Elan
Elan
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/451887/nerf-ghoul
Survivor mains! We have heard your prayers! We understand now that you don't like killers with high mobility, nor the mending status!
Therefore, we have reduced The Pig's ambush speed down to 4.04 m/s and killswitched the Interlocking Razor addon. You're welcome!
Don't you dare joking about my beloved Piggy. I'm so dissapointed of how laughable buffs she received. Poor girl will remain in top 3 worst killers forever.
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@AlwaysInAGoodShape said:
As we all know, Skull merchant is in the reworks: the killer with a niche community, lovers of "lasertagging" and a killer that had to be nerfed to the ground, not because she was strong, but because she was easy.
That is why I wanted to help give ideas on how we can turn her into an amazing killer. But first, let's take a close look at what she's about, before we can turn her into an amazing killer, and bring her fantasy to life:https://www.youtube.com/watch?v=9n5CPmseFfE
https://www.youtube.com/watch?v=SFsz5JUdfeE
When looking at her trailers and cutscenes, we find a killer stabbing people in the back, and sending terrifying drones at them, that stalk them, track them, and perhaps even kill them. This is the fantasy that I wanna bring to life with this rework!
The goal is to make her skill-based, fun to play against, viable, and keep some love for the original "laser tagging" merchant players!
Let's get into it!
HER MAIN ABILITY:
Bouncing Drone:
- She shoots forward a hovering drone that moves in a straight line
- It can fly over pallets and windows
- It can bounce off walls a total of 2 times similar to trickster's knives
- Deploying this drone doesn't slow her down
- It has 2 modes. Stalking mode & Scan mode. By default it flies in stalking mode and by pressing the ability button again it enters Scan mode
Stalking Mode:
- The drone simply flies in a straight trajectory, being able to bounce until it breaks on a 3rd bounce off of an object, or after 8 seconds disables
- If a drone hits a survivor in stalking mode, the drone will attach itself to the survivor "lazily following" that survivor in an small ring around them. If for example, the survivor moves north, the drone will be south, but if the survivor starts to move west after moving north, the drone will slowly move from south to east of the survivor
- A stalking drone attached to the survivor hides the killer's red stain and applies the LAZER effect whenever the survivor looks into the direction of the drone
- Hitting a survivor with multiple Stalker drones will cause the drones to fuse and applies 1 stack for SWARMhttps://us.v-cdn.net/6030815/uploads/HPT4O0DI8MWX/dbd-skullmerchant.png
The LAZER effect will blind the survivor in the direction of the drone (which is around 160 degrees of their FOV), where the exact spot of the drone shows this flickering white star, while a dotted pattern of red dots keeps moving in different directions at different intervals. Skull Merchants Red eye will also show as a bigger red dot whenever she is looking at the survivor in line of sight (see subtle red dot right side of the star)
- The survivor can easily remove this drone by passing a somewhat quick skill-check which grabs the drone out of the air (Which is somewhat difficult mid chase, as it renders them immobile) They can also cancel the skill-check/fail it by just starting to run again
- If you're shooting a new bouncing drone, other Stalker's drones lazer will disable for the duration that new stalker drone didn't hit anybody or entered Scan mode
- The skull merchant can "Lock" the stalker drone by "Upgrading it"
Upgrading stalker drone:
- Press the second ability button + hold mouse button to upgrade the Stalker drone attached to any survivors
- Upgrading the drone significantly slows down Skull Merchant, and lasts longer than it takes for a survivor to remove it with the skill check
- If successfully upgraded, the survivor can no longer use a quick skill check to remove the stalker drone. It will be attached to them until they are downed, or if they hide in a locker for 30 seconds (uncommon)
- If a survivor has an upgraded stalker bot attached to them, they can also no longer hear the killer's terror radius
SWARM:
- If a survivor holds the active ability button instead of pressing it, she releases a Swarm bot for every survivor that has a stalker bot on them. The swarm drone will move to the current location that particular survivor was at at the time of activating it
- The swarm drone moves slower than a survivor's speed
- The swarm drone will burst shoot 3 bullets at a survivor if it's in line of sight at around 8 meters from the survivor, injuring them or downing them
- For every stack of SWARM on a survivor, their swarm bot will move to their new current location again after reaching their previous location
- After it has used all stacks, the swarm bot and the stalker bot on that survivor will disable
- Swarm drone can't shoot when within 16 meters of the killer
- While swarm is active, the killer can see the locations of all survivors with a stalker bot on her tablet.
- You cannot use swarm again if another swarm is already active or there are no survivors with upgraded stalker drones
Now you understand the Bouncing drone's default mode stalking, let's explain Scan mode!
- If after pressing the ability button to shoot a bouncing drone in stalking mode, you press the ability button again, it stops its trajectory and enters Scanning mode.
