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Ivanynakov

Ivanynakov

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Ivanynakov
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  • I would love to have additional competitive mode with falling and raising in rank. And for those I would give players Shards as rewards. Grade needs no skill to max and gives non-interesting rewards.

    But this is my personal opinion and I know that lots of DBD players don't want to face tryharders (eventhough they often tryhard by themselves)

  • @JustAnotherNewbie said:

    I can hardly recognize who is who, outside of some obvious ones like Claudette. Like who is the woman with Plague?

    Does it metter? Each survivor is just a skin. Only low ranks use original perks.

  • @averagemikaelamain said:

    As per title. I feel like DBD's in a rocky state right now and there's a lot of pressure on BHVR to deliver a fantastic anniversary. If BHVR "flops" in any aspect - killer design,perks,license choice (if any?),do you feel like DBD might be on a road to continously-falling playing numbers?

    I am honestly looking forward to know what next chapter is BUT it would give me much more excitment if DBD announced new ranked mode/ clubs/ quest system rework/ unique ability for each survivor etc.

    I would actually vote for having one major update instead every second chapter. And with each of those update DBD could add 1-2 new general perks (for all characters).

  • @1ettuce said:

    Changes

    Sprint Burst (added)

    • Cannot be activated until having walked for 3 seconds straight
    • Stops being activatable if the user stops walking

    Lithe (rework)

    • Press the active ability button while running near a vault location to immediately perform a running vault over it
    • Causes exhaustion for 40 seconds, cannot be used while exhausted

    Overcome (rework)

    • When the killer misses an attack on you, move at 150% movement speed for 3 seconds (would obviously require a lot of work to program and shouldn't be activated against dumb stuff)
    • Causes exhaustion for 40 seconds, cannot be used while exhausted

    Dead Hard (added)

    • Immediately enter the dying state if Dead Hard doesn't successfully protect the user from damage
    • The killer is notified while chasing a survivor with Dead Hard active
    • No longer requires being unhooked or unhooking yourself to activate
    • Zombies and Guards will no longer hit a survivor while they use Dead Hard

    Notes

    Sprint Burst:

    Currently is the definition of "free," more than dh ever was. Insanely powerful effect with basically zero prerequisit and is even strong when not 99d, and even then, it's not that hard to 99. It can be 99d easily while on a gen solo or with someone else, and is beyond powerful when used that way. Purpose of this change is to just add SOME prerequisit to using it. Having to walk before using it would basically prevent it from being able to give you mega distance for free, but would still be very useful while mindgaming a killer around a tall loop or stealthing. Basically in situations where you would walk anyways.

    Lithe:

    The perk I personally find most annoying out of any of these. Although technically having a prerequisit, it's pretty meaningless realistically speaking. Literally any survivor can get a fast vault off, and then subsequently get the insane value that Lithe provides. With this rework the perk would still have no prerequisit, but have a MUCH more reasonable effect that wouldn't make or break a chase as often as it does now and is something that I'd personally find really fun and at the very least would want to see on some perk in the future.

    Overcome:

    I don't even know how this perk exists tbh. Most hold W perk in the game, just why? A perk like this really just shouldn't exist, and although there's situations where it won't work, they are not at all the usual. This rework is probably unrealistic for it to be implemented, as stuff like killers using their powers to break a pallet, trickster missing as little as one knives out of a flurry of knives, plague infecting the environment, dredge breaking a lock, etc obviously shouldn't activate it. Imo, it would activate if no part of the whole attack affected the user, another survivor, or the environment, and would start when the killer enters their attack cooldown. So in the case of trickster for example, he would have to throw at least one knife and have none of them hit you, and then exit the throw state for it to activate. I'm sure this sounds really out there but imo it would makes more sense if there was a better standard for what counts as an attack and a missed attack and whatnot since it would just be cool to implement into some perks and whatnot even if it's not necessarily this. This version of the perk might still be annoying but would be very fair and very practical to play around.

