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Firellius

Firellius

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Firellius
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  • I'd replace Desperate Measures with Botany Knowledge. They work the same, except Botany doesn't require three people being injured.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111475#Comment_2111475

    Down here in the hellish depths of rank 5, nobody touches gens, so I have to bring fast track and brand new parts if I even want to get one generator done before we all die.

    At that point, you might want to bring a toolbox with Built to Last or Streetwise. (Or both, if you want to 0-100 a gen in half the time with a charge-boosted big toolbox)

  • @ShamelessPigMain said:

    I play survivor occasionally, and I absolutely suck. Here's my build, give me some free renovations:

    1. Borrowed Time
    2. Fast Track
    3. Smash Hit
    4. Inner Strength

    Feel free to tear it apart. I've lost so many times that I have no dignity left.

    Borrowed Time and Inner Strength are solid picks, but I don't see a way for Fast Track to really put in the work, and pallet stuns are extremely unreliable, which makes Smash Hit unappealing to me, personally.

    Perks to consider are: Sprint Burst, Spine Chill, Botany Knowledge, We'll Make It, Detective's Hunch, Fixated, and if you really want to rush gens, I think Stakeout and Prove Thyself are better picks.

  • If Pig's masks are going to be changed in function, I want its RNG to be drastically reduced. Instead of having the key be in a random box, change it so that either 2 or 3 of the boxes light up, and ALL need to be done to get the mask off. That's still a little RNG, but not 'well, you got unlucky three times in a row, now die'.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102918#Comment_2102918

    This is a lie, they are outright useful what are you talking about?

    They allow you to escape freely.

    'Freely'

    I don't know if the definition of 'free' changed over the past few months, but when you say 'free', I don't think of "All five gens done OR four gens done and one teammate dead OR three gens done and 2 teammates dead OR all your teammates dead, and then you need to make it to the hatch before the much faster moving killer finds it."

    If keys were 'free wins', wouldn't people be bringing them constantly for the guaranteed 4-man escape?

    Or is it possible that almost all keys fail to even secure one escape?

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108500#Comment_2108500

    I don't see how it wouldn't help though? I got all perks unlocked on my characters before prestiging any of them so this would have helped a lot to reduce the grind when p3ing them.

    Ive been playing this game for years and I've P3'd all my survivors, but I only have all perks unlocked at tier 3 on 2 of them lol.

    Well yeah, if you're P3ing them, but it doesn't help you before the first prestige. So when you get a new character and want to play as them, you still have to grind out all 89+ survivor perks.

    That's why I'd prefer to have Prestiging take perks out of that list of 89 perks. It cuts back on the grind under all circumstances.

    Actually, come to think of it, it doesn't change the grind for P3ing at all, since the time it takes to get to bloodweb 50 stays roughly the same anyway.

  • @Kirkylad said:

    I think a good change to prestige would be:

    • unlock all perks you already got on a survivor at tier 1 at prestige 1.
    • At prestige 2 unlock all perks you got to tier 2 at tier 2 and any you got to tier 1 at tier 1.
    • At prestige 3 unlock all perks at tier 3 that you got to tier 3 and all perks at tier 1 and 2 that you unlocked at that tier.

    This wouldn't eliminate the grind, however it would make it more bare able that it is atm. Just an idea though.

    I don't think that's a good idea, as that would make prestige only benefit the character you're prestiging. This wouldn't improve the grind going forward.

  • @Warcrafter4 said:

    The developers desperately need some way to reduce the exponentially increasing grind DBD has and this would be a good starting idea.

    I mean, in the long run, as more and more survivors and killers are added, this could stabilise the grind, basically futureproofing this aspect of the game.

  • No one said Freddy was fine, he was the highest output killer with the lower input. He consistently retained the highest kill rate across the board, including red ranks which should be reserved for killers that are notably harder to play, like Spirit, Nurse, Pyramid Head, Hillbilly or Oni. The fact that one of the easiest killers was also the best was a problem. And in terms of the clocks: They were never worth it. You never sat out your entire waking time contributing to objectives without being caught and slapped once by Freddy, especially due to his map pressure, which meant that clocks never actually did what they were supposed to. I started this game trying to wake up whenever I could, towards the end, I'd get annoyed with other survivors trying to wake me up because it was such a massive waste of time for no gain. Now at least the clocks guarantee SOME value.

    Huntress was fine-ish (Hitboxes ahoy), -except- for the Iri Head + Belt combo which made her a one-shot machine with little to no downtime. Now Iri Head has been changed so that its drawback is immutable, to offset its unbelievably powerful boost. She got a different add-on instead that plays with Iri head to mitigate its drawback somewhat if you want to change up your style, and that's fine. Not every add-on needs to be instawin.

