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Dreamnomad

Dreamnomad

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Dreamnomad
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  • On the one hand it takes an incredible amount of time and effort to achieve so it makes sense to give some kind of reward. On the other hand, I'm reluctant to give players any incentive to do that to themselves. If the reward is too good then it might incentivize more people to make unhealthy life choices and/or burn themselves out on the game. Some special border around their perks would be fine though.

  • I'll pick her up with shards and I'll give her a fair chance playing her before deciding whether she is trash or not. Though I must admit that I am concerned with her power level. I'm something of a completionist when it comes to killers on DBD. Even if she was utter garbage, I would still unlock her and get her to prestige 3 just so I'd have access to all killer perks at rank 3. Besides, there is still hope of improvement in the future. Her design leaves plenty of levers to increase her power level.

  • Maybe if it only applied to the first survivor hooked.

  • I tend to disagree. For one thing this would inadvertently nerf a few killer perks like No One Escapes Death. But for another, it unreasonably nerfs an entire series of survivor perks. Which on the surface might seem like a killer win, but I would argue the opposite. If the survivors are filling up their perk slots with boons then it also means they aren't running other arguably more annoying perks. Boons also take up survivor time blessing in the first place and snuffing out the totems is often a win in the killer vs survivor time management game. Killers generally aren't going to run to the other side of the map where gens are done to snuff out a totem but if survivors are wasting their time running to the other side of the map to heal at 50% speed then they losing a lot of gen progress. And if survivors bless a totem in an area where killers are active then the time spent blessing the totem is usually easily lost without the killer spending too much time searching for and snuffing it out. Now if your argument is that blessing totems should take an extra 10 seconds then I would tend to agree.

  • @NOEDaddy said:

    I would change Potential Energy to lose one token every 3 seconds until healed or lose all tokens when downed instead of injured. Regarding Quick Gambit I think it would be better if it was something like it activates after being in a chase for 30 seconds all other survivors have increased repair/opening exit gates speed “same values” and it deactivates when the chase ends by losing the killer or getting downed. Fogwise is just a decent solo q perk.

    Those are pretty good ideas. Especially the Quick Gambit one. High risk, high reward but also gets rid of training the killer onto team mate working gens aspect while still staying true to the theme of the perk. Well done. Hopefully they read this post and take it into consideration.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363549/vittorios-perks-need-some-help

    Potential energy is such a cool perk, they really can fix the perk easily just by making the conversion rate 1to 1. The perk has already the risk of loosing all progress by getting hit, punishing efficiency was just unnecessary.

    Fogwise is perfect, honestly i thought it was gonna be OP, but its just pretty good, feels good to use, but has counterplay from the killers by either perks or powers. This one can stay.

    Quick gambit, this is the type of perk that really shows bhvr is so scared of releasing gen rush perks, i wonder why they even try. Fixes for the perk, they could lock the buff to just one gen that you choose on the map (similar to Red herring) and remove the range requirement or just buff the numbers on the range and speed boost. But again, if bhvr doesn't want to release good gen rush perks, then stop releasing perks like overzealous and quick gambit, they are boring and probably hurt you more than help and somehow those are also the perks that killers complain that will be OP before release, only for everyone to forget those perks exist 2 weeks after.

    I like your idea of choosing a gen to give the bonus to. Perhaps if you haven't chosen a gen or the gen you did choose is finished it could work as is. I don't know. I was thinking it would be nice if you could see the auras of gens being worked on within 24 meters because that in itself is useful so you don't accidentally train the killer onto another player working gens. Which could probably be its own perk, but it would make a lot of sense just to staple it onto Quick Gambit.

  • I've had no issues post patch that I haven't pre-patch. Killers are by far the bigger group of whiners on these forums. Some of it is legit, but it's mostly exaggerated to an amazing degree. Is the outrage "real". Sure. Killers are always outraged on these forums. Is the outrage based on logical conclusions drawn after real data and experimentation? No. No it's not.

  • @TigerSnake said:

    If Fogwise needs anything, it’s a cooldown as the perk is borderline OoO 2.0 with a Hyperfocus toolbox build.

    Honestly, I think this is a non-issue. If someone wants to commit to the build that much then bully for them. Even in the hypothetical survivor team with mics, they don't gain that much information they don't already have.

  • @Trollinmon said:

    For me the issue with knight add-ons is that Dried Horsemeat and Map of the Realm feel mandatory for him. I don't think they can even change that since the reason it feels that way is because the assassin can get you hits with that combo.

    I disagree about Map of the Realm since I've played tons of games with Knight and never actually used that particular add on. I do however use Dried Horsemeat in virtually all my games. So I'm inclined to agree that the chase time should be extended and this add on be changed into something else. I use both BBQ and Nurse's Calling so I can usually drop the spawn point of knights right on survivors heads. That's why I suppose I've never felt the need to run Map of the Realm.

