Elan
Elan
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- Username
- Elan
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Results of DR:
→ Fun and variety builds are dead, guess they just want everyone to run corrupt, pain res, dms and 4th slowdown
→ Not fixing how imbalance and busted the survivor side is, literally all meta combos untouched, same on killer side
So all this just made less fun options.
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Exactly what I said they gonna do.
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Champion doesn't need buffs. That's why they revert the buffs from first PTB. It's top tier perk that screams for nerf more than for buff.
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Vigil change I'd like:
→ removal of exposed
→ Removal of exhaustion
Buff Vigil to 75 %
So now Vigil only works to debuffs - blindness, hindred, mangled and hemmorage. Giving 100 % reduction. Meaning that you will recover from debuffs super quick and it will be it's main purpose.
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The scamper was problematic. Now they can buff Kaneki in different ways. Revert the distance leap nerf, buff some add ons etc.
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You made her look 30 years younger. Already loving it. Good concept, much better!
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We are getting old granny, so who knows… she better not break her bones while jumping over window.
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I remember Shaking Thuders activating on nearly no elevations and they patchet it to be min some ms. Old Balanced landing had infinite stagger resistance, but it gave you more distance so cathing up to survivor running around holes took a while. We a speaking of time where infinites windows existed as well. Dark time…
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The logic where slugging for 4k is boring, toxic but wasting player time when standing still and teabagging in exit gate is fine.
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You can use it in killer shack.
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But going against 40 exhaustion perks, 50 second chances perks, invincibility perks etc. is fun. Noted. I gave up to want killers have some sort of love from community or developers. It's just about survivors having fun and killers being there to fill the lobby.
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Survivors need to be nerfed drastically and their communication should be buffed via some stickers, emotes or ingame quotes.
New killers are mostly fine, other killers should receive mid to small buffs and some in game mechanic should be implemented for both sides.
Killer:
→ Hooking survivor increase charges of all remaining gens by 2 %
→ Hooking survivor reveales all survivor auras out of 40m range
Survivor
→ Escaping a chase without being hit grants 5 % bonus to healing, cleansing, opening chest, unhooking.
→ Repairing a generator reveals aura of killer to every survivor for 3s
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I would like to see those changes:
→ Ghostaface can now lose stealth only to being revealed (fix reveal mechanic)
→ While in NS every marked survivor will increase GF movespeed by 5 %
→ Taking damage now only lose half the marked progress (was full progress)
→ NS automatically activates once gauge is reffiled (similiar to Xeno crawling mode)
→ Reveal is no longer possible when in dying state or on the hook
→ Revealing Ghostface removes half of your mark
→ When in NS Ghostface has 25 % buff action speed
→ Replenishing NS now takes 16s
Secondary power: Rampage
→ When at least one survivor is marked, end your power and gain 10 % haste for 10s
→ If any survivor is downed while in Rampage the NS will be automatically activated again
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I would make her both iri add ons basekit so survivors have motivation to cleanse, to get rid of the aura reveal and when rushing gens you would get free power for it, it's 5x total per game only, so… wouldn't even be that crazy.
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Everytime a new good perk or perk reworks come in, community angers for it to be nerfed so we all get back to same perks we have played for years.
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I'm still not fan of Blight nerfs but whatever. Comparing 4stacked slowdown, tunneling Blight to casual Blights is just insane. Killer to fullfill their objective as fast as survivors are doing their obectives would have to find, down, hook survivor and find new survivor every 30s in order to keep up with time-related progress of survivors objective, which is unreal. But I understand that running same 4 perks on both sides for years is fun (irony).
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@CTL said:
I'm putting this in here so I can other peoples thoughts on this, but a perk that simply gives a injured surv endurance for 10 seconds after unhooking another surv, will stop killers from getting free downs on survs that are forced to save another surv about to go into 2nd stage or death. I can't see this perk being unfair, and it being in the same category as D strike, with it being situational only against killers that are camping hook/leaving chase to go back to hook.
Surely, make every survivor invincible the whole game. xD If you want to talk about camping it has nothing common with endurance. Old borrowed time used to work like that and it was pain. If you want to fight camper there are perks such as Reassurance, Camaraderie etc., if injured survivor takes endurance after unhooking they are both just straight invulnerable for 15s, creating lose-lose situation to the killer.
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I'm P100 Houndmaster explayer and she's not very entertaining once you play against those type of survivors just standing in pallet so you can't use your power on them.
