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Langweilig

Langweilig

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  • Thanks everyone for the answers. At first I thought it was a skill issue on my part.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973021#Comment_3973021

    Hey, if you want to turn this game back into hide and seek, we can do that. Then again, we'd have to massively nerf looping and tile strength to compensate.

    Loops already got nerfed massively over the years.

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972286#Comment_3972286

    Revert Blood Amber please, they are really useless, examples:

    1. Let's say I'm playing against stealth killers during a chase, I activate the addon and the killers simply turn on their stealth mode (GF, SM, Wraith, Chucky and others) and catch me seeing my aura while I can't see their auras, that is, I give them a aura perk for free
    2. There are killers who can effectively use m2 attack through walls, Nursa, Pyramid, Cenobit, Freddy, even Clown, they only benefit from this addon!
    3. 6 charges are not enough for blood amber, because before it lasted longer, more than 20 seconds you could use it, and now less than 20s
    4. With all the nuances above, amber is simply should not be an iri addon

    Agree. The blood amber addon is terrible now. Before the new charge system I could use it like 20 times and now I can basically use it ONLY 4-6 times in a match, that‘s without mentioning the horrible drawbacks this addon has. At the moment this addon is strenght wise a grey, definitely not an iri.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972552#Comment_3972552

    really? I’ve been playing killer and I haven’t really had a problem with them.

    I didn‘t complain about them being too good, just that they are inconsistent. On some maps they are really good when playing survivor and on others the killer can see survivors very easily.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972517#Comment_3972517

    I think the fog vial opacity is stacking with the map basekit opacity.

    It kinda sucks that they are awesome on some maps and ######### on others. It also makes balancing them difficult.

  • @TheGoon224 said:

    can’t believe that, even after these buffs insidious and hangman’s trick are still trash.

    Yep. Nobody would have thought that. I tried to suggest something in the ptb, but it got ignored.

  • Is it intended that the fog viles are more effective on some maps than others?

    On Eirie of crows for example the fog is way more dense than other maps with fog viles. Same goes for the fog offerings which are way stronger there and do almost nothing on other maps.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972278#Comment_3972278

    Yes, this can occur while Survivors are on first hook if everyone ends up being hooked simultaneously. Players are able to use any available methods to unhook themselves (i.e. luck offerings and certain perks) before the final Survivor is hooked, though.

    Can you allow everyone to try to unhook themselves in this situation instead like it was a while ago?

  • Can you please buff insidious.

    • New effect: Extends undetectable status effects by 5 seconds.
    • New effect: At the start of the trial you become undetectable for 20 seconds (with the extending 25s).
  • I agree with everything you said. I really miss her first version which was the most fun in my opinion, because there was actually something that discouraged taking tapes.

    That‘s some of the changes I‘d like to see.

    Chase/flicker buffs

    • She keeps her loss of collision undetectable for the lingering flickering duration (,which is 4 seconds without the mirror addon). (New)
    • She flickers for 4 seconds after crawling out of a TV. (new)
    • She keeps flickering while breaking pallets and vaulting windows.

    Teleport/TV/chase buffs

    • Please remove TV auras or make it so they are hidden when carrying a tape. I will take any nerf for the removal of TV auras.
    • Increase the tape insertion, grabbing and the speed for turning off TVs to 1,5 seconds. (grabbing and delivering a tape is 1 second, turning off TVs is 0,5 seconds)

    Condemned lock in buff

    • On the second hook all condemned stacks get locked in.

    Condemned changes

    • Tapes grant one stack of condemned for every 30 seconds you hold them. The timer is paused when she is within 18 meters of you or when you are in chase. After these conditions are no longer met the timer stays paused for 6 additional seconds.
    • Hooking a survivor with a tape grants one condemned stack to all other survivors. (Ring drawing basekit)
    • You only spread Condemned around the TV you projected to, but every 50 seconds every survivor receives one condemned stack globally. Each survivor has their own timer that gets paused by being in chase or being hooked.

    Addon changes

    Spoiler Spoiler Warning ▲▼

    Chase addons
    🔴 Iri videotape (rework) - for map traversal and chasing with TVs

    Sadako can teleport to a turned off TV, which doesn‘t spread condemned 📺. Add a cool flickering effect to the turned off TV when she crawls out of it. (New)

    TVs stay turned off 50-100 (was 20)% longer. [This has the advantage of no TV auras]

    🔵Telephone (made blue)

    Survivors suffer from a -7% (was -3%) hindered Status Effect for 3 seconds, when Manifesting within 7 meters of them.

