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NMCKE

NMCKE

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NMCKE
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  • @Terion said:

    Whenever i play sadako i often feel like her lunge is just not enough to hit afar, maybe im just too used with freddy, who feels like he has stretchy arms.

    or is it just the animations being deceptive?

    Animations mainly, except Myers, his lunge varies based on his EW Tier.

  • @Xernoton said:

    You forgot Unbreakable, Prove Thyself and Hyperfocus + Stakeout. I don't see that many DSs anymore though. My games have been less predictable than before. That is for sure. Sometimes I can even go for a hit immediately without waiting 5s just for the survivor to Dead Hard for distance to the next pallet. I 100% agree though that the current killer META is horrible to play against. Full Slowdown and nothing else.... Great. Too bad they didn't buff BBQ a little so that it's pick rate would not drop beyond reason.

    The 90s gens are probably going to stay. Which is a good thing considering they are constantly adding ways to make gens go even faster.

    Seems like we will have another "must have" perk situation.

    Killers before had to use a bunch of regression perks to have a standing chance, and now, survivors might have to use gen speed perks to have a chance.

    I'm just worried history will repeat itself.

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267342#Comment_3267342

    The principle of the nurse is that the first blink is used in most cases to get closer to the intended target, not to attack it directly.

    Of course, depending on the situation, the attack can be made during the first blink, but it remains occasional, especially against survivors who know what they are doing.

    Yes, that's true. No doubts about that, but it's the only thing I can think without making her entire power special (and consequently making a bunch of trash perks for her).

    I have done first blink attacks before, so it shouldn't be a stretch, especially if you already have distance on them.

  • @Mandy said:

    no, please do not inundate our support staff with reports that are not actionable.

    No reports were submitted.

    Just asking a question because it was a grey area for me.

    Thanks for the response. :)

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266782#Comment_3266782

    The problem there is a single perk that causes it. It isn't to make her blink attacks special attacks. Because unlike any other killer, she would literally NEVER be able to do a basic attack otherwise and then a significant number of WEAKER perks would be useless on her, forcing her into the hard meta perks, making her more oppressive. The better solution to the starstruck problem is to give her a super tiny terror radius (like 8 meters) and give her a 40 meter lullaby.

    I do believe her chain blink attacks should be special attacks, but her initial blink attack should be kept basic. It would encourage single blinks, meaning to get value, you will need to put in some more elbow grease.

  • @Aven_Fallen said:

    Not reportable. Dont waste the time of the Support-people just because you are unhappy with certain things.

    Thanks, it was just a question to be safe because it was a grey area for me.

    I haven't made any reports because I wanted to double check, so you don't have to worry.

    Also, did you assume my emotions? I'm a very happy person.

    Joking with you.

  • @HarlockTaliesin said:

    https://forum.deadbydaylight.com/en/discussion/354953/hook-suciding-should-i-report

    No. It's already been covered that survivors can play as altruistic or selfish as they want, and BHVR has defended that stance since the game came out. If it were otherwise, survivors wouldn't have the option to try to jump off the hook unless running certain perks.

    Regardless, it wouldn't have any bearing. If someone is done with the trial, whenever that may be, they're done. Even if they were blocked from suiciding, they'd just run to the killer to be hooked again or AFK under a hook until the crows alert the killer. They're not going to do anything constructive to help.

    The more annoying it becomes to leave the more passive aggressive they'd get to end the trial faster. Such as following another survivor around while sprinting to leave scratch marks, throwing pallets or fast vaulting windows/lockers near where a generator is being worked on, stopping and staring at a locker another survivor is hiding in, etc.

    What's in the game right now is the best option overall. The person gets to leave, the rest of the survivors get to collect some BPs and have a shot at the hatch/exit. Move on the next trial.

    I guess the question would be if it's not offensive, where do we draw the line at for sandbagging / griefing? I thought anything done to throw the game or ruin other's experience was offensive? Isn't that why BHVR has DC penalties? Just somethings to think about.

  • Appreciate all the responses everyone and for being cool about it. I'm in a game atm, but I'll get back to you all whenever I can! :)

  • @Chocolate_Cosmos said:

    No, it is not any offense.

    Wouldn't it be considered griefing? Considering they purposely sandbagged the entire game for their team?

  • @[Deleted User] said:

    yes, but i doubt it will have any effect. You need video evidence + an insane report proccess just to report cheating

    Do they not log the entire match with an in-game report? Even their survival time is sometimes enough to deduce they killed themselves as soon as possible.

  • @HugTheHag said:

    Can we please have two days without a "Dear survivors, y'all are ######### & entitled players, be grateful" ?

    This is a game. A game is meant to provide fun and equal chances to all its players.

    Would you play Monopoly if other players consistently got triple your amount of starting money ?

    Would you keep freefighting a guy larger than your house who keeps bashing your head ? He's supposed to be stronger, you shouldn't expect to win after all.

