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HINGIRIK

HINGIRIK

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HINGIRIK
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  • @Yharwick said:

    A lot of the discussion I've seen around Sable's perks is they're bas because they require you to go to the basement and the basement is the most dangerous part of the map and I have to say I don't really agree with that at all.

    Realistically as killer unless you see someone with an aura perk or a gen is near the basement you pretty much never go in or even near the basement. You can't you just don't have time in between patrolling gens and chasing survivors. So where did this idea that going to the basement is dangerous come from?

    Oh and while I'm at it for Strength in Shadow I've seen people say it's inefficient because travel time but lets be honest if that were true CoH wouldn't have needed to be nerfed to the point it no longer lets you self-heal.

    I don't think the invocation is good but I do think Strength in Shadow and Wicked have quite a bit of potential and there's been a lot of misinformation surrounding them.

    You're absolutely right that the basement isn't the most dangerous place in the game (unless you're facing a basement trapper, camper bubba, or mirror myers). However, due to the new perk, the killer may think "Let me go to the basement so that no one performs a ritual" and occasionally check the basement (to be honest, no one will decline the offer of 1 broken survivor in exchange for 15% gen progress, so they normally do not go to the basement even when they are going to go). I also agree with you about Strength in the shadows. I also liken this perk very similar to the old CoH perk, but we have much less space for you to use this perk (the radius of the boon totem is larger than the basement).

  • I will give you the simplest tactic to break 3 gens: Everyone should repair a different gen at the same time and when the heartbeat sound approaches, go to a safe place without getting a free hit.

    Best anti 3 gen strategy 👌

  • @ImWinston said:

    I thought of these perks to counter tunneling, to """"""counter"""""" scourge hooks (ALL SCOURGE HOOK EFFECTS HOWEVER REMAIN UNAFFECTED), and to make some interesting strategic plays. I thought strong effects because for the survivor it is a big risk, a waste of time and because the killer can avoid these hooks.

    General mechanics of the "Blessed Hook"

    Press and hold the Active Ability button on a Hook to bless it and create a Blessed Hook. Animation to bless a hook lasts 32/28/24 seconds.

    A blue aura of blessed hooks will be visible to everyone, including the killer.

    A hook can be both a "scourge hook" and a "blessed hood" at the same time.

    A blessed hook cannot be sabotaged.

    You can only have one blessed hook in the entire game, and it can never be changed. (4 surv for max 4 blessed hook in a game ... like scourge hook)

    If a survivor is sacrificed in a blessed hook, the perk will be deactivated for the rest of the game.

    If one survivor has multiple "blessed hook" perks... all perks will go into one hook (like boon totem)

    Blessed Hook: Easy suture ----> Increases Altruistic Healing speed by 100 % to the survivor dropped from the blessed hook. When this survivor is completely healed, the perk is deactivated

    Blessed hook: Silent crying ----> Reduces the volume of Grunts of Pain by 100% of the survivor saved by the blessed hook. When this survivor is healed, the perk is deactivated.

    Blessed hook: Ghost essence ----> it is impossible for the killer to read aura of the survivor saved by this blessed hook. This survivor also represses his urge to scream. When this survivor is completely healed, the perk is deactivated.

    Blessed hook: Phoenix blood ----> The survivor released from this blessed hook has "Unbreakable". If the survivor is healed or uses his "hook unbreakable" ,the perk is deactivated.

    Blessed hook: Patience ----> automatic "rebecca's reassurance"

    Blessed Hook: Brittle metal ----> After unhooking a survivor, the blessed hook will break for 180 seconds

    NOTE: blessed hook is a really "lazy" name, but I used this to give an idea"easy to understand"

    O love this idea 🫠

  • Killer Perk

    Hex: Invisible

    You will be undetectable until your totem is cleared. The survivor who clears your Totem becomes oblivious until he engages in a chase with you.

  • @Marc_go_solo said:

    Here are 3 Survivor perks, 2 of which I think would be fun additions amd 1 which is more a comedy one, but would be a lot of fun!

