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Elan

Elan

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Elan
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  • At that point, if Pig got buffed so she has easier downs her traps would need a massive nerf as killer with as you said 5-6 passive slowdown on top of possible 4 slowdowns would beat survivors every game. thus current Kaneki experience.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931377#Comment_3931377

    Having exactly 12 searches every game, just makes her weaker against SWFs.

    SWFs can count the total number of searches done so far, and if the last trap is a low number, then the survivors know it’s not a high priority, and they can do other things with a trap on their head (like repairing generators), because it will be easy to get the trap off when they want to.

    That is an absolute bs. SWF counting searches has no impact on game result as you stated.

  • Stat fact… removing traps among survivors give Pig 9mins of them not doing gens across match, no add ons, no extra traps.

  • @ToadMagic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930070#Comment_3930070

    More traps wouldn't make a difference if you aren't able to down people, lol. Pig feels good to verse because her chase power is terrible and its incredibly easy to counter.

    Her chase power got singnificant buffs, its just not 50/50 as on huntress, nemesis… doesnt mean its bad. The issue i have with her ambush is losing the line of sight while preparing ambush. But if she has strong antiloop her traps would need massive nerfs. She's pretty good atm. She is just not in category of free hits or 50/50 antillop, while she is almost alone in category of massive slowdown.

    Edit: If any buffs to her ambush I'll make the last will and grease add ons basekit, but thats the max buffs she needs. She is not among worst killers for a while, people just ######### on her like they do on other killers that got massive buffs but didnt fall of the nah category - aka Dredge, Onryo etc.

  • So a random steps in trap and you die because of it. Yup. I'm all in.

  • Not sure if making her 50/50 in every loop along with her massive base slowdown would be right way to go. Defienetly not fun to verse as there are already a lot of lose-lose killers antiloop which makes Pig actually feel good to verse, because you can loop her. I'd say her slowdown would be good way to go and it received already some buffs, lets say giving her more traps basekit would be great as a reward for endeing chases fast enough. And with perks like unbound, enduring, bamboozle… she is also a decent at chasing plus you now have slowdown which other killers can only have wet dreams about.

  • The buff to trapper i would like:

    1. Make both iri basekit
    2. Make honing stone basekit
    3. Start with all traps
    4. Reset time reduced
    5. Set time reduced
    6. Setting trap or reseting trap gives 5 % haste for 10s
    7. Some sort of anti-basement trapper shack mechanic
  • The only change she needs is rework of the green lunge add on to bring back accuracy on telport spots. Otherwise she is balanced in current state. Said by someone who went multiple times against 5 blink nurse with old ebony mori and she is more than fair now, apart from that stupid green add on that gives her advantage of 200+ ping.

  • The aura reveal icon in 1v4 would be a good change. It will have no impact on the game result but will help players to understand situations better. This will also help toxicity of not understanding the perks outcome. Plus there are multiple perks and add ons that reveal aura. I would only disable that if the killer has undetectable atm

  • Marking is faster than revealing.

    GF changes:

    1. Once any survivor is marked, GF cant be revealed for the duration.
    2. Increase marked duration to 120s (along with exposed).
    3. While in stealh mode, GF has 10 % movement speed bonus.
    4. For as long as any surivor is marked, GF has undetectable and base attacks wont end his stealth mode.
    5. When a marked survivor is downed all other survivors will suffer from exposed for 120s
    1. Make Feral Frenzy last 20s
    2. Give FF speed bonus of 0,4m/s
    3. FF is increased by 5s whenever you get a FF hit
    4. 4th hit will instadown
    5. Vaulting over pallet breaks it basekit
    6. Vaulting over window blocks it basekit
    7. Self mended survivor suffer from broken for 20s basekit
    8. Deep wound will automatically go down outside of killer terror radius, forcing you to mend within 15s
    9. The feral cut will happen autamitically with aim assist once you are close enough to survivor
    10. Being stunned by a pallet doesnt end FF
  • Yes he deserves buffs at least.

    1. Remove cooldown after breaking pallet
    2. Decrease time to recover after leap to 0.5
    3. Decrease vault while enraged to 0,4s
    4. Increase leap range from 14 to 18m
    5. Make fresh coffee add on basekit
  • His remnant got huge buffs as well as nightfall charges and breaking locker speed. He used to suffer from loop connection but with his speed being increased while holding remnant he closes gaps way quicker. If any buffs I'd make his teleport speed way way faster. Locker placement isnt issue imo because he has no limitation to his teleport apart from anticamp.

