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Jtflorencio

Jtflorencio

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  • @UknownShredder said:

    Won 5/5 . Maybe the weakenss is elsewhere.

    Ghost Face 8vs2 is more weaker than 4vs1... believe me, I also know how to win matches

    image.png
  • Buff Fire Up pls

    Current Fire up: 6% / 12% / 18% / 24% / 30%

    Fire Up Rework Buff: 5% / 10% / 15% / 20% / 25% / 30% (The perk starts active) ( Max 6 token)

    image.png
  • @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899371#Comment_3899371

    It's a diet version of Fire Up which is already bad. At least it can scale much faster and without risk since it's not tied to generator completion, but what it provides just isn't worth the perk slot. Killers would need one or two more perk slots to afford being able to slot in these luxury/"just for fun" perks. Gens are too fast and most loops are too safe so you're always better off with 2 chase perks and 2 regression perks or some combination of the two.

    The game's current balance doesn't really allow for the kind of weak output (especially lategame oriented output) that perks like Forever Entwined and Fire Up provide. Their numbers need to either be much higher, or the base game needs to be much more balanced before perks like these can be taken in only four perk slots.

    @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899371#Comment_3899371

    It's a diet version of Fire Up which is already bad. At least it can scale much faster and without risk since it's not tied to generator completion, but what it provides just isn't worth the perk slot. Killers would need one or two more perk slots to afford being able to slot in these luxury/"just for fun" perks. Gens are too fast and most loops are too safe so you're always better off with 2 chase perks and 2 regression perks or some combination of the two.

    The game's current balance doesn't really allow for the kind of weak output (especially lategame oriented output) that perks like Forever Entwined and Fire Up provide. Their numbers need to either be much higher, or the base game needs to be much more balanced before perks like these can be taken in only four perk slots.

    What buffs would you make to Fire Up and Forever Entwined? @Leon_Loves_Cheryl

  • @Langweilig said:

    I like the perk but most of the time it is just power crept by other better perks. Pallet and flashlight safes are not common enough to use as a counter, therefore I use it to make animations shorter which I think should be expanded on. Personally I would like them adding a recovery from melee attacks after downing someone by whatever percentage the perk has or increasing the amount of tokens to something like 12.

    @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925499#Comment_3925499

    I'd Disagree. Using it is a personal preference for so many killers I've seen lately, but it also makes grasp saving pretty much impossible unless you have perks that specialize in saving

    That is completely false, I don't watch Forever Entwined or Fire Up even though I play more than 100 games I never watch them, I always find 3-4 anti gen perks

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922123#Comment_3922123

    I agree with everything above exept wesker nerf you sugesting. Like why? He is like B-tier on avarege, for higher mmr you need a lot of skill, addons like egg and glowes and be good at applying his techs(skinybird and hug tech).

    His hug tech is one if not hardest tech in the game, he is just m1 with dash power thats provides little mobility(like 20 m, wiki says 21 but some distance is lost with acceleration) and some antiloop. Still his power without some addons is not usable on many rounded loops same as demogorgons. With everything he can offer addons, his techs he is still low A-tier at best. Fun to play as and play against he not so powerfull as before and been here some years so survivors know the counterplay. Idk why you think he nerds nerf?

    Blight thats some different level. He isnt easy but personaly for me easier than nerfed kaneki and in my opinion he was same not even stronger than released kaneki.

    @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922123#Comment_3922123

    I agree with everything above exept wesker nerf you sugesting. Like why? He is like B-tier on avarege, for higher mmr you need a lot of skill, addons like egg and glowes and be good at applying his techs(skinybird and hug tech).

    His hug tech is one if not hardest tech in the game, he is just m1 with dash power thats provides little mobility(like 20 m, wiki says 21 but some distance is lost with acceleration) and some antiloop. Still his power without some addons is not usable on many rounded loops same as demogorgons. With everything he can offer addons, his techs he is still low A-tier at best. Fun to play as and play against he not so powerfull as before and been here some years so survivors know the counterplay. Idk why you think he nerds nerf?

    Blight thats some different level. He isnt easy but personaly for me easier than nerfed kaneki and in my opinion he was same not even stronger than released kaneki.

    Different cooldowns I don't ask for 6 seconds of cooldown like Kaneki has but he could have cooldowns less than 2 seconds for example

  • @Lexilogo said:

    I agree Fire Up is mid and a buff would be welcome, but I swear to the spidergod almighty that I have turned 0K games into 4K games with Fire Up.

    People focus on comparing the break speed to Brutal Strength because that's seen as the most impactful effect, but the whole thing genuinely does add up over the course of a match. Pickup speed, as people are discovering via Forever Entwined, can save your butt from Survivor altruism (and only needs to do so once to have justified a perk slot- and unlike lightborn, pickup speed can save you from pallets too), and vault speed/break speed both can make the difference between a hit and a much longer chase. I do genuinely believe Fire Up gives value most matches you use it in, even if it's true that it's generally not enough value compared to other Perks.

    One random buff suggestion: I personally like the idea of compressing it down to 4 stacks instead of 5, so you can use it at full power while you still have a 3-gen left.

    The problem with Fire Up is that it doesn't start active at the start of the game. It's a very bad perk to be considered End Game. Remember that the Survivors can GEN you 3 times at the same time, it's horrible.

    Current Fire Up
    6% / 12% / 18% / 24% / 30% ( max 5 token )

    Fire Up Buff: (With this, Brutal Strength buff at 25% // Dark Arrogance 30% // Superior Anatomy 50%)
    6% / 12% / 18% / 24% / 30% / 36% ( max 6 token )


    Without buffing other perks:
    Fire Up: option 2
    5% / 10% / 15% / 20% / 25% / 30%
    ( max 6 token )

    image.png
  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926630#Comment_3926630

    Chucky? Chucky is fine though... has to use different parts of his kit in different locations and play mind games instead of just use power at any tile whenever off cooldown for pretty easy hits. Certainly not OP anymore.

    Spirit is also fine at basekit... her issue is she does have a few add-ons that make her exceptionally strong.

    Blight, fair enough. Can't argue with Blight.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926630#Comment_3926630

    Chucky? Chucky is fine though... has to use different parts of his kit in different locations and play mind games instead of just use power at any tile whenever off cooldown for pretty easy hits. Certainly not OP anymore.

    Spirit is also fine at basekit... her issue is she does have a few add-ons that make her exceptionally strong.

    Blight, fair enough. Can't argue with Blight.

    You did not understand my proposal, I said different cooldown while Kaneki and Blight can have 5 seconds of cooldown, the others can have 1 second or less, in exchange for the buff of those 2 perks it will not end up affecting them at all and M1 killers like Pig who need speed to break pallets would be more benefited without the need to buff the other killers who break quickly and use their Dash super fast With that there would be more variety of perks, it would be fairer.
    If we buff Brutal Strength and Fire Up (the cooldown that X killers like Wesker/Chucky have for example) they wouldn't be affected by anything, the thing is to buff this type of perks to help other killers without the need for these Dash killers to be buffed excessively.

  • I propose Nerf Blight, Spirit, Chucky,Wesker (like Kaneki) lose charges when they break a pallet (different cooldowns obviously we have to be fair) but in exchange buff these perks, they would be helping the M1 Killers … without buffing stronger killers who break a pallet and use their Dash ( It would be a good option and it would also encourage killers to leave the 4 anti-gen perks )

    Brutal Streght 30%

    Fire Up start with 1 token: 6% / 12% / 18% / 24% / 30% / 36% (6 tokens)

    image.png
  • @LockerLurk said:

    Forever Entwined is hilarious because it's just like Fire-Up - it gaslights Survivors into wondering why the hell you can pick them up so fast and their flashlights won't hit.

