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  • Yeah, I can get behind a "no scratch marks" item. Breaking up the Medkit meta a little could go a long way.

    Alternatively, a function like this getting implemented to Flashlights might be interesting. I always thought Odd Bulb being another "blind faster" addon was iffy, if it made blinds + batteries worse but had the benefit of hiding your scratch marks for a few seconds after a killer blind it might be a lot more interesting.

  • I can definitely get behind this for Perks like Huntress' Lullaby that are underpowered. NOED gets this treatment so less powerful Hex perks getting it would be fine.


    I also agree the main issue with Hexes is the literally 0 value situations. Killers are more than willing to equip Perks that will become dead over time, Corrupt Intervention and Lethal Pursuer are testaments to that, but Hexes are a lot more fickle.

    If we were going to go at that problem with a more universal mechanic, I wouldn't mind a "cloaking" system where Totems are covered in shadowy mist in the first minute or so. This mist doesn't stop Survivors from seeing them, but it does make Dull Totems indistinguishable from Hex Totems, so for Survivors to get lucky with an early cleanse, they need to be willing to take a risk on their end of wasting 10 seconds on a Dull Totem.

  • Honestly I don't think Gearhead's concept deserves entertaining as something worthy of trying to redeem? At least a mega-trash Perk like Monstrous Shrine has a concept I think is worth trying to salvage, but Gearhead, despite not being totally unusable, still just grosses me out on a primal level with how bizarre it is.


    But, to entertain the ideas OP throws out anyway:

    Buffing the timer to 40 seconds: Would definitely be a substansial buff, and easily justified. Doesn't solve Gearhead's issues at all IMO but it would be an "oh, neat" thing to see in the patchnotes.

    Increasing skillcheck trigger odds while active: An understandable idea but as seen with Unnerving, increased skillcheck odds are a boon for (good) Survivors, not a downside.


    Both are noble tries but I think fall short. But, I'm not just here to be a downer, I'll suggest my own Gearhead rework. No, you know what, screw it! THREE Gearhead reworks, so there's one for everyone:


    Concept 1 (my personal preferred concept):

    Gearhead starts the Trial with 2/3/4 Tokens. Whenever a Survivor succeeds a Great Skill Check while repairing, the Generator will produce a loud noise notification and a Token is consumed.

    If Gearhead runs out of Tokens to consume, the loud noise notification will still trigger, but Survivors will be warned of Gearhead's activation via the HUD.


    Concept 2 (another weird total rethink of the perk that would probably be too complicated):

    After hitting a Survivor twice with your Basic Attack, Gearhead triggers a Skill Check for all Survivors currently repairing a Generator, with a random delay between 5 to 15 seconds. Succeeding or failing a Gearhead Skill Check cannot influence the Generator or its progress in any way.

    If the Survivor succeeds the Gearhead Skill Check, they are Exposed for 20/30/40 seconds, with this duration being doubled if they succeeded using a Great Skill Check.


    Concept 3 (a more grounded redesign of what the perk currently does):

    After hitting a Survivor twice with your Basic Attack, downing a Survivor, Gearhead activates for 20/25/30 seconds.

    Each time a Survivor succeeds a Good Skill Check while repairing, the Generator will be revealed by a yellow Aura as long as it continues being repaired.

    Any Generators that complete more than 10% of their total Repair Progress while Gearhead is active will be revealed by a yellow Aura until Gearhead deactivates.


    Pick your favourites so I can take the other two into the forest and blow their heads off.

  • @Danyonetta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280916#Comment_2280916

    I disagree about the graphical updates - they're something that should be done that improve the health of the game especially moving to a new gen. If you look at the old maps they look considerably worse than the new ones we have and that ruins the experience. Nevertheless they should focus on fixing the game performance before doing these updates - or at least have less people working on them at once.

    I'm on the same page, graphical updates are actually necessary and probably the closest thing to a "health update" that BHVR are currently doing. I think the addition of things like breakable walls are the reason why people have, justifiably, grown to resent the map overhauls. Breakable walls are frankly anti-fun in their current state.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/257621/please-do-literally-anything-about-the-perk-grind

    Or alternatively, just remove tiers, it's a simple fix but it would cut down grind DRASTICALLY. Why they haven't done that yet is baffling to me, literally it would cause less work for them as they could make perks like Rookie Spirit better because they wouldn't have to make some arbitrary stat that scales.

    Think about it, without perk tiers, Rookie Spirit could just work whenever a gen is regressing without having to do skillchecks; not only making the perk better, but also saving time and points by not having to level it. I know that's only one example, but both sides could benefit from a massive overhaul like this.

    OP did suggest removing Perk tiers, "axing ranks 1/2".

