LapisInfernalis
LapisInfernalis
About
- Username
- LapisInfernalis
- Joined
- Visits
- 5,139
- Last Active
Comments
-
Slinger and maybe Freddy too.
-
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840476#Comment_2840476
I'd much rather deal with that than these ridiculous skill checks.
These are literally taken from yellow glyphs. I had no problem with them so far. It's just 20s. If you mess up, go and hide if the killer comes and then complete the gen. Not that difficult. Dealing with Tinkerer (and Ruin/Pop) over and over is far more annoying. But even these perks are fine.
-
I would like that. Including a buff that you'll also get the information if a teammate cleanses a totem.
-
I don't care about the names, since they can change them, but I would welcome being able to see the killer's ping in the lobby, so I can dodge if they have a high ping. I don't fancy getting 5km hits at windows.
-
This is why you should "deal" with any DS during the match, so that you don't have to worry later. BT is fine.
-
@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2773611#Comment_2773611
Sorry but just because other survivors need new skins more than Yui doesn't mean Yui also doesn't need more skins. Both aren't mutually exclusive, you know.
They just need to stop giving Feng and Meg so many skins. Of course people will play them more if they have the biggest wardrobe in the game VS lesser played characters who barely have any cosmetics.. But I still agree with you that Jeff and Adam need more love.
At least Yui also had a Tome. Jeff had neither (no good cosmetics, no Halloween skin, no Tome, not even challenges). But you are right that some characters get too many skins (Meg, Kate, Feng, Nea, Legion, Spirit). All male characters in general are overlooked (except David and Felix maybe).
-
At least you have a decent skin that doesn't look like the rest of her gaderobe.
As a Jeff Main, I am maybe blessed with one skin in a year which is often almost the same like others (leather jacket+jeans). And I don't want to start about Adam.....
Sorry but there are some Survivors who need more attention than Yui.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2760298#Comment_2760298
I’d argue that this supposedly good team isn’t that great if the are being wiped out by a “bad” killer, even with NOED in play. Also how are you judging they are bad? For all you they are playing the long game and lulling you all into a false sense of security.
i mentioned before that this happens mainly with soloq where you can't coordinate or don't get to do all bones before the last gen is done (because the team is very efficient).
killers who play the long game usually have no real gen regression and therefore you get the idea that they have noed pretty soon. bad killers have a ton of gen regression perks and still get many kills because of noed even if they only have 2 hooks in total.
This it what annoys me. not the killer who does his best, has many hooks, but struggles because of map layout etc; but the killer who doesn't even try but gets the kills anyways.
I usually don't care about noed, but it feels cheap sometimes. same as the BT/DH/DS combo during EGC when you 2hooked everyone.
-
That would be too much with Hex: Pentimento since you could generate rekindled totems much easier
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2760298#Comment_2760298
I mean if you get wiped by just NOED, your team is bad and killer is good.
Have you ever played solo? I can understand that you can prevent noed from happening/deal with it as a swf very well , but for soloq it can be horrible, since you can't coordinate your team.
And the killer is not good if they rely on a perk. It's the same with survivors needing DH, DS, BT and UB to do #########.
-
I would rather implement a requirement like with No Way Out, so that only good killers benefit from it. Maybe that per hook you get it adds 10s to an initial 30/45/60s of use. And that it's not a Hex then.
I can't count on how many matches teams get wiped because a bad killer gets lucky because of noed. Sometimes you don't even have the time to do all bones. I would rather have a decent killer who was fair the whole match winning with noed than those who just camp.
-
I like this
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754914#Comment_2754914
It would be just another distance ex-perk. No other benefits like ignoring killer's powers or dashing through killers.
I think it would be interesting to test.
Idk.... Maybe it's because I mostly use M1 killers who generally have a problem with getting looped to Oblivion. It would be great for all the ranged killers of course, but it would be hell for most M1 killers. Now they have to be careful with healthy and injured Survivors (Trapper is an exception).
