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Elan

Elan

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Elan
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  • It's fair trade. Ghoul is one of most balanced killers.

  • Because the game is ricidulously survivor-sided and only top tier killers with top tier builds and add ons can compete any competent team.

  • Unique hooks should benefit killer by:

    → 50 % global regression on each generator

    → 25 % haste for 15s

    → 5 % stackable basic attack cooldown reduction

    → global BBQ for 8s each time a unique hook happens

    → per each hook, survivors repair speed, healing speed and recovery speed is decreased by 5 %

    → per each hook exit gates are blocked once opened, 1 hook = 5s

  • @angrychuck said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014432#Comment_4014432

    I'm sorry but in what world is 50% global regression a good idea? If pain res is just 20% and is powerful how is this going to be balanced at all???

    Pain res also serves only when survivors are not very good. In higher mmr games you will lose 2-3 gens before hooks happen.

  • I already mentioned that this should be in game a long ago, amount of pallets per tier:

    S - 10 pallets (FE. Blight, Nurse)

    A - 8 pallets (FE. Kaneki, Dracula)

    B - 6 pallets (FE. Nemesis, Demogorgon)

    C - 4 pallets (FE. Pig, Myers, Ghostface)

  • They truly just support poor survivor players. Handholding bad plays. If I do mistake as killer or do wrong decision, it's over. If they do wrong decision, there are tones of second chances to help them. The current game should be rebalanced simply by:

    1. Decreasing pallet count per map
    2. Decreasing size of maps (Haddonfield size feels very fair for both sided)
    3. Increase the time it takes to complete generator by min. 20s
    4. Reducing exhaustion perks to 1.5s and the exhasution recovery to min 60s
    5. Decreasing base BT to 5s
    6. Decrease hook stage time to 50s
    7. Increase penalty for missing skillchecks
    8. Baskit killer perks: Pain res, corrupt, bbq, deadlock…
  • @TamboRhyyn said:

    I really enjoy using Moment of Glory. In particular, I love the thrill of being injured in chase, and being rewarded for lasting in that chase. I find fun in the pressure of trying to last the duration of the 60 second timer. However, there was a change some time ago that made Moment of Glory feel a lot less nice to use.

    Some time ago, Moment of Glory lost its charges when you were injured before the 60 second timer could complete. Before, when you returned to the injured state from dying or hooked, your timer would resume until the heal completed. Effectively, Moment of Glory did not consume its charges until that heal was successful. Now, Moment of Glory deactivates when injured whether successful or unsuccessful.

    I felt that the 60 second timer was ok, given the perk used to resume when it failed, but now I believe the perk feels bad to use, due to that change. I think Moment of Glory could be better in one of two ways.

    1. Reduce Moment of Glory's timer from 60 seconds > 45 or 40 seconds.
    2. Keep Moment of Glory's timer at 60 seconds, but re-add the ability for Moment of Glory's timer to restart when returning to the injured state until the heal completes.

    The perk already asks for you to open or rummage 2 chests, which can be scarce given the map and/or if other teammates have already used chests. I feel that either of these two changes would return the thrill of using Moment of Glory.

    The perk is way more fair now. It was pocket autoheal that sometimes was even not truly valuable for survivor in some situations. You now take risk of losing it for price of doing side objective. Welcomed changed to me. If the perk was more popular, I'm sure it'd be nerfed. Now it's very strong, but in allright position.

  • My idea of GF rework:

    1. New secondary power: Shift - GF can now teleport within 15m of los to better stalk without been spotted

    Basekit changes:

    1. Increase exposed status to 120s
    2. Missing attack no longer ends Night Shroud
    3. Downing survivor within 32m of any survivor will reveal them
    4. Decrease NS recovery time to 3s
    5. Increase stalk gained when not leaning from cover by 200 %
    6. Increase stalk gained when leaning from cover by 100 %
    7. For each marked survivor you gain 10 % haste untill their mark dissolves
    8. Most important! Ghostface reveal time now takes 10s of constant los.
  • Tbh, they should've scrap antitunnel and antislug but leave the hook incentive. Best values would be:

    If you hook unique hook (not the survivor hooked as last), you get:

    → Global 50 % regression to all generators (50 %→0 %, 75 %→25 % etc.)

