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Maelstrom10

Maelstrom10

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Maelstrom10
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  • @AliBreakIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156638#Comment_1156638

    I don't see this Fire Up change as to big of a change. It's just a temporary Bloodlust that would actually make Fire Up have synergy with perks like Tinkerer and Bitter Murmur. Which that by it's self would be nice because build diversity for killer is always good. Also, this effect is already in the game with Hex: DH and PWYF, and with those perks there is a noticeable prerequisite that you can scout. What's wrong with buffing bad perks? Fire Up is a Jack of all trades kind of perk so adding another effect instead of buffing the current numbers is all good with me. It also fits the theme of the perk well.

    It does fit with the theme of the perk quite well, but i think the initial version i proposed might be a bit to strong. 3 gens pop early game and suddeny your a 15% faster killer for 30s to a minute? mind you thats stackable with other speed bonuses as well so yeah.

    Making it so the speed is lost on hit/a down/hit within power, would make it more of a patrol perk and leave the number buffing to chases. would also allow for quicker temporal chases when the killers being pressured to allow them to gain momentum again, sort of like a chase version of pop.

  • @Drazen said:

    Huntress is fine as she is its slinger who needs strong buffs including 115% movement speed

    Disagree with both of these. Deathslinger is balanced yet underpowered and does need buffs, but i feel they should relate more to his power than as speed boost. Huntress is not fine on a lot of maps, and can easily lose pressure once having run out of hatchets. Scott jund one of the best huntress mains himself, even asked for the exact change im asking for with huntress.

  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156575#Comment_1156575

    Oh I am well aware, I just don't think Hag, Myers, or death slinger get anything ridiculous out of having a smaller TR. Myers, with LVL, already has a huge TR with M&A reducing him to a regular TR in chase, which is still effective time to run away and given anyone knows when he's at Tier 3 not to get caught out of position anyway. Tier 2 is just an M1 killer, and he's tall. I can see it being scary with his rabbit add on, but that one doesn't stack as high as it should anyway, if I remember correctly.

    Hag... Virtually gets a non-existent TR anyway, by the time you hear her coming she's on you because of her low base TR anyway... She's a 110 killer though, so I don't think that's crazy.

    As for death slinger, it would only stack so strongly if he has his TR reducing ADS add on, which from maximum range with the purple, you wouldn't hear him anyway, and by that same token, it wouldn't really matter because longshots for him are a detriment.

    (While we're on that topic, why did the devs give him a useless red add on? Why do they continue to put out ultra rares that straight up nerf killers, or are made incredibly useless by way of giving them ridiculous stipulation? If you ever get a shot off 15 meters away from a survivor and actually hit, you'll almost never be rewarded as there is always something in the way of 15 meters of distance between you and the surv for them to break themselves free with. Not to mention his range is deceptively short in the first place, I've just never gotten this add on to proc, and you may as well just NoED Snipe people or get devour hope going if you want any type of oneshit expose)

    The 15m add-on seems to be more for catching people out of position and between loops/punishing unhookers. That being said as the range is only bout 18m that's 3m of leeway which is not a lot.... Should lengthen the chain considerably and make the time to draw reliant on the length.


    But yeah a low terror radius is only op on a one hit instadown. Which is night impossible on any killer. And if they have that (ghostface Myers) they have major downsides surrounding it

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157043#Comment_1157043

    because its cheap, have ranged attacks and then just become a standard M1 killer if you lose that ability, aka no downsides? boring.

    But the downside is your a completely powerless killer... Think trapper without traps or any anti loop. Of course your going to want to reload, or gather more hatchets. It simply stops you from being forced to abandon chase.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156626#Comment_1156626

    In regards to Fire Up, I'm not sure how much that would change. Ultimately if the killer starts running super fast and you get hit, you're going to feel cheated whether he loses that speed afterwards or not. Given that the speed only last 30 seconds, it's not very likely that they're going to go on a rampage and down everyone with it, it'll just feel like a cheap hit or down for the survivor you're currently chasing.

    I'm more so thinking of it's use to approach and get into a chase at that point - crossing a large map/achieving a hit. Though if it were a 5% speed boost purely having it's time increased (ie if there's 15s left and two gens pop it becomes 75s) I would't complain as it would fill it's purpose of allowing easier patrolling. 3 stacks of pwyf however hard to loop against never felt cheap to me as I knew it would be lost upon a hit. Same principle here to some degree?

    @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156593#Comment_1156593

    I guess that the problem with his TR is also that it appears non directional or it's just hard to tell where exactly he is, the same thing goes with Doctor's TR.

    Or huntress, as her terror radius is quite small atop her non-directional lullaby.

    More toxic? How so?

  • @Peanits said:

    That change for Insidious would be a little nutty. You can already get a very small radius on some killers with just Monitor & Abuse. If you stacked this with it, you'd be able to turn just about any killer into a stealth killer. In any case, it's basically just stealing M&A's thunder at that point, I don't think there's enough to set it apart.

    Fire Up I think might be too much. I can't see how you could possibly play around someone moving at 5.2m/s, and I don't think you should ever expect the other survivors not to do gens because someone's being chased.

    As for the NOED one, that's a neat idea. Though I don't think it needs to replace NOED, you could probably just cut out the speed part and make it its own perk.

    For the fire up one, what if the speed was progressively removed upon getting a hit? Ie one stack of speed (or the entire amount) is removed upon getting a hit/down. That or decreasing the speed increase. Something to allow the killer to "catch up" and begin a snowball persay if there in a bad place within a match.

    For insidious I find this true and an acceptable point, however m/a also has the benefit of enlarging the terror radius (in a chase) and fov whilst searching. That being said how would you personally make it more unique? I would genuinely like to see more ways to "become a stealth killer in the game" for other killers, with minimal requirements. But then I guess I have m/a for that.

    As for noed, that's fair even if I personally believe it to need some adjustment (not for being too powerful, but as for it's usage as a crutch.) Would very much make a nice standalone perk (though if added as a standalone perk it would be deathly frightening with noed still in the game!)

    Thanks for the feedback though!

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156527#Comment_1156527

    People have Problem with Deathslingers Terror Radius now, just imagine him or the Hag with 8 meter Terror Radius, Michael with 0 meter TR.

    I don't think that's a good idea.

    And yet your dedicating two whole perks for the build... Instead of running more lethal or synergystic things? The problem with deathslinger and m/a is that his chase music distance and his terror radius are very close so it appears to become instant. Like with hag with m/a whom people don't have a problem with ironically enough

  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156519#Comment_1156519

    You're giving up two perk slots to have stealth, I think that's mostly fine, especially considering the one killer it woul be a problem on, Huntress, can never really be stealth.

    Hag, deathslinger and Myers too have lower terror radiuses but even so, dedicating two whole perk slots to do so is very weakening when you could be running stronger builds.