    Forever Entwined should be made to counter survis who abuse falling into pallets, not to blind me
    (A perk for counter Background player)

    Fire Up for more useful, less risky, and more complicated for the survivor to blind (it is very frustrating survis can Done 3 GEN at the same time, you will never make good use of the perk)

    Forever Entwined should have fewer tokens and more boost

    Forever Entwined (current) 4%/8%/12%/16%/20%/24%/28%/32% (8 tokens)

    Forever Entwined (My Buff) 15%/30%/45%/60%/75%/90% (6 tokens)

    image.png



    Fire Up should start with 1 token

    Fire Up (Current) 6%/12%/18%/24%/30% (5 tokens)

    Fire Up (My Buff) 6%/12%/18%/24%/30%/36% (6 tokens)

    image.png
  • @Leon_Loves_Cheryl said:

    Link to Brutal Strength perk review: https://www.reddit.com/r/deadbydaylight/comments/1j9gls1/perk_review_brutal_strength/

    Link to PWYF + Nemesis perk review: https://www.reddit.com/r/deadbydaylight/comments/1jda8i6/perk_review_nemesis_play_with_your_food/


    I should preface this by stating that I have a bias against endgame perks. I'd rather use perks that make me strong before the game reaches that point because endgame tends to finish too quickly to get meaningful value out of most end game perks (except for No Way Out, that one is actually well designed and I like it, but it's the only endgame perk that I'm okay with conceptually.)


    Fire Up, however, is unique. It's not so much an *endgame* perk as it is a *late-game scaling* perk. In fact, its highest value is in its ability to help you hold down a three gen by letting you end chases much faster with the 24% kick speed and vault speed.


    But therein lies the problem with the perk.


    At 6% per stack, it is ONLY 4% better than Brutal Strength (an already bad perk, click the link to my review to see the explanation as to why it's bad) but at the cost of losing FOUR GENS over it. (I'm not talking about its full 5-stack power because the game is already over, preventing you from gaining the full five stack value unless you're using a No Way Out build.)

    In pretty much *any* situation you'd want to run Fire Up, whether it's to hold a 3-gen or to chase, perks like Bamboozle and Brutal Strength are 10x better because you don't need to lose gens to power them up and Fire Up doesn't gain enough power per stack to be worth the cost of scaling.


    Can you believe the stacks used to be *worse*? It used to give only 4% instead of 6%. And it's STILL bad. You *could* use it on a full-on, maximum aggression chase build with zero gen defense, but even then there are builds that facilitate this strategy much more efficiently. One example being Bamboozle + Brutal Strength + Enduring + Spirit Fury. You *could* argue that you could save a perk slot between Brutal Strength and Bamboozle by taking Fire Up instead since it's guaranteed to acquire some value due to no gen defense, but this comes with the downside of neutering your ability to play around pallets and windows until the game is leaning towards the Survivors. The early game is too important for the Killer to throw it away for late game scaling, especially since Fire Up's stacks lack so much value.


    Suggestion for making the perk actually viable: Further increase stack value from 6% per token to 8%. This means that it only takes two gens being done to be *almost* as good as Brutal Strength, while also vaulting 1% faster than Bamboozle (at the cost of not blocking the window.) At three gens done, it provides the same value (24%) as four gens being done, giving you late-game scaling much earlier, while still ONLY being BARELY better than Brutal Strength and somewhat better than Bamboozle in time-saving during a straight-line chase (still worse than Bamboozle overall due to not blocking the window.) At four gens done, ideally as the Killer you'd be holding a three-gen, and you'd be vaulting 32% faster and breaking pallets 32% faster, making the perk have actual value for the tradeoff of being useless for 3-4 gens.


    Discuss

    Problem with FIRE UP that will never be a perk for End Game is completely useless

    Fire Up must be started with 1 token, survi can make 3 GEN AT SAME TIME ((YOU NEVER GIVE A GOOD USE OF THIS PERK!!! ))

    Fire Up Rework: Start with 1 token
    6% / 12% / 18% / 24% / 30% / 36% ( <-- Buff Brutal Streght 25%/30% ) // ( <-- Buff Dark arrogance 30% ) // ( <-- Buff Anatomy Superior 50%) (Best option for me)

    Option 2: Start with 1 token 5% for token (small buff but still very weak, option 1 is better)
    5% / 10% / 15% / 20% / 25% / 30%

    image.png
  • @lord_of_dogs said:

    The design is good, too bad the perk itself is completely useless and not at all worth a slot…

    These perks require buffs….
    Fire Up + Forever Entwined 2 perks and still bad… ( Sometimes I think devs don't test perks before releasing them :/ ... )

    They are bad at timing the Survi to blind you... imagine wanting to use them when a Survi falls on the pallet... they are horrible perks!!!

    They're perks supposedly to counter Background Player, but they're useless.

    #Buff Fire Up
    #Buff Forever Entwined

    Untitled Image
  • I would love to see Halo, this is my top 1

    Survis: Sergeant Johnson & Chief

    brandbird.gif

    Killer: Jega Rdomnai

    brandbird (1).gif

    Or just skins collection 😩 😩 😩

  • Buff: Brutal Streght —> 30%
    Buff: Fire Up —> start with 1 token

    image.png

    Nerf: Blight / Spirit / Wesker / Chucky —> Cooldown after break pallet (different cooldown)

    ( Why Kaneki yes but the others no? )

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920481#Comment_3920481

    I'd rather take gen defence perks than boring haste abusing Clowns/Singus, enduring+spirit fury abusers, or insta pallet breaking bullshit with Fire Up+Brutal that affects chases and makes them unfun!

    No Gen Perks = GenRush That's why everyone uses 4 anti gen perks
    What you said is completely false.

  • May you continue seeing 4 anti-engine perks then

  • Buff Fire Up please start with 1 token

    Option 1: 6% - 12% / 18% / 24% / 30% / 36% ← (Buff Brutal Streght 25% Maybe?)
    Option 2: 5% - 10% / 15% / 20% / 25% / 30% (5% for token but start with 1 token)

    image.png

    This makes the Perk more useful and less risky, because survis can do 3 GEN at the same time, it is something necessary
    and most of the games you never make good use of this Perk and it's a horrible perk consider "End Game Perk"...

  • @jasonq500 said:

    While it is definitely better, I still don't like about her becoming a range/projectile killer

    What I liked about current skull merchant is the ability to scanline survivors when you place a drones at a specific spot, being able to successfully track survivors down in chase possibly even injure them with a clawtraps, her core identity as a stealth trap based killer is what let's me enjoy my time and hours playing her

    So the recent preview no matter how good or bad of a rework is, the killer that I once love to play is basically gone

    That's exactly what I'm saying, do this "Rework" for another Killer (his sister) or something whose Behaviour respects the minorities that we are MAIN SKULL MERCHANT, this rework is unfair because of Main Survi who cry a lot Behaviour has to listen to those users like me who gave hours and hours and made it P100 and not the others

    clideo_editor_e52067ce2afb467281d663c5bf77891f (1).gif

    It's really unfair... #NoRework

  • @VibranToucan said:

    This seems it just destroys the entire Track playstyle. Firstly, if you can see the Scan Lines they are not Stealth Drones. Secondly since drones can be hacked, you can't get cross map downs and claw traps can be removed there is little reason to use drones like that. From the way this is read it seems like it will be "Chase a Survivor, drop a Drone in loop, if the Survivor doesnt leave the loop shoot a drone at them, then shoot your dart at them."