I would rather have the perk reworked completely.
-
So it is even more useful? DH is mainly used for distance anyways.
No thank you.
-
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2753880#Comment_2753880
Oh don't worry. I know full well he has bad addons. In fact, he has the WORST addons of ANY killer in the game. I made this whole account on this forum specifically to request an addon rework for Pyramid Head. He's been nerfed multiple times, his perks have been reworked, and a good number of other killers have had their addons redone, but PH remains the proud owner of the game's most useless addon selection by a country mile.
But hey, look on the bright side: You don't feel bad about Prestige wiping out all the addons you've built up because they weren't going to help you anyway
For me the killer with the worst addons is still Freddy. I did for him what you did for our PH recently. If you are interested:
@LapisInfernalis said:
Dear people of the Fog,
I have been playing Freddy for a long time now. I already knew him, well before he got his rework. I surely hadn't "mastered" him back then, since I was a newish player. But I tried my best and came to like him. I loved the aura reading outside of the TR and that he was completely invisible to people outside of the dream. I understand that complete invisibility would be a bit too harsh, especially for new players, but being able to see Freddy (every couple of seconds) from as far as 32m is too much for my taste. Why? because Freddy comes without you knowing to trap you in his world. There is an add-on (Pill Bottle), which shortens the distance a bit, but does affect neither the TR nor the lullaby, which requires M&A to be used as well. Generally this is a nice idea, but it's just not "worth" it, compared to other add-ons. This is one example for many of his add-ons, which are just status effects or niche effects that are not worth their rarity (most of his very rares and Black Box) or generally too limited to be useful.
This is my attempt to make Freddy's add-ons more divers and more useful in general while reimplementing a lot of the "Old Freddy" I used to love in the old days. I want to make Freddy a bit more interesting to play as and against again, as well as to bring back one of the more meme-ish but fun builds that was called "Ninja Freddy" or "Silent Freddy".
Please remember, that this is just me brainstorming and probably won't be quite as balanced as it should be. I will do my very best though.
DREAM DEMON:
Outside the Dream World:
- Freddy is only fully visible when he's within 8m and intermittenly between 8m and his TR (24m). Frequency and duration depend upon the distance. The closer Freddy is, the more you can see him (similar to Wraith). Outside of 24m Freddy is "undetectable". This does implicate the status effect of the same name, but old Freddy could NOT be detected with any aura reading outside of the dream world. This would reimplement some of his stealth abilities without being too powerful.
- Freddy's TR is set to 24m.
- Game mechanics about micro sleep and clocks remain the same.
- His visibility changes with his TR, but cannot be lower than 12m to give survivors a chance to react. So M&A or Furtive Chase make im less visible, but perks like Tinkerer will not make him invisible. They will just set the maximum distance to 12m for the duration. (This could be too strong.)
Inside of the Dream World:
- The lullaby's radius is set to 24m.
Snares/Pallets:
- Freddy can use both simultaneously. By tapping the Active Ability button (CTRL), switch beween Snares and Pallets (similar to Clown). To be more versitile, both are counted seperately. Freddy can set 5 Snares and 5 Pallets before they get recycled. Since Pallets are the weaker type of power (need empty spots which are rare on many newer maps/reworked maps and are less usefull in the end game) and need to be set up before a chase, I think it would be ok to have 2 seperate counters for Pallets and Snares. This also opens up an Add-on set for new stuff.
Teleport:
- Stays the same.
ADD-ONS:
- "Block"-Family: Reduces the Micro-Sleep-timer by 5/10/15/15s + the "Wake-up action" is 12s (or whatever the maximum was) by default. This creates a dilemma for the survivors: Do i still go to the watch? Do I get waken up by a mate, do I purposely fail a skillcheck or do I not care? Here I used the idea of the old blocks, which made the Dream Transition shorter.
- "Drawings"-Family: Is totally fine. Kid's Drawing should be 1% reduction per sleeping survivor instead of a meme add-on though.
