Elan
Elan
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- Elan
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@Ohyakno said:
Imagine a baby trapper getting stunned over and over because a swf keeps chucking rocks at his face. Do you think he's having fun?
The balance of the game looks like this because everyone is whining "but bully swf". Surely, balance game even more around top tier 4man to make the game even more miserable to every other teams. :D
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I understand the frustration. You try to avoid killer by finding cover near gen, but they have Nowhere To Hide, which on a lot of killers will be death sentence as you most likely don't have much resources nearby, that's why I always count that killer has bbq or NTH. It's kinda shame that they gutted distortion. They might keep the 2 stacks instead of 3 but revert the chase requirement to tr requirement that it used to be, which will keep some picks on stealh killers still very powerfull.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984967#Comment_3984967
A 30m, on-demand circle of aura reading would absolutely be too strong. Especially considering there's no cue that Wiretap is active for the Killer.
Stick it on a generator that's already regressing or bring Repressed Alliance and then it becomes impossible to destroy.
I disagree. Killers don't have feedback on most aura perks - kindred, alert, fogwise etc. so don't survivors from perks like bbq, floods, gearhead… this is poor argument. Also Wiretap is completely countered by damaging the gen or blindness status effect.
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@CoCane said:
Guys, I am 100% sure that the pick rate of the map dependent builds like scratched mirror Myers dropped through the floor after the recent change. Not being able to choose an indoor map completely demotivates from playing creative builds. I really liked how before you could actually make a killer scary (map offerings + perks like the old Knockout that made survivors truly oblivious and lost about what the hell is going on). Now all that's left is grind gring gring for a win… :(
I woudln't call Mirror Myers a creative build. It was basically completely stealthy wallhacking gameplay based on hit and run that was boring to go against and Myers still has tombstones. So there is no reason to give him that combo back.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984424#Comment_3984424
To be fair, friend, I think it is very unlikely that Skull Merchant's power after the rework will be the same one we've seen in the design previews, considering how despised both of them were.
I don't think that they will completely scrap it without putting it in test. Considering that it took them time and resources to do so.
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@shizzy_Pooh said:
now that behavior is finally focusing on fixing the game maybe it’s a good thing for reworks. Hopefully we can get the SKULL MERCHANT rework before 2026 😁
I’m afraid that people expect SM to become viable after rework. As long as I see it I think she will be even worse than now. She can utilize truly from stealth as she’s completely quite, wont be with drone buddy anymore. And her set up will hurt more than help. I think this rework is step in wrong direction. She still can injure for free and fo well when using radar to change beam direction.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984207#Comment_3984207
So you want to force everyone to run Self Care Botany again.
Even though half of the asian playerbase already run them and Botany is THE best healing perk rn.
You do not need to force this with dropping a nuke on medkits.
Let’s then say that we remove self heal from medkits and decrease charges across medkit from 16 to 24 making different medkits more meaningful. Camping having 16 charges and Ranger having 24 charges and tweak healing speed. Goal is to make that medkit will serve to boost a single altruistic heal.
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@civ said:
The Clown currently exists in one of the least engaging design spaces possible. Being slowed down necessarily removes your options. When a bottle in a loop guarantees damage through extended haste or hindered, neither player makes meaningful decisions. Recent changes attempted to address this by making yellow bottles oppressively strong (12+% haste for 8 seconds with 1s activation), but this has just shifted the problem. Now yellow bottles create the same inevitable outcomes through speed advantage rather than solving the core issue: Clown lacks mechanical depth beyond throwing bottles for a stat advantage. His recent number tweaks and their failure to address the community's complaints clearly demonstrate the need for a new creative direction.
The following changes intend to turn Clown into Dead by Daylight's first misdirection mindgame Killer, giving him a new niche as a devious and chaotic area control expert. This rework fully keeps Clown's ability to slow Survivors down and speed himself up, but tweaks these mechanics to increase their skill floor and ceiling.
Afterpiece Tonic (Purple) Changes:- Hindered effect buffed back to 15% (currently 14%) and linger reduced to 0.5 seconds after exiting the gas (currently 1 second).
- Hindered revert is mostly for experienced Clown players who relied on muscle memory of the speed differential. Effective use of the Hinder now requires more precise bottle placement than live. - Gas clouds are 20% wider and the gas clouds linger for 1 second longer.
- Compensates for shorter status duration and enhances area control with gas. - Gas clouds now inflict Intoxication status effect, lingering for 0.5 seconds after exiting.
- Intoxication is now is centered on creating opportunities for creative mindgames by distorting the perceptions of Survivors, giving Clown a new dimension of play other than slowdown.
Intoxication:
- Directional audio panning becomes confused, making sounds originate from constantly changing wrong directions, in a circular motion. The Survivor's own noises (injured sounds, breathing) are not affected.
- Creates countless mindgame opportunities in walled tiles where visual tracking is difficult. This isn't an accessibility issue. Intoxication makes audio equally unreliable for all players, it doesn't give hearing players an advantage (like the Spirit). - Slight reverb is applied to audio.
- This UX change should make it clear to Survivors that Intoxication is actively changing the sounds they're hearing. - Bonus: Survivors' audio perception range reduced, making distant sounds become inaudible.
- Creates more confusion by potentially confusing urvivors if the Clown is still nearby. - Bonus: Survivors see slight visual tracers on the Clown.
- Just a fun aesthetic change that might make it slightly harder to focus on the Clown's actual location as survivors try to visually track him.
Notes on accessibility:
Some may worry that the audio and visual changes would feel too disorienting for players or cause physical symptoms, like Clown's previous intoxication VFX before they were changed in March 2024. While this is a valid concern, the audio distortion serves a purpose to create new gameplay, unlike the strong visual blurring which had little to no effect on gameplay while making players uncomfortable.