    @AhoyWolf said:

    Insidious, that's a big no, with M&A every Killer could be stealth Killer with this.

    I like current Fire Up, just increase it to 5 or 6% and that would be great.

    Current Noed is fine tbh.

    Current noed is a crutch perk. Lower rank killers rely on it, and higher tier killers use it to bully, rely on it or purely use it out of spite.

    Dedicating two whole perks to make killers stealth? Sounds fair to me when in most cases it would only reduce them to around 16-8m. A billy using both wouldn't be able to use gen delay perks + enduring spiritfury being forced to choose. It would just be another strong combo. And on killers who would go to incredibly low terror radiuses/0 let's just say hag. There are so many more powerful builds to run on her then "make terror radius 0"

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156493#Comment_1156493

    I meant like only t1 Myers being able to avoid spine chill, hag lunge being shorter, pig TR being unique, those kind of characteristic, everything you said is power related.


    T1 Myers is no longer invunerable to spinechill as of the undetectable updates.

    Killer lunges were reworked to be all the same whether 115% or not, ie hags huntresses etc.

    Pigs terror radius is currently 32m and fades in and out when she becomes undetectable, only very few killers have lower terror radiuses including myers, huntress, hag, deathslinger and spirit

  • @YaiPa said:

    no, you basically giving advantage to bad plays, like missing hatchets, and iri head would become even stronger.

    huntress can be godlike on some maps, just like trash on some others, her speed is her weak point, smart survivor would just keep running in circle around a big rock in the swamp. it's stupid, but it's this game.

    but, someday the might set every killer speed to 115%, since they're slowly removing every unique characteristic from every killer.

    Iri head should disable this buff. I forgot it existed temporarily. Sorry.

    And I'm not buffing bad plays, but sometimes a huntress will lose incredible amounts of pressure by running out of hatchets, expecially on maps with not a lot of lockers around and can be forced to completely abandon chase due to a lack of power. Is that fair? Bringing huntress up to normal killer speeds upon missing and using up hatchets, same with deathslinger and his harpoons, is not "rewarding misplays."

    Also saying there removing all unique aspects of killers... They literally released a killer with a gun at 115% movement speed, and a killer who absorbs blood and runs around with a flick unlike billy what are you on about mate haha I mean this incredibly politely and don't mean to ridicule but cmon.

    @Kagari_Leha said:

    I'm okay with making Deathslinger a 115% speed killer by default because he has very limited snowballing, and he's just not strong enough for it.

    However making Huntress 115% when out of hatchets would be the worst idea, her whole gameplay is around the hatchets, and by doing that you just encourage bad players to not learn her and just use her as a bad M1 killer

    And a huntress without hatchets can snowball? A huntress without hatchets is one of the weakest forms of killer in the game. Being forced to go get hatchets and abandon chase can be one of the worst feelings, expecially on maps without a lot of lockers around.

  • @Speshul_Kitten said:

    Maybe with an add-on like Nurse’s Spasmodic Breath.

    Huntress has an addon like this https://deadbydaylight.gamepedia.com/Shiny_Pin That increases her speed whilst in windup. Not that useful. Spasmodic breath increases movement speed after hitting a survivor and is transformative

    im talking an actual basekit change where the less hatchets you have, up until 0, or when you've fired your harpoon and aren't latched onto a survivor, your movement speed is increased to 115%. This combats the lower chase ability of these killers without their power and brings it up to normal.

    Its for example if a hag was trapless. she'd be 115%. however as the hag always has access to her traps well she wouldn't need this benefit. Same deal with the huntress. Without hatchets she's a normal killer, and therefore should be treated as one. Also being out of hatchets makes sense, as lower weight. Same with deathslinger, but then he pulls his harpoons out of the void somewhere so idek

  • @Supernaut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144085#Comment_1144085

    Hey guy!

    From the sounds of it you're young and have your life ahead of you!

    ENJOY these in game times! It's all creating foundations for who we are to become.

    Thanks my dude! im 20 now, but i deffinately appreciate the advice!

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143971#Comment_1143971

    The thing is i purposely buffed them to make them feel more appealing to use and break the meta.

    No Mither is still a one hit down and with Thanatophobia being back in the meta it's a good thing to buff it a little.

    As for Déjà Vu, it would mostly help to visualize if the others survivors are 3genning the team and where you could get healed if you are injured and don't use any heal perk or Bond.

    https://forum.deadbydaylight.com/en/discussion/comment/1144081#Comment_1144081

    Thank you <3

    The thing with Prove Thyself is it was good before the Ruin change but is now a way for SWF to abuse the fact that after the Ruin change, the generators are getting powered faster. I used it before for the BP and stopped running it as i know how it feels to see 3 gens pop before your first hook as killer. I actually witnessed a bug a lot lately that when 4 survivors are working on a gen and pop it too fast, the remaining number of gens to work on still says 5 until a second generator is completed. It shows that even the game can't register that gen being completed as it was too fast.

    I like this idea of removing the great skillchecks when using it !

    You are very welcome <3 The thing with prove thyself is it doesn't truely make gens go faster, as with it, gens are going as fast as they would if people were spread out, its just localised on one single gen. Endgame its very good, but the problem with early game is that you aren't able to apply pressure to the 4 survivors. Having an earlier warning from a missed skillcheck (due to it being smaller) and no great skillcheck bonuses, puts a bit more pressure on survivors grouping up with it. As two people could be on one gen, and the other two could just be using toolboxes, with the toolbox nerf, it makes prove thyself far more valuable, yet at the same time gens aren't technically going at a faster speed (less so with 3 people stacked as it only removes the penalty by 10%, and thats less then 3-4 people being stacked on one gen.) One gen being popped early game isin't truly a problem though, but 3 gens 100%!

  • DBD was introduced to me by my now ex gf, and best friend. We used to play together with a younger guy around 13, and his squad of friends in kyf matches every single night. when that friend group eventually broke apart due to age differences and time, me and my bestie/ex gf would just play endlessly in swf together just chilling and ranking up. I will forever remember the first few weeks of playing the game and how ######### scared i was all the time. how i walked into her mirror myers and had my heart stop etc etc.

    Now days almost a full 3 years later, i still play it with her frequently. I became addicted, whilst she still had her wow addiction and quickly wracked up more hrs then her or anyone else could have imagined at the time. I've made plenty of friends through this game, and seen people come and go. Survivor mains talked me through my depression, and killer mains have made me a far better survivor and person, by both critiquing and complimenting my gameplay, and teaching me how to not get mad at a video game (Not saying i get gamer rage, but i used to get pretty uppity before. I play both sides equally.)

    This game introduced me to all the horrors i missed out before my time, and got me into horror whereas i likely would've been to chicken to dip my toes into it before. it gave me a place to vent my fustrations at life as killer, and to passively play the day away as survivor.