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Sprint burst should be 3s of 125 %, 60s exhaustion
Lithe should be 3s of 125 %, 60s exhaustion
Balanced landing should be 4s of 125 %, 40s exhaustion
Smash Hit should be 4s of 150 %, 25s exhaustion
Dramaturgy should have 60s exhaustion
Head On should have 60s exhaustion
Background player should be 4s of 125 %, 40s cooldown
Adrenaline should be have it's speed boost removed and retain the healing aspect
Exhaustion should not decay when moving (walking)
Vigil should be 25 %, not 60 % recovery to everything
Exhaustion should not be removed when hooked
Exhausted survivors should move slower, let's say 2 %
Antiexhaustion perks values should be doubled, fe. genetic limits causing 16s of exhaustion, mindbreaker 10s of exhaustion etc.
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The only change he truly needs is holding tentacles out for 5mins, otherwise he doesn't need any other changes.
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@Yatito said:
As a Survivor but also Killer and I played ghoul often since release, I think he needs a nerf. First of he can hold after his first leap his second leap way to long, it should be less time and after he leaps to an already marked survivor he has a to short cooldown and can literally just stay at the survivor not giving the survivor any chance to escape except with a pallet and window that u don't always have. With a bit bigger cooldown or if he is just slower in that moment it would be much fairer for everyone.
How many more nerfs do you need? They removed his stupid scamper. That's enough.
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How can be Fast Track changed?
→ gives 1 % permanent progress per hook (was 6 %)
→ per dead survivor your great skill checks grant permanent 1 % off generator
→ Each time you are unhooked, you are granted token… per each token press active ability button on gen to decrease it's maximum required charges by by 3 %
→ When you unhook survivor, get 1 token… token grants 2 % extra progress when hitting great skill check
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I think this should be awesome rework to standard mode. Place workbenches across map and survivors have to find them to craft parts and place them into generators, let's say each part takes 10s to craft and repair 15 % of the generator. Way to go. Hopefully once
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They may make his footsteps silent and increase base undetectable. In exchange using cameras would be easier and more reasonable. That seems like change in good direction.
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I think they don't neccessarily need rework. If Legion downs on 4th hit instead of 5th, has longer FF duration and speed and can refill gauge by breaking and kicking too, he would feel much better. Essentialy he can lower required hits to down with less survivors, so if one survivor dies he can down on 3rd hit instead of 4th and be pretty decent B tier killer.
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Many times I told that hyperfocus should be 10 % not 30 %, fast track should give you 1 % for one hook and stake out should not synergize with other great skillcheck-related perks. But killer players have no voice in this game and everything is done in favor of survivor so they have fun and killer players are there just to fill the lobby so they can bully someone with 50 busted perks that have no counterplay. But I stopped playing daily-weekly a long ago and as I see it being pushed even further I don't think I will ever have DBD as main game.
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i don't think Blight needs nerfs. He needs add on changes and would be fine, same with Nurse. I don't want to see him fall like Krasue and see more Ghouls.
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She feels clunky overall.
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@coldflame said:
the recent map design, density updates, gen speeds, and perk changes/additions seem to just be emphasising a playstyle where pallets are not a finite resource and chases are just an exercise in playing around them. even if you play a chainsaw killer and do nothing but destroy pallets whilst following a survivor who w keys and predrops them, they never actually run out.
this is not an interesting state for the game's macro to be in. there's no consideration of resources or teamwork, and a bad chase doesnt have the silver lining that 'at least the survivor burned resources'. stalling out the game doesnt achieve much because the map never actually becomes unsaf
bhvr should be publishing official pallet counts for maps rather than leaving the onus on the community to identify this, too, so we can actually tell what the state of pallet balance is.
Balanced amount of pallets should be limited to 3 per survivor, 4 if it's map without window-tiles (RPD, Game…) So the amount of pallets are limited to 12 on most maps, which is more than enough to combat for multiple minutes
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@Blaconia said:
Responding to Community Stream earlier, where survivor perks (ty btw) and killer identity are immediately shown to the survivors.
As everyone else has said this hurts stealth killers the most. I understand the point made that most killers announce themselves very quickly (TR, Lullaby, mobility, killer interactables) but immediately knowing whether it's a Wraith vs Ghostface/Michael makes a huge difference. Ghostface in particular should be allowed to build up stalk on the survivors before making his first move. In general, this removes that initial element of surprise.
One survivor starting chase should announce the killer to everyone as a way of bridging solo and SWF survivor. Even the worst SWF survivors can say "it's a Wraith!!!"
You could even make it a fun little animation to announce it.
It shouldn't be revealed at all. Killer perks shouldn't be affected by diminished at all. It suppose to be powerrole and currently the game is so survivor-sided that it feels like bullying simulator.
