HolyDarky
HolyDarky
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Sure and then the survivors with zero hooks sit on gens while their dead-on-hook teammates get chase. The reason why Distortion does not work with generators is to avoid these situations.
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I wish Xenomorph had in general a fast dash ability that represents her fast speed that she has in the movies. Not a dash that can injury a survivor or something but something that gives her a little catch up ability - blightserum basekit. This would also makes her a better killer. I would also like to see a little speed boost when she comes out of tunnels that also represents this ability from the movies. The Addon you mentioned is so pathetic because it only wastes an Addon slot and if it would be basekit, it would change nearly nothing.
I still hope Xenomorph will get a bigger tweak/mini rework that adapts the dbd version comes closer to the movie version (stealthy and fast and not Tailattack only even though I like the tailattack due to its good skill ceilling). She could also get an Addon rework because many of her Addons are so underwhelming and only turret resistence and vaultspeed are common.
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These awkward dead zones are the reason why this map is sometimes not that awful for killers. If the developers would fix this, then this map would be much more boring and difficult for many killers.
The developers need to rework this map to make it more fun to play on.
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PI: Year sure.
Wicked: The current issue with the metagame is that many killers feel like hooking is not rewarding and slugging is better (perks, pressure ect.), so we should not buff more perks that make the killer players feel like slugging is better. If BHVR can balance this issue, then yes Wicked could get this buff because the difference between Deliverance and Wicked is that this perk only works in basement - which is a restriction on it's own. Maybe it could get the restriction that you only can unhook yourself in second state when your Anti-Face-Camp-Meter is above 50% or it deactivates when the last generator is finished.
Circle of Healing: @jesterkind explained everything really well. I also want to add that the difference between CoH and Self-Care the fact is that only one survivor needs to bring CoH while in case of Self-Care everyone needs to bring it which is a used perkslot on everyone. The CoH is also still good. No longer a strong perk but a decent one.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830410#Comment_3830410
Some is given from what has recently changed in the game, or from recent events (ie 2v8). The others are taken as requests we've had from players about what stats they want to see. We try to give a variety each time to appeal to our wide variety of players.
The others are taken as requests we've had from players about what stats they want to see.
and there was no one who wanted to see the kill and escape rates for 2v8? I'm missing these stats because they were very intresting, especially an overall stat and individual duo stats (e.g. how was the killrate for the most common duo Huntress x Wraith or how looks the kill/escape rate on each map). Also stats to how many chests were open in the 2v8 to see how useful they are for the survivors.
I really love your stats posts but it would be cool if you would show us more stats.
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I love Machine Learning because it is a funny perk with a strong reward that requires good game sense and braincells to use it right. Even though they made the apply easier, it is still a difficult to active perk that can also be countered by survivors in many different ways. Therefore, I don't understand why the developers nerfed the perk from 60sec to 45 seconds even though it was still difficult to activate and not much used due to the fact that you need to think ahead. Now, even less players will use this perk and this is so sad. The perk got over the year many small buffs to become more viable and the last buff made it finally useable only to get nerfed next hotfix without any options to talk about it.
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I miss the kill and escape rate for 2v8. It would also be nice to see sever based dates like have EU, America, and Asia servers a similar pickrate.
In general, I like the stats but some of them are really useless, important stats are missing, or can spread misinformations.
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@Wiccamanplays said:
Simply put: why does the Lich (aka Vecna) have a cooldown at the start of the match before he can use his powers but the Dark Lord (aka Dracula) doesn't for his? They have similar effects, and Dracula's are arguably more powerful, but one Killer can use their abilities immediately and the other can't.
I wonder whether this, among other things, might be addressed in the upcoming tweaks for the two…
The developers said that they need like 9 - 12 month to finish a chapter. So I think they have at least four different teams that work on their own chapters (the Vecna team is a different one than the Dracula team). Therefore, I guess different developers have different opinions about different things like if a killer should have a cooldown at the start or not.
This is my explanation of why some killers have a cooldown at the start (Vecna, Onryo, Dredge, Chucky) but other not (Nurse, Dracula, Blight). To make it short: It is a design choice.
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@fussy said:
I honestly think whole Obsession restriction should go. 5% Haste and Undetectable on 18 seconds isn't something that crazy, what needs another condition other than hooking survivor.
Maybe decrease it to 15 seconds, idk.
