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  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709703#Comment_2709703

    Why is Judiths tombstone bs?

    All you have to to is hide in a locker, vault a window or pallet or just work on a gen.

    Do something like that and he can't kill you but only down you.

    And yes, been there done that, if he catch than that is on you for not thinking about the counters

    That's still bullshit.

  • @Hex_Llama said:

    +1 to Kindred. Also, I did the co-op challenge recently and I had a really good run of matches when I was using Bond and obsessively doubling up on actions with people. It also allowed me to shame someone out of hiding when they stood behind a rock instead of doing anything.

    Well, i got two pieces of advice from this thread: use bond/ kindred to adapt to the team, and try to get the heat off of my teammates. I'll try them out.

  • @ThatOneDemoPlayer said:

    It's an Add-on that turns a weak Killer into a mediocre one, very powerful indeed

    @jesterkind said:

    I think the fundamental design is... decent, but warrants a downside. Something like lowering how many bottles he can carry, or increasing reload speed, or hell, maybe even both.

    I wouldn't be too upset if it did get completely reworked, but I also don't think that's the only way to fix it. Right now it's just categorically better than anything else you can do with Clown, and I think that kind of addon warrants a downside. Iridescent Head and Engineer's Fang both have downsides, after all.

    @GoodBoyKaru said:

    My opinion is just... Yawn

    Make his chase even more oppressive while encouraging survivors to never heal and thus do gens quicker. Just makes the game feel more tedious because as we all know holding M1 as fast as possible is very fun and interactive for both sides.

    Doesn't make him op, I just fall asleep at the keyboard.

    Current instadown bottles are the equivalent of old iri head hatchets. Yeah you can fail, but that's on you. But, to be fair, i miss old iri head hatchets... the current one is decent at best.

    @Anniehere said:

    I can say that Pinky Finger is similar to getting a hit by the chainsaw, except for the slowdown by his bottle.

    Very annoying to deal with this considering that the clown is pretty good at stopping loops.

    If i can think of an add-on that considered broken for many, i would say Judith's Tombstone.

    Exposed is okay but getting killed healthy is a joke.

    Judith Tombstone is completely BS i agree.

  • @TheMadCat said:

    If you're a good looper, try to take the aggro as soon as possible. It'll let time to your teammates to do some generators. But no matter what perks you use, it won't improve their performance. BT? Great, but if the Killer tunnels them, and they were downed in five seconds during their first chase, they won't last long.

    If your MMR is too low for your skills, try to be super sneaky, and escape as much as possible without helping your teammates if it's too risky. I don't encourage being selfish but if you wan't evade low MMR and your teammates aren't decent enough, well, I can't suggest something else than 'be selfish until you reach an average MMR where people are decent enough to have fun'.

    I'll try to take a bit more of the heat then. I don't know about all of you, but since mmr was implemented, i did see something different with my teammates... in general, they do gens now (if survivors doesn't go down in seconds one after another). So, maybe, that's a track.

  • @Marc_123 said:

    You have to hook quite a bit before you get 16 meters.

    But i don´t understand in general what this perk should be good for.

    In its current form it doesn't do anything. But if it was reversed you could sneak up on survivors eventually.

  • @Marc_123 said:

    That perk is called Monitor & Abuse.

    It reduces the terror radius by 8 meters not 16 meters. Instead of reducing your terror radius while in chase to 16 meters (which doesn't do anything) it would be better to reduce it to 16 meters outside of chase (and you have to work it for furtive chase to make it work; it wouldn't be granted).

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708001#Comment_2708001

    One way to think about it might be how many extra hooks should a perk give you over the course of a match to be worthwhile? Haunted Grounds gives probably an extra hook or two for instance. Current NOED likewise. Same with Make Your Choice I think?

    I don't know if people think that Make your choice is worthwile... because to me it isn't. I'm only getting one down per game, but i lose all hook pressure on many hooks... and it is pretty bad. Haunted Grounds also create more chance to keep your main Hex if lucky... so i ain't sure the 1 down per game thanks to the perk is the only attractive aspect of it.

