving the worse (best) reason why it should never be implemented; is the level of toxicity in chat. Imagine going into a game, and hearing your teammates screaming racial, toxicity, minors screaming and being annoying, etc. Echoing into your game, especially if you are a solo player. I doubt there isn't a proper way to filter out the voice or get proper bans and punishment to those type of folks. Good luck trying to report and police the voice chat also!

    For the sake of headaches and keeping the toxicity under control, it overall much better to not implement voice chat at all.

  • @Milo said:

    The problem with CoH (not all current boons in the game) is that, you can put it anywhere you want and killer won't really have time to do anything about it.

    Any other boon must be pretty close to the action, so it's atleast at a risk of getting snuffed.

    Exactly, Boon are never the problem is just COH that is bringing out the worse of Boons.

    Even if the healing speed bonus is 100% or even 0%; that still doesn't with the fact COH unlike every other boon perk ever; can still be used efficiently just about anywhere, especially if it in a obscure part of the map like the top floor of Ironworks or even the corner of the map outside of a 3 gen. The ability to Self-Care without any healing penalties, the fact you can stack it with every medkit/ healing perks, and also the fact that even if the killer goes out of there way to go stomp this perk yet it can always come back (which becomes a pointless and even annoying problem; that can hurt the perk).

    COH is literally the one Boon perk, that has high reward and no risk at all; unlike every boon in which those perks will always be at risk of being snuff and shut down any chances to get some value of it.

    Either COH needs to only work when close to the killer, or better simply put removed the Self-Care aspect and make it a teammate oriented perk. Make it revealed injured teammates so that you have to relie on teammate to heal you, as well as making it weaker if you lose teammates or completely useless when you are last one alive. Also, medkits shouldn't stack or healing perks. But I also be down with limited charges, so that it cannot be used again once certain amount heal charges are consumed.

    Also, I am fine with Survivor booning as many times as they want, as it helps Killers like me with buying time through them not doing gens. What I am However not fine with, is the ability to destroy Hex Perks for free and CoH in particular being way too unbearable to deal with it, yet there is no clear way to stop it completely beside identifying the booner and straight up camping and tunnelling that guy to death just so the boon stays dead. Not really easy, when there is more then one booner and they can literally place anywhere where I would never find them.

  • @Vampwire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309018#Comment_3309018

    I completely agree with what you said about boons. COH is really what makes them ass. Nobody is going to use anything else because COH will always be the best and safest option. I think boons are a really cool idea. Shadow Step and Exponential are also really great boons. I think that one Yoichi boon could even be good if it got a +1% movement buff, but that perk is pretty tricky to make balanced in the first place so I'd hate to be wrong on that idea and realize too late.

    They could extend the range, or increase the speed. But I am more fine with it, as there is risk that killer will always find those boon perks and be able to snuff it; as those boon get maximum value when it within your range and the Killer's too.

    Example:

    *Dark Theory: When you are being chased by the killer, the speed is far more Noticeable and impactive when within range of the boon. Killer can hear it, too.

    *Exponential: The ability to recover faster and have unlimited unbreakable, is grand; but the boon is only good if you happen to get down within the range of the boon which also can be heard by the killer too.

    *Shadow Step: Perfect for ninja builds for removing scratches marks and aura reading, can help chase or being track by killer whatever from a distance or much effective in chase behind cover.

    All of these boon perks are fine, as you get maximum value when the boon is in close proximity of a killer and you and there is always the risk that they will be easily snuff. All except for COH.

    CoH is straight up abomination of a boon perk, has it straight up has one significant advantage that others do not. You can place anywhere, especially in the most obscure and least likely or "never to be found by the killer" spot and get insane value. Why does this perk benefit get the luxury to work so effectively, when it never at risk of being snuff near the killer easier?!?

