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Rokku_Rorru

Rokku_Rorru

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  • I feel like pain resonance's change was done to try and take away incentive to tunnel, it also took away from Pop goes the weasel too. Pop still works on all hooks too

  • At least speed up altruistic healing to compensate for these changes, and add a way to get rid of/interact with hemorhage

  • I feel 6.1.0 is to blame for a lot of the games current problems, the base chase changes and gen changes cumulatively were too much with the perk reworks, too much at once. I hope the next meta shake up addresses 6.1.0

  • @Caiman said:

    The point of the perk is to transfer progress from a generator that doesn't matter to one that does matter. It's contextual, it's mostly useful for helping to break up a 3-gen situation before it happens, or finishing a generator that is nearly done before the killer gets a chance to interrupt.

    I agree though that losing all tokens upon getting injured is too harsh, it should take away some tokens but not all, maybe 10 tokens lost per hit.

    I just think they should be lost on down if anything

  • @TigerSnake said:

    How often do you even run into Hemorrhage? Sloppy Butcher’s good, but not too terribly common, and then there’s the occasional Begrimed Head or Thorny Nest. Everything else I can think of though (Gift of Pain, Blood Echo, Freddy’s addons) are just not that good. Even though it’s hard countered by Hemorrhage, Resurgence is still very good, and I’m willing to bet you won’t really run into Hemorrhage very often.

    the majority of m1 killers I play against bring sloppy, some killers it's almost guaranteed (Oni, Spirit, Wraith to name some). It existing as a possibility to make a perk null and void is enough to make it unappealing. I honestly feel no debuff should be permanent.

  • Honestly gen regression perks are also an issue, they can cause games to be too slow and enable the current 3 gen meta, much like how gen rush perks enable gen rushing.


    Anything which affects the base gen speed isn't very healthy.

  • @VaporLion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369427#Comment_3369427

    3 gens are always enabled if the killer just proxy camps them. and yes ive encountered games where the killer just camps the 3 gen the entire game, giving up all 4 other gens for free just to win the end game. And there is no counterplay. fun and interactive right ?

    it does happen yeah especially with the new killers, I find as survivor I have to play very aggressively just to get anything done, and it's not fun.

  • @Technature said:

    For the sake of discussion, Disconnecting Early is considered exiting the game via the Menu, ending the task Dead by Daylight in Task Manager, or otherwise genuinely losing connection to the internet through no fault of your own, before you reach the point you are able to be downed and hooked for an instant elimination.

    Basically, get rescued a second time and these penalties don't happen even if you quit. Mostly.

    The reason I specify this is because there are some, but VERY FEW times that exist where disconnecting after being knocked down in a third hook state where you can impact the game more than if you stayed and honestly you're mostly punishing only yourself at that point.

    Ideas.

    Don't punish anyone for leaving the game after the first person DCs. I cannot think of a single "competitive" (a term I use very loosely only because the team may or may not see their game as competitive on any given day) game that punishes people for quitting a game after a different quitter already doomed them to losing unless the other team is just that bad. There is no reason Survivor 2, 3, and 4 should be punished because Survivor 1 was slightly inconvenienced.

    Increase the amount of BP earned in game by 25-50% after the game is over for each survivor that disconnects. This incentivizes players to stay in a losing game if they don't mind losing. It can also increase the amount of BP people give if the killer decides to farm, but I think that's a positive side effect.

    If someone disconnects, a random generator is immediately completed and all remaining players receive a portion of the remaining BP worth of whatever was left on the generator. I feel this one can have the side effect of people willingly DCing to finish the game faster (because I never underestimate the average survivors need to be obnoxious), so maybe if it were implemented it should consider if the game had 2 or less generators remaining and avoid doing that.

    Thoughts?

    I think the idea of letting others leave a game if someone dcs is a good idea for the health of solo queue, too many people rage quit and everyone else has to suffer through an unfair match because of it.

  • I think 3 gens are often enabled by survivors who love to just do gens on the outside of the map asap. I feel like some maps are much harder than others to avoid this like Myers house because of the 2 gens ALWAYS being there for example, making it easy to set up and know how to make a 3 gen.

  • They could also make it so that it doesn't proc the speed boost from being hit

  • @WarzMythTTV said:

    I love James Sunderland and I'm sure a lot of us do but the model in dbd is very awkward (Ex. The chest compared to the rest of the body, the arms compared to the rest of the body etc.). BHVR, Please fix James!

