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NMCKE

NMCKE

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NMCKE
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  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270394#Comment_3270394

    Every single gen regressing perk in this game has a 'personal' way to bypass or at least lessen the effect of it.

    The reason is because you cant expect every survivor to tank through the full force of all the effects of the perks killer have. Yet eruption has none.

    On top of that it barely has cooldown.

    On top of that it only requires a gen kick, which is not very punishing for like 10 killers at least.

    On top of that the eruption cant be removed from a gen even if you know it has it.

    Yet you expect this to be balanced on unrealistic chase times.

    Imagine if hex devour could not be cleansed and be balanced about "survivor should not get hooked".

    You forgot it destroys SoloQ. Any perk that specifically targets a group or survivors, SoloQ / SWF is unhealthy for the game and should be reworked / modified to affect all parties equally.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271217#Comment_3271217

    We're definitely keeping an eye on all the discussions. As for plans, I can't say whether or not it'll be changing at the moment, but we'll be sure to share if/when something is set in stone.

    https://forum.deadbydaylight.com/en/discussion/comment/3271230#Comment_3271230

    There was definitely a time where both perks got their fair share of posts, though as others have mentioned, they've each received some changes recently. That said, if you still feel like they're an issue, you're absolutely welcome to make a thread about them and raise awareness, but tying them back to Eruption doesn't exactly get the same point across. I know you probably didn't intend it this way, but people will often compare one side to another to excuse something for being strong, so it's usually better to point out whatever you think is a problem and leave anything unrelated out of it.

    Appreciate it sir. No rush, y'all take as much time as you need!

  • @Peanits said:

    I'm gonna stop ya' right there. Just because someone thinks one thing is a problem doesn't mean they think everything else is fine. You can find both things to be too strong at the same time, but trying to discount one thing because of another (completely unrelated) thing doesn't accomplish anything. Saying that thing A is strong doesn't mean that thing B isn't also strong.

    Unless someone is explicitly telling you that Eruption is OP but Dead Hard and Circle of Healing are fine, you're bringing up oranges in a conversation about apples.

    Hey Peanits, does the DBD team have any plans to tone down / modify Eruption (and any other problematic perks)? Just thought I would ask and slay the dragon right here.

    Any transparency on the matter would be greatly appreciated by the community. If not, no worries, appreciate the response!

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271165#Comment_3271165

    I didnt say its op, i said its just as annoying as it was before. I can wait it out, but i loose time by doing that. I loose MORE time if i dont, so its a loose loose situation. This what you call balanced?

    Everyone knows Eruption is a SoloQ killer and overtuned perk, it's not uncommon knowledge. We're just waiting to see if the devs care or not whenever they decide to give us transparency on the situation.

    Boons are fine, it's mainly CoH because it's so efficient, which only gets worse with comms. Again, I'm sure the devs know CoH is a problem.

    DH is fine now, just need to get rid of hackers who use auto DH.


    If you want solutions, I'll give you some.

    Eruption

    After kicking a generator, it becomes trapped until triggered.

    When a survivor is put into the dying state by any means, the trapped generators trigger:

    ▪︎The generator explodes, losing normal progression.

    ▪︎The generator is blocked for 10/15/20 seconds.


    Boon: Circle of Healing

    Use the bless action near a dull / hex totem to convert it to a boon totem. The boon totem has an effective range of 24 meters.

    Survivors within range reveal their aura to all other survivors and see the auras of their allies.

    Altruistic healing is increased by 100%.

    All equipped boon perks are applied to a single boon totem, and have a 150/120/90 second cool-down when snuffed out.


    Shattered Hope

    Snuffing out a boon totem destroys the totem and increases the owner's cool-down by 60 seconds.

    Additionally, the aura of all survivors in range of the boon have their aura revealed for 10/15/20 seconds.


    Boon changes

    Blessing a dull totem takes 16 seconds.

    Blessing a hex totem takes 32 seconds.

    When a survivor has their boon snuffed out, their boon perks goes on a 150/120/90 second cool-down.