    CoH needs to be at its most effective when near the killer, and within ear shot; or simply the stats needs to be gutted when boon as far away as possible. Also the self care ability needs to be removed entirely and is should be teammates oriented based perk. If the perk requires to lure one extra teammate or two to come to the injured self boon location, that is massive pressure for the killer to come to boon location, as less people are on gens. The fact that Boon COH can allow a Survivor to heal themselves more frequently instead of coming together to heal instead of doing gens is terrible for any average killer, when it comes to managing map pressure. CoH is one of the reasons why Camping and Tunnelling is more frequent, and it is why it needs a rework/massive nerf to be on par with every boon perk.

  • I would have preferred Cannibal getting one extra buff, if you want to do one massive nerf to his camping potionial. But not your way, here's what I will do.

    Buff: Leatherface h as a Lepochain addon (a recycled addon from Hillbilly), that gives the Chainsaw killer, the ability to break through drop pallets and continue to Chainsaw sweep through them and hit the Survivor by only one health state damage. This addon is now basekit into his power, and will help Bubba overperform in looping, especially agaisnt Survivors whom predrop pallets.

    Nerf: Standing within 8 meters of a hook survivor, or 16 meters near the basement hook survivor will now degrade the Killer's Chainsaw tokens and will make his Chainsaw overheat and unusable. This change would make the killer m1 focus, and really on his mallet to camp somewhat effective; or be much better off to go away and keep his Chainsaw running. The rate in which the Chainsaw decays, 10 seconds per charge; so in 30 seconds he has no Chainsaw power if he vamps within proximity of a hook survivor.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309719#Comment_3309719

    "nerfing SWF is impossible... you cannot create a system that blocks perk stacking for everyone, especially if say those 4 Survivors are favorite two out of the several exhaustion Perks."

    Tournaments prevent perk repeats and it works great. Even then there are usually only two killers played due to the efficient nature of survivors. There are exceptions based on specific maps where a certain killer has a huge advantage (like twins as a pick for Azarov's).

    -"Most of the problems that surface because of SWF have to do with Imbalance bad map designs, the 4v1 survivor advantage. And the fact that certain perks can be quite strong when stacked or pair well with almost any situation, especially when they used a map offering for that build."

    And that's another reason to prevent perk stacking.

    IF the goal is to buff solo queue survivors and then buff killer we can very easily do that. Give killers a 1:1 regression to repair speed with survivors as base kit.

    Give every killer a way to "zoom" around the map either as teleportation that only the killer can use (see monster hunter world with giant holes in the wall). The zoom would be something like a " I can run in a straight line and not attack or use my power while doing so for 10 seconds. This would basically be a "hillbilly speed" rush.

    The teleportation method would have 2-3 points per map where the killer can just come out of the wall/floor.

    I can guarantee what will happen when every survivor gets more efficient : Killers will continue to tunnel more or quit.

    I always like the idea of perk stacking being limited to one or two perks in the match. So that 3 DHs isn't possible, although it might hurt new/free to play players whom doesn't unlocked every teachable perk. If there is way to make certain that everyone has them perks, and if so; whom would be the unlucky individual in which they cannot used the 3rd perk when the other 2 have it. Maybe the game cannot start at all, if it detect 3 perks stack, until the survivor discusses amongst themselves that they need to change their perk slots to even the score.

    Some folks may also argue with "but you are limiting perk diversity when you have perk stacking" yet I like to counter that stupid remark with.. but it isn't perk diversity if you running the same common meta perks every game and stacking it together.

    Also, on a side related note, your proposal of implementing some sort of teleportation/ dash like ability as basekit for any killer would be welcome change. Anything to allow slow/average m1 killers that Do not have any map pressure mobility/slowdown to their power would be a welcoming change. It can be yes. As simple as "adding a movement speed increased that lasts for the duration of you not finding any Survivor and engage in a chase" which can help with map patrolling, if they are not using their power. It can be like Bloodlust without engaging in chase mechanics, and can possibly help with bad maps with far out 3 gens.

