Avatar

Nikolai_0311

Nikolai_0311

About

Username
Nikolai_0311
Joined
Visits
281
Last Active

Comments

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117858#Comment_4117858

    Dominance says thats is 1 time per totem, not one time use..

    Yeah i worded It poorly but i meant we could get an increased totem blockage time since it's 1 time per totem

  • @Balrog said:

    Please let us know if you have any feedback about any Killer perk changes - the more specific, the better. Thank you!

    Here's my feedback:

    Agitation, iron grasp, deerstalker: i put them all together because they received kinda useless changes, deerstalker ok i'm not complaining about a 1 second buff but agi and iron grasp literally didn't get changed, Just remove the perk tiers when the new rebuild of the game comes and we're ok

    Bitter murmur: the perks itself Is just outclassed, why should i lose a gen just to not even get the auras of all Survivor but only the one close to It? The perks still remain niche at best

    Fire up: i love Fire up don't get me wrong, but 8% feels kinda meh, buffing It to 10% per token would make It feel Better, giving you a huge boost when all generators are repaired, or make It a compromise style perk, where completed gens gives you a huge 40/50% boost in the category already buffed by Fire up for 60/120 sec

    Game afoot: i'm not wasting time here, the perks Is still trash, the limitation of only getting this effects while chasing the longest Chase time Survivor Is TOO situational, change the obsession swapping prerequisite

    Spies from the Shadows: good change, love It

    Unbound: good change i Guess? Idk if making It return to 10% for 10 second world break the game honestly, but i'm not complaining nonetheless

    Help wanted: woah... Compromised perk are the coolest idea of perk ever, but the requirement to activate It was infuriating at minimum and only machine learning was worth running, now with the 3 compromised limit and the change to help wanted i can safely say that this category of perk finally found it's cool niche, approved

    Machine learning: good change, not complaining

    Dark arrogance: if i had the dev who made this change right in front of me i would gladly marry them, this perk got the biggest glow up in the whole killer section of this ptb, the buffs are strong but only on weak M1 killer (trapper, Ghost face, skully) meanwhile being useless on strong M2 killer (nurse, judgment, blight), and with the diminishing return, staking basic Attack cooldown makes It redundant, Absolute stellar design here, i hope It doesn't get changes to live

    Dead man's switch: kinda bad change here? If a Survivor let go off a gen for more than 2 seconda probably the surv wasn't gonna keep repairing It to begin with, i'll gladly buff the duration to 60 seconds and also increasing the cooldown to 60 seconds, other than that the perks Is completely dead

    Dissolution: the design of the perks Itself Is flawled, nerfing It won't solve the problem, maybe i'm overreacting but the whole perk need to be completely redesigned to the ground up, maybe returning It to it's previous design but making It a hex or something, other than that this change it's a thumbs down

    Blood favour: good change, unlike dissolution the M1 requirement makes It more fair when going against stronger killers

    Distressing: i kinda see the visione here, but 8% Just isn't enough, buff It to 10 or i would Say 15% could make It a good perk for countering Survivor working in your vicinity, but here we encounter the problem, this perk is only useful on 40tr killers (and also doctor), meanwhile being completely useless on low mobility killers and stealth killers

    Dominance: good rework, maybe buff the block to a bigger number since this is a 1 time use perk and it's chef's kiss, if It doesn't get changed i'm not complaining

    Nothing but misery: good change, nothing to Say here

    Thrill of the Hunt: interesting changes.... It makes It more of an Active hex instead of a passive one, but It need to be tested more before i find a conclusion, keep It like this for the Moment

    Insidious: …. The perks Is still kinda meh, i get it, the concept Is cool, but i would gladly take secret project or unforseen instead of this, One cool change would be to make It a support perk for undetectable builds, reduce the lingering effect when begin moving to 3 or 5 seconds but add a effect like lethal pursuer, increasing the instances of undetectable you get from perk and addons by 5 or more seconds

    Knock-out: still Need to test It more, but It seems alright all things considered

    Ravenous: whoa mama, i love these changes, making It useful After the Primary effect took place Is a really cool idea, but the 4% hooking Speed per token Is redundant, change It to 4% picking and dropping speed and it's ok

    Monstrous shrine: i kinda see the visione here... But in the majority of the matches for how long a survivor Is gonna remain on hook? 20? Maybe 30 second if you proxy camp? The effect Is cool but getting a ruin for that Little time doesn't change anything, buff the regression go a significant margin like 250 or i even dare to Say 300%!!! can make this perk a "oh ######### se need to rescue NOW" type of perk, and maybe make the regression continue After a Survivor has been unhooked until it's stopped (idk if It works already like this i still didn't see It) p.s. the previous effect of faster sacrifice Speed was interesting, maybe buff the numbers or give It an additional effect and slap It into hangman's trick

    Shattered Hope: cool effect i Guess.... I need to test It more but It could find it's niche with plaything and pentimento, ok change overall but it's still too niche

    Superior anatomy: GOOD buff, exactly what this perk Needed to become useful outside of meme vault Speed build, now i can run It on it's own without feeling like a clown, 10/10

