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Seraphor

Seraphor

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Seraphor
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  • I don't personally mind being encouraged to try different perks... but this isn't a fair change.

    SWF isn't a guarantee of better skilled or better coordinated survivor teams. It provides the opportunity for it, but it's not a certainty.

    Many groups of friends of lower skill, or not playing seriously, or not using voice comms, would be unfairly penalised.

  • It could be worth adding a penalty for repeat dodges. Not as strict or quick as DC penalties.

    Something like:

    After 3 back-to-back dodges, you lose any role bonus for the next game. Resets once you finish a game.

    After 10 dodges in a day, you get a 5 minute matchmaking ban, which then repeats for each dodge but doesn't go above 5 minutes.

    Stil allows for the odd lobby dodge, but penalises habitual shoppers.

  • @gothiclolitia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628884#Comment_3628884

    i personally don’t hoard as when i have enough BP to prestige id usually spend them straight away literally what im like irl but back to the answer, boarding to 5 million BP would feel so much better then sit there and see 2 million and you can’t do anything else except spend and have to play more games to reach the same cap over and over again so raising the cap would be beneficial for everyone new or veteran

    So you'll be sat there at 5 mil BP unable to do anything but spend BP instead...

  • It takes at least ten games to earn 2 million BP, and that's when everyone is playing shared BP offerings with a decent score. You shouldn't be hitting that cap so much unless you're hoarding BP.

    If you're currently hoarding 1.8 mil BP when the cap is 2 mil, what's going to stop you hoarding 4.8 mil when the cap is 5 mil?

  • This game has one of the easiest battlepasses of any game. Simply completing around 50% of the challenges is usually enough to get to level 70, at which point you can roll over your 1000 AC to activate premium and get an instant 1000 AC refund.

    I often take breaks for weeks or a month at a time, and still manage to complete every rift. They usually last long enough that they encompass an event tome as well, so even if you just come on for the events, you'll probably make a lot of progress.

  • Custom visual designs for killers, absolutely.

    Basement chest guarantees purple item? Sure.

    Not to keen on having loops in the basement though, unless they're like the office upstairs in Hawkins, or the save room on RPD, with the weak pallet that all but guarantees a hit unless you score a stun. I don't think being able to chain basement loop with shack loop above should be a thing.

    I do wish more shacks were like Dead Dawg's with the breakable wall.

    Now as for second entrances, similarly to Dead Dawg's shack, I think there could be a couple odd maps that could work with a hole to drop down into the basement, but you still need to use the stairs to get out.

  • Doesn't need to be a separate game mode (with separate queues), the rift challenge was used in live games, this option can be too.

    That way you get a new opt-in game mode without upending the current queue pool or mmr system.

  • @Chaosrider said:

    I dont even see why this perk should be used unless you have no map awareness at all. 5% faster on gens? who cares?

    It makes the repair bar yellow though.

  • I think Dredge would be thhe most interesting to me.

    Trapper would make a decent classic slasher movie, Spirit / Oni together with Adam and Yui teaming up would be a cool spin on the Ringu/Ju-on genre.

    But Dredge has a whole cult/mystery/conspiracy backdrop on an isolated island, and you would have to expand the cast and include all those who end up becoming a part of it. It could draw from the Conjuring/Insidious universe with the ghost hunting angle.

  • @Clee said:

    I think it is universally agreed that camping at end game is acceptable, however I think OTR and DS should still work. I get that camping endgame is accepted to secure a kill, but you should have a chance to get value out of your perks. They are perks, you only get 4, so everyone is fine with end game builds, should be the same with builds that give you a good chance to escape at end game.

    There are tons of situational perks that lose their functionality depending on how the game progreses.

    Unbreakable without getting slugged, Renewal/Deliverance without getting a heal in time, DS without getting downed in 60 seconds, Lethal Persuer when everyone runs Distortion, Self Care against Plague, any Hex perk that gets cleansed.

    OtR and DS are designed to help you when you get tunneled. If you've made it to endgame, you haven't been tunneled, you've had every chance to play.

