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Predated

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  • @LetsPlayTogether said:

    1. There is no stigma. Stop telling this lie.

    2. Look at the player statistics before corona. This game was steadily gaining players.

    3. You probably never read any serious gaming journalism at all. Youre talking nonsense again.

    4. People like youy who cannot even diffetentiate symbols, are the real problem. Youre desperately trying to create an issue that doesnt exist. You want to make the sun look like a moon. Youre completely unrational.

    1. Its not a lie, seriously. If you think it is, you're freaking ignorant. All swatiskas that look a tiny bit like the nazi swatiska get censored. Even if they are mirrored, thicker or are a bit more stylized. So either you're ignorant or live extremely close to asia to say there is no stigma.
    2. You do realize corona started in November right? It reached Italy in March. The player base was dropping from January till March and suddenly started spiking in March again.
    3. No, you wanna know why? Because every article written by a gaming journalist seems to be a COD player writing about a genre they would never play otherwise. Remember Pokemon Mystery Dungeon? One of the highest rated pokemon games to the point where some parts of the fan base achieved cult like status? All articles you can find on those are 2/5 stars because "they arent like the main pokemon series" or "the mechanics are not like you used to be and having to learn their effects in this game is annoying". Or hell, right now, animal crossing new horizons, just look up the articles before the game got released to the public. You'll find the majority of articles with people telling others its not worth the buy, even though right now New Horizon sales are breaking records, even so much that the Switch consoles themselves are being sold out constantly. I look up specific reviewers rather than gaming journalism, because gaming journalism has awful for decades. Hell, movie critics are currently getting worse too, with people who are self proclaimed movie critics are allowed to professionally criticize movies, lowering their ratings. Just look at Joker reviews on Rotten Tomatoes, you'll find the majority of negative "professional" critics to only being recent critics.
    4. Again, I was pointing out that I saw a pattern that I know people could find troubling. I am aware of pattern recognition and tend to ignore it untill the person who created it states themselves that they are fully aware of what it looks like. And no, its not trying to make the sun into the moon. Swastika's are practically non-existant in Europe and the USA, the only known swastika being the german one. Having a similar looking swastika literally has only 1 connection for people. THAT is why people will see a swastika and instantly think its nazi symbolism, because there literally are no other symbols in their daily life that they will compare it to. You ignoring basic history and daily life and then calling someone else who does consider that into their conclusion wrong, is simply irrational behaviour. Yes, I myself am aware of other swastikas, yes, I myself am aware that the devs in no way intended this design and yes, I am aware of the german swastika being mirrored and turned 45 degrees. However, I am also aware that 1.5 BILLION people only know the german swastika and that any swastika they see will make them think its nazi symbolism simply because they dont have any experience with swastikas, BECAUSE IT IS A FREAKING STIGMA TO HAVE ANY SWASTIKA DISPLAYED. If you still claim there is no stigma, go show a swastika to those 1.5 billion people and you'll see how many of them instantly will think its nazi symbolism.


  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210524#Comment_1210524

    You should probably see it from their perspective.

    If you're playing survivor, if a game isn't going your way, you can just die on hook rinse repeat onto the next game. If you're killer and the game isn't going your way and the survivors are rubbing it in your face, you have to play and you have to take it until the game ends, if you just go AFK the survivors will just sit there in front of you gaining chase points, so you have to play. If you DC you get penalized.

    This is a game that is very heavily survivor sided, which is why other asymmetric games are starting to pop up and actually gain some traction. I've tried to get people to play this game with me but they won't because this game is notorious for being heavily survivor sided. What makes it worse is that the community, especially the survivor community since it tends to attract the lowest common denominator, is extremely abusive and toxic.

    The killer in this game really can't do anything to rub it in the faces of survivors because the devs have made such actions bannable under the guise of 'holding the game hostage.' The killer is forced to take any abuse the survivor team wants to dish out and they are forced to do it throughout the entire match. Now expand this to multiple games in a row and it's understandable that anyone would be a little upset over it. I don't know what rank you are, but as a higher red rank killer, about 80% of my games are like this, and during peak times, I'll go through about 5-6 hours straight of this with SWFs. All a killer can do is tunnel and camp, which means the other 3 survivors escape.

    As a high rank survivor, I've never really been bothered by killers doing anything, because it only takes about 2 minutes worth of work to pip as a survivor and if the game isn't going my way I just bail. There's a very good reason why the majority of streamers that stream this game are survivors, because you don't need to pay full attention to this game and you can still be a top tier survivor. Killer is just exponentially more frustrating and much more demanding in terms of attention. You have to actually try to be a high rank killer, on the other hand you don't really need to try at all to be a high rank survivor.

    Well, the thing is, when I play high rank killer games, yeah, there are perhaps 3 games that are extremely tough on me, especially when I try out a new killer i've never/barely played before. But the thing is, I dont counter those games in a row and if the survivors notice im not as skilled with a certain killer, odds are very likely at least one of them will try to help me improve my skill as that killer. My last nurse game vs an optimal swf OoO team actually ended up with 1 of them standing at double blink max lunge distance and one of them just outside that distance to pretty much show how I cant ever touch either of those 2 because they were at max range and all it would take is 1 step to be outside, thus teaching me that they should be at least 3/4ths of that distance if I want to hit a double blink lunge.

    So even out of those 3 games, at least 1 of them turns out in either a learning experience for me on a specific killer, or they just suck. But they never, EVER are in a row.


    Yet high rank survivor games, I've had 8 games in a row where killers had either instadown add-ons or add-ons on billy to massively speed up revspeed to a point where its faster than a regular m1. All of them having ebony mori, camping, tunneling, slugging and if you outplayed them, mori spamming.


    Even though killer games can be very frustrating, the only real downside is that killer games are always solo and I cant complain to friends. But solo survivor games are much, much worse of an experience. Not only can you have a toxic killer who only considers a 4k to be a win(seriously, getting a 1k often already gets you a pip, a 2k should be considered a win), but you also have to deal with teammates who think they are the best and if they make a mistake, it must be your fault instead. People saying I've done nothing, because they have more points when they died, even though the only reason they got that many points was because they maxed out healing/unhooking and survival points thanks to selfcare, while I fixed up 3 gens solo, got chased by the killer for 5 minutes and didnt have time to heal people up or unhook them. So literally all they did was heal and unhook and gained 8k points for each catagory, but only getting 1 pip, while I did a ton of #########, got less bloodpoints in general but gained 2 pips. The only way to play solo survivor nowadays is running sprintburst+spinechill or dead hard+kindred, iron will and resillience.

  • @venom12784 said:

    Solo survivor is allot easier than killer. I made it to red ranks as a solo. Some games you get crappy team mates other games you get good ones. But getting destroyed by toxic swf is always bad.

    Well, the problem there is, that as a rank 1 killer, getting a safety pip is relatively easy. Even against an optimal team. Yet solo queue and sometimes even duo queue and you're bound to lose pips 2-3 games in a row simply because the killer is tryharding while your braindead teammates unhook you in front of the killer without BT.

    Killers need nerfing vs solo survivors(or solo survivors need buffing) while they need buffing vs 4 man SWF's(cus you cant nerf a 4 team swf). Currently, they're trying to buff solo survivors to the point where a single survivor has as much info as a full team. Which is why I believe both Kindred and OoO will be shown to the whole team. It's the only way to buff solo survivors to a full 4 man swf. Then im pretty sure killer perks, like dark devotion, will cancel out those aura readings.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207490#Comment_1207490

    1. There is no stigma to swastikas in general. Youre just assuming that this swastika has a stigma, which in fact is just a bold lie.
    2. This game is nowhere near a game where people want to leave for some detrimental reasons you try to generate by misinterpret, its gradually generating more players as everyone can see in playerbase statistics on steam. Youre just telling another lie.
    3. No, your post was all about misinterpretating a swastika into some stigmatic issue which is bullshit at all. No serious journalist would ever think of something like this, cause this is clearly nothing stigma related at all.

    Edit: Let me assume youre a british player. Otherwise this whole interpretation doesnt make any sense.

    1. yes, there is a stigma to swastikas. Go ahead, draw a swastika and publish it publically with 0 context. People will jump instantly to the conclusion that its nazi symbolism.
    2. You've never met people in general about this game, right? The whole reason why prior to the corona outbreak the matchmaking took almost 25 minutes to even enter a match was because killers were leaving, and because of that survivors were leaving too. The only reason players are increasing right now, is because people literally are without jobs, have to stay home and dont have much else to do. I used to play the game only about 15 hours a week at most if I had a free week and didnt want to play any other games. Right now, I play this game at least 30 hours a week simply because otherwise im bored out of my mind. Dont confuse corona statistics with increasing popularity.
    3. boy, you're new to the internet, are you? Game journalism is the scum of the earth.

    also, why wouldnt my interpretation make any sense?


  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207494#Comment_1207494

    By your logic, when my little sister ran around in a sheet last year for Halloween, I should have connected the dots and said, 'O my god, KKK.'

    We might be 'animals,' but we're also intelligent. We may see similarities in things, but we, 'usually,' can see what is and isn't. In this case, you chose to see a bunch of lines as a swastika, when obviously, it clearly isn't.

