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Elan

Elan

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Elan
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  • My personal rework:

    → Trapper starts with 8 traps, limits maximum traps that spawn to 8

    → Setting and resetting traps is now done with power button tap, completely removing the setting animation

    → Survivors now escape on first attempt but need 8s to perform break free action, being saved by another teammate takes 2s

    → Base haste when setting or resetting traps is now 15 % for 5s (coffee grounds rework)

    → When survivor frees from trap they are afflicted with 8 % hindred for 10s

    → When survivor disarms trap, they will trigger killer instinct

    → Traps are now more coloured to better vanish in the enviroment

    Now the nerfs:

    → Survivors with endurance are immune to be caught in bear trap

    → rework of iridescent stone, bloody coil and honing stone

    Iridescent stone:

    → Traps are now invisible from survivor POV, no longer injures survivor, increase time it takes to free from trap by 4s

    Bloody Coil

    → Allows you to set and reset traps remotely within 20m range, limits maximum traps to 6

    Honing Stone

    → Whenever survivor is caught in bear trap all upright pallets within 24m range are blocked for 15s

  • Vecna is well balanced and fair for both enough counterplay and fun gameplay. He doesn't need any changes as they migh make him much weaker for no reason or too oppressive for no reason. I understand some people don't enjoy playing against him as it's all about luck, but that's personal. A lot of people love to go against Wesker, not me as I hate being teleported back into his grab and overall find him insanely boring to go against. But again, it's personal. No killer can be both fun to play against and strong enough to all players. There are people hating trapper, people hating Bubba etc. But Vecna on the other hand is decently strong while offering a lot of counterplay and 60s of guaranteed worldbreaker is fair enough. Once people adapt more to dodging his power, he won't get WB as frequently as now.

    Only one change I would make is rework the green add on that removes one clock from map and triggers worldbreaker on first hit. But that's it. Apart from this add on I don't see any reason to nerf this killer by any means.

  • What I would've done:

    → remove iri button as it's scamper nonsense

    → Increase FF duration by 6s

    → When vaulting in FF, Legion get's 10 % haste for 5s

    → When performing damage action in FF power gauge is restored same as when hit is landed

    → Replace deep wounds with feral stikes, feral strikes injure survivor as normal but cause incapacitated and oblivious untill survivor perform self-cure action that takes 10s

    → Feral strikes work in same way as current chain hits but don't trigger deep wounds

  • As long as I know, he wants increase of base FF speed from 5.2m/s to 6m/s…

    Currently Leagion gets this bonuses on hits: 1st hit 5.4m/s, 2nd hit 5.6m/s, 3rd hit 5.8m/s, 4th hit 6m/s

    With those buffs he woudl've get: 1st hit 6.2m/s, 2nd hit 6.4m/s, 3rd hit 6.6m/s, 4th hit 6.8m/s.

    As long as I think Legion needs buffs, giving him guaranteed downs from mad dash speed isn't it. How would it feel to get down as survivor on every power use?

  • Pinhead is out of game, so I don't think they will further develop him.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050557#Comment_4050557

    B? xdddd
    Nemesis is M1 killer you can easily counter using sprints , pallets , crouch etc and Alien easily counterable if your team using turrets wisely.
    This killer barely has any counter and it relies on luck, try to hold W when he catches up with undergate give you 20s exhastion then spams you with vine attacks

    Well, if you struggle against Vecna then it's skill issue. I escaped 3 of 4 games against him on average.

  • He's B at best. Completely outplayed by holding W. Is he fun to go against? No, so is not Nemesis, Alien or any other killer who has antiloop power with no cooldown.

  • 100 % agree.

    Sprint Burst

    → decrease speed boost to 125 %

    Vigil

    → decrease value to 20 %

    Dramaturgy

    → remove add ons from items

    → increase exposed

    → scream reveal location same as bardic inspiration

  • I don't understand why Ghoul has exit blocking in first place. But giving him guaranteed kill on his guaranteed hit wouldn't be a good change. It would be same as versing Springtrap with loot box. Someone will just die, no matter what.

  • Rework:

    The first time survivor starts repairing generator, your TR will be trasfered to it and dull totem will become a hex totem. When the generator is finished or hex totem is cleansed, perk deactivates.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049480#Comment_4049480

    Umm…big overhaul? No…small minor buff to his shred? Sure? I guess.

    They barely touched his addons.

    He received buffs to shred, setting portals, teleport speed, teleport cooldown etc. A lot of big changes. Add on pass wasn't completely reworked, but lot of add ons been reworked and tweaked.

  • @MiloXspace said:

    Dear behavior staff, please take into consideration returning Steve's scream back, its just not the same and I bet most of dbd community can agree to it.

    As long Steve main it truly dissapointed me.

