Elan
Elan
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- Elan
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Small investigation:
FAST TRACK
→ did 1x3 insta progress upon hook and no one used it.
→ got reworked to grant 2x3 permaprogress and people complained.
→ got nerfed to grant 1x3 progress and people complain that issue is how perk works despite the perk worked liek that for years.
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I offered different ideas:
- Each hook grants 3 more charges on all remaining unfinished gens.
- Each time killer performs fresh hook, all survivors further than 24m are revealed.
- Hooking at least three different survivors in a row resets all regression events on all remaining generators.
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Krasue is extremely easy to play and all her two tap + scamper design felt awfull. I though think her leech mechanic should get reworked so her infecting someone does more than just make them go pick up one of 50 fungi on the map.
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Premonition bypasses undetectable, but has insanely long cooldown. There was one favourite perk called spine chill that was far from being op but because stealth killers complained it got overnerfed.
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@SoGo said:
.…now that the Diminishing Returns are in the game.
Survivor:
Leader
Calm Spirit
Technician
Up The Ante
Wake Up!
Buckle Up
Blood Pact
Desperate Measures
Counterforce
Reactive Healing
Better Than New
Friendly Competition
Teamwork: Power of Two
Deadline
Road Life
Teamwork: Full Circuit
Teamwork: Soft-Spoken
Hope
Slippery Meat
Spine ChillKiller:
Shadowborn
Thanatophobia
Dying Light
Save The Best For Last
Overcharge
Monitor & Abuse
Call Of Brine
Leverage
Machine Learning
Batteries Included
Unbound
Dark Arrogance
All-Shaking Thunder
Forever Entwined
Help Wanted
Rampage
Hex: Scared To Death
Hex: Gift of Pain
Distressing
Sloppy ButcherMy issue is that every time they buff perk for it to compete meta everyone starts complaining and perk gots nerfed to the point where everyone else plays the old meta again. C'mon, there is no chance of shaking meta without either making all good perks useless or actually start doing new perks. For example I've seen people complaining about the new survivor perks from Jason chapter while they are one decent perk, one okayish perk and one garbage perk. if perks are not the same level as meta perks they won't every compete them.
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Make her 4.6
Make her traps bodyblocking base
Make her being able to teleport to chosen trap every 30s
Make her traps uncleansable
Boom, Hag is B now, cheers everyone enjoy.
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Decisive strike - lower to 45s and would be fine
Dead Hard - works once you are hooked twice, Deactivated in EFC
Unbreakable - must be activated by competing 50 % of gen or unhook, deactivated in EGC
Off The Record - rework, once you are unhooked you see killer aura for 5s and receive extra 5s endurance, deacttivated in EGC
Adrenaline - only heals, no longer grants boost
Deliverance - requires two safe unhooks
Soul Guard is ok in my opinion as there are many alternatives that work way better
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Except for the ST2 you truly feel like nothing happened in a years.
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Defienetly Deathslinger, Hag, Spirit and Huntress might be at least 4.5
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@xzadrian said:
the animatronic is so trash and I think we can all agree. his fire axe is slow and wonky, and survivors easily counter it. and don't get me started on the security doors, 7 doors around the map just to get bullied by survivors, that automatically pre run once they even catch a glimpse of you. survivors are getting more use out of the doors more then the actual killer is, and I'm thinking about actually kicking the chair. please bhvr, buff his speed, and fix his power 💔💔💔
I'll disagree here, he recentlly got cooldowns buffs, it's about month or so… He's not best, but he's far from being trash, because he has potentially second best zoning in the entire game and the most busted (even when they got nerfed) add ons from the killers.
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His grabs are off a lot lately. Might be caused by engine updates.
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I would like this power on him:
Power: Terror
Press the power button to release cross map wave that put any touched survivor into dying state, has 27s cooldown.
Special traversal: canalization
Press the button at chosen location to emerge from it.
Special ability: Lights
Hold and tap the button to leave behind remains of light, survivors in close proximity will be sucked into it and will have to struggle to escape it. If they fail, they will levitate for 60s and must be saved by teammates, counts as hook. After 60s the survivor will be automatically sacrificed if not saved.
Special items balloons:
Baloons prevented being downed from terror and inflict deep wound instead. But are destroyed in the process. baloons can be also used for more effective struggle at light remains.
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@TropesDaMan said:
what does Houndsense even do?
