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Langweilig

Langweilig

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  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930981#Comment_3930981

    I want it to be set at night again, not in the day with brilliant sunlight. Daylight kills the horror vibe imo

    @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931009#Comment_3931009

    Honestly, same, my friend. And I would like to have the Fog back, actual Fog from the early days.

    Maps having a horror vibe again would be awesome. Behavior needs to make an update for dedicated to athmosphere.

    How do you feel about the desert realm? I‘m fine with it, but I wished you couldn‘t look as far.

  • @SoGo said:

    I agree mostly.

    More chests and better loot in chests is a thing that should've happened years ago.

    I had a very similar idea with the safe in basement, only with the difference that it was tied to a new Map add-on.

    Luck affecting Chests would be nice.

    I also really agree that killer props, especially TVs, Fountains and Control Stations should get priority.

    Thanks for commenting my friend.

    Out of curiosity, how did your idea work with the map addon?

  • @TieBreaker said:

    I can't stand the colour palette that was chosen for this realm. Darkness is the only solution.

    Yeah I find the white coldwind so damn ugly

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930905#Comment_3930905

    I wouldn't say they are that terrible. But they could be more balanced for sure with some more pallets. Cowshed is quite fine if you ask me, at least most of the times, Rancid Arbattoir is the worst of the Coldwin maps for survivor.

    I just found out yesterday again, that the devs decided to not spawn windows in the jungle gyms where normally one should have been. Instead of windows there were gaps at the window location on tourment creek. I really hate this design philosophy.

  • @Emeal said:

    I agree that New Borgo was better than Old Borgo and I think the game spaces in general could be more dark, but also Coldwind needs to become night, its so bright and it fits Texas chainsaw better than Dead by Daylight.

    Agree, having darker maps would be better.

  • @ad19970 said:

    I kind of agree. And while they are at it, they finally need to increase the minimum number of pallets that spawn on those maps.

    Yeah coldwind maps are so bad for survivors. I still wait for the old rancid abattoir main building to return, then that map would be halfway playable at least.

  • It will probably have something to do with cams, where you have to spot him with somehow.

  • @thrive2survive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930652#Comment_3930652

    I'd buff boons back to the way they were, BUT ONLY IF the Killer perk "Shattered Hope" was a base kit mechanic. So if Killer finds the Totem its gone. No perk required.

    I‘m fine with that if boons get buffed accordingly.

    Spoiler Spoiler Warning ▲▼

    That‘s what I suggested a while back.

    https://forums.bhvr.com/dead-by-daylight/discussion/443731/boon-totem-perks-buffs#latest

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930876#Comment_3930876

    the borders are making it so much worse yeah. Like.. just flat ground that ends after a few meters? 🙄 very immersive

    I hope they make less flat maps like the swamp maps or they go further and make them even more realistic.

  • @Mooks said:

    imo the problem isnt that it’s too bright or that it’s day-time but it’s lighting, (missing) fog, Rendering distance and depth of field, which affects all maps. Even if they changed it back to nighttime the atmosphere wouldnt be the same as early day DbD

    I do miss old dark Coldwind and wouldnt mind both day and night version to be available at the same time but the Main Problem is that you can basically see the whole map if it wasnt for direct Line of Sight blockers

    I agree with what you said. Being able to see the whole map and its borders isn’t good.

    I wished they would generally do a athmosphere update.

  • @SoGo said:

    I don't necessarily want it to go back to the old lighting with the yellow filter, but I'd adore a similar kind of lighting like in Family House or Abandoned Mill in the TCM game.

    Can you send in a picture, so everyone knows what you mean?

  • @Rokku_Rorru said:

    maybe they could do what other games do, where they cycle times of day to make maps feel a bit fresher.

    That could be done as well, but I don‘t think behavior will put that much effort into maps.

  • @QwQw said:

    I'm probably in the minority here, but I hate what they did to Borgo. I genuinely think it looked so much better with the red hue.

    I liked old borgo as well, but after they reworked shattered square looking over the whole map wasn‘t a good thing anymore and I like the new aesthetics more.

  • I want big buffs for boons and that circle of healing gets self care with 50% self healing speed.

  • It‘s 100% Intentional. There is no way for it to be otherwise.