UPD: yeah, nah, tested it in custom again, it will be fine even with 20 seconds.This is a much better idea. Having more perks that rewards the killers in a good way for hooking survivors is always good, especially in a meta that has not good rewards for doing this. Maybe the Obsession part can still be part of it and be something like "If you hook a survivor, you gain 20sec but if you hook the Obsession you gain 30sec and +10 haste instead of 5% haste and the Obsession is still switching". This could also prevent the killer from tunnling a little bit. But I am okay if this would be not part of it.
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Agree. Losing the Obsession makes the perk completely useless which is really sad because the idea of the Perk is really good and encourage the killer to not tunnel.
But in my opinion, the duration should get a buff to like 30seconds because finding, chasing, downing, and hooking the changing obsession is a lot of effort but the reward is rather mediocre. Undetectable is not that strong while other perks like Unforseen or Trail of Torment provide an easier way to active it. 5% haste is nice but not that much.
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We still have a few patches for 2024, maybe we'll get a little Christmas miracle.
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@BugReporterOnly said:
At bare minimum the light on the gates need to turn on once someone touches the lever this bullshit with progressing just enough the first light isn't on has to stop. It's bad enough the gates are spawning at stupid distances that killers can't patrol them then that crap is done. I say spawn the gates in once hatch is closed or all gens are done already. Survivors shouldn't know where they are at at the start of the match to camp them like this.
I say spawn the gates in once hatch is closed or all gens are done already. Survivors shouldn't know where they are at at the start of the match to camp them like this.
I've been thinking about this idea for a while: The distance of both exitgates should depend on the remaining survivors: If all four survivors are alive when the last gen pops, the exitgates spawn more closer to each other. If only one survivor remains the exitgates spawn further apart. Depending on the situation, it would make the endgame more intresting or create a fairer for the last survivor who can at least give it a try.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826394#Comment_3826394
I can't really give a definitive answer here, but there very well could be more than is shown here. We try to show everything we can, but sometimes things get shuffled around and new things added. So while this is the up to date roadmap for now, there's always a chance for surprises.
That's okay, I just want to know if there might be more than just the things on the roadmap. The reason I ask is also because sometimes there are many players that agree something is unhealthy and not good for the game but it takes a huge while and sometimes no respones from you, the developers, about this. But then you make some changes that no one was asking for or questionable (e.g. some recent things like the nerf to Machine Learning, the - for many players - wrong nerf for WGLF, replacing the window on the double storey house on Badham or the one PTB where Pyramid Head was able to inflect torment on survivors by hitting them with his M2 even though no one was asking for and we still ask for an Addon rework for him). Thus, sometimes it is good when you do changes on your own because not always is the community right or has the knowledge about the game but sometimes it is the opposite. It is also great that you do much more for the game than two or three years ago, which - I am pretty sure - everyone makes happy.
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I don't really understand the Machine Learning nerf because while strong, it also leaves so much counterplay on the survivor side and thinking ahead on the killerside. Survivors can see when the killer applies ML on a perk and just refuse to keep working on it or keep it at 99%. Survivors can also finish the wrong generator for the killer or pop too many gens so the killer gets less value from the perk. On the other hand, the killer has to lose a generator but the right generator. Then the killer also has to apply it on the right generator which can lead into mistakes.
Even though the perk is now easier to apply, it is still difficult to active and play with it. This makes the reward fair and keep the perk balanced. So the nerf is not really fair.
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I don't understand the machine Learning nerf. The Perk was good but has many counterplays, especially when survivors can see the animation, and the killer has to force the survivor in the direction to finish the right generator and try to prevent that too many generators pop at the same time or during power. Nobody was complaining about this perk.
The WGLF nerf is also wrong. The healing speed was never the issue. The 10 seconds of endurance was the issue because players abused it in the most disgusting way. Removing the Endurance and keep the healing speed would be the right decision.
The Distortion buff is okay but this perk doesn't need more buffs.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826394#Comment_3826394
These roadmaps were never revealing everything for these updates.
