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Elan

Elan

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Elan
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  • @N1killaura said:

    Knight is really hard character, broke pallet >1sec, spawn zombies, which They're running after you like a maniac.
    I want to find out from the players if they want to fix this character themselves (Those who constantly play it don't count)
    Thanks for comments!

    i personally hate Knight the most from killer roaster for those reasons:

    → His sandwich tech (you are hunted and killer comes from other side and get free hit on you)

    → chases by bots (90 % of the game you just hold w against bots, it's boring, it has no skill ceiling on killer end)

    → You don't truly play killer (you don't chase, you just spawn bots and watch what's happening, spamming them further)

    Is Knight strong? Not really. Is Knight fun to go against? Hell no. Is there any option to fix him other then completely rework his AI power to actual power that he needs to use and be good with? No.

  • @dkssudtjtp said:

    I seriously wonder whose idea it was to give the clown a 15–20% movement speed buff.I'm running on two legs, but the clown feels like he's chasing me on a bike. That's how powerless I feel, and honestly, I don't even want to play anymore. I used to love Dead by Daylight, even when you kept buffing killers and nerfing survivors—but now, every time I go up against the clown, I can’t escape no matter what I do, and it's killing my desire to keep playing. Give survivors some decent perks for once!

    True. Killer mains (along with me) don't really like this Clown state. It was purely decision of devs. While I still say that antidotes were as powerfull as now before, but were not so braindead to use.

  • @MoZo said:

    i wish they would just keep the fog vials as they are now and just let them sit for at least a month and then if they are still “overtuned”, then adjust them in 9.2.0 or one of the 9.2 bug fix patches. they’ve only been out for 1 week and it seems way too early to make balance changes to them.

    Fact: People been cmplaining about Ghoul for months and he got minor nerfs to part of kit that wasn't the problematic part. One week of killers been tasting how fun is Kaneki fun to go against and nerf is happening. Let's just hope that their "is on our radar" will do something.

  • @BugReporterOnly said:

    I got tunneled out of basement because of this. I'm shocked if this is intended and I decided to put this here instead of reporting this as a bug. There shouldn't be any killer that overrides Endurance be it with perks or their powers.

    I think it's fine, as he still needs to catch you and other killers can do it too (Huntress, Unknown, Kaneki etc.) I have problems with loot bag, which is imo pretty stupid. I don't see any reason why you should have granted kill for using power in endgame. Imagine if huntress makes everyone inside gate unable to escape if she hits someone. Overall Springtrap has some busted add ons - iri remnant, loot bag, guitar strings. But base kit Sprintrap is fine as is and doesn't need any nerfs.

  • @WithEyesThatShine said:

    I understand if minor tweaks need to be made for accessibility reasons. But we got this new item less than two weeks ago and you're already nerfing them into the ground. The opacity doesn't need changing and neither does how many uses. They're situational at best but I have had a few times were I actually got good usage out of it. For ONCE, please listen to everyone, survivor and killers, that this change doesn't need to happen. Seriously, please. I'm honestly on the fence about even playing anymore after all of these nerfs, bugs and unfairness.

    I think that rechargable item is pretty unique and I like it. But the recharge should last longer or the item should be recharged by actions such as healing, repairing, cleansing, blessing, searching, rummaging etc.

  • @Amanova said:

    Stealth killers can use it against you, like GF, SM, Chucky and others who can do it on command giving them free wh. Make it as before so killers won't see us thank you!

    Blood amber been nerfed a little bit too much:

    → now both you and killer see others aura (was only killer aura shown)

    → nerfed reveal duration to 4s (previously was as long as key had charges)

    → is now iri add on (was very rare)

    → removes charges from key (was burning key twice as fast)

    → forces charge to be consumed (previously you could tap it)

    → can't be refilled (previously can be used more with streetwise or built to last)

  • @ThatNebbyisaSpy said:

    Seeing Pyramid Head get buffed so significantly made me very happy, and it made me want to go for his adept achievement. But I quickly realized that all three of his perks are gimmicky and feel incredibly underpowered. I feel they need to either be buffed or completely reworked

    All of his perks got buffed multiple times and I disagree they are gimmicky, Trail of torment is not used as often but I see it once in a while, same with forced penance. Deathbound is also not bad perk, but it's not as good as other undetectable or oblivious perks that work way better, even beast of prey is currently better, which is ridiculous.

  • @AhoyWolf said:

    Without a build specific for it, the Perk is pretty much unusable, like any other chest perk by default there aren't even enough chests to activate the perk more than once.

    The perk takes way too much time to set up, it's not worth going around the map looking for chests, opening them, then again spending time looking for pallets worth resetting…

    And for what reward? A pallet that can be easily wasted by your teammates, the pallet instantly breaks, if you don't pull of the stun it's a free hit.

    Those pallets were great in the event because they were so easy to set up so wasting them wasn't an issue, you didn't even waste time doing so because it was an ability on cooldown that would take a single button press and went through walls.

    What can be done to fix this perk?

    It obviously needs a condition to activate for sure, but the current chest one just isn't it, but I have an idea with a few more buffs on top!

    Apocalyptic Ingenuity

    • The auras of broken Pallets are revealed to you. (removed range limit)
    • While holding an item and standing next to the location of a broken Pallet, press and hold the Active Ability Button for 5/4/3 seconds to consume the item and build a Fragile Pallet. (no longer requires searching or rummaging 2 chests, reduced the time to build a pallet by 1 second to be the same as Any Means Necessary)
    • Fragile Pallets instantly break when dropped.

    Now the perk can be used for as long as you're holding the item, so you can bring one into the match to use the perk instantly, or you can still search or rummage chests for more items to use it more!

    Also I'm not sure if this is the case but rebuilding should grant bloodpoints, so with this change you could technically say that you're recycling unwanted items for bloodpoints haha, what do you think?