    Reduces the required time to manifest and demanifest by 0.2 seconds (to 1.3 seconds). (new)

    🟣 Tape editing deck - for jumpscaring people

    All Survivors start the Trial with a tape and have to bring it to the furthest TV.

    Survivors who are in a 3 meter radius to an active TV get twice as many stacks of condemned and are revealed by killer instinct. (new)

    🟣 VCR

    Causes all TVs to make sounds when using projection.

    Generators near an active TV start regressing again when you project somewhere. (New)

    🟢 Well stone - for the early game

    At the start of a match she crawls out of a TV next to a survivor and the TVs are not on a 30s long cooldown. (new)

    Reduces the time it takes for TVs to turn back on by -7 seconds (was only after manifesting).

    ⚪️ Newspaper (merged with reikos watch)

    Increases the duration of your full Invisibility after Manifesting and while being demanifasted by +33 %.

    We don't need two addons for basically the same thing.

    🟢Reikos watch (rework) (meme addon)

    The haste from protection gets turned into hindered and given to survivors and the killer for the duration of the speed when someone is within 16 meters of the TV you projected to.

    Condemned addons

    🟣Ring drawing (rework and made purple)

    Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on an injured Survivor. (revert)

    Hooking a survivor with tape, grants all other survivors one stack of condemned. (If it doesn‘t become basekit)

    🔵Well water (rework)

    Every time a generator gets completed every survivor receives a stack of condemned. (New)

    🟢 Sea-soaked cloth (rework)

    Hitting a survivor within 8 seconds after manifesting turns back on the last 2 TVs turned off. (Nerfed version of old iri tape)

    ⚪️ Cabin sign (rework)

    Hitting a survivor breaks their tape. (New)

    Hit and run addon

    🟢Yoichis fishing net

    Survivors with 2 stacks get mangled (new), with 4 stacks blindness and with 6 stacks hemorrhage (new).

    Stealth Adoons

    🔵Rickety pinwheel

    Survivors suffer from the silence (was oblivious) and fog status effect when within 12 (was 8) meters of a turned on TV and within 3 (was 0)meters of a turned off TV. This effect lingers for 1-2 seconds after leaving its radius (new).

    New status effect: Silence

    You become deaf and don't hear anything (the lullaby). The visual heartbeat deactivates.

    New status effect: Fog

    There is a (white) wall of fog which blocks your view and auras outside of a 24 meter radius.

    🟢 Clump of hair

    Reduces the threshold for full Invisibility while Demanifested to 14 (was 18) meters and the invisibility lingers for 0.5 seconds (new).

  • I agree some changes take far too long. There are so many easy ways to fix stuff that is underpowered in this game but it just stays that way.

    As for Sadako they should have never reworked. They far too often touch stuff that didn‘t need to be touched (at least she only needed buffs but no reworks).

  • Follow someone and scout where snug runs around the map to randomly find survivors could be one.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970467#Comment_3970467

    are certain maps boosted on a weekly rotation? last week felt like the Week of Hawkins (i love indoor levels so I wasn't complaining)

    It really feels like this is the case. Every few days I get more of … map than on other days.

  • Yep that‘s what frustrates me the most. I had this issue so many times already.

  • @bnork said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969792#Comment_3969792

    Im gonna be honest I was gonna have a good faith conversation with you, but considering you've undermined everything I've said, called me stupid, and said the vault in its current form is "fine" I have no interest in continuing. You dont even fully understand the points your arguing against. I debunked the bbq argument in the section about the addon, so it's unlikely you even read everything i said anyhow. Thank you for your thoughts though.

    I didn‘t call you stupid, only your comparison with blight.

    If you aren't playing kaneki for bodyblocks, or catching up in chase, you're only playing him to vault over obstacles, which i dont think is a mechanic that's healthy or skillfull. That's like not wanting to play "bump logic blight" so you just brutal everything.

    There you make assumptions of me that are not true while calling me indirectly skillless. I‘m not using him only for vaults and you compare a mechanic that is super easy to use (blight) with one that is super buggy and clunky (kaneki). If the devs would make it easier to play for body-blocks I would do it, but I don‘t want a complete identity shift for kaneki like you do want one. About the other things we disagree isn‘t it possible that other people have different opinions and isn‘t their opinion valid as well or only yours?!

