GoshJosh
GoshJosh
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For a hex totem that can be blessed or cleansed before you even get a minor speed boost away from a hooked survivor, and rewards leaving hooked survivors and going for multiple survivors... yeah, no reason this perk should be revealing itself to survivors through special attacks.
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The only loud locker issue I have is Iron Maiden spamming by survivors. Don’t get why that perk doesn’t have some kind of a cool down. Or why it enables Huntress and Trickster to reload faster.
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A mod actually confirmed it does lower the wiggle timer by about a second, if you hit all the great skill checks. That plus the extra survival BP and interaction are reason enough.
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I played on it a couple days ago, no notification it’s down. Rancid Abattoir, on the other hand, I haven’t played on in months...
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@not_Queef said:
Map is fine, the players are bad.
The map is far from fine. It has glaring issues on both sides.
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One word: Artist.
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Really wish we would've gotten that HUD instead. Hate the current one, removed the grit and feel of the survivor's conditions.
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I've thought about this in the past too, plus the door escape icon doesn't really make sense for hatch escapes! We already have different kill icons, so why not for hatch escapes?
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Was the killer running Knockout?
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100% is too strong, but 50% is too weak. Also, what's with the medkit stipulation? Medkits are better used on yourself anyways (especially if you have Self-Care equipped).
Does Solidarity even show itself to teammates in-game when you are using it? I obviously never use it or see it, so wouldn't know. That would help regardless if any other changes are made or not.
What if it granted the endurance status effect to you as the perk user, if you are hit while healing another survivor while also injured? Is that too OP? Maybe it could be on a cooldown or earned system of some kind.
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/2834424#Comment_2834424
What's the point if the killer can go to the player's profile, firstly, and secondly, nicknames help in the reports of epic players and Stadia. It'll make it harder
I first thought you wanted to make the killer's nickname visible in the lobby.
But the problem is not the killers, but the problem is the people, I was in a match where the survivor unhooked me on purpose in front of the killer, because I am from Russia, and I witnessed Russians being scolded in the chat. For other survivors, nicknames will also have to be removed.
Either show all names pre-game both sides, or none to either side. Obviously people need to see each other's names in the post-game for reporting and chatting purposes, etc.
Edit: I'm speaking specifically to killers being able to see the survivor names pre-game lobby. Survivors should still be able to see each other's names pre-game lobby, as they currently can.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2834490#Comment_2834490
They are pushing the fix to the chapter update.
So is it that hard to disable Nurse dailies until then? "Killswitch" them if you will, as the killer was?
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Appreciate being a victim of this, BHVR. Any reason you haven't fixed this issue or the killer yet?
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/2833081#Comment_2833081
If the survivors see the player's nickname, they can leave the lobby, because by the nickname they will understand who is playing against them.
My suggestion was to remove the survivors’ names from the killer’s view, so that exact kind of thing can’t happen.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2833969#Comment_2833969
The Overwatch issue was because they were planning to rework the maps, however, they scrapped those plans as Overwatch 2 will remove the 2cp mode. Why they didn't just add them back in is anyone's guess. I suppose the same reason we haven't had a balance update in about 8 months and the last one was a tiny update that just added gimmicks from their experimental mode.
The point still stands that those maps aren’t in competitive play for a reason, and DbD’s only mode outside KYF is literally labeled “ranked”. I’d be indebted if they removed Suffocation Pit and Azarov’s if they don’t intend to ever rework those. Terrible design.
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Just leave it as a KYF and training mode map only. Seems we’re gonna have to start removing maps from ranked match rotation, like Overwatch in competitive mode; as the devs keep making worse and worse ones (somehow).
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I see why they don’t implement DbD mobile’s lobby into the main game, too many killers would DC at loading screen whenever there’s one flashlight. Once players queue on mobile, neither side can switch anything.
It’s not like survivors want to avoid a perk that renders their item completely useless or anything... /s
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No, it’s infinite self-heals while also making medkits go further while self-healing. Fine as is.
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/2832236#Comment_2832236
I think Bite The Bullet already hides your aura's while healing.
Nope, only healing sounds (injured noises and the actual healing noise).
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But don't worry! If you can down anyone in the library, you have two available hooks at the top which you can completely block survivor access to!
#killswitchRPD
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/2832524#Comment_2832524
As a result, the search time increases significantly. I don't think this will ever be done, topic closed xD
How would it affect search times?
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Yep, I’ve long advocated for no cool down unless a sabo is complete, and seeing the hook auras whenever a survivor is in the dying state. Those two alone would go a long way for the perk.