    The fragile pallet with sparks and massive X on it is also not very good. I met this pallets as killer about 3 times and it was just like on event i stopped before pallet so they destroyed it without any stuns and down them. They can make it standard pallet for 2 searches/rummages. At this point I'd rather pick any means neccessary as you always use it once or twice perk game and restore good pallets that can be resued at least once, because once killer sees it, they will destroy all of them rather then let you reset them, which is also worth a perk.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977586#Comment_3977586

    Wait until you get good survivors. They make your life miserable. Average survivors don‘t stand a chance because they have no clue how to play against this killer and you only need one person in match that doesn‘t understand her to screw over the rest of the team. As soon as survivors actually apply the counterplay, good luck.

    My problem with her isn‘t that I don’t win most of my matches, it is that she is no longer fun. I don’t enjoy stomping or getting stomped and that all she is. You barely get any interesting matches.

    My kill rate is 65% and to be fair I let a lot people escape, because most people just give and refuse to play.

    Well, i get truly good survivors. Surely, not every game but I indeed know what miserable matches look like. But that's kind of what MMR does. You will reach lvl that you won't be able to win apart from few killers that are so busted that they can keep that level. I always say that this game can't be balanced around top mmr, around mid sounds better which i think it even is. With difference in this game, maps rng, solo qs, perks etc. you can't really say that the game will be same every match, even in the top mmr.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977572#Comment_3977572

    I‘m talking about her concept. This was the most fun. I‘m not denying that she needed buffs, but with all of today’s buffs she would have been perfect. They should have just giving 1.0 Sadako all the number buffs (including shorter cooldowns etc), pallet stun immunity and condemned lock in.

    Let me make my stand more clear. I‘m talking about survivors being discouraged from turning off TVs and being able to have one of the best mobilities in the game. This was much more fun than what we have now and it wasn‘t on the survivors to be generous to give you a power.

    Almost noone played Sadako the slugging ring drawing way, so I really don‘t get why everyone acts like this was all that common. Everyone played her for the mobility and her unique anti loop back then. I‘m also not asking to return ring drawing on slugs, but the last version where it worked on normal heals.

    My kill rate for Sadako overall is 62 % but for last couple months it's 72 %, if you count off that I give hatch a lot, could be 77 %. Therefore she's defienetly stronger in my eyes.

  • @Jargonator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977562#Comment_3977562

    I have covered this… and AGAIN! We should test this out in the PTB… I feel like you people just aren't reading anything other than the Title

    Maybe in comments, not in post.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976980#Comment_3976980

    Honestly I think it is the best to end this chapter for us. The devs won‘t change her because we want the best and most fun version of her back (1.0). It‘s Fine in their eyes and we tried getting her back for so long that it is pretty obvious it will not happen anymore. We should probably just forget her and play a different killer.

    If I remember v1.0 Sadako, she only spread 1 stack of condemned around TVs she teleported to. She had 90s cooldown on every TV, holding tape gave you passively 1 stack of condemned over 30s, she didn't have the huge speed bonus after teleport. Her manifestation and demanifestation lasted longer to do. She got stunned while demanifested etc. etc. I don't truly understand what was more fun about this version. If you talk about the iri tape constantly switching on every TV after hit and ring drawing spreading condemned from slugging, then I don't know that this was truly more enjoyable to play her. Not even saying that visual terror radius was added to every lullaby and you could heard the scratching sounds and directions anyway. There is no way you even think Sadako is worse than before, more if you are even p100. And if you enjoyed the slug/condemned playstyle then god bless you, because that was pretty boring and frustrating to do anyway and was reason why I didn't play her at all, because this was the only way to play her.

  • @Jargonator said:

    Currently, Human Greed only shows auras of regular chests (Which when I tested was only 2 Chests on the map), which makes it nearly useless when playing as Vecna.

    The perk description says it reveals "unopened chests," but Vecna's magical chests containing items like The Eye and Hand of Vecna don't count, even though survivors interact with them in almost the same way.

    This creates a situation where Human Greed provides minimal value on the one killer it should synergize with most. With only 2 regular chests per map, you're basically running a 3-perk build.

    Suggestion: Allow Human Greed to work with Vecna's magical chests as well. This would:

    • Make thematic sense (greed for magical treasures)
    • Give the perk actual utility on Vecna
    • Create interesting strategic decisions for survivors about when to loot magical items
    • Maintain game balance since survivors still need those items to counter Vecna's spells

    This seems like an oversight rather than intentional design. What do you think?

    What about Singularity chests? Nemesis and Wesker also have chests. It would make no sense to give particular killers benefits over others. Reason why hoarder doesn't work with Pinhead's box anymore.

  • @SoGo said:

    I think many people are being overtly dramatic when it comes to Maps and Keys.

    I saw complaints about every single part of them, and the only two I find valid are:

    • The iri add-ons are useless now (fair, especially compared to old Blood Amber)
    • Maps now don't track almost anything (also fair, giving it the bare minimum + totems is kind of bad.)

    As far as Fog Vials go, I would make them a bit more fair, considering people are enraged over them and that the PTB to Live changes didn't land well.

    Also, my current idea for Visionary would be that it could tremendously buff maps, and allow you to rummage a chest for one.

    Blood amber change was weird, making it iri add on with huge downsides is a bit too much. I haven't truly used it as much but I see the reason to be mad about that change. The keys overall are better. They give you bond on demand and allow you to loot quite efficiently making perks like Specialist, Moment of glory etc. way more viable. The amount of charges us though quite low. There are 4 chests, meaning that you can use it for 2 bonds. But overall I'm fine with key changes. Map though are horrible. Not only that they are primarely WOO baby version but they don't truly reflect the item identity anymore and do everything wrong. You brought in ranbow map that allowed you to track: totems, gens, traps,… now you have to bring purple add on to trade woo for tracking totems within range and limitation. If the maps were underused I can't see them being used more now. If you want to track pallets and windows than WOO will always be better pick as you are not limited in uses. Also beam was overnerfed and I don't understand why. It lasts about 10s now, it was permanent for one spot to pinpoint the crucial location. Limiting it makes absolutely no sense. Crimson stamp allows you to track killer within 6m of the beam. I tried it and 6m is so minimal, that it won't give you value out of dropping it in unsafe pallets, where you already can pinpoint killer easily and on top of that it drastically removes duration of beam. So yeah, complaining about keys is not that reasonable while complaining about maps is fairly reasonable.