    This seems worse than the first Preview. I'd rather keep F Tier Merchant forever than keep this.

    I totally agree, Skull Merchant. They just need buffs… this idea for create another killer. (his sister?)

    They should respect the main Skull Merchant minority, but it seems we're going to lose, and all the bloodpoints we spent on it are in vain.

    I hope Skull Merchant stays as it is, even if it's Tier F.

  • @OrangeBear said:

    It sounds fun but i feel like it would be quite weak.

    The global detection still doesn't seem useful at all if survivors can just completely counter it.

    And it seems like a lot can go wrong with her gameplan, like if you fail to hit a survivor with a drone then you wont be anywhere near them. After attaching a claw trap she has no mobility or stealth to get to them and if there's a big enough distance it doesn't seem like anything stops them from instantly a removing claw trap?

    I do think making it so drones can't down you and skull merchant herself needs to approach is a lot better though but i do feel like it's starting to become complicated and weak, there's so many steps just to get a down and the global detection power feeling useless isn't helping to make it feel more straightforward.

    I think it needs to be further revised but there are things i like about it, most importantly is just the ability to control drones.

    Controlling drones is stupid, just like these twins.... nobody plays Twins

    TWINS 2.0 NO PLEASE

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/7MUI0WBMW3DK/dbd-designpreview-sm-banner-1920x1080.png

    Welcome back to another edition of the Skull Merchant Design Preview! As we mentioned in our recent status update, we received a great deal of valuable feedback from you on our initial rework proposal. Today, we’re excited to share an evolution of this rework!

    This places a considerable focus on Skull Merchant’s role as a high-tech hunter – a modern slasher, if you will – who uses the tools at her disposal to generate a network of information as she keeps tabs on her prey, weakens them, and then goes in for the kill when the time is right.

    Let’s first dive into the specific changes:

    WHAT’S CHANGED?

    • We’ve removed the Killer aura reveal when hacking a Drone.
    • The Global Detection Power detects Survivors who are running or walking, keeping this consistent with how Drones detect players.
    • Stealth Drone scan lines are now visible, but will not extend entirely down to the ground, providing a visual indicator for Survivors to crouch-walk as a counter action.
    • Skull Merchant has two different types of Drones:
      • 5 deployable Stealth Drones, as previously mentioned
      • 1 Drone Buddy (name pending!) that hovers directly over her shoulder. Note: This is not a separate AI-controlled entity.
    • Stealth Drones function as previously stated, but Drone Propulsion only injures – not downs – Survivors.
      • Any Survivor hit by Drone Propulsion is tagged and tracked with a Claw Trap.
      • Claw Traps can be removed by Survivors following a held interaction.
    • Skull Merchant gains an activatable ability that fires an EMP dart from her Drone Buddy.
      • This ranged attack has a small AOE and downs Survivors tracked with a Claw Trap.
      • The EMP dart does not hurt Survivors if they are not tracked with a Claw Trap.

    Sound interesting? Let’s break this down by looking at it in the context of an example chase from the perspective of Skull Merchant:

    DEPLOY AND DETECT

    Your first order of business is to make use of the tools in your arsenal to figure out where Survivors are. You begin by deploying a Stealth Drone and piloting it to a high traffic loop, where you leave it passively scanning. Switching focus back to Skull Merchant, you head towards another loop, activating your Global Detection Power in hopes of catching a Survivor heading to their first gen.

    https://us.v-cdn.net/6030815/uploads/KUI0CVR2BROW/killer-redlightgreenlight.png

    Both the Global Detection Power and your passive Stealth Drone detect separate Survivors, notifying you of their whereabouts on your radar. You’re now perfectly situated for a chase...

    TAG AND TRACK

    Switching focus back to the idling Stealth Drone, you see the Survivor who was detected running away. Making use of the Stealth Drone’s increased movement speed, you give chase.

    Mid-chase, you see an opportunity to strike, launching your Stealth Drone forward with Drone Propulsion and hitting the Survivor. Not only does this injure them, but it attaches a Claw Trap to them. This inflicts the Broken status effect and tracks the Survivor on your radar.

    https://us.v-cdn.net/6030815/uploads/6NXWPBOPDGVL/killer-dronepropulsion.png

    While Drone Propulsion can’t be used to down a Survivor, this opens them up to her other ability...

    USE EMP DART TO DOWN

    At this point, Skull Merchant could take matters into her own hands and hunt down the Claw Trapped Survivor by hand with an M1 attack, but where’s the fun in that? Hovering over her shoulder at all times is her prized Buddy Drone, which hides a secret weapon.

    By charging up and releasing the activatable ability when in control of Skull Merchant, her Buddy Drone fires a short-to-mid range EMP dart that hits with a small AOE. If a Survivor is being tracked with a Claw Trap, the dart will activate this fearsome contraption, downing them. Good hunting!

    https://us.v-cdn.net/6030815/uploads/QW3K6M9U65KI/killer-buddydronerangedattack.png

    A SURVIVOR PERSPECTIVE

    All that’s well and good, but if you’re a Survivor, how are you supposed to deal with these high-tech tools?

    • Stealth Drone passively scanning an area? Either crouch-walk to avoid the scan lines or hack it to send this Drone back to Skull Merchant’s personal stores.

    https://us.v-cdn.net/6030815/uploads/GGD11LPZ7AXI/survivor-standstillorcrouch.png

    • Hear the Global Detection Power notification? Same as above – begin crouch-walking or stop moving altogether to avoid having your location given away.
    • Notice a Stealth Drone being piloted? Keep to tight loops and be ready to juke to prevent the Stealth Drone from attaching a Claw Trap to you.

    https://us.v-cdn.net/6030815/uploads/SWFE6Q5D9L47/survivor-dodgedrones.png

    • Afflicted with a Claw Trap and see Skull Merchant approaching? Be ready to juke her EMP dart. It has a short charge time, so use this time to put an obstruction between you both.
    • Afflicted with a Claw Trap and feeling hidden? Hold the interact button to remove it.

    https://us.v-cdn.net/6030815/uploads/HR5M401R5UYB/survivor-clawtrap.png

    With that, we’d love to hear what you think of these changes! We’ll be keeping a close eye on all our community channels and relaying any feedback back to the team, so don’t hesitate to share your thoughts with us (i.e. in the replies right here)!

    While we won’t be running a survey this time, we are taking note of the feedback you shared from the last iteration to inform future surveys.

    See you in The Fog!

    The Dead by Daylight Team

    "P100" (SKULL MERCHANT HERE)

    WE DON'T WANT A SKULL MERCHANT REWORK, MAKE ANOTHER SIMILAR KILLER
    RESPECT MAIN SKULL MERCHANT NOT THE CRYING OF MAINS SURVI COMMUNITY

    MAKE ANOTHER KILLER WITH THIS "REWORK"

    PLEASE We are Main Skull Merchant for how she is respect the minority Main Merchant

    Make another killer who is his sister or something like that… Skull Merchant just need small BUFFS

    image.png
  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915746#Comment_3915746

    100%, god hag players maybe few & far between but the good ones will destroy just about everyone myself very much included & i've got over 15,000 hours & 8 years on this game!

