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Firellius

Firellius

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Firellius
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  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150660#Comment_2150660

    Yeah, I don't think that is good idea. What if you actually want to hit him? for STBFL stacks for example, not just tunneling...

    That survivor could run inside you, like they can do to Myers while stalking. It would be really annoying. I will rather let them bodyblock...

    Then you just hit them, or moonwalk them out of you and into your M1 hitbox.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150631#Comment_2150631

    "it's not like hookstates actually last long enough to go through more than one gen."

    One stage takes 60 sec. One Gen takes 80 sec alone, without any perk or toolbox. You can easily finish 3-4 gens during camping.

    Camping is valid strategy, some killers are very good at it (Cannibal, Trickster, Twins), so nerfs would hurt them more then others. Survivors have ways to defend against it (BT, DS, Adrenalin).

    Just face camp is not good strategy, but when I have 3 gen, totem nearby and hooked survivor, then I am going to stay there, because it is correct play.

    Yes, 3 or 4 gens, if everyone plays immaculately. That's not going to happen in average play.

    And it does nothing to fix how absolutely trash the gameplay is for -literally everyone involved-.

    Besides, if it's such a bad tactic, what's it hurt killers to have it removed as an option?

  • @swager21 said:

    i feel like all of these perks are already decent, especially inner strength. i would rather buff perks like buckle up or sole survivor

    I'd say For the People and Inner Strength are decent, the rest is well below par. But outside of that, any ideas on the actual buffs suggested?

  • @DivineMonkeyKing said:

    As we know, Borrowed Time was created as an extra hit shield so players do not get tunneled after getting unhooked. Scenario Time: the Killer is hard focused on you the whole game, but you can only do your best, so you get downed. Moments later, you get hooked, after which the Killer proceeds to camp you. If there was no Borrowed Time user in the trial, you would be able to get downed IMMEDIATELY after unhooking, which the targeted Survivor would deem "unfun" and/or "toxic". Okay, BOOM, introduce Borrowed Time as a quick fix. Now, it gets used aggressively, and now instead of it being used popularly as an anti-tunneling tool, it gets synergized with Decisive Strike (another anti-tunneling perk) and Unbreakable (an anti-slugging perk), with Dead Hard (free chase extender perk and quick error fix for Survivors) or Soul Guard (used popularly with Unbreakable so they can get up and NOT be downed until after 8 seconds have passed after getting up). This leads to people, after getting unhooked, to be an invincible tank for their team by being able to bodyblock for them, buying them time by either forcing the Killer to hit them and get nothing out of it or stall the Killer by obstructing their path. In the chances they go do after doing this, they are in a position where they can neither be picked up (Decisive Strike) or slugged (Unbreakable), so you genuinely have no way to punish or kill the Survivor for doing something as reckless as that. All of this causes Killers ot get upset because there are loads of things that cater to the Survivors and completely make the Killer unable to play the game the way it's supposed to be played because these perks stop that. Too much time and effort is stuck on making the game "fun" for Survivors, instead of BALANCED for both sides. A simple rework (I don't want to call it a nerf because it shouldn't have been that powerful to begin with) is so that Borrowed Time does NOT activate for "Protection Hits", so that they can no longer bodyblock and that it becomes the perk that it was originally created to be, a solely anti-tunneling perk. It would be most appreciated if people left their own feedback and replies to this idea. Thank you for coming for my Monke Talk.

    A simple rework (I don't want to call it a nerf because it shouldn't have been that powerful to begin with) is so that Borrowed Time does NOT activate for "Protection Hits", so that they can no longer bodyblock and that it becomes the perk that it was originally created to be, a solely anti-tunneling perk. It would be most appreciated if people left their own feedback and replies to this idea. Thank you for coming for my Monke Talk.

    Really hard NO, because that means the perk is completely deactivated if there is an injured survivor nearby. If you hit the unhooker, and then they unhook, the perk is completely gone. This wouldn't be a rework or even a nerf, this would just be outright deleting it.

    All BT needs is to have its endurance effect remove killer collision so they can't bodyblock with it.

  • @LancerCain said:

    Camping and tunneling are fine as they are, most of the time they are self punishing actions if survivors have the slightest idea of what they are supposed to do, which is to do gens. Killers will be automatically discouraged from do it once they start to see how they don't get points at all.