    → Global aura reading for 8s on all alive survivors

    → 25 % haste for 15s

    → 5 % decreased basic attack cooldown for remainder of the trial, up to 60 %

  • 100 % agree. Every map including in this change should be reverted, there were already enough pallets. And Haddonfield, which was by far the most balanced map in the game is disgustingly survivor-sided now.

  • Those are perfectly balanced currently. No need for buffs. If any changes are made, then I made them one time use as they should always been.

  • Tunneling is a playstyle, same as genrush and killers already got a lot of options locked - 3 genning, slugging etc. If you don't want to be tunneled, don't play competitive game.

  • Oni deserves overall buff. I'd start with increasing base BF duration, movespeed, turn rate etc. Also she should be able to get the power quicker and passively way faster.

  • The killer is fine, she wasn't op before either. People just deny to learn, classic.

  • With current insanely survivor-sided version of game I'd rather see them introducing parts that need to be installed before generator can be repaired rather than increasing repair time to 150s. Or they can give killer map wide 50 % regression to every gen every time survivor is hooked. There are possibilities.

  • @littlehoot said:

    Alas, killer players literally already accuse survivors of 'weaponising' absolutely everything, so survivor players are likely to have less 'self defense' options than ever as we go along.

    Which is how it should be for game balance. If you want to bully killers with offensive perks than play games that offer that - TCM for example.

  • So you want mirror Myers, just because he had no TR and wallhacks? Wasn't that only good on like 4 maps?

  • I feel like survivors have bit too much defence in perks and pallets. Defienetly they should remove 50 % of pallets per map and lower size of maps overall. Then tweak some perks that give second chances to be truly less oppressive and the game will be fine.

  • @LegendCampbell said:

    you should make a medusa killer and the more you look into her gaze she slows you down, eventually turning your feet to stone for a moment, until you break free or get hit. but only if she is looking at you as well, and a special stone hook, like a pedestal with people frozen for the first hooks.

    so much of greek lore would make good killers with no need for license to drop them

    I had similiar idea a while ago.

    Power: Stoned terror

    Special ability: Weapon swap

    • Medusa has access to dual blades and bow each giving her different abilities, can be swapped with active ability button.

    Special weapon: Dual blades

    • While dual blades are equipped, Meduse can perform short lunge attack that destroy pallets and damage survivors

    Special weapon: Bow

    • allow Medusa to swap melee attack for range attack that deal damage and cause deepwounds on impact

    Special ability: stoned sight

    • survivors staring at Medusa builds up stoned meter, once it's filled they will turn into statue and can be instantly downed, other survivors can pray at statues to partially decrease the meter of themselves or their teammates. Stoned survivor is revealed by killer instinct

    Special interaction: praying

    • survivors can pray at goddess statues to decrease their stoned meter or can pray at their teammates statues to help them turn back into human form when they turn into statues

    Perks:

    Goddess' rage: When you damage generator it becomes comprimised, when comprimised generator is finished all survivors will suffer exposed for 60s

    Scourge hook: sight of death: When survivor is hooked on a scourge hook the perk activates for 30s, giving killer 3s reveal periodicaly on all survivors

    Hex: Goddess' curse: When survivor is hooked the first time the dull totem turns into hex totem, cursing the hooked survivor. The survivor suffers 50 % heal and repair debuff untill the totem is cleansed. The totem is revealed within 12m to the cursed survivor.

    New survivor: Amea Khaa

    Perks:

    True wisdom: the perk activates for every second spent repairing generator or healing up to 30s. Press active ability button to reveal killer aura or tap it to get a quick information. Perk has to be fully depleted before it can be reactivated. All 30 charges has to be finished before perk can be used.