    I'm of German descent as well. Go figure I didn't see a swastika until you came along and said 'hey look, these bunch of lines here make a swastika!'

    go join the "i didnt see it, therefor no one would have" club. And yes, some people could have pointed out that you endorsing a white sheet on your kid, cartman style might have either meant that secretly you endorse the kkk. People are like that. Which is fine when you are an individual, but not when you're a company. Remember Fantasia from disney? They used a very heavily styled karikature on a centaur foal that wanted to be part of the adults but was denied. Nothing about that story was racist. But people started pointing out that she was a slave to the non-black centaurs because of the way she was colored. Which forced disney to cut out all those scenes in future releases. So even though disney had 0 racist implications in the story, the public jumped at it and demonized disney for even having those scenes. Sure, BeHaviour isnt a disney sized company, but that doesnt mean the lashout will be anything less.

    image.png

    As for it being a swastika, actually, it is one. Not the SS one, but it still is a swastika.


  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207040#Comment_1207040

    My suggestion for Moris would be stronger than if devour hope didn't have a totem. And somehow that is weak. That's like having an extra perk that's stronger than any of the perks in the game and it's too weak. You're entirely entitled. And Moris should not be an easy win, regardless of who you're playing against. You should earn any win you get.

    I want moris to be in the game because it does make the game scarier. But the current implementation is more a tool to bully or to gain an extreme advantage against so called "optimum teams".

    I'd love to be able to use Moris without feeling like the game was handed to me.

    fyi, im a survivor main. And it might be stronger than devour hope, technically, untill you realize that devour hope only needs 5 hooks to earn 4 mori's while also being able to instadown people with m1 as if NOED was active. Devour Hope is literally NOED+Ebony Mori and technically easier to pull off. So no, your suggestion for Mori's would be weaker than Devour.

    Current Ebony Mori is stronger than Devour, which is why it needs to be nerfed as the only additional requirement for Ebony is that the hooks must be Unique. You basically doubled the requirements on Ebony while removing 1 kill. I mean, 8 hooks for 3 mori's? How is that stronger than Devour? The only downside for Devour is that it can be removed because its a totem. But by the time people can find and cleanse the totem, at least 2 people tend to be dead.

  • @Schmierbach said:

    I see nothing wrong with the design. It seems to me your only seeing what you want to see, which is disturbing to say the least. I couldn't imagine being so afraid of a symbol that you see it in something so abstract as this. To each there own I guess.

    not afraid, read the comment above. 100% scientific, 0% disturbing. Basically answers your question and informs your ignorance about basic brain functions.

    And dont take ignorance as an insult, its literally the only word about not being informed and still pretending like you know better.

  • @Rivyn said:

    Looks like you're seeing what you want to see.

    So you're trying to say that you dont see it at all to get some egoboosting points I see. No dude, we're animals with patternseeking brains. There is literally a whole field of science dedicated to trying to find out how our brain exactly works. Once you see a pattern, your brain instantly links it with your memory where you've seen that pattern before. Since I'm european, the only real swastikas in history, are ww2 SS swastika's.

    So no, im not seeing what I want to see. Perhaps im seeing it easier than others, but that's to blame to mild ppdnos that increases pattern seeking. In fact, did you know that people with ppdnos are hired by police and fbi due to them noticing patterns faster?


    So yeah, if you show up on a forum with an ignorant comment, you better sit back to get some straight facts poured in your face.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207044#Comment_1207044

    Youre the one complaining about this and you cant even differentiate the one you want to assume with the one shown on the screen. What's wrong with you?

    You're not getting the point, so let me summarize it easily:

    1. nowadays, there is still too large of a stigma around it. Im just pointing something out that some triggerhappy antivideogame journalist jumps on the oppertunity to try and demonize BeHaviour.
    2. This game is already at a state where people want to leave the game because the balancing they do is on a tightrope(buff killers and they might be practically unbeatable, nerf them and they cant win). Having any other reason besides general annoyance might make a lot of players leave.

    My post wasnt about it being nazi symbolism. My post was about people interpreting something wrongly. This forum has the largest chance of the devs actually seeing it and making the choice themselves if they alter the visuals of the design a bit(its not that hard tbh, just rearrange some challenges a little) or dealing with the potential drama that some gamejournalists will try to abuse to draw in clicks(gamesradar being the most toxic gamejournalism site that will be guilty of this).

  • learn your swastikas mate:

    image.png

    There are many, MANY swastikas. Only 1 is specifically used because of the SS. Hell, did you even know that early day christians used a swastika as their symbol? You know, before they used a torture device?

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206931#Comment_1206931

    Removing the green keys would simply remove the subpar items from blood webs and it would make it clear that 100 percent of the time an individual with a key can open the hatch.

    I don't feel that moris should be related to gens in any way. Having it based off of hooks is a good way to reward good killers and could be used early game with fewer moris or late game with more moris.

    yeah, but it would buff the purple key like crazy. Some addons on keys are quite strong already. Strong enough to make a green key quite powerful.

    As for Mori's being related to gens, it might actually make sense lorewise too tbh: "you rage at the thought of displeasing the entity and decide to take matters into your own hands".

    Besides that, do you even know why 2 hooks for 1 mori is considered too weak and why 3 is even outrageous? I'll give you some reasons:

    1. the hatch opens instantly if you mori a survivor while giving them a deadhook requires to finish the sacrificial animation for the hatch to open.
    2. It takes less time to pick someone up and hook them than it is to mori them, so if someone is dead on hook, there is no reason to mori them.
    3. You literally need to waste twice the amount of time to get a mori done, which can be a good thing if its a dumb survivor, but if you have a decent survivor, you're looking at at least 2 full minutes of chasing.

    It's super obvious that 1 hook per mori is a bit too strong and plain boring for most players, but including gens would allow a more fluid system where you could face an optimal competitive 4man swf and mori 2 people without ever being required to hook someone(because an optimal team can literally prevent you frm hooking anyone the entire game). So Ebony's funnily enough, are extremely weak vs the only team that you would need an Ebony for. Adding in gens buffs Ebony vs optimal teams, but nerfs it vs more casual players.


  • @Dolls said:

    It was teaming no matter the reason. Nothing will probably happen but you cheated.

    Well, the feng was sandbagging(aka being afk, refusing to play the game). Teaming requires a tiny bit more than just 1 sellout. Those 3 survivors have been playing a 3v1 all game and simply didnt think that feng deserved to leave without being at least hooked once. They were done and decided to show where Feng was, just to get her to participate.

    As far as the devs are concerned, teaming requires the killer and survivor actually teaming up to kill other survivors. The Yui didnt team up with the killer, she just pointed out where Feng was all game and then kept on going against the killer. That's not a team up. I mean, do you consider leading the killer to a 3 man gen to prevent a hookstage teaming? Its a sellout 100%. But teaming?

  • @konchok said:

    Have it so that Cyprus Mori is base kit for all killers.

    Remove Ivory Moris (Rather than removing ebonies, remove ivory to keep moris as a rare item)

    Ebony Moris power up based off of the number of hooks. 3 hooks (1 mori), 6 hooks (2 moris), 8 hooks (3 moris). Once you use a mori it's locked in, you can't earn more.

    Make it so that moris offer more rather than less blood points.

    ---

    Keys

    Remove Green Keys entirely

    Dull Keys - only allows one individual through the hatch (consumes the key). Increase Aura reading time to 30 seconds.

    Skeleton Key - permanently opens the hatch. Cannot attach add-ons

    You do realize that green keys cant open locks right? They are just there to use the key addons(which can actually be really good). So why even remove them. The whole reason the purple key has low aura readings is because its just meant to open the lock. Skeleton key is best of both worlds. Giving the purple key more time to match the green key essentially gives you a skeleton key.

    As for the ebonies. I dont understand your logic there. Ivory and Cypress are actually quite balanced for the game overall. Perhaps Ivory should require 2 hooks in general instead of 1 hooked survivor, but against some teams(like an OoO team) you want 1 person out of the game ASAP.

    Ebony mori is the only one that has a problem. 1 hook is too little, 2 hooks is too much. So you saying 3 for 1 is simply insane. Personally, I rather include the gens. That way you can have a point system. 5 gens+3 hooks= 4 mori's. 4 gens being rushed, no hooks=2 mori's. That way, a killer could actually want someone to rush 2 gens for an easy mori.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206841#Comment_1206841

    If you're not going to explain to me how that doesn't work, then maybe you shouldn't voice your opinion on it. Also the comment was sarcastic since someone really wanted to post about the vague semblance of a tome web line.

    I can explain that ez pz:

    Racism is discrimination based on race. Seeing a certain pattern resembling something is not discrimination and thus cant be racist. Considering we have pattern seeking brains, it's only a matter of time anyone sees it.

    @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206819#Comment_1206819

    If you're about devaluing it, then why make a post saying it might send the wrong message? Hell you could've not mentioned it at all and I'm betting 90% of folks would not really have noticed it. And the ones that do would kinda point it out to their friends, giggle, and move on.

    because nowadays, its still a stigma. You cant suddenly have an entire society agree to stop seeing a certain symbol for a certain movement. It's why the christian church will never get rid of having a torture device as their symbol.

    Secondly, if I can see it, someone else can too. If the wrong person sees it, they will try to create tons of drama. I'm just here trying to help prevent any possible future drama, as right now, the tome is still not as public as it will be. It only requires 1 person who sees it as hidden messages given by the devs to possibly ruin a company.

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206819#Comment_1206819

    Then...aren't you part of the problem? You literally made a post with the title asking them to change it as it might send a bad message even though it's closer to a Manji symbol then anything.

    I doubt very few people even noticed it in the first place until you brought it up, I certainly didn't. So, you're spreading awareness on something that isn't even anything to begin with.

    No, im not part of the problem. But nowadays, there is still too large of a stigma around it. Im just pointing something out that some triggerhappy antivideogame journalist jumps on the oppertunity to try and demonize BeHaviour.

    We already demonize the devs enough ourselves.