    Who played within the eruption/call of brine meta knows how frustrating he was to verse and that he got huge buffs since then and is in quite decent spot. I don't think every killer has to 50-50 at loop, close chase in 20s withou much skill expression and Dredge is one of those who kinda need to use brain to win which is imo good design.

  • Killer Perks:

    1. Scourge Hook: Silence - when the survivor is hooked, you get undetectable untill they are unhooked, lingers for 7s and is not working when within 12m from the hook
    2. Hex: Wrong one - when the hex totem is cleansed, the repair and healing speed of that survivor is decreased by 50 % for 120s
    3. Scourge Hook: Mayhem - When the survivor is unhooked from the scourge hook all generators will be revealed by intensity of their repair progress
    4. Hex: Bite - All survivors that become injured suffer from broken untill the totem is cleansed.
    5. Little helper - gives option to break gen, pallet or breakable wall remotely, has 60s cooldown
    6. Scourge hook: Blast - when the survivor is hooked on a scourge hook any gen that is not worked on will start regressing at 200 % rate, the gen that is worked on will have their maximum repair charges increased by 3 %

    Survivor perks:

    1. Boon: Luminescent - when the survivor is within the boon range they see aura of any pallet or window, lingers for 10s after leaving the totem
    2. Boon Hook: Not Today - 4 random hooks are turned into boon hooks, survivor hooked on boon hook dies 20 % slower, only survivors can see aura of boon hooks in blue
    3. Boon hook: Medical assistance - When the survivor is removed from a normal hook it becomes boon hook, survivor being unhooked from the boon hook get 70 % charges for heal reduction for the next heal
    4. Boon Hook: Saboteur - Sabotated hooks become boon hooks, boon hooks can be sabotated 30 % faster, allows to sabotate a boon hook without toolbox at 2.3s
    5. Invocation: Mending wolves - completing the ritual leaves the circle glowing, standing on circle will heal any survivor over 30s, invocator receives mangled and hemorage status for rest of the trial
  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927231#Comment_3927231

    I mean if you were in charge of this game's balance, I am fairly sure killer queue times would be 20+ minutes at the least.

    Freddy has good map pressure and a fairly good chase ability. No idea how you are using it but it's definitely quite good. I don't see why he would need any buffs.

    Doctor I would say is also mostly fine after the buffs he received. Maybe he could receive a few more tiny buffs? But not sure on that one. Also yes, he lost his shock tech. But I don't know what to tell you if that's what you used to play him.

    I am sorry but even against a team of 4 good survivors, many killers still have a chance at winning for sure. The killer player just has to be just as good. I have been playing Vecna for quite a bit now as an example, I would say he is high B tier or low A tier, and I am doing just fine with him. He is strong, but allows for counterplay, and is very balanced. And that's without any tunneling or camping. Take those cheap strategies into the mix and killers become even more viable.

    Nurse and Blight are op, and it seems most people in the community agree with this. They need nerfing and I am still optimistic that they will be nerfed. Hell killers like Hilbilly or Spirit are on the verge of being op as well. At least Hillbilly, not sure about Spirit.

    I also hope you realise this game can't just be balanced around the absolute highest MMR, where swf's surely still have a bit of the upper hand against most killers, because that would truly kill this game. Not balancing this game around Freddy's power level.

    Freddy has highest kill rate in history of 64 % atm. Which means that he is simple, not strong.

  • @vol4r said:

    So then we make pop 7%, pain res 8% working only on 2 surviviors, surge 4%, bamboozle block windown for 3 sec and 10% speed, dms for 20 sec, grim 3s and then 20s after 4th hook.

    Deal?

    I'm sorry if that discussion offended your opinion however this is just subject to be discussed, nothing more. Exhaustion mechanic hasnt been touched in ages. I'd much rather to see some improvements to faster healing or bettet anti tunnel rather than survivor teams running multiple exhaustion perks while stacking multiple vigils.

  • @Emeal said:

    idk if Idd call a Killer who can hook a Survivor, Get a BBQ proc and then be colliding with my face 3 sec later as "fun and fair aspect"

    But that is not case of breaking pallet to lose power. Blight, Huntress,… can also injure someone quickly after hook and are not limited in that.

