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Rokku_Rorru

Rokku_Rorru

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  • bumping so hopefully this gets more attention and you get servers over there, and hopefully they finally re add killer ping to the lobby UI too.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635328#Comment_2635328

    That’s fair about deliverance, I actually forgot about that. Maybe make it 0% default chance but deliverance overrides it.

    That would work, I agree.

  • @sizzlingmario4 said:

    Hot take.

    The basement is overall unhealthy for the game and should just be removed outright (add more hooks on the map to compensate for the hook loss).

    Rework monstrous shrine into a scourge hook perk with the following effects:

    -9% faster Entity progress (unchanged)

    -Hook escape attempts CANNOT be performed.

    The current 9% penalty for failing an escape still allows you 3 attempts making it negligible, and the 15% increased difficulty is multiplicative (eg. 15% of 4%, which comes out to having a 3.4% chance to escape), also making it negligible.

    Then gift of pain should also be buffed to make it more appealing. Considering there are only 4 scourge hooks, I think either of the following two changes would be fair:

    a) Increase the repair/healing penalty, or

    b) the penalty applies even if you do not heal and/or the penalty persists until your next down, instead of until your next injure.

    I also agree scourge hooks should not break on a sacrifice. I’m okay with them being able to be sabotaged though.

    I honestly feel more hooks on the map would be even worse for game health, and not being able to escape just makes deliverance void (just like Stridor is now). Maybe at least let it give one escape attempt, as I don't think any perk should fully counter another perk. So I guess you're right about it being a hot take lol


    I think for the effort needed scourge hooks should be strong anyways, it takes time to take someone to a hook even with a carrying build so they should be rewarded for the time spent, so I like your ideas regarding that and them not breaking on sacrifice makes sense, makes the perks more appealing honestly and gives them more characteristics different from normal hooks which is strategically appealing.

  • @Faen said:

    What for? It was also a good ability to counter this perk. Now it always works. And because of this, some killer addons have lost their meaning

    Proxy camping like Huntress aiming her hatchet to a hook outside of her TR is another example, it was just easily exploited in certain circumstances.

  • @GeneralV said:

    Greetings, survivors, killers, and both-siders of the Fog! I hope this thread finds you doing well. I am here to present to you my idea for another Freddy rework.

    Now, several threads here showed to us and to the devs that the chance to play as Old Freddy again is something that the community truly wants and needs. Which is perfect, however bringing him back without any changes may not be the best idea. After all, we all know that he required a few buffs and QoL improvements (never a full rework tho).

    Please, allow me to present to you my idea for an improved Nightmare:

    Power: Dream Demon

    Pull survivors into the Dream World

    -Survivors who are awake do not see The Nightmare.

    -Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.

    -During the Dream Transition Survivors can see glimpses of The Nightmare and they suffer from the Incapacitated status effect.

    -When the Dream Transition Lapse, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    -Survivor’s auras are revealed to The Nightmare when they are outside of his terror radius.

    -Survivors suffer an action speed penalty of 40%.

    -To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.

    -Failed Generator Skill Checks can also wake up.

    -Hooked Survivors wake up.

    Special Ability: Dream Projection

    -Teleport to a Generator in view. Releasing the button early will cancel the action.

    -Survivors cannot interact with the targeted Generator.

    -For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by stack-able 20%.

    “You have nothing to worry about. This won’t hurt one… little… bit.” -Freddy Krueger

    Add-ons:

    Wool Shirt:

    -Slightly decreases Skill Check chances in the Dream World.

    Sheep Block:

    Slightly reduces Dream Transition time.

    -Time to fall asleep is reduced by 0.5 seconds.

    Kid’s Drawing:

    An unattributed drawing clearly crafted by a young child.

    Slightly increases Dream Demon range.

    Garden Rake:

    Slightly increases Movement speed while casting Dream Demon.

    Prototype Claws:

    Moderately increases Movement speed after successfully putting a Survivor into the Dream Transition.

    Outdoor Rope:

    While Survivors are in the Dream World:

    Applies a moderate (-6%) Action Speed penalty to Repair, Healing, and Sabotage actions.