    I definitely think it'd be the right move for the game as a whole. The only possible concern is that it cuts out a lot of progression for people who don't own DLC, but:

    • The game has multiple systems to enable people who haven't bought DLC to earn the content through gameplay
    • The overlap between people who want/need lots of things to grind for in this game, and people who don't own any DLC through either progress or purchase is most likely very low


    This game launched with I believe 47 perks, it now has 179. With over triple the Perks from launch, we really don't need them split into Tiers nowadays and it generally just makes the game worse, especially for newcomers.

  • If anyone out there genuinely thinks Wraith is overpowered, I think they should stop playing for health reasons, Spirit or Nurse might give them a heart attack or something.

  • How about we just delete Perk Tiers, because:

    • They were essentially a crutch for DbD's lack of Perk variety, an issue the game no longer has (you can argue that without DLC the game's total perk # hasn't gone up by all that much, but iri shards have somewhat bridged that gap)
    • They limit Perk design (because every perk needs something that is influenced by tiers, and we've even had instances in the past of BHVR mistakenly making T1 perks stronger)
    • They're massively inconsistent in how much they buff Perks, some Perks are near useless until T3 while others gain almost no benefit from their Tiers, both of which result in issues
    • They put an artificial barrier on players trying to assemble builds for their new or recently prestiged Killer/Survivor


    And then just brainstorm other, less bad ways to reward players with new stuff for their Bloodpoints in both the short and long term? I'm not gonna pretend like that's a no-brainer, but I guarentee there's better ideas one could think of than perk tiers.

  • @yobuddd said:

    Sticking with the theme of its name, “Unnerving Presence”, it needs to make survivors essentially not think straight when the killer is near. Here’s my suggestion:

    • Survivors within 20 meters of the killer “miss certain details” - pallets (up & down) are invisible, breakable walls (broken) appear intact, and windows look like solid walls until they have been in view of the camera for 0.5/1/1.5 seconds. Survivors can still interact with vaults and pallets like normal.

    This changes the perk into a ‘chase perk’ and would be useful against pro players who are constantly flicking their camera forward and back. They think they’re running through an empty loop but suddenly get stuck on the downed pallet that they didn’t see when they momentarily looked forward.

    I honestly think this would be a bit too good. One would think it'd be okay since it would only hide information, but I think Windows of Opportunity kinda teaches that awareness of environmental props, even at very high levels of play, is ridiculously important for Survivor.

    It would require playtesting to properly figure out but my instinct is this would end up being overpowered as it's proposed.


    IF we keep it as a skillcheck perk, which I think would be okay, I think the main change it needs is:

    Great Skill Checks within your Terror Radius have their default progression set to 0. (effects that alter it, like autodidact or stake out, still work, but without any modifiers great skill checks only give extra BP)

    This way the problem of it benefiting Survivors is immediately quashed.

    From that point, an extra effect to give it some extra value would probably be necessary, like:

    When your Terror Radius moves to encapsulate a Survivor currently healing, repairing, or Sabotaging, a guarenteed Skill Check is triggered for them. This effect can only trigger once every [insert appropriate cooldown here] seconds.

    Which removes the RNG component from skillchecks and will really punish Survivors who either can't hit them, or who bail the moment the Killer shows up. Maybe some condition could be thrown in there so really fast Killers couldn't exploit this too much, like only triggering if you aren't using a movement-enhancing mechanic.


    If we're saying it should be stamped out to destroy skillcheck builds in general, a new Unnerving could be any number of things. I'll throw out a few different, rough ideas:

    • Status effect penalties for remaining in the TR for too long like Blindness
    • A flat repair penalty for being in the TR like a gen delay equivalent for Cour- Colo... #########, the perk that means fear of clowns that nobody can spell, you know the one
    • Inflicting Incapacitated for a short time when extremely close to a Survivor doing an interaction prevented by it, on a cooldown
  • I don't mean to make this a whataboutism, but I really don't consider Trapper's Iris "insta-wins" especially when compared to other Killers. Doctor or Spirit I think you can make a good argument have Iridescents that go overboard, but if you ask a Trapper main what his most effective, consistent addons are, I think a lot of them would rather take things like the dyes over Iri Stone, which is IMO how things should be. The URs are powerful in their own ways, but not as consistent as the regular addon setups.


    Bloody Coil I think is weaker than Iri Stone. Yes, you get injured, but that's really not the end of the world for experienced Survivors. I wouldn't be against giving Survivors a warning mechanism so they know about Bloody Coil before they disarm, but the core idea of Bloody Coil I don't think is out of control.

