Rudjohns
Rudjohns
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- Rudjohns
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Comments
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495519#Comment_3495519
Garden of Joy and Borgo disagree.
Also Red Forest and Shelter Woods were made better for survivors. Autohaven also kept its pallets (even got some pallets added to edges of the map) and Gas Heaven's main building became even stronger.
This is not a "new balancing meta".
Shelter Woods better for survivors lmao
Borgo is, in my opinion, one of the most balanced maps in the game
and Garden of Joy is gonna get a nerf pretty soon, they are going to destroy the house. You can print screen this.
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Thats the new "balancing" meta. Killers can't get happy if not.
Get used to it.
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I think its one of the worst so far
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We as community need to start doing something
And this something is just refusing to play against any SM
just killing ourselves on first hook is the right answer
They are not gonna do anything unless they see a gigantic spike on kills for her
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494014#Comment_3494014
Yeah this sucks. Literally no counterplay available now except for being paranoid and not touching anything.
Old Eruption is back
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Why is this topic marked as "answered" if nobody came to address it at all?
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@bearr_trap said:
Screaming before being hooked? I'd been calling it the Pain Resonance nerf.
"nerf"
Watch "pain resonance" on Streamable. -
Pain Resonance is disgusting because of this
Watch "pain resonance" on Streamable. -
HAHAHAHAHAHAHAHAHAHA
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Accessories should have their own selection option
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More deadzones than Torment Creek and Rotten Fields? Gee
They really want that 75-80% kill average
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Just tunnel and camp
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I think Deliverance should have a 2nd effect
In case you don't activate the perk at the first hook, when you are on 2nd hook, teammates will unhook you 50% faster
There you go, at least the perk won't be a total waste if you get found first or another teammate snatches your save.
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@LordGlint said:
Is the only problem with her how much she benefits from gen kick perks? I've never gone against her. Would NORMAL gen regression speed still be a problem or no?
Yes it would
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Her drones need to go
She needs a completely new power
And I am talking about a rework bigger than what Freddy received a few years ago
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@SweetTerror said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488874#Comment_3488874
I would argue that being smart about where you hook survivors is impossible to do. Killers go where survivors go, which means killers are at the mercy of hooking wherever a survivor is downed, and if there are no hooks in the area, then completing your objective becomes impossible to do.
not really, no
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Survivors need to keep 3-genning in mind
killer need to do the same with hooks
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Calm Spirit
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Joke?
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@Brix said:
Overwhelming presence: Now additionally reveals your aura when using an item in the Killers TR
Red Herring: Once you repaired 33% of a gen you will be able to go in a locker and make a loud noise notification on any gens not done yet (Gens which get repaired atm will be revealed as yellow)
Smash Hit: The initial speedboost from the perk occurs after the animation from the pallet throw ended
I'm pretty sure Smash Hit lasts for 4 seconds to address the second you spend stunning the killer
It might be iffy to program a fix to this
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How to solve 3-gen: give the ability to survivors to push/pull gens
Only activate when there are 3 gens left
Pushing or pulling a gen is very slow and can increase the speed if 2 survivors are doing at the same time. Max of 2 survivors on the same gen
If the gen is at 0% progress it moves a bit faster. The more progress on the gen the slower it gets.
Gens can only be moved into flat terrain
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These are some buffs that I made a while ago
Premonition
Buff: It shows a bubble displaying the killer's general location and you don't leave scratch marks and pools of blood for 3 seconds every time it activates.
Bite The Bullet
Buff: All survivors within 8 meters from you are affected by the perk and it lingers for 15 seconds when not in range anymore.
Blast Mine
Buff: Survivors can place multiple traps in the same generator.
We're Gonna Live Forever
Buff: Receives the aura reading from picking a survivor up from (old) Buckle Up.
