Langweilig
Langweilig
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Making him 110 will change nothing. Most hits he gets are by his m2, so making his m1 worse will barely affect him.
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@Jexckmgn5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898970#Comment_3898970
I like the first one but the second one feels more like Wiretap with a slightly longer range.
Better together encourages people to come to you, but when they are finally with you, it doesn’t do anything. So I came up with seeing the killers aura if others work on the generator with you.
You have to keep in my mind that repairing generators together is not a smart move. There needs to be something to make it worth over splitting up.
It would be different to Wiretab in the way, that you have to work on a generator with a teammate to get it. Wiretab on the other hand can just be placed and used for looping while with BT would only alert you.
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I sadly gave up on this after suggesting it countless times like others. Maybe behavior surprises us someday
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@ThatRyanB said:
I appreciate that today's message has resulted in some detailed feedback from y'all! Let me collect these and pass them along to the team.
Are you going to come up with something completely new or are you going to bring back some parts while you introduce some new parts as well?
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@100PercentBPMain said:
115 is horrible; if I can just use my bat, why bother with a build up power? I can play literally any other m1 killers
110 trickster forces the knives. Being 115 means he has to be weaker than 110 trickster too
I don't envy the position BHVR is in
I’m 100% with you. I love playing against nurse and blight for that reason. After the rework his m2 became a zoning tool to m1 someone rather than injuring and downing someone with it. It’s also so weak while his main event is too much available.
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@buggybug said:
Am honestly one of those that want the old one back, the only change he needed and nothing else was to be 115 but bvhr for idk what reason touch everything. Revert him back and let him.stay 115, why should artist who's power is way stronger be 115?
Literally the only complain in his Design preview was, that people didn’t like him being 4.4 m/s.
They should have tried 4.5m/s as middle ground, add bouncing knives to his basekit and reduce the amount of knives required for main event since you needed 30, which is way too much.
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Trickster news:
A SHORT UPDATE ON THE TRICKSTER
After working through your feedback, we decided to move in a different direction from what we had outlined. Rather than simply revert past changes, we think there’s an opportunity to lean into his theming to offer gameplay changes that reward Trickster mains while also providing something exciting and new for folks who have been on the fence about giving him a try.
While we don’t have a timeline to share regarding a Trickster rework right now, we’ll be back when the time is right!
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The buff for better together is fine, but it wouldn’t change much about the perk’s strength. It would still be very bad even with those things getting added.
That are two things I would add to this perk:
- While you are repairing a Generator, the Auras of all other Survivors are revealed to you (was for 8/9/10s whenever the killer downs someone).
- While repairing a generator together with another survivor, you and they see the aura of the killer within 22-32 meters of your location. (new)
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I wanted them to bring back ranked/ grades. That would be awesome.
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I consider a lot of different things as win.
- Killing an annoying survivor
- Having a fun match
- Escaping
- Killing all survivors, but only if they played well
- When friends escape
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I still have hope, that they will revert him. He would be so much more enjoyable. Maybe a community manager sees your post and clarifies whether or not it got scrapped.
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The cool thing about making them status effects is you could put them on all kinds of perks and addons.
Yes, kinda like an upgraded deafened mixed with oblivious, but without the tinnitus and muffled sound.
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200% ruin would be overkill, but it should go to 150%
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They removed the only good thing from the ptb version (the faster tunnel exiting). That’s sad.
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Bad news they reverted the tunnel exit time.
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Your idea is good and better than the current version, but I would still not play it, because the effects are random and not super strong.
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They should buff the basekit regression from 1/4 charges per second to 1/3 charges per second first and then buff other regression perks in specific.
I wonder how this would affect other perks like ruin, oppression, call of brine …
They should buff Call of brine, ruin and overcharge to 150%.
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They could bring it back, medkits are a shell of their former self, but I’d rather increase the healing speed by 10% to 45%. Heals just take far too long.
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If they bring back gen tapping and reduce the basekit gen kick back to 2.5% how it was before.
