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K139K05

K139K05

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  • As I person who plays Plague quite frequently, I would say these changes aren't a huge deal for me. Surely SWFs will be able to abuse this new system in some way, but that's the reason why PTBs exist. And free moris on a killer that usually doesn't run Hex: Devour Hope or Rancor is great. But I agree, they need to buff/rework Shape and Twins. Oni isn't that big off a deal since you don't lose anything when picking up a downed survivor (progress will just be saved), but Shape will definitely get hurt 🤕 (unless they make it so you don't loose T3 time while carrying).

  • @Chocolate_Cosmos said:

    SWF groups buffed

    Perk nerfs and changes that nobody asked for

    Twins nerfed again for some reason, they might be as well unplayable againts decent team

    Survivor antislug perks buffed

    You can't even give hatch now to last Survivor

    ....yea, wonderfull update.

    I agree on most things you've said, however I think when the mori rework PTB comes out, BHVR will fix abuses, change values, etc. While some perks got nerfed, some perks are now more appealing to killers (like Knock Out, which got buffed and nerfed at the same time).

  • @Jago said:

    Umb / FlipFlop / Power Struggle

    You're safe in 5 seconds.

    Let's pray that's not the case, because I hope Unbreakable will just reduce the 45 seconds self-recovery time by 35%. But luckily these changes don't go live with the next update and will get ok a PTB first, so BHVR can make abuses like this not a thing for the mori update.

  • Hello, can someone explain to me why everyone is talking about the new mori system? Did BHVR showed us some content (I didn't see something new in news)? Anyway, thanks for helping me out 🙂

  • I actually did a rework/buff suggestion a while ago. Anyway here it is:

    Predator: Scratch markes spawn considerably closer together.

    Increases footstep volume by 50/75/100%.

    Footstep volume is multiplicative (much like grunts of pain).

    Also rearoking swamp would help a lot...

  • @DoritoHead said:

    Basically killers that you love the idea/visual design of but just can’t seem to have fun playing them.

    For me, it’s Twins, Freddy, Doctor, Michael, and Ghostface.

    For Twins I really like the idea of a 2-in-1 killer and I even had a lot of fun with them before they made Victor get DS stunned after getting a hit.

    For Freddy, he doesn’t really feel like himself and he’s just dull overall, but I love how the dream world looks and I love that we have him in the game.

    For Doctor, I love his cosmetics, I like the little chuckle he does and I like how electricity is incorporated into his power. But his power feels so unrewarding yet inconsistent.

    Michael is a faithful enough adaptation and he can be fun, but he’s just so simple and can feel powerless at times.

    It’s fun to sneak around as Ghostface but playing him really stresses me out for some reason.

    Blight, sadly.

    I tried to play him but his turn rate (even with add-ons) feels worse than Onis. But I recently watched Tofu's Pallet Break Video and he could turn better than me (even with adrenaline vile).

    Is there a hidden technic to turn more or is just putting your sensitivity all the way up to 100%.

    Also Hillbilly feels very weak and unrewarding, especially against experienced survivors. And to make it worse, there are pretty annoying maps for him, making enjoying him very unlikely.

    I also have bad experience with set-up killers, since you get:

    a) completely stomped with almost no hooks

    or

    b) two or all survivors die with little stress.

  • @dugman said:

    Continuing a series on the least used perks, next up is Dredge's perk Septic Touch (0% usage over the last two weeks, 0.19% the prior two weeks, on the aggregate site I follow.)

    Septic Touch - Whenever a Survivor performs the healing action within your Terror Radius, that Survivor suffers from Blindness and Exhausted. These effects linger for 6/8/10 seconds after a healing action is interrupted by any means.

    Septic Touch is very similar to Fearmonger. However Fearmonger actually sees roughly average use (around 4-5%) but Septic Touch sees practically no use at all. One reason for that could simply be that Fearmonger is a generic perk available to all killers while Septic Touch is a Dredge unlockable. However there's actually more to it as well.