  • @MrMori said:

    Before this update, Clown was very reliant on purple bottles because they were the strongest, and yellow bottles were a little underwhelming. BHVR saw the stats that few players were using yellow bottles and wanted to even their usage out a bit, so they nerfed purple bottles heavily while buffing yellows significantly.

    But now, purple bottles aren't really worth using anymore, while yellows are too strong and too easy, leaving Clown in a strange spot where he's maybe stronger than before, maybe not, but very obviously less skill expressive, and not particularly fun to play as or against, simply running around spamming haste the whole game.

    I have a pretty straightforward idea which would both improve the ratio of yellow/purple bottle usage, but also make Clown more interesting to play as and against, and reward players for using both bottle types and heavily disincentivize using only one type. Here they are:

    New changes:

    • Purple and yellow bottle counts are now separate, with 3 purples and 3 yellows being basekit
      • Reloading reloads all bottles at the same time
    • Increased the time it takes for Afterpiece Antidote gas clouds to activate to 1.5 second (was 1).
    • Increased the Hindered effect linger time from Afterpiece Tonic gas clouds to 1.5 second (was 1).
    • Cigar Box: Now reveals auras within 12 meters (was 6).

    Full reverts:

    • Increased the Hindered effect of Afterpiece Tonic to 15% (was 14%).
    • Flask of Bleach: Now increases the Hindered penalty from Intoxication by 4% (was 2%).
    • Ether 15 Vol%: Now increases the duration of Intoxication by 1 seconds (was 0.5).

    In short, I would revert almost every nerf to purple bottles and their addons, partially revert the hinder linger duration, keep most buffs to the invigoration, but increase the invigoration activation time a little bit, and finally, separate the bottle counts.

    With these changes, Clown would have access to two bottle types where both types are strong, but they would be limited. By separating the bottle counts, this would naturally incentivize Clown players to learn to use both bottle types, which would now be worth it since you get the best of both worlds with both strong yellows and purples, at the cost of having only 3 of each.

    On a side note, I think the hinder duration is kind of awkward to balance right now because Vigil not only reduces the hinder duration, but also stacks with itself. This may be something to look into. Without Vigil in a match, 1.5s hinder duration is fair. But with Vigil, it's too low. It makes it awkward to balance the purples.

    Either way, while the separate bottle count may be seen as limiting, sometimes limitations actually encourage creativity as players find solutions to work around the limitations. And let's be honest, if 3 bottle count of each is too low, then making it 4 would undeniably be a buff if Clown gets to keep both his strong yellows and his strong purples. So it's not like this separate bottle count idea is doomed, we would just need to find the right balance between the bottle counts and the strength of each bottle type.

    What do you guys think?

    It's reasonable there is only a cigar box, that was good change. Same with Chucky, there shouldn't be such a braindead add on that gives you wallhacks, on top of moving way faster. It completely any point of trying to play stealthily or hide near valuable spot.

  • @xGodSendDeath said:

    Killer has never been easier, you can close your eyes and move around randomly and 4k

    That's not funny. Killers have (had) the best lethal time in last 1.5 years i ever remeber. Sadly, there are so many bugs, autoaims, mmr stuffs etc. that despite that, killers are still frustrating to play.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976552#Comment_3976552

    And then this damn RNG on this map

    just.. those moments when RNG’s like: Nope, not a single damn pallet for you out here on this street.

    https://www.youtube.com/watch?v=vqbL9CVnYQg&t=1s

    The rng does a lot. I've noticed that farm maps now create pretty ridiculous set ups. There is shack into trash pallet, into dead zone into blood harvester, into dead zone, into trash filler palet, into trash pallet, into harvester. I don't mind as killer, but when I play survivor here, good luck. Especially when you play against killers who already don't care that much about pallets.

  • @kosaba11 said:

    Can we please make this map bigger? It's far too small. I'm sorry, but no map should ever give either side a distinct advantage, and the small size of Lampkin just gives Killers, especially those with high mobility, far too much of an advantage to be fair. Besides, the small size is such a waste of the Halloween license.

    The map size is fine imo, not every map has to be huge. There is just no cover and absolute lack of pallets. You can literally stay still on one spot and see entire map and every critical point for how open the map is. It's 3 years though, I don't think they have any plans to rebalance it.

  • @OrangeBear said:

    i dont feel like maps are good at finding gens, only good on rpd i feel like. Worse than before. The fact totems are purple add-on and you cant have the windows effect at the same time sucks... they STILL dont reveal chests. Key revealing survivor aura feels a bit too paltry. Why would bring a key to unlock a chest so you can replace the item that you brought? Only thing that seems decent to me is the wedding ring add-on which is basically better aura of blood pact.

    I agree that in the result the maps were nerfed. You needed purple add ons to reveal props to your teammates, beam stood forever, you tracked thiings such as including gens, totems, traps etc. etc. Now you just have item with effect of the perk that doesn't worth using over the perk and all the tracking is gone. I believe there is even less reason to run maps than before.

    Keys on the other hand can do something for the flow of the game rather than just "blood amber". So yeah, wallhacking with BA is gone, but keys at least help your teams to loot some stuff, which can be pretty helpfull. Defienetly decent buff.