    I owe this game a lot. And whilst the community might not always be the best, or most fair to one another, its one im glad and happy to be a part of as i likely wouldn't be alive and kicking had i not found this game.

  • @Peanits @not_Queen Please take these to the team

    Honestly these are all incredibly good, reasonable and healthy changes. A lot of them also mirror personal changes i'd make to the perks. Bravo

    Really hope even a few of these are implemented.

    Only perk change i disagree with is Prove thyself. - I'd rather it keep the current penalty reduction, possibly buff it even to completely remove the penalty for survivors using it, However it would shrink skillchecks by 20% per survivor on gen (ie 40% with two, 60% with 3 and 80% with 4 survivors on it) and remove the Great skillcheck. This requires people to get really really good at skill checks if they want to pair up on gens with the perk, and grants them no additional great skillchecks whilst on a gen with another person. (keep in mind unnerving presence is 60% and im proposing 80% max with 4 people on a gen, which if the killer runs unerving on top of that, would make all skillchecks have the area of a great skillcheck basically)

  • @thefallenloser said:

    I'll cheat w/ three changes for Ghostie:

    • the range of which downed and hooked survivors can reveal Ghostie is reduced by 50%
    • hitting survivors who aren't fully marked reduces it's progression partially
    • reduced Night Shroud Recharge by 10 seconds

    Nurse:

    • allow Blinks to recharge while charging

    Trapper:

    • can grab traps from lockers (in turn max amount of traps increased to 10)

    Small Game:

    • remove cooldown (essentially, make it Spill Chill for totems)

    I agree with the second two changes for ghosty, but the first one seems a bit much and could make it incredibly easy to camp (which is something the devs don't want, nor do i)

    Blink recharge whilst charging? Depends. if it occurs after the first blink then yes, but if the first blink is consumed, and then is already recharging when you first charge your blink, and then put on recharge addons that could effectively give you a third blink which im not ok with haha.

    @Skybox said:

    KILLERS

    Demo: Rat liver -> Base,

    Wraith: Yellow windstorm -> Base

    Bubba: Chainsaw acceleration increased

    Trapper: 1 extra trap in hand at the beginning of a trial

    PERKS

    No Mither: It takes 3 hooks to kill you. Easier to down, harder to kill off

    Mindbreaker: Works at any gen progression and the exhaustion lasts for 8 seconds at least.

    Cruel Limits: Instead, all remaining generators are blocked for 20-30 seconds. (Blocked gens cant regress, as normal)

    Surge: Works on ANY down, grab, chainsaw, shred, anything. No cooldown.

    Predator: Within 5 meters, survivors who are not moving are highlighted by killer instinct, even in lockers. (Bye bye blendettes)

    Zanshin tactics / Dance with me: No cooldown.

    Steve's perks are so wonky Idek how I would buff them at all.

    I agree with all those killer changes - except wraith should be green windstorm ;) and bubba should be speed not acceleration (as he accelerates near instantly anyways)

    I'd be ok with that no mither change if it didn't already give you infinite pickups on your own. 3 hooks to kill would make it beyond meta imo but it deffinately deserves something in a similar vein. something to balance its survivablity.

    Unsure of the cruel limits change, but i do think a perk like that would be very nice. Not sure if 20-30s is op tho, as thats with every gen buying you atleast 80/120 full seconds of time where gens aren't being done. But deffinately a good idea.

    I think you mixed up dance with me and windows of opportunity, as windows is the survivor zanshins. Dance with me is no scratch marks out of a vault which if with no cooldown would be MEGA OP :P

    @Kind_Lemon said:

    Vigo's Shroud:

    You spawn as far away as possible from the killer. The generator's aura nearest to you is obscured from the killer until the killer discovers the generator.

    Honestly this is a golden change! exactly the kind of thing i wanted.

  • @Blazelski said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135444#Comment_1135444

    What this person said. Absolutely no to aura reading on Premonition. It'd be even better than Spine Chill.

    Stakeout should have a higher cap, but it shouldn't be infinite. I can already imagine an immersed Claudette trying to follow the killer around all game hoping to meme by super-speeding the last generator with 15 or so stacks. I say no thanks to that experience, both as killer and fellow survivor.

    But stealth killers counter aura reading...? So all it would give is an early warning blip (as it already does, like spine chill) and a slight aura reading, which if the killers not a stealth killer, would reveal which direction their facing at that current instance of time. It wouldn't reveal them going for you, and it wouldn't buff in chase, how spine chill does (ie with vault speed.) Your also still vunerable to being sneaked up on, as it requires you to look in the direction of the killer, which you might not be doing.

    @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/134555/premonition-should-have-0-5-0-75-1s-of-aura-reading-at-the-least-on-top-of-its-current-effect

    I don't want more free aura reading for survivors. They get enough free information as it is. Giving premonition aura reading is overkill.

    Fixated should work while injured but to a lesser extent. Hard to focus (the literal meaning of fixated) when your intestines are hanging out of your stomach.

    I like the idea of lucky break resetting on hooks. Hiding blood at all times with no trade off however is a busted perk.

    I don't like the idea of anything infinitely stacking, but I do think that stakeout should have a higher cap. You do have to actually do something for the stacks so I think they should stack higher.

    Nah fixated should just straight up work whilst injured. urban evasion didn't and then they buffed it to do so. i think its time fixated got the same buff (expecially since your leaving blood trails as well.)

    @Blazelski said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135444#Comment_1135444

    What this person said. Absolutely no to aura reading on Premonition. It'd be even better than Spine Chill.

    Stakeout should have a higher cap, but it shouldn't be infinite. I can already imagine an immersed Claudette trying to follow the killer around all game hoping to meme by super-speeding the last generator with 15 or so stacks. I say no thanks to that experience, both as killer and fellow survivor.

    One stack of stake out gives only about 2% of a gen i believe. so even if thats 15 stacks, thats 3.75 minutes of the survivor doing nothing, and then relying on skillchecks to try and get those greats. Sure thats 30% of a gen, but when do you get 15 skillchecks in a row? anyways it could be op with infinite i don't disagree but having 8 stacks isin't a bad idea, give it some room for normal players to overflow into, if their forced to stealth away/run a killer for an absurdly long time.

  • @Rezblaze said:

    Clown can pour a second chemical on generators, using 1 Afterpiece Tonic. This is a chemical that reacts violently to minor slip ups or work on the generator.

    If the Survivors make a good skill while the chemical is poured on the generator, the generator will burst into flames, granting the Clown a notification and preventing the survivors from interacting with it for five seconds.

    If the Survivors make a great skill check while the chemical is active on the generator, the generator will remain untouched but will keep the status until a good or missed skill check is made.

    If the Survivors miss a skill check, the generator will burst into flames, preventing them from interacting with it for ten seconds with flames spewing out of it, and increasing its regression by an additional 5% alongside the standard miss check penalty.