    I'm just thinking that current NOED isn't fine as it is... but it would need to be tested to see what would be better.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707771#Comment_2707771

    Well like I said, half the people polled said they use it just for the aura alone already.

    Between what they say and what they'll do... there might be a gap. Especially when better info perks (Tinkerer/ Thrilling tremors/ Surveillance etc.) would be even more interesting to use then (if you remove the blood point bonus from the equation).

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707829#Comment_2707829

    Got it, so the revamp would be

    • not a hex
    • time limit 60 seconds plus 15 seconds per unique survivor hooked starting when the generators are finished
    • same effects as it has now

    I guess this would work ok, seems like it might work out mostly the same on average? 🤷‍♂️ What’s the reasoning for making it not a hex? You don’t like the swinginess of it maybe working maybe not?

    My hunch is if they did it this way that typically two minutes guaranteed exposed hits might be too long though. Haunted Grounds for instance is 60 seconds of exposed hits and still usually gives one or two instant downs. NOED lasting the same duration as No Way Out (i.e. 60 seconds total) might be more in line. Keep in mind too that because NOED triggers on the last gen finishing the killer definitely knows the location of whoever worked on the last gen when it flips as well so knows where to go, which means a minute is plenty of time to find them, down them and maybe down someone else.

    About current NOED, i see two problems with each side. If you play killer, you don't necessary get a come back ability if survivors are too efficient. If you play survivor, it can be the opposite, unlucky totem spawn and the killer get too much value. That's why i rather have this form of NOED than the current one.

    About the two minutes being too much. My previous idea was NOED for one minute when fifth gen pops: like haunted ground. But someone else said they feel that it would be too short and make the perk useless. After thinking about it and trying NOED, i do think giving only one minute like i said might be too underwhelming. It would need testing to be sure.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707699#Comment_2707699

    I said, not losing items/add-ons you pick up in game from chests, which I think would be fair. Next time you use them, you would lose them. I only say this because chest-plundering perks are really just flat out bad.

    Also, what use is a key you pick up from a chest, it has no add-ons. (I know you can use it if: you are the last person alive and the killer closes the hatch and you manage to find the hatch and you manage to evade the killer the entire time. So basically useless.)

    I like chest plundering perks like they are now except a few things. But overall, i wouldn't do a drastic change to it. I do run them regularly on survivor (ace in the hole with or without plunderer's instinct) and i'm having quite some fun already.

    Keys feel underwhelming because their add-ons and duration aren't that good. But it has potential: seeing a killer through walls is nice in chase... as much as seeing what teammates are doing (but yeah there is too much restrictions on that last one).

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707837#Comment_2707837

    So what, you nerf that and he will get replaced with Trickster...

    and bubba would be useless. My issue is that they just don't know how to balance. When something is an "issue" they nerf it into oblivion. Billy, Freddy, Deathslinger...

    Sure something is any issue, you can nerf it and buff something to help that killer in other area. They can't do it for some reason.

    BHVR has as much of a hard time understanding issues and how to deal with it than anyone on this forum... seriously. People have as much bad understanding of what is a problem and how to deal with it than the devs does. Looking at feedbacks just proves people aren't that much better at assessing things than the devs themselves.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707834#Comment_2707834

    If you try to get kills and not hooks, then yeah.

    You can always tunnel 1 guy during game and then just camp second guy... That doesn't make it balance nor fun tho...

    @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707582#Comment_2707582

    Especially now that Deadlock is a perk, you ALWAYS get 2 kills, no matter what.

    The problem is more with leatherface making any save impossible. Any other killer you can trade with BT... but not against Bubba. Unfortunately no one has any idea on how to make leatherface facecamping ability less of an issue.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707770#Comment_2707770

    If you would limit NOED in any way, then you would have to make it normal perk, not hex.

    Yeah, that what i was trying to say. I would make it a regular perk like No Way Out.