  • If Lithe is fine because it requires a vault spot and thus it requires set-up, Dead Hard is fine too. Because by itself, it nets three, maybe four seconds of chase time. What killers are pissed about is that some people use it to get to a loop, but at that point, you have to realise that it requires that set-up.

    People talking about it being super easy to use, but have you ever seen a survivor rank 4 or lower that gets any relevant value out of it? Because I haven't.

  • @CornHub said:

    For all the original killers all of them are pretty much just murders or crazy. I understand why they can't put Nazis or Klan members in the game, but pedophiles, rapists, terrorists, ect..., aren't in the lore or motivations of any of the original killers. Why are the devs holding out from the more dark aspects of horror.

    Because the entity is looking for killers, not pedophiles, rapists or terrorists. It is searching for those for whom murder has become ordinary, even without cause, or for whom murder is the cause itself.

    What's a pedophile going to do in DBD? None of the survivors are underage. And if she kills to cover up her crime, what's she going to do in a realm where no one can report her, or expose her secret?

  • I mean...

    1. The perk lasts 90 seconds, max.
    2. It must be paired with Iron Will to have -any- relevant effect.
    3. You still have to break line of sight with the killer for long enough to throw them off your trail.
    4. If the killer isn't on you and you're injured, you're still gonna lose time without getting any benefit.


    As much uproar as there is about this perk, I doubt it will see that much use. I mean, how popular is Lithe + Dance With Me, really? It pulls off the same thing.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102106#Comment_2102106

    The only exhaustion perk that's going to save you when you're in "nothingness" (or a dead zone) is Sprint Burst. As I said, Sprint Burst, objectively, is the strongest exhaustion perk. But its balance comes from overriding the normal running function, meaning that the survivor has to manage when to walk, run, as well as manage their exhaustion metre. That all sounds easy but even with Fixated, walking around to things is slow as #########. You are going to have to run quite often around the map to do objectives, hence the balance coming on the survivor's end to manage the perk in order to use it.

    There is no management for Dead Hard. You get rewarded for being injured and you have a free third health state. Even then, you can make iframes avoid a hit if you know what you're doing with Dead Hard, even in a dead zone. But the point about Dead Hard is that it's extremely unfair to have a perk where you won a chase, but someone pressed E to outplay you. Every other perk involves some sort of setup in order to use, Dead Hard involves pressing E.

    Whether or not you think other perks are more annoying is subjective, but it's quite very obvious Dead Hard is a lot stronger than what you want to admit it as, hence why it's the most ran exhaustion perk in red ranks, and probably in general (Sprint Burst, particularly in higher-numbered ranks would give it a run for its money though).

    If other perks were as strong as you say they are, why aren't they ran more often? You see survivors running meta builds all the time but for some reason they want to run weaker exhaustion perks, arguably one of the most important type of perks to include in a meta build? Like why is the meta not DS/Unbreakable/Soul Guard/Lithe? Or Head On? Or Balanced Landing? The meta has always been minimum: DS/Unbreakable/DH. The only other Exhaustion perk that can be traded for Dead Hard is Sprint Burst.

    What you're saying makes zero sense and isn't reflective of the actual state of the game.

    "There is no management for Dead Hard. You get rewarded for being injured and you have a free third health state."

    That part is and remains just not true.

    A third health state is tanking a hit, stunning the killer for 2 seconds, and then sprint bursting away for 3. How long after injuring a survivor do you generally get the next chance to hit them, provided they don't potato out by running straight back into you, or cutting their sprint short with a pallet drop or vault?

    Even a Dead Hard for distance (Which requires set-up, since you need to be charging straight towards a standing pallet) doesn't cover that much time. And if it's not a Dead Hard for distance, bait it out.

    Not to mention that if they made it to a loop with Dead Hard for distance, they also would've made it if they'd triggered any of the other exhaustion perks.

  • @Pirate said:

    It doesnt matter if the 90 sec reset or not, total of 90 sec being of untrackable means 90 seconds of invulnerability! The person with lucky break can sit on a gen and sprint burst away as soon as the terror radius touches them and the killer will have no clue if they are hidding or sprinted away.

    And killers like Nurse and Spirit will be unable to make a second hit on the survivor!

    Everyone who thinks that Lucky Break is not a problem is a biased survivor main or is just pretty bad in this game. Every big streamer with 3000-6000h fears of what the perk will become if thats realy how they change it.

    Oh no, not Spirit and Nurse! They're already struggling so much to stay viable!

