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HolyDarky

HolyDarky

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HolyDarky
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  • @notdragonite said:

    Perhaps the most debated perk in the game’s history, Distortion is notorious for causing frustration for many killers for being regarded as “too strong” or “gives too much too survivors with no down side” etc, etc. and along with these sentiments comes with complaints and suggested changes.

    To provide context and give a basis to the argument, I am a survivor main with a Survivor to Killer ratio of around 65%:35% (estimated).

    As of currently (and has been since patch 6.1.0), Distortion has given the following benefits to survivors:

    • Start the trial with 3 tokens
    • Whenever your aura is supposed to be shown to the killer, a token is consumed activating Distortion for 10 seconds. Your aura will not be shown for this duration and your scratch marks are hidden
    • Being inside the killers terror radius by any means for 30 seconds will grant you an extra token

    Now the reason I had to emphasise “by any means” is that distortion works differently compared to other perks that grant tokens whilst in the killers terror tissue. For example, Stake Out grants tokens whilst in the killers terror radius whilst standing, meaning injured, healthy or whatever aslong as you are up. HOWEVER, Distortion will grant tokens (for some reason) REGARDLESS of your situation, so long as you meet the requirement of being within the terror radius, by this I mean you could be on hook, or down on the ground and still gain tokens. Now I assume this is a bug, but I wouldn’t put my money on it.

    This aspect of the perk (I believe) has gone unnoticed by the community, but those who do realise it have probably added it to their list of reasons of why Distortion should be nerfed.

    Personally, I don’t see a massive problem with distortion, I think it’s a fairly adequate perk to have in one’s build and really helps against these strong aura perks, but I can completely understand from a killers perspective that certain perks in your build are completely countered by one perk that essentially lasts the whole game. Although, whilst this is the case, Distortion’s pick rate is not as high as you would expect it to be considering its huge benefits.

    Regardless, moving forward, I will suggest some changes to bring the perk to a safer and toned down version to ensure that it’s still a valid choice whilst simultaneously not causing killer mains a huge amount of hassle.

    Updated Distortion:

    • Start the trial with 4 tokens (was 3)
    • Whenever your aura is supposed to be revealed to the killer, a token is consumed activating Distortion for 15 seconds. During this time, your scratch marks will not be revealed to the killer and your aura will be hidden (changed the duration to 15 seconds instead of 10 seconds)
    • If you are the obsession, gain 1 token for every 40 seconds (was 30 seconds) spent inside the killers terror radius (added obsession requirement)
    • Increases your chances of being the obsession at the start of the game (new effect)
    • Standardised Distortion to only give tokens whilst standing up injured or healthy (was regardless of situation)

    Overall, some of the numbers have been tweaked and it’s been made so that you can only gain tokens if you are the obsession.

    Distortion is not a strong perk like old-old DH or MFT, it is more of an unhealthy perk for the metagame like @radiantHero23 already explained as well as many other threads and topics in this forum. Also not only killers suffer from this Distortion playstyle but also SoloQ because it makes the match in a rather 3v1 where the Distortion users plays really passive.

    Distortion does not need a complex rework. Just make it so you gain the tokens during chase because this would stop the complete passive playstyle and selfish act of the users.

    Distortion can be helpful for the team like if the user has Deliverance so they can avoid an early hook to get the perk activated. It can be a healthy perk but in it’s current state it does the opposite.

    @Aven_Fallen said:

    I dont really think that Distortion needs any changes. I dont like the Perk, but I also dont have a problem with it on either side. And in the end, with the tunneling and camping which is going on right now, it is understandable that players want to stay hidden as much as possible, because if you get found first, you might be out of the game rather quickly.

    Sure, there are players who are way too stealthy, but this is more a player-thing and not a problem of the Perk. Because lets face it - those players would stay stealthy even if Distortion is nerfed or reworked. They would just spend more time in a locker and probably be even less efficient. So Survivors complaining about other Survivors using Distortion should think twice if changing the Perk would make it any better.

    Distortion won't help you when you get tunnled. DS and OTR as well as good looping help you to avoid tunnling. The Rebecca Perk also helps to avoid tunnling and camping. I'd much rather have teammates that have these perks (and other ones like BT, We'll Make it ect) than Distortion because this is what really help.

    I think with the idea of gain tokens back through chases, Distortion will still be a good perk (can, if you want, protect you from early tunnling) but in the end you have to take action.

    @CountOfTheFog said:

    It needs a buff. 4 tokens too. Killers literally knowing where everyone is all the time is ridiculous. They see the auras of the generators. If the Survivors want to escape, they will be on those.

    4 aura reading perks is the new thing in my games and it's so busted. Lethal pursuer is ridiculous and I'd bet leads to a majority of the early hook suicides everyone hates.

    Just because the killer knows where every survivor is, does not mean they can hook survivors. Lethal Pursuer is a helpful perk like corruption to make the early game more manageable since this is the weakest point of every killer. When a survivor gets find in a bad spot, it is rather a mistake of the survivor as this one didn't chose a safer spot near a good tile or loop.

    Do you have any proof that survivor do hook suicides just because they get found by an aura perk? Because I think these players do this no matter what perks the killer has. The issue here is on this survivor and not on the killer or perk.

    @Spare_Them_Mori_Me said:

    Lightborn exists. It does the same thing for killers that distortion does for survivors: Shut down a gameplay style.

    Literal balance.

    Year, one item and Perk gets countered is the same as 23 Perks and 53 Add-Ons get countered. Also even if you're right, two wrongs don't make it right.

  • @vol4r said:

    @HolyDarky i've never seen surviviors take 4 identical map offerings.
    There always will be someone who takes bloodpoints offering.

    My comment was sarcastic. I agree that sacrificial ward should not be a solution.

    I am so in with the idea of removing map offerings - it gives randomness that this game needs :)

    Taking map offering gives predetermined adventage to one side. I always dodge a game if someone takes a map offering.

    I wish dodging and taking sacrificial ward wasn't necessary.

    Oh, I thought you are seriously about it. My bad!

    Year, it is also my wish that map offerings should be removed from the game because randomness feels okay and better. It just feels bad when one side send you to awful map for you or a strong map for them and you know their perks and items work perfectly fine with the map. Thus, the first times you accept the challenge and beat them (goes for both sides) is cool but after three times it just gets boring af.

  • Agree. I don't understand why this magic item gives you haste but the other only let you see the spell or in case for the Fly magic item, the aura of Vecna. Why does this magic item gets an additional strong effect? It makes no sense but makes this item much stronger as it makes Vecnas chase tool weaker.

  • Still Sight will become a very problematic perk for both sides: Unlike other perks that reveals the killer aura (e.g. Wire Trap or Fogwise) it has no cooldown or requirements to active. Staying still for 4 seconds is nothing but gives you very important information (low risk but extremely high reward). It will turn the game in a very passive metagame.

    In SWF this perk will be very useful because one person can nearly always tell their teammates where the killer is and where the killer goes. On some smaller maps like Midwich, Saloon, or The Game this person can always see the killer with open handed. So the teammates are always aware when and from where the killer comes. In SoloQ, on the other hand, this perk will do some serious damage because players will use this perk with other stealth perks like Distortion to hide and play really selfish. The result will be an actual 3v1 match with more tunnling and camping. Then 2v1 situations with two or three gens left will be miserable for all because with Still Sight you can perfectly hide from the killer and hold the game hostage. Killers in general will suffer from the perk since against SWF they know way too much from the killer, especially against killers like Trapper and Hag when you know where they put their traps. But this perk will also be good against Stealth Killers like Ghostface, Pig, and Wraith because you can tell when the killer goes in stealth and in which direction the killer goes. In general, killers won't know that you have Still Sight so they can't prepair for it during the match and will play either against a very passive and boring SoloQ or a prerunning-know-where-you-are-SWF.