  • @dugman said:

    Regardless of the reasons people run it, BBQ and Chili is already a very popular perk, it doesn’t need a buff.

    On a related note I did a poll a while back which got a decent response which asked if players would still run BBQ and Chili if it had no bloodpoint bonus and was just the aura. The answers split 50/50, about half the respondents saying they would continue using the perk even if the bloodpoint bonus was removed and half not. In other words half the people who use it don’t even care about the bloodpoints at all, they think the aura is good enough to make it a worthwhile perk. So why would it need a significant boost on the aura?

    Because on any perk list they always say BBQ is good for bloodpoints, but the aura-reading aspect of it is "meh".

  • @dugman said:

    Ok, so let’s say NOED gets a token every time you hook someone for the first time. What does the token do exactly?

    I'm thinking about something like this: as soon as the fifth gen pops, the killer has 1 minute NOED... and for each token he has (up to 4) he gets 15 more seconds (and it should be notified to survivors like haunted grounds).

  • @Mazoobi said:

    I think it's fine the way it is.

    A lot of killers run it for a reason and I don't think a buff is necessary. Specific killers can already utilize the information really well i.e Blight, Nurse, Spirit, Billy, etc.

    I think it could be improved a bit without ended up being op... because four seconds is very short to be honest.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/301032/pharmacy-rework

    I honestly think that all chest-perks should allow you to keep the item and/or add-ons (ace-in-the-hole), depending on what you pick up from using the perk, after the game ends. It wouldn't work on items carried in, only items you found during the match.

    Also, Keys should be removed from the survivors blood-web and from opening chests.

    Not losing items/ add-ons when you die would be too much if its not an offering. Imagine the same perk for killer: never lose your add-ons. Even if it sounds good, we already have offerings that does that (but they are limited so a player ability to save his add-ons isn't over the top).

    About keys... i only despise broken key. The rest have its use.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706353#Comment_2706353

    I don’t know exactly how balanced or imbalanced it is since there isn’t much in the way of game data to go on. All I’m saying is that, given what the devs goal apparently is in terms of balance (i.e, 1-3 kills the most common results) then gens being completed most of the time is in line with that. I don’t know for sure that the median results are 1-3 kills since there’s no data to go by, it might not be in which case there is an issue. I’m just saying that you can’t simply say “the doors are usually open even though I played well” as proving there’s an imbalance because even if it is balanced the way the devs want it that would still happen.

    When you look into balance, what you should look at is player experience. I know a lot of people complain about anything and everything. But there is a lot of players that criticize the game on two major problems for each side; there might be a reason behind it. I just think that survivors being able to make gens fly in early game isn't right. As much as i think that a killer being able to spawn kill a survivor of the hook isn't right either.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706298#Comment_2706298

    It says something about how good Corrupt Intervention is maybe?

    You say the game is balanced how it is currently. So yeah, we have a very different point of view on what balance is.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706286#Comment_2706286

    I understand why Corrupt is popular, it’s a slow down perk. That doesn’t invalidate anything I said though.

    People that play it on a professional level use it consistently. Maybe it says something about the game's balance.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706281#Comment_2706281

    If Overcharge was buffed to give a 10% regression, it would be run more often. It's a D tier perk, a 10% regression would move it firmly into C-tier.

    Yeah, maybe. Could be an interesting change that's for sure.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706272#Comment_2706272

    Actually it’s totally reasonable for gens to be easiest to complete earlier than later since as gens are finished the killer has fewer to defend and also presumably has someone on a hook or slugged not working on them most of the time. If gens were significantly harder to complete in the early game than they are now you could easily end up with the game getting to a point the median kill rates shift into the 2-4 range which is too high.

    Look at competitive dbd... killers always run corrupt for a reason.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706176#Comment_2706176

    Overcharge doesn't give enough regression to matter. It's bad for other reasons.