    I get that killers are a "power role", but they already are as is. And if the best survivors could expect is 1 escape (which is pretty much low mmr already, yet you'll find plenty of killers complaining about hatch), why would they not switch to killer ?

    Survivor is a pretty unrewarding role, that hinges not only on your own skills but also killer's fairness and your own team's skill. If the chances were artificially skewed against them, not only would the games be unrewarding for them, they'd also get pretty boring as killer.

    It's something you will have to get used to. When there's two roles opposing each other, there are going to be fighting, like cats and dogs.

    Only few get along.

  • @Devilishly_Rowdy said:

    Want to hear your funny Mikaela experiences where Mikaela players threw the game away and made their team lose just so they could Boon.

    https://us.v-cdn.net/6030815/uploads/TOJE7G0R5D82/img-20221116-195114.png

    I had a game where the killer was running Thrill of the Hunt, and Devour Hope. Mikaela proceeds to bless a hex totem with supposedly 5 tokens of Thrill considering it was the first minute into the game.

    I think we almost finished a generator by the time she blessed it... And it wasn't the Devour Hope unfortunately.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266311#Comment_3266311

    Sort of agree, but decrease the duration of the block too. Even if it was just blocked for 25s instead of incapacitated that’s still too much imo. But make it so the gen is blocked even if it wasn’t being worked on, so SWF players letting go does not prevent it.

    I agree with you that the block duration should be decreased, and always block to avoid SWF from using comms to counter it. That's what I was trying to imply with my suggestions because it would balance out the perk nicely.

  • @StickyB said:

    We can compare eruption to another meta slowdown perk: Scourge Hook: Pain Resonance.

    Scourge Hook require both a down and then that down to be taken to a scourge hook, this removes 15% of a gen or 13.5 seconds off of a generator, which majority of the time wont have any more regression cos someone is working on the gen.

    Eruption require a down but doesn't need the hook, just the fact that you have kicked the gen before hand AND it effects multiple generators. It removes 10% off of each gen so 9 seconds - 64 seconds but usually you'll see about 2-3 gens with 10% progress being effected so 18-27 seconds, so let's says 18 seconds as a lower average. This alone would be enough to make the perk have more value than Pain Res.

    BUT WAIT, THERE'S MORE...

    There's the undodgeable Incapacitation for 25 seconds. This sets the gen to regress at 25% speed. Meaning each gen will lose a further 6.25 seconds.

    Therefore each gen effected will usually lose 15.25 seconds of progress. Meaning 2 gens lose 30.5 seconds of progress.

    TL:DR

    Scourge Hook: Pain Res = 13.5 seconds

    Eruption = 15.25 seconds/generator

    Incapacitated should be replaced with blocking the generator.

    Solves a few problems:

    ▪︎SWF coordination nullifying the perk and being a solo queue destroyer.

    ▪︎Tones down the regression aspect moderately.

    Volià!

  • @Raygun said:

    the Michael Myers add on that allows him to instantly kill any survivor when he reaches tear 3 should not be in the game, I don’t care it it’s much harder to get nothing should allow you to instantly kill survivors that you haven’t touched all game

    Perhaps Tombstone can be reworked.

    Instead of being able to kill a survivor on the spot, why not make him a complete monster in T3?

    While in T3, gain the following effects:

    ▪︎Getting stunned by a pallet grants a 50% pallet break speed bonus and 7% haste effect for 10 seconds.

    ▪︎Survivors who have been fully stalked can be killed on the spot, even while in the dying state.

  • @Fred_krueger said:

    What do you killers do while this happens?

    I have a super high end pc, so I will literally have a game like MW2 alt tabbed, and play that while I wait. Or do some housework.

    How do you people pass this time?

    I play Wesker, and use an add-on that can chain throw a survivor indefinitely (assuming I don't miss). If survivors let me get behind them with my M2, I guarantee a sacrifice (again, assuming I don't miss) and it's a lot of fun doing throw simulator. Most survivors don't respect it and gotten plenty of sacrifice that I otherwise wouldn't have gotten.

    Example Clip Here: Names Hidden ofc.

    https://www.xbox.com/play/media/EAJTFJMY

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265482#Comment_3265482

    for chat offences you do not need to send in a support ticket as we can see all chat logs.

    My quote is to the user who advised they hadn't reported in game and not necessarily referring purely to chat offences.

    Thanks!

    Just a misunderstanding on my part.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265401#Comment_3265401

    An in-game report is always required as this flags the match so we can see that this match actually took place. Unfortunately with editing screenshots and videos being as popular as it is these days, this is the only secure way that we can ensure we're taking action on the correct player.

    Question.

    Let's say someone said a death threat to me in chat. When I report them, does the report log the chat history? Assuming it does and correct me if I'm wrong. Why would a secondary report of a screenshot be required? You wouldn't need to worry about people photo shopping and etc. because the primary in game report has hard proof which can't be modified.

