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Rulebreaker

Rulebreaker

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  • So basics: Vile purge (green) on things to make people sick (gens, totems, lockers, items [cant remember if thats a thing], hatch, gate switches, and of course survivors) you want as many people sick as quick as possible and preferably the first hooked fully infected. If you hook a healthy we recommend puking on them so they become infected. Fun fact, you can effectively guard both gates if the last survivor is healthy.

    Corrupt purge (red) immediately damages survivors instead of infecting them (one damage per stream, but can hit multiple survivors per stream). Generally we like to grab a pool when survivors are tagged but not cleansing, but up to you when you wana use em. Once theres no more clean pools you automatically get corrupt purge (whether you want it or not).

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832722#Comment_3832722

    Someone mentioned in another post that some of these behaviors can be handled. Like at the exit gates, teabagging can be moderated by having the game count the number/rate of crouches you do and if you exceed a certain rate/number when you could otherwise escape, put an entity block on the gates for some time. And the entity block duration increases if you keep doing it. Then if you crouch a few times to thank the killer or duck Vecna's power, no problem, but if you teabag too many times, your exit is briefly blocked.

    The W+D thing though would be very hard to moderate.

    We vaguely remember something like that. That said as funny as that would be, to implement that would be a disaster waiting to happen (not the idea, the fact of who knows how many things Bhvr breaks adding something like this) [This premise technically could also be used for the WD]. Then there's the tagging outside the exit gate. Remember if we're going for this go all in.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832681#Comment_3832681

    Also to quote the OP.

    'What i can get tunneled at 5 gens and then humped for 4 minutes oh great'

    This Toxic behavior from players is something they have said the wont punish. So yes people will keep doing so cause the devs said its alright.

    Ha fair

    Now in seriousness how are they going to punish that is the thing? You can make a argument that they could railroad players for tunneling but how the stupid dance (what was refered to as "humped") without going into intent. And why stop there? What about being gen rushed and survivors "twerking"? The devs fault and are supposed to railroad that too?

    We're not even remotely convinced that the bad behavior of players is the devs fault. The devs can't control how people play without limiting everything so there's only one way too play. Is that what you really want? If so then fair enough, but we'll fight every step of the way.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832590#Comment_3832590

    All this and yet you fail to understand that your "experience" is just that, yours, your entire argument hinges on your personal bias which equates to it really meaning nothing at all. Because in that same logic, this "issue" basically doesnt exist at all because this hasn't been my experience except a handful of times. And also just like my experience, i also just hook rather than wait for my mori if survivor 3 isnt going to let go.

    You're really grasping at straws to try and use a 100% optional offerring as a basis of anything for an argument on a basekit mechanic.

    The basekit mori doesnt need any change, especially not some arbitary not thought out change that will actually make it even worse for you if this is such an "issue".

    So just so we're clear, your going to try and dismiss our experience because you're not experiencing it in the same quantities?

    You also seem to be missing the points in a couple of places. So first, the offering is in response to your worries about monetization. If they want moris more than ever why wouldn't they bring the offering to see it 4 times a match. That's not even getting at those who go for quad moris.

    Second you said you hook rather than wait for the mori, the point of our suggestion is to try and get people to behave like that.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832606#Comment_3832606

    It's the players fault if Devs take action but BHVR says it alright to do so. So its fully on the Devs for allowing this type of Toxic plays.

    So it's the devs fault that, to quote the op: "survivors giving up, killers sweating like their mom's lives are on the line."?

    No, we don't lay that at the devs feet. The devs allow players freedom of choice, unfortunately people are choosing to be arses.

  • now the question is: are these problems with the game or problems with the players?

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832220#Comment_3832220

    Yet your "solution" just creates more waiting in every circumstance except when the killer doesnt care about the mori. Currently if the killer is going to hook you anyway there's no difference, you're just asking to be slugged even longer, but hey if thats what you want then by all means. Your demands for it to change are counter productive to your "issue".