    Nancy’s Sketch:

    Moderately increases Dream Demon range

    Green Dress:

    Considerably decreases Skill Check chances in the Dream World.

    Slightly decreases Dream Projection cool-down for each sleeping Survivor.

    Cat Block:

    Moderately reduces Dream Transition time.

    -Time to fall asleep is reduced by 1 second.

    Unicorn Block:

    Considerably reduces Dream Transition time.

    -Time to fall asleep is reduced by 1.5 seconds.

    Swing Chains:

    Survivors suffer an additional 25%Action Speed penalty when pulled into the Dream World for the second time.

    Nancy’s Masterpiece:

    Tremendously increases Dream Demon range.

    Jump Rope:

    Tremendously decreases Survivors' Action speed when in the Dream World.

    Blue Dress:

    Moderately decreases Skill Check chances in the Dream World.

    Moderately decreases Dream Projection cool-down for each sleeping Survivor.

    Pill Bottle:

    Survivors do not see glimpses of The Nightmare during the Dream Transition.

    Paint Thinner:

    Tremendously increases Movement speed after successfully pulling a Survivor into the Dream Transition.

    Class Photo:

    -When a Survivor is pulled into the Dream Transition, all other Survivors' Auras are revealed to The Nightmare for the duration of the Dream Transition.

    -Tremendously increases Dream Transition time.

    Time to fall asleep is increased by 2 seconds.

    “Z” Block:

    Tremendously reduces Dream Transition time.

    -Time to fall asleep reduced by 2 seconds.

    Red Paint Brush:

    -Tremendously decreases The Nightmare's Terror Radius.

    -Tremendously reduces Dream Transition time.

    Time to fall asleep is reduced by 2 seconds.

    -Survivors suffer from a Hindered penalty during the Dream Transition

    “You were such a little artist” -Freddy Krueger

    Black Box:

    -Broken pallets are replaced by Dream Pallets

    -Non-sleeping survivors cannot see or interact with Dream Pallets

    Extra details:

    -The Nightmare’s Movement Speed Penalty for putting a survivor into the Dream Transition lasts for 1 second, as it originally was.

    -The Nightmare has a 24 metres Terror Radius

    -Dying Survivors who are healed to the Injured State aren’t automatically woken up.

    -A Survivor’s Aura is revealed to the Nightmare immediately after said survivor leaves his Terror Radius.

    P.S

    And that is it! My idea for a Freddy change that should restore his fun aspect and address his weaknesses. Please let me know what you think, and as always, see you you in the Fog!

    -Signed by GeneralV, your local Freddy main.

    I like this, anything than his current passive toolkit, old freddy was more interesting just needed some love like you've detailed. This is far more interactive and unique.

  • Mettle of mans aura reading when used with object of obsession lets you see the killer at all times if they aren't a stealth killer, it can be hillarious, but more on topic.


    I like the suggested changes but Iron Will doesn't need anymore help, try looking at Off the Record, bite the bullet and others self preservation instead tbh. premonition could also give a temporary speed buff to actions like 5 percent for a few seconds when procced.

  • @Sandt21 said:

    I just played a game where each survivor brought at least one boon perk. I snuffed totems 9 times before I finally just stopped. It was simply too much to deal with. The totems were placed in a way that they basically covered the whole map with CoH and Shadowstep. And this is far from the first time this has happened.

    sadly, thrill of the hunt, while solid, is not enough of a counter. It just isn’t. A killer can’t be everywhere at once, but the overall area these boons cover surely can.

    im not asking for blood. Or even for boons to be gutted. I just want one of three things…

    1) a killer perk that’s designed from the ground up to be a hard counter to boon perks.

    2) each survivor can only light one boon totem per game.

    3) when a killer snuffs a boon totem, it destroys the totem.

    Pick one, I don’t care which.

    why don't they make so after snuffing a totem the entity blocks it for a minute or so?

  • I feel like basement hooks should be scourge hooks as well anyways honestly, ontop of the ones on the map.

