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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Whilst I'm not asking for everyone to have their mmr viewable to all and understand that matchmaking will choose time to match over mmr level matching, it would be nice to know at what mmr level a new player comes in at.

    If the cap has recently been raised to 2,100 then it would be nice to have a communication of where the starting point is. All that I'm aware of knowing is the Killer entry level is higher than the Survivor entry level, which I read somewhere months ago.

    I'm not even certain of the source but, were this to be true, then starting at the bottom is unlikely.

  • Admittedly, he's as far from scary as I could imagine and more comedy than anything else.

    Likewise, I find him funny and Tiffany is hilarious because when she charges and goes "Hiiiiiiii-ya!" it reminds me of Miss Piggy from the Muppets and now I want a Miss Piggy Legendary skin.

  • @bjorksnas said:

    Based on their idea proposed it will only detect / affect if a killer is trying to set up a 3 gen for a large portion of the game not get you out of a 3 gen situation if you create it yourself without the killer taking advantage of it earlier on in the match

    This is correct. There's some concern that the final three gens will be undefendable, but the people on the stream were clear that what they wanted to deal with was the situation where Killers would - early on - try to find the 3 closest gens and set up so that Survivors would find it unreasonably difficult to beat, which I feel is mainly aimed at SoloQ who won't be able to strategise as well as a swf. It's to eliminate the "Chess Merchant" strategy.

    My belief, therefore, is that this will not affect scenarios where Survivors end up in a 3-gen situation of their own making. If the Killer is actively doing their job and Survivors end up in a 3-gen because of poor planning and not because the Killer is camping it, then it's on them and it appears the devs recognise this.

  • Sometimes it's a few spam accounts, probably by the same person, to make it seem that more people are upset than actually do exist. Otherwise, it's people who are impatient and assume, because they cannot figure it out in a few trials, that the Killer is the issue and not them.

    This has happened with nearly every Killer. The Singularity was dubbed as the biggest threat in the vein of Skull Merchant, but we saw soon enough this wasn't a thing.

    Chucky is probably the most well-received Killer on release that we've had in some time. I've seen and heard far more positivity than negativity.

  • Firstly, I would say that a Survivor-created conundrum of the final three generators ending up close together because of poor planning ought to be punishable. Fortunately, that doesn't appear to be the type of 3-gen the devs are targetting.

    The livestream was clear: the 3-gen change is targetted at Killers who would play for the 3-gen early on, such as the Skull Merchant's old "Chess Merchant" tactic. How this will take form is unclear, but if this is the type of 3-gen strategy the devs are aiming to get rid of, I'm for it. I just don't want the devs to punish Killers when the 3-gen is purely caused by Survivors.

  • I'm hopeful the Decisive Strike change will be positive. If they were to revert the Perk back to a 5 second stun and keep the deactivation part once the generators are completed, that would be a positive change for this; making it a strong, anti-tunnel Perk, yet ensuring it's not used to cheese the escape in the endgame.

  • It often comes as over-dramatic. Sometimes, even the most marginal of changes are made out by a few to be some form of crime against humanity.

    Maybe in exceptional cases there's a good reason to be concerned, but most is that feelingbof having power removed, mixed alongside a lack of confidence in their own ability.

  • I'd agree with the sentiment. The Hex has appeared in the odd trial I've been in and it's had some use, but a Hex perk is meant to be strong because of the fact it can be eliminated at any time. It may get no use at all if the Gods of Fortune decide to plonk a Survivor next to it.

    Hexes need to be strong. Currently, I don't feel the Hex is powerful enough to warrant it as a Hex.

  • Make your choice. Either way, the gen tap doesn't add progress and, if a Survivor repeatedly gen taps, the Killer regression kick will knock it down far quicker than Survivors could hope to bring it back up.

    It's a judgement call. You can't have both.

  • I would, yes. Ruin is a gamble anyway because, as someone else commented, you could get good usage or it could be destroyed right at the start, in which case that's the risk taken for bring such a stronger perk back in.

    DS I would also be happy with, based on what you say. It would not just punish Killers for tunnelling, but reintroduce the idea that Killer's may have to consider all Survivors may have it, thereby reducing tunnelling. Deactivating it once the Exit Gates are powered is also the right call, since it will stop people from taking the piss out of it.

    Basically, this will give a strong tool for Killers to slow the game down, whilst also protecting Survivors from rapid downs. This would mainly be a good thing.

  • Dwight's quote is something to go by:

    "We have to work as a team! I need you to survive so that I can survive!"

    ...Or something close to that. Basically, everyone works together until the Exit Gates are opened, or as good as. I'll weigh up the likelihood of being successful myself in saving someone. If I feel there's a good chance, especially if I'm not alone, I will help. If the odds are less likely I'll survive, the escape won't work, or there won't be enough time to save me, then I'll leave.

    Sometimes I may run in on a death wish if I'm feeling it, but most often I'll weigh up probabilities before committing to saving someone endgame. However, the key to the game is that Dwight quote. Not working together will significantly reduce survival chances to the Gods of Luck. It's the calculation near the end which counts.