    And if BHVR monotise mori's, which means killers will want to use mori's more than ever, then you'll hate it even more for your making the killer "work for it"" instead of just letting them do it as is lol.

    Currently if the killer is going to hook you anyway

    Thats the thing, they don't. When the finisher came live people have been leaving that 4th person waiting slugged while the 3rd person is dying slowly on hook. Now we maybe wrong but putting the 1 and 1 pieces together says to us that more are doing this because of said finisher.

    …Also where have we demanded anything here?

    And last if behavior monetizes moris people can bring the offering to potentially get 4. You keep bringing that up but seemed to forget that offering exists still…

  • @SixthSinse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831932#Comment_3831932

    you'll have to explain what you mean by "waiting," as I still do not see the reason why this is a needed change. Mind you, being a pain in the arse is what comes with the territory of just losing. Like getting hooked.

    to illustrate my point, if Im playing killer, and the gates are open and I catch you at the gate, I am GUARANTEED to just mori right then and there in most cases. because everyone else who happens to banking on that gate and still in trial will just run out, and mori will specifically cut off any last chance wriggle-out's on carry, DS, hook saves (so nevermind any safe unhooks postgame missions now) ect. and thats just strategically. Outside of that I wouldnt even care to try it because in your proposal it only fits nary a purpose.
    I dont even see it as a nerf to killers, just an unnecessary change. Like, akin to making it so that the last survivor cant get hatch until they do 25% of a generator before it opens. That is also pointless and an extra bit of a chore for one minute thing

    Personally speaking, I'm still not sold on why its needing a change because YOU got tired of it.

    The first thing we're going to point out is that it doesn't need the change. We are arguing if this would be a decent idea or not as the op and us and the like are tired of waiting in scenarios we've described. Necessary and convenient are different.

    Seeing it as unnecessary is reasonable (this is just a thought experiment on if it would help the above situation after all)

    We don't care about if the survivor has the chance to escape. In your situation we'd call it fair for the mori. The purpose is so when the game really is over, people on the dirt don't wait awhile to die. Those that want to kill just to kill will be hooking to end the game, those wanting to mori just to mori need more hoops, and those who are slugging to slug it has no effect on.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832018#Comment_3832018

    The killer is allowed to deny you your free escape… you're not entitled to it.

    In your example the survivor hanging on for no reason is the one dragging the game out as well, more so than the killer tbh, don't place all the blame on the killer. Instead of trying to ruin the mori, just do anything except stare at your screen waiting? Tacking the arbitary EGC requirement onto it is just a silly suggestion that will ultimately extend your wait either way if the killer wants to mori you.

    As we said, both are to blame. To quote ourselves:

    Yes we get both sides are to blame but it's not the point.

    We also don't care about a "free escape", we simply want the match to end in a more timely manner. If they want the mori that bad then they also have to work for it with our suggestion via having to at minimum find hatch then slug and at worst lose the survivor via adrenaline activation. If they want to end the match quickly while not wanting to slug them on the hook the survivor goes like before. We are tired of waiting on both parties when we know we're dead.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831932#Comment_3831932

    Im not saying it is, im saying changing the mechanic is pointless as it really has little effect as it is, people already will slug for a 4k if they were going to anyway, the mori is just a bonus "finisher". This also doesnt particularly incentivise the killer to end it quicker, they will STILL slug for a 4k, in fact if they really want the mori it actually just wastes even more time meeting a pointless, arbitrary requirement we don't have attached to it now.

    What it does do is impact BHVRs sales if they want to monetise mori's by locking them behind a pointless restriction.

    Slugging for the 4k is probably not the best words to describe what we're trying to talk about. The effects is that more people are slugging to not risk the last survivor escaping by any means.