- "Dress"-Family: Interacting with a Snare or Pallet causes Incapacitated/Mangled/Exhaustion for 15s/until healed/5s. These status effects are way more useful.
- "Claw"-Family: Increases movement speed after teleporting for 15/20/25s by 5%. Inspired by the old claws.
- "Rope"-Family: Makes the Survivors question reality. Creates Freddy illusions (f.e. Freddy standing, fake lullaby/TR, Freddy walking, fake teleportation effect, the metallic scratching of Freddy's glove) randomly during the Micro-Sleep Phase for 1/3/5s. The illusion's auras are visible to the killer. (similar to Doctor)
- Pill Bottle: Teleporting makes no sound and generators don't splash blood. The blood pool where Freddy comes out remains.
- Class Photo: After teleporting, the Aura of survivors is shown for 4s if outside of 24m. Inspired by the old Class Photo and Freddy's old Aura reading.
- Red Paintbrush: All Survivors start in the Dream World. Only Alarm Clocks can wake them up. The huge time waster or buff for the killer.
- Black Box: Reduces Terror Radius and Lullaby radius by 12m. Reduces maximum visibility to 12m. See sleeping Survivors' auras in up to 12m around you. Reduces movement speed to 110%. Keeping Freddy 115% while he is literally invisible outside of his TR would be hell....
I hope you like this.
Stay healthy.
Edit: Forgot the aura reading for black box.
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2753880#Comment_2753880
I wouldn't call them inexperienced. They knew how to moonwalk and use red stain manipulation and ALMOST caught me off guard once or twice. I just managed to mindgame them a few times and get a few dodges in that were VERY close to hitting me (see the 2nd to last dodge before he dropped the chase)
I did not mean inexperienced killer, but PHs timings and turns need a lot to get used to, which is exactly why you can loop the average PH player. They get some good shots and have the right ideas, but the muscle memory has not yet developed.
I started to learn him when he came out, but stopped shortly after, because he was a bit too clunky. I recently picked him up again to really learn and master him.
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2731457#Comment_2731457
Your privilege is showing. Your claim that the harassment barely happened because YOU personally were unaware of it means literally nothing. Fog Whisperers and streamers have caught video evidence of it happening. It's been documented. Do some research
These are still isolated or regional cases which were blown up by social media like a lot of things these days. I don't deny that it happened, but I have never ever faced a Bubba with Smartface who went all racist in my 4.5k hrs of playtime. It is really bad that people are harassed because of skin tone (I'm not calling it "race" since it has a very negative connotation for me as a German) or gender. But it is NOT the right way to punish thousands of other, non-racist players who invested hours of Bubba matches to get these. These are the dark deeds of few bad people who now know they get attention and ruin everybodys fun by being racist.
I personally don't play Bubba, so I just "win" the 6k shards because I played maybe 2-3 matches with him (which is not fair at all).
Oh and one question: Do you really think these people will stop without the Smartface?
-
@ArmoredChicken said:
As a 2500+ hours super DBD vet that played both sides but mostly survivors, pyramid head needs a nerf, he's un-loopable,
he can hit through walls and pallets, you're basically dead if you meet him!
Problem solved: full 4 men swf with 2500+hours
Do you have a problem with Nurse too, since she can pretty much go through walls?
@Adjatha said:
Pyramid Head:
- Makes more noise walking than nearly every other killer in the game
- Is one of the three tallest killers in the game
- Makes a tremendous sound cue when he drops his Great Knife into the ground
- Cannot activate his shockwave for a full second after dropping his knife
- Cannot turn nearly at all, and moves slower than survivors while his knife is down
- Projects a huge red light outward, even through walls, warning survivors exactly where the wave will hit
- The wave hits in delayed segments, giving you even MORE time to move slightly to one side or the other
- Has a longer cool down after using than a normal attack
- Cannot be used if his torment trail meter isn't mostly full
- Has an added 'cannot attack' window if he puts his knife back up, added as a nerf very shortly after his release.
