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Remedicist

Remedicist

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Remedicist
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  • If the mori looks good and I play the killer a decent amount, I don't see why not. However, every killer should have a good mori first before they bring out new moris to the store. This means, in my opinion, that Trapper and Wraith need newly updated default moris before they put new ones for them into the store.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287149#Comment_3287149

    I don't get where the you have to earn it aspect comes from. Survivor have endgame perks to that don't need to be earned like adre or sole survivor

    Adrenaline is awarded for surviving until the endgame, which is a feat in modern DBD, and surviving until the endgame usually entails doing the objective to get there, so it is awarded in some way. I don't personally think of Sole Survivor as an endgame perk as much as it is a survival utility perk.

    I got the earning aspect of endgame perks from every other endgame killer perk.

    For example, Remember Me rewards the killer for basically downing the obsession, a couple times before engame, Terminus rewards having survivors injured before endgame, NWO rewards hooking individual survivors before endgame, Rancor rewards keeping the obsession alive and targeting others before endgame, but NOED gives the strongest effect out of all of them for having a singular dull totem alive, which isn't very challenging and relies on the survivors' input more than the killer's.

    Basically, I just feel that NOED rewards the killer for doing poorly in its current state compared to other endgame perks and I do not feel it is fair for survivors as well.

  • I like creativity with the new status effect. Personally, I would rather the exit gate regression effect be an added effect of the Remember Me perk.

    My problem with current NOED is that it is an endgame perk, but is not earned like other endgame perks, and gives a strong effect for something unearned throughout the trial. My idea for a rework involves Scourge Hooks:

    Scourge Hook: No One Escapes Death

    • At the start of the trial, 4 random hooks are changed into Scourge Hooks
    • The auras of Scourge Hooks are revealed to you in white
    • When a survivor is hooked on a Scourge Hook for the first time before the exit gates are powered, the following effects apply:
    • When the exit gates are powered, the survivor's aura will be revealed for 4 seconds, and the survivor will suffer from the exposed status effect for 40/50/60 seconds

    This way, only survivors that have been previously hooked on Scourge Hooks will be exposed during the endgame as the killer would have earned that before the exit gates were powered.

  • Welcome back, friend! I am very happy that you found someone you enjoy playing as again!

    While I don't play Sadako a whole lot, I have a lot of fun using STBFL, Haunted Grounds, Devour Hope, and Undying on her.

    Sloppy Butcher and Make Your Choice also seem to be great on her due to her using m1 attacks and her power allowing her to be mobile.

  • It was mentioned in a recent patch for Wesker, however it seems to be an intentional shadownerf for Legion. Myers and Wraith are unaffected by the changes.

    I wish for the changes to be reverted as having perk-power synergy that isn't overly oppresive is great for fun non-meta builds.

  • The one aura users fear most!

  • Does it bring up a troubleshooter after the error or mention a file that you have to delete?

  • Info perks help you locate survivors, but downing them and stalling generators are still up the killer's skill. I think aura perks are completely fine as they are.

  • @Tamayo2001 said:

    What confuses me about this nerf is that Wesker's perk, Superior anatomy, was literally tailored to enhance his Virulent bound vault ability.

    In some way, a killer's perks relate to their power, or their lore as far as I know. Like, I understand Wesker is a superhuman but how was that perk NOT specifically made to synergize with virulent bound? There is no way it was just a coincidence that BHVR introduced a new window / pallet vaulting killer that just happens to come with a perk that increases vaulting speed.

    That would be like introducing a new killer who uses lockers for their resources like Huntress and Trickster, introducing a new perk that for them that specifically aims to increase locker animation speeds, then disabling the potential stackable bonus speed to refilling their resources, and only applying it to searching lockers for survivors.

    Whether or not Myers and Wraith have retained the ability to stack vaulting speed bonuses, it is just really dumb for it to not apply to "special vaults", even more so when like I said, Superior anatomy was most likely made with Virulent bound vaults in mind. Even if it wasn't, perk synergies that play into a specific killer power actions have never been an issue for players.

    Agreed, it'd be like taking away Iron Maiden from Trickster's and Huntress's reloading speeds. In both vault speed and locker speed situations, it does not make any of the killers synergizing with these perks op and simply makes their power animations more fun to use with increased utility.

  • I feel like the graphics were more of the priority than the balance aspect

  • @AssortedSorting said:

    From a maintenance point of view, it's best to sanitize Perks and Powers from one another as to not cause additional testing requirements, or to allow Perks/Powers to be strengthened without needing to follow up on gamebreaking values.