Makes them glowing red and deep wounded if hit before the houndsense ends. Also you can run some add ons that work with houndsense. But that's it. Just more visible and suffering deep wounds.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079860#Comment_4079860
"Feed the rats! You salty maggot!" LOL
She definteltly needs some love.. She is so janky still.
She's my first P100 and she's kinda poo poo with her camp the pallet counterplay. That's why I don't really enjoy her in higher mr.
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Killers like Ghoul or Singularity would not be balanced with higher amount of kicks.
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@BHVRNerfspig2much said:
Pig used to be honestly one of the best killers for closing chases quickly but ever since your cry baby survivor community complained ITS way different now. Pig on Gideon meat plant which IS its self titled map is brutal… Your Rush Ability pretty much becomes useless since there’s a pallet every 5 meters and terrible looping areas for killers… It’s also just terrible since you nerf her like every month because 1 person complained… BUFF DOCTOR!!!!
Pig is the only dash killer that sucks, and it's mainly because she has to crouch, is frozen while charging and if you take control of pallet people just detach. I just don't understand how can they think that Ghoul or Billy on the same map with same layout have equal chance to win. And the nerfs to her were drastic, people think that 2m longer dash is "no longer joke", but before she made people bussy because she could spawn additional boxes, means more searches on average and also could see boxes and so on. Before you had max 5 traps and max 24 seaches each up to 18s, now she has max 6 traps, max 12 searches and max 15s. So in practice for little "better" dash she got massively nerfed in passive slowdown. Slowdown does nothing when she sucks in chase.
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@Ohyakno said:
BHVR please listen to this person. Houndmaster is such a unique character with some of the best voice lines in the game.
Rotten worm! xD
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Simple changes:
→ Starts with all traps
→ Set them in button tap, no more animations
→ One random disarmed trap will be recalled to him every 30s
→ Setting and resetting traps grants 15 % haste for 10s
→ escaping trap now has one attempt that takes 12s
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Maps should spawn 12 pallets total, indoor maps 15
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You can't see Chucky over loop, but you can see his footfalls.
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@KobiChimera said:
Feel free to disagree with me on these changes - these are just my opinion.
So I just got Krasue and while I don't think that I'm good with her yet, my first impressions are that her infection is essentially worse Plague in exchange for fast mobility. Main sticking point is her infection going away on hook, forcing me to go through the whole rigamarole of marking survivors again and having it potentially work if I leave them alone. I think it going away reduces her effectiveness as a killer.
I suggest that instead of the infection being completely cured when a survivor is hooked, her infection reverts to leech 1 when hooked and starts recovering when unhooked. That way, survivors can still recover from the infection while simultaneously now being under threat of Krasue's pressure. A potential issue I see this causing is that it would encourage Krasue to focus down a survivor with the infection, but I think that's an edge case since survivors will typically get endurance and recover during that time anyway.
I hope BHVR reads this and that you guys think this is a good change. If not, please tell me why in a respectful manner, as I would like to discuss this matter further.P100 Krasue here. She suffers from the same as Ghoul. She's pretty easy to play, while providing insane strenght at very low effort required. Current Krasue is clunky but you need a bit of strategy to play her, before it was just playing on autopilot with quick scamper and dissolution on every Krasue. I feel she can receive buffs or rework to the whole infection/fungi mechanic to be something more then just step for injuring. To make it so spreading infection actually makes some sense, rather than just people running to 100 fungi on map (I know 6), and removing your power entirely. With her heavy-oriented bodyblock counterplay it wouldn't be as problematic.
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It can work global on any type of heal and still be D tier perk at best.
Possible rework:
→ Perk now activates on any heal (new)
→ perk now works in and out of TR (new)
→ perk now triggers a single skillcheck (oppression, ds)
→ failing skillcheck causes broken and oblivious for 120s (40s cut off with vigil)
→ Succeeding skillcheck causes scream and exposed for 10s (new)
With all this the perk would be usable but still terrible
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Why not both? I've always felt that people had gave it way too much credit. It's remote double kick-worth damage. It already has no synergy with any kick-related perk so the value of the perk can be way better. Make the regression 15 % instead of 10 %, increase the range from which the perk can be used and make it able to be used through walls. It's reward for hooking and should feel like a reward.
