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FireHazard

FireHazard

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FireHazard
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  • At least he has a roommate in that apartment.

  • @xllxENIGMAxllx said:

    https://forum.deadbydaylight.com/en/discussion/comment/481038#Comment_481038

    Yes it was intended. anyway Freddy can't be worse then he is now right.

    This is true, but we'll have to see since we don't even have any information on it yet. All we have is a date, but its something right?

  • @TheBean said:

    I guess I fall victim to it sometimes aswell... I read the title of the post and make assumptions while I skim the actual post itself.. then miss certain key points.

    But anyways... There are a couple more players that need to be told...

    https://us.v-cdn.net/6030815/uploads/694/RYZLRO2OUWMM.jpg

    @TheBean You're still behind posts like this

    I don't know why devs think the only way to get the game balance is nerfing survivors over and over.

    And you're especially behind on downvotes like this post

    First of all, i play both side (rank1 every season). When ds got changed i was thinking to dont play anymore survivor, especially alone, was a nightmare.


    Your thoughts?

  • @xllxENIGMAxllx said:

    Yes i feel bad for Freddy i hope the rework won't be a nightmare.

    Was...was that supposed to be a pun.

    Were we just punned @xllxENIGMAxllx cause it felt like it.

  • @Ryuhi said:

    there are a few people who actually still play lil miss piggy, and they can't have that sadly.

    If you're someone like me who can use her powers in other various ways you'll still do fine in matches and it can even be game changing in some regards.

    I P3-50'd her literally like 20 minutes ago, and I can say its still the same Pre-Patch and or Post-Patch to me. She's still useful for what I use her for so I do alright with her.

  • @Hoodied said:

    @FireHazard Having Tea, while laughing at the inferiors in the basement

    Something like that.

  • Changing things on DLC’s too much. I’m pretty upset and so are a lot of people who I play this game with and against.

    So you trust someone like EA more than BHVR?

    Somethings wrong with this picture here...

  • @Ryuhi said:

    I mean hey, at least legion is keeping him company, and the plague is in the next room over

    I like to think of them all living in a apartment complex, and Freddy's sharing his room with Legion at the bottom while Billy and Nurse live at the top floor.

  • I don't know why devs think the only way to get the game balance is nerfing survivors over and over.

    I haven't seen such a big downvoted post since downvotes were a thing.

  • Also this post is supposed to be a play on words, like you're supposed to feel bad for him now... but...feel good...about his changes?

    I don't know...
  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/479135#Comment_479135

    @FireHazard

    Third Seal doesnt affect Jigsaw boxes, just like Huntress' Lullaby doesnt either. Third Seal is meant for slug builds, and, honestly, its fine like that.

    A change for it would be to remove the Blindness effect and make it work like Knock Out.

    Didn't I say that it doesn't affect Jigsaw boxes?

    Third Seal is most of the time never seen on any Killer I come across. I don't think I've honestly even seen a single Killer use Hex: Third Seal in my entire time playing this game, that's not an over-exaggeration I have zero memory of ever coming across it.

  • Would you explain to us WHY you decided to bother this perk?

    I haven't used enduring in awhile and learned to play without it, all I can say is this will mostly effect spirit fury builds as DS was nerfed.

    R.I.P. Spirit Fury + Enduring Combo.

  • Just got the Evil Incarnate trophy. Got me thinking.

    I can only dream of a world where Myers is stomping Fengs head in.

  • @Devil_hit11 said:

    Streetwise is one of those perks that isn't that great in solo, but ends up being a problem in SWF because it allows SWF to use Toolboxs and Flashlights excessively. It also makes green keys with add-on that allows you to see the killer more obnoxious, by giving them Object of Obsession with no drawbacks.

    Most of the perks on survival list "buffs" will not change their position. For example No Mither is a perk that gives you Iron will and Unlimited version of Unbreakable, however it takes away a health state from you which isn't worth it and this is just one example. Left behind was perk designed to allow you to complete a generator when the rule of requiring 3 generator to be complete for the hatch to spawn. This condition no longer exists and therefore ruined the purpose of the perk with new End game collapse.

