Langweilig
Langweilig
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@MechWarrior3 said:
I agree with you on the first part. However, the second part respectfully I dont agree with. Her condemn is what makes her unique. Its one of the biggest parts of her lore too. I would hate to see that the "weakest" part of her kit and right now it only performs well on noobs. Swfs just eat you alive. At least on Sadako 2.0 the balance was even.
Her phasing could be stronger, I agree too, however at least the addons for it make it really good so they probably wont touch it. Specifically talking about Newspaper and Mirror. Reikos watch for demanifest is so bad and so its clump of hair.
I enjoyed her tp gameplay the most. While I agree condemned is a big part of her, I wish it was more optional again and not the only way to play her like in her first version. Ever since the first rework the tp gameplay always suffered for the condemned gameplay to be stronger.
I can’t say wether Sadako 2 was balanced, but she definitely was the most boring and stupidest way to play a killer. The players who played her (me included) spammed all the time the tp button and ran to survivors to distroy their tapes and repeat, which if you did it right had no real counterplay.
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@MechWarrior3 said:
Hello there! I know your hands are full. I’ll make this short. Thank you for listening!
A few suggestions.
1) Are we still gonna get the invisibility buff promised in January. It’s been bugged since.2)VCR Addon - there’s no value in it. It’s purple. It should have at least decent value.
3) Tapes are too free for survivors. It’s too easy to hold onto the cursed video tape. TVs are off for 70seconds. There’s no risk. Shutting the first tv is completely free too.
4) Her stealth 🥷 isn’t very stealthy. Most people just pre run. 🏃
5) Iri videotape is meh 🫤 too much punishment. Not enough reward for it. No power, and even longer cooldown times. It’s a heavy price to pay.
I still wish to get her first version with buffs. Like she would be so cool if they made the good changes they did to her first version. (Sorry for repeating this in every Sadako discussion, but that‘s my standard start)
1/2/3😭Agree
4 is more a problem of the visible heartbeat. I really hope they would remove her lullaby there. Her stealth was so much better before.
5: There are so many ways to fix it. I personally want her first iri tape back, but it might be too strong on this version. The addon would be okey if they made one or more of these changes: Still being able to condemned (through all TVs or around just one TV), no increase cooldown and survivors can‘t interact with TVS.
6: TV- Auras: I add this problem, because it affects her in so many ways negatively. Her tp in chase is almost pointless, TVs to sneak up is almost pointless, she got too much counterplay by making it too easy for survivors to constantly denie her tp and condemned
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@Chocolate_Cosmos said:
Thats a very odd problem to have and I am sure I will never have this problem in this game, 10K is crazy.
But hey its cool like 0.005% of players will be able to hoard like 20K of (mostly useless) things they wont use.
Exactly what I was thinking
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@VantablackPharaoh91 said:
Predictions:
- Finisher Mori was discussed, I think it's fine depending on HOW they implement it.
- Skurchent and Unknown will be tweaks to their kits, probably to make Skurchent not be a bag of fifteen statuses and to make Unknown's staredown and UVX a bit stronger. The latter could be a shadow Ghostface buff because they seem to use the same code; Unknown has the same jank as Ghostface.
- Hillbilly nerf. No way it's not. He's a bit overtuned and it's a little too easy to spam chainsaw.
- Twins is probably getting something to make them worse at slugging and better at chase-down.
- Leverage will be buffed. So will Blood Rush.
- Hex: Crowd Control will become no longer a Hex, but something timed, since Hexes are weak (even with Drac's perk that guards totems) - or it will shift totems somehow like Face the Darkness.
- Distortion's being nerfed, it counters way too many things and the Devs definitely wanna focus on chasing, which aura read facilitates, by giving Killers harder to counter aura read. It's also currently an unfair perk to Survivor teams, because one person will hide with it while everyone else gets slaughtered and tunneled out because the Killer can't find this person. This will be to discourage "ratting".
- Pharmacy will be buffed to give better medkits.
- Scene Partner will possibly be given a cooldown because it currently activates a bit too often.
- Weave Attunement is either getting hard gutted (for no good reason, perk is fine IMHO) or it's getting a range reduction and/or shows the aura of any dropped item to the Survivors (the only change I think it SHOULD get). People really need to learn to deal with not relying on Items always being reliable, it's part of the game for items to be limited; nothing should be foolproof including items (which you can always, let's be frank, get more of anyway - we get showered in BP and we just had Masquerade and everyone still has scads of items from that).
- Shadowborne will be reworked. I'd like to see it be a sort of Lethal Pursuer for Undetectable, or for it to show auras every time the Killer becomes undetectable. It could also be made into Distortion for Killer - now Survivor Aura read is not useful, and since there is so much of it… once again, no tool should ever be uncounterable. Surv aura read isn't an exception. However it would have to be limited if it did that, probably by recharging tokens per hook or something like how old Furtive Chase did.
- Plague will get QoL, some power tweaks to make her better, possibly be made 115% speed, and have some items partially basekitted. I don't see her getting nerfed, but her infection may be changed the way Wesker's was to make her less frustrating and punishing to play against - especially for medkit users.