  • @bnork said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969693#Comment_3969693

    Its not a matter of not liking the vault, it's a matter of the vault being impossible to balance properly like I said underneath. If you decrease the speed the ability becomes pointless, the ability can already be countered if the players know how to verse it, that doesnt stop it from being annoying and unintutive to counter. The only variant that would still be a worthwhile change is removing first leap Vaults, and still allowing him to vault with the subsequent two. But even that's a trivial change as the other two are so easy to counter that it would only be useful against bad players. And the scamper comparsion is exactly why it should go.

    As for your other critisms i couldn't disagree more. If you aren't playing kaneki for bodyblocks, or catching up in chase, you're only playing him to vault over obstacles, which i dont think is a mechanic that's healthy or skillfull. That's like not wanting to play "bump logic blight" so you just brutal everything. Mask and centipede are nearly objectively not "fine" and I urge you to learn about how unhealthy these addons are.

    I think you dont think you fully understand all the changes and what im asking for the character to be transformed into, which is okay!

    The vault currently is fine, except kidnap tech which is a bit overtuned. Survivors can easily outplay it on most structures if they play it right.

    The vault being impossible to balance is simply untrue. There is nothing wrong with it only working at stronger tiles when you make it slower, but it is fine at the moment.

    As for your other critisms i couldn't disagree more. If you aren't playing kaneki for bodyblocks, or catching up in chase, you're only playing him to vault over obstacles, which i dont think is a mechanic that's healthy or skillfull

    I play kaneki for all his tools, not just one thing. I like all his abilities. I said nowhere that I only play him for the vault. It also doesn’t matter that you think it is not healthy or not super skillful. Most abilities in dbd don’t require much skill and the healthy argument is only used by people that don‘t like stuff. It has 0 weight.

    The bodyblocking is insanely clunky to use, so your comparison is completely stupid. If it was an intended mechanic, behavior would have polished the power to use it that way, but it is nothing the devs thought of while creating him. Otherwise it wouldn‘t suck trying that on console, which is why I don’t do it.

    Finally there is nothing unhealthy about those two addons. I don‘t even use them. As for the window blocker. Bambuzle is way better in every way and gives you vault speed as well. The mask already got nerfed after which I stopped using it. According to your logic BBQ and bambuzle are u healthy perks.

    I understand what you want for him, but have you maybe thought about other people???? Not everyone wants your version! I‘m not against nerfing him and making him more difficult to play by giving survivors more counterplay, but he doesn‘t need a new identity and a complete change of his gameplay.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451927/healing-speed-feels-too-fast-and-my-suggestion-for-it

    Totally agree on some antiheal perks buff

    fe. Leverage → 30s - 60s

    Gift of pain → increase mangled value to 40 %

    Coulrophobia - set the trigger aoe to 40m, so killers have similiar value approach to it.

    Sloppy butcher - increases mangled value to 40 %

    And mainly!: Vigil decrease value to 30 %, no longer stacks, no longer shortens exposed

    Leverage is a very good perk. I don‘t think it needs buffs.

    For mangeled I just want the timer removed. The only problem in the past was hemorrhage which deserved the nerf, but not mangled.

    Coulrophobia fair, but this perk is really annoying.

    Gift of pain should not have mangled and hemorrhage on a timer because it is a scourge hook perk.

  • Those maps are unique and fun let them stay that way.

  • I hope slugging for the 4K counts to that and when you slug people for a very long time.

  • @UndeddJester said:

    We see in a lot of games, such as Marvel Rivals and such, that often console players take a lot of abuse from PC players, simply because console players cannot type back efficiently on a pad, so a keyboard warrior can go to town.

    So I'm rather uninterested in a console chat... but if it is added, I would also like a feature to automatically mute it every game.

    Agree there should be an option to turn it off if you don‘t want to deal with it, but there is no good reason to not allow someone to use it if they want to use it.

  • @Marc_123 said:

    In reality no chat is better.

    Maybe we someday get like a chat wheel with gg, and well played.

    I am not sure they want to deal with any toxicity on Sony or MS platforms as these companies tend to censor more and more and this will probably get worse in the future.