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My issue is how easy the ghoul is to play. You make very little if any effort to achieve where other killers struggle. I feel like they might revert the range nerf from a while, but as compensation remove his ability to hold out tentacles for eons. You literally do the whole gen and guy is still aiming.
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May be revisited in a future, but the time being… he feels fine now. Decent A tier killer.
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Then I agree that heal tech should be removed. To those who are not on spot, heal tech is when you heal survivor in dying state to disable killer's ability to pick them up and force them to hit you and suffer the attack cooldown. It's mainly used to reposition in exit gate.
With Wesker's bugs, he feels horrible to play with his enormous grab hitbox, however I feel that he still needs more buffs. Once those are made he might be adjusted a bit so the survivor pov actually matters in term whether you will get grab or not.
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Wesker teleports into his grab are things since he came out, lately feeling even worse. I don't know, what's the point of juking when you tp 5m back after turning corner?
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I liked the idea of being oblivious entire game instead of broken and treacherous crows needs tweak. Make the aura reveal 5s instead of 2s and make it that crows are not scared by survivors. With those changes both invocations would fit the same downside.
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@DNet89 said:
Diminishing Returns is bad now but over time they will hopefully review all perks and adjust numbers to make all perks good on their own instead of relying on combos to make them decent
Not on their list for a while.
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Ordered by it's highest values. So Resilience with deja vu used to be 15 % repair speed, now it's 12 %. If you run prove, resilience and deja vu, then you get 15 % bonus, was 25 %.
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Could just be that stake out would still convert good into great, but those great would have - 50 % progress towards great skillcheck. With 6 stacks of hyperfocus you get 2.7 % bonus, with stake out it's 3.7 %. So it would result in you getting only 1.72 % bonus but will still correct the skillchek to preserve stacks.
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@Rokku_Rorru said:
It's the high mobility killers mainly which get this advantage because of how slow the servers tick, which is exactly why we need to stop making and also keeping the dash slop killers strong: if they aren't going to fix the servers.
Tell me about it the amount of myself being tped back into wesker grab, hit from huntress hatchet while truly nowhere near it's landing zone as well as being hit through walls or pallet by so many others, it feels unamusing indeed.
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i would like to see those:
→ Trapper starts with 6 traps (max traps are 6)
→ He can set and reset trap with button press without going through animation
→ Survivors have single attempt to escape the trap with 100 % succession but 8s long escape animation, once escaped they suffer 20 % hindred for 10s
→ Trapper can recall any trap around map with 30s window
Those would make him way better while keeping him relatively simple to play.
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As a killer player facing 4 fast tracks was quite unamusing as they were basically rewarded for playing poorly. I get that at this point I was winning either way but it's different when they make it to endgame just because of single perk. If you have good team who know what they are doing, then clearly the perk won't give you nearly as much value. Original fast track gave you 27 % max free progress, buffed fast track gave you 54 % now the current version is defienetly way weaker than the original as you mostly get about 2-3 unhooks per game = 10-15 %, so the perk gives you way less value while the requirement might be negated by your team. Is it bad though? No. But I'm quite worried about the future metas not even coming as any outstanding perks gets complained about and nerfed within week. Except for Vecna 2.0 perks we truly haven't got much of a new fresh metas truly. On survivor side it was shoulder the burden which I still see max once per 20 games. I truly wish you can pick way more perks and feel like you are not memeing but chosing your playstyle.
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@TsukiYurei said:
High ping is an advantage for both roles.
My suggestion is DBD should match players near there ping.
Aka matching pings pairs with 20-30, 30-50, 50-70 pings together and so on.
This would create fairer balance for both roles playing.
This would just mess up queueing completely. I'm sure it's beyond fair to have knowledge of what game will you join. You see high ping survivors, you should see high ping killers. I'm mainly killer players, therefore I believe that i shouldn't be punished for other players to have bad ping when I have good one.
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After they updated Steve's voice, I'm scared of any major model update.
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Not a good idea as those 2 damaged would be easy to ignore. Best way to make base game changes is to increase every single gen by perma 4 charges each time killer hooks a survivor.
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@Callahan9116 said:
I was playing chaos modifier tandem realized something: I could play low tier killers and still get 2 kills. Why? No sprint burst, no windows, ect. The game is survivor sided, BUT only at high levels. EG if you are a sweat or have pockets deep enough for all the DLC. Thats terrible design. New survivors play, get curb stomped, and give up. New killers play, get curb stomped, amd give up.