    Undone: really cool, but there's One problem, to get the maximum effect of this perk you Need to hook 3 Survivor without kicking gens, but for the same requirement (3 hooks) you get 45% Total regression with pop and you can use It every kick, if this perk Is meant to be a gen nuke where you have to charge It for a long time then i could safely see the blocked time for a generator be increased to 15 or 20 seconds per token, but If It isn't changed i'm not gonna cry a river, i'm sure this perk Will take Place in a lot of build i make post patch

    Unrelenting: also a good change, the basic Attack cooldown could see and increased to 15% but the thing that really saved this perk was the inclusion of obstructed hit, making It a really solid choice for singu, xeno and dredge

    Whisper: here is the Last perk, you could say i saved the best for last, idk if there are more perk like this but i think this Is the First actual map traversal perk in the game without being limited by a timer or a cooldown, but the 5% is really too Little, increase It to 10 or 15% could make It a good perk without being too oppressive in Chase (since It deactivate up close)

    Vote for the whole killer perk changes 10/10, please make more of these

  • Here is my feedback on the whole pallet density update all in 1 poll cause I don't want to comment on all the other one it'll just take all day:

    Haddonfield: the change is good, haddonfield passed from being incredibly survivor sided with the realm beyond to being extremely killer sided with the map size reduction, now the tiny bit of pallet added round feels more balanced, great job

    Decimated borgo: this change also feels fair, on the dungeon it feels better to play, but on the shattered square it needs a weakening of the filler tile all around, it needed more pallet but the strength of the individual filler remained the same, just shorten the size of fillers on the shattered square and it's alright

    Azarov/macmillan: I'm gonna clump up both of these realm cause they had both 1 thing in common, and it was that they were considered the most balanced realm in the game, both killer and survivor had a change to win on one another by pure skill and not by luck, now it's all been thrown out of the window and the only thing that was kinda good about it is that a handful of strong filler on macmillan got weaker and that change is OK, but seriously those 2 realm really didn't need those addition

    Asylum: now idk if the addition of this realm was all just a big joke from the team and I hope everyone was laughing, but let's be for real, since the conception of this realm everyone day 1 started calling it survivor sided, the big size, filler strength and most importantly main building strength all contributed to making this realm absolutely miserable, now there's 20+ pallet, great, if you really want to keep this change then please, reduce the size of both maps, reduce the strength of filler and make them harder to mindlessly connect and PLEASE, for the love of everything, NERF, THE, MAIN, BUILDING (for only the asylum the church is ok after the removal of the God window)

    Coldwind farm: I'll keep it simple, the change is meh, Coldwind balanced it's lack of pallet by having the realm with the widest map (especially rotten field) so the change just adds pallet to already planetary sized maps, just reduce the size and it's o.k.

    Ormond: same monologue about crotus prenn, the joke is not funny, reduce the size, adjust the main building and reduce the strength of fillers

    Swamp: I'll be real all swamp needed was a damn visual rework (rest in peace swamp update) and not 10+ pallet added to an already hit or miss realm, really it's still funny that swamp is so prehistorical that it's the only realm that still has a 2 window jungle gym, and with this update it's now a 2 window and 2 pallet jungle gym, here we're entering dbd beta period, and now jokes aside (other than the 2 window gym) it's kind of an unnecessary update and some thing could have been changed, for example the so called "pog log" has been a problematic filler since it's creation and i was kinda surprised that with this update it was not weakened, but DUPLICATED, c'mon bhvr swamp is a relic of the past and it doesn't need more pallet to keep up with the most modern map, but if we don't really have the time for a complete redesign than I think that removing the 2 window 2 pallet gym and the pog log can be a great start, and maybe change the down floor of the grim pantry main building, it's really just a heavy rng labyrinth where some killer power can't even work for how small the ceiling is

    Yamaoka: this change broke my heart honestly, yamaoka was a Really balanced realm and it didn't need more pallet, this really need a revert

    Red forest: red forest is also bad, idk what is it with this realm but now there are like a billion filler tiles with the 2 interconnected pallet, all i was thinking was that this realm needed fewer pallet but oh boy now there's more, and p.s. mother's dwelling main building is still broken and can spawn God window (which are also relic of the past and should be deleted)

    T.l.d.r the pallet density update is overall bad except for borgo and haddonfield, bhvr need to revisit individual realm problem before deciding to add more pallet to it

    Thanks for reading it and I hope it gets the attention of bhvr, I seriously love this game but this update is really breaking my will to play it since the majority of killers I play are low tier and really suffers from this change

  • Ok after further testing with the remaining killers I got these results

    Demogorgon:

    The shred activate both THWACK and spirit fury on pallets but game afoot doesn't, but on walls it does activate

    Singularity:

    When getting pallet stunned singularity activate both THWACK and spirit but game afoot still doesn't

  • Small correction: with the knight I stated that all 3 bugged perk activate when breaking a wall with his guard, I got confused because spirit fury doesn't charge when breaking a wall so his guard only activate 2 perk only when breaking a wall