  • Honestly, something needs done with boons but I wouldn't know what to suggest lol

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633840#Comment_2633840

    If it was going to be based off duration then at that point it should just inflict broken instead. Which honestly wouldn’t be a bad idea as a rework to forced penance - what it is now with its protection hit requirement makes it not worth running most of the time.

    But the point is, broken already exists to make healing not an option. Mangled being on a timer is therefore redundant.

    You could make sloppy butcher work on special attacks, if it has a duration any shorter than like, 3 minutes or more, it’s probably a net nerf for most killers.

    I use forced penance atm to deal with boons since people play altruistically who use them, if sloppy lasted 3 minutes thats like a fifth of a longer match if that, approximately 3 gens, I don't think it'd be that bad to have it run out by then as they'd probably be healed by then anyways, or downed.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633829#Comment_2633829

    Even before boons sloppy butcher wasn't really good outside a few killers who could do hit and run tactics. The 4 second (or 8 seconds with self-care) slowdown on healing has been becoming less effective over time. Survivors have a lot of good healing options for perks, med-kits have been indirectly buffed by other items being nerfed (toolboxes, keys), and most killers simply cannot get around the map quick enough to actually interrupt survivors healing.

    It's the same reason nurse's is not as popular as it once was. Killers simply can't rely on catching survivors healing as their main tactic and need to focus more on slowing down gens.

    See that's the thing, you could buff it in trade off of giving it a duration. Make it work off of abilities even, it doesn't have to be a nerf, the idea is more to rework the perk, I was just suggesting one part of it which irks me about the perk design really.

  • Something needs done about hooks but I have no idea what to suggest, my main issue is high mobility killers and hooks, how easy it is for them to just come straight back and get two survivors depending the situation is just zzzzzz.

  • @sizzlingmario4 said:

    I think iron will should just give the survivor regular breathing (as if they were healthy) instead of the injured noises, rather than just making them completely silent. This would also make stridor actually have at least some use again (although it’d still not be very good).

    Sloppy butcher is fine the way it is. It’s meant to slow down healing, not force you to wait 60+ seconds to avoid slower healing.

    Also not sure what you’re trying to say about coulrophobia, vigil has 0 interaction with that.

    I like the breathing idea, but it doesn't fix that its still better than other silencing perks.

    I was comparing sloppy to Coulrophobia, not its interaction vigil, apologies that such was not clear, like why take coulro when you could bring sloppy?


    @GrimReaperJr1232 said:

    Regarding Sloppy, I asked McLean something similar to this before he left BHVR. This was after the Clown rework.

    "Why did you make all Mangled add-ons infinite, similar to Sloppy Butcher?"

    The thinking was like this. They compared Mangled to Broken, as they're the two status effects that most closely resemble one another. Mangled was about slowing healing, while Broken was about taking away your option to heal.

    With this in mind, considering Mangled would only slow heals down, it having a timer was ultimately decided to be rather redundant.

    And not downing someone for a minute isn't "free pressure." They're still injured. They can't go for a save on a hook, they can't afford to do any risky plays because they're 1 mistake away from going down. It's a hit you earned and you're capitalizing on by having a perk that's encouraging them to stay in a vulnerable state.

    Free pressure is when Nemesis' zombies come bother you on a gen because you just got unlucky.

    It can be free pressure, for doing nothing you get value from the perk, easier tracking, slower healing. I see no reason why Vigil shouldn't interact with it if you choose to let the survivor go for long enough. Also thats not "luck" Zombies have a specific detection range and also react to notifications like discordance.


    @Crowman said:

    Sloppy Butcher isn't even good right now. The last thing it needs is a nerf.

    I'm guessing you are referring to boons? I'm not really taking them into consideration, honestly I think Circle of healing could be slower lol. As for sloppy Less about it needing a nerf, more about bringing it to interact with the rest of the game, a minute or two is a long time, enough to buy the killer time, but if they aren't capitalising on the injured survivor, I see no reason why it shouldn't fade IMO.