There will be more detailed dev updates shortly before the PTB. Though i guess you shouldnt expext anything Major (well.. November Update will be a chapter and iirc it contains original Killer, survivor and map)
My biggest hope is a rework of the Badham maps in January since with this update Freddy and many A Nightmare on the Elmstreet perks get a change/tweak/rework so it would be a good timing to also change the map. The developers also said in their AMA that they want to change Badham - primarily the mainbuilding.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825060#Comment_3825060
In this case, it's simply because the updates have gotten too big for this roadmap format and there's not enough room to squeeze everything in there. We'd like to show everything in the future, but didn't have the time to come up with a brand new layout this time around.
We'll share the full list with all the details in the dev update before the PTB, in any case.
Since you shared which four other killers will get a tweak in the next update, could you answer if there will be other stuff within the next patches that is not listened on the roadmap like reworking maps, items or addons?
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SInceSthese four got confirmed by the developers:
Chucky: Yes, this killer needs a nerf. I hope they will rework Poison Rat Addon and increase the cooldown of his scamper - to 15sec and rework the PoisonRat Addon into a "reduce the cooldown" Addon. However, as an exchange it would be cool if they bring back scamper windows because this was never the issue - it was always the Pallet scamper that put survivors in a lose-lose situation. Bringing back the 180flick would also be cool because these two changes would give him a good skill ceiling. And of cause, fixing the bugs that make him unintentionally stronger.
Wesker: since his nerf, Wesker is in my opinion a perfectly balanced killer. I can imagine that the developers will make Egg and Unicorn Addon half basekit because they are really common ones. I really don't know what nerf he would deserve or needed.
Lich: Happy to see him on the list. However, I am afraid the developers will nerf him due to his high killrate even though this is more the fault of the survivors. He needs rather buff by reducing the spell cooldowns and some Addon tweaks/reworks. Otherwise, he is in a good spot. Of cause, fixing bugs would be amazing.
Ghostface: The developers seem to love Ghostface and the community loves him too. However, he is a weak killer so I think we will get some buffs. Even though he is in the list for tweaks, I hope he gets something bigger to his basekit that gives him some antiloop power. It feels so pathetic when survivors drop pallets on you, or you have to brut force a pallet because you are so weak and the best you can do is to break the Pallet. This is so boring and gives no interaction for both sides.
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Rather agree with @Gardhome. The current Remember Me is more like "Tunnel the Obsession out of the match to get full value from the perk". This is not a healthy direction, especially when there is no indicator or hint that this perk is in play (at least in case of STBFL you can assum that the killer has the perk and the Obsession can act proactive, Rancor (even though the design is really bad) the Obession can assum it is in play, Play with your Food you can assum when the killer tries to end chase with you but stays close). It is also a difficult to active perk since you can play a match and never find the Obsession → in this case No Way Out is much more reliable and has the same effect on every survivor.
Overall, it would be great if Remember Me would work similar to No Way Out because even then, they wouldn't outclass each other. Would also be cool if Remember Me would regress the exitgates or let's you see the aura of a survivor that is opening the exitgates for the first time.
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I really hope we get a bigger HUD Update that gives SoloQ a good QoL change. My biggest wish is that they show active Perks on the survivors (e.g. when someone with Unbreakable is in Dying State, the Unbreakable Perk is shown next to the survivor, or when someone has Bound that this perk is shown in the HUD for survivors that are in the range of it). This would be cool QoL change for SoloQ (Knowing some teammate perks). But it could also be a small change like showing the AFC-Meter on a hooked survivor - which is welcome.
Shape Tweak sounds okay but still hoping for a rework. This killer is so boring to play and face in every single way. But for the moment I really hope the developers will rework his instakill Addon because an Addon like this should not exist.
The only issues with Dracula are his Medusa's Hair and the Window block Addon, otherwise he is completly fine. But I am afraid he will get a basekit nerf because players like to complain. A buff to Wolf Form would be great.
Happy to see Demogorgon on the roadmap and I really hope he will get some QoL changes to his Portals because they still suck as well as many of his Portal Addons (his Undetectable Addons are redundant while other have an unnecessary drawback). Otherwise, he is a good killer to play as and face.
I hope one of the four killers is Vecna because he still needs shorter cooldowns on his spells and some Addons could get a rework. It would also be a perfect timing to review this killer after nearly six month. Thus, I hope he won't get a nerf due to his high killrate that the developers released. Deathslinger, Doctor, or Pig would be nice too since these killers only need some small buffs and not bigger changes to feel better. Artist would be nice by making her charging time slighly shorter or rework some of her Addons (e.g. both iri Addons). Unknown also needs some QoL changes, especially since the last update was a joke.