    Iridescent Stone CAN be really oppressive if a Trapper manages to collect all his traps around the Basement or something, I will grant you that, but currently it's an extremely fringe scenario. If Trapper got a major QoL update for his setup (eg. if he started with all his traps, like some people want) then I'd perhaps be more receptive to an Iri Stone nerf, but right now, is it really that much more oppressive than if a Hag was doing the same thing, or if Trapper was taking the time to reset his traps?

  • Like the Iridescent Head changes, this buff is really only a matter of time, BHVR have just been stalling on doing it for no reason for a few years.


    Also, great replacement addon idea, I've really wanted Trapper to get some kind of "walk through traps" addon for a while now.

  • It's a veeery specific concept. Only on window grabs on the Killer Shack, which isn't even present in every map?

    With that said, if you extended the concept to any grab (any vault grab, any generator/interaction grab, and any locker grab) then I'd genuinely be in favor of it. Rare kill animations you don't usually get to see sounds great IMO. The only issue would be a matter of developer resources.

  • I'm not massively opposed to this as I don't think it'd upend DS' balance or anything, but I still think I fall on the side of not supporting a change like this.

    I mean, if you tried to heal under the hook and got punished for it, I think that's more down to your personal mistake than it is a real weakness of the Perk. Not to mention that it doesn't deactivate if your rescuer is healing you, only if you heal them back or try to self-heal.


    It's also worth noting that generally speaking, healing under the hook just isn't a good plan. Healing in general is a calculated risk for the time you'll consume and the Killer's potential interruption, so I highly advise just using Decisive Strike as a "shield" to embolden yourself to run to a safe place where you can actually complete a heal. Especially if you're capable of self-healing.

  • I really think one of them should be a Killer, as it'd be a nice way to have a Killer more interconnected with other parts of the game's story. Most of the time, each Killer's backstory is totally independent from everything else about the game, and could just be standalone.

    I also don't think all of them should be in the game. I want to see the subplot explored/resolved more, as it doesn't feel like a complete story yet, BUT dedicating 5 whole character's backstory to the same concept seems a bit much. I think at least one of the remaining ones should be revealed as dead in another's bio, such as if the third turned out to be a Killer, and had killed some of the others.

  • Jack could have some dialogue but usually the trend in DbD is to have almost entirely silent Killers. Trickster is considered talkative by the game's standards and he has very few lines.


    Of course, "Welcome to the family, son" could be fit into a Mori, but there's a serious issue (this requires me to explain the plot of RE7, so spoilers):

    Spoiler Spoiler Warning ▲▼

    He'd just be saying it for the reference, and no other reason. He says "Welcome to the family, son" in RE7 because Eveline's mold is making him and his family act out as a corrupt version of the family unit, and kidnapping people to try and make them fit into that familial mold. budumtish

    He wouldn't just say "Welcome to the family, son" as a random catchphrase whenever he punches anyone.

    I'm also not even sure if The Entity would be able to properly control Jack Baker in a way that makes that much sense. The mold makes him serve Eveline specifically, and if the Mold's control is overriden, what's left is a decent person who'd never work as a Killer. Demogorgon makes sense as a mindless beast but Jack Baker would be pretty contrived.

    Besides that, Jack Baker is way more talkative outside of that line. He channels a lot of Jack Torrance energy that I don't think DbD would be conducive to, unless he had a Huntress-esque lullaby mechanic where his taunts and yells were a predictable mechanic instead of something that compromised gameplay for the purposes of representation.


    So, sorry, but I'm still on Team Nemesis. I love RE7, but Nemesis is the true S.T.A.R. of this show.

    Also, to address Mr. X, he's got his own problems:

    • Unlike Nemesis who uses tools, Mr X's entire thing is indestructability, and punching you. He has very little potential for a Killer Power.
    • Mr. X is very specifically an RE2 Remake thing. He was in the original RE2, but his role was a lot more subdued and less iconic than him in the remake, and his remake design differs a lot from the original.
    • Nemesis is generally more iconic to gaming history. The idea of following you almost constantly and being your, well, nemesis was RE3's primary selling point (as otherwise, it was frankly an extremely derivative game) and in an exact inversion of Mr X, a lot of people feel like Nemesis was better-implemented in the original RE3. That's a legacy worth representing.
  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2106411#Comment_2106411

    Sorry I'm having a hard time connecting the phrase to DBD. Could you provide an example?

    Well, BBQ & Chili is the prominent example. I guess I'll explain my point in more detail.

    It's THE most popular tracking Perk not because it's the strongest one (I think most people would agree Whispers is stronger and more consistent, though I do want to emphasise that BBQ without the bloodpoints would still be quite solid), but because it's got bonus BP, right? But, when Survivors keep seeing BBQ being used endlessly on almost every Killer because of that BP, it can create a lot of resentment towards the Perk, not all of which is rational.