    Though I have no idea why Myers no longer gains a Vault benefit from Bamboozle...

    Is it only while in T3? Or does he just not get a vault speed boost at all?

    Vault speed perks do benefit Wraith and Myers, but not Legion or Wesker:

    @Remedicist said:

    Sorry in advance for the recording and editing.

    BHVR recently removed the synergy between vault speed perks and powers that have "special vaults." I did some testing to figure out which powers were affected by this change and here are my results.

    (Add-ons used: "Shadow Dance" - Blood & White)

    (Perks used: Bamboozle & Superior Anatomy)

    https://youtu.be/M3v5-pnsfs0

    1. Wraith (Invisible):

    • Vault speed add-ons work ✔️
    • Vault speed perks work ✔️
    • Vault speed add-ons and perks combined work together ✔️

    2. Myers (Tier 3)

    • Vault speed perks work ✔️

    3. Legion (Feral Frenzy)

    • Vault speed perks do not affect window vaults ❌
    • Vault speed perks do not affect pallet vaults ❌

    4. Wesker (Virulent Bound)

    • Vault speed perks do not affect window vaults ❌
    • Vault speed perks do not affect pallet vaults ❌

    Personally, I would like for these changes to be reverted so that we could have consistency from these perk synergies. It would give more fun and variety in builds for Legion and Wesker like it did before the change. Additionally, these vault speed perks working with their powers do not make them overpowered or overly oppressive as they both have cooldowns after vaulting with their powers in order to injure a survivor, so I find these nerfs to be unwarranted and unnecessary.


  • I really liked the cosmetics in set B which is why I voted for them. They weren't over the top and had characters that do not generally get many outfits. The odds were really stacked against set B though.

  • @Remedicist said:

    Sorry in advance for the recording and editing.

    BHVR recently removed the synergy between vault speed perks and powers that have "special vaults." I did some testing to figure out which powers were affected by this change and here are my results.

    (Add-ons used: "Shadow Dance" - Blood & White)

    (Perks used: Bamboozle & Superior Anatomy)

    https://youtu.be/M3v5-pnsfs0

    1. Wraith (Invisible):

    • Vault speed add-ons work ✔️
    • Vault speed perks work ✔️
    • Vault speed add-ons and perks combined work together ✔️

    2. Myers (Tier 3)

    • Vault speed perks work ✔️

    3. Legion (Feral Frenzy)

    • Vault speed perks do not affect window vaults ❌
    • Vault speed perks do not affect pallet vaults ❌

    4. Wesker (Virulent Bound)

    • Vault speed perks do not affect window vaults ❌
    • Vault speed perks do not affect pallet vaults ❌

    Personally, I would like for these changes to be reverted so that we could have consistency from these perk synergies. It would give more fun and variety in builds for Legion and Wesker like it did before the change. Additionally, these vault speed perks working with their powers do not make them overpowered or overly oppressive as they both have cooldowns after vaulting with their powers in order to injure a survivor, so I find these nerfs to be unwarranted and unnecessary.

    I did a comparison, and it seems Wraith and Myers are not affected by these changes. However, I still think Legion and Wesker should benefit from vault perks in their power if they invest the perk slots for them. It doesn't make them any more oppressive and simply makes for fun builds, so I hope the changes are reverted as they are unnecessary and unwarranted.

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284928#Comment_3284928

    Pinhead can down with his power using the iri addon Engineers Fang.

    Engineer's Fang can injure a survivor, but it cannot down them. If it hits an injured survivor with the add-on equipped, it will only spawn chains.

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283485#Comment_3283485

    But we're fine letting characters move at 115% who:

    • Spew projectile vomit that can make you one-shot downable, with add-ons that increase that lethality and a part of their power that actually injures on contact with a long duration time (Plague)
    • Have ranged attacks that go through walls, with add-ons that increase the range (Pyramid Head)
    • Can actually just use a projectile that slows you down considerably, with add-ons that take health states (Pinhead)
    • Literally can snipe you from the entire map through walls and box you in with their projectiles (Artist)

    And not a character who:

    • Has to build up a certain amount of knife damage before inflicting actual damage

    The thing is that Trickster can down from farther ranges too with not much difficulty and has no cooldown with his knife throws so that he can continuously spam them. His knives are the fastest projectiles in the game and he has a large supply of them.

    This is different from Plague who doesn't always have her corrupt purge and can be stunned out of it, Pyramid Head who only has short range attacks, Pinhead who cant down with his power, and Artist who has cooldowns, set up times, and can only down when crows are swarming survivors or at very short range.