    I still think Nurse is number 1 naturally, given the player knows how to play them at their best requirements, but i'd put hag at the top of A tier with the right players, damn I'm mildly intrigued to make a list 🤦🏻‍♂️ that never happened before!

    do it i keep waiting

  • @Jtflorencio said:

    Starting for maybe the most!! DBD MEME PERK ( FIRE UP )

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


    This Perk continues to be useless and meme even with the Buff of 6% and gives you these options so that Behaviour can be studied

    ((Current Fire Up:)) 6% / 12% / 18% / 24% / 30% for token

    New Fire Up: (Start with 1 token) 6% / 12% / 18% / 24% / 30% / 36% ← (Best Option)
    (with this buff Behaviour needs to small buff Brutal Strength at 25%)


    Option "2" New Fire up: (Start with 1 Token) 5% / 10% / 15% / 20% / 25% / 30%
    Apply the same as Brutal Strength but with 3 tokens (maybe with other engines that are certainly advanced) the Fire Up problem is that Survis can do (1-3) GENS t same times times it does not give good use to the Perk ending up with the same tokens that the current fire up has the advantage that start with 1 token

    It is literally the riskiest Perk in all of DeadByDaylight and its risk is not worth using starting with 1 token makes it less dangerous to use….

    ————————————————

    PERK 2 ( Dark Arrogance )

    https://us.v-cdn.net/6030815/uploads/2UVZKXFGZUR3/image.png


    Current: Dark Arrogance Permanently increases your Vaulting speed by 25% BUT.... Permanently increases the duration of Killer Blinds and the duration of Pallet Stuns by +25%

    And this makes it a Perk (Another meme) that benefits Survi more than the Killer himself (this perk does not block vault like Bamboozel)

    My suggestions are these: Vault 25% but... small Enduring of 10%

    (Behaviour yes or yes you have to remove the negative effect)

    ———————————————

    Perk 3 ( UNBOND )

    https://us.v-cdn.net/6030815/uploads/EC1NT51HKO0E/image.png

    When a Survivor becomes injured by any means, Unbound activates for 24/27/30 seconds:

    5% HASTE status effect for 10 seconds after vaulting a Window

    This Perk is a meme because the time it takes to vault the "few" windows on the map 5% for 10 seconds is not enough and 30s … pathetic

    My suggestion: When a Survivor becomes injured by any means, Unbound activates for 60 seconds: 5% HASTE status effect for 20 seconds after vaulting a Window (And it is still much weaker than Play with Food)

    ———————————————

    PERK 4 (Batteries Included)

    https://us.v-cdn.net/6030815/uploads/H49ZWIDU2CXN/image.png


    Current Batteries: Whenever you are within 12 metres of completed gen you granted 5% HASTE effect , this effect lingers for 5 seconds after leaving the generator range

    This Perk, despite being "decent" on small maps, on large maps it is completely useless and with the nerf we will have to the maps it is better to give it a Buff since it will become more "meme" than it currently is.

    My suggestion: Whenever you are within 14 metres of completed gen you granted 5% HASTE effect , this effect lingers for 6 seconds after leaving the generator range

    ———————————————

    Okay, any other perks that should be Buffed/Reworked? This version is only Killer, but it could also be Survis. Would you make any changes? Please support this post and comment.

    —————-.-

    @Jtflorencio said:

    1- PRESTIGE FILTERS

    The character filters could have a filter according to the prestige level. Over the years, DeadByDaylight has been receiving more characters and this would help players a lot. Honestly, it's not a very big change, WOW, but I think that for the game to look more modern, it should have had this a long time ago ^^
    (Ugly montage)

    https://us.v-cdn.net/6030815/uploads/YW6I9G28YE7G/ti2vbbmq-400x400.png


    2- Shrine of Secrets (REWORK) (needs to have more perks)

    DBD has been getting more characters over the years, this also means more Perks, why not make a change to that too? to help new players to try "new perks" they could reduce the price of the Perks but most importantly I think they should go from 4 perks to 8 per week

    https://us.v-cdn.net/6030815/uploads/VP62X4WZAHE2/555.png


    3- Survi + Killer Grade (More BloodPoints)

    I suggest doubling or more on the rewards just that, the maximum is 5,000,000 BloodPoints if I reach the maximum Survi+Killer grade I would receive 4,000,000

    https://us.v-cdn.net/6030815/uploads/1AV6XUKKRLMN/fjd4bkoxeaa1ifz.png

    Others:
    New players starting with 5M BloodPoints
    A little easier to get Iridescent Shards
    To help new players make a new tutorial (AI Killer)
    #Buff Fire Up

    If you liked it, share it and support it to reach as many people as possible, including devs.

    ———-

    @Jtflorencio said:

    Fire Up needs starting with 1 token on each token became 5% (this is good so that the perk makes brutal strength competent, because this perk is completely useless and only becomes good after 4 gens done)

    Start 5% / 10% / 15% / 20% / 25% / 30% (6 tokens)

    It ended with the same points as the current Fire Up, please consider doing this, it is impossible that any Fire Up lover is against this, it is a Rework/Buff really necessary for this perk.

    It is really frustrating when the survivors do 3 gens practically at the same time and have not taken advantage of the Perk, the main problem with Fire Up is this: I can't take advantage of it... the Buff was really good but it is not enough please @Behaviour think about this...

    https://us.v-cdn.net/6030815/uploads/Z5I1LVBKUG8E/image.png

    Check this others Posts <3
  • @100PercentBPMain said:

    Have you played a bit of the new xeno? I find it interesting that they are so low.

    I have all the P3 or higher killers, I also watch tournaments or "DBD comp" I was hoping you would make your own tierlist and I wouldn't like to be giving opinions because there will always be someone who won't agree, so show your tierlist I just want to see the completed opinion of others :3

  • Why? Would a Haddonfield rework really be fair? because why nobody talks about others

    my-image (5).png

    If each offering had "2 variants"
    1- side survival
    2- side killer
    There would be less crying, or just remove the offerings map
    Or Buff tier C-D killers

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903073#Comment_3903073

    NGL I'd die of laughter if I stunned the killer and I got stunned for 10 years like they do from dark arrogance.

    I was running dark arrogance with that awful glyph challenge that slows you, and someone stunned me and I was stuck for like 5 or 10 seconds LOL

    Not like they can't stun survivors, Ghoul gives us a goofy stun animation, so why not this?

    It'd also be funny to be able to stun survivors with pallets hahaha

    It would be fine, Freddy for example could do it, there could be a Perk that has something similar but obviously a little stronger

  • Day 384 asking for a buff for FIRE UP

    image.png
  • With the "Unbound" buff, do you think it'll stop being a meme perk? I really think they should increase the seconds, not Haste its okay 10%…. but the time it takes to deactivate.

    When a Survivor becomes injured by any means, Unbound activates for "30/35/40 seconds" (10 seconds more).

    ——————

    Batteries Included It's a shame it doesn't receive buffs since Haste won't be able to accumulate, and the map offerings are going to receive changes... sad about that.

    ——————

    Fire Up !!! I wish it could start with a token. 6/12/18/24/30/36% …. Even if they lowered it to 5%, the perk is simply horrible. 5/10%/15%/20%/25%/30%

    ——————

    Dark Arrogance. Same as above, because I would use "risky" perks. remove the negative effect

    image.png
  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/EPUNNH2UDVT8/870-patchnotes-forum.jpg

    Important

    • Progress & save data information has been copied from the Live game to our PTB servers on April 7, 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
    • Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.

    https://us.v-cdn.net/6030815/uploads/NJPZN6MWBOOE/bar-red.png

    Content

    New Survivor: Orela Rose

    New Perks

    • Do no Harm:
      • When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
    • Duty of Care:
      • When you take a protection hit while healthy, all other Survivors within 16/16/16 meters gain 25/25/25% Haste for 4/5/6 seconds.
    • Rapid Response:
      • When you do a Fast Locker Exit, you suffer from the Exhausted status effect for 30/30/30 seconds.
      • When you gain Exhausted, you see the Killer's aura for 1/1.5/2 seconds.
      • Exhausted prevents one from using perks that cause Exhausted.

    https://us.v-cdn.net/6030815/uploads/Z6KCVS9AWN8W/bar-white.png

    Killers

    The Doctor:

    • Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly.