  • @bjorksnas said:

    You still have the universal perks to grind out on even if it was tier 3 of the perks, I remember leveling to 50 (in the old system with 2 perks at level 50 bloodweb) and not having maxed perks when I was new to the game so there is still a grind it just makes it more than managable

    And besides, the road to getting these unlocks is a ton of BP in and of itself. You just spend way less time fishing for the perks you want to have, and it gives long-term goals to players.

  • @BastardKing said:

    Let's carry this man to behavior upon a throne.

    You could even make it tiered instead;

    Prestige 1 on David; all David perks on all survivors at rank 1.

    Prestige 2 on David; all David perks on all survivors at rank 2.

    Prestige 3 on David; all David perks on all survivors at max rank.

    Tiered or perk-by-perk, either would work!

  • Hexes like Ruin and Devour Hope can shatter games. In general play, if the killer gets a hook in before Ruin is found, it's going to require some miracle play by the survivors to pull off a win. Undying is a huge threat right now in that regard, and literally tripling its power is an extremely excessive buff as a supposed counterweight to Small Game's rework. Small Game also already got nerfed on the side, anyway, since it lost the ability to counter Freddy, Trapper, and most importantly: Hag. All that makes Small Game a worse pick, not a better one.

  • An idea that came to me is that Main Event should, first of all, be retainable, to be activated whenever you want, not just 15 seconds after charging it.

    And secondly, give the bouncing blades effect to it.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100634#Comment_2100634

    that one particular loop where you can't allow yourself a 1 second animation.

    Pretty sure that's longer than 1 second, so that's pretty much every loop, or any time the killer is within around 10 meters. What you're thinking of is immediately destroying Victor when he latches on, which means Charlotte can get a free hit in again in about 5 seconds. Repeat until the entire team is downed.

    Seriously, without kidnapping Victor, you can't heal fast enough to compete with him.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100557#Comment_2100557

    oh no, survivor will be in a loselose situation in some rare exceptional case despite being able to prevent it in a numerous ways, you know what, you're right, totally and absolutely right, survivors should never and under no circumstances be in lose lose situation

    What rare and exceptional case? Victor has a downtime of like 2 seconds.

  • I would be all for an RE chapter if it included man-candy Redfield.

  • @Profezia said:

    So, right now charlotte can press a button to retrieve victor after a certain time passes and survivor doesn't remove him.

    Why is that?

    Why doesn't victor just finish survivor off and down them if they refuse to get rid of him, especially if they can easily perform that action any time they want?

    The idea of holding Victor hostage didn't even occur to me until I read it on the forums. You know what happens every single match that people -DON'T- hold him hostage?

    It's a 4-man slug, because you can't heal faster than Victor can injure. And if more than one person is injured, Victor can just bounce from target to target and down them all.

    Seriously, without kidnapping Victor, Twins are one of the worst killers to face.

  • This is a lot to go through...

    Ace in the Hole: I'm rather confused by what you mean here, but I'd personally make only one change: The guaranteed add-on must be of uncommon, rare or very rare rarity. No commons on the primary add-on. Maybe guarantee the second add-on, too.

    Aftercare: Good changes.

    Alert: Broken objects can't have an aura, I suspect, so make it the aura of the object that is being broken.

    Any Means Necessary: Not a good perk, and not deserving of a nerf, least of all a 10% hinder for a whopping 20 seconds.

    Appraisal: I don't think it needs extra tokens.

    Autodidact: Couldn't this be farmable if there's two injured survivors near you? Switch from target to target, constantly getting checks? I'd rather give Autodidact 'When healing another survivor without a medkit for 3 seconds, press the active ability button to force a skillcheck. 30 second cooldown.'

    Babysitter: Looks good.

    Better Together: I like this change a lot as well.

    Blood Pact: Very good call, giving it an alternative effect when you are the obsession. I think it can be raised a little though, maybe to 25%. Botany exists, after all.

    Boil Over: I don't think this will be relevant, but I also don't think this perk is very salvageable.

    Bond: Eh. I don't think the 4 extra meters will do much, but it's a decent enough perk and it could use a little nudge.

    Borrowed Time: I think it's a good idea to circumvent undetectable campers.

    Botany Knowledge: I don't think it needs the buff. In terms of healing perks, Botany and We'll Make It are probably the absolute best ones.

    Breakdown: Making it work when you unhook others definitely gives this perk more applicability and a possibly reasonable kick. Good against campers/tunnellers as well, I think this could be a fun idea.