HIs power has more broadcasts for survivors to move slightly than any other killer power. It can ONLY be used successfully if you are A) extremely new/bad or B) if you are locked into an animation, such as throwing a pallet or vaulting a window.
The counter play is to for the window, if you hear the knife go down, you fake it and juke to the side. Boom: instantly evaded every single time.
Pyramid Head is the most over-hyped killer in the game. He's not even close to broken or unbeatable. He's not even actually all that good if the survivors have any clue what they're doing.
Yes. Thx.
@soos said:
I agree he definitely needs a nerf. If you vault a window or pallet he hits you with M2 if you don’t he hits you with M1. And if you run into his trail of torment he will tunnel the hell out of you. I have 5k hours on this game and I can say he is a badly designed killer. Hopefully the Devs listen to their community and nerf him.
I have 4.5k hrs and I can vs him far better than some other killers with anti-loop (I hate Nemesis and Artist for example). Idk... but some people just avoid his trail like it will insta kill and therefore get M1ed pretty easily. And yes you can "tunnel" with him more efficiently (first of all I need to get across the map for that lol), but maybe you should not depend on all your 2nd chance perks to carry you through the match? Or maybe don't heal right after uncaging/unhooking someone. Or maybe don't get on the killer's nerves. There are many reasons why a killer tunnels. PH is no different in that case than the others.
He's fine.
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2751540#Comment_2751540
He's been nerfed numerous times already.
You hardly ever see him because there's few enough people who DO play him and he grows more irrelevant by the day. He has an absurdly over-generous number of self-nerfs that make playing him feel awful, make using his power incredibly self-punishing, and despite his absurdly low play rate, everybody loves putting him in A-tier (if not S-tier), overhyping him to such an absurd degree that he'll never get the overhaul he needs to actually feel good to control (or the reworking of his addons to be at all useful in any way).
But there you go: It doesn't matter how much Counterplay the Devs build into a killer, doesn't matter how many times he's been nerfed before, and doesn't matter how little he actually sees use.
Somebody will ALWAYS demand MORE nerfs.
Don't forget, he's one of the killers with really bad addons. The others are Freddy, Twins and GF.
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/305232/pyramid-head-needs-a-nerf
"Pyramid head needs a nerf, he's unloopable"
I present to you, this highlight
I think this was someone who did their daily or maybe an inexperienced PH-player, but it demonstrates pretty well that you can easily loop a new or average PH. You need a lot of practise to be good with him. Which is fine, since some other quite strong killers are the same (Nurse and Huntress f.e.)
-
If we can get a pallet down there yes. I would rather get rid of the window next to the Gen upstairs.
-
I would rather have Huntress Lullaby have 5 Tokens from the beginning.
-
Even more BP during an event, when everyone uses event offerings? Hell yeah!
-
As a Metal fan I totally appove!
-
@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2741575#Comment_2741575
I was personally gonna say that the new scourge hook would also be a really strong perk in combination with DMS. But even in that case, there's already an absurd amount of people who just let go of gens right before someone gets hooked to prevent the scourge hook from making them scream/pulling them off the gen so even that has counterplay
true. once I notice the killer has it (or thrilling tremors), i'll just jet go of the gen for a second before he picks up. and if i do that i can also go to a locker and be safe against bbq.
-
Freddy can also profit from new DMS as well. He's actually the first killer I thought about when I read they'll buff the perk. I can imagine it being even stronger on Freddy since he can fake his teleportation with Class Photo (yesss, finally a build it works with!)
Anyways:
It has enough counterplay.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2736280#Comment_2736280
Or a watered down Decisive Strike that is built into the survivor kit, but it stops working at EGC. Then you could bring the DS perk and have 2 Decisive Strikes.
It would open up a perk slot, but it can be abused pretty hard.