    This grants the Clown some much-needed gen pressure that he simply doesn't have.

    Sounds fun!

    @Mister_xD said:

    Trapper now starts with all traps.

    oh look, a much more viable killer! :o

    And now trapper just keeps placing traps at every loop he encounters a survivor in, or still wasting time just doing it at random unexpected loops. needs more changes then just this ':) not saying its a bad change but it goes against how he's meant to be played, and doesn't fix his actual issues haha.

    @Parallax said:

    Plague should see the aura of infected objects, such as gens or bones

    So long as it doesn't interfere with perks and suddenly reveal survivors doing those objects i am ALL ABSOLUTELY FOR THIS CHANGE GIVE THIS GUY A MEDAL.

    @Joelwino said:

    Give keys a base function without addons, like maps. Nothing big, maybe like teammate's auras within a 12-20 meter range, and then maybe the skeleton key doing everything like the rainbow map. Also add a purple map like how the keys have one for consistency.

    I'm also down for this!

  • @Blueberry said:

    Plague gets a 4 meter reduced TR per survivor fully infected and broken.

    Makes ignoring her sickness more dangerous without adding "non fun" mechanics like gen slow down.

    Would make for a good change... 4 per survivor might be a bit much as a 16m terror radius where everyone is instadown would force people to cleanse, and then having essentially limitless corrupt purge is also a problem.. Maybe 2m per survivor or make it a 8m but only affect said survivor? (ie infected survivors have a 24m terror radius they can hear, which can be reduced by monitor and abuse etc.) Not knocking the idea though! its a very fun, powerful change, that would act as a minor buff to the plague. hell i already run tinkerer on plague to rid me of my terror radius and sneak on people unsuspectingly.

  • @[Deleted User] said:

    Clown doesn’t need super dramatic buffs, but much more severe blurred vision, gas clouds lasting maybe a second or 2 longer, and a longer interrupt on direct hits that prevent another survivor action for close to the same time as Doc’s Shock would help Clown a lot.

    Longer interupt and a bit more blurred vision sounds fair tbh.

    @Spooky13 said:

    For Deathslinger, make it so that a survivor blocking the chain doesn't make the chain break faster. You can still body block, but at least Deathslinger will have a chance to still get a hit. Also making the chain a bit stronger would be nice, or hell, just make him 115%.

    For Clown, make the reload gradual. Instead of one 5 second reload, make it so that you get 1 bottle per second. Also, up the base bottle count to 5, and get rid of the ridiculous slowdown he gets when he throws a bottle.

    I really like the idea of your Wraith and Huntress changes. Doesn't seem like it would make them OP, and would even help Huntress with pressure on larger maps, making the choice to have no hatchets for more map pressure.

    Honestly 115% speed sounds completely fair imo, and breaking the chain slower with a survivor does, though i feel completely negating it is a bit too much. expecially since the killers still dragging the second survivor towards himself, so thats technically two survivors in very close proximity, but so long as he gets the hit on one of them i say its fair!

    @CashelP14 said:

    I wouldn't really call this is a massive buff but it's something that bothers me. Sick survivors should spread the sickness regardless if they are broken or not. Currently if your not broken the sickness isn't spread between interactables or other survivors. This forces you to break survivors in order to spread the sickness which early game can maybe take sometime.

    Also if a survivor is in a locker and you vomit on it then any survivor in it should become immediately sick. Ino they become sick after leaving the locker but I don't think it is very fair.

    Tbh i agree. passive sickness should happpen before fully sick, mostly because it gives a free potential period of time before their even sick which is odd. The locker thing i don't feel is to huge a deal though, as your likely to either pull them out, or leave them to dstrike which will break them anyways.

    @GamingHulk123 said:

    Hag:

    An Ultra-Rare add-on: All 10 traps are placed in random locations across the map at the start of the match.

    Nurse:

    An Ultra-Rare add-on: When blinking, you lose your red stain and the particle effect (The stream particle when blinking).

    Wraith:

    An Ultra-Rare add-on: When cloaking/uncloaking, you lose the "wooshing" sound effect.

    Huntress:

    An Ultra-Rare add-on: The Huntress now has the ability to throw 2 hatchets at a time. (Press secondary button to add/remove a hatchet)

    An Ultra-Rare add-on: The Huntress is now the only person to hear her humming.

    The Pig:

    An Ultra-Rare add-on: The Pig's Dash range is doubled, she also can cancel this ability at will. (Press secondary power button)

    Tell me what you think. Too overpowered/underpowered?

    Wraith already has that as an addon.. one to negate the bell and one to negate the red light, and both fully make him silent with only the woosh, remaining by which point your already attacking the survivor so no real point. All other addons seem quite op, with a few of these killers already having ultra rares. Fun ideas but not really the point of the post, since it was more about leveling out lower tier items/killers and pushing them into a better position :P

    @Parallax said:

    Huntress hatchets should be hit scan.

    Lies. blashphemy. traitor!!!!

    @NullEXE said:

    Increase the movement speed of all killers.

    Why and how? please do explain. as a movement speed buff to all killers would make looping very easy, and kind of break the game without massive changes to other things.

    @GamingHulk123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132340#Comment_1132340

    The Clown should have a tier system for survivors, similar to Doc's, the survivors can actually get intoxicated/drunk. For example, Level 1: Has a chance for the action button to be nullified. Level 2: Survivors have a chance to stumble. Level 3: Survivors controls are reversed. Intoxication decreases over 2 minutes.

    This.... genuinely sounds like a beyond fun idea!!!! reversed controls seem like a bit much, but at the same time, it would make him incredibly good in chase. paired with the blurred vision etc would be fun if a lil unfair feeling. Would need to be heavily moderated changtes, and the action nullified what exactly do you mean by that? totally agree with the tier up system for intoxication though. would lead to him having a form of map pressure due to intoxicated survivors having a tougher time on gens etc.

  • @BlindMole said:

    I agree, the grind is just appauling.

    Why not make a double blood point week end per month?

    Because thats temporary and limited in time. Not many people can always make it for specific weeks/weekends. it also doesn't actually decrease the grind, just encourages people to play during a specific period. The way im proposing makes it so that the grind year round, is less or rather is easier to combat, as it makes hard to fill categorys easier, through both offerings and game edits. along with the prestige offering possible double bp to those that wish to prestige.

    @CLAUDETTEINABUSH said:

    Good ideas but leave the chests alone uwu

    But why can't we all have chests :'( Plus if coin offerings for killer were reworked to be the same/similar to survivor, that just means more chests for everyone! loot heaven!