  • It could work and is probably a good change, however many people will not be happy with this change.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930283#Comment_3930283

    While you "technically" can for every single map and variant, it's impractical. Especially given how the spawns can alternate. All this adds is unnecessary tediousness to the killer. While I understand that people don't like box pressuring, that is what makes her unique, fun and viable.

    This is like saying I could memorize all onryo tv spawns. Could you, technically? Yeah. Is it extremely tedious and impractical? Also yeah.

    I used to love playing Pig, but box aura removal ruined the killer for me.

    Agree with everything you said. I stopped playing her after the removal of the auras. Pig wasn’t the same after it anymore.

  • @yukiday said:

    OK Let's go slugging meta.

    Like the last time toolboxes got changed, where nothing like that happened? These changes aren‘t even significant and mainly aimed at bad perks/items - not the good ones.

  • @AimsKey said:

    Boil over - I can understand. The amount of trolls used to constantly run upstairs to not be hooked again and again, because of the extra wiggle from a fall and no other route to a hook in time, i used to just leave slugged and say NOPE, you stay there then. Im glad they added some hooks upstairs to help with that.

    Leader - No way. Might as well not have Hex totems if you find your with a SWF. They would all have one person with it i bet lol. Everything would be insanely fast. Can you imagine a SWF with that power of Sabo and healing? Holy…….

    Sabotage stuff - No way. Carrying a survivor i get plenty of people sabo as it is, nevermind making it easier. I get maybe your balancing for solo? but its awful if its a good team as it is, nevermind a full SWF would be terrible!!! All of them run those perks lol.

    Thatnophobia - Making it better so other killers want to pick it and it nerfs it a little for the usual Plague/Legion picks without the +12% extra. That ones fair tbh.

    Leader: I mainly want the other people to heal me faster in soloq. The sabo part of it isn‘t that useful, but I added it for completeness. It is also very unlikely that you are near another survivor when they cleanse a totem and it’s not worth running across whole map or staying near them for a bit of faster cleansing speed. 25% is far too weak and doesn’t make a difference.

    The saboteur buff wouldn‘t even do much. It will still sabo very slowly. The cooldown reduction/going on cooldown after the sabo action instead of the start is more a quality of live change and the aura change would make it worth considering it.

    Yes, I‘m balancing for soloq and these changes are almost all (except Alexes toolbox change) for bad items/perks and relatively minor. Non of these perks are really worth running at the moment. In swf these changes don‘t even change anything, because swf can already make themself unhookable if they want to.

  • @Zuiphrode said:

    No.

    Do you want to elaborate or just downvote without any constructive feedback?

  • @Daniel_Silva04 said:

    I don't think sabotage needs more buffs, because it's already an extremely poorly done mechanic and very frustrating to deal with. It basically has no counterplay if used correctly, the killer will have to drop the survivor and will no longer be able to pick him up because of the wiggle buff that the survivors have received a while back, where if the killer drops the survivor the wiggle fills by 25%, so basically he is immune.

    My aim wasn‘t to buffs already good perks/items. Most of these changes are aimed directly at perks that aren‘t really good (leader, hangman’s, thana, dying light, toolboxes with 16 charges, yellow toolbox, saboteur, boil over, desperate measures).

    Breakout you could argue about being already good, but I don‘t find it very useful, especially when going for safes means throwing the game most of the time. Buffing alexes toolbox and reducing the charges consumed by sabotaging might not be needed, however I‘d like these changes.

    The aura remaining shown after it got sabataged will only trick you if you don‘t pay attention, which seems fair to me.

    I don’t think sabotaging is a poorly designed mechanic. The killer can relatively easy counter it by running to a different hook. Most of time there are 3-5 hooks in range either way and those buffs change nothing about the situations where you are unable to hook already.

  • @SoGo said:

    Right now, there are so many bad offerings, it's unbelievable. So, this is my attempt to fix that.

    Bloodpoint Offerings:

    Escape! Cake, Survivor Pudding
    • Keep them exactly the same.

    Bloody Party Streamers
    • Increase their rarity to Very Rare (this would actually make them more likely to spawn in the bloodweb, as there aren't as many purple offerings)

    Bound Envelope, Sealed Envelope, Hollow Shell:
    • Reduce their rarity by one tier.
    • Double the bonuses they give from 25% to 50%.