    1. Make the vault time 0.5
    2. Increase base speed of the chase speed
    3. Increase houndsense duration and circle the dog emits at least by 50 %
    4. Make houndsense to cause magled and hemorage instead of deep wound
    5. Decrease the time it takes to wiggle from dog by 15-20 % to create a situation where the struggle actually does something
  • @Lolsalot12321 said:

    yeah lets move haddonfield up a few spaces

    Haddonfield is by far the most fair and balanced map

    in Map balance? Comment by Elan
  • Remainder this is a list of killers, not list of killers running 4 stack slowdown.

  • @kit_mason said:

    https://us.v-cdn.net/6030815/uploads/WB5MQ3PAWYWJ/dbd-stats-q12025-survivorescaperates.png

    Did you misread the stats? These are escape rates, of which most are hovering very, very close to 61%.

    Very high escape rates for survival game.

  • Since there is one obssesion per game, does it mean that the same perks equipped on others would have no effect at all?

  • I am probably one of few who thinks that that 3 gen mechant was more boring than nowadays merchant. While the 3 gen merchant could be defeated by only very coordinated team, I didnt go against many of them that we didnt beat. However new skull merchant is boring in all aspects, as she can not hold three gen hostage, she can still stale 3 gens effectively when needed. Plus she is super boring in chase. You get to loop, she throws drone and you get injured eventually, with one beam it is not as fast as it used to be. If she only gets the injury and deep wound whatever. But the haste and hindered is just omega boring. You get slowed by 5 % was 10 %, which means you move at 95 %, can be 92 % if she has the green add on. She walks 115 %, with scan 117 %, two scans 120 % plus blood lust 125 % to 135 % speed, so most of them just hold w around loop to get you injured and catch you with haste. You can chain loops, not really, because scanns dont decay so every scan counts, and as she gets downs slowlier she still does. I have similiar problem with Sadako changes, I only spammed teleports so survivors cant turn of tvs and I get them in 30s back and i got 2-3 condemned mories every game without single hook. Those types of gameplays are simply not engaging or fun. I personally love the drone visual desigh, not really the merchant design but whatever. I think there are ways to rework her to make her more fun.

  • Not thought too deep in that. Lets say being tracked for merchant not deploying drone would be a bit silly move from the killer.

  • I kinda understand this post but there are more problems with this mechanic. First it is granting so few value when killer is about 12m next to hook that it doesnt give enough juice to self unhook in time. Camping is not really a healthy or fun playstyle for either side and is mostly caused by killer chasing specific survivor for too long without abandoning chase or by tunneling a single survivor and then facecamp at EGC to get second kill. In solo this is still very viable strategy because you can not tell your temmate what is happening unless you have kindred on, even then you can not force them to spend time on gens and not wasting time going for save and trade 1 for 1 without anyone doing gen. This is more of a problem on specific killers - Bubba, Trickster, Billy, Huntress (mainly), because they have tool to not only camp for trades but to guarantee a down on unhooker and down on the unhooked survivor. Personally I do not camp as killer, when I am force to get rid of someone ASAP becase of gens go fast, then i go for 2 players and ignore other two. Proxycamping and tunneling is a main strategy in comp DBD and most of time you will see killers going for basement and other teammates letting him die for doing a few gens meanwhile. I would like to see more incentive for not camping and not tunneling, by far I know that any BP incentive is irrelevant because a competitive player cares about win, not points. And either one or second side can win at a time, otherwise the game would not be balanced.

    Possible solutions:

    1. Make it that when a surivor is hooked all other survivors have 5-10 % repair penalty if killer is further than 24m from the hook.
    2. Make it that if the survivor is unhooked in killer TR the base BT lasts longer or that when killer is within 24m range the survivor on the hook dies 25 % slower.
    3. I would love to see kindred basekit personally and also I would love people to play more strategically around hooks. When the hook stage lasts for 70s you do not have to go save within first 10s when the killer is closeby, but finish gen and then go for the save.
  • There are several issues with this rework. It would be a different version of Knight path with infinite patrol. This on it's own isn't really engaging.