    Barricade: Once per trial you are able to place barricade to door frame or next to the solid object. Barricade can be vaulted by survivor and killer has to basic attack it few times before it's broken.

    Goddess' blessings: When you are in the dying state, press the active ability button to instantly get 50 % of recovery progress. The perk then deactivates untill EGC.

    in medusa Comment by Elan
  • Slugging is a playstyle and you have 3 people to help you. Survivor shouldnt be powerhouse to do everything on their own.

    in Slugging Comment by Elan
  • I would make overall buff to killers that they can vault windows same speed as survivors and decrease the blocking from 3 vaults to 2. And allow evey killer to fast vault pallet. Base kit dissolution also seems fair and needed.

  • Seems fair

    D tier - 6 pallets

    C tier - 7 pallets

    B tier - 8 pallets

    A tier - 9 pallets

    S tier - 10 pallets

  • @dramafinesseXD said:

    like she can follow me in flight and insta m1 and I don’t make anything lol how is that fun and she can spit at me and insta m1 me if she’s close enough and go into head mode and you’re basically just dead ? Like bro why haven’t you learned with kaneki

    Krasue is well balanced. The nerfs were unnecessary but whatever. She is well rounded without being overpowered wich suits the upcoming baby-survivors handholding patches.

  • It think she's overrated. She's top A for sure, but she truly doesn't shine where other killers would struggle so much. I'd say her biggest strenght is wide FOV on top of decent lunge antiloop and mobility. I think that in state of implenetning planned feature she'd be fine. Just give it a time.

  • @Emeal said:

    So I was surprised, Krause seemed like a wet noodle before but now that noodle is a 10m long Anaconda.

    Playing as the Head is absolutely amazing and honestly its a cool idea that you have to Leech Survivors to use the stronger form to down Survivors, but that comes to MY MAIN critique of Krasue.

    Its bloody easy to Leech Survivors, her cooldown after spitting and the cooldown of the Power itself feels great.
    So please please please dont change that.

    But a Single Tiny shot of Krasue Spit should not fill the Leech bar all the way to Leech 1.
    If you could change it so that I have to hit like idk 4 spitsballs, it would make it require a medium more amount of Skill to Leech 1, I think that would be way way way way way better.

    I repeat and implore you, BHVR Krasue feels bloody amazing to play as so please dont change much.
    But you must be able to see that if you want to keep her this amazing to play, you gotta up the requirement of
    spitball to leech 1 ratio.

    We will see how Surviors adapt to Krasue, but this is the main problem I see in her atm.
    Man, if you could just dial that down just quickly before she gets too much hate, we would be golden.

    So you would spend 20s infecting someone? Doesn't seem right. All she truly needs is the restriction to head attack as she had.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004024#Comment_4004024

    You're either lying, or you're playing a top-tier Killer, or you're playing bad Survivors.

    Just asking? Is not tunneling but losing some games fine for you? Or do you want to 4k every game no matter what? Those are two different stuffs. Personally I don't tunnel most of my games if survivors don't behave toxic or so… but I count that I won't win every single game, yet I have overall 77 % kill rate, which is fine for me.

  • @Deathlymusic said:

    Firstly, there is nothing that BHVR can do to remove tunneling from the game. People are going to tunnel. If tunneling is a problem for you run off the record and decisive strike. Its why the perks were created. However, that does not mean that we cannot make tunneling less apparent. I have a few changes I would propose to reduce the need for tunneling in DBD.