Buckle Up
Rework: For every teammate in the dying state, increase your self healing action by 20%. You can see the killer's aura when they are within 8 meters range from a dying teammate. The aura activates 3 seconds after the teammate is downed. (This buff was made before the new Buckle Up)
Left Behind:
Buff: Receives the gen/exit gate +50% speed bonus from Sole Survivor
Sole Survivor
Rework: Gain a temporary token for every survivor on the hook. Survivors within 8 meters from you have their aura blocked as well but the effect doesn't linger.
No Mither
Buff: 100% no grunts of pain and you mend 100% faster.
Desperate Measures
Buff: 16% speed on healing/unhooking and also the bonus speed is applied to mending and recovering from dying state.
Object of Obsession
Buff: Increase your action speeds from 6% to 9%. Add vault speed when the perk is activated
Rookie Spirit
Buff: Shows aura intensity depending on the progress of each generator. Gain a 5% repair speed boost for 15 seconds if you stop regressing any gen. (60 seconds cooldown)
Poised:
Buff: You don't leave scratch marks and your aura is hidden for 30 seconds after a gen is completed and for 60 seconds when the exit gates are powered up.
This Is Not Happening
Buff: When injured, hitting a great skill check will heal 10% of your health
Dance With Me
Buff: Decrease cooldown to 20 seconds (Giving a much better synergy with Quick And Quiet)
Boon: Dark Theory
Rework: Along with the 2% speed bonus, all survivors see teammates auras if they are inside the radius. If the killer snuffs the boon, their aura is revealed to all survivors for 5 seconds.
Solidarity
Buff: Increases self-healing action speed by 10% and for every teammate within 16 meters range from you another 10% is added to a maximum of 40%
Resurgence
Buff: Increases to 75% when unhooked in the struggle phase and automatically 50% of health when recovered from dying state at any time.
Red Herring
Buff: All survivors see the "explosion" upon activating the perk and see the gen aura in a different colour until a survivor touches it or the killer kicks it. If the gen has progression and the killer kicks it, their aura is revealed to all survivors for 5 seconds.
Fast Track
Buff: Gain a token for every teammate put into injury and dying state. Can carry a maximum of 32 tokens at once.
Visionary
Buff: Cooldown is removed and always shows the aura of completed gens to you. When you complete a gen, its aura is shown to teammates for 30 seconds and the same gen aura is shown every time you complete a new gen. A "Visionary" icon appears at the bottom right corner to your teammates.
Self-Preservation
Buff: Increased the duration of the perk to 30 seconds, and the injured teammate can see your aura for that duration.
Up The Ante
Buff: When a teammate is on the hook, their token has an increased value from 3% to 6%
Inner Focus
Buff: Increase the killer's aura reveal time from 5 to 10 seconds and you don't leave scratch marks for the duration. Scratch marks from teammates last 2 seconds less if they are within 32 metres of you upon activating the perk.
Technician
Buff: Decreases the penalty to 3/2/1% on missed normal skill checks. The removal of gen explosion works with Overcharge, Oppression and killer add-ons that force a difficult skill check.
Corrective Action
Buff: Affect teammates within 8 meters range from you and it lingers for 15 seconds when not in range anymore.
Situational Awareness
Rework: Whilst repairing a generator, all teammates will see the generator aura. If a teammate is downed, you see all teammate's auras and the killer's for 10 seconds. Any teammate repairing the same gen with you will also see the auras.
Kinship:
Buff: Now it lasts for 60 seconds. The perk triggers if a survivor is within 16 metres of your hook at any phase. Once you are rescued, the timer stops and continues when you are put on the hook for the second time.
Guardian
Buff: Increase the effects time to 20 seconds. Rescued teammate leaves no scratch marks, pools of blood, grunts of pain and has the 7% Haste effect. If you are injured you also have the same effects. Killer's aura is revealed to you and the teammate for the same duration.
Small Game
Buff: For every totem you cleanse, increase your action speeds in healing, unlocking and blessing for 20% until put on a hook. Speed bonus stacks.