  • Even if the devs wanted to do Nerf SwF, the problem is HOW exactly can we go about it, without making it too unfun for that side of playersbase. Most SWF as many players mentioned it are casual players that like the goof around and play the game less Causal, and yes, Swf in high ranks can be less forgivening as they can stack meta perks, operated and communicate valuable information about the killer as well as location of gens and which to prioritize on, as well as whom and when can they go for the save and protection hits, etc. Not to mention, Bully squads, the worse breed of SWF whom literally do not fear the killer and intended on bringing the worse experience possible for them.

    As we have established, nerfing SWF is impossible as you cannot ban folks for third party voice communications programs like discord, you cannot create a system that blocks perk stacking for everyone, especially if say those 4 Survivors are favorite two out of the several exhaustion Perks. (Sprint Burst and Dead Hard). You also cannot nerf gen speeds, as Gens are not as fun to do; but for some reason, changing Survivors spawn point is not easy to fix. Basically, it seems like no proper nerfs can be maded to SWF, without hurting that playerbase fun playing with their friends.

    But, I propose much better change of pace on how we approach SWF! Instead of nerfing it, for being the most powerful aspect of the game; why not buff soloQ to be on par and makes survivors strong all together, regardless with or without communication. Once we makes Survivors OP in general, either as a Solo or SWF; then we can started to chip it all away or simply buff any killers extremely so that most killers that struggle to handle 1v4, to now can handle them. It can be added some basekit slowdown, it can be add some mobility or even lethality, it can be add rewards for going for multiple hooks and chase so that when done and played very well by skilled killers, they can get massive pressure on all Survivors in the match. It will help with the whole "the Survivors have already done 2-3 out of 5 gens and I just down my first survivor after one chase, looks I need to camp and tunnel this one Survivor out of the game; so I have a chance at winning" mentality.

    Most of the problems that surface because of SWF have to do with Imbalance bad map designs, the 4v1 survivor advantage. And the fact that certain perks can be quite strong when stacked or pair well with almost any situation, especially when they used a map offering for that build.

  • @FeryGEN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3278847#Comment_3278847

    The perks you mentioned are not so common and not so strong, but the one that you didn’t name needs a nerf and absolutely in every match

    Question for you, have you being living under a Rock or never played in high matchmaking making lobbies, they are just so common as my killer builds.

    "Also, what perks are you referring to that I didn't named yet". I didn't bother listing them all, as I assumed we all knows what perks are busted in high ranks and not.

    If you are a new/free to play (the kind that doesn't pay for dlcs) player, then obviously some of these perks are not common! But, there is also the other possibility that you are not good at the game, and you clearly are not maximize the massive impact these meta perks can bring to the match.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309080#Comment_3309080

    CoH and PT are more common that both CoB and Eruption:

    https://us.v-cdn.net/6030815/uploads/B8LUS8CSTO13/imagen-2023-01-03-160547926.png

    Again, the "gen regression" killer meta is a counter play to the current gen rushing survivor meta and I don't think anyone would say to not nerf it, but what many people do in here is for BHVR to nerf killer meta and not touch survivor meta as "it is fine". Both metas should be addressed in tandem so one side not get ahead to the other. Simple as that.

    Exactly, they are meta regardless of how you put it... Survivor hate Gen Regression/Slowdown meta, Killers hate Genrushing/2nd chances based meta! Why can't we all just Aggreed that they both suck, and needs Changes, and you shouldn't defend the "meta" perks just because one side has something similar to theirs.

  • @Vampwire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308950#Comment_3308950

    I like this too. It's always been dumb to me that something called a Hex is removed so easily by what should be the weaker power.

    Exactly, in my opinion; Hex Perks are one of those "High Risk, High Reward" Perks as I like the fact that they can be (or for a couple) very powerful Perks that has the potionial to make a impact in the game, for the killer side. But, of course being a Hex perk means that it can be cleansed and deleted from that match which might lead to the killer be down a perk slot or more, if multiple hexs are lost.