    For example the last two down both on second hook. Killer hooks one and waits to mori instead of grabbing and hooking. We don't care about the mori and slugging for the 4k is its own thing, but we are getting annoyed by this type of scenario. Yes we get both sides are to blame but it's not the point. With our suggestion this scenario can't happen without the killer closings hatch or does being open. Those who are playing just to play will more likely go and hook to end the survivors while those slugging to mori (no those slugging to slug) need extra hoops.

    Keep the mori if it matters so much but make it so you can when there's nothing else Survivors can do (granted this has its own problems) or something to stop this tedium.

  • The weave one is probably the version most asked for XD but yes we agree survivors should see the items in question.

    We do like the alien instinct one but we think the bbq one is kinda redundant here… but that's just us.

    We couldn't care less about nwth so don't have much of a opinion either way.

  • @SixthSinse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831410#Comment_3831410

    nah. its literally fine the way it is. might as well mori someone and then put the controller down, or just to ot mori at all unless you have a slug or two in the works as this would be a near guarantee for the others to just zoom door and escape.

    hell if I started playing killer more than I'd just make a build for slugging and mori in endgame as a back up with this kind of change.

    @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831410#Comment_3831410

    Nah its fine as it is, just the usual senseless moaning. Slugging for the 4k was already incentivised if the killer cared to do it. Endgame collapse basically doesnt exist because the gates are usually 99% until escapes are about to happen. The only difference is whether you die on a hook or in a cool animation.

    It's not ment to combat slugging for the 4k, it's more to incentivise getting the killer to end the game in a more timely manner.

    Since people keep slugging and then waiting just for the mori it's becoming more of a pain in the arse. With this the killer would have to go close the hatch if they want the mori that bad or the gates would need to be open for whatever reason.

  • probably, but adding some survival category points really wouldnt hurt, especially in a slugging scenario

  • While we don't think it will reduce the complaints, it would ease the rage a tiny bit.

    Recovering gives survival points perhaps while being near the killer as a slug gives some boldness.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831476#Comment_3831476

    Man, that's some really conspiratorial thinking, I don't think that's healthy.

    People aren't out here conniving to stop nerfs to their side by lying about something. I just sincerely think Distortion is still pretty good.

    Shh let the conspiracy continue.

    Think about it, everything's nerfed to the point of detrimental, then no one runs perks period. It's a perfect hunting ground for us~ not necessarily anyone else but they dug their own graves so who's we to stop them?

  • If we may make a suggestion: Allow the mori only if end game collapse is active.

    Seems like a good compromise to us, but what does the crowd think?

  • If we were forced to create a give up method, it would be something like after 10 minutes the killer can open the door. Survivors meanwhile get a way to bleed out faster. These we feel would be the least abusable.

    That said, we're getting sick of seeing people talking about ways to leave the match early

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830985#Comment_3830985

    Ok and survivors who used hope or adrenaline used perk slot for perks that may not even be used cause they dont make it end game so they used a perk slot for nothing?

    Or a survivor brings a full heal build and its negated by a plague so 0 perks.

    We use a perk slot to bring distortion to block that free info and if by some chance killer has 0 aura then we wasted a perk slot.

    For those first 2 yup and do you know why? The first wasn't countered by a single perk. That first one was for whatever reason the survivor in question didn't make it to end game.

    That second one is countered by a very specific power. Said power turns healing into its own game of "pick your poison". Anything related to healing on both sides plays by changes in rules (admittedly more towards survivors).

    For that 3rd there's more of a point but that's the same gamble killers run in the vein of killer runs lightborn and survivors don't even try to blind then it's wasted. You also get the info that the killer isn't running aura just like killer doesn't have to fear blinds.

    And lastly all we did was answer the single question you asked. Where'd this all come from?

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830753#Comment_3830753

    So how did you find survivors before lethal exist? Why should you be allowed free handhold information on where survivors spawn before they get even a chance to see gen/tile/pallet layouts?

    Because the singular killer with 4 perk slots used one of those 4 to get that info?

