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Nos37

Nos37

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Nos37
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  • @Pavel_Ch said:

    when I come across a Wesker I just pull myself off the hook because it's my protest. I don't want to play against him and these two anymore

    And the other players who don't play those killers? What can they do to protest repeatedly facing stacked SWF? They can't just pull themself off the hook to go next. They have to play out the whole match.

    If they want to protest, it means either playing survivor or playing a different game. And what does that leave behind... The killers that can compete.

  • I would actually like this, if it means the other console players are more likely to post in the game chat instead of messaging me directly.

    I want to disable receiving messages from strangers, but Xbox does not break it down. Receiving messages falls under a bigger category of communication. It's either all of it or none of it, and "none of it" means I cannot stream on Twitch.

  • I feel like it will have better effect if they add this at the same time endurance effects are disabled and cannot be applied during the endgame. Until then, endgame is when good survivors feel the safest.

  • Any killer can slug survivors, but sure, take every opportunity to drag the Skull Merchant

  • My issue with Low Profile is how much of its duration is wasted if the only other survivor remaining is hooked and is refusing to give up and let you have the hatch.

    If we were to rework the perk, and base it on the definition you've provided, I would prefer that it lessen the disturbance of grass, bushes, and corn stalks, and/or suppress coughing/puking fits (noises) while affected by such killer powers.

  • Self-Preservation already does this, and it's a rarely used perk. Why make a perk that does the same thing but better? What reason would anyone have to use Self-Preservation at that point?

    selfpreservationperk.png


  • @Rokku_Rorru said:

    I'd rather keep the in chase effect as it allows me to help survivors who come to me for help with blinds/head on etc. Since there is no perk which reveals what locker I am in to others it's the xlosest I have.

    Then why does this perk have the added healing speed instead of an endurance effect or protection hit bonus if that's its intended purpose? 🤨

  • What if Pharmacy was reworked?

    The perk now enables you to let other survivors heal YOU with YOUR medkit and without having to swap or juggle items around.

    • While holding a medkit and being healed by another survivor, press [this button] to begin consuming your medkit and apply it to the healing received. Other survivors failing skill checks while healing you do not consume charges from your medkit.

    The second part was to prevent others from griefing your item. Consumable addons like Styptic won't work this perk. You have to trigger those manually yourself.

    The perk should still give you a medkit too.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387901/nerf-save-the-best-for-last

    it's a joke? even stbfl + new alien perk allows the survivor to run to the pallet/window

    and at the same time, it only works on weak m1 killers and stbfl has a counter game

    Killers with an M2 can counter the counter game.

    What if hitting the Obsession with a basic attack removed 2 tokens and hitting the Obsession with a special attack removed 1 token?

    Then the Obsession does have the means to counter Save the Best For Last while the killer retains a way to soften the loss of tokens.

  • While injured and not holding an item, yes, show the aura.

    I'm just sad they changed Pharmacy. The reason they gave for making the change was bogus too. Someone with a hoarding playstyle was upset that their medkit was taken by another player. That wouldn't happen if A) you weren't already holding an item, or B) you stashed the medkit from the chest somewhere until you needed it (even if you have to juggle 2 items).

    They made it unlimited use now, as long as you're injured, but you have to be the one to open the chest. This is what upsets me. I have no aura reading on the chests (unless I use up another perk slot) and when I finally find a chest, it has already been looted.

  • If killers have to sacrifice bloodlust just to get their speed boost from Rapid Brutality...

    Survivors should have to sacrifice their smaller collision box when navigating around objects to get the speed boost from Made For This. Give them a collision box the same size as the killer.

    Stronger hold W? Double down on it. Take away their loop ability. Make it a hold W perk.

    • Uncle Fester - Clown
    • Wednesday Addams - Feng Min
    • Morticia Addams - Artist

    That's all I got

  • I just wish Renewal would pause while in Deep Wounds... 😔

    Yet another perk instantly shut down if the killer decides to immediately hit the unhooked survivor.

  • Or they could remove one of those windows and killers would actually have a reason to commit to chases in this main building.

  • Haemorrhage was changed to its current effect back when 99%'ing a heal was a very common thing.