    If the boon nerfs were too much, increase the range by 8 meters.

    These are just rough ideas, don't take them seriously or anything.

  • @Pulsar said:

    Boons were an awful idea from the start and clearly you weren't here when CoH went to Live.

    DH is actually one of the best reworks they've ever done. There's actual skill involved now instead of "I press E and you lose". I have literally zero problem outplaying Survivors that have it and if they do get it off, it's because I messed up.

    This is just classic whataboutism. "Eruption might be OP but what about Dead Hard and Boons!!!1111!!"

    The existence of one OP thing doesn't excuse another's continued existence.

    People forget that multiple things can be problematic, but I do agree with your DH statement, it's a balanced perk.

  • @Adaez said:

    Its not enough that's the biggest map in the game,it also has infinites in the main building window,how is that still in the game?

    You must have a different definition of an infinite, but yes — this map can be a pain to deal with.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270944#Comment_3270944

    Wonder would say this regarding a Survivor complaint.

    Who knows. If it is bad enough Killers will “adapt” by playing something else! Enjoy your 20 min queues to go against sweaty Starstruck Nurses I suppose.

    It's really not hard to avoid a flashlight save. You have so many opportunities to bait out the savior.

  • @Bravobro said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270723#Comment_3270723

    With the new Update that is more a Problem. All can Stand Up alone. This strat dont work so.

    Refer to my previous comment 👇

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270728#Comment_3270728

    Sabotaging hooks is not toxic, it's a game mechanic survivors have available to use. Additionally, the devs haven't said anything about making UB basekit in the future (unless I missed something). The PTB was just to gather feedback, so until an official statement comes out, we shouldn't include basekit UB in our variables.

    I don't mean to be rude or anything, but a lot of what you said is incorrect / misleading. Especially the use of "toxic".


  • @Bravobro said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270723#Comment_3270723

    You canmake this every Game. But the Problem is you are Not only blind. On console this perk is so evil you Stück in everything and Thema the Team Sabo all. Yes they make No Progress but this Play Style is toxic. When the next Update came you can't slug all.everyone has in basekit to Stand Up With Out Help. At this Point No one Go to Help they make Gen. If you let him Fall one is in Chase (the Sabo) and he Stand Up alone, the Other two make Gens.

    Sabotaging hooks is not toxic, it's a game mechanic survivors have available to use. Additionally, the devs haven't said anything about making UB basekit in the future (unless I missed something). The PTB was just to gather feedback, so until an official statement comes out, we shouldn't include basekit UB in our variables.

    I don't mean to be rude or anything, but a lot of what you said is incorrect / misleading. Especially the use of "toxic".

  • @Theminatar said:

    This is literally a humble brag, but I finally achieved a goal of mine since playing DBD.

    https://us.v-cdn.net/6030815/uploads/0G67G13WTOA4/screenshot-7.png

    I faced a premade SWF including a professional DBD killer who claims to be #1 in the world with Plague for 4k's and downs, 6th in the world with Artist 4k's.

    And I 4K'd them as The Huntress. It has always been my goal to play against someone with much higher skill than me, and win. Sadly at the end they claimed that I was teleporting.

    Congratulations on the win! It's always nice to see someone have fun in a competitive game!

  • Drop the survivor, you have two survivors not doing generators and potentially a third because someone has to save the slug.

    You have 75% of the team doing nothing to progress the game, at most. 50% you know for sure is doing nothing to progress the game.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270713#Comment_3270713

    Wouldn't that take away from what the perk name means? Like the survivor struggles with all their might.

    That's where blindness comes from.

    The killer is having to put extra focus onto the survivor due to their fighting spirit, consequently causing them to not pay attention to their surroundings.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270671#Comment_3270671

    They could change it by reworking it into allowing you to choose which direction you want to wiggle in which the killer can also counter by turning themselves. Back and forth being a new way to wiggle with this perk, as well.

    The purpose of the perk is to waste time with transportation, but it's inconsistent — either it does nothing or does too much.