    You could fix some of these perks, for example I think left behind should give you aura reading of the hatch spawn if you are last person alive. The repair speed and Action speed are simply useless right now. No Mither would be pretty good perk if they removed broken state, sound reduction and Unlimited Unbreakable, however kept the ability where your survivor does not bleed, so it would be good counter to Bloodhound. Another solution for No Mither would be to give the survivor the ability to have deep wound timer for getting hit for duration of 10 seconds so you aren't one shot.

    As for the killer side. Aura-oriented perks have one major problem and that is, they a build in Spine-Chill for the survivor. The other issue behind them is that most maps are too big compared to terror radius of the killer, so the killers aren't able to get a good benefit out of the perks)Includes Distressing). They'd be better if they release more smaller maps the game and Lery or if they were much bigger in radius so that killers could get more benefit.

    As for the rest of killer perks, I'll comment what i'd like to see for following perks:

    • Unrelenting The Lunge distance of a killers attacks Increases by 0.5/1.0/1.5 meters
    • Beast of Prey Allows you to earn a token every time you hook a survivor, Your Red Stain grows dimmer with each token(Max 3). Gain 30/40/50 % more Bloodpoints for actions in the Hunter Category.
    • Insidious you reduce your Terror Radius to 0 meters after gaining Bloodlust Tier I and stays hidden until you lose Bloodlust.

    Well regardless if you read the Revised Version, i'll keep these in mind for a future Perk Overhaul, at this current time what I post is what will currently be shown including the Revised Version.

    But I will keep this in mind.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/480005#Comment_480005

    Down the line if we end up needing new mods, sure. But for right now we've got a pretty decent amount of mods joining us so we're going to see how things play out first.

    I think I remember this happening awhile ago and didn't have time to apply at the time, it would be interesting in the future though.

    Thank you for answering my question.

  • @Peanits said:

    Yes, we do. We once had a large team of moderators, but over time some have been hired on for different roles, others have gone through changes in their personal lives and no longer have free time to dedicate to moderating. There's a couple still hanging in there, but they are very busy and don't get much time to hang out and post anymore (they work very hard and we are insanely lucky to have them). We took applications for new mods a while back and should have some new faces joining us soon. Hopefully you'll see more mods around shortly.

    As for ACM, that stands for Associate Community Manager. These are the people responsible for game bans and appeals.

    Will there be any future applications?

  • @Devil_hit11 said:

    Streetwise is one of those perks that isn't that great in solo, but ends up being a problem in SWF because it allows SWF to use Toolboxs and Flashlights excessively. It also makes green keys with add-on that allows you to see the killer more obnoxious, by giving them Object of Obsession with no drawbacks.

    Most of the perks on survival list "buffs" will not change their position. For example No Mither is a perk that gives you Iron will and Unlimited version of Unbreakable, however it takes away a health state from you which isn't worth it and this is just one example. Left behind was perk designed to allow you to complete a generator when the rule of requiring 3 generator to be complete for the hatch to spawn. This condition no longer exists and therefore ruined the purpose of the perk with new End game collapse.

    You could fix some of these perks, for example I think left behind should give you aura reading of the hatch spawn if you are last person alive. The repair speed and Action speed are simply useless right now. No Mither would be pretty good perk if they removed broken state, sound reduction and Unlimited Unbreakable, however kept the ability where your survivor does not bleed, so it would be good counter to Bloodhound. Another solution for No Mither would be to give the survivor the ability to have deep wound timer for getting hit for duration of 10 seconds so you aren't one shot.

    As for the killer side. Aura-oriented perks have one major problem and that is, they a build in Spine-Chill for the survivor. The other issue behind them is that most maps are too big compared to terror radius of the killer, so the killers aren't able to get a good benefit out of the perks)Includes Distressing). They'd be better if they release more smaller maps the game and Lery or if they were much bigger in radius so that killers could get more benefit.