- Locked in position, the drone starts scanning clockwise, injuring/downing any survivor it hits
- The scan scans only in 1 direction, and starts in the direction the killer is looking at at the time of activating Scan mode
- Activating scan mode slows the Skull Merchant down, to give survivors predicting the scan time to crouch, which dodges the scan
- The scan moves for the duration of 2 full rotations before disappearing. The bot then disappears
- Pressing the ability while the scan is up changes its direction, with a minimal direction change cooldown of around 0.8 seconds, unless at the start, where double clicking the ability button will cause the rotation to start counter clockwise
- If a survivor gets hit, the scan disables and the survivor's aura is revealed for 5 seconds
AMBUSH
- Press the secondary ability button + the ability button to activate AMBUSH
- Ambush is Skull Merchants mobility, that allows drones to lift her up and quickly moves her over a pre-planned path
- When she activates ambush, you enter a mode where you can quickly create a path, similar to knight, while unable to see any survivors while creating that path
- The speed at which you create this path is rather quick
- After releasing, Skull merchant gets picked up by drones to follow quickly fly over that full path (which can go over pallets and windows). She cannot cancel this path and will be dropped off at the end
- If any survivor bumps into her while she flies over this path, she "Crashes", breaking her out of her path and "Fatiguing" her for an extended duration compared to the nurse, giving survivors ample time to reach a pallet. During this fatigue she cannot hit survivors and moves at around 10-20% of her normal movement speed
- If she reaches the end of her ambush, she can't instantly attack, and will be slowed down, giving survivors some time to get distance, even if she guesses her end location rather well without bumping into a survivor
NOW YOU UNDERSTAND THE WHOLE KILLER, let's talk about WHY! ❤️
With this setup, she has the ability to injure in chase, with Bouncing drone + Scan Activation, which has counter play as survivors can crouch + her slowing down to compensate, and keeps the "Lasertag" love and skillsets of old school Skull Merchants relevant, as they deserve!
She will be able to apply group pressure and abandon chase using Stalker mode, being able to leave survivors who weren't able to predict her leaving them and didn't manage to get the stalker drone off before she managed to upgrade it, as well as apply slowdown with SWARM, fitting perfectly into her theme and cutscenes!
She will be able to mindgame using the Stalker drone's blinding effect from 1 direction, to suddenly come from the other, to fit in perfectly with her theme of stabbing people from unexpected locations, like in the Cutscenes!
She will have mobility to keep her from falling behind in bigger maps and can so called "dash out" of the Stalker's drone blind spot to ambush survivors from the front, to create an intense experience while not being too oppressive due to her not being able to attack straight out of it, as well as it offering super satisfying moments for survivors who predicted her path and managed to crash her out of it.
And overall we'd have a brand new killer with super unique features, some of which may only truly befit her lore and theme! If we could make it happen 💖
Let me know what you think!It's kinda difficult multitool.
I've said that the Merchant after rework except for the speed/slow was kinda ok. Not fun or interactive, but fun. To be honest, I'm not huge fan of BHVR rework idea, because it will make her more difficult to play while leave her being one of worst killers. This idea seems way too complicated. Can you do a summary in short sentences of how would the playstyle go?
I kinda imagined her having selfmoving drones that hover around map and search for survivors. Once they spotted someone you can speak about the propulsion or how it was called.
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@MechWarrior3 said:
I think the 50% repair penalty should be reduced to 30% OR the 30 seconds bumped down to 20?
One or the other. The penalties for using this perk comes at a high price.
As Built to Last exists, Scavanger is meh. You reload toolbox max 2x per game. Built To Last doesn't penalize you.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969038#Comment_3969038
Let's say you down someone under a pallet (Happens a lot if you win the micro game on a tile with an M1 killer), you can't pick the survivor up because you hear other survivors nearby waiting for a pallet or blind save, so you chase them around instead of eating the save. You manage to hit the nearby survivor once, but they pickup the first survivor you'd downed under the pallet, WGLF and MFT grant both survivors invincibility.
So as the killer you're in a lose-lose situation where you're screwed out of your effort via pallet/blind save or endurance perks with decent potential to repeat the exact same scenario at the next tile.
And all because people don't like sitting out on the ground vs sitting out on a hook to activate even more endurance perks that they use mostly to body-block the killer rather than have a barrier against getting caught again immediately off-hook.
That's not fair, bud.
Well, if three people are ratting for save then God bless their gen efficiency. :D
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@AdamZ said:
Am i the only one that wants new KILLER perks that apply the broken satus effect?
Especially since healing seems so fast nowdays, and to be fair we really only have like 3 of those.
No quarter (trash) - needs a buff so it activates on normal heals too, not just self heals.
Forced penance (ok) (very situational)
terminus (good)
ALSO if u have any ideas for perks that apply (broken) feel free to tell us. And pls no hexes, hexes suck ty.
:)
I don't think it'd do much in shake up. I absolutely love new Dark Devotion, Alien Instinct, Genetic Limits… but people still use the same 4 perks. Like they don't want to experiment or play for fun but rather set on the competitive mindset.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967885#Comment_3967885
So you want to punish Killers who 8hook on purpose for… what reason exactly? Awful idea.
You also want to give free Unbreakable, they tried that. It was too strong. They scrapped it twice. It's never happening, let this one go.I don't think Killers need an extra "mode" that buffs their ability to tunnel, and even if this did work 90 seconds would be far, far too little for a good chunk of Killers in the roster to even use and far, far too much power for other Killers. Basekit buffs are not a good idea. If you want a reward for spreading hooks, give Killers something more akin to Grim Embrace, which rewards spreading out hooks this way.
You can still 8 hook, you can't kill one survivor within first 5 hooks, meaning that you can distribute hooks as you wish except for having 1 person dead and 1 survivor death hook. 8 hooking is not touch by that by any means. Basically:
5 hooks = 1 hook on everyone, two hooks on one survivor, 3 hooks on one survivor and two hooks on one survivor
I don't see anything said about basekit unbreakable (note: basekit unbreakable will be part of test during upcoming chaos shuffle) I said that two survivors in dying state can help each other recover. Meaning that they must meet and pick themselves up altruistically.