    Dead Hard:

    This perk has problems, and this perk has non problems. DH against certain killers and at pallets is a problem. DH in the open at close range is not. Point of these changes is to make it very worth it to bait DH out, and would give it counterplay in said form where there currently is none. The killer being notified of the perk would also help plenty, as without it it could still be very obnoxious not knowing whether or not to miss an attack on purpose to bait out DH, and is something I personally wouldn't mind as a survivor could still get lucky timing it even if the killer knows they have it. My thoughts on DH have previously been further explained here: https://forums.bhvr.com/dead-by-daylight/discussion/373516/tl-dr-for-previous-dh-post

    Inb4 someone comments "they're fine as is" and anything I said apparently becomes meaningless 👍

    I like that your ideas of reworking brings more variety in playstyle. For now half of exhaustion perks activates movement speed boost when particular condition is met (If you vaulted, if you sprinted, if you stunned with pallet, if you landed from height).

    I have few questions though. I am not sure that Sprint burst "3sec walk" condition will change much. Most of survivors walk in front of the Killer letting him to come as close as possible anyways. And then they sprint. It gives the most value out of the perk. Also players will soon calculate what percentage they need instead of 99 to make it work as 99, don't they? Maybe I didn't understand to concept because I rarely use Sprint Burst by myself.

    Lithe. Do you suggest removing movement speed bonus after vaulting? But instead giving survivor the ability to fast vault from any angle? Because reading your rework I have a feeling that it is the ability to vault with "Ability Button" instead of space and get exhausted as a bonus :D

    Overcome. Good overall idea about "Missed hits" detection. I agree that it can bring some new interesting mechanics. But having exhaustion perk with this condition looks very risky. Not sure people would play this because you have to get really bad killer (speaking about quick/lunge attacks) or to be very lucky by spinning.

    Dead Hard. Never seemed to be a problem for me when I played killer.

  • @H2H said:

    For the menus, I’d make the perk list into an actual scrollable list with filter categories and perk names and descriptions visible in the list without having to click or hover. Having a grid of often inscrutable icons was a lot more palatable when there was just a handful of characters compared to the dozens we have now. 9 pages of icons is a lot harder to search through.

    For in game, I’d just have the actual names of effects (and maybe even little hints like “-33% healing speed”) next to the icons. Seeing the hex icon with no clue what hex you’re affected by, or some arbitrary add-on icon for a rarely picked killer isn’t terribly helpful.

    Some other games allow you to open overlay menu (by holding TAB). And during that overlay menu you can move your cursor and hover over icons. That would be my simple solution for this and for seeing teammates perks.

  • @HugTheHag said:

    Speculating on the other side's perks is part of the fun. I don't think stripping the game of the mystery would be very good.

    I firmly see DbD as a casual game (if not the often ridiculed term "party game") and to me a system like this would push forward a competitive mindset aspect I dislike very much.

    Plus I could see a spike in peer pressure to take "good perks" as the perk selection phase would reveal your build to others. For example, I've been messing a lot with chest builds with Ace In The Hole / Appraisal because I think it spices up my games nicely. I could see survivors dodging that as they realize that half my build is not useful to the group but more of a time waster.

    I imagine DBD to have two modes - casual and competitive. Same as it is with most of big games. I am honestly very satisfied with queue times and don't mind to wait longer.

    In case there would be queue time problems, devs can make an option to select several modes/roles to speed up it up. This feature is already in Overwatch and other succesfull games. In DBD it could look like this (very rough concept just for visualisation):

    image_2023-05-12_163211121.png

    So in this case I chose to play Survivor Ranked. In SFW case Killer checkbox would be disabled.

  • @Kirarozu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423309#Comment_3423309

    They aren't nearly as good as the others. Balanced is rarely useful. Overcome makes your run slightly further... I'm gonna have to disagree with you. They are not strong. No one uses them for a reason.

    You need to know how to position yourself while using Balance. In indoor maps it becomes even stronger than other exh. perks.

    Overcome gives you much more distance advantage. Which helps to hide or find solid loop area. This is solid and difficult to counter. Killer chasing you risks to lose a lot of time.

    Dead Hard is easy to counter, just bait it out or wait it out. Lithe can be countered by window blocking perks (if we could plan our perks). Sprint burst is the strongest if survivor knows how to use 99%. But this perk brings the risk to be chased while exhausted.