    The perk is bugged and it doesn't amplify the regression as specified (apparently), but everyone nails the skillcheck... thats why no one runs it. It is bad for that reason, and that reason only. If you don't believe me, i will give you a compilation to look at.

  • @dugman said:

    I think there’s a common misconception that there should be a 50/50 chance the gens get done on a given match between equally skilled sides. But in reality the game is designed so that the most common results are some survivors live and some die, i.e. most matches are in the 1-3 kill range, which means it’s intentionally designed so that most of the time the gens will be completed so some survivors get out. Therefore it really shouldn’t be surprising that gens are completed fairly quickly early on and most games get into a state where the biggest conflict is happening when there are 0-2 gens left to finish. This isn’t an indication of imbalance or gens being too quick, it actually needs to be that way assuming the goal is 1-3 escapes being the bulk of the results.

    So I think that’s actually what drives a lot of complaints about gen speeds, it’s this mistaken perception of how often they should be completed and that “if I play well they shouldn’t be finished”. But if the survivors also play well then no, they probably will get finished anyway and that’s intentional.

    Gen shouldn't fly that easy in early game, as much as killers shouldn't be able to spawnkill a survivor that just got unhooked. It is not a misconception, it is fundamental flaws within the game design that some perks deal with: corrupt intervention and bt.

    @Chordyceps said:

    When people complain about how gens get done too fast, it's not an issue with how long the gens actually take to complete. Primarily I think the real issue is is how easy it is to get on a generator at the very beginning of the match. Basically the only matches where I'm satisfied with the length are the ones where I'm running corrupt intervention, since it keeps survivors from working on generators the second they spawn into the map. This makes me wish there was some sort of similar game mechanic or side objective in place for survivrs to deal with before they can get onto generators.

    An idea I had was to have these shrines dedicated to the Entity scattered around the map. I'm thinking either 4 or 5 shrines per map. Each shrine that is left standing slows down generator repair speed by 20%/25%. Survivors can destroy these shrines to lessen The Entity's influence on the map and get their repair speed closer to baseline.

    Alternatively, there could be only one shrine that blocks off all generators until it is destroyed.

    Of these two ideas I personally like the former better. It allows every survivor to have something to do at the start of the match, works on a gradient of effectiveness, and less potential for abuse.

    Maybe, making BT and Corrupt base kit (instead of creating mechanics that haven't been tested) would actually make the player experience more fun and more fair to each respective side (or should be looked into at least).

  • @BreadTube said:

    I'm saying this as a killer main with 2k hours. DH is not the press E to win perk like people are making it out to be.

    When you face 4 good survivors with 4 dead hards... i think that's not the same as facing 4 good survivors with any other exhaustion perks each. Its not that dead hard guarantees a win... it is the amount of second chances/ resets of a chase that puts a toll on the killer.

  • @shitman said:

    I can never get into the skillcheck. Whenever I need this perk, it absolutely does not work and becomes useless. I took it so that I would not be tunneled, but it absolutely does not change anything, because it does not work. I can never and never get into this complex skillcheck and I no longer even want to take it just because of this.

    For heaven's sake take this away, I hate this skillcheck.

    Its hard in the beginning, but if you work it... it becomes quite easy to hit. If it was that hard, Overcharge would be a meta perk... and it isn't.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705991#Comment_2705991

    The downside to Spirit's power by default still exists, even if we are talking about the add-ons.

    If it helps, I agree that Pig's add-ons are still pretty piss-poor (and that her add-on re-work was a failure in my eyes).

    Pig crouch speed is 90%. Spirit has 5 seconds of phase, and Pig only has 2 seconds of dash. I think her drawbacks are way heavier than Spirit ones. And yeah, the pass on her add-ons was to make the headpop pig weaker (what was needed). But they didn't bring anything to make her traps more consistent... neither the ambush.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705622#Comment_2705622

    I do agree that the add-on is pretty bad. Not sure about the removing the downside part. Particularly if you combine it with Combat Straps or Workshop Grease to combine a fast ambush speed with either a faster charge time or a faster crouch time.

    https://forum.deadbydaylight.com/en/discussion/comment/2705771#Comment_2705771

    The dowinside is that she can't see while phasing. Is that a downside that can be played around/through? Sure. But loss of sight is very much a downside.

