SoGo
SoGo
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- SoGo
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Toolboxes: Mechanic's should be removed, Commodious and Engineer's should get their sabo bonuses removed and Commodious should have 4 charges less. Add-ons that need nerfs are both the speed ones, BNP and at least one of the charge ones.
Medkits: Fine, but tiers mean nothing and there are too many addons.
Flashlights: Too many addons, Brightness modifier does nothing.
Maps: Should have more addons, especially a chest one, the gens should be revealed right away and not tied to the beam, totem addon needs to be fixed, iri addon needs reworking.
Keys: Pretty much perfect, I would add 3-4 more addons for more functions.
Fog Vials: Revert some of the nerfs.
Firecrackers: Should be an actual item.
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Toolboxes: Mechanic's should be removed, Commodious and Engineer's should get their sabo bonuses removed and Commodious should have 4 charges less. Add-ons that need nerfs are both the speed ones, BNP and at least one of the charge ones.
Medkits: Fine, but tiers mean nothing and there are too many addons.
Flashlights: Too many addons, Brightness modifier does nothing.
Maps: Should have more addons, especially a chest one, the gens should be revealed right away and not tied to the beam, totem addon needs to be fixed, iri addon needs reworking.
Keys: Pretty much perfect, I would add 3-4 more addons for more functions.
Fog Vials: Revert some of the nerfs.
Firecrackers: Should be an actual item.
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I just played them yesterday.
And outside of some weird map geometry sending me flying, I did not find a single bug.
Maybe just luck?
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I don't really think this would be welcomed.
There are too many offerings already (around 55 if I remember right) and half of them are map offerings. Doubling that with anti-map offerings would be unnecessary bloating the bloodweb.
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I have no idea why there are downvotes on this lol.
Her Search is so clunky it hurts, it never snaps to gens if you want it to and it does when you want to aim in front of you.
Snug either refuses to vault or vaults for no reason.
He pulls people towards pallets, or at least I swear he does because it happens SO MUCH.
And the random teleporting and getting stuck on stuff? Don't even remind me of that.
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The milestones rewards should get reverted at least.
We could also get a new type of Weekly Quest (separated in it's own category, so it does not interfere with rewards) that would be more specific, similar like the old Tome Quests. Memory Shards, perk interactions, Glyphs, killer specific things(also with a free trial for them, so you can do it), ect.
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I get the thought behind this, but….
Why would they even be for then? Just a placebo effect or a button that does nothing? Might as well remove them then, since this change would make them near worthless (even more than they are now).
Go next is a flawed system (as are all of them) that needs a lot of tinkering and changes (like not having the whole thing automated because we know that won't end well).
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They are not favoring anyone. In 6.1.0, killers got many buffs.
Then they released anti-camp.
Recently they released anti-go-next and anti-afk.
Now, it's anti-camp, anti-slug and anti-tunnel.
They are trying to improve the game, and it's simply that they are doing it in waves, and sometimes one side gets more during one update.
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Maybe, but they were undeniably popular.
Almost 2/3 of matches I played in had a Legion.
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Unfortunately, Ghost Notes is 100% getting nerfed. Too bad, since I love it, but it synergizes too well with Sprint Burst and Lightweight.
I am looking forward to One-Two-Three-Four!
And Road Life is useless. Botany is better, We'll Make it is too, every healing perk is better.
As far as the killer perks go, Overture of Doom is the only one worth talking about and whoops, it is a hex.
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I doubt they will rebuff STBFL. Since it allowed camping and tunneling with old full stacks, and they generally dont want to give M2 killers too much help.
PWYF should not lose tokens on missed attacks. You throw getting it, so not losing it on autoaim weirdness would be good.
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I think just buffing the numbers would be enough.
The perk rewards not camping. It makes survivors unhook sooner. I don't think that is oppresive.
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I agree.
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My feedback so far:
Tunneling prevention:
• Survivors don't need a free 30 second aura read and an immunity from Killer Instinct. They have way too many tools already.
• Disabling the hook aura and hook stage progress does not make camping less prevalent. Proxy-camping is still a thing. The delayed unhook notification is good though.
• The Haste after hooking is just not it. I would rather buff the duration of the basekit BBQ to 8-10 seconds and maybe lower the distance to 32 meters. And remove the Haste, obviously.