    Single Category Offerings (Wreaths and Flowers)
    • Remove the Uncommon variants.
    • Reduce the rarity of the Rare variants to Uncommon, and increase their value to 200%.
    • Increase the bonus of the Common variants to 150%.

    Luck Offerings:

    • Remove the offerings that only affect the luck of a single survivor (Chalk Pouches).

    Chest Offerings:

    • Make it so 4 chests spawn by default, effectively making Tarnished Coin basekit.
    • Reduce the effect of Shiny Coin from 2 chests to 1, and remove Tarnished Coin altogether.
    • Make it so that Shiny Coin now also reveals auras of chest for a set amount of time at the start of the match.

    Fog Offerings:

    • Allow them to be stacked, at least to the amount of fog 2 Murky Reagents would give. Also maybe increase the overall amount of fog on the map.
    • Remove the Faint Reagent.

    Hook Offerings:

    • Additional effect: These Offerings now also increase/decrease the time it takes for Hooks to repair themselves after being broken.
    • Remove the Mouldy Oak offering.
    • Reduce the rarity of the Rotten Oak offering from Rare to Uncommon.

    (Placeholder values: Rotten Oak = -15 sec. Putrid Oak = -30 sec. Petrified Oak = +10 sec.)

    Map Offerings:

    • Go through with the intended nerf of making them chance based, that would be great.
    • One specific change - please change the Airlock Doors offering to something else. Last time I checked, these were supposed to be things you could throw into the campfire.

    Spawn Offerings (Shrouds):

    • Remove Shrouds of Union and Binding, as these will become obsolete.
    • Shroud of Separation is now a Ultra Rare survivor offering.
    • Add a Shroud for the killer, that spawns all survivors inside of the main building of the map, taking place of the Shroud of Separation.

    And, that's it.

    Other ideas:

    https://forums.bhvr.com/dead-by-daylight/discussion/436983/concepts-reworks-changes-collection

    Agree with your suggestions.

    I think the flower / wreath offerings could be removed entirely.

    I might copy some parts into my discussion from yours.

    I wouldn’t nerf Shiny coin even when we get more chests basekit.

    Fog offerings I agree very much. There is no reason to cap it at the purple value and the base fog should be more.

    I don’t think the shroud of separation should be ultra rare, instead purple. Spawning all survivors in main is a good idea too.

    I‘m not happy with map offering becoming a 20% chance. That‘s literally nothing. I hope I misinterpret the 20% and they won‘t become useless.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929650#Comment_3929650

    The second basement/remove basement ones seem a bit too weird, and maybe OP.

    Imagine a two basement situation with Trapper. I feel like keeping one would be fine.

    Chests should have good loot in them in general. I feel like they should have made Plunderer's or Ace in the Hole basekit a long time ago.

    I thought two basements and having no basement could spice things up. Maybe it’s a bit weird.

    I don‘t think trapper can occupy two basements. He doesn‘t have enough traps to do it effectively and isn‘t good enough at traversing the map.

    Agree with ace in the whole should become basekit and having better items in chests. I‘m basically asking for the same thing with the luck changes. Do you mention this because of the one new killer offering, that doesn‘t have many charges?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929628#Comment_3929628

    Skill checks are only good against new/bad players, that isn't good design.

    Maybe but I‘m fine with how it is at the moment.

  • @SoGo said:

    These would be nice changes. Not sure about the new offerings, but the changes to the existing ones would be nice.

    About which offerings are you unsure? Is would like to hear your concerns.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929623#Comment_3929623

    That actually isn't a fair comparison multiplying it by each survivor because that carry time isn't time you could be pressuring all survivors, it's 1 survivor. Multiplying it by all survivors would imply that carry time could've been spent pressuring all survivors and that's just not the case. It does slow down recovery time, which is why it's less regression than regression perks as well as having the additional downside of hooking them the furthest away making hook camping/tunneling significantly harder and giving negative synergy with scourge hook perks.

    I didn‘t write multiplying by all survivors, only the ones actually doing gens. It might not be 100% accurate but it shows what I mean. With less time hooking, survivors have less time progressing gens and you can force survivors of gens easier/faster to stop them from finishing gens, either by requiring them to unhook or chasing them. You down people a lot faster back to back, which allows you to hook more people faster at the same time from which survivors might not recover.