    Again, could be a misunderstanding. And I might not know everything that happens behind the scenes.

  • @GoodBoyKaru said:

    Corrupt Intervention. Blocks the furthest 3 generators for 60 seconds or until you get a down. Equipping the perk extends this to 120 seconds.

    Call of Brine. Except we just buffed regression to 0.5c/s from 0.25c/s. Call of Brine now increases regression speed to 0.75c/s. Overcharge slowly ramps up to a total of 0.75c/s.

    Shadowborn. Except we just give people a damn FOV slider already that goes from 60-65 to 115-120 (considering that base killer FOV is 81).

    Discordance — But lasts for 90 seconds. Using the perk makes the duration permanent.

    Grim Embrace — But up to 30 seconds of blocking after the 4th unique survivor is unhooked. Using the perk increases this to 60 seconds and includes aura reading on all survivors besides the obsession.

  • The devs had a great idea, but was a bit flawed.

    Problem was that the mori system took flavor out of the game when survivors still had a winning chance.

    Heal tech? Now secures a 2K if there are no other survivors when it would potentially get one or both out.

    Everyone slugged near the gates? Free sacrifices when at least a few survivors could get lucky and crawl out.

    You have a slug build and your teammate got forced out? It's not a slug build anymore because the game auto sacrificed you.

    There are plenty of scenarios, some rarer than others, but regardless, it's a bad idea to take away any chance survivors may have to escape. It would just be more frustrating and remove that spice of flavor from the game where survivors pull "the great escape". Glad it didn't go through.


    I do have an idea for a better version without taking away flavor from the survivors.

    ▪︎When there is only one survivor alive, both sides will get their appropriate status effects:

    Killer — Determination: Field of view increased and can perform the finisher mori action on dying survivors.

    Survivor — Perseverance: Gain the ability to pick themselves up from the dying state and cannot bleed out while recovering.

    That's basically it. Slugging is kept viable, but going for the entire team will not be so easy considering the last survivor could crawl away and recover. This could lead to them getting the hatch or try for the exit gates. The killer will have to work a little more to secure their last victim. No flavor lost for the most part. Perfect system.

  • @Pulsar said:

    Probably because it got nerfed straight out of the gate.

    To add, it wasn't nerfed because it was OP. Just because it could hold survivors hostage indefinitely.

    All the devs had to do is allow easy skill checks during struggle when the timer is paused. This allows the hooked survivor to suicide if they are being held hostage without nerfing the perk.

    To clarify, it's okay to fix things, but please don't nerf / buff it in the process unless it needs it.

    The devs blow my mind sometimes.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262207#Comment_3262207

    It was a general comment to all of the people who constantly overreact to and complain about map imbalance, not you specifically.

    To answer your last question; no. I've had this discussion too many times. To many people giving too much of a ######### about things that ultimately don't make much of a difference. The prevailing emotion on DBD is spite, people need to chill out and just play the damn game, and recognise that other players are just playing the game too.

    People are going to complain to things they don't like, just like you complaining about people complain. I don't mean this to heart, but I'd recommend not using the forum if you can't handle people complaining in general. People don't complain to spite you, they do it because they care about the game. That's what the forum is for, taking about the game.

    Again, not being rude, just a down to earth honest statement. I'm gonna end the discussion here because I don't want to derail it any further. Have a great day!

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262172#Comment_3262172

    Scratched Mirror Myers depends on LoS blockers, and only indoor maps have enough of them to make the build work.

    There are no buffs you could make to Mirror Myers to make it viable on open maps that wouldn't completely change the build entirely. It is not simply a case of buffing the killer to 'make it viable', it's an entirely different playstyle, and it's one of the few things that brings a different flavour to the game. It's like you have Nurse who ignores loops, Mirror Myers who ignores walls, and then every other killer and build who basically plays around maps in the same way.

    Instead of coming from the position that every map needs to be exactly the same so that all killers play around maps exactly the same, how about we start from the position that we accept maps are different and we play them differently. Stop being so rigid and set in yours ways, and then having a tantrum when you're not able to play the exact way you want to. Adapt.

    Also, stop caring about the intentions of other players. If you wouldn't care about the map if you ended up on it randomly, then you shouldn't care about the map if someone played an offering for it either.

    But for those who do care about the map for any particular reason, being able to select a desired map should be a fundamental part of the game, and it already comes at a cost of using up your offering slot.

    Stop being so rigid and set in yours ways, and then having a tantrum when you're not able to play the exact way you want to. Adapt.

    Why are you being so passive aggressive? I'm not rigid or throwing a tantrum. I just suggested an idea and just gave you an explanation when you asked about map dependent killer's / add-ons. It wasn't a personal attack or anything, just trying to have a cool discussion. If it's a bad idea, that's fine, let's work towards a solution if possible. No big deal.