    It doesn't exactly help that BBQ is a tracking Perk specifically. So, its effects aren't immediately clear to its opponents and it influences an ambiguous part of the game, so they might be inclined to blame any instance they get found as "oh, they had BBQ", instead of other explanations like scratch marks, gamesense or dumb luck.


    So, if a Survivor has a game where they felt hounded and pressured for most of it, like the Killer always knew what they were doing, ecetera, and they see BBQ AGAIN in the end of lobby screen, that can produce some salt towards the Perk and lead them to believe that BBQ is part of the cause.

  • I've said this one before on other BBQ posts, but familiarity breeds contempt, and it's really as simple as that.

  • Considering that BHVR have consistently had Pig's RBTs not disable Hatch escapes in any way, they definitely wouldn't apply Hatch blocking to the Dream World.

    Though, not being able to see closed Hatches wouldn't be too much of a balance issue. It'd still be a buff (current) Freddy doesn't need, but I generally like Freddy being more in the direction of "While you're in the Dream World, you're in HIS world and he's in control". Being able to obscure hatches like that fits with that idea, though it'd probably be best suited for a yellow addon or something, or a bonus ability Pallet Freddy gets or something where he can use tokens to make certain props invisible.

  • A lot more people are probably going to start telling you this, but there WAS a patch where BHVR made this change and people hated it. Flashlight saves were way too lenient and frequent at a casual level of play, it totally messed up the dynamic of the overwhelming majority of matches. It's a simple skillgap, but it's a really important one for the balance of casual play.


    And, come on dude, "My timing is pretty much the same every time?" No, if you missed the save, then your timing was simply wrong. Asking for a challenge to be removed instead of rising to it is quitter talk! Nothing is impossible! You can do it!

    https://www.youtube.com/watch?v=KxGRhd_iWuE


    (also, as a potential solution to help you get the timing down, you could practice flashlight saves repeatedly in a KYF lobby, if you have two friends willing to do some DbD training)

  • Should really put a warning on this thread. This level of edge needs a kevlar vest to experience safely.


    Joke aside, I don't think I need to tell you this doesn't fit into DbD's artstyle. The brace around their arm looks like a Power Glove, it really doesn't fit.

    A loud neon look for a Legion skin has been wanted for a while though and I don't think the current skins in game fit that bill entirely. (Though I might not be thinking of some obvious ones. High-Vis Horror is kinda along those lines) So, I can understand the desire, even if I think the resulting request is too out there. Just no Power Gloves, unless hag or some other killer with a fist weapon gets to punch people with one

  • I really don't see the issue with this. I appreciate I might just be ignorant, but how many Killers think to themselves "Oh, that's the Obsession, I'm gonna tunnel them."?

    If you're running a specific Perk that annoys them like Object or Decisive Strike, it can absolutely happen, but these Killers (presumably) understand that several of the other players probably have Decisive Strike as well, and therefore wouldn't specifically single out the randomly chosen Obsession solely based on Obsession status. Killers with enough awareness to notice the Obsession on the HUD and react to it probably have enough awareness to understand that much about the game.

  • The fastest and IMO most sensible way to counteract perk bloat would be to remove Perk Tiers as a system. All T3 versions of Perks just become their normal versions. This would also indirectly improve perk design, as they'd get a little less restricted. (right now, all perks need to do something that's upgraded via tiers)

    I'm also in favor of some kind of recyling/sell system like you bring up. Ideally making things less useless should also be attempted, but people are probably always going to want to sell things at some point.

  • I don't mean to defend the current state of Trickster, but to play devil's advocate, I believe the idea is that Survivors using cover to avoid knife hits for a while and heal some of their laceration progress is their intended counterplay to the Trickster's power.

  • Territorial Imperative would still be terrible. It's worth pointing out to others reading the thread that you did reword the aura activation condition, to a minor extent. (current is simply "entering the basement", you essentially make that "in the basement", though the still-present cooldown means that doesn't matter too much) Knowing the Basement's location at the start of a match is a very minor convenience though and doesn't move the needle at all on the Perk's strength.


    Iron Grasp's buff is simple but would certainly help. It's honestly weirdly tough to assess the strength of, because reducing stun duration by 35% sounds innocent, but Enduring's 50% reduction feels like it might as well be ∞%, so it'd have to be tested practically. I still don't think it'd be good, but this is probably the strongest buff out of the three and it could prove strong enough to make the Perk a niche counter Perk.


    I don't think the Poised buff does enough to make it viable, either. Survivors sprint a lot so practically speaking it wouldn't be that much different from regular Poised, just with some situations where it's a little less wasted. The best I can think is that IF a Survivor is repairing a gen, another gen gets popped, and they pop their current one, that allows them to start sprinting and keep a Poise stack in reserve as long as they keep sprinting, to pop whenever they want via stopping and starting again.