    So, why does tunneling exist? Tunneling exists for different reasons. Some people like to do it to be toxic. Some do it cause its "what's done in comp" other killers including myself do it when we need to regain pressure in a match due to gen speed perks. Often the games I find myself having to tunnel is when survivors bring perks that can out pressure me. This typically includes things like brand new part, built to last, and streetwise. When survivors blow through 3 gens in less than 3 minutes we have a problem. I can no longer manage 4 people, which means that I need to bring this down to 3. And even if the original propose changes to unique hooks were put through, I would still have to tunnel in this position. Which kind of negates the purpose of the changes because I can deal with a 25% buff with 3 people. First, we would have to consider nerfing toolboxes and gen speed perks. This would stop tunneling for pressure related reasons.

    The second issue is that the changes punish killers for hook juggling and killing. What needs to happen is not a punish but a reward that outweighs tunneling. One thing I have been considering is the use of unique hooking for the first 4 survivors. So essentially, we get a base kit reward when we hook each survivor before they go to second stage. We would make changes that basically reward killers for going after a new survivor at the start of the match. I would implement these by having a base kit aura effect that shows a survivor who hasn't been hooked yet and a movement speed perk that allows the killer to easily get there. If the killer successfully does this they get a buff of some kind. Maybe a 5% movement speed boost when leaving the hook area for the rest of the game (for 15 seconds or something thats worth it), or a gen penalty or basekit forever entertwined. Something that basically makes them save time for the rest of the match. This would stop early tunneling for comp reasons. You could then build in at if someone dies before 6 hooks survivors get a reward like faster gen speeds.

    These are the changes that would almost need to happen to actually stop tunneling from being a common practice.

    Question to yall. What is in your opinion the balance result of the match? BHVR stated 2 out, 2 dead. If in high and top mmr the killer can always receive 4ks how would that work for lower mmrs that are way more casual. If killer can't get a kill in top mmr what's the point of mmr from killer pov?

  • @Alicia_Tried6041 said:

    Make the game fun again for killer and survivor. This would be a good first step. Lets try to remember there's a real person behind that screen. To those who aren't toxic more power to you.

    Survivors teabag and killers hit survivor on hook and ehm them iny dying state. Always been in game industry.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002152#Comment_4002152

    50% total progress not current but yea you also have to remove the 8 kick limit too

    That would be quite overkill, wouldn't it? 8 hooks is quite finish isn't it?

  • @SoGo said:

    The worst/best users of this are Steve (the Steagull), Daryl (his old man HUUH), and Lisa.

    Number 1 is screamer is James Sunderland, everyone else is just imitation.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456477/basekit-perks-for-killers-that-might-make-tunneling-and-slugging-less-appealing

    those would be nice but it isn't enough you need to give base kit map wide pain res with big numbers that only work on fresh hooks

    So for each fresh hooks every generator on map loses 50 % progress?

  • @thatonemoth1311 said:

    Ok, I know a BHVR employee isn’t going to read this and just magically decide they need to fix Badham Preschool, but please if you see this at least read it.

    Why is this map still the way it is? Eyrie got changed a year or two after release, and that map was just as bad as Badham. I’m genuinely curious why no one has looked into adjusting this maps balance, it’s awful.

    I play a decent amount of killer, I’m not expert but I’m not a novice either, but Badham is just so busted. It’s too safe and too huge. It’s basically impossible to pressure without Pain Resonance, it just doesn’t feel very fair, and I’m not one to say something is or isn’t fair. All is fair in love and war yknow.

    But in all seriousness it’s the only map in the game that’s this EASY to play as well. I have about 2000 hours on DBD and about 1500 of those are survivor hours. As someone who plays a LOT of survivor, this map is just way too easy to play.

    To go into some detail, even vaguely, the gen spread to map size ratio is ludicrous. The map feels massive, had what feels like a million pallets, and has 3 buildings at any given time that can be ran with basically zero effort that are almost entirely safe. The way that survivors can string together the loops on this map is just silly, there’s no other map quite like it, and that’s not a compliment. I’m just saying that maybe, if a map has 3 safe buildings, one having 2 pallets and the other having a god window, I just think that maybe, MAYBE, it should be considered for a change of SOME kind.