    Buckle Up: Not a bad call tossing endurance in there, in case you're dealing with a slug-camper. While Endurance is a big deal, slug pick-ups are sufficiently uncommon and they're generally extremely counterable, so I think it's a fair trade-off.

    Built to Last: Not fond of this one, personally, since it could fire at the wrong moment too easily. I think this should go on a token system, starting you off with one, and allowing you to gain a token per completed generator, up to 3. Possibly with the added stipulation that you cannot restore the same item twice. This could lead to interesting gameplay interactions where Felix can patch up his allies' items.

    Calm Spirit: Not a bad call, although it should have an internal cooldown, perhaps 20 seconds.

    Camaraderie: I think this misses the point of the perk. It seems to be a semi-anti-camp perk, and I don't think you really get that out of this design. I'm not sure how to resolve this, though.

    Dance With Me: 10 seconds might be a bit too much, maybe 5, or 7?

    Dark Sense: This one's a bit iffy. I think doubling it could push it too far into oppressive territory. I think I'd rather see this perk stay where it is.

    Deception: 5 seconds does seem a bit more functional than 3.

    Decisive Strike: Maybe change it to when another survivor is hooked, instead of downed. Don't want your rescuer to accidentally take a hit and cancel out your perk.

    Deja Vu: Seeing all your teammates while working on a middle gen might be a bit much. Perhaps, while working on the gen, you can make it light up in yellow to ally survivors?

    Desperate Measures: I do think this needs a little boost to compete with Botany. Maybe 1 or 2% more per stack.

    Detective's Hunch: Probably fair, takes some of the rush out of it.

    Distortion: Something I'd seen mentioned is that it shouldn't trigger when you're hooked or in a locker, since at that point, it doesn't do anything. I think that's more important.

    Diversion: I think it's still too difficult to pull this off functionally. I like the way it works right now, it just needs improved activation conditions. Being practically unable to use it during a chase is a problem, because it's not very usable when you're not in a chase either. Perhaps the distance should be increased, so that it is less likely to draw the killer to you. Another thing I think should change is the one token limit. I think you should be able to save multiple charges.

    Flip-Flop: 75% -and- Endurance would be too much. I'd take the 75% and leave it there.

    Hope: The last charge should not be permanent, as that'd make survivors practically unkillable for some 110 killers. I do like the idea of the slight movespeed boost after fixing a gen though.

    Leader: 15 seconds is too long. I think Leader is good where it's at.

    Left Behind: As situational as this perk is, I think this is a bad idea. It would almost guarantee a hatch jump, and that can encourage bad play from survivors. It also wouldn't be fair to killers, who should still have a fair hatch competition.

    Lightweight: IF this were to get buffed, it needs to go to 4 seconds, max. 5 second reduction would be too much and come dangerously close to eliminating scratch marks altogether.

    Lithe: I like it.

    Lucky Break: Decent enough buff for a pretty underwhelming perk.

    Mettle of Man: The perk probably needs a ton of help, but I'm not sure this is the way to go. Sure, it can take a while to build it up, but having it without drawback after? Not sure I'm feeling that one.

    No Mither: I think this is a good idea. At least it makes it so the killer doesn't immediately know the perk is in play.

    No One Left Behind: I don't think it deserves the 20% gate speed, that's quite a lot and not entirely in line with the perk's general aim.

    Off The Record: I like the idea of removing the loud noise notification for the unhook, but I think that with that in mind, it shouldn't cover all tracks for both the unhooker and the unhooked. It should probably just cover the latter.

    Open-Handed: I don't think you can do much about this perk without breaking something, somewhere. Maybe leave it at 8, or bump it to 10.

    Pharmacy: Too many medkits. But the silent rummaging could be good. Perhaps it could do with healing item efficiency as well.

    Poised: I don't think this is a good call, as it strongly encourages survivors chaining gens together, which teaches them to get themselves 3-genned. Perhaps it should give an additional benefit when you yourself actually work on a gen: For every second spent on it when it is completed, your grunts of pain are stifled and you don't leave blood. Or, alternatively, use the Solidarity effect and make gen repair progress translate into healing progress, so if you fully complete a gen from 0-100 while injured, you get patched up.

    Power Struggle: Fair enough.

    Premonition: That's not a bad call. Giving this perk some value if you manage to break a chase would be good, but just to be sure, it should be after a delay, and be cancelled when you get back in a chase. Sometimes chase detection is finnicky.

    Quick & Quiet: A 5 second cooldown reduction is fair, I think, since this perk is incredibly difficult to pull off.