    DS particularly during endgame made it impossible to sacrifice a survivor. If you down them within about 30 meters of an exit, you can't pick them up because they wiggle off and escape, you can't leave them on the ground because they crawl out. Anyone hooked with DS as the last gen is repaired is essentially guaranteed an escape providing their team mates don't abandon them.

    You still have this kinda with basekit endurance, if you're hooked near an exit it's basically a free escape as long as you can run to it within 10 seconds, but the killer can play around it, they know it exists and they can attempt to hook you further from an exit.

  • Because camping is perfectly valid at endgame. The killers objectives are hooking survivors and defending gens, and if all the gens are done there's no reason to leave a hooked survivor.

    Survivors are similarly under less pressure at endgame, they either escape or they help their team mates, they no longer have to juggling gen repairs as well. Survivors can put all their efforts into healing up and making a hook save, or they can leave.

  • @Aven_Fallen said:

    I think the point of @MikeyBoi is really good.

    If the Devs would release a new Scourge Hook-Perk it would either be weaker than Pain Res and not be used or it would have to be stronger than Pain Res. And IMO Pain Res is already too strong, so an even stronger Perk would not be good.

    We also have Gift of Pain and Floods of Rage, both which are really good, but get overshadowed by Pain Res.

    Personally, I think that future Scourge Hooks will probably be mediocre, because the Devs will probably not want something stronger than Pain Res. And I would rather get different Perks than Scourge Hook-Perks which will not be used anyway.

    There's nothing wrong with perks being overshadowed. Not eveything needs to or can be meta.

    I still use Floods of Rage plenty, works particularly well with Make Your Choice so you can see where the unhooker is going/hiding.

    Though I do wish Gift of Pain was a little more impactful, the problem is that scourge perks stack, like Boons do. A slowdown perk like GoP stacking with Pain Res could be OP if too strong.

    Providing it does something other than straight up gen regression, there's no reason why another Scourge perk wouldn't work.

  • Bloodpoints

    Challenges

    They might not be the most efficient use of totems or time, but they're perfectly valid.

  • The problem is that many of the 'weaker' killers are noob stompers and really excel in lower mmr.

    There could be ways to rework them so that's not the case, but that's part of the reason why killers like Trapper, Pig and Freddy can't be straight up buffed too much.

  • Bonus BP for each of your teammates who escape, even if you don't.

    E.g. you die but the others escape. + 2500 for each one, you get a bonus + 7500 BP.

  • Throw in a 'if picked up within 60s of being unhooked' and it could be a solid perk.

  • @GeneralV said:

    I'm surprised everyone here came up with survivor perks. Because being a survivor means you have to endure an insane amount of pain every single trial (seriously, can you imagine how much it would hurt to be hooked? Chainsawed?).

    I wouldn't want to go through that.

    This poll had an interesting discussion about this topic:

    https://forums.bhvr.com/dead-by-daylight/discussion/243886/if-you-were-taken-by-the-entity-would-you-be-a-survivor-or-a-killer

    Ok. Assuming I'm not a psychopath and I don't see myself as a killer irl...


    Quality Control

    Your consistency and attention to detail reduces your chances of making mistakes and capitalises on the mistakes of your prey.

    Missed basic attacks cause survivors within 4 meters to scream and inflict 10% hindered for 3 seconds.

    Loud noise notifications outside of your terror radius reveal the auras of any survivors within 4 meters.

    This perk is deactivated once the exit gates have been powered.



    Scourge: Aseptic Technique

    Your tools are kept meticulously clean and you ensure they're sterilised after every use.

    Hitting a survivor with your weapon removes any negative status effects you may be under, and resets any negative status effects that survivor is under.

    E.g. if you've been hindered or blinded by the likes of Residual Manifest or Champion of Light, it cleanses it. If you hit an Exhausted survivor, their Exhaustion resets to 40s, etc.



    Hex: Haemorrhagic Fever

    Survivors are exposed to a deadly and insidious contagion unless they find the cure.