    I am fine if Survivors have their own Varations of hex perks, which are Boons. However, what me and many can agreed, is that Boon, unlike Hexes are High Reward and literally not alot of risks, especially when a Survivor can boon as many time as they want, as well you can Bless a Hex totem, also to delete it.

    If they do not want to remove the amount of blessings a Survivor can make, nor eliminate the Survivors ability to bless a Hex totem. I say, just make blessings totems just simple Disabled the Killer Hex perk, so that there is bit of reward for killer's snuff it.


    >>Also, on a side note; CoH is the only problematic Boon perk; that deserves a massive nerf. I do think every other boon totem is perfect fine and balanced, as alot of problem with Boons in general as to do what COH has done.

    My stands with COH, unlike other boon perks; is that you do not necessarily need to boon anywhere near the killer in order to get massive value from it, as well as it greatly benefits you, and also your teammates as well. Other boons perks, are more likely get snuffed by killer as Survivors need to stand really close, like in the terror Radius and hearing distance of the killer, to get massive benefits, while COH is strong in just about anywhere in the map, without any penalty!

    If it were up to mean to fix COH; I would simply remove the Survivors ability to Self-Care in its range, and simple reveals your injured self/ teammates to every living Survivors on the map in the boon range with the bonus healing. Or keep it the way it is, yet make it only work within killer's terror Radius. Oh and for either change, Medkits should not stack period!

  • @WashYourHands said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308219#Comment_3308219

    Interesting... So you're saying that if a Survivor blesses a hex totem, it makes the hex perk dormant until the Killer snuffs the boon?

    Yess, Blessing a Hex Totem will not kill the perk but deactivate the perks effects, so that the killer if they go out of their way to snuff it; their hex perk comes back and is active again. Say, for example they bless Devour Hope, yeah the perk doesn't instant down, give killers a slight speed boost and free Mori at all; but if the killer snuff it, it will come back to haunt them.

    With this change, this puts pressure on Survivors on whatever or not, they should cleansed it and ensure that the Hex is gone for good; while sacrifice a totem spawn for their boon perk. If a killer is running a full Hex Build, yeah the Survivors can still boon any of them, but it will never make the hex perk go away.

    Although if the devs do accept my proposal and make boons deactivate hex perks instead of destroy them. Here's what will happen to the following Hex Perks.

    *Blood Favor: Disabled

    *Crowd Control: Disabled

    *Devour Hope: Disabled, but because it is token based; the killer could or (maybe better) could not earn anymore tokens perk hooks while deactivated.

    *Face the Darkness: Disabled

    *Haunted Grounds: Activates regardless of the blessing or not, Then Disabled and can be reused again *evil laugh*

    *Huntress's lullaby: Disabled, but it can still earn tokens. (I am fine with this perk earning tokens while deactivated, as it not that oppressive)

    *No One Escapes Death: Disabled (I don't know why, instead of just cleansing it, but oh well)

    *Pentimento: Deactivated (much smarter to cleansed it the 2nd time, as blesses will bring it back)

    *Plaything: Disabled, but will come back to haunt the one Survivor it belongs to.

    *Retribution: Activates the aura reading and/or oblivious when bless, yet Disabled it so that it can be used again.

    *Ruin: Disabled

    *The Third Seal: Disabled, yet you can earn Survivor tokens and apply it all at once.

    *Thrill of the Hunt: Activated, yet Disabled and can be used again for totem slowdown. (Again, much better to cleansed then bless)

    *Undying: If the totem is not Undying, this Undying Activates and take the hit and is gone. If the totem is Undying, and not Hex perk, then the perk will not die and can be snuff back. (Undying can be oppressive when pair with other Hex, so I am relying on rng on whatever a Survivor bless the right hex totem, or it would be much better to simple cleansed it)

  • Personal, I wish Blessing a hex Totem with a boon perk shouldn't be possible or rather instead of Destroying it, it instead deactivates the perk until you snuff it and regain back the hex.