    • Septic Touch only works if the survivor doing the healing action is within the killer's terror radius. Fearmonger has no such restriction, it works on any survivor working on a generator period, no exceptions.
    • Septic Touch only works during healing actions and for 10 seconds afterward. But healing actions are less frequent than generator repair actions and generator repair also takes longer to do so survivors typically spend a lot more time repairing than healing. That means less time for the killer to benefit from Septic Touch versus Fearmonger

    So in the end Septic Touch looks to be significantly weaker than Fearmonger, which considering that Fearmonger is "ok" probably indicates Septic Touch could use a buff.

    The simplest way to buff it would be to remove the Terror Radius restriction. Just make it work like Fearmonger in that anybody who is healing is Blind and Exhausted. That would certainly help the perk a bit, especially with stealth killers who might not have a terror radius. (Ironically that includes Dredge who actually gets even less benefit from its own perk than other killers.) And if that buff still isn't, extending the duration of the effect after the heal is completed beyond the current 10 second would probably do the trick. Blindness and Exhaustion aren't a bad combination of effects, they just need to happen a little more reliably and last a little longer on this particular perk for it to feel a little more worth using.

    I agree, simply removing the terror radius restriction could make this perk useful (by it self. Currently you need other perks like Dark Devotion to make it useful). It would still be a mediocre perk, but for killers that can play hit 'n run it could actually be a decent perk.

  • A simple revamp of the possible totem spawns would definitely benefit both sides (some maps like Haddonfield are a nightmare when it comes to totem spawns, sometimes spawning outside houses to everyone can see it).

  • I think they should change the auras of survivors similar how survivors see the killers aura. So you could actually see survivors on a far generator. Noise notification seems cool, but I think it would still be a sid perk without it.

  • Perhaps it should show your aura to the Survivor who got hit for 5 seconds as well, so it's a bit more useful. But other than that I have no idea how to make this perk actually decent.

  • I would change it in the following way:

    Now last for 12/14/16 seconds and you benefit from the following effects:

    - Scratch markes are surpressed.

    - Footstep volume is decreased by 100%.

    - Gain a 2% Haste Status Effect.

    I don't think it should be your standard I-surpress-everything-for-the-duration perk but rather be a unique, niche-filling perk that actually does something. Reducing/Increasing footstep volume would be a cool thing to implement in the game.

  • @dugman said:

    Continuing looking at the least used perks on the aggregate site I follow, Jane’s perk Poised is the second least used survivor perk (0.12% pick rate)

    Poised - After a generator is completed, you leave no scratch marks for 6/8/10 seconds.

    Pretty straightforward effect, it’s just not that strong is the problem. Not having scratches for 10 seconds only when a generator is completed is way too unpredictable to be useful. You could easily be on another gen yourself for instance and the 10 seconds goes totally to waste. Or you could already be in a chase and the killer is simply going to be hard to lose since they can see you directly. Not to mention if you’re injured you still leave bloodtrails and make loud noises which also mitigate the effectiveness of losing scratches for that short a time.

    That’s not to say the idea is necessarily bad, but it really needs to be way stronger if its only going to trigger up to five times a match and you have no control when it happens. Compare this to Lucky Break, for instance, which hides your scratches and your bloodtrail for 60 seconds at a time when you become injured and you can immediately see how much weaker Poised is.

    A possible buff would be to give it an effect similar to Lucky Break but triggering on gen completion, i.e. 60 seconds of no scratches or blood each gen completion. That would at least put it on par with that perk which has a bit more use.

    So here's my "rework": Increase the duration to 12/14/16 seconds.

    For the duration, you beneft from following effects:

    - Scratch markes are surpressed.

    - Footstep volume is decreased by 100%.

    - Grants a 2% Haste Status Effect.

    I don't think it should be your standard surpress everything (scratch markes, grunts of pain, pools of blood) perk, but it should be made more unique so more people will use it.