    So Sprint burst would be often banned or devs would rework it or create counterperk for killers. Or maybe not. Maybe knowing about this perks would be enough for Killer to counter it by his strategy.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424074#Comment_3424074

    Yeah, but most survivors are solo queue players who aren’t skilled. Lol. I do think around 3-5 killers are good for the highest tier of survivors but every killer is good against where most of the survivor playerbase falls (low to mid skill).

    Where do you guys take information about top killers from? There is no proper ranked, no proper stats. In addition, each game has good amount of luck directly dependant on opponent's perks and whether they are SWF or SoloQ.

    So where?

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423701#Comment_3423701

    If you think you are solely losing every game due to the perks the opponent are bringing into the game, you have a different issue to resolve that your suggestion wouldn't fix.

    Not at all. I am just bored of taking same solid builds. Other builds are too risky to take, because you may not trigger a single perks there for whole game.

  • @IWasLeft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423687#Comment_3423687

    Again, not what I'm saying. I'd be more for the idea if certain killers were buffed and some others were given mor emotions in playstyles.

    For example, if I was playing doctor and most of the terror radius related perks got banned it would be pretty miserable since his whole deal is dependent upon his terror radius. Yes he could still win but he isn't made in a way that he can be effective outside of terror radius related builds

    I know that some perks stacks with Killer powers but it doesn't mean that without them he is worse. Taking perks that will fill his gaps may be an option too. Or just random perk build which will help in other areas. It is like having killer with certain stats (4dmg, 2speed, 1gen control) and having 5 more points to give. You may want to praise his uniqueness by make him 9dmg, 2speed, 1gen control. Nothing wrong with that. But giving points closer to balanced stats (4dmg, 4speed, 4gen control) may lead to better results when you are difficult to counter.

    What do you mean by giving more emotions to killers? Unbound them from one certain playstyle?

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423688#Comment_3423688

    That's really a big deal. DBD is an asym game. Sometimes people will be playing something that hard counters your build. That's not a big deal.

    So now it is pure luck and no skill.

  • @Crowman said:

    I don't get the point.

    Survivors and Killers aren't picking from the same perk pool. Having them take turns picking perks doesn't contribute to anything.

    Perks counterplay.

  • @IWasLeft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423667#Comment_3423667

    No I'm not saying perks are inbalanced. I'm saying some killers are either too weak or designed in a way they aren't very viable if certain perks are banned.

    So you say that killer using same perks over and over again seems like bad perk design or lack of perks. But you like the idea.

  • @IWasLeft2Die said:

    This would be miserable. If you queue in with a killer and particular perks are not allowed you can be pretty SOL if certain perks are banned depending on a killer.

    So you are saying that perks are inbalanced? And you like my idea but you want balance it first.

  • @Kirarozu said:

    I think this would only work if it were like a perk ban phase. Not what perks you're picking but what perks you most don't want to see. I feel like this would most hurt survivors though because the killer could just ban the 4 strongest exhaustion perks. Imagine if Dead Hard, Sprint Burst, Lithe, and Adrenaline were banned every match. Your only options would be Balanced Landing, Overcome, Head On, and Smash Hit. That would massively advantage the killer.

    The rest of exhaustion perks are still powerful and good. So killer will not help himself that much. Prove Thyself, Deliverence, Unbreakable for example are more dangerous options. But there is far more than 4 strong survivor perks in the game so I think banning system would not destroy survivors nor killers.

    Also having bans will give solid statistics to developers. So they will know what to nerf/buff/rework and what new perks to bring with the next chapter. So in case banning exhaustion perks becomes a meta, then developers will very like add more of those.

  • @Hex_Llama said:

    IDK. I usually don't have a problem being tuned in to what's happening with the rest of the team and what their general intent is. I feel like a messaging system like this would probably just make me feel like my teammates are trying to micromanage what I'm doing.

    Like, yes, there are cases where we don't understand each other perfectly -- but I actually think that's okay. Part of the fun of the game is spontaneously cooperating with other people, and when you get it wrong sometimes the results are really funny.

    There is a HUGE gap between SWF and SoloQ survivors. So every game is a lottery for Killer in terms of opponents' skill level. Killer loses against equally skilled SWF but wins against equally skilled SoloQ survivors. Which brings everything to broken game balance. And this is something I don't see as "really funny results".