The game is imbalanced acroos all mmrs. It's mostly solo q teammates doing nothing or beginners hiding that makes killers get easy kills. If anyone gets relatively consistent wins it mostly means that survivors are just not good. If survivors are good, you just can't win most of the time.
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I think that the main issue was how easily you can injure whole team as legion and paired with Oni it's quite overkill. I don't truly understand why people tend to get him back into 2v8 so much. Some killers just can't work in that way. It's the same why I don't think Plague or twins would ever be good to add into 2v8.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076350#Comment_4076350
So “problematic” basically just means survivor perks to you, then? 😂
By your definition of “problematic,” perks like Scourge Hook: Pain Resonance, Pop Goes the Weasel, Corrupt Intervention, Lethal Pursuer, Dead Man’s Switch etc. should also get blanket nerfs across the board since they’re in top positions too, right?
Or is “problematic” only a label to you when it’s on the survivor side?I don't agree on killer perks being problematic currently. The only one I was screaming for it's nerf was dead man's switch which received sizeable nerf. Most perks in "meta" are tied to hooking. I'm not saying they are super interesting to verse as you mostly face the same 4-5 killer perks for eon, however they are rewarded-type for progressing your objectives, however survivor perks are just "use them" with nothing to do before activating them. That's the main issue. The problem is not that particular perks are used the most but how they are used. Nothing should be free-to-use with such a prominent effect.
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Well, I will astonishingly judge the best here. I hardly disagree with all people that say "windows are for newbies" or to switch off your brain. Main strenght of windows is to pinpoint you what pallet has been used and what tiles the rng generated. It's known that no map is same, no loops are same except for few static maps.
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I am really missing the old updates with plenty of perk changes. The games feel stale, more on survivor side. I can count all perks killer used in 100 games with fingers on one hand and survivors are not so far from it either.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076350#Comment_4076350
That you really haven't explained why they are problematic?
Check out the comment above.
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@zonkednb said:
I'd actually like to hear where you are coming from. Can you provide some rationale behind the perks needing these changes and why you've chosen to nerf them in these specific ways?
I will point out, some of these nerfs are pretty extreme. Dead Hard, for example, getting completely slaughtered here, especially when it has actual counterplay and mindgame to it compared to the other exhaustion perks.Indeed, appreaciate the open mind. Obviously not every perk mentioned is sorted in the same category. Let's dive into exhaustion and other perks tied to it. It's clear that those perks make you very hard to catch with no mobility killers while high mobility killers have no issue with that. Which already pinpoint that weaker side shouldn't be disentivized to play because of spamming exhaustion perks. That's reasonable. A lot of second chances perks noted above have high impact on the outcome of the game with again punishing mostly those with lack of pressure built in their kit. Making those perks activatable would link them more into other options that require some set up as well as decrease it's versatility with no requirements. I went maybe a bit too hard on deli, might be enough to take two tokens instead. So overall idea is to keep the perk truly a menace while also limiting their free usage or make it's secondary effect a little bit more reasonable. As I said I'm fine with people not willing to discuss but at the same point leaving just "good lord" or "no ty" isn't anything leading to deeper conversation is it… if anything is not fully clear just ask…
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@Venusa said:
“Problematic”… ?
More like you watched a survivor perk tier list video and decided to nerf everything in the top 10 across the board…
Yes, problematic. It's beyond expected that problematic perks would be in the top position, what is even your comment about?
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BHVR doesn't care about killer players because they are 1/5 of overall playerbase. So many perks coming out of hands and they instead introduce dimished returns to force meta being even more of a choice.
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They should completely remove an option to unhook yourself. It's mechanic that shouldve left the game years ago.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075643#Comment_4075643
So according to your idea, someone has to reveal him every 10 seconds?
Not really. You'd have to reveal him in certain circumstances to prevent him becoming too powerfull, but ignore if you ought to rely on teammate holding him for long enough to do so… fe. if someone gets chased you don't have to, but if someone gets hooked you should.
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They should've make it so you gain token when being saved to prevent farming and keep the 5 %, so you basically have BNP on death hook. Seems strong enough.
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Revealed Springtrap now gets TR back for 10s but no longer shows aura. Then he gets permanent stealth back.
When Springtrap is not revealed his axe can't be removed, he moves at base speed when wielding axe, gets stun immunity and any generator he damages loses half it's progress.