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SoGo

SoGo

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SoGo
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  • As we have seen with the current one, the answer is a clear NO.

  • I'm not saying it's bad, not at all.

    I just don't want it to get nerfed, like Houndmaster's Gunpowder Tin was.

  • A: This only triggers in the endgame, so you might as well run None Are Free or Blood Favor for the same effect.

    B: You better have a good endgame combo in those other two perk slot cause everyone is booking it out of the gates ASAP.

  • @UndeddJester said:

    Agree with @SoGo and Aven_Fallen.

    The Mechanics Toolbox has no niche. It has half the charges of the Commodius for not that much more repair speed, and it has half the sabotage speed as well with an awkard number of charges.

    In any and all scenarios, you would either take the Commodius Toolbox or the Engineers Toolbox, and tbh its not that much improved over the standard Toolbox either (debatably worse).

    I'd either delete the Mechanics Toolbox, or switch its sabotage speed with the Commodius Toolbox and give it 2 extra charges as a weaker Alex's toolbox. Tbh I dunno why the Commodius doesn't have the weakest sabotage speed period...

    I would also remove the brown Worn Toolbox as well... since it has an active detriment to it for newer players.... (4 O'clock skillchecks suck with this toolbox).

    Yup.

    About the Worn Out Toolbox, I thought of making it so Skill Checks are easier with it and not harder, in exchange for some repair speed.

    So it will have about 25% repair speed increase and 33% slower skill checks, for example.

    So it'd be a nice tool for newbies who can't hit them as well.

  • @Emeal said:

    Your idea for solving bodyblocking isnt a solution, waiting 30 seconds will ruin the experience.
    Bodyblocking should be solved within 5 seconds, time enough for any Killer to fire their weapon and benefit.

    I get it's not the best, but still milion times better than BHVR' 150+ seconds.

  • Commodious is the better one.

    Mechanics could get removed tbh.

  • Just say you want them removed, stop sugercoating it.

    in Toolbox Comment by SoGo
  • @Coffeecrashing said:

    Personally, I think removing 1 crow at a time is just unnecessarily complicated, and will lead to frustrating experiences. I want all the interaction rules to reset AFK points to 0, to keep it simple. I don't know why generator repairing removes crows 1 at a time, when none of the other current rules work like that.

    I also want BHVR to actually decide what they want the hiding prevention system to do. Personally, I thought the whole plan was to stop survivors from hiding for large periods of time, because it's frustrating for the killer, and because it's frustrating for the other survivors in the game.

    However, the AFK crows got nerfed so badly that they are currently useless, and if BHVR doesn't plan on making them more strict, then I'd rather BHVR completely revert the AFK crows to what they were a year ago, and publicly declare the entire thing a failure. I'm completely serious with this statement.

    And when the phase 2 changes happen for killers, I want the camping/tunneling/slugging changes to have the exact same impact as these AFK crows. I want BHVR to remember all the feedback survivors gave about the AFK crows, and how changes shouldn't punish innocent people, and changes shouldn't be difficult for new players, and changes shouldn't take away strategies that have been in the game for years, and changes shouldn't make people feel like there is a "right way" to play the game. All the feedback that caused the AFK crows to become useless, should be applied to the phase 2 killer changes.

    Reading this, I realized that, yeah, the crows vainshing one by one is needlessly convoluted. I'll adjust that later.

    And yeah, they should decide if they want to commit or not. Half of the QOL Phase 2 just got nerfed to uselessness with this update (all the more reason to separate the mechanics away from one another), and the whole thing seems just pointless, not even mentioning it may end up unfair as you mentioned.

    I'd be more leaning towards commiting to it.

  • @beerey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956663#Comment_3956663

    The bug was fixed in the hotfix prior to this new one without any need of touching his numbers, so I doubt it's because of that.

    It's probably yet another oversight.

    Carrying speed is standardized, so everyone should have it the same.

  • I already bought it. It looks great.

    It's kind of hard to match it to a skirt piece, so I'll probably get the white one too.

  • I'm enjoying it personally.

    I like the mechanics, how much BP I get, and the event overall.

    Father Campbell's Chapel should get bigger odds tho.