    1. Survivor Perk: Pacesetter

    Winning a marathon has as much to do with pacing as well as fitness.

    When in chase, Pacesetter activates. When the Killer reaches Bloodlust I (gaining a 0.2m/s speed boost), you increase your speed by 0.2m/s.

    Once out of chase, you become exhausted for 60/50/40 seconds.

    "Learn to run when feeling the pain. Then push harder!"

    2. Survivor Perk: Quick Study

    You've always been fast to learn new skills in the field.

    When you heal a Survivor a full health state to healthy, Quick Study grants you a random 5th perk copied from the Survivor you healed.

    You keep this additional perk until you lose a health state.

    Once you lose a health state, this perk goes into cooldown for 80/70/60 seconds.

    "The greatest skill is to be a sponge for learning"

    3. Survivor Perk: Bustin' Makes Me Feel Good!

    It's time to grab your stick, heat 'em up and make 'em hard! (genuine quote!)

    The first chest you unlock will contain a unique item - Proton Pack - with 10 seconds of use.

    Aim at the killer and press the action button to shoot a proton stream at the Killer. The Killer will be slowed by -50% as long as the beam hits them. This effect lingers for an additional 2 seconds.

    The Survivor can also "overcharge" a stream so long as there is 50%/40%/30% charge left. This blinds and stuns the Killer for 7 seconds, depleting the rest of the pack.

    If 2 Survivors use this perk and cross the streams by accident, both survivors go into the dying state.

    "Let's show this prehistoric ######### how we do things down town... THROW IT!"

    Quick Study gives you no mither (just kidding, you have to heal her/him for the advantage to work. Healing the guy with no mither * __ *)

  • Why doesn't anyone like the Hawkins map? It is one of my favorite maps when playing Killer and Survivor. Also, I think the new map looks nice even though it is on the killer side.

  • @gatsby said:

    Dramaturgy is a good perk but it has a skill cap sort of like current Dead Hard. It can get a lot of value but if timed wrong it can sabotage you or be utterly useless. Either making you exposed or being caught in a scenario where it won’t give you enough distance to get anywhere useful. Also, the requirement to be healthy limits its use in tunneling scenarios as it won’t get the same value off hook as most other exhaustion perks.

    Basically, all of this makes it pretty inconsistent. People might try it and have a bad experience that makes them drop it from their builds and never bring it back. Its good but not as easy to use as other options.

    Believe me, if you don't use Dramaturgy in the dead zone, the exposed effect doesn't mean anything. But having to heal is not good. Also, if you master using Dramaturgy (more difficult than the old dead hard), there is an epic loop perk. Use the perk and see its value.

  • @Coz said:

    ‘bad teammates’ I’m not great at the game but I never enter a match with the intention of playing badly. I always try and do gens, will heal others when I can, always unhook when I can and will try to loop (poorly) when chased. I’ve taken the kill to let survivors escape. I’ll take safety hits to bail you out etc.

    back to the beginning…. I’m not great at the game but I am learning.

    Bad player gets bandied about a lot on the posts and it stings to think this is what I’m seen as.

    inexperienced, yes! Poor looper, yes! Not the smartest player, yes! But I don’t think I’m a ‘bad player’

    What I mean by "bad teammate" is not you. You say you repair gens, heal your teammates, unhook others, and loop as much as you can. That's not my definition of "bad teammate". You do what you have to do and you are a good teammate. What I mean by "bad teammate" is the survivors who troll the game and the people who do not do their duties, do not gen even once, do not unhook anyone, do not heal anyone and do not make an effort to do this. I wish I always had teammates who were as dutiful as you.

  • @MrPenguin said:

    This is the same in every team based game.

    You cannot fix "bad teammates". That's the chance you always take queuing solo, your team not being on the same page as you and vice versa.

    You cannot fix people thinking they're not one of these "bad teammates" and it's simply everyone else. People don't like to see themselves as needing to improve. The randoms and the killer are easy scapegoats. The vast majority of the players you're describing also think the team is the problem not them.

