Saltjar34
Saltjar34
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- Saltjar34
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The biggest problem with Solidarity is when the other survivor decides to heal you first. Personally the best buff which you can probably slap onto the third option is to have it be revealed to other survivors when you're in close proximity to them
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@Zani22 said:
Adding legion ai would causeborobelems for ya know the people that bought his as cosmetics
Like imagine this tommorow bhvr said
We bought back old suzies mixtape
Reduced legion cooldown to 3 seconds
Honestly as someone who mains legion a add on pass and some qol changes would be easier than reworking legion into what you want
Add that kit to a new og killer it would be better to do.
He would be the Legion you never had and that's a better solution for everyone.
You can just allow players to put cosmetics on their other Legion member or maybe even better, allow two players to control both Legion members
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@WizardRockwell said:
https://forum.deadbydaylight.com/en/discussion/comment/2246518#Comment_2246518
Gen re-skins would be cool to start off with just to vary things up and then they could make it more interesting with the above suggestions.
They wouldn't need to change many existing perks because they could keep the gen perks as gens will still be dominant and they could introduce new perks for the new objectives. Then it makes map offering more interesting because you might have a build suited to one type of map / objective.
"Then it makes map offering more interesting because you might have a build suited to one type of map / objective."
Have you ever seen Balance Landing teams on Haddonfield or jumpscare Myers in indoor maps? No, specific builds should not be extremely advantageous on specific maps
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2225392#Comment_2225392
Their power is basically the ability to isolate and down survivors, and is in fact the precise opposite of BBQ in terms of information given, which is significantly more useful.
It also bypasses lockers so there's also that
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@TheClownIsKing said:
Blood Pact is fine. It doesn’t need a buff. It’s not suboptimal working together if you make chases harder for the killer with the haste status.
You do realize that the problem is actually with sticking together, right? Bubba, Oni, Plague, and Legion will have a field day with perks like this. It's the reason why Streetwise and Vigil need buffs because sticking together is generally a bad idea
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2247841#Comment_2247841
Yup, in the rare game I get as a solo where we really synergise and go for bodyblocks, sub hits and such I always get an angry swf accusation post game.
I think its just because the disparity in skill for the vast amount of solos throws a lot of new killers off guard. When they get a team that isn't just bad they don't understand what is happening.
Another argument is that matchmaking is to blame for letting bad survivors rank up too easily
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@Swampoffering said:
Do you really think that SWF is balanced?
I hope One day BHVR decides to make 24 test like MM but with SWF separate queue. 90% of killers community Will ignore that queue, Why? Because voice comms breaks the Game, because map offering with specific build for that map breaks the Game and is unfair (Haddonfun with balance landing) Because 4 players Who knows every perk in the Game vs 1 Who doesn't know is unbalanced.
So, no, SWF is not balanced and is going to Kill the Game sooner or later. I am on a killers discord, with 300+ members, last monday they made a strawpool (I dont know the Word in english) and 72% of that members are not playing Since they finished rift due to squads, also me, I finished It on Wednesday and I am not playing anymore untill 5th Anniversary to get P3 on Némesis and leave again untill Next rift.
Because at this point, people can easily tell the difference between solo and SWF. Once solo survivor is buffed enough to compete with SWF, nobody would know the difference anymore and at that point, you can buff all killers to be as strong as Nurse
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Dragon's Grip should just begin its cooldown the moment the gen is kicked and maybe even have its cooldown reduced to 60.
Here's a controversial opinion, Oppresion should just have a 60 or even 45 second cooldown. Think about it, Overcharge has no cooldown yet how often is it activated? Base regression and regular kicking are so unreliable that perhaps 80 seconds is too much for Oppresion
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2245691#Comment_2245691
Aaaaaaaaaaaand you lost me =/
Vampire lady with a bladed glove in a big fancy building. Nuff said
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@Yords said:
But then it would just be whispers but a lot better since you could also track survivors with it.
Technically you would only get the notification when a survivor starts healing since the notification only appears when you do so. In other words, it's a worse Nurse's Calling with an added benefit
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I think the trapping aspect needs some number buffs. Exposed usually has a hidden benefit of making survivors play exceptionally safe which means it is most useful when in long periods of time. I'd say, 20/30/40 seconds
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The timer is way to short. I would just prefer if the numbers were buffed heavily
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Somedays I just wish bear traps were straight up invisible just to deal with this
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The problem with Deathbound is the same as Second Wind except the former is more practical. If the survivor self-cares for even 1 second, the perk doesn't activate. I would rather have that removed and the wording replaced with "When a survivor is healed past a health state"
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2248305#Comment_2248305
The load out looks more like a desperate killer who wants to prolong the game to even get a slight chance.