  • @SpringMyTrap said:

    i love how 60%killrate=killer OP adepts dont realize that 60% killrate means slightly less than 50% winrate for the killer if we go by the only metric devs have for the win - MMR system and win being 3/4k.

    meanwhile according to this very system survivors win anytime they escape in exit gates and draw if they get hatch. there are multipliers, but win is a win for that system regardless.

    it's not "1v1v1v1v1" like you'd like to claim, it's 1v4 for killer where they only win if they kill 3/4+ survivors and 1v1 for the survivor.

    https://us.v-cdn.net/6030815/uploads/IRICD91886D7/image.png

    so yeah, killrates do need to be 60%, even slightly above to average into proper winrate for killer.

    https://us.v-cdn.net/6030815/uploads/YIBMPJT6YD7W/image.png

    on a side note, here's the only available big sample of data on kill count distribution. ~45% killer winrate. I think real average stats would be closer to 48-52% at best, hardly more.

    how many of these 3ks the survivor made it in exit gates? I think a decent amount, but Im not going to make any conclusions, just some food for thought.

    survs win way more than they'd like to claim.

    The average kill rate is spread between all mmrs, meaning everyone who ever pressed "play as killer", a lot of adpets every patch and on top of that the friendly killers, giving up survivors etc. Kill rates can't trully identify whether the game is balanced or not. To do that you would need 100 % of players to try their hardest to win and gather infos from that, which is impossible.

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976593#Comment_3976593

    Yeah but 2 seconds of slowdown for the survivor that might be dodged isn't really comparable to a guaranteed 6 seconds of speedup for the killer. And now the clown has so many bottles and can refresh them so fast that missing bottles and wasting them is completely meaningless.

    In term of playstyle, it's like you are hindred entire time. So yeah, I think though that this was a thing before too, just not as braindead to pull off but as lethal.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976306#Comment_3976306

    Probably.

    Making it have uses like maps or keys would make them even more spammable.

    They would run out sooner, but before that you would have to enjoy a minute of Silent Hill gameplay.

    Fog Vials cause same maddness for some people as Ghoul. Minimum half community wouldn't mind those things being removed.

  • @YamamuraVideoRentals said:

    Yeah the haste clown is definitely a problem. It's been way overtuned. Now clown has decent map mobility and a much easier time looping.. if survivors can even get to a loop or pallet. But they cannot even make it from a filler pallet to a tile before they get hit now.

    It's same distance as before. You got hindred - 15 % now Clown gets haste (usually uses add on) of 15 %. The yellow bottles were never weak or anything. Pink bottles just needed some aim. Yellow bottles can be now thrown at your legs to instantly get haste, so in term of Clown being harder to deal with, it hasn't truly changed as you were never able to make bigger distance. Just the "pink botlle to slow" hit requirement is gone and so the Clown is way easier to play. Not stronger, not more lethal.

    It's more of you got slowed for 2s, but Clown is now hasted for whole game. Making it that basically everyone is hindred whenever he wants, mathematically.

  • @Daniel_Silva04 said:

    I never had problems with this addon to be honest, because Knight is very noisy when he's walking and if you not see that he's chasing someone in the HUD, you can expect that he is trying to get someone off guard.

    The main issue is that one odd on powercreeps any stealth build on him as a single add on makes him undetectable almost entire game.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452801/pig-is-slightly-overbuffed

    I’d be really interested to see how you loop Piggy. I’m looking forward to videos showing loops in different tiles — LT walls, double Ls, shack, etc.

    You can try to outplay those with Ambush. But it's very rare to do anything and prebuffed and buffed Pig will land the same distance, so what haven't hit you before won't hit you now either.

  • @Amanova said:

    I played against her several times, against her more than 80% of loops are useless. You just have to drop everything (similar to Clown) or if you manage to stay at that pallet well gl to you because it's not 50/50 anymore it's 70/50 thanks to insane speed, it's not fun at all! She just uses m2 from a huge distance and gets you no matter what you do, leave the pallet when she crouched? Nope, she still gets you with her dash or super fast uncrouching speed. She are no better than an overbuffed Clown! Do you know what the most boring thing is in DBD? Not having any counter against killers like against a Knight
    My suggestion:

    1. Reduce the dash speed to 7m because 7m per second is already the speed of the Spirit (but Pig can see) if you didn't know or decrease dash range a bit -2m would be fine and solve most of the issues
    2. Nerf her uncrouching a little because she gets up too quickly that even the animation looks weird
    3. Rework addons that directly affect the dash, many use green addons against us which there is almost no counterplay and it is easy to zone the survivor even on safe loops like shack combined with high ping on killer

    Why should I play Chucky if Pig does everything better? Chucky can't slide his m2 as smoothly as she does and has a cooldown on power when Pig can use it whenever she wants. Don't forget that Pig has traps that slow down the game, now she has a strong dash without a cooldown and traps. Too much for one killer, too casualized like Clown with no brain needed. If you wanna keep new changes at least remove her dash sliding just as you removed from Blight

    All those buffs give you 0.4m longer dash with both related add ons. Pig wasn't truly buffed.

  • @Filipino1490 said:

    1. Remove the recharge and instead be one use just like flashbang or firecrackers like once you use it then its gone.
    2. decrease the duration of fog cloud to 5 - 6 seconds instead of 8. Then the different versions depending on how rare are they: brown: 4-5 seconds, green 6-7 seconds and then blue 8 seconds.
    3. survivors in the fog should not be able to leave no scratch marks and make no sound. But supressing the aura is fine plus maybe get rid of the mufled sound in the fog or at least decrease the volume cause its way to loud.
    4. addon changes: Volcanic stone (rework) Now shows the aura of pallets and vaults in the fog, Reactive compound: decrease the duration to 0.5 seconds, oily sap: decrease the duration to 1.5 seconds, Potent extract|: decrease the fog opacity by a little bit so that it wouldn"t hurt my eyes, decreases the duration for 40% and the size for 15%. Plus and idea for Franklins demise: when the item is dropped by the killer the dissapears automaticly after 50 - 60 seconds. Maybe even more depending on the situation.