    You could improve MMR sure, but the other problems will still be there. As shown in other team based games with better MMR.

    I'm sorry if I wrote something in my article that bothered you. Someone may not be playing the game well, this is normal, but I think it is not normal for this player to come across someone or a few people who play relatively better. What I mean by "bad teammate" here is teammates trolling the game. I want to give you an example: You enter a match and sit down again. When Gen progresses by 20%, all 3 of your teammates are knocked down, but this is not because the player cannot play the game well, but because they are trolling the game. I hope I didn't write anything in the article that would disturb you.

  • @[Deleted User] said:

    I don't know this forum is full of soloq players that claim that they are great at the game and it's their team mates that are crap you'd think they would be matched regularly with other "great" players. I think it's more of a case we are all human and make mistakes. Stop being so critical of other people. I'm sure you screw up at times too.

    What I want to say here is not that other people do not play well and that I am a legend. I too sometimes fall to the ground within 20 seconds. I'm not saying that people are playing the game badly and that these people are criminals. Not everyone can play well all the time. But the real problem is the mmr mechanics of the game. I apologize if there is anything in my article that bothered you.

  • @Moz said:

    I'll share a secret about solo queue. Start running a solo escape build. If you go on a losing streak the survivors you get paired with are going to typically get worse and worse. The only way to start getting competent teammates again is to get your escape rate up. There is a trade off to this though. If you start escaping too much you'll tend to get the bad survivors again to start balancing out your escape success.

    In the beginning, mmr is low. That's bad teammate. This means losing matches and mmr. So worse teammates come and eventually you become 0 mmr. No matter how good your build is, if your teammates are much lower than your level, you will neither enjoy the game nor escape.

  • Arrival of Demogorgon a new blighted skin. A map that may challenge Gideon's arrives. Bird Box chapter coming. Lithe perk nerf. Making some killer add-ons OP. Blight's red add-ons need to be reworked 5-10 more times.

    I am not a prophet

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646259#Comment_3646259

    why would a killer that cares about killing the last survivor open the gate? opening the gate would basically be saying "i can't bother with this just leave"; if the killer wants to kill survivors that bad they can take their time and look for them. they can MAKE THE DECISION themselves.

    you are trying to argue this would be worse than current hatch which might give the chance of both not wasting your own time and getting to kill all survivors but it is still an rng free undeserved escape that's out of killer's agency which also causes lots of other issues that makes it not worth at all.

    I thought our goal was to prevent the Survivors from hiding until the end of the match. But right now we are willing to give a free escape to the survivors who are hiding. Don't you think this will encourage more hiding? Survivors hide, they make the killer tired, then the killer opens the gate and they get a hit from the killer in front of the gate, t-bag and escape. Also, while hatch escapes do not increase mmr, all types of gate escapes increase mmr.

  • All evil within levels are active for an unlimited time. The amount of evil inside Survivors does not refill over time. When stalking someone from a distance of more than 16 meters, your silhouette darkens and becomes harder to see, and the black fog between you and the survivor becomes 3 times more (it does not prevent you from stalking). If you stalk someone for more than 3 seconds, your terror will not reach them. If you stalk for more than 10 seconds, the survivor will hear a special sound effect (Halloween ost).

    Evil within 1

    You can't lunge. Your speed is 4.2m/s. Vault, pallet breaking, gen kicking, lifting, dropping, successful attack recovery speed, unsuccessful attack recovery speed are reduced by 50%. Wiggle speed increased by 25%. The stun granted by perks increases by 15%. Pallet stun increases by 35%. Wiggle stun increases by 40%. +25% wiggle progression if you fall from a high place while carrying someone. If you fall from a high place, your base movement speed will be 3.85 for 1-3 seconds, depending on the height. Your rate of going blind increases by 75% and you recover from blindness 90% slower. If you equip Lightborn, you become blind at 25% of normal speed and recover from blindness at 65% faster than normal speed. You become undetectable.

    Evil within 2

    It becomes active when you reach 5 stalk points. Your speed becomes 4.4m/sec. Your terror radius becomes 16 meters.