    Red Herring: This would be incredibly difficult to pull off. I think instead, Red Herring should pick a random locker near where you're repairing, outlining it with yellow for all survivors. When activating Red Herring, the loud noise notification occurs at that locker. This solves the problems with the gen being finished, or someone else being on the gen when you activate Red Herring.

    Repressed Alliance: It definitely needs the ability to undo the lock, since that would make it a proper counter to Ruin and Pop without risking screwing over your allies.

    Saboteur: Fair.

    Second Wind: Does it not currently work with medkits and Autodidact? That sounds like an oversight. I don't think it's a good idea to make an earlier heal trigger when you get downed, though, and I don't think 10 seconds is healthy, either. I do think it'd be an interesting concept to have the heal fire if you get downed, but the killer hasn't picked you up before the 20 seconds are up, though.

    Self-Preservation: I think that's fair enough. Extending the range might make it to a better job at masking you, since the requirement of being that close defeats the point of obscurity a little bit, as the killer can often just see or hear you directly.

    Small Game: I'm for the increased cleanse speed, but against the aura reveal. It'd be too strong and too safe.

    Sole Survivor: 20% gen speed bonus is probably too much. Maybe drop that one down to 10%, but keep the rest.

    Solidarity: I think that's a fair call, since the perk is pretty conditional and underperforming. If not 100%, then at least 70%.

    Stake Out: I think this is a nerf, and it unhooks it from other potential synergies, like Stake Out + Fast Track.

    Streetwise: Would it lose the aura? Because if so, I think I'd be against it.

    Technician: Don't remove the generator's own noise. It'd be very conspicuous in some cases and depriving the killer of their most valuable intel asset in others.

    This Is Not Happening: It might be a bit too much. The difficulty is that the exhaustion doesn't really work as a solid drawback, as you're extremely unlikely to go from healthy to injured again in the next minute. It might be better to just up the on-hit speed by 10%.

    Up the Ante: Nothing you can do about this perk. 4% won't be enough to make it worth considering, but good attempt.

    Vigil: I think that should be 20% at max, and the cleanse should have a 90 second cooldown. That would make it a very interesting counter to NOED.

    Visionary: I don't think it would be enough to make the perk relevant. Quite how to make this perk work properly though, I have no idea. Perhaps a 3% increase to gen repair speed, gaining another 3% per gen completed?

    Wake Up!: 15% would be very harsh, I'd be hesitant to risk it with 10%. If that pops mid-chase, the killer literally cannot catch you for 15 seconds! Maybe put it to 5%, and taking off a portion of negative status effect timers?


    That's all the feedback I've got for your very extensive list! A couple of these ideas did get me excited and thinking about different types of builds and running new options, so you certainly did a good job!

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100011#Comment_2100011

    Sadly the release of trixter shows they are heading the opposite direction.

    They're patching him, and I'm curious to see where his buffs land him. On the flipside, with how his powers work, he shouldn't be as strong as trickier killers anyway.

  • Spirit stands out as a problem over Nurse (who is arguably much stronger) for one primary reason: On the very rare occasion that you DO outplay her power, it doesn't matter.

    Nurse incurs a 3 second stun and blind if she whiffs a blink.

    Spirit just has the one second missed attack cooldown.

    Spirit needs a downside to her power so she's not stuck at just being a 150% killer. If, after tossing out an attack from phase, she lost the ability to see anything but the level geometry for three seconds (no scratch marks, no blood trail, no sounds), she could end up paying dearly for a whiff.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100000#Comment_2100000

    And if SWF were removed from solo queue entirely, the game could be better balanced around the challenges of killer and 4 strangers, hopefully making things less frustrating and more engaging. While SWF exists in the same pool, though, any survivor buff is amplified by a factor of four, making the killer experience atrocious. While they're linked, you can't address what needs fixing.

    But do you think any killer looks at two queues labelled 'free wins' and 'risk getting bullied' and voluntarily pick the latter?

    The only way to fix Swiffering is by buffing killers to bust bully-strats, then massively buffing solo survivors to match their new balance floor.

  • @Volcz said:

    The blue orb/whatever its called.

    Also like the fire flower/whatever its called.

    The Blue Orb is the Entity Abstract, I think.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099985#Comment_2099985

    Because they will never nerf SWF. It makes them to much money.

    Well, yeah. No Swiffer, no DBD. Solo survivor is a massively frustrating experience and is practically unwinnable at very low and very high ranks.

    The game highlights this internally as well though: the survivors need to live now and again in order to make sure they don't numb to the sensation of death. Similarly, the more you play this game, the more you numb to the 'horror element'.

    Solo play isn't scary. It's frustrating as hell.