  • @MikaelaWantsYourBoon said:

    If i did not calculate it poorly, Mid-Chapter PTB should be next week. And what is your expectations from next Mid-Chapter? I will go first:

    • Twins changes (Some buffs and add-on pass)
    • Sadako buffs
    • Some perk nerfs and buffs
    • Some solo-q buffs
    • Mori base-kit mechanic

    I hope the mori rework won't affect perks like Rancor or Hex: Devour Hope. If it does, it would remove the rewarding/satisfying factor of these perks (which would be kinda sad if that's the case).

  • @kizuati said:

    I'm currently working on an all-perk overhaul for DBD. (Yes,all perks,I'm an insane woman who doesnt like sanity)

    A lot of perks are still not done,so I wanted to post on the forums and ask for y'all to share your perk rework ideas. Can be anything - meta/non-meta,forgotten crap,doesn't matter. If I steal your idea I'll give credit :)

    Resurgence: -Now heals always 50% upon being unhooked.

    - Grants 40/50/60 seconds of immunity to the Hemorrhage Status effect.

    Dance with Me: - Now has a 20/25/30 seconds cooldown.

    - Footstep volume is decreased by 25% during the duration.

    Slippery Meat: - Now also grants a 7% Haste Status Effect upon self-unhokking (for 5 seconds).

    Boon: Dark Theory: -Footstep volume is decreased by 50% within the range. Lingers like usual.

    Poised: - Now lasts for 12/14/16 seconds.

    -Scrach marks are supressed.

    -Footstep volume is reduced by 100%.

    -Grants a 2% Haste Status effect.

    Predator: - Scratch marks spawn considerably closer together.

    - Increases footstep volume by 50/75/100%.

    Solidarity: - Now also grants immunity to the Hemorrhage Status Effect for 15 seconds when a healing action is interrupted by any means (also applies to the person who's getting healed).

    Deerstalker: - Now also decreased crawling speed within its range by 25%.

    Claustrophobia: Now blocks all vault locations for 30 seconds once the final generator is completed.

    This is Not Happening: -Now also effects the size of the good success zone.

    - Increases skill check trigger odds by 5% while injured.

    Unnerving Pressence: - Now also reduces the great skill check success zone.

    Insidious: - Grants 5/7/9 seconds of the Undetectable Status Effect upon hooking a survivor. Extends the duration of the Undetectable Status Effect by 1 seconds. Benefits from its own effect.

    Hyperfocused: - Reduced max tokens to 5.

    - Now longer works with toolboxes.

    Autodidact: - Now also has 15% increased skill check trigger odds while healing. Each token reduces the trigger odds by 5% (can't become negative (capped at 3 tokens)).

    Oppression: Reduced cooldown to 80/70/60 seconds.

    Dragon's Grib: Reduced cooldown to 80/70/60 seconds.

    Leader: Now also increases blessing speed

    Clam Spirit: Reduced speed penalty to 30/25/20%. Now also effects rummaging.

    Pharmacy: Noise reduction now also effects rummaging.

    Note: I have a PDF with a lot of changes, if you want, I can post it here.

  • He just needs a better basekit and some of his strongest add-ons (tombstones) changes, but most of his add-ons should stay in my opinion.

  • @sizzlingmario4 said:

    Perks should not affect killer powers in that manner.

    https://forum.deadbydaylight.com/en/discussion/comment/3186252#Comment_3186252

    Resilience does affect unhooking and blessing already. They added blessing to it recently and made zero mention of it.

    So they secretly remove and add things... Sneaky BHVR devs, aren't always telling us things like the removal of the pits on Eerie of Crows and Garden of Joy (okay, they were removed with the patch before).

  • @DBDVulture said:

    Killers got a lot less out of the 40 perk rework than survivors. Instant regression was absolutely gutted and essentially removed. As an example you need two perks to make Pain Resonance work now. Pop is as dead as calm spirit (which nobody was using before and even less people are using now).