    Also, camping needs to not be punished outside of the normal course of action, because it is a strategy that works in specific situations, I've found it specially effective against tryhard survivors, the ones that make their perfect plan and even get someone to act as a decoy, in many cases I've found that if you caught the decoy and camp it, it will now become bait to get the rest of the survivors.

    Tunnelling and especially camping are not okay and should be punished more heavily.

    Camping is the easier one to fix, as the suggested idea is a good one: just slow hook progression if the killer refuses to leave. Yes, you can keep repeating that survivors should just 'do gens', but the time it takes to scout out a camper can already cost the party a second kill, and it's not like hookstates actually last long enough to go through more than one gen. This actually makes camping a more effective strat than it has any right to be, and above all, it carries the problem that it is just not fun for anyone involved.

    Viability is one thing, but games are supposed to be fun.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148179#Comment_2148179

    It was semi-believable but the overuse of exclamation marks and "Nooo" gave you away.

    Really? For me it was the fact that they're complaining about Head On.

  • That is a suave Trapper skin! I'd definitely want that!

  • Trading off a gen speed slowdown for severe restrictions on camping, tunnelling and slugging.

  • It's a terrible perk, so I would assume they talked of nerfing it before its current state.

  • Victor and Charlotte. Branded witches and hunted down, then swept up in a cult that tried to offer her to the entity, and when Victor saves her life, he gives his own, leaving her completely and utterly alone.

  • Evolve keeled over real quick, Nosgoth died out within a year, I think Dungeonland or whatever it was called never came out of beta...

    And yet DBD is coming up on its fifth anniversary. So if all those other attempts at asymmetrical PVP die out so quickly and thoroughly, Behaviour must be doing -something- very right to get this far.

  • @umad said:

    As a killer this perk causes my game to freeze every single time its used. It's the most frustrating perk to go against in the game, because even if you plan for it, your game freezes and the survivor is completely gone. Does anyone else have this problem?

    I have this problem with Huntress hatchets. The game spotloads, freezes for a second, and then it is -always- a hit, in disregard of my position and the hatchet's trajectory.

  • @Lliart said:

    Can we @ one of the devs at this rate? This King needs to be paraded like our great Lord Sigmar?

    I'd certainly be up for @ing a Dev if I knew how. In the meantime, I'll just keep bumping this idea, I think.

  • Why Felix, is that a flashlight in your pants, or are you just happy to see me?

  • I came up with a new build so it's time to push this idea again!

    Because now I need to figure out who to put my new build on and then dig through the massive list of perks to find the four that I need!

  • While it would help people like you avoid accidentally tunnelling someone out of the game, I'm afraid it would be too much of a supporting tool for people that want to maliciously tunnel someone out, so I don't think it's going to happen.

  • Survivor perks:

    1. Fixated
    2. Detective's Hunch
    3. Inner Strength
    4. Botany Knowledge
    5. We'll Make It


    Autodidact is not underrated, because in most matches, it helps the killer more than the survivors. You need at least five healing skill checks to get a benefit out of it, and it's just not likely to happen, at least, not with the RNG I've been dealt. And even if you do manage to get it all the way stacked to the max, it's no better than an active We'll Make It.

    Fixated is massively underrated, IMO. It is a phenomenal stealth perk that does well with exhaustion, too.


    As for Killer perks, the only ones that come to mind for me are Surveillance and Overcharge. Killer perks are on average much more effective than survivor perks so a lot more of them are accurately judged for their value.

  • @iloveuimcrazyimsorry said:

    I'm no expert on perk building or how to developed perks. I'm the last person to know honestly. But I believe that some peoples ideas for perks or making/fixing perks end up being too complicated or doesn't underline and fix an issue with the perk or doesn't defend/break a mechanic in the game. So why not just make things simple again, ya know?

    I think that peoples "fixes" on Autodidact are too confusing or don't fix it at all. One that was proposed read as: "It has Autodidacts regular ability, but every time you heal a team-mate you gain a token. With those tokens, you gain the ability to heal yourself without skill checks at 50/75/100% normal healing speed. Completing the heal consumes 3/2/1 stacks." But that's stupid because Autodidact is a perk you're supposed to heal your teammates with. Getting self-care at 100% healing speed is absolutely insane considering it would only take 8 seconds to heal if we're considering the fact that healing is 1c/s and takes 16 seconds to heal. I understand what they had meant by this, but it doesn't fix the perks main issue.