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374684/2-killers-mode

    There's no way their coding could handle two killers and all their assets. They couldn't even make a third zombie for Nemesis run without tanking game performance badly. Images trying to run all that on lower end PC's or the consoles, and it would prolly melt a Switch.

    Cool idea for custom matches in DBD2.

    Maybe they will surprise us with DBD 2 for 7th anniversary :D But would be good If they did it the same way as Overwatch2 when you don't actually lose the progress skins etc.

  • Seems like there exist few posts about this mode already. I love the idea. Would bring some friends of mine to try the game one more time. Because they didn't like survivors much

  • Just played soloq again. Teammate didn't understand why do I teabag in front of him. He was obviously new but it doesn't change a thing. I wasn't healed and I spent 30 secs teabagging before killer came and killer chased me to death.

  • @Remedicist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418324#Comment_3418324

    If FoV provided that much of an advantage, it would be used widely. As of right now, it's mostly used by people with motion sickness and eye problems. Such was the case for users of Spine Chill before the visible TR and Lullaby was added. Accessibility options shouldn't be hindered just because it may provide a small gameplay buff. Example being the visible TR and Lullaby that helps people react to the presence of the killer immediately, and yet hasn't made much of a difference in the matches altogether.

    Honestly, I've never seen a modern game besides DBD that has so little accessibility options and setting customization. It's also strange that a lot of the settings can be accessed by PC players in the files, but not available for console players. And speaking of console players, techs related to FoV, such as the spinning or FoV techs, really only affect console players since PC players have better camera mobility to begin with.

    Having bigger FOV sounds like a huge buff for me actually.

    • Much easier and fasterto find hiding survivors.
    • Much easier and faster to find scratch marks and pools of blood
    • Easier to track Survivor's movement during chase
    • Less chance for pallet/flashlight saves because you will more likely to spot other survivors nearby even during chase.

    I am not sure if I am for or against it yet. I am just saying that it is decent killer buff.

  • @ShinobuSK said:

    This game doesn't have FOV slider since most games made in 1994 dont have it, on top of its horrible default FOV is 87

    I cannot play killer without shadowborn and you make challenges like this?

    https://us.v-cdn.net/6030815/uploads/QKNTPY7Z995W/image-30.png

    I am unable to get any killer adepts because default vision makes my head hurt after few minutes. Which is fine, dont care about trophies in dbd anyway but this is truly something else.

    Well done

    Isn't Field of View intentionally fixed for the gameplay purposes? Because the Killer sees so little Survivors can do particular plays like hiding in middle of chase.

  • Thx of course. Didn't know somebody would do it this way.

    For me 370k dont worth it. I better just play 4-6 additional games as killer.

  • @Wilx said:

    Would it be possible for one or two of the Devs to show us how to play solo queue at the moment? Since the update, many matches have been virtually unplayable. It would be great for Devs to prove to us that it's a skill issue and nothing more..

    :D

  • So Dynamic Repair Speed could work following way :

    • If the number of Gens exceeds the number of Survs by more than 1 THEN repair speed is incread by 15% for each.
    • If the number of Survs exceeds the number of Gens THEN repair speed is decreased by 10% for each.
  • Having repair speed dependant on generators AND survivor left may solve few issues including "2survivors hidin" situation and bring more balanced games.

    • 5gen, 4surv = 100% speed (basic)
    • 5gen, 3surv = 115% speed
    • 5 gen, 2 surv = 130% speed

    and

    • 4gen, 4surv = 100% speed (same as 5gen, 5surv)
    • 3gen, 4 surv = 90% speed
    • 2gen, 4 surv = 80% speed
    • 1gen, 4 surv = 70% speed

    Used numbers are just an example. Should be adjusted by testing to achieve the most balanced and fair results!

  • @HoodedWildKard said:

    All in the title really. For more detail this game is amazingly unpleasant for new players. New survivors are in for constant rounds of dying all because they cant make a chase last longer than 30 seconds. And be realistic, how many gamers are going to watch youtube vids and spend hours and hours practicing and getting hooked just to bump their escape percentage from 15 to maybe 25 percent at best.

    Versus the killer side where your first 100 games are absolute walkovers until you hit higher mmr and start getting ######### on by bully squads.