(alternate buff: When you cleanse a totem, you reveal the aura of the killer to all survivors for 10 seconds. 20 seconds if the totem was a hex)
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Territorial Imperative
Buff: Now it always shows the aura of survivors when they are inside the basement and you are at least (nerf) 45 metres away. Cooldown is removed. Perk deactivates if a survivor in on the basement hook. (made before the actual newest buff)
Hangman's Trick
Buff: Survivors who attempt a sabotage action at any time scream and are affected by the exposed effect for 60 seconds. (made before the actual newest buff)
Overwhelming Presence
Buff: When a survivor starts using an item in your terror radius it automatically loses 10% of its charge.
Gearhead
Rework: It becomes a Scourge Hook. When a survivor is saved from the hook they are affected by Gearhead. All their great skill checks will be considered a good skill check for gen progression and for survivor/killer perks' purposes. Missing a skill check adds a 3% progression loss. The effects end if the survivor loses a health state.
Hoarder
Buff: Considerably decreases the chances of Rare and Very Rare items appearing in chests and completely removes the chances of Ultra Rare items.
Grim Embrace
Buff: Now it activates again if all 4 survivors are on death hook. All generators in the map are blocked for 60 seconds. Once the exit gates are powered up, survivors have a -25% speed on opening the gates for 30 seconds (if the perk is triggered for the 2nd time).
Beast of Prey
Buff: Downing a survivor whilst the perk is activated gives a penalty of 30% to the last gen they worked on for 60 seconds.
Bloodhound
Buff: You see the aura of pools of blood when you are at least 56 metres away.
Deathbound
Buff: The oblivion status is applied to all survivors working on the healing action.
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@C3Tooth said:
I was thinking about this perk. There are 2 ways to buff Bite the bullet
- +Hide aura of perk user, and the survivor being healed (if there is the 3rd survivor join to healing, the perk doesnt hide their aura)
- Mute everyone that join the healing (either healing or being healed, even for the 3rd survivor join the healing)
The 1st one is stronger, so I think there should be a downside
just add the 8 meters range/lingers for 15 seconds to it
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487364#Comment_3487364
Step 2, make it so anyone can DC without penalty and be repaced with a brainless AI. At what point will people that want a PvP stop playing because most of their games turn into PvE?
Why do people DC in the first place again?
How about address the issue first?
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@Sava18 said:
Double down and make it harder to troll/get out of games and you will see the people who do it often quit the game eventually leading to a healthier playbase.
- Make DC penalties harsher
- Remove self unhook and skill checks for second stage
- Add a system that starts giving you penalties when you get absurdly low points outside of chase/hook/the ground. Just to be safe lets say you need 50-100 hours for this system to start working
Now dcing is something you don't get to do for free twice a day and people can't get out of the game for free either. AFKing and trolling would also be negated this way. Yes, I get that it's frustating to go against SM and condemn onryo but just stop playing for the day.
how to kill a game
step 1
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@GreyBigfoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486608#Comment_3486608
I personally disagree. At least with those, they look pretty cool and you don't feel like you're missing out on an entire outfit. The artifact rarity is also something that's rarely seen in DBD.
I'd say the outfits should at least be in the store with the others from the collection. Even if they're new, the prime could give you it free while it's new, so still being a good deal.
Personally the worst was reusing the Maiden Guard outfit from the rift, followed by the bloodpoints, then the charms. I'm fine with Rift Fragments actually because 10 levels is a lot and gives me more free time.
From complete skins to a single skin piece and recolors of weapons? No thanks
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@GreyBigfoot said:
This really puts into perspective about how I feel about the Prime rewards.
It was really tragic that The Artist (and Haddie for while) had their green-rarity outfits shoved on there when the previous standard was to release those to the store the same day the character came out.
Another thing, the fact that they seemingly pick one outfit from an existing collection to make exclusive with seemingly no rhyme or reason. The Dwight one could have released with the David & Kate Valentine's outfits, Jeff's could have been in the store with Nea, Doctor, and Slinger's metamorphosis outfits. And most recently, Jane's prime outfit was obviously part of the Brazil collection. They just pick one and make it exclusive which is a bit of a slap in the face.
