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SoGo

SoGo

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SoGo
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  • I am fine with it staying as it was originally.

    It has a niche.

  • It isn't going through if I got it correct.

    The only thing that gives it is, ironically, a killer add-on. (Krasue's Dulled Knife)

  • @[Deleted User] said:

    Bugmaster obliterates that list if they fixed her bugs. It would be really funny if devs dont fix her bugs on purpose to keep her unpopular, because she is a solid A tier top 10 killer. You cannot loop her unless she misses and her mobility is decent.

    It would be funny if we discovered Twins and Houndmaster being bugged to hell and back was a deliberate ploy to keep them from being S tiers.

  • @fussy said:

    If we ignore insane amount of bugs, Houndmaster is just x10 times better Wesker. Like in every aspect, except infection.
    If Wesker could control distance on first dash, had faster vault, could make another dash after vault, slide textures, had faster m2 charge up, could start dashing while facing fall, had build-in info and, most important, having mobility, what Wesker doesn't have at all. Like I play her a lot lately and I don't understand why I should choose Wesker over her except more cool looking.

    Plague is strong but she depends on so many things that I don't even bother to rate her. She can be A tier in one match and C tier in another easily.

    So both strenght and fun for me: Houndmaster > Wesker >=< Plague

    For the peace of mind, with Wesker you don't have to rage over your power staying on the other side of the map watching grass grow.

  • You technically CAN do this, with either custom game perk selection (everything is unlocked) or character's personal perks.

    But I get where you are coming from.

  • Tutorials should definitely get an improvement.

    Half the stuff it teaches you is either not enough or obsolete.

  • It's getting rolled back, so WoO is fine.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030617#Comment_4030617

    I guess this is rather a problem of commodius toolboxes and their addons - they need a nerf.

    This is also an issue this game has to some degree: you can either be very skillful or just get carried by strong stuff and in the end, these both players are in the same mmr bracket. I can say, it is so insane how some players get carried by perks while other ones have "nothing special" but are just good players. This is an issue the developers also need to solve in some way (e.g. reducing the efficiency of strong perks or tools that can make a big difference or not match and effort-reward-criteria).

    This goes btw for both roles, some killers addons have similar issues like fat toolboxes or "carring survivor perks"

    @SoGo said:

    Hello everyone!

    So, I am now on post talking about how I'd improve an item type number 4. (Links for the rest at the end of the post.)

    Now, it's time for toolboxes. The main things I want to achieve with these changes is to make them a bit less unbalanced, and make them each specialized for a certain kind of playstyle. Enjoy!

    Worn Out Tools:

    • 20 Charges
    • 25% faster Repair speed
    • 50% larger Good Skill Check zones
    • Great Skill Checks do not appear.
    • 30% slower Skill Checks
    • Unlocks the Sabotage action

    This one would be tailored to beginners and people who have problems with Skill Checks. I also decreased the repair speed and removed great skill check zones to avoid potential abuse with Hyperfocus.

    Toolbox:

    • 20 Charges
    • 50% faster Repair speed
    • Unlocks the Sabotage action
    • 50% faster Sabotage speed

    This one would become a jack-of-all-trades, but unlike the current one we have (Commodious), it's not just the best in any thing it does.

    Commodious Toolbox:

    • 28 Charges
    • 50% faster Repair speed
    • Unlocks the Sabotage action

    It should only be focused on repair, not also sabotage. I also trimmed down the numbers just a smidge to even out the field a bit.

    Engineer's Toolbox:

    • 16 Charges
    • 100% faster Repair speed
    • Unlocks the Sabotage action

    The only real change is that it no longer sabotages faster.

    Mechanic's Toolbox (REMOVED)

    Alex's Toolbox (Unchanged)

    Next up, add-ons. These are, imo, some of the main offenders behind why toolboxes get so ridiculously strong in certain ways. These are the changes:

    Instructions (Common):
    • Now removes the regression caused by failing a Skill Check while repairing with a Toolbox.

    Clean Rag (Common):
    • Decreased Repair Speed bonus from 20% to 10%.

    Scraps (Common → Uncommon)
    • Increases the bonus from Great Skill Checks by 1%.
    • Causes the Skill Check pointer to have a chance to go backwards, faster, or slower.
    • Causes the Skill Check zones to have a chance to be smaller.

    Protective Gloves (REMOVED)

    Spring Clamp (Uncommon):
    • Now can be permanently applied to a single gen.
    • Single use, no Skill Check required.

    Socket Swivels (Uncommon → Rare):
    • Decreased Repair Speed bonus from 30% to 15%.

    Wire Spool (Uncommon → Very Rare)

    Brand New Part (Visceral):
    • Now, it also reduces the total Charges of the Toolbox by 12.

    Thoughts?

    Related discussions:

    Part 1: Maps / Part 2: Keys / Part 3: Fog Vials

    Would something like this help with toning down toolboxes?

  • I agree that Elusive was the ideal change against tunneling, it harmed no one. I would go a step further and remove the unhook notification. Not like the initial version, that crap should not come back.