  • Can't really afford to do much about Hexes though, as they can very harshly swing games. If you get a hook in before Ruin is found, the game is pretty much over.

  • It's hard to find a perk that's worse than No Mither, since it's an almost fully negative perk, but Autodidact can be really bad as well, if you don't get enough opportunities to build it up. You can easily finish a match with +5s of heal time, and those extra seconds are often the crucial ones where the killer picks up your trail.

  • A lot of survivor trials are just low-key 'throw the match' too.

  • Tested it with a custom game a few days ago, and yes, it did make him reload faster.

  • @Bwsted said:

    I would have to see the actual situation, but hitboxes are rather large. You can effectively hit players whose model is entirely hidden. I've done it many times.

    Yes, it can happen. But isn't it an exploit to toss a hatchet at a solid object in order to hit a target behind it due to wonky hitboxes? I'm not talking about anything accidental, like hitting a survivor who just rounded a corner or anything of the sort. I'm talking about seeing a survivor hide behind a wall, trying to get a better angle for three seconds without getting a clear shot, and then just hucking the axe banking on the hitboxes messing up so badly that you get a hit through solid cover.

  • @mintchapstick said:

    What even WAS the nerfs? I keep hearing about them, but they happened when I was on hiatus.

    As I understand it, just from watching Ohmwrecker footage, old Ruin (Since someone already explained Undying) also changed skill checks while repairing gens. Getting a 'good' skill check would regress the gen by 5%, instead of what it does now.

  • @GodDamn_Angela said:

    The Huntress' hatches have always been wonky.

    Not much we can do about it.

    That's one thing, but if you toss a hatchet at a solid object expecting to hit the person behind it, does it count as an exploit?

  • Favourite survivor perk: Autodidact (If it works)/Fixated.

    Autodidact is a terrible perk and more than half the time, it is purely detrimental. But the one in 20 games where it pops off, it. pops. off. At that point it's one of the most fun perks in the game.

    But barring some good RNG, Fixated gets my vote for a surprisingly fun perk. Being able to powerwalk everywhere at almost the same speed as sprinting and leaving no scratch marks is fantastic, and it can really throw killers off since they might underestimate the distance you can cover without leaving scratches.


    Favourite killer perk: Nurse's Calling

    Just for the surprise factor, especially since I play a lot of Pyramid Head and he is fantastic for taking advantage of this perk.


    Least favourite survivor perk: No Mither

    For obvious reasons. Also because of the missed potential. It could be a really fun perk for wacky builds if it didn't declare itself so openly.


    Least favourite killer perk: NOED.

    It's just terrible design. It's a massive power boost when the killer should be on the ropes, and its counterplay is very unintuitive. I want to do totems, but very often, I'll leave dull ones up, just in case NOED is in play, since I don't want that to go to a totem I -can't- find.

  • @OriginalSyko34 said:

             SURVIVOR SIDE

    1. as long as the hooked survivor is within the killers terror radius & the killer is NOT involved in a chase. There is no hook stage progress.

    2. if the hooked survivor is within killer terror radius for 20 seconds & the killer is NOT involved in a chase, the hook will break and all hook progress is lost on that survivor

    3. when unhooked the survivor receives endurance buff until the survivor with endurance performs an action such as cleanse, heal (self care counts too), repair, open gate, unhooking other survivors, sabotage & opening chests or 60 seconds pass.

    4. survivors can heal fully from dying state

    5. Survivors who self heal from dying state outside killers terror radius heal to full health

              Killer Side

    1. when unhooked, if the survivor misses a skill check while endurance is still active, they become exposed for 20 seconds.

    2. if survivors involved in a chase stay too close to a hooked survivor for 15 seconds,

    They receive exposed stats for 10 seconds

    3. if a survivor stays unmoving beside a pallet for 10 seconds, the entity blocks the pallet for 10 seconds

    4. killers build up immunity to blinding lights

    Each attempt to blind takes longer until the killer is immune

    5. during endgame collapse, if healthy or injured survivors remain inside the gate area for 15 seconds & are NOT performing an action such as healing others. They become exposed & the exit is blocked for 30 seconds

    What do yall think? Does it sound more balanced or more towards one side? Any adjustments need made?