    However, that's a LOT of hoops to jump through for 10 seconds of no scratch marks, compared to something like Dance With Me.


    I don't mean to sound too negative, though. If all these changes became part of an official patch tomorrow, I'd be okay with that! I'd prefer buffs that made these Perks truly viable, but any buffs are appreciated, and all of these are totally on-theme with the Perk designs.

  • The ideal solution is buffing items so we don't have as much useless junk, but I agree that even in a world where every Offering, Item and Addon becomes useful, a sell feature would be nice. Or some other way to do something equivalent.


    However, I'm not sold on the idea of refunding half of their cost at will. I think it'd result in a lot of people trashing a lot of items, when ideally you want people using items and keeping them around even if they aren't ideal. If we had an on-demand sell feature, I'd prefer the rates to be less favorable (eg. 10% of their price) to disencourage doing it unless you have a large excess in storage.


    As a slightly tweaked idea, I think a consumable Offering that allows you to sell items would fit well. When the Offering's selected, an extra box on the UI turns up that you can throw any Item, Addon, or other Offering that Killer/Survivor owns (up to a maximum of say 10 total), and 50% of the total cost of everything inside gets refunded once you complete the next Trial. (maybe as an extra bonus, all other players in the trial will get one of the sold items at random with no duplicates between them, unless you're in an SWF group with them. though in the case of killers using the item, it'd probably just be survivors getting random drops of equal rarity) It'd be restrictive enough that people wouldn't be selling like crazy, and BP offerings would be preferable, but it would allow people to throw away their junk for BP. (And maybe allow generous players to gift URs to strangers once in a blue moon?)

  • What we've heard about this happening has been somewhat inconsistent (the only thing we know for certain is that all members of the Legion are together between trials), but if Killers ever were to see each other, I imagine that in most cases, they'd both realize the other is a servant of The Entity, and stay out of each other's way.

    I mean, I know they're Killers, but even many of the game's most violent characters are implied via Addons to spend their downtime, well, doing downtime things. You know, chainsaws to file, apples to eat, VHS tapes to, uh, enjoy.

  • It doesn't really gel with her backstory. Her bio describes things in this turn of events:


    Plague "resurfaces outside the high temple walls"

    Priests begin conducting cleansing rituals

    A few months pass until the priests have the disease

    Adiris becomes High Priestess thanks to a power vaccum and her selflessness

    Adiris starts showing plague symptoms, then exiles herself in a lastditch attempt to please the gods


    So yeah, there's zero correlation that would indicate Adiris was the plague's "Patient Zero" or that she was a vector for the illness. Everything indicates that the plague was an outside force acting on her life.

  • The tokens system feels kinda redundant, because the 2-token effect is purely a Bloodpoints bonus and the Perk only does something practical at 5 tokens... And the Tokens aren't tracked via some unique condition, but via Generators, which makes it weirder. That isn't a dealbreaker or anything, it just feels messy.


    What IS a dealbreaker is that this Perk is not only essentially a direct upgrade to Wake Up, but also suffers from the issue of increasing Exit Gate opening speeds too much. While Wake Up is underpowered and could use buffs, Exit Gate opening speeds are something Perks should affect conservatively, because the Gate opening speeds are in many respects quite finely tuned, to ensure Survivors always have the opportunity to open them and Killers always have a chance to pressure the gates.


    With this bonus, EGC opening times would take by default:

    14.8 seconds at Tier 3 by default

    11.4 seconds, if the whole duration is within the Killer's Terror Radius

    And, to put that in context, the current fastest EGC opening possible with max Perk stacking (Leader, Resilience, Spine Chill, and Wake Up) is 13 seconds.


    Exit Gates should never become a non-objective because you or a teammember brought a specific Perk along, such a bonus should be more along the lines of Wake Up, something that makes it a little faster. However, Wake Up already exists, so... That's kind of an awkward situation for this Perk concept.

  • Making avoiding stun saves easier is something I'm fine with, but total removal less so. It's not that prevalent a strategy so I don't think it'd be balance-destroying, but a bunch of Survivor Perks like Power Struggle would have even less value than before.

    Maybe if stuns/blinds inflicted a lot of immediate Wiggle progress instead? (eg. 50%) It'd still be worth attempting saves with that, but Killers would have an opportunity to deny the save with Iron Grasp, just a limited one.

    Also, I think IG could afford to just remove Survivor wiggling entirely, as a QoL change for anybody who just doesn't want to deal with it. (And an extra buff towards one of the Perk's significant uses, dragging Survivors to the basement when that might ordinarily be impossible)

  • @papichulo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082604#Comment_2082604

    Thanks, with nerfs and reworks do you think it'd be a decent/acceptable perk?