    As for the rest of killer perks, I'll comment what i'd like to see for following perks:

    • Unrelenting The Lunge distance of a killers attacks Increases by 0.5/1.0/1.5 meters
    • Beast of Prey Allows you to earn a token every time you hook a survivor, Your Red Stain grows dimmer with each token(Max 3). Gain 30/40/50 % more Bloodpoints for actions in the Hunter Category.
    • Insidious you reduce your Terror Radius to 0 meters after gaining Bloodlust Tier I and stays hidden until you lose Bloodlust.

    Before I comment on this, you checked the Revised Version yes?

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/479220#Comment_479220

    Not that I completely dislike any of them but they don't give me any sense of "wow I can't wait to try that perk!" I'm not sure i'd use any of them in a final build but the little boost is good. These would be much better when you have nothing else. I don't really understand the idea that these perks are all meant to be subpar or bad? Like why even have them? To increase grind? People are still going to just hope for ruin or bbq or noed(from killer perspective)to show up and curse these perks. I know not every perk will be super sought after but I still feel there are ways to make them more fun and enticing almost on the level of current sought after perks. I tried to find the perk thread I was talking about but cant find it at the moment.

    So overall your ideas are good but it just doesnt really do anything to excite me or make me want to run them.

    Also you have to keep in mind that people like @not_Queen or @Peanits (I'll stop @'ing them i'm sure its annoying.) Are always looking for feedback to stuff like this as well.

    They're listening, they just are not really interested in things that outshine or make things more OP over others.

    Its nice to discuss it with them though to get some insight on some things that go around at BHVR.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/479220#Comment_479220

    Not that I completely dislike any of them but they don't give me any sense of "wow I can't wait to try that perk!" I'm not sure i'd use any of them in a final build but the little boost is good. These would be much better when you have nothing else. I don't really understand the idea that these perks are all meant to be subpar or bad? Like why even have them? To increase grind? People are still going to just hope for ruin or bbq or noed(from killer perspective)to show up and curse these perks. I know not every perk will be super sought after but I still feel there are ways to make them more fun and enticing almost on the level of current sought after perks. I tried to find the perk thread I was talking about but cant find it at the moment.

    So overall your ideas are good but it just doesnt really do anything to excite me or make me want to run them.

    Every Meta has low tier things in it, these just so happen to be one of those low tier things.

    The update I made to them is to just make them more viable in niche builds, nothing else can really be done to them without making them the next Ruin, NOED, or BBQ.

    Its just to keep in mind for the perks that are currently never used or even thought of you know?

  • Well well well, the second chance perk took its medicine, and now it rewards survivors for protecting there teammates and not rewarded for doing bad in a…

    Lots of posts all at once about this update huh?

  • @Mc_Harty said:

    They like useless perks.

    Check out my Overhaul Post on Useless perks, you might find something you like.

  • @Daniel101773 said:

    Yes it is very exciting stuff indeed! Maybe I can finally get rid of this image now

    https://us.v-cdn.net/6030815/uploads/765/8GMNL3J7Z63O.png

    Update it so that its him being happy instead of sad when the new version comes out.

  • @TheBean said:

    @FireHazard I like how you quoted that and it shows the animated GIF as the thumbnail.. nice.

    The quote does a lot of strange things.

  • #########?... You are going to gut one my favourite perks in game... first it was bugged... now you fix it... and you are already going to change it!

    You seem like the type of person that wished Pre-Patch DS was still around, and that MoM would be paired with it.

    I can bait too you know.

  • @ApeOfMazor said:

    I look at your revised perks and I still say meh. I want perks that make me excited to use and make me feel more powerful. These still feel like they are only slightly better than crap. No doubt this is the kinda stuff the devs love though and the route they would take since they are so cautious.

    Someone made a much more appealing rework list for killers in the killer forum. Those perks sounded fun.

    The perks are not supposed to make you feel powerful, they're sub-par perks at best.

    These changes are within the realm of reason, that's why they were changed. I'm sure you like the new Beast of Prey idea though no?