    The problem isn't the Scourge Hook perk itself, it's more about the not-existing Scourge Hook spawn logic. I don't get why 4 Scourge Hooks are allowed to spawn next to each other. That makes Breakdown and Saboteur almost pointless, unless you have a whole team running these perks. For killers, on a big map like Shelter Woods you won't be able to hook survivors on a Scourge Hook most of the time. So here's my solution: Only a maximum of 2 Scourge Hooks can spawn near each other. And maps with over 10000m² shouldn't exist and instead should be made smaller.

  • I agree, the 6.1.0 update fixed many things (balance and bug fix wise). Ruin for example discourages tunneling and rewards dividing hook stages across all survivors, so you get the most value out of it. Overcharge is actually viable if you can garantuee that no survivor will touch the generator within 12 seconds. But some perks got indirectly butchered (*cough Calm Spirit cough*). What was meant as a buff was more a nerf, especially towards blessing Totems (blessing always used to make less noise than cleansing, with makes zero sense). Luckily perks like Monstrous Shrine (or Scourge Hook: Monstrous Shrine) and Lightweight are actually quite solid now and should definitely be looked at. Like you said, some maps are still terrible and the gap between a low-tier killer and a high-tier killer is still huge (don't expect a kill with the Onryō xD). But overall, I think these changes were a step in the right direction and the beginning of a bright and healthy future.

  • @K139K05 said:

    Perhaps Buckle Up's aura reveal effect should also work when healing a recently unhooked survivor from the injured state (to the healthy state). And it's secondary effect could be that recently unhooked survivors or dying survivors within 48m of you benefit from the following effect:

    Grunts of Pain are reduced by 25%.

    Their aura won't be shown towards the killer.

    Grants a 10% haste effect (does not effect unhooked survivors that no longer have the "recently unhooked" property).

    The 10% haste effect should disable in the endgame, for various reasons (like endgame balancing, etc.).

  • Perhaps Buckle Up's aura reveal effect should also work when healing a recently unhooked survivor from the injured state (to the healthy state). And it's secondary effect could be that recently unhooked survivors or dying survivors within 48m of you benefit from the following effect:

    Grunts of Pain are reduced by 25%.

    Their aura won't be shown towards the killer.

    Grants a 10% haste effect (does not effect unhooked survivors that no longer have the "recently unhooked" property).

  • @GoshJosh said:

    While it’s a nice idea, BHVR won’t do it. They said they don’t want survivor perks to give stronger edges against certain killers. Hence the Small Game and Slippery Meat reworks. Even though we still have Adrenaline waking you up against Freddy, and a few perks that undoubtedly will give you an advantage against some killers.

    According to the wiki, Resilience allwos you to rescue survivors (from traps) quicker, solving Jigsaw boxes faster and much more. So if that's the reason why the won't buff Better Than New, they should remove all these things from Resilience and give it a blessing and unhooking bonus.

  • Was it the challenge with the other big streamers? If yes, I'm pretty sure the would have won most matches, but perhaps each first or second game someone would die (it's also very map depended, some maps are pretty easy while some can be a nightmare). Also it's fairly killer depended. A weak killer like the Onryō would probably kill noone on The Game while a Nurse on Midnight with a certain build can easily annihilate even 4-man-SWFs. To sum up, they would have won most matches, but some of them would've died.

  • Lithe and Dance with Me. You basically disapair once you vaulted something.

    Iron Will and Urban Evasion. Basically you're almost completely silent once you crouch.

    Blast Mine and Residual Manifest. Free 30 seconds of killers not being able to see hooks once they kick your generator.

    No Mither and Resilience. Speedy solo generators (especially with a commodious toolbox).

    Deliverance and Off the Record. You disapair once you unhook yourself.

  • Survivor adepts are pretty easy, just don't do unnecessary things like cleansing dull totems or opening chest. But it requires good teammates and a map can carry you too (that's why I get Adept David first try, since both things happened). Also good luck doing these adepts.