    Therefore, it should just apply blindness to the killer when transporting survivors. Wouldn't be oppressive because all they have to do is use their eyes or glance at a hook location beforehand.


    Boil Over

    While the killer is carrying you, they suffer from the blindness status effect, which lingers for an additional 10/15/20 seconds after they stop carrying you.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270646#Comment_3270646

    I am personally booty with flashlights as well (most of the time, haha) - We'll know soon what the impact is >:3

    I'm all for making flashlights better because most casual lobbies are either toolkits or medkits, nothing else really.

    All we need now are an add-on update for flashlights!

  • @Raccoon said:

    I tried to log onto the PTB to test the newly increased buffer window, but it is down.

    It would have been nice to be able to try it out on both sides and provide feedback on it before it went live :(

    I'm actually excited, flashlights have been kinda useless for the majority of the player base because they are a high skill item that only a faction can manage to pull off. Just nice to possibly see more variety and to actually have an item more accessible to me.

  • @Wampirita said:

    survivors DC on the slightest inconvenience.

    First downed? DC

    Doesn't like the killer? DC

    Doesn't like a perk? DC

    I've had a teammate DC on me, because I booned a totem they wanted.

    I've had a teammate DC because i saved them off hook when they wanted to suicide just because they were first on hook.

    Biggest reason for the DCs over ANYTHING is the fact that BHVR changed DC penalty to 1 min from 5 min, and there's literally no punishment for them now.

    DC penalty should START at 30 min.

    I'll get bombarded soon with "what if I got crap internet connection?", don't queue up then. If you know your internet sucks, you know that the match experience gonna suck for everyone in it. Get your connection fixed and then queue up. I have bad internet too, and I don't freaking queue up if it's over 150-200 ping.

    There's NO EXCUSES to DC other than cheaters

    You missed hook sucides btw.

  • @Pulsar said:

    He forgot to mention how Nurse can be Lightburned.

    Damn, 99% of my Nurse games are lost from lightburn.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270601#Comment_3270601

    you buff solo Q you buff SWF even more

    that's the main problem of any buff to soloQ

    Wut?

    How?!

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270436#Comment_3270436

    you know what? lets get rid of swf and comms, then we can start to give soloQ the buffs it deserves.

    Let's not actually.

    Instead, we buff solo queue, give icons to let others know what they are doing — simple stuff.

    Ex. Generator Icon = Repairing


    Then we can catch killers up to speed, but we're at 60% so I'm worried any higher might kill the casual player base.

  • @GannTM said:

    If you’re a solo player, telling someone to just let go of a gen when someone is about to go down is like saying to stop a ball after rolling exactly 500 feet without any indicator where the 500 feet mark is. You have no information to counter the perk in solo queue and that’s the problem people have with the perk.

    I don't like the idea of solo queue being forced to use perks because a perk is exploiting their no comms weakness.

  • @Rovend said:

    Keys and maps in general need to be reworked, fixed, or removed from the bloodweb. They are so useless compared to medkits and toolboxes that you are handicaping yourself by bringing one.

    In fact, to bring a key is an invitation to be tunneled early by the killer.

    Yeah, they need a rework really bad!

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269760#Comment_3269760

    To be fair many survivors are mauled at 4 v 1 as well, looking at the kill rate. 🤷‍♀️

    Which proves my point more, why should survivors stay in the game? If the kill rate is around 60% at 4 v 1, then survivors would have not chance at 3 v 1. I wouldn't blame a survivor if they just give up at that point. The least you can do is help them out for the brutal moments to come lol.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269528#Comment_3269528

    https://forum.deadbydaylight.com/en/discussion/comment/3269507#Comment_3269507

    I believe survivors are compensated via additional bloodpoints for teammate disconnects. Killers receive a small bloodpoints bonus too, and furthermore receive an easier game when a survivor disconnects which is itself a reward.

    Adding bots to replace disconnected survivors, while possibly helpful to survivors, actually punishes the killer.