  • @Desh said:

    Only message I see is that you're probably a racist for that being the first thing to pop into your mind noticing it.

    Oh, instantly pulling the racist card are we? Nah, swastika's are so well known because of the amount of people pointing out swastika's in designs.

    Personally, I'm all for devaluing the swastika back to just being an asian symbol.

  • @Mister_xD said:

    the symbol i assume you see in it is turned in the opposite direction though.

    technically what really matters is it's turned 45 degrees. It doesnt really matter if its mirrored or not. The symbol I assume actually has more to it. Like a red background and a white circle.

    We really do need to start devaluing the meaning of swastika's in europe tho. The german nationalistic socialist party symbol should be the total image and not defined by a mere swastika.

  • @Claudette_Baguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204505#Comment_1204505

    ANTI TUNNELING PERK BTW.

    He literally hooked someone, got 2 downs and the 4th survivor still gets rewarded for having this perk thats SUPPOSED TO STOP TUNNELING? This is just not what the perks intention is and is just OP.

    DS isnt just anti-tunneling. It's anti-being downed within 1 minute after being hooked. It's supposed to discourage tunneling, but also protect you from other survivors making dumb mistakes.

    The 4th survivor gained immunity from the previous 3 survivors mistakes. Going to pick up someone after they got freshly unhooked when you downed multiple people, is simply a mistake regardless. The other 2 could have had unbreakable, and they would both get up and get an unhook, meaning you have 3 survivors running freely. Hell, I'd even say this is best case scenario, because now you can walk behind you before they can unhook the hooked nancy, having 1 person hooked and the other person downed. Meaning you only have 2 people running free instead of 3 people if he had hooked the obsession.

    If killers start using their brain a bit more to consider the possibilities before trying to rush someone on the hook mindlessly(because that was what he was doing, he mindlessly picked up the obsession without even considering DS and Unbreakable), then none of this would have happened.


    AKA get less greedy for the 4k and you're more likely to get a 4k.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204852#Comment_1204852

    Acting like "DC tech" was legitimate doesn't exactly make a good argument for why killer's should be unable to slug for a 4k, you know.

    Well, it was legitimate against a 2v1 slug. I mean, I rather lose 1 pip than grant a greedy ######### a 4k. Because even if im final hook, the odds are extremely likely that the killer has gone past the hatch before. On all maps, the killer can hook me, walk to the hatch and reach the hatch before it opens because the sacrificing time takes forever.

    I mean, I guess they could fix that already, that if someone is dead hooked that the hatch opens instantly, giving an actual reason for killers to slug rather than giving someone a deadhook, but right now, unless you have an optimal 4-man swf or a 4k in a single match challenge, I dont see a reason to slug in a 2v1 unless you're insecure on your ability to press spacebar when you're near the hatch.

  • @matchmakingworksfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204852#Comment_1204852

    Excuse me senor dumbass but theres literal perks to stop slugging. Free ones at that. The match will literally end in 2 minutes. Not even alot. Going by your logic wouldnt hiding and not doing anything the entire match be considered holding the match hostage? Its slugging is a literal strategy and its obviously supported by the devs. The ones who justify weather or not the match is held hostage. It is completely different then mori spam. Like bro just bring unbreakable every match. Problem solved.

    Going by my logic, hiding and not doing anything as a survivor isnt holding the match hostage. Why not? because he's not preventing anyone from doing anything, sure, he is slowing the game down massively, but being slowed down and being prevented from doing anything effectively at all are different things. Back in the day when the EGC wasnt there. Hiding and not doing anything in a 1v1 was literally keeping the game hostage.

    And again, requiring a perk to solve a problem in base mechanics isnt really optimal. I mean, remember when people ran Ruin all the time because genspeeds+toolboxes were a problem? Was being practically forced to use Ruin a solution to genspeeds? Are you really gonna argue from a position where dev's were practically forced to nerf toolboxes and decrease hook respawn times even further because being forced to use specific killer perks was not a solution?

    No, unbreakable is not a solution to slugging. Instaheals were more reliable than unbreakable during slugs. If they brought back instahealing addons but only limited the instaheal to people who were in the dyingstate, that would be a better solution than unbreakable.


  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205029#Comment_1205029

    Sadly many killers do have that problem, and apparently is why some rank 1 killers run NoeD, for its speed boost at the end (which is probably complete bs but I'll take their word). Resilience and Spinechill are good for opening doors, but not absolutely amazing, with Resillience shaving off 1.8 seconds and spine chill shaving off 1.2 seconds if the killer was directly looking at you.

    I'd like having aura reading perks in general have a bigger radius, except perks like Object of Obseession that already have big ones. Bloodlust charging faster I'd say wouldn't be needed anymore as big maps are being decreased in size aswell as infinites are being nerfed, although that haste effect seems good.

    Finally I guess there would need to be some exceptions, especially that other maps like Hawkins and The Game have preset maps.

    No, I agree that the speedboost from NOED is the main reason why I run NOED on killers too. 9/10 times, I already have at least half of the survivors injured, so the exposed status NOED gives really only matters for injured people who have adrenaline.

    As for resillience and spinechill, it does help considering you can already prep 1/4th of the door without any lights showing up. That 1 second can be the difference between an escape and being hooked. People often underestimate that it only takes 0.6 seconds for a killer to lunge and gains the same distance that Dead Hard gives. Every 1 second increase means the killer has to move an additional 4.5 meters before he/she can lunge. With Spinechill lighting up, meaning you got about 8 seconds before the killer gets close enough to hit you. Which means you can judge ahead of time if you can actually open the door, especially if you are uninjured and have an additional 1 second before the killer can hit you again. Ofcourse its not as amazing as Remember Me can essentially double the opening time of a door, with Wake Up! technically countering it a little bit, but things like Decisive Strike are better choices as being the obsession in that scenario fully ignores Remember Me.

    OoO and BBQ are both pretty much the only aura readings that are decent across most maps. Perhaps I'd say they should actually shrink the radius before they can trigger on smaller maps. Because if you hook someone on the center hook on Dead Dawg Saloon, you pretty much get no readings unless people are in the corner of the map. Especially since 4/7 generators are within 40 meters of the center hook. Let alone that someone like Hag and Nurse on massive maps would have a much more fun game if their teleport ranges were increased with 15%.

    If you think about it, how many issues would fix themselves if they were relative to mapsizes rather than simply having the same effect on every type of map. Some perks are completely useless on some maps simply because the map lacks things that other maps have(balanced landing has no use in sheltered woods at all as the only height there is, is the killer basement staircase). Not all issues, but a lot of issues with a lot of perks and addons would simply disappear by making their distances relative.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204667#Comment_1204667

    You mean HE.

    I only say this because the Entity has an obsession with Penetrating survivors. =]

    pegging is a thing tho, and Nea is the entity in human form, so we shall refer to her as she.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204965#Comment_1204965

    What I do, aswell as many killers, if we assume someone has spinechill, which most players do (including myself) is look around constantly rather than just look straight at where you want to go.

    Yeah, but he was SHOOTING ME. You cant really look away when you are shooting someone.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204940#Comment_1204940

    That's the thing if you're aim is great as Deathslinger then it should be hard to play against him.

    And you just can't complain about his hitboxes like huntress because his hitboxes are actually extremely precise.

    Eh, a lot of people blame hitboxes. But its the latency. Basically whenever someone complains about hitboxes, just read latency instead. I've had killers hit me as if a pallet didnt exist because due to latency, on their screen, I was still vaulting, while on my screen, I was t-bagging to taunt the killer away from the person he was camping. Its especially bad when there are people from regions far away(coughcoughrussiacoughcough) and the devs refuse to add a region lock untill they fix latency issues.

    I honestly wont mind increased waiting times if it prevents me from having bad games with russian killers who practically abuse the latency to always hit hatchets with a huntress even though I'm on the opposite side of the wall on my end.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/143212/escape-door-change-suggestions

    For me it should be gates can't spawn within 32 meters of each other or the same walls BUT should spawn on adjacent walls.

    They also shouldn't be visible from one point.

    I dont really mind, as there are some killers that dont have real gap closing abilities, which makes the visibility of the lights very important to those killers. Bubba needs to walk from point A to point B and without relatively easy vision on red forest, the time would take from seeing the lights show up to reaching that door is already enough time to open the doors. Especially with resillience and/or spinechill.


    There is a lot in this game that needs to be based on spawning distance and mapsize rather than static distances. Nurses calling having a larger range on a massive map would make sense and not be too strong. Haste effects lasting 5 seconds longer on massive maps also wouldnt exactly be too strong(or for killers, bloodlust charging up faster and having map points that give haste effects, like hooks giving a 5% speedboost for 30 seconds).


    As for adjacent walls, there is a bit of a problem with that, a few examples:

    1. azarov's resting place cant have it adjacent, those gates always spawn on opposite sides. Which they kinda have to as if they spawn on the same side, they would be way too close. In a 1v1, the survivor would always escape currently unless they are dumb.
    2. Groaning Storehouse pretty much has the same issue there. They spawn too far that in the current meta, you either need whispers or a dumb survivor to win as a killer as a 1v1(or prevent it by a boring slug in a 2v1).
    3. Torment Creek and Rancid have a chance of the gates spawning either too far or too close. Both either garantueeing a killer win or survivor escape.

    I think just altering the amount of lamps would be enough. Especially as both killers and survivors have to look at 1 gate only and know what the endgame situation is gonna be and possibly prepare for that.


  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204932#Comment_1204932

    Although its 18 meters (not exactly sure where you got 40 meters from lol) I guess a small strave could be fine, as long as it isn't anything major.