Intoxication also makes audio equally unreliable for everyone during Intoxication, similar to how Oblivious removes terror radius universally. Unlike Spirit whose power design creates audio-based advantages, Intoxication removes these advantages.Diagram showing one potential use of Intoxication for mindgaming.
https://us.v-cdn.net/6030815/uploads/DOILFP0R4WQ8/clown-mindgames-drawing.png
Panel 1: The Clown has thrown his Afterpiece tonic centrally into Shack, approaching away from the pallet. The Survivor is inside shack, ready to vault the window.
Panel 2: This panel shows what the Intoxicated Survivor is hearing. After vaulting outside Shack, they hear the Clown's breathing approaching from the outside of shack, causing them to immediately feel threatened.
Panel 3: This panel shows the reality of the situation. The Clown is waiting by the Shack door, planning to cut the Survivor off as they vault back into shack.
Panel 4: This panel shows the outcome. The threatened survivor vaults back into shack, and is met face-to-face by the Clown, who was able to anticipate their panic.
In this scenario, a more experienced Survivor could recognize that their audio is unreliable, and take the safe option by running towards the pallet instead of panic vaulting.
Antidote (Yellow) Changes:- Activation time: 1.5 seconds (between old 2s and current 1s).
- Requires prediction while remaining viable mid-chase. - Clouds are 20% larger and linger for 1 second longer.
- Parity with purple bottles, and increases opportunities for survivors to claim the buff through skillful pathing, instead of being automatically out-sped. - Haste effect: 10% for 8 seconds (down from current 12% for 8 seconds).
- The recent buff to yellow bottles have proved to be too extreme, especially with certain add-ons. This is a middle ground between the old and new yellow bottles. - Grants complete Intoxication immunity for duration, instead of only curing Intoxication.
- Creates a more meaningful decision for survivors regarding the boring speed mechanic: Is reaching that lingering yellow gas worth the detour? Will the complete immunity help me? Clowns players must be more considerate about where NOT to throw yellows.
Add-on Changes:
Beyond basekit changes, Clown's add-ons would shift from number tweaks to enhancing the new confusion mechanics. The goal of Clown's new add-on set would not be a complete overhaul, but a reduction in the amount of redundant number boosts that lend themselves to making the speed differential more oppressive. Clown's add-ons now have a new mindgame design space to explore. Here are a few potential examples, by no means meant to be implemented in this exact form: these are just ideas to explore.
Party Bottle
- Old: Bottles emit confetti when they break in addition to their usual effects. Bonus BP.
- New: Bottles emit lingering confetti when they break in addition to their usual effects. Bonus BP.
Transforms a useless cosmetic effect into more sensory disruption.
Robin Feather
- Old: Reduces the cool-down between successive bottle throws by -40%.
- New: Decreases time to charge bottle throws by 20%.
Turns a duplicate addon into a useful and unique brown.
VHS Porn
- Old: Increases the size and spread of Afterpiece Tonic Gas Clouds by +10%.
- New: Afterpiece Antidote Gas Clouds look identical to Afterpiece Tonic Gas Clouds (to Intoxicated Survivors?).
Pays off the flavor text "you will not see things quite the same again" with a niche effect that might confuse Survivor's pathing.
Solvent Jug
- Old: Increases the Invigoration duration by +1 seconds.
- New: Increases the odds of triggering Skill Checks by 20% for Intoxicated Survivors while they are repairing or healing.
Unique effect that gives bottles a small but counterable amount of ranged pressure.
Flask of Bleach
- Old: Increases the strength of the Hindered Status Effect Survivors suffer during Intoxication by an additional 4%.
- New: Increases the linger duration of Afterpiece Tonic Gas Clouds by +1 second.
Changed from making speed more oppressive to a different kind of number buff that increases Clown's control.
Cheap Gin Bottle
- Old: Increases the strength of the Haste Status Effect from Invigoration by +3%.
- New: Intoxicated survivors hear an illusory very close Terror Radius.
Allows for multi-layered mindgames about if the Clown is still nearby or if he left.
Ether 15 Vol%
- Old: Increases the Intoxication duration by +1 second.
- New: When an Intoxicated Survivor becomes injured, they suffer from Exhausted for 5 seconds.
Helps out Clown's anti-loop without being oppressive like the bonus hinder linger.
Garish Makeup Kit
- Old: Increases the Invigoration duration by +2 seconds.
- New: Intoxicated survivors can't perceive the Clown's Red Stain.
Further disrupts information, worthy of being a purple.
Redhead's Pinky Finger
- Old: Direct hits with Afterpiece Tonic bottles inflict Exposed on Survivors for the duration of Intoxication. Max 1 bottle.
- New: After Invigoration ends, Survivors suffer from Exposed for 10 seconds. Carry two less maximum bottles.
Keeps the Exposed identity but uses a much healthier and interactive dynamic. Can no longer be used for camping or to get completely free downs. There is now a benefit and cost that must be weighed.
Why This Design Works:Skill Expression Over Stats: High MMR Clowns will identify tiles where survivors lack visual information, then capitalize on audio confusion. Low MMR Clowns will still throw bottles randomly around loops, but aren't completely destroyed by the haste/hinder changes. This replaces guaranteed outcomes with interactive creativity.
Clear, Engaging Counterplay: Intoxicated survivors must actively track Clown visually. The reduced linger time turns the gas clouds into a binary danger zone, instead of creating extended helplessness even after escaping the cloud. The changes to yellow bottles make each use of them riskier, since yellow bottles are still only using haste mechanics.
Bottle Economy Becomes Meaningful: Conservative players can attempt single-bottle mindgames using audio confusion at jungle gyms. Aggressive players can still saturate loops with 3 bottles for guaranteed hits, but must manage earlier reloads. Currently, 1-2 bottles always suffice through pure speed manipulation, making each reload a necessary chore instead of a deserved cooldown based on the frequency of your bottle usage.Unique Killer Identity: Instead of just being "the slowdown killer", Clown more importantly becomes the killer who weaponizes sensory confusion. No other killer manipulates audio perception as a core mechanic.