  • I recommend not doing Trapper first unless you plan to bring some powerful add-ons and a good map offering (but at least Trapper has decent perks, unlike Wraith). Don't be afraid to tunnel or slug since sometimes it's necessary (don't do it too early tho, 'cause it may ruin the chaser category, resulting in not getting the adept achievement).

    Anyway, I hope I could help you and good luck!

  • I think it was not meant to be a nerf, they just wanted to make Blast Mine more similar to Wire Tap. But that changes not the fact that Blast Mine got slightly weaker (aka it got nerfed).

  • I agree, this should definitely be a thing. Currently it's quite a guessing game (especially annoying on multi-layered maps or small maps).

  • @EvieSimpsForCrowLady said:

    Personally I think reducing the cooldown from 40 secs to 20 secs would do wonders for the perk. Why quick and quiet can have a powerful effect that has short cooldown but dance with me which is arguably worse has to be 40?

    I would change the cooldown to 30/25/20 to give it a better synergy with Quick and Quiet. It should also reduce your footstep audio by 25% for the duration. Would still be a niche perk, but now it would have better synergies with other perks.

  • For plague I would use drums and organs, giving a church or ritual-like feeling. Perhaps the organ wouldn't fit in her timeline, but something church or ritual-like would definitely fit her.

  • @SuzuKR said:

    Nurse theme please and ily BHVR

    And what do you think it should sound like? Some people think it should sound like a vinyl record tracks (these "discs" that were used in gramophones), but what do you think?

  • Depends on which kind of perks you want. Perkwhise I would go and buy Pinhead first, since he has two great perks (and a decent hex that also works similar to a slowdown perk). But if you want an easier killer but still good perks, I recommend trickster. Unfortunately he's kinda map/realm depended but still alot of fun and brings perks to the table, that help weaker killers (mainly m1 killers). But if you are only buying and playing killer for fun, I recommend buying the Legion. Nothing feels as good as stabbin' and runnin' while listening to a wonderful soundtrack (which can be customized with add-ons).

  • Artist is actually one of the easier killers to learn and doesn't rely on slowdown as much as other killers do (especially if you have info perks like Gearhead or Discordance). I like to Choclo Corn or Still Life Crow, these come especially handy against strong tile set-ups near shack. Thorny Nest is also pretty good against people who don't know how to play against Artist (since these people usually try to loop her and get hit by a crow). My current favorite perks for Artist are: Dead Man's Switch, Discordance, Scourge Hook: Pain Resonance and Tinkerer.

    I might swap out Pain Resonance and Discordance for something else, since Artist by herself can get big Dead Man's Switch value. Discordance might be still useful if you run Severed Hands.

    Sniping also feels kinda rewarding, but it requires some practice and knowledge about where survivors will go to.

  • Maybe they should adjust all Killers audio to the same level, so no killer has an disadvantage/advantage when it comes to stealth (much like they'll adjust the aufio levels of all survivors in the future).

  • I think many people underestimate the power of Cauldrophobia (it's especially good when survivors have boons or self-care and you have Dark Devotion).

    We'll Make It is such a nice perk to have and came clutch several times (some matches without it might have ended if I hadn't had it).

  • Perhaps reworking Furtive Chase into Scourge Hook might help.

    As long as a survivor remains on a Scourge Hook, your terror radius is reduced by 8 metres.

    When a Survivor gets unhooked from a Scourge Hook, you are granted the Undetectable Status Effect for 20 seconds and the unhooker becomes the obsession.

  • Depends of which kind of survivors you get. Confident and good solo survivors are always fun to go against, SWFs with the same attributes aren't (mainly because some things like Undetectable almost have no impact on SWFs and they usually tend to troll. But sometimes that trolling results in them dying, which is kinda hilarious and satisfying to see). Also I don't enjoy matches were a person Dcs very early because I outplayed and downed them. But overall it's still enjoyable, but not every killer is (*trapper without good add-ons*).