    In my opinion this perk was already ridiculous with the reveal of killer aura for free but now with this buff it is even more ridiculous. There are three solutions in my opinion - and yes we will need a solution for this perk because it will become problematic:

    • Remove the killer aura part of this perk and make it that the survivor can see chests, other survivors, generators, and paletts as well as Windows. This would make the perk still useful but healthy. In my opinion this would be the best solution because it gives you an alternative to WoO but also let's you know what's up with your teammates which is very helpful in SoloQ like when you need healing.
    • Add a big cooldown or requirement to this perk so the killer aura information is not free. However, this could turn the perk into a useless one, which would be very sad.
    • Reduce the range back to to PTB range and it cannot work with open handed. Also not good and could still result in passive SoloQ members.
  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730307#Comment_3730307

    The perk needs a cooldown if it's going to reveal killer auras. If a killer is trying to find a hiding survivor, and the survivor uses the aura revealing to move from hiding spot to hiding spot, and stand still at each hiding spot…. that's fair and balanced? The survivor doesn't even need open handed if they are just using it to excessively hide, so yeah, the distortion survivors just got a major buff.

    Year, I agree a cooldown or a requirement would make the perk more healthy (basically like every other perk that reveals killer aura has). It kinda reminds me of old UW (easy to use and relatively free) but UW brought action to the match by finding survivors and start chases but this perks will prevent chases and will make matches unhealthy boring. It will be troublesome for killers when the survivor sees the aura of them for free to hide. SWF can abuse the perk for more free information but SoloQ, in return, will suffer as this perk in SoloQ is like Distortion the user will hide and play in a more selfish way.

    I really hope the developers will change the perk.

  • @Coffeecrashing said:

    Survivors getting on-demand 40-yard killer aura revealing, with infinite duration, just happened with Still sight + open handed.

    And Alex toolbox + sabo speed addons is still a free sabo for survivors, because they can sabo a hook and move away before the killer can recover from hitting them.

    I said it in the PTB Feedback but I think Still Sight could become a problematic perk for the metagame in the way that players will play even more passive with other perks like Distortion and now they buff it. I'm not against infoperks - in fact I like them - but seeing the killer aura for free (4 second is nothing compared to other killeraura Perks like the one from Vitorio or Troubleshooter) feels not good, especially for setup killers like Trapper and Hag.

  • We should get the PTB changes on Friday because the Update goes live on Monday and BHVR always let us know which changes will come live. So no worries.

    In addition, even though when some things goes live that would need some changes, these changes can come later because it's typical for BHVR to do post-live-changes two - three weeks later after the live release when needed.

  • I don't think the developers will remove map offerings because there are to many map achivements like repair mainbuilding gen and escape (e.g. 20times for the RPD one). However, they should rework map offerings that they lower the chance to go to the realm. This would make them much more balanced than now - still not perfect but at least it would be something.

    In my opinion using map offerings to play on a strong map or for other things (this goes for both sides) is a huge skill issue on the player's side because it confirms that you need an advantage to play decent. This means that you play otherwise rather bad and will never improve when you play with the same advatange over and over again. This often comes to shine when the map offering user dcs or do hookkill when the advantages does not work out for them, which is funny but hurts the other three survivors alot. When a killer does that, the match is at least over.

    @Royval said:

    I understand as a killer main that getting sent to maps is tough but what if you wanna play Autohaven for example, before the increased chances players including me was not seeing it for a full month. It’s just always that grey area and niche killers like ghostface that wanna scare players or play a little sneaky for once.

    The developers can bring back the map repeat prevention which would help alot to not see the same map over and over again - or with the idea of map offerings lower the chances for the realm it would also help. In my opinion Ghost Face and Myers are not an excuse for map offerings should stay as they are because both sides suffer alot from map offerings. This is also the same reason why players use map offerings: GF and Myers use an offering to have an advantage for their own. I can understand why they need an advantage but this is not the right way. It would be better when they get some tweaks/QoL changes (Myers need a rework) to be less map dependent.

    @vol4r said:

    But hey, you have a way to make a map random. Sacrificial ward.

    Sacrifice Ward does not work when survivors drop the same map offering. In addition, this offering is kinda rare due to the fact how many green Add-Ons/Offerings this game has, so you can't use them every match and are wasted even when the other side brings no map offering. Also many players just want more BP for leveling up. For example: I have a P100 charakter and only 128 green hands on them right now but only because I've never used one. So right now I can only dodge 128map offerings (and they are wasted when the other side don't use one) but if I had used them before I had proably nothing. I also have characters with only 5 - 10 green hands.

    • Sacrificial Wards are not the solution - You're just postponing the inevitable.

    @Seraphor said:

    If they continue to add new maps to existing realms, like they have with Withered Isle and now Borgo (which I'm very happy about), then that'll take a lot of the 'power' out of map offerings. You won't be able to guarantee a x-sided map anymore.

    Then that'll just leave a rework of Badham to give it greater variance between alternates and offerings won't be so problematic.

    Map offerings will always be an issue. Eyerie and Badham have a 100% chance with offering. Also having a 50% chance of GoJ is still good while Greenville Square is still a good map. Some maps, even the balanced ones, can be good for survivors as they have either a strong mainbuilding or something else (e.g. big genspread) that can be abused with the right perks.

    Also map offerings on killer side are an issue too and much harder to balance as killers have different good maps. It's not only survivors bring map offerings for an advantage.

  • @Rajbow2023 said:

    Why do Freddy, Sadako and Chucky start the match with their powers on cooldown but killers such as Nurse, Blight, Spirit and Billy do not even when they already have stronger powers than the aforementioned killers ? It literally doesn't make any sense.

    I guess BHVR has different teams for each killer: The developers said that they need 10 - 12 month for a chapter which means they need at least four different killerteams. Since different people work on different killers they have different opinions which means some of them think it's better if the killer has a power cool-down at the start of the map while the other think it's fine. It could also be that the developers learned during the eight years and saw that it would be better if the newer killers have a cool-down at the start of the match. However, Freddy is an old killer so this can't be the case.

    Actually, this is a really good question. I really hope the developers will answer this question!

  • The 2v1 situation with generators left is always akward. Survivors hate the 4K slug and they want to got next and not laying on the ground for 4minutes or hide on the edge of the map for four minutes. It's boring, annoying, and kinda disrespectful by wasting the time of all. The killer, on the side, wants the 4K to get the pip, archive done, or wants it (same when survivors want sometimes the 4 escape). There is also the situation where both survivors hide forever, and this is also boring, annoying, and disrespectful.

    In my opinion, we need a surrender opinion with which one survivor can die instantly to give the other one the hatch - the one survivor "asks" the other one if they can give up to give the other one the hatch and if this other survivor agrees, the surrender survivor dies. The killer gets the points and everything from the surrender survivor and it would end the game faster. I think something like this would make situations like these healthier.

  • I agree with Crowman. The Modifier is completely random which is why it can happen that you get the same perk multiple times in a row even though the chances are very low but since we have so many players, the chance is basically higher that someone has this situation. It is very unfortunate that you got from all of these perks No Mither four times in a row.

    Some Companies have a repeat prevention. For example if you chose the random play on Spotify it is basically not random because the App prevents that you get the same song twice in a row. I guess something like this could be a good thing for the next time?

  • I agree with the other players here that CoB and OC can be reverted (or at least make CoB around 175). These perks got nerfed due to the release of Skull Merchant and the general unhealthy genkickmeta. However, old Skull Merchant is gone and holding 3gen/kick gens endlessly is now much more difficult/impossible due to the 8kicklimit. Currently, these perks are rather useless but with a buff they would become better and killers would use them which would result in more variety.