    Cus I've faced deathslingers who could harpoon me without triggering spinechill. Spinechill has a range of 36 meters, there are no addons that increase the harpoon range. That's why I roughly went for 40 meters.

    I mean, either that or spinechill is glitched vs deathslinger.

  • @Cheers said:

    The main reason is because the power would be too weak then.

    The point of the breakable chain is that if you go for a shot that's unrealistic over a pallet or some other object (other than a window) you get punished with the chain break.

    He's already a weaker Huntress, I don't think he needs it worst.

    If you shoot over a pallet, you can easily walk to the otherside and get the hit. So thats not really an argument there. My point was, that the killer range is 40 meters, which is outside his terror radius, already gives him the element of surprise. But that heavily implies there should be a bit of risk in shooting at max range. Which would be survivors straving.

    And besides, it wouldnt make him too weak, it would just make people less eager to quickscope when there are objects close to the side. I'm not asking for a massive strave to the left or right, but 5 meters left or right straving would be good enough. That doesnt make his power too weak, because right now he is basically a huntress with a gap closer(which isnt a weaker huntress, gap-closers in this game are a very big deal which is why Legion cant down people while in feral frenzy)

  • @matchmakingworksfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204406#Comment_1204406

    Slugging does not equal taking hostage of the game at all. Theres literally perks that encourage slugging and you have a bleed out timer. You will die eventually. At that point your the only person holding the game hostage.

    in a 2v1, it kinda does. Especially since you prevent the hatch from opening. I get that the less survivors there are, the stronger the killer technically gets. But slugging late game to turn a 2v1 practically into a 1v1 is comparable to taking a game hostage. Just because it has a 2 minute timer doesnt really change that.

    I mean, could you imagine if hostage keeping was time based?

    "Your honor, I did not keep any hostages when I robbed the bank, because they all bled to death within 2 minutes"

    No, ######### that. Hostage keeping means you lock someone from doing anything and offer no outside aid. Slugging in a 2v1 is literally creating a hostage situation. Sure, its not as bad as those people back in the day who kept the game hostage for 45 minutes, but its something that's too easy to pull off, has too much reward and no risk at all.

    Yes, a killer actually killing people and permanently removing them from the game, should turn the game more towards the killers favour, thats fine, thats the whole setup of the game. But pseudo killing someone by slugging them is a bit too strong. People wouldnt complain about slugging if:

    1. Flipflop was a base mechanic and the perk increasing the % that was being flopped(10% base conversion with flipflop adding up to 40%).
    2. If the effects on struggling actually had an impact like they used to. Even if boil over has to be nerfed slightly to compensate.
    3. You had a teeny tiny chance of picking yourself up or killing yourself early on. Why? Because killing yourself while slugged INSTANTLY opens the hatch, meaning the killer has a risk of losing the last survivor by keeping someone slugged. Which actually was the second main use for DC in games: you would instantly give the hatch. The first use obviously avoiding mori sluggers.

    The fact that you cant do ANYTHING while slugged besides bleeding out, is why its considered a hostage situation. Those 2v1 slug situations are pretty much the biggest reason people want to make slugging more punishing. It removes a use for BT, it removes DS, it removes the hatch escape. Since instaheals arent a thing, there isnt really a way to play around that situation. I mean, at that point, the only thing you can do is run unbreakable, and unbreakable is just a ######### boring perk to use. You have killers complain all the time how perks and addons shouldnt be required to counter 1 very strong perk or game mechanic, yet complain about survivors using perks that are required to counter the strongest base game mechanic without realizing how boring it otherwise is laying on the floor for 2 minutes is, because there is no way you can be picked up without basically swapping positions.

    If being slugged actually gave a use for survivors, like lockpicking a hatch at the cost of bleeding out faster, or being able to help someone get up who is also downed once they get the "find help" option, or being able to tie the killers shoelaces together so that he trips or something. At least something else other than merely crawling around. Being forced to use perks to make yourself useful when slugged is just bad game design.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/856477#Comment_856477

    How is that any different whatsoever than sitting on a hook doing nothing?

    At least on the ground it isn't counting as one of your hooks and you get to live longer. Not to mention you at least get to try and crawl.

    Because on the hook, you at least have a chance of getting off yourself. Being slugged, you're required to run a perk to get up. Being slugged doesnt allow you anything in the game, while being hooked gives you a teeny tiny chance. Having a 4% chance of getting off is better than having 0% chance of getting up.

    That is why slugging all 4 people without a timed instadown like Haunted Grounds or Bloodrushed Oni is considered toxic behaviour. I'm fine with the killer slugging 1 or 2 people any time any day. But slugging 3 people and then searching for the 4th who is all the way across the map? Thats just being an #########.

    What I guess im trying to say is that a lot of killers simply lack sportsmanlike behaviour. I dont mind getting 1-2k while I get a pip, so I literally dont see any reason why anyone would slug 3 people actively without hooking any of them first. Yet whenever someone uses No Mither, those same killers instantly return, because ######### that one person who used a perk that allows him to pick himself up at a heavy cost. If you slug 4 people regularly, but instantly pick up no mither users, you're simply an #########, lack sportsmanship and are playing waaaay too competitively on a relatively casual game. It's why I wish this game had an actual ranked version of the game, rather than just putting everyone on one dogpile.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1197070#Comment_1197070

    Sloppy butcher can be very easily ignored especially considering we have the don't heal meta. The only killer that's really required to heal against Oni.

    BBQ and chili requires you to down a survivor you don't just get it for existing or tapping a hook.

    Pop Goes the Weasel requires you to down and Hook A Survivor.

    If you cannot down a survivor you do not get the benefits from the two perks above so yes they do take skill.

    Whether you like to believe it or not but any perk that requires you to down a survivor requires you to put some skill into the game.

    I use head on very frequently maybe not as much as lithe but I still could tell you for a fact you don't need a John Kramer levels of planning to use it.

    You could literally get a free head on by just going to way area that the killer tends to frequent.

    No you should not be rewarded with an insta stun for just jumping into a locker in fact the concept of that would remove any sort of minor planning that head on it needs.

    Just like head-on requires you to be able to reach a locker in time without recieving a hit, I mean, its not the hardest thing to do, but a lot of survivors arent able to pull it off. Just like how not every survivor can do the window tech properly or how some high rank survivors simply dont get the pallet stun timing right.

    As for using head-on. The only way you can properly pull it off, is by going into a locker before someone goes to a loop. Meaning you need communication for it to work. Otherwise, not really. The lockers in the basement are too far from the stairs to pull off a stun. The lockers in the killer shack are nowhere near looping paths to pull off a stun. Lockers in generated buildings are nowhere near killer paths. There are only 2 structures where the locker faces a looping path directly, all other stuns require the killer to start checking lockers, which, surprise surprise, most killers dont as opening a locker wastes a lot of time unless they are extremely certain that a survivor is in one of the lockers. But you cant run towards a locker and leave scratchmarks, because then they'll bait the head-on out or camp outside the locker long enough for a single crow to spawn. Because making 1 crow spawn invalidates the perk and takes a much shorter time than the chase you would otherwise get by taking the stun instead. Playing solo and wanting to use head-on is practically a waste of perk slot. Even OoO solo is still very useful. Head-on is pretty much the only perk right now that I can think off, that requires teammates who inform you somehow that they are going to a certain structure with a locker that is usable for head-on. It requires quite a lot of planning. And yes, once you are in the locker, all you need to do is hit the timing right, and it is a large amount of timing that even a first time user can get it right. So IF you can pull it off, its easy to do. But the amount of locations you can actually use it? Only newer maps really garantuee lockers being on killer pathways, but 70% of maps, have 2 usable lockers at best.

    As for Pop and bbq, almost all games practically garantuee at least 3 uses unless you have an optimal 4-man swf. Because there always will be 1 person who doesnt look around for surroundings and get downed easily. Those people are often people who are more supportive players who use perks like We'll Make It Borrowed Time and/or Autodidact. So it doesnt really take much skill. Let alone that hitting and downing people is literally the first "skill" you learn as a killer. Not being able to hit anyone means you're facing at least 1 player who outskills you, or you're facing hackers. Both cases, you wouldnt have won anyway regardless if you got to use the perks or not. Let alone the fact that killers like Billy and Huntress can have very easy instadown builds(seriously tho, billy rev speed addons are insane, practically instant revs right now that are faster to pull off than a short m1 without any real drawback)

    Considering both survivors and killers need buffing in respective weaknesses(time for Dying Light stacks to act like STBFL stacks to actually make it useful), its not unreasonable to change head-on too.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181197#Comment_1181197

    Yes but it doesn't take any skill.

    Over exhaustion perks take a decent amount of skill and planning to use them effectively with this you could literally jump into a locker made Chase and have a killer not fall for it and miss a swing instead get ready to pull you out only to be stunned.

    Then you're punishing the killer for playing well with no way to counter it.

    doesnt take any skill, just like sloppy butcher doesnt take any skill to apply but gives a very significant disadvantage, or how bbq and chili doesnt require any skill, but gives tons of information, or how pop goes the weasel doesnt take any skill but removes 20 seconds of work instantly, or how iron maiden doesnt take any skill but grants a free instadown+notification?

    As for exhaustion perks taking decent planning and skill, you do realize that head-on, in this case, would literally require you to pathfind towards a locker with the killer right behind you. That takes a MASSIVE amount of planning on most maps, even to the point that BL and Lithe are easier to plan on most maps(and are otherwise useless due to a flat map). You need to know where lockers are or area's where lockers are likely to spawn, then reach it without going down and having the killer close enough to be able to stun the killer. Besides, this still makes it quite easy to counter as a killer can take a few steps back before the locker entering animation is finished. Meaning they can bait out the head-on anyway.