    1. I think this idea is a good one, but should be set to a fixed distance, rather than terror radius. Otherwise, this effect gets janky with killers like Myers, Ghostface and Pig who can suppress their terror radius. Additionally, this would add a nasty drawback to perks like Monitor & Abuse, which doesn't need it.
    2. I think this is too harsh. I think point number one is enough to punish camping.
    3. I think this is too harsh as well, and too much of an encouragement to bad unhooks. As an anti-tunnelling option, I'd much rather go for a basekit, beefier, shorter-lived version of Off The Record. When you get off the hook, for five seconds, you don't make grunts of pain, you don't leave a blood trail, and you don't leave scratch marks.
    4. I agree with this, but under VERY stringent conditions. I think survivors should be able to pick themselves up from the dying state ONLY at a generator, and it should require progressing the bar to full and THEN doing a 10-15 second 'on your feet' animation. That way, it can only come into play if the killer truly and thoroughly messed up, or the survivor managed to outplay them while moving at 20% speed.
    5. Too harsh. Don't see the point.

    Killer side:

    1. If the survivor has gotten away from the killer and is able to work on something long enough to proc a skill check, normal rules should apply, because it's returned to normal gameplay.
    2. I think that's too abusable.
    3. Hard no. If they're stealthing around, they shouldn't be punished by the entity just pointing out where they are AND taking away their defenses.
    4. That I can get into. Making every subsequent blind take 5% longer would be a decent way to punish overly greedy flashers.
    5. No, but the end-game collapse should expire faster when all remaining survivors are in an exit zone.
  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097733#Comment_2097733

    It's not a dick move, it's a playstyle, a REALLY boring one for both sides, but it's their choice on how they want to play.

    I don't know, actively choosing to suck the fun out of a game does seem like a dick move to me...

  • If it's a debate on the removal of the hatch, it's a debate on whether the hatch should stay or not. It being fair is a big part of that.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097603#Comment_2097603

    And even if you die? What makes the escape so important that you consider it a personal loss when you die?

    What makes it a loss for me? The last person didn't deserve the escape. And whatever you say, I will never agree that the last person deserves such an easy escape.

    Didn't deserve it -according to YOU-. And, again, it's not an 'easy escape'. More than half of all cases, the killer finds the hatch before the survivor does. And if the killer didn't, it's probably because the hatch spawned in before survivor #3 got killed, which means at least 3 gens were done.

    You got three kills. If you can't consider that one a win, quit the game. It's NEVER going to bring you joy.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097583#Comment_2097583

    All of your arguments leave a huge room for a counter argument. The killer has to work for the 4k? K, the last survivor has to work for the escape. You are not entitled for the 4th kill on the longest standing survivor? K, you are not entitled to the escape against the killer that slaughtered your team. You can't know how good the last survivor was? K, you can't know how good the killer was for you to deserve the hatch.

    They already do need to work for the escape. They need to make it to the hatch, unseen, before the killer does. That means perfectly balancing stealth with movement. Running everywhere is likely to get you caught, after all. But walking or crouching everywhere means you're not getting anywhere and the killer will likely find the hatch first.

    Meanwhile, killer hold W.

    That is what invalidates your counterargument. The survivor still DOES have to put the effort in.

    And even if they do escape, what's the big deal? You came out as the winner in that match. What makes that fourth kill so important to you that you consider it a personal loss when someone gets out?

  • @undoredo said:

    Like, I don't facecamp or go out of my way to tunnel, but I do play him.

    Bubba is not necessarily the problem.

    The issue with Bubba is that his power attracts the worst gameplay styles. If you don't indulge in those, you're not part of the problem. A Bubba that doesn't camp or tunnel is perfectly fine and fair to play against.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097572#Comment_2097572

    Same argument. You want the escape? Work for it.

    I don't care what you say, I am entitled to the 4th kill. I am entitped because you did NOTHING in the match and I killed your entire team.

    But wait, now that you said it, I realized... You are right. As the last person in a match in which you didn't progress your objective while the enemy side did it... You have the right to win by a cheap mechanic. Indeed. And the other side is not entitled for the last kill because... Because... Because something.

    You don't know what survivor four has been doing. That could be the one that ripped up your Ruin, made you waste half a minute looking for them at a gen, the one that got four or five unhooks without you finding them or their unhook target. Yeah, maybe they didn't do gens, but they did literally everything else while their potato teammates crouched in a corner.

    YOU don't get to make that call. YOU are not entitled to a free kill on the longest running survivor in the match.

    Or do you want to run this kind of argumentation both ways? Perhaps once gen five is done and you don't have a kill yet, you get stunned for 40 seconds by the entity? After all, the survivors were clearly better, right? Even if you have them all on death hook and two slugged down in front of you. But circumstance and context don't matter. They did five gens, they win. Partial victories should just freely turn into complete ones!

    Seriously, get over yourself. The Hatch is fine, fair and necessary.