    The Houndmaster:

    • Decreased the Dog's vault speed during Chase Command to 0.65 seconds (was 0.45 seconds).
    • Doubled the Bloodpoint rewards of all her Deviousness Scoring Events.

    The Oni:

    • Removed the turn rate limit during the open phase of Demon Strike.

    https://us.v-cdn.net/6030815/uploads/2041RFSS9RRN/bar-white.png

    Perks

    Survivor Perks

    • Boon: Dark Theory:
      • Increased the Haste effect to 3% (was 2%).
    • Breakout:
      • Increased the Haste effect while near a carried Survivor to 6/8/10% (was 5/6/7%).
    • Champion of Light:
      • Increased the Haste effect while using a Flashlight to 70% (was 50%).
    • No One Left Behind:
      • Now increases the Haste effect for unhooked Survivors by 10% instead of applying a separate Haste effect.

    Killer Perks

    • Furtive Chase:
      • Increased Haste effect after hooking the Obsession to 10% (was 5%).
    • Hex: Pentimento (Rework):
      • You see the aura of cleansed totems and can Rekindle each Totem once.
      • While a Totem is Rekindled, Survivors Heal and Repair 15% slower +3/4/5% for each additional Rekindled Totem.
      • If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
      • Survivors cursed by this perk see Rekindled Totems' auras within 16m.
    • Unbound:
      • Increased the Haste effect after vaulting a window to 10% (was 5%).

    https://us.v-cdn.net/6030815/uploads/QOKK76NH4KAU/bar-red.png

    Features

    Quest System

    • Introducing a unified place for all Quest, which will include daily, event, rift quests and much more.

    https://us.v-cdn.net/6030815/uploads/DFQZ9OCROF7K/bar-white.png

    Base Game Adjustments

    • Added a protection to Survivors when their teammates spam the Unhook interaction without ever Unhooking.
    • Added a protection for failing Skill Checks that trigger right when the interaction is stopped.

    https://us.v-cdn.net/6030815/uploads/O8M4NTW6X1D1/bar-white.png

    Haste & Hindered Stacking

    • The effects of Haste and Hindered no longer stack with themselves.
    • While multiple Haste or Hindered effects are active, the largest percentage for each is used.
    • The speed bonus/penalty of Haste and Hindered are now shown on their respective status effect icons.
    • Perks which affect movement speed now mention Haste or Hindered in their descriptions.

    https://us.v-cdn.net/6030815/uploads/PTXFOQ609X9X/bar-white.png

    Surrender Option

    • Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender.

    https://us.v-cdn.net/6030815/uploads/76KOHJ62ZQLI/bar-white.png

    Rarity Rework

    • Rarity levels have been revised to better surface different tier value and adding a new tag-based system that allows to surface extra information to players.

    https://us.v-cdn.net/6030815/uploads/PMK3CZIL5ANA/bar-white.png

    Bot Improvements

    • Smoothened the camera direction of Bots while they are turning corners.
    • Survivor Bots are no longer trigger-happy with their Flashlights.

    https://us.v-cdn.net/6030815/uploads/N061SW78XR8Z/bar-red.png

    Bug Fixes

    Audio

    • Fixed an issue where the wrong terrain type SFX would play when walking in the Grim Pantry's big Cabin.
    • Fixed an issue where the wrong terrain type SFX would play when walking on the balcony of the mine tower in the Ormond Lake Mine map.
    • Fixed an issue where the wrong terrain type SFX would plat when walking on parts of the ramp inside the mine building in the Ormond Lake Mine map.

    Bots

    • Fixed an issue where survivor bots revealing The Ghost Face and clearing their Weakened status against The Unknown from normally impossible locations.

    Character

    • Fixed an issue where the Knight would be stunned at the Guard's spawn location.
    • Fixed an issue where the Knight's power could break when being stunned at the start of a summon.
    • Fixed an issue where the Knight could stay in the Patrol Path creation speed due to latency.
    • Fixed an issue where Deep Wound would not stop depleting when a Survivor is grabbed by the Houndmaster's Dog.
    • Fixed an issue where there was no Cancel interaction prompt when the Trickster was in Main Event.
    • Fixed an issue where the Nurse could briefly see Survivors in a locker when blinking through a nearby wall.
    • Fixed an issue where the Ghoul's hair and mask would briefly appear off his head when reaching the tally screen.
    • Fixed an issue where Survivors could bleed out during a Mori.

    Environment/Maps

    • Fixed an issue Midwich Elementary School error in the script created slowdowns.
    • Fixed an issue on Temple of Purgation adding new collision to let zombies reach the arch base.
    • Fixed an issue on Treatment Theatre by hiding a yellow collision box visible on a chair.
    • Fixed an issue on Father Campbell's Chapel by removing an Invisible Collision present between 2 assets on Carnival section.
    • Fixed an issue on Disturbed Ward by reworking collision to avoid zombies that can get stuck on the ramp leading inside the Asylum.

    Perks

    • Fixed an issue where Teamwork: Collective Stealth would show a second cooldown after exiting the perk's range.
    • Fixed an issue where the reduced action speed color and icon were missing on the progress bar when co-oping Invocation: Treacherous Crows.

    UI

    • Fixed an issue where the Tally Screen would leave the Bloodpoints Earned page before displaying all bonuses.
    • Fixed an issue where toast notifications would disappear when transitioning to the main menu.
    • Fixed a visual glitch with equipped add-ons in the loadout menu.
    • Added audio feedback when hovering collected nodes in the Bloodweb.
    • Added audio feedback when hovering items in the offering sequence.
    • Added audio feedback when hovering items in the Tally Screen Match Consequences page.

    Misc

    • Fixed an issue where the What Lurks Beneath achievement/trophy would gain progress when the damage source was caused by a Survivor perk.
    • Fixed an issue where the Demogorgon could perform actions while inside portals after pressing F11 throughout the Traverse charge.

    UNBOUND

    Pain lingers in the air, an alluring aroma that excites the impulses.

    When a Survivor becomes injured by any means, Unbound activates for (+more seconds please) "30/35/40 seconds"

    Grants a +10% Status Effect for 10 seconds after vaulting a Window

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/EPUNNH2UDVT8/870-patchnotes-forum.jpg

    Important

    • Progress & save data information has been copied from the Live game to our PTB servers on April 7, 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
    • Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.

    https://us.v-cdn.net/6030815/uploads/NJPZN6MWBOOE/bar-red.png

    Content

    New Survivor: Orela Rose

    New Perks

    • Do no Harm:
      • When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
    • Duty of Care:
      • When you take a protection hit while healthy, all other Survivors within 16/16/16 meters gain 25/25/25% Haste for 4/5/6 seconds.
    • Rapid Response:
      • When you do a Fast Locker Exit, you suffer from the Exhausted status effect for 30/30/30 seconds.
      • When you gain Exhausted, you see the Killer's aura for 1/1.5/2 seconds.
      • Exhausted prevents one from using perks that cause Exhausted.

    https://us.v-cdn.net/6030815/uploads/Z6KCVS9AWN8W/bar-white.png

    Killers

    The Doctor:

    • Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly.

    The Houndmaster:

    • Increased the Dog's vault speed during Chase Command to 0.65 seconds (was 0.45 seconds).
    • Doubled the Bloodpoint rewards of all her Deviousness Scoring Events.