- Cenobite is getting QoL, possibly some tweaks to chains and the box, and very likely some items basekit or partial basekit with some addons reworked. It's likely he will be made more rewarding to use, I think he could use a "lockon" or "seeking" feature for his gateways to be particular that tracks the Survivor. He's already tough to use and even tougher on console. He needs something. His chase can also be somewhat weak if you miss your chains, so perhaps that will be addressed.
I overall think these will all be good, healthy changes - and this is just what's shown here, it's not a full roadmap as Mandy said.
Pharmacy will be buffed to give better medkits.
All medkits are exactly the same. As long as they don‘t revert their medkit nerfs from over a year ago, that buff won’t change anything. A purple medkit is as fast as a grey one on self heals, which is dumb and the altruistic healing is maybe 15% faster, which is nothing.
Scene Partner will possibly be given a cooldown because it currently activates a bit too often.
Why would they nerf scene partner?
Agree with your weave attunement change, but like I know the devs, it is doomed already. The only thing I really dislike about this perk is that it encourages killers to use franklins, which is such a annoying perk.
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Let‘s go. This will be awesome when they do it right.
One question tho is it a quarter or skins for the movie or the games?
Edit: I really hope they make a new unique killer like pig or Sadako and no antiloop xyz power.
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Behavior please hire him.
I wanted this since the beginning. They did such a good job in the promotion. I was so hyped for a crawling killer and then…😭
I really like this idea. Hopefully they add this with his changes soon. The only problem is that the unknown already got both of his power buttons used and they probably won‘t add a third one.
One question tho: Is he the same speed while crawling?
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@Khastrx said:
"Surely in terms of like Freddy, Pig, Myers etc BHRV have gotten more then their fair share from it. Why don't they become Iri shard payments after like a year or so? Is it just corporate greed?"
Are there other games out there that allow licenced content to be brought with currency that isn't premium? I'll wait.
In Fortnite you can earn V-Bucks by playing their second gamemode and then you can buy licensed skins for free.
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@BlightedSugarcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/422788/easy-perk-buffs-please-take-a-look-devs
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773041#Comment_3773041
I generally agree with him.
Well, there are certainly some parks that have become too weak, but they still have a not bad pick rate.COH, Self Care, Botany, Leader, Shadow Step; for killer stuff, Ruin, STBFL, Haunted Ground , Pop, Gift of Pain etc. are still powerful and highly used. There is no need to buff these at all.If there were, it would only be a trade-off adjustment.
Besides, some of the proposed effects could be dangerous.
Thrilling tremors' cool time prevents them from being triggered repeatedly by being carried down.
Tinkerer can be very oppressive to nurses and other killers.
The old Unrelenting and Undying is clearly OP.Basically, an old effect is at least what was deemed OP at the time, so reverting requires a reason why it cannot be OP today.
Of course there are interesting and reasonable adjustments.
Undone is good if you adjust the amount of effect.The balance should be about 0.5% (second) of skill check good.
Monitor & Abuse is also interesting.
Blood rush is also reasonable.
Being able to position the hexes yourself seems a bit tempting, but it would require a lot of changes and might be cumbersome for a killer without mobility.Thx for the comment.
I honestly see nobody play those perks you mentioned and not having a terrible pick rate does not mean they are fine.
For Pop, Botany (Medkits got nerfed very hard, it‘s stupid to have the negative still), Gift of pain, STBFL (not useable on many killers) it would only be a Quality of live buff.
COH does most of the time nothing, you waste much more time running there and setting it up than it actually helps. It only needed some nerfs, but not be gutted completely outside of comp swf teams. Making the healing speed lower and making shattered hope basekit would have been enough of a nerf.
Ruin with 100% does far too little. 150% would be fair for a perk, that can be removed.
Self care is by far too long. Maybe I made it 5% too fast like with COH, but this perk ruins matches when someone plays it.
Buffing Leader by 10% would not hurt anyone and would not change its pick rate.
Haunted ground: There you have to tell me why this is bad?
Shadow step is okey currently (besides that boons are just bad). The effect would make it a bit more fun to use and it fits while not making it much stronger.
Trilling tremors: While I did not think about that, someone can only be picked up four times, which would limit it and survivors often already touched a gen. But maybe you are right.
It‘s not old unrelenting: Old unrelenting was 22%. I supposed 15%, maybe 10% would be better. Currently this perk has nothing to go for and 15% is not really much and with save the best for last also being reduced it is not even a problem in a combo, because stbfl was completely fine before its nerf. I searched for relatively simple ways to make perks better and some of my numbers need a bit of adjustedment.
How exactly can undying be OP when we have no good hex perks? The ones that are good don’t work or make no sense with old undying (Devour, plaything,Huntress lullaby). Back in the day it was mainly used with ruin, which was 200% and pentimento. I really like the concept it had back then. This perk would slow down gens and give side quest, that many people want. The meta of this perk was one of the healthiest in the game in my opinion. In the end like most perks it got nerfed, because of its pick rate. Maybe a reasonable nerf would have been, that it only transfers to hexes 3 times, which I don‘t think is needed.
Tinkerer: I don‘t think it would be a problem, but at the very least they should test it in a ptb.
I don‘t understand what you mean with Undone is good if you adjust the amount of effect.The balance should be about 0.5% (second) of skill check good.