-
Since DS is very strong during the EGC i would disable it once the EGC starts, but make it available 2 times. So the killer has no free tunnel after he already tunneled you once.
-
@[Deleted User] said:
I bet you're also glad that almost every topic talking about this subject with people disagreeing that this was the right decision also got shutdown. Yeah, let's fight intolerance with more intolerance.
Also, removing the masks didn't prevent a killer from calling me "monkey" today. Surprisingly the word "monkey", "macaco" and "makako" can pass the censorship system, but when I tried replying something like "lmfao" and "get rekt" the system did censor my phrase.
Also, the other day, another survivor in the lobby sayed something like "change this monkey character" for just playing the new survivor (the one who looks like Trevor from GTA V). And this one doesn't even have a mask, only sunglasses.
And actually, to be honest, if you're South American and you play past 2:00AM sometimes you get paired with North American people. I've been called "monkey" a lot in the past but I never took it serious, I just laughed. (And also we all know that hate speech against latins is kind of okay in NA, right?)
Well, I did my part. I reported the #########. But I want to see results of my report or else I'll assume this is all hypocrisy.
Hateful speech against latins is fine?
I am German and I can't count anymore how many times I was called a Nazi in my 4.5k hrs of playtime.
This is just sad overall.
-
@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2733863#Comment_2733863
This video explains pretty comprehensively how people "spread hate" with the mask.
Did they forget that Meg and Dwight also have these faces and are white? Bubba skins everyone. He doesn't care about other people's skin color.
I didn't even think that there could be problems with these.... I've been playing for over 3 years now and I never thought of the LF maks to be racist or spread hate.
Again, it'S a feew bad people who ruin it for everyone.
-
@Ripley said:
It's hard to watch your footage. You are using a mouse for those fast turns?
Yes.
-
i love it how people want other perks than the usual 5 to use, but if one appears......
-
I guess that the devs want Gearhead to punish veteran survivors in not hitting great skillchecks all the time. the problem is, that veterans won't care about 10s of aura reading while the killer is busy anyways.
-
I also hoped for map-reworks (the last one was what? Coldwind?).....
-
I like this idea. Especially with all the new(er) maps who have "fixed" pallet spawns depending on the tile (Game, RPD, Erie, Lery's) wich make fake pallets really hard to use on these maps. Often enough you would need survivors to throw pallets first before being able to place anything. Not to mention that pallets are really useless when trying to defend exit gates. And on some maps with narrow corridors, snares are also better.
I think the number of tokens should be 5+5. 5 snares and 5 pallets.
-
I also hope they make it optional.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2721463#Comment_2721463
yes it's always been like that. I think it's something like 1s to get the blind and 2s to get the burn (if you're not aiming at the head, then it's just 2s to get the burn as of course you won't get the blind that way)
Ah, ok, I didn't know that. I was just confused. This thread can be closed then. Thanks :)
-
@Mandy said:
None of those showed a bug. A blind happens before the burn and if you notice the Meg didn't continue trying to get the burn - to flashlight burn a Wraith it takes longer than it does to get a blind. I just tested this in KYF and got the burn every time.
Was it always that way? I remember trying to burn a Wraith multiple times before but rarely got it to work since it takes more time like you said. But I have never noticed that the flashlight blind happens before.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2717163#Comment_2717163
I'd be happy with just some presets, just so I could give a GG y'know?
All I need is a GG and maybe some emotes, like 👎👍😭😈😠😄
That and some space where you can write f.e. 3 costum answers like "gg wp" or "thx" or "why did u tunnel me?"
-
@Uriah119 said:
https://forum.deadbydaylight.com/en/discussion/comment/2717073#Comment_2717073
Good Ol’ Bubba enters chat.
Oni with Infectious, Myers with 99ed EWIII, Legion, Plague...
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2700469#Comment_2700469
Or they could just add the chat to all platforms
Console players would need ages to write something
-
Maybe we will get this with the Mid-Chapter and the next rift.....