  • @TheGameZpro3 said:

    I would say Open Handed needs a slight buff, as 4/6/8 meters (in my opinion isn't enough for an entire slot.)

    Maybe just 6/9/12 meters.

    @TheGameZpro3 Check the updated list, you'll find your suggestion was reasonable enough to be put on there.

  • REVISED VERSION

    The perks on this list are to be changed as the idea for them were too niche, not every perk from the main will be added to this Revised Version and only the ones that stuck out the most will be put here to be changed. This is my final update to the list, any further ideas suggested will be made off the books and put into consideration for the next Overhaul in the future meta(s).

    REVISED SURVIVOR PERKS

    The following perks were taken from the Main Post and put into a Revised section on this list, they were changed to better fit their use/other perks had the same use suggested above.

    • Up The Ante (For each Survivor still alive grants a 2/3/4% Luck for any remaining Survivors. This at the cost of 2/3/4% additional Luck of your own. Does not stack with itself.) [Changed from the Main Post to be true to what it was originally, a small buff to the perk with the draw back of "gambling" your own luck. I think its a nice fit, and would be useful for a kobe build team.]
    • Slippery Meat (Grants up to 3 extra escape attempts on the hook and the odds of freeing yourself from Bear Traps is increased by 15/20/25% in addition to this your wiggle meter is decreased by 0/5/10%) [Reverted it back to its original escape attempts since it would make Kobeing builds more powerful, I also reduced the Bear Trap escape attempt percentage to not make Trapper harder to use, the new added part to this build fits with the perks namesake and overall theme.
    • This Is Not Happening (Great Skill check success zones when repairing, healing, and sabotaging get 30/40/50% bigger when you're injured.) [A even smaller increase to the already existing effects of this perk to not make Great Skill check success zones incredible easy, it would be useful for No Mither builds though.]

    Nothing massive, these changes should be more reasonable and useful for such niche perks.

    REVISED KILLER PERKS

    The following perks were taken from the Main Post and put into a Revised section on this list, they were changed to better fit situational chases, killer powers, and more use for such niche perks.

    • Coulraphobia (Survivors within your Terror Radius have a 30/40/50% penalty to Healing progression speed. Self-Healing is reduced an additional 3/6/9%) [Removed the Med-Kit item consumption penalty as this isn't Overwhelming Presence, the rest of the perks changes are the same from the main list.]
    • Beast of Prey (The Red Stain disappears after being in a chase for 25/20/15 seconds and stays hidden until you lose the chase. Bloodlust Tier l is Slightly boosted when active. Gain 30/40/50% more Bloodpoints for actions in the Hunter Category.) [Removed the requirement for Best of Pray to activate when Bloodlust Tier l is active making it more useful in a chase. I liked the idea behind this as it benefits anyone who uses it in one of their slots as Killer and gives a slight bonus to Bloodlust Tier l if the chases goes on for too long.]

    IMPORTANT NOTICE

    This is the last update to any major perks on this list, there will be no more additions added to the list (Except for very minor changes like grammar or small buffs/nerfs) as stated before everything discussed here will now be taken off the books, and any new suggestions will be taken into account for another Overhaul Perk list in the future.

    This took a lot of time to make, both considering what to revise, creating this entire post, and what to add to said list. I had a lot of fun making it and hope to do it again in the future.

    @Peanits @not_Queen If you're interested in reading the Revised Version it is here for you, I also added some additions to the Main post for you both to see down at the bottom of said Main post, I enjoyed both your feedback from when this post was created and now. The Main post also has the previous changed versions of said Perks on this list if they're more to your liking.

    Thank you everyone for your ideas and support,

    See you in the fog.

  • @UncannyLuck said:

    It's definitely not a double edged sword though, and arguably is not a high risk high reward perk.

    The only way this perk could be double edged is if survivors just don't bother cleansing or healing and just do generators, but with hindered they're still moving slower than no blink nurse.