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830584#Comment_3830584

    Remember that little rule about no name & shame?

    He can't show any name, even if he had the screenshot.

    To be honest, we were hoping for a Photoshop with a big label of "high MMR" once they remembered this

  • @Botiz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830469#Comment_3830469

    This is an example of a game I played yesterday. I managed 4 hook stages. My build was Pain Res, Pop, Agi, Bamboozle.

    Albeit, it's only one example, but 7/10 games I've played over the past 5 days or so have survivors using very similar builds

    Extremely well played survivors, ridiculous gen efficiency, bodyblocking and looping.

    I can't prove it is "high MMR", however with the extensive game knowledge and gameplay from the survivors, there's a fair assumption that can be made.

    https://us.v-cdn.net/6030815/uploads/4JQECD5ENWBC/image.png

    What we can take from this is that people are using "strong" builds and could possibly be a swf due to coordination. Maybe they we're just good, yet not high mmr? We could also be "that guy" and say maybe you didnt play well but we'll take your word cause we cant prove otherwise. Maybe they we're. No one can tell either way so we're all still at square uno.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830469#Comment_3830469

    Because there's probably no point. We wouldn't need to show what MMR number we are (if we had one), if people could just accept that certain things, only high level players do. But even in the face of crazy fast-paced killer games with on-the-go match commentary, there's always naysayers being like, "They brought map offerings and instaheals? Mid survivors." and "Their 1 chase lasted 2 minutes? Nah, those are still bad survivors. Must be your skill."

    There's like no skill in this game at this point. It's just matchup advantage. You get a team who has no clue what they're doing, and crumbles off of 1 survivor getting hooked once, or you go against a sweat squad who "just don't take a bad chase" doesn't apply to because they never let themselves be out-positioned, and when they do, they exhaustion perk or Styptic Agent away. Or the map RNG. Sometimes Ormond feels barren, and other times it's just pallet into pallet into pallet. Same with farm maps.

    Trust me, that undeniable proof you're looking for, it would still have mass deniers if it was presented. That's just what this community does.

    ohh we won't deny theres deniers, but how do we know whos in the "high mmr" and whom isn't. The op can prove they go against team eternal (we're assuming this is some high group since its a comp group correct?) with a simple screen shot or video of them facing said team which then in turns they are in "high mmr".

    We also ask why should the "average" accept what the "high" say? Thats more for us than the topic but really now, why would we want more sheeple?

  • We kept being regulated to medic...no one would heal otherwise…

  • @Botiz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830461#Comment_3830461

    There's never going to be proof, but you can make an assumption based on the skill level of the players you're against - especially considering I played against a member from the best comp team right now (Eternal)

    Ya know, we keep hearing everyone playing against whoever they are but no ones willing to provide a show so the class can see undeniable proof...

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830340#Comment_3830340

    What if a teammate heals me after being unhooked, while this is active? I still have endurance at full health? It would require 3 hits from the Killer to put me into dying state?

    I'm having so much fun with these! I keep trying to bait the Killer so I can practice hitting the DS Skill Checks.

    What hux above says 😁

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830409#Comment_3830409

    If you didn’t get the point of my post, let me explain further.

    I am not advocating for the DC penalty to be removed. I am advocating for an option to block players that you do not want to be paired with again. The fact that we have a disconnect penalty and yet are forced to play with players regardless if they are cheaters, or just overall miserable people is a problem. One that does not exist in most other online multiplayer games that give you the option to not be paired with specific players again. So my point is that if you’re not gonna give us the option to block people than there should not be a disconnect penalty.

    The fact that we do need a disconnect penalty is obvious and so it should go without saying that we should have the ability to not be paired with specific players. Can that be abused? Sure but who is it going to hurt? If somebody just blocks everybody when the game doesn’t go their way eventually they’re gonna have so many players blocked that they won’t be able to queue up for a game. So I think that would work itself out.

