SoGo
SoGo
About
- Username
- SoGo
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Toolboxes should get some adjustments, especially in the add-on department.
-
I don't get why we are shafting old Myers for budget Oni.
We did not need this.
-
I feel like basekit Tenacity is fine, but the recovery speeding up isn't.
I would also remove the killer Haste after hook and the aura reveal for survivors after unhook.
The rest I can agree with you.
-
The Tunelling solution has some flaws for sure.
For the Slugging one, they only need to make it so every self-pickup takes 90 seconds, not just the first, as it seems atm.
-
I feel like they shouldnt do the passive recovery.
Especially not the speed up with time version.
-
Wasted dev time, imo.
They could use it to make Skull Merchant ideas and wasted it on a rework no one needed.
-
If BHVR really wants this, they can make it a perk.
Especially now with tunneling and camping not requiring your full loadout to be dedicated to it.
-
I am just asking why.
Why would you change a killer that most agreed was the highlight of old DbD design?
-
I can only say a single word....
Interesting.
The only thing I object to is Myers.
He was fine before. Skully mains, I know how you feel now.
-
Maybe? Idk.
In my case it could have something to do with my MMR, maybe it got into the higher bracket (sad, I was enjoying it down there).
-
@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/440712/offering-overhaul
ill go one by one, giving my opinions and adding ideas to yours, in case you like em, feel free to edit and add me as suggestor…
Bloodpoint ones, i believe they should bring a base lower value and a "mission" that allows you to increase the bon us through the match, just like barbecue and chilli used to work, so in my idea they would be like this:
Escape cake: +50% total bloodpoints for the user +1 stack everytime they finish a generator repair or safe unhook(max 4 stacks), increase the bonus bloodpoints by 50% per stack(envelope would have half this amount)
Survivor pudding: +50% total bloodpoints for the user +1 stack for unique survivor hooked, extra 50% bonus bloodpoints per stack(envelope would have half this amount)
Blood party streamers: Gives extra 5000 points for every nondisconnected player for each generator repaired and survivor hook state depleted.
With this offerings you would have the single ones to be used by a player that wanna farm on a normal day playing well and the streamers are for events of extra BP where people wanna play more casually and gain a lot of BP, since it gives a lot of base BP by letting both sides play and not just dominate the game in a one sided way, also since it gives extra base BP this would be multiplied by events % increase, so we would have 5 players using this and wanting to just play normally to get that fat reward in the end, and since they gain nothing if they quit, they will not just ragequit.
Luck offerings:
I dont think self luck offerings should be removed, but they should be buffed to give yourself more luck, because team luck is something for teams to use, you cant trust other random players will bring luck for you and many times they will just use your offering to kill themselves, then if you want to bring a slippery meat or some other luck based build(there are not much, ill be posting a luck rework sugestion soon) The single luck offering is the most correct choice and should bring forth a higher single luck, for example, if the team ones give 4% for all 4 survivors, the single one should be giving at least7%, this would means that if there is a meta of luck, more players bringing luck is stronger for teamwork, but if there is none, you can bring luck just for yourself and have a decent effect without having randoms offing thenselves on hook.
Chest offerings:
Why would a killer want only to increase chests in a game? Sure in a chest build it would be interesting, but outside of that, whats the use of +1 chest? Killers should have both increase and decrease option, and theirs should be STRONGER than the survivor ones, why? Because the killer has only one offering to throw in the game, his single one has to be at least equal to 2-3 from survs. The surv ones should increase amount of chests in 1, killer ones should increase/decrease in 3. Also chests are rarely really used, so they should have extra drops unique to them, like a brand new part for gens on a luck based chance to appear and etc.