    And yes, I do believe that Pig is in a sense a bad version of Spirit. Back before Billy was nerfed and Bubba was buffed, I personally considered the Pig to be the Bubba to Spirit's Hillbilly.

    I'm talking about the add-ons, not the power. Does spirit get 50% more charge up time for getting 5% more speed? No. And she has add-ons that give her 5%/ 10% more speed without any drawbacks. She has 10%/ 20% more duration without any drawbacks. And if you pair up mother-daugter ring with the purple duration add-on... she is 25% faster with 70% more duration. Pig base power is weaker than spirit base power... there is no reason for pig to get such poor add-ons.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705833#Comment_2705833

    What is point? You don't wanna nerf this perk, you just wanna send it to ground.

    Self-Care is Trash-Tier perk and you will make this perk worse than it. Why worse? Because killer can not snuff Self Care and you don't need to waste your time on totem for Self-Care.

    This perk should be better than Self-Care. Boon: CoH needs nerf for sure but not like this. Not with your way.

    Self care is not a trash perk... they put it at 50% normal speed because you can stack other healing perks with it; and then it becomes a problem if you're not careful enough.

    Edit: there is no reason for boon self care to be better than self care when all the team get self care for free.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705827#Comment_2705827

    We'll make it requires effort and is time limited. If you want 100% then boons should expire in 1 minute

    To be honest, i'll buff we'll make it to 120 seconds if i could; to make it on par with the boon.

  • @MikaelaWantsYourBoon said:

    Boon totems are strong and need nerf. How i would balance them?

    General Boon Changes:

    • Bless will take longer after killer snuff them. First Bless 16 Seconds, Second Bless 32 seconds, Third Bless 64 seconds. 64 seconds is max time for bless. After third bless, all boons will take 64 seconds for bless. This change will make to snuff worth. Survivors will waste more time every time for bless. High risk high reward.
    • They are effecting 16m area now. 24m is little much.

    This changes will make Boons better. Other Boon totems are okey but CoH needs some changes too.

    • Self-Heal speed is 75% now. Better than Self-Care but worse than teammate heals.
    • Heal Speed Cap added. Now heal speed can be max 8 seconds. Even you have more speed bonus, you can not heal faster than 8 seconds. Even 2 survivors heal you with med-kit or We'll Make It or boon, does not matter. Heal Cap added to game and max heal speed is 8 seconds.

    What are you thinking for this changes? Will this make boons fair? Or so much nerf?

    The only nerf all boons need is that the killer break it when snuffing them out (then Pentimento wouldn't be countered by boons).

    If we're talking about circle of healing, you only need two tweaks: boon self care at 50% normal healing speed (no reason to make it better than self care), and 100% boost to healing speed only when you heal a teammate.

  • @anarchy753 said:

    Circle of Healing is an incredibly oppressive perk due to how quickly it gets injured survivors back in the game. The time dynamic of boons means that, not only is it a net loss in the killer's time every time they stomp a totem, but that having fast heals that don't require (or excessively buff) other survivors means the perk is flat out unbalanced.

    Here is my suggestion to rework the perk to fulfill a similar role, but without completely skewing the time dynamic of the game to the survivor side at the cost of only 1/16 of the teams perks.

    Boon Circle of Healing:

    Survivors inside the Boon Totem's range benefit from the following effects:

    * 30/40/50% bonus when healing other survivors.

    * Unlocks the Self-Care ability, allowing to self-heal without needing a Med-kit at 50% of the normal healing speed.

    * While injured, your aura is revealed to all other survivors.