    Would the incapacitated effect be for 3 scans or once you are scanned? Not only that this could bring back 3 gen merchant, but would make game insanely boring with already existing stale perks like DMS or Grim… How would you counter the drones? Disabling them would give you 1 stack already if not two when you cannot longer crouch or stay to not get scanned. This just seems like it would bring back the eruption meta like Mechant which in my opinion would be more ass to go against than any of her previous versions. The scan lines beam is about 18m I believe, not sure though.

    The claw traps seem to do too much, if you can't do gens, you shouldn't be punished in chase. Breaking pallets by base and blocking windows for chase would make absolute no counterplay to her in any aspect of game mechanics. This rework just negates any possibility and fun you would have in game.

    So in a game as a Skull Merchant as you spawn you direct 7 drones in a area of you wish. Now you found a survivor that enters the area and get claw trap. He gets to TL walls, blocking both windows and get hit, he moves to filler pallet, that he can drop but cannot vault. This just means guaranteed hits, like Chucky that is aslo very unpopular foe. I'm afraid we have to wait for rework to actually make her more fun to play and more fun to verse. Your rework is just "get scanned to not be able to to anything". I also offered a rework that is in my opinion more engaging for both sides. I'll leave peak here:

    1. You have 4 drones that can be deployed to create active zones (like original merchant)
    2. Survivor aura is revealed in the radius and mechant gets undetectable inside the area as well as survivor revealed on radar, additionaly she gets 10 % bonus to vault, breaking pallet and damaging gens.
    3. Claw traps are gained for drone disabled, that reveal you out of drone range. Claw traps give you 10 % debuff to heal and repair and lasts 45s, than can be manually removed and giving you immunity to be tracked for 20s.
  • Game afoot with play with your food would give you constant 10 % haste on pallets. Does not see as bad really.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842436#Comment_3842436

    The nerfs were too much though. They butchered the character entirely which isn't healthy either.

    From what they say there will be a complete rework next year, for the time being thex gutted her because she had highest kill rate only because players didnt want to play against her.

  • The nerfs were quite reasonable as no one enjoyed playing against her and that was not very good for game health. You basically had to crouch to avoid being injured by drone to give her free m1 and eat the speed boost. In loops she just deployed drone and bloodlust while you get injured and get -10 % move speed which was also pretty boring. Lose-lose situation is just not engaging, that was proven with Knight and Chucky.

  • @Lord_Kaine said:

    3-genning you say?

    You cannot 3 gen anymore. And prividing auras would not be a good tactic either way. It is less possible to three gen with this version of SM than with current.

  • @fixblitzskin said:

    Hangman’s trick should have a lingering effect it be like an alternative to bbq

    Floods of rage aura increase is alright but floods of rage is pretty good rn

    Monstrous shrine should keep its effect and get a buff instead from 20% —> 40% to make up the nerf it got when hooks got increased by 10 seconds. And that effect should go to another scourge hook

    Pain res originally had no tokens at 15 % and it was pretty strong so I don’t think it needs a buff especially with the new scourge hook that was on the ptb that activates scourge hook effects when unhooked on normal hooks.

    Pain res wouldnt really be a buff, just a quality of life changes and to shake it between meta a bit, so you have bit trickier time to pair it with other perks. It wouldnt be a limited to destroy early gen progress, but to help with less regression across game. In my opinion would be much healthier version.

  • We know the real reason of nerf is the possible end for camping. People can't take lose in DBD community, this perk would completely remove worth of camping and survivors killing self, ruining games for others. Get used to it, we will still meet facecanp Bubbas, Tricksters and others standing 1m from the hook to get a kill. Don't forget, kill = skill. Another showcase that BHVR can do great changes but ruin them shortly after. People complain about basic attacks on nurse blinks for months but BHVR is deaf.

  • Nah pls. Playing against him was superboring. He shoot you and you didnt even hear him coming. If you want to be instascooped be no TR killer then there are some way to play older version of the game somewhere.

  • There are three major issues that make Nurse too strong and uncounterable - no, line of sight is not a counterplay.

    1) Exposed perks working on blink attacks - solution: Make blinks a special attack.

    2) Aura reading - solution: Auras are no longer visible when charging blinks or being fatiqued.

    3) Recharge and range add ons - solution: range add ons increases recharge rate, recharge add ons now work only on successfull hits.

    Those changes would still make her very strong and probably still top 1 killer, but will make playing against her less frustrating and maybe at least a little bit fair.