Addressing Concerns:
"Too complex for new players" - The core gameplay loop remains simple and intuitive: purple gas slows, yellow gas speeds up. Players will quickly notice that their audio is being messed with when they're Intoxicated. The sensory effects can be included in Clown's power description to keep new killers informed.
"This nerfs Clown" - Yes, it does remove some of his oppressive slowdown potential but compensates by giving him new tools. Skilled Clowns who already place their bottles precisely can capitalize on these tools. You can still saturate a loop with slowdown gas to get hits when needed, but this takes more bottles.
"The VFX and SFX could feel overwhelming to some players" - This would need testing and iteration. If the effects prove to be too common of an issue for players, they could be reduced in intensity and Clown could be slightly buffed to compensate. DBD is a game that breaks comfort barriers for some players, and developers have indicated they would not add "phobia" modes.This rework transforms Clown from a stat-check killer into one who creates interactive moments of confusion and opportunity. Instead of inevitable damage through speed differentials, he generates windows of vulnerability through sensory disruption that both sides must actively play around. Most importantly, it gives him a reason to exist beyond numerical advantages - he becomes Dead by Daylight's master of misdirection, just like a Clown should be.
https://us.v-cdn.net/6030815/uploads/LB048S1VILA4/dbd-chap8-curtaincall-keyart-e4dd273eed.jpg
TBH I'd just do Red Head Pinky Finger basekit and reduce base bottles to 4. All he needs.
- Hindered effect buffed back to 15% (currently 14%) and linger reduced to 0.5 seconds after exiting the gas (currently 1 second).
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@Gigante said:
Every match, survivors are using this perk, if not just two, then all four survivors are using this perk. Why does this perk need to be unlimited? Why isn't there a cooldown? Why can't survivors be punished for not knowing where the pallets are? It's very easy for a survivor with this perk to stay in a chase for a long time, even if they're completely inexperienced. Pallets and windows are the only things that can stop the killer in this game, so why on earth can the survivor see them infinitely all the time? Why can't I see the survivors infinitely all the time?
I'm tired, every match I have to deal with this
This perk will be always popular because of solo Q. I honestly love any means neccessary too, because it shows which pallet is dropped, where the chase happens…
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@SoGo said:
These are so heavy-handed, it surprises me that you didn't just write a big DELETE instead of all this.
And also, if we pretended for a second that these would be BHVR approved and coming to the game, why would they keep so many add-ons and variants? You could axe both of the lower tier medkits and most of the add-ons no problem, they are all useless.
Those are pretty reasonable. Goal is to remove self heal from medkits so you have to run self heal perk and tune down the item altrustic heal to be less out of hand with perks like We'll make it or do no harm. If that is in good spot all after we can even talk about possible new ways to heal.
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@SoGo said:
Hello everyone!
So, I am now on post talking about how I'd improve an item type number 4. (Links for the rest at the end of the post.)
Now, it's time for toolboxes. The main things I want to achieve with these changes is to make them a bit less unbalanced, and make them each specialized for a certain kind of playstyle. Enjoy!
Worn Out Tools:
• 20 Charges
• 25% faster Repair speed
• 50% larger Good Skill Check zones
• Great Skill Checks do not appear.
• 30% slower Skill Checks
• Unlocks the Sabotage actionThis one would be tailored to beginners and people who have problems with Skill Checks. I also decreased the repair speed and removed great skill check zones to avoid potential abuse with Hyperfocus.
Toolbox:
• 20 Charges
• 50% faster Repair speed
• Unlocks the Sabotage action
• 50% faster Sabotage speedThis one would become a jack-of-all-trades, but unlike the current one we have (Commodious), it's not just the best in any thing it does.
Commodious Toolbox:
• 28 Charges
• 50% faster Repair speed
• Unlocks the Sabotage actionIt should only be focused on repair, not also sabotage. I also trimmed down the numbers just a smidge to even out the field a bit.
Engineer's Toolbox:
• 16 Charges
• 100% faster Repair speed
• Unlocks the Sabotage actionThe only real change is that it no longer sabotages faster.
Mechanic's Toolbox (REMOVED)
Alex's Toolbox (Unchanged)
Next up, add-ons. These are, imo, some of the main offenders behind why toolboxes get so ridiculously strong in certain ways. These are the changes:
Instructions (Common):
• Now can be permanently applied to a single gen, working for all players.
• Single use, no Skill Check required.Clean Rag (Common):
• Decreased Repair Speed bonus from 20% to 10%.Scraps (Common → Uncommon)
• Increases the bonus from Great Skill Checks by 1%.
• Causes the Skill Check pointer to have a chance to go backwards, faster, or slower.
• Causes the Skill Check zones to have a chance to be smaller.Protective Gloves (REMOVED)
Spring Clamp (Uncommon):
• Now can be permanently applied to a single gen.
• Single use, no Skill Check required.Socket Swivels (Uncommon → Rare):
• Decreased Repair Speed bonus from 30% to 15%.Wire Spool (Uncommon → Very Rare)
Brand New Part (Visceral):
• Now, it also reduces the total Charges of the Toolbox by 12.Thoughts?
Related discussions:
This would keep toolboxes still way too powerfull. I made my own post about this. It was about toolboxes are consumed on a gen to permanently increas the particular gen speed (by 5, 7 and 10 %) Meaning that Engineers toolbox would result in current Prove thyself at best.
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@ReverseVelocity said:
I think a hook state would be a much more palatable, but roughly equivalent tradeoff for invocation perks.
Being Broken for the entire game means you're going to lose out on 3 Health States across the game. Trading a hook state means you'd only lose out on 2 Health States, but also has the downside of having less chances to proc certain perks related to being unhooked.
However, the upside of this is being ambushed won't instantly end your chances of getting away as it would likely be when permanently injured, and won't force you into running perks to cover for the major downside of being injured all game (like IW, DH, OTR, DS, etc).