    I've picked it up and tolerated it for maybe 30 days of play time since August. My regular swf won't play anymore because of toxic killers plus the difficulty curve and I can't get any one of my friends into the game, either they refuse to try it because it has a reputation for being particularly awful for new players, or get 20 hours in and give up because they just constantly die. State pf play atm isn't much fun. My surv games are just constant deaths and killer games flip flop between absolute walk overs that are extremely boring when I use a killer I'm good with and a sweaty build, and tedious impossible to win games when I use mechanically weak killers for daily rituals. Maybe 10% of my killer games actually feel chsllenging yet attainable.

    We've had surv nerfs that do even more to cripple solo q and have really done nothing tangible to actually nerf SWFs. Whilst the killer nerfs make it even easier for high level swfs to genrush. Like give us something that helps low/mid mmr. A proper tutorial that gives survs an idea on how to run a proper chase, a way to train against killer bots so survs can see how dlc killer powers work without buying them, voice chat for survs rolling handicaps depending on how the match progress (looking at gen progress versus hook states and death) fix the exit gate spawns so last surv has a slight chance of escaping if hatch is closed.

    1. Oh and about your suggestions. Several days ago I made similar one about adjusting repairspeed based on gen/survivors ratio.This should lead to more balanced games overall https://forums.bhvr.com/dead-by-daylight/discussion/373702/repair-speed-dependent-on-number-of-gens-and-survivors-left
  • I agree that DBD is not friendly for new players, especially survivors. I have friends I play lots of different games with but none of them was "hooked" on DBD. We played 10-20 games as SWF and they were dying constatly.

    The big issue is that playing DBD as survivor you don't feel any progression towards the win, only generators. But if you are new you will be dead before completing the first generator by your own. Which in the end makes new players feel like they did nothing and died = wasted time.

    Also one of EXTREMELY unfriendly things is perk description. My friends spent half of played time on reading them. Making shorter perk descriptions would be a big help for sure. I made a post with visual suggestions: https://forums.bhvr.com/dead-by-daylight/discussion/368961/shorter-and-clearer-perk-descriptions


  • @Seraphor said:

    That Dark Sense description doesn't fully explain it's effects though.

    It could read as a 10 second timer that starts when the generator is completed, but that's not how it works. Instead, the perk 'Activates' and when the killer next enters a 24 meter radius, the 10 seconds of aura reading begin.

    I've been waiting for someone to mention it :D Should be rephrased a little. Possible solutions:

    • "Reveals Killer's aura for 10s next time he enters 24m(radius icon) from you"
    • "Reveals Killer's aura for 10s next time he gets 24m close to you"
    • "Next time Killer gets 24m close to you reveals his aura for 10s"
  • @Caiman said:

    We're Gonna Live Forever definitely needs its description cleaned up. While i don't think I agree with abbreviating them as much as you suggest, a lot of perks need a rewrite pass to make them more concise.

    Thx. It is OK that you don't like the specific solution that I chose. There are many other ways to make it concise and I hope devs (UI/UX designer particularly) will put their time into finding the best solution.

    My main suggestion is to make visual hierarchy within perk description prioritizing it's technical function. So new players can read what the perk actually does first and as fast as possible.

  • @Emeal said:

    How can I state that a system such as this one is really really good idea for DbD, not only for soloQ but also for QoL for Survivors.

    By voting up the post :) Thanks for support!

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413973#Comment_3413973

    It would get it to boring level.

    This game is not hard, it can get boring already. This would make it way worse.

    I don't think so. Bringing dynamic playstyle into the game is something that seems interesting. Every game is gonna be completely different from each other if perks were picked in particular order.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413952#Comment_3413952

    Your issue is that they can't change perks mid game.

    I would know their builds and make my playstyle based on it. 0 variable, I don't know about you, but I want to be surprised from time to time.

    I can respect out of the box builds, which works only when I don't know about it.

    Good luck ever managing to use power struggle.

    You have flip flop? Then I know it's impossible to pick you up, have fun bleeding out.

    It's not same thing with DH. I know for 100% you have it and you can use it only twice. Right now DH works way better than before, because killers don't respect it anymore. If I knew? Not a chance.