  • Nurse needs complete rework, because at the direction where the game goes she's extremely unhealthy part of it. With certain add ons and perks she basically can't lose and those games are too often. The only reason I don't blame people who dc and rage quite is when playing against Nurse, because she's simply unfair and boring to go against.

  • Hmm, it makes 48s per one stage instead of 2. Team has to be absolute ignorative to not save for so long when the killer has to be away. It's like meme perk instead of why it exists perk...

  • I agree. Tomstone and perma tier 3 are not good for health of the game. Especially in solo q when your temmates are meh. I know it requires holding one button for ages but still you can be punished for stupid randoms. Bad.

  • Whole this update makes SWF more rewarding and solo q even bigger pain. Watch DBD die in few months as 50 % of people play solo. I don't mind buffs to killers, they got rid of best slowdown perks so it's ok. But hell is to play with randoms even more than before. As MMR still is a thing I don't understand how someone who spends 50s selfcaring in basement and urbaning at corner can be same lv as me. People dcing, killing self on hook almost every game. Nurse, Blight, Nurse, Nurse, Deathslinger, Legion, Legion, Nurse... Pure fun. xD

  • It's fun to watch how nerf to dead hard will kill the game, because it was op ######### everybody used to and made it games way easier. Eventhough killers lost so many slowdown perks and got minor buffs (10 %). People can't play without it and now it's noticable how one perk carried whole community.

  • REGRESSION

    Well, Call of Brine regress 15 % of gen in 60s. Survivor repairs 15 % of gen in 15s, solo. Overcharge regress gens at 200 % after 30s, that's about 2 mins to fully regress, survivor can do gen solo in 90s. All perks that regressed generator fast were nerfed, best atm is surge or pain resonance, that work better to just not kick gen than regress it. 15 % of pain res without any indication is not so good, surge regress 8 % which can be repaired by solo survivor in 8s.


    SLOWDOWN

    Thanatophobia - 4 stacks make generator takes 20s longer for solo survivor if all other survivors are injured.

    Dying light - work in endgame where most likely 1 or two gens are left.

    Pentimento - 30 % slowdown = 33s for solo survivor.

    Thana + Dying light (6 stacks) + pentimento = 77s for solo gen. In total 167s to repair gen by self.


    PERKS KILLER LOST OR ARE WEAK

    Ruin

    Undying

    Pop

    Pain resonance

    PTB overcharge


    PERKS SURVIVOR LOST

    Self care

    Iron Will

    !!!Dead hard!!!


    Solo q sucks because you can't play as you used to and get same chance to win, mostly due to second chances perks.

  • Simple changes to nurse would be:

    1) Make her blink attacks special, means she can no longer utilize from sturstruck + floods of rage or make your choice + floods of rage so badly.

    2) Rework range add ons to something else. Being able to travel half of map at light speed is not what she could be able to.

    3) Remove third blink add on.

    With those changes she would be still strong, but not overkill with specific builds.

  • Gates should be reset to zero once you leave switch. To compensate it it should take about 10s to open it. This change would make EGC little bit more funny and push the pressure between all players.

  • My idea was simple, it regresses gens at 200 % if they are not worked on for as long as survivor remains hooked and killer is further than 12m. Healthy and simple design. At the moment it requires you to go to scourge hooks that can spawn at awfull spots, so smart killers will run surge or eruption. That eliminates the urge to hook on specific hook and has immidate effect on down. Soon pain resonance will be dead perk as well as whole scourge hook mechanic. Pain resonance was high risk high reward. If you made it to scourge it tells you where to go and decresed gen a little. Now it's more designed to camp and trade one for one to get the most value out of it. Bad change. Currently we have 4 scourge perks. Gift of pain isn't that useless now, but the fact that it's a sloppy butcher + weaker thana that is removed by injuring makes that perk still kinda trash. You need to let survivors do gens to have value out of it. Don't see people run gift of pain at all. For the year it's out not many people used it and reason why is simple, removing on injuring. Floods of rage is actually really good info perk, but again the fact that it must be a specific hook that can spawn at the corner of the map, in worst scenario all of them at the same spot make it quite bad to utilize from. But it's effect is really good if you are lucky to make it to scourges. Again no one really runs it, mostly because of it triggers on unhook and BBQ was in the game for extra BP. We'll see. Pain resonance at the moment works like surge, no longer shows you which gen/gens are exploding. You see if it worked at score points, but the fact that 15 % is not that much and again it must be triggered on specific hook and no longer gives you any info will result in survivors taking extra 8s to fo gen if working with other, 15s if working alone. Overall they will finish it before you approach, especially when now you don't know where to go. Paired with surveillance make it still somewhat good. But it's informative part was way stronger than regression. Told you where to go and which survivor worked on gen. Scourges are probbably dead. In some meme build they can still work, or if you are too lazy to kick gens. Monstrous shrine as newest rewoked scourge perk is unhealthy and bad for more reasons. It makes camping basement more valuable if you don't care about 60s->48s second stage/dying or if you play specific killers. In swf it will be awfull still because it shows you that killer has it, so you can just tell team that they need to rush save and to make it work killer needs to be far away so it's quite safe to do it.