Perk Updates are always welcome and I hope there are two or three killer perks that get a good buff while I hope WA will get a fair nerf or change so it will still be useable but no longer annyoing for survivors.
Happy for the five Freddy mains - they finally get their rework.
The tweaks for the January Perks look cool. Hope Remember me gets a buff and a change on how it interacts with the Obsession because currently this perk tells the killer to tunnel the Obsession to get full value from it which is not good.
Changing the Deep Wound status effect sounds intresting, I guess. It might be either a small change or a big one that will one side hate.
@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825060#Comment_3825060
In this case, it's simply because the updates have gotten too big for this roadmap format and there's not enough room to squeeze everything in there. We'd like to show everything in the future, but didn't have the time to come up with a brand new layout this time around.
We'll share the full list with all the details in the dev update before the PTB, in any case.
May I ask you: Are there no plans for map reworks/tweaks within the next two patches or was there just not enough space to mention them? Some maps like Garden Of Joy, Eyrie, and Badham still feel so bad to play on and you said that you want give them a rework soon.
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Since the other four killers will only get a tweak and not any bigger changes:
- I really hope Vecna will be one of the four. The Spell cooldown is really long and could be reduce (Sphere and Fly could be around 15 - 20sec while the other two could be around 20 - 30 sec). Also, some Addons are rather useless and should get either a rework or buff.
- Unknown: The last tweak was a joke and he needs some buffs for his UVX and Weakened (faster speed for the Porjectile since it is easy to dodge on middle and long range; shorter cooldown and longer Weakened). Also making old Blurry Photo fully basekit.
- Knight: He still needs some tweaks like reducing the faster timer for being too close to his Guard because it feels so stupid to get punished for using your power as a chase tool and for being part of the chase. Call to Arms needs to be basekit
- Lastly, even though I am very scared to see her on a roadmap, I hope Artist will be one of the killers with some Addon tweaks/reworks (e.g. Both iri Addons need a rework since they are either bad or stupidand) and maybe a shorter charge time for her birds. Removing the locker interaction would also be cool since this is a rather lame counterplay. But I'm really afraid that the developers could ruin this killer which is why I am afraid if the developers would touch her.
- Sadako also needs some changes (TV cooldown, lullaby, and Tapes) but these are rather bigger changes, so I don't think she will be one of the four killers.
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@MechWarrior3 said:
Pinhead, Plague, and I think it’ll be Ghostface, hopefully Onyro.
Pinhead and Plague have been postponed according to Peanits (https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825059/#Comment_3825059)
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I think Demogorgon will get a buff for his Portals - which makes sense because they still suck. The developers also mentioned this in their July AMA:
In case of Dracula, I hope he won't get a nerf to his basekit. Nerfing Medusa's Hair and the Egg would be fair but otherwise he is a perfectly fine killer.
I can understand that players are upset with the Skull Merchant nerf but the big difference is that Skull Merchant will get a rework and not a tweak like Demo and Dracula - they will get small changes and not big changes like Skull Merchant needs. I also think it is better to give the developers some time with the Skull Merchant rework because if they rush it, the rework might become terrible and nobody wants a terrible rework for a killer who has already a bad reputation.
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Year, I feel like the Arcane Dowsing Rod is not that good. You can drop a BPS, Cake, or pudding/survivor cake and still get the extra BPs from the event but in the end, with a Cake or BPS the other players also benefit from it. It is also an offering that you can only use during this event, so it would be so good when it would provide more BP
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Year, the perk is still pretty bad because as a killer you have less control about the injury status of the survivors when you hook someone. In addition, it is also difficult to say if someone is still exhausted while if they sitting on gens, they will get their exhaustion back easily. It only feels decent to use on Plague and Legion because players rather stay injured against them and they struggle with exhaustion perks. On other killers, Genetic Limits might be better while some killers don't really care about Lithe, Sprint Burst, or something else. But even then 30sec of exhaustion is not that much. The developers should buff it back to 45sec. In addition, Haemorrhage for 30sec is not the best status effect, so they should replace it with something else like blindness (better for Plague and Legion) or that injured survivors scream when you hook the survivor so they get the idea where their next target is.