    Before we continue, is everything okay? Not being rude or sarcastic, just want to make sure you're good. I love discussing, but I don't want to continue if we can't do this in a civilized manner. I know we can have bad days and all.

  • @TDtheDoc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261018#Comment_3261018

    https://forum.deadbydaylight.com/en/discussion/comment/3260822#Comment_3260822

    So so instead of getting to use bp offerings I need to burn an offering just in case someone uses map offering?Nah. I’ll just keep getting those glitches and not have to worry about it.

    You didn't read my suggestion or completely misunderstood it.

    We can continue this discussion once we are both on the same page, here's my post for you to read again:

    @NMCKE said:

    Why not reverse map offerings? Instead of guaranteeing a map, they take them out of the selection pool.

    Don't like "The Game" map? Burn an offering and don't worry about it.

    Also, have some basekit map selection improvements so you don't have to play the same map repeatedly.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261018#Comment_3261018

    So how does Mirror Myers stack all the offerings to exclude every map except Lerys?

    Problem with that argument.

    If a killer is map dependent, then we should be focusing on what about their power makes them map dependent, not ignoring the problem by allowing said killer to play on favorable maps.

    In other words, the core problem has nothing to do with maps selection — Scratched mirror myers should be buffed to be more balanced on all maps, not just a select few.

  • Why not reverse map offerings? Instead of guaranteeing a map, they take them out of the selection pool.


    Don't like "The Game" map? Burn an offering and don't worry about it.

    Also, have some basekit map selection improvements so you don't have to play the same map repeatedly.

  • @burt0r said:

    Play however you feel like.

    Someone will always be complaining about your playstyle, no matter what.

    Basically this, play however you feel like.

    If you wanna be nice, play nice.

    If you wanna be sweaty, play sweaty.

    If you wanna use add-ons, use them.

    If you wanna use perks, use them.


    People will always complain regardless what you do, but I do sympathize with survivors when they are on the receiving end of camping / tunneling. Not your fault, but I can understand why they would get frustrated because they got singled out and didn't play much of the game.

  • @MizukiAyu said:

    The 4% self unhook chance is purely a freebie for no good reason. It kills newbies (and their teams) who don't understand the mechanic and it screws over killers who have no similar freebie. There's no 4% chance that when someone is hooked, they instantly die, so why do survivors get a 4% chance to escape? With a free 10s Endurance and Haste buff to boot. Remove this and leave the self unhooking to Deliverance; at least then they are using a perk slot and earning it with a safe unhook.

    When someone is downed or hooked, the EGC slows down, meaning the original 2 min can last as long as 4min, giving survivors even more time to heal and rescue and trade and heal and rescue and trade and get out because you get basekit End + Haste even in end game. Why? Why do survivors get more time when they should be put under more pressure? I'm not saying that this should speed up EGC, but it definitely should not extend it. There's zero good reason other than favoring survivors. It's end game, all bets are off, that's why DS and OtR don't activate, right? Stop giving survivors a 4th and 5th and 6th chance. If you're caught in end game, it shouldn't be a guaranteed death if you're not on death hook, but it shouldn't be made easier for your team to come get you.

    Did you just use "4% chance" and "freebie" in the same sentence? Dude... that's not free lol.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255425#Comment_3255425

    It's very difficult to loop two Killers at once, provided the AI isn't getting stuck.

    I mean you can run into the AI to gain a lot of distance, which allows them to effectively do nothing because they take forever to catch up. Additionally, the knight is stationary while placing the AI, which means the survivor is getting free distance (W Simulator) while he is chilling out at 0.00m/s.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249496#Comment_3249496

    The topic is about specific characters though, not perks.

    Screenshot_20221031-133826_Chrome.jpg

    OP does mention perks, that's what I focused on specifically in the thread. As for characters, I don't think they are pay to win as the devs specifically balance them around 60% to be fair across the board (correct me if I'm wrong).

  • @Mandy said:

    I would completely disagree with the pay to win aspect, as someone has already mentioned, the strongest killer in the game is free...and there's no denying the fact that she's the strongest.

    What you're talking about is wanting to play the other characters, because you or your friend are better with them - that doesn't make something pay to win as you can still "win" without those characters. Playing the game unlocks more things, you can unlock characters/perks with shards etc as well as some cosmetics - this of course encourages gameplay, but it's definitely not about paying.

    I don't think that was the point Mandy.

    He's talking about the perks, some are behind paywalls, or you can alternatively grind for shards (which can take forever). Alternatively, you can hope for them to appear in the shrine, but odds are not all too great — there are so many perks in the game that you're likely better off grinding instead. It would just be a nice bonus if you get it on the shrine.

    This isn't to say the game hasn't improved because it definitely improved since the beginning. Props to that. Just that some perks are strong / meta and players can't immediately obtain them within a decent amount of play time.