  • I'm in the opposite side. We escaped almost every Vecna yesterday despite them not running adept. He's hindred by his 110 % movement speed. Power is easily dodgeable and it's more of Pyramid Head scenario where it's about lucky shot. He's not even A tier in my opinion. Maybe B at best. People will soon realize, I'm sure.

  • @Mandy said:

    Its definitely a bug! The fix should be implemented in a hotfix patch, I'm hoping the next one.

    Gladly thanks for confirmation.

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049503#Comment_4049503

    No one likes being injured for free with no effort

    Do you dc against plague and legion too? Learn to play injured, this is genuine skill issue, ghoul is fine

    He's scamper is too much.

  • I'm so dissapointed from changing Steve's and Nancy's voice actors.

  • @Abbzy said:

    I think they will maybe buff demo in like weak or two after this update drops where they make their balance changes to new things like killer,perks, I would be very surprised if they would forget about demo who is part of this licence and his portals are super outdated plus his addons are dog trash except like 4 (2 of them are for shread and they are only addons for shread too).

    No they won't. Demo received big overhaul and add on pass about one year ago. He's not bad killer, just other have kit that powercreeps him.

  • @SoGo said:

    The issue are not the map variants (which would also not increase the odds because only the realms matter for map selection odds), it's the boosted maps.

    There are several realms with doubled chances of appearing. That is why we play on the same maps over and over.

    I mean map variants are something they invested a lot of times into. No map spawns the same anyway so the argument to memorize multiple maps isn't it. I personaly prefered suffoccation pit v2 over og one so did I with coal tower.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049376#Comment_4049376

    Auras are fine imo, better than fully stacked slowdown on already overtuned killer.

    Issue is whole counterplay against Nurse is trying to predict and break LoS, which is just not possible when she can see you.

    If you make her unable to see it while charging, she will still use information perks, just not chase type.
    Spirit, or Knight don't see survivor aura with their power, yet they still use info perks. There is no reason for it to be different with Nurse.

    Well I much rather gamble her having NTH and LP rather than another killer running full slowdown set up.

  • EZ solution how to buff solo q

    → Make in game chat similiar to in lobby chat (make it an optional so you can disable it)

    → show all survivor perks in prelobby

    → show killer's ping in prelobby

  • Demo needs portals overhaul. His Shred is fine as is.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049375#Comment_4049375

    By getting downed enough times to both activate it and be able to use it. 😵

    I have the opposite problems I never use ds because it runs out before I get downed so i get tunneled anyway because i didnt go down fast enough.

  • KILLER PERKS

    Terror radius and skillchecks

    Unnerving presence: extra skillcheck triggering chance from 10% to 15% and now it also reduces the great skillcheck zones by 60%. (Sure, nice buff)

    Distressing: from 25% to 12m. (Sure, nice buff)

    Monitor and abuse (new version): reduces terror radius by 8m and lullaby by 8m. (Sure)

    Huntress lullaby: tokens removed, now it reduces the time between the warning and the skillcheck by 60%. (Huntress lullaby can easily start with current max power as it's hex and mostly affects new players)

    Gear head (new version): every time a survivor hits a great skillchecks they trigger a loud noise notification (only for the killer), the same with good skillchecks but only every 30s. (current gear head is very solid perk, doesn't need change)

    Undone (new version): now you gain 1 token when survivors hit great skillchecks, up to 10. Kicking a gen consumes all tokens. Each token makes it: lose -2% extra progress and be blocked by 3s. (this punishes survivors for hitting great skillcheck, not a fan of it. Undone can easily see buffs where it works with other killer perks like oppression, overcharge etc.)

    Slowdown

    Haywire: exit gate regression speed from 50% to 100%. (Untill singularity can hold gates, this perk can't be any good sadly)

    Remember me: now you gain tokens for hiting survivors, up to 8. Each token makes opening the exit gates 3s longer. All survivors including the obsession are affected. (More tokens for same effect seems like unreasonable nerf, remember me is quite decent perk and I would leave 5 stacks as max and give each stack 6s, so max value is extra 30s on gate)

    Dying light: the Obsession no longer gains a +33% altruistic action bonus. (Sure, why not)

    Undetectable

    Insidious: now also grants Undetectable for 18s at the start of the match. (Boring change, especially when you can combo secret project with corrupt. Insidious can just work that it gives you 8s undetectable every time you stay for at least 1s and increase every undetectable by 5s)

    Alien instinct (new version): when vaulting a window or pallet gain Undetectable for 15s (40s cooldown). Note = fits more as a Xenomorph perk (Current alien instinct is insanely good perk and fits the predator theme very well imo, no need for change)

    Machine learning: now the perk effects start to apply to the first gen you kick, not the second one. (It already work on first kick)

    Furtive chase: now is a Scourge hook perk. Remove the Obsession requirement. (The obsession mechanic is the interesting part of the perk, making scourge hooks that give you boost might be easily compeltely new perk)

    Detection and aura

    Combine Bloodhound + Deerstalker. Thematically they fit together :) (Bloodhound needs to do more, that's it)

    Stridor: breathing noises increase from 25% to 100%. (This would make versin Spirit nightmare as you won't be able to juke her. Either rework the perk entirely or simply leave it as is.)