Being able to position the hexes yourself seems a bit tempting, but it would require a lot of changes and might be cumbersome for a killer without mobility.
I agree that it needs a bit of tuning, but the general idea is fine.
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@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773407#Comment_3773407
What will happen to Tenacity?
It would still do the same and make it even faster, but I would buff the iron will part of it to 100%.
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Pyrmid head got the biggest weapon therefore he should have the longest range :(
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@GeneralV said:
It is what I've been saying for years.
The map reworks should have never been done. Mostly because of the visuals, as they were an integral aspect of DBD's identity, and removing them is like removing Cuphead's unique style and giving that game modern graphics. It doesn't work.
And second, the balance. Rancid Abattoir used to be a good map for survivors and now there is literally nothing to work with. It is just one giant deadzone. And I don't even want to mention maps like Haddonfield or The Game.
It is a tragic tale, no doubt. Obviously none of us could expect DBD to remain a static game without any changes, but some things should have been left the way they were.
The game was so much more fun back in the days. I really loved this game as I started, but it feels like it gets worse with each update. I really miss old dead hard, which gave you a short jump/sprint forward without the endurance.
At the moment it feels very frustrating to play survivor and I can‘t even play killer, because the que times are constantly over 5min.
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Agree with all that has been said and then killers get buffed to be even stronger.
The maps also look so much worse than they did back then. Especially coldwind.
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This happens for me too. Very frustrating when you try a new killer.
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Yes, but not only the half map is a dead zone, the whole map is a unplayable tiny deadzone.
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If you want you can check my list of perk buffs and please tell me what you like and not.
@Langweilig said:
Most of the perk buffs could just be put into the game without being too strong while making them a lot better and some get a bit better.
Please devs take some of these ideas 💡into the game.
Those with „new“ behind would just get an additional effect.
Those with a ✔️ could just be implemented and be balanced.
Survivor:
- Parental Guidance: 15s of no scratch marks/no blood pools/no grunts of pain (was 7s) ✔️
- Technician: Makes gens silent (reduced their sound by 8m) ✔️
- Balance landing: Reduces the time you can‘t move after falling while exhausted (new)
- Breakout: 7m range (was 5m) ✔️
- Autodidact: Increases the chance for skill checks while healing by 10% (new)
- Bite the bullet applies it’s effect to everyone getting healed and healing in a range of 12m and it let‘s 3 survivors heal at the same time (new) ✔️
- Botany knowledge no longer reduces item efficiency (change) ✔️
- Calm spirit no longer gives a speed debuff for cleansing and blessing totems ✔️
- Invocation weaving spiders no longer applies broken instead removes one hook state (change)
- Inner strength heals in 6s (was 8s) ✔️
- Head on show’s teammates the aura of the locker you are in when activated (new) ✔️
- Leader buffed to 35% (was 25%) ✔️
- Lucky break only expires when you are running and it recharges 3s per 1s of healing (was 1s for 1s) ✔️
- No mither Reduces grunts of pain by 100% (was 75%), you recover 50% faster from the dying state (was 25%) ✔️
- Overcome does not apply exhaustion (was 40s) ✔️
- Adrenaline activates on hook again ✔️
- Any means necessary: Lifting up a pallet takes 3s (was 4s) ✔️
- Blood rush activates on every hook state (only activated on death hook)
- Camaraderie increases the time for each hook state by 32s (needed to get activated) ✔️
- Chemical trap/wire tab/mirroredillusion require 33% (was 50%) to get one stack up to 2, you can have multiple traps active and they don‘t deactivate automatically and stay active until the killer damages them.
- Flashbang requires only 33% (was 50%) to get a stack up to 3 and you can carry 3 flashbangs or one flashback item got 3 charges
- Dance with me: Duration increases to 5s (was 3s)
and the cooldown gets reduced to 20s (was 40s)✔️ - Deception increases hidden scratch marks to 5s (was 3s) ✔️
- Empathic connection shows healthy teammates your aura (change) ✔️
- Light footed works while being injured (change) ✔️
- MFT gives 2% haste while not exhausted (change) ✔️
- Self care heals at a speed of 50% (was 35%)
- Strength in shadows heals at a speed of 100% (was 70%)
- Quick gambit: Shows the aura of affected gens (new) and increase repair speed by 20% (was 7%) ✔️
- Repressed alliance requires 33% of gen progress (was 45%) and gets a stack for every 30% up to 2 (new) ✔️
- Self preservation activates while being near a slugged person in a range of 32m (change) and supresses footsteps ✔️
- Spine chill once again increases vault speed
- Teamwork perks activate when being in a range of 12m for 12s (new)
- Tenacity makes you 100% silent on the ground (was 75%) ✔️
- Boons are a lot quieter and have a range of 32m (was 24m) ✔️
- COH gets self care back at 45%, but killers get shattered hope basekit (was +100% altruististic healing)
- Dark theory applies 2% hindered to the killer and 5% vault speed to survivors in its range (new) ✔️
- Exponential gives 50% faster crawling speed and shows the hook auras in range of the boon (new) ✔️