It's subject to discuss. I'm only against rewards for hooking in early game in term of basekit pain res. Because current meta destroys most of solo games, making it that if someone goes gown early the game is over and it's hard, mostly impossible to recover from.
→ I've been monitoring that. Not only that randoms don't do gens for like first 50s, but someone mostly goes down in that time. So the only gen that was progressed is gone. And argument just mistake that they don't do gens isn't valid. And on the other hand, if condition is to rush gens as much as possible than how the game would be fun and appealing? I'm having way more fun playing killer than solo survivor. Since there been huge nerfs, solo survivor himself is pretty helpless even if is good.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969056#Comment_3969056
There is a perk that makes someone unhookable for 60s. It's called Decisive Strike.
That's no correct again. D-strike lasts for 60s if survivor refuses to progress game, which favors killer more than him and also you can eat d-strike and hook him within 60s anyway. This is not valid argument.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969058#Comment_3969058
I was hoping you'd ask. Okay, with Friends to the End, if you hook the obsession, then another random survivor screams and becomes the Obsession. Then, we'll have Pain Res equipped, of course, so the most progressed gen will explode and any survivors working it will scream.
That means that not only can I get procs off of Pain Res to block the gen for a full minute, but I can also get a random survivor to scream and block their gen for a full minute, too. Oh, and that means that it'll be one random gen being worked with EVERY hook, not just first hooks like Pain Res. Then when you add in my fourth perk, Grim Embrace, that means that I can block literally every gen on the map that was being worked for a full minute when GE procs.
If I'm not mistaken, GE is 40s and DMS is 50s. Surely Friends can cause interuption, but it's already commonly used perk so I'm not sure why it would make any difference.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969220#Comment_3969220
Then I suppose you must not have been there for it. It feels similar. Not the same but similar. The fact there's people agreeing it feels problematic here proves I'm not incorrect.
Have a lovely day.
People are always complaining about something. Healing is exactly the same as always was, just changed within what to use and not. And as a killer main, I'd much rather see healing builds than exhaustion perks and second chances.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969206#Comment_3969206
Friend I was not talking about CoH, I was talking about other healing perks feeling like old CoH. Please read all my posts before you respond. :)
I read it. And it's just not true. Healing was always doable in certain ways. And as I said if someone runs full build for healing, than bless him if getting tunneled.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969025#Comment_3969025
No, I mean the OG one with stacking 100% self heals. It feels very similar. Please do not patronize me. I KNOW what it feels like. I was there.
Well if you think that 100 % COH and 50 % COH felt the same, then something is wrong on your side.
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Before you start whining read his idea to understand that his suggestions would make killers 20x stronger.
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@gingerGeorge12 said:
When a survivor is unhooked, they receive two conditional effects:
Entity’s Protection (30 seconds):
- A Decisive Strike-like effect activates.
- If the survivor is downed by the killer during this 30-second window, the effect is retained until one of the following happens:
- The survivor uses the stun against the killer (4-second stun).
- The survivor is picked up by a teammate or picks themselves up.
- If unused, the stun remains stored and ready until activation or pickup.
Entity’s Fortitude (30 seconds):
- Survivor gains an Unbreakable-like effect for 30 seconds when unhooked.
- If downed by the killer during this time, they may self-recover to the Injured state once again.
- Crawling is disabled while this effect is active.
Both effects are deactivated:
- If the survivor is given the option to abandon.
- When all 5 generators are complete.
- When a survivor does a conspicuous action.
⸻
Base-Kit Endurance & Haste Removed- Survivors no longer receive the default Endurance + Haste effect when unhooked.
- These protections are now replaced by the above conditional mechanics.
⸻
Perk Adjustments
Decisive Strike
- Increases the activation window of Entity’s Protection by 10/20/30 seconds.
Unbreakable
- No longer increases recovery speed.
Borrowed Time
- Now reveals the killer’s aura for 5/10/15 seconds when a survivor (yourself or a teammate) is hooked or unhooked.
⸻
Killer Hook-Based Progression Incentives
The following regression effects are applied when survivors are hooked:
First Hook Stage (per survivor):
- All generators with progress lose 30 charges.
Second Hook Stage (per survivor):
- All generators with progress lose 15 charges.
These effects:
- Do not trigger regression (gens must still be kicked to regress).
- Do not affect untouched generators.
- Are capped at current gen progress (no overdrain into 0%).
⸻
Pain Resonance – Reworked
Now has 6 tokens.
Each time the killer hooks a survivor on a Scourge Hook, this perk activates for 30 seconds:
- All generators not being worked on will begin regressing at 100% / 150% / 200% of the normal regression speed.
- If no affected generators are eligible during the 30-second window, no token is consumed.
- This regression immediately stops when a survivor interacts with the generator.
I like that you try to bring something, but your idea is bad on both sides.
Survivor:
→ now every survivor has d-strike for 30s, which means that killer can just wait it out or slug them and wait out the unbreakable. This won't change anything unless you run d-strike perk. Also gutting unbreakable will only hurt in more slugging.
My suggestion was that the last unhooked survivor will have ds untill someone else is unhooked, therefore can be slugged and killer won't get punished for quick downs. how many times it happened that i hooked three survivor and the first one still had ds because didnt do anything. Nah.
Killer:
→ It's nice to reward hook, but what makes solo q so hard? That your random dies in 30s, killer hooks, gen progress is lost, some gen is blocked, someone is chased and if someone goes down quickly the game is over. And that is if everyone is doing gens, count how many times someone is downed and you been the only one touching gens. 30 % is way too much for early game. This will result in the same what current meta does, delete whole progress of early game with killer wining with 4 hooks ahead and pressure that you can't recover from. Killers should be rewarded with faster recovery, more speed or more base kick damage.