    The Oni:

    • Removed the turn rate limit during the open phase of Demon Strike.

    https://us.v-cdn.net/6030815/uploads/2041RFSS9RRN/bar-white.png

    Perks

    Survivor Perks

    • Boon: Dark Theory:
      • Increased the Haste effect to 3% (was 2%).
    • Breakout:
      • Increased the Haste effect while near a carried Survivor to 6/8/10% (was 5/6/7%).
    • Champion of Light:
      • Increased the Haste effect while using a Flashlight to 70% (was 50%).
    • No One Left Behind:
      • Now increases the Haste effect for unhooked Survivors by 10% instead of applying a separate Haste effect.

    Killer Perks

    • Furtive Chase:
      • Increased Haste effect after hooking the Obsession to 10% (was 5%).
    • Hex: Pentimento (Rework):
      • You see the aura of cleansed totems and can Rekindle each Totem once.
      • While a Totem is Rekindled, Survivors Heal and Repair 15% slower +3/4/5% for each additional Rekindled Totem.
      • If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
      • Survivors cursed by this perk see Rekindled Totems' auras within 16m.
    • Unbound:
      • Increased the Haste effect after vaulting a window to 10% (was 5%).

    https://us.v-cdn.net/6030815/uploads/QOKK76NH4KAU/bar-red.png

    Features

    Quest System

    • Introducing a unified place for all Quest, which will include daily, event, rift quests and much more.

    https://us.v-cdn.net/6030815/uploads/DFQZ9OCROF7K/bar-white.png

    Base Game Adjustments

    • Added a protection to Survivors when their teammates spam the Unhook interaction without ever Unhooking.
    • Added a protection for failing Skill Checks that trigger right when the interaction is stopped.

    https://us.v-cdn.net/6030815/uploads/O8M4NTW6X1D1/bar-white.png

    Haste & Hindered Stacking

    • The effects of Haste and Hindered no longer stack with themselves.
    • While multiple Haste or Hindered effects are active, the largest percentage for each is used.
    • The speed bonus/penalty of Haste and Hindered are now shown on their respective status effect icons.
    • Perks which affect movement speed now mention Haste or Hindered in their descriptions.

    https://us.v-cdn.net/6030815/uploads/PTXFOQ609X9X/bar-white.png

    Surrender Option

    • Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender.

    https://us.v-cdn.net/6030815/uploads/76KOHJ62ZQLI/bar-white.png

    Rarity Rework

    • Rarity levels have been revised to better surface different tier value and adding a new tag-based system that allows to surface extra information to players.

    https://us.v-cdn.net/6030815/uploads/PMK3CZIL5ANA/bar-white.png

    Bot Improvements

    • Smoothened the camera direction of Bots while they are turning corners.
    • Survivor Bots are no longer trigger-happy with their Flashlights.

    https://us.v-cdn.net/6030815/uploads/N061SW78XR8Z/bar-red.png

    Bug Fixes

    Audio

    • Fixed an issue where the wrong terrain type SFX would play when walking in the Grim Pantry's big Cabin.
    • Fixed an issue where the wrong terrain type SFX would play when walking on the balcony of the mine tower in the Ormond Lake Mine map.
    • Fixed an issue where the wrong terrain type SFX would plat when walking on parts of the ramp inside the mine building in the Ormond Lake Mine map.

    Bots

    • Fixed an issue where survivor bots revealing The Ghost Face and clearing their Weakened status against The Unknown from normally impossible locations.

    Character

    • Fixed an issue where the Knight would be stunned at the Guard's spawn location.
    • Fixed an issue where the Knight's power could break when being stunned at the start of a summon.
    • Fixed an issue where the Knight could stay in the Patrol Path creation speed due to latency.
    • Fixed an issue where Deep Wound would not stop depleting when a Survivor is grabbed by the Houndmaster's Dog.
    • Fixed an issue where there was no Cancel interaction prompt when the Trickster was in Main Event.
    • Fixed an issue where the Nurse could briefly see Survivors in a locker when blinking through a nearby wall.
    • Fixed an issue where the Ghoul's hair and mask would briefly appear off his head when reaching the tally screen.
    • Fixed an issue where Survivors could bleed out during a Mori.

    Environment/Maps

    • Fixed an issue Midwich Elementary School error in the script created slowdowns.
    • Fixed an issue on Temple of Purgation adding new collision to let zombies reach the arch base.
    • Fixed an issue on Treatment Theatre by hiding a yellow collision box visible on a chair.
    • Fixed an issue on Father Campbell's Chapel by removing an Invisible Collision present between 2 assets on Carnival section.
    • Fixed an issue on Disturbed Ward by reworking collision to avoid zombies that can get stuck on the ramp leading inside the Asylum.

    Perks

    • Fixed an issue where Teamwork: Collective Stealth would show a second cooldown after exiting the perk's range.
    • Fixed an issue where the reduced action speed color and icon were missing on the progress bar when co-oping Invocation: Treacherous Crows.

    UI

    • Fixed an issue where the Tally Screen would leave the Bloodpoints Earned page before displaying all bonuses.
    • Fixed an issue where toast notifications would disappear when transitioning to the main menu.
    • Fixed a visual glitch with equipped add-ons in the loadout menu.
    • Added audio feedback when hovering collected nodes in the Bloodweb.
    • Added audio feedback when hovering items in the offering sequence.
    • Added audio feedback when hovering items in the Tally Screen Match Consequences page.

    Misc

    • Fixed an issue where the What Lurks Beneath achievement/trophy would gain progress when the damage source was caused by a Survivor perk.
    • Fixed an issue where the Demogorgon could perform actions while inside portals after pressing F11 throughout the Traverse charge.

    #BuffFireUp

    image.png
  • @nevaehlt said:

    Or nerf her because the spam teleporting just makes the game unplayable as a survivor. Call me a complaining survivor main but it's actually so unfair. How is that allowed? She is literally a hook-less killer? She can kill every survivor without even hooking a survivor once? That's like cheating except it's allowed in the game. Who allowed that btw? She was fine before her very not needed buff. Even me, someone who never plays killer, enjoyed playing her when I did before she ever got changed. I haven't won against an onryo once since she was changed. Also go ahead and call me bad at the game, whatever, her mechanics are still game breaking and completely unfair. Every single Onryo player spam teleports until everyone dies to her mori AND makes sure they get their mori on the last survivor by of course, slugging the second last. You can't even do the game objectives because every match against an onyro turns into a running from tv to tv simulator. While the onryo plays teleporting simulator. She can build a survivor's tapes up to full in less than 3 minutes in a "normal game". I also just had a game today where that literally happened and when I was running to the tv I needed to bring my tape to, which I barely had any time to do because yk.. generators and game objectives… they teleported straight to the tv that was highlighted yellow for me and I was mori'd instantly. Then my duo ended up getting slugged on the ground for 4 minutes and mori'd. He didn't even get the "give up" option until the second last guy was on the ground. Very helpful feature by the way that definitely fixed the problem thank you bhvr. Yeah anyway, she needs a nerf. Or to be deleted from the game.

    WHY there are so many children who ask

    "Behavior pls Remove Sadako/SkullMerchant/Nurse in the game?"

  • @CutestMuffin said:

    Honestly didn't think I'd be saying anything like this but playing killer in blood moon is an uphill battle unlike anything I've ever seen before.

    I'm not saying that reverting the perk/power limitations would fix it given it would likely make a new problem. But my god. They need more agency.

    PIG :(

  • @XDgamer018 said:

    Hex: two can play

    REMOVED: hex part and 2 pallet requirements

    BUFFS: now stuns the same amount

    Dev note: this perk wasnt as usefull so we made it so its an alternative to lightborn now you can give the survivors the middle finger as you are both stunned for the same amount. (yes this does stack with dark arrogance)

    In my opinion, Perks of "Hex" are not mine, but I can't give my opinion because it depends on a lot of "luck" and that you don't get an SFW So I can't comment on this type of Perks, but I have to accept that Chucky's Hex "Hex: two can play" is really bad...