I think Invocations are generally too risky at the moment, and this would be a way to still have a heavy price, without having the issue of dying instantly if the killer catches you off guard (as is generally the case when permabroken with No Mither or Invocations etc).
I think Treacherous Crows would still need improvements on top of this base change (i.e. not requiring a Survivor to be in the Terror Radius), but Weaving Spiders might be remotely viable by itself with these caveats.
What do y'all think? I think Invocations are a very cool idea but need some base improvement somewhere.
Invocation reworks:
Trecherous Crows - aura is revealed for 6s, survivors no longer scare crows. You suffer exposed status effect for the rest of the trial.
Weaving Spiders - every generator (along with currently blocked ones) will lose 10 charges needed to finish the generator. Invocator's repair and healing speed is reduced by 40 % for the rest of the trial.
New invocation ideas:
Mending Wolves - completing the ritual will grant every survivor ability to heal in the basement at 70 % speed. (HUD indicator still gives away perk activation)
Hiding mice - completing the ritual will make all survivors aura surpressed. The invocator's aura is revealed to the killer if they are repairing gens, cleansing totems or self healing for the rest of the trial.
Broken shells - completing ritual will grant team 4 tokens. Any time a survivor is exposed they will lose healthstate instead. The perk then deactivates. If not every token is lost untill EGC, then the survivors will be able to recover from dying state for every token left.
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@SoGo said:
It is a pretty creative idea.
I think that the Invocations shouldn't all have the exact same downside, as is really restricts them in a bad way.
I think that Treacherous Crows should have a downside of being permanently Oblivious. That way, you don't have to make it op just to outweigh a downside that doesn't make sense.
I can't see Trecherous Crows needing any dowside with it's current effect. If they increase aura time and remove scaring crows from survivor pov then sure why not. But the TC invocation is so insanely underwhelming that I wouldn't run it even when it doesn't have any dowside because the random aura for 2s somewhere across map what you won't even notices won't truly benefit team. Not even saying that seeing killer's aura is not as crazy viable. That's why no one runs perks like Fogwise, Alert etc. plus there are multiple ways to negate that by killer which is just a cherry on cake on top of already poor mechanic.
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@Lixadonna said:
Why not guarantee Exit Gates spawn as far away as possible? 😀
Survivors spawning together was a change in killer favor. You now can pinpoint their spawn location rather than guess multiple of them. Survivors have to spread further to work on multiple gens as rushing close gens would hurt them massively in late game. You now defienetly lose 1-2 gens faster than you used to but overall gen progress is not as spread as it used to be. It's more of people running the same meta (pain res, corrupt, dms, surge) and stalling the most repaired gens to the moment where everyone was dead while there were multiple gens with high progress, now it's more of particular gens have high progress. So there is no way to think that new spawn favors survivors in any way.
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@Shroompy said:
Title, the game has been in a VERY poor state recently and quite honestly they NEED to take time to fix things. March is a unique time in the games history where we're getting a chapter with no killer. Considering the state of the game at this time this is a perfect opportunity to ACTUALLY see change, and not to be brushed off.
Apologies can only go so far, we NEED action
I don't even remotely trust they would do that. They pushed messed up Twins that are not fixed for 5 years in horrible state where they are not played at all. Same happened multiple times and despite that they always pushed things. Surely they need the sells to pay the employees but if the employees are so bad that they can't fix the game then they should be fired. DBD is truly not that difficult game compared to others that have similiar amount of people working on them and working with minimum or no bugs while being much more difficult to maintain.
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They do multiple things:
Obscure vision - to the point where old fog offering was way more impactfull, mapwide and had no limitation or duration. Literally two stacks of that offering was PTB version of fog vial. So this part of item is truly not good.
Hide sounds - you can use iron will to have more impact no matter the charges or los loses.
Hide scratchmarks - not truly, it hides them in center. If you want to mess up with killer there are perks that do everything just much better.
So I agree, that new item been overnerfed without truly testing much and it was first big addition into base game since 2019, so yeah I feel dissapointed for both sides that the new item that was already powercreeped is now so bad that I don't blame people not using it at all.
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@Tong said:
Is this a bug or a feature ??? Because I just recently notice that if a survivor is repairing a gen or cleansing a hex totem, they won't be detected or get scanned by the drone for sure.
Drones don't scan people who are crouching, not moving or fast vaulting. It was always a thing except for fast vaults since first SM rework. I'm more afraid of her future rework that was announced because I feel that even current SM is stonger than she will be (said from concept preview).
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@Starlesque said:
What the Community is Reporting…
- Make-up: The artist (Fairy Kun) gave us a polished made up face and what we recieved its underwhelming
- Cape/Veil (Tule) Visual Issue: It hides the chain detail in the back and is not as flowy. Reports of it being ftiff and fixed ankles/foot when in game.
- Corset pairing: Disappears when pairing with other cosmetics.
Please see: TikToker points out additional items for improvement: https://www.tiktok.com/@v7namiss /video/7532891324480097550
Here's my forum:
https://forums.bhvr.com/dead-by-daylight/discussion/452581/sable-ward-death-by-roses-unfinished
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Have you seen Pig-realted tome trailer and than the in-game cosmetic? Trust, this is not that bad. :D
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I'm laughing when people say "now she becomes second Chucky". She was og dash killer and with her buff she cover 0.44m more ground, which is so minimal that this buff makes you hit the tip you missed before. And people just slept on her catch up dashes since save the best for last nerf. If Pig is buffed any further, people would just predrop making her dashes useless, which is not direction I would like to see.
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@VortexVentamy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979862#Comment_3979862
I agree, there are many other killers that should be looked at before Wesker. However, there are still pain points within his kit. Especially the fact that vaulting over stuff half the time does nothing to survivors that get in your face, or when he slams his face into a survivor in an animation (vaulting / dropping pallet) and nothing happens. Did I over do it? Maybe, if so I would say pick and choose specifics. For instance, maybe leave the bound numbers alone but keep speed buffs. Change how infection works but leave it at 100 charges, etc.