    To sum it up, TLDR style, Badham Preschool (all variants, but specifically 1) are far too large, safe and easy to play for even half decent survivors. I’m not asking for the map to be made tiny and impossible to play or anything, but please consider taking a look at its numbers and think about adjusting it to make it more fair for both sides.

    At least they left the best version for killer and removed the other variants.

  • @Star99er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993865#Comment_3993865

    it’s unfortunate cause they have a unique playstyle unlike the traditional melee hit and can be pallet looped like half the killer roster.

    I was also Twins main, end with p 64 I think. I just gave up on them due to constantt bugs and issues.

  • @Star99er said:

    The Twins by design unfortunately have slugging as a core part of their power, whether they want to or not. When a survivor gets downed with Victor Charlotte has to wake up, and walk to where Victor downed someone and pick them up. However, the new built-in recovery while crawling and increased crawling speed overtime are a big nerf to The Twins. By the time Charlotte gets to where they were downed, depending on how far away they are, they could potentially crawl away. They should give charlotte haste when waking up, aura reading on downed survivors, or maybe even rework victor to drag downed survivors to help because I can tell you right now this is going to end up being a heavy handed indirect nerf to them.

    Sadly no one cares about Twins for quite a few years now. While most killers got reworks, even multiple of them and qol changes, Twins got some add ons basekit and that's it. People were not happy about Twins rework where Victor could injure and down people. While it was very strong 1v1 it decreased the urge of slugging at all. Twins defienetly need complete overhaul.

  • I wish they give her back the TV animations which gave you info that someone is close. Also I think that she should spread condemned around Tvs she tps to and tapes should give you passively one stack each 30s

  • @tuttoinunavolta said:

    "If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial."

    Did you guys forget you made a bunch of killers, like Sadako, Pig and Pyramid Head, that have alternate Mori conditions? I main Sadako, it happens fairly frequently that some survivors don't interact with tapes at all and I manage to kill them before I got 6 hooks as a whole. If they play badly, why do I have to be penalized?

    Sadako's most interesting thing she has going on is her Condemn, and it works only if the killer plays well and outsmarts the survivors - but now I have to make sure I don't actually do that, else I might get penalized for using the power you guys made for this killer. She was purposefully made for macro play, her chase power is barely there (and that's good! I don't want to play a chase killer if I pick her) but now I have to go against her entire design in order to not be penalized.

    I think the anti-slugging changes are amazing and most tunneling-related stuff is great too.

    But this change (and the "no more gen regression" one) legit just turns the game into a round of babysitting. Tunneling is a problem, but the 6 hooks change barely even touches it; focusing on 2 alternate survivors isn't tunneling, why is it being addressed?? Killer now has to keep 6 different side effects in mind and play inefficiently, whereas the survivors have less things to think about that go beyond the useful and needed anti-slugging and anti tunneling.

    My main and favorite character getting her power kit obliterated as a side effect just makes it even more of a obnoxious change, personally.

    True, if no one died before 4th hook, than they were not tunneled. Should be "if 3rd hook is a sacrifice, then all survivors gain 2 % repair speed for the remainder of the trial and decrease maximum regression events on generators by 1"

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992609#Comment_3992609

    I'm not really talking the move speeds, I more so mean, xyz killer can teleport or dash across to catch up. Huntress on the other hand can't, and she's the tiniest bit slower than normal.

    But that's overall hole between old and new killer design. Surely Trapper, Pig, Plague etc. will have hard time defending gens than Springtrap or Kaneki who can cross map in few seconds.

  • I think that the requirement of 90s isn't the only problem. You go against stealth or low TR killers and you won't be able to use it. While I think that 90s can be lowered to 60s, the one time stun isn't truly the benefit worth but rather the temporaty increased vault speed.

  • @tuttoinunavolta said:

    "If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial."