    Your op was an ultimatum of either give/get the block option to work or disable the DC penalty. As seen:

    The penalty needs to be completely removed unless you are going to add a feature to block players so that you don’t get matched with them again.

    While we sympathize with wanting the block feature to work, under no circumstances do we want the DC gone for any reason. Even if there's people that need blocked and can't be, touching the switch to the DC penalty is a hard no for the reasons stated.

  • Our question is why encourage slugging this way?

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830111#Comment_3830111

    You make a lot of assumptions. I don’t advocate for things to be one way for survivors, and a different way for killers, the same would be for all.

    And if I’ve played in a lobby with a cheater, and I get the same person again, I should be able to make it so that I don’t have to play with that person again. You also make the assumption that the killers are always the ones who are the cheaters I’m encountering. I’ve had SoloQ teammates who were cheating and it just ruins the entire game, and I don’t want to have to play another match with them. They might find it funny to have Dwight flying around the map, instahealing and teleporting, I do not. And my choices are either go next or disconnect for a penalty rather than being able to not play with that person again.

    But what would be preventing you from abusing that system? Self regulation? Do you believe the players here can be that responsible?

    We and many others here have seen what happens when the DC penalty is removed. We couldn't go 5 full matches without a DC and others have their own horror stories.

    It needs to stay.

  • We'd say yes it's a meta build.

    As the one above says, only the endurance gets cancelled when you do a conspicuous action. The stealthy part stays (you can kinda tell because your still silent).

  • We're having the strangest hope of whenever players whine about something they buff it to broken lvls until it becomes normal…

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828538#Comment_3828538

    I do see the concern with those two things, but I personally consider them problems in their own right that'll need their own dedicated fixes.

    Slugging a little less so, that's got a reasonable amount of counters in most scenarios, but people leaving matches without a penalty needs to be addressed either way.

    Well on the bright side once that one is solved its effectively a near universal solution to alot of problems. Till then though that's going to be the major obstacle for thing like this.

  • We'd say this should be tested but we do like it (though we'd bump up the number little).

    The main concern is the whole people swinging to death. Since this turns off when someone dies it steals the perk effectively (we personally don't mind but this is a concern for everyone) A second concern is that people would tunnel till death hook and then slug. Needless to say that would be a great pain in the arse.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828399#Comment_3828399

    Ok, here's my thought process:

    Blight, a killer who has one of the strongest chase powers in the game, can use Lethal Pursuer to see everyone at the start of the match, immediately rush across the map, and sometimes instantly land a hit within seconds of the match starting when survivors don't have much warning a Blight is headed their way or even know that it's a Blight until he's basically already on them. Blight is, for this reason, arguably the best user of Lethal Pursuer and is probably the one killer where I would consider it to be a little too strong as the beginning of the match is very often the most important time of the match for killer. A good or bad start very often determines how the rest of the game will go. If Blight's power started the match on cooldown similar to Dredge/Sadako, then all of this goes away and Lethal would drop in strength on him to be similar to the majority of other killers, without actually changing the perk at all, and would give survivors a little more breathing room at the start of the match against a killer that would otherwise still be extremely powerful.

    Now, Billy can use Lethal and immediately chainsaw across the map in a similar fashion, but in general, Billy's chainsaw is a little easier to dodge than Blight's rush is, and while Blight can bump into something and then change direction, Billy can't really do that without stopping and restarting the chainsaw. In addition, his chainsaw has a 60 meter noise range. Meaning that even if you are not in the terror radius or don't see him, survivors have a little more advance warning that he might be heading towards them + the chainsaw noise immediately tells them who the killer is and that they should be prepared. With all of this in mind, this is why I don't have an issue with him being able to use his power immediately.

    We heavily disagree with that line of thought but thanks for indulging us

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828381#Comment_3828381

    Honestly Blight starting on cooldown would be completely fine.

    I don't think that's necessary for Billy.

    This maybe off topic or rude to ask but can you explain that line of thought?