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I will definitely buy him day one if he doesn’t get any nerfs. He looks so fun, just like spiderman, but I wished he could go vertically and move higher up.
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All they needed to do was make (manual) scamper take 1.7-1.9 seconds and it would have been fine.
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Where does the Badham main building have 3 windows. It only has 2 one outside and one inside in the basement area?
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Am I wrong, but doesn’t it take only 1 second to insert and grab tapes and 0,5 seconds to turn TVs off for one stack?
I agree taking and inserting tapes and turning off TVs for condemned should take 2 seconds or at least 1.5 seconds. It is far too short and you can’t even properly teleport to survivors before the TV turns off.
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@Oputeeva said:
It's fine she can easily mindgame short loops with it, no need make her op she is already has a strong mobility
A bug fix is nothing you should discuss about and no it would not be op or very strong. You won’t believe it, but once upon a time it was already possible to be invisible for 1.5 seconds and that was not strong at all! Before you asked why it was removed or nerfed, because the addons pick rate was too high and behavior decided to nerf it. But at the last time she got an update behavior decided to make it possible to be invisible for 1.5 seconds again, only to be bugged for a year.
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Can this bug please get fixed in the next update?
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@HolyDarky said:
I mean, these killers need a buff anyway and should not depend on a few maps. Nerfing map offerings will be the best thing that happens dbd.
The developers already said that they don't want to many Terror Radius and 24, 32, and 40 meters is enough.
Pig's Ambush addons should become basekit since she needs them to have a more usable Ambush. I also think she should be able to break pallets with her Ambush - similar to Blight and Demogorgon. Overall, her chase power needs more buffs and love since this is her weakest part. Next, this might be a hot take but her purple RBT addons should get a slightly nerf since they make the game too RNG depending.
Ghost Face should get a little bit of haste when marking a survivor. Maybe he should also get a +10% breaking and vaulting action speed whenever a survivor is marked to give him a slightly better chase - similar to Singularity when he is in Overclocked.
Skull Merchant gets her rework soon and until then we have to wait, ig.
Why does everyone forget Myers. He has an 16 meter terror radius and a 6 meter one (if you count tier one).
We currently have 16, 24, 32 and 40 meter terror radius sizes.
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Pig vaulting a pallet would be interesting to see. I would like charging her ambush faster or moving faster while charging her ambush. Both of those changes would make her ambush better and m1 attacks wouldn’t be the obvious choice anymore.
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I agree with your terror radius changes to 20 meters.
For pig I’d rather increase the speed at which you move while charging the ambush, reduce the time it takes for the terror radius to fade out and returning the box auras would be massive.
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I thought the ptb releases at 3pm in Germany. Now it is 4pm.
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Devour hope, Trail of tourment, Dragons grip and monitor & abuse or undying with both iris. Additionally I would use a Lerry’s offering, because there the totem spawns are better.
All you have to do is protecting the side your totem is on (especially the totem) while trying to reach the 5 stacks. This build is fun with devour.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/439942/a-discussion-about-terror-radius-sizes
Killers can use Monitor and Abuse or Distressing to change their terror radius.
Using motor and abuse on any killer with a 32m terror radius isn’t really worth it. For it to be good you need smaller terror radius.
Distressing isn’t really used by any other killer than doctor and he would benefit from an even bigger terror radius when using this perk with a 36m terror radius.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894388#Comment_3894388
Legion has a 40m TR in Frenzy, bringing it down to 32m means he cant track as well since he only sees people inside of TR.
And as mentioned before, there is nothing wrong with the current TRs we have currently and there is no reason why we should add a bunch of new numbers just for the sake of new numbers.
I thought legion had a 32 meter terror radius regardless whether or not he is in Frenzy. Thanks for clarifying. I edit that to 40m.