    The first time a survivor is injured by any means a random dull totem becomes a hex totem. While active, any injured survivors after 20 seconds suffers from 2% hindered for 20 seconds, followed by 3% hindered for 20 seconds, followed by 4% hindered and Exhaustion until they're healed. When all survivors are healed the hex totem reverts to a dull totem until the next injury occurs. This perk is permanently disabled if the hex totem is cleansed.

  • @OrangeBear said:

    The next rift is confirmed to have Alan Wake in it

    https://us.v-cdn.net/6030815/uploads/SQC489E3VI1J/image.png

    Which means all his perks will be in the Shrine in the weeks to follow and I won't need to buy him!

  • @Spare_Them_Mori_Me said:

    We need more Feng® Cosmetics. Hoping for a Godzilla Themed Rift sometime! lol

    Only if it's a legendary that changes her voice lines like Naughty Bear.

    God I can't stand the whining that injured Feng Min makes.

    "Oooh oooh you can't touch me mister killer oooh ooooh enjoying your pallet?"

    And when she gets hooked, it sets off all the dogs in a 5 mile radius.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626769#Comment_3626769

    While bots may be more challenging as a m1 killer, it's still a bot. I didn't join a public match to play against multiple bots.

    Exactly. Bots are far better team mates than they are opponents, which is a point against playing killer.

  • @Laurie268 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626624#Comment_3626624

    So you also agree then that killers should not be able to lobbyshop looking for the easiest survivors?

    If lobby dodging wasn't possible it would be fine. But because backfilling exists, I often duck out of obviously backfilled lobbies. It just as likely that I've been dumped on a team of newbies as it is I've been burdened with a SWF. That lobby's already a lost cause so I'll let someone else take the chance on it.

    Remove lobby dodging entirely and that's no longer a problem.

    But the issue is, at the lobby stage, the game hasn't started yet. So you're committing a player to an even longer period of time. If someone needs to duck out for any reason, it doesn't really make sense to penalise them before the match has even started.

    So the only real solution is to remove the lobby entirely and load straight into the game, similar to how Custom games work. You get your pre-queue lobby, but when you hit the 'find match' button, you get a couple seconds before you load into the trial.

  • I'm the opposite. I've been playing survivor more than I did before 6.1. Used to be 80/20 killer, now I'm more 50/50.

    Not expecting to escape every game isn't the same as enjoying punishment. Just as I don't consider a 1K/2K/3K a lost game providing I've otherwise played well, I don't consider a game where I'm saacrificed a waste of time, providing I know I've played well and scored a decent amount of BP.

    Other survivors giving up is always going to be frustrating, but luckily bots tend to be better than those survivors anyway. I can't count how many times someone has DC'd, only for the game to turn around and result in multiple escapes, usually due to the contributions of the bot. Happens more often than not.

    So if you're a survivor who's DCing early in the game because you 'think' you're getting tunneled/camped/abandoned, just know your bot is winning the game in your absence.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625983#Comment_3625983

    hatch doesn't work as stalemate fail safe in 3 gens because it doesn't spawn. it is there to try accelerate 1vs1 survivor. Speaking of which, Left behind is Key item perk. Plunderer instinct used to be a key item perk because it increases rarity of items and key is iri item so your more likely to get a key from plunders instinct. Many survivor used to run plundered back when keys were free escapes until they were eventually nerfed.

    In term of aura reading, The key already have supporting perk to buff their aura reading capacities, this perk is called Open handed. It is just nobody uses it.

    In terms of maps, Maps also have a supporting perk to buff maps. This perk is called detective hutch. it puts everything on the map. Again nobody uses it because pointless.

    So the perk to improve unpopular items exists. they just suck.

    I never mentioned 3 gens.

    A 1v1 with a survivor unable to finish gens or touch the exits because they're hiding is still a stalemate.

  • @FrenchBagels said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626268#Comment_3626268

    Boons by design are to benefit the whole team no?

    I’m not saying we plop back CoH untouched. I’m saying we can make self-healing work in some capacity and not keep the perk gutted like it is.

    Having Selfcare available to all four survivors for the cost of one perk slot out of 16, was broken.