    Problem with fog vials is that they are just pretty boring. Not even strong. My idea was to keep recharges for doing objectives and boost the fog vial effect to compensate for that.

    1. Fog vials start empty
    2. brown has 40 charges, green has 60 charges and blue has 90 charges
    3. brown lasts 6s and has 6m range, green lasts 8s and has 8m range, blue lasts 10s and has 10m range
    4. to activate vial you have to repair gen, cleanse or bless totem, heal or self heal, search or rummage chests (each 1s gives 1% recharge)
    5. iri add on now heals within the cloud and increase amount of charges needed by 60
  • @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 itself isn't problematic. I have no problems with it cutting exhaustion, there are antiexhaustion perks. But it negates a lot of killer perks - antiheal and exposed. Exposed should be removed from it as exposed perks are mostly very short and it should not stack, same as prove. DMS is another perk that should be trully looked at.

  • https://forums.bhvr.com/dead-by-daylight/discussion/452850/do-we-think-the-new-clown-buff-and-key-nerf-are-healthy-for-the-game

    Maps been nerfed, not keys. Blood amber was already situational. Keys at least do something as item for the game flow rather than last standing survivor. Maps though been nerfed heavily for effect of the perk that will be always better pick over item with limitation.

    Clown buff is defienetly not that crazy. Antidotes were already extremely great but no one wanted to use the delay that been removed. Waiting 2s for antidote activation isn't skill btw. But current Clown moves at about 130% entire match = perma bloodlust 3 even out of chase. As I said you could do that before anyway, but everybody use the laziest thing that is possible, before pink bottles now yellow bottles. Is haste clown more boring to go against? No. Is it unhealthy for the game? Well, it's not fun, but Kaneki exists. So I'd say the gameplay is pretty much the same, you are still slower than Clown and all the playstyle is predrop pallet or eat hit.

  • @TripleStryke said:

    These Pig changes are definitely in the right direction, but it feels like the perfect set of values for the Ambush occurs when you're running Workshop Grease and Last Will, so I think they should be made entirely base-kit and reworked instead of buffing and compensation nerfing. These would be the values:

    • Ambush Attack Charge Time: 0.55s (was 0.75)
    • Ambush Dash Speed: 7.455 m/s (was 7.1 m/s)

    I do not think this would be too oppressive, because while moderately useful, the only time it truly feels strong is when you have some haste modifier like batteries included..

    I also think pig needs some add-on reworks to give more spotlight to the Ambush Dash in general, but ideas specifically for the Last Will and Workshop Grease add-ons could just be minor stat changes such as:

    • Longer Ambush Duration (5-10%)
    • Shorter Miss Cooldown (5-10%)
    • Keep Faster Charge Speed (10%, which is 0.55s→0.5s)

    As someone who have played enough Pig, yeah. Those buffs are more of placebo as they result in 0.44m larger are cover, which won't give you hits that you haven't got earlier. The buffs are probably to prevent just Pig being stealth into dash playstyle, that would be probably pretty boring.

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975488#Comment_3975488

    It was pretty clear ghoul wasnt gonna stay like this, i just want BHVR to give him the right changes.

    They indeed treated his changes wrong. All he needs is no mend, less range to free injury and longer cancel cooldown.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975495#Comment_3975495

    the problem is that with the amount of kicks & regression you suggest most killers could do it nonetheless

    They can patrol specific area longer than now, but overall slowdowns would be less meta pick and would offer more interesting and entertaining matches for both sides.

  • @CrossTheSholf said:

    Currently Conviction punishes killers for using their powers, reloading, checking for flashlight/flashbang/pallet saves and generally having gamesense. In order to make it more balanced I propose the following changes:

    A survivor can only use it once per hook state

    It takes longer to get off the ground
    You are permanently broken after using it until you become hooked once more
    You are put in deep wound after getting off the ground
    It deactivates during the end game.

    I feel like this would make it much healthier

    Example of the issue https://vxtwitter.com/Vengeance_spl/status/1950704135889981891

    Sorry, missed.

  • @Emeal said:

    I think Ghoul was already on BHVR's radar, they were not gonna let a unpopular killer last forever.

    It's like combination. Because for example Skull Merchant was hard hated killer, but she was never really strong or anything, just boring. Ghoul is frustrating to go against and extremely strong on top of that.

    1. You injured me with no effort across map in 3s, nothing to do.
    2. You scampered the pallet and hit me, if i didnt drop the pallet i wouldnt make it around anyway.
    3. You leaped right behind me, m1 me immidiately, nothing I can do.
    4. You injured me and completely negate the full haste from exhaustion perks.
    5. I vaulted as you scampered getting autohit, nothing much to do.

    Ghoul in nutshell. I understand people enjoy him, not my case, but he can't be so unhealthy for the game balance.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975454#Comment_3975454

    they had this exact mindset like you did when they tried overbrine eruption meta

    this does not work out

    The problem was that killers sit on 3 gen entire game, it's not possible anymore. It's more of basekit gen defence for less perk reliant.

  • @Stibfa said:

    Hello ghoul haters and ghoul enjoyers, now that we know ghoul is getting some changes sooner or later, i think it would be very helpfull to hear the changes you guys think ghoul need. Personally i have over 80 hours on ghoul and have him prestige 100. I have also played against ghoul countless times already. I absolutely love that "kidnap" tech is finally getting adressed!! Props to BHVR for taking the time and energy to change such a complicated issue! Unfortunatly i dont think this is the only issue ghoul has, the changes i would like for him are the following:

    1. Revert enrage vault back to ptb speed, reason: enrage vault the way it currently works is too strong for ghouls already stacked kit. Because this ability is so strong people are sleeping on ghouls skill expression and skill ceilling which is body blocking pallets and windows.