    Yeah I think Cheryl needs reworked too honestly coz:

    image.png

    and her giraffe kneck and odd hair etc and how skinny she is in comparison

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365998#Comment_3365998

    Survivors could still run to another Gen for 25seconds. So its the same as Eruption.

    Overall. I think what they are suggesting here is giving too much on one perk. DS was already meta once, We don't need it again.

    I disagree as it was one of the only perks which discouraged the current tunnel meta which isn't fun for either side. You took the risk of picking up the survivor to eat the stun, that risk should still be present but it's not because the perk is garbo.

  • I just want my head on locker to glow within a short radius when it activates, I just want to help my fellow survivors out

  • @Mandy said:

    Incapacitated status is pretty unfun and definitely not healthy on a perk that really badly affected solo survivors.

    It makes sense on killers powers such as Victor or Pinheads chains but on a perk? I believe that it definitely doesn't make sense, as the perk shouldn't limit survivors not to do anything at all, they cannot progress the game in anyway. With a killer power they are already interacting with the killer so are progressing the game in some capacity.

    I think its good you all acknowledge about the loss of control idea being bad for perks. Can we look at the current Tunnelling meta next? I feel the 6.1.0 changes enabled it more than anything else (reduced hit cds enable stbfl, Decisive Strikes nerfs) I think they are good for chases, but the hook gameplay atm is really problematic.


    it's just frustrating to see one point acknowledged but a larger issue with the core gameplay ignored.

  • @Clockwork_Enigma said:

    Killers

    Killers that have powers that require activation time or channeling can no longer block Survivors into objects. This includes, but is not limited to the following:

    The Trapper

    • Removed the ability to block Survivors while setting Bear Traps.

    The Shape

    • Added a timer to the intangibility effect. The Shape can now stalk Survivors for up to 1.5 seconds before becoming intangible for the next 5 seconds.
    • This activation timer does not reset when The Shape deactivates stalk.

    The Doctor

    • Removed the ability to block Survivors while charging Shock Therapy and Static Blast for more than 5 seconds.

    The Cannibal

    • Removed the ability to block Survivors while revving Bubba's Chainsaw.

    The Clown

    • Removed the ability to block Survivors while in the throwing state.

    The Plague

    • Removed the ability to block Survivors while charging and channeling Vile Purge or Corrupt Purge.

    The Executioner

    • Removed the ability to block Survivors while in Torment Mode after 5 seconds.

    The Blight

    • Removed the ability for Survivors to block you after 0.5 seconds of Rushing into them and not colliding to an object.

    The Trickster

    • Removed the ability to block Survivors while in the throwing state.

    The Artist

    • Removed the ability to block Survivors while casting Dire Crows.
    • Removed the ability to block Survivors while sending out Dire Crows.

    The Skull Merchant

    • Removed the ability to block Survivors while either of you are within a Drone's radius.

    I think body blocking for more than a 5-10 second period should be disabled period, I've seen too many people taken hostage by killers just in the name of trolling.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360892#Comment_3360892

    Exactly, 'playing' a game means that you try to do your best at whatever the parameters/rules of the game are. If the process of playing out the game's parameters/rules is well-designed, then it's likely that most matches will be entertaining. Just like if food is well-made then you'll probably enjoy 'eating' it more often than not.

    And often a lot of the parameters in dbd don't necessarily revolve around escaping, people like to interact with the killer and killers like to interact with the survivors. Jump scaring etc....


    There is more than one way to play a game. You get your enjoyment from "Winning" I get my enjoyment from playing out the match. Sometimes a win can feel empty in a game, finding the fun in the game and what it has to offer is also finding the fun in failure.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360583#Comment_3360583

    The point of any game is to try to win it. Fun is a byproduct of a well-crafted game.

    Frankly it's just weird to postulate that people should not try to win at a game.

    The point of food is to eat it. If it's made well, you'll probably enjoy it.

    The point of a beverage is to drink it. If it's made well, you'll probably enjoy it.

    The point of a game is to try to win it. If it's made well, you'll probably have fun.

    It's starting to feel like a lot of people who play DbD don't actually understand what a game is in the first place. PvP games are a contest by nature, the whole concept is to try to outplay the other player. If you're expecting PvP games to act like some kind of vending machine spitting out personalized packages of fun every time, then you might actually have a better experience playing single-player rather than PvP titles.

    the point of any game is to play it, not to win it lmao some games you just design a nice town or socialise, it's very subjective. The goal of a game is to get entertainment. DBD's win condition to determine skill was never the original intent because a win is so subjective....