    It's nothing like the other Boons. Even Exponential on paper is "Unbreakable for all four survivors" but it's so highly situational and location reliant that it's not easily accessible. And when it is accessible, it's vulnerable.

    But what does a survivor who needs to heal themselves always do? They run off to a safe spot across the map. CoH was far too efficient for a single perk that benefited the whole team. It was the only Boon that benefitted from being placed far, far away from where the killer would go.

    It led to infinite healing loops, where you hit a survivor, they run off to a safe area away from all of your objectives, heal up, return, repeat.

    The only way I see it coming back is with heavy restrictions. Something like adding "...also allows a survivor to heal themselves at 50% healing speed. In the event of a survivor recovering a health state by themselves, the totem is deactivated and must be reblessed."

  • If I'm waiting (because I know the killer is approaching) it's to stand at the exit line and let the killer hit me across it. I might not be selfless enough to give them a free kill (99% of the time atleast) but it doesn't hurt me to give them a hit score.

    Deathslinger, Victor and Pinhead are no fun though.

    If there's no killer in sight I'll likely go. But it's not like you can tell what the other survivor is up to most of the time.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626307#Comment_3626307

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626315#Comment_3626315

    I think one thing to note about Pig's crouch is it doesn't count as being in chase, and thus RBT count down. Survivors can run in front of a crouched Pig and never activate a chase. Currently she can't really chase Survivors crouched since...she's slower than survivors. If they ever make this NOT be the case, they would also need to ensure it counts as being in chase.

    Current PTB Sadako works like this while demanifested, so I don't see this being a problem.

    That would be entirely fair. It would solve much of the issues with her traps without being a true nerf to them.

  • @bjorksnas said:

    screams and stopping interacting no longer reset box progress then a bunch of buffs to the rest of her kit

    110% crouch speed

    0.7s crouch time (at 3.6m/s)

    0.7s uncrouch time (at 3.6m/s)

    Visible terror radius (aka you can see it shrink and regrow with a small radius on the ground preferably all stealth effects would be visible like this to let you better use stealth as you approach where you think survivors are)

    Bonus trap placement speed by the bag / crate of gears basekit (and removed from the addons) so you can save a bit of extra time trapping survivors

    Traps can be used after all gens are powered but always require 2 searches to remove

    Traps are disabled when there is only 1 survivor remaining (so normal hatch and endgame after hatch is closed)

    Almost all good, but I don't understand this:

    Traps can be used after all gens are powered but always require 2 searches to remove

    Traps are disabled when there is only 1 survivor remaining (so normal hatch and endgame after hatch is closed)

    Traps are slowdown, not a real damaging power. I get it sucks losing part of your power in endgame, but slowdown is no longer necessary, and I can't see much good coming from able able to prevent survivors leaving after they've already completed gens. After all it is the survivors choice to complete a gen and activate a trap, not yours. This just seems to open the door for more of the old Pig trap abuse mechanics, as you wouldn't want your trapped survivors going off wasting tine anymore, you'd be more inclined to tunnel/harass them.

    The second part just invalidates traps entirely. It means as long as all untrapped survivors leave through the exit gate first, the trapped survivor has nothing to worry about. This means even traps placed before endgame, so long as there's only one active when the last gen pop, it's effectively not active at all. This is a complete nerf to your fourth trap in most cases.

  • Not much tbh.

    100% crouching movement speed instead of 90%. Still slower than mormal, same speed as survivors, but more viable for tracking them, and aproaching from a distance at a reasonable speed.

    Slightly faster crouch animation, making it less clunky, and Ambush slightly more accessible.

    I play Pig a lot because I'm happy with her kit, more or less.

    I expect she'll mainly get changes to her traps, which I think is unnecessary, but probably something I can live with.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625955#Comment_3625955

    I legit forgot, but it's also an older perk, I think, compared to the others.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625983#Comment_3625983

    Doesn't need to be that, but having perks whose effects only come into play when you're holding a key, or that give new functions to a key or map could be an interesting addition to the game.

    Ok I see what you're saying. Instead of making keys better at being keys, a perk that makes keys better at other things.