    What do you mean with Sony and Microsoft ? I never had any issues with Sony as a PlayStation player.

  • Good changes

    • Increase Kagune Leaps range to 16 meters(was 14)
    • Decrease Kagune Leaps minimum leap range to 3 meters(was 5)
    • Reduced the maximum Range a Grab-attack can be triggered to 8 meters

    Unsure change

    • Reworked the forced cool-down system into a "power disable"

    Bad changes

    • Completely removed the ability to vault using Kagune Leap

    There is no need to do that. I don‘t like parts of other killers powers as well, but do I ask to remove them? No! They can nerf the numbers a bit even tho it isn‘t needed. It was already a shame that chucky got his scamper removed, when all he needed was starting the cooldown after scampering a pallet and making it a bit slower outside of slice and dice.

    • Reworked the following add-ons - Yamori's mask, Red headed centipede, iridescent Eye-patch

    Eye-patch agree, this addon is useless. The other two are perfectly fine.

    • Decrease the additional fatigue from a "Kagune swipe" to 2.25 seconds(was 2.5) and Decrease the movement speed penalty to 1.15 meters(was 0.92 meters)

    Other killers can down with their power directly, which is why he has a short cancel. He would suck with this change and feel terrible to play. Not everyone wants to play bodyblock ghoul.

    • Added the effects of "fresh coffee" and "kaneki's satchel to the basekit"

    Coffee is a very strong addon and should not become basekit. For satchel I‘m open, because the third leap doesn’t have much of a purpose, but this buff isn’t needed.


    Nerfs that I think he deserves

    • Kidnap tech nerfed by reducing the time survivors can‘t move after vaulting a pallet. This is probbaly the biggested frustration people have when playing against him.
    • Reducing the hitscan hitbox by a little bit would make him more difficult to play and give survivors more counterplay by leaping to something when you miss. My only real problem with him is the free injury.
    • Reduce the time he has to start another leap from 5 to 4-3seconds.
  • @Mr_K said:

    The Shape Rework

    Michael Myers has been with DBD for a long time and many of you said he needed long overdue updates. We listen and here are the changes.

    Addons

    • Removed Tombstone Piece
    • Removed Judith's Tombstone

    With these changes we hope that playing as and against The Shape is more fun and engaging.

    Thank you

    If anything they make a weaker version of them basekit.

  • Trickster changes/rework is also coming around march.

  • I hope when they add that they add wiggle progress to the hud as well.

  • I think you should get two stacks per hook up to 6. Each time a survivor leaves a gen, it gets blocked for 30 seconds and consumes a stack. That way it would be a sidegrade or buff. I never understood why they changed it in a way that it only works with pain res and I agree 50 seconds is too long right now.

  • @ShanoaLegendaryPlz said:

    Im gonna make a reddit account just to ask for Shanoa and Simon Belmont legendary skins (and the return of the castlevania rift cosmetics for people who missed out)

    Don‘t forget your password after making a new account just for one thing XD. Happened a lot to me.

    I wish you luck with question.

  • @SpringMyTrap said:

    about singu's true form (pre-fire) skin we were sorta promised back in the 2023.

    dont see the point in asking about design/balance/whatever

    Do you have a picture on what you mean?

    I also didn‘t ask for anything meaningful. I asked whether we will get more Sadako, kaneki skins. I really want this skin.

    IMG_6479.jpeg
  • Sounds nice +1

  • Yep I can confirm, killer ques take ages in EU. Survivors is almost always instant.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968706#Comment_3968706

    To be fair, while I fully disagree with the person you're responding to, I also think this list is a little off.

    For survivor you list six things, but in this same timeframe there are also an additional two that I can remember off the top of my head and an arguable third on top of that. So, for survivor I'd probably list:

    • Basekit BT
    • Anti facecamp
    • 3-gen/excessive stall limit
    • Hook timers lengthening
    • Hook grabs removed
    • DC bots
    • Action HUD for what your teammates are doing
    • FOV slider (this is for both sides and is more QOL but it does give a small advantage)
    • Visual terror radius? (this one doesn't really give an advantage but it does bear mentioning)

    Then for killer, I think a few things are questionable here. Listing the damage on gen kick twice because it was buffed is a bit misleading when similar changes only get one bullet point elsewhere, flashlight clicking was removed because of concerns about epilepsy that affected both sides, and it's a stretch to put DC bots in here because they affect perks- no perk is stronger than just not having one survivor on the field. I'm also not personally going to count BNPs being nerfed, since that's just one thing and didn't conclusively address genrushing (defined here as using builds designed to maximise gen repair speed, with toolboxes mostly). If we include that, any individual balance change to a perk or addon should be included, and that gets messy quick.