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It’s pretty busted with camping, overly altruistic survivors made me go from what was looking like a sure 1k to a straight up 4k after the gates were already powered. Basically just because of this perk.
@OpenX said:
It's ok. Way overhyped I think, and it pains me to see people run it on killers with strong M2s.
It means you get even more punished for tunneling through DS. You can't kill an annoying obsession, even if they figure out you have it and actively bodyblock you. I don't even run it on Demo; the amount of games you will need to eat DS for a kill to win the game is very high.
You might be surprised how many people don’t expect it on them.. say, Huntress. 🤣
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2832513#Comment_2832513
I never understood why players want their names hidden??
Several reasons:
- Killer has a list/memory of survivors they ‘have it out for.’ You used one perk or did one play they’ll never forgive or forget, and specifically target you every match. There’s forum posts out there about this you can read.
- Killer plays against the same survivor(s) he/she just faced. Killer now has the possible upper hand of potentially knowing their build(s), assuming the survivor(s) didn’t change anything.
- Stream sniping.
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It’s either this or hide the survivor names from the killer in the pre-game lobby. No way it should stay how it is now.
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@[Deleted User] said:
I’ve never heard “to give struggling killers a few extra BPs” reason before. If you are that concerned for struggling killers during EGC how about let them hook and sacrifice you.
Because that detracts from the survivor’s 5k survival BP? Guess these kind folks could not offer any extra BP at all! 🤷🏼♂️
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- Extra blood points/WGLF stacks
- Archive challenge
- Killer was toxic at any point of the match
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A 45 second exposed status is no joke, I’m going to have to say no for it working on crushing Victor outside of him being idle. Victor being crushed after a failed pounce should be punishing to the killer player, for all the snowballing potential Twins have. But I also think Victor should not be able to be crushed following successful pounces.
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@Rougual said:
Survivors have many options to counter slugging by themselves IF they have the perks, if you are new or are behind on the grind I suggest you get yourself a swf group to counter basic slugging.
Great suggestions, BHVR employee. “Just run a perk or play in a SWF, teehee!” Anti-slug perks only go so far, and don’t address the OP’s issue.
To OP: if it were up to me, survivors can hold M2 to accelerate the bleed out timer. But only if all survivors are dead, hooked, or also slugged. The meter can have a different appearance so the killer knows it’s happening too. Problem solved.
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I don’t see a problem with that idea. It’s using an add-on slot and her precious ammo, she’ll have to reload more frequently. Or they could bring back its slowdown effect for a lesser amount of time. It is a purple add-on after all.
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@Trex_Crazy said:
https://forum.deadbydaylight.com/en/discussion/comment/2832271#Comment_2832271
I have seen people use blood pact and loop together, it isn't unheard of.
I can think of one time, on an old CowsIam video. I don’t think I’ve seen Blood Pact used for looping one time outside of that vid.
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@Trex_Crazy said:
https://forum.deadbydaylight.com/en/discussion/comment/2830191#Comment_2830191
Thought it was 4 %at tier three? even so thats only 1% slower.
The haste is 2% across all tiers. The only modification on the tiers is how long it lasts once you leave the boon's radius.
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I wouldn't mind the terror radius piece, but giving that much additional speed is a big no-no. Even at the cost of adding terror radius to the zombies, it would be more worth it than not to run that add-on (since the survivors will have to eventually flee the zombies anyways.. provided they don't get stuck). I might be wrong on this, but with his other speed add-ons couldn't the zombies move faster than the survivors? Too lazy to do the math.
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@Mr_Madness said:
https://forum.deadbydaylight.com/en/discussion/comment/2831328#Comment_2831328
Yeah ngl it is but works pretty well
https://us.v-cdn.net/6030815/uploads/R2G2FU89OJFG/image.png
I imagine this but with horror-themed stuff and styled like an apocalyptic shop.
Does not talk but does animations based on what you're doing.
Which Legend of Zelda game is this?
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Unless you change the prerequisites for this perk - that is, that you and another survivor must both be injured, and you perform the healing action - I don't ever see it seeing the light of day (outside of Adept Jane). If it could at least store healing progress while healthy it would be something, but you're better off running any other healing perk than Solidarity as long as it operates like this.
How do we feel about it hiding the auras of both you and the survivor you're healing in replacement - or preferably, addition - to its current effects? Just throwing out an idea, I'm open to hearing others.