    I'm a little bit afraid of buffing Thana because this is a different story. Sitting endless on generators just feels so boring and is not very funny. I mean, yes you could say "it's not funny when you gen gets hit by pain and you have to repair more" but it still feels different. A healthy buff - in my opinion - could be to bring back old Thana with 5.5% penalty but make it a hex. This way the perk could be a strong one but survivors have more tools to deal with it.

  • @Ohyakno said:

    Distortion is permanent aura blocking on standard TR killers. It gains tokens quickly both in and out of chase. If you have one or two aura reading perks it's permanently active. The only times I've ever ran out of tokens is vs a full aura huntress who has a very small terror radius.

    Look: if you're gonna gut every game stall option you have to give killers something else. Powerful chase and information perks are the natural alternative. Distortion singlehandedly suffocates one of those. Make it gain tokens more slowly. Make it not gain them in chase. There's plenty of evenhanded options that leave the perk good without negating aura perks entirely.

    After I saw the developers want to nerf Deadlock, BGP, Pain, and Pop (which is good btw.) I was surprised they didn't nerf Distortion too. In my opinion Distortion is an unhealthy (not op just unhealthy) perk for the metagame because it makes aurareadingbuilds useless which leads killers into playing four slowdownperks because this is more reliable. Distortion never really runs out of tokens because it is very easy to gain new tokens, especially on maps like Salon, Midwich or The Game. It also forces the killer more to tunnel due to the passive nature of the Distortion players. On the other hand, Distortion hurts SoloQ because it leads users to play more selfish and passive.

    A good rework - in my opinion - would be if Distortion gains it tokens during a chase. With this the perk would be still good but also healthy for the metagame (either the survivor keeps playing passive and then the killer gets the aurareading of them or the survivor starts to be more activ to have the tokens for later). The idea of this perk is good and can be helpful when paired with other perks like Deliverance but in it's current state is more of an unhealthy perk that hurts both sides more than it helps.

  • @CountOfTheFog said:

    I know I'll use Agitation and Iron Grasp, but what other two perks should I use?

    Any specific Killer good for these besides Trapper?

    Should I bring a Map Offering? Which Map?

    Any and all advice and discussion is welcome.

    https://us.v-cdn.net/6030815/uploads/O7ER0R5VZ9AS/20240509-064424.jpg

    https://us.v-cdn.net/6030815/uploads/R8TVPAJGMD0P/20240509-065055.jpg

    https://us.v-cdn.net/6030815/uploads/4JL8U4LEOHQS/20240509-065303.jpg

    For one and two: Use a map offering for a map that can have a basement in the middle of the map like Salon or Rotten Fields. Agitation and Iron Grab are enough for it - maybe Agitation might be enough especiallyon Salon. Two slowdown perks should be a good idea. Hag, Pyramidhead, Huntress, Artist, and Trickster are good killers for it because they can defend the basement pretty well and force trais there. Bubba can do the same but it could happen that survivors refuse to rescue against this killer, especially when they swf and know about Agitation and Iron Grab. Same goes for trapper. The clou is to make it not too obvious that you want basement hooks. So it should be difficult to rescue but not impossible. As a result, when you have basement hook, don't do obvious camping. Leave the area and give them some space to rescue especially with a good basement.

    For three: it's basically the same but you have to hope that the survivors choke this match. In my opinion, this is the most difficult challenge because you need to kill all of them in the basement. So you could either be lucky and get it first match or not and some attempts. Maybe use there bubba and be a bit more aggressive and camp survivors to dead, especially with reliable slowdown like deadlock should this go well.

    However, in the end you cannot force it. You will need some matches to get these challenges done, even with the best strategy. You can also play the game normally and one match it will happens.

  • These three killers were released during the corona pandemic. I guess this situation made it very difficult for BHVR to create unique maps for all of them too or they needed the team for another job during this time. Iirc, the Twins and Nemesis release were a huge mess which could also be a hint for that.

  • I main Artist because I like everything about her. Her power feels so smooth and satisfying to use and it makes fun to snipe players with birds. She also has such a beautiful design and her cosmetics are great too.

  • Wraith and Legion are easy killers to start with. They have a simple power to understand and use. Both are also simple M1 Killers so your partner learns the M1 basics and tricks which are helpful for every other killer.

    Trapper is not so good to start because of what you said but also due to his loud breath learning M1 basics and mindgames can be quit difficult.

    Your partner don't have to be afraid of playing bad because she just starts playing killer. Therefore, it is not important if she wins or loses, it is important to understand the killer basics and how to play them. It is also understandable to be nervous when playing killer but this goes way after some matches.

  • Killswitching is a mysterious on it's own. A few hours ago, the developers killswitched Garden Of Joy due to the bug with which survivors can hold the game hostage but they neither killswitched Hawkins (they are aware of the issue but only reduced the weight of this map - I think they don't know how map offerings work) or this perk that gives a specific toolbox infinitiv charges.

    I really hope next week we will get a patch which will fix all of these exploits because it is just sad to face players who abuse these exploits to let the otherside suffer. Only yesterday I had a GoJ-exploit duo and then two matches where some survivors abused this perk-exploit. Yes, it might looks stupid when many things are killswitched but I rather have ten killswitched things then random players who abuse these exploits and give the otherside a miserable match. I also really hope the developers will finally learn from their mistakes and killswitch things when they are broken because there will be always players on both sides who will abuse these exploit when they get an advantage from it (Merciless Storm and Sloppy for example).

  • I really hope the description of Ultimate Weapon is a mistake, bug, or anything else because this is just a huge and pathetic joke. This makes the perk completly useless

  • I agree. This change just feels terrible and will turn Plague into a more sluggish killer which will not be funny for survivors. I also think less players will give Plague a try because they will get quickly annyoied when they lose the power through DS, Head On, or Blast Mind.

    I really hope the developers will remove this from her and if they want to nerf her, nerf her in the right way and if they want to fix her bugs, fix her important bugs that make her unfun to play.

    @Skillfulstone said:

    I honestly wouldn't be surprised if it's a bug.

    With how many things the 7.7.0 update broke, it's not far-fetched to assume Plague's power could have gotten caught in the crossfire.

    No it is not a bug. The devs confirmed it in their bugreportforum (watch Otz' video he shows it there) that it way always intendet that she loses her power by any stun and not only by pallet - they needed five years to fix a bug nobody asked for…

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/MOTVERA6PAZ0/image.png

    Here is the main problem with it, you need to hit someone while they are doing the action. Most of the time Survivors will leave their objective as soon as they see coming swarm on you, so they will stop that action (that you have to hit them with) as they are about to hit in half a second and you won't get score for that. It's pretty painfull. Most of the time Survivors just let go second before getting hit by crows. Technicaly speaking, survivors have to allow you to be clueless totaly to hit it. Now do it 6x times in ONE MATCH.

    If this was at least late game tome challenge… but first tome is usualy ezi challenges and now you get this like whaaaatttt………

    We had the same challenge back in tome 16 (the one for Singularity) and back then and now yes this challenge is difficult for the reasons you mentioned (do it six times in one match). It is also funny that the developers chose this challenge again which is a difficult one because survivors are not stupid but at the same time this easy challenge with damage two different generators as the Artist. This is so random. Of cause, this challenge is optional but many players will do it because nearly every player has Artist due to her perks. I really hope we will get better challenges for Artist in the next levels because she has so much potencial for so cool challenges which are also manageable for the avarage player without throwing the match.