    This change will make survivors have to choose between Blessing the Totem and keeping their boon perks active with this Totem, while risking that it will come back; or... make the decision to properly cleansed it and have the Hex gone for good.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307305#Comment_3307305

    That's the thing- those aren't lost games, you're making it a self-fulfilling prophecy by acting like they are. Are you more likely to lose? Sure, but it's by no means an impossible-odds longshot that the survivors make enough key mistakes for you to turn it around either.

    If you say that you can have fun without the win, also, then surely there's no reason to call for a concede button? Just play the match out and have fun with it.

    Exactly, what is even the point of the concede button if you want to have fun and have no care for win. You can play the match and get alot of enjoyment, plus if concede button exist and you keep your progress if you concede and if you keep playing and "winning". Guess what, all your matches will be full of tryhard sweaty killers and bully squads whom are there to humility, which I recall is not is fun for either side. The concede button would not only ruin MMR and mix up everything, but it just a pathetic excuse to replace the DC Penalties without dealing with the penalties.

    So I am with Jesterkind, on this

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307273#Comment_3307273

    In the first few minutes of a match I can easily tell whether I have any chance in a game or not, 3 gens popped and I have chased multiple survivors without getting a down or hit, I have a decent idea of their skill and I know mine completely, and know the match is a lost cause.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307283#Comment_3307283

    Too both of you it isnt about the win its about the fun, I can have fun in 4-8 hook 0 kill game

    I don't play for wins, unless I have challenges, or adept challenges I am going for. But, I stand by the fact that Concede button with no penalties is the worst idea for MMR. It is the same as DC, or quiting when you have no fair shot at winning; and if by chance it does it implemented, I expect killer to get rewarded to for having Survivors "Concede" all the time when they do not like to play against them.

  • @SweetTerror said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307077#Comment_3307077

    The way I see it, it would be a fair trade-off because for starters survivors would no longer be spawning right next to generators that they can immediately hop on, and if they do want to go search for hexes, then Killers can always run undying to show their location, or haunted ground. It can still be a risk/reward system like it always was, but If I had to choose between totems or generators, I would much rather prefer that they search for totems instead of being able to immediately hop on a generator.

    Exactly, Basekit Corrupt Intervention would be perfect buff for killer, when it comes to the Gen Rush problem; as the way Survivor immediately at the begin of the match and being right next to their Objective; it very much the game is literally giving one side a distinctive advantage.

    It likes if DBD is a Capture The Flag game mode, except the one side gets spawn right next your team flag so they get a head start to complete their objective to win. Also, your Team is just You alone, the killer doesn't have any allies except maybe Nemesis's zombies, Knight's guards, and Twins' victor.

    By implementing Corrupt Intervention as Basekit, Survivors will need to move out, explore the map bit, seek out gens that need priority to fix such as the center Gens in the middle of the map; that way they can learn to spread put the gens and avoid 3 gens better. Meanwhile, the Killer gets opportunity to engage multiple chase or get downs without losing 3 gens in the first minute.

  • If you play for the simplicity of just wanting to win all the time, then you soon learn that the fun of the game is not really all that fun. Sometimes it is fun to lose or be outplayed by actually skilled and awesome killer player. Plus.... have a concede button option should regardless penalized you, since you are literally throwing the game as you see it as loss in your book. If anything, the players that shouldn't be penalized less are the ones that stay in the match, despite the deaths and DC of their teammates. They should get rewarded for being Chad player and surviving as long as possible (even if they eventually died or miracle get lucky to escape in hatch.)

  • Perks are not the only reasons that the killer finds you, you should know that experienced killers can be pretty good at tracking without the needs of such perks; and you may have done one or two of these things wrong that let to your inevitable discovery.