  • This is just bad. Even when the Hatch is closed, the Survivor still has a chance of finding a key or being both clever and lucky with the gates. This is almost a guaranteed escape for someone who just has to hide and watch the team fall.

  • From a Nicholas Cage quote: "How can this be fun for anybody?".

  • This is based on the past 53 trials I've had since starting to note the results as survivor. 60% is my current escape rate, with 32 escapes (4 by hatch).

  • I'd go for "Elvira" as she is a huge horror icon from the 80s and would fit in nicely with the other horror icons of that era.

    The only reason I don't mention any of your choices is because I could imagine most as fully-fledged chapters where they have a decent Killer potential as well. As examples, "Alan Wake" could have Scratch as the Killer, "Dead Space" could have Isaac Clarke and Regenerator, Buffy could have Angelus as Killer and so on.

    I just think most could easily do a full chapter and really want that (especially Alan Wake).

  • "Ghostbusters" is the big one for me. I had similar ideas to you with the cosmetic ideas and I'd like to add The Knight as Vigo the Carpathean and The Spirit as Zuul.

  • He's fine. He's been given some love recently and there's an update being promised to spawn traps closer to generators, so he's in a decent spot for the poster boy and as a beginner Killer.

    For me, Killers ought to have a tier of strength of power. I like how Killers can be like difficulty levels.

  • I'd prefer lightburn to come back. No change to his power or add-ons, but lightburn - whether facing or playing as - gave more identity. Made the trial stand out more.

  • It's tricky because I always go into a trial to do well, but my aims change each trial. Perhaps the randomizer has given me a rare perk I want to learn and get some use out of, a challenge I need to complete, or even for the fun of watching the endgame screen of a 2-3k where everyone has meta and I have Deathbound or a selection of other weak stuff. Sometimes, if the trial is way too easy because of mmr I'll 2 hook everyone then let them all escape.

    Whatever I choose, it's fun first, always. Even when I go into a trial with the intent of a 4k, it's never going to be through tunnelling and camping as the majority. There is nothing fun with that; only stress.

  • The Huntress for me. Bar perhaps a small number, the Huntresses I face just outplay me most of the time. Although my escapes against Huntress are probably 50/50, it's either a lucky Hatch or the talent of my fellow Survivors that gets me through in those difficult trials.

  • Tunnelling or not, DS should increase the stun duration to 5 seconds but keep its current restriction of deactivating once the Exit Gates are powered.

  • This wouldn't be such an issue, were it not for the ability of MFT stacking. MFT shouldn't be stackable, even with the upcoming nerf to it.

    I won't go so far as claiming the devs are bias towards Survivor, because a couple of Blight add-ons that people are aware of alone is enough evidence to disprove this, but I absolutely see the frustration of this within that context.

    Haste shouldn't be stackable for either side.

  • The Power of Ghost Realm sounds interesting - a little like two game modes whereby one is the tradituonal DBD experience and the second is hide n' seek. I like this idea of switching game modes and the recent Halloween Event proves the viability of a secondary arena, so this would definitely be an interesting power.

    Scourge Hook: Room for One More has me in two minds. On the one hand it's a unique take, but on the other hand this is a camper's dream. Maybe if, by hooking 2 on the same Hook, a Survivor unhooking would unhook both at the same time may counter this a bit, but this feels a bit too much like an ideal camping tool, which is one of the least interesting aspects of the game for me.

    You'll Be Back sounds alright. It has a counter and the radius isn't too bad and ut's situatuonal, but has its use because the Basement is normally at strong Survivor points, so this acts as a protective area for Killer. A nice situational perk.

    Hex: Surprise is my favourite perk. It's simple, useful and has an interesting counter which tells a Survivor where the perk is in effect, but may also make the Survivor worry is it's this Hex or the Killer. I like this one a lot!

  • I'm tracking it too, but one thing that is very noticeable with the change is I've not had a single trial since the MMR change where a fellow survivor killed themselves on the hook, which is quite the refreshing change! Trials seem similar otherwise to how they were before from the Survivor side. The Killer trials have become a bit hatder though, in terms of gens being doing a bit quicker. I'm still randomizing all builds, but there has been a spike in difficulty as Killer and a more reliable team synergy as Survivor.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588507#Comment_3588507

    No worries, I think part of the issue is you did so many changes (which is good btw, I have never seen so many suggested changes for perks before) that some of them are bound to come out maybe not how you expected.

    But all that said yeh your bloodhound change is one of my favourite suggested perk changes/buffs I have seen tbh, I really like the flavour of it and the effect.

    I'm doing a Survivor one in the same vein where I'm taking what was seen as good and bad and trying to use that as a way to amend some of the Survivor Perks. What I can promise is there shall not be an Unrelenting-style change, such as "when you complete 40% of a gen, gain Endurance for 6 seconds instantly" crap. :D

  • @Devil_hit11 said:

    from reading those perks, none of seem interesting to use. I don't understand why rancor and devour hope are weaker?