  • I'm really not a fan of the add ons that require your guards to fail their hunts. Town Watch's Torch is particularly horrible. How long does it take to fail 3 hunts? How many times is that even going to happen in a match? Once? Maaaybe twice? And for a whopping 25 seconds of undetectable? Either it should go off every time a hunt fails or the time you get undetectable should be extended to something like 75 seconds.

  • I like it. It makes sense thematically. Most blind effects have small time limits anyway.

  • +1 for Knight. Nice thing about him is if survivors are trying to hang around exit gates, you can chase them out without even having to look at their faces.

  • Yeah, I don't get it either. I think my luck as been a little better than yours. I've had 2 games with 5 offerings and several more with 4 offerings. But typically it is in the 1-3 range.

  • I never played him before the buff so I can't really comment on how much he has improved, but I've played a handful of games with him after the patch and had an absolute blast. I like to think of him as a hunter with a bird-dog. Sending my hound out to flush game from the brush.

  • Easy way to complete that challenge is to get "chased" by the killer when the killer is already actively chasing another survivor but has no interest in changing targets then just run off a different direction to "escape". Just use Empathy so you know where an injured survivor being chased is at.

  • When I play killer, I work under the assumption that survivors have near perfect information regardless. So from my perspective, little has changed when I play killer. I love the change when playing as a survivor though since I almost always play solo queue. It's not like it really changes what I do most of the time. It's just nice knowing if other survivors are actively working gens or just dorking around. But strategically, little has changed in how I play. If I'm not being chased by killer - work gens. If I'm being chased by killer, then my goal is to buy the maximum amount of time for my team.

  • Sure. Because it makes sense to change the way the game works for one killer on one map. That's a great use of resources. /sarcasm

  • He just has a punchable face.

  • No. Not against the rules.

  • @Dreamnomad said:

    Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

    Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

    Super Speed: Both killer and survivor have 30% increased runspeed.

    Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

    2 killers vs 6 suvivors

    Random 12: Both killer and survivors all have 12 random rank 3 perks.

    Back to Basics: No perks, items, or add ons.

    Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

    Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.

    Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

    Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

    Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

    Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

    Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
    First Survivor Killed earns 2500 BP
    Second Survivor Killed earns 3000 BP
    Third Survivor Killed earns 5000 BP
    Fourth Survivor Killed earns 7000 BP
    Fifth Survivor Killed earns 10,000 BP
    Sixth Survivor Killed earns 15,000 BP
    Last Survivor Killed earns 20,000 BP
    Randomly Selected Killer earns 10,000 BP
    Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

    3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).


    Here's a list I put together a few years ago.

  • The reason you have "sweaty killers" and "gen rushing survivors" is because players are trying to win the game. Simple as that.

  • I hate it and I think it was a complete waste of resources.

  • Breakdown and Aftercare are fine as is. You should really make the effort to post how the perks currently are and then put your suggested changes just for clarity. It looks like you might have made minor tweaks to those two but I think they need no changes. I do take issue with what you've done with distortion though. The change you suggest basically renders anything killers have that would offer aura detection pretty much worthless. 5 base tokens with the option to recharge tokens is far too much. Especially with healing. If there was to be a recharge token option for balance purposes it would need to be like 2 base tokens and only gain tokens from unhooking. You can pretty reliably get one unhook which would put you even with the current version but with some luck and skill you'd gain some extra uses but still have it be within reason for killers. I still vote no changes needed for any of his perks though.

  • Counter to Iron Will is eyeballs and intuition.

  • I haven't played in months now but it does tickle my funny bone to see a post about wraith being overpowered.

  • It is always okay to leave other survivors behind. That's a personal choice for each survivor to make. I would say that if you have no intention of attempting a rescue and you are at an exit gate the polite thing to do would be wait until the other survivors have made any rescue attempts before leaving. Just being on the map increases their chance of success since the killer doesn't know where you are or what you are doing. But simple math would tell the killer if one is dead, one is hooked, and one left then the killer only has to worry about one survivor attempting a rescue and that attempt is virtually doomed from the get-go. But other than that, yeah, make up your own mind whether it is worth it or not based on your own criteria. Don't feel obligated or bullied into doing something you don't want. Really, that applies to all aspects of life.

  • I would argue that it is irrelevant why you are disconnecting. You are still ruining the experience of other players.

  • I'm AMAZED that there isn't more hate for Doctor. I kind of question if there isn't some "follow the leader" mentality going on here. Like if the OP mentioned Doctor how many others would have mentioned Doctor. He is without question the killer I hate going up against most. My list:

    1. Doctor
    2. Nightmare
    3. Wraith

    That last one is pretty controversial I'm sure. It's not so much that I hate the killers ability but from my experience like 80% or more wraith players are campers.