    If i rate strenght of perks in case that you can make each hook on scourge than:

    Pain resonance is 6/10 was 10/10.

    Floods of rage is 8/10.

    Gift of pain is 4/10 was 2/10.

    TBH, what kills pain resonance was Dead Man's Switch buff. Just a simple exaple that devs don't think about changes they do. It was obvious that it will be nasty combo especially in solo and lower mmr. That result in making pain resonance way less healthy perk and DMS still strong on killers like Artist, Blight, Dredge, Onryo... Shame, I liked that perk, but tbh I will rather run surge now. Few reasons why:

    1) It triggeres on down, doesnt need you to go to specific hook being blocked by others.

    2) Works on multiple gens, so the 15 % to one gen can be 8 % divided to three gens which is way more viable.

    3) You can gather from score poinst which gens are worked on and decide where to go.

    4) Goes through blocked gens.

    5) Can be triggered multiple times in short time.

    6) can't be countered by sabo, recovery perks...

  • I think scourge hooks are dead. Pain resonance stronger part was removed so Surge will serve way better as well as other perks. And i barely see any other scourge perks. Floods of rage sometimes on Nurse, but that's all. No one runs Floods of rage and Gift of Pain. Floods of rage is kinda good, but there are just better perks and gift of pain will be still not used as it's deactivated on lost of health state.

    So, few people will run PR maybe, coz kicking gens is boring but with new meta you will have to do anyway and Monstrous shrine will be in my opinion used mostly for basement builds. So seeing scourge perks will be rare. Still believe pain resonance was healthy perk that rewarded killers for down and give them hint where to go (anti-camping). Also devs want to shake meta and scourge hooks are relatively new mechanic replacing hexes. Know pain res plus dms was kinda annoying but again, killer's meta is changing untill they nerf it again and killer's go back to the old one. Corrupt will be still highly used as well as ds and bt so did they really shake that meta? Except for Ruin, Iron will and spine chill those are dead peks.

  • My idea was:

    Noed is no longer hex. Removed instadown and increase movement speed bonus to 5 %. When exit gates are powered noed activates. When activated, killers break speed, pick up speed and vault speed is increased by 50 %. Stunned by pallet reduced by 0,5s. Deactivated once a Last survivor remaining in the trial.

  • you meant boon right? Like boon: undying

  • Twins need way more work as doing anything with them is timewasting. Cooldowns, switches… The Twins are in eyes of devs too good even though almost no one plays them so… we’ll see.

  • The change to Dead hard is needed. It wasn’t a problem in past as you end up exhausted on the ground 50/50. But Yes, this change will make a lot of players wanna stop playing. As well as killer’s when the god loopers will make them loose with luck of basekit slowdown. Some of the changes to perks will be big dissapointment while other changes will be braintaking. As I said. Devs don’t understand balancing their game. And dissapointed us too many times to believe in them not do lazy decisions.

  • I was thinking about it some time back. It would make dashing way more viable. But at the same time would be extremely unbalanced and unfair at lower mmr where survivors tend to hide all the time. My opinion is that now when the traps are not so RNG based the Pig should receive some changes to the other aspects of her power. I still believe that crouching behind survivor should trigger chase so they can make her move faster when crouched but not that she can follow survivor with headtrap force them to die. And the most needed changes are to ambush. Make it longer, faster and charge faster. You basically spend 2s just starting it. Which gives survivors too much time to abandon loop and get a tone of distance.