    So I propose a new idea!

    Why not just make skill checks proc more often when healing with Autodidact? You can get your stacks faster, you can use the perk more often when healing your teammates. It would solve the issue of not being able to gain stacks in the early/mid game and you can use the Autodidact heal skill checks more often.

    I guess you could always run Spine Chill for a higher skill check proc chance, but then you have to be healing with the killer looking in your direction and they must be within 36 metres of you and ugh.

    Well, I have no idea if anything I said made sense, but do what you please with this idea.

    Why not just make skill checks proc more often when healing with Autodidact? You can get your stacks faster, you can use the perk more often when healing your teammates. It would solve the issue of not being able to gain stacks in the early/mid game and you can use the Autodidact heal skill checks more often.

    This won't resolve the RNG dependency of the trait, though.

    The big issue with Autodidact is that its RNG nature makes it average between -35% and -10% healing speed, because it takes so many skill checks to get value out of. It would be better if player input had more effect, so I'd rather propose the following:

    When healing a survivor without a medkit for 3 seconds, press the active ability button to force a skill check. 10 second cooldown.

    This gives the player more control and allows them to make meaningful decisions, while guaranteeing a minimum progression. The cooldown is a tricky thing that would have to be carefully considered and rebalanced, but manually inserting skill checks would be healthier than leaving it up to chance.

    As is, Autodidact is probably about 90% likely to help the killer more than the survivors. It is, however, a VERY fun perk.

  • Spirit is too much of a gamble to play against, and the 'see survivor auras' add-on for the Wraith is too strong.

    It's also unfair that while the trail of torment, which doesn't do anything until the survivor is downed, and even then simply makes it easier to 'hook' and 'unhook' the target, can't be placed near hooks or objectives, but Hag's 6 meter diameter traps can be planted under a hook to make it impossible to get a rescue.

  • @Wilson_PH said:

    If killers have to deal with not being able to slug due to UB, not being able to swing immediately at injured survivors due to DH, not being able to go after recently unhooked survivors thanks to BT+DS, survivors can deal with cleansing bones to prevent NOED.

    People have been asking for a second objective for survivors to make the game more fun but it's been there the entire time.

    Doing totems isn't the counter to NOED.

    Firstly: Because if there's any totem left standing, that totem will become NOED. Cleansing 4/5 is the functional equivalent of cleansing 0/5 when it comes to NOED. Possibly, it could even be worse, since the last totem is more likely to be one that's difficult to cleanse due to being difficult to find or being too exposed.

    Secondly: Because if you ARE doing totems and there is no NOED, the perk becomes the de facto absolute best slowdown perk in the game, since it sucks up at least 60 seconds of survivor activity -without being equipped-.

    NOED has no counterplay. That's why it's a problem. UB, DS and BT can all be avoided by not camping, not tunnelling (barring BT bodyblocks which should be removed), but NOED has no possible counterplay. Either you risk wasting enormous amounts of time for no reason, or you get instadowned by it. Even if you do manage to cleanse 5/5 and the killer has NOED, you still spent a bunch of time not on gens, rescues or healing. At that point, it might as well have been Thanatophobia.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/245520/fix-your-hitboxes

    Killers can hit through windows. It's not an issue with hitboxes.

    Pretty much the only way you can get hit is if both you and the killer are basically pressed up against the window. In that scenario, it makes perfect sense. If you are literally inches away from the killer with nothing between you, don't expect to be invincible.

    It is extremely inconsistent though, because I can hardly ever get a hit in on a vaulting survivor when I play as killer, but when I play survivor, my hitbox lags behind a window vault for about a full second all the time.

    And hitboxes in general are screwy. Once had a Huntress openly declare that, yes, you can chuck a hatchet at a target behind a wall in the hopes of the hitboxes phasing through the solid object. That is not okay.

  • Sure, you could go by the baseline definitions of competition.

    But don't be surprised when survivors get more and more toxic too, more invested in denying you hooks and using scummy strats to stall you or waste your time, or just go full-on gen-rush in subsequent games.

    Yes, they're tactics. But they're ######### tactics to play against and sometimes ######### tactics to employ, so keep in mind that you're bringing down the quality of the entire game and really not helping with killer issues either.

    With everyone complaining about genrushing and how these tactics are necessary to win, I'd personally want to look for a way to fix both issues in a trade-off rebalance, but if you want to keep using trashy tactics to steal sweaty and frustrating wins, I suppose that's your right.