    If someone wants to make this challenge fast and don't care about winning or losing: Run Discordance and Gearhead and during a chase send birds to survivors on generators because these never expect that the bird is for them. Otherwise, Tinkerer, Hoaderer, Undying are perks to make this challenge easier too (no survivor expect a bird hit while they do a chest or totem). And of cause, run the add-on severed hands because this should count on generators if I'm not mistaken. But this doesn't change the fact this is challenge is annyoing and kinda force you to throw the match or give it serveral tries. If someone wants to do this challenge done without throwing and a "more unique" build: A Hexbuild with Thrill the Hunt is good (e.g. Surveillance/Pentimento, Ruin, Thrill the Hunt, Devour Hope/Undying) as well as infobuilds (e.g. Thrilling Tremors and Pop, No Where To Hide, Eruption) but you may need several tries with these builds. I hope this will help someone to get this challenge done.

  • I agree. I understand it that the developers want more cosmetics for characters that players play often than for characters that have a pickrate around 1% (makes more money). But it's sad when a character feels forgotten while other characters get every update a new cosmetic (or two rift-cosmetics in a row like Mikaela and Nea). I really hope the developers will change this, so every players can get at least something new and be happy.

    What really surprise me is that Skull Merchant gets so many cosmetics(she gets regularly new storecosmetic, has a Bloodmoon-cosmetic, and now a unique riftcosmetic). I like her cosmetics and I'm happy about it but players don't play her that often (and many hate her). According to nightlight she is on position 24 (below Knight). Artist, on the other hand, is also eating good in terms of cosmetics even though she has a low pickrate around 1% - I don't complain since I am an Artist main and very happy about it. Maybe it is easier for the cosmeticteam to create cosmetics for them than for other killers like Twins or Singularity. But for survivors, this doesn't work.

    @[Deleted User] said:

    Real shame that there’s nothing for Unknown. I don’t get what happened to their new philosophy of OG characters being the focus of the next tome unless it’s a license. Unknown has so much skin potential.

    My guess: If the developers give The Unknown a tome, they have to give it lore which would result in information so the Unknown would become less unknown but known for us. It could also be that The Unknown gets featred in the upcomming anniversary tome with a new skin and they don't want to feature it twice. Another guess: Maybe the cosmeticteam struggles with creating new cosmetics for the Unknown because it is difficult to create something good/unique. I love Unknown and agree with you that it has so much potential but maybe this is easier said than done in the eyes of the cosmeticteam?

  • Ultimate Weapon:

    To be fair, old Ultimate Weapon was not healty for the metagame because it was too much free info for just opening a locker - kinda stupid -, so to rework this perk was good. It was also so stupid that survivors ran Calm Spirit due to this - an awful perk. However, the new-new Ultimate Weapon will be a really niche perk because not many killer can get value from it and/or there are better perks. It would be better if the Perk would work like in the PTB with the aurareading even though it would be stronger on high mobility killer but let's be honest; every information perk (No Where To Hide, Tinkerer, Darkness Reveal) will be somewhat stronger on high mobility killer because they have the mobility to get more value from it. In addition, if Ultimate Weapon becomes useless, many killer will rather replace the perkslot with another slowdown/regression perk and not with a new infoperk and I guess the result will be not good. The PTB-UW has also a fair trade off 15seconds active and 60seconds cooldown. I really hope you, the developers, will think about it or do another (better) change to Ultimate Weapon to make it healthy but still usefull.

    DS:

    The 5seconds stun is fine for the moment. However, from a statement from one of the developers (an answer in a topic in this forum) I know they will add more anti-tunnel-things and they should do this because the hole anti-tunnel-solution should not be one perk that is behind a paywall. In addition, I'm afraid that the new DS will only help for a short term of time and in the long term it will only hurt the metagame (for example: weaker killers suffer more from the 5second stun than the stronger ones due to their power and/or mobility which could result in seeing only the stronger ones more; slugging could also become more common). I also see the issue @Coffeecrashing mentioned in their post that some players will use DS aggressivly and not as an anti-tunnel perk to find a safe place (some survivors do this already with OTR and it feels from the killer POV just awful) but time will tell how this goes.

    Adrenaline:

    Fair and fine now. It is still a strong perk and many players will use it but against killers without high moblity it feels a lot fairer due to the shorter speedboost. In addition, the full health unhook felt so unfair and I am happy it is gone. No longer wake up against Freedy is - of cause - a good thing. Overall, a good and fair nerf to make this perk balanced.

  • @Mag1cian said:

    This is obvious feature that needs to be added for SoloQ players and I'm surprised they not added this when they implemented this system. This pathetic excuse "We don't want to give survivors too much information" is just sad, people don't want to bring additional perks as every damn slot is important and when SWF basically have all of this info for free and even more. You don't want to add basekit Kindred (or at least parcial version of it) which players asked for years, fine… At least add this. Some indication of player being able to unhook himself with Deli / Wicked would be also appreciated.

    https://us.v-cdn.net/6030815/uploads/OJ5WI4SKFCRU/hud.jpg

    Agree. We can see gen- and recovery progress from other survivors so why not anti-face-camp-progress? It makes not sense and is a disadvantage for SoloQ which is neither fair nor healthy.

    And yes it is so sad the dev still haven't add basekit Kindred for SoloQ. They definitely need to dothis for QoL changes to SoloQ. It just feels bad that SoloQ either need perks or guessing to have information while SWF have this basekit due to communication. If SoloQ were equal to Swf with some support the game would be in a much better state and balancing would be much easier. But that's another topic.

  • @Chocolate_Cosmos said:

    https://www.youtube.com/watch?v=3nGG_hibdZc

    This is why I run Lightborn 90% of my matches even when there is no flashlight.

    In my opinion flashbangs are fine because survivors need time on generators to get them. Background Player is the real problem and they should nerf it back to 150%. With 200% speed the survivor can stay in an area where the killer doesn't notice them or cannot reach tean to threaten them with a hit or down while the survivor is near enough to get the rescue. Background Player is also extremely helpful for pallet saves and not only for Flashbangs. If we would only nerf Flashbangs, survivor would go down under paletts. With 150% survivors must come closer to the killer which would give them more risk. Current Background Player gives the killer a lose-lose-situation either the killer gives up the hook because he cannot pick up the survivor or he picks up and loses the hook. 150% would be more fair for the killer but still useful for survivors.

    @goodfriday said:

    Yeah its so disgusting then they wonder why more survivors give up or more people play with swf or less and less people play this game. They need to remove the survivors out the game and turn into a killer vs killer only game ^^. I just cannot think of one thing that is NEVER complaint about on survivor yet killers make it seem survivors are the one who whines more. I cant even tell I seen any topic asking about a killer nerf other than a few unknown ones. @Spare_Them_Mori_Me

    This Is the "Us vs. Them" mentality that no topic needs.

    True. But there is a difference between the result and how the match felt. Just because I win a match does not mean it was a good/enjoyable match. Same goes for losing a match I can lose a match but still have fun.

    @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411526/nah-man-flashlight-saves-background-player-infinite-flashbangs-are-balanced-bro

    He could have equipped:

    • Lightborn to entire disable this meta if this is the issue
    • Some addond that inflicts exhaustion or show survivor auras - Freddy unfortunately don't have one, but there are killers that have those addons.
    • Some perk that reveals survivors - Infectious Fright would be good in this case.
    • Fire up to mess up with timings on picking up survivors
    • Exhaustion - inflicting perks, for example:
      • Blood Echo
      • Genetic Limits
      • Mindbreaker - this one even gives Blindness and it's kinda used
      • Septic Touch

    Yet he decided he didn't want to and did video in which he demanded nerfs.