    Example of a body block

    https://us.v-cdn.net/6030815/uploads/96SW6HSY0EP5/1000025923.gif

    This is a skill you need to learn that takes a lot of effort which is fair considering ghouls insane mobility and free injure.

    2. Grab attack needs a shorter range, reason: The grab attack being hitscan and having aim assist makes landing the grab very easy, i think making this grab shorter somehow by either not letting it target survivors outside 8 meters or only injuring within 8 meters would be a fair nerf, and would make ghoul players have to think about their leaps more.

    3. Kagune leap cancel time increased to 2.5 seconds but ONLY on the FIRST leap, Reason: i have heared a lot of complaints about ghoul using 1 leap and instantly catching up. While i think this nerf wouldnt help a lot this would atleast allow for some mindgames at loops by fake leaving the loop as a survivor. It is important his cancel time for his second and 3d leap remain short because of the body blocking skill ceilling kaneki has, by increasing this too much you essentially kill his skill ceilling.

    4. Kagune leap minimum distance decreased from 5 meters to 3 meters, reason: kagune leap cant target objects (except survivors) if you are within 5 meters of the object, this can make his power feel very clunky on indoor maps or while trying to body block mid loop.

    It is very important to be clear in the changes we want for kaneki, So that BHVR can get some good feedback. I would love to hear your changes and opinions about my changes. I only ask of you to have a non biased mindset while suggesting changes, because i honestly think ghoul can be both fun to play and fun to go against.

    People been complaining about Ghould for a while. I admit, there is nothing remotely fun or interesting about playing against Ghoul. He has scamper, he has instant catch up into m1, he has free injury and insane map mobility. The only fun thing about Ghoul is when they mess up window vault and that's it. I can't even imagine how to make him more interesting as BHVR stated they have no intention in changing his power core.

  • @SoGo said:

    I really think that maybe only the "it takes longer to get off the ground" part is necessary.

    And maybe making it so you have to charge it after each use? (Unless that is a thing already)

    You have to reactivate it every time, that's true. But you can heal yourself to get it, which is something I'd change. So it's truly antislug oriented perk rather than self pick.

  • @CrossTheSholf said:

    Currently Conviction punishes killers for using their powers, reloading, checking for flashlight/flashbang/pallet saves and generally having gamesense. In order to make it more balanced I propose the following changes:

    A survivor can only use it once per hook state

    It takes longer to get off the ground
    You are permanently broken after using it until you become hooked once more
    You are put in deep wound after getting off the ground
    It deactivates during the end game.

    I feel like this would make it much healthier

    Example of the issue https://vxtwitter.com/Vengeance_spl/status/1950704135889981891

    No. I think the perk being usable multiple times is fine and I love to see meta changes. All I think is needed is:

    → no longer activate when you finish heal on yourself

    → needed 50 % recovery progress

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974904#Comment_3974904

    the limits are on but that means the killer has 100% regression capacity on each generator making survivors have to apply up 190 second time sink baseline on the generators killer chooses to pressure.

    even with nerfs to slowdowns which cant be too massive this would be tragic to deal with

    i think better way is to make gens take less to do but have more to be done

    My suggestion is to make base game gen patrol way more valuable to incentive more perk variety and just give slowdowns small impact. You idea is in theory the same just applied to different mechanic.

  • @OriginalBlendett said:

    Or if you see someone bringing them and have issues with tracking you can bring perks and add-ons to help with that? Spies from the shadow, something that makes you undetectable to help you get the first hit quickly so you can follow the blood trail also helps.

    I kinda agree. I think that new elements force meta shake up. I'm bored of Pain re, corrupt, dms and surge 99 % of the game. It's same why I kinda love the change to franklins. If you want to fight medkits, bring antiheal perks. (I'm leverage lover) If you don't want to get tunneled you have to bring ds too. I feel like people should understand that the perks can provide you value while some can't and tuning that by nerfs so you can still run the same builds is just boring.

  • @SpringMyTrap said:

    i find it insulting how they overbalanced and played safely with fragile pallet perk and just didnt care about properly balancing or at least designing michone's perks well

    oh, infinite UB you can just set off in 25% recovery which has a downside so bad it lets you cross half of the map before putting you back down? yeah, that perk can wait a few months to be changed, solo q survivors need perks too

    fragile pallet you can only place instead of broken pallets after doing an animation long enough to make it unviable when killer is nearby and which requires to do side objectives? yeah, this one HAS to be released as weak as possible, god forbid we ever allow the possibility of 4 comp survivors perfectly cycling through chests to create one in a million set up for this perk to be unfair.

    sometimes I think there are two dev teams working on this game's balancing with diametrically opposite mindsets (one balance the game like esports comp and the other balance it like people who play it are incapable of playing even remotely well) and none of them did a good job with this patch.

    As long as I understand there are multiple teams hired for the particular dlcs and game mechanics. So one did Castlevania and other did FNAF, fe. I know that same guy did Spingtrap and Ghoul.

  • @Madmillennial said:

    Seeing these awful perks in my opinion is a red flag its time to stop releasing new characters for awhile. It's obvious they have run out of ideas for perks.

    Rick grimes perks are so bad. To save another long winded rant about this ill mention just one.

    Come and get me.... just why? Why do you scream and reveal yourself for 5 seconds like that? Doesn't that defeat the entire purpose of the perk?

    Your supposed to use this as a stealth perk for you and anyone around you for a mere 10 seconds yet younot only scream but can be seen for half the amount of time your supposed to be quiet lmao!

    This perk clearly isn't for you, its for your teammates I guess...

    I absolutely hate perks that are meant for people in teams. If you play solo you don't benefit much.

    Perks are not great I agree, but I think the base concept is fine, they just need some tuning.

    1. Apocaliptic - fregile pallets are just not good, we know that from event… best use is to fake the drop, while tha pallet has massive X and sparks to expose it's limitation.