    Hooking someone on the furthest hook doesn’t make tunneling any harder. We have that with Pyrmid head, who is an excellent tunnler even without seeing the cage auras unlike with your perk.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929595#Comment_3929595

    The problem is that if they don’t stack then people would only ever just run the better of the two.

    I would run whatever fits my playstike more. Overcharge for the skill checks and longer consitent regression - call of brine for information and less but faster regression.

    Another buff I want for call of brine is that it can be active on more than one gen and make gens on which it is active regress again like ruin.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929605#Comment_3929605

    Danger in Numbers: That seems like a reasonable change. I was trying not to be too heavy handed but I suppose given its situational nature that might be fine and the fact that generally speaking the only time it's triggering is against swf resetting. I really like the idea of perks that aren't great against solo queue but are especially strong against swf.

    Sabath: Sounds reasonable.

    Devotion: You say more than pain res in time saved but if we take the average carry time and multiply it out you generally would only be beating pain res in time saved after 8 hooks (average 10 second carries x #of hooks)..meaning the games already over. So in most matches it isn't giving more than pain res. In most matches this would be saving less time than all the other regression/blocking perks. The starting new chases faster isn't much different than a gen regression. It's just the difference of saving the time before hand vs knocking it off after. End result being similar. Yeah you can't do gens during carrying, but that isn't much different than you doing the gen while he carries, and then having that gen time knocked off as soon as he hooks. Same result. My experience during that time wasn't that people had much of an issue with the remote hooking, it was that people could get the remote hooking AND the gen regression. This version would be taking a perk slot. The problem with the event was that it was free and basically just a 5th slow down perk. As far as saboing, well saboing currently has basically zero counter play anyway for the killer and it also isn't common anyway, so I don't see the issue here. You can still blind and stun with this perk as well.

    Would still like your thoughts on the survivor perks as well!

    The time safed by a remote hook is x seconds carrying a survivor multiplied by x survivors on a gen (not 10 seconds for each time). Then you have one person on hook and interrupt another person faster → less progress on a generator. When one person is on hook and you chase another person, a third person has to go and unhook and you have 3 people not working on a gen, that would normally have the chance to work for 10 seconds on a gen. The perk also has heavy snowball potential from which many survivors might not be able to recover.

    My thoughts on your survivor perks are in the comment above. I didn´t have much time to go over your ideas, so sorry for letting you wait that long.

  • @Blueberry said:

    Just giving a spot for the community to collectively pile perk ideas for the devs to get inspiration from for future chapters. Listing some of my own ideas as well. Numbers and things can easily be adjusted for balance, just focusing on the ideas/concepts themselves :) I will continue to update and add new perks as time goes on as well so be sure to check back!

    Post your ideas!

    -Killer-

    Danger in Numbers - When 3 or more survivors are within 8 meters their auras are revealed and the killer gains 10% haste for the duration. I like that this is not very useful against solo queue but very useful against swf who like to make reset points. While not something that would trigger often, those times it would can be game swinging.

    No Friends - Repair speed is reduced by X% when working on a generator alone. Deactivates if 3 or less survivors remain in the trial. Once again solo queue tends to stack more while swf knows more often to spread out and split up as much as possible. Another perk that works more against swf as well as encouraging not tunneling someone out by only giving the value while 4 survivors still remain.

    Hex: Splinters - At the start of the trial all dull totems will be lit into hex totems. Each of these hex totems cleansed will break one random pallet on the map. This perk is not a hex totem itself. This would work similarly as a trap hex perk like Haunted Ground where you want them to be broken. Essentially works as some time waster if they do break them as well as some value afterwards. Also has the potential for low or no value if they don't find or break them, so some gambling there. Also has some deception value in them figuring out your perks as they could think they're removing some of your perks before they realize what's happening.

    Scarred - Any time a healing action is interrupted, the healer will receive any of the status effects that were afflicting the survivor being healed with their durations refreshed.

    Sound of Shadows - Killers ambient and footstep sounds are reduced by X% and survivors footsteps are increased by X%. Something to improve the effectiveness of builds with Oblivious or Undetectable as well as improving their ability to know survivor positioning around loops by hearing them better.