    Again, the only reason I understand why its not an insta stun is because its annoying and could be demotivating to lower skilled killers, but annoyance literally is the only reason. If a permastun(4 headons+4 vigils) could be a problem, its simply an easy fix by giving the killer a few invincibility frames after the stun animation.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179943#Comment_1179943

    That is NOT what it should be. Imagine, you get the good ol "aim dressed", get forced to miss, then get stunned with head on. 5 seconds of not being able to move an inch. Thats the length of a DS stun. Head on should be for surprise plays, and saves for killers who don't realize it. 3 seconds is gracious, it used to be 5, a much more lengthier effect. Lockers are already immunity with DS, so no head on instant cooldown.

    Well, kinda, being able to dodge a hit by jumping in a locker and then having a Head On ready would be similar to dodging a hit by vaulting and having Lithe ready. The only real annoyance is the lack of movement, which I agree with, but time-wise it would have the same gap increase as using lithe through a window or having sprintburst ready at 99% in a chase. The whole lack of usability in a chase makes it a very weird addition to exhaustion perks, and as a support perk it only works if you manage to be unseen. Personally, I'd even be up for a mere 1 second stun if it gives the user a speedboost afterwards.

  • @Peanits said:

    It's to stop it from being used any time. It would be extremely annoying and frustrating to go against if all you had to do was hop in a locker to get a stun whenever you want. Requiring you to be in a locker for three seconds means you have to plan it out and gives the killer a chance to react to it. If you hop in right in their face, they'll grab you.

    Well, you could say the same for dead hard then: After the killer catches up to you, wait 3 seconds before you can use it. Or with Balanced Landing: after you fell on the ground, wait 3 seconds before you get the speedboost. I get why it falls under exhaustion perks as it would be extremely OP in combination with Sprintburst, but its simply odd that you cant use it in the way all other exhaustion perks are being used too.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179305#Comment_1179305

    It is an exhaustion perk to not allow jumping in and out of a locker repeatedly, locking the killer in a stun animation for the rest of the game 🙄

    Well, my point isnt that it shouldnt have any cooldown whatsoever, my point is that it doesnt fit with the rest of exhaustion perks.

  • @SnakeSound222 said:

    It's because a stun can be very damaging to the Killer. Forcing the Killer to stand still for three seconds and possibly denying them a hook can be game-changing. It would also be very unfun to deal with instastuns throughout the game.

    And honestly, with how much dedicated servers mess with the perk, I don't think changing it is a good idea.

    Well, using a sprintburst to gain ahead of a killer for at least 3 seconds before he catches up, or using a dead hard to make the killer miss and recover from his attack causes him about 3 seconds to catch up, using sprintburst and forcing the killer to take 3 seconds before they can even start the chase. Practically, those are all the same situation. You have about 3 seconds before you are where you would be if you chased the survivor directly after using the exhaustion perk. Yet Head On is the only one to require 3 seconds after the locker animation FINISHES, yet the crow timer starts as soon as the locker animation STARTS. Meaning you essentially have a window of only 54 seconds untill the perk gets disabled for 75 seconds. So you have an exhaustion perks with basically 2 cooldowns on it. My point is that it doesnt make sense to be an exhaustion perk. I get why it would be extremely strong in combination with other exhaustion perks, as it would be basically the sprintburst+lithe combo all over again, but the fact that exhaustion perks are exhaustion perks because of chases, it doesnt make sense for Head On to be useless in a chase.

    As for the dedicated servers, yeah, a lot of perks cannot be changed without screwing over anything. Hell, even iridescent heads for Huntress can sometimes be considered too strong as you often turn a corner and 5 seconds later you still get instadowned because on the Huntress screen, you were still hit, even though on my screen, it was a clear miss.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179425#Comment_1179425

    So I like how you just ignored the BBQ and Chili/Monstrous Shrine comparison, apparently we only have to be concerned with the less than optimal survivor perks do we.

    Every perk already does have value in the game, and is viable. HEAD-ON is viable, it just isn't something you can use with no planning. Some perks just some have more value than others, this is how every game has worked in the history of gaming. There will always be optimal builds, perks, addons, loadouts, stat adjustments. Min/maxing is a thing across all gaming genres, it's just a natural thing. Trying to make every single perk viable or optimal is a fool's errand because people will always gravitate to the most effective, even if the second most effective is only off by a few percents.

    And no, sorry, STBFL and Unrelenting are not related, one rewards a killer for smacking survivors that aren't their obsession, one is training wheels for survivors who can't land M1's. The idea should be.......not to miss your M1's. Unrelenting rewards bad habits which is why you never see it. And that's fine, we don't need to find some way to make unrelenting viable, particularly because unless you made it better than other perks to the point where people had to use it (and thus became OP) people are going to stick with what they know, love, and have used forever.

    This is why I don't get mad at survivors for using meta perks. Decisive, Borrowed Time, Unbreakable, Adrenaline, Dead Hard. These perks aren't used all the time because of anything else other than they are the most effective, so of course survivors will use them. If you choose to use less optimal perks, you are certainly allowed to make that choice, but the game isn't required to buff your choice perks just so you can feel optimal too.

    "Genrushing can only be countered by buffing things that survivors who never genrush already complain about. Basically, the only way to play the game as a survivor currently without being forced to depip, is to rush gens. If you dont rush gens, about 75% of killers will instantly punish that. So pre-emptively, almost 100% of survivors will rush the first 3 gens, either actively or accidentally, which causes the remaining 25% of the killers to be forced to play like the other 75%."

    So now we just veered off into a whole other topic. So let me start by blowing your mind.

    I don't think generator speeds are the problem.....as a killer main.

    I know right? Mind blown.

    The problem is a combination of poor map design and the loss of old Hex: Ruin. Now I'll start by saying old Hex: Ruin was a crutch, and a band-aid on the problem which was some maps are so terribly designed they make the game an absolute nightmare for killers regardless of perk loadouts or addons. What SHOULD have happened is Hex: Ruin should have been reworked, but ONLY after the most egregious maps (Rotten Fields, Disturbed Ward, Ormond) had already been redone to be less ridiculous.

    Ruin also served as the secondary objective for survivors. Most killers did not expect to see Ruin last longer than 2 minutes, if it did, then that was just a bonus. Ruin was a way to force survivors to look for totems, and thus not rush generators. Take away the threat of Ruin, and now survivors have no reason not to just plop down upon spawn and start banging out M1, and I don't blame them for that. Of course don't get mad if the killer is running NOED and you ignore totems, just sayin.

    If you reduce map size you make it so killers can patrol generators more effectively, this slows down generator speeds, gives survivors more opportunities for earning points through chases and escapes as it will now be necessary for all survivors to participate to spread the aggro out enough to balance hooks with getting generators done.

    The idea that perk change is going to help generator speeds is comical when a perk change is what landed us in this mess in the first place.

    "We basically have 2 power plays that is rampantly existant in the game, and a lack of viable perks is pretty much the reason for that. Survivors need a massive buff and killers need a massive buff, then some game mechanics need a massive buff, only then can things be changed that rushing gens isnt the first interest of survivors."

    Again no, what we need is maps that aren't designed like the developers were high at the time. Nobody has a problem with survivors prioritizing generators, they're supposed to, they just shouldn't be able to do it on maps that are so huge they don't know who the killer even is until the final generator is popping.

    I didnt ignore it, it was simply a statement you made. You might aswell have said "for every Unbreakable, we have a Dejavu". Your point was simply clear. It didnt really need a response. And if you want my thought on it: I believe monstrous shrine should be a base game mechanic on basement hooks. The basement exists for a reason, its rarely the best place to go to unless you happen to be close to it or are running a basement build. Other than that, there is no reason to go to the basement over other hooks, even though the basement is supposed to be super beneficial to killers. Having a base regression and Monstrous Shrine amplifying that regression significantly would make it a much better perk.

    My argument was that head-on doesnt fit the exhaustion perks. Aka, its not viable to take the exhaustion perk slot. As for optimal builds in history of gaming, no, in competitive plays, there might be specific builds best for specific killers, but not a single build is good enough to be ran on everyone and be a winning combo. There are builds that are bad on a lot of killers, I mean, deerstalker is already quite bad unless you're going for a slug build, but deerstalker in a slugbuild on Doctor is even worse as his base mechanics already replace deerstalker much better than deerstalker itself ever could.

    As for ultimately, yes, the idea is that you should never miss your m1, but having something like Unrelenting having higher numbers would allow for a build that allows a fake out. You could purposely miss on one side, then recover faster than survivors expect and get a nearly free hit out of it. Especially survivors who already memorized cooldowns and think they can Self Care for 1 or 2 seconds before they need to run again. Unrelenting isnt always about missing your attacks when you should hit them, it would allow for mindgaming when you miss an attack on purpose. Im not saying it should be as good as other perks, but it definitely could use a buff to open up more creative playstyles.

    The game technically is required to buff certain perks, because if previously viable perks are suddenly pretty much unviable, you end up losing a large playerbase. Besides, again, there are a lot of perks, especially perks introduced with new killers and survivors, that could have a very interesting effect on a lot of other killers, but always have been mediocre or terrible when they simply dont need to be.