Someone who wants to kill rush, doesn't take 3 gen slowdown perks, but instead tracking perks, or perks that help shorten the chase.
Why wouldn't you respond to me? Do I have a bad reputation or something?
I think there's another person with a Bill profile picture who is a killer main. I'm pretty sure it's not you though.
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I guess I can support this. Not being able to use your power on demand really sucks, specifically on a ranged killer like Trickster
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Another bad iri? What a surprise. How could the devs possibly expect anyone to buy them if they're straight up trash!
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Mist offerings serve the same purpose as Moon offerings back then which is to strengthen stealth players. As you might have guessed, a lot of people really hate stealth players. Honestly I would like the clear reagent to be 100% reduction and another add-on, purifying reagent to be 150% reduction to counteract the fact that survivors can stalk fog thickening add-ons
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If you hate indoor maps so much and have large amounts of offerings to said maps, why not go a few rounds with jumpscare Myers? He's the best in those maps
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Why can't Monstrous Shrine's effect stalk with BBQ? BP add-ons stalk with BBQ so why not?
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I'm surprised there hasn't been that one guy who says that SWFs would abuse this by stacking it with Prove Thyself, Resilience, BNP, and other gen perks.
Question, does that 7% boost affect both survivors or just one survivor?
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2230163#Comment_2230163
better yet, all survivors sound like clowns
Nea crouching through the entire map while laughing loudly is something I want to see
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All survivors having Dead Hard is kinda broken ngl. At least hexes and endgame perks aren't around for the whole game, exhaustion perks are so powerful you can only take one per match
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/2242722#Comment_2242722
Sounds perfectly in the character of Yun-Jin. Then again, tunnelers are gonna tunnel even if you bodyblock.
Have you ever had an entire team with stealth builds? Yeah you can bet I got tunneled pretty easily. Wasn't even off the hook, the killer just found me after not finding the rest of my team. That's what I mean
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This is something a good amount of people have been asking for. Yeah I agree with this
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@Nos37 said:
Instead of extra perks slots as the power, plus addons, I meant that the two addon slots would become the additional perk slots.
And as another forum member has said, that's pretty lame. At least with modified powers you could mix and match, creating unique killers despite it still being the same killer. Extra perk slots would just result in extra regression perks being used
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@Kirkylad said:
I don't care about going against bully squads or anything like that, the only time I hate going against a SWF is if they actively split up on separate gens and try and make the match end as quickly as possible.
But that's the most efficient way to play survivor. If competent solo players had Bond as basekit, they'd probably do the same. This is why Shroud of Binding should be a killer offering and Shroud of Separation should be a survivor offering
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Actually, coughing is usually one of the first symptoms to appear for every lung related disease. Instead, make vomiting the one that needs to build up. A good nerf to Black Incense and kinda makes sense
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2240061#Comment_2240061
The game can check those things, so:
IF -> All Survivors are in Dying StateAND -> No Survivor has a means of moving themselves from Dying to InjuredTHEN -> All Survivors start bleeding out faster OR All Survivors Die in one/two minutesI mean, the game already checks for "No Injured or Dying Survivors -> All Survivors on Hook instantly Sacrificed" so having the same thing for people on the ground shouldn't be TOO hard to do. You don't want it to be instant, that way the Killer can get the hooks, but you also don't want the wait time to be too long so the Four Slugs doesn't take as long.
But then the problem is, what about the No Mither player? Wouldn't their existence mean that a 4-man slug can't end the game because they can always recover?
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/254656/new-killer-idea-the-countess
Yessss! I would anything from AHS to be represented in this game. Been saying for a while now that I'd settle for a Twisty the Clown legendary skin for Clown. But hell to the yes, I'd so be down for The Countess to be an actual killer. She'd technically also fill in that check box for a vampire killer too.
And to make things better, you can give her a legendary skin based on Lady D from RE 8
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@kaeru said:
Or keep it forever but replace grunts of pain with breathing slightly louder than healthy breathing.
Currently Iron Will make injured survivors absolutely silent. This is completely unfair.
Wait, does it also silence footsteps?
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Just make it another perk and give it extra ways to gain tokens. Maybe by finishing healing someone?
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@Masterninja said:
No. There is another good day to Buff it:
Increase the activation radius from 6 to 8m, and the movement speed from 7 to 10%.
The problem with Breakout isn't its strength, it's the coordination. It's like performing a save, if multiple people attempt it, they're wasting their time
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Because of how adamant devs are with perk tiers, I would make it so that auras of lockers are revealed to you after every destroyed totem for x/y/z seconds
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Matchmaking is mostly to blame here
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People have always wanted a timer for matches so this is an idea I can get by
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@Mikael3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2239722#Comment_2239722
Wouldn't it still affect the bar so it's basically revealed? I mean honestly I would be fine if they reduce the healing slowdown by 10% but add 6 meters to the terror radius so it reaches from a longer distance. Right now it's too dependent on either distressing or killers like doctor.