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@MechWarrior3 said:
Name 1 thing you absolutely love about this game! <3
Now…Name one thing that frustrates the heck out of you. (Be constructive for feedback purposes please, do NOT be negative)
- I LOVE the variety when it comes content such as chapters, perk choices on builds, new killers.
- I get really frustrated with bugs. VERY. Especially when they get fixed only to return. They not only take the fun out of whatever you are doing but dampen the experience.
I played Houndmaster after some break and realized that snugg still obeys half a time. :D
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@BoonRainDice said:
Why Clown, Knight has to be nerfed in some way when they are allready bit struggling compare to any A+ tier killer? Why Trapper sits still in bottom toilet tier for almost a decade?
Why Pyramid Head just gets direct buffs (very small nerfs) when he is allready great killer? Why Blight and Nurse, Kaneki just sits S tier without being nerfed?
I don't understand balance of killers in this game.
I'm sure intention was to make them more appealing to play and play against, but truly sometimes I question their changes, because:
- Less zoning to pyramid head, I'm totaly fine with that, eventhough he has basically no mobility and map pressure, so you waste more time doing trails now. But ok, they want to remove zoning but then they do add ons:
→ You can destroy pallet with power = free zoning, potentially hit and zoning in one
→ If you get stunned while zoning, this add on will make your stuns shorter = again forcing zoning
2. Clown being boring because you can't really do much to not get hit, only predrop, fine let's make him more fun, but…
→ They gut his add ons (some reasonably, fe. kit) so you have add ons that do nothing
→ They gut his pink bottles in every aspect
→ They gave super minor buffs to his yellow bottles = run haste instead of slow = the unfun speed difference identity of the killer remains, just shift from one side to other, wow you got hit from fast clown while normal speed instead of normal speed clown while slowed.
3. Knight (by far my most hated killer, super-duper boring to go against, with non-existing skill-expression and lack of strenght) uses sandwich tech all the time (enter hunt from second side for a guarenteed hit) what they done:
→ made it so holding w against bot has more counter (good change)
→ making it so the hunt overall doesn't give Knight much slowdown so he has to sandwich tech anyway
→ making add ons partially basekit, instead of fully basekit and reworking them to be more interesting = Knight will be still insanely boring to go against, will still do the sandwich tech, but you won't spend 48s holding W against bot at least.
Knight overall is miserably designed killer. Sadly, should player get rewarded for spawning bots? No. Should bot hold someone hostage for 48s? No. Does Knight need some tool rework to be more fun and strong? Yes.
I'll post my Knight rework idea.
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@Criteria said:
I wanted to make a forum about possible original or licensed chapters. Here are the Criteria:
-A killer or survivor (an existing movie or game character or just an original idea)
perks (do as many as you want, be creative!)
A power
1 possible add on.
Here's my idea.
Killer: The Zombie (Jason Voorhees from Friday the 13th movies)
perks:
- Endless Pursuit- Nothing can stop you. Nothing ever will.
Whenever a survivor in a chase escapes, gain a 7/8/9% haste for 10 seconds and become undetectable for 10/15/20 seconds.
Haste increases movement speed
Undetectable hides the killer's terror radius and red stain
2. Vengeful Rage- Your desire and hungriness to avenge yourself allows you to gain inhuman abilities.
When you search a locker, see all survivors' auras that are at least 45/40/35 meters away from you.
The affected survivors gain the oblivious status effect for 10/15/20 seconds.
3. Hex: Lock and key- The people who dare to challenge you will forever regret it.
When a healthy survivor is put into the injured state, if there is a dull totem on the map, this hex is applied to it.
Every time a survivor is injured by any means, this perk gains a token.
1 token- survivors receive a 10% penalty to healing and unhooking.
2 tokens- additional 4% repair and healing speed penalty
3 tokens- additional 3% repair and healing speed penalty
4 tokens- All survivors gain the oblivious status effect
5 tokens- exit gate switches are blocked for 90 seconds when being interacted with
This effect persists until the hex is cleansed.
I have no idea for a power that isnt recycled, so I'm skipping this one.
1 add-on- Blood-stained pipe, a pipe used on Jason's first killing spree (Iridescent rarity)
When a survivor is hit during (power) they gain the oblivious, mangled, and hemorrhaged status effect for 60 seconds.
Have fun!
https://us.v-cdn.net/6030815/uploads/QLULBF9ZRYNO/381210-12.jpg
I scent RE3 coming soon.
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@Falcao said:
nerf ghoul plz.
Everyday's topic.
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I'll put my opinion here. In average game you need about 2-3 heals. Meaning up to 2 can be healed by yourself and 1 by someone else. As stupid it sounds, running multiple healing perks is just pointless and hurts more than help. It is smarter to run strenght in shadowns to have medkit time- unmilited heal rather than full build for 6s heal that will hurt you in antitunnel, gen effeciency and chase. It's same as when killers run full slowdown, no pressure, no effect. If you run full healing build, 50 % of games you don't it, 25 % of game you won't have time to use it and 25 % of the game it will do barely something.
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@TimberGoingDown said:
In so many maps, you'll have pallets spawn right next to each other. Literally not even five meters apart. Hawkins, for example. You can have a pallet inside the room, and then two more pallets on the outside corners.
And then you have maps like farms or Haddonfield that are so bad, that you can't lose as killer. I said that, maps need to be more equally balanced.