    Genrushing was never about generator speeds. Generator speeds have essentially stayed the same since the game released. It's everything around generators that was simply lacking. As for Ruin, I actually think the current ruin has a lot more interesting things about it. A lot of people forget its actually there as they only get reminded everytime they leave a generator, and even then they're often like "ah, ill be right back anyway". I've played enough killer, both with and without ruin, to simply notice that on average, new ruin has a bigger effect, even though its weaker in essence. It basically went from a knife that you see coming and have the choice to block or take the damage, to a needle that you dont really notice untill the damage is already done. It's a bigger threat on the long run by being less of a threat on short term. As for NOED, its pretty much expected for killers to run it and either cleanse all the totems while the killer patrols the last 3 gens or just face it and probably give the killer a kill. At that point in the game, pips are often already earned by all survivors that are still alive, and dying after that point isnt really that impactful. If we made the mistake to not cleanse all the totems, we earned being instadowned and hooked.

    Mapsize, imo, is not always the issue, really. Considering the game is technically "won" once you earn a pip, it doesnt matter what map is being used. Sure, some maps suck for a lot of less mobile killers, and they do need to do something about that, but making them smaller wont do much in the long run as you'd basically, again, be nerfing the game when you should be buffing the players playing the game to fit the maps. Personally, I'd rather have a lot of perks that are distance based, be mased on mapsize rather than a certain amount of meters. Example: If Surge can cover about 20% of the map in Gideon Meat Plant when you down someone in the middle, it should cover about 20% of the map if you down someone in Black Water Swamp. Calm Add-ons on Doctor should increase his terror radius more on large maps when his power is ready than on small maps. The only real issue you have then, is lack of mobility, but add some haste that lasts for 10 seconds when in range of certain land marks on those maps, and you pretty much reduce the issue with bigger maps.

    Well, being chased by the killer is an interest of survivors too, unhooking and/or healing survivors is an interest too. The problem is that you can do nothing like that right now. If they made totems a bigger part of objectives, rather than a side objective, like guaranteeing NOED perkless when any dull totem is standing and buffing NOED itself to rebuild a random totem if they all happen to be finished, meaning that a lot of killers can simply leave out NOED out of their builds unless they want a guaranteed NOED, and those players who dont use NOED might still be rewarded with NOED, actually making the endgame a lot more threatening. Point being, the powerplays right now are unbalanced. Mapsize isnt really the problem, its base game mechanics. Some perks simply need to be base game mechanics with the current perks amplifying it. AKA the game needs to be buffed. Having a large map can be terrible for survivors, as the distance between structures tends to be a lot larger, but it affects killers early on a lot more than late game survivors. Buffing killers in ways to counteract that affection leads to a more interesting game overall than simply reducing mapsizes and keeping the current playstyles. Because even on the smallest maps, you can still genrush the same way you can genrush on massive maps. What smaller maps lack in distance, they compensate for with a lot of things that can widen the gap. The smallest maps even tend to have the strongest loops. All we need is to buff the weakspots in playable characters.

  • @YaiPa said:

    that's another proof that keys are stronger than moris. You can bring as many ebonies as you want, but if you can't hook survivors and they genrush you, then it's over.

    Keys stronger than mori's? not really. You really need to lose gen pressure for people to use keys effectively. Considering all maps have a garantueed 3 gens that are close to each other, you can easily stall the game before they can even use a key. If you're a decent killer, you should even have at least 2 hooks before that, meaning 2 possible mori's. You can use a mori at the start of the match. To succesfully use a key, either 3 people need to have been killed and the hatch being closed, or you need to finish ALL gens before you can use it. Mori just requires 1 hook per person right now. If you cant even hook a single person before a key can be used, you simply were outmatched.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179364#Comment_1179364

    Yes, that is the logic, there is plenty of useless perks in the game because they need something for people to get annoyed with when it pops up in their bloodwebs instead of the perks people actually want.

    For every BBQ and Chili there is a Monstrous Shrine. Every perk doesn't have to be maxed out.

    Again with the failure at math. Thanatophobia and Dying Light are both garbage, and it would be obvious to anyone who understands numbers.

    Thanatophobia at max effectiveness (16%) makes survivors take a whopping 12 extra seconds on a generator with no perks or toolboxes. Considering you also have to injure everyone to hit that, it's pretty bad. Hell pop goes the weasel regresses a generator up to 20 seconds and to use that all you gotta do is hook one person.

    Dying Light is even worse, dear lord a 3% stacking debuff is a whopping 2.4 extra seconds for a generator per stack. You have to get five stacks to even equal Thanatophobia, and you would need a ridiculous eight stacks to even equal pop goes the weasel, which if you have 8 hooks on your non-obsessions that means two are dead and one is on death hook, which makes the perk useless in a heartbeat.

    And yes no one gives a ######### about unrelenting, because STBFL IS better. Though to be fair those perks aren't really related.

    Just because they are both garbage, doesnt mean one is literally better. I understand math. My point was that one perk was better.

    And no, they dont need people to get annoyed with bad perks, every single perk should have value in game. If you have 4 main perks (BBQ, Pop, STBFL and Sloppy) that are simply always the best perks to run, you have a problem in balancing. There should be no 1 best build and you should have weaker perks amplifying other perks significantly enough to either run them as a good combo or has the potential to snowball late game. Not every perk should be maxed out, sure, but every perk should be a viable perk.

    As for unrelenting and STBFL being related, they kinda are. One reduces misses and the other reduces hits. Sure STBFL is better because having 2 hits in quick succession is better than 1 miss and 1 hit in quick succession, but that doesnt take away that Unrelenting could have better numbers(at least 60%) to make it at least comparable to STBFL.


    My biggest issue is that people here are complaining about everything, yet then say the complete opposite. Nerfing is fine when the gameplay is balanced, which it obviously isnt. Individually seen, camping and tunneling can only be countered with perks that killers complain about. Genrushing can only be countered by buffing things that survivors who never genrush already complain about. Basically, the only way to play the game as a survivor currently without being forced to depip, is to rush gens. If you dont rush gens, about 75% of killers will instantly punish that. So pre-emptively, almost 100% of survivors will rush the first 3 gens, either actively or accidentally, which causes the remaining 25% of the killers to be forced to play like the other 75%.

    We basically have 2 power plays that is rampantly existant in the game, and a lack of viable perks is pretty much the reason for that. Survivors need a massive buff and killers need a massive buff, then some game mechanics need a massive buff, only then can things be changed that rushing gens isnt the first interest of survivors.

  • Considering keys are pretty much the only way out in some games, not really. Like I said, the flaw in keys is due to the way the current game works. The game has been nerfed into the ground, making a key that, back in the day, was quite weak, extremely strong. Mori's on the other hand, have always been strong and due to other things being nerfed, are pretty much as strong as they were in the beginning.

    Just because people can use that chat, doesnt mean everyone does. Besides, you should have faced enough survivors to know that at least 40% of red ranks are boosted as ######### and will be easy targets. Besides, if I know where the hatch is, I need to find other survivors and lead them there in the game itself, if I can find them. Often its simply faster and easier to just open the door unless a NOED is being used.

    1. Each hit lowers the use by 10%, a lot of survivors love using addons on it too, so odds are likely that they use the aura reading of the keys. So yeah, even if it doesnt break it the first time you hit, any survivor who uses addons will actually force the key to break. Besides, they might know the general area where they dropped it, but depending on where they lost it, they might never find it again unless they run Plunderers. So yeah, using franklins really helps unless they bring more than 1 key.
    2. Not really, only when crouching is it easier to find. The item hitbox is roughly the size of a toolbox, which is much smaller than a lot of people think. Especially when the item was lost on a loop. Personally, I would wish they would let people drop items under a dropped pallet if you hit them on a pallet, because then they'd be forced to have you break the pallet to retrieve their item, just as a trapper is required to break a pallet to retrieve a (badly placed) trap.
    3. this is really the only downside about Franklins. Personally, I'd add an aura reading to dropped items(including opened chests), because then a trapper or a hag can items. Instant flashlight? trapped.

    Yeah, but killing survivors and rushing a 4k are different. Which was my entire point. I could get a 4k ASAP, without mori and lose a pip. I could also get a 4k by trying to get a 1K ASAP and then playing with my food a bit before I get bored of them. If they are obviously skilled to a point where killing even a single person might be a challenge, then rushing hookstates is obviously in my favor. But rushing kills literally is not the objective. You can theoretically down all survivors in the basement with 1 fell swoop with a leatherface, not a single gen done and only gain a few emblem points. A killer needs a balance between rushing kills and pressuring the map. Sometimes hitting or slugging a survivor and chasing someone else is simply better than still going after that survivor. If a single survivor is downed, 2 people cannot do generators for quite some time as the downed survivor needs to either recover fully or another survivor needs to heal him fully up. If 1 survivor is hooked, it takes a lot less time as they can be instantly unhooked. So obviously, rushing a kill isnt always the best course of action unless its literally the final hook.


    As for Mori's, Ebony Mori could work out. Add in a token system based on hooks and gens all together, so you dont need to hook someone to kill them and if gens are being rushed, its easier to kill, you have a counter to genrush(which everyone should love). Either that, or give killers a specific amount of time they need to wait before they can mori after first hook. They dont fit the game as they are now, but that doesnt mean they will never fit.

  • Honestly, it is fine. The Rift released with 70 days. Meaning you could get 1 tier per day and get all the rewards. If you joined in late to The Rift, then you simply need to grind more. The only thing I wish The Rift would do, is being able to do 2-3 challenges at the same time(especially considering Bloodpoints themselves dont really mean anything).

    I mean, what you're doing right now, is basically going to a 10 hour concert that started 9 hours ago and complain they wont play all the songs anymore.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179319#Comment_1179319

    Thanks for proving my point, dead hard is more useful in more situations, and already provides a way to prevent a hit from the killer. So run that if you care about being competitive, and save head-on for the meme compilations.