- Shadow step silences your footsteps (new) ✔️
- Lightweight: If this helps Reduces the Spawn chance of patches of Scratch Marks by -70% (was 60%) ✔️
- Poised hides your scratch marks around completed gens, the effect linger for 10s (new) ✔️
- Reactive healing heals 60-70% of your current missing healing progress (was 50%)
- Reassurance can be used multiple times on the same hook state on the same survivor and increases its range to 18m (change, was 6m) ✔️
- Residual manifest gives the killer 30s blindness by shining with the flashlight on him or through blinds ✔️
- Saboteur only goes on cooldown after you complete a sabo and it sabos at a speed of 2s (was 2,3s). It could also increase the sabo speed of toolboxes by …% ✔️
- Second wind only requires 50% of a health sate to activate (was 100%) ✔️
- Self preservation activates around a slugged person and gives it‘s effect to others like kindred (was for 16s after someone got downed) ✔️
- This is not happening/deadline works while healthy (was injured) ✔️
- Appraisal allows you to search an opened chest two times (change) ✔️
- Blood pact chooses the last survivor you healed or that healed you and whenever you are in a range of 16m with that survivor, it grants 7%haste (change)
Killer:
- Ruin: 150% regression (was 100%) ✔️
- Call of brine 180-200% regression speed (was 125%)
- Dissolution activates upon hit (was 3s after the hit)
- Batteries included gives haste depending on the generators progress up to 5% (change) ✔️
- Beast of prey removes the read stain (new) ✔️
- Bloodhound shows pools of blood through walls in a 16m range (new) ✔️
- Darkness revealed increased aura reading to 10-12m around lockers (was 8m) ✔️
- Deathbound applies oblivious for 80s (was 60s) ✔️
- Fire up gives 5% to all its effects (was 4%) ✔️
- Hexes: The killer sees the aura of all totems at the beginning of the match for 45s and can choose which totem he wants to be his hex. After 45s the hex spawns randomly ✔️
- Haunted ground has three totems that give exposed by getting distroyed, but they don‘t unlight after the first two got distroyed (change) ✔️
- Thrill of the hunt and Retribution don‘t spawn a hex and just apply their effect to help out hexes (change) ✔️
- Two can play blinds survivors after stuns/blinds for 4s (was 1,5s) ✔️
- Undying either shows the aura of survivors around all totems (wasn‘t around hexes) or Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6seconds.When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing any Tokens in the process (change) ✔️
- Insidious extends undetectable status effects by 6s ✔️
- Monitor &Abuse decrease/increse your terror radius by an additional m for every first hook (new) ✔️
- Overcharge changes normal skill checks to difficult skill checks during its duration (new) ✔️
- Overwhelming presence: You see the aura of affected survivors when they are using their item in your terror radius (new) ✔️
- Pop change from current progress to total progress ✔️
- Predator shows scratch marks through walls in a 16m range (new) ✔️
- Save the best for last doesn‘t loose stacks by special attacks (change) ✔️
- Gift of pain applies permanent haemorrhage and mangled until fully healed (change) ✔️
- Hangman’s trick is longer a scourge hook perk and works on scorch hooks and normal hook (change) ✔️
- Septic touch applies it‘s effect while healing in the terror radius (new) and its duration is increased to 20s (was) ✔️
- Shattered hope you can kick/distroy totems that you find, which shows you the aura of all survivors for 6s (change). Doesn‘t work with pentimento. ✔️
- Territorial imperative doesn‘t require you to be 24m away from basement anymore ✔️
- Thanaphobia for each injured, dying or hooked Survivor, all Survivors receive a penalty of 4,5% to their Repair and Sabotage speed (change) ✔️
- Thrilling tremors got no cooldown anymore (was 60s) ✔️
- Tinkerer can be activated multiple times per gen ✔️
- UW works in your terror radius again or a 24m range around a killer (change) ✔️
- Undone gets 2 stacks by survivor hitting skill checks and gets 4 stacks for survivors missing skill checks (change) ✔️
- Unnerving presence increases the speed of skill checks by 20% (new) ✔️
- Unrelenting gives 15% cooldown reduction to successful basic attacks (new) ✔️
- Trail of torment gives 30s oblivious when getting deactivated by survivors (new) ✔️
- Genetic limits shows the aura after a heal for 6s, but deactivates after an unhook for 30s ✔️
One I want, but that will probably not happen is changing dead hard back to its old fast jump forward version.What do you all think? 🤔 💭
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While I agree and want that, it would be too strong.
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@Mandy said:
MMR has not changed, however queue times have slowly improved, meaning that matchmaking doesn't get widened so much so you're being matched with players more within the same MMR bracket.
Your MMR doesn't get affected by 2v8 so when you return to the main game, it won't have adjusted in anyway.
And as an fyi, kill rates are pretty balanced in 2v8 right now. (there's also not a survivor shortage)
Which kill rates do you consider balanced in 2 vs 8?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773569#Comment_3773569
MFT is actually still a pretty good perk.
UW could do with a cooldown reduction, but that's it.
Disagree with both. MFT would have been fine with a 1% nerf to 2% and UW only needed to deactivate after the first survivor, shorter/longer duration or longer cooldown.
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@Langweilig said:
Most of the perk buffs could just be put into the game without being too strong while making them a lot better and some get a bit better.