    Then survivors have no reason to stay if they are going to get mauled in a 3 v 1 at 5 generators. You have to throw them a bone or else they will just quit.

    I mean, if I'm gonna play killer, I want the other side to outplay me. It's no fun beating a handicapped team. I don't learn anything other than I can win a 3 v 1, which is like every killer.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269722#Comment_3269722

    Yeah but generally speaking victors chase is pretty good with not that much counterplay... And by basically drastically shortening twins chase time you're really buffing them... You're cutting the chase almost in half I think... Imagine it this way.. Right now you either have to M1 the survivor or wait ages until you can recall victor while going after them... With this you can basically just always use victor without having to fear to have no power for quite some time... I don't know what to think of it to be honest :/ We would need to test how much time it actually cuts off... Because if it ends up making chases take 30-40 seconds till down that would be a little bit rough.

    40 second downs is actually pretty rough for the killer because you're likely downing with Victor, so you have to switch back to Charlotte, then walk and pick animations, then carry to hook. That's about 60 seconds for a hook, and then the killer has to find the other survivors at a generator, so it's pretty close before generators start popping and that doesn't include finding the first survivor.

    BUT... I do understand what you mean! Maybe if this is too much, reduce Victor's movement speed by 0.4m/s, but allow him to vault? I dunno, but food for thought!

  • @Pulsar said:

    No.

    Maybe it could just block the gen for 10 seconds and have a 15% regression penalty.

    10 seconds isn't enough time to heal fully and 15% regression is significant.

    Well said.

    Good job!

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269481#Comment_3269481

    I've said before that it should only be the first DC of a game that gets hit with the penalty. If the others don't want to endure a 3v1 at 5 gens they shouldn't have to. SWFs won't benefit because they share the penalty of those in their lobby anyway, but solo's can just move on to the next if they want to.

    SWF can benefit because they can spread DCs around to avoid waiting 30+ matchmaking penalties.

    Ex: First survivor DCs to get a 5 minute penalty, then next game, survivor 2 DCs to get a 5 minute penalty, then next game survivor 3 DCs to get a 5 minute penalty, then survivor 4 DCs to get a 5 minute penalty. Cycle repeats to keep their timer low.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269654#Comment_3269654

    That would be a nice buff to a very situational and quite lazy perk design. Just give me the ability to locate Boon Totems, better reveal the Boon Totems aura when looking in it direction, then the perk can light up and ping me, so I can located it.

    What about this?

    ShatteRed Hope

    See the aura of all boon totems.

    Any survivor being blessed by a boon will have their location reveal through killer instinct for 2/3/4 seconds.

    When snuffing out a boon totem, they will become exposed for 60 seconds. Alternatively, if they are injured, become broken for 60 seconds. Additionally, their aura is revealed for 10 seconds.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269714#Comment_3269714

    What do you mean by neither one can see the timer.. you just stated before that they had a timer in their HUD? xD I'm confused now xD

    That would be a major buff to twins though... Probably putting them into mid to top A tier... Not because of the whole skillcheck thing but because of the instant recall when in chase... Chases against victor tend to end really fast as there is very little you can do about him, which makes holding him hostage the best choice, therefore forcing charlotte to rather m1 than use victor to injure... With this change you will have chases that end really fast. The whole skillcheck thing will basically never be relevant... People won't be able to leave your terror radius before you can enter chase again and recall victor and down them shortly after...

    I stated a timer in the HUD so everyone would know it's a timer and not some random HUD effect.

    It would depend where Victor pounced on them. They could just M1 away, or play around vaults to make Victor go around. Now, if you're in a dead zone, you're pretty much dead anyways.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269698#Comment_3269698

    Hm... ok then... I guess the better players would still just keep him and deal with the skillchecks I guess... Do you want to keep the 30 or 40 second recall timer or what it is? Or only make the hard skill checks after that point?