    This isn't to say that Trickster is immensely strong, but he does have more snowball potential than the other killers listed because his power is faster to use and can still down at longer ranges. However, I do think he could use a rework on how his knives function to make it more fun for both sides.

  • Regardless of power, people will camp if they really want to. However, there is a reason why certain people will use killers like Bubba, for example, to camp and that is because it makes saving others extremely difficult without hook trading. I'd say Knight is in the same boat given that both him and his guards can patrol around the hook easily and he has that one thing he can do with Make Your Choice.

  • Sadly, they have not stated if these cosmetics are seasonal or leave entirely. However, judging by them stating at the last possible moment that the Halloween cosmetics would come back next year, I can only presume this is the case with these holiday cosmetics. Otherwise, there'd be a massive backlash.


    Edit: nevermind, it is confirmed that they are seasonal and I just found out

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284581#Comment_3284581

    Okey that would be funny but do we get an incredible advantage from this to or is that reserved for survivor

    Assuming both survivors and killers will have event challenges to enter snowmen, it definitely brings an opportunity to jumpscare and get hits.

  • I believe killers can enter snowmen this time around. Me personally, I'm definitely going to have fun this month with that.

  • I'm not entirely sure what to do with Eruprion, but my idea for NOED is to make it a Scourge Hook and have its effect be earned throughout the match, similar to NWO or Remember Me.

    Scourge Hook: No One Escapes Death

    • At the start of the trial, 4 random hooks are changed into Scourge Hooks
    • The auras of Scourge Hooks are revealed to you in white
    • When a survivor is hooked on a Scourge Hook for the first time before the exit gates are powered, the following effects apply:
    • When the exit gates are powered, the survivor's aura will be revealed for 4 seconds, and the survivor will suffer from the exposed status effect for 40/50/60 seconds

    The problem with NOED is that, compared to other endgame perks, it gives a strong effect without earning it. I think this change would solve that.

  • I'm very happy that people are bringing up this debate recently. Both sides should benefit from perk and power synergies. Removing them just creates an increased usage of meta perks on both sides and decreased usage of fun builds. We shouldn't be nerfing nonmeta perks or taking away from perk and power combos if they will increase perk variety in matches and aren't broken or overpowered.

    When it comes to the vault speed perk-power synergy, none of the killers were broken or overpowered when they used it. Myers will eventually get out of 3 (or spend a long while getting unlimited tier 3), Wraith has to uncloak before attacking a survivor, Wesker has to both charge up and cool down from his power before and after the vault in order to hit a survivor afterward, and Legion of course either goes through a fatigue or has to earn the five hits in their power to down the survivor.

    On top of all that, they still are sacrificing a gen slowdown perk for a vault speed one. I find these changes to be completely unnecessary and I hope they revert them, along with the Blast Mine - Repressed Alliance synergy.

  • He's more like a territorial powerhouse slasher, judging from the movies and game, than a stalking killer. Like @SMitchell8 said, Jason getting more powerful as time goes on seems to fit his character and was how he acted in the F13 game as well.

  • @Grandpa_Crack_Pipe said:

    Obligatory 'every old DBD map was better stop looking at Haddonfield' post

    I'm one that likes the new maps graphically and design-wise, but man nothing beats the atmosphere and lighting of the old maps.

  • Screenshot_20221201-214641_Gallery.jpg Screenshot_20221201-214631_Gallery.jpg Screenshot_20221201-214653_Gallery.jpg Screenshot_20221201-214656_Gallery.jpg

    I have these from when I first played back in October-December of 2018.

  • I've said it before, but a killer vaulting faster in their power, whether its Legion, Wesker, Wraith, or Myers, doesn't just make them automatically op.

    Myers will eventually get out of Tier 3 (or spend a long while getting unlimited tier 3), Wraith has to uncloak before attacking a survivor, Wesker has to both charge up and cool down from his power before and after the vault in order to hit a survivor afterward, and Legion of course either goes through a fatigue or has to earn the five hits in their power to down the survivor.

    Therefore, the changes to killers being unable to utilize the fast vaults in their powers are pointless and unnecessary. If they have the vault perk or perks equipped, it's one or more less perks that they didnt invest into a gen regress build, and overall it's just fun to have perks that synergize like that with the power and make the power feel good to use.

    I really hope the changes are reverted as it simply takes away from fun builds.