    Evil within 3

    It becomes active when you reach 20 stalk points. Your speed becomes 4.6m/sec. Your terror radius becomes 32 meters. All survivors are exposed. Lunge time is increased by 15%. Your pallet breaking, vault, dropping, lifting, gen kicking speed increases by 20%. Wiggle progress is reduced by 35%. Pallet stun time is reduced by 25%.

    Evil within 4

    It becomes active when you reach 40.4 stalk points (everyone is fully stalked). Your speed becomes 4.8m/sec. Your terror radius becomes 64 meters. Lunge time is increased by 50%. Your vault, pallet breaking, gen kicking speed is increased by 35%. You cannot damage Survivors, instead a normal or lunge attack on one will allow you to kill them (even if they are animated). You cannot pick up survivors on the ground, if you try to pick them up instead you will kill them. If you find someone hiding in the closet, you kill them instead of taking them on your back. When you start killing someone, a little halloween theme plays and it ends a little after you kill them.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645682#Comment_3645682

    improved afk crows would be a nice implementation against this situation as well.

    though what i meant was, killers would have the choice to open gates not survivors. if they wish not to they won't and look for the hiding survivor for as long as they would like, it's up to them. survivors still wouldn't be able to open the gates before doing gens unless killer chooses to open one, then the survivor(s) can open the other.

    Let's say a killer who didn't want to look for the others opened the door. Survivors also go there to escape from the open door. If the killer's special abilities or perks are not insta-down or the survivor is not injured, he will escape guaranteed. You can think of it like hatch standoffs, but only if you can insta-down. Does it make sense for a killer who does not want to look for someone else to provide an escape opportunity directly and give 2 escapes? If we want the update to be on the killers' side, the opposite will happen. I think it's more logical that if you don't do gen for a certain period of time, a crow will come to your head.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645455#Comment_3645455

    You'd want your totems to be within your 3 gen, not far away.

    Yes, becuse only RUIN counters anti 3 gen system.

  • @NerfDHalready said:

    it's the exact same thing where 2 or more survivors hide and take the killer hostage, just as @Peanits pointed out or an extreme case of a killer getting bullied, hard. what to do? killers can have the ability to open gates after the match reaches a certain length (15-20 mins would be ideal)

    The ability to open doors can encourage the game to door camp (after all, there's an open door, why wouldn't they just walk out). If only killer can open doors, they will force them to do so. What you're trying to say is that if survivors can also open doors, it's even worse. And unless the guy in front of you is injured and your stats or perks don't help insta-down, there's a ridiculously high chance they'll run away. Instead, if a gen is not finished for a certain period of time, an end-game collapse begins and they must advance any gen by a certain percentage and the hatch will spawn in a closed manner...Or just crows circling overhead and giving you sound notifications.

  • "Add a counterplay for survivors. | Counterplays are essential if a killer is too strong. There are emp's for the singularity, flamethrowers for the xeno. So if they don't want to change his power, they should give the survivors the power to fight back or counterplay it somehow."

    @Atom7k said:

    I get that this killer gets played a lot because he is new. But right now I am beyond annoyed.

    Chucky aka "The good guy" witholds way too much power and is zero fun to play against. At the current state when playing alone or with friends we consider leaving the game when we see its him. My friends and I are frustrated.

    The most concerning part for me is the stealth mechanism. He is too short to be seen clearly on almost every map but not even having a red stain makes it impossible to know he is comming (aside from his laugh which is laughable itself). This made many many players turn him into a camping killer. Almost every chucky player so far was proximity facecamping (another thing bhvr needs to fix). If you hold 16 meters distance from the hooked survivor his rescue bar won't fill but you can still see him pretty clearly. Most players would seek this distance turn undetectable and would just wait. It is the most common 'strategy' I've seen so far and it is so frustrating to see bhvr trying to decrease facecamping just to add a killer who is gold at it. I don't see Onryo players do that so it must be because you can barely see him and he is then undetectable. I think it's too hard for survivors to get informations of his whereabout.