• The punishments for tunneling are too severe. Restrict the repair speed bonus to only a real tunnel out (death at 3/4 hooks) and remove the other one entirely. Instead, the second punishment could be that you no longer get any bonuses from spreading hooks after someone dies before 6 hooks.Slugging prevention:
• The basekit faster crawling is a wee too much. I would keep it as a perk.
• Make it so the Resolve bar resets to 0 after you use it to self-pick up. -
Keys, no.
Maps just need some old functions readded.
Streetwise half yes. The new effect is nice, but I liked the old one too.
Franklins yes, but revert it to the version that caused a chunk of progress to be lost right away.
Map Offerings will likely never get removed because of map achievements.
And Fog Vials could be really fun if not for the overtly big nerfs.
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If I read it right, they should be readded with the new update.
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While I slightly disagree about reverting Tombstone Piece back, I agree at almost every front with you.
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I really, REALLY hope it will get reverted.
This change screws over killers like Hag, Myers and Pig, killers who actually could and would use this perk, and instead buffs the A+ and S tiers like Hillbilly, Wesker and Blight.
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The combo does require 3 perks, Ghost Notes, Lightweight and an exhaustion perk, so you don't get space for other annoying perks.
Also, injured survivors get almost no value from this, only healthy ones.
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Like the swapping of modes, kind of iffy on the stalking range and add-ons, and hate the dash.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997543#Comment_3997543
so killers with long lunges are dash killers now?
if I run coup de grace on a killer are they a dash slopIs wraith dash slop cause of his post uncloak speed?
It is not a regular lunge.
You have a limited turn rate and have to charge up the damn thing before use.
Much like a mix of Oni and Pig for example.
And it's not mainly an issue of what kind of dash or notdash it is, but the fact it was added to begin with.
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Myers IS Dashslop at it's worst.
His attack is less of a lunge and more of a Chucky/Oni hybrid.
And also, NO ONE ASKED FOR IT!!!
So it really is just giving a killer that didn't need it a dash to make them generic and "up to date".
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I am fine with his rework, as long as he keeps normal tier 3 and the dash goes in the trash.
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It is a possibility.
Since some regression perks people used the most are worse now, some might transition to purely endgame builds. The Singualrity + Haywire one comes to mind.
I think that chase perks are more likely to become more used.
Brutal Strength, Fire Up, Superior Anatomy, Enduring, The new Deerstalker, ect.
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I would not mind him at all....
If not for the dash.
Really, that is all I ask for. Remove the Slaughtering Strike, give us the old Tier 3 benefits, make it take longer to gain and he is perfect.
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Wasnt he said to be insanely biased?
On the topic of the new changes, they can be healthy if they aren't too obnoxious or restricting.
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Add-ons in general are lacking in most spots.
Whether it's items (especially flashlights), or a killer add-on set, there are so many bad ones.
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@fussy said:
No offence to anyone, but you guys should change person who design killer perks. It's absolutely insane how bad almost every new killer perks for years now. Literally every killer perk in this chapter is worse version of already existing ones.
You can't tell me you would chose Ravenous over literally every other Exposed perk, for example. Please hire someone who actually play this game.I have to agree with you.
The only one worth anything is Overture of Doom, and oops, it's gone since it's a Hex.
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I would love the "lore survivor" (if I got that one right there should be one in March) to be either Jordan (Haddie's brother) or Julian (Mikaela's friend)
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@ThatRyanB said:
Building on what was mentioned during the Discord preview, I want to remind folks that values can be (and often are) adjusted. Feedback and player experiences are crucial to finding that sweet spot, so definitely give the PTB a try. If things feel overtuned or undertuned, let us know and we'll be sure to pass that feedback along to the team.
Is the "reward" regression for playing nice based off of total progress or current progress?
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Ok, so I will write down my initial thoughts before giong to test the changes.
Tunneling nerfs:
- Survivors don't need the aura reveal on killers nor the immunity from Killer Instinct. It's just overkill and not really effective either.
- Not being able to see the hook status or the hook aura will fool exactly nobody. People can retain information. Might as well not do this.
- The Haste is NOT necessary. Do not overdo this. The extra gen regression seems high, but since perks are getting nerfed in return, it should balance out.