Does he need it the most? No, but that doesnt mean we shouldnt talk about it. Plus, calling it a waste of resources for a hypothetical idea is a bit harsh considering majority are slight number changes, which also makes me want to say its less of a rework and more of an update as its not adding substantial changes to how he plays (except maybe canceling during chain bound but I can live without that). Edit: Scratch that I said rework infection but still feel like they would call it an update?
Curious on your thoughts on the Pyramid Head base power changes?You mean the extra 2m range basekit, -0.2m/s movement while holding power, borrowed time from cages and add on pass?
I tried Pyramid Head and the 0.2m/s slower movement isn't truly noticable, extra 2m don't effect most antiloop uses but it's still something going for him in longer ambitious shots, borrowed time from cages will also affect 0.05 % of games as proxacamping PH relocates the cage and if he comes to tunnel someone of the cage the borrowed time will be over. and hook related perks don't work anyway for any side. So base-kit wise I'd say he's slightly nerfed but in a comparasionto last Pig buff, similiar level of update, very tiny to notice but it happened. Add on pass though is insane and I like it. Apart from the iridescent goblet he's add ons are pretty interesting and fun to combine and allow to try some uses in specific builds.
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Another post about giving balanced killer an absolute massive rework that will mess any current balance state and will result in nerf-buff-nerf-buff. Wesker is already 2nd most played killer and doesn't truly struggle if you are good with him. What's the point of buffing already strong killers? This is not even some reasonable tweak, like shorter cooldown for only one bound used. This is massive rework to whole his kit, who already is a very good killer. Why? There are plenty of killers on the list that must be looked at before Wesker is touched. And if rework like this happens than the base game would also need some tuning. Waste of resources that can be focus around truly needed things.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979221#Comment_3979221
Legion's power is "get one easy injury on one guy" versus decent players. They're one of the worst killers in the game.
Legion primary power is to slow the game by easily injuring people, potentially down them with 5th hit. He is sort of like Plague, where you can heal and waste time to face the killer power or stay injured tuning his ttk a lot more. With current buffs I think that Legion is very solid killer. If they remove his scamper iri add on into buffed cooldown and give him a little bit faster on hit bonus, can be. But overall he's truly not anywhere close to be weak and if you think he is than try to kill a lot killers that are actually weaker, need two basic hits to down and don't have any sort of slowdown like him.
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@Tamo said:
I have yelled about this recently already but seriously, I have just gotten the new TWD version of Withered Isle for the SECOND TIME since release, we're not going to talk about how my first experience I was tunnelled before I even saw the new tile & we won't talk about how this second run wasn't much better with a cracked shot huntress & two people going bot immediately. There's new trophies & old trophies that are MAP SPECIFIC, there are builds on BOTH SIDES that appreciate being able to decide the map. We have an offering that was changed from green to brown in the form of Sacrificial Ward that is meant to negate map offerings making it as random as it normally should be. 1 didn't you give the new TWD variant a boost in appearance rate? What happened to that? 2 any good killer can do well on any map, any good survivor can do well on any map, any poor on each side also can do poorly or well it doesn't matter. The argument that suggests you'd keep getting sent to the same place doesn't apply when the game has literally been sending me to Garden of Joy more than any other map! 20% does bugger all apparently when out of 30 offerings & using 13 of them my SWF cannot get the map she wants to go to (being the new TWD variant). Why even have them there when they do essentially nothing. Revert it or find a happy medium or retire the offerings entirely it's ridiculous.
I think the map offerings changes was good step is it gave big advantage to both sides. The treatment though was bad, they should revert the effect to prevent specific maps once any offering is on.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979183#Comment_3979183
He got instascope and they addressed it to give him some skill ceilling
Yeah, it did quite the opposite. Do you know what was/is easier than hitting with instascope? Faking…
Well and with slow ADS, you have to fake to find out how survivor will react and if they keep dodging, just do that. It's most boring way to play him and they made it mandatory to do it.
And from ranged killers Trickster is now 115% killer, no? So I fail to see the issue with giving it to Deathslinger, his range is limited... I think that's easiest and safest way to address it. I really don't want any major changes for him.I'm sure they are about to revert and rework Trickster next year. As I said, 4.4 and 4.6 is truly not the problem as long as you don't walk aiming all the time. Faking was always part of game on most killers. As I said deathslinger will never be any close to top tier simple for his simple design, so the Trapper, Pig, Myers etc. All killers added to the game in last years have strong antiloop, map mobility and sometimes even more. It's hard to compete between old and new killers.
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@taktak1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979233#Comment_3979233
Yes but you want the fatique BEFORE you can even hit the enemy. Thats not fun.
. Pallets are in control of ghoul,
No, when he jumps over a pallet he drops out of power and fatique so exacly what you want?
Getting free hit in 20 different ways is also not fun. Like aren't we trying to pretend that Ghoul is anything close to be fine and in healthy state, right?
But can easily follow m1 even on worst pallets when enraged. Plus kidnap tech, plus autoaim if you try to vault bak etc.
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@taktak1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/451753/kaneki-nerf-not-ragebait
"
ONLY after you've come to a full stop and not during your dash, which currently saves you a lot of time and prevents slowdown
"
Yeah this sounds like totaly fun…. That you have to stop fully in a chase… total fun feature…
Nurse, Blight, Wesker and all other killers have fatigue after using power to catch up. I have tons of clips where I m1d someone, leaped behind them and hit them again in 4s of the first hit. Totally fun from survivor side to get almost two tapped with no counterplay. Pallets are in control of ghoul, he has enough window after you drop pallet to wind up and scamper, if you don't he can just m1 you, it's completely irrelevant to say anything about fun element, because while facing Ghoul there is not a single fun element out of him being bad and getting stucked on enviroment, so you have fun against bad nurse.