    As for high risk high reward, it's not really that either. Unlike Devour, where you legitimately risk it going out before it does anything, you get something out of it by hitting even 1 survivor. Just because you can get nothing out of a perk in a match doesn't automatically make it high risk high reward. Take Spirit Fury for example - you can go an entire match without getting it to proc, which is no different than losing a hex perk before getting to use it. Does that make it high risk high reward? If a survivor never hits you with a pallet, you don't proc enduring. Does that make enduring high risk high reward?

    In any case, what was the idea behind the change to third seal? What did you want to accomplish or what play styles did you want to enable? Like, did you want to slow the game down?

    The idea behind Hex: The Third seal was to remove the useless status effect it came with. This perk was only good with one killer "The Pig" to hide Jigsaw boxes from survivors, and as of how the game currently is, that was removed.

    The Blindness Status Effect brings nothing to the table, and the perk was way too situational to even be deemed viable, so it was changed to Broken, and Hindered to give killers a sense that their perk slot wasn't wasted on something useless.

    By doing this it gives Survivors the sense that this is a serious problem and should be addressed before more of us suffer from it, no survivor wants the Broken status effect on them and removing the Hex from game would disable this effect, by then either the damage has been done or it was broken early on. Hence why I said "High risk High Reward" these Hex Totems exist to give the killer a sense that if they use a perk slot for one they'll be given something that benefits them only when it is active.

    I think its a good addition, its not too OP and can be easily countered. Its a better choice over Blindness which lets face it only hides survivors that're being picked up, and most Survivors hide in lockers which already gives them Blindness.

  • @UncannyLuck said:

    Hindered and Broken would probably be way too strong in addition to not being fun to play against. On the other hand, it might make no mither into a meta perk.

    Its a double edged sword, its not really too strong in the sense that its a Hex perk.

    Before the perk even becomes an issue you can break it, and pairing it with Ruin risks Ruin from being destroyed. Its like I put in the comment next to it "Its a high risk high reward Hex perk" meaning if you want to use it you can't use Ruin or you have to risk Ruin, and most people never play without Ruin so.

  • @Theluckyboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/478764#Comment_478764

    Why is it that everytime you get downvoted you have to make an image?

    @SlinkyJinky @Theluckyboi

    Its to fill the void in his empty heart.

  • @PatBrutal said:

    @nancyt1428 Yes we are aware of the hooks making squishy noises. This will be fixed eventually in a upcoming patch.

    Thank you!

    Jelly Hooks.

  • @fluffybunny said:

    Why is No Mither not on here? It's a joke perk. Killer has nothing that actively works against them like No Mither does for survivors.

    @fluffybunny I thought about it and decided to buff No Mither, it has been added to the list, Enjoy.

  • Look, it is honestly annoying to see a bunch of MoM posts. While it looks like it died down slightly, I still want to give my 2 cents.

    MoM is still not worse than Pre-Patch DS.

    This is a fact, not an opinion. I usually advocate opinions and suggestions but for once i'm standing my ground on this one.

    This isn't a call out to you, its a call out to people that think this way. Everyone likes to over-exaggerate things here and this is one of them.

  • @NuclearBurrito @UncannyLuck @Blueberry

    New additions to the main post have been added, and one perk was revised on the main post to save time, a final Revised Post will be added as a comment SoonTM and after that this post is complete until a new meta is made.

    @se05239

    A new Revised Version will be added in as a comment to not make the Main Post too long, it will be added whenever it is complete. Aka SoonTM.

  • @NuclearBurrito said:

    I've always wanted to have beast of pray speed up the rate at which you get bloodlust significantly

    An interesting concept, i'll add it to the revision.

    That suggestion might give me a idea on how to make Beast of Pray some what useful.

  • @Cancan71 said:

    https://forum.deadbydaylight.com/en/discussion/comment/478141#Comment_478141

    Not to be rude, but weren't both Up The Ante and Coulrophopbia in the bottom 5 least used perks in the game according to the recent Q&A on Discord? I would have imagined that those would have been considered for a buff.

    Anyways, Up The Ante is totally outclassed by Deliverence.

    When I change Up the Ante in my final revision on this post i'll keep that in mind.