Fog offerings:
Goddang, let them make the place ultra foggy or delete them all behaviour, they basically do nothing, COMMON
Hook offerings:
I personally hated your idea of making the most annoying and bullying intended offering, stronger for that exactly purpose, its like if we made an offering that increase the speed a surv gets sacrificed when the killer is facecamping them. 4 hook space offerings and sabo squad already feels as if you cant do anything against then, now the saboed hooks take even longer to respawn? But i like the idea of interfering in the time to respawn and would agree with it if the whole hook spacing thing was taken off, you sabo the hook, they stay off an eternioty, but there are a lot of hooks and you really need to male an effort to save someone and not just run to the corner of the map
Map offerings:
Refund if it doesnt bring you to the realm? Nuh uh, map offerings can completely change the game in a win or a lose based on the map it falls and your strategy, its singularly the most toxic offering in the game, because many perks are balanced based on the variety of maps and the fact that not always you will have a map that you can abuse that perk, map garantees you that abuse if it takes you there, allowing an inbalance in power, and the ducking offering refunds if it doesnt give you this absurd amount of power? nope, completely out of damn reality.
Also, 25%? why? there are five players, 100% divided by 5 is 20%, you want that map, the other 4 dont, and if it was to be stacking based, the killer ones should be 50% and the survivor ones should all 4 stacked be 50%, because they are oposed teams and should have the same power of decision.
Spawn offerings:
Its ok as it is, killer being abble to change and chose where survivors spawn would be too much of a problematic power to give em… and i am a killer main saying this, please dont allow me to choose where survs will spawn while i have lethal pursuer and killers with mobility active on spawn… pleace dont vote for that
Some of this feedback is pretty valid.
But....
Why do we need to nerf the BP offerings? I don't see a good reason to.
-
It's not always intended!
I stepped away from the computer for a bit between matches to do something that was pretty urgent, I come back at four gens left.
It was an honest mistake on my part, and many other situations like this happen.
-
I saw a Claudette that was plainly speedhacking and disabling pick-ups.
This game needs a great anti-cheat.
-
Is this satire?
The Fog Vials are pretty mid right now due to the restricted uses, and you want to also nerf the values that were fine to begin with?
The iri add-on adding measly 2% might as well not exist. You need a magnifying glass to recognize the change.
And if you do find that they are problematic on certain maps, why nerf them in every other place BUT that? Just make them have the exact same effects regardless of which map you are on.
-
I think they should slow down.
Not only because there is already so much, but mainly to make the content we DO get better and more polished, to give the bug fixing folks more time to do their things, and to make space for their QOL features.
-
@ThanksForDaily said:
The new "era" of bloodweb is an absolute mess. All these literally useless map, key, fog vial add ons plus the items taking the spots of actually useful items such the basic medkits.
I literally didn't found a single medkit of any rarity in 45 levels which is insane. I wish I'd have recorded this. Worst bloodweb of all time, I hope we're gonna see changes in the near future.
You are right.
There are at least 10 offering which could be removed (map offerings not included) and many more that could be changed to actually do something.
As far as items go, only flashlights and toolboxes even need more than 2 variants, simply because the others are all copy+paste but with bigger numbers.
Add-ons are also an issue, there is no need to have 13 flashlight add-ons. Or 13 medkit add-ons.
Some trimming is required.
-
Honestly, this feature was a nightmare from the get-go. It's basically 3 mechanics stitched together into 1, Frankenstein style.
You are right, obviously, but they really, REALLY need to make AFK prevention and bodyblocking prevention separate from the anti-hiding one.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987053#Comment_3987053
I would say so yes... if you ever got a guide chain going (real easy to do in even a duo, and quite often in SoloQ too), you could very rapidly pop gens back to back with little time for Killers to react.
Gens already go faster in 2v8 as they only have 70 charges. So 2 survivors repairing a generator suffer a 15% penalty (or 0.85 charges per second). Normally 2/3 survivors takes 52.94s/42.85s to complete a 90 charge 1v4 gen, in 2v8 this is bumped down to 41.17s/33.33s respectively).
When Guides have their 2nd ability, for every survivor present when they complete the gen, they gain an immediate 5% progres on the next gen they start repairing. 2 Guides get this 10% each, which is 20% overall (41.17s →32.94s), 3 Guides get 15% each, so that's 45% (33.33s → 18.33s).