    → solution 1: 3 stacks are needed to rebuild normal pallet (you can now built pallet on pallet related spawns, not just where pallets been broken)

    → solution 2: 1 stack is needed to build fregile pallet

    → solution 3: remove X and sparks and reveal the pallet to all survivors in yellow aura

    2. Teamwork: concept of help is fine, but the injury requirement and range kinda makes it worse self preservation reverted

    → solution 1: if you take protection hit, all survivors within 24m lose grunts of pain, pools of blood and scrath marks for 20s

    → solution 2: increase range

    → solution 3: works on healthy survivors too

    3. the scream perk - trully don't know why should anyone run it over babysitter and I have idea of making it reverted resurgence.

    → When you unhook survivor they will get instantly healed by 70 %, once they are healed by any means, you scream and your aura is revealed to the killer for 8s

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974875#Comment_3974875

    i feel like these changes will just push killers into 3 gen gameplay + it will require a lot more additional balancing to make the entire perk archetype in line

    The limits are still on, it will be just little bit more viable to hold gens but not to the point of 3 genning. As I said the perks would have to be adjusted, but it will make gap between gen perk and no gen perks less different. I mostly run max 1 slowdown perk and orientate more on chase/info builds as I prefer better chase potential over stacked slowdown. But people have different playstyle.

  • They are AI. Supportive AI. Their intention is to harrass not to chase or hold down areas, which they partially can do. Unless they made them 100 % movement speed, they will be always RNG.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974879#Comment_3974879

    I think the zombies need slightly better pathing and such but yeah I agree they're mostly really good tools.

    They need fixes indeed. Some zombies teleport on you through cracks and hole and some zombies are stucked on invisible objects.

  • @KingOfDoom55 said:

    I worked hard on this rework concept, and definitely WANT you all to consider giving feedback/opinions on this, please 🙏

    Xenomorph (rework):

    Crawler mode:

    Starts the game in crawler mode

    Speed is now 4.8

    Terror radius is 24m

    Tail is now lowered to the ground when not in use & tunes down tail strike prep sound by a little bit and returns to its original position when charging it

    Control stations:

    Has a max of 10 items universally (items take 45s to replenish universally)

    Has a flame turret & motion tracker items to choose

    Picking either item puts that control station on a 30s cooldown

    Increased exiting and entering speeds by 1s

    Increased tunnel movement speed by 2

    Flame turret:

    Motion trackers removed

    Decrease hindered from 35 to 25%

    Increase set up time

    Increased range by 2m (firing range)

    Now stuns the killer after 6s of being flamed, either by carrying or ignoring the flame turret, stun doesn't happen when getting burned out of crawler mode

    New item: Motion tracker:

    Tracks Flame turrets by revealing their aure within a 24m radius

    When the killer enters a 6m range of one, the killers aura is reveal to all Survivors

    Xenomorph is not detected when in tunnels or undetectable

    Facehugged Xenomorph will also be aura revealed the same why the player xenomorph would

    Reveals player xeno when exiting tunnels for 2s via aura to you only

    New ability: Acid blood: upon exiting tunnels or a generator being completed, acid blood activates, when getting stunned by any means (other than blind), acid blood shoots out from the tails end, if the Survivor is in a 8m range, acid blood will injury or down them, then, deactivates for 45s, if the Survivor isn't in range, acid blood will deactivate with no cooldown but will still need to reactivate via same conditions as before, acid blood is timer & activity is paused when carrying survivors & doesn't work when getting stunned when carrying a Survivor

    New iri addon:

    FaceHugger: remove the acid blood ability, and add a facehugger, after facehugging a Survivor who is on death hook, it takes 90s to hatch a new Xenomorph who goes with you in the trail,

    (Only after 20s) Completing a gen or being sacrificed or mori'd removes the embyro and allows the killer to plant a new one

    Only 1 embryo'd Survivor can exist at a time

    When embryoing a Survivor, that survivors gets instantly healed 1 health state (dying to injuried) and the timer is paused when downed or carried

    When the exit gates are powered, the facehugger xenomorph has a 60s before being taken away by the entity, this xenomorph cant:

    Use tunnels

    Carry or hook Survivors

    Search lookers

    Use Acid blood ability

    Use Addons from the player xenomorph

    Facehugged Xenomorph can:

    Damage gens

    Chase Survivors

    Track survivors using the auras that the player killer sees

    Break pallets & walls

    Reveal Survivors when downing them only

    When losing crawler mode:

    It takes up to 60s to recharge

    Gains 4% hindered for 6s

    And reveals the aura of the Survivor to placed the turret/s to the player Xenomorph

    Emergency Helmet: reworked: now adds blinded & pallet stuns & Flame turrets resistance by 10%

    Ash's innards: (rework) increases station cooldown by 10s after taking a flame turret or motion tracker

    Light wand: increases down time of turrets by 5s

    Molten skin (iri): rework: increases tail strike range to 6 meters and allows it to curve up or down to better hit crouched or survivors over gaps

    Parkers headband: increase duration of haste to 6s

    Improvised Cattle Prod (very rare) : increases range to 12m radius of a control station (was 10)

    Decrease duration to 12s (was 15s)

    I replaced my firts sentence due to respect. First I consider you dedicate a lot of time to make this, it's quite similiar to something that other people already offered. I'll be hugely criticizing here though. Xenomorph is a solid B tier killer with a lot of strenght, high mobility and barely dodgeable antiloop. If anything is done to Xenomorph then:

    → Being undetectable disables motion tracker

    → Starts trial in crawler mode (I still feel you can take it anyway as you move across map, but whatever)

    → rework acid blood iri add on

    Note: Alien doesn't need aditional powers (acid blood or facehuggers) as he's fairly balanced atm.