I think it would be a cool change, that adds more depth to characters, allows more build variety and different playstiles.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894307#Comment_3894307
Some of these reasonings are.. questionable. No one thinks of Weskers TR as pseudo stealth, and 2m wont make a difference on Blight and Billy when they have even better mobility than him. Nurse you even admit is random. Trapper is just… why? why 26 out of all numbers? But out of everything the one that confuses me the most, is why nerf Legions Frenzy???
Even if they do make an ever so slight difference, it doesn't change the fact that these are number changes seemingly for the sake of changing them with very little justification.
Where did I nerf legions frenzy ?
Maybe Billy and blight should be 36, which is why I wrote 36-38?
I chose 26m for trapper, because twins and demo are stronger than him and huntress/hag are slower than him, so I took the middle ground between those two.
As I wrote in the beginning I wanted to give more killers different terror radius sizes, which is why I splitted them up even more. The exact numbers don’t matter, they basically show a direction from which you could discuss further (if somebody would say let’s make this one higher or lower). Sure I had to come up with numbers, without them there wouldn’t be a discussion at all, but I didn’t just say put this one here or there. I thought about how they would fit well in their playstile, strength (also compared to other killers), power, movement speed and identity.
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Adrenaline is not worth running since the nerf. It is literally unplayable in soloq. Why would anyone play a perk you might at best get 2 uses out of 10 matches? More often than not it also gives you a disadvantage by making you exhausted while you aren’t injured or in chase!
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@OrangeBear said:
Why reduce billy and blight terror radius, icl they need all the nerfs they can get
Making them too big would give them a speudo stealth abillity, which you can already see with wesker. Having a huge terror radius makes it extremly difficult to know how far away the killer is (especially on indoor maps). In the end a too big terror radius would buff them not nerf them.
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@Jtflorencio said:
https://forums.bhvr.com/dead-by-daylight/discussion/439942/a-discussion-about-terror-radius-sizes
It seems fair to me that the Pig/Skull/Ghost have a 20M terror radius if they are killers who are not going to receive more buffs... because they are abandoned and mistreated and humiliated.
Maybe (if we are lucky) the devs do a little surprise change before the update goes live and make them 20m.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893994#Comment_3893994
Theres already enough numbers to remember in this game, and the amount of them only grows as time goes on. We don't need to start messin around with these when these small terror radius adjustments would barely do anything to begin with.
I disagree they would help some killers a lot. I explained my reasons more detailed in my comment above if you want to reply. Sure we could argue about whether or not there should be 2 meters differences, but there definitely should be 4 meter differences. Small numbers can often lead to different outcomes in dbd, so I wouldn’t underestimate what two meters less warning can do.
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@CursedPerson said:
I dont think they should jump so randomly . The sections of 8m are pretty good and it was a good change. The only other thing id potentially like to see is like an increase of 8m while using their powers.
I didn’t choose my numbers randomly. Sure some could go a little up or down, but I had to start with something. Maybe I should have chosen ranges instead, I’ll I edit that.
Blight/Billy: I didn’t want them to be as huge as Weskers, because that would work as some kind of pseudo stealth, which they don’t need. I already hate Wesker on smaller maps for that reason, because I can never know where he is. Making it too big would be an undeserved buff for them.
Doctor is simple. His power benefits from a bigger terror radius in every way. 36 would be a middle ground between 40 and 32 meters.
Nurse is a bit random, but she should have a bigger terror radius, but not as big as blight and Billy.
Twins is kinda like pig in the sense of requiring to get into power/victor and with a lower terror radius you could get closer without scaring survivors of. When victor dies you would have to walk less distance to get to them again.
Trapper would benefit from being more difficult to track while setting up, which would make it more difficult to keep track of where his traps are.
Pig, Ghosty and Skully should go a bit further down than the slow killers and get an extra tier.
Onryo has an addon, which reduces threshold for full invisibility to 18 meters, that’s why I used this number. Currently the threshold for full invisibility, terror radius and her lullaby are all connected, so it makes sense to reduce all of them at the same time (and the lullaby needs to be reduced desperately). Sadako was aside from Myers the ONLY 4.6 killer with a smaller terror radius. Now that other get killers go down she and Myers should go down as well to stay unique.