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True. STBFL was a great perk for the overall weaker M1 Killers and the nerf hurt them the most. The issue wasn't the perk in general- it was a fair perk with counterplay. The Perk needs to be buffed back and the only nerf it needs is to not work around a hooked survivor.
Also agree with other users that Sloppy Butcher and Mangeled as well as Haemorrhage were nerfed in the wrong way, especially now with survivors have many good tools for a quick heal.
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Maybe the issue are these offerings (mainly map offerings) and the developers should fix them instead of giving players a penalty for not bein part of a probably stupid match. Also, if they would punish players for doing this, then the players would give up during the match which would result in even more miserable experiences.
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@theTARNavsky said:
Compared to 2023:
- Survivors lost the endurance and haste effect when depositing energy in the void (no haunts)
- Killers got an additional power to injure survivors
- The smoke bomb is utterly useless, you can't see anything yourself and doesn't make things harder for killer at all
- The killers know when survivors are in the void…
- …but survivors don't know when the killer is in the void AND the killer is undetectable (unchanged)
- Killers now can use powers in the void
To sum up: killers got buffs across the board, and survivors only got nerfs or nothing.
The event is rather slightly survivorsided but more overall balanced and not terrible for survivors. Removing the endurance and haste is a good change because last year it was so stupid when another survivor came from the void to take an endurance hit for their friend. The new power is funny but not really strong and forces the killer to waste their time in the void and in many matches you don't have the time for this and in these matches where you have the time, you don't need it. The smoke bomb is a funny item and can be used quite effectivly. The killer kewn it last year too by looking at the HUD and see the survivor with the broken status effect. This year it is just a little QoL change. No big deal. Undetectable is a rather weak status effect if the survivor just look around and the void is open and there are not many oppunities to sneak up, especially when you want go to the top where you have a nice spot to look around. And survivors have pallets and windows to deal with killers. The main issue was that survivors could just jump into the void to wait out Oni's power mode, to completly shut down Nurse, Spirit, Deathslinger and to escape a chase with Victor or the Guards from Knight.
Overall, the event is more fairer for killers and no longer stupid easy for survivors. The main goal of an event should be that both sides have fun and can enjoy the event and not that one side has super strong oppotunities and options to let the other side suffer.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821460#Comment_3821460
Are you in the right queue? You need to select the mode from the main menu, as regular queue is, well, just plain ol 'DbD.
Year, after my post, I've relized that there are two game modes (normal and haunted by daylight). I didn't expected that Hunted by daylight will be a modifier because it wasn't one last year and from what I've heared from streams and announcement there was no mentioned that it will be it's own modifier. My bad, I was too excited for it^^
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Same. I also have no access to the game event. I can play matches but I don't get the event things and cannot see and enter the void :/
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@BloodBird said:
I spent the day surveying different people who main the various 37 killers to see how they themselves would rank their own killer in a tier list and this is the results of my findings.
Bear in mind this is subjective opinions from people who actually play these killers, and in some cases I got multiple responses so I took the average. And YES, even with 3 separate responses, the lowest tier I received for Trapper was B so… what can I do?https://us.v-cdn.net/6030815/uploads/13JC4K992S1S/killer-mains-tierlist.png
Was there any guidelines, requirements or something? Like based on the strongest build with the strongest Addons or based on their basekit (without perks and addons) or something different? Or was it just "just tell me how good is your main".
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820615#Comment_3820615
The missing aura part is completely intentional as far as I'm aware. They deliberately changed the wording of the perk with the update.
But neither in the PTB changes nor in the live changes is there an information that they removed the aura reading part. It would be so sad if they removed this because this was the main niche of the perk to have aura reading too - also fair for the survivor because they screamas a notification.
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In today's patch notes they mentioned that they fixed the issue that TWACK does not work with M2 moves but there is no mention about the missing aura part. Now, I wonder if the missing aura part is an intentional, still bugged, or unknown :/
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@IAmGilgamesh said:
There is a lot of talks about WoO needing a nerf for a very long time. Why do you think this perk needs a nerf?
In my opinion, the perk should get a nerf so other perks can get a buff by giving them this aura read ability: Deadline could let you see pallets, Windows, and vault location when injured, Better than new gives healed survivors the aura read of pallets, Windows, and vault locations ect. (There are also Alert and Any Means Necessary that have a similar effect like WoO by telling them which pallets are gone). This would help the game more because it would increase the perk variety while still helping the survivors but in a more healthy way. I've saw that many times in Chaos Shuffle where many survivors just ran past a pallet or a good tile due to the lack of WoO. The issue is that the idea of the Perk is to help new players but many players rely on this perk by refusing to learn the maps or spawn logic or use different perks which require a bit of thinking (Any Means Necessary and Alert).