    Your Zanshin tactics is worse then current one for some reason. I don't think I have ever versed a killer using Zanshin tactics. what is the point of 80 charges for zanshin tactics?

    Leverage is a perk i want to use in my killer builds but duration is too short. If it was just 45-60 seconds than it would be good complementary anti-healing perk. The disabling of endurance seems so random.

    Your dying light is somehow worse then current version because it excludes Healing.

    Unrelenting makes no sense. why would anyone use Pop goes weasel which requires a hook when Unrelenting requires no hook and gives free kick regression? that perk was designed to be chase perk.

    Unnerving presence does not work because every skill-check has great zone. The only way to implement your change would be to make every skill-check work like Merciless storm skill-checks.

    Perk changes that I think are good are Bloodhound, Predator, Stridor, Remember me, Hex: Territorial Imperative. the rest of the changes seem more like negative changes to commonly used perks.

    Hi, thanks for your response. I admit the Rancor one - when I rethought it - isn't great. My reasoning originally was to try to compensate someone who could be insta-killed, regardless of how well they played throughout. That definitely was a bad take. However, Devour Hope I'd say is arguably fairer. It only lights after the first rescue and only becomes more visible when it's endgame. The extra addition at Tier 4 could be adjusted to a protection idea, such as the Survivor screaming when touching it (but only the first time they do) as another commenter suggested, but I'm not sure there's anything wrong with balancing a strong Hex.

    Zanshin Tactics ought to be tiered more through distance than charges, granted. What I wanted to change was that there were a few people saying the constant Auras for Killer could be distracting, so I wanted some sort of ability which allowed people to turn it off when not needed. That was the idea behind it, although perhaps I overthought it.

    Leverage, for me at least, would still be weak at 45-60 seconds. It's generally not a good perk as it stands at all. I wanted to reinvent it and make it reward spreading the hooks with stronger powers. Removing the Endurance as I did fits in with getting stronger at rivals' expenses, such as the description of the perk suggested. It may seem different, but not sure saying it's random is entirely accurate, although I do get what you may be saying as "Where did this come from?". I can understand that.

    Dying Light removed the healing but because of the removal of the buff to the obsession and makes the perk less of a double-edged sword. Besides, there are quite a few perks out there which affect healing and I wanted to branch a little away from this, punishing all Survivors without the game turning into a heal-a-thon.

    Completely agree with your take on Unrelenting. When I thought it up, it was influenced badly by watching an Otz video about the returning Stranger Things removing some strong perks from general pool of those perks, so I shoved the gen regression in for very little reason, other than a Killer kicking out in frustration. It was poor and I apologise for the annoyance this caused everyone. :D

    The Unnerving Presence change would be to do exactly what you said, which is remove the Great Skill Check zone, which I imagined as a Merciless storm skill check. I didn't want to over-power it as it is a beginner's perk, but I did want it to be a bit tricky, so removing the Great Skill Check would make it a little less visible. I feel you overlooked that.

    I'm glad you liked the Territorial Imperative perk. I wasn't sure how the idea of the Boon for Killer would look, but people seemed to like it. I can't agree with your comment about most changes as negative changes, but the examples you gave make good sense and - with some in particular like Unrelenting - I agree was absolute #########. No idea why I pushed through with that.

    However, thank you for your thoughts and taking time to read through them.

  • I'm going to guess at this being an original Survivor, since during the anniversary period they said the next 2 chapters would be licensed. "Child's Play" would be the second "chapter" (I still think it should be a "paragraph", but whatever), so it makes me believe an original is on its way. Not 100% sure though, because they may consider the separate Killer/ Survivor bits as half a Chapter.

    If it's original, it may be a little like Michaela, insofar as it will introduce a new style of perk mechanic to make it stand out, or it could be a huge character from the lore like Vigo or Benedict. However, if it's licensed I'll go with either Elvira or Alan Wake.

  • Agreed. A Killer can see Survivor ping based on the red bar by the Survivor in the lobby, but it's not the same the other way around. They do need that sorted.

  • As a randomizer, I can say most perks actually have some usage and can be fun. However, I have some favourites:

    Killer: Agitation, Blood Echo, Call of Brine, Dark Devotion, Darkness Revealed, Forced Penance, Hex: The Third Seal, Scourge Hook: Floods of Rage, Spies from the Shadows, Trail of Torment.

    Survivor: Ace in the Hole, Autodidact, Bite the Bullet, Blood Pact, Bond, Boon: Shadow Step, Chemical Trap, Dark Sense, Deja Vu, Diversion, Dramaturgy, Empathy, Fogwise, Friendly Competition, Inner Strength, Lightweight, No One Left Behind, Quick and Quiet, Reassurance, Scene Partner, Second Wind, Smash Hit, We'll Make It.

  • Nothing out of the ordinary for me. Maybe there has been; maybe it's just a string of luck (or bad luck); or maybe just people over-analysing and making others over-analyse. Someone could say this on any day and, if enough agree, it could cause this thought process.

    Who knows! For me though, my trials have no evidence to back this idea up.