Please devs take some of these ideas 💡into the game.
Those with „new“ behind would just get an additional effect.
Those with a ✔️ could just be implemented and be balanced.
Survivor:
- Parental Guidance: 15s of no scratch marks/no blood pools/no grunts of pain (was 7s) ✔️
- Technician: Makes gens silent (reduced their sound by 8m) ✔️
- Balance landing: Reduces the time you can‘t move after falling while exhausted (new)
- Breakout: 7m range (was 5m) ✔️
- Autodidact: Increases the chance for skill checks while healing by 10% (new)
- Bite the bullet applies it’s effect to everyone getting healed and healing in a range of 12m and it let‘s 3 survivors heal at the same time (new) ✔️
- Botany knowledge no longer reduces item efficiency (change) ✔️
- Calm spirit no longer gives a speed debuff for cleansing and blessing totems ✔️
- Invocation weaving spiders no longer applies broken instead removes one hook state (change)
- Inner strength heals in 6s (was 8s) ✔️
- Head on show’s teammates the aura of the locker you are in when activated (new) ✔️
- Leader buffed to 35% (was 25%) ✔️
- Lucky break only expires when you are running and it recharges 3s per 1s of healing (was 1s for 1s) ✔️
- No mither Reduces grunts of pain by 100% (was 75%), you recover 50% faster from the dying state (was 25%) ✔️
- Overcome does not apply exhaustion (was 40s) ✔️
- Adrenaline activates on hook again ✔️
- Any means necessary: Lifting up a pallet takes 3s (was 4s) ✔️
- Blood rush activates on every hook state (only activated on death hook)
- Camaraderie increases the time for each hook state by 32s (needed to get activated) ✔️
- Chemical trap/wire tab/mirroredillusion require 33% (was 50%) to get one stack up to 2, you can have multiple traps active and they don‘t deactivate automatically and stay active until the killer damages them.
- Flashbang requires only 33% (was 50%) to get a stack up to 3 and you can carry 3 flashbangs or one flashback item got 3 charges
- Dance with me: Duration increases to 5s (was 3s)
and the cooldown gets reduced to 20s (was 40s)✔️ - Deception increases hidden scratch marks to 5s (was 3s) ✔️
- Empathic connection shows healthy teammates your aura (change) ✔️
- Light footed works while being injured (change) ✔️
- MFT gives 2% haste while not exhausted (change) ✔️
- Self care heals at a speed of 50% (was 35%)
- Strength in shadows heals at a speed of 100% (was 70%)
- Quick gambit: Shows the aura of affected gens (new) and increase repair speed by 20% (was 7%) ✔️
- Repressed alliance requires 33% of gen progress (was 45%) and gets a stack for every 30% up to 2 (new) ✔️
- Self preservation activates while being near a slugged person in a range of 32m (change) and supresses footsteps ✔️
- Spine chill once again increases vault speed
- Teamwork perks activate when being in a range of 12m for 12s (new)
- Tenacity makes you 100% silent on the ground (was 75%) ✔️
- Boons are a lot quieter and have a range of 32m (was 24m) ✔️
- COH gets self care back at 45%, but killers get shattered hope basekit (was +100% altruististic healing)
- Dark theory applies 2% hindered to the killer and 5% vault speed to survivors in its range (new) ✔️
- Exponential gives 50% faster crawling speed and shows the hook auras in range of the boon (new) ✔️
- Shadow step silences your footsteps (new) ✔️
- Lightweight: If this helps Reduces the Spawn chance of patches of Scratch Marks by -70% (was 60%) ✔️
- Poised hides your scratch marks around completed gens, the effect linger for 10s (new) ✔️
- Reactive healing heals 60-70% of your current missing healing progress (was 50%)
- Reassurance can be used multiple times on the same hook state on the same survivor and increases its range to 18m (change, was 6m) ✔️
- Residual manifest gives the killer 30s blindness by shining with the flashlight on him or through blinds ✔️
- Saboteur only goes on cooldown after you complete a sabo and it sabos at a speed of 2s (was 2,3s). It could also increase the sabo speed of toolboxes by …% ✔️
- Second wind only requires 50% of a health sate to activate (was 100%) ✔️
- Self preservation activates around a slugged person and gives it‘s effect to others like kindred (was for 16s after someone got downed) ✔️
- This is not happening/deadline works while healthy (was injured) ✔️
- Appraisal allows you to search an opened chest two times (change) ✔️
- Blood pact chooses the last survivor you healed or that healed you and whenever you are in a range of 16m with that survivor, it grants 7%haste (change)
Killer:
- Ruin: 150% regression (was 100%) ✔️
- Call of brine 180-200% regression speed (was 125%)
- Dissolution activates upon hit (was 3s after the hit)
- Batteries included gives haste depending on the generators progress up to 5% (change) ✔️
- Beast of prey removes the read stain (new) ✔️
- Bloodhound shows pools of blood through walls in a 16m range (new) ✔️
- Darkness revealed increased aura reading to 10-12m around lockers (was 8m) ✔️
- Deathbound applies oblivious for 80s (was 60s) ✔️
- Fire up gives 5% to all its effects (was 4%) ✔️
- Hexes: The killer sees the aura of all totems at the beginning of the match for 45s and can choose which totem he wants to be his hex. After 45s the hex spawns randomly ✔️
- Haunted ground has three totems that give exposed by getting distroyed, but they don‘t unlight after the first two got distroyed (change) ✔️
- Thrill of the hunt and Retribution don‘t spawn a hex and just apply their effect to help out hexes (change) ✔️
- Two can play blinds survivors after stuns/blinds for 4s (was 1,5s) ✔️