    We don't expect someone new to have everything unlocked in the span of a week, just the perks they want. Guess it has to be that way so you all can make money, which isn't a bad thing like the community makes it out to be. No shame. You all have to make money to continue making DBD content, but ask yourself this:

    Would it hurt to make perks more obtainable?

    You can argue the grind change helped, but it also backfired because I had most perks unlocked through the shrine. Which got locked to tier one post change, and to add — shrine costs are even more expensive. I remember I could buy a perk for 2,000 shards and I could get the teir 3 version on the web with just a few bloodpoints. Now it's what? Doubled? That's crazy...

    TL;DR Perks are a bit too hard to obtain, feels like you have to either dump a ton of time into the game or pay some cash (not a lot) to speed the process up to save on shards / time. You all are improving, just some minor things to iron out!

  • @Bot_Salvo88 said:

    Today I was playing survivor and 2 of us were dead. I manage to get to an exit gate injured and I open the door. As I was opening the door I see my (injured) teammate being chased from the killer. I opened the door and sacrificed myself (I went down for my teammate) to get the other one out.

    The teammate that escaped typed a <3 in the end game chat and there I understood that I did a good action and I felt happy about it.

    Did you ever sacrifice yourself for a teammate?

    I'm ultra altruistic, even if it means giving the killer extra sacrifices. I always find it boring when people leave without even attempting to rescue.

    Different story if the EGC is dangerously low, or got forced out, but it always made my day to rescue a teammate who would otherwise be dead if I didn't put in the effort to try for them.

  • @Shartley said:

    I'm tired of being killer, doing well in a game, and having two survivors left with 3+ gens left. Let's be honest, they aren't going to do gens. Chances are one will hide in a locker, rotating between them to avoid birds, while the other more nubbish player runs around. I'll find one, slug him so I can get the 4k (which i ######### DESERVE in this case), and then spend 15 minutes trying to find this ######### coward that won't own up to the fact that he got owned, in a survivor sided game, and he's going to exploit this bullshit mechanic so he can get a free get out jail card aka hatch so he can feel warm and fuzzy about himself, get a pip and deprive me of a 4k.

    Well what do I do half the time? I just hook the first downed survivor to avoid this horrendous slog of bullshit. Why not? There is at best a 20% chance I'll find that hatch before him, so why even ######### bother? Its like BHVR does everything in their power to prevent killer feeling good. You literally have to just absolutely ######### body survivors, or go against such potatoes that it doesn't even feel rewarding. And don't come at me with these dogshit ######### stats about 60% kills I don't give a ######### what people are doing in Ash tier.

    Since this is how game developers work these days (players make the game for them, because its questionable whether or not devs even play their own work) I'll propose a solution. When there are less survivors than there are gens after two kills (that's 3 gens for you number challenged folks) crows immediately appear on all remaining survivors, and are audible in the same way they are normally as if afk. Working on a gen, crouching behind a box, hiding in a locker - crows are present and squawking. When the number of gens hits equal to the number of survivors, the crows disappear during and for 10 seconds after repairing a generator. When the gens drop down to less than the remaining survivors (read that 1 generator) the crows disappear. This will adequately prevent the obnoxious stalemate currently in the game, which by all purposes, should be a killer advantage situation.

    Killer is already exhausting enough at mid-tier+ level of play. When you do well and play a good game you deserve to be rewarded.

    Here's the trick to getting a 4K.

    Use an offering that spawns the hatch in a predictable spot, meaning you don't have to do slug games. You can just hook and make your way to the general hatch location.

    Close the hatch and now you have the EGC to finish the last survivor. The only time this won't worth is if the survivor is running Sole Survivor, using a key, or poor gate spawns. However, you will get the 4K 90% of the time without dragging out the game for ages.

  • @Smoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248302#Comment_3248302

    The Entity could never really be starved to death because even if everyone lost hope and was flushed into the void, it can always just find new Survivors from the endless number of worlds within the multiverse to feed upon.

    Same thing how Killers who can kill Survivors without a hook doesn't really make much difference for the Entity since the number of trials happening all at once is potentially endless.

    Yes, the Entity is always looking for new victims, but that also takes energy to do since it has to rip through time and space, going through dimensions, to kidnap a survivor to its realm.

    This could lead to an attrition battle between broken survivors and the Entity. If the survivors lose all hope, or stopped playing the Entity's game — there's a small chance it will not be always to keep up with amount of broken survivors compared to hopeful survivors. End result, the Entity will cease to exist, taking all the survivors with it — killing everyone.

    As for escaping alive, that's a different story. However, it's totally possible, if you were able to enter the Entity's realm, then there must be an exit. My guess, it will have something to do with the Observer because they are in a pocket dimension that shields them from the sick and twisted games of the Entity.

