DredgeyEdgey
DredgeyEdgey
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735543#Comment_3735543
They practically remove any requirement to aim, it's like the epitome of unhealthy game design.
CCounter Point they could require better aim to bounce off a wall to hit where you want them to
Honestly I wish they were base during main event
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734785#Comment_3734785
Then why is the mage hand presumably getting nerfed outside of the enduring "tech"?
I wouldn't consider that a tech
Techs require some thought process like orobending or cj.
Because I can call slapping enduring and 2 charge addons on bubba and call that a teck then
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@Xernoton said:
50% Ruin base kit would be a nerf to killers though… No more gen kicks means no more -5% regression and the base regression speed is 100%. Base kit Ruin with 50% of that regression speed would be a joke. That's 0.125 charges per second. So for a gen to lose 5 seconds of progress, it would need to regress for 40 seconds.
Simply kicking the gen already provides 4.5 seconds worth of lost charges and the remaining 0.5 charges will follow in the next 2 seconds. Meaning, instead of having to regress the gen for 40 seconds you would only need 3.8 seconds now. You would need to wait more than 10 times as long to get 5 seconds of regression.
Sorry I forgot to mention the part we're you can still kick gens to increase the regression to normal and applying the 5% instant regression
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@Bravobro said:
Thats a good Idea. But this need a downside for Camper Like, the "perk" IS in Pause for the time a Killer is 5 sec in the near of He hooked survivor.
The downside Is if your camping the speed I'd slow enough that it gonna get finished because your not pressuring anyone
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@Chocolate_Cosmos said:
Meta for killers Will be the same anyway, just nerfed. Same perka remain, maybe pop Will fade Away tho.
Not true we had started a hit and run metta with stealth killers/perks then boons were introduced and that killed it and now sloppy is mediocre we just need to start a new meta
We even had a ruin meta. twice and they gutted that the issue is we just can't have fun perks without the fun police revoking it.
I still think ruin should be base kit but at 50%speed and kicking a gen /running ruin makes it 100%
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I would like an Invocatio. Blood exchange prefrorm this ritual in the basement for 45s while healthy upon completion all surivors gain 1 health state and you gain broken for 300s this ritual has a cooldown of 300s for everyone when activated
"
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@malloymk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733961#Comment_3733961
It isn't. Not worth the trade off to have someone in the basement for 60 seconds and then end up being broken the rest of the match.
Jokes on you I ran no mither planned on being broken the entire match
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/416545/so-where-are-the-unknown-is-op-people-at
Unknown is pretty terrible.
If they just made it so direct hits with the grenade also applied the weakness effect and did damage, the killer would be in a much better spot. Right now, the ball is so easy to dodge its a complete joke. What unironically is the most effective thing this killer has, is running undetectable perks, and teleporting around then coming at the survivors from unexpected angles.
I've been playing him like death Slinger it seems to work pretty well as well as the option to hit through walls is nice
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733247#Comment_3733247
1: just because it happens across the industry doesn’t make it right. Very much on the contrary.
2: sure, but these were rumoured to be people working on DbD specifically. I neglected to mention that. The potentially thousands of total BHVR employees isn’t all that relevant.
3: If the rumoured 95 is true, that’s still a substantial amount. I don’t think this can be dismissed with “it’s just 7%”
I kinda hopethe devs put a good word with these people to help them get good positions in the future
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734383#Comment_3734383
No. "Not running something" should never be considered a counter. Nobody has the clairvoyance to GUESS when someone is going to run something to change their build. Counters should always be in game, never out of game. And like I've said: the game is designed around items being brought, so "not running something" should not be the "perfect counter."
Rember when boons were considered balanced granting everyone free self care and Botany and the counter play as snuff it. Yeah this is way less problematic than that
AND I feel like you'd complain about mirror myers
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@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728701#Comment_3728701
"Solo Q could use some buffs."
DO they, tho? Do they really? I'd like to point out how many buffs solo que got in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board multiple times, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, the visual heartbeat, STBFL was nerfed, mangled was gutted, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.
I gotta ask, what more do you want? Basekit 5 second DS? Basekit Kindred? When will it be enough?
TThis Most of these changes are. Better for the games health bur definitely made killer harder. And the one change killers got came with nerfs
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Yes
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728659#Comment_3728659
AFK killers are getting a DC ban, so there is that.
But for me survivors giving up is worse.