  • @KwwB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612553#Comment_2612553

    Yeah good point. Main event is very useless IMO. Unless you catch a bunch of survivors out in the open using Main Event near ANY obstacles is pointless with how slow you move while doing it.

    Also in most matches I usually only get 1 Main Event, sometimes 2.

    I honestly feel like Main event should be something like a single strong dagger similliar to a huntress hatchet, where it takes a full health state and pierces/ricochets (if it bounces make it do 3 or 4 laceration gauge), its silly that main event feels like a punishment at times.

  • @TTV_Sugma said:

    I personally think that light born should be a hex or something like that its annoying when u decide to bring your best flashlight and to your demise they have lightborn and then your best add ons have gone to waste

    @landromat said:

    Flashlights should be a boon then

    Honestly I'd say if Lightborn needs fixed, then finally deal with Iron will also and Sloppy butcher (give it a timed duration on its debuffs like 60 seconds so it has some interaction with Vigil) Because these perks overshadow a lot of perks in their similliar categories all because they have infinite duration and zero counter play, it's bad design.


    That said I have no idea what I'd suggest to make lightborn more viable, maybe instead make it also blind the survivor if they blind you, so the flashlight still works but.. it'd be funny to watch survivors make a choice to blind but at a price.

  • @Hippie said:

    I completely agree. I frequently get matched with Killers from South America (usually Huntresses...) whose internet connections are extremely questionable, not to mention the fact that they are thousands of miles from me... and it results in my character getting hit and going down 6+ meters from the Killer half the time.

    Great post by the way, I laughed quite a bit at the John at McDonald's part!

    I don't want to sound moany, I feel really bad sounding so fed up of it, I'm just happy people are finding the humour in it like I am trying to.


    That said it would be really nice to have this just so we can avoid VPN users without needing to rely on Bans/Moderating to avoid them and report them, an official response would be lovely but I'm not expecting it.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628617#Comment_2628617

    The “laggy hit validation” favors survivors, in case you weren’t aware.

    And no, it his pre-nerf lunge wasn’t unfair or too easy to get hits… you could easily counter it by going to windows or leaving a tile. Now he is a clunky killer with no redeeming qualities.

    It only benefits dead hard, lmao.... the rest I can stick a huge DL on as killer and get easy downs at pallets/windows.

  • It's likely due to boons, as healing is Wraiths counter, since he can only really m1. I don't think the buff should come back as it just made it too easy to get anyone, cloak then hit cloak then hit, not much counterplay especially with all the laggy hit validation.

  • @bluecapedhero said:

    Hey I'm new to the game. (About 6 hours of gameplay and only level 7) I'm really liking it so far but I've noticed that the queue times for survivors is very long. Upwards to 10+ minutes. But queueing up as killer is very short. With the longest queue I've had being only 3 minutes give or take. Do players not like playing as killer? I'm not very good at killer so more often than not, I end up getting juked and not getting a single sacrifice. But when I play as survivor, I've seen killers wipe out the whole team with ease. I think killer is a lot of fun, but why don't people play killers often?

    I don't agree my queue for killers is very long in EU, like 10-20 minutes long honestly... it's annoying.

  • @thrawn3054 said:

    It's not a bad perk, but it definitely needs some help. I think a small number change would be enough. Change it heal at 66% speed instead.

    I'd personally be more for it highlights you to nearby team mates while you heal so they can come help like a reverse empathy. It would be so helpful for solo survs.

  • @CornHub said:

    Too many people were being selfish last week & I was barely seeing any cakes being used near the end of the event, but this time around there's even more of a reason to use cakes since the profit will be even greater. Please, think of the community & cough up the confectioneries.

    should have just made them usable during the event only so people didnt hoard.

  • @[Deleted User] said:

    well, i don't know how to find that out.

    Oh sorry, usually steam and psn profiles detail where the person is from.

  • @CornHub said:

    Camping & tunneling is apart of the game I understand that, but does it have to be a chore everytime it happens to someone? Right now, at least in my opinion, there's no perk build that would make getting camped &/or tunneled fun unless you can loop the killer till all 5 gens are done. I'll take being able to do anything on hook besides hitting skill checks.