  • @smurf said:

    My opinion is that extreme hiding appears to be an issue that never needed solving as it essentially never happens. I know that personally, I've seen exactly one case of hiding that was ever problematic for a killer, whether I was the killer or when watching any of a number of streamers, which I do nearly every day.

    Is there any evidence shown by anyone that this is genuinely a problem? I don't believe it at all at the moment, and currently suspect it was a massive waste of time and resources for BHVR.

    I guess it's possible that people who play killer by tunneling, proxy camping, and slugging for 4k are more likely to see such behavior, as people playing survivor in such matches might be inclined to not even interact with the killer. But at that point, why are we punishing people who got BMed by giving them AFK crows?

    I will agree that survivor teams suffer if one player does a disproportionate amount of hiding and doesn't take chase when they need to. Maybe in that context, AFK crows make some sense.

    Now, this version would kind of help the survivor in a slugging for a 4k situation, with becoming last survivor STANDING (not alive, just not downed/hooked) losing all crows and getting 140 seconds to do practically anything.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956164#Comment_3956164

    The problem is, we're now going to use foxys hook again, but it's going to be nerfed again because by bhvr's logic.

    I don't think so.

    It's still not as strong as the PTB version, and they saw the second version was too little, so they landed in the middle.

  • BTW, how is no one talking about these 2:

    IMG_20250702_183426.jpg

    This is pretty impactful.

  • Imo, the filter should go. This is not Roblox.

    And as far as racist comments go, well, Wezqu gave you the answer.

  • I would guess Streamers got nerfed because of proxy-camping.

    Security Badge, because you could have on-demand 30 seconds of Undetectable.

    And Bonnie's Strings are obvious.

    I would revert Streamers and instead add a small anti-camp mechanic (blocking doors near hooked survivors as a hard counter or slowing down travelling to those doors as an alternative)

    Bonnie's Guitar Strings are easily the most obvious, swap them with Iri Remnant's effect. The addons stay the same rarity, just the effects swap.

    And Security Badge got nerfed rightfully imo.

  • Absolutely agree with you.

    Nightlight can only help to a certain degree, and it is not enough. Trust me, I tried.

    Even making switching between old and new colors a toggleable option would be amazing.

  • Imo, Tombstone Piece should get a light rework, maybe locking it behind fully stalking a survivor or something.

    Judith's Tombstone is fine. It takes AGES.

  • For me, it's the opposite.

    Survivor is much more stressful for me.

    Because as killer, you can only let yourslef down if you fail. Survivor? You have 3 other people potentially blaming you for losing the match.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955891#Comment_3955891

    Hemorrhage is already pretty brutal. I'm not sure what more you could want from it. I suppose Mangled could use a buff to the percentage though.

    Maybe reversing the awful timer change?

    This singular change made most mangled and hemorrhage add-ons worthless, and even sloppy butcher isn't all that good rn.

    So the only remaining "decent" thing that gives you these effects is SH: Gift Of Pain.

  • I would rather do something like this:

    Dying Light

    You start the trial with 3 tokens.

    Every time you hook someone other than the Obsession, the repair speed of all survivor is decreased by 3/4/5% for each token you have. This lasts until the survivor is unhooked and lingers for 30 seconds.

    When you hook the Obsession, you lose a token.

    If the Obsession dies, this perk deactivates.

    The numbers are placeholders, they could be adjusted.

  • I feel like they should tighten it up again, but they first need to separate the anti-afk and anti-bodyblocking mechanics away from the hiding prevention.

  • @MoZo said:

    it’s been confirmed already that they decreased the spawn rate of the anniversary cakes from previous years.

    Which is a shame.

    Also a thing that may impact it is the removal of the Event Rarity, which caused a plethora of bugs like Event items/add-ons in chests, Exultation "upgrading" these items, and also this thing.

  • I don't mind healing perks being good.

    But please, BHVR, buff anti-heal a bit as well!

    Mainly Mangled and Hemorrhage need some help.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449898/springtraps-security-doors

    I think people underestimate how good the wallhacks it can give your team are. When a teammate is getting chased and you know which door they are roughly at, you should use it to spot him and give them wallhacks on the killer. This makes it super easy to loop.

    Oh, for sure.

    The problem is that, as always, this is way more viable for SWF than solo Q.

    It's not exclusive to SWF, obviously, but most games it's best for solo Q players to just stick to gens instead of looking for Springtrap.