-
@SeannyD115 said:
If you are having issues with prove thyself then use discordance.
Exactly. And some killers also profit from people grouping up.
-
I approve!
-
One question: Do you want to VS other perks to be used instead of the usual 5 (DS, DH, UB, BT, IW)?
If the answer is yes, then you should be glad, that Detective's Hunch is useful.
-
I like the idea as long as abilities and TR remain the same as now.
-
I like your Idea, although it could be bad for EGC if you are the last person. Gates are often close to each other, so you have to do the 4s-tech. It might still be possible, but it would be a lot harder to do.
I made a post about all the EGC perks a while ago.
@LapisInfernalis said:
Concerning: Remember Me, Blood Warden, NOED, Rancor, Bitter Murmur and No Way Out
Dear people of the Fog,
why are these perks not treated equally when the killer closes the hatch? Well actually it makes sense for some of these, namely Blood Warden (you are the last person, so it would never be activated anyway) and Bitter Murmur (no Gen is activated, so no aura, which is ok). But why does No Way Out work, while Remember Me was gutted? Why does NOED work and not Rancor?
Numbers:
No Way out (4 tokens, Tier 3) - 60s blocked + 20s gate = 80s total AND the killer gets a notification
Remember Me (4 tokens) - 16s + 20s gate = 36s total, NO notification (only for non Obsessions)
Rancor - Obsession Exposed & Mori (+ aura/location if a Gen is completed; not in effect here)
NOED - all Exposed+4% more MS until Totem cleansed
A little bit of history: When the EGC was implemented, they nerfed Remember Me from 30s to 16s so that Survivors were still able to get the gate open, but No Way Out is allowed these numbers? (Seriously, buff Remember Me)
NOED's speed boost can be a huge advantage if the gates are close to each other and if the Totem is cleansed it gives the Killer a notification. Whereas Rancor only effects the Obsession.
What I propose:
Either disable all of these perks if the killer closes the hatch (description key word "after all gens are completed") or enable all of them and tweak No Way Out's numbers (if Remember Me had to be nerfed to the ground this would be just).
I would prefer if either
A) NONE of these perks would activate after closing the hatch
OR
B) they ALL activate. In this case No Way Out, Remember Me and NOED should have 2 different versions. One weaker for when the hatch was closed and a stronger one for regular EGC. This would include some number tweaking. For example the old pre nerf Remember Me for the regular EGC and the live version for after the hatch has been closed. No Way Out should either not have the notification or shorter activation time and NOED should not have the speed boost. Rancor only effects one person, who my not even be the last person alive. I think it is OK as it is.
Important edit: Same goes for similar Survivor perks as well (looking at you, Adrenaline!).
Another idea I had is in my post where I propose a buff to all underused perks
@LapisInfernalis said:
Dear people of the Fog,
many perks on both sides are underwhealming. This is how I would buff them to make them more useful while keeping their core. I do not aim to create new meta perks with this nor do I think of broken perk combinations. These are just ideas. All values are for tier 3 and additionally to the existing effects unless stated otherwise.
SURVIVOR:
- Lightweight: Make the scratchmarks fainter and not as bright (= harder to see).
- This Is Not Happening: Get 50% more time after the skillcheck notification.
- Calm Spirit: All normal grunts or noises are silent. So no sqeaky noises when doing totems/ chests, when falling down (yes yes) etc.
- Streetwise: Make it global
- Sole Survivor: Make it more functional with new Object (which is global!), tweak the distance so you are kinda save from BBQ on most maps when the second to last survivor dies. (48m with 2 tokens on tier 3 is just not enough and sometimes there is just no locker or the killer has Iron Maiden.) Reimplement that the perk lights up, whenever it blocks an aura and give a noise notification (like Premonition)
- Object of Obsession: Let the player use it when they like, but keep the 30s cooldown. Edit: Since a DS can completely rob you of this perk if the killer has no aura reading, give it to non-Obsessions but with 60s cooldown.