  • Not a fan of the increased odds of skillcheck on autodidact, since it retains the fundamental problems of RNG. Personally, I'd want it to get: 'When healing another survivor without a medkit for 3 seconds, press the active ability button to set skill check chance to 100% for one second. 30 second cooldown.'

    Basically, a once-per-heal guaranteed check.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096598#Comment_2096598

    Yes, I am entitled to the fourth. I killed your entire team, you are the sole person left. You have a chance to get out, but not as big as mine since I already did my job 3 times better than you did.

    What I cannot understand is how you people don't get my suggestion. The last person has the doors to open, not to look for the hatch. Increase the distance between gates and everything is fine.

    Also, do you think that it would be fair that when no one died, and the only objective left would be to open the gates, and all of a sudden the killer finds a button on the map that he presses and everyone dies instantly? It would be fair of you ask me, you're not entitled to escape the match. Afterall, the killer found the button so he deserves the 4k.

    https://forum.deadbydaylight.com/en/discussion/comment/2096539#Comment_2096539

    This is a necesary change. The hatch is an extremely outdated mechanic and it could easily be replaced with something that is fair for both sides.

    https://forum.deadbydaylight.com/en/discussion/comment/2096533#Comment_2096533

    Said it like 5 times already, achievements can be changed if they are now unobtainable. Microsoft and Sonny say this themselves.

    No, you are -not- entitled to the fourth kill. First off, you have no clue how your performance compares to survivor number four. Secondly, some arbitrary judgement of momentary skill display shouldn't settle the game. Thirdly, 'you have a chance to get out, but not as big as mine' is exactly where we're currently at, since, guess what? You can find the hatch faster. Since you are faster!

    Increase the distance and everything is fine! Until you go up against Hillbilly, that is. Or Demogorgon. Or Oni. Or Spirit. Or Nurse. Or Huntress. Or Deathslinger. Or Twins. Or Blight. Or Trapper. Or Wraith.

    No one died, only objective left is to open the gate, and suddenly someone gets instakilled? Yeah. That's NOED. It's already in the game.

    YOU need to get over your entitlement. If I stomp a team into a 3K, I usually give the fourth the Hatch. Because that fourth kill is meaningless. 1v1, a survivor is utterly helpless, with the hatch levelling the playing field out a tiny bit.

    And that's IF you allow it to, since you can just slug #3 and the Hatch doesn't exist anymore.

    The game still massively favours the killer outside of swat team swiffers. We don't need the one thing that gives the last survivor a chance to be removed.

    You want survivor #4? Work for it.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096387#Comment_2096387

    As the last survivor, you are not entitled to win. You should have very low chances to do so. As I said, simply make it so the gates can't spawn close one to another. And yes, as I said, they can change them if they become unobtainable. And even if it takes them 2 years to change the achievement, it is not a game priority if you ask me.

    And if you get three kills, you're not entitled to the fourth. You've been through this entire song and dance before.

    The hatch is necessary for game health, and is completely put out of play by slugging the second to last survivor. Even if you go for the 3K, you have the upper hand when it comes to finding the hatch since you move 15% faster than your opponent.

  • That would be way too much. Killer perks actually have a lot of value to them, so giving the killer 1-3 extra perks would render them completely overpowered. Not to mention that a 2-man or 3-man Swiffer would royally screw over the solos there.

    I'd rather see the Swiffer players incur a 3% gen speed penalty per party member.

  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096400#Comment_2096400

    It is clearly an ingame exploit via altered key-spawn values so I intend to report any survivor who escapes via keys they found from chests.

    How is it an exploit if it is entirely outside the player's control?

    If it even IS bugged at the moment, since I haven't gotten a single key the past two days (Outside of one broken one). And my David is on a scavenger build with Plunderer's.

  • I absolutely hate going up against Hag and Twins.

    Hag because her traps are way too massive and way too impactful. A nasty Hag will put a trap under a successful hook and you won't be able to get a rescue off because doing so sets off the trap. You could crouchwalk, but you lose so much time that she'll just double back and tunnel, even if the trap is merciful. And if you trigger any trap? No worries, she gets them back instantly and can place them in a second.

    Twins because it is always a slug match where you can't do anything. Can't touch a gen or totem because Victor shows up in two seconds and grabs you. Or if he doesn't grab you and you try to move in for the kill, only to have Victor be so far away that his stun doesn't last long enough. Especially frustrating when you're halfway through the kick animation and he just cancels out of it. And if, by some miracle, you both manage to dodge the only hit box fatter than a Huntress hatchet, AND get up to him fast enough to actually kill him? By the time the animation is finished, he has respawned.

  • How are keys OP? They only have an impact once the killer has practically won, or the survivors have practically won.

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