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Idontcareaboutmyname

Idontcareaboutmyname

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Idontcareaboutmyname
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  • @Elan said:

    Seeing streamers using Sole Survivor to rat whole game to get their "solo q escape streak token" makes me wonder whether hatch should be mechanic at all. If survivor gets into 1v1 scenario with exit gates they can simply abandon. Imagine someone having 75 escape streak doing this. Goodness, so many unhappy teammates. I would hope they made those perks og Yun-Jin treatment when it's selfish but doesn't hurt your team. Maybe something like…

    Repairing generator grants: 5s elusive whenever you hit great skillcheck, 10s exposed whenever you hit good skillcheck.

    First of all I don't want it to be completely reworked like that, it should reward u for playing the game by helping u escape when ur last one. Simple. Keep its identity.

    u do know abandoning in that situation gives a loss? Why would I want to quit and not try, give the killer a free 4k? U basically just said "give up" smh

    Ur gonna get unhappy teammates no matter what, u don't have to spectate u can just move on. Atleast the rework they made in ptb made it so the aura blocking incentive isn't on dead teammates anymore, even if its time limited now which is stupid, this perk also actually has an effect that helps teammates: they open gates faster. It literally doesn't hurt the team.

    think of it more as a perk that rewards u for a game going south even if u tried ur best. Its crucial in solo q because as we all know how matches can be trash due to mmr for one example like matching with new teammates etc, or randoms trolling and sandbagging throwing the game, aka not ur fault.

    Also, ur always gonna get ratting, and streamers doing this no matter what perk.

    I could go on with more points, but I cba. U get the point hopefully.

  • @Mooks said:

    I think the Forum Feedback was already pretty much just an afterthought and they primarily used their other platforms - including their Partner CCs and their following. Well. Mostly those to be honest as those are the biggest and loudest crowd.

    Also, it is advertisement and has shifted away from the actual test part more and more, and actual game breaking stuff will get to their attention with or without the forums anyways

    What other platforms are we talking about? I thought this would be the best place for info to be given to the devs but guess I was wrong ?

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119535#Comment_4119535

    Because survivors are group, killer is solo role and suppose to be the power role. I completely understand this issue but I also understand not many survivor players care for killer's fun. That's natural.

    Killers get to be happier because they play the power role? What kind of logic is this.

  • @dangersmymidd1ename said:

    On demand Undetectable with no prerequisite other than standing still - from a free general perk - is really not a good idea. No need to learn how to mind game if you can just be Undetectable at every loop. The "stinger" sound from Insidious now also doesn't play to warn survivors. I was camping a gen behind a wall with Dragon's Grip, that down was far too easy.

    Yeah I really hope that perk doesn't make it to live the way it is.

  • This comment is for colossusqw i forgot to quote u

    Paying attention to surroundings is impossible on indoor maps, gens mask any kind of sound cue some killers make and some killers are silent with undetectable like wesker, hence why I said some killers are specifically strong with this status effect. gens with sight blockers around them make it so they almost always get a free first hit or force u to loop first pallet that's next to the gen otherwise u get hit. No pallet there then u get hit. And in dangerous situations, with no detection or comms in solo q, they can really affect some players. U play solo q, right?

    They may not be problematic to u, probably because ur good at chase, but many survivors especially new ones aren't. Stealth killers thrive on this because they provide no alternative like hiding in time which: is still a valid strategy, u waste killers time searching for u all while killer is not pressuring the others. It has the same effects as being in chase for ur team, so when done right, I don't wanna hear people complaining players do this again, it doesn't mean ur ratting if u do it when the time calls for it. Obviously some people just rat and that's different but not everyone does. Sorry for the rant

    I agree that aura builds on killers can be really hard to deal with, I hate them too

    Sure jumpscares are thematic of horror and can be a genuine shock, but gameplay wise it can be very game changing and removes ability to evade first, so I'm not a big fan of having close to no counters to it if we choose to. There's counters to everything else in this game. Sorry for making this long btw

  • @Mandy said:

    We will still be supporting the forums until closure. And the places for feedback doesn't change, Reddit, Forums (including Steam forums) and Discord are where my team monitors.