    So what he has deliverance with hidden build, I know he has it, so I can simply ignore him and kill everyone else first, because I know hooking him gives me almost 0 pressure.

    It is OK that they can't change perks in midgame. Survivors on the same level as you will know what to expect and how to mix their builds or how to bluff you. They are pretty smart and will learn fast.

    Power struggle works as "zoning" perk or withing self_pickup build, and you knowing about it won't change much. Or would you normally go near the pallets while holding survivor?

    It is not that easy to make someone bleed out. Other people will just heal him up. Or you can camp him ofcourse while other people do 3 gens and rescue him anyways.

    DH is weaker now for sure. But even before I didn't have any problem to bait it. I always assumed that every survivor has it anyways. So the only thing that is gonna change here is knowing that survivor DOESN'T have it. So I can be slightly more confident.

    Deliverence is one of 4 perks. Other 3 will highly change your gameplay.

    ------------------------------------------------------

    And here we finally are. You are planning your strategy accordingly to opponents perks. Opponents tries to predict your strategy while setting theirs. It is a game of chess as it always was, but brought onto more strategic level.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413932#Comment_3413932

    You think they work?

    I will simply not chase them and tunnel someone else.

    Deliverance work? I can just target him first.

    DS work? I can slug him.

    DH work? I will wait it out.

    No Reassurance? Guess who gets camped

    Teammates knowing about them is absolutely fine, that's why I would show them between survivors on loading screen at least.

    But killer shouldn't know survivors perks and vice versa.

    It's simply important part of the game to find out other side's resources.

    How does it help new players, when they don't know counters or what does that perk do from icon.

    It would simply make it easier for veteran players and make game worse for both sides overall.

    I like to make predictions and see if I am right. Knowing from start would make this game really boring.

    Deliverance with loop or hidden build. Good luck chasing/finding him.

    Slug him please. Maybe he will consider Flip Flop. Or one of teammates will take WGLF/ Buckle up. Tons of counterplay possibilities now.

    Wait for DH? So actually the same thing as if you didn't know about DH.

    Camp please. In the meantime survivors will finish at least 3 gens and escape.


    New players will at least understand what they are playing against. It is much better than not knowing that killer for example actually sees your aura.

  • I would insta buy Stranger Things.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413902#Comment_3413902

    It doesn't matter, they will do it anyway.

    This system would create games where player know from start it's going to be miserable game.

    And author would want to see add-ons. Mirror Myers would be dead, because they will know to deny him map offering.

    It would make games way easier and destroy so many perks...

    I also wouldn't want to hear a thing about tunneling.

    Because surprise, second chance perks work only when you don't know about them.

    Oh, so you have BNP, but this survivor doesn't have any way to save himself? Lethal pursue and tunnel from first hook.

    Games would be way worse for both sides.

    I have played lots of competitive games and believe me. Knowing the enemy brings new strategic desicions for both sides. In DBD it would bring even bluffs.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413902#Comment_3413902

    It doesn't matter, they will do it anyway.

    This system would create games where player know from start it's going to be miserable game.

    And author would want to see add-ons. Mirror Myers would be dead, because they will know to deny him map offering.

    It would make games way easier and destroy so many perks...

    I also wouldn't want to hear a thing about tunneling.

    Because surprise, second chance perks work only when you don't know about them.

    Oh, so you have BNP, but this survivor doesn't have any way to save himself? Lethal pursue and tunnel from first hook.

    Games would be way worse for both sides.

    Decisive Strike, Dead Hard, Deliverence still work even if Killer knows about them. The fact that teammates will know about those perks will also bring new teamplay for SoloQ.

    Good players assume that survivors have all of those uncomfortable perks and just wait for prove or disprove. Knowing about them in advance brings nooby players to higher league which lowers the gap in "skill" level. But this is mostly just hours of playing without really honing the skill.

    Having BNP revealed will make Survivors finally use their item strategically at the right moment.

  • @darksouls3600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413761#Comment_3413761

    Is more because people will avoid games that he claims to be difficult for N reasons, like "this squads are too tryhard, I gonna quit and try to find a easy match"

    Then those people need to be punished. They are the same as people who DC after first hook or DC when they see Blight/Nurse against them. But I haven't seen the second example so maybe insignificant amount of people would leave in situation that you describe.