- Up the Ante: Buff the numbers, but (like Open Handed) only once per team.
Left Behind: Obsolete since you can find hatch by walking over it.- No Mither: 100% Noise reduction, you leave NO BLOOD 4 ONI; You start the trial HEALTHY and hide that broken status from the killer (no more getting tunneled). You can never be healed, recovering speed reduced by 35% (only if broken status is hidden!).
- Wake Up!: You wake up from Freddy's Dream World, sprint for 5s at 150% and get 5% action speed to vaulting, cleansing, sabotage and healing (also Jigsaw Boxes!) for 60s. Causes 60s exhaustion. (together with an Adrenaline nerf: no more sprint boost. Only heal one health state. Still causes exhaustion!)
- Vigil: Make it global and buff the numbers to 30%, but only once per team.
- Pharmacy: Maybe put random add-ons on it (green rarity max.)
- Boil Over: Buff it to 20m
The PebbleDiversion: Lower the activation timer to 20s- Autodidact: More skillchecks so you get tokens faster (it is such a pain to get to 5) OR get 20% (instead of 15) which are applied instantly in both cases (like STBFL; right now, you only get the bonus for the next skillcheck), give the other survivor a notification (like Prove Thyself) if they are in a 4m radius, so the other person knows you have the perk.
- Distortion: 5 tokens Edit: OR (as Rework) the Killer can never see your aura, but you are Oblivious the whole match (could be a Boon: perk? Maybe?)
- Buckle-up: Make it visible for the whole team
- Mettle of Man: Make it counter any insta down even if you are healthy and make it usable while being already in Deep Wound Status, remove the downsides and reduce necessary protection hits to 2 OR keep the downsides and let safe hook rescues and pallet/FL saves count as well.
- Better Together: Make it global
- Fixated: Let you see other Survivor's scratch marks as well.
- Babysitter: Reduce injured noises by 100% for 8s
- Cameraderie: Activates on both hook phases. Health bar does not flash for the killer so they're not alearted that another survivor is near
- Second Wind: Hide the broken status from the killer! Edit: add a token system (max 2 tokens) so that if you happen to heal 2 people before getting hooked, you have both auto-heals ready. Also don't let it consume a token if the killer tunnels you and downs you before you get the heal.
- Red Herring: I seriously have no idea....
- Visionary: Remove the cooldown.
- Smash Hit: Let stuns count where the killer breaks the pallet simultaneously (more viable vs Bubba, Billy etc.)
- Counterforce: Totems cleansed by others count too and show the totem that was the furthest away from that position.
- Bite the Bullet: Include other healing teammates.
KILLER:
- Monstrous Shrine: No self-unhook possible (without Deliverance), after 2 escape attempts you go in "Phase 2" (you will get a little debuff-icon after you did one attempt), Hook progression is accelerated by 15%. OR make it a Hex: (seriously, no-one likes basement campers) but let it affect all hooks (maybe....) Edit: OR make a Scourge Hook: out of it if affecting all hooks would be too bad.
- Unnerving Presence: Let it effect EVERYTHING or make it global so more killers could benefit from it. (Experienced players won't care either way.)
- Predator: Make the scratch marks brighter and more vibrant. Remove the rest.
- Stridor: Return to old state (together with a) Iron Will nerf: If you are injured you do not groan in pain, but breath normally; b) Spirit Nerf: No injured sounds audible while phasing, injured survivors are treated like the have Iron WIll)
- Dying Light: 5% per token; include Obsession into debuff; keep tokens after Obsession dies (like STBFL).
- Hex: Third Seal: Include hook bubbles and other notification bubbles. (including utility aras like Jigsaw Boxes would make it too strong, but I would be interested in a test nontheless)
- Overwhealming Presence: Make it global.
- Overcharge: Make it 10% but remove the effect after the gen stopped regressing.