  • We ain't singing happy birthday this year

    Have a bird instead

    PXL_20241014_203143170.jpg
  • Survivor

    Name: Adam [Male Vault Dweller] Ava [Female Vault Dweller]

    Role: A wasteland survivor

    Difficulty: Hard

    Overview: A vault dweller who has survived the harsh nuclear wasteland. They're perks allow them to help their team by revealing and debuffing the killer while having a random buff to certain actions.

    Perks:

    V.A.T.S Assisted - V.A.T.S Assisted charges while looking at the killer. After charging for 80/70/60 seconds [variable], press the activate ability to reveal the killer's aura to all survivors for 5 [variable] seconds.

    It can charge while on hook.

    We would like it so it can be used on a hook.

    Wasteland Humor - While you are hooked, the killer is inflicted with blindness while within 12 meters of the hook and lingers for 6/8/10 seconds. If you are the obsession the effects and range is doubled. Increases the chance to become the obsession.

    S.P.E.C.I.A.L - At the start of the trial gain a 5/6/7% [8/9/10] bonus chosen randomly.

    The possible bonuses are: Stuns (Ex: longer pallet Stuns, head on, etc), aura reading range, status recovery (ex: exhaustion, mangled, etc), co-op action speed, repair speed, vault speed, and luck.

    We are aware that this one is probably unlikely and needs to be HEAVILY tweaked but we'd like something like this. So :p

    The bonus is chosen at random from the start of the trial. There will be something to indicate what bonus you get (S.P.E.C.I.A.L).

    Only you know what bonus you got. Obviously you can tell your friends over discord or something.

    The bonus lasts for the whole trial, but you cannot change it.

    There are no conditions or restrictions on it.

    The logic being that you can't plan with it and some will often be borderline useless but if RNG favors you you get a decent buff that lasts forever. We are reluctant to pick numbers higher than 10 because multiple survivors.

    Appearance: As close to the vault boy/girl as possible.

  • Killer: The Glowing One

    Name: Kevin Everyman

    Difficulty: Medium

    Overview: A radioactive killer who's presence weakens survivors.

    Terror Radius: 32 Meters

    Weapon: Glowing Claws

    Speed: 115%

    Appearance: A glowing one from the Fallout series

    Ability: Radioactive Presence - Survivors within the terror radius build up rads based on proximity to the killer. Injuring a survivor inflicts 25 rads. At 50 rads suffers a penalty to action speeds. A survivor becomes broken at 100 rads. Survivors can grab radaway at various spots.

    The actions are healing, sabotaging, repairing, blessing/cleansing totems, and opening chests.

    The penalty speed is 10-20%. We can't agree on what it should be but should be noticeable as to incentivise grabbing Radaway but should be able to work through it if desperate.

    Rads build up at 2 [1.5] per second. Survivors don't gain rads while in the dying state or on hook.

    If the killer doesn't have a terror radius then rads don't build up. This is here for the sake of thoroughness.

    Survivors do gain rads through lockers at half speed.

    Survivors in chase also gain rads at half speed.

    Irradiated survivors can't spread rads. It's not infectious, we promise.

    Radaway is gained via interacting with a vendor then using the item similar to a vaccine.

    There are 4 vendors scattered randomly by default. There's an unlimited number of radaway, but like Hux’s emp takes time to produce.

    The Glowing One can see these vendors.

    Radaway removes 100 rads.

    Using radaway does not heal survivors, only removes rads, aka only broken and the penalties.

    Perks that transfer the terror radius will not work with the power. Ex: Dark Devotion will not continuously give the obsession and all around them rads. This works on the principle of since the killer is gaining undetectable the Glowing One doesn't have a terror radius.

    The Glowing One can not see how many rads survivors have. The Glowing One can see when ppl become broken on the hud though and get a score event.

    Feral Rush - Hold the ability button to burst into a sprint and leaping lunge, damaging the first survivor in your path. Survivors injured this way gain an additional 25 rads.