  • Map Offerings don't bother me much. I feel it's more about how deep they get into the opponent's head which is more a deciding factor than the map itself. If I go into a trial thinking I'm going to have a bad time, it's most likely I will. Also, as Killer, Ormond is one of my most successful maps. Very rarely lose or draw on that one.

    As for whether I use them, it depends on what the randomizer gives me. If a map appears as an Offering then it's there, whether it's tough for me or not. If someone takes it as toxic, then they're just beating themselves before the trial even starts.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397449/killer-perk-amendments

    Some cool ideas mixed in here, some are a bit too bizarre and make no sense (unrelenting) and some don't make a difference like the septic touch one, you actually somehow nerfed septic touch by making it a hex perk. But you do have some good ones like predator (I would redo the brighter scratch marks effect as this basically does nothing), but the haste thing when following scratch marks is cool and if you remove the cooldown then this could be a cool perk to help counter holding W.

    Honourable mention for bloodhound, I think that is a great buff and is super interesting flavour. It evokes imagery of an actual bloodhound tracking someone from their blood.

    Hi, thank you for your feedback!

    Firstly, yes, Unrelenting is just bizarre. I admit I watched an Otz video about Stranger Things and the removal of Surge to a Character perk would mean newer players would not have a decent regression perk when starting, so wanted to add this back. I thought of a Killer rampaging a bit and kicking out in frustration after a missed hit, but it was shoehorned badly into Unrelenting, so absolutely agree with you.

    My thinking for Septic Touch was it was pretty useless as it was. The Hex idea was mainly to make the survivor have to heal in a certain area to avoid the effect. Currently, the effect only continues if interrupted, but now the effect happens regardless of interruption or completion, so wouldn't say it was a nerf. However, perhaps I should have made the affects last longer and remove the completed gen circumstance.

    Also, thanks for the feedback on Wraith. That Killer has the best set of add-ons, but - with the exception of Shadowborn - absolutely terrible perks. I wanted to make them useful, whilst keeping in line with the meaning behind the perks, so really pleased about your Bloodhound comment. :)

  • @HandsomeJack_049 said:

    Unnerving Presence – Great idea; a little underwhelming, but fairly balanced.

    Predator  - Probably doesn’t need the cooldown if the idea is to help a killer catch up to survivors and start chase. Particularly because you have it deactivate in chase.

    Bloodhound – Again, the fallback condition of not triggering killer instinct twice in a row is probably not necessary. I get the concern that it could maybe be used as a tunneling info perk, but with the limited 3 second max duration of killer instinct, that’s not enough time for a killer to otherwise catch up and find a survivor. It might even work against them by luring them to a spot where a survivor was, but has since walked away from. Similar to Ultimate Weapon.

    Stridor – Cool idea; not much more to add.

    Dying Light – I really like this idea. It’s silly that modern Dying Light really has no utility and is one of the few killer perks that more directly buff survivors then provide a net benefit to killer.

    Hex: The Third Seal – I love the “Upon a survivor losing a health state for the first time in a trial . . .” pre-condition because it protects the hex from being cleansed at the start of a trial. I wish that BHVR would have similar preconditions for most (if not all hexs) so they aren’t so inconsistent.

    Hex: Ruin – I don’t think a 30% increase is sufficent. They should either revert the nerf back to 200% and keep the fallback condition of the hex being destroyed when a survivor dies. Or, they should keep the 100% but get ride of the death = destruction condition.

    Hex: Devour Hope – I like the defense condition and I think you balanced it will with the NOED condition at five stacks. I would say that the four stacks effect is kinda meh. I get the idea, but Devour Hope is such an important hex. It would probably be more balanced if it said something like “at 4 Tokens, the first time a survivor interacts with this hex, they scream and reveal their location.” That way it protects the totem till 5 stacks, but only works once and will not provide info again (like tinkerer).

    Overwhelming Presence – Dang! That’s a huge buff. It would make the perk for more viable, putting it up there with Franklins.

    Beast of Prey – I love it! All it does is remove the red stain (and TR if the chased survivor gets too far), but sometimes that’s enough. Great idea!

    Hex: Territorial Imperative – This is fantastic! We finally get “boons” for killer. The idea of setting up a zone is super cool, but… it could be problematic within 3 gen situations.

    Knockout – Look, I get it. But there’s no way a perk will have such a condition that directly benefits survivor. Instead of letting the first downed survivor pick themselves up, it would probably function better to allow survivors to still see the downed survivor’s aura, but increase the amount of time it takes for a survivor to recover or be recovered by an additional 50/75/100%.

    Remember Me – Nice that you gave it that little bit more oomph. I know that right now Remember Me provides incentive to tunneling the obsession because they can open the gates faster. This helps fix that.

    Blood Warden – that is suck a meme thing to make t-baggers have blood warden proc on them.. I love it!

    Scourge Hook: Hangman’s Trick  - The added ability to prevent scourge hooks from being sabo’d is nice, but it still feels too underwhelming. I’m not sure how you can fix this perk to be honest, but this is a good attempt.