    Spies from the shadows: range from 36m to 46m. (Nice)

    Territorial imperative (new version): triggers a loud noise notification when a gen is touched for the first time and when survivors touch regressing generators. (Boring change… make it compromise perk and when any generator is repaired that generator will highlight every survivor within 24m for 60s)

    Surveillance: increase repairing noises additional radius from 8m to 16m. (sure)

    Discordance: gens being repaired by 3 survivors are now highlighted in orange. (seems like unreasonable change, if it's yellow you know that survivors play unefficiently and you can interupt minimum half the team).

    Whispers: reduce the radius from 32m to 28m and whenever activates you receive an audio warning. (I'd make that whispers no longer work on hooked survivor, that would be nice qol)

    Bitter murmur: duration from the first 4 repaired gens from 5s to 10s. (sure)

    Human greed: now the aura of opened chests are also revealed, remove the cooldown for closing open chests. (sure)

    Floods of rage: duration from 7s to 10s. (sure)

    Hangsman trick: now you also get one extra scourge hook. (boring, just increase aura reading to 24m or change the reveal requirement)

    Face the darkness (new version): at the start of the match, a totem lights up becoming a hex. When injuring a survivor, all other survivors within 36m from you scream. When downing someone all survivors on the map scream revealing their location. (Face the darkness is solid perk and doesnt need rework)

    Thwack! (new version): kicking gens, pallets and breakable walls will make all survivors within 24m of you scream (no aura), 40s cooldown. (Again, THWACK! is good perk, it's just not that good, guess we can remove token and give it 10s cooldown)

    Anti-healing and negative effects

    Sloppy butcher: Laceration and Haemhorrage effects are permanent until the survivor heals. (Ok)

    Deathbound: activation range from 32m to 24m, now affected survivors also suffer the blindness effect. (sure)

    Forced hesitation: range from 16m to 20m. (sure)

    Hysteria: now also applies to healthy survivors. (would lose the sense of the perk, hysteria only needs removal of cooldown)

    Coulrophobia: once outside the terror radius, lasts for 6s.(no, coulrophobia is already very strong and it primar purpose in antislug builds is strong enough)

    Blood echo (new version): when hooking a survivor, all healthy survivors scream and suffer exhaustion for 30s while injured ones suffer laceration and haemorrhage for 60s. (60s cooldown) (No, just make it so every hook makes every survivor exhausted for 30s and remove the hemmorage completely)

    Two can play: times you have to be stunned/blind to activate it from 2 to 1. (Blidness duration is way to buff this perk)

    Franklin demise: now items lose 25% of their charges. (I liked the era of it slowly consuming item the most tbh)

    Rancor (new version): if you have hooked all 4 survivors and all of them are alive when the exit gates are powered, you are able to mori the next survivor you down. Survivors are notified of the perk activation. (Rancor has it's place in EG builds and is very solid, no need for changes tbh)

    Haste and speed

    Unrelenting: reduction from 30% to 60%. (ok)

    Save the best for last: now hitting the obssesion with basic or special attacks makes you lose 1 token. (sure)

    Iron grasp: now also increases survivors pick-up speed by 15%. (sure)

    Forever entwined: percentage per token from 4% to 6%. (I think cap is 40 %, you cant pick up and hook any faster… why? I don't know)

    Mad grit: now it also grants +100% hooking speed. Missed attacks cooldown recovery from 100% to 66%. (again, hooking speed cap is 40 %, can't be exceeded, giving hooking speed to mad grit feels strange to me)

    Unbound: Haste from 7% to 8%. (10 % might be easily fair and lower the window to activate it as it would was mostly a free hit so you can't have it for 30s)

    Bamboozle: duration from 16s to 12s. (fair nerf)

    Batteries included: range from 12m to 16m. (it is already 16m)

    Game afoot (new version): kicking gens and breakable walls grants you 10% Haste for 10s. (No, this is not the way to go. Free haste never feels good. The perk is mainly tied to hunting obssession which I like. It's like rapid brutality, may easily close tha gap you wouldnt close otherwise. Longer duration? Why not)

    Shattered hope: now you also see the auras of dull totems which you can break too, giving you 5% Haste for 45s. Breaking totems has a 60s cooldown. (Let me introduce you Hex: Shattered Hope… you can break dull totem to create fake hex totem. When the fake hex totem is cleansed all survivors will suffer oblivious and hindred for 60s)