  • @TAG said:

    The Pig can now see the progression of Reverse Bear Trap timers

    Spicy. I doubt you'll get much support for this idea, but I'm not against it entirely. Though I probably wouldn't make it base kit but make it an add-on instead to calm some nerves.

    Crouching now works the same was as Ghost Face, being separate from her stealth.

    I'm not sure I fully understand what you mean here.

    Increased the number of Jigsaw Boxes from 4 to 6.

    Rather than having to find "the right box", survivors are now always required to search four boxes.

    This feels like overkill. I get that you're removing the RNG aspect from box searching, but 4 searches every time is too much IMO. This also technically makes Sketch and Annotated Plan completely useless, as there is now zero upside to adding extra boxes.

    RBT's no longer require activation. Upon regaining control of your character, your timer starts.

    I always waffle back and forth on this idea. I think at minimum, if you're going to make Traps auto-start, you should increase the base timer on the Traps at least a little.

    In compensation, any survivor having a ticking RBT will now pause the Endgame Collapse.

    Yeaaaaa bby that's what I like to see. No more of this "RBTs put on after the gens are done do nothing" garbage.

    https://forum.deadbydaylight.com/en/discussion/comment/2139884#Comment_2139884

    1) Instead of the key being in a random box, the survivor must always search either 2 or 3 boxes. Never more, never fewer. (Barring add-ons)

    I don't like the idea of making it not take more than 3 boxes because then Traps will basically NEVER kill someone (short of hardcore tunneling the Trapped survivor to cheese the timer, which is a problem itself). I fully understand that the Reverse Bear Traps are primarily meant to stall for time and not kill someone, but making it take less than 4 boxes will absolutely make it nigh impossible for someone to die with a Reverse Bear Trap. And if your death trap doesn't kill someone ever, why make a Killer out of someone whose whole gimmick lore-wise is that they use death traps?

    I don't like the idea of making it not take more than 3 boxes because then Traps will basically NEVER kill someone (short of hardcore tunneling the Trapped survivor to cheese the timer, which is a problem itself). I fully understand that the Reverse Bear Traps are primarily meant to stall for time and not kill someone, but making it take less than 4 boxes will absolutely make it nigh impossible for someone to die with a Reverse Bear Trap. And if your death trap doesn't kill someone ever, why make a Killer out of someone whose whole gimmick lore-wise is that they use death traps?

    I get where you're coming from, but chance-based kills should just not be a thing. Getting the wrong map and just getting unlucky enough to get a 4-box mask and winding up dead from being downed once and having a teammate kill you off with a gen is just an all around too awful experience.

    Yes, thematically, it would make sense, but thematics should still take a backseat to gameplay. I think Pig can be a ton of fun if her Ambush gets fixed, while keeping RBTs as stalling methods.

  • The vid is just going so hard on the 'It's not that valuable' angle that it's basically making a very strong case for the removal of J-flicking. Apparently J-flicking makes Blight worse, so why would Blights not want it removed, then?

  • Alternative suggestion for the pig, because the suggested would make Pig's RBTs too close to guaranteed kills. Like... Chase the RBT wearer off one box and they're dead.

    1) Instead of the key being in a random box, the survivor must always search either 2 or 3 boxes. Never more, never fewer. (Barring add-ons)

    2) The roar from exiting ambush is postponed until the ambush meter is fully charged. It completely invalidates the stealth on gens with sightlines.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137191#Comment_2137191

    The way to fix him is simple just make it so after he ADS he can’t attack or shoot for 1.5 seconds.

    Make Deathslinger and Trickster swap their 'ADS' speeds. It's incredibly frustrating on Trickster (1.6 seconds to ready + unready), especially when a hit is only one eighth of a healthstate on Trickster, while Deathslinger (.3 to ready + unready) gets a stun, pull, bleed and pretty close to guaranteed health state.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139739#Comment_2139739

    You DO also realize that the killer isn't meant to be helpless at stopping a safe unhook right?

    They aren't. They can down the unhooker. Or grab them off while they're unhooking.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139724#Comment_2139724

    Ignorance is unbecoming of you. If that Meg got hit twice like that then I'm sorry but she deserves to get tunneled, that is a full sprint burst in any direction she wishes. You seem to want the perk to protect stupidity and that is a pretty bad argument I'm sorry my guy. You are never meant to full fully safe at any point during the trial, that comes from the devs themselves.