    Rancor – Honestly, this is a bad adjustment. It’s overall a nerf and gives no benefit in return. I understand that it sucks when you’re the obsession and a surprise rancor comes in, but this precondition of additional hook stages is too much. You’d have to dramatically increase the info provided for it to be equal.

    Zanshin Tactics – Why? This is the mirror to Windows… and you literally gave it the nerfed windows treatment. This perk is already terrible on killer (unless you’re a clown main). Definitely not a worthwhile adjustment.

    Scourge Hook: Blood Echo  - This is also a bad take. Of all the exhaustion perks, besides mindbreaker, blood echo is one of the few viable ones. To turn it into a scourge hook is a bad idea. If you want keep your effects just add some time to the cooldown.

    Deathbound  - Eh. The perk still isn’t that great unless you are a mobility killer or you were already heading in that direction when it triggered. Still, better than the current version we have.  

    Hoarder  - That’s an interesting take. But are you concerned that this would make Hex perks too defendable?

    Hex: Crowd Control – I think I prefer the live version to this. Hard to say unless we had a PTB with this effect.

    Lethal Pursuer – Eh, another meh adjustment. I don’t think we need something like only +2 if you are going to limit it to the obsession.

    Grim Embrace – The boon thing is unnecessary. Boons are already a semi-dead playstyle right now. Blocked Hex’s however, that is a nice secondary effect. But, Grim embrace’s aura reveal is required so that survivor’s can’t just hide the whole duration – otherwise you had a wasted perk slot as killer.

    Dissolution – It’s nice to get rid of the 3 second thing. It was unnecessary and a stupid precondition.

    Hex: Septic Touch – Huh, that is one way to make the perk more impactful. Healing can only be done by repaired generators if you want to avoid debuffs. A powerful effect – warranting a hex. Cool idea.

    Nowhere to Hide – that cooldown is far too long. For an info perk like NTH that is primarily used to start a chase – 40 seconds cooldown (at best) is too long. I would cut these proposed times in half. 30/25/20.

    Leverage – That’s interesting. Might be too OP if I am reading the second condition (8 unique hooks disabling perk/item related endurance) correctly, but it is certainly an improvement over the current leverage and functions like an anti-tunneling incentive perk, like grim embrace

    Game Afoot  - the only difference is removing the secondary condition’s limitation to the obsession? Okay, but it really doesn’t place the perk in a better spot.

    Ultimate Weapon – I’m torn. First, 60 seconds (at best) for only blindness and a snapshot of a survivor’s location is too much (for a cooldown). However, I know that one can use UW for other purposes too (such as interruption). The survivor scream notification does not give equivalent info to something like darkness’ precise aura reading or whisper’s general real time. But, I know that in games it feels like the duration is too long for the cooldown to be so short. I would keep the game’s 60 seconds (for total time between uses), but play with the numbers. Give UW a duration of 10 – 15 seconds and a cool down of 45-50 seconds. Or, something like that.

    Hex: Thrill of the Hunt  - restoring the defense function is a good idea, but I worry that it might be problematic in those situations where the survivor’s have to cleanse a totem (NOED/Devour) but can’t because the killer constantly has info when it is being touched.

    Insidious  - there’s no real reason to have a cool down on this perk. With the anti-camp feature this perk is basically dead. It takes too long to use for mindgames in chase and the only reason to run it is for the meme’s on unwary survivors.

    Shattered Hope – cool concept, but survivor’s rarely run boons anymore. So, it still feels like a wasted perk slot. Shattered Hope should probably have been made basekit (with the killer able to destroy boons but having to hold down an interaction timer for X seconds – like how survivors can cleanse totems).

    Unrelenting – This is simply weird…

    Hi, and thank you very much for the very detailed feedback! Hopefully I can give some decent responses to your points, explaining my thinking. Also, yes, one of my ideas was just weird - I'll come up with a crappy excuse for that somehow :D.

    Unnerving Presence: I didn't want to change it much as it's a beginner perk, but my thoughts for removing the Great Skill Check was mainly due to making the Skill Check Zone less visible, adding a bit more difficulty without being grossly unfair. Some changes just need tweaks.

    Predator: I see your point. I just didn't want a killer deliberately lose a chase and immediately get a 5% speed burst afterwards. Maybe I'd reduce the cooldown to 20/15/10 seconds, just to avoid that technique.

    Bloodhound: As you say, it was to deal with tunnelling more than anything. I'd be fine with extending the Killer Instinct, but I'd rather keep the downside to avoid tunnelling prospects.

    Stridor: Thank you. Only tweaking needed here.

    Dying Light: Thank you. This was a bit tricky but again I wished to discourage tunnelling, yet actually give the Killer something strong in return.

    Hex: The Third Seal: Exactly my point! People often are annoyed at bringing in a Hex, only for it to be eliminated straight away. At least this way a bit of use will always be had, even if the Hex unfortunately lights up under the nose of a survivor.