    So for killer I'd probably list…

    • 10 extra seconds on gens
    • 10% buff to action speeds
    • Survivor post-hit sprint shortened
    • Bloodlust buffs
    • 2.5% damage to kicked gens, later buffed to 5%
    • Locker saves removed
    • Gen-tapping removed
    • Some maps smaller, some loops weakened, etc
    • CoH and medkits nerfed (I wouldn't necessarily pair this with hit and run, those two things were too strong regardless, but that's splitting hairs, it helps killers either way)
    • Survivors spawning together (great for early efficiency)
    • Consistent and comprehensive trend for buffing killer basekits
    • Anti-hiding (though its efficacy has ping-ponged impressively…)
    • FOV slider (same as the survivor list)

    I think this list paints a fairer picture, though I'm probably missing things here and there. It shows more conclusively the more accurate trend- both sides do get significant changes that are at least designed to help them out, but killers do get a little more (eight or nine things listed for survivor depending on how you count it, thirteen for killers) which reflects that our cutoff point here was 6.1.0, a patch designed to reign in a much more survivor-favoured state of the game.
    It also includes multiple changes where the effectiveness is up for debate, which I think is fair- the intent was still to help that role even if it didn't really work out.

    The person you're responding to is definitely wrong about killers never getting anything either way, of course. I'm bolstering your position more than contesting it here, I hope.

    FOV slider (this is for both sides and is more QOL but it does give a small advantage)

    What does the FOV slider do for survivors? It only works for killers.

  • I would say doctor was my first ever killer and I played him for quite a while. He was fun, free and it made finding people easy. Then came ghost face which I mained for ghost face reasons and then I got clapped by Sadako a lot of times, so I switched and stayed with her for a very long time until ghoul came out.

  • Agree. I don‘t know why this isn‘t the case already. After all many people suggested this idea before.

  • I agree, but the new effect is very good to be fair. It makes chest very good. I kinda hope the chest effect and the old effect stay. The aura reading isn‘t needed.

  • @LordGlint said:

    Kinda hoping they do to killer addons like they are doing to survivor addons. We dont need a killer to have 3 different addons that do the same thing, just by different degrees. I'd rather have 1 "increased range by X amount" and the other 2 to be something else thats ALSO beneficial. This not only helps prevent stacking effects turning something OP, but also just makes sense from a balance perspective. You can't say a power charging 8% faster with a green addon is the ideal balance, while saying its ALSO the ideal balance of it charging 12% faster with a blue addon.

    I agree. Having 3 times the same addon is really boring and I hope we get more different/unique ones.

  • For pig I would like her interlocking razor addon and razor wires to get merged. Both addons are really weak and need to be run together either way. The other addon could then get an effect similar to huntress lullaby and make (repair, healing and box) skill checks appear without warning.

  • @ThatRyanB said:

    While we don't have any to share, add-on passes are certainly considered where appropriate. If there are any Killers you feel would benefit from this (and if so, don't hesitate to let me know why you think this), I'd be more than happy to note this down as feedback for the team!

    Demo has a lot of addons that are just better/worse copies of one another and others are very uninteresting. The last unique addon he had, got removed a while ago and it got replaced with just +2 portals. I don‘t think all his addons need to be changed, but the majority of them.

    For Sadako I think she has interesting addons, but most of them are either too weak and need buffs or others simply don’t work with her current version.

    That‘s some of the addon changes and buffs I would like to see for her.

    Chase/flicker buffs

    • She keeps her undetectable and loss of collision for the lingering flickering duration (,which is 4 seconds without the mirror addon). (New)

    It would make her invisibility mindgame a little easier by not giving away her position with the red stain and give her a little more counterplay against body blocking.

    • She flickers for 4 seconds after crawling out of a TV. (new)

    I‘m not sure how impactful this change would be. I mainly put it here for atmosphere and because she disappears and appears after coming out of a TV in the movies.

    • She keeps flickering while breaking pallets and vaulting windows.