    Uh. What?

    She gets pulled off the hook right in front of the killer and it's her fault for getting hit twice?

    You DO know that killers move faster than survivors, right? You've played DBD before?

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139671#Comment_2139671

    The only thing I suggested was to remove the abuse-able part of the perk, if BT worked like that then the unhooked person would not be sticking around to take a hit they would be trying to get away like they should. You realize if the killer hits that said Meg TWICE then he is very far away from the unhooker who was downed at that point and he can be easily picked up by his teammate and that is absolute worst case scenario. The amount of times I actively try to avoid the unhooked person to get the unhooker only to be foiled by this bafoon standing in the doorway refusing to let me pass happens just as often as a legit tunneler if not more so. I think BT should benefit the unhooked person and ONLY the unhooked person, you guys just keep saying how both of them should benefit from it which is not anti tunnel it's just second chance.

    No, your suggestion doesn't remove the abuseable part of the perk, your suggestion removes the perk's value outright. Yes, if he hits the Meg twice, he's quite a ways away, most likely, but for the entire duration of the chase, Dwight is on the ground and in need of assistance. Which means that, while old BT would probably get one person downed, your suggestion for BT would see both Meg and Dwight downed and force Felix to move in to pick up Dwight. Meaning you now have THREE people off gens, totems and gates as opposed to one or two.

    We're not saying both of them should benefit from it (At least I'm not. I want BT bodyblocks gone too.) but there should be -some- benefit. BT as suggested by you is not a benefit to survivors at all and could even greatly help the killer. Tunnel off hook and you get an almost free extra down.

    BT is supposed to be a survivor perk, not a killer one.

    Just remove collision on the BT unhooked survivor so they CAN'T bodyblock and the entire issue is resolved without hurting the perk's intended use and value.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139641#Comment_2139641

    Why would you ever go for the unhook? Oh so you mean you never go for the unhook without BT on? The point is it makes you question "is this a smart idea or not?" Instead of "oh I have BT so it's fine, he can just body block and we both get out." Thanks for proving my point, I'm also going to assume you were against the DS nerf as well. You probably think keys are okay as well.

    I think you're misunderstanding.

    Let's say Meg is on the hook, and Dwight is coming for the rescue with BT. The killer spots Dwight and hits him before he gets the unhook. Now Meg and Dwight are both injured, and your version of BT is active. The killer runs after Meg and hits her, now Dwight is down. The killer resumes the chase on Meg and downs her, too. All BT has accomplished here is that Dwight and Meg -both- went down, as opposed to just one or the other.

    BT, currently, can negate one hit. Your suggestion for BT would be for it not to negate any hit at all. In fact, your version of BT has no net gain to survivors -at all-.

    Yes, bodyblocking isn't fair and a bit exploitative, but I'd much rather have BT render the unhooked collision-less for a short duration than having BT not do anything beneficial to the survivors. We have enough survivor perks like that.

  • @ILikeBonez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136650#Comment_2136650

    The point you're missing is the reason these perks "don't work" is because they're actively compared to the 'meta checklist' and if they don't perform at 'meta level' then they're labeled garbage. If they require building specifically around that perk or playstyle - and giving up meta perks in the process - they're labeled garbage.

    For a perk to be 'good', it has to be interchangeable with a single slot so you can still run the meta crutches/staples.

    That's the problem with the 'meta perception'.

    No, it's not.

    Let's run through Red Herring's usage.

    You have to work on a generator for at least 3 seconds. Then you need to find a locker that's a safe distance away from the gen you just abandoned. That will set off a loud noise notification, which only occupies the killer if said killer has, in that moment, no other leads to go on: No scratch marks, no glimpse of movement, no intel perk kicking in, no auditory intel, -nothing-. Then the killer is guided back to a gen that's not being worked on, spends maybe 10-20 seconds investigating, maybe kicking the gen to make sure that the time you put into activating the perk is also dumped from the game, and gameplay resumes as normal.

    That is, if the gen hasn't been found by another survivor, in which case you just pointed the killer to one of your teammates.


    You could remove Borrowed Time's endurance completely. You can outright remove Sprint Burst, or Spine Chill, or Dead Hard, or Decisive Strike or anything. No matter what you remove, Red Herring will never be an even slightly okay perk. It is insanely difficult to use and requires full coordination and 100% perfect assessment of the killer's activity for a pay-off that ranges from bad to abysmal.


