MrKrabsArgArgArg
MrKrabsArgArgArg
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There’s a knockoff of Dead by Daylight where you get inflicted with exposed and I think exit gate blocked, that problem was solved right away
Adding something to blood warden where if the survivors all alive just sit in the exit gates are eventually just blocked from leaving would be pretty funny
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I feel like they just turned Eruption into a worse version of Jolt. You have to kick the generator, it has a cooldown, and it's regression is way lower. The only plus side is map wide and the aura, but is that really worth it for most killers?
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I think the ideal change I would make isn't to ruin, but it's to overcharge making it so that any generators that regress for any reason start at 75% and work their way up to 200%. This way Ruin, Oppression, Jolt, Knights kicking generators, etc all apply Overcharge and give 200% regression after 30 seconds
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I just hate that I bought that killer mainly for the perk, before 6.1.0 actually, and then it gets gutted like this. It's an all too common cycle BHVR practices of making something good so I want to buy it, then taking it away the second you use it. I just wish they'd get things right the first time, but that's asking too much
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It’s good for watching the aura of survivors as they pop your generator
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At this point I don’t even think you should have to kick the generator it should just work all the time
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There should be two hex slots, but if you use either one of them, then it's the only Hexes you can bring. I find Hexes in general to be really cool, but them getting cleansed right away feels bad to play an entire game with only 3 or less perk.
Now the often cited thing against this is Hexes are "meant to be a High Risk High Reward" but my question is why does it have to be that way? The only Hexes I view as a High Risk and Reward are Devour Hope and Pentimento. Every other Hex is equal risk with lower rewards
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Although it would be cool, I think the reason is simply because pallets are out of place, and also so easily recognizable to both survivors and killers alike. Pallets are debatably the most iconic thing about this game. I don't disagree that other objects would be nice and fit in, but that could also be the problem, they fit in and you might not see it
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To me personally, the problem isn't the HUD change that was added, the problem is that the information on the HUD and on generators is 100% precise at all times. The simple solution for me would be to just have it so generators, and maybe even totems don't have a progression bar anymore
For generators, each piston should activate at 25% completion, so a generator that has been repaired to 24%, the pistons won't even move, neither the survivor working on the generator, or the other team mates know the percent. And if survivors are working on a generator that has 3 pistons moving, they won't know if that generator progress is 75% or 99%. Now with this in mind, the HUD would instead show how many pistons are completed rather than the percent a generator is at. I think this change would pretty evenly impact SWF and Solo alike. As for the killer, I think the killer could see the progression bar in the line of sight
- The perk technician could have it so when a survivor works on a generator, they get to see generators pistons progressed in increments of 12.5%, and this information is shown to team mates on the HUD, and when a generator is kicked if it progresses below a 12.5% interval, a survivor with the perk would need to work on the generator again
- Likewise, the perk surveillance could see progression bars outside the line of sight, or be reworked into giving aura brightness on generators with progress
As for totems, the Knight trailer has given us insight as to what cleansing a totem looks like, by first removing the skulls, maybe the string, and then the totem collapses. This could be the totem cleanse progression, where three skulls at increments of 33% light up, we could perhaps receive this animation on cleansing as well, and when cleansing is interrupted, the entity resets the totem
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I think if they ever get the survivor bots to where they want them to be, they'll be a decent placeholder for you in games until you can rejoin, then perhaps there could also be a drop in option where you get say, 1000-5000 BP for joining a game mid match, but you never know what will be at the other end
If your internet flicks out and comes back instantly, or the error you had was possibly on the game end, if you rejoin and it works for the rest of the game I don't see why not
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They really should be, they're the only add-ons I even use
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Jesse, we need to cook that Eruption
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Unless you absolutely cannot see anything at all, as in you literally can’t even see the floor you’re walking on let alone what is directly in front of you
Not to be rude, but that’s the point of nightfall. It darkens the map and makes your visual distance next to nothing
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The main difference between the two is the bottles are slow projectiles and spinning is really all you need to do to dodge it
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Ruin should be made a rare perk and no longer be a Hex. Then the Hag can get an entirely new Hex. If not completely reverted to what it used to be that is
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@YOURFRIEND said:
They don't owe you anything. Just because a lot of people have an idea doesn't make it a good idea or fit with their vision of the game.
Honestly, what a poor attitude to have first off. And second, I am not saying our ideas need to make it to the game, I am saying that when a change is suggested over and over again, they should just weigh in on it, rather than saying nothing and people keep posting about it
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325122#Comment_3325122
It's not removed, it's there if you have any.