    Flowing Tides - When a generator reaches 100% it will instead drop to 50% and another random generator with no progress will gain 50% progress. Can only trigger once per generator. Not gen regression technically, but something that smooths out their completion rate to give more time to react.

    Anemic - Hooking a survivor for the first time afflicts them with a repair debuff that lasts until they are hooked again. Hooking them a second time will afflict a significantly weaker repair debuff. This design doesn't reward tunneling, but highly encourages spreading your hooks evenly among all survivors as leaving each one alone after the first hook keeps the strongest debuff on them. Encourages healthy game play.

    Devotion - You are able to remote hook, however it will always send them to the furthest hook away from you. You can also now be blinded during any time of the pick up animation, not just the end. This encourages hooking instead of slugging as it makes it much more time efficient as well as avoiding body blocks or hook sabos. However the downside is that it's significantly easier to blind if you're not careful as well as making it significantly harder to tunnel since it's sending them the furthest away possible. This takes more of the boring time of the game for the killer out (carrying) and also encourages healthy game play.

    Hex: Echos - Each time you hook a survivor a random dull totem will be lit as a hex totem causing a random gen to be blocked by the entity. This gen remains blocked until the corresponding totem is cleansed. This perk is not a hex totem itself. Works as a different type of gen slow down. Limited in activations by the amount of dull totems on the map.

    Tachycardia - Hooking a survivor will leave a copy of your terror radius on the hook until unhooked. Also causes all terror radius related affects to linger on survivors for 15 seconds after leaving the radius's. Any perks or addons that trigger based on your TR will work for this copy as well.

    Hunger - Causing a survivor to lose a health state reveals the aura of the furthest away healthy survivor for 3 seconds. While similar to Alien Instinct, this will trigger much more often however for less reveal duration, no oblivious debuff and is only on a healthy survivor, so less easy to capitalize on compared to an injured one with Alien Instinct.

    Corrupt Salvation - When only 3 gens remain, 2 become blocked for 120 seconds. End early if a survivor enters the dying state. Similar to Corrupt Intervention but for late game.

    Illuminate - When blinded, stunned, or Hindered reveal the aura of all other survivors for 10 seconds.

    Savor the Taste - When a survivors aura is revealed gain X% haste for X seconds. Creating some more perk, addon, and killer ability synergies here. Given Haste will not stack any more this seems a bit safer. The % can also be very low given this might trigger often.

    Agony's Taste - All status affects you apply to survivors last X% longer. Works with killer abilities and addons as well. Trying to create more build synergies here.

    Trip the Weak - Being within X meters of the killer when he injures a survivor with a basic attack causes you to scream. Anytime survivors scream reveal the aura of any other survivors within X meters of them for X seconds. Making more scream synergies here. Encourages spreading pressure and not focusing one person down.

    Sabbath - Interacting with killer objects or survivor items on the ground or in chests afflicts the survivor with Deafened for 30 seconds. Allows for some synergies with item perks as well as with certain killers that have killer objects on the map making them more dangerous to interact with.

    Blood Tapestry - Survivors coming within X meters of blood on the ground from other survivors have their auras revealed for X seconds. Causes the survivors to bleed more often and blood to remain on the ground for a significantly longer time. Does not show auras when standing still. So survivors own blood will not reveal them, but only other survivors that come near it.

    Reliquary - If on your fifth hook no survivors have been sacrificed all remaining generators have X seconds added to their required completion time. Think of this as similar to a reverse BNP but is only rewarded for playing fair and not tunneling.

    -Survivor-

    Toy Box - After opening and removing the item from a chest it can be interacted with to set a trap. When the killer comes within X distance of the chest they will be Hindered by X% for X seconds. Can only trigger once per chest but if rummaged through can be armed a second time. I like that this gives some more rummage synergy too.

    Mess Express - Survivor items on the ground reveal the killers aura for X seconds when they come within X meters of the item. This is basically survivors version of Weave Attunement. I like the synergy this will have with offerings to bring more chests and rummaging. Makes you want to collect items to spread around the floor on the map.