If we really want to help new players learning the maps, then the developers can introduce a basekit feature that shows you the aura of every pallet, Windows, and vault location for the first three times on each map (kinda like they do this with killers that see survivors the first three times. So if you spawn the fourth time on RPD West, you will no longer have this basekit feature on this map - this goes for both sides).
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Yes, the perk needs a buff, but removing the warning icon would be an unhealthy buff - e.g. would increase the gap between SoloQ and SWF. In my opinion, the perk should work 32 meters around the killer and not within the terrorradius so stealth killers or the ones with a smaller terrorradius (Ghost Face, Myers, Dredge in Nightfall, Huntress) can use it and it has better synergies with stealth perks (Tinkerer, ML, Unforseen ect.) Reducing the time from 3 to 2 seconds or increasing the active time from 20 to 25 seconds would be great, too.
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Usually it is two weeks after (Mid)Chapter so the Bugfix patch should come next week, either on Tuesday or Wednesday.
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@supersonic853 said:
Spent a whole day trying these 2 with the leverage rework. If survivors powered through it you got a good bit of slowdown felt like with the heal speed reduction and the gen speed reduction if healed. If they waited and didn't heal it could come back to bite them later. It can be countered fairly easily with We'll make it botany or COH but those heals would be even quicker without it (some games I've had like 5 second heals after being unhooked) so the more seconds the better I'd say for killer pressure. Has anyone else tried it?
It is rather bad and too situational. Nowadays, survivors have many too tools to heal quick (We'll Make It, Resurgence, Botany, CoH, Syringes ect.) and all those things make Leverage a rather wasted perkslot. Thus, strong when the team lacks these things but - again - situational. In addition, SWF can counter Leverage much easier than SoloQ by just going to a different teammate. Gift of Pain and Leverage is also a combination that forces you to spread hooks because otherwise you will get less value but spreading hooks too much can hurt you. The combination also has only value when the survivors do the unhook which can happen either after 5seconds or 69seconds after the hook and the later the unhook happens, the less value you will get. Some survivors are also confident enough to stay unjured (like it is the case against Plague or Legion) and can get value from perks like Resilience. There is also the question why should you waste two perkslots for this slowdown when you can use PainRes+Pop/GE which are much better slowdown perks. Scourge hooks can also spawn rather bad or you can be unlucky with a big map and get even less value from Gift of Pain.
Overall, the combination sounds good in theory but is rather bad in praxis because other Perks/combinations are much easier to use and have less counterplay. In my opinion, these perks need a different buff to be worth it. Thus, can still be funny to use with different perks.
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The crazy part about it is that WGLF was a good perk before, it was just not used so often because many players hate conditions, not free, when it's situational, or difficult for SoloQ. Now, it is in an awkward spot: still akward to use in SoloQ but really strong in SWF due to being much simpler than before. I tried it in SoloQ and there it is sometimes difficult to use because your teammates don't know that you have it. In SWF, however, easy to use and the Endurance teammate can even take a hit to make it more disgusting. It is also that type of perk that won't be used that much because only the experience/brave survivors know the value and have the game sense to use it right/going for the pick up. But when you face it, it will feel so stupid - kinda like when you chase a survivor for the first time in the match and that one pops a Syringe.
I think the perk should get a change and either removing the Endurance or the faster pickup speed. This perk does so much in just one perkslot which is never good. Also Endurance is a really strong effect and players love to abuse it for stupid situations like taking the hit or bodyblocking. Therefore, I lean more to remove the Endurance effect because then the Perk can be better paired with other perks like the new buckle up (why should you use this perk when you have WGLF that has two effects in one and Endurance is much stronger) and it doesn't create these "Endurance take the hit" situation.
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@UndeddJester said:
Predator is fine...
A lot of people called it, it's been swimming in a few threads here and there... Predator is fine with the rework, but it is absolutely broken on Nurse. I've seen a few content creators highlight it already, and the general gist is the same... leave Predator alone... you can't nerf a perk to uselessness just because Nurse exists...