    In the sense that Champion doesn't enhance your flashlight capabilities, it turns your flashlight into a movement/chase tool.

    I can get behind that. Something like 'while holding a key all aura reading is increased by x meters/ x seconds' or something.

  • Can be hard to discern satire from hyperbole on here.

  • @C3Tooth said:

    • Fail to find survivors at the same 3 Gens for 24 times.
    • Fail to get a hook without getting flashlight/pallet save at the same 3 Gens for 24 times.

    I dont know how such that much mistake and killers still think their skill is high MMR and deserved to win. While thinking survivors making 3 Gens themselves should be an auto lose.

    Kicking the same Gen for 8 times proof you failed to find survivor, or refuse to chase. You only want to make 3 Gens kicking loops that survivors never have a chance to finish the last one until there is a hook/kill.

    Because they've been stacking 4 crutch regression perks and boosted themselves to high MMR. Now they're unable to instill pressure without absurd slowdown builds.

  • @Rovend said:

    Makes me laugh that Pharmacy is such a bad perk for medkits that you dont even mention it.🤣

    Simply bringing 1 brown medkit is about as good as running Pharmacy, if not better most of the time. So outside of some kind of big brain meta strat where you bring something other than a medkit, like a Commodious with a BNP, with the intention of healing up late game with a medkit, it doesn't have much use.

  • Hatch isn't really a core mechanic anymore, it's a stalemate failsafe, so in their current iteration I don't see any perks interacting with Keys, unless it grants a broken key with useful add ons.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625903#Comment_3625903

    but you forget that it's literally impossible for an M1 killer to get a down, ever, so it's basically the same as having no slowdown

    I play a lot of Pig, it's not "literally impossible" at all.

    Stealth killers play differently and make up a lot of chase time by ambushing survivors when outpositioned.

  • reverse beartraps are kind of useless as they barely slow the game 

    What?

    These are some of the best innate slowdown of any killer.

    Using all 4 reverse bear traps is a guaranteed 12 Jigsaw box searches, which have to be completed for survivors to escape if placed before the final gen is finished.

    12 seconds per search makes that 144 seconds in total, that's the equivalent of an additional 1.5 generators. Plus travel time between boxes, and they can be interrupted, and you can intercept survivors between boxes, so it's usually significantly longer than that.

  • @TheRealConsent said:

    Good luck throwing the game for your teammates and seeing it as fun.

    I'm a killer player btw, this is purely empathy.

    I'd love to use random perks as survivor.

    Survivors can manage without perks a lot of the time. Half the time survivor perks don't take effect anyway. DS without a tunnel, UB without a slug, Renewal without a heal, etc. I've had pure healing builds against Plague and still escaped.

    The outcome is decided more by actions and skill than by solely perks.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624805#Comment_3624805

    Its not that it "needs a nerf" it is that it was buffed for the purpose of bandaiding this, and was done so expecting to be changed back when the actual 3 gen fix was in.

    Similar to how way way back in the day, DS used to be 3 seconds, but because enduring working against it, making it literally useless, they buffed it to 5 seconds until they reworked enduring to not work against it. Then they reworked enduring, but never nerfed it back to 3 seconds until somewhat recently. Finally closing the loop on that original promise.

    BHVR have an "if it ain't broke don't fix it policy"

    Unless Deja Vu turns out to be an overacheiver in light of the new mechanics, then there's no reason for it to be changed.

  • So who's repairings the gens? Sabo squads go down easily and end up slugged. They follow you around with flashlights, they don't sit on gens.

  • Deja vu is designed to avoid 3 gen scenarios by helping you break them before they become an issue.

    This new anti 3 gen mechanic is designed to halt a 3 gen stalemate after it's becone a problem.

    They address two entirely different things.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624848#Comment_3624848

    So do survivors who got themselves downed so many times near the same gen deserve to have it protected from any form of regression forever afterwards? What did they do to deserve such privilege in the first place? I'm not talking about the 3 gen situation where they might had no other choice but during the normal gameplay.