    If I don't like my aura revealed, I'd bring Distortion - counter killer perks.
    Killers could also do the same if Flashlights/Flashbangs/Exhaustion Perks are the issue, to this day killers have 118 perks and there are really some other perks than Pop/PR/Lethal/NTH :)

    Other users already explained the issues with your suggestions. But to add: If killers are forced to run one of these perks just to counter one perk/strategy then it's clear this is not healthy, especially when most of the mentioned perks are trash. It's the same as survivor picked Calm Spirit just to counter Ultimate Weapon.

    @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704354#Comment_3704354

    So you have to bring god awful perks (for the most part) or perks with little use outside of stopping something that is impossible to counter normally?

    Yes, and I don't know why is this such a big deal. If killers want to counter pallet saves, flashlight saves or exhaustion perks, they could use what they have now. This perks were made specifically to counter Exhaustion or Flashlight saves.

    -Infectious Fright: A decent perk on some killers, but pointless when survivors have BGP.

    Are you sure about that? Basic killers have 32m terror radius, downs are unpredictable and even if someone wants to do save, they would go nearby. BGP isn't insta-teleport perk and from what I've played with it, if you are outside terror radius on pickup, there's very little chance to do save.

    -Mindbreaker: The only decent choice here. But then again they can also just walk for 5 seconds. Only useful to catch them when they're doing a gen, barely useful in this scenario.

    No, if they use exhaustion - and it's easy to use BGP when you don't want it to or don't use this perk value - they would have to walk around on map (aren't doing objective, are slower - easier to hunt down) or be perma-exhausted on gen.

    You MUST run at least one of these perks to not have to suffer something you CANNOT counter lest you simply slug the whole team. This is a horrible take and reinforces the incredibly unhealthy nature of the game's current state. I should not have to run specific perks to even be able to fulfil my objective.

    Yeah, PR + Pop + Grim is terrible meta, but I could counter it with… ah, yes, nothing.

    You shouldn't have basekit counter to everything that other side brings to the game, if something bothers you (exhaustion perks, healing, boons, gen speed perks, survivors doing gens together, sabo squads), you should just equip perk that counters this playstyle.

    https://us.v-cdn.net/6030815/uploads/BRQGWYR7RLYX/image.png

    BGP + Flashbang has terrible pickrates, and even if they are picked together, they have very bad escape rate.

    Honestly, I don't know what is this fuss about, I think that some killers just got to top MMR and now they:

    • Don't want to use anything to counter some SWF playstyles in High MMR
    • Demand nerfs for everyone, because survivor once again have some variety in perk builds and don't simply run WoO/Lithe/Adren/DS

    Just because something has a low pickrate does not mean it's healthy or okay.

  • @jay111134 said:

    so i just came across a legit hacker. literally flying across the map, and oh yeah! they have a YouTube channel literally showing their hacking matches (: how is this even allowed? they're literally tagging dead by daylight on the videos. why haven't they gotten banned? this is messed up.

    I guess the problem is that YT is fine with this. There are some players who stream and publish videos of how they hacking and how funny it is to be anannyoing. BHVR cannot do much against this because YT is not their platform - they can only ask friendly but as long as it is not against YT rules it's fine. Twitch, on the other hand, is more consequent against hacking-game-streams and streamers get banned there, which is very good and why you see them streaming on YT.

    (I am not an expert about this but this is what I know about this topic).

    @jay111134 said:

    when and how will dead by daylight take action on these players? it makes the game unplayable.

    The issue there is that when DbD was free on Epic many people bought via Bots so many copies that they don't care about any ban. In the end the developers spend 10 minutes of banning them (reading, watching reports, looking for account ect) and the person needs two seconds to create a new account and do this again. Just taking action does not solve the issue. They need to do bigger changes and adjustments in anticheatprogramms but even then, the creators of cheattools can adjust to this. Unfortunately, it is very difficult and coast so much time and money. Don't get me wrong I would be so happy when cheaters would be gone for ever but this is nearly impossible.

  • True. I really like Knight because he has a cool design and his power enables some cool tricks and playstyles. But all these awful bugs (stun while in power, Guards get stuck randomly, Guards follow a weird path ect) and beeing depending on addonsjust sucks. It doesn't make fun. The sad part is that making his necessary addons basekit would take one minute but the devs still don't do it. Also some of his addons need either a buff or rework because they are awful.

    My biggest hope is the anniversary stream because maybe there the developers will say when Knight gets his Quality of life changes he needs.

  • I agree that UW needed a nerf and the PTB rework was a cool idea even though it kinda outclassed Darkness Revealed and Lethal Pursuer. But this new rework feels really underwhelming. In theory Huntress, Trickster as well as stealth killers can use this perk effectively, other perks will be more reliable and better. As a result, I agree this perk will be a bad one which is really sad.

    It is also weird that the developers want to make this perk more fair that high mobility killers don't have an extra advantage over non mobility killers when they use this perk. High mobility killers will always have some kind of advantage when using an infoperk because they have the mobility ability to get more value out of them.

  • @Chordyceps said:

    It seems like a large chunk of the playerbase agrees that The Unknown's perk Undone is a very weak perk due to it's reliance on missing skill checks. The unreliable nature of skill checks makes it very difficult to get any stacks for the perk to activate, even when basing a build around the perk. I like the effect of the perk, the activation of it makes it impossible to justify running however.

    Here's an idea for a rework I came up with to attempt to improve the perk's reliability: After kicking a generator, Undone activates, and remains active until the generator starts regressing. Once the generator stops regressings, Undone gains tokens equal to the % of regression that occurred, up to a maxmimum of 30 tokens. The next time you kick a generator the current effects of undone apply.

    I can see how this could potentially be too strong though, so it could come with a caveat or two perhaps. A few that came to mind:

    Undone's effect cannot apply to the generator it gained it's tokens from (to prevent the frustration of needing to do large amounts of repairing on the same generator repeatedly)

    Working the affected generator for any amount of time stops regression (to introduce some more clear cut, dynamic counterplay and prevent the hard guarding of one gen to get lots of tokens)

    A cooldown (to reduce the amount of extra regression the killer would gain per match)

    Do y'all think this would be a good rework? Which of these caveats would be best, or do you have your own ideas?

    The idea sounds good. From what I understand this perk activates once the gen is regression due to a kick which prevents it from working with Pain or Ruin. It could work with Pop in the way that you apply Pop and the token from Undone on one gen which could be huge. What I don't like about the idea is that this perk will be stronger against SoloQ and weaker against SWF since the former one cannot communicate like "ey killer kicked my gen in shack, can someone touch it?". An idea to prevent this unfair situation could be that the survivors see the Undone-Generator in green or something (not in yellow because we are already at the point where we cannot tell if a yellow gen means Trail of Torment, Blastmind, Better Together, or Wiretap which is so stupid). Otherwise, your suggestion sounds very good!

    @_Onyx_ said:

    This is a good concept for a new perk. But a simpler and more logical change to Undone would be this:

    Swap the failed repair and heal skill check requirement with a successful repair and heal skill check. In addition, a great skill check awards 6 tokens instead of the 3 gained from a good skill check.

    This way there is more chance of the Killer actually getting value out of the perk since Survivors will most likely hit the skill checks that they get. And also, there's a Toolbox add-on that prevents skill checks being triggered while the Toolbox is being used, so if the perk does cause some players issues, they have a counter to it that they're in full control of.

    I don't like the idea of punishing survivors for doing good and rewarding the killer for survivors doing good. This just feels wrong. The add-on you mentioned for toolbox is pretty awful and nobody use it and we would be in a weird spot where survivors must use this awful add-on just to counter one perk.