- Territorial Imperative: If at least 32m away from a hooked survivor, if another survivor gets 8m or closer to that hook get a notification and show the aura for 5s. Remove the basement part.
- Fire Up: Buff it to 5% (25% total) and give a 5% MS bonus for 10s every time a gen is completed ORgive a stackable 1% MS bonus for every completed gen for the rest of the trial (=5% after all gens are done)
- Remember Me: Return it to the pre EGC state and buff the numbers to a total of 60s gate opening time (40s from the perk itself). Show the location of the Obsession when all gens are done for 5s. It was gutted back then and not buffed again after the issue with the EGC was resolved. For any issues regarding the EGC after hatch is closed see my other post:
- Surveillance: Remove the yellow aura notification if the gen goes empty. It is so confusing....
- Rancor: After all gens are completed, highlight the Obsession's Location OR show their aura for 4s.
- Furtive Chase: Make the TR smaller fot the whole time (not just in chase). Keep tokens when the Obsession dies.
- Cruel Limits: Don't block the windows around the gen, but the killer.
- Dead Man's Switch: Worked kinda before PGTW numbers were nerfed. Therefore this is actually a nerf... or maybe not? Reduce it to 35s but "kick off" survivors working on the gen with the most progress (like Surge/Eruption). Does not work on other gens.
- Forced Penance: No idea.
- Deathbound: No idea.
- Dragon's Grip: Reduce cooldown to 60s. (If MYC can activate for 60s every 60s, then this is fair.)
- Hex: Blood Favour: 24m and remove the Hex: OR the cooldown (since Hex perks should be so strong that they justify being able to be removed)
- Coup de Grâce: Add another button I have to press (SHIFT would fit), so I don't waste it.
-
@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2700476#Comment_2700476
The devs stated in their last Q&A session they have no plans to add the chat box to the consoles.
https://forum.deadbydaylight.com/en/discussion/300447/cross-play-logo
As far as the logos go I think they might have to pay for them to use em, so maybe that's why I dunno for sure.
Then they should do a generic console icon for all consoles and a PC icon for all others on Epics and Windows
-
@Marigoria said:
Cheaters cant be prevented with anti cheat software because they're always finding new ways.
However, what BHVR can 100% improve is a system that makes it easier to report them.
Right now you need to have a recording software up at all times, start recording when you see the hacking, save it, send to support. This is not great at all.
What could help: Having an in game record function OR replay function so if you dont have a recorder up, you can record after the game is over.
These Record functions don't need a lot of space either since it's usually just server data. It might be a bit difficult for older systems with performance, but I made very good experiences with it in games like PUBG or WOT even with my older PC back then.
The game just needs to save maybe the last 5 matches. Or let the player chose how many matches it should save (1, 10 and 30 are good options). This could also be used to review other players (or yourself) and improve your gameplay.
They also need to implement something that detects when certain actions like screaming or hooking are spammed. Or if a Flashlight suddenly has medkit-addons, the stun is 1min long etc.
-
@CremelloJoJo said:
"Tell me, why would I ever bring a perk that allowed me to see the auras of my teammates around me over an exhaustion perk."
You know there is room in your build to run an exhaustion perk AND an aura-reading perk?
I know, I know...mind blown.
Not if you need DS, BT and Unbreakable vs all these sluggers, campers and tunnelers.
I personally only use DS out of these (no exhaustion perk as well) and prefere information perks like Spine Chill and Kindred over "the E"
-
I think Exhaustion perks in general are fine, just a few are busted like DH, SB, Adre (or Overcome). BL is very map dependent, Lithe takes you away from a safe tile (and is a little map dependent), Smash Hit depends on the Killer not respecting pallets and Head On is more for fun than anything else.
Adrenaline could be fixed by just removing the sprint boost if it heals you, or make it a heal over time.
-
Yeah, so I know if they can read what I write or not. I'm still surprised sometimes if someone with the globe writes in chat.