I do read feedback that's my job - and I do compile it, I just do not have the time to respond to everything as otherwise I would not get any of my other work done.
Moderators are here to make sure the forums are kept clean and safe for our users so they do comment a lot of ban appeals and how to report etc as these are helpful for our users and players.
I don't think you need to respond to all the posts, like I said I think there should just be a master post with hot topics answered for us already that we can see. Clearly some of those topics being balancing. And even then, there should be a read feature to know we were at least read
Without even needing to check the suggestions, I can 99% guarantee that there is a post of someone complaining about Eruption, Dead Hard, or Camping/tunneling, and their (un)original idea on how to "fix" it, or that one of what I mentioned just needs removed. It's there, and I don't even need to check
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If I opt in I should get bonus bloodpoints depending on the team size
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@BeccaDenson said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323937#Comment_3323937
Really? Haven't seen it
I don't think Dbd 2 will ever happen because they have no reason for that
The big reason I don’t see a DBD 2 is because I’m unsure if licenses would carry over. I highly doubt it
I do hope the day can eventually make one however, I am starting to feel as though this series need a clean slate to work on
If they get a decent deal they could just do a “Legacy” bundle with all the current licenses and then sell the new content as they do now
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@WesCravenFan said:
Did I seriously just see someone put down that "hit and run playstyle" is filed under "poorly designed"?
Isn't hit and run the opposite of tunnelling? Isn't that what people want? Make this make sense.
Hit and run as far as I can tell is literally just legion gameplay too
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VPNs are legitimate security tools so an outright ban is out of the question, however people do abuse them for the wrong reasons
I am not really sure how it can be regulated without potentially comprising users, now of course it’s possible for someone who say, lives on the East Coast USA to set their VPN to a server in the East Coast of the USA
So how users can be located without as mentioned by Iron_Cutlass the risk of being doxxed, I’m unsure, but the solution has to be out there
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/361479/what-if-swfs-had-to-play-in-first-person
Oh boy killers are going to love this. Can't look behind you, so now Dead Hard is useless, and all range killers will have a field day.
Nope
Well like I said the screen would glow red brighter and brighter as the killer approached. Maybe it could flash once they make a swing, or grunting could be more audible. I also would say the utility of a single perk shouldn’t weigh in on the decision, as over utilized as it is
As for ranged I’m not completely sure on that either, Huntress currently has a wind up sound already, and being able to walk backwards would be still possible. It sounds like to be spine chill would finally have a good utility again for SWFs
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Just wait out the eruption
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I just go after whoever is injured and is the closest to me, so whether or not they were just unhooked, idk
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@TheDavidKingMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317074#Comment_3317074
Ah, classic whataboutism.
Not that BNP is anywhere near as broken as the addons I mentioned, anyways.
I have to say it's rather ironic to call Whataboutism when this is only a "Nurse is getting nerfed so what about Blight and Spirit" lmao
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If I am being honest, playing survivor feels way easier and less stressful than playing killer. I don't even own an exhaustion perk because I rarely play survivor, but I probably win like, 60% of my games, and factoring in the hatch, escape around 70% or more of them.
And I will say, I can loop okay at best, and I don't have a single chase perk to help me, I think my current, and really only perk set is Boil over, Prove Thyself, Leader, and either CoH, Hope, or like flip flop (I play Default Dwight too if that wasn't obvious by two of the perks)
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Before the 6.1.0 rework happened, they had it so for every Prestige you had, you got an extra 3 prestiges. I think they should just have it so that you only need to Prestige once to get the perks to Tier 3, because needing to do it 3 times is painful if you don't play this game like a career
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I think it would be cool if Iron Maiden added spikes into the locker, and fast vaulting out of the locker healthy injures you, and fast vaulting out of a locker while injured puts you into mending
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They need to just make it so that you either can't Boon Hex totems, or in order to Boon, you have to place your Boon on a Hex for it to work
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Hitting the front of the locker should just break it
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@boflex22 said:
call of brine
dead mans switch
dead lock
eruptions
fear monger
no ed
penitmento
mad gritt
these are just examples of killer perks that need to be looks at from playing against killers that made the game almost impossible to play we had 6 years since this game has been release and there is a tone of information out there. as you can see survivors will still dc because they know the game will be unfair
There's no way you put mad grit on there
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Me personally I think my solution would be to have it so that overcharge is applied to generators that regress for any reason, that way Ruin can ramp up to 200% over 30 seconds. Perks like oppression which are greatly undervalued would also stand to gain from this
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You know I was just thinking this, the answer is probably yes, and they'll get to it when they get to it
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This is countered by the fact that survivors have a base kit -400% regression speed. So yes, for a grand total of 30 seconds, it's possible for the killer to regress generators at the same speed a survivors. I'm not going to shed a tear over this
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I feel like the killer should also be able to see hooks if survivors can see who is being chased. Also for the sake of not getting confused over the same person in dbd the killer could maybe see on the HUD who they are chasing
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I have a feeling that basekit unbreakable is going to be introducing more than just that. It might sound unlikely, but I think that change is also going to come along with changes to how healing works. I can see medkits being drastically buffed, but medkits are your only source of healing.