    You tumble after the lunge like ghouls do in Fallout, YAY camera screw~ This isn't necessary or even probably a good idea but we want it so it's here.

    Decent hit box if the above applies. Otherwise Wesker es que hit box.

    Similar to Blights CD. Maybe a bit longer [To lazy to think about exact times]

    If hit, survivors gain 50 rads total. 25 from injury, 25 from this.

    Can break pallets and walls when airborne.

    If you are stunned while running, your rush ends.

    You can let go early once you're at maximum speed. You can not let go before maximum speed.

    Rushing lasts for 6 seconds and at the end you will lunge.

    The lunge is roughly 6 meters

    We know that this one especially needs tweaking but we can't agree on what it should be. We know people will use it for mobility so it can't be too long, but too short is painful.

    Rush speed builds to 5.5 over a short time.

    If you hit a large object you immediately start the tumble animation. This allows you to use objects and walls as breaks similar to Wesker.

    Perks:

    Radiophobia - While within the killer's terror radius, survivors suffer from Blindness. The effects linger for 3/4/5 seconds after leaving the terror radius.

    3 second linger

    4 second linger

    5 second linger

    We are aware of the possibility/inevitability of people abusing this for slugging. We can't stop people from being @####### but we ain't letting that stop us.

    Ghoulish Resilience - Whenever you would be stunned instead you suffer from 50 [60]% hindered. The penalty rapidly decays after 2.5/3/3.5 seconds. [This perk goes on CD for 30 seconds]

    3.5 seconds before decay

    3 seconds before decay

    2.5 seconds before decay

    You don't drop survivors on stuns.

    The pallet does not break if you get hit.

    The decay is effectively 1 second till you are back to normal speed after the initial time. So in effect it is 3.5/4/4.5 for the whole hindered.

    Like Hux's overheat, you can still move and swing.

    This is on all stuns. Head on, DS, blast mine and the like will trigger this.

    It does work with spirit fury, though it's an objectively worse version than enduring fury for those paranoid folks. Technically it's a discount Hux's overheat for 2 perk slots.

    Radioactive Fallout - The last generator you performed the damage generator action on will continue to regress at 80/90/100% speed as long as it is not being repaired or until it reaches 0 charges.

    80 regression speed

    90 regression speed

    100 regression speed

    Works similar to ruin but only affects the last generator you kicked.

    The initial 100 speed still applies. It's when survivors repair the initial 5% does the perk applies itself. Ex: at t1, it regresses at 100 until repaired abit, then regresses at 80.

    This only works if you kick the gen. Like machine learning, no surge, pain res, etc. will trigger this.

  • @buggybug said:

    I love how people think making a survivor drop their item and losing all its charges aint a problem and we have no right to complain but am sure if we get a perk that disable killers add on or power for even 5 seconds its a big issue right? Hyprocrisy at its finest.

    Power =/= item

  • Depends on the killer but we'd just sneak to the other door and pray

  • We would argue for something similar to what Seraphor said. We'd still have it drain while not healing but make it at variable rates, like a quarter for being still, half while walking/crouch walking, and the current rate for running (rates can vary but you get the point). It still allows solidarity and resurgence to not be crippled but at the same end survivors can't just walk to hide and then heal without consequences.

  • @Rawrbot5k said:

    Honestly from everything I've seen comment wise, event after event it seems like they either don't listen to the player base or don't care. Either way it's disheartening to the players with valid concerns about game balance, rewards, etc. that go unaddressed. I would appreciate a "we see your concern and it is (valid, invalid, being addressed, put in place to balance x,y,z)" any kind of justification or reasoning would be great. I hope I'm not alone in feeling like forum posts are like suggestions for the suggestion box that just ends up immediately in the trash.

    When there's a number of them that are just straight up whining we'd be understanding if they don't.