    Hex: Ruin: I did think of returning the regression to the old, but that meta of strong regression perks wasn't really enjoyable so I wanted a fair buff which makes Ruin a bit more worth it, without appearing in every build as a Killer may prefer to mix and match a bit more, as well as reduce Survivor frustration. Trying to see it from both angles.

    Hex: Devour Hope: Yeah, you have a good alternative to the fourth tier. I just wanted that 4th Tier to mean something, as well as to add tension. That scream all Survivors would hear and make them think: "Crap, we're one away from absolute pain". Like a psychological impact. I'd be worried that a Survivor screaming at the Hex will make the Killer start to become overly defensive of the Hex though, but it at least serves a purpose.

    Overwhelming Presence: Thanks, and it's about time this overlooked perk gets some proper love and viability!

    Beast of Prey: Thank you!

    Hex: Territorial Imperative: Thanks again! I had an idea in my head some time ago of a Killer whose power was to be able to plant a banner which gave it a circle area where it would gain more strength. This was pretty much based on that idea and also keeps within the meaning behind the perk to. Like staking your territory.

    Knockout: It was more to help with Solo Q and prevent the very unfun tactic of just knocking people down. A way of avenging slugging. I'd be okay with your suggestion though. I just wanted to eliminate that type of crappy play where some may Knockout everyone and let them bleed out.

    Remember Me: I also wanted to make sure all Survivors felt the ramifications of Remember Me. Currently, it has no effect on the Obsession, whereas now it has a better overall function.

    Blood Warden: Oh, the joy this perk would bring!

    Scourge Hook: Hangman's Trick: It's a tough one. I also thought of makingbit so any attempt to sabo would also cause a lost health state but I wanted to save that for another Scourge Hook idea. I suppose what could be done - bearing in mind Amanda's technical prowess - is an ability to move the Scourge from 1 hook to another, or make it so that if a Survivor is hooked on one Scourge Hook, any hook they are hooked on afterwards takes longer to sabotage and - if sacrificed - doesn't break that hook.

    Rancor: Completely agree is hindsight. My thinking was to prevent the frustration of an instant Mori, even if you've not been hooked all trial. However, yeah I'd agree this is a bad take in hindsight. I'd like to do something about the issue I was refering to though.

    Zanshin Tactics: This was the rework I knew I'd have some very confused responses too as it does seem like an unnecessary nerf, but allow me to explain. Firstly, I do agree the the charge idea maybe should be scrapped in favour of the distance you can view the Auras. However, me reasoning for the ability to switch the Auras on and off was because I've read several times how some Killer players felt the constant appearance of the Auras was sometimes distracting or problematic, so I wanted it to become a perk that you could switch on and off at will. It's more a quality of life thing. I will do a Survivor alteration to the Windows of Opportunity perk which was a mirror of this rework, but now I'm deliberating that.

    Scourge Hook: Blood Echo: Yeah, I can get behind that. Probably went Scourge Hook blind when doing these perks :D.

    Deathbound: This is one of those perks which, yes isn't great, but probably gets more use than believed. A problem is the lack of feedback the Killer gets from this. Other than the notification, it feels like they get nothing. I was looking for something which gave more feedback, rather than making this a powerful perk. That way, peoplw can see whether it gives use or not.

    Hoarder: I should have said "Dull Totem", as I agree it would make Hex Totems very hard to get rid of. I thought of the Twins as hoarding basic or rudimentary stuff to get by when they were on the run, so wanted the idea of having the chests offer basically crappy stuff.

    Hex: Crowd Control: I felt this may create more unpredictability and confusion, as well as maybe countering window techs when slow- vaulting. A way of being awkward. It was more a minor change which I feel could work, but I agree a PTB would be needed for this.

    Lethal Pursuer: My reasoning was that the current variation gives too much information throughout the trial both using it and facing it, it felt too strong so I originally wanted it to just work at the start, but understood some people may find it a wasted slot, so wanted to throw a bone here, as well as stick to Nemesis' theme of aiming at "S.T.A.R.S". As a change, remove the +2 aura effect and perhaps add a small haste effect whilst an Aura is being revealed, like maybe 3% for 2 seconds or something (yes, those numbers are plucked out of thin air!)

    Grim Embrace: In fairness, I completely forgot about the Aura effect, so yes I'd return it. The Boon thing is a minor addition for those who do bring them in, so I'd honestly keep this, but yeah I agree they aren't as common and absolutely the Aura should stay.

    Dissolution: My thoughts entirely.

    Hex: Septic Touch: Thanks! Currently, Septic Touch is rather worthless, so wanted sonething a little more meaningful.

    Nowhere to Hide: I'm in 2 minds. I see your point and that it could be too long, but at the same time it's a really powerful perk and I wanted to nerf it a fair bit, yet still keep its power intact. A PTB would probably needed for this as I can see both sides of the argument here.

    Leverage: It may be a tad overpowered, but I wanted to reward a killer for not tunnelling and taking the hard route to victory. I toyed with removing Exhaustion instead, but currently there are a lot of Endurance perks and effects coming out and I wanted a perk which works against this for killers. That was my thinking.