    @UntilValhalla13 said:

    I'm still fairly new and have mainly just been working to unlock the BP boosting perks, myself. Leatherface has been a struggle bus for sure. You have to be almost close enough to light attack them for the chainsaw to even work half the time. It feels so clunky. XD

    Well you don't haaave to play leatherface to unlock his perks, just leveling him up will do :P That being said as you are a new player have you done the tutorial? not for the sake of learning how to play, but because it gives a nifty bp bonus for completeing them! ;)

    @BenOfMilam said:

    RIP my ultra long reply to this due to the forums messing up ;-;

    I'm pretty mad because I spent like an hour on it, but w/e

    And now i wish i knew what you said :'(

  • @LOA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105510#Comment_1105510

    You cannot use Inner Strength until you are not broken. So, the broken timer has to run out before you can get into a locker.

    ie meaning 80s until you can heal

    Broken prevent's all methods of healing @Rivyn. The only technical exception to this is second wind, because it leaves you broken BEFORE healing you a state. second wind and all other broken perks are incompatible though, because the timers are longer than the 30s of second wind where the broken state takes priority over the healing (ie you can't use deliverence to self unhook then heal a health state.)

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105508#Comment_1105508

    You're the one who seems to have difficulty understanding. This perk is only useful in very specific cases. That is the opposite of a "crazy strong perk". Except for very niche cases, the killer is going to come out ahead on this perk's use. The brute force approach would be to pick up a downed survivor right after the killer has downed them in which case the killer can just down one of the survivors right away and chase a now injured survivor. You could have one person distract the killer while somebody else uses it on a downed person, but then you have 2 injured people and another soon to be injured if not already hit. The only powerful time to use this perk would be during the end game when a survivor is downed near a gate, the rest of the survivors are nearby to help, and you can reach the downed survivor before the killer finishes the wipe animation.

    exactly. it's niche, but very powerful in the niche it fills.

  • @FSB75 said:

    Obviously my question relates to the recently announced Gunslinger.

    I'm working on chapter 3 of the Rift, and yes there's new content on the PTB, but in order to play, I basically have to uninstall the game, install PTB files...play until I've decided I've taken enough time away from Rift progress, then uninstall the PTB files, reinstall the game files, and hope the community isn't split too much that I can still find a trial inside of 8 minutes each time.

    I'd rather the Devs just use this old mechanic of Offerings to allow me to play Gunslinger on a limited basis once the killer goes to live servers.

    Being honest, it's one of the only reasons I haven't purchased any DLC. I haven't bothered, or even been actively playing the game, to try them out on the PTB.

    I went so far as to purchase the Rift pass thing for like $10, then used the Auric Cells earned from the Rift (500) to purchase the Demogorgon, learn his teachable (Surge) and I've never played a round with him.

    In the end, I thought it was a reasonable request, as it's been done before, and the worst that could happen is...nothing.

    Not even purchased dlc with iridicent shards? thats suprising considering there are some neat perks and killers that can be bought without money, hell i earned the clown dlc/spirit dlcs.

  • @Rexis said:

    So latest changes causing a lot of discussions

    How many Coordinated Sabo coms Team did you face daily? what if there is this one team who plays this sabo strats with Breakout, Sabo, Breakable? are we okay to punish everyone else over it?

    Now let me ask another question, how many tunneling, camping, slugging killer have you faced? why is it Okay to have sabo build being nerfed when you'd rarely face this kind of teams comparing to how many slugging, tunneling and camping killers?

    I think these changes will effect a minority of players in the game, I play a sabo build maybe once a month! while you face tons of campers, sluggers and tunnelers every day

    These changes are not effective in my opinion and unfair

    when ruin was nerfed it was cause 80% of the community are using it, while now you nerfing sabo build + toolboxes that would be used only by 20% maybe!

    Sabo was buffed though...

    Peanits commented on another forum the time to break hooks is around 2.5s, now I don't know if this is standard or with add-ons but even still a prepared sabo squad can eliminate all avalible hooks in an area in an INSTANT now. Leader, sabotuer, breakout and unbreakable will be a very powerful build. Leader to speed up sabo to being nigh instant, sabotuer to sabo hooks with the cooldown not wasting charges on the toolbox, then breakout to tank hits and reach hooks faster. Unbreakable for if the killer slugs and a commodious toolbox/Alex's with add-ons to break all hooks. Swap in MoM for unbreakable if your confident in the ability to resist slugging, and if you tank enough hits whilst using teammates to heal, you can gain a free health state?

    Hooks not breaking for mins at a time just allows the killer to not slug as much. Balances out this change and makes it more dynamic.

  • @ZaKzan said:

    So lets break this dev update down and understand how this will ultimately buff survivors and nerf killers.

    First of all, breakable walls, the devs have stated that these new breakable walls will be on the new map only, and not all the other maps in the game. This means, on average, you have what about 1/25 or so chance to get this new map with these new breakable walls with no offerings burned. The devs have also gone on to say that this is a test, so we don't even know if breakable walls will make it into the game, as they don't want survivors to be too unsafe. This does signal, however, that the devs aren't ignoring all of what killers are saying, just most of it. So this is a very slight buff to killer roughly about 2% of the time and we don't know how many breakable walls there will be in a map.

    Item retention. Very obvious survivor buff here, albeit very small. The intended side effect of this update is to encourage survivors to use their rarer items, which are more powerful. Maybe the devs are wanting to balance the less used but more powerful tools of the survivor kit.

    Sabotaging. While killers get a buff to their efficiency 2% of the time, survivors get a buff to their efficiency 100% of the time as this will affect all maps.

    Toolbox changes. This is debatable, it depends on the exact numbers. If a toolbox gives you, say 20 seconds of repair speed over its life and the new changes make it 15 seconds or even less, we must understand that the original 20 seconds is staggered and the new toolbox changes are going to be very quick. 20 seconds over 2 or 3 gens vs 10 or 15 seconds over one gen. Is this a nerf, a buff, or will it effectively leave toolboxes unchanged in their efficiency, time will tell. This is certainly not a clear nerf to toolboxes. The item retention change is going to encourage survivors to bring better toolboxes as well.

    So even if breakable walls make it to all the other maps, survivors are getting huge efficiency buffs and they are also getting buffs to allow them to sabotage hooks quickly enough for the struggling survivor being carried by the killer to wiggle free while also having a greater chance of retaining the stronger, rarer items they bring into trials.

    The only worthy response to this is this.

    Lmao

  • @Jigsaw_pprentice1993 said:

    Why would i waste time looking for a chest to break that would make matches boring killers would farm free add ons as well making the bloodweb useless

    Its not about wasting time. if you come across a chest, do a 1s stomp action to remove the survivor being able to use it and be granted an addon if you have none. Gives chests a purpose for killer and something to do ambiently if you either can't find anyone, or if the game is ending.

    @White_Owl said:

    I doubt it would ever happens. First, survivors can die which makes them lose item and addons, while killers don't. Second, generally speaking killer addons are way more powerful than survivors' ones, (whose strongest ones are one use and than disappear anyway), and people would use an "Ace in the hole" perk to keep their strongest ones like Iridescent Head + Infantry Belt. Not healthy at all.