    Did you guys forget you made a bunch of killers, like Sadako, Pig and Pyramid Head, that have alternate Mori conditions? I main Sadako, it happens fairly frequently that some survivors don't interact with tapes at all and I manage to kill them before I got 6 hooks as a whole. If they play badly, why do I have to be penalized?

    Sadako's most interesting thing she has going on is her Condemn, and it works only if the killer plays well and outsmarts the survivors - but now I have to make sure I don't actually do that, else I might get penalized for using the power you guys made for this killer. She was purposefully made for macro play, her chase power is barely there (and that's good! I don't want to play a chase killer if I pick her) but now I have to go against her entire design in order to not be penalized.

    I think the anti-slugging changes are amazing and most tunneling-related stuff is great too.

    But this change (and the "no more gen regression" one) legit just turns the game into a round of babysitting. Tunneling is a problem, but the 6 hooks change barely even touches it; focusing on 2 alternate survivors isn't tunneling, why is it being addressed?? Killer now has to keep 6 different side effects in mind and play inefficiently, whereas the survivors have less things to think about that go beyond the useful and needed anti-slugging and anti tunneling.

    My main and favorite character getting her power kit obliterated as a side effect just makes it even more of a obnoxious change, personally.

    Agree, should be 4th hook. If I hooked at least one other person, then I didn't hard tunnel someone therefore there is no reason for punishment.

  • @TimberGoingDown said:

    Hope survivors like twenty minute queues followed by a five minute match against cracked sweat lord Nurse or Blight that hasn't seen the sun since 2019 lol. Oh, and she won't give two ######### about the anti-tunnel system or anti-slug system… because she doesn't have to. These things only actually apply to killers that have to slow down the game in order to compete.

    Which isn't case of Spirit, your main. Who's top tier killer. Cry more, us low tier killer main should, not you. :D

  • @SadakoSlay said:

    I know the ptb isn't out yet so we don't know the numbers , but I think we all know that a stronger gen kick with a fresh unhook will be really usefull on some killers, while basically useless on others. How do i know this? Because it's already the case in the live game. Low mobility killers can't really user pop goes the weasel effectively because they don't make it to the generator in time or they just don't have the time to walk across the map to find and kick a gen, since they lose out on too much pressure. Pain resonance however is almost always usefull on most killers (unless the scourge hook rng is rough).

    So my suggestion is to give killers a basekit weaker version of pain resonance on fresh hooks instead of a weaker pop goes the weasel. This would give all killers a bonus to hooking and not just the high mobility onces. Before people say anything I know that killers will also get haste, but I imagine this haste won't be enough. Unless they make it really high like 50% it won't affect low mobility killers at all. Like imagine playing on Azarov's resting place as a low mobility killer. What on earth is pop goes the weasel with some haste going to do for you? Especially if the gen with the most progress is on the other side of the map. It's gonna be useless. While a weaker pain res as basekit would be way more universally usefull and would be easier for newer players.

    Having it be so that the hook gives you a stronger gen kick can also be convoluted for new and casual players unless properly shown and explained (which knowing dbd that won't happen), while an instant weaker pain resonance would make sense and be way more clear and easy to use for newer and casual players.

    I know people ar gonna say that we should wait until the ptb to dscuss this kidna stuff, but people forget the devs don't update the ptb once it starts. We only get 1 ptb before all of it gets delayed, scarpped or brought to live. I would rather test out how a basekit weaker pain res would work on the ptb than a weaker basekit pop goes the weasel, which we already know will be mostly useless on half the killer roster.

    I personally think that basekit pop is better solution as in current meta killers ignore kicking gens at all, relying on blocking and non-kick perks like pain res, surge etc. It will make killer objective in defending gens more reasonable and some perks more popular. And with undeniable following base game changes in return.

  • @Foggyguy said:

    I remember when there were other playstyles for survivors until killers systematically destroyed them all until gen rushing was the only thing left.