    I just don't know why all hooks dont reposition when camped bar the basement, it would give basement more reward and incentive for set up/bait playstyles, UNLESS it's end game collapse. They should just work like pyramids cages, or just send the survivor to another available hook.

  • I've had issues with killers not interacting with me correctly where I'm actually standing also. It's been on and off ever since "hit validation" was added.

  • I honestly feel like all normal hooks should be like the cages where they prevent camping to some extent, however the basement hooks if you get brought there I think it's a you asked for it situation, the basement should be a threat. But honestly I can't really comment on game balance and failures rn while everything is a laggy desynced mess getting vacuumed to hooks etc and wiggling barely having an effect on killers.

    I'll comment more when they finally fix the latency issue.

  • @latinfla4 said:

    So can we buff how much gens regress when a killer kicks it? Reduce the regression from pop if you need to.

    I just hate how in mid chase any survivor spends a sec to stop the regression and the killer has that lengthy animation.

    ..

    Hard agree, gen regression meta is getting boring I want to be able to run fun perks.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347101#Comment_2347101

    I'm not sure if this is the reason, but they did mention back with Demogorgon that sometimes they'll get data from the creating team and it just won't be quite right for the DBD engine, in the Demo example specifically he was much smaller than the average survivor and had to be upscaled.

    True, but even more reason to optimise it then, they can't leave it like that. But the base model extracted from UEViewer is just as concerning.

  • No I want to buff the purpose it has which is for tunneling, I find it still is a get out of jail free card in EGC with SWF's and as a Survivor I'd rather it help me stay in the game longer if I'm truly being tunneled, that's my reasoning.

  • Honestly her face looks like someone too the Grab tool in a sculpt program and distorted all her facial features last second...

  • @latinfla4 said:

    Killer gets poked and wants revenge .the killer should get a 4 percent buff to his sprint speed when he sees the survivor who stabbed him and a token. If another survivor body blocks he can use the token to get a 1 hit down.

    Honestly in it's new state I'd rather it be usable off both hooks. But maybe not usable in End Game Collapse, that's the trade off I'd take but people probably wouldn't agree with me.

  • Please unlike the head of Cheryl's Fresh start and the Jeans! Or just the whole set!

  • @Zokenay said:

    Its a freaking labyrinth in there, i constantly get lost and run in circles...

    I appreciate how faithful it is to the RE version but my god, this map is terrible gameplay wise

    It's a set layout so just go in custom games and learn it like any other map lol

  • I honestly think that the frame drops are what are causing the jank hits on both ends ontop of the hit validation issues since games tie their logic to framerates, and with it being so chaotic... its how we are getting desyncs with everything.

  • So I've been thinking since the recent developers update that the really bad hits everyones getting from both sides isn't just made worse by hit validation: but the poor framerate. Why? I'm going to guess lol:

    Games run their logic via an update method which checks for things every frame, which is were a lot bugs can occur (clipping out of bounds due to a missed collision check coz going too fast etc). I think people with low frame rates are causing delayed hit checks with the recent freezes which then take a while to process then have to go through the hit validation system, so there is this huge desync caused by slow validation on the person with lower framerate (the majority of PS4/Xbox players in the recent update).

    If the above is true it's possible it will be fixed with the server being the judge buuuuut... I'm honestly concerned it's going to make it unenjoyable more so for those who are playing on poorly optimized systems.


    Maybe put every system on low graphics like the switch until they can optimise it better (if you're gonna be lazy about it).


    I'm just concerned.

  • It still amazes me a 5 year old game soon, is this poorly optimised on the consoles it originally came out on lmao.


    Then there is stuff like:

    image.png

    Crooked nose, left eye is looking off, left side of face is bigger, left lip side looks open. etc.

    Legendary skin btw.

  • Sorry, but it does still happen this happened in a match with someone I was playing with, I've had it a lot with certain Huntresses this patch.