    Survivors who got themselves downed right by a gen so many times are dead survivors.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624950#Comment_3624950

    Look, i don't say this to be insulting, and please don't take it that way. But it is clear that you aren't going against teams like this and so likely you aren't at an MMR where it matters to you.

    Losing 3 gens in the first chase is expected at high level. And it doesn't take a lot of resources to do it. Holding shift + w, not using pallets, windows, nothing, means that a killer who doesn't have a ranged attack, will take around 60 seconds to down a survivor and hook them. Now factor in that every forced pallet break adds 20 seconds to that time, and then if they run to comp corner you probably add another 5 seconds or so. All it takes if for a survivor to shift + w, run to shack pallet, predrop it, and then run to comp corner, get downed, then enough time went by that the other 3 survivors finished 3 gens.

    Now granted, this is playing against optimal teams that actually do gens. Aren't playing immersed claudette hiding in a corner, or working challenges, or doing totems for no reason etc.

    I know that you are going to say "this is rare" etc. But not, its not, not at my MMR, its pretty much 25-50% of my games that are like this. This is why 3 genning is so important to the core game, because the game is designed in such a way that the killer is basically a wet noodle in the beginning of the game. That is of course unless they are playing nurse or blight. But i'm not talking about those killers, i'm talking about the other 95% of the killers in the game.

    If so many games at high level are dependent on viciously defending a 3 gen for 30 minutes while not scoring any hooks or kills, that suggests that there are far greater problems at high MMR.

    Maybe this will highlight those problems.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624747#Comment_3624747

    So what happens if survivors accidentally make a 3 gen, and then decide their strategy is to purposely repair the 3 gen in short bursts of time, and excessively hide, until the generators become damage immune?

    Survivors already do this, (with 2.5% kicks and gen tapping) and they die long before I need to kick gens more than 8 times.

    Survivors who are accidentally 3'genning are typically solo's who don't coordinate.

  • I don't think you can say they nerfed Quick Gambit, but it's certainly just as useless as ever.

    It's still far, far more useful to run the killer away from the gen, than to save your teammates about 0.5s of repair time before going down next to it.

  • @crogers271 said:

    I'd combine them with keys and give the new item greater variety in aura reading powers based on addons.

    @Seraphor said:

    I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked?

    I've formed this idea on the basis of three issues I have with or regarding these items:

    1. Since the Hatch rework, Keys have become virtually useless for opening the Hatch, and still very rarely used for their aura tracking features. That aura tracking is very useful, but it doesn't appear to be good enough to get many players using them.
    2. Maps are also rarely seen, despite not being changed. Of course this is probably because they were previously used with Keys in a SWF to locate the hatch. As it turns out, their limited aura tracking isn't quite good enough to make up for this.
    3. This will seem unconnected but... basekit Kindred. It's requested over and over again as a bandaid fix for solo survivors to deal with camping. It's never going to happen, but these items could make up for it. We have medkits in place of healing perks, toolboxes in place of repair perks, and flashlights provide additional ways to stun. So why not have items that replace aura perks? Do these items already do that? Kinda. Do they do it effectively enough? No.

    So I've come up with a concept where instead of having Keys or Maps, we instead get Keyrings. We can attach various charms, and indeed keys onto these Keyrings, and they effectively serve as buffed Maps that could be used to open the hatch, if they have a functional key attached to them.

    https://us.v-cdn.net/6030815/uploads/DULKSWT7SJJN/keyrings1.png

    Please forgive the scuffed icons.

    The main addition here is that simply equipping the Keyrings will provide the survivor with one permanent basekit feature, the ability to see the auras of fellow survivors within a short distance. Effectively replicating Bond but slightly reduced. This is comparable to a Medkit replacing Selfcare.

    In addition, Keyrings can still be channelled, using up charges, to activate further aura tracking abilities. As default that includes survivors further away, and generators within that same short distance zone.

    https://us.v-cdn.net/6030815/uploads/L32R2JSLFYX5/keyrings2.png

    For common/uncommon add-ons, we get the general distance/charges upgrades, plus a few additional abilities. Some of these are simply existing Key or Map aura tracking abilities that I've integrated back into Keyrings, however the Eroded Token's new effect is entirely novel.