You can see how this very quickly gets out of control, and a safe someone who plays soloQ mostly the time, it is not uncommon to get this going with fellow Guides, cause Guides are often played by people who want to win.... remember Guides give off auras when repairing, so even 1 smart Guide can link up with other guides.
Now there are deviations, because each hook increases repair speed by 2.5%, and each gen decreases repair speed by 5%, however do also remember each Great skillcheck gives 3% progress too... you add all this up, and the speed Guides in the know could crank gens was actually disgusting.
They have 70 charges? Since when?
It sure does not feel like it when solo repairing.
-
I would like a soft version of iri stone, or more traps at my disposal. Other than that, he is perfect.
Trapper is pretty underrated in 2v8.
All it takes is set up in a smaller area (yes I am setting up 3 gens, deal with me) and some smart traps and you get pretty good results.
-
@Jacknalls_Paw said:
Just remove Legion from this game mode and increase BPs incentive to x8.
I think that maybe adding an XP boost would work better.
Some people have enough BP to not care.
Iri shards though? Never enough of those, especially if skins are included in the discussion.
-
Eh, I'd rather have a gamemode that is enjoyable for both sides.
And, imo, Oni is not a problem, just Legion.
All the other killers are fine for the most part (unless you get a stacked combo but what can you do), but Legion makes it all easier for literally every killer aside Ghostface and Deathslinger.
I think that they have finally nailed the balance scales with this patch, so only thing to do now is actually innovate on Classes (give me a chest class pls) and try adding killers that will not break the mode.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988175#Comment_3988175
I still think Guide is an extremely important class. It can help prevent a “6-gen” from occurring, because Guides always see the current cluster of generators, and people are more likely to help repair whatever generator the Guide is repairing (because that generator is highlighted to all the survivors).
And Wiretap + Blast Mine is a fun combo. And Blast Mine has really good synergy with AoE Sprint Burst, if the killer kicks the generator before chasing the survivors.
Oh, for sure. The built-in Deja Vu is great.
-
@Coffeecrashing said:
Guide was by far the most powerful class in the last 2v8. If multiple Guides were hooked at least once, and were repairing generators as a group, the generators got repaired super fast.
And yeah, I get it that solo q doesn't always coordinate like that. But in the games where the Guides followed each other around, the generator speeds were way too fast.
Source: I always picked the Guide class last 2v8.
Yes, it was pretty powerful.
But they hit it with a sledgehammer imo.
-
If you believe that the game was more skillful back in 2016, THINK AGAIN.
Instablinds, instaheals, old BNP, old Hatch, old Moris, OG Nurse, old add-ons like Iri Heads and instarev, and also perks like Object, DS, ect.
All of these are shortcuts that are very limited rn.
-
I am a generative AI hater, so yeah, ban it.
I would rather see a ranty unformatted post than a article-length ChatGPT post that can be summed up in a single sentence.
-
As multiple people explained why losing bloodlust over everything is a bad idea, I won't just parrot the same thing.
But, as far as add-ons are concerned, the idea sounds nice.
Also, I'm pretty sure White Ward lets you keep add-ons already (unless it is bugged)
-
I like it.
-
I completely support this motion.
Everyone should be able to play DbD with normal ping.
-
While this is an interesting outlook, I don't think it's exactly true. The Unknown, as a far as we know, has a very poor perception of what a human looks like, and can only mimic their voices convincingly.
I don't think Mikaela would be unable to distinguish the difference between a human and monster. Unless she had a Velma moment and lost her glasses for a long time.
Plus, if I understood the lore right, the Unknown only strikes once the target defines it. This long setup would fit the entity more, or if we are talking about a monster, some kind of monster feasting on magic.
-
@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984485#Comment_3984485
you're literally grasping at straws, im sorry but first its "nobody will use it" then its "too much effort" then its "no one will speak english" lmfaooooo. Also you're so self centered, not everyone who plays dbd speaks english.
You want the entire catalogue?
Ok.