- Undying either shows the aura of survivors around all totems (wasn‘t around hexes) or Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6seconds.When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing any Tokens in the process (change) ✔️
- Insidious extends undetectable status effects by 6s ✔️
- Monitor &Abuse decrease/increse your terror radius by an additional m for every first hook (new) ✔️
- Overcharge changes normal skill checks to difficult skill checks during its duration (new) ✔️
- Overwhelming presence: You see the aura of affected survivors when they are using their item in your terror radius (new) ✔️
- Pop change from current progress to total progress ✔️
- Predator shows scratch marks through walls in a 16m range (new) ✔️
- Save the best for last doesn‘t loose stacks by special attacks (change) ✔️
- Gift of pain applies permanent haemorrhage and mangled until fully healed (change) ✔️
- Hangman’s trick is longer a scourge hook perk and works on scorch hooks and normal hook (change) ✔️
- Septic touch applies it‘s effect while healing in the terror radius (new) and its duration is increased to 20s (was) ✔️
- Shattered hope you can kick/distroy totems that you find, which shows you the aura of all survivors for 6s (change). Doesn‘t work with pentimento. ✔️
- Territorial imperative doesn‘t require you to be 24m away from basement anymore ✔️
- Thanaphobia for each injured, dying or hooked Survivor, all Survivors receive a penalty of 4,5% to their Repair and Sabotage speed (change) ✔️
- Thrilling tremors got no cooldown anymore (was 60s) ✔️
- Tinkerer can be activated multiple times per gen ✔️
- UW works in your terror radius again or a 24m range around a killer (change) ✔️
- Undone gets 2 stacks by survivor hitting skill checks and gets 4 stacks for survivors missing skill checks (change) ✔️
- Unnerving presence increases the speed of skill checks by 20% (new) ✔️
- Unrelenting gives 15% cooldown reduction to successful basic attacks (new) ✔️
- Trail of torment gives 30s oblivious when getting deactivated by survivors (new) ✔️
- Genetic limits shows the aura after a heal for 6s, but deactivates after an unhook for 30s ✔️
One I want, but that will probably not happen is changing dead hard back to its old fast jump forward version.What do you all think? 🤔 💭
After having a bug today, which gave healthy survivors bloody footsteps.. They could give bloodhound also the effect of: when survivors run through pools of blood, they leave bloody foot prints, which could then also be seen through walls in a 16m range.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/422768/rip-weave-attunement
Who say they gonna nerf it? Maybe it's just a rework… Very soon, but it a possibility
That’s even worse after looking at MFT and UW….
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It really sucks that become always overnerfed perks. They are constantly reducing the list of good perks and buff the bad perks in a way, that they are still not really better. 😕
@WolfyWood said:
Range reduction and duration on oblivious would be fair nerfs imo. Even just a range reduction would be fine.
I feel like the perk is only oppressive when Randoms refuse to pick the item back up or drop it in the corner.
@ReverseVelocity said:
Hopefully it'll just be something like "Survivors can see the auras of nearby dropped items".
That are the ways that would be fair, but most likely not what behavior will do.
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@ReverseVelocity said:
And let's be honest, many says that it hurts a killer who brings a full aura build, but realistically they're not gonna face a lot of survivors with distortion.
Distortion is a relatively common perk, though? I usually have at least 1 person running it a large number of my games.
More. It stops me from using aura perks.
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@Dream_Whisper said:
I played like multiple games with battle pass like system, like fortnite and overwatch...
I rather not spend all the time, grinding 100 or even ridiculous 200 levels for rare exclusive cosmetics all the time... I am perfectly fine with the current 70, plus 15 extra deep rift skins; anything beyond that should stay BP and iridescent shards.
Yeah Fortnite is frustrating with all it’s exclusive skin variants, but at least give us shards. 5k is literally nothing and I don‘t like spending bloodpoints.
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I only think it should recharge stacks slower. Otherwise it‘s fine.
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I like lightborn, but it should take longer to blind the killer like an extra 100%.
Septic touch is okey.
Hangman‘s trick should be no scorch hook perk and show the aura around normal hooks and scorch hooks. Maybe they could add one more effect to it tho (like your idea)
Shattered hope: I got almost the the same idea with auras and without tokens in my perk changes post.
Genetic limits would make all exhaustion perks useless. This is far too strong.
Territorial is fine in what it does currently, they only need to remove the 24m away requirement/cooldown, make that it shows the aura of survivors in the basement as long as they are in basement and maybe add something more interesting basement related to it.
Beast of prey: The exposed is too much and rewards playing bad, which is bad. Adding to its current effect that you reach the bloodlust tiers faster would be good, but 50% is too high.
Knockout is fine and I don‘t know about shadow born, but it definitely needs a new effect.