Really didn't know good gonna suck when I have to leavefor something real quick
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@The_Krapper said:
It's the sensitivity I'd almost guarantee it, I don't see how console players can do it honestly I've played on both platforms and can safely say console feels like slow motion just due to the Cap on sensitivity as to where the m&k can always out spin you , when it comes to the killer role console is at a significant disadvantage I commend any killer that hangs in there on those platforms especially Nintendo switch because you know they go through hell against literally any other platform at like 25 fps
I just play on like 90 sens
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@LeFennecFox said:
Going to pretend RE doesn't have a lot of campy humor or silly moments? DBD isn't just a generic scary horror game and has always leaned into silly via perk design and such.
Exactly like the part where nemi triggers a claymore and gets launched into the side of a truck like a doll. But then can take a rocket to the face and barely flinch.
Re has some humor
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728669#Comment_3728669
For something very simple and easy to implement, a gen/other action speed bonus for remaining Survivors in the trial.
For something more…elaborate you could get pretty creative.
If a Survivor is killed off before, for the sake of the argument, a single gen is more than 75% complete, the Trial spawns extra pallets.
You could make Survivors share hook states.
I'm sure other people have better ideas, those are just the two off the top of my head. I haven't given it too much critical thought.
I like the more pallets idea
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@Toonster said:
Let's go with your idea. Let's give people a penalty for giving up on hook. You can even give them a penalty for attempting all 3 times on hook too. Problem solved, right?
Well no people would probably just stand still and go afk instead.
Let's ban that then, no more standing afk.
But then people would just be useless and grief their team instead of trying to play the game.
Okay let's penalize people who haven't touched a gen in X seconds.
But then you're punishing newer players who may not know what to do or are scared.
You see what I'm getting at? If someone doesn't want to play the game, they will find a way to not engage.
I'm talking about the instance where someone gets down first hook attempts and then dosent try either of the skill checks to die.
Attempting to escape shouldn't penalize you
It's the not attempting to hit the skillchecks
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@Huge_Bush said:
it’s simple. The game should track how many DCs and how many early hook suicides someone attempts. Once it hits a high threshold, matchmaking should start grouping them and matching them against like minded players.
Also a good idea
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@Pulsar said:
We add a reasonable comeback mechanic for Survivor.
The match can often feel over due to either the oppressive nature of some Killers, a matchmaker mismatch, the prevalence of anti-gen perks, the prevalence of certain exceedingly effective playstyles or plain bad luck.
This should be remedied. Just as Killers often stage a comeback over time, Survivor should be given a reasonable, I stress that word, ability to recover from early-game issues.
TThat's A nice concept but like what exactly
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@Junylar said:
Aanyone got any ideas
How about this: instead of banning people for missed skillchecks we fix the damn game and stop soloQ from being a horrible experience, which is exactly the cause of all the giving up.
MIssed isint the same as not trying
And horrible experience I out play a person I time and the decide toquit
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And before anyone makes this a us vs them.
The should be something done for afk killers
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@Beaburd said:
This is one of my favorite perks as well - it's just so efficient and useful.
Take a map that can track killer belongings for exact totem placement, and you don't even have to waste time searching for totems. Simply check the map, walk ~3 seconds, cleanse in 14 seconds, then hop in a locker for 8 seconds. That's ~25 seconds for a self heal. Not to mention the heal can be stored in the perk, meaning that first ~17 seconds spent on finding and cleansing can be done when safe and the actual self heal, which is often needed under pressure, is only 8 seconds.
Add Overzealous which shaves off 8 seconds off each of your solo gens on a dull totem, and the time value just gets better with every gen.
I just wish there was a perk that lets you find totems so I can stop bringing a map every game I run it.
Hint, hint: Looking at you, Still Sight.Small game?
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Yep called small game.
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@MrDardon said:
I wouldn't mind if they gave Inner Strength the Overzealous/Clairvoyance treatment by making it activate on blessing as well.
Then you could maybe increase the healing time to like 12 seconds since you could then use it as much as you want which will make Inner Strength quite popular.
Shattered Hope will then also see some more use again, (besides the fact that it needs a rework or buff anyways.) as people will combine Inner Strength with a Boon of choice.
Hmm idk on one hand it sounds like a good buff on the other people will be healing in12s which isint great for the game
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@Dreamnomad said:
Anyone using this perk will also run Franklins which negates the issue of charges. But I think the aura reveal should happen regardless of whether the items have any charges or not.