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@Dayyay said:
I’m curious and want to know when Legion is going to get buffed/reworked. I get that just a couple months afgo he got a buff that helped him a little bit but with the introduction of Kaneki and just seeing how the overall gameplay has gone. Everything legion does other killers just do better making him extremely difficult to play and not feel frustrated at the fact Kaneki does the same thing as Legion (getting a free injury with power and then cancelling to get the m1) but with much more than half the cool down. I want some feedback if I’m justified or just delusional.
Legion is defienetly not the bottom on list who needs buffs/rework. He's not S tier killer so are not 80 % of the roaster. He's in good spot and mostly need some QOL changes for trade of the current Legion scamper epidemic.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979196#Comment_3979196
People didn't give fog vials enough time before being vocal.
I don't understand the vocalism tha each chase has to result in a down. You pretty much had better set up - lucky break and iron will that was really insane with overcome, but they nerfed iron will so the getaway is by far not as effective.
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@R4_ said:
I know the people of BHVR have a lot on their plate but it would be so nice if Kaneki had another skin which is Black Reaper Kaneki. Just saying as a suggestion :D!!
New Kaneki = more matches against Kaneki. What a gigachad.
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@vol4r said:
Could we mark some items which we don't really want in the bloodweb and not get them?
With recent fog vials changes, this item is not useful at all.
I saw it in the stream of someone yesterday and they do not affect gameplay at all.
https://us.v-cdn.net/6030815/uploads/84QN3ZC6VJV2/image.png
THOSE WERE THE ADDONS:
With high gamma they did nothing before as well. Fog vials are kind of mass panic as a new tool that affect base game, more than true issue. I play mostly killer and I never had any problems tracking people in fog, spamming it was bit weird, but item-wise they were strong as old maps.
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@Moon06 said:
I'm a Deathslinger main and he just feels weak against decent survivors his aiming time feels slow, his speed when he's in chase feels slow and his terror radius is ridiculous so if you could please make his aiming time slightly faster, make his speed to 4.5 or make his terror radius 24 meters again and lastly fix the bug where when you get a successful hit with your power it just doesn't connect and leads to huge losses. Pls fix this and thank you
Difference between 4.4 and 4.6 killers is 1.5s over 126m of path traveled. He got instascope and they addressed it to give him some skill ceilling. He got 24m TR and everyone used monitor and abuse on him so you got shot before even hearing tr, they increased it because he's only range killer that doesn't have lullaby. The overall Deathslinger weakness is his mobility (same like Pyramid head, Pig, Myers etc.) those killers will always be weaker when all newer killers have both great map mobility and strong antiloop.
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@Valimure said:
Skull Merchant getting haste from some doofus across the map when you were the one being chased was enough for me to see that's not a fun mechanic. 10% would also be way too high.
Bloody Coil is already one of his best add-ons, buffing it with your suggestion would make it completely oppressive, especially when paired with Iridescent Stone.
As someone who played my fair share of Trapper, some buffs that might help:
- Basekit Trapper Sack (so he starts with all traps)
- Increase the disarm time from 3.5 seconds to 5 seconds
- Remove ability to trigger his own traps / allow him to walk over them
I really believe that making him invulnerable to his traps would only increase the frustration of proxycamping basement and in scenario where he can just ignore his traps and walk over them also doesn't seem good to me. Reducing the animation when caught in own trap is a possibility though.
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@travisfenster98 said:
Personally, they added another item to be put on the shelf. They made it about as useless as keys and maps at this point. I was loving running it, and then they nerfed it. Now it will sit on the shelf like the rest of my dogwater items.
They haven't truly addressed the problem that they were spammable which will be reworked soon. No one complained about opacity but about frequency of uses.
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@midirams said:
Hey all, just got a chance to test out new fog vials, and i fear you guys may have nerfed them a little too hard. I think i speak for the majority of people when i say the default fog vials weren't very problematic by themselves, and only really became troublesome when the iri addon was brought. I have been wanting new items in the game for a loooong time, and seeing the new maps, keys, and fog vials was a huge draw to the update for me. I think with the nerfs, the fog vials have become nearly useless, specifically relating to their opacity. Personally, i think this change should be reverted. I think the two largest problems with the fog vials are the aforementioned iri addon, which has now been nerfed, and the amount of uses they have. I think the vials are unique even without the infinite uses, so I think putting them on a charge system with a cooldown would be fitting. I really hope the fog vials wont stay like this, because I have been really enjoying them so far. Thanks for reading <3
The iri add on should be reworked though. 5 % opacity with two downsides as iri is quality of Red head pinky fingers. I see that people hate fog vials because they are new and affect game in a way they are not used to. But to be honest, I wouldn't be surprised if they end unused after some time, then recieve buff because they are not used and then receive another nerf,
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@SoGo said:
As the title says, I decided to pitch some rework/buff/change ideas for some perks from these chapters. Feedback is welcome.
Haywire:
• The perk now causes the Exit Gates to jam midway when they open. (Idea by @Langweilig )Help Wanted:
• Now also increases the breaking speed by 10% when a Compromised generator is completed.Hex: Nothing but Misery:
• Remove the activation condition.Forever Entwined:
• Increase the speed bonus to 6% per token.
• The perk now also decreases your Basic Attack cooldown upon downing a survivor by 3% per token. (Idea by @Langweilig )No Quarter:
• Now, on top of it's normal effect, it also causes skill checks to appear while Mending. These skill checks don't grant additional progress.All-Shaking Thunder:
• Increase the duration of the perk to 10/20/30 seconds.
• Preforming a lunge shortens the timer by 15 seconds.Hex: Wreched Fate (Full rework):
This perk activates when the first generator is completed, creating a special sixth Hex totem. This totem can be seen and cleansed only by the Obsession. This totem also cannot be blessed or rekindled.
If the Obsession dies or is sacrificed, the totem will become visible and interactable for everyone.