    Eating is more comparable to playing.

  • I just want hook grabs removed, its happened so much where I'm running desperate measures the survivor is unhooked and I'm grabbed after its finished LOL. It's like the worst interaction ever.

  • this is why I love Blast mine in some cases, killer breaks chase to intercept my gen, killer loses distance on both survivors considerably.


    That said, try to keep an eye on where they are being chased while you work on the gen, or listen out. You will have time to plan an escape or how to plan your chase should they do it, using that time wisely instead of getting tilted over it may save your hide in the long run. Sometimes people don't have anywhere else to go but the loop you are working at, so assuming the worst isn't the best course.

  • @Gandor said:

    If they fix shelter woods (add some hils and some structure - like proposed tree house), then I am already happy BL user

    This is the main fix I want, Shelter Woods is literally my least favourite map because I can't use Balanced Landing there aside from the basement stairs.

  • Yikes this is bad,hopefully it gets fixed.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226675#Comment_3226675

    I really hope they just throw out a lot of systems that are currently client side and move them server side. Would improve performance,rid us of cheaters (at least the DBD speedhack,etc. kind) and make the hits more sensible.

    Agreed, I think they mentioned its on the cards on a anti cheat post but maybe I'm just looking for answers so hard I wanna see I'm going crazy aha


  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243744#Comment_3243744

    No, you literally don't use them. You get a big button prompt to use Pinheads box. Tapes are just a passive effect that allow you to interact with a TV in a certain way.

    It's how they're coded. Tapes don't take an item slot because they're not an item in the same sense.

    Besides, their potential interaction with Franklins would be opposites.

    Pinhead wants you to drop the box, Sadako doesn't want you to lose your tape. As long as you hold it you're getting condemned.

    I didn't say they weren't passive, You use them to tune out the target tv and cleanse your condemned. By making a survivor drop a tape you can potentially stop them from cleansing condemned and also stop them from tuning said tv out. There could be uses for it imo. if you think about it toolboxes are passive too just increase gen speeds lol.


    As for the box, then he should finish the chase, there is likely a reason he is such a high kill rate with the data released, and it's likely how much pressure he can apply without doing much effort in the 4v1. ofc his 1v1 isn't the best, but a perk which lets him shortcut his 4v1 pressure is quite lame, if survivors could drop the box it would be fine to hide it, but they can't.

  • @Seraphor said:

    Thing is you 'use' Pinheads box, it replaces your item because you use it like you would an item.

    Onryo tapes are passive, you don't 'use' them.

    You could argue you use them to interact with the vhs players, much like a toolbox a generator I suppose. Honestly I've never understood pinheads synergy with franklins, I've brought it up before as it grants him the reward of finishing a chase against the cube without needing to complete one, or at the very least make it despawn when interacting with the perk.


    But that's just my opinion~ lol

  • Legion honestly, I'm so bored playing them and yet they have some of my favourite skins, it sucks. Also to make things worse they are boring to go against also, I hate the "rework" with the 4 hit they introduced, it just encourages people to play awfully as them.

  • Yup, I can confirm this happens to me too and I'm sick of it, lag has waaaay too much control over how bad hits can be.

  • @LylakLavender said:

    https://us.v-cdn.net/6030815/uploads/K6CPLBX05DZL/20221022-114219.jpg

    So I was about to unhook a Jake when my screen froze and this happened. Looks like the killer and I both got disconnected. From what the end game showed.

    What I'd do for them to fix their networking lol it's just suffering sometimes

  • I honestly don't find this perk a problem, it takes time to put back up and time to find a totem... and there is a perk to deal with them if you don't like them.


    Med-kits are more of an issue honestly.

  • They could just make it a percentage of what you earn like 25 percent I guess, it would be a nice way to introduce new players

  • I'd make this an optional rule set for an alternative game mode maybes

  • @ad19970 said:

    Still insane to me that this new midchapter update featured no balance changes what so ever, despite camping and tunneling being such a problem, and perks like Eruption existing.

    Only to have such a large list of bug fixes, and probably creating the same amount in the process.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226054#Comment_3226054

    1. You dont know what the survivors bring into the trial.
    2. You are bringing 2 killer perks to counter 1 survivor perk.

    Not really, agitation or iron grasp is commonly paired with scourge hooks... lol so it can compliment a meta build quite well.