    Game Afoot: It does remove the limitation to the Obsession, but it also does something else. Currently, the haste effect only works whilst in chase. This amendment means the Killer can save this ability for when nearer another survivor and use the kick effect to gain a speednboost on demand. It's not a huge change and won't make this perk meta, but it does add a more tactical element. Like "Unnerving Presence", I wanted a small change which served a purpose without overpowering it.

    Ultimate Weapon: You're idea sounds better. However, at least you understood my reasoning for it and seem agreed that it does need some tweaking. It's still a strong perk, even with the changes, which is perfectly fine.

    Hex: Thrill of the Hunt: Sorry, maybe I didn't make it clear. The sound notification is for the Thrill of the Hunt Hex only. Basically, just returning its original sound notification. Other Hex perks won't give sound notifications when interracted with.

    Shattered Hope: Agreed that this should be basekit, rather than the changes. However, should it remain a perk, I wanted to buff it a fair bit to make the rare usage worthwhile.

    Unrelenting: Yup, this is completely qeird and I blame Otz for it :D. This was just a shoehorn idea. I watched an Otz video about how the return of Stranger Things making the character perks no longer general would be detrimental to new players, especially with no gen regression perk, now Surge will be removed. So I just wanted to stick some regression ability in somewhere. It is weird. It doesn't really make sense. I just wanted a regression perk in the general section.

    Anyway, thank you for yiur detailed response and I hope this reply makes it worthwhile. :)

  • @ChrissyG88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587997#Comment_3587997

    Yeah, that's fair enough. Whilst part 1 of my suggestion was a punishment to the killer, I think part 2 of my suggestion was an incentivization.

    I'm a killer main and tunnelling is meta. Whilst there will always be meta strategies, if the meta is not seen as fun, I believe the meta should be changed, including punishing those who make the game less fun. Just my opinion.

    I absolutely agree that metas are a bain on fun, so completely agree with you. I love the idea of incentivising and you have a good idea there.

  • It's a bit like what Grim Embrace was trying to achieve. Although the reward was a bit meagre, there's no reason for other perks to follow in a similar vein for high rewards for spreading the hooks. So having some reward for playing in such a way should be rewarded.

    The only thing I'd say is punishing a player for doing their role isn't a fair idea, so disincentivising a playstyle with substantial boosts for the other players will only ever end in resentment and people leaving. Rewarding is the way to go.

  • @Rizzo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585675#Comment_3585675

    We already notified Vanilla about it, hopefully it gets fixed soon.

    Thank you.

  • I could see some benefit in this. It's unlikely at this stage that mmr will be visible, that I can understand. However, if there was some BP bonus at the end for any time where a player has been shifted into a match with participants of higher experience it would be nice to acknowledge this.

    It may also lessen the frustration of mmr for those who are placed into this scenario. The fact is, because of the nature of the matchmaking, people will find themselves in trials unsuited to their abilities. Acknowledging this with a bonus may very well make people feel a little more justified when they get screwed over.

  • I've recently noticed I'm not getting notifications for people replying to my comments. I found out by accident today when I discovered someone had replied to one, yet this didn't show in the notifications. Any way to amend this?

  • @DMB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585586#Comment_3585586

    But what about the killer it's not like it's my favorite series,I did enjoy the game.

    Bioshock has been in a uproar apparently there is a movie or a tv series coming and new game in the works

    Speaking of Silent Hill has some movies on the way but I just thought about a TV series would be good as well 😄

    So long as Konami have as little to do with the tv series as possible and the writers come up with an fresh take which avoids "winks" to old games in a very unsubtle way, I'd quite like a Silent Hill tv series!

  • 1. Solo Q isn't nearly as problematic as it's made out to be. In many trials, fellow survivors have been fine to play with at least. On occasion, somebody may be screwed by mmr and thrown into a battle they haven't the experience for, but so has everyone else. This leads to my second point.

    2. Persistently, some keep refering to themselves being teamed with "potatoes" and always losing because of this. These people are probably the "potato" themselves, since they are always dying, apparently. People need to be more respectful of people learning the game, rather than making out they are superior when - judging by how much they don't escape - their mmr must be low also. This leads to my third.

    3. Gloating about "high mmr" is pointless. Nobody knows what they are. You cannot even guess how high up someone is, because of the randomness of the nature of the game. A great player can be the first killed; a newer player can outlast more experienced counterparts. The game is too randomised for the average joe to tell where they are.

    4. Nearly all perks have a use. As a randomiser player, I can state perks that seem more situational have assisted in my survival or sacrifices on many occasions. However...

    5. Perks should be made weaker, with only one effect and stronger perks working on either a timed out status (such as Lithe), or a token system. "Made for This" is the perfect example of the opposite and has proven problematic as a result. Either drop the endurance effect or speed boost; don't have both.

    6. So long as there is at least an interesting set of perks, I couldn't care how strong or weak a new killer is, providing they're fair. The weaker killers are still effective and - unless they are at the dull, competitive levels - a weaker killer like Trapper can still slaughter most teams if the player is good enough.