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905848#Comment_3905848

    yeah I agree. I think it’s pretty silly to not allow vault speed perks to worth with killer powers. It feels bad that nearly the best perks on every killer are the same perks. Every time there’s unique synergy with powers and perks it gets gutted.

    That was the great thing about Fire Up, but now... it's become a completely useless perk, unfortunately.

    I still have hope that one day the types of perks mentioned above will receive Buffs :(

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906359#Comment_3906359

    Have you read my former comment? I was advocating for such a change already and I even asked for 60%!

    This would just be an additional change which would fit it well

    They limited it to 54% (or something like that) because it cancels Decisive Strike.. a stupidity on Behavior's part, killer perks can never counter survival perks.

    Fire Up + Forever Entwined is yet they limit the combo that is already bad … 2 perks that counter Decisive Strike and still limit and nerf it

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903866#Comment_3903866

    What do you think of it giving a hit cooldown recovery (like STBFL) but only on downs?

    No, the Perk should have 46% base without any type of tokens

  • @Blueberry said:

    I agree, lots of very bad perks that need significant buffs.

    Dark Arrogance honestly to me needs even more if we're keeping the negative. I'm fine with downsides but the benefit just doesn't outweigh it. I'd keep your change and remove the negative or keep the negative and make the numbers even higher.

    I was probably gonna go even further on Batteries and make it linger for 15 seconds. You never really want to be around completed gens to begin with normally. If it was 15 maybe this could make some "dip into that area to carry it over and capitalize" plays.

    To be honest though, Haste effects in DBD can get really annoying. For how many DOZENS and DOZENS of other bad perks there are in the game at the moment that don't involve Haste, I'd rather us buff those and not risk Haste problems getting out of hand.

    I hope that in the next PTB some of these perks receive buffs, (( FIRE UP received a stealth NERF! :C )) in the last update (you can vault windows/pallets faster with power ex: Legion, Wesker, Chucky, Kaneki… but that ended for "bug") I hope FIRE UP it receives a Buff to compensate for the supposed "bug" it had

    Now the Perk is more useless than ever... it's very sad…

  • Chucky + Fire Up </3 Flicks…

    This is so Sad… #BuffFireUP

  • @SoGo said:

    Agree with Fire Up (and Brutal Strength too)

    Dark Arrogance should be 35%.

    Unbound should be active indefinitely after you hit someone, until you vault a window.

    Again agree with Batteries Included.

    Anatomy Superior is 40%

    If you set Dark Arrogance to 35%, how would you fix that?

  • Forever Entwined + Fire Up most uselles dbd perks

    Untitled Image
  • @Blueberry said:

    Whenever a Survivors takes damage, Forever Entwined gains +1 Token, up to a maximum of 6/7/8 Tokens:

    • Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.

    How do y'all feel about this perk?

    This just looks so bad to me and I can't think of any scenario someone would want this. Like why does it even have a requirement in the first place for a bad effect? You could just save way, way more time running many other perks.

    I think it needs some additional effects if anyone has ideas. For just those effects it currently has the numbers would have to be made on the verge of silly to be relevant.

    Untitled Image

    Other Meme Perk Nobody going to use that garbage worse than Fire Up

    @Jtflorencio said:

    Starting for maybe the most!! DBD MEME PERK ( FIRE UP )

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


    This Perk continues to be useless and meme even with the Buff of 6% and gives you these options so that Behaviour can be studied

    ((Current Fire Up:)) 6% / 12% / 18% / 24% / 30% for token

    New Fire Up: (Start with 1 token) 6% / 12% / 18% / 24% / 30% / 36% ← (Best Option)
    (with this buff Behaviour needs to small buff Brutal Strength at 25%)


    Option "2" New Fire up: (Start with 1 Token) 5% / 10% / 15% / 20% / 25% / 30%
    Apply the same as Brutal Strength but with 3 tokens (maybe with other engines that are certainly advanced) the Fire Up problem is that Survis can do (1-3) GENS t same times times it does not give good use to the Perk ending up with the same tokens that the current fire up has the advantage that start with 1 token

    It is literally the riskiest Perk in all of DeadByDaylight and its risk is not worth using starting with 1 token makes it less dangerous to use….

    ————————————————

    PERK 2 ( Dark Arrogance )

    https://us.v-cdn.net/6030815/uploads/2UVZKXFGZUR3/image.png


    Current: Dark Arrogance Permanently increases your Vaulting speed by 25% BUT.... Permanently increases the duration of Killer Blinds and the duration of Pallet Stuns by +25%

    And this makes it a Perk (Another meme) that benefits Survi more than the Killer himself (this perk does not block vault like Bamboozel)

    My suggestions are these: Vault 25% but... small Enduring of 10%

    (Behaviour yes or yes you have to remove the negative effect)

    ———————————————

    Perk 3 ( UNBOND )

    https://us.v-cdn.net/6030815/uploads/EC1NT51HKO0E/image.png

    When a Survivor becomes injured by any means, Unbound activates for 24/27/30 seconds:

    5% HASTE status effect for 10 seconds after vaulting a Window

    This Perk is a meme because the time it takes to vault the "few" windows on the map 5% for 10 seconds is not enough and 30s … pathetic

    My suggestion: When a Survivor becomes injured by any means, Unbound activates for 60 seconds: 5% HASTE status effect for 20 seconds after vaulting a Window (And it is still much weaker than Play with Food)

    ———————————————

    PERK 4 (Batteries Included)

    https://us.v-cdn.net/6030815/uploads/H49ZWIDU2CXN/image.png


    Current Batteries: Whenever you are within 12 metres of completed gen you granted 5% HASTE effect , this effect lingers for 5 seconds after leaving the generator range

    This Perk, despite being "decent" on small maps, on large maps it is completely useless and with the nerf we will have to the maps it is better to give it a Buff since it will become more "meme" than it currently is.

    My suggestion: Whenever you are within 14 metres of completed gen you granted 5% HASTE effect , this effect lingers for 6 seconds after leaving the generator range

    ———————————————

    Okay, any other perks that should be Buffed/Reworked? This version is only Killer, but it could also be Survis. Would you make any changes? Please support this post and comment.

  • @LordDeathly said:

    Im trying to get use to playing killer,but it seems like every other game I'll get a SWF group who brings flash bangs/flashlights/Head on,and all these other perks to just bully the killer. I really don't enjoy facing these type of survivors,and I feel like I have to take a break from DBD everytime I go against one of these teams. How do all you killer mains deal with this?

    Typical SFW looking to lower their MMR to play with less experienced Killers, if they aren't hackers...

    If you can't win, give up or disconnect. They're looking to frustrate you.

  • @ponzukun said:

    Sleepless nights are too versatile and frustrating for the killer and should be nerfed.

    I hope the development team takes into account the frustration on the part of the killer as well as the survivors.

    Anti tunnel perks and 4 anti genrush perks
    in all games

  • @ScissorKid02 said:

    I've heard mixed reviews and wanted to see what all of you guys think.

    Main Trickster/Skull (HERE)

    The idea of ​​changing EVERYTHING is something I don't want since I like the way the Killers are currently made...

    They deserve small buffs, not a rework… create others killers to do that.

    Trickster: It should stay at 4.6 and continue as is, period (a small buff would be nice)... making it 4.4 will only make the Killer more camper and bored than it already is...