    It's a hard question, because I feel so much would need to be uprooted, that it'd be a very different Perk once it was finished. I'll just bulletpoint what I would change:

    • The activation conditions are way too similar to Mettle of Man and I think shared activation conditions with it isn't a good idea, so the Perk needs new activation conditions
    • Haste buffs for Survivors should be kept to an absolute minimum. Even the one presented here was halved, the possibility of stacking it with Hope to reach 115% speed Survivors is just too potentially dangerous IMO for the game's health.
    • In general, a "I am the win condition, tunnel me or lose" concept is also a bit too polarising for the game's health IMO.


    And, while this is a very different Perk design that incorporates very little of the original, this is what I'd make it into personally:


    Risk of Life activates whenever you take a Protection Hit for another Survivor. It deactivates after either 60 seconds have passed, or if the Killer damages you in any way. Whenever you take a Protection Hit for a Survivor, they gain the injury's speed boost instead of you.

    While Risk of Life is active, all Survivors in the Trial can see Generators, Totems, and Exit Gates within 12/18/24 meters of them, and the Survivor for whom you took a Protection Hit will not leave Scratch Marks.

  • Devour Hope is the only real comparison for a Perk (Mettle of Man has comparable activation conditions but has a more minor, even if potentially gamewinning benefit), and Devour has weaknesses like RNG totem placement allowing it to be destroyed, forcing Killers to avoid hook defense or camping, and requiring Killers to be nearly 1/2 (more likely much further, thanks to the map pressure they likely have) of the way towards winning the game already. While Devour can win games, many games Devour wins could've been won via aggressive map pressure Devour disencourages, or even just playing the game to its natural conclusion instead of Devour cutting it short.


    This meanwhile requires 4 protection hits and an unhook. A somewhat difficult scenario, but not really one a Killer can stop and it's not directly linked to Survivor's win conditions. If anything, it's linked to their loss conditions, because it's all about Survivors taking damage, getting hooked, ecetera. What the perk holder gets as a reward is... All of their allies becoming essentially invincible.


    And the Killer counterplay is just to tunnel, which is going to mean at least one side is going to stop having fun. It essentially removes all choice and strategy on the Killer's part and utterly forces them to tunnel, and the Survivor could easily end up resorting to something like becoming permanently immersed in lockers if the Killer fails to find them after the aura reveal expires. As a result, I really think this Perk would end up causing really unhealthy play.


    I'm also making that judgment based on the assumption that all the buffs to Survivors expire once the perk holder is killed- That's an assumption on my part, the Perk description as written implies that the buffs are truly permanent, but I don't think that's what you intended. (I'm also discounting the possibility of STACKING the Perk, which it doesn't forbid but I also assume is an unintended oversight)


    So sorry, no, I don't enjoy this Perk design. I can understand the appeal in a "plz tunnel me" Perk, but this is definitely the wrong way to go about it IMO.

  • ...Yeah, I agree. The 1 million BP cap feels really outdated now that Challenges alongside Dailies allow you to essentially "save" up BP past the cap. All the BP cap does is stop people in their tracks when they're on a winstreak roll, and forces them to go do their web.


    If they want to stop people from powerlevelling new Killers/Survivors with lots of stockpiled BP, they could just implement a new system for that, like a BP spending cap on the newest Killer/Survivor, that goes up as you win games until after something like 5-10 trials at which point it's gone.

  • Forget "Plague did nothing wrong", I think Wraith did nothing wrong.


    While vigilante justice isn't exactly ideal, the world's probably a better place without the people Ojomo was killing. People participating in actual genocide, and a guy not just taking execution payments from the mob, but delegating the actual murders to somebody else.


    I mean, sure, some of the mutilation might've been a little excessive. But come on, that was a Scorpion fatality, you can't hate him for doing something so awesome.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078335#Comment_2078335

    Then how about if it was like old DS where once you use the perk once it’s deactivated forever

    Then... It'd essentially be old DS, with the relatively minor restriction of needing to go down near a pallet to use it. And old DS was one of the worst-balanced and hated perks in the game's history.

  • Adding a cooldown really isn't the balancing factor that's needed. How often is a 60 second cooldown actually going to deny Power Struggle going off in these circumstances? It's a very minor downside in exchange for the MASSIVE upside of essentially being a Decisive Strike as long as you go down at a pallet.


    Perks that deny Killers hooks after getting downs should be inherently weak Perks. Unbreakable is a decent way to illustrate why, because even though it's a 1-use effect that carries a solid chance of giving you no value whatsoever in the whole match, the reward of being able to pick yourself up is so good that it's worth the Perk Slot.


    As an alternative Power Struggle buff:

    Power Struggle activates either while you are being downed, or after reaching 35/30/25% Wiggling progression while being carried.