    And let's take Autodidact, because that is a perk that I have picked up because at the very least, it's -fun- when it works: At 4 (FOUR!) skill checks, Autodidact has altered your healing speed by -10%. At 5 skill checks, it nets you a total of 25% bonus heal speed.

    FIVE skill checks while healing in order to be a far worse version of Botany Knowledge (Which actually synergises with Self-Care AND works with Med-kits!). And if you get all the opportunities you need to pull all the skill checks out and you go past 6 skill checks, guess what?

    It breaks even with We'll Make It. And all that requires is an unhook every once in a while.


    The perks I mentioned aren't just 'non-meta'. They're bad. Awful. There's no potential in them. That's also why I asked you to elucidate us on how to use these perks, but you haven't answered that. Because there is no good way to use these perks.

    Yes, you could use Botany/We'll Make It/Desperate Measures to soften the blow of those first two Autodidact skill checks. But that also means the value of Autodidact's positives are diminished, AND they're harder to attain because you're getting fewer skill checks. So that's a terrible way to use -two- slots in your loadout.


    Yes, survivors are stuck with a very small handful of perks. But that's not because of meta perception. It's because the vast majority of perks are just plain awful.

  • @Brokenbones said:

    I think Visionary should guarantee you a map (green) on your first successful chest search

    That would be a hard nerf, since a green map is borderline useless, and is entirely pointless if you have Visionary.

    I think Visionary should get -some- kind of value to gen progression, so I'd suggest the following:

    "After a gen has been regressing for three seconds, its aura changes colour. Starting repairs on such a gen gives you a difficult skill check. Failing it has no consequence, succeeding it grants 1/2/3% progress"

    This would make it a slight regression counter.

  • @CriticalWeasel said:

    The only issue I got with Dead Hard is that sometimes you can still get hit upon activation.

    I was more hoping for:

    While Injured this perk can now be activated while running.

    Activating Dead Hard grants 2 seconds of endurance then applies a 80/70/60 second exhaustion.

    The bleed-out lasts 10 seconds, if not treated the user will go into the Dying State.

    That'll piss killers off even more.

  • I don't think he should get it completely basekit, I think that could wind up being too oppressive, but I want Main Event to be reworked to on-demand bouncy blades, instead of the current 'forced slowdown for higher throw rate, and only if you activate it in ten seconds from charging it.'

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136911#Comment_2136911

    https://forum.deadbydaylight.com/en/discussion/comment/2136593#Comment_2136593

    DH is not fine. When used to get distance, there's no counterplay to it, the "wait for the dead hard" argument is ridiculous, this only works with potato Survivors, against the good ones, of course I'm going to wait for them to Dead Hard to that pallet or window, what else can I do? Nothing. If I'm not using a Killer which can avoid this(Huntress, Deathslinger for example), I just need to accept being outplayed because some dude pressed a button on their keyboard.

    People who use DH for avoiding hits instead of distance(sometimes you can't choose but 90% of the time you can) are just using it wrong.

    https://forum.deadbydaylight.com/en/discussion/comment/2136860#Comment_2136860

    I have 3k hours in this game and I play Killer a lot, and the average of people using Dead Hard in my matches is like 2.5 up to 3. Just like Ruin was nerfed because it was overused in most of the matches but that was because it was the only reliable perks for regressing gens (I do prefer the new Ruin), the case for DH is not the same, there's a lot of second chance perks for them to recover from their mistakes.

    DH is a old perk that just don't belong anymore to the current gameplay, in that time maybe, but not anymore.

    Dead Hard for distance also nets you 3 seconds max.

    Unless they use it perfectly lined up with a loop, in which case it's quite a bit more than just 'they pressed a button'.

  • And after Dead Hard, it'll be Iron Will. Then Spine Chill. Then BT. Then Sprint Burst. Then Lithe. Then Dance With Me.

    All the way down the list until killers HAVE to complain about flipping Red Herring being OP.

  • @PabloLovesMC said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136046#Comment_2136046

    every perk you mentioned can easily have a powerful build around it. the problem is nobody tries it.

    How? Elucidate us. How would you make Red Herring work? How would you incorporate Visionary in a 'build'? What would you do to make Autodidact pop off consistently?