    I never said anything about keeping the addon's brought in - thats what a black ward is for

    just keeping addons on the way out found in a match.

  • @NullEXE said:

    Toolboxes are being made faster, nerfing the uses doesn't matter when increase uses add-ons exist (It literally just makes no difference). Also you KEEP the item at the end of the trial regardless of using all of it's uses!? You might as well just GIVEN THE SURVIVORS ANOTHER PERK SLOT. They are buffing Sabotaging - game breaking SWF (You know the only ones who use it in the first place to bully killers). It's pretty obvious that they don't intend to nerf survivors out of the power role, and unless I see a big change in the near future after this update hits the PTB, then my idea that they were going to balance the game to make Killer power role again after nerfing ruin - obviously I was wrong. Like i'm still going to test on the PTB to see if my predictions are correct, but the fact that they buffed survivors in this update in anyway put a dirty taste in my mouth for giving credit that they were going to balance the game in favor of the Killer again.

    The Wall thing is going to be nice to balance god loops, which fix a lot of problems, but that is going to take a lot of time to even get across all the maps that needs them - in addition to coding every killer to have a wall crash animation, and fix all the bugs that will come from it (because that's ALOT OF CODING).

    I'm impressed with the buffs to fixing ridiculous loops, but i'm not impressed that they directly decided to buff bullying the killer.

    Not a lot of coding* a lot of animations. the coding would be the same across all killers, just as it is with pallet breaks. and with killers that use standard breaking animations, they would share the wall breaking animations (ie trapper, micheal, hillbilly, etc) with height and weight tweaks so that the positioning of the animation is right based on their charecter model. Ie not the coding that takes a long time thats the short bit.

    Making toolboxes more impactful, yet drastically reduced usability will limit them depending on how drastic that is. i only hope they account for using streetwise/killers using unnerving presence. I'm thinking (Following how past sabo penalties worked and other things) that it would probs be something like a 3:1 ratio. or whatever. 80 charges would be a full gen at 1.2 speed now (with a brown toolbox), but we'd probs see something like, 26/27 charges, and 1.2-3x speed. ie its much much faster, but you'd do only a small amount of the gen (like 33% similar to a brand new parts 25%)

    TLDR for that section - it would increase survivor pressure a lot if done right, but can only be done once. also can be negated by applying pressure yourself. Also with franklins, removing 10% of a toolbox on hit will be HUGE with this change. Overwhelming presence will be NUTS. expecially in 3 gen situations, as the survivors will not be able to use toolboxes at all, essentially removing them from the game.

    If they even made the charges on a toolbox lets say half at 40, for clean numbers sake. and then use overwhelming presence... that makes the charges 20! 20 charges of a toolbox ie what would normally be 20s. even if it was double the speed for the toolbox, at 2x. making the 20 charges done in 10s, that would mean you just used your entire toolbox in 10s for what is the equivalent of 1/4 the generator.... And we know they wouldn't make the toolboxes work at double speed as that would be absolutely broken. how can i prove this? if a 40 charge toolbox was used on a gen at double the rate, you would effectively spend a full 60s on the gen, which is already way more then a normal toolbox speeds up a gen by now.


    Ie this is very much a toolbox nerf. and a overwhelming presence/franklins buff ironically enough. Even if you have max addons on a new toolbox, the most impactful time to use them would be in end game to prevent 3 gen strats. to quicken the endgame from stagnating due to killer pressure.


    Gen rush is dead. Optimal play is required to use toolboxes to provide pressure now.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101744#Comment_1101744

    That's something I wouldn't be able to answer. I wouldn't say it's completely out of the question, although it is nice to keep them easily recognizable from a distance. It's a lot easier to use the same pallets across all the realms that it is to use the same walls. You might have a boarded up wall on a farm map, for example, but that wouldn't make much sense in a map like Hawkins Lab. Meanwhile it's at least somewhat believable that there's a bundle of boards just about anywhere.

    True enough i suppose, but would the boards look exactly the same? just playing devils advocate here.

    Also in the spirit of playing devils advocate, people running to pallets are typically within 16m of one (unless using an exhaustion perk or just straight running across the map) and Should be able to recognise the similar positioning at loops, the similar model, if they had differing textures.

    I mean how else do you explain being able to visibly see a window vault on all maps? :P like the baricades on the lab map, there not windows etc etc.

    That being said i do realise how difficult it would be to texture so many different maps with unique/differing textures/even models.

  • @Peanits said:

    The walls are going to be fairly clear, like a pallet. They may not stick out as much as a bright pallet, but you should be able to tell which walls can be broken just by looking at it. The idea is not to make it a surprise but rather to change the way that particular area is played.

    Speaking of pallet's (and gens if im being honest), as the new breakable walls will fit with maps (as they should) would you consider making gens and pallets that more so fit the maps? Like how hooks are all easily identifiable yet differ on every map, we could have Pallets on the game that look like traditional ones used to transport goods/Pallets on the wreckers yard that are bits of scrap metal tied together, all in the same shape. Same with gens, having snow covered gens on ormond, or have boggy gens on the swamp, with muck on their sides. more diverse interactables.

  • Exhaustion add-ons are bs coming from someone whose rk1 killer.

    Brown one on huntress allows you to negate 5 whole perks, all of which are meta that extend Chase's (or are oddballs like head on.)

    It was designed around a time where it was slowly recovered from over time in a chase so that if the survivor was good enough, they could run the killer for long enough to get their perk back, use it and escape.

    Now it just blocks the usage entirely which is not unfair or broken, but feels entirely unfun.

    Clown with an exhaustion add-on? If on his bottles direct hit I'd say let him have it with a slight skill requirement. Huntress on the other hand? She's already getting hits off on you, and preventing someone from using 2-3/5 exhaustion perks 99% of the time (as sprint burst and lithe might be used before hit) your negating some of survivors best survival tools.

  • @Waffleyumboy said:

    Would that make Inner Strength op?

    Inner strength still requires finding, breaking the totem and then getting into a locker. Whilst it's an amazingly convenient perk, it would only grant more heals which is just the survivor wasting more time.

  • @ALostPuppy said:

    Unsafe pallets and vaults definitely shouldn't have a faster medium vault speed. They're unsafe for a reason and it's the survivors fault if they want to stay at that unsafe pallet and risk getting hit by the killer who's going to have a much easier time getting the hit. We need to keep in mind, as we play the match, which areas are safe and which aren't, what loops are better vs the killer we're playing against, if this loop can string into another loop etc. If you don't do this you get punished and rightfully so. Those unsafe spots SHOULD be killer sided and they really don't need any changes. The faster vault also won't make much of a difference anyway unless you maybe had resilience to stack on stop of it.