    Survivalist - For each totem you break gain a token. Consume a token to place a trap on a window. The next time the killer vaults that window they will be Hindered by X% for X seconds. Basically a chemical trap for windows with a limited amount of activation's by totems.

    Campfire - Places a campfire on the ground that lasts for X seconds with no collision that will slowly recharge any items in hand passively while within its range. The campfires aura is shown to killer and survivor alike. This would be a very slow item recharge and shows the killer where it's at, but it's for all survivors and is passively happening in its range. Could be used as bait as well to make the killer think people are over there.

    Feathery Friends - Disturbing crows while within the killers terror radius reveals their aura for X seconds. Some synergy with other perks here for both sides. May help the killer by seeing the crows fly but also gives you info on them for mind games or what direction they're coming from.

    Sweet & Spicy - Fully consuming an items charges reveals the killers aura to all survivors for X seconds.

    It's Me or You - Start the trial with 3 tokens. Performing a safe hook rescue or stunning the killer rewards a token. The next time your aura would be revealed to the killer consume a token and reveal a random other survivor for that duration instead.

    Wild Thing - Disturbing crows causes your footsteps, breathing, grunts of pain, bleeding and normal scratch marks to be hidden for X seconds. Also for the duration causes wildly scattered scratch marks to appear.

    Hide & Seek - Fast jumping into a locker triggers this perk. Your breathing sounds and grunts of pain will remain at that locker but you will be jumped into one of the immediate adjacent lockers. You enter and exit lockers X% faster. Has counter play if they predict it and best case scenario it just saves you a couple seconds. Also has a bunch of synergies.

    Creepy Caverns - If a chest has been opened, item removed and rummaged, as long as you are not in chase you can interact with the chest to crawl inside and pop out at another random chest. Doing this while full health will injure you and while injured will cause the broken status effect for 60 seconds. Each chest is only enterable once. A strong effect but feels balanced by the negatives and requiring at least another perk committed to rummage as well as the time spent setting it all up.

    Plays with Animals - Shine a flashlight on a crow to make them caw and trigger a loud noise notification on the furthest uncompleted gen from your location. Has a cooldown of 60 seconds.

    Toy box is funny, but why would the killer run around a chest? Maybe it´s better than I realize.

    Mess express: Very cool, like a little camera network. Do you think the killer should get a warning like survivors get with weave and have some type of counterplay?

    Survivalist could be a buff for chem trap. I don´t think we need two perks with almsot identical effects.

    Campfire should have an amout of charges it can regenerate instead of disappearing after a certain amount of time and whether or not it will be useful depends on how fast you can recharge items. If it´s too slow, I don´t think anyone would use it.

    Feathery friends seems like the invocation perk from taurie. It´s good, maybe behavior should change that perk to your version.

    Sweet and spicy: I don´t think it is worth using it.

    It´s me or you would be a perk why I would leave that one survivor to die on hook.

    Wild thing 👍️

    Creepy caverns sounds wild, but should work on its own without requiring another perk.

    Hide and seek and play with animals could be funny.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918188#Comment_3918188

    Danger In Numbers I think would be weak for most matches, but it would be game swinging against swf when it does proc. How would you improve it?

    Hex: Splinters does not trap other hex perks. It's not triggering the effect on other hexes as a trap. These totems themselves are the trap. So if you were running like DH and Undying for example and this perk, the remaining 3 totems would be Splinter totems. Now if you had like Retribution for example its effect would work on these totems though since they are hexes.

    Scarred we could add a little extra something so it has an effect by itself I suppose. Maybe anytime the heal is interrupted the healers aura is revealed for X seconds?

    Sound of Shadows I don't expect to be strong, it's more a fun perk for meme builds.

    Anemic needs to be too strong to compensate for the fact that you are only getting its value if you play is a very inefficient way, IE spreading hooks around the survivors evenly. This is the worst thing you could do for wanting to win. It has to compensate for that. I think the effect is different from Gift of Pain. Pain is focused on mangled and hemorrhage with a side debuff. This would be a solely debuff, but stronger and is based on different criteria. Tbh I also think Gift of Pain is pretty lackluster anyway and could use buffs.