    I always found it odd that this isn’t the case already. It would allow for more ways to mindgame and outplay survivors with her power.

    Teleport/TV/chase buffs

    • Please remove TV auras or make it so they are hidden when carrying a tape.

    The thing I enjoyed the most when I started playing her in 1.0 were the teleport mindgames that I did during chases, but they don‘t work when survivors know where you are coming from and they severely limit her teleport, which is the most fun part of her power.

    • Increase the tape insertion, grabbing and the speed for turning off TVs to 1,5 seconds. (grabbing and delivering a tape is 1 second, turning off TVs is 0,5 seconds)

    More opportunities for jumpscares.

    Condemned lock in buff

    • On the second hook all condemned stacks get locked in.

    On the second hook there isn‘t much of a difference between getting moried or hooked, so this would be a nice quality of live.

    Condemned changes

    • Tapes grant one stack of condemned for every 30 seconds you hold them. The timer is paused when she is within 18 meters of you or when you are in chase. After these conditions are no longer met the timer stays paused for 6 additional seconds.

    One of the major annoyances of both reworks for me was how free it became to deny her mobility (my favorite part of her power). There is no drawback or thought process behind it. You just run to the TV and turn it off.

    • Hooking a survivor with a tape grants one condemned stack to all other survivors. (Ring drawing basekit)

    Slugging was one of her problems in the past and hooking should be more encouraged with her.

    • You only spread Condemned around the TV you projected to, but every 50 seconds every survivor receives one condemned stack globally. Each survivor has their own timer that gets paused by being in chase or being hooked.

    This woukd be a fair nerf in my opinion and a needed one if you would do my other changes. Currently her whole power can be shut down by good players without any drawbacks, which makes her very frustrating if play against players that know how to counter this killer. On the other side in the majority of matches you get survivors that don’t know to turn off TVs, which kills them very fast and turns the match in a 3 vs 1, that survivors typically can’t win. By slowing down the condemned spread speed and making it passive she would no longer have to do the boring spawn playstile and she would be more consistent across skill levels.

    Chase addons

    🔴 Iri videotape (rework) - for map traversal and chasing with TVs

    This addon is currently extremely bad and nobody uses it.

    • Sadako can teleport to a turned off TV, which doesn‘t spread condemned 📺. Add a cool flickering effect to the turned off TV when she crawls out of it. (New)

    🔵Telephone (made blue)

    Way too weak.

    • Survivors suffer from a -7% (was -3%) hindered Status Effect for 3 seconds, when Manifesting within 7 meters of them.
    • Reduces the required time to manifest and demanifest by 0.2 seconds (to 1.3 seconds). (new)

    🟣 Tape editing deck - for jumpscaring people

    Too weak, but interesting. Replacing the aura reading with killer instinct near TVs woukd make it a lot better.

    • All Survivors start the Trial with a tape and have to bring it to the furthest TV.
    • Survivors who are in a 3 meter radius to an active TV get twice as many stacks of condemned and are revealed by killer instinct. (new)

    🟣 VCR

    Currently useless because of TV auras.

    • Causes all TVs to make sounds when using projection.
    • Generators near an active TV start regressing again when you project somewhere. (New)

    🟢 Well stone - for the early game

    Shorter cooldown is no longer necessary on her.

    • At the start of a match she crawls out of a TV next to a survivor and the TVs are not on a 30s long cooldown. (new)
    • Reduces the time it takes for TVs to turn back on by -7 seconds (was only after manifesting).

    ⚪️ Newspaper (merged with reikos watch)

    • Increases the duration of your full Invisibility after Manifesting and while being demanifasted by +33 %.

    We don't need two addons for basically the same thing.

    🟢Reikos watch (rework) (meme addon)

    • The haste from protection gets turned into hindered and given to survivors and the killer for the duration of the speed when someone is within 16 meters of the TV you projected to.

    Condemned addons

    🟣Ring drawing (rework and made purple)

    I really want the old effect back, please!🙏

    • Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on an injured Survivor. (revert)
    • Hooking a survivor with tape, grants all other survivors one stack of condemned. (If it doesn‘t become basekit)

    🔵Well water (rework)

    The current effect should be basekit which is what I suggest above.

    • Every time a generator gets completed every survivor receives a stack of condemned. (New)

    ⚪️ Cabin sign (rework)

    Shorter cooldown on tps is no longer necessary on her.