  • It's intentional, sadly. In fact, all killers that have vault speed adjustments when using their power, such as Legion, Wesker, Myers, and Wraith, do not benefit from vault speed perks. This needs to be reverted

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282868#Comment_3282868

    To make matters worse : Legion, Michael and Wesker all just got nerfed by the stealth patch change in 6.4 that makes any killer with a "vault power speed adjustment" unable to benefit from the vault speed granted by Bamboozle, Fire UP or Superior Anatomy.

    https://forum.deadbydaylight.com/en/discussion/comment/3283680#Comment_3283680

    Trapper can step in his traps and Nemesis zombies get in your way all the time (they could have just been made no clip for him). I'm sure there are more if I stopped and thought about it.

    That vault speed change needs to be reverted. Not sure why they would remove perk-power synergy and remove perk diversity like that. If people have no reason to use other perks due to the lack of synergy, they will just continue use the same meta gen slowdown perks that benefit them all the time.

  • @Mooks said:

    still hate the fact that this set has won over the other. Meg and Adam looked good there, Yun-Jin was in it and the only really good cosmetic from this set (Dredge) could have still been made! 😢

    https://forum.deadbydaylight.com/en/discussion/comment/3283547#Comment_3283547

    Really? I thought it was pretty simple: there are styles you just can’t do with the Limitation that the dress has to be able to be cut at some specific line. The main issue with the existing set cosmetics are the separate pieces that would still work great alone and the other 2 are the ones defining it to be a set eg several survivor head cosmetics or killer weapons.

    also they did say they want to review them and possibly unlock some - would be cool if there was some word if that’s still planned

    Oh for sure some sets make sense like Ghostface's blighted skin. And I also remember them saying that they were looking into unlinking some sets, just sad they haven't gotten around to it.

    Also same, I voted for set B as well and still wish it won personally

  • Perks synergizing well with powers is a great thing and we need more of that.

    Removing the ability for killers using their powers to not benefit from vault speed perks, despite them going through a vault animation, is terrible. As others have stated, it makes non-meta perks that are already not used as much be used even less as what's the point in having a perk on a killer if it won't benefit them when they want it to in comparison to gen slowdown perks.

    All in all, I hope they revert the change and make all killers benefit from vault speed perks when using their powers. The synergy in no way makes them overpowered and it simply is fun to play with.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283526#Comment_3283526

    We already had a few unlinked dresses before they even introduced set cosmetics so… that proof has always been there??

    True, so why they do it is beyond me

  • Aren't they seasonal though like the Halloween cosmetics? I was under that impression.

  • Same, I had to get her's and Trickster's cosmetics.

    Trickster especially has nice mixing options with the new outfit.

    Trickoid1.png Trickoid2.png Trickoid3.png


  • In my opinion, that would make him way too oppressive in chase given that he already has a great chasing power that can snowball survivors. It'd be nice if they made him more of a ranged killer though like having less of an arc, no recoil, and a three round burst when using his power

  • The fact that they made unlinked dress cosmetics proves that many of the unlicensed linked cosmetics could easily be unlinked

  • I agree, snowmen shouldn't remove status effects.

    I heard the killer can use them now too, which would be funny to see if that is the case.

  • In general, I don't usually mind winning or losing in terms of kills because I find fun among other things within the match regardless of my performance.

    However, Wesker is just so fun to play for me that I'll definitely have fun no matter the match result. His power has the ability to roam the map quick in short bursts and aide in chase but not in an antiloop way, so it's just extremely fun for me to use.

  • No, it's special to Fire Up, but I'd certainly like it to be buffed to 6%.

  • @Batraidyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019819#Comment_1019819

    I know I'm 2 years late🤣 but those Feng concepts where the actual outfit

    How did you even find this post

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282545#Comment_3282545

    Fair enough. Probably half the time it’s my own bad judgment. But sometimes… like trying to finish a heal somewhere safe and close you grab that corner around a pallet and watch the killer coming… you think you have plenty of time and next thing you know you’re hit because that lunge was ridic. And not coup de grace… regular long ass lunge. But whatever… god knows I’m not changing anything… just curious.

    I understand that. Since some killers are short or tall, have long weapons or short weapons, it seems like some of them will take longer to come toward you and hit you. Most of them have the same walking speed though, and all of them have the same m1 lunge range, so it gives the illusion that they won't come fast to you and lunge far but they do. Additionally, sometimes there is latency on either end that causes a basic attack to look like it shouldn't hit but it does.

  • I wouldn't change my build even if I knew the other side was a SWF (which I personally don't think we should know that as that promotes lobby discrimination). I have fun with my builds and so that's all I need. I do think that soloq needs to be buffed to SWF level though in terms of communication.