    I also have an idea:

    It's basically that the killer gets the tokens from taking healthstates from survivors instead of missing skillchecks. With this the killer gets rewarted for doing good. It could be strong on Legion because in theory they can get 15 tokens every Freenzy but on the otherhand Legion is not very strong and when that happens, it's more survivor's fault - it will also happen very rarly against avarage survivors but I want to bring this up just in case. And of cause, removing the blocking effect because this hurts much more than it helps.

  • @Zaika7182 said:

    You guys think there will be more content with this awesome chapter?

    I mean Predator possibly included too since we did get the grid xenomoprh.

    and if they will ever add anything related to it I hope we will also have a way to fight the killer in some way like with flame turrets

    It could be possible. The license holder gave BHVR permission to create a Blighted Xenomorph right after it's release which is very huge because it is not a lore skin - for Pinhead, Pig, Demogorgon, Bubba, Freddy, and Chucky we don't have one while we had to wait over a year to get one for Sadako. The license holder also gave the permission for Xenoqueen, Xenoclone, the one from the Aliens vs. Predator 2 film, and an ugly sweater pullover for Ripley. All these are good signs for a good cooperation between them. Alien will also get a new film later this year, Alien: Romolus, while it also gets it's own serie next year. Maybe to one of them we will get new skins or something else. If I remember corretly, the license holder for Xenomorph/Alien is also the same for Predator so maybe we get a Predator chapter when the license holder thinks Alien was a good success and they want to do more stuff together.

    However, in the end we don't know what really happens behind the scenes so it also could be that we won't get more for Alien because the license holder don't want it or BHVR don't want it. For example some players thought we will get new things for Saw because from the outside they have a good cooperation (own tome, unique cosmetic for example) and a new SAW-movie was just released and BHVR even posted some SAW related posts on social media. But in the end nothing happened. Nothing is set in stone when it comes to license characters.

  • @fussy said:

    https://us.v-cdn.net/6030815/uploads/JKOMFNSKLYJL/image.png

    Any living soul said it was too strong? It needsbuff, not nerf, if anything.
    This update is such a mess, i don't remember worse update in a while.

    Agree, Summoning Stone was not that good but with this nerf, it will be completly useless. Soul Chemical was okay but now also useless. If the developers want to balance Blight by nerfing his Add-ons, they should nerf his real problematic Add-ons. But these two were completly fine.

  • Even though Invocation might be a bad perk, this gives nobody the right to troll and grief players that use this perk in order to ruin their gameplay experience. It is sad to see players that think this was okay. This should never be okay since it's just childish. Just finish the match normally it takes very little to not be a bad teammate who is the reason why SoloQ is sometimes miserable.

    Anyway, I really hope you will never ever get an experience like this again and keep playing what you want and what makes fun to you. I also hope your next teammate will respect your choices and know how to play the game.

  • I wouldn't call the combination overpowered. In case of Background Player, I think this perk is unhealthy and should be 150% again instead of 200%. If a survivor goes down under a palette or in the open, it is nearly a lose-lose-situation for the killer because a decent Background Player will always have enough distance to be not in danger but still manage to rescue. Survivors should be able to rescue another survivor with pallete or falshlight yes, but not completly for free with this perk - the perk removes completly any risk on the survivor side.

    falshbangs on the other hand, they should fix the bug where a survivor can walk through the killer when they are in an animation and get the safe even when the killer faces a wall. Otherwise, falshbangs are fine. But I guess this has no high priority for the developers.

  • My Top 3

    1. Artist in general, but especially when you land a cross map hit, a double hit, or sling shot. It is also a great feeling when you place a bird and cannot see the survivor but you get a direct hit because you knew when the survivor is in range and how they behave.

    2. Unknown when you hit a survivor with an unexpected bounce Projectile, hit them through a wall, or a snipe from far away.

    3. Xenomorph when you know how the Tail Attack works and you get unexpected hits like through a small gab or ignoring body blocking.

    My worst:

    Pinhead: You can land the best Chain hit in the world and it doesn’t matter because the survivor breaks it in one second or you help them with you body. It feels so awful.

  • @Chocolate_Cosmos said:

    • Charging/Holding Reign of Darkness: 3.68 m/s → 3.8 m/s.
    • Teleportation speed during Daytime: 12 m/s → 18 m/s.
    • Cool-down time during Daytime: 12 seconds → 10 seconds.
    • Exit Locked Locker duration: 3 seconds → 2 seconds.
    • Each injured Survivors adds a stack-able +0.75 c/s per each → +1 c/s per each injured Survivor to Nightfall.

    Some add-ons would have to be nerfed because their effect would be put into base kit.

    The Teleportation during Daytime feels sometimes so awful, especially when you have to travel to the other side of the map. It makes Dredge also impossible to better catch up to survivors because they have enough time to react to a Teleportation during Daytime. The Cooldown timer could be even 8seconds (make Ottamarian Writing basekit and rework it) and to avoid the fear of spamming it for faster Nightfall, you could reduce the points for it. Exit a locker feels also so awful without the addon Haddie's Calendar. We have to keep in mind that survivors can basically lock Lockers twice because on many maps you have two lockers next to each other and Dredge always teleport to the locked locker. More points for injuring survivors is also good.

    Some other changes that Dredge needs:

    • Remove the 20meter breathingsound that makes mindgames and everything else impossible. Survivors can track this breathingsound and now exacly where Dredge is or from where it will comes.
    • The points for trigger Nightfall could be reduce to 250 instead of 300 charges or more ways to get (easier) charges.
    • It would be great if Dredge would also get some Nightfall charges for downing survivors and not just injuring them.
    • Rework Iridescent Wooden Plank: This Add-on is just bad but buffing it could make it too strong and instadown Add-Ons are never funny and should be remove from the game.
    • Sacrificial Knife could get a buff to 10 seconds and 20meters
    • Better locker placements on every map but this is more of a map rework and not as tweak for Dredge.

    Nightfall:

    Nightfall needs a general rework because from what I've heard, many survivors struggle with Nightfall - e.g. they play on Consol or TV with reallife light and see even less what happens or cannot see well in general. Nightfall should be more accessibility friendly (less dark) and in exchange Dredge could get some buffs during Nightfall like faster Palette breaking or vaulting. We could also add @jonifire's suggestion that locked lockers resets when Nightfall starts. In my opinion it doesn't feel right that survivors make missplays during Nightfall because they cannot see a thing on their screen (It is a difference when a survivor makes a missplay due to bad decision or due to missing accessibility).

  • @Marioneo said:

    Genuinely I'm sick and tired of going against Wesker he's in every other game he gets his power back way to frequently and needs to be punished heavier for missing his dashes and the Distance he gets needs to be shortened obviously his hug Techs need to be fixed too

    increase power cooldown please devs

    Wesker is mostly fine as a killer. When he uses his power and you dodge it, he gets punished enough by losing distance and wait to get power back. Same when he uses his power for mobility. He has to wait until it comes back.

    The only things I would change is 1) the infection stops when the survivor is in chase so the survivor gets not the -8% slowdown during the chase because this is unfair. 2) killerinstinct should not trigger when a survivor prays another survivor. The issue here is that this enables wesker to tunnel by knowing where the survivor is. 3) I would also change the instadown effect on his iri addon because it is ridiculous that he can instadown you either with his M1 or with his M2. This is stupid. 4) lastly, year the hug techs are kinda unfair in the way that if the developers remove it from Blight they should also remove it from Wesker, even though they are harder to pull off.

    Otherwise Wesker is balanced. He is fun to play as and against which is a good thing. the developers did an amazing job with him and I hope they learn from it yo make more fun killer like him.

  • @radiantHero23 said:

    A hot topic for almost all of dbd history. Map offerings have always been a topic of discussion in this community.