    While Power Struggle is active, you can drop any nearby standing Pallets.

    Power Struggle deactivates after triggering successfully. If Power Struggle deactivates and you are in the downed state, you can continue to run as normal for 10 seconds.

  • It's technically a synergy, but it's only increased skillcheck odds in really specific circumstances.


    You'd probably have better luck with Autodidact synergy if you donated money to a streamer asking them to endorse Unnerving Presence.

  • We don't really need Perks designated as "Corrupted" to have this kind of feature, as it's been done before to an extent. I mean, No Mither is terrible, so I can understand forgetting about it, but it has a massive downside associated with it.

  • People find Freddy Kreuger creepy? The guy who did this?

    https://www.youtube.com/watch?v=6qw5YcXgQZw


    Actually, even in that comments section there are apparently people who find the SOULL FOOD creepy, so I don't know, maybe I'm just accustomed to dark humor. And, to be fair, he doesn't do any shenanigans like this in DbD (and it technically isn't the same character) but I really can't seperate all of Freddy's insane hijinks from his DbD appearance.

    So, I think Pig, Freddy, and Ghostface are funny Killers, not really scary or creepy. Very subjective, though.

  • Comics are certainly a solid way to provide some extra storytelling, and to my understanding they're a relatively accessible medium for games studios to get into. Even relatively small stuff like Hollow Knight has managed to get comics.


    The issue is more that comics can't just be lore fanservice, and simply retelling stories we already have makes it difficult to justify making the comic. I think the ideal option would be something wrapping up Benedict Baker's storyline, as he's fallen out of favour with BHVR's writing but was a really core part of DbD's plot that could use wrapping up now that the Observer's essentially replaced him.

  • My only concern with this change is that it'd make the Skeleton Key an extremely underwhelming upgrade over the Dull Key.


    With that said though, I am totally okay with buffing the Broken Key like this. It's a quirky item that I would like to see become viable.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049494#Comment_2049494

    Do you have any reason at the moment? Considering the trails can't go near objectives, don't last very long, are highly visible and can only be placed behind you, where survivors aren't likely to be.

    ...Torment.

    The simple way to use trails, which is a different question from why you want to use them, is just to place them in loops as you move around the map. All you need are little bits within doorways, next to windows, near pallets, and around corners, and you stand a decent chance of Survivors being forced to trip them mid-chase. 75 seconds is enough time to chase a Survivor into a tile you've recently visited.

    You can also place trails mid-chase, to force Survivors to choose between getting Torment or losing distance/abandoning the tile. This is a bigger time commitment but it allows you to essentially guarentee Torment, because a Survivor's only real way of avoiding it at that point is to throw themselves at you and give up the chase.

    Alternatively, you can drag them through lengthy corridors or etc to force Survivors to either crouch agonisingly slowly to get around or simply run through them. This is specifically useful in constricted tiles where Survivors can't go other routes.


    It's not guarenteed, because Torment is supposed to be a bonus, not what PH relies on, but good PH players can consistently get Torment on I'd estimate around 1/2 or slightly less of their total downs.

  • If you applied Torment via the ranged attack, you would have effectively 0 reason to use the trails whatsoever.

  • BHVR have removed some features specifically relating to beartraps, but TBH "Killer Belongings" is really just a slightly broader definition for "Beartrap". Seriously, this is the full list of what's also under that definition:

    • Chests and Hooks, which are useless to track. Revealing chests via things like Detective's Hunch is a fine feature, but I really don't get why you'd be interested in tracking chests when you've already brought a Map into the game. Tracking hooks is also useless while you're carrying a Map.
    • Dream Snares/Pallets. Snares are useless to track because of how frequently Freddy will be moving them. Pallets aren't great to track but you can use this to determine which are real or not... But like Trapper, this feels like an unnecessary hard counter to a core Killer Power via means of simply using an Item, and it's against Freddy's off-meta setup agreed by everyone (except Almo, allegedly. his pallets > snares comment is so outlandish even for him that I refuse to believe it wasn't taken out of context/he didn't have some clarification, though) to be weaker than Snares.
    • Jigsaw Boxes, which are once again useless to track. When they're relevant (you have an RBT on your head) you can already see them all.
    • Activated Portals, which are pretty useless to track because they're pretty easy to see and you should be sealing them when you find them, not really memorising their locations for later.
    • Phantasm Traps, except you REALLY should be carrying a flashlight instead to destroy them
    • Totems, which are about the only truly useful thing for tracking to fall under the definition


    IMO "Killer Belongings" should be scrapped as a definition and be redefined as "Chests, Hooks, and Totems". There's genuinely almost no reason to track the other stuff except to annoy Trapper/Pallet Freddies.