I feel like the one-piece items like Trickster's mask or the glowing Legion knife were more fitting for Prime rewards, at least they felt original, and not like existing outfits repurposed. The free battlepass is still the best reward they've ever done though.
Trickster's mask and Legion's knife were part of the worst prime rewards, only losing to BP
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485335#Comment_3485335
Winning condition is a pip. Killing all four is a condition set by the player base. In other words, bhvr can't change it the community has to.
Yes they can
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No need for game mode
DBD needs to change. Kill all 4 survivors should not be the winning condition. Having fun with a somewhat "long" match should be. And theres plenty of changes that could be done to that
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"SWF"
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@DredgeyEdgey said:
Surivors gets injured
entity. heres a free sprint burst and a permanent lesser blood lust
Killer gets looped for 15-30s
Entity here's a speed boost
Surivor REEEE NERF BLOOD LUST ITS AN OUTDATED MECHANIC INFINITS DONT EXIST ANYONE SO WHY KEEP IT
Killer breaks a pallet
Entity you shouldn't of done that "removes bloodlust"
Here's how to rework mft if a surivor vaults a pallet or drops one mft deactivates for 15s see how often it bloodlust is actually used against you
Except that bloodlust is not a perk
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478396#Comment_3478396
well i did it they ask for my in game id and got back to me tell me they looking in to it but no code.
They didn't give me a code, they put the charm in my inventory
The print shows that I got both the daily login reward and the charm
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Remove hook suicides and then you will have a game with a false hope of winning, since that survivor player is not gonna try to win
I much rather them to die when they want to and I move on with another game as fast as possible
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475925#Comment_3475925
this what I have to do to get it?
Apparently
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475411#Comment_3475411
I mean he had rancor. The game audio on the clip is pretty quiet so i can't tell if a gen popped or not but that would explain the aura read
Rancor doesn't reveal aura, and no gen was popped
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Yes, tunneling is just as normal as before
now protecting a 3-gen is the new meta too
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Guys, I opened a ticket and they were attentive
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@DavidHypnos said:
Does Distortion activate if the killer player is using cheats to read your aura? I’m not saying this Wraith was cheating - I just ask because I’ve had more than a few games lately where killers were running no aura reading perks and had none tied to their powers or add-ons and yet they miraculously knew exactly where to go to find survivors. It could be luck but the way it happened in-game I don’t think so.
I thought about that, but I think we should follow the "distortion is bugged" train 🤔
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@GentlemanFridge said:
Massive stretch, but could it be the aura that’s revealed when the killer gets access to the Expose invitation ability?
Is that a thing? I didn't even know
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Ormond is definitely not survivor sided
I agree with Garden of Joy, however I think Badham is probably the most balanced map in the game
Its not as strong as people think, it has bad dead zones, and the strongest main building basement
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Since I started seeing tunneling killers more often than before, I started tunneling as well
Hard tunneling at 5 gens
I have yet to have a match with 4 or 3 escapes. Very rarely a 2 escape (it happens when I know I made mistakes)
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Not working for me either
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Tunnel the first survivor out at 5 gens
proxy camp the 2nd survivor but stop the tunneling now
always go for an injured survivor, rinse and repeat
always 3k guaranteed considering hatch
run Corrupt Intervention, Lethal Pursuer for the early chase/tunnel
STBFL and Pain Resonance is a good option for the remaining 2 perk slots
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Okay, then windows should block after 5 vaults
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I think most of the matches are only contributing 1 point to this challenge
And that means something about the state of the game right now
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What is fun? When I get to actually play the game and not tunneled out at 5 gens
When I don't spend the majority of my match time on a hook because the killer is camping
Or every other match against any killer except Skull Merchant
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My prediction: Made For This activates for 30 seconds after you escape the hook. It gives you 1% speed bonus. Endurance after healing a teammate removed.
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The Pharmacy nerf was so unnecessary
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467114#Comment_3467114
Because you just thinks anything that exists as "bad perk" and only consider broken perks as "good perk".
lol no