    Some deem them unfair, others put the shame on unbalanced maps in general.

    Recently I seen a lot of people rooting for a removal of map offerings.

    I personally am for a removal as well, because the give a huge and, in my opinion, unfair advantage in a trail to the played that used it.

    Myers at this point has to be changed up and his one funny, spooky playstyle (something that in this day and age isn't even valued that much anymore) should not be restricted to map offerings. He desperately needs help but not through map offerings.

    What are your experiences and opinion? I'm curious how the communities perception has changed.

    I agree with you - I hate map offerings because they can give one side such a huge advantage and to be force to play that match feels so unfun.

    Some players say that if the developers fix all the maps to make them more balanced will fix the other issue but this is not true. It is impossible to make every map really balanced for both sides and every killer. As a result, as long as one map is a little bit better the player will use this advantage with a map offering. Also, we know how long and good the developers take to make every map balance (hint: it will take years).

    However, I highly doubt the developers will remove map offerings due to the archives (repair generator in the main hall on RPD and espace through the exit gate. Do this 20 times or repair mainbuilding generator on map XY). Personally, they can just remove these archives but they won't. Therefore, the developers should rework map offerings. I guess the best solution would be when map offerings decrease the chance to go to a realm or map. of cause SWF can still abuse this to go to a horrible map for killers but at least not one person can do this. It is also not only "I play killer and hate map offerings on the survivorside" or "I play survivor and hate it when killer drop map offerings", it is also I play survivor and hate it when other survivors drop map offerings. Some SoloQ players want to play on midwich which is just awful and when they want to play on Badham, GoJ, or Eyerie I feel so bad for the killer, especially when they think we're a SWF and not a SoloQ with one #########.

    Overall, removing map offerings would be the best but reworking map offerings to have less impact would be great too.

    • - When I play a funny/meme build to do something cool and the survivors play full meta with syringes, fat toolboxes, map offerings. Then when I play meta on a killer, my survivors are cute little funny guys. This feels so akward.
    • - map offerings on both side.
    • - server sided decision like leaning on Ghostface or puking/infection on plague.
    • - clumsiness on some killers like Pyramidhead or Alien.
    • - When a killer is bugged and nearly unplayable like Singularity with his soundbug.
    • - randoms that do nothing besides totems and chests when I'm in a chase.
    • - Distortion- and CalmSpirit-players when I play survivor.Year, just play with two perks and hide foreverin the corner.
  • More PTB during the year with more bold ideas to test them. There is a time for it now.

    It would also be great if the developers would told us what changes they want to do and we can give feedback if that is good or not, so they won't waste their time by making something that nobody wants like the Pyramidhead can inflict torment with M2. Or at least they can speak with the Fogwhisperers about these changes so they can tell the developers if they are good or not.

    Hexes now take 28 seconds to brake. Progress bar while
    braking totem will reset only by half of the current progress, instead
    of completely resetting if breaking is stopped.

    Idea behind that is making Hexes at least time wasters. Nobody runs
    Hexes because of how inconsistent they are, but now they at least will
    take some noticeable time to brake it. To not make impossible to brake
    them, progress bar will lose only half when survivor interrupted or
    stops breaking it. Don't apply on Boons.

    Good idea. I would also like to see a rework of totem spawns because some of them are awful (but this would take a good amound of time because the developers had to rework every map). Protection for the first 60sec would be great to not lose a hex at the start because a survivor spawns next to it.

    Maps offering no longer have 100% of chance. Now it provides 25% chance to get on realm for killer and survivor, 10% for SWF.
    Alternative change: map offering now decrease chance to get on realm on 100%.

    Honestly, in my opinion they should remove map offering because they are unhealthy for the game. But this might never happen. If I have to choose, I would prefer the change that map offerings now decrease the chance to go to a realm but there is the issue with SWF because they can drop four different map offerings to increase the chance to go to Badham for example. What would be here the solution? - even though I doubt the devs think that much about this.

    Luck: now also provide a chance to find an item into
    locker. Works only once in trial (or with 5 min cd), max rarity is Vary
    Rare. Default chance is 1%. (Chance is calculated when opening the
    locker, so an item cannot appear there if it has already been opened by
    someone before)

    Cool idea, I really like it. I guess if you drop one luck offering, every survivor has the chance to find this item? The only issue I have is that this could become very difficult on some maps with many lockers. Maybe is a chest better than a locker?

    Survivors now have only 1 attempt of self-unhooking, it will take 10% of hook stage progress bar. Luck increased to 6%. (Soft answer on hook suicide)

    One change: If two survivors are left, they can do 3 attempt to die faster so the last one can get the hatch. Otherwise the other survivor has to wait ~40seconds til the hooked survivor is stage two and then another ~20seconds until they is dead-dead. Or is the Bleed out option the solution for this?

    SWF nerf: you can't bring same perks and items while
    playing in SWF. SWF already ignore half of the game aspects with free
    info, so get good, if you can't play without 4 Adrens, 4 Resi, 4 DS and 4
    DH, bully killers with 4 flashlight, bring 4 Syringes and Styptics or
    just end game in 3 minutes with 4 toolboxes. (they probably will never
    do this, i understand, but anyway, it's just my wish)

    Year true. SWF does not need any info perk like Kindred, Better Together, or Bound they can just communicate with each other. This alone is a huge advantage and enables them to run the best perks in the game with the strongest items and this is just boring.

    In general, every SoloQ QoL is very good and more than welcome.

    Distortion: now recharge tokens for being in chase.

    Great change. It is so sad that this one perk makes aurabuilds unreliable and as a result pushs 4slowdownperks even more. Also most Distortion-users are very selfish.

    Head On: show auras of lockers in 32 meters from
    teammate in chase. (I'm afraid of this buff as killer, probably should
    also have 60 sec of Exhaustion)

    Hard to say. On SWF this QoL change is unnecessary because they can talk to each other while on SoloQ this could be unreliable.

    Better Together: buffed range to 64 meters.

    Why not map wide?

    New alternative strategy to promote no tunneling gameplay.
    I don't think it's possible to get rid of tunneling completely without
    killing the game, but i believe that it's possible to make tunneling not
    the only strategy if you play to win. Long story short: i think it
    should be some stackable buffs for killers / debuffs for survivors for
    every UNIC hooks, which will be completely disappear in tunnel
    situation. For example: +2-3% speed for every unic hook outside of
    chase, -5-8% too all actions (breaking pallet, gen, vaults) for every
    unic hook, etc. There is a massive field for brainstorm.

    Year this could work. Another solution could be that some perks deactivate or gets weaker when you tunnel a survivor out of the game. For example when you have three hooks and one survivor is dead at 5generator, every slowdown and regression perk deactivates. If you kill one survivor at three generators, the perks are as strong as their Tier I variant (Something like this). I also wouldn't mind if some perks completly deactivates when you kill one survivor like Ruin because in a 3v1 with 2 or even 3gens left Ruin hurts so much, especially with your buff suggestion.

    STBFL: reverted. Now doesn't work in 10 meters near hooked survivor.

    I would like to add that if you hook a survivor that is not the Obsession, this survivor becomes the Obsession when they get unhooked. This change should prevent tunnling - either you keep your tokens or you tunnel and lose it.

    Blindness: added: survivor with Blindness also can't see killer's red stain.

    In my opinion Blindness is unfair against SoloQ and survivor should not see the killer's red stain but still important auras like when a survivor gets hooked.

    Undone: added: Great skill checks now also give tokens.

    I still don't like the idea of punishing survivors for doing good. My suggestion: You gain 3tokens (or more) for every hit/down you get and the blockeffect is removed because this hurts more than it helps (blocked gens don't regress).