  • @fluffybunny said:

    Why is No Mither not on here? It's a joke perk. Killer has nothing that actively works against them like No Mither does for survivors.

    No Mither stays true to the point of what it was for, it was not considered eligible for this list and so I didn't put it in.

    Surprisingly people still use No Mither, but it wasn't a perk that was supposed to be "good" it was just there to increase efficiency at the start of the Trial at the risk of being downed first/often.

  • @se05239 said:

    I am not fond how many suggestions you provided increase repair speed. The generators getting done too fast are already a huge problem in the game.

    They're just little additions to what is already in existence, but i'll start my revision to change some of these including Up The Ante.

  • @UncannyLuck said:

    It looks like you missed a few killer perks that you listed as "not very good" (e.g. Hex: Third Seal & Hangman's Trick)?

    Also, Left Behind is still probably not worth using as it's a strictly inferior Wake Up! which you also had to buff. It's probably just a conceptually bad perk, because you could make it like "When you are the last survivor in the match, you instantly repair any generator you start repairing" and nobody would take it.

    I did? I guess I shouldn't write something this big with 0 sleep.

    I'll add them into the list.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/478238#Comment_478238

    Resilience, This is not happening and Monstrous Shrine just so happen to not be techables.

    Yes, but the problem is I didn't just outright remove the perks because I 100% doubt BHVR would let that fly anyways. They want to use the perks regardless if they're worthless or not.

    I never saw anywhere in this entire games history that something like a perk get removed, the only thing I've seen removed are the moon offerings and those are a completely different situation.

    We also have to take into account the BPs wasted for these perks, the slots that were taken in the Blood-Web instead of ones we wanted, etc.

  • @NuclearBurrito said:

    This is not happening could be reworked into:

    The Burst of speed when injured by the Killer is 50/75/100% longer (base time is 2 seconds of 150% MS. This makes it 4 seconds)

    I'll get back on this one. May be awhile.

  • @NuclearBurrito said:

    Maybe Monstrous Shrine could reduce unhooking speeds by 100/150/200% and give the killer a noise notification when a survivor starts to unhook someone?

    I try to stay true to what the perk was/is before changing anything. In some sense i'd hope the same can be said for others. The perk is based of the basement so what I suggested can make it useful with the new TI suggested above.

  • @NuclearBurrito said:

    Well we COULD

    You can't some of these perks are killer unique perks, unless they want to change the entire perk and name it's not a possibility.

  • @NuclearBurrito said:

    Yes but now you need to fix Stridor

    I haven't slept and this write up took like 4-5 hours, maybe suggest something and we can go from there?

  • @NuclearBurrito said:

    Maybe instead of changing their numbers, This is not happening and Resilience could be combined and one of them made into something else entirely?

    @ba_tetsuo said:

    Monsterous Shrine and Territorial Imperative should be one perk imo.

    same with Overwhelming presence and coulraphobia

    Combining perks is a nice thought, but we're left with what to do with the perks we took those ability's from since we can't just delete them sadly.

  • @NuclearBurrito said:

    Also you literally turned Predator into Stridor+

    Its to fit with the perks theme and purpose, its a tracking perk its not really supposed to be anything else.

  • @Mr_Black said:

    These buffs are

    🥖💦😫😫

    Is that good or? I don't follow.

    If its not, elaborate it would be good to know where I went wrong.

  • @Blueberry said:

    While the buffs are nice, most those killer perk changes would change nothing. No one would still run most those perks. The changes aren't enough.

    Well the problem is if we buff them too much they correspond with other builds and killer powers, this leaves them open to being paired with other perks to make for an unfair or unbalanced build.

    While these buffs aren't enough, they're reasonable. But what do you suggest? I'd love to hear peoples opinions.

    (That isn't sarcasm even though it sounds heavily implied.)

  • @Mr_K said:

    More repair speed isn't needed in the current game. We seen what happed in the PTB with Prove Thyself.

    No, but the other additions to the perk are nice are they not? Plus someone wrote up some calculations on repair speed efficiency and this could help with that greatly.

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