    Thank u for confirming, just wondering if your social medias for dbd get monitored for suggestions etc, or not really? I've posted comments on YouTube for example and many others do, and just wondering if not much point to that? Thanks

  • @dangersmymidd1ename said:

    Generally: Survivor Perks with number buffs are nothing groundbreaking, but the perks that were reworked are mostly disappointing nerfs. I managed to try almost all of the perks. Healing perks needed buffing not only to take into account Diminishing Returns but also the lack of any way reduce Hemorrhage and Mangled effects now Vigil is gone.

    Road Life: Since there is still a bug with higher frequency and back-to-back skill checks since 10.1.0 PTB (

    https://app.betahub.io/projects/pr-5642738318/issues/6042

    ), testing Road Life did not reflect how much value it will realistically provide once the bug is fixed. But I liked the effect and appreciate that the devs have made an effort to improve it.

    Better Than New: The buff makes this a more realistic perk to bring for support builds, and the deactivation condition still seems like a reasonable trade off.

    Empathic Connection: A nice buff but nothing groundbreaking

    Flow State: Also a good buff because it was just sitting in that maybe/maybe not mid ground for Boon builds. Now it's more of a maybe.

    Friendly Competition: I didn't try this but was never a fan because of the activation condition. Feels like only a very slight buff because you lose time looking for the next generator anyway.

    Object of Obsession: Not worth the increased speeds, and a nerf because the killer has more chance to see your aura.

    Blood Pact: Haste should be buffed to 10% considering all the killer Haste increases, not sure how this perk doesn't qualify for a buff. Still very hard to get value out of in Solo Queue. Having the aura of the teammate that also has the haste would be a great buff. It would be much more interesting if when the Blood Pact survivor unhooks, the unhooked survivor becomes the Obsession, which has both upsides and downsides.

    Boon: Illumination: The re-booning speed feels a bit over the top. If you split this buff with the base booning speed, it would be much better. Also please figure out a way to differentiate generators highlighted by Illumination and those highlighted by Boon: Steadfast.

    Borrowed Time: Very niche effect and removing one of the few altruistic anti-tunnel perks left is a bad decision.

    Calm Spirit: Finally.

    Dark Sense: I tried this and for a new player the extra effects might not be that useful. You see the pallets and windows, but that effect is over by the time the killer is actually on top of you which is when you need it. Also since this perk is meant for new players it should be immune to Deerstalker.

    Sole Survivor: I understand the idea to ensure the Sole Survivor user takes part in the match. However the scenario of the other players escaping through the gates and then taking the hatch is not one that happens in solo queue all that often. If the gate is open it's much easier to find and escape through that. Also fellow teammates will often stay in to help. The aura-reading protection is heavily nerfed and basically useless now. If anything it needed to be buffed to cover the entire map without the time limit. The generator speed also helped for getting the achievement where you complete the last generator and escape through the gate.

    Do No Harm: Skill check increase makes very little difference to the perk. If it made all healing skill checks more frequent it might be more interesting. Or adding something like a Bite the Bullet effect on a missed skill check when the person being healed has Hemorrhage. That would fit in with Orela too.

    Windows of Opportunity: Unneeded double nerf to this perk. Nobody wanted extra vault speed on Windows. Fine if there has to be a cooldown but show pallets too. And it enters cooldown on a slow vault as well which is ridiculous. Survivors have no basekit information other than their hooked or dying teammates. On the other hand if a killer had to bring a perk to see all hooks…

    Five Moves Ahead: Also unneeded nerf. The first new perk in a while on the survivor side that was actually good and liked, has to get a nerf for no reason. It's called Five Moves Ahead not Five Pallets Ahead.

    Pharmacy: Great change, it was needed.

    Plunderer's Instinct: Also great change to the range and opening speed, makes total sense.