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@CrimsonGhost923 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069218#Comment_4069218
I wish that was the case, I PRAY that’s the future case. But unfortunately for now it just affects other peeks but not the “problematic” perks such as exhaustion perks, decisive strike, shoulder the burden and etc. it only affects individuals and not groups
Ah, so like limited healing and repairing. At least they don't use it on killers who are already in huge disadvantage.
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So 4 sprint bursts might result in 1 being 150 and 40s, 2nd 120 and 70s and so on? Finally.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069012#Comment_4069012
Are they? Did you miss part of the stream?
You mean the diminishing?
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i feel its gonna be smothething around grabs and recalling axe.
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They are nerfing Blight, but survivors left untouched.
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@Emeal said:
Back in the day I could like angle the red hurl up over stuff and hit survivors on the other side of stuff.
But now you get it like once and Survivors refuse to use the Cleansing Pools and now its M1 gameplay.I hope she gets a gameplay update next.
Bring in apples and lethal pursuer. Thank me later.
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Rework: Injured survivors suffer 5 % speed penalty. This applies untill hex is cleansed and hex spawns on first basic attack.
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It's the conflict between new and old killers. When every new killer has antiloop, map mobility and some unique mechanic (leech, slipstream,…) it's hard to close bridge between them without drastic rework. I personally didn't like the old Myers. Most of them ran tombstone piece and endfury. Now he is more of chase killer with elements of old Myers. He wasn't fun then, isn't fun now. But to be honest, over half of the killers are not very enjoyable to face… from Ghoul, Knight, Krasue, Twins to weak killers like Trapper or Skull Merchant. Yes I said Skull Merchant, while she's weak her playstyle of deploying drone in every loop to get injury, deep wound and slow or achieve tile abandon isn't engaging either even when the killer herself is increadibly weak. While I love the Krasue lore and her overall design, the power and counterplay is one of the most boring too, even when she's pretty meh atm. Survivors at least can make her rage by constant bodyblocks.
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@SoGo said:
Are we doing this AGAIN?
Nerfing things like Specialist and Weaving Spiders is enough to throw the credibility of this post off a cliff.
Do you feel like removing charges permanently is a good thing? It's not. Proposed changes would still leave the perk decent choice but not overpowered or does killer get perk that automatically kills survivor when gen is done? Don't think so. But survivor side is handholded by busted perks that require no skill to be used. Just poor design.
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@random1543 said:
And where is the Regression nerfs on the killer side?
Oh wait they have been buffed. (ruin, POP)
This is as balanced as a seesaw with a giant rock on one side and a feather on the other.Killer perks don't need nerfs they are at point where they are balanced without being too strong. If any changes they might see some little buffs.
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@Dinadin said:
For what reason?
Because it's needed?
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@ShanoaLegendaryPlz said:
What would the change to pain res be? Since itl now be basekit and 12x stronger hitting all gens instead of just 1 and being used 12 times without a scourge hook.
Pain Res can be reworked in many ways:
→ Each time you hook survivor on a scourge hook gain a token, for each token your base kick damage is increased by 2 %.
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He's annoying because it's braindead designed killer, however he's not that crazy like other killers. He's 50s window to hold power bothers me.
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@vol4r said:
So the killers get 10 second pallet stun now to compensate?
To compensate what? Gen perks must be nerfed so do the exhaustion perks. Killer side is unbalanced due to those reasons.
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Tbh rather than second scan line leave the current speed with reverting direction, it's still bad but better than two slow scanlines. I wish they bring back og 1.0 skull merchant at this point as three gens are no longer a way to go…
→ she had exposed when inside drone for a fex seconds
→ people with claw trap destroyed pallet when fast vaulting
→ they received claw trap on drone hack
→ drones could be manually reactivated
→ way more interesting add ons
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For how quickly it burns the regression events the perk can easily be like 25 % total progress.
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@yourhomiejojo said:
any time i try playing him, he’s borderline unplayable with the amount of bugs i experience. it’s difficult to secure kills because these bugs make it impossible to do anything. i cant enter hidey-ho mode sometimes, and if i can enter it my hits don’t register even though they should. 💔
He needs huge buffs:
→ revert manual scamper
→ make him 4.6
→ revert the speed of slice and dice
→ revert the og 10s cooldown
→ revert the flicks
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Pick ups, break and so on can be easily instant actions and still be fairly balanced.
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Nurse and Blight only need small tweaks. Nurse needs removal of lunge add on and rework of iri add ons, Blight needs removal of double speed and rework of iri add ons and they would be just fine.