    When Victor latches onto a healthy survivor, they will see a timer on the HUD. It let's them know how long they have to get rid of Victor before the skill checks begin and progressively get harder. They get 20 seconds before Victor starts to get aggressive and active skill checks, but the timer will pause when in the killer's terror radius (survivors nor the killer can see how much time they have remaining to avoid giving out free information).

    It only takes three failed skill checks to down a survivor. 33% lost each fail, so it's in the survivor's best interest to get rid of him before then — otherwise it's going to be hard to manage skill checks, especially if you get found and enter a chase.

    Charlotte can recall Victor once he is aggressive (20 seconds), or immediately when chasing a survivor who has Victor attacking them.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269652#Comment_3269652

    Harder and harder skillchecks as base mechanics just always provides some form of new players stomping potential... So I really would not recommend that... New players have issues hitting generator skillchecks, imagine them going down because they just could not hit a skillcheck on victor... People would hate twins even more...

    There should just be no switching close to a hooked survivor as it provides a tool to camp more effectively and that's a boring and unfun strategy we should work on to be removed... Victor should just dissolve when a survivor gets hooked close by just like hags traps should...

    Skill checks would only appear after a certain amount of time, only when they aren't getting rid of Victor.

  • @Ssajbambusa said:

    Because survibabies are crying about killer's being op :). Standard.

    In all honesty, I don't understand why there should be ANY buffer for it at all, but let's see. Survibabies will go for more flashlight saves and be even less on gens, so I see this as an absolute win.

    Would you rather have 4 medkits in a lobby or 4 flashlights?

  • @Sweet_Weet said:

    When I'm listening to music or YouTube while playing I can't use this perk effectively because I can't hear the totems, so I want to be able to know if a blessed totem is nearby as well as the direction in which it is and destroy it.

    Just add:

    ▪︎When looking in the direction of a boon totem within a 30° cone, this perk lights up.

  • @Clockwork_Enigma said:

    The Twins are probably the most disappointing Killers in the game due to the Power feeling extremely clunky to this day and them just not having something generally unique or lore-accurate to them.

    Now, considering there's supposed to be a rework to the Twins at some point in the future, I think that to no one's surprise, they need a good rework. They don't need stat changes to their Power like Ghost Face or a small addition like Legion. They need a straight up, ground-up rework that makes them feel like a powerful duo.

    But what can be done? This is where my input lies, because there's several things to do for The Twins to make them both feel good as the Killer and the Survivor.

    Will this be ignored? Likely.

    But is this post necessary for the developers to read? Absolutely. This post may serve to be far more crucial to the development of a rework than anything because it will provide something that would lead to a significantly better Killer and Survivor experience.

    The Twins

    Power: Blood Bond

    • Additional Ability: Charlotte now has a new ability known as Unleash Victor. This ability is a charge-based ability that causes Charlotte to extend her arm and allow Victor to crawl on top of it, before letting him leap forward in the attempt to grapple onto a Survivor.
      • If a Survivor is struck by Victor by this ability, that Survivor will be bound by Victor until they can crush him. Additionally, Charlotte will suffer minimal cooldown and slowdown after launching Victor to allow for a tag-team attack.
      • If Victor misses Survivors and instead lands, he will have a 3 second cooldown that prevents you from switching to him.
      • Unleashing Victor has a 2.5 second activation time and slows Charlotte down to 3.68m/s.
      • Unleashing Victor has a 1.5 second cancellation cooldown.
      • Unleashing Victor has a minimum range of 8 meters and a variable maximum range based on the angle in which Victor leaps.

    Swap to Charlotte or Victor

    • Buff: The time to switch back to Charlotte is reduced to 2 seconds.
    • Buff: When Victor is in his post-attack cooldown after hitting a Survivor while being controlled, you can switch back to Charlotte during that cooldown.
    • Buff: The range in which Charlotte can release or swap to Victor near a hook is reduced to 4 meters. This also applies in the reverse.
    • Nerf: The time to switch back to Charlotte when within 16 meters of a hooked Survivor is increased to 5 seconds.
    • Nerf: The time to switch back to Victor when he is within 16 meters of a hooked Survivor is increased to 3 seconds.