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@Devil_hit11 said:
the problem is that you can only put 1 trap down. so yes requirement is 20% but you can't spam them on the map. they didn't buff that. player probably won't use it. They also missed repressed alliance in these changes.
I want that you can earn stacks for those perks and that you can place multiple ones on the map without them disappearing.
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@Huge_Bush said:
She’ll fly while standing on her new and improved drones while throwing grenades at Survivors as if she was the Green Goblin. Her mori would be her suffocating the Survivor by wrapping her thighs around their throat.
Don‘t ruin the green goblin. I wouldn‘t forgive them.
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@Crowman said:
I remember when Moris got nerfed and we waited a year for key nerfs.You can wait a few months for weave attunement nerf after distortion changes.
Keys are trash. I hope they buff them one day.
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Unbreakable should only be basekit for the last two survivors. Another way against slugging would be to let survivors when downed press a button, which grants them faster crawling speed with the negative of bleeding out fasster
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@GloomySpooks said:
I hope the only nerf distortion gets is the removal of scratch marks. What are you supposed to do against aura-reading nurse?
I hope they only reduce the speed of recharging stacks, but I also never understood why it hides scratch marks.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773269#Comment_3773269
I don't really think Aura reading needs a nerf in general. As it stands I don't think there are any super problematic perks. The only problematic forms of Aura reading are stuff like Blight's Compound 21.
8 meters is not a large range whatsoever, it just applies in a large number of places in the case of Darkness Revealed. An aura perk that revealed Survivors within one singular 8m radius would basically never get any value.
For what it's worth, I don't want to see Distortion gutted, but as it stands you can throw it on and have complete immunity to aura reading against any killer with a Terror Radius. It is rare that Distortion tokens will ever get exhausted, regardless of how many aura reading perks the killer brings, and I don't think that's ok.
All they need to do is make Distortion only recharge in a chase. That way, it remains a potent counter to aura reading as a whole while not being a functionally unconditional counter to all sources of aura reading in the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773349#Comment_3773349
Lightborn doesn't even fully counter Blast Mine. You still get the stun so it's functionally the same amount of time wasted, you just have the killer see your aura.
While the rest of those things are correct, Distortion currently counters:
A Nurse's Calling, Alien Instinct, Awakened Awareness, Barbecue & Chili, Bitter Murmur, Blood Warden (sort of), Darkness Revealed, Eruption (also sort of), Friends 'til the End, Gearhead, Hex: Retribution, I'm All Ears, Lethal Pursuer, Nowhere to Hide, Scourge Hook: Floods of Rage, Scourge Hook: Hangman's Trick, Shattered Hope (sort of), Thwack, Territorial Imperative, Weave Attunement.
That's not to mention the ~55(!) addons there are (I didn't count Scratched Mirror).
Distortion counters LEAGUES more than Franklin's and Lightborn combined.
Like yeah, there's the argument to be made that Distortion needs to exist as a counter the huge selection of aura reading that exists. I agree with that sentiment, and I'd like to see Object buffed too. But to have ONE single perk slot counter 20 perks and 55 addons for practically the entire game is far too much.
They just need to tone down the recharge. The perk will still be an extremely effective counter to aura reading, it just won't completely obliterate it at all times.
They just need to tone down the recharge. The perk will still be an extremely effective counter to aura reading, it just won't completely obliterate it at all times.
I really really hope this is the way. I‘m sad if they go the UW, COH… way of gutting the perk.
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I want voice lines and loud screams for killers (sounds as emotes).
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I like that 2 vs 8 got good loops, not like the main game. The only thing I dislike is that I can‘t use perks/addons/items/offerings.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773292#Comment_3773292
To be fair, you're supposed to be able to see scratch marks across the map. That and crows being disturbed are the main ways killers have of noticing survivor positions at basekit.
The basekit solution on the survivor end, if you're trying to hide, is to not run or to have LoS blockers between you and the killer. Otherwise, you should expect that the killer might notice you and come to chase you.
I don‘t think it‘s meant to be a shining star, but we have to wait how they will do it. Maybe it’s just me but I never see the crows flying up. I‘m too blind for this.
The perks that allow hiding getting nerfed😂.
Maps became too small and weak to allow seeing scratch marks over the whole map in my opinion.
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773271#Comment_3773271
Lightborn counters how many things? don't compare lightborn to distortion… Franklins counters items and nothing else, slobby got nerfed you don't see it as much anymore. Yes im not saying killers don't have counters to survivor stuff but they don't have 1 perk that counters completely 1 aspect of the game.
Distortion is mostly unhealthy towards other teammates and it needs to be toned down.
You are right distortion got counterplay while lightborn got none. Why don’t we nerf lightborn then. By the way it counters all blind builds to 100% while distortion can run out of stacks.
The only thing that would be fair for distortion is a slower recharge.
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@rysm said:
Where does it say the perk is getting screwed? Is there a description of the change somewhere. Or if you're just assuming it's getting nerfed, that means you think it's strong and maybe deserves one. But Equally it could just be getting tweaked? Lets just wait before having a meltdown
It‘s obvious what the devs will do after seeing how they handled other complained perks. Of course this perk will get a heavy nerf, instead of a small fair one. It‘s always been that way in this game. It would be very surprising if they don‘t gut this perk.