Unbalanced maps for killer side - Ormond Lake, Garden…
Unbalanced map for survivor side - Haddonfield, Borgo, Farms…
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968887#Comment_3968887
Then let it go back to blocking multiple gens. I'll bring FttE and Pain Res, and block 2 gens for a minute. Sound good?
FttE? It used to block multiple gens for 30s, but started as soon as someone was hooked. So overall it was insanely overtuned buff, something similiar to Boil Over. Perks like these shouldn't be in the game. Grim 4 stacks are 40s, MS is 20s, no way why perk that can trigger up to 11x per game in full strenght should be 50s.
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@TimberGoingDown said:
Oh, so destroy its synergy with any other perk and reduce its effectiveness so that it goes back into the dumpster bin with CoB and Overcharge.
It's way too strong perk. It's guaranteed to trigger and massively help holding three gen. Pretty much per 5 hooks you are able to hold objective hostage for 250s, which is insane. It can stay 50s, but must be reverted back to on hooking timer. I don't run this perk because how broken it is. As a killer main I would rage if there is perk that makes me unable to hook someone for 50s, so it's unfair to exist. If you ask me what perk to bring as killer every game to have highest chance to win, I'll always say DMS.
Do you remember about you saying something about unfun perks in different section? This one belongs into this category.
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@CrossTheSholf said:
How about we buff other gen protection/regression perks to be viable instead?
This perk is fundamentaly so overtuned that I'm kinda scared of another perk of this level to exist.
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@Yoshirama said:
And yes, it needs a time reduction, 50 seconds is so long
As I posted many times. DMS is the most busted killer perk in whole game history, so is Vigil on survivor end. I really think they should revert some of those.
DMS changes: Now starts timer upon hooking, instead of being pocket perk to trigger for whole time of 50s.
Vigil changes: No longer stacks, decrease to 30 %, no longer affects exposed status effect.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969038#Comment_3969038
I would like to display the cause of why survivor had endurance, because in some situations even if I know all perks, it's very hard to tell what perk/addon it was and play around it next time.
Good luck for new players trying to figure it out…So you want to receive feedback, that survivor recieved endurance because of soul guard/we gonna live forever…?
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@TimberGoingDown said:
Because Head On is a very frustrating perk to play against? And I thought we were eliminating frustrating things, not making them more powerful.
Yes. Head On is annoying but no one plays it really. As I said, untill Vigil is nerfed I would defienetlly not buff any exhaustion perks.
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@MechWarrior3 said:
The person carrying the perk Head On - the locker will now be highlighted in Yellow for all survivors.
I think this would be really cool because you can get more stuns on the killer to help out other survivors in chase. You have no way to communicate this in SOLOQ, so this would fix that. :)
With current Vigil. no. If Vigil get deserved nerf, maybe.
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@MeduSnake said:
I'm not saying that the perk itself is too strong. The perk is fine on like 90% of the Killers of the game. But the remaining 10% are too strong with this perk.
Killers like Nurse, Blight, Springtrap, Xenomorph and Wraith who can either teleport instantly to the other side of the map or just run there in the same amount of time are just busted with this perk.
Either this perk needs to be removed from these killers or nerfed that either the aura at the start of the map doesn't show but the 2+ Seconds for other Aura Perks remain or that it get's a extra effect which blocks the Killers Power for the first 20-30 seconds of the Match.
Lethal is less strong with new spawn logic. Lethal itself is not that good, Phantom Fear is way better as it serves multiple times per game, sadly has too long cooldown and too short duration.
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@Anti051 said:
I'm so sick of the obnoxious level of endurance carrying people through tis game.
(Hit doesn't count)
(Hit doesn't count) (Hit doesn't count) (Hit doesn't count) (Hit doesn't count) (Hit doesn't count)
(Hit doesn't count) (Hit doesn't count) (Hit doesn't count) (Hit doesn't count) (Hit doesn't count) (Hit doesn't count) (Hit doesn't count) (Hit doesn't count)
"Ha ha, ggez, I'm so good and you're so bad"
"You want your hits to count? Cope harder loser xD"
___________________________________________________________________
This absolutely sucks.
Endurance can be obtain in specific ways.
Items - medkit add on (easily counterable)
Perks - if I kick off antitunnel perks that deactivate if you do anything, then… dead hard, made for this, soul guard, we gonna live forever…
What is the problem?
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969002#Comment_3969002
Exit gates are opened
Issue is there are challenges, where you need to unhook during EGC…
So doubt that will be a thing unless they are going to release killer botsAbandon is a loss. If killer wants to abandon, you get it different game. Or the condition of the challenge might be changed, similiar to related achievments.
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@PetTheDoggo said:
Have you actually played during first version of CoH?
This is not even close to it.He probably means the latest version with 50 %. You probably mean the og stacking 100 % self heals.
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@LockerLurk said:
Is it just me or does the healing feel a tad overtuned? It really feels like you HAVE to bring anti heal perks or be an anti-Heal Killer to do anything about it. Hit and Run is effectively dead right now.
I thought we were all for making more Killer playstyles viable not less. Certainly something feels overtuned. I can't be the only one seeing this, right?
Could we please reevaluate the wisdom of making Survivor Heal perks stronger, especially self heal? Or at least make anti-heal perks stronger to compensate so we can bring those instead of just more gen control? I don't want to be both stymied by fast generators and near instant healing that removes tons of my pressure, especially being a Dredge Main. It feels really bad to have a nice heal snowball set up, and then that pressure is undone in about five seconds by these perks.