If the totem is still standing once all generators are powered, the following effects apply:
• The Hex Totem becomes blocked for the rest of the trial.
• The Exit Gates will take extra 15 seconds to open.
• The hook timers of all survivors become 20/25/30% shorter.
• If the Hatch spawns while this Hex is active, it will close itself automatically.
• Unopened Exit Gates regress automatically and reveal the auras of survivors interacting with them.
• The entity blocks an exit gate for 15 seconds after it becomes open, and for 5 seconds every time a survivor loses a health state in the exit gate area.Human Greed:
• The perk now no longer has a duration, and the auras are revealed infinitely as long as the survivors are in range.
• You now see closed chests as well.Dark Arrogance:
• Increase the vault speed boost to 15/25/35%.Unbound:
• Increase the activation window to 25/35/45 seconds.Undone:
• Reduce the cooldown to 15 seconds.
• Good Skill Checks now give you 1 token.
• Great Skill Checks now give you 3 tokens.
• You no longer gain tokens from missed Skill Checks. (Idea by @UndeddJester )Hex: Two Can Play:
• Rework the activation requirement of this perk. Now, this hex lights up when the killer gets stunned/blinded for the first time.
• Increase the duration of the blind to 2,5/3,0/3,5 seconds.
• Now, every time the Hex respawns after being cleansed, the time needed to cleanse it decreases by 15%.Ultimate Weapon:
• Revert it to the original version, but keep the current cooldown of 80/70/60 seconds and reduce the duration to 15 seconds.Rapid Brutality:
• The perk will now activate after the weapon wipe animation elapses.Apart from undone, interesting ideas. I kinda don't feel that people who are good at hitting great skillchecks should boost damage up to 30 %. I for example am pretty good at hitting great, so per gen you get about 30 % extra regression and blocking as a punishment for being good.
Undone:
Hitting a survivor grants you token up to 6 tokens. Per each token your next damage action will cause 5 % extra damage perk token. Has cooldown of 20s once you apply any tokens. Removes blocking. Note: 5 % base damage is additive, so it will result in 35 % per 6 damages dealt.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978670#Comment_3978670
True 120s is little much when I can just run Built to Last to recharge my medkit and toolbox faster for more values, for me they shouldn't touched fog vials now it's a dead item!
They will nerf them today.
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@SoGo said:
I would make it trigger on last hook and up the stun time to 4 seconds.
So it actually is a Last Stand and not a bully tool.
i wouldn't call it bully tool as it's pretty hard get value from.
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@normieganzz said:
Seeing The Pig got buffs made me happy, but she still feel very outdated in terms of chase music and mori. To add on, I think she need more buffs especially in her ambush charge time. Also, made her Rule No.2 add on base kit.
If they nerf Pig, indeed! (joke) I love Piggy. Chase music should be done to every killer and it's kind of ashame that they stopped doing it as multiple killers got updated and haven't received any (Plague, Pig, Freddy, Bubba)
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@taktak1 said:
Hello, I would like to suggest a Lightborn buff. It’s not the worst perk, but I think it could benefit from a thematic enhancement.
The core effect of Lightborn would remain the same, but my proposed buff is this:
Lightborn increases the chance for Survivors to find a flashlight when searching a chest by 300%. Currently, the base chance to find a flashlight is around 16%, so this buff would raise it to approximately 64%.At the same time, I propose a also buffing the Survivor perk "Plunderer’s Instinct":
When the Killer has Lightborn equipped, Plunderer’s Instinct reduces the chance to find a flashlight in chests by 50% (So the chance to find a flashlight will be 8%) .Both of these changes aren’t major buffs, but they would add a thematic interaction between these two perks, which I believe would be a flavorful addition to the game.
Horrible change. Flashlights is already pointless with lightborn, why would you want to add less chance to loot them when they already do nothing and survivors lose items on death. Absolutely no reason for the killer. I'd like to see survivors lose healthstate each time they attempt to blind and remove the blindness immunity.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978589#Comment_3978589
He's stronger, but he's also cheap and boring. Everything and anything can be made stronger if you just add more haste, and Clown is literally just a 2.5 bloodlust bot now.
All the nuance, skill and knowledge required for the careful placement of his bottles to effectively outplay tiles is gone and replaced with throw yellow bottle at feet and brute force hits by walking down survivors.
It is fair to say that Old Clown did have to put in way too much work/skill for too little gain just to function at higher levels of play... but no gamer worth their salt would ever want a character to have all skill expression removed and replaced with herp a derp monkey brained cheese, no matter how much the character needs a buff.
If you ask me, the bottle reload speed improvments with the haste increase to 12%, maybe with the hindered reduced to 14% changes would have been fine, keeps the skill expression, improves his map traversal (his biggest weakness), and makes leaning solely on pinks less effective.
The tonic lingering effect reduction and reduced AoE, and antidote ploom speed changes should be reverted, or if antidotes do need to pop faster, buff it slightly to 1.75s or something, not a flat second.
Well. If you use battery, rapid and both haste add ons, then you move at 144 % pretty much entire match. Bloodlust gives you 15 % on lv 3, so it's even faster than BL3.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978579#Comment_3978579
I like your idea hun, unlimited charges is really unique thing 💕
Unlimited charges is relative. If the recharge (now we know they gonna nerf vials) lasts about 120s then you would use it about 2-3 times per game.
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@JLGAZZA94 said:
hi guys so as you know the perk has 4 different songs but you cannot select which song your bard can play, if you are the only person running the perk (which is most times in solo q lol) you can only ever hear the first song all the time. i have legit never even heard songs 3 and 4 in game before so i was wondering if it could be possible to select in pre game lobby which song your survivor would play when using the perk or just make it randomly play one of the 4 songs each time you used it in game.
thanks for taking the time to read hope to hear back from you
Great post! I'm all in.