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The thing I‘m worried about is when you see them over the whole map shinning like a star. This way it would be unfair.
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No idea for the other perks.
Shadowborn could make maps darker for survivors while it looks the same for killers.
Crowd control the windows stay blocked forever until the hex gets distroyed.
Bloodrush works on all hook states, but they will most likely rework it.
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Sounds pretty fair. I would prefer this and/or that they change franklins, which is far more annoying than this perk.
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The problem with nerfing distortion is that behavior already made maps so bad for survivors and what is even left when we are not allowed to stealth, Loop and chase. There is not much more besides just being a meat ball for killers.
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@Brix said:
honestly they should reduce the number of new perks to 2 or even 1 on each side. When looking back most killers with some exceptions had only 1 or 2 good teachables…..They probably just keep just doing the same formula of 3 perks but man its a nightmare for newer players with so many perks yet only like 30% on both sides are good.
The perks have really not been great recently. At this point I wish they would make survivors more like skins than what they are now.
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@Rudjohns said:
If the perks were doing something cool and original, I don't think its a problem
However a lot of these new perks are so bad they should have been a buff to older perks in the first place
Finesse could have been a buff to any other perk such as Dance With Me, or even bottom tier perks like Spine Chill (even though it doesnt really match what the perk does)
Hardened should have been a buff to Calm Spirit
Still Sight could have been a buff to Premonition
Wicked to Slippery Meat
Deadline to Autodidact
Light-footed to Lightweight
and the list goes on…
100% agree maybe they should merge a lot of perks and make that every character only got 2 perks.
@Dustin said:
The next step for BHVR to balance perks is removing perk tiers - I know BHVR has blatantly discussed it many times stating they've done so private and publicly. But it would do two things.
- Reduce the grind allowing survivors to get perks quicker
- Remove the need for arbitrary values on a perk just so it can scale with tiers
Granted there would be a downside of
- Prestige 2 and 3 would no longer give anything unless BHVR reworked prestige rewards
But if you really think of it removing perk tiers technically removes 2/3's of the perks in game because now you're only focusing on the "tier 3" version of each perk.
I have nothing to add to that specific talking point nor do I believe anyone else will - It's been something that's been talked about for at least half DBD's life span but it's something I'd still like to see personally for multiple reasons stated above.
As for buffing weaker perks - I don't see BHVR being able to do that with values on how they exist unless they just repurpose the perk slot all the weaker perks take up. For example Monstrous Shrine will never be good unless it's made OP so it really should just have a different gimmick instead of faster sacrifice but that's again my two cents. So many other perks fall in line with that - The current goal of the perk will never be useful or good unless it's broken so reworking it is probably ideal. I understand they probably don't get profit / value from going back and doing a full rework on perks outside of quick number changes so it's likely low priority.
I'd personally love for the Luck mechanic to be reworked alongside every luck related perk in game. Although I'm also speaking as someone who mains Ace knowing my own perks are garbage.
I also agree with RudJohns post - A lot of the newer perks could have easily been reworks for older perks.
Yep perk rarities are so unnecessary and make this game only worse for new players.
They should rework and gives us more prestige rewards.
I hope they make luck affect chests and maybe other things. They should also increase the self unhook chance. The sad thing is I doubt they will do anything soon.
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@GeneralSkien said:
a lot of issues here but something I want to bring up as a whole is a kinda nostalgic idea
There is a reason balance landing doesn’t work while exhausted, there is a reason self care was removed from CoH
a lot of these changes are reverts which is fine sometimes, but there is definitely a reason why they were nerfed in the first placeWhat things do you think are wrong, because I really tried to not make them op?
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2vs 8 is relatively balanced.
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@Memesis said:
You can't have shorter killer ques while also nerfing the survivors -_-
100% what I thought
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773169#Comment_3773169
Against some killers, and the effect isn't that much impactful either
Well, at least you can use it I guess
Yes I can use it at least, that‘s the whole point. With distortion you can at least use gear head or multiple perks to burn tokens, but lightborn makes your build useless.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773163#Comment_3773163
You still don't get to use it for the whole match against killers knowing how to look at the walls, though
Light born is B tier but then I believe flashlights builds are C tier even
You can relatively reliable blind the killer with champion of light or at pallets and windows.
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/GPSLQ31QQ2M9/image.png
3rd least picked killer according to Nightlight (community based stats).
Btw only lower is Twins and Hag with difference like 0.3-0.6% which is crazy.
It‘s obvious that something like that happens, when you change a beloved character in a way he looses his identity. I‘m also looking at you Sadako. Both just weren‘t fun after they got their first rework.
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@MechWarrior3 said:
We don't even know what they are doing to Distortion, so lets not jump the gun just yet.
It would honestly be the first time, when they don’t gut this perk. After all I‘ve seen when a perk is getting changed that many complained about, it will get nuked.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772867#Comment_3772867
I mean, who cares when a nearly useless B tier perk gets nerfed, lightborn is honestly nothing but a QoL
My flashlight build cares, which I can‘t use for the whole match. It makes it very frustrating to play the match out and I want to …..
Lightborn in my opinion should make the time it takes to blind someone longer and it would probably have almost the same effect.