    That is half-true. While I think that burn-mechanic should stay for Nurse as it was already high-skill performance, going against flashlight squad as Wraith was beyond pain. And a lot of mechanics been intruduced since then, invocations, boons etc. You have to understand that if killer suppose to be fun to verse, the base game can't be busted, otherwise killers will be level of Kaneki, Clown etc., where it is nothing fun at all versing them.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992609#Comment_3992609

    1. When people talk about Blight speed they usually mean his rush, not his walking.

    2. Dead by Daylight isn't a race to get across the map from one side to another. It's a game about timings. The difference between getting a hit one second before a Survivor vaults and as they vault has basically the same impact. The difference between hitting a survivor as they vault or barely missing the hit has huge impact on the game. Half a second can mean one more round around a loop before you have to drop the pallet.

    That's still relative due to perks used, bloodlust etc.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989461#Comment_3989461

    the stun time effects killers differently though. You stun huntress for a second, that's a lot more distance than if you it to Blight. Just something to keep in mind.

    Dude. Do math. Crossing map from side to side takes 110 % killer about 1.5s longer than 115 % killer. The 5 % difference isn't effective, everything above 10 % is.

  • Remainder: No one cares about Twins and how thsi will make going for pick up cross map pretty much useless.

  • @vol4r said:

    I feel like the perk needs a change.

    90 seconds in terror radius is just not it, efficient team is able to finish 4-5 gens in that time.

    One use of a perk isn't really great too for saving - I can bring background player and save people every 20 seconds with flashlight.

    I feel tha if the stun is 1s longer the perk would be completely fine.

  • @DNet89 said:

    Current effect

    Instead of snuffing Boon Totems you destroy them. Destroying a Boon Totem this way reveals the Auras of all Survivors that were within its range at that moment for 6/7/8 seconds.

    New effect

    You can destroy Dull and Boon Totems. Destroying a Totem reveals the Auras of all Survivors that were within 32 meters of it for 6/7/8 seconds. You see the Auras of Dull Totems within 24/28/32 meters.

    The Shattered Hope is not a bad perk, I don't understand the constant complains about it. It gives you no value when no one brings boon and boons are not popular because they are quite weak. It's the same if you bring healing perk and face Plague, if you bring overcome and face Billy, if you bring Resurgence and killer has sloppy butcher, if you bring Unbreakable and killer doesn't slug, if you bring object of obsession but you are not obsession etc. Perks are not guaranteed value every game, and the only reason why Shattered Hope is not used is that Boons are not in very good stage. If I bring the new "Last Stand" perk but going against Wraith, meaning that the perk won't activate during entire game doesn't mean that the perk has to be buffed, does it? Are we talking about boosting perks to the point that they gave you value every game? Nice example is distortion, while most killers run 4 slowdowns distortion is waste of perk slot. And I can continue for eons. And making SH being able to destroy dull totems, wth? Poping pentimento on demand? Rip thana and dying light.

  • @TurboTOne said:

    So, i've been thinking.

    The Game, feels pretty stressful right now as Killer. And you kinda feel forced to use slowdown Perks, in order to have a chance of winning. But Survivors, hate Slowdown Perks. They wanna get their Gens done. So what do they do? That's right, they play more efficiently. "Genrush" as some People like to Call it.

    Leading to Killers, needing to find a different way, to slow them down again.
    What is a good way to slow them down?
    Well to have less Survivors of course.
    And what's the best way to do that?
    To tunnel someone out as soon as possible.

    Now we see where the Problem stems from. It's not just toxicity. It's necessity.

    So, instead of Punishing Killers for tunneling, how about we Reward them, for spreading Hooks?
    By introducing a Mechanic:
    That slows down the Gens by a Way, that is enough, to make up for not tunneling out a Survivor.

    But, what if the Killer still decides to tunnel? And then, to make things worse, spreads out the rest of the Hooks for the slowdown? What could Survivors do against that?