  • The issue are your teammates, not the killer.

    Of course you get folded when two of your teammates are playing immersed and you can't loop (no offense ofc, I'm not great either lol). Even Trapper can beat a team where half of the group does nothing.

  • My main can never work properly, there is always a glitch.

  • As it is the Masquerade…

    Snímka obrazovky 2025-07-01 131451.png
  • @Alice_pbg said:

    the duality of man?

    https://us.v-cdn.net/6030815/uploads/WWFVS2S67QHD/image.png

    seriously… 2 threads apart…

    I find it funny that BOTH sides complain that the game is an uphill battle for them somehow.

    Survivor's complaining I get, it was like that for the last few years, but how did killer get "harder" with THE update that brought multiple mechanics to combat survivor BS?

  • Not sure if this an actual bug.

    Survivors call it a "tech" and while it is abusing a mechanic, I don't think it's unintended.

    Anyway, the Hag should get a speed boost when teleporting to an activated trap, so this "tech" will stop.

  • The Emblems are pretty much just decorative atm.

    It's not worth wrapping your head around.

  • Looks exquisite!!

    But, imo, the mask head is kind of odd, but ultimately decent.

    It could've been worse.

  • She is awesome!

    I wish that Portia will get some help.

    We can still get victories regardless but damn it, it is hard with the game deciding to break every 5 minutes.

  • I feel like the issue with Haddonfield is, well, the map itself.

    It's really easy to win on as killer.

  • I think the reason is the new healing meta.

    Botany being the tipping point, with a ton of perk changes like Sloppy Butcher nerfs and Resurgence buff culminating into this.

  • @[Deleted User] said:

    People want to win, so they take what works consistently and doesn't look like some useless joke. The harsh reality of modern DBD is that only 4 slow perks are a reliable choice. Despite all the efforts to nerf this category of perks, because the alternative looks even worse in comparison.

    So what alternatives can you suggest? I never understood this when they talk without specifics. For decency, you could recommend an alternative build or at least a perk that works.

    Speaking of the killer side, every time a perk gains popularity, the long arm of the nerf comes to remove it from the killer build. As a result, we are back to 4 slow perk builds. This damn nightmare has been going on for many years. Most likely will continue for the next few years due to fierce resistance. Although I always thought it was good when a perk encourages assassins to take it instead of 4 slow perks.

    You know the names of these perks.

    Weave Attunement, Ultimate Weapon, Hex: Pentimento, Save the Best for Last, Sloppy Butcher, Hex: Thrill of the Hunt, Game Afoot, etc.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953809#Comment_3953809

    Don't mention totems. Totem spawn locations and the Hex: Pentimento nerf simply killed all totem builds as a class. With perks that interact with generators it's better, but it is advisable to take 3 more perks that work with generators, otherwise it is also a dubious pleasure. Killers have no time to touch generators for such a reward.

    https://us.v-cdn.net/6030815/uploads/IBKOBKI972U9/20250621-185912.jpg

    The problem I see is that in order for something to work stably, you literally need to take 2-3 more perks from the same category. Be it auras, Scourge Hook, Hex, Obsession and so on. Against their background, 4 slowdown perks will always look better and more practical.

    So that you better understand me, how I have an idea of build construction. I will simply share here two memos that I made for myself so as not to forget about the perks that are worth remembering. Builds and 2 duet perks that can be combined. Although even with this reminder I will always recommend 4 slow perks as a more reliable method if you want to win.

    https://us.v-cdn.net/6030815/uploads/9Y1ED4VMDGUF/d0-b1-d0-b8-d0-bb-d0-b4-d1-8b1.jpg

    https://us.v-cdn.net/6030815/uploads/U4U8DORLDWRL/d0-b1-d0-b8-d0-bb-d0-b4-d1-8b2.jpg

    That's why I ONLY mentioned Haunted Grounds and not Ruin or Blood Favor.

    Because the spawns suck and well, it's a guarantee you get value from Haunted Grounds.

  • Wait, so it also works off of current progress?

    Brb, gotta check it.

    Edit: It works off of total progress (like Pain Res), not current lik Pop

    IMG_20250629_111839.jpg
  • I really hope this is just a guy trying to troll us.

  • Oddly enough, I agree.