    Charlotte

    • Additional Passive Ability: While Victor is currently unbound from Charlotte, the latter's movement speed is increased to 4.8m/s (120%) for the duration that Victor is inactive.
    • Additional Passive Ability: If Victor is crushed by a Survivor, Charlotte will enter the Enraged State while he is currently on cooldown. In this state, her movement speed is increased to a further 6.0m/s (150%) and the Survivor that crushed Victor will become Exposed.
      • The Enraged State has an audio cue within 24 meters of Charlotte if she either awakens or is mobile.
      • The Enraged State causes the switch back to Charlotte to be reduced to 0.25 seconds.
      • The Enraged State will deactivate once Charlotte attacks her victim or Victor returns to her.
      • The Enraged State will not activate if Victor's destruction is triggered by him being in an out-of-bounds area.

    Victor

    • Additional Interaction: Victor now has the ability to interact with Generators, allowing him to block the Generator for up to 30 seconds, or until a Survivor forces him off and crushes him.
    • Additional Interaction: Victor now has the ability to snuff Boon Totems, an action which takes 10 seconds.
    • Additional Interaction: Crushing Victor will now apply Killer Instinct to the Survivor that crushed him for 5 seconds.
    • Alteration to Pounce: Pounce will no longer latch onto Survivors whenever Victor hits them. Instead, it will initiate his post-hit cooldown.
    • Change: Victor will not destroy himself whenever he lands on top of a pallet or window. Instead, he will now destroy himself when reaching designated out-of-bounds areas on maps.
    • Change: The duration in which Victor remains inactive after being crushed is increased to 10 seconds.
    • Buff: The post-hit cooldown from hitting Survivors with Pounce is reduced to 3 seconds.
    • Nerf: The post-miss cooldown of Pounce is increased to 5 seconds.

    Perks

    Hoarder

    • Whenever a Survivor attempts to unlock or rummage through a chest, or interact with an item within 32/48/64 meters of your location, they trigger a loud noise notification for 4 seconds.
      • Survivors unlocking or rummaging through chests will be afflicted with the Oblivious status effect while performing these actions, and up to 10 seconds afterward.
    • You start the trial with three additional chests spawned.

    Oppression

    • After performing the damage generator action, Oppression activates and damages 3 additional Generators. While Oppression is active, the following effects will then apply:
      • Triggers a difficult skill check for Survivors currently repairing an affected Generator.
      • Grants the ability for any generator damaging perk to apply on all affected Generators so long as it is done through the damage generator action.
    • Oppression has a cooldown of 80/70/60 seconds and cannot activate its secondary effects while on cooldown. This does not affect the primary effect.

    Coup de Grâce

    • Each time a Generator is completed or a unique Survivor is hooked, Coup de Grâce grows in power and gains 1 token, up to a maximum of 5 tokens.
      • For each token accumulated, the duration of your lunge attack is increased by 0.05/0.075/0.1 seconds, up to a maximum of 0.25/0.375/0.5 additional seconds.

    This is going to be the basic gist of what I firmly believe needs to be done for The Twins in order to make them a more popular and appealing Killer whenever the rework occurs.

    I'm not going to go through any add-on changes because I feel like that would just be overkill for the reader and I don't want to bore you for many minutes straight talking about them.

    But if the developers ever want to see The Twins actually be fun and enjoyed by the players, things must dramatically change for the Killer in order to make that a reality. Statistics changes will not solve anything for this high MMR monster, or possibly, may make them worse for the other side's experience.

    The only thing that can make Twins better is a large ground-up rework.

    Great idea, especially the perks and extra interactions, but I feel like you missed a few core problems.

    ▪︎Kidnapping Victor.

    ▪︎Cool-downs switching between the siblings.

    The latter can be addressed by making Victor apply deep wounds, and causing the survivor to complete progressively harder skill checks the longer he stays attached. Failing a skill check causes Victor to remove a portion of the deep wound meter.