    SURVIVOR PERKS

    Skillchecks

    This is not happening: remove injured requirement. (no, this would make the perk breaindead and not risky)

    Technician: if you are alone in a gen the repairing noises are completely silent. Prevents explosions when failing skillchecks and the gen loses 7% instead of 10%. (No, silent gens are too much. Buffing less regression though, why not)

    Corrective action: max tokens from 5 to 7. Also when repairing/healing with other teammates, when they hit a good skillcheck a token will be consumed turning it into a great one. (No, there was ptb where survivors purposely missed skillchecks with hyperfocus to make gens at sonic speed. We can make corrective actions to work on overcharge, oppression etc., that would be more reasonable change)

    Hyperfocus: bonus per token from 30% to 20% and skillcheck speed per token from 4% to 3%. (No, people hate hyperfocus but it's one of only few skillfull perks in the game and whoever tells me that you can pair it with stake out, not hitting great skill checks when paired with hyperfocus already loses you tons of progress. So I feel like those type of skillfull perks are somewhat hard to balance but standalone hyperfocus is well balanced.)

    Stake out: now great healing skillchecks give you 3% bonus. (Stake out doesn't need any buffs)

    Bardic inspiration: activation from 15s to 10s. Getting a 1 no longer makes you scream. (No, the best genrush perk in entire game. Doesn't need buffs at all)

    One, two, three: activation from 15s to 10s. (Again, genrush perk… no buffs needed at all.)

    Unhooking

    Camaraderie (new version): if you are hooked and there is no teammates within 40m, the hook timer pauses for 30s. Teammates are notified of this perk. Activates in both hook phases. (make it work on both phases and keep the survivor intervention requirement. Show the perk in other survivors hud)

    Borrowed time (new version): after unhooking a teammate you gain 7% Haste for 20s. (I loved the PTB version where you could give someone unbreakable for 60s after they are unhooked, it truly fit the perk theme. Current borrowed time is just non existing)

    Boil over: remove the extra wiggle from falling off highs. Now also reduces killers hooking speed by 50%. (This would make the only nieche part of the perk useless. Boil over doesn't need much changes imo)

    Detection and aura

    Premonition: activation range from 36m to 28m. (Nerfing premonition range? Why the heck? xD The perk is god awfull already)

    Spine chill: radius from 36m to 30m and remove the 0,5s delay. (Spine chill loses purpose with it doesn't working against stealth killers and losing it's vault bonus. There is no reason to run this perk anymore, it does absolutely nothing).

    Visionary: radius from 32m to 48m. Remove the cooldown. (Just run deja vu for prevention of three gens, Visionary is the absolute trash perk and there is no save for it other than complete rework, same as spine chill)

    Rookie spirit (new version): blocked and regressing gens are revealed to you in white auras. Touching regressing gens gives you +50% repair speed for 3s. (No more gen speed pls. xD Rookie Spirit can see this rework. Working on generator for at least 5s highlight it in yellow. Marked gens regresses 50 % slower and are blocked for 50 % shorter)

    Object of obsession: now all the effects from the perk work regardless if you aren't the obssession or there's more than one Object of obsession in the match. (Except for new We See You perk from Eleven not being obssession and having the perk is best option. Because you don't give away your position when not needed). Object is just a debris of it's past fame.

    Dark sense: now it works on a token system. (Just accept that perks that reveal killers are not that good, like you can already hear terror radius and when it's stealth killer it does nothing. Crap perk)

    Fogwise: now also reveals the killer's aura to all your teammates for 2s. (Fogwise is one of best designed perks in the game. It requires you to hit harded skillcheck zone and gives you killer position as exchange. Not crazy good but fine perk. Giving other aura though? No!)

    Scene partner: now you can't scream more than 3 times. (Nerfing Scene partner? Why?)

    Eyes of belmont: you become immune to the blindness effect. Also increases all survivors aura reading durations by 2s. (No xD it's personal perk. You can't give free info for free mid chase, that would be insanely overtuned)

    Windows of opportunity: range from 32m to 28m. (Personally I think that windows are fine, it helps solo q. Any survivor who runs it for other reasons are pretty much just chaining loops and predictable)

    Survival

    Left behind: now you can open hatch without a key. (No! No free escape, you can abandon if you don't want to play hide and seek game)

    Low profile (new version): when 2 or more teammates are downed or hooked (not dead), you gain 7% Haste and your scratchmarks, pools of blood and grunts of pain are removed. This lasts until there are no longer 2 teammates in those states. (And would be still awfull perk, there is no save for this perk to be any good)

    Wake up (new version): you can see exit gates aura, grants +25% exit gate opening speed to all survivors. Also increases your field of view by 10º during the whole match. (No! No more fastening the game)

    Protection

    Mettle of man: remove the aura reading penalty. (It's trash perk anyway, survivor is doing nothing to eat one more hit later, this hinders team more than help… same like if someone runs invocation it's just free trolling xD)

    Champion of light: cooldown from 40s to 60s. (No, the perk got buffed lately and is fine as is)

    Stealth

    Deception: cooldown from 15s to 30s. (Nerfing deception? Whyyyyy? Joke? xD The perk is awfull, why nerf?)