  • An opinion which provokes a stronger reaction is more likely to foster a larger response. Some people also enjoy trolling or even being trolled to a degree. Plus, if everyone agrees it would make a rather bland string of comments.

    People do like drama, sadly. It's why a lot of reality shows seem to be so popular, despite them being horseshit.

  • I'm fine with it, so long as they also dabble in lesser-known franchises and original content just as much.

    There are so many other licenses which can have so much potential. Some licenses are known, but not to such a universal degree. Examples:

    The Magnus Archives; Alice Isn't Dead; Alan Wake; Haunting Ground; Eternal Darkness: Sanity's Requiem; The Descent; The Devil Came Through Here; The Evil Within; Channel Zero; Fatal Frame

    So long as the content is good, then I'm all for it.

  • They are a pointless addition to the lobby which encourages some people to skip lobbies, either because they don't want to face someone or they don't want to play with them. I've seen many high prestige players who play like dogshit and it is therefore an unreliable guide for skill, yet people someone how still believe this.

    Removing it removes some excuses and attitudes. Many really don't care about a Prestige 100 character - they can find that out later after they died first with 6k in BP.

  • Because I enjoy playing killer. The role is fun; the trials can be challenging, but that's what's so enjoyable because it makes me a better player.

    I especially love playing with randomized perks, add-ons and offerings, and I still do pretty well! It makes me believe - for the most part - the majority of the problem is in the mind of the player. Sure, some balancing issues can be problematic and a swf which knows what it's doing can be tough, but killer is nowhere near as bad as some make it out to be.

  • There are a lot of chapters around that can still fit in. It's still overflowing with possibilities!

    11 I would be happy with (and one for giggles which will never be in, but if the Entity was real ot would happily take these 2) are:

    Alan Wake Chapter:

    • Survivor - Alan Wake

    • Killer - Scratch (The Herald)


    The Magnus Archives Chapter:

    • Survivor - Jonathan Sims

    • Killer - Not-Sasha (The Not-Them)


    The Evil Within 2 Chapter:

    • Survivor - Sebastian Castellanos

    • Killer - Stefano Valentini with Obscura (The War Photographer)


    Haunting Ground Chapter:

    • Survivor - Fiona Belli

    • Killer - Daniella (The Maid)


    Eternal Darkness: Sanity's Requiem Chapter:

    • Survivor - Alexandra Roivas

    • Killer - Pious Augustus (The Centurion)


    The Cat Lady Chapter:

    • Survivor - Susan Ashworth

    • Killer - Adam (The Eye)


    The Walking Dead Chapter:

    • Survivor - Maggie Greene

    • Killer - Negan Smith (The Saviour)


    The Slumber Party Massacre II Chapter:

    • Survivor - Courtney Bates

    • Killer - Driller Killer (The Driller Killer)


    Silent Hill: The Room Chapter:

    • Survivors - Henry Townsend; Eileen Galvin

    • Killer - Walter Sullivan (The Abandoned)


    Alice Isn't Dead Chapter:

    • Survivor - Keisha Taylor

    • Killer - Hank Thompson (The Thistle Man)


    Killing Eve Chapter:

    • Survivor - Eve Polastri

    • Killer - Villanelle (The Assassin)


    Neighbours Chapter:

    • Survivor - Elly Conway

    • Killer - Finn Kelly (The Teacher)

  • A failed design for me would be less about which killers are used less, moreover killers which needed reworks.

    The best example is The Skull Merchant who not only needed a rework, but in her former state was having a severe negative impact on the game.

    From a financial perspective it certainly says something about the usage of characters, although what would be more helpful would be to see how many units of each chapter sold and made money, although I appreciate that's not practical.

    As for complexity in killers being a factor, no doubt some players may not have the patience nor the interest in learning a killer which is obviouslt a turn off. Complexity is subjective though. As an example, Huntress has a simplistic mechanic, but to be good takes a lot of practice. Some may have little patience for that or simply find her too complecated to get the angles right.

    You're argument does hold some weight. However, it's not the whole picture and I would say having to rework a killer's power is more a sign of a lack of popularity. We may have Nightlight, but DBD have the final figures and I'd assume from a business point of view they'd want as many killers as viable to play as possible, so if they need to change a power there must be a business reason behind why they were a priority.

  • @Travis_Bateman said:

    Oops guys i meant 2024 not 2023,sorry for the wrong title.

    If it's 2024, other than the new survivor and golloing two chapters being non-licensed, we don't know beyond that.

  • There could be a few effects they could explore:

    Add-ons which affect thr Cage of Torment, such as a faster timer or survivors freed from it are affected by Mangled.

    An effect that leaves a Torment Trail behind when the Executioner uses his Punishment of the Damned.

    An Iri addon which prevents the Cage of Torment from stopping perks which become active whilst on or after being hooked, but now Punishment of the Damned can torment survivors.

    Maybe use other killer add-ons as ideas too! Such as spreading the torment to other survivors, or being able to see auras whilst laying the trails.

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