    Cool-downs should be 2 seconds and no movement speed penalty. BUT, when switching within 12 meters to a hook, the cooldown between switching is doubled and keep the movement speed penalty.

  • @Shroompy said:

    aint no way this guy complaining about a free hit

    XD

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269507#Comment_3269507

    I thought it was just me. No idea what they are talking about.

    It's a bad response because players should be compensated if someone quits early.

    Both roles should get BP, and the player who disconnected should be replaced with a bot.

    Additionally, there should be a vote option to resign the game / allow players to DC afterwards without penalty. The only exception would be premades disconnecting, unless it was someone outside of their premade who disconnected.

    There's just no reason to continue when it's a 3 v 1 at 5 generators.

  • @flowen said:

    I've been learning more about the game, and I've come across this topic, but I don't understand the logic behind and I'm hoping someone can clarify for me.

    I've been seeing people talk about eruption in videos, and twitter, and I've noticed a few odd comments here and there on the forums; As far as I can tell, people think eruption isn't a super crazy perk, but needs a rework/nerf on the basis that it disproportionately affects solo queue while swfs can more easily dodge its secondary effect. What I don't get is; If the perk is fine and the problem is that it's inconsistent vs two different types of players, wouldn't the solution be to buff its ability to more consistently affect swfs rather than making it less punishing for the solo player?

    They should rework Eruption to something like this.

    Eruption

    After kicking a generator, it becomes trapped. Trapped generators are highlighted in a yellow aura.

    When you put a survivor into the dying state, all trapped generators are blocked for 20 seconds. While these generators are being blocked, any survivor within 6/7/8 meters have their aura revealed to the killer.

    Trapped generators return to normal post effect.


    Perfect rework. Solo queue won't get punished for not queuing with SWF, and SWF can't counter the perk by communication. Perk is toned down and affects all survivor groups equally.

  • @Ayodam said:

    I mean, rewarding survivors for early DCs or hook deaths punishes killers who capitalize on 3v1 so..

    What type of answer is this lmao???

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269417#Comment_3269417

    I mean im not a dev but the diffrence is the hook struggle is an ingame mechanic, without a penalty, there would obviously be DC abuse over the top and into the Void straight away.

    While quitters suck yes, they dont do something quite gamebreaking. Ok you could argue them making it in a 3v1 can cost you a game, but thats also the case if you just get killed very fast regular or if the killer especcially tunnels the weak link of the team. So it is within that spectrum of bad going games for the survivor side.

    And now i get your point of it might me hard to measure when its actually a throw or when the people just miss. Also the first 3 struggles at first hook could be trying to 4% too, thats just to hard to control. (personally if there is no luck offerings paired 4 or if they dont use deliverance i ALWAYS see it as suiciding on hook because they dont like something. But in theory it could be anything.)

    Great points! It would be hard to differentiate between suicides, but the case most players are pointing out in the thread are bluntly obvious rage quitters.

    They go down immediately.

    Fail to unhook three times.

    Fail two struggle skill checks.

    This all happens within the span of a minute into the game, so it's obvious they are sandbagging the entire game by quitting prematurely.

    However, I can see how difficult it would to prove they "quit" the game. It's just something to think about. No big deal or anything.

  • Because anything that actively takes advantage of solo queue is unhealthy for the game. Solo queue already sucks, why have a solo queue destroyer perk? It's like adding salt to a wound, burning it, then adding more salt.

    Literally screw that perk.

  • @Pulsar said:

    Probably Eruption for Killer and Self-Care for Survivor.

    Bingo. Eruption is so cheap!

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269405#Comment_3269405

    just making sure noone turns it into another "tnnel bad" fake argument.. What your reffering to is taking the game hostage, like litteraly. Yes its done by body blocking but it is not 'only' body blocking, its done exxeggarated for no other reason than to bully someone. I think that is a very easy to understand diffrence.

    Okay, we're getting somewhere. Awesome!


    Okay, what about this? See where I'm coming from?