    Unless the devs have said, or specifically say, that haemorrhage was changed to destroy weak perks, I do not think that is the reason for its change.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514163#Comment_3514163

    I have wasted 2 perk slots.

    um yeah... that is what hemorrhage is designed to do. they would need buff solidarity and resurgence from 50%->100% for them to be more effective healing perks.

    What are you talking about? I don't understand.

    You want Resurgence to just give you a free heal after being unhooked? That's not balanced.

  • I just don't see how the two new sci-fi themed chapters would have worked in the existing realm.

  • I let them go stage 2 before I unhook when they do this, because survivors who do manage to 4% off the hook will just spam teabag in my face.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514123#Comment_3514123

    i think bvhr does not want to buff these healing perks into 1 full heal because they are concerned of healing being too accessible for survivor. I am surprised that plot twist heals a survivor fully. judging from expectations, I would expect plot twist to only heal survivors for 50% of max total progress to align plot twist with these perks.

    To get 1 full heal from Resurgence and Solidarity, I need to:

    • Use 2 perks slots
    • Get chased, downed, and hooked
    • Get unhooked
    • Find another survivor who is injured
    • Fully heal them
    • Cannot have help from a third survivor also healing them

    That does not sound accessible, and that's without haemorrhage in play at all.

    If the killer has one common perk (from the pool of general perks; no DLC required), or if the killer has haemorrage addons with long durations, then I have wasted 2 perk slots.

  • Before a complete rework, what if we try some small changes?

    You know how Skull Merchant cannot place one drone near another?

    • When a survivor disables a drone, the Skull Merchant should not be able to immediately place another drone in the same spot; the exclusion zone should linger while the survivor who disabled the drone has the claw trap.

    If she wants to trap the same gen again, she'll have to commit to chasing and downing them, making them fast vault a pallet, or wait out the long claw trap time. It actually rewards survivors and incentivizes them to disable the drones, in turn rewarding the Skull Merchant with speed for chases. To further incentivize her committing to chases,

    • Skull Merchant should only receive the bonus haste while in chase, so she doesn't use the speed boost to patrol the 3 gen more easily.

    ----

    To make this change apparent to the Skull Merchant player, the drone appears lying on the ground where it was placed after the survivor disables it.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513409#Comment_3513409

    i think the problem is 32 meter thing. after latest buff, you can heal in 5-6 hits i think according to patch notes. it is anti-heal for parcel healing. all these perk are parcel healing perks. why you would ever want parcel healing perk for survivor? who knows. either way, the hemorrhage works exactly as intended. is hemorrhage good? no but I guess it is better than before.

    You are right, haemorrhage is working exactly as intended. That's why I am not suggesting any chages to it.

    The problem is that Solidarity, Resurgence, and Reactive Healing are not working as intended while the survivor is affected by haemorrhage.

    I'm not asking that these perks be immune to haemorrhage, but they shouldn't be as heavily affected by haemorrhage as they currently are; especially because they are merely "partial healing" perks.

  • On Xbox One, I have issues with Tome/Event challenges not tracking properly. When that happens, I restart the game to reconnect to the game's servers and it tracks normally from there (for who knows how long).

    I still lost the progress I made and I have to do it over again, but at least it tracks it properly and lets me complete the challenges.

  • Reactive Healing is also affected by haemorrhage, but I forgot about it because who runs this perk when so many killers use Sloppy Butcher.

    • When another survivor loses a health state within 32 meters while you are injured, Reactive Healing reduces the number of required charges needed for healing by 50% of the current reamining charges needed to fully heal.

    A bit tricky, that one. Maybe if they just make it 50% of total instead of current, survivors might actually use it.

  • I don't like Sloppy Butcher. It's too much for just 1 perk slot. Imagine if Enduring and Brutal Strength only used up 1 perk slot.

    Lightborn's currently bugged right now anyway. Killers can still be blinded (nothing obscures their screen, but their lunge is disabled)

  • I've been using Teamwork: Collective Stealth, but it is almost completely useless in solo-queue if

    1. The other survivor doesn't realize their scratch marks are no longer visible since they couldn't see their own scratch marks to begin with, and
    2. The perk is so uncommon that survivor players don't have the icon memorized, and/or cannot tell which Teamwork perk is which (speed or stealth?)