    Good talk.

    "Perk A is better than Perk B, so there is no use in making Perk B slightly more useful while still worse than Perk A"

    Well, with that logic, guess dying light doesnt need to be improved, because thanatophobia is essentially better. Guess Unrelenting doesnt need to be better because Save The Best For Last is better. Great talk

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179307#Comment_1179307

    And there's 4 survivors and it only takes one key for ALL of them to escape, so them being 4x more rare is balanced as killers don't have any teammates to bring Moris do they smart guy? It really makes me sad how people today don't understand basic math or even how ratios work.

    "A killer who rushes kills" WHAT THE ######### ELSE IS A KILLER SUPPOSED TO DO EXACTLY?!

    Seriously, survivor mains talk about how "well we gen rush cause there is no other objective" and now I've got this mensa society remember (bonus points for those that get that) telling me that killers shouldn't rush kills? It's our ONLY objective, kill the survivors, herp a derp.

    And the key is late game only if you're trying to push all four people out that tiny hole. And even then to get a full escape it's only two generators needed, that can be the first 1-2 minutes depending on certain maps with low mobility killers.

    Oh wow, 1 key for all survivors to escape when a single killer is a bad player? Thats like there exists something on the killer side that allows the killer to kill all survivors when they are bad players, perhaps an offering that also has a pink icon. /s

    *so them being 4x more rare is balanced as killers don't have any teammates to bring Moris do they smart guy? It really makes me sad how people today don't understand basic math or even how ratios work.*

    This is true, ONLY FOR A FULL TEAM. You dont have to communicate when and how you use a Mori, but survivors do. If survivors dont communicate, not all survivors will escape as the hatch only stays open for a limited time. So if you dont know where the hatch is and someone uses a key to bail out, you're ######### as the killer might as well have used a mori. A mori doesnt have any downside to using it other than getting less BP. Besides, there are ways to prevent them from using the key. You have Franklins, you can actually go physically to the hatch and close it once it opens, only letting 1 escape. A key only garantuees 1 escape once the hatch spawns. Because right now: 1: survivors need to find the hatch, 2: they need to all be in close vicinity to the hatch. 3: they need to be there when the killer isnt.

    *WHAT THE [BAD WORD] ELSE IS A KILLER SUPPOSED TO DO EXACTLY?!*

    Lets see what emblems there are:

    1. keep as many gens inactive as long as possible
    2. hook and sacrifice survivors, only get Iridescent from 9 seperate hooks, not 9 hookstates.
    3. Hit survivors and hook them.
    4. Chase survivors.

    Using an Ebony Mori is literally against 2 out of 4 emblems there, maybe even 3 of them. So yeah, rushing kills with Ebony Mori is not what a killer is supposed to do. I'm fine with Ivory and Cypress Mori's as they are quite balanced.

    As for survivors saying rushing gens is their only objective, no, they are fully wrong. Their objectives are:

    1. fixing gens
    2. escaping the game recieving as little injuries as possible
    3. healing and saving teammates, which they cant do unless the killer interacts with survivors
    4. distracting the killer without being caught

    Survivors have 4 objectives, only 1 of them being available at the start of the game, killers having all 4 of them as soon as they can move. So yeah, survivors getting on a generator as soon as they find one, is obvious. If they spawn seperately, they will work on 4 gens. If they can finish all those gens without interference, thats on you, because your first objective is preventing gens to be rushed. If you see a survivor and tunnel him, and let the other 3 finish their gens, they arent genrushing, they are simply finishing a gen they spawned close to. Genrushing is actively fixing the gens as fast as possible, fixing the first generator you encounter because you have nothing else to do untill someone gets downed isnt actively fixing it as fast as possible. Killers have the harder task as they need to find a balance between putting pressure on generators and hooking survivors. You do want to kill your first survivor as fast as possible, sure, but rushing it and doing it as fast as possible arent the same thing. I can rush killing a survivor by offering a mori, hooking them and then stay close enough to quickly hit them in succesion and kill him by hand. I can also hook a survivor, chase another one and go for the first one after I hooked the second one if they didnt heal.


    I mean, all in all, there are other problems in this game. Keys arent one of them. Keys are a problem due to general game design. Ebony Mori's are a problem overall.

  • @Galklife said:

    youre running head on because its FUN perk, if you dont feel like its funny to hit killers with locker its not perk for you,

    about exhaustion only reason i think it is exh perk just to not activate lithe or sprint burst right after stunning killer

    about 3 seconds this perk would be too op if it would be instant (and im telling that as someone who often plays with head on +quick and quiet)

    + if you run bond you dont need swf you can see where surv is looping killer find locker and bang

    Yeah, a lot of perks are fun to use. But being fun and being useful shouldnt be exclusive. Dead hard can be fun to bait a hit, but its also useful. Plunderers Instinct is fun to open chest fast, but it can also give you a key so fast. All fun perks are also useful competitively. Head On only really works as an exhaustion perk when you can jump in a locker with Q&Q. Im not saying it neccesarily needs to be instantaneous, considering BL and Lithe both require you to land on the ground before you can use it. But 3 seconds is simply too long.

  • @Kwikwitted said:

    Because jumping into a locker shouldn't be a free "I screwed up this chase, now I should get a free stun" card. I would have thought it was obvious.

    Killers have a recoil smacking a locker, meaning they would have no way to avoid the stun in time. So basically now when a survivor gets to a locker the killers just has to give up? We already have this nonsense with people running DS and immediately jumping in lockers to avoid getting slugged.

    If you want a perk that allows you to dodge a killer attack, there's already an exhaustion perk for that, it's called dead hard and it's about 3000 times more useful than head-on. The only reason anyone ever wants to use this perk is so they can put it in their "killer bullied" montages.

    Oh, so you consider Exhaustion perks are "I screwed up this chase, let me vault a window so I can use lithe and get free distance" "I screwed up this chase, better use dead hard to go ahead and get some distance" "I screwed up a chase, let me go in this hole and get some distance".

    Head On would buy you the same time and distance as Lithe or Balanced Landing would buy, infact, with Endurance, they'd be buying LESS time and distance than other perks. So what you're saying is simply wrong. You didnt ######### up a chase if you lead a killer to a locker and get a stun from it. Let alone that Head On can be baited just as much as Dead Hard can. Your argument has simply been "being stunned is annoying". But realistically, exhaustion perks are about buying time and distance, in which case they are exactly the same. Its more annoying, but in practice they are the same, infact, even worse considering it's affected by Endurance.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179265#Comment_1179265

    Okay bad example in my last post, let's say one person had already been sacrificed and now the killer has a really good three gen. Instead of actually having to pay for their own mistake, the remaining three survivors go "lol nope" and yeet right out through the hatch with the key. Maybe this is a better example and one I've certainly had happen to me before.

    I'm with you on giving up both, I would give up Mori's in a minute to get rid of keys, or at least their ability to open the hatch prematurely, if they wanna keep them for the aura reading and all that stuff then go for it.

    The other thing people seem to forget about Mori's though is they actively penalize the killer for using them. You need hooks for your devout score, killing a survivor grants more bloodpoints than a hook, but as it doesn't count as a hook action it will tank your devout score. Even if a killer only uses the Mori for someone on death hook they are hurting their own chances to pip. Survivors are not only not penalized for using keys, if anything they are rewarded with 5k BP for escaping and a boost to their survival emblem.

    Well, lets compare here:

    Keys are more rare in bloodwebs than Mori's. I seriously have at least 5 ebony mori's on each killer, at most 15 and havent even reached level 30 on most of them and I wasnt even hunting Mori's as I simply . I only had at most 12 keys TOTAL on a character that have leveled to multiple levels beyond 50 as it is my main to get all the perks, and I never use keys. I only have 10% of all perks on my main killer and have 15 ebony mori's on him, I'd literally need to use perks to search chests to get a better chance on a key. Considering that a key is pretty much to counter a killer who rushes kills and otherwise late game. Mori literally lasts all game.

  • @YaiPa said:

    that's another proof that keys are stronger than moris. You can bring as many ebonies as you want, but if you can't hook survivors and they genrush you, then it's over.

    Keys stronger than mori's? not really. You really need to lose gen pressure for people to use keys effectively. Considering all maps have a garantueed 3 gens that are close to each other, you can easily stall the game before they can even use a key. If you're a decent killer, you should even have at least 2 hooks before that, meaning 2 possible mori's. You can use a mori at the start of the match. To succesfully use a key, either 3 people need to have been killed and the hatch being closed, or you need to finish ALL gens before you can use it. Mori just requires 1 hook per person right now. If you cant even hook a single person before a key can be used, you simply were outmatched.

  • @NorMak3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178967#Comment_1178967

    I appreciate you defending my decision on Vigil, but I don't think BBQ awards you for playing risky, it rewards you for playing fair.

    I think the idea was that BBQ was added to stop people from camping by offering a ridiculous incentive AND a very good perk wrapped in one. I plan to (hypothetically) nerf BBQ in both power and bloodpoint gain, so this change was meant to balance that out as well as giving new power to it. Also, in a later article I list out plans to increase natural bloodpoint gain for survivors since it's a tad unbalanced in the bloodpoint department.

    Though, what other changes did you have issues with Predated? I would really like to know what else I can improve on.