Myers has an addon that gives him a 12 m terror radius and it would make sense to reduce it further (when you look at how he is stalking the people in the movies without them noticing).
Xeno in crawler mode could probably also be undetectable or have a 0 m terror radius (when I think about it more). Survivors have the turrets, that give away his position either way by the piiip piiip piiip . I suggest that in the next PTB.
Legion has not really anything to help him get a down once everyone is injured, so he should have a smaller terror radius to help him get a bit closer while out of power. The terror radius should be between the slow and the 32m killers.
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@SoGo said:
There are a lot of maps that need reworks rn.
Haddonfield and Forgotten Ruins are part of this list. As well as Eyrie, Badham, The Game, Swamp maps, Hawkins Lab, Disturbed Ward, maybe Midwich.
What’s wrong with Disturbed ward, swamp and Hawkins? They are good maps.
I like midwich a lot more before they changed it
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894087#Comment_3894087
I absolutely love it when someone brings it. Creates an area that's essentially a bat signal for the other survivors that its the recooperate zone. So much faster to get healed and back into the game when everyone knows where the healing clubhouse is.
when everyone knows where the healing clubhouse is.
Alone this never happens in my matches. Everyone avoids it as it was poison. Even when someone goes there with me it safes not enough time to warrant running there. 100% healing speed safes 8 seconds, so whenever you need 8 or more seconds to run there you have successfully gifted the killer time and I’m not even talking about the setup time, that wastes another 20+ • x seconds.
The best part about this perk is the aura reading, which is not good when you think about it.
Another problem with boons and circle of healing is, that you don’t know whether or not a boon has it, which makes randoms not understand they have to run there.
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@HolyDarky said:
Mandy once said they don't wanna do this because it messes with players when killers have too many different Terrior radius ranges - their new goal seems like have 40m for high mobility killers, 32m as standard, and 28m for stealthy killers.
One solution could be that survivors suffer from the oblivous status effect when they hold a tape and no longer hear her lullaby after a while when keep holding tape. This would be also a decent buff to tapes which are really free to hold.
I just noticed I didn’t see your second part.
Them not hearing your terror radius and lullaby while holding a tape would be nice change as well.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894096#Comment_3894096
What perks are better for whole team?
Autodidact
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894047#Comment_3894047
That's the problem tho.
I think they are required to change them, as their license expired and they don't have access to the rights anymore.
But why would the perk names be part of the contract? Behavior decided how to name the perks. I doubt the license holder say let’s call it “Plaything”.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894087#Comment_3894087
In our world where 1 coh gives all 4 survivors a free "We'll Make It" without requiring them to unhook
Why isn’t it played that much if it is so OP!
Edit: It is not free you have to waste a lot of valuable time blessing, finding a totem and walking inside its range. It is a terrible perk! You waste a lot more time setting up or walking there than you gain.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894087#Comment_3894087
It's very good for SWF. There is not a better perk to use against 3-gen killer.
There are a lot better perks for healing than COH, that allow faster healing without much effort.
It is also worse than calm spirit in soloq, which is ….
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894091#Comment_3894091
Issue is such a drastic change makes sense only for CoH… Other boons are not and can't really be good enough for this.
Either the devs buff every boon, which I suggested ways in the past or they make that only when you use COH, the killer breaks the totem permanently. Like those downside addons some killers have.
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I personally would want them to bring back the self care part at 45% for all survivors inside the boon, but killers get shattered hope basekit. That way killers have decent counterplay against boons and they can become strong perks.
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@sanees said:
Coh is still an amazing perk, no need to bring it back when it's completely broken
In what world. COH is trash as ####.
It desperately needs a buff and not just a minor one.
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Let’s hope behavior addresses killer sided maps as well and isn’t just fine with maps as long as they are fine for killers.