    Not sure what to think about the residual effect of hexes though. That might make things like Ruin a little too strong and some like devour hope would be almost meaningless. I think the better thing for hex totems would be to either make the effects of some of the hexes even stronger, or to keep the hex totem hidden at the start of the match to both the killer and survivor for 30/60/90 seconds or whatever length you think is reasonable.

    Unsafe pallets would still be unsafe. Just made a lil bit more of a mindgame then "oh he's vaulting rn I'll just rotate and whack him". That's not a mindgame thats just the killer being faster then the survivor and reaching around a loop tbh. Sure you can mindgame it, but the killer has most of the control there.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016624#Comment_1016624

    Anyone can 4k at any rank with any killer, primarily because the ranking requirements for survivors are easy as pie and red ranks are swarmed with low skill survivors. I've played against rank 1 survivors that have the skill of what should be a rank 10, since all you need to rank as surv is to put in time. The issue is a good killer vs a good survivor team will never win, and that trickles down at all skill levels.

    Uh.. no? a good killer can very much win against a good survivor swf team? Even with lower tier killers like doctor/trapper. though its remarkebly easy with billy, spirit or nurse. i've gone against all kinds of teams/solos since early 2018 when i first started playing. I'm no god tier player at this game but its not impossible to play against a coordinated swf rank 1 survivors? i've also played against rank 10s with the skill of rank 1 survivors? i never said anything about skill and rank being tied as well, i only stated that i can get consistent 4k's.

    Hell back when people used to derank in big squads, i was versing rank 1 (10-15) survivors with 2000+ hrs, same on killer side, (Which was screwed if you ask me) but i dug through and now there no different from the rest. they can kill me or i'll survive/vice versa, its more even for me now.

  • Without ruin my games aren't ruined.

    Besides I don't typically use it as a red ranks killer unless I'm on like someone I'm learning, where I usually just stack all slowdown perks so that I have time in a match (ie recently Oni).

    If I can 4k as pig/trapper at red ranks no ruin, anyone can 4k and play the game as usual.

  • Would you consider adding variable gen speeds based on maps, their strength and location in relation to other gens, completed gens and loops?. Would help survivors become 3 gen'd less, and for killers to maintain pressure on maps where it takes a long time to travel (red forest)

    Also please buff fixated to work whilst injured like urban evasion. Please. Pretty please

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/971541#Comment_971541

    I agree with you 100 percent. I love the changes, but when attached to a hex perk they seem a bit weak.

    Hex perks need to be ridiculously strong to be worth using. Now I have no doubts in my mind that Hex ruin was absolutely cancerous at lower ranks and was pretty balanced at high ranks. But why should BHVR balance for just red ranks?

    I think that removing notifications about hex perks would be a good change to make hex perks better in general. You need to realize that a perk is active without being told that, "hey you're under the affect of huntress lullaby, maybe you should be on the lookout for a hex totem"

    Hex ruin was undoubtedly incredibly strong even at high ranks before, still remains strong now just not strong enough imo to be a hex, despite it being far more engaging and fun to use. i mean 80% of games had it, and whilst i have no doubt in my mind that it was easy to counter at high rank survivor (i mean i usually cleansed it 10s into the match or pushed through it like everyone else) it did grant a huge early game slowdown. That being said... i don't think early game slowdown is neccessary, not even for pipping now with the emblem system change.

    it was mostly used for getting early game pressure, but late game pressure is where its at, stalling the match out etc. giving survivors a chance to actually play. sure a few gens might pop at the beginning, but i never really found that a problem unless it was a swf squad making sure to split gens and do them so incredibly optimally that i found myself unable to patrol gens all across the map from each other with either Pop or a killers ability. plus a popped gen just means a notifcation of where a survivor is to me, and less areas to patrol so no real biggy. it only gets bad when there speeding through endgame gens imo, saving toolboxes till the end, making sure not to 3 gen, making sure to have safe gens to do etc. by the time a couple gens have popped a survivor will always usually be on the hook for me whilst i chase another survivor pressuring the whole team so again like an early pop isn't to bad. (excluding maybe on trapper or hag who have no killer ability at the start of the match and require set up which can last even into the later gens as they aren't actively persuing anyone.)

    idk maybe im just ranting at this point. but early game pressure was never really neccessary for me, not because im some god tier killer main (i play both sides) but because the middle of the match is the most interesting and where most of the slowdown happens anyways. So long as i pip/or/kill all survivors and/or have fun idm how many gens are done.

  • Played a couple games on both sides

    support all changes made and not because im some kind of dev suck up, survivor bias/killer biased player.

    used to be a doctor main. now he's fun again, FOR BOTH SIDES. now people won't just dc off the bat when i play him.... along with the fact that he actually feels a lot stronger due to his map awareness and passive pressuring. he still has his counters, like early pallet drops, lockers and just generally being a m1 killer, yet he feels actually powerful to play due to being able to find people semi instantly, in order to always be actively chasing and not wasting time. Doctor removes the time crunch as killer essentialy, and even chases a bit better then lets say a ghostface or plague due to his shock. he's no nurse obvs or hell even a spirit, but i'll be damned if he isin't great now. just having the time crunch alone be gone due to being able to essentially find a chase every 60s (if you have good map awareness/are using whispers) with survivors also being slowed down by madness/having illusions spook them is just gold.

    ruin feels better on both sides, deffinately noticed an effect when the killer pressured us off gens.kept us at a 4th gen for a real long time till we got to 3 gens and he had players running all the way away in order for others to work on gens closely spread together. no more being forced into great skillchecks (which mind you i can hit, i'm a rk1 player afterall or atleast i was) and feels great as killer to apply pressure and have it pay off. when i played as doc with ruin, i didn't even need thrill or anything else. its genuinely useful on its own despite what people say so long as you continuosuly apply pressure (which in the doctors case is incredibly easy to put pressure on everyone by revealing their location and remaining entirely unpredictable.)

    Map is brilliant, and so is the chase music.

    only thing i'd tweak? make Ruin no longer a hex perk. literally it. literally only thing it needs. its not strong enough for a hex, but is very balanced in that it requires ACTIVE pressure from the killer in order to do its bidding. it has far more synergy with other perks (ie surviellence is a good example) and is just genuinely more engaging and fun to use.

  • I AM THE BIGGEST FAN OF THIS CHANGE AND HAVE BEEN WANTING SOMETHING LIKE THIS FOR THE LONGEST TIME,

    also killer coin addons should be reworked to give an additional totem/2x totems. be a different offering. i mean cutting out up to 2 chests out of the match just gives survivors less things to work on which means more gens being worked on, less points and opportunitys for items as a survivor and all round just worse of a game.

  • @Yuyukoyay said:

    Traps should also count internally as chases and hits as well. So he can actually pip by using traps. Also disagree with the step on trap change. I think he should just not be able to step in them and be stunned at all. No other killer in the game risks giving the survivor a free decisive strike and for good reason. It underpowers killers more and it's just stupid. It's also not fun stepping on them and losing a survivor for possibly up to 2 more minutes.