    @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267346#Comment_3267346

    Yall ever gonna do something about it though? There's a reason there is a penalty for DCing. Hook suicide is basically circumventing that DC penalty.


  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269399#Comment_3269399

    those are normal play styles. Just because some special snowflakes take it personal and got their feelings hurt doesnt mean its in evil intent... its playing a GAME.. This community will never understand.

    Well, no. You missed the point.

    Bodyblocking is NOT punishable because it's a game mechanic both sides can use. However, depending on your intentions behind it, it can be punishable despite it being a game mechanic.

    Ex: Blocking someone into a corner for 20 minutes.

    See what I'm and others are trying to hint at? I personally don't care about how people play, I'm just asking a question because people have made some good points. Nothing serious or anything.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268587#Comment_3268587

    whilst I appreciate your point of view, please refer to the official game rules for guidance in this matter. As all those things you listed can be considered part of normal gameplay.

    Where would we draw the line at? Not trying to be obnoxious or anything, (promise) because some people here have made some valid points (see below).

    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267641#Comment_3267641

    I still don't understand why this loophole is allowed when it is directly bypassing an existing rule against disconnecting, for which there is a direct penalty per infraction. There are ways it can be verified both internally (through simple data like serialization or stored variables since C++ pretty much has the ability inherently) and externally through the same user report system that is used for other examples of cheating/hacking/etc. Why is this one so fiercely sanctioned and defended, especially when there is no parity between roles?

    @Chiky said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267512#Comment_3267512

    Camping, Tunneling, and Hook Suicide fit to me in the "refuses to participate in a normal gameplay" option by making miserable the game for others :)

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267512#Comment_3267512

    Rage quitting is on the example list for valid reports. Someone who is suiciding, is obviously someone who rage quit. Does that mean, that its actually not a valid report?

    Maybe, and don't take it to heart or anything, but are these considered "too hard" to validate? Therefore, the team decides to not avoid these altogether? If so, I understand, I know some reports can be rather tricky and time consuming when the team can be focused on more pressing reports. Again, I'm not judging, just looking for some clarification and transparency.

    I apologize if I said anything wrong.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266766#Comment_3266766

    how did you guess the times i exclusively play at lmao

    Tunneling does suck, as well as camping. I remember you being so excited to play with me, not even to bully or win, just to have games that can age well, but that didn't turn out well. You lost all motivation after like three games of us getting tunneled / camped out of the game.

    If only we can discourage these strategies while keeping killers strong.

  • @barsw said:

    You must nerf nurse already

    Your idea was amazing, literally. Like damn, you just suggested something that will solve all her problems and make her fun for both sides!

    /s


    Seriously, if you're gonna go through the effort to make a nerf X/Y/Z thread, at least offer solutions or something to address the problem.

    Heck, I believe she will be fine if we just make her chain blink attacks special attacks.

  • Iron Will was over tuned, just like DS, Calm Spirit, and Eruption.

    You get the point.

    Someone already beat me to the point — Should have been 75% or 100% while not exhausted.

  • @Pulsar said:

    Please just let us see ping in the lobby.

    Too hard.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267472#Comment_3267472

    Please do not report for things that are not actionable - meaning not against the game rules. Making false reports can get your own access to support services suspended.

    Hacking/Cheating - please report, the others on your list are nothing against the game rules, nothing we will action so that really takes the time away from other tickets which might be things we can action.

    Mandy, if it gets too heated in here, you're more than welcome to close the thread.

    My question was answered as well, so no worries. I just don't want people tearing each other apart over a simple question that I asked.

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267365#Comment_3267365

    To realize how problematic having only one blink can be, just play with the matchbox all the time (even if it increases the base speed) 😣

    This is the best I can think of if the devs don't want to go through the hassle of a rework. I agree one blink for a basic is going to suck. 🥲

  • @[Deleted User] said:

    So? dont go into the basement vs. trapper...

    try getting out vs. a basement bubba

    I use Kindred and whenever this happens... I tell myself, "Gonna keep repairing this generator, y'all have fun dying down there!".

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