It dose as long as the item is dropped. It works
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@Agaki said:
I cannot play trapper who I main when there is literally survivors telling other survivors where my trap is so what's the point lmao and using the exploit that lets them pass traps that haven't been dismantled which bhvr isn't patching so yeah trapper is disabled against swf. Looking for a killer that destroys SWFs.
NNurse But you gotta be good and put time nit muchplayers can do when your great at her she is the definition of getting understanding the surivors.
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@Blueberry said:
They should forget the Oblivious, it’s irrelevant and just seems like a random thing thrown on because it needed more. Make the item drop at 10% progress remaining, scrap the Oblivious entirely, make the aura effect radius linger around them if they pick it back up for 20 seconds, and lastly make the radius like 16 meters.
16m might be a bit big but I can see 10m and the linger effect for like 2s
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With Franklin's I will be good like getting a hit at shack or jungle gyms basically removes any mind game there untill they pick up the item
Not to mention you can see the item map wide so you can allways keep tabs if anyone is in that area. on that gen or see that the player burnt out their tool box or see where someonefinished healing.
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It should be 3%slower for each injured surivor and then an extra 9%for the final survor
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Just run the iri addon that shocks people when they group up
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@SMitchell8 said:
SO what will he do? Just m1 without a power as he doesn't have anything. Just Trapper without the bear traps.
He tends to grab people before killing them could be a grappler or I made an old idea of a rage mechanic where the more gens stuns blinds that occurs the faster he builds rage to basically have spritfury for like a minute as well as other buffs
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724759#Comment_3724759
Thatd probably be the most boring buff they could give him. Would it help? Sure, but its not like this would elevate him to even B tier.
Id make Makeshift Wrap basekit and add some sort of risk to disarming his traps
Idk 120 could make trapper really good in chase. Boring yes I'd agree on that.
As for an actual good buff
Added skillchecks when disarming a trap failing a skill check will get your arm stuck in a trap when failing a disarming action you take 25%longer to get out of traps. And slows all action speed by 5%for 25s
Added when stepping in a bear trap and escaping you gain a 10%hindered effect for 15s and hemorrhage effect for 20s
This would make trapper have good syngery with unnerving presence
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@Cuirassier said:
I want a 120% killer.
trapper should be 120
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@Cerzith said:
A general idea to Buff what is debatably the worst Hex perk in the game.
Basically when the totem is cleansed instead of removing the affects of the perk have it only removes its ability to gain more tokens. So if the totem is cleansed at 3 tokens the regression and change in timing of the sound and skill check would remain but it wouldnt be able to be increased beynd that point.
As far as I can think of it wouldnt make the perk to unbalanced as I think it would still be outclassed by other regression perks and in order to get proper value out it you'd still need to get roughly half way through the game and get it to 5 tokens. Which in my experience doesnt happen to often unless you're up against new survs who don't know where to look for totems.
Each token makes skill checks appear 10%more often remove the token limit.
This hex becomes active after it gains 1 token
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Crazy in the time of 3 years nemi only got 49k zombie hits. I think it's time for him to get a rework
The time of data collected is tiny in the bottom right. Under nemi's box
WWait "Impending zombie apocalypse???" What you mean bhvr?
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/kb/articles/450
Stats | April 2024By PeanitsLast Updated: 4:06 pm
https://us.v-cdn.net/6030815/uploads/V1AOTMNYLMKB/unknown.png
What is that? It’s The Unknown(‘s data). In its debut month, The Unknown climbed to a 64% kill rate and a 10% usage rate.
An average of 5.76 hallucinations were dispelled per match. If you’re having a hard time facing The Unknown, be sure to dispel those hallucinations! Dispelling hallucinations prevents The Unknown from teleporting to them.
As with any new Killer, The Unknown shot to the top of the most popular Killers list. The Hillbilly, meanwhile, has now settled at a respectable 4% usage following his recent update.
https://us.v-cdn.net/6030815/uploads/TFRFNO5H7O8T/generators-281-29.png
After the introduction of the generator regression limit, we kept a close eye on the system to see how it affected both 3 gen (defending 3 generators for extended periods) and regular matches.
With this system in place, the amount of 3 gen matches fell from 10% of all matches to 4.5%. (Criteria: At least 400 seconds between fourth generator being powered and the end of the match.)
As for regular matches, it appears this mechanic rarely comes into play. Only around 1.4% of matches see at least one generator blocked, with an average of 3.5 kicks per match.
https://us.v-cdn.net/6030815/uploads/KPLVHNE9MDLH/nemesis-zombies.png
Who’s the best zombie killing machine – Survivors, or The Nemesis? The answer is not even close: The Nemesis has punched and whipped near ten times more zombies than Survivors.