  • @Huge_Bush said:

    I will admit, I don't really read all of the in game lore. I just tend to play and then get distracted by ten other things, three of which are my kitties. But after Mikaela's release and with the introduction of boons and rift's (I know rifts were around before her), where is the source of power coming from? Is it just the entity giving Mikaela power in order to increase her hope? Does she just have the ability to use natural forces or even unatural forces? Is there another entity that empowers her like with traditional witches?

    Is there any info at all, or it is all hush hush with BHVR?

    The closest thing I can think of is losing all hope. When you are completely broken and just don't care anymore about escaping, that's the entity's weakness. The entity needs hope to feed off of, but if you aren't hopeful at all, it has no use for you. That's when it sends broken survivors to The Void, which I have limited information about. I believe a survivor named vigo? Not entirely sure who it was, used the blight purge the entity goes through yearly to leave the void.

    With that being said, if everyone lost hope, the entity would starve itself to death and potentially even purge them back to their original worlds since it doesn't have enough energy to keep these survivors. Heck, it might kill all the survivors with its death. This is just a theory.

  • @En3ermost said:

    My ideas:

    1) His yellow bottles can be good but are too clunky and awkward to set resulting in most people just ignoring them and never use them, decrease time to activate from 2.5 seconds to 1.5 seconds. Also make them affect the Clown only and not the survivors anymore.

    2) Give him 1 more bottle in his base kit.

    3) Make the Clown able to set his purple bottles down on the ground that explode after a survivor comes near. This would work both as a pre set trap in loops and as a form of information if the bottle is put near generators. Max 5 bottles could be set on the ground at a time and survivors can prevent the detonation by crouch walking like hag traps.

    4) Make the instadown pinky finger effect apply only if the bottle hit the survivor from 12 or more meters away. No more cheap instadown shots when you're right under the survivor's nose.

    What do you think?

    Clown just needs a rework, he's too simple. Making him more complicated will add more options for balance, and generally speaking, adds more taste to the killer.

    This is just some quick ideas, so keep an open mind if they are bad.


    Clown Rework

    Clown carries up to 5 bottles, which can replenish themselves at a rate of one bottle over 4 seconds.

    Bottles by default, hinder the survivors 4% and forced to medium vault until they are no longer intoxicated. Additionally, gas lingers at a base 45 seconds. However, clown can wonder around the map to find ingredients to modify the effects of his bottles. Ingredients last for 90 seconds, then effects return to normal. Bottles can have multiple ingredients active at a single time.

    Blue Spices — Intoxicated survivors vault 15% slower than normal.

    Yellow Spices — Gas lingers in the environment 100% longer than normal.

    Green Spices — Direct hits prevents intoxicated survivors from using pallets and vault locations.

    Odd Spices — Intoxicated survivors are damaged, losing a health state. Increases your terror radius by 8 meters.

    Premium Spices — Intoxicated survivors do not sprint when damaged. Increases your terror radius by 8 meters.

    Survivors can see the aura of ingredients within 4 meters, except for Odd Spices and Premium Spices, which can be seen within 32 meters.

    The clown can see the aura of all color ingredients, which are also color coded appropriately. The Odd Spice and Premium Spice are shown in a white aura, within 32 meters.

    Clown can pick up ingredients in a short animation. Survivors can hide the ingredients, taking 4 seconds. Whenever the clown picks up or survivor hides an ingredient, a random ingredient will respawn somewhere on the map after 45 seconds.

    Survivors can hold their breath, which is done automatically when they enter a gas cloud. By default, a survivor can hold their breath for 16 seconds before they no longer can't and become intoxicated, which is speed up to 4 seconds if they are running. Survivors recover their breath after being out of a cloud and not running for 8 seconds.

    There we go, we have more interaction for both sides!

  • @Bran said:

    I don't think killer buffs could even compensate that.

    Camping:

    - survivors should have to commit to longer, but should be able to cancel an unhook.

    - killers should be able to grab survivors without trading.

    Tunneling:

    - just scrap all of that honestly.

    It could, we can officially make killer's stronger because we know it can't be used to camp / tunnel.

    For example, this is just a quick idea so don't take it too seriously. For each hook, not hook state, the killer obtains, all INJURED survivors gain a 2% repair speed penalty until healed.

    And we won't have to do weird changes to killer powers, like Billy's chainsaw automatically overheating when near the hook because it's stupid, or Bubba randomly losing charges near the hook.

  • @NMCKE said:

    Introduction

    We will be addressing camping, without the need of basekit killer changes. This will even out the playing field across the board, without quirky killer effects when near the hook.

    Camping Changes

    ▪︎Survivors can no longer cancel the unhook action.

    ▪︎Killers can no longer grab survivors who are unhooking.

    ▪︎Damage no longer prematurely cancels the unhook action.

    ▪︎If a survivor is put into the dying state while unhooking, they will finish the unhook before going down.