    It should be called Teamwork: Collective Stealth if equipped while in a SWF, and called Teamwork: Collective Sloth if equipped in solo-queue. 😂

  • What if the Onryo could not see who is carrying a tape on the HUD. Would that help with condemn focus?

  • @Deathstroke said:

    I think it's because dbd is 1vs4 it's just too great advantage and you're just alone and have to work for 4 times more for the win. I hope they do killer next which is playable by 2 people, making the game 2vs4. That kind of killer should be S tier if played by friends with coordination. Twins could already been that killer other would play victor and other charlotte.

    Yes, and every time survivors complain about how unfair it feels to face 2 coordinated killers on comms, it can always be countered with "friends just want to play together, you can't stop that."

  • I want to play Jane without having to equip Distortion. Everytime I play her without it I'm the first one chased, downed shortly after, targeted over others because I already have a hook stage, and then I see Lethal Pursuer on the killer's perks at the end of the match.

    I don't know what it is. Killer sees Jane, killer must chase.

  • While we're at it, if you see this shared perk icon:

    Untitled Image

    It means that as long as you're within 12 meters (1 tile width) of the survivor you just finished healing, you BOTH leave NO scratch marks until you separate or get injured.

    You don't have to walk around the map, wasting both your time and the perk user's time.

  • I feel like I can't play Meg without Iron Will. Even while healthy, her breathing is easy to pick up when I play killer and she's hiding in a bush or behind a rock nearby.

    Didn't Otzdarva say that Jill's legendary skin, Sheva, is the quietest? He did a match on Garden of Joy with Iron Will and crouched mid-chase to lose the killer.

  • Haemorrhage is not anti-heal, mangled is. You may be thinking of the perk Sloppy Butcher, where the perk's primary beneficial effect (mangled) is anti-healing and the secondary effect (haemorrhage) regresses unfinished heals. @Devil_hit11

    One of haemorrhage's effects is to prevent survivors from staying injured at 99% healed and then healing the last 1% only when it's necessary (whether to bait the killer into a chase or to get Resilience value). The other effect is to make tracking pools of blood easier for the killer.

    haemorrhagestatuseffect.png

    Haemorrhage killing these perks was an unfortunate side-effect.

  • What I mean is that there are two extremes:

    • Current version, where Resurgence grants 8 of the 16 charges needed to be fully healed and haemorrhage immediately drains the 8 charges.
    • and immunity, where Resurgence grants 8 of the 16 charges and haemorrhage doesn't drain them at all.

    The changes I proposed are in the middle:

    • Resurgence grants 0 healing charges, but it reduces the number needed to 8, and haemorrhage can still drain any of those 8 charges if the killer manages to interrupt before the heal is completed.
  • This is how I play Skull Merchant.

    I would love to see the looks on the support team's face when they get a report syaing I took the game hostage. "The Skull Merchant didn't have any gen regression perks, didn't kick any gens, and committed to almost every single chase instead of returning to gens! Please ban!"

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510890#Comment_3510890

    Is it really "bullying"?

    Ya know, there is stuff like post-game harassment, DDOSing, DOXing, and being cyber-stalked. All of which I had to deal with before, and all of which have real world implications that are very bad. Ive dealt being unable to play with my friends who stream solely because of stream snipers using cheating softwares making it literally impossible to play without being held hostage for hours.

    But losing in a game, dealing with better players, or being put in a situation you find mildly annoying is suddenly "bullying"? Ive never understood this mindset, so Im really curious.

    and I'm sure survivor players have never been killed in real life, so that means they cannot say the killer killed them, since it didn't happen IRL?

  • @Nazzzak said:

    I thought the new system is just a feedback thing that updates the reporter on whether any action was taken on their report. Pretty sure nothing else has changed.

    It promotes reporting. I've seen many times in the forums people complaining "reporting does nothing." Now that they see it does work, they'll start reporting more often. And my concern is the opposing team playing in such a way to coerce me into breaking the rules. Either I play their game and suffer through it, take the report, or just don't play the game.

  • @Iron_Cutlass said:

    You say you faced "bully squads" but the 2nd team just seems to be making good or smart plays. Sabotaging a hook or trying to go for a pallet save does not automatically make them a "bully squad" like you seem to think, it's just people being altruistic and trying to help their team.

    Also, according to what you said, you seemed to have when idle really early on into the match. If you idle for too long, the game itself will force you to DC and give you a DC penalty. This system was made specifically to prevent people from botting for Iridescent Shards.