    Now add ons:

    I only like molted skin, which can be easily added basekit as Xenomorph has similiar antiloop to Nemesis with bigger downsides, he doesn't destroy pallets in the process and has way shorter range. Other add ons don't seem as good changes at all. Molted skin current effect is pretty powerfull though, which I like. To people who don!t know, molted skin gives you 40s exhaustion upon deploying turret.

    Note 2 to people who don't want to read whole paragraph as I did because I love Xenomorph. He offers:

    → Xenomorph has one additional new power tool (Acid blood) that cause to get injuries and downs anytime you leave tunnel or gen is completed whithin 8m around any source of stun. With iri add on you would replace that with AI bot(s) that will chase, kick gens and destroy resources.

    → Seperate turret into two items (motion tracker and flame turret) forcing you to chose one of those and then causing cooldown.

    → Crawler mode gives you perma 5 % haste, tail can't be seen over loops and you can't hear tail to be used as now but quiter.

    My feedback is 2/10. I'll leave you particular comments.

    → 5 % permahaste in crawler mode will completely desincentivize you from using tail at all, it would be smarter nad way more braindead playstyle.

    → Turrets are currently underpowered to force Xenomorph of cooldown. The only way is to double turret at this point if he desperately wants his tail, he can just recharge it in course of few seconds.

    → 6s of burning to stuns sounds crazy, turret burns you out in about 3s, this scenario is straight impossible and would make turrets completely useless, forcing people to put only motion trackers, which again, less interaction, more braindead, worse for both sides.

    → Adding additional power would cause him to receive nerf to other part of kit to compensate for overall balance (aka Kaneki, aka Dracula, aka Vecna etc.)

    → Burning him dealing 4 % hindred would do absolutely nothing as again, turrets are not that good.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973951#Comment_3973951

    he could use some qols to make zombies actually useable, but yeah, all things considered he is much better than he was before and he pretty much powercreeps similar killers

    Zombies are already very good AI supportive tool. You don't get feedback on how much value Zombies do on pushing people off objectives, healing etc. apart from aura. Doesn't mean they need qol. They can win you game and do mostly nothing, but they are not primar power tool, just supportive unlike Knight's guards that are strong for reason.

  • @maipace said:

    It's ridiculous to implement such a ridiculous perk without fixing the biggest issue from PTB and not including a kill switch.

    If a survivor who is good at chasing uses this perk, they can single-handedly destroy the game.

    https://www.youtube.com/watch?v=so6_2y9Q5V4

    I think the perk is actually pretty meme. You have big investment to use it one time with range and timing requirement for 1s increased stun and then the perk is gone forever. It says "I have the perk" by the animation which I actually love. After vault there is about 1s delay before the vault to stun, so it's counterable and I don't like it to the fact how big activation time is and range requirement is on top of single use.

  • @SpringMyTrap said:

    Imagine this was done with promised antisystems being added which are broadly on the same level as basekit UB they planned to test in chaos shuffle.

    Survivors need to pop 6 gens now. There are 8 gens in total.

    Gen spawn logic is changed slightly to make them more spaced out.

    Generators require 80 charges to complete instead of 90.

    Slowdown/toolboxes are supposedly not buffed/nerfed.

    Killers who have powers related to gen spawns get +1 prop to spawn for the extra generator. These killers are buffed by however necessary if the increased amount of props results into an indirect nerf (sadako, xenomorph in particular)

    Do you think this would be the change to the better or the worst?

    Gens are hot topic. Swfs will rush them anyway and solo q will barely touch them. I was monitoring my teams productivity mid matches and average time before randoms start repairing gens (with no corrupt btw) is about 50s. Which is mostly one person on hook. While I feel that people have their objective on both sides and should do them each extrem - swfs rushing, solos doing nothing are hard to bridge and adjust. I feel they should probably do some base changes, I might see:

    → Increase gen time to 95s

    → increase damage per kick to 10 %

    → increase kick limit per gen to 10 kicks

    → adjust slowdown perks to reflect those changes (fe. DMS being 30s, pain res being 15 %, corrupt being 60s etc.)

  • @Filipino1490 said:

    Bhvr i really am a big fan of this game like REALLY. But this. This is TOO MUCH! it almost feels like that you did not playtested this patch with anourmous amounts of bugs mainly the chase music not working most of the time and SO MUCH MORE. The fog vile is a bad idea for the game its not fun for both sides and it hurts to watch litterally it should NOT EXIST!!!. So BHVR i BEG YOU please stop adding new content and try to FIX YOUR GAME PLEASE!!! This is all i want and also the spawning also DOESN"t WORK sometimes it just SEPERATED instead of spawning together. I am so sorry but this feels like that i Cannot TRUST YOU ANYMORE. :(

    I haven't attend the no chase bug. But I'm aware people talk about it. I don't have problem with fog vials on either side, I don't think they are truly that usefull. But depends on majority of community feedback. I'm more of that people hate gamechanging features and that's causing game more unfun than something new. Game hasn't really changed in ages. I will mention a few moments when people rage a lot, despite today it still exists and no one talks about it, because DBD community hate anything that can change the flow of game or meta, so the most hated eras of DBD:

    → Lucky break/iron will combo

    → Any means neccessary perk (peple been raging when the perk was announced and despite it got massive buffs it's still underused perk, despite it's pretty decent one)

    → Made for this (it made you run 126m 1.5s faster with MFT than it would take without MFT and was placebo that caused people being mad)

    → breakable walls

    → 8 kick limit

    → Breakout perk added to the game

    → sabo buff

    → dissolution perk

    → duty of care perk

    → shoulder the burden perk

    → invocation: weaving spiders

    → moment of glory perk

    → power struggle perk

    → reassurance perk

    → teamwork: power of two perk

    And many many more. I tested the fog vials and it didn't help me at all. I tried it from distance, mid chase etc. and I truly believe that the item is insanely overrated. I faced the item as killer pretty much every game, multiple items and haven't lost anyone due to it.

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