    *hiding in a locker for more then 60 seconds, will have afk crows swarming your locker.

    *hiding and standing behind cover or in a bush without activity would also alert afk crows; if you have ears you can her them cawing and so does the killer

    *killer might have certain addons at reveals Survivor's aura under certain conditions; such as Wraith's all seeing

    *if you are injured, the killer is going to have a much easier time to track you if are leaving blood and panting in pain, which even though it is muffle in lockers it's still audible.

    *running will leave scratch marks, especially you shouldn't run along the border of the maps as it makes the scratches marks far visible from a distance.

    *making sounds such as opening lockers, working on bones, working on gens, etx. Can alert or give the Killer's hints you are near. (Yes, even opening the locker slowly makes a faint creek sound if the killer is somewhat close)

    *making progress on bones, totems, chest openings, etc. Will gives killer hints that you are nearby or were nearby recently.

    *teammates, especially soloQ random will run into you and make you the new target

    *Even if none of these things are involved, the killer might have beef up their volume in their setting and TV and expenseive headphones and heard you. Sound is clearly a definite way to track Survivors beside sights

    *if all else fails, then the the killer is possible cheating or... most likely and fun case scenario... they make excellent educate guess and figure you must be hiding that locker. This game is full of random things, and your were unlucky enough to get found out by the first locker they mostly didn't think you were not in there yet were.

    Either way I wouldn't go nerfing killers, as you playing immersive especially as a Solo Survivor Perk running hiding in locker; as hiding isn't always the best way to play DBD to win. And if you relie on it to win, relie on hiding; you will be disappointed.

  • I rather if the teleport be completely random, instead of being able to assign locker A and B; as well as make it one time use perk, like DS. Survivors with teleport can be quick strong, but would be quite OP if it can be used multiple times and can be used to get out of say.. Basement for instance. Plus, there needs to be a risk for something so powerful, like... you need to take Protection hits, or be in chase for a certain period of time before it can be used.

    As a Killer Main, with a fair share of Survivors; I would have preferred killer being the only entity beings that have such powerful yet mysterious perk. But It might add of bit of element of surprise and fun for both side, if it balances right.

    Right now, I simple see it exploitable and quite very strong for Survivor, as it can allows them to make great escapes without a trace.

  • @[Deleted User] said:

    I think it's fine. The thing that's always annoyed me is how crows fly off when you're undetectable. I know you could argue for realism it might be the case since animals can sense that stuff, but still.

    I agree, I do feel like crows are sort of a outdated mechanic and it would be nice if Crows (as the Entity's eyes) should help assist the killer more then just being spooked off. In fact, it would be far nice it Spies in the Shadow reveal a Survivor's aura if they disturb them.

  • @Wampirita said:

    do you have any idea how uterrly broken that would be in case of Wraith?

    ALL sounds mean no bell, no whoosh sound from him, no engine-like breathing

    Wraith would be the only expecting to that rule, as it part of his power, his counterplay. Although I do feel his flashlight stun is bit too strong.

    Pig is problematic as she not only has the knife sounds she makes when stealthily and the ambush roar she makes. Survivors can easily just run and hold W and be fine, as they can outrun Pig unlike Wraith.

  • @SweetTerror said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307021#Comment_3307021

    I'm trying to keep it fair though, because for killers that run lethal pursuer, having generators blocked for too long could lead to a snowball advantage right at the start of a match. This is why I think 10 to 20 seconds might be more ideal. But again, unless they test it in the PTB, who's to say? 30 seconds might be more ideal. Hopefully it's something that they're willing to test.

    I would make it 60-120 seconds, until they get their first down. Because decent Survivors whom get found out can easily loop the killer for a decent time in bad maps for killer. Sure Lethal Pursuer might help track down Survivors faster but once you get your first down; it done. (For basekit Corrupt Intervention)

    Corrupt Intervention as a perk can just have a extended time by another 60 seconds, and maybe instead of a increased timer; it can block a extra gen or two. Or reworked to something else.