    Dance with me: now also hides pools of blood for the duration. (No! No free stealth.)

    Parental guidance: duration from 7s to 10s. (It got nerfed from 10 to 7 for reason, it's very solid perk)

    Self-preservation: duration from 10s to 20s. Now also activates when teammates are hooked within range. (It needs bigger range rather than duration)

    Urban evasion: now also reduces grunts of pain when crouched by 25% and increases slow vault speed (windows, pallets and lockers) by 12%. (No. xD It's effect is set and has it's lovers)

    Light-footed: remove cooldown. Now it also makes fast vaults silent if the killer is more than 40m away. (Just run quick and quite? This perk is awfull and does nothing in chase. it's only use is to rat for flashlight save)

    Cut loose: duration from 6s to 12s. (Another trash perk that can't be saved without rework)

    Calm spirit: now also alerts you when a crow is scared by the killer within a 36m radius (20s cooldown). (Interesting change)

    Come and get me: remove the aura revealing. Now it also activates by healing teammates. (Just run babysitter, this perk has literally no reason to exist)

    Totems and chests

    Small game: now see totems aura in a 8m radius and you cleanse them silently. Gain 1 token every time a totem on the map is cleansed. (Totem hunting perks are dead for many reasons - preset locations, lack of hex popularity… and if you want to hunt totems, new perk from eleven does it all.)

    Residual manifest: duration from 30s to 40s. Now you gain a blue flashlight (not green) when rummaging a chest. (I personaly love residual manifest, but unless the blindness is 60s it won't be ever good. Killer knows location of gens, hooks… the only real use of it is to prevent nowhere to hide by pairing it with blast mine)

    Pharmacy: now also gives +66% medkit efficiency and you gain a purple medkit (not blue) in your first chest. (There are so many ways to heal that running pharmacy makes no sense. If you want to waste time to heal by yourself just run self care + bottany or strengh in shadow or inner strengh… pharmacy is just too outdated to be ever good. Unless you give medkits found in chest double charges, I can't see way to buff it)

    Specialist: now cleansing totems also gives tokens. Max tokens from 6 to 4, charges per token from 4 to 5. (Specialist is another perk that seems good but it hinders team. Even with current keys, you waste 90s minimum to reduce gen by 24 charges. It's fun perk and I love it but it's more of trolling)

    Overzealous: now you loose the effect by getting hooked, not injured. (No! Overzelous has high numbers for reason.)

    Traps

    Wiretap: duration from 120s to 60s. No longer deactivates when the gen is kicked and now works with "Open handed". (No. No free wallhacks without any counter. Wiretap is perfectly balanced)

    Chemical trap: percentage to activate it from 20% to 40% and Hindered from 50% to 40%, but now it stays on the pallet forever. (Chem trap is bad perk because most pallets are playable and doesn't need to be break. Only good value is from really save pallets or god pallets and there is quite a few of them if you are not on the game. Again I love the perk but it's just not good.

    Bada boom: percentage to activate it from 20% to 40%. Now it stays permanently. Hindered from 50% to 25%. (Again this perk is only good on god windows - maybe 4 windows in all the maps. It's waste of perk slot. If Bada Boom works on pallet vaults than we have decent counter to boring ghoul scamper. But guess BHVR will defend Ghoul forever).

    Apocalyptic ingenuity: while standing over broken pallet remains, press the ability button to pick them up and gain 1 token (only once per location). With 2 tokens you can rebuild a fragile pallet (only breaks if it stuns the killer). Takes 16s (skillchecks). (fragile pallets are just bad, unless it's normal pallet rebuild this perk won't ever be good. They removed the x and sparks from it to make it harder for killer to say and yet it still suck ass. Possibly worst perk in entire game)

    Red herring (new version): while repairing press the ability button to activate it. Now at anytime, press the same button to make the gen explode (doesn't loose progress) and create a loud noise notification. (45s cooldown) (Interesting, I actually like this idea)

    Repressed alliance: time to activate from 45s to 35s. (Blocking gen is a killer perk sorry. Preventing potential pop is not worth blocking gen as your teammate won't be able to finish it for some time. You just give killer freee dms.)

    Mirrored illusion: make the copy more realistic. Now you can also use it while running or walking, making a copy of yourself move in the direction you were going for 6s. Percentage to activate it from 20% to 40%. (I love mirrored illusions but the fact it has no animations and is visible as fake from miles away make it quite nieche, it's good against sniping huntresses though).