    Premonition: I didn't get the chance to try this in the PTB but given the rework of Stake Out, it provides an alternative to Fogwise now. However the cooldown seems excessive considering Alert has none at all.

    Self-Preservation: Unnecessary change with very weak motivation. Would be interesting to see what percentage of matches have 4 Self Preservation equipped in normal MMR. Killers return to the hook anyway, when there is a big explosion to tell them to. Another perk that finally had a good amount of value during the match targeted feels bad, man.

    Shoulder the Burden: Single use seems reasonable but deactivating if a duo or three-man wants to protect themselves instead of another survivor is really not the way to do it. If I bring a perk I should be able to give my hook state to anyone, it's mine to give. Broken for 2 mins is also a lot worse than Exposed. Hardly anyone used Shoulder in solo queue and these changes will just reduce it further and gives the green light to killers to tunnel. All these kinds of changes just reduce the dynamic nature of matches and eliminate surprises and turnarounds.

    Slippery Meat: Since Luck Builds no longer work anyway, this is an interesting change. The benefit is not immediately obvious but might be with other combinations.

    Small Game: This could reduce totem location knowledge rather than improving it. Small Game made it so you were "hunting" a bit (hence the name), but now you are just seeing. Also, this eliminates the only perk in the game that helps find totems when a survivor is affected by Blindness. If the old effect can be activated when the survivor has Blindness, that would be great.

    Solidarity: A good change so you get occasional value even without another healing speed perk.

    Spine Chill: The vault speed was already on cooldown by the time the killer reached me when I tried this a few times… not great.

    Stake Out: Terrible change. Range requirement and the possibility of an immediate -14% on an Overcharge skill check makes this a killer perk now. Stake Out was good to help those players who cannot hit great skill checks all the time (which is most of us). If you were using Hyperfocus without Stake Out it was more than likely you were cheating, so this nerfs Hyperfocus into the ground too, even when it was already nerfed with Diminishing Returns. Now perks with great skill check requirements are even more restricted to those with better hardware, latency, FPS, refresh rate etc. And it will take like 6-9 months before most players realise so they will be missing a ton of skill checks.

    This is Not Happening: Understandable change to help new players on all skill checks. The great skill check zone going from 3% to 4% of the circle was and still is negligible.

    Wake Up! : A needed buff to make this more worth running, but again even more useless if everyone is dead.

    Yeah sole survivor aura blocking being time limited now and only working when last one alive sucks they shouldn't have done that. Wish the token requirement was lowered as well. Premonition cooldown needs to be shortened. It was used to detect undetectable killers and helped in solo q. A cooldown buff to it would've been just fine. Wish spine chill had its old detection effects as well.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119322#Comment_4119322

    Losing as killer casues saddness and that's why killer talk about killer anxiety so much. That they just try to win but survivor are toxic, rush gens, bring sabo builds, flashlights and unhealthy perks such as dead hard, decisive strike or lithe.

    U could say losing as survivor causes sadness lmao this is a ridiculous statement. Both sides can be toxic and have strong perks. U won't get most problems from a solo q casual team which is most games u face. Solo q get the short end of the stick in this game.

  • @SpyUA said:

    Ghostie is D tier killer, Skull merchant (who can have perma undectable) is D tier, Wraith is B and quite balanced, Myers I think it's the strongest Stealth killer but he is often put in B and sometimes in A, so I would consider him B, Springtrap is pretty balanced.

    Insidious might be too strong so it should probably take 2 seconds to stand for perma undetectable and give 4 seconds of it after starting moving and a 10 seconds cooldown after each use.

    Look, they may be considered by many to be in low tiers, but that doesn't affect solo q. People are better/worse against any killer depending on who they are. The problem is the undetectable status effect in general whether it be power add ons whatever. Its always affected solo q way more than swf because of lack of comms, so I just wanted to suggest some options we could have, instead of just going straight into chases with them, because obviously not everyone is the best at chases. And sometimes it's important to not be chased, like healing, death hooks, etc. The game isn't just chase, it's also strategically avoiding danger. Both works if u don't rat, not everyone who hides don't help their team u know. I hate that stereotype ppl use it all the time.