  • @HoodedWildKard said:

    I'd be interested to hears other's opinions on this. When i play killer, unless I'm running a mori token, trying for adept or going for some other specific challenge. I'll usually let the final survivor go, either in respect for a good game or in pity because they were bad in i steamrolled them. Just feels like a nice thing to do and add a bit of positivity back into the game.

    I do it in most of my killer matches where i perform well. I'll of course make exceptions for players who crouch and torch spam lol. Bad manners will earn you the hook.

    It's not something i see other killers doing often though. I've seen maybe 3 matches where the killer has let the final survivor go. And it's never been me lol.

    If a survivor Dced, I usually give the last survivor hatch (especially if it happened very early in the match). We all know that situations like this are (almost) impossible to handle, so I let them leave (unless they were trolling or constant Bming).

  • But I agree, a range increase for Reassurance and requiring being on the same floor seems reasonable.

  • @ThatOneDemoPlayer said:

    It needs both a buff and a nerf.

    Increase its range and duration but make it so it deactivates during a chase and it's impossible to activate through floors

    We aren't talking about Reassurance, we are talking about Resurgence (Jill's Perks) 😅

  • @Aven_Fallen said:

    Since the Hemorrhage-Buff, Solidarity should really be reworked. Because the Perk became pointless.

    Perhaps I should create a second pole for Resurgence. Do you have an idea how we could change it so it no longer becomes (almost) pointless if the killer has hemorrhage?

  • I wouldn't quite say it's the worst by itself, but it's definitely one of the worst perks. Up the Ante is still worse thought (by itself), but more useful if you have a build focused on it (like a self-unhook build).

  • I usually like to run Agitation, Gearhead, Iron Maiden and Scourge Hook: Pain Resonance. I don't have Darkness Revealed neither do I have Lethal Persuer, so this build is my way to go.

    Tips: - If you are chasing a survivor near killer shack and they run inside (and you expect them to go to the window), pre-aim to the window before you go around the corner (this also works for other windows, but it happens more frequently at shack windows).

    - Use your ammo wisely, if you only have 1 hatched left, it's better sometimes to just hit the survivor with a basic attack and then follow up.

    - If you think someone is working on a gen, try to throw a hatched close to the gen. Sometimes they hit survivor behind gens since the hitbox is so generous (but the hatched needs to fly fairly straight for that to work, otherwise it will collide with the gen).

  • Yes, it did. Agitation still felt kinda slow. Thank you 🙂

  • I think it decreases the fatique that occurs if your rush ends, but I'm not 100% sure.

  • I think generators get done faster because there's a perk loudout that theoretically can make you singlehandedly finish a generator around 35 seconds (Hyperfocused, Stake Out, This Is Not Happening, ... and a green toolbox with charge add-ons).

  • Yeah, sometimes the ai isn't smart enough and thinks Steve is a bad word (even with spaces between each letter). Let's hope one day BHVR will manually tipe in bad words on a blacklist instead of using ai (I'm quite sure that currently an ai does the work).

  • I guess I had a bad example, but some perks are worded differently. Perhaps BHVR should adjust it slightly, so it's clear for everyone that it doesn't work.

  • It doesn't, the description says it indirectly (hard to explain, but read the Kindred description and than the Wiretap description, than you might know what I mean). Also Open-Handed doesn't work with Dark Sense (again can be seen by its description).

  • The same is true for Dark Sense. BHVR uses special wording so we know if it works (it's hard to explains in words, compare Kindred with Wire Tap and you'll know what I mean).

  • I think this map depends really on what survivors are doing. Sometimes they don't loop and just pre-drop. Also a 3-gen can easily ruin your game. But to balance that out it has a decent main building (which is still big, but luckily not in the middle), maming it a more balanced map if survivors know what they're doing (and you're not playing as/against top-tier survivors.

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