    Skull Merchant: Making all drones rotate at the same time when swapping rotation + 2-light return

    Okay... the "GO NEXT" they'll do in the future will be to fix that. Survis should learn how to play agains Killers.
    What do they want? PIG/GHOST to appear in all their games????

    "Go Next" Will it be a salvation to ignore all of that from the Rework? pls…

    Trickster/Skull are very different cases from Freddy.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/0PSLDLA8TOJV/dbd-designpreview-sm-banner-1920x1080.png

    [Reposting the Design Preview here to help centralize feedback and discussion]

    Today, we want to dig into a topic that we know many of you have been yearning to know more about: our vision for the future of The Skull Merchant! 

    REEVALUATING THE SKULL MERCHANT

    We know that Skull Merchant is a divisive Killer who, regardless of her performance in a Trial, carries a lot of history and strong feelings among players. 

    Many players feel she’s not fun to play against and her kit is exceedingly complex. This scares away potential Killers from trying her and makes it difficult for Survivors to consider counterplay without dedicated research. 

    As we look to reworking Skull Merchant, our aim is to: 

    1. Strike a balance between being fun to play as and against 
    2. Preserve the intel focus of her kit, while making it intuitive to understand for both sides 
    3. Move away from a passive power with limited player interactions and embrace a more active playstyle, while ensuring her power is compensated in interesting ways 

    Those last two points may be particularly difficult to hear for long-time Skull Merchant mains, but we feel it’s important to be clear about our intentions here. While the future we envision for Skull Merchant is quite different from her previous iterations, we feel this rework brings some exciting new tools of torment to the table! 

    DRONES 2.0

    Skull Merchant can deploy a Stealth Drone (she carries a total of 5), which scans its immediate vicinity and provides intel back to her. After a short activation period, the Drone gives off subtle audio and visual indications of the area being scanned, revealing any Survivors on the Radar who are caught by its two rotating detection zones. 

     Importantly, we’ve slowed their rotation speed slightly and toned down the visual intensity of these zones, removing the large scan lines to replace them with something more subtle. Namely, you'll see the direction of each detection zone as they rotate, but the detection zone itself is invisible. This gives Survivors an impression of the space that’s being actively scanned but requires them to proceed cautiously. 

    https://us.v-cdn.net/6030815/uploads/C6VWTQBQ1BTU/image-aaf071f6c3346-22ec.png

    While we know they had their supporters, the original scan lines were visually loud and often clashed with the rest of the game’s look and feel. The intent here is to strike a balance between giving Survivors just enough info to assess the threat (a subtle, rotating field of detection) without that threat overwhelming the space and feeling incongruous to Dead by Daylight’s visual identity. 

    DRONE CONTROL

    Once a Stealth Drone has been active for a short period, Skull Merchant can choose to take control of Drones from a distance. During this time, she becomes Undetectable, as her controlled Drone becomes the primary threat. These Stealth Drones move slightly faster than her base movement speed and consume a new resource – Power, unique to each Drone – while being controlled. 

    Power is consumed slowly as the controlled Drone idles and slightly more is consumed while moving. Skull Merchant is also able to use a burst of this Power to activate Drone Propulsion. This charged power sends the Drone flying forward at high speed, relative to how long it was charged. 

    https://us.v-cdn.net/6030815/uploads/IMXNYNDDTZL2/sm-kd-articleasset.gif

    Put simply: Stealth Drone go brr 

    Hitting a Survivor with Drone Propulsion causes them to lose a health state. If you hit a Survivor or collide with an object during this action, the Drone will be destroyed and return control to Skull Merchant. 

    With these new Stealth Drones, we want to give players something that feels familiar (using drones to gather intel) but also opens the door for unique skill expression opportunities (re-positioning Drones and Propulsion skill shots). Using technology to hunt her prey is core to Skull Merchant’s identity and so it’s important that we stay true to that! 

    We have opted to remove many of the background effects – Hindered, Haste, Lock On, Claw Trap – that were previously tied to these Drones, though. Rather than doing a little bit of everything with her Drones under layers of complexity, we want their use cases to be clear to Killers and Survivors alike, on the fly. Basically, if they’re static, they’re likely scanning for Survivors. If they’re moving, they’re a collision hazard. 

    DRONE HACKING

    Like Drones themselves, Drone Hacking returns with a greater degree of risk and reward. Like before, Drones can be disabled by Survivors by inputting a series of button presses while close. If a Drone is disabled, Skull Merchant’s aura is revealed to that Survivor, providing useful intel. If the Hack is failed, they are revealed by Killer Instinct and are prevented from attempting another hack for a short period. 

    The intention here is to introduce a greater degree of tension to hacking, while offering a clear way for Survivors to interact with Skull Merchant’s kit in a meaningful way. The intel reward is greater than before, but the risk of being revealed is more impactful. With intel at the center of this tension on both sides, we hope it makes this interaction easily digestible by players. 

    RED LIGHT, GREEN LIGHT

    In addition to her Drones, Skull Merchant has another power that ties into her Radar. While the name is currently TBD, let’s refer to it as a Global Detection Power. Once this power is charged and activated, a global warning plays for all Survivors. For a short period afterwards, any Survivor who actively sprints is revealed on her Radar. Of course, crouching, standing still, and hiding in lockers all prevent detection. Added to the intel provided by Stealth Drones around the map, this should help ensure Killers are easily able to keep tabs on Survivors’ movements. 

    In line with our rationale above, we want Survivors to have a clear understanding of what’s happening when they face Skull Merchant. Where the overlapping timers and status effects of Skull Merchant’s previous kit often obscured what the expected result of an encounter might be, structuring this power around a well-known game – red light, green light – provides a clear and readable threat, a clear benefit for the Killer, and a clear path for Survivors to try and overcome it. 

    TENTATIVE RELEASE

    We are currently evaluating a timeline for Skull Merchant’s rework but do envision it being quite far out as our primary focus is on driving quality-of-life updates. Once we have a timeline to share, we will be sure to keep you informed via future Design Preview updates. 

    Phew – that was a lot! How do you feel about this rework? We want to hear from you! Jump into our survey and share your thoughts right here: 

    https://forums.bhvr.com/home/leaving?allowTrusted=1&target=https%3A%2F%2Fwww.surveymonkey.com%2Fr%2FDPSM_DF_MAR%3Fvalue%3D%255Bvalue_value%255D

    See you in The Fog!

    The Dead by Daylight Team

    Trickster/Skull don't deserve a rework.

    They're very different cases than Freddy, please, not doing it...

    They deserve adjustments/BUFFS , period... let them rework their ideas to CREATE ANOTHER KILLER.

    I'm Main Trickster/Skull, I don't like the idea of ​​removing everything that made me main them.

    ——————

    About the Trickster rework, make a brown addon that reverts to the old Trickster, and that's it. The Killer should be 4.6m/s
    (4.4 killers is bored)

    And about Merchant, please … let her make all the drones spin at the same time + speed in rotation or return of 2 lights.

    image.png
  • @Chadku said:

    People prefered his old kit like pre-rework Sadako.

    I just ask that Trickster be 4.6 and not 4.4 simply that doing a rework doesn't make sense it just needs a buff

  • @AetherBytes said:

    Run Brutal and Fire up together, it'll change your mind. Pallets get shredded, fire up gives you good window vault down the line as well as other benefits

    Untitled Image

    This is FAKE @AetherBytes Brutal Streght + Fire Up (5tokens) doesn't break as fast as it says

  • FIRE UP Rework/Buffs:

    Start with 1 token:
    6 — 12/18/24/30/36% ← (Best choice?)

    8% for Token:
    8/16/24/32/40%

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