- The tunneling penaties will end up very nasty if kept unchecked. I would restrict the repair speed boost to deaths on 4 and less hooks, and not do the other one at all.
Slugging nerfs:
- All fine, aside one thing. The self recovery shouldn't be infinite after you get it. That will make Power Struggle hell.
Good that you are fixing dead zones. Next up, please decrease ths number of god pallets.
Perks:
- Survivor perk changes are all fine. The Hope nerf seems odd, but otherwise good stuff.
- THANK YOU for Ruin and All-Shaking Thunder buffs. I adore them!!
- Deerstalker could be left as is. Twins need it. Same with Leverage, it's not that crazy.
- WHY are you buffing Monitor in a way that ONLY benefits S or A tier killers with big TR? The small TR killers need that way more.
- Please, make it so Eruption only eats one gen kick instead of two, please. It will go to crap if this won't happen.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994116#Comment_3994116
It gave a flat +/- 8 meters before.
So, based on the new percentage, the new numbers would look like this (rounded to nearest full number):
32 meter TR (normal) = 24 meters out of chase (unchanged), 37 meters in chase (down 3 meters)
40 meter TR (large) = 30 meters out of chase (2 meter buff), 46 meters in chase (down 2 meters)
24 meter TR (reduced) = 18 meters out of chase (2 meter nerf), 28 meters in chase (down 4 meters)
16 meter TR (small) = 12 meters out of chase (4 meter nerf), 18 meters in chase (down 6 meters)Great. So another buff for the S tiers.
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Wow. This is a lot.
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Dark Deception mention!!!
I would gleefully buy this chapter if it came to be.
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Hmm. I'm not 100% sure how weaker/stronger/better it would be over the current toolboxes. I like the new add-on.
I have made a post on the same topic, here:
@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 actionThis 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 speedThis 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 actionIt 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 actionThe 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:
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I will spend shards on her if her power and perks interest me.
So far, my hopes are high for her.
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@Nazzzak said:
Not sure if I've linked this right, but The Krasue is definitely coming 😊
https://bsky.app/profile/deadbydaylight.com/post/3lxuf34ts632x
Yup.
I did not really see anything new in that teaser thanks to the camera angles, but it seems like they are doing a traditional Krasue.
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While an interesting idea, I don't think this is where this chapter is headed.
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I want them to lean futrther into hide and seek if they reintroduce it.
Make it a full stealth mode, maybe with a timer that survivors have to outlast.
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I would tighten the condition for the permanent repair speed bonus.
Not 6 hooks, 4.
If a survivor dies at 4 hooks or less, then the bonus is applied.
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They now killed old Myers entirely :(
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No :)
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I have changed my mind slightly on the punishments for tunneling.
The first rule is salvageable, just make it so it only triggers after a survivor dies on the 4th hook or less.
The second one is a big nope. Remove it.
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I think anti-tunnel is a bit too big for the current game.
Multiple parts of it are excessive. Especially the "punishments for tunneling". The one that triggers after 6 hooks should be at 4 and the other that works off of a survivor getting double hooked and dying should not exist.
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Nice work!
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The visual department created the perfect killer with the Krasue.
Beautiful on the outside, so cosmetics will sell easily, and horrifying on the inside, still retaining the horror this game is built on.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991894#Comment_3991894
Since bleed out still takes 240s, you'd only get 2 pick ups total in that case. Probably not much of a disincentive to slugging.
Getting 2 instances of Unbreakable (among other help) is nothing to scoff at.
Even one is enough to make a big comeback.
The main issue with it "unlocking" after 90 seconds and then being free to use every time is that potential issue that could come with perks like Plot Twist, Power Struggle, ect.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991950#Comment_3991950
True, but Im thinking this is also to mend how screwed games are when 1 Survivor is killed, so to do both then you can justify settling on the half way mark. I am not against early mid game tunneling also taking a hit.
Its about keeping the game engaging and constant until at least the half way mark. Which isnt a bad idea to me.
I get where you're coming from.
Imo, the other rule (sacrificing a survivor after hooking disables gen damage) seems worse by a long shot. Because you can do this on accident, especially with the change not showing you how many hooks you have on someone.
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I would rather see it made in a way where it punishes a true hardcore tunnel (so someone dead at 4 total hooks)