    Repair and progression

    Leader: radius from 10m to 16m. Now also affects blessing. (It needs number changes)

    Fast track: tokens for hook from 3 to 4. (No more gen rush perks pls. Make it reducing max charges rather than adding progress so it's worth over any gen perk that gives you way much value. It would be braindead, but there is no much more hope for this perk to shine and I say it as Yun-Jin is one if my two survivor mains)

    Potential energy: no longer lose tokens when loosing a healthstate. (No, it got buffed significantly and serves as anti-three gen. No reason to have pocket gen progression perk with no counterplay)

    Haste and exhaustion

    Head on: now the aura of the locker you are hidden is revealed to teammates within 16m of you. Exhaustion from 40s to 60s. (No. Not fan of buffing bully perks)

    Dramaturgy: Haste duration from 2s to 3s, Exhaustion from 40s to 60s. Remove all the positive and negative luck effects. (That would make the perk insanely boring. The exposed, scream, items and double haste is the gumble that makes the perk so fun. Making it braindead sprint burst on demand would be very cheap)

    Background player (new version): when the killer picks-up or hooks a teammate more than 32m away from you, the perk activates for 10s. When you start running you gain 50% Haste for 5s, causes 20s of Exhaustion. (What would be the purpose of the perk? It serves as save tool as got decently and reasonably nerfed)

    Blood rush (new version): after being hooked twice, press the ability button to gain +50% Haste for 3s, can be used while exhausted and causes 60s Exhaustion. (Current Blood Rush is more than strong. Not popular but the perk itself is insane)

    Last stand (new version): safe unhooking or healing a teammate activates the perk. While being healthy, fast vault a window or a pallet towards the killer (within 2,5m) to stun them for 3s, causes 40s of Exhaustion. This perk cannot stun killers carrying survivors. This perk can be used multiple times. (No, no more bully perks xD. Current Last stand is bad and boring to activate but it's potential free save so… it has it's uses.)

    Hope (new version): when a gen is repaired you gain Haste for 30s. First 4 gens = 3% and the last one = 5% and +30s. Note = less situational, cause after 5 gens you can be either dead or not in danger (Hope is dead. It was one of few perks that rewarded for completing objectives and now it's only 5 % so 70 % of killers won't care as they didn't before and rest won't care anymore because they will catch to you much faster.)

    Slippery meat (new version): increases the speed boosts after being hit by 0,5s. (Overcome exists, slippery meat migh come with go next hook prevention system)

    Breakout (new version): now when a teammate is hooked within 24m from you, you gain 5% Haste for 20s. (Nah, Breakout is unique and good perk that has it's identity. No need for changes)

    Made for this (new version): when getting injured you gain 2% Haste for 30s. Doesn't work while exhausted. (No free speed, awfull)

    Blood pact (new version): you and the obssesion see each other aura all the time. If one is healing the other and the action gets completed or stopped, both gain a 10% Haste for 16s. Note = now can be used in solo queue (It had time limitation and is bad even now when it's unlimited. It's unusable in solo and can be insane in swf. No need for nerfs trully, as silent hill lover this perk heavily fits it's theme and isn't bad perk either. We don't have to change fine perks just because they are not popular)

    Up the ante (new version): increases Haste and Endurance durations by 20%. Cooldown of 90s. (Removing luck? Why? This would completely remove any way how to allow self unhooks apart from luck offering that have way low value to be any good on their own)

    Boons and invocations

    Boon Illumination: now also reveals the aura of teammates anywhere on the map when being inside. (No. it's fine boon as is)

    Inner focus (new version): now is a boon. While being inside, survivors see the killer aura for 10s whenever the killer enters or exits the boon radius. (No, the perk is good info perk and works well in many builds.)

    Invocations no longer need to be casted individually and now the penalty is being Exposed for 120s

    Treacherous crows (new version): makes all survivors uncapable of scaring crows. When the killer scares a crow anywhere on the map, their aura is shown for 3s to all survivors (20s cooldown). (If it would still cause permanent broken then no. xD)

    Healing and recovery

    Clean break: time to heal from 60s to 40s. (No! No instaheal is chase! Those were removed for reason)

    For the people: Broken duration from 60s to 40s. (Unreasonable buff)

    Botany knowledge: from 50% to 40%. (Might be even harder nerf)

    Empathic connection: from 35% to 25%. (seems like decent nerf)

    Do no harm: first bonus from 50% to 40% and second from 100% to 80%. (The perk is awfull, tbh nerfing it makes no sense)

    Better than new: bonus from 16% to 40%. Now it goes away when getting hooked. (The perk is just too bad)

    Solidarity: now works with medkits and teammates are notified of this perk. (Again, nieche perk why would you remain injured out of situations where it's unreasonable to heal)

    Bite the bullet: now you also get +5% progress when hiting great skillchecks while healing. If teammates are healing you, there's also no noises. (Nothing crazy, but nothing needed)