    I want to think of a Mechanic, that should be in the Base Game, that does exactly that.
    And i'm gonna need your help with that.
    I've already had a Bunch of ideas, that always seem to hit a Roadblock somewhere along the Line.
    But i think by working together, we can figure something out. Killer and Survior Mains together.

    We all want to have fun. We don't want the other Side to be too strong.
    But we won't change anything, if we always blame the other Side and don't work together.

    I'm going to Post a few Ideas on Mechanics that could be introduced. And you can help me find ways to improve them, or figure out why they can and cannot work. Starting … well, now!

    First Idea:

    A Survivor who gets Hooked for the First time, gets a penalty on Gen Speeds for a duration of time.
    Every other Survivor However, gets a Speed Increase on Repairs.

    This makes it not worth going for the just hooked Survivor, since they will be making Gens slower anyway. And pushes the Killer towards going for the other Survivors, to give them the Speed penalty aswell.

    This could also apply to healing speeds for example.

    Yes the just unhooked Survivor is getting an extra penalty for being hooked. But it does help the rest of the Team. And, if another Survivor gets Hooked, it evens out again.

    Second idea:

    Bring back old BBQ. I know you said it evens out with Bloodpoint incentives but i seriously cannot remember the last time i had one on Killer.
    It was a great way for making People go for Hooks on all Survivors.
    Even when you can just tunnel out one Survivor at the start and still get all of your stacks,
    not everyone plays like that. And it rewards spreading Hooks.

    Third Idea:

    Hooking a Survivor for the First time, gives every Survivor a Speed Penalty for Gen Repairs.
    Hooking a Survivor for the second time, gives every Survivor a Speed Increase for Gen Repairs.
    Once a Survivor has been killed, all Survivors get a Massive Speed Boost for Gen Repairs.

    How big the increase or decrease is, is dependend on Overall Gen Progress on Generators. Not just completed Gens (This is so People don't 99% Gens in order to get a Super Huge Speed Boost.)

    Afterword:

    I want to mention that if any of these ideas where to be implemented, that maybe looking at slowdown Perks again would be a good idea. I wouldn't want a Mechanic that helps too much and then have to Face 4 Slowdown Perks on top of that. Strong Slowdown Perks that is.

    TL:DR: I want to introduce some ideas to help with Game balance and hopefully make tunneling less viable. Every suggestion and advice is appreciated. <3

    Tunneling is a common comeback tool that is used either for reason or because you simply can do that. Some killers can tunnel very easily, some killers have hard time tunneling and might easily lose game to that. I can see a new mechanic introduced, that will instantly sacrifice survivor that is hooked after every survivor has at least one hook stage. Meaning that all 4 survivors have 1 hook stage and now the next hook will be guaranteed sacrifice. The next option is to grant killer basekit mori after first hook stage once every survivor been hooked once. Next option is to make perks like deadlock, corrupt or grim basekit, but it wouldn't be as effective imo. Next option is to tie unique hook to more slowdown perks and tune them to force killers to get value of it. Let's say that pop would have 4 uses and on every unique hook will reset entire progress on gen or make it so pain res is 50 % instead if 20 % to force killers to utilize it.

  • @DPootis said:

    ZERO reason a survivor should be able to basically instantly pick themselves up, get endurance, and buy an extra 30 seconds (if not more for their team). It's fundamentally a terrible design and should be removed and changed to something completely different, I don't get how yall are so incompetent.

    The perk is fine. It's something to replace 50yrs stale meta and result in down anyway unless paired with plot twist which is one time use anyway untill EGC. It requires minimum two perk slots and killer to ignore you for about 10s before picking you up, just to get down 30s later which will result in someone has to go and heal you anyway, which is passive slowdown like slugging. If the perk can see some changes I would remove self heal activation and increase pick up from 30 % to 40 % so it's more of antislug. But current version defienetly is situational like unbreakable and offers value only if killer plays specific way.

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