    Devotion I do not understand this rational for it being too much. The time the game is balanced around? I could literally right now equip one of multiple options of gen regression perks that cut the same or more time off generators than the time this perk would save. So if you think this is unbalanced for the time the game is balanced around than so is literally all the meta slow down perks. This perk is essentially the same as a gen regression perk, you're just cutting the time off carrying instead of regressing or blocking a gen instead. I also gave it lots of negatives including forcing you to play fair since the survivors get a free safe unhook. As the trend you'll see with lots of these, if the perk only rewards playing "fair" it needs to be very strong, because you are being forced to play in the most non efficient way you could play if you cared about winning. They have to compensate for that compared to perks that give their value regardless of that. Like Deadlock I could tunnel my heart out and still get its value. The perk would need to be much better than Deadlock. Just one example, there's many though.

    Sabbath we could change to a different effect. What would you recommend?

    Blood Tapestry you're talking about Bloodhound and yeah I'd be fine with that.

    Reliquary what do you think would be a fair number then, 6?

    Danger in Numbers: My problem with the perk is that it is very situational, but that is also your intention. Maybe make it grant undetectable for the haste duration, so sneaking up is easier.

    Hex splinters, scarred👍️

    Anemic really depends on the numbers and can´t be too high since there is no way to remove it. Also agree with gift of pain needing buffs.

    Devotion: Hooking people remotely is very strong. It bypasses sabos, safes a very big amount of time (more than pain res) and allows you to start new chases a lot faster while another survivor is hooked. The last time this was in game it was very ufun to play against, because you couldn´t do gens while the killer was carrying someone and you were only unhooking/ healing constantly.

    Sabath: I would jsut make that you hear nothing for 30 seconds (the silnce effect I suggested). Then you have the same effect without the tinitus.

    Reliquary 6 sounds better.

  • They should get changed but not go higher than 200%. I would want overcharge at 150% and call of brine at 150-180%.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929536#Comment_3929536

    I feel like the following changes to Shrouds would be great:

    Shroud of Separation:

    • Now an Ultra Rare (or Visceral if you want to go with the "new" name) Survivor offering

    Shroud of Binding/Union:

    • Removed, as they will be basekit.

    (New Very Rare Killer offering) Stitched Shroud:

    • Spawns all 4 survivors in the Main Building, if there is one.

    They will probably make one shroud spawn only you not next to your teammates and the purple one will separate all teammates from one and another.

    I for my part want one that spawns me close to the killer.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929540#Comment_3929540

    I've read and heard from others that these do not stack anymore.

    It used to have the line that it stacks, but Behavior removed the line. A few months ago, my full SWF used multiple fog offerings, but the in-game visuals remain unchanged -- suggesting the stacking effect was entirely removed.

    Unless Behavior explicitly confirms otherwise, the logical conclusion is that stacking has been removed, just like with fog offerings.

    That's why I argue that they need to be reworked or retired, they do not alter the game at all as it once did. It's why many survivors and killers typically use bloodpoint offerings, hatch offerings, or map offerings as these all directly alter the game in some capacity.

    I agree with you that fog/ oak offerings should do a lot more. I‘d just prefer buffing them over removing them.

  • I didn‘t know that fog offerings don‘t stack. How am I supposed to know that?! After googleing it says they only stack until you reach the value of the purple offering. Why can‘t I get more fog!?

    The oak offerings are stacking according to what I read on google. My problem with oak offerings always was not the minor effect (even tho they could do more), but that some maps have fixed hook spawns, which are not affected by the offering at all. Raccoon city for example has so many non moveable hooks, which makes bringing the offering pointless.

    Yeah map offerings can just get deleted. What is the point of having a 20% higher chance. Does that even do anything?

    Shroud offerings I‘m certain will change next update. They will probably just reverse the effects. Instead of spawning you next to your teammates they will spawn you alone.

  • I hope behavior in general (also in 1vs4) adds more stuff for survivors. Survivors only get some perk changes, which most of the time don‘t make the changed perks any more appealing. Killers on the other hand get completely new powers to play with at least every second chapter. I can‘t remember when survivors got a new item or any positive change to their items (except of the sabo buffs, which was very long ago). They need to make some cool changes for survivor items as frequent as for killer powers and we definitely don‘t need to nerf any survivor item.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929385#Comment_3929385

    Yeah, the perk currently gives action speed to repair and cleansing and stuff, but only when the killer has LoS on you. It's not worthless but it's also pretty undertuned, in my opinion.