    That said, we know that people from Bhvr do infact read these threads and occasionally listen. Why they can't always reassure people could be for a verity of reasons but we wouldn't immediately assume the worst of it, so try not to worry too much.

  • For the sake of this community we hope nothing changes.

  • Object of Obsession

    The only thing in the game that triggers rabid feral mode in us is this damnable perk

  • @joel84 said:

    Nobody can tell me that newcomers make up the majority of the player base. Times have changed. Many players don't want to memorize all the map layouts, and perks like windows of opportunity are especially helpful for newcomers. However, this also leads to survivors getting too comfortable.

    When playing with perks like Genetic Limits, this is noticeable. Most survivors suddenly run around the map like chickens. Completely uncontrolled.

    But one thing is clear: If the developers want to change the meta, they HAVE to adapt the WoO

    I haven't played WoO for a long time and I'm already busy memorizing all the layouts to make it easier in the future (in case something happens)

    is just a tip from me 😉

    …Sooo first off genetic limits doesn't affect windows of opportunity. Blindness does, not exhaustion.

    Second while we see survivors very often using it as a crutch, its fine as is. Its information. Clever players can use that info well and in more meaningful ways, others will simply burn through resources and make it harder for their team later. Its getting old seeing these same posts about windows.

  • @Akumakaji said:

    On the other hand …. its specifically named "Unknown" - like the killer whoms schtick it is that you shouldn't research him.

    What if this is some sort of Augmented Reality meta gaming sidequest for us to solve and at the end we could find out some new content about "The Unknown"?

    Creepy! This is the first time that a killer is actually participating in this forums and stalking us :V

    Whatever you do, don't look into it

  • @HerInfernalMajesty said:

    How are we all forgetting that everyone on this forum is high mmr?

    Nah only the top of the top can possibly be high MMR, like that guy, or that one, probably that one too, and that crowd of ppl is obviously high MMR as well and-

  • Not sure if this story fits but we like story time~ A Slinger game awhile ago to reminded us to never trust randoms with the doors.

    So everyone is tense, 4 gens done and something like 6-7 hooks. I see slinger coming to nea and me on the gen and both of us are determined to pop it. Well nea got shot and I pop it and to my shock neas downed with noed. I run like the chicken I am (I was on death hook, don't judge) as he leaves her there and starts taking shots at me.

    As I'm running to a door with slinger obviously in tow I see hope in yun jin sitting at a lit door. I'm then hit with the question of why is it not open when they SEE me running from death but it ultimately doesn't matter as in a bit slinger drops me and shoots the one at the door and gets a down.

    On the hook they go and he comes back to me, who only knows where the one door is. The good news is that nea is up, bad news is that we ran by her and dweet and dweet goes down. Dweet dies on the hook im running with nea to yuns hook. Trusting one of us can open that door I don't split and finally got shot for my trouble. I can only shake my head in exasperation as I watch nea attempt to save instead.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821012#Comment_3821012

    Yup or even depending on a killer i can know what they will have examplw all pyramid heads run am all ears as base kit. All artist is their own pain res perks with deadmans switch.

    Incorrect since we never run I'm all ears as PH and never ran deadmans as Artist

  • Example 1: While we like the ideas, it doesn't exactly stop tunneling. Your still able to tunnel the first out and still get value since they're still active when someone dies. This is shown with pain res and no way out.

    Example 2: We'd argue if you want that route to go longer than 70 seconds as the current 70 second default has practically nil impact on those who don't camp in any form. Your opinions are your own and our are ours but we have only seen it genuinely impact those who stick close to the hook and don't pressure other areas. Since it would flux like the anti face camp it should be fine to add more time but that said it would have the same complaints people yip about the anti face camp.

    Example 3: We feel like this would be a pain, but we're not completely sure as to how you intend to make it work (aka the details).

    Side note: we have some issues with your thoughts on 2 & 3 but that's irrelevant, what is relevant is that we want our trophy 🏆

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