    Zanshin Tactics: added: after down a survivor, all pallets and windows will be blocked by Entity in 24 meters for 20 seconds.

    This could become a huge unhealthy problem when you combine it with perks like Forcest Hastistation, Rapid Brutality, and STBFL. This perk is not bad for beginners. In my opinion the effect should be a common perk and Zanshin should get a rework to do something else.

    All of your other suggestions are really great and I can only agree with them - was a pleasure to read them. Was cool to read all of your suggestions and thoughts how the game can be better with some changes. I really hope the developers will do some of the changes - at least/especially the changes that so many players want for a better SoloQ like basekit kindred or wheel with phrases.

    Some suggestions/changes I have:

    • Call Of Brine should be buffed to 150%.
    • A Nurse's Calling now has 32meter range instead of 28meters
    • Darkness Revealed: The range around lockers is now 16meters instead of 8meters (cooldown could be higher with this change)
    • Pentimento does not work when a survivor with Inner Strengh cleanse a totem or with your suggestion, the killer destroies a blessed totem
    • Hex: Thrill Of the Hunt could get a buff to 15%
    • Hex: Huntress Lullaby: Activates when you hook your first survivor and only then survivors get the information about this perk - it is so annyoing that survivor knows about this perk once they hit their first skillcheck.
    • Overwhelming Presence: survivors get a 10% speed penalty for repaing. This only affects one survivor if more than one survivor is working on a generator within your terrorradius (Something like this because on maps like Midwich or The Game this perk would be too strong).
    • Surge/Jolt: It is now a 40meter radius instead of a 32meter radius.
    • Pop Goes The Weasel: Nerf to 25% instead of 30%.
  • Unfortunately, this happens sometimes. You can try to report them but if you will get a result is the question.

    I personally don't understand these players because it is not even a "I want hatch for the points" thing anymore because imagen how many matches and BP you can get in this hour. This is just give the killer a bad feeling/force them to dc by holding the game hostage. But then how boring has your life to be that you do such a stupid thing.

    I really hope this will not happen again to you and you next machetes will be funny and enjoyable

  • Year, this perk is trash :/

    I have some spontaneous ideas what new effect could make this better:

    • It could be a PainRes but instead of regression, the generator with the most progress gets blocked for 20/25seconds, which gives the killer the information where the most progress generator ist. You could coded that way that the generator gets blocked first so there cannot be a situation where the generator gets PainRes and then gets blocked for 30sec. And of cause once a survivor is dead the perk loses all of its remaining tokens. But on the other hand, it could become annyoing for survivors.
    • Reveals the Repair progression of generators via of their aura for the next 6, 8, or 10seconds. Maybe with their intensitiy or just "every generator with progressions is yellow/blue/green/something other than red. The good thing about this is that this could give the killer a reason to leave the hook and go for other survivors but maybe too much information(?)
    • Every injured survivor becomes broken for the next 30/40seconds once you hook a survivor on this scourge hook.
    • Every survivor within 32 meters around the hooks will scream and reveal their current location to you for 4seconds.
    • Once you hook a survivor on this scourge hook, every survivor who is repairing or healing will get immediately a difficult skill check. Could be really cool on Doctor.
  • @KerJuice said:

    why would they do that to her but give a top 5 killer like huntress a buff??

    I guess this rather a bug than a nerf. So it could/should be fixed in the next patch.

  • @WolfyWood said:

    Every now and then I'll get a killer that super respects Dead Hard and then humps/headshakes without fail.

    I'm just confused as to why the perk is still so hated that it triggers this reaction often enough to be noticeable.

    Should the perk be changed again?

    Dead Hard is fine now. I do this too. The reason for me is because the perk has still a high pickrate and if you hit into the DH, you will lose so much time. It is not hating or anything, it is just baiting to be safe.

    I play also survivor and use DH and see some killers do the same - they wait a moment or do the headshaking.

  • The idea is great, especially since it would give the game more accessibility. I am not color blind or anything but I still struggle to see Scratchmarks and Bloods of pool on Borgo and during the event I was sometimes every confused because everything was red. It would be great to give us the option to give Scratchmarks a different color like blue, green, or white to see them on specific maps better.

    I really hope the developers will do this in this year because it has been a topic for a long time.

  • Year, I agree. This Add-on is so useless and bad - for a purple Add-on, smh. I am not even sure if increasing the numbers would help. Maybe this Add-on should get a rework to make something different - more useful- than just Hindered?

    In general, those tiny things are often useless or not noticable. Same goes for Xenomoph's Moulted Skin Add-on or when you hit a survivor with Unknown's Projectile. It feels so creatively lacking.

  • @Robotfangirl67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691939#Comment_3691939

    I agree, that a surrender button would be also nice cause being slugged all game for no reason does suck. But maybe one day they will give those options to surrender and give us a leave button too. I mean I know they kind of do through dcs but I wish they get rid of them and switch them for those options instead.

    Year, I really hope the developers will do more against toxic/unkind behave that some players do - and not only the bare minumum - because nobody needs this. In the meantime, I really hope you next matches will be better because there are many good and friendly players out there that make the game worth to play!

  • Year, I agree with your suggestion. The old Ring Drawing was a cool Add-Ons to put more pressure on the survivors and bring slowdown to them but now it is pretty weak because it is situational and as a result not reliable like other Add-Ons. It would be great if the devs would bring this old effect back - they could make it a purple or iri one if they think this Add-On is too strong for a green one. Survivors would have to make the decision if they want to stay injured, do selfhealing, or get a stack of Condemned (they must manage this more carefully) - with the recent Sloppy nerf 99% healing and then finishing with selfhealing is also possible now. Overall, it would make the gameplay against Onryo more different and interesting in my opinion. I like it when an Add-On changes the gameplay you have against a killer. It is also not that big of a deal to stay injured against Onryo because she is a M1-Killer - players also stay injured against Legion. Making the current effect basekit would be fine because it would punish survivors for carring tapes instead of bringen them to TVs.

    Overall, it makes Onryo a tiny bit better.

  • @Robotfangirl67 said:

    I’m really tried of having to wait for toxic survivors teams who refuse to leave, finally leave. It’s so annoying and frustrating especially on both sides. It’s gets even more annoying and frustrating when they gloat at you. But anyway can we please do something about this?

    Survivors have sometimes the same issue with killers that slug four minutes for the 4K and they can nothing do to speed it up - in the past they could dc to give the last one the hatch but this is no longer possible. There are also some topics in this forum that talk about this issue. On the other hand, killer have sometimes a similar issue like you already explained. Sure the killer can survivors push out, the EGC-Timer speed things up, and you could farm BP while survivors wait the exit but it still leaves a bad taste to be in this situation as a killer because you want to go next asap.

    I think a surrender option would be good for both sides because with this players can avoid situations like this easier and get less annyed. Of cause, adding a surrender option is easier said than done because there is the potencial that players could "abuse" it when they do one tiny mistake and we end with matches ending early even though everything would still be possible.

    tl:tr: players who insult other players suck, especially when there is no punishment due to vague rules, and a solution is more than welcome on both sides to make this game less frustating in some matches. Players tend to remember such matches more than the good ones.

  • It could be a bug because it always shows Ash-Rank4 on the killer. However, it could also be an accident and the developers want to implement that we can see the ranks of all players (the placement is quite good and all) but this would be really unnecessary since it says nothing about the player what rank they are.

  • It's good that the developers made these changes because Clown and Huntress were too oppressive with all these Bottles/Hatchet.

    However, Sticky Soda Bottle and Leather Loop are now useless addons because there is no reason to use them over the other two. In general, these changes seem so cheap and boring that's so sad. No idea for an effect? Just give haste works always!

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