However it is utterly busted on Nurse, and I suspect a change is coming soon, and I would affirm the problem to tackle is Nurse... not Predator.
Suggestion: Blindness on Blink?
Today I caught SupaAlf showcasing it as well. During that video he talks about adding Blindness to Nurse while she is charging a blink and during a blink.
Since blinking on an survivors aura once you have the muscle memory is really easy, Blindness would mean the Nurse still benefita finding survivors with auras, but still has to predict survivor movement to actually score hits, which keeps her unique gameplay fun and engaging for both sides.
I have the clip here:
https://youtube.com/clip/UgkxCtG_QANAY547Q9yQyZVzGh28MujEd11i?si=H4zrlN8_tcre_tCI
I really like the idea of this change, this I think would address a lot of the pain points balancing Nurse. Nurse is such an interesting and unique character, with her own unique mind games that are really fun to play against... unless she just perfect blinks on you every time... which is just so problematic with auras...
Possible other changes for accessibility following this nerf?
I don't really want to just nerf Nurse however... doing so makes her even more unaccessible for new and console Nurses than she already is…
However I think this nerf is a solid nerf that potentially opens room for other changes that might make her less obtuse to lower skill/new players.
For example, since Nurse has this kind of bend reality ability, one could lean into this idea more and instead of yanking her camera down to floor have Nurses gaze turn dredge white briefly, but become unable to see survivors (like Spirit) while she recovers as if she has to realign to reality. While learning Nurse this would greatly help new Nurses maintain spatial awareness.
What do people think of this blindness change idea, and what other potential changes to help a newer player play Nurse do you think she would benefit from?
Nearly every healthy or good Perk will be broken on Nurse (remember when Nurse's blink attack was a M1 move and how strong some perks were on her due to this). Predator is an okayish perk. It is very helpful for beginners (which nice, especially because it is a free perk on Wraith) and decent for the average players. However, on Nurse it can be very strong because it is Nurse.
I agree that Nurse should get blindness when charging/using blink attack (or something similar like Spirit has when phasing). With this, her skill ceiling would increase which means she will become much more difficult to learn but that's fair for being the strongest killer in the game. However, if the developers nerf/restrict her strengh, then they could give her some QoL changes to make her easier to learn for beginners.
In my opinion, she should also get some additionally changes like nerfing Heavy Panting Addon and reworking Torn Bookmark. I also woundn't mind to change her like fussy suggested by making her a 4.4 killer with only one blink.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815691#Comment_3815691
Don't worry, we're investigating just in case!
Are there any news/updates, you can share with us, Peanits?
Over the week, I've notice similar issues like other users in this topic already reported.
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The game is still playable. I played a lot of matches without and with aura reading perks on different killers and there were only one player that complained about my FTTE aura reading-wallhacking-cheating perk. Otherwise, players don't really care.
I guess aura perks are rather a personal problem and not a metagame issue. You don't like them which is okay but they are not a metagame issue and therefore don't ruin the game like other perks did.
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In theory yes but in praxis it would be pretty boring because the unique power of a killer is what makes a killer fun to play as or against.
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The Perk is fine as it is. It is basically a lethal pursuer for survivors and provides already good value, especially in SWF.
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@ReverseVelocity said:
Yeah, I think there should be some special locker spawns just for Dredge. Some maps are just flat out abysmal for him.
This is also my idea. Like Sadako and Xenomorph with their TV/Controlstation, next to generators there will always spawn a special Locker for the Dredge for better map mobility. Might not be the best way to fix it but much easier and better because I highly doubt it that the developers will ever check every map to fix bad locker placements.
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@Science_Guy said:
The downtime seems much worse this time around because the tome is much longer. I think it's about 25 days longer than the last one, so the pages have to be spaced out accordingly. But also keep in mind there's another tome coming with the Halloween event in just 5 days, so the wait for more things to do is not actually that long.
True. This tome is longer due to holidays. It will end on January 28th (which means the Midchapter PTB might be on January 7th).
We can also assume that we will get a Bone Chill tome because we got one the last two years. If we really, really, really, lucky, we could also get a 2v8 tome but I kinda doubt it.
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The nerf to Mangeled and Haemorrhage was too much. It is understandable that the developers wanted to nerf these two to make it fairer for the survivor because their healtime got increased but putting them on a timer was wrong.