    • Hitting a survivor breaks their tape. (New)

    Hit and run addon

    🟢Yoichis fishing net

    Too weak and since she is a hit and run killer, she would really profit from an mangeled addon.

    • Survivors with 2 stacks get mangled (new), with 4 stacks blindness and with 6 stacks hemorrhage (new).

    Stealth Adoons

    🔵Rickety pinwheel

    Oblivous on a lullaby killer isn’t a good effect, the radius is too small and in he current version TVs are constantly turned off which makes it pointless.

    • Survivors suffer from the silence (was oblivious) and fog status effect when within 12 (was 8) meters of a turned on TV and within 3 (was 0)meters of a turned off TV. This effect lingers for 1-2 seconds after leaving its radius (new).

    New status effect: Silence

    • You become deaf and don't hear anything (the lullaby). The visual heartbeat deactivates.

    New status effect: Fog

    • There is a (white) wall of fog which blocks your view and auras outside of a 24 meter radius.

    🟢 Clump of hair

    Too weak.

    • Reduces the threshold for full Invisibility while Demanifested to 14 (was 18) meters and the invisibility lingers for 0.5 seconds (new).

    🟢 Sea-soaked cloth (rework)

    Not necessarily bad, but she doesn’t need two blindness addons and it suffers from the same problems as Rickity pinwheel.

    • Hitting a survivor within 8 seconds after manifesting turns back on the last 2 TVs turned off. (Nerfed version of old iri tape)
  • It does nothing If you are competent

  • @CatFish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451762/rick-grimes-apocalyptic-ingenuity

    No, we dont need free 999 shaсk pallets, just use key to insta open chests

    It‘s a Party pallet. They are terrible

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968138#Comment_3968138

    That makes me sad honestly. What don't you like about Bam Bam?

    Well I‘m really bad with him. When in power I miss most hits and his turn rate is so slow, which makes navigating cluttered maps frustrating. Not to mention that I need to get a power first. Most of the time I‘m better of not using the power and his M1s become weird in demon dash form.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968317#Comment_3968317

    Rancid Abattoir was even bad before they introduced the new Tiles to Coldwind. But then replacing the good Tiles with those weird, weak Tiles made the map even worse.

    I really miss the old main building. It was one of my favorite ones. The new one sucks. No good window and one trashy pallet.

  • I don‘t know why they do it, but it can‘t mean anything good.

  • I noticed it too. You always have to press the button a bit earlier to get a great, which is annoying, but that got better after I switched from TV to monitor and the update that made skill checks slower helped a lot.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967611#Comment_3967611

    I want you to listen to yourself. "There's a very strong pallet every five feet, but if you somehow lose ALL of them, then you might take a hit!" Do you know how long it takes to clear out a deadzone with that sort of pallet density? Cmon man.

    The game is such an easy map to deal with as killer. You only need to get rid of a few key pallets and easy. The only way you can lose there is if you never drop chase or when you try to mindgame pallets, but it‘s your own fault if you lose when doing these things.

  • @Emeal said:

    Here is my own take:

    Tunneling Penalty/ Fatigue System for Killers

    This a in-game mechanic that discourages killers from immediately downing and rehooking the same survivor right after they’ve been unhooked. Instead of preventing tunneling outright in any game, which would remove killer agency, it adds temporary penalties (fatigue) when the system detects that a killer is serial tunneling.

    It isn't about just one tunnel because its the best solution right now, its if you tunnel again and again.
    It should be easily detectable in large quantities.

    Once we got that, slowdown and other effects can be added to make it much harder to continue. ala Orange Glyph.

    I think this is a flexible system that does not punish any tunneling, but will hit the serial tunneler Killers the hardest.

    This system would be too complicated and we need something that works all the time instead of only after you did it a lot of times.

  • I would make it harder and much more annoying to tunnel but not impossible. I‘m not a fan of potentially having to deal with ds every game.

    My idea: The unhook notification and hud changes appear delayed after a unhook and the unhooker/unhooked leave no scratch marks/ grunts of pain for 20-30seconds, so survivors are able to get somewhere to reset. As of right now tunneling has no counterplay and perks don‘t count as such.

  • Demo needs an addon pass. His addons are all boring or copies of one another.

    For Sadako I‘d like some addons buffed. Most of them have an interesting concept but are way too weak and other just don’t fit her current version.

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