    Well, I have had my own views on reworking the game, which I've only published the killer side off so far, so I dont know if you'd agree with any of those views(they are mainly about game mechanic alterations and perks affected by that), but as for this list:

    BBQ is risky in the sense that to ensure it, you need to hook the survivors as soon as you can, even hunting down a survivor you might not have seen all game. To ensure the full 100% BP, you would need to switch targets oftenly. As a killer, that means hook order of 1,2,3,4. This means you need to spend at least 1 minute per survivor in chase. While a survivor is being chased, other survivors are doing gens, with 3 people on a single gen taking less than 1 minute. This pretty much means that if you want to ensure the 100% BP bonus, you would pretty much ensure 5 gens being done before you can even injure the 4th survivor. Sure, 75% extra BP is still nice, but bloodpoints are practically worthless for any main player anyway. I mainly use bloodpoints to gather more addons and items on a survivor as the only perks I still need are perks that are currently practically useless(quentin perks in general) or from new survivors. The only reason I would have to level up survivors further, is to get the prestige clothing, which, with all current cosmetics, isnt even that special anymore as I'd be losing all the perks I gained for a piece of clothing that doesnt help me out(except for blendette). Same applies to killers, with the current state of the game, its neccesary for people to gain more BP to be able to get the perks they need against survivors. The only issue I have with BBQ, is that in addition of the 100% extra BP, it gives an aura reading. Which is incredibly useful. WGLF doesnt have anything besides the 100% extra bloodpoints, which you can only get from protection hits OR from safe unhooks, both are quite limited if you want the 4 stack. Personally, I'd give players a slight speedboost at the start of a chase based on tokens, in addition of any exhaustion perk.

    As for my other issues, I am assuming these are all reworks rather than additions(in which case, a lot of the perks are too strong):

    Dejavu is simply a start up perk for starting players, a lot of bad killer perks also are simply a starting perk for new players. Making it super complex doesnt give people a reason to use it. Especially because its too hard to use as an early player, and as an experienced player, you can do all that was added without even needing the perk. Personally, I'd add the function on Dejavu of being able to place a beacon similar to the map addon, to show other players where you are or where something is.

    Sole Survivor is a bit of a though one, as it already recieved a buff lately(being range based instead of % based). Sole Survivor already fully counters All Seeing "Blood" from wraith as soon as someone dies, will counter perma T1 and T2 myers while being a T1 perk. Fully counters I'm All Ears after 2 deaths as a T3 perk and 3 deaths on a T2 perk. (here is basically a list of things SS can counter, not all of it tho, as it includes gen aura's etc too, but still, its a lot) On most maps, you can even be completely invisible with SS against BBQ. I might agree that people being slugged should work with this, to have another perk that counters slugging builds other than Unbreakable, but increasing the range of it will literally make it the strongest perk as you're removing any aura reading perks with only 1 person downed/killed. Adding the haste to it, might be a nice thing if it has 3 full stacks tho, other than that, it would essentially be another exhaustion perk.

    Up The Ante, actually is unique, in that the luck from Up The Ante also affects item loot, where Vigo's lips does not. And it stacks, meaning that if everyone runs it, you'd have a 36% luck increase, including chest loot and possible addons. I personally would like see it increased slightly, perhaps 3/4/5%, but giving it increased action speed for any amount of seconds, in combination with resilience and spinechill, means you can vault before the killer can even lunge for X amount of seconds. I might see it giving it a temporary luck boost after a gen is done, meaning you'd need to rush to a chest to actually use that luck.

    Calm Spirit is actually quite a decent perk. Because a lot of highly skilled killers can see a crow fly away and KNOW someone is there. Allowing them to inspect it if they dont see any scratch marks. So preventing it from taking off is actually quite good, better than a lot of survivors think(honestly, exhaustion perks excluded, I think Iron Will, Calm Spirit, Spine Chill and Unbreakable/Decisive Strike are amongst the strongest solo survivor perks right now). The only addition I'd see to it, is giving it a 25/50/75% chance of not screaming when you otherwise would. Which might even be too strong.

    Boil Over is fine, but base wiggling should affect killer movements a lot more. Perhaps adding a timer reduction with 1 second per tier instead of changing it to reducing seconds

    Ace In The Hole, like I said before, Up The Ante already gives people increased chest loot luck while people are alive. Making this into a perk that gives people increased chest loot luck while people are dead, is basically giving survivors free keys if they use Ace In The Hole with Up The Ante once 2 people died. I'd personally like the idea more that the killer basement would spawn a key if the killer closes the hatch rather than giving more perks to make finding keys even easier.

    Detective's Hunch, you're basically turning it into a buffed Small Game. Besides, Detective's Hunch is based on Map abilities. To add in traps and lockers means to buff maps aswell. I might agree with the lockers being added tho, as there is no real locker reading aura. I get why you wanted chests out, since Plunderer's Instinct is much better at that, but Plunderers Instinct is more about the chest loot, while Detective's Hunch is more about objective locations.

    Open Handed: I agree with the aura range increase, but its a bit unknown if it includes "negative" aura reading, like Sole Survivor. Personally, I rather have Open Handed increase the aura range based on map size. Like, 8 meters on small maps, 12 on medium and 16 meters on large maps. The dev's need to start accounting for mapsize rather than just whacking in some meters and expect it to be good enough. Sole Survivor currently is a bit too strong on small maps. Especially in combination with OoO.

    Streetwise, kinda agree, but it would need the same reduction that Spine Chill has. Because any great skill check benefits people a lot. They already nerfed toolboxes a lot, buffing them again by giving more skill checks with no reduction would pretty much counteract the nerfing they did.

    Wake Up I also agree with, as its supposed to counter Remember Me. Perhaps even 5/15/25%

    Tenacity might add a bit more movement speed too so that you can actually juke the killer with TBH. Any noise generated while on the floor already gives you away, let aside that you should be able to instantly crawl away. As for the addition you gave, I think that actually should go to No Mither instead. Tenacity is about floor movement speed while recovering and no picking up(although, I think it should do it once, like Unbreakable), Unbreakable is about recovery speed(which IMO should be 5% faster) and No Mither is about picking yourself up over and over again while giving reduced sounds, although, I do agree that it shouldnt give you a visible broken status at the start of the match, or at least introduce more strong perks that also start with a broken status, but give a ton of wiggling boost if they are picked up right after they are downed, so that killers have no clue if they can pick themselves up or free themselves easily, or both. Leaving killers literally with a conundrum if they should pick the survivor up or leave them be for a while.

    Pharmacy: funny, actually, because you've literally described how the perk works, except you added a token to it, which implies that you could use it not to get an emergency medkit. Which might have some form of playstyle I guess, but the whole downside is supposed to be that you get a specific item out of it. I get that this gives it better synergy with Plunderers Instinct, but you can still 99% every chest in the map and have someone else run Plunderers to do the final 1%. I dont get why you would add a token to it, as pharmacy is not really meant to be a solo play perk in the first place.

    Hope: Originally, Hope was meant to counter NOED. So personally I rather see the time being indefinite untill the EGC starts.

    The only addition I can see with Technician, is that it would include other noises and a lingering effect. Which would be nice.

    Solidarity is actually quite a nice perk, using Tokens instead is a bit odd. Because what counts as healing someone up? Healing someone after they've already been healed 99% by someone else? Because that would be mean to the person who healed them up 99%. Solidarity is meant to be ran with other perks, like We'll Make It, to reduce the time to being healed as much as possible. Adding Tokens would require so much more than a simple conversion. I might want it buffed to 2/3rds rather than 1/2, because its meant to counter sloppy butcher, and right now, its not doing a great job at that. I do understand that healing someone else while healthy makes this perk a bit useless, but perhaps it should give a healing boost to others while you are fully healthy. Which would mean either a boost while healthy, or a 2/3rds ratio while injured, not both, obviously.

    Second Wind already does what you're describing. It activates once you heal the equivalent of one healthstate, regardless if you heal another survivor or not. Personally, I would add in personal recovery rate in this. Meaning that if you use unbreakable and pick yourself up, Second Wind could activate.


    At least, that includes all the buffs/changes to the current meta. Considering Devs want to change things up in giving solo survivors the same info as a full SWF team can do, including information that OoO will give, there will be a lot of meta changes too. I still need to make my post about what I would like to see in a new meta survivor side, but I guess I'll see you around when I do too.

  • @Lightpkm said:

    Boil over, slippery meat together would hurt the killers alot and vigil would be too strong.

    Vigil too strong? you do realize that back in the day, exhaustion went down regardless if you were running or not? I do disagree with a lot of perks here(especially since both BBQ and WGLF are both meant to reward the player for being risky, altho WGLF should have an additional effect, like BBQ also does).

  • @myersismydaddy said:

    Doctor adds another layer of difficulty when it comes to skillchecks, nothing wrong with that.

    The skill check for DS is not difficult at all. You should have seen it back in its old form. And I personally think that it should be reworked back to that level of difficulty. So only the really skilled people can actually hit it.

    nah man, thats like reworking hex totems to their old placements so they are easier to find. One time use perks are supposed to be extremely strong. If DS was multiple use, then sure, make it as hard as possible. But it only works one time, after someone used DS, they no longer have 4 perks. And we all know that losing a perk slot better make that perk strong enough to be worth losing it later on. If DS was too hard that almost no one could use it, then Ebony Mori would require a skill check hard enough that only the skilled people can hit it too.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169180#Comment_1169180

    ah,thought you meant for survs to able to see the killer they are gonna be playing

    Oh hell no. Killer needs that edge, even if the game would be reworked. There are just always gonna be some perks that are going to be incredibly strong against one killer and useless against the other. It might be nice to know which type of killer you face(strategy, aka hag or trapper, long distance like oni, spirit, billy and freddy, stuff like that), to have a bigger variety in perks that will be used, rather than having to rely on a general build that could work against 99% of the killers(sprintburst, iron will, unbreakable, borrowed time etc).

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