    Yeah insidious is strong now and got me thinking of the sheer amount of undetectable options even strong killer can use thru perks etc. Scary.

    Thanks for the reply anyway, I'll probably take a while to respond if u reply again, apologies.

  • @Mandy said:

    Thank you for writing such a detailed post, you've raised some really interesting points and for sure will be sharing this with our Design team!

    It's reassuring to know we're being heard, I don't know how this site works that much in terms of what gets sent to the devs so, I hope you've read My replies too on the Premonition perk, thank u, also just assuming if this is the best place for dbd opinions to be heard or not

  • Agreed,

    @dangersmymidd1ename said:

    I don't like the Insidious change, it again removes any need to develop skills for mind games and hiding the red stain - now you just stand still for a couple of seconds for free Undetectable. And they said Windows was "autopilot"...

    Agreed, no cooldown or anything is stupid, when u have similar perk called entrasensory perception survivor perk, that takes 4 seconds to activate, lasts not long, and has a long 40 second cooldown. The numbers on that eleven perk needs buffing.

    People don't realise how strong undetectable can be, they always wanna complain about elusive tho smh

  • Yup, detecting undetectable killers was it's main use, and helped me and I'm sure others in solo q with not alot of info, where stealth killers thrive because there's less comms than swf. I feel they misunderstood the identity of this perk and its sad to see. Its been the same since dbd released lol and they do this. Thanks, im glad more people agree on this change. Hopefully with enough comments and stuff on it they can change it in live. The 30 second cooldown was already brutal.

  • Premonition cooldown nerf is so annoying. Its cooldown needed a buff not a nerf if aura is the problem, remove that part. It's use is for detecting undetectable killers and helped solo q alot since stealth killers thrive in solo q.

  • I'm glad someone else is talking about the Premonition cooldown nerf being bad. All i wanted for ages was just the cooldown to be shorter than 30 seconds. If it goes through to live in this current state i will be very sad and won't use this perk again.

  • I wanted to post this exact comment here but accidentally made a new discussion by accident, sorry im kinda new to posting on here and all that lol, here it is anyway:

    Here's my main thoughts from perks that got affected that I ran before:

    Premonition: me and people used this as solo q without comms to help with undetectable killer detection, always thought 30 seconds was too long of a cooldown, now its 60 seconds? Would much prefer if the aura is removed and we can have a shorter cooldown than 30 seconds. I used this perk for years but it feels gutted now. It filled a specific use, wasn't changed all these years, and only now u do this? There's hardly any undetectable detection ways now for solo q, we suffer with stealth killers the most.

    Spine chill: would much preferred if it could detect killers through walls again, or it's old whispers perk functionality. Or keep the action speed bonus but giga buff the numbers so u can finish an action when killer is approaching, making it a risk perk. Seems like generic vault perk again, on a hefty cooldown. It doesn't activate through walls, right?

    Sole survivor: please make the hatch and aura condition work with 2 tokens not 3, or make it so instead of finishing the gen, u can gain tokens through certain amount of gen progress, like how blast mine or wire tap charges. I say this because in many scenarios popping a gen may be difficult especially with no comms in solo q (intent system may help tho) but getting progress on the gen will be more consistent.

    Also, do not like how the aura blocking is now time limited, much preferred the aura bubble around u that previous version had, permanent aura blocking in endgame/last one alive seems reasonable, since jason voorhees perk has that. Low profile could get elusive instead it's a similar perk but I digress.

    These are the ones on my mind that affect me the most as a survivor player and my playstyle, thank u for reading and i hope the devs can consider these thoughts. I could go more in depth but I don't have a lot of time right now. As always apologies if any spelling mistakes I tried to proof read it tho.

  • Killers get whispers and survivors had theirs removed? Either remove it from killer aswell, or give it back to survivors. What I’m saying is that the perk spine chill had a function that worked like whispers where it would light up. Now, spine chill is pretty much useless.