  • @Marik1987 said:

    150%, no Hex anymore. It deactivates when a survivor is 2nd stage.

    Unfortunately, The devs will never do that; "Hex Ruin should never be a a hex perk" they specifically stated that All Hag's perks must be a Hex perk.

    If it was opt to me to buffing Hex Ruin again, bring back the 200% Regression and keep the perk active until one person dies.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302602#Comment_3302602

    Because survivors are just skins. What does changing skin matter?

    The ability to swap prestige level through icharacter swapping, as well as perk builds; as I don't think you can change perk/items builds loadouts in lobby while countdown active.

    Picture this, you are a killer and you can see the Survivors items and characters be all random and seem "normal" at first; but then at the last 10 or less on the countdown; the Survivors all of a sudden swap their characters to be all 4 man swf with Flashlights or toolbox; they all dress the exact same as to make it difficult for you to identify the one or two Survivors that you could possibly tunnel or kill faster when necessary (As SWF can literally trades hooks and keep everyone alive by pretending to be the "Imposter" and eat the hook state for a weak link teammate); and because they last second swap builds and items, the killer has no to barely any time to react and swap build, addons, or even a offering to help combat the possibly swf "bully" team or genrush squad.

    Plus, the addition of prestige skins, you can literally used the prestige number of your least played or not max put Survivor, and swap to your Survivors main whom definitely is max put or very high level prestige name, for the single purpose to rub the killer that you are "good" at this game.

    Me, personally; I do not care about prestige numbers, as it just a skin to me; and tells me that you spend billions of BPs to max out out and farms all those bloodweb items and addons. But I do care about the fact that killer's cannot swap characters anymore while survivors can. There needs to be a lock on for every player, regardless of whom they Played; for certain period of time as I say the halfway period timer for 60 seconds or 30 seconds. Once the 30 seconds are left, no player can change or revert their choice of loadout and characters builds.

    Or simply revert the changes and let killer's swap builds again like they used to.

  • I would rather wish that Survivor shouldn't be able to swap characters at the last second. If anything, there should be like a 30 halfway timer in which the Survivors are locked in place, front switching characters. If the killer is stuck with only switch builds and perk load out for the rest of the timer, Survivor need to same treatment but for only 30 seconds so that the killer can have some time to changes

  • @Blueberry said:

    I’d personally just rather them lower the % and make it a permanent passive stacking lunge increase as gens are completed. So much simpler and more useful.

    I like that, make it work similar to Fire Up; gives it permanent 1% or some increase in attack lounge distance and duration; everytime you lose a generator. So that way at the end of the game, you have a killer whom can get impossible hits at any loops.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300608#Comment_3300608

    The reality is that trapper is a weak killer because there is no consequence for disarming traps. For the trapper to be elevated to a viable state he needs:

    1) at least 4 traps in hand base (and start with 4 in hand)

    2) Base kit Oily coil - disarming a trap = injury for survivors

    3) Option to only play on grass maps unless you use an offering or click a "I want to play all maps" check box.

    That leads room for a new Iri addon. Know what that could be? Traps are literally invisible (and cant be seen except by rainbow map).

    I sort of object to the problem with disarming traps; I am fine if survivors are wasting time disarming traps; problem is with the addition of certain items as well a third party voice communications; it much easier to locate them and disarmed them in advance. Not to mention, that one bug in which Survivors can go through armed traps with the disarming process.

    Blood coil being basekit would be way to strong and quite frankly will make survivors not bother disarming them.

    The option to play on grass map shouldn't be a choice, it should be basekit if you are playing trapper. It would help if trapper has many places to hide the traps, inside or outside of loops and be rewarded with clever placements and herding to the traps locations.