    As for the reward-punishment economy for killers, I think a basekit Pop like the first iteration had, and the return of the increased permanent repair speed for survivors, but only if a survivor dies at 4 hooks or less. This makes it so even alternating between 2 targets (technically not tunneling) is not punished.

    Perk wise, idk. I agree with @HolyDarky that perks like Ravenous and None Are Free should be buffed, and agree that powerful perks should be tempered with anti-tunnel functions instead of repeated nerfs.

  • @OnryosTapeRentals said:

    They're awful. I was under the impression they were changed to make Generators progress easier to spot from a distance for newer players, but they're incredibly unsightly IMO and I'd rather go back to what it was.

    This should've just been an opt-in accessibility setting or something. I hate it.

    Yes, yes!

    And as killer, they are confusing from afar, because they look like they are moving when they're not.

  • Basically this whole QOL Initiative was a PR stunt and nothing more.

    "The change is a lie."

  • The same we were before this whole thing.

    This was just a detour that led nowhere.

  • @CrossTheSholf said:

    Good point. We should buff spirit

    I mean, 20% faster recharge would be great, everyone runs at least one recharge add-on on her.

  • Most 4,4 killers make sense.

    Even Hag, who's power is very powerful when it works, and Slinger, who would likely just zone if he was 4,6.

    Some 4,6 killers could be 4,4.

  • @JPLongstreet said:

    Post trial I have no problem with this. I can see them linking the players on a team with light blue chains to see who ran with who.

    A side effect would be killers seeing they only lost to a good duo and two good solo survs, and not to a dreaded swat 4-man.

    Many people would get a reality check.

    As well as seeing that there are swfs that are absolutely not the swat god loopers the playerbase thinks that 4-mans are.

  • The anticheat is basically nonexistent.

    Any hacker with an ounce of brainpower can get around it.

  • If we are keeping infection after hook, then only the partial kind that Head form hits give survivors, with the exception that this one builds up slowly.

    And you get both an incentive to eat mushrooms and a thing that doesn't allow her to tunnel too well.

  • Original abilities only worked when close to eachother, which is generally a bad thing to do in 2v8. The new classes aren't good either but the old ones were not good at all.

    Herbs were part of the Resident Evil 2v8. It's unfortunate they didn't keep them, but alas.

    Escapist SB is dumb, yes.

    Legion was removed because of all the hatred against them.

  • One more thing about her that is annoying is that she can be crouchteched HARD.

    But overall, yes, in many short loops, you cannot catch up to a survivor because of predropped pallets.

  • I have a tinfoil hat theory:

    Monitor was nerfed so they could release PTB Furtive Chase, which was created because Beast of Prey synergizes with the after-hook Bloodlust.

    So you can blame both of these problems on them trying to make space for Bloodlust after hook, which, spoiler, does not restrict certain A+ killers from using it with their power.

  • While I can't see the spider form being added due to what was said by the devs themselves, this is still a pretty unique concept.

    It seems pretty fun.

    The perks seem fine too, except the last one, as Killer Instinct is a thing that should stay as part of Killer Powers only.

  • @Teh_DuuuDe said:

    cries in Houndmaster

    Amen.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029185#Comment_4029185

    But if this counterplay of crouching or standing still would have been implemented she could stay the same?

    She would still be disliked.

    Her drones would still be passive, with the only difference being that she would rarely get value out of exposed. Or her entire power since with this counterplay added, players can completely ignore her power.

  • Steam forums are like this forum, except jack up all the bad things up to an 11.

  • Her old self was incredibly annoying and braindead.

    All you had to do was placing down a drone and reap rewards.

    They enter the zone, Lock On and Exposed almost right away. No crouching or standing still to counter it.

    They disable the drone, free injure and Claw Trap.

    Almost all of her power was composed of passive abilities.

  • I'm sorry for you having to endure stupidity like that.

    Guide is incredibly important though.

    A bad endgame set up with 6 gens next to eachother can grind the game to a halt. Killers can monitor all of them and quickly pick off those who start repairing them.

    Guide's job is to ensure this never happens.

  • Blight is extremely mobile, and can use his power as antiloop in most places, and break pallets with it too.

    Ghostface takes long to get to the part of the map you are in, he slows himself down to stealth and stalk, and also gives you much more reaction time.

  • @Chilli_man2400 said:

    I was thinking just Increase the healing time to 60 seconds and it can’t be affected by increase heal buffs it’s a flat 60 seconds and you gain the broken status affect

    That is literally just Moment Of Glory.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460641/making-blight-more-fair

    You want to nerf a killer whose power isn't really that great at loops unless he is being played by someone who has like 10k hours in the game, in a world where maps have 8000 pallets on them because of "QOL changes"?

    Well, they could slighly nerf him (not saying exactly like OP said, there are other ways) and revert the pallet changes since they were pretty much made to slow killers like him down.

  • Thank you for this post.

    Not having a feeling of safety definitely increases the horror vibes. Unfortunately, it would apparently kill the players to play into the fun, scary vibes and not go full sweat every game, which is why BHVR is trying to put their foot down… for better or worse.