  • Honestly, even if you think he is bad, he is still more than viable. I'd make the arguement he is just awfully designed in general tbh, not fun to play as nor against, mainly due to the hit validation.

  • Iron grasp reduces the struggle effect, and you can pair it with agitation if you want to get to the hook faster if that helps. There is usually always a hook or 2 upstairs in Eyrie and one on the corner if there isn't a basement downstairs too.


    What I do is look for hooks as I chase and remember where they were.

  • @mrhexed said:

    I just don’t understand why some people feel so entitled as to flat-out bully killers.

    I’m never going to complain about ‘gen rushing’ because I know that’s the survivor’s objective and like… what else are they supposed to do?

    But I constantly get put into games where I’m t-bagged, looped and spun around 24/7. And I’m not an experienced player in ANY sense, I don’t know how to counter them.

    Even with Bamboozle and Unbreakable to deal with loops I always miss my hits because of their 10000% sensitivity that allows them to spin around like ######### tornadoes.

    I know I sound a little pathetic, I’m not even really asking for anything, I just wish I could enjoy killers more.

    The best advice I can give is to not take what survivors do personally, it's like fighting games people like to get inside your head and tilt you to get the upper hand. As soon as you let them do so, you're more prone to falling for what they are baiting you to do.


    Your wellbeing is the most important thing, so don't hesitate to leave the match or, take a break to give yourself some breathing room!


    I'm pretty worried at this point everything is going to be deemed toxic and this game is going to be so linear and boring. lol

  • The only thing I'm disappointed at is how buggy this patch is as per usual

  • @Johnny_XMan said:

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

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

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

    There are too many instances where these two playstyles have no counterplay. I'm strictly speaking from a high MMR standpoint, because sure if the killer is less than smart you might be able to pull your teammate.

    You could also argue stbfl is enabled by the current state of endurance being so consistently available too.

  • @AbsolutGrndZer0 said:

    Hey, if people DC, they lose more than you do. No, just because a survivor DCed doesn't obligate me as a killer to stop playing the game and let you all win. You can get salty as you want in end game chat, I don't care. So, a DC isn't hurting me, it's HELPING ME. Maybe I'll get a few K less XP, but you're still making the game overall easier for me.

    That's why I think that those who said above that people just don't know how and don't want to learn how to play against Legion just get salty every time the killer is Legion. That doesn't mean Legion needs a rework it means survivors need to stop getting salty and disconnecting every time the game doesn't go their way.

    That, or killers just need to start following The Survivor Rule Book for Killers.

    https://www.youtube.com/watch?v=5QNPG7ApmBo

    It's literally called the feedback forum lol

  • @AverageAshEnjoyer said:

    My pharmacy rework:

    You start the trial with 1 token. You can use that token to rummage through a chest and get an Emergency medkit. You also search chests 100% faster and 8m quieter at all times. If injured, any chest you search will contain an Emergency medkit

    sorry if the wording is kinda bad but i hope its understandable

    this seems the most ideal way to go

  • @[Deleted User] said:

    Map-edge fog portals.

    You could do a lot of things with portals, really. Including introducing more vertical map design without making it unbearable for killer.

    Yeah maybe a scourge hook that spawns map edge portals, but then again agitation is what I use for mobility to begin with

  • @Cybil said:

    At this point give Legion a different effect. I can't even play as him without people disconnecting or using the ddos steam exploit.

    It's the main reason I want a change so I can enjoy them as my favourite skins are on them, HUNK and Robbie

  • @Malkhrim said:

    I believe it's a bad idea. That would mean mending would have to count as healing. This existed in the past for Doctor's "snap out of it" and it mostly worked fine, but would be hell in today's meta.

    If mending counted as healing:

    1. Circle of Healing and Botanny Knowledge would work specifically against the Legion's power. Since CoH is high in the current meta, it would be quite a nerf to Legion unless they were using specific perks to counter CoH, but a very random one as the effectiveness of their power would depend of the perks brought by the survivors.
    2. Killers would be able to use their own anti-healing perks to slow mending even more! Coulrophobia alone would DOUBLE the time you take to mend, Sloppy Butcher would not only increase it by 25% (Mangled), but also make so you lost progress if you ever stopped mending (Hemorrage). Legion isn't very good with Sloppy, but would only need coulrophobia and the Defaced Smiley Pin Add-on to reduce mending speeds by about 75%. They could also use A Nurse's Calling to see the aura of mending survivors (that used to be a thing for Doctor). This not only means the so called "Forever Legion" could be much stronger and more annoying with the right build, but also that any Killer with A Nurse's Calling would have an easier timing finding and tunneling a survivor who took an endurance hit after being unhooked.
    3. Since CoH is meta, we would have to expect almost every Legion to run anti-healing to prevent their power from getting ruined. Imagine the chaos.