    The Eroded Token would allow you to see the aura of survivors who are within 16 metres of the killer, when using charges. This would serve as a sort of Kindred-lite, as if you start charging the Keyring and see a survivor appear further than 16/24 metres away from you, you can infer that the killer is close to them.

    https://us.v-cdn.net/6030815/uploads/TUYJMLA90CGF/keyrings3.png

    Then we get the rare and up add-ons.

    The Gold Token is straight up Kindred replication, although obviously limited by the charges of the Keyring.

    The Broken Key now sees a new lease of life, it's no longer useless, it can be used to track the Hatch, even while it's open, giving you as the last remaining survivor an edge over the killer in the race to the hatch.

    Attaching the Dull Key allows the Keyring to function just as the current Dull Key does, giving the ability to open a closed Hatch. Then the Skeleton Key combines both together, giving you the aura of and ability to open the Hatch.

    I think these changes, essentially combining the best parts of Maps and Keys into one, would make an item that may actually be as useful as a Medkit, Toolbox or Flashlight, and provide solo survivors with additional effective options to gathering info, that won't feel like a waste of a slot that using Kindred does for some.


  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623917#Comment_3623917

    Do you not understand English or...? A normal killer that gets gifted a three-gen from survivors definitely would reach that cap easily. Also, it is disingenuous to say "kick 8 times" considering that perks like Pain Res and Surge also count as Regression Events.

    It's also disingenuous to say that 8 instances of Surge/Pain Res in the space of one gen being completed hasn't already won you the game.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624405#Comment_3624405

    How many times did you plan to use Pop, Pain Res and whatever other gen kick perks you use?

    You can use them 8 times on each gen. That is still a maximum of 8 x 7 = 56 (way more than you could ever need). Even if you were to focus on only 3 gens, that means you can activate your perks 24 times. How is that not enough? You are not playing around 1 gen but 7 in total and you can spread the effects of your perks between these and delay multiple gens. That's what usually happens anyway.

    It's not even possible to score 24 uses of Pop/Pain res. You can make up to 11 hooks, so that's 11 Pops and 4 Pain Res's, which is 15 events total.

    But in reality, you've almost certainly guaranteed the gens aren't getting repaired after the 10th hook.

  • @Hunkulese said:

    It's not really a compromise since it heavily favours killers. Adding the limit without buffing killers would have been perfectly fine.

    Yes, I'm not seeing any compromise at all, it's all working in my favour as a killer.

    • No more gen tapping.
    • Double base kick regression.
    • I never need to kick a single gen that many times even as a Nowhere to Hide / Surge enjoyer. (but not together)

    Hopefully, the vast majority of killers won't see a downside, while a few will be forced to mix up their build (no relying on 4 regression perks as a crutch, and learn how to instil real pressure through chase/down perks) or stop playing Chess Merchant.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624277#Comment_3624277

    80 seconds of those wasted repaired gen time can now turn into gen that will never regress. Do they still count as wasted?

    You assume that survivor has to be picked asap when it's being downed. Let's ignore 2 other survivors within your line of sight trying to get that 85%+ gen completed while you pick up and hook this downed survivor.

    There are plenty of cases and situations in the game where you have to behave differently and resort to different tactics, depending on how fast or slowly things are taking place. It's never that simple.

    What does a gen that can be regressed matter when you've killed two survivors already?!

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624270#Comment_3624270

    It's 80% but there's difference between doing 80 - 10 relatively quickly and 80 - 10 very slowly in this game.

    And what's the deal with 8 hooks?

    Just you know Pain Resonance as it currently is is very unreliable perk. Some people are under impression that it is available to use 24 / 7 and it will always regress multiple gens with highest progress.

    80% is 80%, it's 72 seconds of wasted repairs either way.

    8 hooks? What are you doing with all the survivors you've downed while regressing 80% of a gen with Surge?

    Why are you worrying about regression on one gen when you've already eliminated survivors?

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