    Also seeing everybody perks may be additional mode game for more competitive players. Or it could be an event mode to test it out. I truly think that it can turn out well and more interesting than it is now.

  • I am not sure what exactly you suggest. An option to cancel the action of picking up the Survivor? Flashlight saves are already pretty difficult to execute (especially when you play SoloQ) IMHO.

  • I am recalling this post. Sorry for spamming it but I truly believe that this suggestion is pure Quality of Life improvement with no harm to anything, nor lore nor dark atmoshere.

  • @oxygen said:

    It would be a nice way to cover situations the activity icons can't really handle, as auto-detecting some actions are either impossible (as they're not actions, but the declared intent to perform an action) or something else. So as far as I'm concerned the good ones are...

    • "I'm going for the save!"
    • "Killer nearby, be careful!"
    • "Save yourselves!"

    First is to declare your intent of saving, so hopefully others can keep focusing on other tasks.

    Second and third are mostly for the person on the hook to communicate the danger nearby, and in the second case tell others that maybe they shouldn't tape down W and run towards the Leatherface parked 0.042 meters from the hook.

    Agree. I would personally include only phrases important to gameplay that we still miss. And kept their number as low as possible.

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413790#Comment_3413790

    Bodyblocking is literally against the rules. I have been bodyblocked more times this week so lazy killers can get their kills since I started playing. Tunneling is really a strategy move as you are going to eliminate someone and there is even an offering to Spawn next to a survivor, so yeah that's within the devs fault. Camping is just poor tactics. You don't have to camp to get 3k or 4k game. I mean you have to realize you are not meant to win every game and some play unfairly. Learn the ways and you can actually play.

    I meant Survivors bodyblocking Killer. I guess it is called differently then. Camping may be a good tactics. Sometimes you want to wait for 2nd hook stages or secure this one survivor kill when exit gates are opened. Otherwise it is still tactics but not working good for the killer.

    The camping problem is unfairness to Survivor who has been camped. He is sacrificed in order to help other 3 Survivors to easily escape but he doesn't get any rewards for team win. Which is again, developers fault. I cover survivor rewards rework in this topic: https://forums.bhvr.com/dead-by-daylight/discussion/373694/soloq-improvement-survivor-rewards-rework

  • Tunneling, camping, slugging is core strategies of the game. Same as bodyblocking and flashlight saves. Don't blame killers for following game rules. Blame developers for setting the rules.

  • If everybody could see each other perks in game lobby it would change the playstyle on both sides. In more skilled direction I would say. Also if killer and survivors took turns in taking their perks it would bring skill of planning and preparing for a game. Some balance changes would be necessary as it is with any other update.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413631#Comment_3413631

    I simply wouldn't implement any system I know would cause players to leave games.

    How is that feeding them?

    Your system has simply tons of issues with little benefits.

    And again, what perks would actually improve?

    DCs are like cheaters. You don't want devs to not do new stuff because cheaters will take advantage of it. You want to punish cheaters and prevent this.

    The system may have issues for sure. This is suggestion thread and is opened for dicsussion and improvement. I didn't see any improvement ideas yet. Only arguments why it possibly wouldn't work.

    Examples of perks improved :Corrective Action, Buckle Up, Hangman's Trick or any other that were meant to counter other perks.

  • @Jejune said:

    Like hag with shackles or myers with mirror/tombstone, but only if i know it before hand and can bring perks that are useful against it.

    Plague in general.

    In current game state we play blindly using few strong meta perks (both killers and survivors). Because other perks are just so risky to pick that it doesn't worth it.

    I think that players (killer and survivors) took turn in choosing perks it would bring much more strategy into the game. And suddenly all perks would make sense.

    The argument I've heard is than some perks would become useless when another side knows about them. I don't think so. Being aware of enemy perk doesn't negate it. It changes the playstyle in more mindfull direction.

  • @FootMan2893 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412693#Comment_3412693

    Yes, the game is not balanced. This is literally a well known fact. The perks aren't balanced, items aren't balanced, and killers aren't balanced.