    Yeah I feel Circle is maybe the main reason it shouldn't work, but perhaps mending time perks could be the solution instead. on the topic of Doctors snap out of it, it's got some good synergy with deep wounds, not that he can proc it outside of endurance perks.

    @sizzlingmario4 said:

    Absolutely not. The whole “mending simulator” thing is extremely exaggerated. Most of it is survivors not playing against legion properly which is entirely their fault. Just split up.

    This would also affect legion far more than any other killer which is not a good thing. Not only would their mending slowdown be significantly reduced by survivor perks, they could also bring stuff like coulrophobia for it and double mending times. I don’t think anyone wants that.

    It's not over exaggerated by the slightest, it's commonly said. Gaslight forums as per, just because it's not fun to deal with doesn't mean it's strong at all by any means, that isn't the point.


    Maybe it's time to make some mending time perks, or even an item that can deal with it.

  • @YOURFRIEND said:

    It nerfs legion, which is obviously unnecessary.

    The whole "mending simulator" thing is vastly overblown anyway. You'd think after a couple times folks would learn to simply leave and play away from their teammates. But why change your gameplay when you can have your mistakes catered to, right?

    It nerfs a specific playstyle of legion which benefits neither side, where they keep going for 4 hit and not downing anyone, while no one can do generators more than anything. I never said anything about them being strong anyways, just a common complaint about facing them.

    @GrimReaperJr1232 said:

    Why don't healing perks affect mend speeds?

    Gideon offering + Filthy Blade + Coulrophobia + Distressing = Enjoy having your game held hostage.

    I don't feel healing speed reductions need apply since there are addons for it already, maybe instead they could add a perk which makes mending faster, or allow medkits to be consumed to rid of it faster since syringe can interact with it as it is.

  • @Marik1987 said:

    !title

    If u would buff Grim Embrace, so that its worth using, it could be a way to clean up a lot of tunneling in the game.

    But: At the moment u reward 40secs Gen-Blocks after hooking every survivor once. As we all know, thats just 10sec more than Deadlock, which u get for free 4 times per game at max., old Dead Mans Switch had 45secs.

    To benefit the killer for switching targets, you should increase the number significally OR lower down to condition (2 survs = 30 sec all blocked, 4 survs = another 30sec all blocked for example).

    maybe it could be an activateable perk which gets a token for every hooked survivor, so when you activate it at 1 token it's 10 seconds blocked time, etc.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216538#Comment_3216538

    The chase buffs were fine, except for the Bloodlust buff. If anything, they encourage killers to go for chases more, and not camp, I honestly have no idea how those changes were the reason killers would camp and tunnel more. It would be really dumb if the devs ever reverted those changes.

    The problem with 6.1.0 was that there were no proper nerfs to camping and tunneling to accompany those killer buffs. And in fact, gen times being increased is the bigger problem there, because that's what actually buffed camping indirectly. However, the gen time increase was definitely a good thing, just not without further measures to reduce the effectiveness of camping and tunneling.

    Basekit BT luckily did get a buff, which is great. But camping definitely still needs some fair nerfs, my suggestion would be to increase the hook phase duration from 60 to 70 seconds, and remove hook grabs.

    Don't agree, as I've said in another thread the STBFL hook camping situation + how it effects chases and is enabled by the endurance meta is a huge issue. Removing hook grabs doesn't fix this at all until it's addressed. They either need to nerf all the perks associated with the chase buffs, or revert the changes.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216538#Comment_3216538

    Yeah no, they could reverse the changes from the dash distance and you wouldn´t see a change in the camping&tunneling, because the reason is a different one.

    I don't agree, 10 STBFL + the shortened dash distance makes it too easy to tunnel more than pre 6.1 if anything the endurance meta is enabling it even more. It's one of the largest oversights of 6.1.0. There are different reasons but 6.1.0's changes have by far enabled it, haste doesn't mean anything if the killer is already stood on top of the hook.

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216538#Comment_3216538

    I completely agree. Gens being completed too fast was the real issue. Killer slow down perks and Survivor repair speed perks add so many variables for proper balancing though.

    They've always been what needed looking at tbh

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