    There are so many survivor perks that have a lot of requirements or requirements that just aren't that commonly achieved, and those just don't work, in disregard of your build.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135381#Comment_2135381

    So your solution to totems is to give killers a massive, blanket buff?

    That's what a secondary objective does, it's supposed to give the killer more time or hinder the survivor if they refuse; which essentially is more creative than, you HAVE to do this. Gives a bit of choice because survivors can decide on when to stop doing totems once they know the Hex Perk has been weakened enough to be more than survivable.

    Also, didn't you not see this?

    https://us.v-cdn.net/6030815/uploads/MLZ2UF70G56B/screenshot-20210423-063309-chrome.jpg

    https://us.v-cdn.net/6030815/uploads/T1FOPQA30XY7/20210423-063334.jpg

    Ah, just making sure you seen everything because obviously you didn't if you said: "So your solution to totems is to give killers a massive, blanket buff?" Don't worry, I didn't leave the survivors hanging in the wilderness. ❤

    I preferred the idea someone had of making totems not ground-bound, allowing them to be placed on top of objects and crammed into weirder spots.

    Would work, until [key word: UNTIL] survivors memorized the new locations. Then, as I read your mind, we're back at square one, but this would be nice to have WITH this rework since it would give totems a bit more of life instead of being on the ground mindlessly. Good idea!

    But it has to be considered that this should also come with nerfs to some hexes. It's a gamble you take, since some of these hexes are inordinately powerful and can kill games really fast or really effectively if they're not found and cleansed.

    Of course, I don't claim to be an expert at balancing perks, which is why I stressed the part where I wanted EVERYONE to focus on the idea rather than looks at the numbers and freaking out. Things can balanced accordingly, but to make sure you know — you can see how many totems are standing, so it wouldn't be hard to do a few bones and weaken the Hex Perk to a level acceptable for survivors.

    Also, it's good that you mention that those last three perks are examples, because they are absolutely terrible. Your idea is for Haunted Ground to basically hard-punish survivors for doing the totems (Which is what your goal was supposed to be) by mashing together NOED and a version of Blood Warden on steroids, having Third Eye be the be all end all of intel perks, and Thrill of the Hunt give you a permanent 5% movespeed boost if you pressured survivors into not getting time to do totems.

    Don't focus on the numbers, focus on the idea that doing bones would weaken the Hex Perk. This gives a bit of strategy since survivors could deactivate the Hex Perk completely by doing all totems (remember, they have a totem counter) or they can weaken it and spend the rest of their time doing generators. That's what I wanted EVERYONE to get from this, a creative risk and reward while giving the survivors something else to ACTUALLY do.

    Having a totem counter doesn't exactly weigh well against a full fifth perk slot!

    'But it's only for hexes!'

    Yeah, but there's a couple of hexes that are extremely strong. Freely bringing Ruin every match? That'd do so much damage to general gameplay.

    'But the hexes can be rebalanced!'

    And the only way you can rebalance them back to a healthy state is by making the hexes negligible in the first place, otherwise, as you say, the killer gets a bunch of extra time out of survivors being forced to hunt totems. Which, again, is a blanket buff to killers. That includes buffing Nurse and Spirit, for example. And I'd honestly rather not have a totem counter at all if the tradeoff is that Nurse and Spirit get an extra minute or more to hunt people down.


    I get the idea of binding hexes to all totems and making them weaken gradually with every totem destroyed, but a free fifth perk slot for the killer is a very, VERY hard no.

  • @Wirius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135109#Comment_2135109

    See, this is the problem I'm talking about when I say the "meta perception" prevents people from trying other perks. I would argue there is a meta perception that 75% of killer perks are "downright garbage" as well.

    Now it may be that during certain weeks of bonus perks, its found that even WITH a bonus and an incentivization to experiment, that some perks just never get picked or never find any use. At that point, the devs have some more specific data for light buffs or perk alterations. I mean, the devs can't just go through 75% of the perks and buff them all. Many are situational, or "meta" situational.

    Also, having a bonus week to using the underutilized perks doesn't force you to not use meta perks. Its an option. For longer term players especially, I think it might present new challenges for them to try, and breath life into the game by adding another wrinkle to consider each week.

    Oh, there's definitely a meta perception. But that doesn't mean that 75% of the survivor perk pool -isn't- garbage.