    This guarantees that survivors can trade hooks, even against killers such as Billy / Bubba. Allows for more counterplay for survivors against Camping, and killers can have their power no longer restricted around the hook.

    Tunnelling Changes

    ▪︎Instead of the current 10 seconds of Endurance post unhook, we give survivors a TWO new status effects:

    Adrenaline

    Undetectable

    Adrenaline behaves EXACTLY like Endurance, BUT the difference is survivors are NOT put into Deep Wounds post damage and they have no collision with the killer. This allows the survivor to use Endurance perks in conjunction to punish the killer with am extra long chase. While stacking multiple hits is strong, it should be fine considering the only time it will proc is shortly after an unhook.

    Undetectable is the survivor's version of having stealth. They have their bleeding, grunts of pain, scratch marks, and aura suppressed against the killer. This allows unhooked survivors to vanish from the hook more easily considering they do not leave a trace behind.

    The 10% haste is left untoched.

    Perk Updates

    Borrowed Time

    When unhooking a survivor, their Adrenaline, Haste, and Undetectable effects are extended by 8/9/10 seconds.

    Guardian

    When unhooking a survivor, their undetectable effect is extended by 20 seconds. Additionally, the killer's aura is shown to you and the unhooked survivor for 4/5/6 seconds.

    I am aware that this directly nerfs killers, but just so a riot doesn't start, I'm going to clarify — there will be killer compensation buffs in conjuction to this change. 😁

    As for what they will be, I do not know, but I'm sure there are plenty of ideas out there to compensate killers!

  • Solo Queue is miserable, mostly for two reasons:

    ▪︎You can't pick your teammates

    ▪︎No coordination / Communication

    We can't address the first issue because that's just how it is with any game. However, we can address the second bullet, that being poor coordination / communication.

    It doesn't have to be anything fancy. Something simple as icons beside survivor portraits to indicate what they are doing. This will help with the hook mentality of, "Someone else will get them" when really no one is rescuing.

    We can compensate with killer buffs since solo queue and swf will have similar power levels.

  • Here's what we can do for DS.

    ▪︎Increase stun duration to 5 seconds.

    ▪︎Activates on both unhooks, allowing to uses.

    ▪︎Timer ticks down at 50% speed when in the dying state.


    If Off The Record can activate twice, allowing a health state, aura immunity, and silenced grunts of pain, then I'm sure we can do the same thing for DS. Shouldn't perks like this be strong to begin with?

  • @supersonic853 said:

    It had a good rep in the ptb but was a little busted. Now its been out for a good while. Camping seems about the same before and after its inception. For me its the fact getting within 6 meters is a death sentance. And unless your a swf (which already is more effective against camping) it's soloq benefits are null. So i wonder what could happen to actually make do its job better. What do you think?

    They nerfed it instead of just adding an anti hostage feature to it.

    Just allow self-unhooking + struggle skill checks (make them easy) while active and that stops any hostage situations.

  • You want to get rid of tunneling? Simple solution. You need to make 8 hooks more efficient than a sacrifice / kill because right now — getting a survivor out of the game ASAP is singlehandedly the best strategy.


    I have a few ideas, but keep an open mind these are just ideas. Just rough sketches and nothing final, they can be garbage.

    ▪︎Each hook the killer obtains, not hook states, all injured survivors gain a 2% repair speed penalty.

    This makes hit and run strategies more viable, and rewards the killer with basekit slowdown if they go for more hooks as opposed to kills. If generators take too long, become too oppressive, we can revert the base repair time down to 80 seconds and increase the penalty to 3% instead of 2%. Just a rough idea to rewarding the killer.


    Now... we give a final buff to the basekit BT.

    ▪︎When a survivor is unhooked, they get a new status effect which replaces all current effects post unhook.

    — Adrenaline: The survivor is filled with unbelievable energy, they take no damage when they otherwise would, AND does not apply Deep Wounds. Effect wears off after the timer expires or the survivor is protected from an attack.

    ▪︎▪︎Therefore, what's going to happen when you are unhooked: Gain the Adrenaline and 10% Haste status effect for 10 seconds.

    Allows the unhookee to tank more hits when being tunneled. Meaning, they can use basekit Adrenaline to protect them from a hit, then since they are not in Deep Wounds, they can use other anti tunnel perks to keep the killer occupied longer. This won't stop tunneling, but you should be able to buy your team a lot of time and get them out the gates by the time the killer finally sacrifices you.

  • @malatruse said:

    I'm curious about why people DC as survivor when they find out they're facing x killer. Do you DC based on who the killer is, and if so, why?

    I never DC, just ruins the game, but I will resign the game if we're in an unwinnable situation:

    ▪︎2 v 1: Killer hooked me, my teammate is immersed at the corner of the map. Clear sign they don't plan to rescue me, fail the skill checks, move on and hope they get hatch (or not).