Things that would render it a disaster and waste of precious time that could ne spent doing ANYTHING else:
- DbD community has proven numerous times that they WILL be annoying and a**holes towards everyone and anyone. They managed to create toxicity out of thin air. This would give them a free reign.
- Both Discord and SWF exist already, why the hell bother with making this basekit?
- Most people would mute it, and the option HAS to be there, so the better part of the community will ignore this. So you will mostly talk to the air. (What a good use of dev time!)
- Language barriers. Don't pretend you would easily understand a russian or a korean or a czech or a german, or literally anyone who speaks a different language than you.
- Not everyone has a setup that can support voicechat. There are people who are glad they can play the game on a 8 years old crusty computer.
- If we have learn ANYTHING from the devs, their code can break easily, and on the simplest of tasks too.
- There are already other measures being done AS OF NOW that are trying to adress this exact thing.
-
@champzaza007 said:
I think boons should be nerfed, not buffed.
Not by nerfing their effects, but by limiting the number of times you can bless.For example: only 5 blessings per match, or only 1 blessing per totem.
I agree, IF also there are some compensation changes to boons, like faster bless speed, range buffs, stronger effects ect.
-
@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984044#Comment_3984044
i cant stand ppl with this mentality. hindering the evolution of a game because YOU dont want something. typical dbd players. accessibility options get turned off by half the player base, do you think they're a waste too?
Putting a color filter in the game takes way less time and effort than a full on voice chat.
I just do not think giving the most toxic playerbase ever a new tool to be s**** towards eachother.
Mr TTVstreamer with 5 viewers will not tell me helpful info, he will curse my entire bloodline to die of tuberculosis because I dropped shack pallet.
ALSO, this would only work in USA and maybe Australia. Not everyone is english.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984126#Comment_3984126
Judith's Tombstone also needs to be reworked. Sadako and Pig's alternate kills had counterplay, but they still got super nerfed.
The tombstone addons are outdated, and should never exist in modern DBD. Alternate kills need way more counterplay, like Sadako and Pig currently have.
That is more of an issue on the side of Pig and Sadako, ESPECIALLY Sadako.
Her condemned is EXTREMELY lenient.
Tombstone Piece is BS, yes. But Judith's Tombstone requires the collective IQ to be lukewarm and a fair amount of commitment.
If we are strictly talking counterplay, making the "open palm, closed palm" a Tombstone tell and maybe a bit more could be the way to go.
-
@Hex_Ignored said:
Most likely intentionally removed to push fomo and "incentivize" daily challenges, much like the milestones nerf.
And to make the system even less lenient, because we just can't have ENOUGH of grindy bs.
-
Can confirm this.
I was running a screaming build against a Daryl.
His grandpa "HUH" sounded like it was next to me.
-
@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984402#Comment_3984402
Killer lose collision for a brief moment when vaulting a window.
Survs can exploit this to vault back without any punishment.This has stopped working LONG ago.
Only two ways to do it was with keys and Clairvoyance, and I'm not sure if keys work like this anymore.
-
Because many lack the coordination and skill, or sometimes even the tools themselves.
Unless you bought Jonah, Tapp and Kate, you can't get the full slugging build, you need Tapp and Rebecca for the genrush build, ect. ect.
-
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983726#Comment_3983726
Those are pretty reasonable. Goal is to remove self heal from medkits so you have to run self heal perk and tune down the item altrustic heal to be less out of hand with perks like We'll make it or do no harm. If that is in good spot all after we can even talk about possible new ways to heal.
So you want to force everyone to run Self Care Botany again.
Even though half of the asian playerbase already run them and Botany is THE best healing perk rn.
You do not need to force this with dropping a nuke on medkits.
-
Yes.
I can guarantee half of the people would turn it off instantly, so it would eventually go to waste.
-
I agree, the new Visceral/Iridescent add-ons are all painfully outweighed by downsides.
Blood Amber is the easiest to fix, just remove one of the downsides.