    No matter how much bonus BP you throw at it, people won't use Red Herring. They're not going to use Autodidact if they want to win. They won't pick up Visionary, or Deja Vu, or Hope... There's just too many perks in the game that are terrible outright, most of them suffering from extremely stringent activation conditions.

  • That sounds awful for new players.

    I'll restate my idea for prestiging: Making a character prestige makes their perks permanently unlocked for all characters, either by picking one perk per prestige, or by making the prestige determine the rank of the unlocked permanent perk.

  • So your solution to totems is to give killers a massive, blanket buff?

    I preferred the idea someone had of making totems not ground-bound, allowing them to be placed on top of objects and crammed into weirder spots.

    But it has to be considered that this should also come with nerfs to some hexes. It's a gamble you take, since some of these hexes are inordinately powerful and can kill games really fast or really effectively if they're not found and cleansed.

    Also, it's good that you mention that those last three perks are examples, because they are absolutely terrible. Your idea is for Haunted Ground to basically hard-punish survivors for doing the totems (Which is what your goal was supposed to be) by mashing together NOED and a version of Blood Warden on steroids, having Third Eye be the be all end all of intel perks, and Thrill of the Hunt give you a permanent 5% movespeed boost if you pressured survivors into not getting time to do totems.

  • I had a match with a Bill that spent the entire game hiding in a locker, only coming out and going back in to avoid the crows. After I got unhooked, I sprinted for his locker and opened it as the killer was on my tail, and fortunately, they noticed.

  • That's all well and good for killers, but survivors can't really deviate much because about 75% of the survivor perk list doesn't get used for a reason. The majority of survivor perks are downright garbage.

  • My friend saw a P3 Quentin yesterday, and joked that it was a 'Quentin Tarantino Quentin'. Guess what part of that got censored.


    Yep, it was the second Quentin.

    RNG isn't good for Trapper and Pig, it's not okay for the chat censor either.

  • Not a who (Maybe?) but after playing Control for a while, I'd -love- the Oldest House from Control as a map!

    control-bureau-floating.jpg

    It's hard to capture it in one pic, but the complex is an immense and extremely varied environment that would be awesome to run around in!

  • @Dragonshensi said:

    I would say the only nerf it probably needs is it can’t DH over traps and ranged attacks. M1 attacks is fine but with how difficult ranged hits can be and perfect trap placement I feel it’s too cheap a move to allow that.

    Considering both Huntress and Deathslinger are really strong killers, I don't think they need the buff.

  • I don't agree with giving him bouncy blades as a baseline, because he actually turns really oppressive with that.

    However, the way to resolve that problem is by changing Main Event so that it only gives infinite, bouncy blades for its duration. Trickster should stay in full control during it.

    As for the recoil and left-right trajectories: make huntress and trickster swap projectile hitboxes and both will be so much better off.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130696#Comment_2130696

    A survivor can loop the killer around the hooked teammate while the other two do gens and the hooked survivor doesn't go into second state. So it's very abusable.

    That loop's not gonna last that long, first of all. But secondly, as mentioned, you can just add the stipulation that it doesn't work when the killer is in a chase and you'd be done.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130746#Comment_2130746

    That would not solve the camping issue though, because now it is almost as if this whole timer being paused thing doesn't exist if you are chasing a survivor, this is just normal DBD.

    Everyone knows that camping is boring, the reason there hasn't been a fix for it is because there is no fix that you can implement for camping that will be healthy. The devs have tried this sort of thing in the past (they said), and it did not work out so well.

    Yes, if he's chasing a survivor, it would be as if the anti-camping measure doesn't exist. Because if he's chasing a survivor, he's not camping.

    From what I understand, they tried it without the 'when not in a chase' condition. Worth trying out in PTB at least.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130696#Comment_2130696

    Because a bubba could facecamp that person for more than 2 minutes if people tried to save which unfortunately newer players don't know, they don't know not to save so it would ruin matches even more against a basement bubba.

    Survivors could loop the killer around the survivor on hook as well and since the timer would never go down, it would rob the killer of pressure while the other survivors do gens across the map.

    Also, you can't get rid of camping. Camping is a valid strategy that can be used by the killer, although it is a bad one.

    They'd at least be in the game for more than 2 minutes.

    And a quick fix for hook looping, if it is even necessary, would be to have the timer resume while the killer is in a chase.

    Everyone hates camping. It is bad for every player in the trial, including the killer, but everyone seems adamant that it shouldn't be changed. Honestly baffling.

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