    This would put Circle of Healing into a much fairer state. Without another survivor nearby, the boon area would work as self-care, a solo healing action which takes 32 seconds, essentially the same amount of time lost for the team as 2 survivors healing normally for 16 seconds. This would remove the oppressive situations in which injured survivors take only seconds to heal up, often at a point that the killer cannot commit to running to, keeping the pressure at excessively high levels.

    In return, whenever an injured survivor is in the boon totem radius, all other survivors would be able to see their aura, and be able to see them healing themselves. This would allow other survivors to stop what they're doing and go to heal the other survivor, and with 50% bonus healing speed this would still be efficient. As it stands, 100% healing speed bonus is simply too high, and in most cases greatly favours SWF who can gather multiple survivors together under the boon and heal everyone in record time.

    These changes would serve to lower the insane amount of pressure a single perk puts on the killer, but also close the gap in value of the perk between solo players and survive with friends.

    I definitely agree with making boon self care speed at 50% normal speed, and make a boost to healing speed only to a survivor who is healing another survivor. But i'm not sure about nerfing the healing speed to 50%... i'd let it at 100% because "We'll make it" can do the same; and no one ever complained about it.

  • @TAG said:

    Increasing the ambush attack speed is a dangerous idea (because it risks becoming impossible to dodge if you crank it up too high), so they opted to play it super safe.

    I'm sorry, but Pig's power is way weaker than Spirit. They give her an increase to speed and duration without any downside. But are afraid to give Pig anything. Oh yeah, Pig had one of the highest kill rates because of her traps. But now, they are a joke... so it will go down, and she might get a buff that she needs.

  • I would like Abby from the last of us:

    image.png

    No, obvioulsy, i'm joking... i'd like a clicker or a bloater of course.

  • @Daldal said:

    Dead Hard finally works as intended. Yeah it's really good but like...next y'all gonna cry about Sprint Burst. Like...

    Killers might cry about things that they shouldn't (current DS and BT). But, maybe, dead hard might give too much power into the survivor's hands also.

  • @ThatOneDemoPlayer said:

    This would make Shack bearable for M1 Killers, but for other Killers that are already great when it comes to Shack (Demogorgon) this would make it way too unsafe of a loop

    What bugs me most is the fact that there is only one killer shack like that. I think it would make more sense to get rid of it... or creating a possibility for this type of killer shack to spawn on other maps.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704576#Comment_2704576

    I think the argument is that ideally breakable walls should make potentially beatable loops weaker, but not be in god loops that can only be beaten by breaking the wall. If a breakable wall absolutely requires the killer to break it to destroy a completely safe loop then it’s effectively just an extra god pallet on the map that the killer has to spend valuable time breaking instead of chasing a survivor. (Yes, the killer gets to decide when to break it instead of only being able to break it after a survivor uses it, but it’s still mandatory time taken from the match.)

    Basically the goal should be that breaking pallets should be optional but beneficial to the killer to break. The killer should HAVE to break a pallet, but if they don’t it makes it take a bit longer to run a loop. Or at the very least if a breakable wall creates a totally safe loop then that should count somehow against the total number of such safe loops on the map (i.e. I think most maps have about two or three loops or so that are safe once a pallet is dropped, the breakable walls which create safe loops should be counted something like those safe pallets to avoid having too many completely safe areas that killers have to spend a lot of time breaking down.)

    Yes, breakable walls should count as god pallets if the killer has to break the wall to get the survivor before entity blocker. I just think that pallets should vary from safe to very unsafe so the gameplay isn't linear... but safe pallets (including breakable walls) should be very few.

  • @anarchy753 said:

    I dunno, not a huge fan because it just becomes a mandatory wall to break every match. If anything, I'd like to see the windows on the back patched up so survivors can't have the easy play of just seeing where the killer goes and adjusting accordingly. Looping the shack should at least take SOME risk.


    I don't understand why people hate breakable walls that much... contrary to god pallets you can break them at the start of the match (if there isn't too many breakable walls) and loops are unsafe then; it doesn't even take that much time.