Potent Extract has currently no reason to have downsides. I would buff it to 10% and remove the duration nerf.
And lastly, Crimson Stamp is bad, AND backwards in terms of not sticking to the niche of maps. I would just rework it to show all generators and also show their progress via aura intensity, like Fuming Mixtape does for example.
-
@MechWarrior3 said:
I support your thread! I like it!
Thank you! I'm glad you like it.
-
I would maybe keep the auras and trade them for the old 33% opacity.
-
Racism, ear-shattering noises, people with awful mics talking like they are in a crypt, music blasting, arguments, people yelling at you in a different language and so much more.
This would await us with voice chat.
-
You can literally ignore it.
And if you have enough charms, it's remarkably easy.
-
Edit:
I changed the Instructions add-on to instead remove the regression from failed Skill Checks. (Idea by @Lexilogo )
-
@Lexilogo said:
IMO Alex's Toolbox should also be changed, it should have a repair speed bonus of like 30/40% or something.
- Even if you're going into a match intending to sabo, wouldn't you rather bring a toolbox with a 50% bonus and maybe a sabotage speed addon? I'm not very well versed on how sabo speed translates into real gameplay, but to my understanding a commodius' inherent sabo speed should still let you take a basic attack in front of a hook, sabotage it, then get away, right? If not I imagine a hacksaw addon would still make up the difference
- It being so intensely specialised pollutes the Chest pool.
Besides that, some notes about a few of your proposed Addon reworks:
- I don't really like the proposed change to Instructions here, because it kinda enables a mild form of griefing. I don't think it would be serious, but I can just imagine the clips of a new player applying Instructions thinking they're helping, only for the Killer to interrupt the gen at 98% progress because John Streamer couldn't get any Great skillchecks. I also think the inherent design of Instructions is wrong- It's cool to have an addon helping players who struggle with skillchecks, but disabling them entirely means they get less opportunities to learn. I would prefer something like "while repairing a generator with a toolbox, failing skillchecks has no penalty" or maybe just removing them as your version of Worn Out Tools already helps with skillchecks.
- The idea of your Scraps rework is great, but IMO it's not thematic for the addon. Maybe it would fit better on Protective Gloves, and to nerf toolbox capacity addons the capacity boosts for Scraps/Wire Spool could be reduced to something like +6/+10 respectively?
- I really like the idea of the Spring Clamp rework, and if it's applying to a single gen permanently, maybe it could also lower the passive sounds of the generator's pistons? That'd be an idea that doesn't exist in the game yet and could create some interesting survivor/killer mindgames.
Thank you for the feedback!
I am uncertain about buffing the repair speed of the sabo toolbox, as it could get out of hand. But, maybe a nice middle ground of 25% would be possible.
Your Instructions suggestion is really good! You raised a good point about beginners having to learn skill checks, so removing the penalty for a bit would be a good choice for a learning add-on.
I made the Scraps change because I didn't want to do a nerf like this to the charge add-ons. My idea behind it was that you now can't stack them, so the remaining one can stay the same.
I'm glad you like the Spring Clamp idea. And yes, it would be permanent on the gen you put it on. I don't know if it's possible to make the pistons more silent, but I would love it if it was.
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983353#Comment_3983353
I just like using the item strategically like that to pop before Pain Res or even Pop (the perk.) Doing that would be alot harder without socket swivels
That said, here are my changes.
That would be one way to do it. As Sabotage and Repair wouldn't be on the same item, it would be easier to deal with.
There are still potential balance wrinkles to worry about in the add-on part, tho.
-
They have options.
They can either revert them to being infinite, or revert the opacity.
Alongside these changes:
- Return the range to 10 meters.
- Make it so EVERY killer works in the cloud.
- Ensure that the effect is relatively same on every map.
-
@Foggyguy said:
Because there was only like two 'secret' offerings before which defeated the purpose of making them secret.
That could be solved with a lot more grace than the Everything Secret approach.
-
This could be a nice chaotic mode, but honestly, we would just see more stacked builds because this community is the way it is.