    Also what you are considered to be doing IS unsportsmanlike to begin with. You could easily just play the match out, but literally doing nothing just to prevent them from getting Bloodpoints is considered unsportsmanlike.

    So get bullied or don't play? Got it

  • I would be okay with this if it had limitations.

    Banning a killer only prevents the player from queueing against them twice in a row.

  • They need to close the gap beween all SWF on comms knowing who the killer is after 1 survivor spots them and solo q only knowing if they see the killer themself (or take clues from the HUD/environment like Sadako or Deathslinger).

    Briefly add small black bars to the top and bottom of the screen and put The Mastermind (for example) at the top of the screen as soon as the killer starts a chase / a survivor within 40m sees them (if the game can detect line of sight at a 40m range for Ghostface, then it can work for survivors).

  • "we need more interaction in environment like this"

    Yes! Let the killer spend time interacting with setting up a trap for later to hinder survivors.

  • Spine Chill is now useless.

    Deja Vu is always on throughout the match (this is a temporary buff while the devs work on killers taking games hostage with 3-gens).

    Any Means Necessary no longer has a cooldown; use it as you please.

  • Doesn't Alchemist Ring only slow survivors down by 3%, and only for a brief duration?

    If so, it must not be a big deal since MFT is also 3% (with unlimited duration) and everyone says that perk is just fine.

  • I don't like slugging 3 to get 4 unless 4 really pissed me off during the match.

    Now with bots in the game, I'll slug them to find the last because they have no feelings about it.

  • 90% of the Wraiths I play against have a bugged perk slot that only has H:NOED equipped and cannot be changed. These Wraith players just take advantage of it. Even if the survivors manage to rush gens while Wraith's busy tunneling, NOED gives them more for free in the endgame.

    This playstyle doesn't work against the strongest players (coordinated SWF); it just destroys the weakest players (soloq).

  • Everytime a survivor in the exit gate runs back into the map and lets me kill them after their team stomped me, I pay it back later and give the last survivor hatch when I stomp.

    Let's just say... I haven't been giving hatch.

  • In the past, survivor grunts of pain were loud for the survivor, but not for the killer. This made survivors think it was not working.

    Not sure if this is the case here, but it's something to consider.

  • Do you think the Xeno will have a completely new way of seeing the enviroment (since it has no eyes)? Then again, Nurse wears a blindfold and the Nurse player still sees the environment normally.

    I want the heartbeat terror radius to be replaced with the motion tracker sfx.

    I hope it has passive slowdown, like eggs spawning around the map which the survivors need to destroy to work on nearby gens safely. If not, moving near the eggs will spawn face-huggers (think ai Victors) that hunt down survivors and pounce on them. Successfully attaching to survivors faces makes them blind and exhausted. It will injure them if they do not take time to detach it.

    It would be like Nemesis zombies + Victor pounces.

    Also, two different mori's. Subdue them with its tail and punch into their face with its mini-mouth, but if the survivor was jumped by a face-hugger during the match, the survivor instead begs the xenomorph "kill me..." The xenomorph drops them and lets the small xenomorph burst out of their chest and run off (no gameplay effect).

  • My guess was their in-game names not matching their known alias. (Executioner instead of Pyramid Head; Nightmare instead of Freddy). Nemesis and Hillbilly don't fall under that.

  • It's probably a perspective thing for Pinhead. Because he doesn't hold a weapon and simply has his hand out in front of him, you're more likely to move closer to the survivor before swinging.

    Kind of like how it feels easy to miss with Plague and hard to miss with Freddy. They have different camera heights and perspectives.

  • Yes, and it would help with the problem on the opposite side: killers dodging lobbies because of prestige levels.

  • @CrypticGirl said:

    Why do you need to use your powers near survivors being sacrificed? There's nothing there to camp anymore, so what value would you get?

    Exactly! There's nothing to camp!

    If the only reason I cannot use my power near a hooked survivor is because it makes camping/tunneling too strong, I should be able to use my power if the survivor on the hook cannot be rescued anyway since they're simply being sacrificed.

    The question you should be asking is "why can't you use your powers near survivors being sacrificed? There's nothing there to camp anymore, so what's the point in preventing it?"

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