    Changing it to a perk that tracks auras would be a much healthier niche.

    I want the vault speed back. I don‘t think it would be too strong.

  • It should be put on perks at least. I‘m unsure on wether or not it should become basekit. I would put the revealed status effect on distortion, calm spirit, hardened and spine chill.

  • Don‘t like playing against him. It’s just unfun. Hate killers with hindered and his explosions are annoying.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928588#Comment_3928588

    Oooo as a perk. Interesting idea. My only concern is it being used on killers who already have ways to travel fast, but then again, I suppose those killers would likely simply not use that perk in leui for another perk.

    Im all for options. Im curious how people would use such a perk.

    It would be a good chase perk, very good for stealth killers that are typically not seen much and good gor traversing the map with slower killers.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928584#Comment_3928584

    They need to stop with the semi basekit buffs and just make things for him fully basekit. Why? He typically needs a lot of the addon powers to be more viable, and the problem is that with partially basekit, you end up still being weaker than what the original addon was. This means you end up still having to equip the addon anyway to maintain the old power boost you'd get running the addons pre-partial basekit.

    I really hate making stuff partially basekit. Whenever they do this we have so underwhelming addons, that aren‘t worth running anymore and the basekit is still not good enough.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928366#Comment_3928366

    Any kind of speed would help. I thought about the whole not looking thing originally, though I figured that would just encourage everyone to look at him more often, especially in chase. It'd be harder to pull off surprise stalking if there is a reason to stare him down even when he isnt in Night Shroud.

    Regardless, he needs some sort of way to get around the map faster and that would help it, too.

    Only to clarify because I think I chose my words poorly. I want the not looking thing as a killer perk one day with 5 % haste.

  • I really want the old colors back. It messes up my muscle memory and doesn‘t look good.

    About the rift: The dailies should give a lot more bloodpoints and rift fragments than they currently do. They are laughably bad. I also don‘t get why the made one rift level take 100 rift fragments instead of 10! There was no reason to change that. And why did they remove getting rift fragments by earning XP? The old rift UI did look better. The new one is so small.

  • I would like that. I also want the Fearmonger class from 2 vs 8 as perk, where you get 5 haste when nobody is looking at you.

  • @PetTheDoggo said:

    So we did more testing:

    • if you stand near pallet when he is on top of it during his vault animation, it doesn't matter how far you get:

    https://us.v-cdn.net/6030815/uploads/ZKEEPPYZ8G1H/deadbydaylight-2025-05-1521-44-52-ezgif-com-video-to-gif-converter.gif

    • It doesn't matter if Kaneki pulls on survivor or wall to vault. It can happen with both
    • If you are away from pallet while he is at top of pallet you can run back and he won't injure you
    • it's possible when he leaps on you to run away from pallet enough and then go back, so you can vault to other side
    • you can vault back from front of him, but it's way easier from side
    • this doesn't happen with Wesker, only thing what matters for him if you stand near pallet when he lands

    That‘s kinda stupid. It doesn‘t injure the people inside of you or vaulting through you, but people running away from the pallet.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/445272/buff-killers-nerf-survivors

    They are too strong, but the immediate causes are the bad matchmaking and SWF. To nerf solos before first fixing those would be disastrous. Let it be known that SWF has never ever received a nerf, not even 1, even when we know that their gen efficiency is always higher than solos unless they're trolling.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927481#Comment_3927481

    The kill rate proves that the people who refer to it don't understand the relation between statistics and what actually happens during a match. You could have tons of killers get lucky with extra NOED kills at the very end, and boom, 10% more kills, even though they really got stomped throughout the whole match.

    How you got the kills doesn‘t really matter. In the end you got them.

  • @Dwightyboii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927703#Comment_3927703

    No he doesn’t need the movement speed of the trapper you thinking that is so disingenuous and just want a op killer that is no where near balanced.

    Yeah that‘s exactly what I want🙄

  • @MechWarrior3 said:

    @radiantHero23 2v8 is today!? So soon! Me oh MY. Look what we have here! May the blood bath begin. Oni here I come boy!

    Wana play a match later today?

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