  • @sizzlingmario4 said:

    Surge 100% should work on special attacks and then it’s perfect.

    Knock Out used to but they removed it, so I doubt they’re gonna put it back. Another idea I had for it though was to also reduce recovery speed by 50% for 15 seconds when it activates (in addition to reduced crawling speed).

    Maybe, if special attacks are too much, they could increase the radius of visibility to 24 meters to compensate. There is ways to balance it... but yeah, they probably won't back-track on this then.

  • @anarchy753 said:

    It makes no sense as a limitation when three of the strongest killers, Nurse, Spirit and Hag, count all hits as basic attacks even when it's from their power.

    Who does it serve to limit from using the perk? Just random mid-tier killers because why the hell not?

    The only top killer that this limitation apply to is blight if i'm not mistaken. But yeah, it doesn't make sense.

  • @jesterkind said:

    The nerf to keys' effectiveness at ending the game prematurely was sorely needed, but has the unfortunate side effect of leaving keys as kind of a useless item in the bloodweb for the majority of players. Speaking anecdotally, I've only really ever seen keys in my lobbies when paired with a hatch offering from someone who's attempting an Adept achievement, and that's a pretty niche situation for a whole item archetype.

    So, to remedy this, my fix is twofold.

    1: Keys no longer open the hatch at all, and are no longer called Keys. I'm not sure exactly what to call keys in this rework, but I'm leaning towards "fetish", or something else that evokes minor magical charms which offer insight and knowledge to the survivor who uses it. They would no longer open the hatch, with that effect being given to Left Behind instead. What they would do is...

    2: Keys lean harder into aura reading. What I think the core, base mechanic of a "key" would be now is that you can hold down the Use Item button to see the aura of any teammate that's within the base radius- a variable I think would scale with item rarity, so the green item would have a pretty low radius and the iridescent a pretty large one. This would be somewhat similar to the Eroded Token and Gold Token addons now, though I think the radius would have to be tweaked somewhat. Other addons would be reworked to allow you to see more auras- injured teammates outside of the base radius, the killer's radius within the base radius, teammates performing specific actions (repairing, healing, blessing/cleansing, etc) outside of the base radius, as well as the requisite addons for increasing charges and the like.

    What these changes would aim to achieve is to give survivors, especially those who play solo, a more easily-accessible method of gaining information without having to sacrifice a perk slot. "Keys" would be more equivalent to maps- though while maps track static, interactive objects, "keys" track other players for a shorter duration without the need to scout them first.

    One of the bigger problems on the survivor side of gameplay is the sheer gulf between Solo Q and SWF, after all, with most proposed solutions being more easily accessible information for solos without giving much of an advantage to the SWF on comms who already has that info. This would be a good start, in my opinion, though it likely won't be enough on its own to fix that issue.

    What do you think? Would this give keys a respectable niche in the item arsenal, or would it go too far in the opposite direction and become overpowered? Would you suggest any tweaks?

    Yeah, that's what the keys should be headed towards: maybe you could just remove green keys from the game, make the purple 15/20 seconds of use, and enhance the aura reading add-ons (range and capacities). But i'm not sure that giving left behind the ability to open hatch would be good gameplay wise... i'm afraid that it will give them too much of a free escape (and all the bad selfish behaviours that could come with it).

  • @JoaoVanBlizzard said:

    Unleash the aura reading potential

    -How far the killer is from a fallen survivor can be perceived by the intensity of the survivor's aura.if his aura is completely white, the killer isat a distance greater than 48 meters

    -Raising a fallen survivor reveals the killer's aura and exit gate to you are the survivor healed for 8/10/12 seconds

    -Using this perk guarantees 100% blood points in actions of the autruism category.

    add/ajustment: killer aura reading activates if raise someone with the "for the people" perk

    I think about this perk at the end of the game where the killer leaves someone on the floor and stays nearby waiting for someone to heal,the addition of bonus in blood point , because it is about an autruism perk and has a situational and ineffective use and a few occasions.

    if you liked the idea please vote =D

    I think that turning buckle up into a soul guard for your teammates would be the most interesting thing to do with the perk (especially if you combine it with we're gonna live forever or for the people).