  • Around 60% makes sense to me. That basically means a killer would generally get 2-3 kills a match, with 0ks and 4ks being uncommon outliers.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282320#Comment_3282320

    Freddy main? No offense but killers aren’t the best judges here. It’s like asking the wolf if they think the pen should have lighter security. And yeah… i get that we need to know the range but that isn’t an argument for whether the range is right or wrong. You could say the same thing if killers could lunge 100 yards. But is 100 yards too long? Yes. I think being able to lunge from 4-5 feet from 1 side of a pallet, through the pallet which effectively prevents throwing it from 4-5 feet away… is a little much.

    Nah man, I haven't mained Freddy since they reworked him a few years back. And I play both sides when I have the time, so using the killer main argument doesn't really add to anything. I'm just simply stating that a skill in DBD is analyzing the lunge distance that a killer can hit you with and judging if you can greed a window or pallet another time. Additionally, there are usually objects and line of sight blockers in the way of windows and pallets. Only time a killer can really hit you with that much ease from one side to another is if the pallet and loop is unsafe. So yes, I believe the lunge range to be fair and it is why it has been the same for a very long time.

  • It'd be nice if we got one survivor and killer ritual daily and each max at three rituals at a time. Every role is included this way and it isn't up to rng.

  • Part of looping is knowing the range that a killer can hit you with and when you're being greedy with a pallet or vault. I think the killer lunge range is fine personally.

  • The healer for me please

  • @GrimReaperJr1232 said:

    You have some neat ideas.

    I don't see the point in reducing Eruptions regression from 10% to 9%. That's just a few deciseconds of difference. I'd also have it apply to people within 4m of the gen, so people on coms can't avoid the Incapacitated while Solos suffer.

    I don't think Beast of Prey needs any cooldown. Hiding a red stain is nice but it's not a game changer, and can be emulated by moonwalks, so a cooldown feels gratuitous.

    Furtive chase, I don't think needs its tokens up to 6. At 24m reduction max, you can have a Spirit with Furin that makes her phase omnidirectional, or an 8m TR Deathslinger...

    I took your ideas into consideration when editing the values. Thank you for the feedback!

    @YOURFRIEND said:

    You've absolutely destroyed eruption. It's an issue, but swinging it back into worthless territory ain't it. Just reduce incapacitated to 15s and call it a day.

    Remember me could stand to have this effect in addition to it's current one. You're just trading one underwhelming thing for another.

    Noed is pretty weak now. It doesn't need further nerfing, especially in a way that kills interactivity for survivors. Also this just rewards Claudettes who hid in bushes all game and never got hooked. Pass.

    Everything else is fine, I guess. Nobody would use that iteration of territorial imperative but nobody uses it anyway so whatever.

    Thank you for the feedback! Personally, I think Eruption would be in a good spot even with this change as almost 15 seconds of being incapacitated is a lot of time of a survivor doing nothing. Using the suggestion that @GrimReaperJr1232 gave me, I also added an area of effect around the gen so that SWF doesn't have an easier time dodging the effect than standard soloq.

    You're right about Remember Me in my opinion. It should have a decently strong effect by itself when earned, so I added back its original effect on top of the new one.

    Personally, I like my change to NOED as current NOED is the only endgame perk that doesn't need to be earned in any rewarding way, but has a strong effect. For example, Remember Me rewards the killer for basically downing the obsession, a couple times, Terminus rewards having survivors injured before endgame, NWO rewards hooking individual survivors before endgame, Rancor rewards keeping the obsession alive and targeting others, but NOED gives the strongest effect for having a dull totem alive, which isn't very challenging and relies on the survivors' input. I like this change of NOED affecting individual survivors that were hooked on Scourge Hooks before the endgame.

    I also made an adjustment to Territorial Imperative due to you feedback so thank you!

  • Can't go wrong with STBFL or another chase perk in that build.

  • I would love for there to be caps on how fast or slow an action could be or, as you stated, a percentage modifier when two effects increase or decrease the same action.

  • @danielkh300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282026#Comment_3282026

    I did that while using the passive buff add-on. It took 55 seconds

    Very interesting. Regardless, that's neat to know for the future. Thank you!

  • If you haven't yet, try using the Iridescent Uroboros Vial so that the survivors start the trial with the infection at 0 charges and determine what the infection rate is that way. I believe hitting a survivor with Virulent Bound automatically adds more infection as the wiki states that survivors will have an initial infection level of 20 charges.

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