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Believe it or not, we used to not even have that one second protection while the unhook animation was in play. But yeah, we have a long way to go to stop hardcore tunneling like that.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2831792#Comment_2831792
I am 100% sure that at some point it did not work to get Stacks with WGLF or Flashlights.
They might have added it again, I dont run WGLF, so I dont know if it recently works or not.
What you’re thinking is that it never said it in the description, while still providing stacks. And it was like BHVR was trying to hail some huge buff to getting more stacks, when in reality they already existed. The only change WGLF has ever received is the healing speed buff to slugs.
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For getting more stacks? Sure. But I actually think it needs to be nerfed (never thought I’d be using that word in a discussion of WGLF) of its healing speed of slugs. Cut it in half to 50%. It is ridiculous, particularly when stacked with other healing perks and medkits. And I’m a survivor main.
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How many hours into the game until you’ve grinded enough for the DS perk card? Can’t let my mates tunnel me right off hook!
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14 second setup time, limited to a 24m radius, may make small impact on certain killers, can be snuffed.. nah, no concern here.
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I see no problem with a base 5% regression upon damaging a generator. It makes a kick worthwhile and helps fight gen tapping, even if they don’t implement anything else.
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There would still be infinites for some killers without at least Bloodlust I. II and III just reward bad killers though, and should be removed.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2830115#Comment_2830115
She's an amazing swamp queen how dare you.
😑
Drain the swamp!
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Screw the add-ons, rework this killer from the ground up.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2829951#Comment_2829951
it is not an impactful perk. Lucky break+Iron will already removes scratch marks, sound and blood for 60 seconds and it does not get used. Stunning a killer with a pallet is not common occurrence in normal gameplay. More-over, Smash hit is exhaustion perk that has far more reward for stunning the killer with a pallet.
People that use decisive strike use it for its second chance effect and do not really care about scratch mark removal effects. Quick&quiet+Head on is only realistic application for the perk but Dance with me is already a perk that removes scratch marks for 3 seconds upon exiting a locker and rarely anyone uses it. I doubt upping duration by 7 seconds (4 seconds now) makes much of a difference.
I can only assume it will be a perk that gets reverted by end the year if anyone remembers its existance to begin with.
The difference here is that this is seven seconds of blocking all forms of tracking in one perk - and during a time that the killer cannot move or turn their camera. Lucky Break doesn't stop groans of pain, requiring Iron Will to block sound tracking (as you mentioned). And it runs out after 60 seconds. While stunning with a pallet may not be the norm anymore, I can definitely see survivors being able to get good value out of Parental Guidance with Head On and/or DS.
All I said is that it was far from useless. I'm not arguing that it will be meta, but we might see it more often than you think.
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@Nathan13 said:
It’s a useless perk, the devs need to start buffing survivor perks if they want to shake the meta up.
Far from useless, but is it worth removing a perk slot? "That, detective.. is the right question."
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@BuddhaBing said:
https://forum.deadbydaylight.com/en/discussion/comment/2829318#Comment_2829318
Mostly the fact that you can play with bots, something that's sorely lacking the the PC version. I haven't played the mobile version too much, but it was fantastic to be able to try out a killer with bots. I'd take bots over any of the missing feature you mentioned any day.
The bots are very annoying, on both sides. I won't go into that detail on the forums again unless you need me to. I don't mind them for tutorial mode, but I would rather they not exist at all in the ranked matches.
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@BuddhaBing said:
https://forum.deadbydaylight.com/en/discussion/comment/2827962#Comment_2827962
I just don't think it's a matter of motivation. Looking at BHVR's history of games makes me think DBD was just a fluke. https://en.wikipedia.org/wiki/Behaviour_Interactive
Looking at the recent non-mobile games, we have Deathgarden (which was shut down after only a year) and Warhammer 40,000: Eternal Crusade (also shut down). The vast majority of their games are licensed tie-ins and I think licenses are basically keeping DBD on life support right now. BHVR also clearly feels much more at home on mobile than on PC. This is pretty well evidenced by the fact that the DBD mobile game is already more full-featured than the PC version.
As someone who plays on both PC and mobile regularly, could you explain how you see mobile as being more full-featured? It's missing a decent chunk of the killer roster, Coldwind's been disabled for something like six or more months (think it's coming back with the next patch), many more maps aren't available. The only chat feature is pre-selected responses such as "GG". The only thing I can think that it has over the base game is showing all survivor's each other's loadouts.
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There are only two possible basement spawns, and they never change how you get into them. But yeah RPD is very confusing and bad for DbD. So many campable hooks, best wishes even getting a basement save on that map (even if you do get there in time).