  • I'll leave a idea what changes I'd like too see to those 39 perks.

    Tinkerer - remove undetectable status effect.

    BBQ - Aura after hooking someone is basekit, BP bonus remanis same and BBQ now respawn hook after survivor dies on it.

    BT - basekit, perk now respawn survivor at different location after killer stays in close proximity for at least 5s.

    Bottany knowledge- healing others are 50 % faster, effeciency increased to 40 %, no longer increase self heal speed.

    Calm spirit - Avoid urge to scream, 30s after being injured grunts of pain are muffled.

    Corrupt - 2 generators are blocked for 80s at the start of the trial, each time generator is completed, the generator with least progress is blocked for 15s.

    Coulrophobia - mercilles storm skillchecks when healed in TR.

    Dark devotion - instead of survivor carries your TR, it's now muffled for 20s.

    Dark sense - Hiding inside locker reveals killer aura for 5s, 30s cooldown.

    Dead hard - Press the "E" to gain iframe and avoid a hit, distance you make is 0,5m instead of 2m.

    Decisive strike - when you are unhooked, DS activates for unlimited time. When picked up by killer you can stun him for 5s. Each individual DS is deactivated once a different survivor is hooked and you are not in the dying state.

    Deja Vu - Each time a generator is completed you see aura of a gen with most progress for 10s.

    Distortion - 5 tokens instead of 4.

    Eruption - Each survivor you hit but not downed is afflicted by Eruption, when survivor is put into dying state all healthy survivors afflicted with eruption become injured.

    SC: Gift of pain - Mangled and Hemmorage is removed when downed, 9 % penalty is now to vaulting, opening chests, gates, cleansing totems.

    Hope - 5 % haste instead of 7 %, now is activated untill you leave the trial.

    Iron will - Press E to muffled you grunts of pain for 20s, has 80s cooldown.

    Surge - 5 % from 8 %, generator regresses at 200 % after proc.

    Knock out - Survivor in the dying state have their grunts of pain 100 % louder.

    Lethal pursuer - basekit, now makes effect 5s longer.

    Leightweight - The intensity of SM is reversed. Means closer to you the less visible they are.

    Lucky break - is now paused when healing, during healing your aura is hidden from killer.

    Monstrous shrine - now is scourge hook, when survivor is unhooked from the hook, all other survivor screams and suffer from exhaustion and blidness for 25s.

    Noed - now longer hex, when a unique survivor is hooked Noed gains a token, when all generators are finished, all survivors are exposed for 15s per each token.

    Left behind - now activated once exit is powered.

    Overzelous - you lose the repair speed bonus when downed.

    Off the record - When healing survivor from the dying state both grunts of pain, auras and healing noses are muffled. Failed skillchecks dont trigger notification.

    Overcharge - regression from failed skillcheck is 5 % instead of 10 % and can be activated only on one generator atm.

    Pain resonance - If survivor is hooked on a scourge hook all generators that are not worked on regress at 200 % for as long as the hooked survivor remains on the scourge hook. When unhooked, the gererator with most progress is revealed to you in yellow aura.

    Pop - 12 % from 25 %, kicking gens when pop is active is 50 % faster.

    Pharmacy - opening speed 100 % faster. Now has two tokens, rummage to spend a token and scavenge an emergency medkit.

    Ruin - No longer hex, add 50 % regression. Mean if you run Call of brine and Ruin, gens regress at 250 % speed.

    Saboteur - Cooldown 30s, no longer disabled on sabo attempt.

    Self care - has 2/3/4 tokens. Each token grants you ability to heal self at 70 % of healing speed. No longer grants increased effeciency. When healing with medkit, self care lose a token, while your healing speed is increased by 20 %.

    Sole survivor - Each time survivor dies gain a token. 1st token grants you 3 % haste for the first 5s of each chase. 2nd token grants you 5 % increased vault speed, search speed and exit opening speed. 3rd token hide your aura from the killer and removes your scratch marks.

    Spine chill - No longer triggers when killer is undetectable.

    Tenacity - 70 % from 50 %.

    Thanatophobia - 3 % per survivor, now doesn't expire when survivor dies.

    We gonna live forever - healing speed is now 50 %, gain token when you save teamate from hook, take protection hit, pallet save, flashlight save, heal from dying state, late heals.

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