I understand Survivor needs more good perks. But as a reminder, they can bring the same stuff four times. There is only one Killer. Wouldn't it make more sense to make Killer antiheal four times stronger to compensate?
What I'm saying I guess is, buff antiheal. You don't need to nerf the Survivor heal perks, but you have gotta buff antiheal. Please. It's rough out here for anyone who wants to play certain Killers right now, I don't want to have to main Ghoul to get anything done.I don't really see many healing build within my game. It's mostly exhastion perk, ds, vigil, deja vu, windows, sometimes iron will. A very little I see We'll make it or Do no harm. I really think that the hysteria about healing is stupid, because healing overall haven't trully changed. No one is running full healing build to heal someone in 6s, it's not even a good pick in first place.
What I actually have problem with is Vigil, it's pretty overtuned perk. I don't mind the hemmorage, mangled, not even exhaustion as there are antiexhaustion perks and add ons but i truly mind it working with exposed, hurting any instadown builds. Vigil should not stack, meaning that there is 40 % max value, maybe even might be lowered to 30 % and the exposed being removed. On the killer side we have the busted dms which is straight up the most overtuned killer perk in dbd history and very unhealthy alien instinct perk that luckily no one uses, preventing it's true purpose and potential.
Perks that should be nerfed imo:
Survivor - Vigil, Strenght In Shadows, Dramaturgy
Killer - DMS
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Two abandon scenarios I can think of:
→ 2 survivors are left and one is slugged (survivors)
→ Exit gates are opened (killer)
I hate survivors waiting in exit gates. I'm ok with losing, but I want to go next game and not wait 3mins for your "watch me leavve" and on the other hands when I'm slugged in 2v1 scenario, I want to abandon. The time it takes them to find the last survivor and down them might last the whole 3 mins too, which is where I can already be halfway though another game.
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@TimberGoingDown said:
Lol no. If I have to wait 2 minutes or push survivors out, you can wait for me to find the last survivor.
Tell me if I'm wrong. But, if 2 survivors slugged abandon the game consider them escaping leaving you with two kills. Stats things.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968530#Comment_3968530
Ok, let's say you're right. You do realize how long that would take, right? So you introduce your anti-tunnel thing, making the game very unpleasant for everyone but S tiers. Then you start nerfing and buffing killers to current day B tiers, which would take a while, making the game very unpleasant for all killers. Then you can spend even more time buffing basekit killer to not absolutely get bodied every time they face survivors that aren't complete potatoes.
Considering it apparently takes ten months to doodle up some MS Paint pictures for the SM rework, we're looking at years of killer being unplayably frustrating. Do you honestly think the game would survive?
Antitunnel and antislug might be postponed. More importantly it would be more effecient to make not one killer win with almost no effort and killers that struggle to get a single hit.
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@TheGoon224 said:
ever since springtrap released generators have been a complete nightmare for killer I have been having games are getting done in less than six minutes consistently .my normal is Pain res, gift of pain, dying light, and PWYF. Three slowdown perks, and I feel like I can do nothing about it. Tunneling and slugging has felt more necessary, and this needs to be fixed. Also fix the spawn locations of killer items. There is no reason why a security door should be right next to a Gen.
I'm not running slowdown at all. I mostly chose mix of chase perks and info perks. I will explain why running multiple slowdown is pointless.
Scenario 1: You run Pain, DMS, corrupt and deadlock. You get good survivors and eventually they do 2-3 gens before you start hooking, utilizing your slowdown. 3 survivors work on gens, 1 survivor is chased.
Scenario 2: You run chase/info build so you get easier downs. Now one survivor has to go for save, reset and one survivor is chased, only one does gen. The healing, going for save and chasing massively reduces their effectivness. Surely some slowdown perks will never hurt, corrupt or deadlock but if you struggle geting downs then your slowdown perks and slowdown i mentioned does nothing. Early hooks mostly favors you a win.
Example: You run bamboozle now they cannot vault it three times, extending the chase, same works with any haste related perks like Unbound which is still very good, rapid brutality, brutal strenght, enduring, save the best… all those perks give you constant value mid chase, so it's more likely that you gonna get earlier down.
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@YaBoiPHAT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968308#Comment_3968308
My thought process is pretty simple in that regard: tunneling is currently the most efficient strategy by far, so if you reward players enough for not tunneling, then the majority will stop doing it. The main idea of my post is just the method of giving that reward. I don't specifically know what the reward would have to be to make tunneling stop being the best strategy, so that part is kinda the main point of discussion here.
If I get easiest win by tunneling then:
→ Buffing slowdown perks will give me more time to tunnel
→ Increasing gen time give me more time to tunnel
→ decreasing map strenght give me easier way to tunnel
You understand? The point is that untill the tunneling is possible, there is no reason no to tunnel. My point is that there are several killers that are overtuned and should be nerfed (kaneki, billy, nurse, blight, singularity) and killer that suck and must be buffed (skull, pig, trapper, ghostface, myers, onryo - she needs buff and nerf at the same time, hag). Once all killers get similiar performance about win chance a match without tunneling or slugging we can adjust game to reflect that.
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@MechWarrior3 said:
I want more skins for her but the ability to choose which dog I want. Would love more options for dogs as well. :)
Somedays I wanna give snug a break and choose a different dog 🐕 to help me sniff out these pesky survivors.