    He also has an unbelievable field of view so hiding in corners and stuff doesn't work at all.

    How can bvhr justify to create a killer like this while other killers are in desperate need of change.

    Well I've ranted enough and I had enough. I think this killer is and will remain a problem. I don't get how xeno got nerfed two weeks into the release yet this hasn't been adressed.

    Chucky can't have it all. Dashing palettes, undetectable, making everyone nervous because of the footsteps, blight like dash, insane fov, hard to blind, impossible to see in most gyms. This kit is simply too strong.

    I will propose some changes here and explain why it makes sense:

    He should either:

    • not be able to gain undetectable status | he is already very hard to spot because of his size, being undetectable is simply too much. Imagine the Onryo had a lullaby like chucky. People would be mad af.
    • not be able to dash | My least favourite option but it does make sense to take some powers away. You can't outrun his dash with lithe, balance landing or sprint burst. This is somewhat okay but with the dash being like it is you could start sprinting at 150 % and 10 meters distance and the killer would still catch up to you in less then 2 seconds
    • his laugh should be louder and better to locate (24 meter radius at least). | Grants survivors the possibilty to actually react to him. Right now you won't know hes close until the distance is too short to do something about it. So it's almost a guaranteed loss of a health state. This sounds pretty unfair to me. As it is already hard to see where he is comming from because of his size. Compared to chucky the dredge is crying in a corner right now. It's a big lump of turkey who has an integrated dyson v12 with directional audio. The dredge's stealth ability is a joke compared to chucky.
    • keep his abilites but tone down the numbers a lot. | If he keeps everything numbers needs to drop. His undetectable is too long, his laugh to quiet, the footsteps not precise enough, dash too long.
    • reduce his basic attack range to almost zero. | He is a doll. Him having more attack range then the Skyscraper Meyer himself seems a lot.
    • Add a counterplay for survivors. | Counterplays are essential if a killer is too strong. There are emp's for the singularity, flamethrowers for the xeno. So if they don't want to change his power, they should give the survivors the power to fight back or counterplay it somehow.

    I think one of the above is enough to bring it to a fair level BUT we haven't talked about add ons yet. Some of them are okay as they just buff numbers. However I think the ability to insta break pallets is too extrem. The only other player who can do this is the legion (blight still gets stunned for a short duration with this add on) and only in frenzy which makes it (almost) impossible to be downed instantly. Chucky however can simply break the pallete and then get you with his dash. Doesn't sound like something you want to face every day.

    "Add a counterplay for survivors. | Counterplays are essential if a killer is too strong. There are emp's for the singularity, flamethrowers for the xeno. So if they don't want to change his power, they should give the survivors the power to fight back or counterplay it somehow."

    Patch notes for 7.6.0

    •The Good guy can kickeable for survivors like Victor.

    LOL

  • @NerfDHalready said:

    it's the exact same thing where 2 or more survivors hide and take the killer hostage, just as @Peanits pointed out or an extreme case of a killer getting bullied, hard. what to do? killers can have the ability to open gates after the match reaches a certain length (15-20 mins would be ideal)

    The ability to open doors can encourage the game to door camp (after all, there's an open door, why wouldn't they just run out). If only killer can open doors, they will force them to do so. What you're trying to say is that if survivors can also open doors, it's even worse. And unless the guy in front of you is injured and your power or perks don't help insta-down, there's a ridiculously high chance they'll run away. Instead, if a gene is not finished for a certain period of time, an end-game collapse begins and they must advance any gene by a certain percentage and the hatch will spawn in a closed manner...Or just crows circling overhead and giving you sound notifications.

  • As a 3 gen Knight player, I shut down my PC crying when I read the patch notes. I think there is no need because survivors need to pay attention to gene placement. They should not finish every gen that comes their way, so that they are not left with 3 gens. Also, what happens if the distance between genes is extremely large? Why nerf killers but not survivors? Also, this issue was not something that broke the game tremendously (unless there are 3 gen knights or 3 gen merchants).