Those zombies aren’t going down without a fight, they’ve attacked Survivors over 48 million times, an average of 1.74 per match.
We have a challenge for you: Let’s see how many zombies you can slay! No pressure, but the impending zombie apocalypse depends on it.
Until next time…
The Dead by Daylight team
Question when was this data started recording
Nvm didn't see the time line
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@Marc_go_solo said:
Each trial, you could go in with the attitude of: "What do I want to practice today?". Is it certain loops? To make the most out of a perk? To be able to use the HUD better? Whatever it is, go in with that in mind instead of just "I want to win".
Secondly, experiment and be unpredictable. Figure out not just what the best way to do things are, but what works best for you.Try things out during chases and learn to make decisions and take risks on a whim.
I'd also say - as the person earlier said - learn your HUD. That gives so much information now and can really help point out what priority you have to consider.
Other things include: perhaps choose a swf for some trials (although I don't, it's abundantly clear many love it and sharing knowledge and watching each other will help with your gameplay; do a randomiser (to learn to think on your feet, gain experience and adapt to situations); watch YouTube guides or people's streams.
Finally, do not give up. Even if some wuss gives up after being caught by a trap, the trial can be a good learning point. Use what happens to practice further. Eventually, you'll be doing much better and having a lot of success, without pressurising yourself to always win.
Yah finding dramaturgy to be really good it reminds me of dead head
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@Wrecked said:
https://us.v-cdn.net/6030815/uploads/U2L0VTV2E75Z/img-4521.jpeg
No Mither AND Strength in Shadows?
How is such an OP combo fair for the killer? No wonder Gabe looks so happy with himself…He is the chosen one the entity have given him a gift
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Not really but more chaos sounds fun.
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@ArkInk said:
He needs a Licker, a Rocket Launcher, and a Flamethrower. There is a DnD Lich on the roster, they aren't out place.
I hope he gets a classic skin and maybe even a bag head too, cause seriously, why does he only have two cosmetics?
Yo althat could be fire imagine lickers toung because iridescent and turned the 2 zombie into lickers that attacks like alien tail.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721773#Comment_3721773
it dark theory speed but i understand.
I like dark Theory because of its range requirement
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/414552/rework-idea-for-nomyther
no mither should give u a speed increase (2%). It's pretty much no reason to justify being broken the whole entire match.
Rather not have old mft again
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@Royval said:
Feel like no mother should increase vault speed. Or action speed make it a risk for reward.
That's called resilience
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I get where your comeing from but it's better this way healing mid chase is extremely difficult and I'd rather nothhave 6s heals again
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/414508/basic-attack-perks-should-be-removed
I'll grant your wish. The cost is Lethal Presuer is totally reworked into something else 😁
Lethal. No grants a permanent 8%haste untill your first down additional whenever you gain the undetectable effect gain a 2%haste untill an injure or the effect wears off
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Surge,dark devotion. Stbfl ( specially gaining tokens)
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@Huge_Bush said:
Billy nerf when?
never he has suffered for to long
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@FrostySeal said:
Not including the double iri addons for Blight which make him the strongest Killer in the game, I think that Hillbilly at his strongest is a much better Killer than Blight now. Above all else Blight needs his speed add-ons, he's just not a good enough Killer without them so when they ended up not only hard nerfing those add-ons but also removing one of the techs that he needed to get hits on certain tiles, that being the hug tech, it hurt him bad
In comparison thanks to all the buffs Hillbilly got I feel as if he is not only a much more threatening Killer but one that now also has higher potential than Blight. His overdrive, speed addons, lopro chains, etc., all turn him into the second-best Killer in the game for me. The only thing I'd say Blight has over Hillbilly is being slightly more better on indoor maps, but even then thanks to the collision changes I've been doing decently fine on maps like Lerys as Hillbilly.
The showcase hens had where it was Blight VS Billy shows this too. And I'm not here to say that because of this Hillbilly deserves a nerf or anything, I just think contrary to what most people think Blight needs a small buff, that being to his base kit speed and a nerf in some other areas like any addons that lower his recharge period.
Not opinion fact
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@brokedownpalace said:
They should have a create a modifier contest instead
someone get this man a pan.
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@OrangeBear said:
I'd put pig in the top tier. Legion and Pig together would just be game breaking
Not even pig and pinhead. Do the box or the box will kill you.