  • I'm fine with such a concept, though stacking these Perks would become a problem unless an Exhaustion-esque system was implemented to ensure that the post-trial BP multiplier from Perks caps out at 100%.


    Alternatively, they could just make their BP bonuses basekit. With the pace BP are earnt at, BBQ/WGLF have both really felt like the new normal.

    Or, two other ideas:

    • Temporary "BP boons" that provide +25% post trial BP modifiers on specific Perks at random, randomising again with every trial you do. The more Perks you have unlocked, the more of them show up
    • Positive BP modifiers for leaving Perk slots empty entirely


    It's also worth noting Perks like Distressing or Killer BP addons could easily be reworked to provide post-trial Bloodpoint multipliers instead of their currently useless mid-trial BP multipliers, and it'd be an extremely simple way to make them worth running.

  • It's not hard at all to move a camera from behind a player inside a player's head. However, it IS much harder to make a full set of animations to make first person gameplay look natural and half decent, and it would be MUCH harder for Survivors to play like this competently as the game has been balanced around 3rd person Survivors since its inception.


    If Survivors want an optional scarier experience, I think a much easier concept to execute would be a Generator repair perk that comes with the downside of inflicting Oblivious while you're repairing the gen.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2047728#Comment_2047728

    Oh that's interesting. Do you remember where you read that? I tried finding an actual article before posting in the forums and came up short.

    Dead by Daylight's newest chapter, All-Kill, is set in the cutthroat world of K-Pop, featuring a collaboration with BTS producer DJ Swivel.


    That's one of a good number of articles that say "Developer Behaviour Interactive teamed up with Kevin Woo from the K-Pop band U-KISS and DJ Swivel, a Grammy-Award winning, Canadian music producer who has worked with groups like BTS. Both will help make sure the K-Pop industry and community are accurately portrayed."

    I think I misread the quote, though. DJ Swivel is the Canadian music producer who's worked with BTS, and Kevin Woo is from the K-Pop band U-KISS, they're different people. Regardless, I'm still pretty sure neither had a hand in the chase theme.

  • They've worked with Kevin Woo, who is a music producer who's worked with groups like BTS, yes. I don't believe he's from South Korea though, pretty sure he's a fellow Canadian.


    However, I don't know if he was involved in creating the chase music. I don't think he was, as I believe his role was just consultation about the K-pop industry.

  • Demo feels in a similar boat to Pig, but much better without an RNG component. I say that because he's fundamentally simple with a decent skillcap, but with enough complexity and power to fare okay as a mid-tier Killer.

    My only two issues are:

    1. His portals are great for getting around the map but ALL of their other extraneous features just don't make any sense. That's not gamebreaking because Demo doesn't really need those features, it's just really weird
    2. His addons, like Pig's, are a hot mess. At the least, BHVR could make Rat Liver basekit.
  • The cooldown should be removed, but it should be noted that Windows in particular isn't actually bad in the hands of the game's most skilled Survivors. It can take a lot of the mental strain away from registering what's in your environment by telegraphing what every tile is immediately, and allows Survivors to focus on what the Killer's doing instead. If I'd compare it to any Killer perk it'd probably be Stridor, it's an extremely acquired taste but you can get a lot of value out of it.

    The #1 reason for removing the cooldown IMO isn't actually so much to buff them as it is for consistency. Cooldowns should only be on Perks when absolutely necessary for their design, otherwise it's better to have Perks that work consistently just because it's easier to understand and keep track of for both sides. (eg. this is why I think "when you down a survivor" perks having cooldowns is silly. if something as useful as infectious fright is fine without a cooldown, I don't see why Surge needs one)


    Also, for the record, the reason why Zanshin should be stronger than Windows is because the information is inherently much less valuable for Killers. They're reacting to what the Survivor is choosing to do, not reacting directly to the environmental props, and Survivors have the pallet break factor to be worrying about.

    IMO for this reason Zanshin should have some extra gravy effect placed on it to reward skilled loop fundamentals, like a 50% lower attack cooldown if you hit Survivors mid-vault.

  • I agree. It wouldn't be as useful as practice with human beings, but something really, really basic could still go a long way for players who don't have a friend willing to set up a KYF lobby to practice in.

  • In terms of the raw concept, I'm down. Just need to think of how the gameplay would work so it's distinguished from other Killers, because we already have a trail-creating Killer and multiple ranged Killers.


    I'm not gonna theorycraft a whole concept, but here's one bit of food for thought: What if the Killer fluctuated between a setup phase with spraying fuel everywhere, and an ignition phase about setting it all on fire, and during the Ignition Phase, they move slower but are Undetectable, with Survivors needing to rely on the lighting from the fire to tell where the Killer is?

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