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645464#Comment_3645464

    "Also, this issue was not something that broke the game tremendously (unless there are 3 gen knights or 3 gen merchants)."

    But your first line "As a 3 gen Knight player" so should they just make this rule for Knight and SM?

    Actually, I tried to express that there are not many players like me in the game.

  • As a 3 gen Knight player, I shut down my PC crying when I read the patch notes. I think there is no need because survivors need to pay attention to gene placement. They should not finish every gen that comes their way, so that they are not left with 3 gens. Also, what happens if the distance between genes is extremely large? Why nerf killers but not survivors? Also, this issue was not something that broke the game tremendously (unless there are 3 gen knights or 3 gen merchants).

  • I want to recommend you an excellent 3 gen build for knight. You need the Surge, Coulrophobia, Hex:Ruin and Hex:Undying perks. Surge causes all genes within 32 meters to explode when you drop one. And since all 3 genes are close to each other, all genes will probably explode. Coulrophobia forces survivors who want to heal to heal away from you because it requires almost impossible skill checks and survivors who fail must move away to heal. Hex:Ruin also counters the new anti-3 gene mechanic. Hex: Undying, a possebility appears in a very distant place on the map, reducing the chance of breaking. In this build, you need to keep 3 gens very close to your totem and protect your totem because if it breaks, you cannot kick the gens more than 8 times. Or you can change your Hex totems and equip Nowhere to hide and Overcharge. This works well if you kick a gen back so quickly that the others don't have time to advance that gene by 5%. I tried this build and after a while they started making jen without caring about me. If you play for about 1 hour, the game automatically counts everyone as sacrificed and the game ends. As add-ons, install the add-on that brings 2 cellarers in a row and the add-on that increases the patrol time by 8 seconds.

  • Bruh chapter 30

  • •GOOD GUY

    I think his camera needs to be changed. First of all, I think it is against the story and gameplay of the game. When you look at the Learn The Play section of the game, there is a section that says "The killer sees from the first camera perspective, while the survivors see from the 3rd perspective to see the world better." First of all, the killer sees you better than you see him. It's very difficult to track white dots on the ground, especially once Chucky becomes undetectable. These white dots are sometimes not visible even though the killer is standing so low that you can even see Ōnryo from above. I think the camera angle is a disgusting situation that spoils the story and mechanics of the game, and I think it should be fixed. There are also those among us who play Twins. There are also people who drive Victor like a car and jump on the survivor. What is Victor's fault? There is a part that I mentioned that is strong for the murderer and a part that is weak for the murderer. I'm trying to hit someone in particular. Normally, if you touch Survivor exactly, it should count as a hit, but it doesn't. I know that I have to press m1 when I'm a little away from Survivor, and even if I do that, it doesn't hit. This means that if someone who does not play Chucky says "Let's play Chucky", 2-3 unsuccessful hits may cause him to roll Dc and reduce the playability. Am I stupid or are others having the same problem?

    •Mastermind

    I don't like hitboxes. I have to spend 5-6 seconds even to hit the man next to me. Consider console gamers. In addition, it is very difficult to hit someone who is far away, just as it is so difficult to hit the man next to him.

    •Trapper

    They say this killer is weak, but the killer can hold about 8-9 pallets, the main building, the shack and jungle gyms. It can lock almost half of the map. I don't even want to talk about closed maps. If the killer sets his traps in a camouflaged manner in a corridor with high traffic density, he can be powerful. But there is no any power without add-ons. For example, the add-on that automatically opens a trap every 30 seconds and the add-on that automatically knocks down the survivor when he escapes from the trap can be a basekit.

    •Shape

    Micheal's tombstone add-ons may be more useful. You earn about 20 stalk points and can only kill those who are not in the animation. For example, killing someone entering the closet, killing in any animation and should be given the ability to kill by pressing lunge. Also, it is weaker than ghost face, ghost face stalking for 4-8 seconds is enough. And both give exposure for 60 seconds.