    Even though this was MUCH worse in the older builds of DbD (Ruin, Undying, BBQ and a fourth perk), build creativity is SERIOUSLY dire.

    NightLight is a pretty good indicator of this, too.

    There are multiple really underrated perks in this game, like Surveilance, Lucky Break, Boon: Shadow Step, Streetwise, Oppression, Hex: Haunted Grounds ,ect. Yet no one runs them despite how good they are.

  • I like to believe that she'll be like Vigo, occasionally popping up in the lore from time to time.

    With that said, when was the last time he got mentioned...

    in Zzltryks Comment by SoGo
  • Exhaustion perks don't really help since if Cherry Blossom triggers, most of the time Spirit will just stop phasing and hit.

  • I don't own Oni yet (also because his perks suck) because I HATE hard to maneurvre killers.

    I hate Billy's initial curve buff because of this exact reason. A slight push makes you do a 360° and bump into a rock. So I can only imagine the Oni ended up having the exact same issue, but worse.

    All in all, I hope that this will get resolved for the sake of Oni mains.

  • @fussy said:

    No, they shouldn't. CoH is amazing perk, doesn't matter how much survivors here will claim it's "bad". All time CoH user here btw.

    https://us.v-cdn.net/6030815/uploads/ZFN6C06YHP41/image.png

    Exponential should have been nerfed years ago due to how many stupid strategies SWF can create around this perk. But we nerf only killer perks because of 1-2 killers are too good with it, and not survivors perks because they are too good in SWF. It's different, you know.
    Dark Theory and Shadow Step are situational, but in best scenarios they are amazing perks. DT on maps like Gideon/Lary's/RPD is super unfun to go against now and I'm glad everyone stopped use it already. MFT on every survivor and on both health states, hell nah. Same thing with Shadow Step.
    Illumination – yep, the only Boon should be buffed by a mile. Easily can add here exit gates aura, your teammates aura, maybe even some cool thing like 5 seconds of killer's aura for every 30 seconds inside this boon area.

    I mostly agree with you.

    The issue with Boons is that there is no stopping them. Shattered Hope HAS to be basekit, so we can freely adjust them without things spiraling out of control.

    Side note: Dark Theory will never be just right, rn it's kinda eh, but it could end up OP if buffed, so the best course of action is to just rework it. Plus, the concept is so unoriginal it hurts.

    in Boons Comment by SoGo
  • Oh boy, this is one of my favorites.

    Personally, I have a very clear idea on how boons should work.

    (Quoted directly from my post where I proposed changes to every perk with a ":" in it's name)

    General Boon changes:

    • Reduce the noises that the boons make to make them not as loud.
    • Increase the general radius of the boons to 32 meters
    • Reduce the time needed to bless a dull totem to 7 seconds.
    • Now, totems automatically break after being snuffed.

    Individual Boon changes:

    Boon: Shadow Step
    • Add an effect of muffling footsteps of survivors into it.

    Boon: Illumination
    • Make it so that it also shows the auras of totems, pallets and windows.
    • Replace the cleansing/blessing speed bonus with a 4/5/6 second lingering effect.
    • Make it so this perk ignores the Blindness status effect while inside the boon's radius.

    Boon: Dark Theory (Full Rework)

    Your obsessive study of the paranormal has given you unprecedented knowledge of other realms and planes of existence.

    Press and hold the Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out in a 32 meter range.

    When in the Boon's radius:
    • You can see the auras of all regressing generators in light blue.

    While the Boon is active:
    • Generators regress 10/15/20% slower.
    • When a generator starts regressing, the blessed Totem is blocked from being snuffed for 15 seconds.

    Concept created from ideas from @HolyDarky  and @HeroLives .

    in Boons Comment by SoGo
  • What even is the reason for "DBD2" to even exist?

    Has Overwatch not taught us anything about unnecessary replacements?

  • I want a little perk that does this.

    If a survivor crouches in an exit gate X times, the gates get blocked for them.

  • This is getting changed btw

    Someone on reddit found out.

    The devs will change the color scheme of the cosmetic piece.

  • I would actually agree.

    Making them last even 2 seconds after dropping them would be amazing.

    The other powers are imo fine.

    The quiet mode could be used with something like Lithe + Dance With Me to get a guaranteed escape.

    And the window block is kinda useful too.

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