Yes please! More dogs and more weapon skins. :D
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@YaBoiPHAT said:
Currently, the #1 downside of spreading out hook stages over tunneling, is that hook stages have practically no effect right up until the survivor dies on the 3rd hook. Thus it's much more efficient to tunnel survivors out 1 by 1 instead of trying to get everyone on two stages and then kill them off.
So how do you encourage killers to chase survivors more evenly? perks like No Way Out, Pain Res, and other perks that work off of unique hooks can help, but I think having a basekit mechanic will do much more to disincentivize tunneling.
My personal suggestion is to add a stacking buff for each different survivor hooked in a row (i.e anyone other than the person you just hooked). I think a cooldown reduction for successful attacks would be a good pick, as it would allow the killer to end chases quicker and quicker as the match goes on, in exchange for the initial advantage that tunneling someone out would've given. But even just something like Fire Up's action speed bonus would give some immediate advantage for successfully hooking someone.
That wouldn't help. Most killers run Pain DMS and focus single players anyway. Tunneling is by far the best way to guarantee win, not every game but most of them. Sometimes you simly have to tunnel. Let's say you spawned on map, they split up worked on multiple gens, so now they have a lot of pressure while you have none. Can you 4k in that scenario? Probably not, but draw or 3k is likely.
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@brewingtea said:
The Shape
The Tombstone Piece probably shouldn't be in the game.
Having T3 last longer is fine, but the ratios are way off. Why charge me 50% more stalk only to get 10% more T3?? I'd rather see "It takes x% less stalk to get to T3 but it's y% shorter." Having more smaller T3s would be more exciting and encourage less slugging.
Mirrors should probably go. On indoor maps, they're OP and unfun. Otherwise, they're useless.
Also, he's the only killer in the game whose power can just… run out. Permanently.
No it can't. They increased his max points to 800, thats why tombstone piece myers can kill all survivors but was able to do only twice before. I'm sure you can reach your power 16x, which means 16min, that's more than enough to ever happen that you run out of stalk.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967896#Comment_3967896
Why Wraith and Oni? I main those and I like their addons… Sure, they are not really unique, but at least most of them does something for you.
Lunge addon on Nurse definetly feels pretty cheap to use.I would like to see the add ons that do similiar thing to get highrt value as single add on and the second being reworked. Similiar what they done to PH add ons as there were 3x3 add ons with same weaker or stronger effect.
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Killers that need add on pass:
Wraith
Nurse (mainly removal of lunge add on)
Doctor
Bubba
Spirit
Oni
Twins
Who need buffs:
Trapper
Pig
Skull Merchant
Myers
Hag
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@SoGo said:
Hello!
In this discussion, I will talk about how I'd improve the new item - Fog Vials.
So, it has some problems. First, the main complaint I have seen: the audio muffling. Currently, the Vials remove Scratch Marks and auras, and lastly, muffle all audio and drown it out with a droning noise.
This has proven to be quite annoying and potentially headache inducing, so it should be removed completely. Without this, they should be fine. But, I'd like them to still muffle footstep sounds for both sides.
Side note to adress a potential oversight, I don't think function of killer powers that require line of sight should be impacted at all by Fog Vials.
Next, I'd like to adjust the very disliked iri add-on, and add 2 new ones to increase the variety. New ones are marked with a *.
*Ruby Powder (Uncommon):
• Removes the Pools of Blood whenever in the Fog Cloud.
• Changes the color of the Fog Cloud to red.*Vial of Acid (Rare):
• Once the killer leaves the Fog Cloud, they will continue to be unable to see auras for 7 seconds.Potent Tincture (Visceral):
• Amplifies the opacity of the fog.
• Increases the cooldown of the Fog Vial by 100%.And that's all for now. Thoughts?
Related discussions:
I mean, the Fog Vial is different that what was expected. Without iri add on you can see within 20m pretty well, making it poor getaway tool. And if it's primar effect will be antiaura then I don't think it will be very popular, even if it stays rechargable. I understand people hate that item for the getaway with iri add on, but it's the only purpose worth bringing it.
Muffled sounds can be simply removed overall as some counter to both sides and the aura can be left.
Iri add on increasing recharge time was my idea too. But if you need iri add on to make the vial good I'd more likely see more purposes of the vial itself. And the iri add on might be "When downed survivor is within fog, they get 100 % faster recovery speed but cannot recover on their own, doesn't stack." or "When within fog while you receive 100 % bonus speed to healing" Making it less of "Fog to hide" but "fog to do something"
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@Emeal said:
So long story short, tunneling is probably the biggest problem for continued larger enjoyability of this game. its one of the most suggested problems and without a doubt sucks to be tunneled out. yada yada old man yells at cloud.
And while I'm sure we could discuss tunneling yet again on these forums, that isn't the topic here, make your own thread. What I want to discuss is what you guys think think might be a possible solution that BHVR might employ to deal with it?? The assumption is tunneling is unfun for the victim, so we wanna minimize it. Brainstorm Go!
Antitunneling - No survivor can be hooked twice in a row before 5th hook. Hooking same survivor twice will not add hook stage. Meaning that you can split it between two survivors which is pretty common strategy but you cannot hard focus single player.
Antislugging - If two or more survivors are downed after reaching full recovery progress they can pick themselves up. Survivors can heal each other while in dying state.
New general killer ability: Bloodhunt - after each survivor has been hooked once the killer will receive bloodhunt mode. The bar will be shown below power icon and lasts 90s. During that time killer has: 25 % faster attack cooldown, 25 % faster damage action, 25 % faster pick up and hooking. After timer elapses, bloodhunt can be activated again once every survivor has more than one hookstage.