    ▪︎Starstruck Nurse: Game is over, GG. There's two slugged, I'm hooked. Doesn't take rocket science to know the inevitable outcome. Fail the skill checks and move onto a less sweaty game.

    ▪︎Mass Slugging: Everyone is slugged, I get hooked first. Yeah, I'm not sticking around by pointlessly struggling, sucide on hook and move on to the next game. Killer won, GG.

    In the situation above, it doesn't hurt anyone to sucide on the hook. It's a case by case for me. The game is already over, but prematurely leaving the game via DCing / Hook Suciding is childish and pathetic. You should never DC in the first place, unless it's an emergency or something similar, like the power goes out. If you're getting frustrated, just take a break, don't DC and screw over other players. Common sense isn't so common, huh?

  • @Seraphor said:

    Actually on topic though:

    I think Kinship needs a buff, not to be basekit, but to make it as viable as Reassurance. Reassurance is the DLC alternative, while Kinship is a generic perk that does a similar thing.

    It should:

    A. Apply to both hook states, not just the struggle phase.

    B. Telegraph it's presence to all survivors via a buff icon.

    So perhaps the change to Kinship should be:

    While on the hook, at the start of each hook state, all other survivors gain the effect of Kinship. If an effected survivor comes within 16 meters of your hook, your hook timer is paused for 26/30/34 seconds.

    Just to add something to the perk description...

    Stacks with Reassurance.


    Meaning, if someone procs Kinship, that's 34 seconds. Then if they use Reassurance, the time gets added together, up to 68 seconds.

    Also, Reassurance should get a buff to be usable both hook states instead of per hook instance. Allowing for a total of 136 seconds worth of pausing the hook, taking 256 seconds for a survivor to die on the hook.

    If we're worried about hostage situations, allow self-unhooking + struggle skill checks (make the skill checks easy when the perk is active).

  • I prefer to lose during the endgame because it usually means the game came pretty close and wasn't a bloodbath for both sides. Personally it's nice actually making it to the endgame and the killer owns us, mostly because we felt as if the game aged well. Survivors felt like they contributed a lot, and the killer managed to get their sacrifices. Might be a personal opinion.

  • @CakeDuty said:

    People have suggested that before, but the downside to that is basically 60 seconds means that killers get to camp a whole hook stage for free and there is nothing the survivors can do about it, cause all gens are blocked.

    I'd rather the perk got some kind of secondary effect or it revealed the auras of all survivors for like 10 seconds. Killers will get 40 seconds of gen blocking + encourages them to leave hook cause they get to know every survivors current position. Atm if the obsession is your 4th hook, then you just get no value out of that aura reading.

    What about this?


    Grim Imbrace

    After hooking all survivors once, this perk activates for 60 seconds.

    ▪︎Any pallet or window vaulted will either break or block respectively.

    ▪︎Survivors who perform rushed actions will have their aura revealed for 3 seconds.

    When the perk activates or deactivates, the auras of all survivors are revealed for 3/4/5 seconds.

  • You know being hindered is really significant, right?

    8% when fully infected is like going against a 123% movement speed killer. No wonder the 5% never made it just for successfully grabbing a survivor, which let's be honest, doesn't take a lot of rocket science to do.

  • @Entitled_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220739#Comment_3220739

    You can punish killers that camp hooks,, it's called doin gens amd not hovering around hook

    Not simple, you can't expect solo queue to have the communication nor coordination available to punish camping killers. If solo queue had comms or aura reading, sure, fair game, but you can't say "do gens" until these problems are addressed.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220739#Comment_3220739

    How would I solve it? To give you a fair answer I would probably have to think about what would be appropriate and fair.

    I know I wouldn't 'punish' killers, but I would also not make it so its easily accessible to where they can just cheese Camping/Tunneling.

    I think for one hooks in a way should work similar to how PH's cages work. At least the portion where if the killer remains in a specific radius without any other survivor in that same radius for a period of time, the entity takes that survivor and places them on a different hook on the map as far away from the killer as possible.

    Obviously I am just throwing an idea out there, so it could be tweaked should it create other problems. I wouldn't even include this in end-game because at that point the killer has lost most of their pressure and there is nothing else to pressure. So it could be something that only happens while generators are still up.

    That's not a bad idea, problem is how to actually animate that and so on. Great job buddy.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220726#Comment_3220726

    They are unbalanced because they require 0 skill and are too easily accessible. The fact that we now have to rely on basekit semi-counters that act as simply a band-aid says it all.

    If a killer has an insta-down ability good luck getting to save that teammate. You won't be able to trade hooks because you'll be on the floor next to their hook.

    There are too many instances where these two playstyles have no counterplay.

    How would solve camping / tunneling? However, the catch is you can't punish the killer for guarding the hook when there are survivors nearby.

    I heard ideas such as stunning the killer for 5 seconds or disabling their power, but that seems a bit overkill and could backfire if the killer needs to use those strategies.

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