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@TheGoone said:
Now with the death of Fog vials it's time to fix the real problem items Medkits and Toolboxes. Maps and keys will never be at their level so we gotta bring them down to match there strength
Medkits- Syringes are just too strong of an addon and should be reworked to instead give 25% immediate healing progress.
Toolboxes-Nerf the efficiency on Commodius and engineers toolboxes and further nerfs to BNP.
Medkits got huge nerf last year:
→ 24 charges across each medkit
→ penalty when selfhealing
→ removed self healing bonus across all medkits
→ charges add ons been made high tiers to be less accesible
→ syringe been made from instantly healing to full health to passively heal over 24s
Toobloxes been nerfed 2.5 years back:
→ 320 charges to 32 charges
→ 280 charges to 16 charges
→ bnp was nerfed from continuous skill checks to 25 % per two hit skill checks and then further to reduce charges by 10 if skill check is hit.
→ Commodious and Alex's Toolbox are currently only two toolboxes worth using as they are able to do chunk of gen faster and sabotage faster (they are not overpowered by any means)
That been said, balance between items and base games are somewhat fine now. If you want to nerf items, then you have to nerf perks as items are sort of survivor version of killer's power that is limited. So big no from me, killer main. I'd rather see some base changes rather than making everything in game useless.
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Houndmaster, Pig, Twins, Dracula, Springtrap
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@BugReporterOnly said:
Unless someone posts constructive responses I ask the devs ignore the down votes this will get by biased survivor players. I play both sides and this perk is broken. I think the AOE needs to be removed and it be cut down to half of what it is and some of the status effects removed. Blindness, Exhausted, and Oblivious should be removed. Either that or you need to start looking at syngeries and make it not work well or at all with some other perks. I'm sick and tired of the abuse with perks like Fixated and Sprint Burst. I wouldn't be surprised there are other broken builds with Vigil. It does too much. Also while I'm at it can we make Fixated not work with at bare minimum with Sprint Burst? I just don't get how you think this is all ok.
Vigil and DMS are two red perks that must to be changed. Anyone who disagrees on that shouldn't further comment on any balance-related posts as both perks hurt base mechanics of the game to the point where you just can't do anything about it at all.
Vigil problem: I run HM with sturstruck (30s exposed) two survivors on gen has vigil (8s exposed) or one survivor (17s exposed). Surely my entire build which requires downs and related builds is now useless. I run haunted grounds, excellent, two survivors on gen are exposed for 18s (instead of 60s) fair a hex perk. I run Alien instinct and survivor now has 40s oblivious alone, 20s if with someone else so I can't utilize it later. Fair, perk that destroys most of builds other than slowdowns, not only unfair but also not healthy for game variety.
DMS problem: Killer has up to 11 uses = 550s of blocked gens, on top of that it's great info perk, lot of killers can easily force it on every hook, it completely destroys solo q and any early game progress, it can be easily paired with perks like surge, infectious fright etc. that will autamatically force you of gen without any counterplay, it's a pocket perk so you have guaranteed use all the time. Makes mobile killers and gen related builds completely unbeatable. Grim = 10s 4x and 40s 1x for unique hooks completed, fine perk. Deadlock grants you 25s for gen completed, fine. Merciless storm is 20s for missing skillchecks. There is no way there should be perk like DMS that completely ruins solos (no, bad teammates are not reason to lose games to single perk), is very unbalanced with other perks that force it (grim…) is busted on killers that can easily get use of it all the time (artist, springtrap, knight, blight, kaneki, billy…)
Both those perks need to be tweaked heavily, solutions are simple:
Vigil: only one effect is applied = can't stack, value decreased to 30 % and exposed is removed from the effects affected.
DMS: base time decreased to 35-40s, now starts timer upon hooking, no more pocket perks. You can still heavily slow game with multiple uses but you can't just powercreep and ignore any other perks and mechanics.
Note to DMS: 5 triggered DMS slows game by over 3 gens worth progress, pain res that is limited by 4 uses doesn't even slow game by one full gen. By far if eruption meta was misery than this one is twice as horrible.
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@Royval said:
the only way to balance her it’s incredibly unfun to play against her. I’ve never in my 7 years of playing enjoyed playing against her.
Nurse needs two changes:
→ remove the lunge add on that makes skilled blinks meaningless and gives you hit that would not land otherwise
→ make it so once she has fully charged blink, she can't see auras
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@Ruka1234434 said:
personally I get why the last stand animation needed to be fixed and why, but now it has been addressed of being in the works of being fixed. on that note the last stand perk will now become 90% useless since it’s only a one time use for the rest of the trial. based of other people feedback from comments of other social media platforms I can 100% 💯 agree with this which is why I suggest that the last stand should have more uses in the trial but should also have a 60second when used for just a example but maybe potentially should also have a little buff of the spending time from 90seconds to 60 in my opinion what do you guys think????🤔
Faster animations were bug, right? I personally feel that 90s investment to single use with probably slower vaults now isn't truly worth it. Can see it being 90s and unlimited uses or 60s and been usable twice, mid game and endgame.
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@tparadise said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968725#Comment_3968725
Toolboxes and Medkits don't use the new charge system. And Built To Last which functions similarly to old Streetwise works with the new charge system anyway.
That's weird. I used Built To Last with new maps and it did nothing. (Yes, item was fully decharged)
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@MechWarrior3 said:
I love it how it is. Its a great perk!
It's in fact terrible perk, 3 of 6 items are not effected by the perk at all and the aura reading is not worth the perk. You could stack it to do gens faster, save beams longer, heal more times. Now it's russian rullete whether the perk will even do anything.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978291#Comment_3978291
In a nutshell he is struggling to loop knight.
You don't loop Knight. You hold w against bot and Knight cuts you off and get free hit on you and the scenario comes again few seconds later. Best you can do is to track Knight to prolong the time before being hit but that's it. As long as you are hunted and Knight is coming, you get down, no matter what. You can predrop pallet or fake window to confuse bot and get some distance, but that's only when killer ignores you.