  • @Jacoby2041 said:

    I just want a little totem counter next to the gen counter 😔

    I've advocated for this in the past. I still think it's a good idea. I would prefer that it wasn't constantly on the screen cluttering the User Interface. I just want a little notification that goes away after a few seconds each time one is cleared.

  • It's an amusing thought but a pretty bad idea in terms of how it would be implemented and game balance.

  • Spirit got chopped up by her father for no real reason.

  • What are you even talking about? This feels like it is meant to be a reply to another post.

  • @JPA said:

    Giving the codes a limited window means people have to come online more often throughout the holidays to get the stuff, so they're also more likely to play a game or two (or twelve) each day. I'm guessing it's a retention thing.

    I would make the argument that annoying your customers isn't a good way to retain them as customers.

  • @Ghost_Face_Main said:

    They're limited rewards for a reason. The sweater codes this month for example are free offers that depend on you using the given codes before your chance for free content is up. Wouldn't really be a special deal if the codes lasted indefinitely, cosmetic or not.

    I disagree. I don't feel like I should have to constantly monitor their social media or news updates or miss out on stuff. It wouldn't even bother me as much if the windows of time were larger. Would the Christmas stuff be any less special if there was a six week window instead of one or two weeks per promotion?

  • Seems like a decent build but no BBQ means no good for me. I don't work for half wages.

  • I think a good argument could be made that it would be a worse perk if it triggered automatically with the EGC. The EGC lasts 2-4 minutes (depending on if someone is hooked or slugged). Bloodwarden lasts 60 seconds. The most strategic use of Bloodwarden is when the Endgame collapse is already over half done. Then you can trap the survivors on the map so they are all sacrificed. If Bloodwarden triggered automatically then it will be impossible to trap survivors in when the EGC finishes.

  • I'm cool with it most of the time. I'm usually working on some kind of challenge. Some of which can be a real PITA. So I'm usually happy for the break. The problem can be when you are trying to do a challenge that actually requires the killer to hook a player and they refuse.

  • You get less progress for completing all the challenges. It used to be where if you completed all the challenges and played a reasonable amount then you could easily complete the entire rift. Without any warning or notification they changed it so that by the time you complete all the challenges and played a reasonable amount, you'd still be about 10-20 rewards short. That is a massive difference in grind time required to complete the rift. That is essentially an extra 100-200 games required to play to get the same reward.

    Now don't get me wrong here. I don't think the rift pass is a bad deal. I bought one rift pass and played through 3 rifts with it amassing an impressive amount of cosmetics. Since you earn the auric cells back you could just keep completing battle passes with one investment. I get that it doesn't make them too much money if the rift is too easy to complete. But it really took the wind out of my sails to keep playing the game. I would have preferred if they made it so you could only earn back 500 auric cells but made the rift easy to complete so players would need to invest 5 real dollars to do a new rift. They would make more money and I would feel like my time playing was worth the reward. Instead they moved the goal post mid race which doesn't sit right with me.

  • I'm not real happy with it. My play time has dropped off significantly since crossplay was introduced. The shadow nerf to rift progress through challenges as pretty demoralizing for me as well.

  • @Lyfe said:

    Iri Head is not OP. Iri head + belts is OP.

    People like to toss this around but that isn't true. I accidentally picked a different purple add on one game with iri head and you know what? It was still a slaughter. I will gladly admit that I'm not even all that good at throwing hatchets either. Players that are actually good at throwing hatchets don't need more than one. It's not just a matter of 2 add ons combined being overpowered. Iridescent Heads are just overpowered. The end.

  • I don't think "Iridescent Head add on is overpowered" even qualifies as an opinion. At this point it is just a fact.

  • It very well might be an exploit but it's also a terrible strategy for survivors. The two remaining survivors will not be able to finish enough generators to make the loss of 2 survivors worth it.

  • Off most of the time. If getting a game takes too long then I'll turn it back on for a while. Though from my experience the queue times are pretty similar either way.

  • I wish crossplay wasn't a thing.

    If there has to be a crossplay option then I would prefer to have a way to exclude PC players.

  • Of all the things that could cause players to leave the game, one map update isn't going to do it. Relax Chicken Little. The sky isn't falling.

  • Sounds a lot like Rek'Sai from League of Legends:

    An apex predator, Rek'Sai is a merciless Void-spawn that tunnels beneath the ground to ambush and devour unsuspecting prey. Her insatiable hunger has laid waste to entire regions of the once-great empire of Shurima—merchants, traders, even armed...


  • I've been playing for quite a while now and during that time it would always be appropriate to see a thread with this title. At this point I'm convinced that the answer to your question is "no". They can't.

  • These just really aren't all that problematic. It's very rare to see even one brand new part being brought into a game. I don't know if I've ever seen survivors bring multiple BNP into any of my lobbies as a killer. Maybe a long time ago when they actually were OP.

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