    Stepping on traps as a killer is balanced in a way though, i mean your essentially blocking paths for survivors, with time being your cost in doing so. i mean if you could just walk over traps, and say someone got downed in the middle of a pallet, you could just trap both sides of the pallet and completely negate the person being able to be saved through pallet stun. also there are many situations where atleast you used to be able to completely cheese chases simply by putting a trap down in the middle of a pallet, negating a players entire path, which with the ability to simply walk throught the trap would make it unfair, whilst on a safe pallet loop atleast they have long sides of the wall/barriers to gain distance. with this change you'd have to be actively aware of the trap at the very least. outside of carrying someone though i'd have no problem with not stepping on traps though well atleast in current dbd due to all pallets being made more unsafe, just simply whilst carrying someone which is why i kinda went for a middle ground option.

  • Im only hoping that they change this to be a non-hex perk

    i actually absolutely love this change to ruin. don't usually run it on any killers anymore unless im doing a super gen slowdown build. this will be interesting to see. i just see it as a problem that it can be cleansed.

    newer ruin rewards the killer for applying pressure, whilst old ruin gave free map pressure for absolutely no reason. it was ******** on both sides but with this change its actually interactive, so even if it is kept as a hex perk (Which i disagree with but eh) it will be way more interactive then the old style of ruin.

    @MandyTalk @Peanits if newer gen speeds become such a problem without ruin however, would a system where gens at the start of the match/game are done slower to prevent early game pressure from being lost be added? something like a passive behind the scenes debuff until a killers first interaction with a survivor (chase or hit?) or a slight behind the scenes debuff for all gens remaining in order to make them slower, and later gens slightly faster to make it easier on killers with early game difficulty such as the trapper with his set up time.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/955108#Comment_955108

    The perk is already very fun to use (I can fur sure tell you that). A "boring"/simple solution to a fun perk wont make the perk boring. As for "game health", on the contrary, simple solutions are usually the best ones.

    i don't need to be told how fun it is to use... i myself use it. and it is fair enough to disagree.I'm just trying to get my thoughts across on the matter haha. I can just personally see why the devs are apprehensive towards just increasing skill checks with autodidact

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/954841#Comment_954841

    First off, Autodidact doesnt work on yourself, and only on healing skillchecks. You cant heal during chase. And if two Survivors are doing this, this means two Survivors not on their main objective and most likely failing the chase and giving free pressure to the Killer.

    Secondly, if it worked with medkits, you wouldnt be changing this situation at all. That situation (which I disagree it would happen at all), those "mid-chase insta-heals", would still happen. You arent preventing them by attaching it to an item.

    I am a frequent user of Autodidact, sometimes with Spine Chill, sometimes without it. In its current state, it rarely ever makes a difference, if not being a hindrance. I can assure slightly increased chances of triggering skillchecks as part of the perk itself wouldnt be game breaking. Usually I end up with 3 stacks, and if I get 5 stacks, the match is usually over by then. Giving up a perk slot for at most a single quick altruism health state with massive build time isnt OP at all.

    When I was talking about using on self, I was in reference to my own rework of it above. I assumed you meant in addition to it. That being said granting extra skillchecks just seems like the more boring option to me personally and I still feel giving it greater synergy with perks and items would be the more healthy method for the game.

    @[Deleted User] said:

    Fixated shouldn’t work while crouched, but it should work while injured. I don’t understand why it doesn’t. We already went over this with Urban Evasion, when it didn’t work while injured.

    Yeah I don't know why it can't be used whilst injured either. Though I'd like one good reason why fixated shouldn't be given whilst crouched - besides the fact that urban evasion does a similar effect. Sure you'd be able to stack them together but that would just lead to greater stealth builds which are heavily underused and not at all powerful atm.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/953952#Comment_953952

    What does that have to do with what I was saying? Those are perks which enhance items. This suggestion makes Autodidact actually reliable requiring an item, something that should be BASEKIT.

    BK is actually really good on its own and combos well with other healing perks (ie self care etc)

    Thing is as i brought up before ^ Making higher skillchecks basekit will make it more inline with unbreakable and a hell of a lot more broken. Imagine bringing a purple toolbox, speed addons, unbreakable a reworked autodidact (expecially if it could self heal), bond/empathy and DS or adrenaline.... being able to heal nigh instantly after early game and pick yourself up if slugged. heal in a chase even, or heal in next to no time at all before the killer even comes. we've already seen how good we'll make it is but imagine that, paired with the autodidact as your saying. basically garunteed insta heals after early game whidh mind you had to be nerfed but you wouldn't have to even bring in an item for them to work.

    skillcheck odds at the moment are at about under or just at 10%/S i think off the top of my head. so raising that by 15%/20% to 25%/30% would be very broken.

    My suggestion would't make it reliable on an item. it would just give it huge synergy with items, and other healing perks allowing for more dedicated healing builds. yours would give it a potential 1/4 / 1/3 chance of triggering every second, which when at high stacks basically acts as a permanent instant heal.

  • @PigNRun said:

    I think Autodidact would be perfect if it simply increased skilcheck odds, and thats it. It doesnt really need to work with medkits.

    As for Fixated, it shouldnt work while crouched. You would be making Urban Evasion completely useless. Im fine with it working while injured.

    Medkits can increase skillcheck odds. plus if made this way, it pushes you into a certain build, making you very good at healing, but unable to flashlight blind, or have increased gen speeds etc... you dig?

    ^

    Simply increaseing skillcheck odds at base, whilst it would make it more useful, would also allow it to be at base used with other powerful perks and make it akin to unbreakable - useable in any build as a powerful game changer.

  • @Toybasher said:

    It'd be hilarious but yeah it'd be abused. It shouldn't be able to be used while downed since Hex: The Third Seal and Knockout would be useless. "Where'd he down you at?" "AAAAAAAAUUUUUUGHHHH!!!!" "Oh, he's over there."

    It would be funny though. Like you're working on a generator, and another player doesn't hit a ruin skillcheck, and the third player screams at him.

    I garuntee you I'll do this every single game

  • @Peanits said:

    I feel like I would wear that button out by mashing it as much as possible just for fun.

    Good to know your on board with the idea!

  • @Peanits said:

    The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.

    Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?

    Long range hatchets = yes but also

    Upon hitting someone with a hatchet, huntress regains one hatchet.

    Or all hatchets are readied at 100% charge, trade off being that there is a longer cool down between being able to m1/ready another hatchet

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/908843#Comment_908843

    Yeah, i can completely agree on that. There are no M1 killer imo.

    bingo my man. Just want to bring attention to the fact that there are better more viable playstyles for certain killers whom some would just put "meta" perks on!

    same with survivors tbh

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