  • @RossyDelPalma said:

    You basically made a whole bunch of items and add-ons completely unnecessary that no one brings into the match anymore. You are basically ought to rework it now.

    They only need to get rid of broken key... the rest is fine in my opinion.

  • @ChurchofPig said:

    So, I remember when the devs talked about We're Gonna Live Forever tokens and I remember them saying they were going to change it so people weren't being overaltruistic and screwing the team over. That's why they added more ways to gain tokens.

    However, personally I believe this goal was not achieved. Why? Well because what was added was more altruism. Personally when thinking of more ways to get tokens I actually went to Barbecue & Chili to find the answer. BBQ rewards the killer for hooking survivors and not tunneling. Which is doing your objective and generally seen as good gameplay. The good gameplay/sportsmanship part is covered with the altruism for We're Gonna Live Forever. So why not add completing a generator on to the list of ways to gain tokens? That way you're rewarded for doing your actual team objective, while also getting rewarded for saving and helping out your teammates. It would cover the same basis that BBQ does for killers of doing your objective and good gameplay, just the survivor version of it.

    To gain a we're gonna live forever stack you need to get a safe unhook, so i think it doesn't reward someone who throw the game just to get stacks in that regard (unless we're talking about protection hits). I don't think, either, that gaining stacks by doing gens is thematic with the perk (i wouldn't mind it): i'd rather go for gaining stacks if you heal a health state of a teammate (downed or injured).

  • @sizzlingmario4 said:

    I never see MYC much in my survivor games, except for on hag and occasionally wraith.

    I’ve never tried it w/ infectious, but it could be fun.

    Yeah, only wraith and hag seem to be able to use it effectively without anything else. That's why i thought of adding a perk to allow 115% to get value from make your choice... and it seemed to work for me (i was playing pig).

  • @Sangotunk said:

    Personally I prefer using make your choice on the hag, I also use agitation+starstruck on her it can be insane !

    I don't have starstruck, but i can understand your build. Sounds fun.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701821#Comment_2701821

    Spirit, Nurse and Hag should be with lower movement speed for sure... Huntress probably too. All of them are already strong killers, not really need for a buff.

    Deathslinger shouldn't be 110% and Trickster can be argued about...

    I mean Plague's range is +/- same as Deathslinger and you can actually get hits over walls and pallets.

    Nurse is an exception since she's way below 110%. But for the others... some would really need the help, and others wouldn't make them more busted than what they already are anyway.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701810#Comment_2701810

    Plague has decent range and again Nurse, Spirit are not even ranged but they deserve reduced movement speed.

    Huntress is most likely from all of them to get long range hits. So I would say it is deserved for her.

    I don't think it is deserved for Deathslinger at all since he got bigger TR, his range is limited, his downs are not even guaranteed and he just have more limitations compare to other ranged killers.

    I am not sure about Trickster, he can get really fast downs on short range, some loops are just useless against him, when he can throw knives over it. I would say it is deserved, but it is close...

    Plague has short range, she doesn't puke across the map. She's as much of a short ranged killer as nemesis and pyramid head.

    Spirit and Hag are 110%... but aren't ranged killers. So yeah, they don't really have a set rule for what should be a 115 or 110%.

    I think we could do without 110% to be honest.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701804#Comment_2701804

    You already have ranged killers that are 115%, so it's not really incoherent this way.

    It's not about just ranged killers. Nurse is 96.25% and Spirit is 110%.

    You can easily argue that some killers who are 110% should be 115% I can agree with that. Deathslinger is main candidate for it. They have done it in past, Legion for example used to be 110%.

    So why did they make her a 115% and not slinger/ trickster/ huntress? When you compare ranged killers with the same kind of range (nemesis and pyramid head are short ranged killers) that doesn't make much sense in my opinion.

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