In my opinion, they should remove the timer and nerf Mangeled from 25% to 20% or 15%. Nowadays, survivors have many good Perks to make Mangeled less annoying (We'll Make It, Plot Twist, Resurgence, Solidarity, Empathic Connection, Botany Knowledge ect.). Haemorrhage should also have not timer and no other changes but instead give some survivor perks and Medkit Addons the features of countering Haemorrhage this would be a fair counterplay that also gives the opportunity of buffing weaker perks and Addons.
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- Vecna: The developers could reduce the cooldown for his spells and give them individual cooldown timers like Fly gets a 20sec cooldown while Mage Hand gets a 30sec cooldown.
- Pig: Her Ambush still needs some buffs to feel better. I would also like to see when she can break dropped pallets with this attack like Bight and Demo can already do (or at least make it an Addon).
- Demogorgon: His Portals still feel so clunky and need some buffs (faster teleport, longer Undetectable). The portal Addons also need some tweaks and reworks (e.g. the green mushroom addon gives you one extra second undetectable while the purple one gives you three extra seconds. One green Addon increased your teleport speed but you have two portals less).
- Unknown: the latest tweaks were a joke. The killer needs some tweaks for his UVX to feel more like his mainpower.
- Knight: Make Call to Arms basekit and reduce the punishment for being to close to a Guard that is hunting someone because it feels so stupid to get punished for being part of the chase and to use your power as a chase tool.
There are other things that I wish for different killers but these are bigger changes, reworks, or addon reworks and not tweaks which means to be small changes.
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@poinepp said:
I think it does not take that long to finish all the challenges in one page of the tome and I am pretty sure many people just end up with no challenges left to do for days after they have done the first page. I finished all of them and now I wait 20 ish days for the next page to drop and I am sure many others have the same experience
There are many points to keep in mind:
- @Seraphor already explained that some players don't play that much or often which means they need more time to finish the tome pages. I've finished the first page on it's release but some players need more days or can't play this week.
- The developers made the challenges much more easier. No longer never ending challenges like break 50 Pallets, repair 15 generators, cleanse 20 totems, hide next to the killer for 120sec without being caught, play between Sunday and Monday during an eclipse. Nowadays, we have "play as Dracula/Trevor for one match." or "be chased for 30sec". This means players who play the game very often can finish them much quicker.
- There are fewer challenges: the developers reduced the challenges per page, which also makes it easier to fish.
One change that could be done is to add a fifth page. This page is a special one where you can only do challenges for the feature characters (e.g. for Dominus, there will only be Dracula and Trevor Belmont challenges). This would benefit the players who have the characters, but players who don't own these characters are unaffected while still being able to finish the tome.
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@Peanits said:
Others have beat me to it, but I can confirm what has already been said. With no generators left to patrol and the gates already open, there's no practical reason for the Killer to leave the hook and it would be incredibly risky for them to do so. If the Survivor gets unhooked, you're unlikely to catch them or a different Survivor before they can run out the gates, especially if they take hits for each other.
At this point in the match, the gloves are off and it's sudden death. The Killer really can't afford to walk away and let that person be unhooked, so we don't feel it's fair to penalize them for staying close by at that point in the match.
I agree with your explanation and it makes sense but one thing that should be changed is to give killers a built-in anti-facecamp feature like Artist or Dredge already have. In particular, Bubba and Billy should get one because it is impossible for the survivors to rescue against these killers in the endgame which feels very boring because an endgame rescue is often very intense and funny for both sides.
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@Brightened said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816808#Comment_3816808
Okay you're not even thinking about how those aura reading perks stack up though lol.
Let's just type out a typical game.Everyone loads in.
Survivors immediately (should) run to a generator.
OOP KILLER HAS LETHAL-
Killer is on someone and downs them.
Killer has Pain Res and BBQ. (That's 3 perks)
Killer gets gen block progress and sees the next victim.
Rinse and repeat.
LP lets the killer know where the survivors are but when the one goes down quickly, this either means the killer played better or the survivor played poorly. Also, the survivor still hears the heartbeat and has the option to run to a strong tile. BBQ encourages the killer to leave the hook and chase a different survivor, which means no camping or tunnling. Knowing three perks is also already good for the survivors because it reduces the chance of nasty stuff like NOED, Devour Hope, ect.