    As a side track, I have gained yet another argument towards why free, Undetectable piercing aura reading is a bad idea, huzzah!!

  • People can complain about the most stupid of things. I genuinely don't get why people like that even play this game.

    Addiction, possibly.

  • Unless a killer gets a hook right next to the totem, NOED is avoidable.

    And it requires a fair bit of luck to arrange that scenario.

  • Ghostface would like to disagree.

  • Lol, those people are really pathetic.

    Imagine how low you have to stoop to create a full-on witchhunt, just because an opponent played in a way you disliked.

    No one likes being tunneled but god, can't these people get over it?

  • @ChaosWam said:

    I wouldn't mind if that replaced opening gates imo. Though maybe update Blood Warden to change it to opening just so the perk works a bit better? I suppose that would make Bloodwarden plays very obvious so adjustments may be needed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027867#Comment_4027867

    All I can think about with this addition is Dracula, Alucard's Shield addon, blood warden and just locking survivors in the 'oven'.

    Muehehehe

    Sounds delightfully evil.

  • @Kweh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027887#Comment_4027887

    Is it even worth the cost to set those up? You can argue the Middle-East if the playerbase is big enough. But Africa is full of unstable, failed states and I can't imagine the infrastructure and playbase can justify it.

    There are several threads talking about south Africa and how awful ping is there.

    Apparently there is a considerable playerbase there.

  • Firstly, they need to solve a common reason behind why it happens.

    Not. Enough. Servers.

    Middle East has high ping, entire African continent has bad ping, servers in the US are overfilled, ect. ect.

    This needs to be resolved first, and would help a lot. Then, we can start creating ping limits.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026886#Comment_4026886

    my first match of Triangle Man I got paired with a Trapper. don't worry about it

    Hot take, Trapper is goated in this mode and barely anyone realizes it.

    You can 3-gen (or 6-gen actually) really well on most of the maps, and if your teammate is getting downs at least here and there, you should be able to have a tight net that no one can get through.

    That said, if he pairs up with Ghostface or Deathslinger the odds are not as great.

  • I would like a slightly different thing.

    A perk (I know you are talking basekit stuff but this would fit a perk better) that allows you to close back OPENED exit gates.

    Meaning you can lock survivors inside of them, forcing them to leave, or prevent them from getting in, if you outrun them.

  • @Yoshirama said:

    No thanks, I don't want to be hostage by a singularity

    It would be likely less of a problem, from the survivors pov.

    With Haywire, it works automatically, so he just needs to scare the survivor off, even by just aiming at them.

    This would require him to actually teleport, hit the switch and then continue.

    It could still end up a problem tho so...

  • It could mean 2 things:

    1. MMR takes hook count into consideration. Therefore you get higher MMR out of it if you consistently 8 hook 0 kill, compared to 6 hook 2 kills.
    2. Shoulder The Burden basekit.

    One is valid, other potentially a disaster.

  • @Dwight_Fairfield said:

    The ghost sheet one has the best chance. It's from the first movie which they have the licence to.

    I like it a lot. It would probably not look so great in game (cough cough Dredge community skin), but I would love to see it.

  • They are not going to make it permanent, and shouldnt do so too.

    Firstly, the queues are atrociously long. In the past, they sacrificed a tighter MMR system in favor of better queue times. They will not walk back just because of a alternate game mode.

    Secondly, 2v8 can get boring after a while, which would not be good. Chaos is great and all until it overstays it's welcome.

  • Even though it's pretty great with Ghost Notes, it should be fixed.

  • Oh yeah, that one gave me a chuckle.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027582#Comment_4027582

    Can we shift away from this narrative that it is impossible to win as survivor?

    Legion got already removed and so many claimed that the waiting time is so long because no one wants to play vs him.

    Now there are claims that Oni needs to go, because he is to strong.

    Survivors are pretty strong but compared to 1v4 there is just bland gameplay. You can only use Medic Nukes or Sprintburst on command to dodge an M1 a certain amount of time till it gets boring. While Killers have a blast trying combinations.

    If you go into 2v8 as Survivor you restrict yourself from many perks which are more fun to use.

    But by the love of god please go away of this narrative or give an example:

    What should be buffed so that everyone wants to play a stale mode?

    The main problem with survivors in 2v8 is how the role is pretty much the same as it was in the second iteration.

    We NEED new classes.

  • This was always a thing.

    Only thing that changed is that Pentimento got nerfed so it broadcasts its location, Thrill Got buffed, and Ruin got buffed.

  • Sounds nice and unique. The perks are also interesting.

    Good job!

  • @Star99er said:

    Got a couple Huntress Hatchet snipes in a recent 2v8 match and noticed that “skilled huntress” was not progressing. Can you only get this by playing in regular 4v1?

    You could get achievements with 2v8, like the one that requires you to escape perkless.

    Skilled Huntress also requires DOWNS, not injures, so that could be it, maybe? Or it may just be bugged.

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