    More traps on hand would definitely be nice, but I would prefer if trapper get managed to get easier access for all of his traps, instead being given over 4 traps that might not be enough; plus it seem immersive to carry 4 heavy bear traps in one hand. I am fine with 2.

  • I think the new DH is much more fine now, instead of the BS "eyeframe/distance" attribute which made Dead Hard user miserable to punished. Before, a Survivor can easily abuse the perk to always make it to the window/pallet at any loop; without anyway for the killer to mindgame. What even made it worse then, was if you were playing agaisnt specifically power killer like trapper's traps, doctor's shock, Huntress Hachet, etc. Any Dead Hard survivors can avoid the hit and dodge right through the trapper's traps with ease.

    Now, Dead Hard is no longer the only exhaustion Perk that can avoid Bear trap no more, and timing is key to maximize usefulness of this perk. In some loops, it can be quite difficult to deduced when a Survivor is attempted to dodge; but it not hard to wait a second or two; or fake a killer attack to bait out the Survivor's dead hard. It not hard to watch the survivors closely, and keep in eye on the Survivor's head model looking in your direction; that is usually a sign that they have a dead hard.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300429#Comment_3300429

    "Traps are way too easy to spot, as the new graphical updates in maps which kill grass and more bright maps"

    Not to mention almost everyone is running reshade which makes the game look like an episode of scooby doo. Seariously go watch a big survivor main's stream and you will see the most vivid ridiculous colors when looking at the map and its background (to say nothing of the survivor otufits).

    Furthermore Trapper should have an option to "only play maps with grass". Map doesn't have lots of grass? He can keep a box unchecked and map offerings cannot send him to those places unless he uses the offering.

    That, or if they are not going to fix map and add more grass, especially indoor maps. The next best solution, is for make bear trap invisible from a certain range, make it 1 to 4 Meters away, unless you are in chase.

    It would be nice to make traps more invisible and hard to spot out, so that Trapper has some element of surprise to his power.

    The problem with traps is that they are not easy to hide it, as alot of the most effective way to hide it is gone; placing in corners in loops is usually not a option as experienced Survivors will figure you trap the loop and work around it or abandon it to go to next loop that isn't trap.

    Even if we make tar bottle basekit, the traps are too easy to spot and usually place it most predictable spots such as strong pallets or windows. It almost rare to herd a Survivor into your trap, especially the unpredictable ones.

  • It is part of Pyramid Head's special "passive" abilities; the ability to shut down Survivors hook related perks at the cost of not being able to use any of their hooks related perks if they choose to cage Survivors. It very usually comes into play, when you down a Survivor for the 2nd time and cage them instead of hooking them for maximum play to tunnel them of cage, as they would have no protection.

    Of course, Survivors should learn to protect their teammates, especially when they been cage as it would make their life bit easier when "perk less"

  • I do not know what your problem is with AFK killers, as I see it as free BP and Escape; especially if the killer is not having a fun time and would rather not eat the DC Penalty. And even then, you have no idea on what has happened on the killer player life; he could have a family emergency, irl life problem, or even had their batteries dead onto their controller.

    And if you are still not having fun, just shut up and move on to the next match, where I am certain you have a actual engaging killer to play agaisnt!

  • Personal, if I can revert one bad change from a "meta" perk; I would removed the Exhaustion aspect.

    Yet I do not want silent Survivor as some Survivor are very hard to detect with sounds they make to barely

  • @InvadeGames said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300387#Comment_3300387

    that would be fine if it didnt announce to the survs starstruck activated.

    Exactly... Starstruck immediately gives you warning that you are exposed and instant downable. It only OP, if you are stupid enough to be anywhere near the hook or killer that just pick up a Survivor, and make yourself easily noticeable. Only people that would complain, are SWF whom are sabotaging/flashlights saving their teammates or solo Survivor whom cannot look at the edge of the screen and see the visible "Exposed" status effect. Which is a Skull icon.

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