But really the notification of when it's working would be enough of a buff imo to make it more viable since it adds the bonus of a bit of tracking.
Okay there are 2 problems with your idea. One, because of Nurse's Calling, survivors know to never heal in a terror radius. Two, having 2 perks that do the same thing is kinda redundant.
Here's how I would change it. Keep the 50% heal debuff in the terror radius but have the perk light up when a survivor heals OUTSIDE your terror radius. Or even better, keep your perk idea the same and have Nurse's Calling reveal auras of healing survivors 24 meters away from you. I don't know, just don't make it redundant
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2240118#Comment_2240118
Her early game would be incredibly powerful with other slowdown perks, especially corrupt.
Wait, but why Corrupt? If the survivors are trying to get the traps off their heads wouldn't they ignore gens?
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The archive challenges have a lot of flaws. Looks like I just found another one
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@Pulsar said:
I'm a very average Survivor, who plays with two above average Survivors regularly and I win 80% of my games.
In my experience, you really don't need a ton of skill to dominate most of the Killers you play.
Regardless, Solo's should be buffed to have the same info as SWF because we will not be able to see balance without it. Good Killers (Nurse, Spirit ect) are going to be fine against SWF but impossible with Solo's. That's gotta change.
Kindred basekit, unique notification for totem destruction, being able to view each other's perks in the lobby, an "In-Chase" UI icon, and just general knowledge on how each hex is revealed is enough to give solos the basic benefits of your average SWF
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@GrimReaperJr1232 said:
I mean... it'd be a headache for some Spirit's until they learn to rely on footsteps. Otherwise, no one will run it still.
Technically, it makes chases against healthy survivors easier as Spirit. I think this'll be great if paired with Father's Glasses
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@Spill said:
No we don't need RNG AI added to game. The killer and survivor interaction needs to be based on skill. The more you try to incorporate AI into achieving your goals the less credit you get for winning a match.
In fact too much RNG is not good for any PvP game. Thankfully DBD keeps it within acceptable range but even 4% kobe can cost a winning killer to lose the match.
Do you want survivors to have AI helpers? No? Didn't think so. Think critically before you open a portal to hell.
Didn't they incorporate an AI in DbD mobile in the case of a DC? Due to how players act in this game, an AI is inevitable and zombies are just the beginning of its arrival in regular DbD
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@Freddo said:
Do funny tunnel? Can't help.
Remember when people asked if it was still possible to get hit by DS? Well, now we have to
Yeah this challenge is horrible
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@QwQw said:
Completely agree.
I get challenges are supposed to be hard, but so many of them are just tedious and annoying.
Even worse, they can make you throw the game and put your teammates in a disadvantage
As hated as farming killers and SWF are, I cannot thank them enough for letting me finish so many of my dumb challenges
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Instead of increasing the ways to get stacks, just reduce the things that make you lose stacks. Clown's bottle, Plague's vomit, and Bubba's chainsaw apparently drain stacks and the latter two's attack registers as multi-hit meaning you will lose stacks extremely quickly. At least just make it so that you only lose stacks when you whiff your special attack or perform a basic attack
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2236902#Comment_2236902
Cause it'll make it fun :) sometimes you might accidentally run from a teammate. Like imagine if you got hit in a jungle gym while working on the gen with a friend. And suddenly there's 3 survivors and you don't know whose's safe.
Well in that case... What's the rarity of the add-on?
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@Trwth said:
Interesting idea, but I'd prefer cooldowns over Exhaustion for Killers. Exhaustion was created for Survivors because the perks that cause it would make them impossible to catch if it were a simple cooldown (not to mention, stacking sprinting perks). Plus, it doesn't really seem fitting that the monstrous Killer gets too tired to use its power (ahem, Legion).
The Territorial Imperative idea is really cool though. There's also a typo in Dark Devotion where it says Coup De Grace instead.
It does give a reason to create exceptionally powerful perks while simply making it so you can't use multiple instances of them at once
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This seems pretty good though being invisible while your teammates are in a terrible situation is a pretty solid recipe to getting them tunneled.
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That would be a pretty good way to rework Twins or Legion. Both killers are disliked anyway so it should be fine
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@Aneurysm said:
That would make it better yeah. Alternatively the vaults blocked stay blocked until a different gen is completed, although that could just end up trapping survivors in certain rooms.
Believe it or not, there is only one place that can only be accessed by a window though that effect you described is still really powerful