    It does not work as intended, you get punished for someone elses connection especially those who VPN. It's gross.

    https://twitter.com/PROJEKT_Enza/status/1404895908827910154


  • I feel like making gens have more to them before being able to just m1 them (have to find a part or something or they go much slower), and making hooks reposition like Pyramid heads cages if you stay by them too long, unless basement/endgame collapse. Just anything.

    I think both approaches are fine, when it's not like unwarranted and at the start of every match.


    The problem with it all is that when optimised gameplay is just tunneling + camping and gen rushing. And that needs addressed, its horrible for any new player I've tried to introduce.

  • Imagine taking a second to observe how he plays and make calls like "He is gonna commit to an m2 so I should bait the window and then run around instead" There is a clear sound tell, and it only has so much range, If people are letting him get to T2 and T3, that's on you for legit auto piloting every loop you go to, which is like 80 percent of the survivor playerbase. People forget hiding, juking are actual things.

  • @QwQw said:

    I doubt they'll ever unlink those sets, even though they shouldn't even have been linked in the first place.

    I guess I'm more looking for a reason, I'm wondering if it is similliar to the Jill and Leon ones, but I feel they'd be more lenient considering the sets seem to be somewhat original and able to be mixed with no issues.

    It feels like some sets they just make linked for no reason, others like Kates don't mix because they leave parts of the torso missing. Fresh Start isn't like that.

  • I feel this should just be possible without the bug honestly.

  • Vigil: allow like a small % of exhaustion to go down while running for those in aura or like actually allow sloppy butcher to be removed after a set time in the aura. Or give it the Open Hand treatment to mak eit nice to use when not stacking.

  • @JacksonWise said:

    Yeah, BHVR even mentioned in their anniversary stream that they've created a vast and rich world full of interesting characters to explore.

    They need to hold themselves to that and focus on game health after this upcoming chapter. No amount of new content will continue to hold players if game performance is too frustrating to be fun.

    I would just like switch input delay to not be like nearly half a second when playing, but maybe that's more hardware level.

  • @Pulsar said:

    A nerf? No.

    A change to how her power functions in order to promote healthy gameplay? Yes.

    This or a rework that keeps her fun to play as and also is fun to interact with, I agree its not a matter of nerfing.


    Though unfortunately no matter what way you are gonna cut it, it's going to be percieved as a nerf lol.

  • My favourite is this one time a huntress used insidious, and she thought she couldn't be heard (since she still sings during it). It was one of the most hilarious encounters I've had.

  • People take this game way too seriously lol

  • I like running Spine Chill when I feel Tinkerer is more common, helps me prepare for an incoming chase. That said it combined with ruin and undying is quite oppressive, but that should hopefully be much less of an issue tomorrow with all the Jills.

  • @TauNkosi said:

    I'm begging y'all. Please run DS. killers are tunneling and camping far more and it kills me to see y'all die like so quickly just because you refuse to run a perk that was nerfed. All the camping and tunneling you go through is on you, not the killer.

    Maybe if they make it activate on both my hooks, then I will tbh.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269742#Comment_2269742

    Were this to be the case, then they would have to make it cancel the current animation and play immidiately into the drop animation. You must understand, however, that was not what it did. The pickup animation was also 3x as long as it is currently.

    Fair enough, honestly. I think if it cancelled the animation it would waste less of the killers time committing to the pickup that they were punished for, which is one of the most frustrating parts of being flash lighted is the time wasted, and the lack of control I find.

  • I would like more interactivity with trapper honestly outside of disarming traps, same with hag honestly.


    I like your ideas honestly for the rework. <3

  • @GoodBoyKaru said:

    Uhhhh

    https://us.v-cdn.net/6030815/uploads/EW3UXAZ6BQFS/image.png

    Patch 1.9.2

    Please tell me I didn't imagine this

    No matter the repercussions of the Freddy rework, patch 1.9.2 was the worst decision BHVR ever made

    it would be nice to make saving survivors more accessible to newer players without learning a specific timing and having i-frames in animations lol. its not hard to position correctly as killer or take lightborn if its an issue.

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