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@killer_hugs said:
I woke up today thinking about the Prestige (great movie) and it lead me to this perk idea:
Entering a locker highlights it in yellow for you and any hooked survivor. Performing an unhook teleports the unhooked survivor to the highlighted locker.
If it's overpowered, which it may very well be, it can be compensated with the same way other perks area such as
- De-activates after its first use (makes sense with the theme of The Prestige)
- The survivor performing the unhook is left broken until downed
- The survivor entering the locker is immediately thrust out of it creating a loud noise notification for the killer.
The perk could have a unique unhook animation that drops the unhooked survivor through a portal below their feet with a scream before they are teleported to the locker.
I don't think the unhooker needs to be punished to bring in safe unhook perk. We need to understand that to replace current meta we need game changing perks. And if they have downsides it will remain unused, like invocations.
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@HexPectoPatronum said:
Huntress' wind-up time is 0,9 seconds. With Babushka she even has an addon that reduces the wind-up time to 0,8 seconds. Meanwhile Springtrap has a full second. Some might think 0,1 seconds is a joke, but it's a huge difference. The time it takes to wind up your Axe, a survivor can be gone around a corner or move away after vaulting a pallet. It would be nice if Springtrap can have 0,9 seconds as well.
Huntress has movement speed penalty and window where she cannot attack. Spingtrap also does have window where he cannot attack, but he has very minimal movement speed penalty during the cooldown as well as he moves faster with axe up and has more generous hitbox. Also Spingtrap on top of great zoning has free teleport to every generator on the map with no cooldown, granting him long lasting undetectable. Springtrap defienetly doesn't need any buffs. The buffs to Huntress were also questionable as you had to dodge her 5 hatchets and as reward the chase was over and it happend rarely but now she has two extra so even less reward for dodging, more snowball potential. I really wish they focus or killer designs like Houndmaster, Unknown and Wesker who are all very balanced while also fun to play and fun to play against.
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@VibranToucan said:
With all due respect, I don't think this a realistic representation of the game. This doesn't match my experience at all. The last time I got a hard tunneling killer was easily more than 25 games ago. I see Kaneki less than 1 in 10 matches. I don't remember ever going against the Legion build you mentioned. And as far as I remember I had the killer be toxic once over my past 20 games.
I even did the math behind the maths claim. There are a total of 42 possible maps, you named 5. Even if we ignore the map repeat prevention for simplicity (if it was included this would actually lower the probability even further) without map offerings playing 9 out of 10 games on these 5 is statistically borderline impossible. I put the numbers in multiple binomical distrubution calculator and even for 7/10 games the odds are 0.003%. For 8/10 and 9/10 it was so low that they just spit out 0.
I expressed my experience. That's it.
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@PetTheDoggo said:
Hmm, I wonder why my experience is so much different…
Is it server thing? I usually play EU, during evening and games are quite chill. Sure, sometimes we get tunneling killer, but we have perks for it, so doesn't matter that much.I'm on middle EU servers too. My experience is different for sure. Just to mention that none of killers been same players.
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@Coffee2Go said:
I still think he should get an ability power to create a shape of him i made a post about it, his ability would be called something like manifest evil so either 1 or 2 shimmers mirages of him that lurk in shadows stick to the corners and slowly stalk the survivor but they wont damage just make them scream and slow them down
https://forums.bhvr.com/dead-by-daylight/discussion/451608/myers-tombstones
From what we've seen lately, giving killers multipowers end up in a hard ballancing.
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@Defnotmeghead said:
Mechanically just:
Whenever someone gets unhooked from a scourge hook, the unhooked survivor will recieve a healthstate. The unhooking survivor will lose a healthstate(or get deepwounded), be broken for 120 seconds and have their aura revealed for 60 seconds while the killer will be undetectable for 60 seconds(mainly to avoid Object of Obsession being a hard counter).
This will consume the scourge hook and it will disappear.As for logic, the consumption of a scourge hook should happen before Jagged Compass turns a hook into a scourge hook. Incredibly strong power, incredibly strong downside. Doesnt encourage tunnelling but does heavily encourage spreading out hooks. Probably would need some number tweaks, especially with killers like Nurse and Blight in mind. Probably needs a minimum distance away from the scourge hook to trigger. Probably needs a minimum distance for the survivor aura to show up (again, Nurse). But could make scourge builds so much more interesting than just seeing pain res all the time
That's pretty poop perk.
Scourge Hook: Malevolent shift: Hooking survivor on the scourge hook grants you a token. Consume token to teleport to chosen scourge hook.
Scourge hook: Lost Hope: Every time survivor is unhooked from scourge hook get a token up to a maximum of 10 tokens. For each token the open exit will be blocked for 3s.
Sourge Hook: Shadowstep: When the survivor is hooked on a scourge hook you are granted undetectable. This effect linger for 7s after survivor is unhooked.
Scourge Hook: Shattered Mirror: When each surivor is hooked on scourge hook at least once, they will all suffer mangled and hemmorage status effect for the rest of the trial.
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@SoGo said:
Eh, I say we don't repeat 6.1.0.
The meta doesn't completely change, but it does shift. Perks like Pop or Sloppy Butcher or Franklins are used less while some like Grim Embrace get used more.
Compare that to the set-in-stone meta of Ruin+Undying or DS, BT and DH, or the even older Brutal Strength, Enduring and Ruin,and the difference is night and day.
I remember people crying about Made for this, me as killer was always laughing at that one. If you count it, it does nothing, you can w cross map 1.5s faster with it than without it