It's a wait and see, but I don't think unbreakable basekit will be all they change
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I would have it so if the killer finds your teleporter they can hijack it for themselves, also using it within a short distance should allow you to be followed through it
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I think they should have it so if you DC or suicide on the hook too much you don't earn blood points on your next game, in addition to the DC penalty. Then if you keep doing it, the amount of games you won't earn BP increases. I'd say a max of 3-5 if you have a bad pattern
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Ruin should just be reverted, but the aura could be revealed at incrementing distances once someone dies. I don't think a Hex should just go away when someone dies.
Alternatively, they could even buff overcharge so that overcharge is applied regardless of how generator damage occurs, so that way Ruin would slowly progress from 75% to 200% over 30 seconds.
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When the guy trying to murder you doesn't murder you in a nice enough way:
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@Blueberry said:
I’d personally just rather them lower the % and make it a permanent passive stacking lunge increase as gens are completed. So much simpler and more useful.
That could work too, I figured I'd make a suggestion to the perk that has no reason not to be added though
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I find it tiring that Dead Hard is used the exact same ways by literally every survivor. They DH in front of windows, they spin around a little bit and DH, they walk under a pallet and DH.
Like some suggested, they should just bring back old Dead Hard but distance only. If you want to have a perk that "dodges" an attack, then actually dodge the attack or go down. The distance or speed might need tweaked, but I think that's a reasonable change to add
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Here's what I would suggest:
- There are two shrines, a killer shrine, and a survivor shrine, each week there are a total of 8 perks, 4 in the killer's shrine, 4 in the survivor shrine
- Perks in the Shrine cost 1000 regardless of the current Tier
- Bloodpoint payout per perk should at a minimum be 250,000 Bloodpoints
- All perks can be bought at any time, however perks not currently in the Shrine of Secrets are subject to the current pricing system
- New Killers have a wait time on their perks appearing in the Shrine
- Perks that were in the Shrine the week prior, although will cost a higher price than the 1000, will not cost the full price
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Who would get Exhausted? Killers don't get Exhausted, and that would only hurt the survivors
Or do you mean Exhausted is alleviated faster? I am not trying to be mean, but you need to elaborate a little further
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It depends on how the streamer acts in game, if they play normally then they're just another player. But if they act up I usually just hard tunnel them out of the game and go check their stream. I made a few people break things in the past
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I would say the trapper should get the following
- Carry all of his traps at the start
- Two traps on the trapper's person can be pre-armed for quick deployment
- Reload speed of the two traps on your person the same as those on the ground
- Survivors releasing themselves from a trap without help inflicts mangled, hemorrhage, and deep wound, this only impacts survivors who escape on their own, and not all survivors, so the add-ons currently in place are still able to be used
- Traps have a minimum 2-3 required escape attempts
- May be a bit controversial with this, but I think Bloody Coil should just be base kit, and instead injured survivors attempting to disarm traps with bloody coil are put into the dying state
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@YOURFRIEND said:
Why on earth would knight need these admittedly insane buffs? These are just significant buffs on top of his playstyle of "drop guard, get hit". They don't mitigate the uninteractive and uninteresting aspects of his kit. He doesn't need these kinds of changes.
I don't think all of the changes should be added, however I think the first and last, with some changes to the add-ons as needed would be nice. It's kind of lame to have 3 add-ons that all do the exact same thing don't you think?
I also don't really see a single way that the standard system in it's current form can really be justified without a downside. There is no downside to picking up the standard, only upsides. I think the actual buffs applied could be changed, however in it's current form, the standard should not be a free getaway
The speed changes, while a bit ambitious, you can't tell me they aren't a joke, I mean at a minimum they should go 4.2 and at least tie to the slowest killers in the game
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/3286881#Comment_3286881
i already get blinded by being hit by a flasilight while the survivor is not in my FOV...
I believe the range to be blinded is outside of your FOV, however using Shadow Born does widen the actual blindness range further
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The only problem is that increasing FOV also increases flashlight angles, I do agree that Shadowborn is a really lame perk and needs to be reworked though