    •Demogorgon

    It has a very strange hitbox, the survivor can dodge by pressing A and D. You can also hit someone turning a corner from the other side of that corner. Once you enter the portal, your character exits the portal before you even see the outside of the portal, and this should not happen. For example, as soon as you enter the portal, you can enter the exit animation from the other end of the portal (just changing the killer's perspective). We should be able to remove the portals. For example, by pressing m2+ctrl. The speed at which we can put our heads into portals can be increased. By shredding, we can avoid hitting invisible walls (You are flying from a high place and one invisible wall takes all your speed). Miss cooldown may be reduced. Setting portal speed can be increased. Add-ons and basekits that increase the time required to break the portal can be buffed. Blighted skin can be added (probably will be added). In the mori, the head can be cut off, or they can add a texture to the survivor's entire head, just like Singularity's mori. Someone who sees mori for the first time may think that BHVR does not have enough budget for mori. Graphically, its size can be increased because in the series, Demogrogons are mentioned as 2.7 meters, but in the game they are almost survivor size, so it does not make you feel that strong. Add-ons can be added for increase shred speed and distance.

    •Doctor

    I think Madness 3 is weak because Survivor can wake up with 10~ seconds. I think it takes someone else to help them come to their senses.

    •Nemesis

    Hitboxes are tiny. The maximum number of zombies can be around 5-6 because having 2 bulky zombies on a huge map is not enough. Zombies can only hit careless survivors by chance. Additionally, a few more types of textures can be added to zombies. If the zombie entered the hit animation, it should deal guaranteed damage. Depending on the nature of the zombies, it can detect injured survivors from a distance and walk towards them faster (it would be a nice detail if the smell of blood is attractive).

    •Death Slinger

    Quick scop should be possible, after all, this is something that requires talent.

    •Generraly killers

    The red add-ons of dozens of killers in the game are of no use. These need to be either buffed or their rarity reduced.

  • I don't think there is a need to nerf it, after all, looping is something that requires skill. Even if you give Woo and the old dead hard to someone who has no talent, it will not be difficult to knock that person down. Also, just because it sees the location of the pallets and windows does not mean that it will loop well. In addition, even if the person memorizes the location of the pallets and windows on the map, he cannot know which pallet is broken or knocked over. Think of it this way, you are in a chase and you go to the pallet, then you see that the pallet is broken, so you get a ridiculous hit and go to the next place you think is the pallet. I mean, I don't think there's any need to nerf it.

  • I am also someone who uses UW, but anything that is strong gets nerfed and apparently the developers see UW as strong. So much so that even if the survivor is using Calm Spirit, you see their location. I think they can increase the cooldown, change the duration of blindness, or remove it completely, and it will not show the survivor using Calm Spirit. I hope the final version of this perk will not be like what happened to the legendary perks of the years such as Dead hard, Ruin, Pop etc.

  • @Yippiekiyah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404097/reworked-shattered-hope

    It's too situational. Firstly you have to run it with another hex then a survivor also has to be using a boon which aren't very common these days.

    I only talked about a rework that could be brought to a worse perk. Also, in 1 out of 5 matches I enter, there is a boon user. I did this so that it could be used if more op boon totems come in the future. Also, hex totems are one of the meta perks of killers. So you use this perk because you use Hex.

  • It is very effective when used with vigil. It is very good at reducing the exposed status effect. Also, this perk is for looping, not for gaining items. You can use more effective builds to gain items. This perk allows you to move forward about 10 meters faster than the killer (longer distance if 2 seconds more speed). In the old dead hard, this is about 4 meters. I think it is very similar to the old dead hard. Other than the damage miss, its features are better than the old dead hard. Also, if you think you won't be able to reach a pallet or window, it's a good thing to activate the perk and avoid taking damage when you normally would. It's incredibly satisfying to use in a situation like this. Or it is also very useful to turn 1-2 extra turns around a pallet. Also, if you do not use it in the dead zone, the exposed effect does not mean anything. In summary, use this perk while chasing. I think it has great potential, but it's an unexplored perk. My meta with vigil.

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