    Self-care (new version): you can heal yourself in 24s. This perk activates by performing a safe unhook or healing a teammate. Once you are healed, it deactivates. (This one I like though, though running any other healing perk would be still easier and more effective way)

    Hardened (new version): you are immune to the Mangled and Haemhorrage effect, don't leave pools of blood when injured and reduces grunts of pain while in the dying state by 100%. (Nice effect but it's current effect is more fun)

    Vigil: bonus from 66% to 40%. (Might be even harder nerf)

    Anti-slugging

    Conviction: duration from 30s to 24s. Now also activates by safe unhooking a teammate. (No! It's already busted perk)

    Tenacity: from 25% to 50%. (No! No hide and seek and supporting crawling under pallets faster)

    Buckle up (new version): you gain the ability of picking up dying survivors and putting them on your shoulders. Carrying a survivor gives you 25% Hindered while your teammate recovers. (Huh?)

    Soul guard: Endurance duration from 8s to 16s. (No xD Sould guard is already strong enough)

  • To be honest all survivor perks from stranger things are insanely overpowered and I hope they gonna rather nerf them before it hits live.

  • Nurse only needs removal of her lunge add on, because it makes precise blinks non-existing. A lot of mid to bad nurses missed a lot from poor blinks but with this add on the skill went massively down. Auras are fine imo, better than fully stacked slowdown on already overtuned killer.

  • Decisive strike become quite weak with new killers being able to catch you up instantly after their stun ends. So I don't really see problem with it. I would deactivate all active ds if new survivor is hooked though.

  • @Masterninja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049074#Comment_4049074

    I nerfed Krasue speed on head form from 4,8m/s to 4,4m/s to compensate that. Now Leech gives Krasue the location of infected survivors and allows you to recover 25% faster if you hit them in human form. These are the incentives to infect survivors.

    Horrible though. At this point you would completely ignore head form, run save the best for last and two tap people.

  • Krasue

    Human form: terror radius from 32m to 24m. Head to Human form transition from 2,2s to 1,5s. Basic attacks on Leeched survivors reduce the wiping animation by 25%. Remove Leeched 2. Leeched survivors are now revealed with killer instinct (3s) everytime Krasue goes into Head form outside a 24m radius. Remove all the mushrooms that spawn at the start of the match.

    Head form: Intestinal whip can now injure uninfected survivors. Terror radius from 40m to 32m, movement speed from 4,8m/s to 4,4m/s, window vault from 1,67s to 1,4s, pallet vault from 1,9s to 1,6s and pallet stuns last 2,5s.

    I'll ask about the Krasue. What would be point of leech if you can injure survivor that are not leeched? Why not just spend entire match in head form? This would make her even worse than she is now, just making her M1 killer with basekit help wanted or slow head form that has no counterplay other than holding w around loop.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047688#Comment_4047688

    I still think anti facecamp is confusing for newer players on both sides. Even with a meter shown to all survivors, I really don't think newer survivors are all aware they can slow down the meter.

    And anti facecamp is an absolute nightmare for new killers that don't play survivor. I honestly don't understand how they are supposed to have any clue of how their actions affect the anti facecamp meter. Are newer killers really supposed to be able to visualize circles around the hook of various sizes, and what the gain rate is for each circle, and how each circle is affected by other survivors depending on which circle additional survivors are in?

    I think there needs to be an in game tutorial that is always available, that annotates and explains the different scenarios, so all players can actually understand what is happening.

    Give killer option to see anticamp meter, it's nothing crazy.

  • @Yoshirama said:

    This is the most stupid and awful idea I've ever read lmao

    Don't you want survivors to start hooked alread?

    That would be too extreme lol. My suggestions were purely supportive and will only close gap between weaker and stronger killers. :-)

  • @[Deleted User] said:

    After 60s of chase that doesn't result in damage, entity will immobilize survivor for 6s

    this is a horrible idea because it punishes the survivor for just playing the game

    It would create less gap between predeterminated amount of time required to complete objectives. This would be a very rare to happen if ever implemented.

  • @FxLoys said:

    I truly regret buying this character. Compared to the other new characters, Ghostface has no redeeming qualities whatsoever. Despite being a stealth-based assassin, a victim can reveal you without any extra effort. There’s no generator control, no map control, no good chases, and no logical ability to slow down the game. This character urgently needs a radical overhaul. Until then, I advise players not to buy this character. Why do characters like The Pig and Freddy get buffs while this helpless, street dog-like Ghostface remains the same? Was the last buff he received—preventing him from revealing stalked victims—enough? I think it might even be a buff added to mock him; it didn’t do a thing.

    Not worst, hardest. Imo any killer without mobility can't be top anymore.