    They aren't failing to balance the game because they don't have enough statistics. If anything they use statistics too much. It's because an asymmetric comp game can never be balanced, and frankly these guys aren't even competent enough to try it to begin with.

    DBD was a casual party game with a fun theme that falls apart at the seams once either side starts trying to win. At which point it becomes a nuclear arms race of each side utilizing progressively more bullshit mechanics until you hit the tip top. At the peak of DBD survivor beats out killer, and that's WITH killer using the strongest killers, addons, and perks that they possibly can. So any system where survivor could remove those options would just turn it into a one sided slaughter regardless of what the killer removes from the survivors in turn. Cause removing any one thing the survivors use would never be as strong as for instance banning Nurse from being played.

    And if you remove the whole coordinated banning system then at which point you just have regular DBD. And anything you could think of adding to the gamemode would instead be better implemented as a general mechanic.

    Finally, they don't want to make the game more competitive. The devs know full well how terrible the game gets once you have 2 very skilled sides fighting each other tooth and nail to win. That's why MMR was such a failure and is forever on and off with them. Keeping the games somewhat random artificially balances things out.

    It can be balanced. But you need solid statistics, not those which are taken from "for fun" and "somewhat random artificially" games.

    Devs need to know what sweatty players are capable of doing and balance it accordingly. Also lowering the gaps between "easy win" and" hard lose" games within the same skill range is important. Currently luck is overall too influential.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413272#Comment_3413272

    I regularly use detective's hunch, it helps to find and break 3-gen too.

    There was time when totem hunting perks were valid. It was when some totems were actually hidden and strong hexes were used.

    But spawns on new maps suck even more than before and Ruin, NOED got nerfed.

    You know perks when they are used. DH, DS, Unbreakable, Devour Hope, Off the record, Nowhere to hide, Jolt, Eruption and I can continue for long time.

    All those perks are way worse with your system.

    Do you really think players wouldn't DC when they see their perks countered, or killer? You can't be that naive.

    What perks would actually improved with your system? I could probably get to hundred of perks that would get nerfed.

    That killer boon hunting perk would get valid. What else?

    Totem hunting perks are already valid because of inner-healing, which is decent perk and even better now. So that wouldn't change much.

    So back then every survivor got antihex totem perk by default and killer had hex perk by default. What was the point?

    Survivor would have his perk countered. But he can counter back with next perk pick. It is mindgame before the game starts where you can not completely counter your opponent. If you do then survivor/killer is completely new to the game. So they won't DC because they will not recognize their disadvantage.

    But DC people should not be focused on to please. They should be punished. Why DBd community is so nice to leavers,DC and toxic people? You are literally feeding them...

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413180#Comment_3413180

    I do not like your idea. It pushes the game towards some crazy competitive mode that I don't want at all. And while some of Blight's add-ons do need tweaking, his basekit seems fine to me.

    Players should be able to run what you like, in both roles. There's no doubt the devs feel the same as well. Your limitations are some attempt to "balance" the game in a harsh restrictive way imo.

    They do not primarily look to the most efficient sweaty players when considering changes. This should be obvious to all, and disagreeing with that approach is another thread entirely.

    So in other words.. you don't want to have any ranked league under any circumstances because you don't want it to be too competitive. Also you don't like restrictions = bans of pers nor killer.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413232#Comment_3413232

    That would waste so much time, that's like extra 4 minutes of just choosing perks. Just so someone DC, because they don't like outcome.

    Lot of perks have value only if other side don't know about it.

    Hexes would become even more useless than they are now. Every aura reading perk would be way worse.

    There is not that many perks that would benefit from this, but way more perks that would become trash.

    Also it can take much less than 4 minutes if designed correctly. There are plenty of possibilites.

    1. Each Survivor picks 1 perk, then Killer picks 1. Repeat until all perks are chosen.
    2. First Survivor picks all 4 perks (can use his own build ofc). Killer picks 1perk. Second Survivor picks all 4 perks. Killer picks 1 perk. Repeat until all perks are chosen. Most of Survivor players will have already created predefined builds to make it faster, and they will make just little tweaks.
    3. Each Survivor picks 2 perks, then Killer picks 2 perks. Repeat once. This will make whole picks/bans twice faster.
    4. etc
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