  • @TaMeiRen said:

    Again, not sure if this was removed a long time ago, but if the killer only has a 1 or potential 2k, then too bad. Standing directly in front of the hooked person in the endgame is weird and kind of annoying.

    Open to polite discussion

    While ago they made EGC purely into killer's favor. Then partially removed it by removing hook grabs. I think current endgame is decent. I would defienetly like to see more endgame perks as I think that endgame builds are still pretty underrated. No way out with terminus, blood warden and rememeber me grant you so much extra time.

  • One thing I don't understand is why undone doesn't receive token upon oppression and overcharge, same as I don't understand why corrective actions only work on failed skillcheck but doesn't prevent perks like merciless storm or overcharge.

  • If they remove iri button I would 100 % agree.

    I would:

    → Increase FF duration by 5s

    → Increase detection by 10m

    → rework DW so survivors have to mend

  • I'm afraid the Weaving Spider isn't the invocation that needs huge buffs. Surely it's not meta but treacherous crows is literally perk to troll team

  • Abandon = surrender. Meaning if killer doesn't want to play against bots he can abandon, if you care about kill rate you can kill bots still. I don't see any problems.

  • @Royval said:

    Please and I mean please stop forcing me to play Badham Preschool 1

    I actually agree on this one. I truly loved the alternatives for suffocation pit and coal tower. It made game so much more interesting. Now you get same three maps 6x in 10 games

  • @Error_Oil said:

    Im asking this question, because as a relatively new killer main in the game, its really getting on my nerves to get stunned right after going into a long animation that you can't move during. Please discuss and give me tips and/or feedback

    There was disscussion whether the killer should get blind immunity after being blinded for about 30-60s. Didn't lean anywhere much.

  • @NubsTry said:

    Self Care is a notoriously bad perk that was nerfed into the ground for being busted on release, and currently serves no purpose besides in joke builds.

    The only way to fix the perk is to change how it works entirely.

    Here's my proposal:

    Self Care:

    This perk activates upon healing a survivor from the downed state, unhooking a survivor, or completing a gen.

    Heal yourself at 65%/75%/85% of normal healing speed, then deactivate the perk.

    This would greatly benefit the perk for beginners and older players as it makes the perk actually useable, however the perk requiring gameplay that progresses the objective allows for it to not become a crutch.

    It would also benefit new players by requiring them to interact with objectives and heal and save teammates to heal themselves, but older players also benefit from the perks viability as a consistent form of healing without completely erasing medkits value in being able to heal any-time someone would want.

    I might like if they rework it in this way:

    → After being hooked once, unlocks ability to heal yourself at 80 % of healing speed. Perk is disabled if you are downed and reactivates on next hook stage.

  • @Rickprado said:

    Where is the poll? I couldn't find it :(

    Anyway, the problem is not gen times, but how weak gen regression is, how weak some killers are and how strong maps are (specially Badham). I don't think that increasing gen time for more than 90s would be any good for the game; there should be stronger basekit regression so killers could equip info and/or chase perks so they can deal with the survivors basekit.

    I personally think that if we should ask for buffing regression perks, we should also start talking about perks having different values to specific killers. I don't think Blight needs corrupt, pain res, dms and pop every game… Ghostface? Yes. But why making strong killers that down you easily even stronger? If Pain Resonance regresses gen by 30 % when you play Trapped and 15 % When you play Nurse, I wouldn't argue.

  • Medkits been nerfed a while ago. A lot of new killers were not in the game and older killers had to work hard for the hits. Self heal was effecient way how to save time for others. Medkits were replaced with some alternatives that were not in the game before - Strenght in shadow, moment of glory, clean break etc. So I think that the self-heal through medkit sucks but the self-healing is still decent. To the medkits, they are pretty boring tbh. Used on yourself they are all same rarity - rip Pharmacy that was buffed million times. I would defienetly prefer medkits have different charges so the rarity matters.

  • Unfair and should be increased

  • Fair and should stay

  • We have to focus on buffing killers who need it. Oni is not one of them.

    • The oni now starts the trial with blood fury fully charged. (Change)

    Btw this is the most interesting thing I've seen as Oni can slug entire team with one power use, I believe him getting hits for it is fair trade for how strong his power is.

  • @Royval said:

    Got pig with her iri trap add on I was powerless and perkless in 3 mins 😂

    Amanda Letter is very good add on where you trade half of slowdown for deadlier ambush and wallhacks. I don't know why that would cause you a loss by any means.

  • I personally wish, they rework his axe ability. It doesn't have to be projectile, it has many potential options. He just feels so uninspired and boring.

  • @Langweilig said:

    Suggesting gens to take 125 seconds is crazy. The other suggestions aren‘t any more reasonable.

    You know that watching a bar for ages to fill up isn‘t fun?

    Balancing base game can easily be followed by perk overhaul. But that's different story.

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