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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077318#Comment_4077318
I dont really support the "X has not been changed for years so it means is good" argument. Not only in DbD but in general.
By that point of view Nurse and Blight didnt got changed for years (albeit recently they did change them and some years ago they did also change Nurse a bit), but before that, if im not mistaken both have been on the top for many years without any changes (or at least, any relevant changes).
So does that mean they have been completely fine and should never be touched at all?
Well, allow me to reiterate, because that is not the point I meant to bring up.
The point is, they existed for years with little to no complaints about them, unlike the S tiers.
As Aven_Fallen said, one of the reasons people say exhaustion perks in general are OP is because the goalposts moved down enough.
And how I said, Vigil is the cause behind this, because it effectively halves the Exhaustion timers.
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@Kitsune_King said:
honestly my biggest worry with the perk is it's potential interaction with the hyperfocus/stake out combo.
If it stays like this, that combo will be the only thing that would be able to drag it out of F tier.
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@Neprašheart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076363#Comment_4076363
I don't recall seeing any informations about how does it work in-game, so I didn't know.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076793#Comment_4076793
That I don't get whatsoever.. I've always thought that survivors were the majority of the playerbase..?
And it's not like I'm willing to buy that killer is easier to play nowadays or what do the people claim these days around.. I wasn't around myself, so I do see things just like before and expect players to be better (regardless of the role, thus more of them leaning towards SWF, which logically means more survivor players overall) the older the game gets.
Survivors have much less of an incentive to play 2v8. They get limited builds and a sped up game.
Killers get to play with someone, a concept exclusive to this mode.
So naturally, the more interesting side gets more players than it usually gets, and the result = long queues.
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@Mooks said:
i mostly miss the horror aesthetik.
Sure, the Visual upgrades are nice and models and textures look better. And gameplay-wise i get why they were stepping away from too much darkness as it was too easy for survivors to play stealthy without progressing the objective.
But imo these issues are now resolved with how the afk crows work. There is no real Need for players to be able to see across the whole map from anywhere and also see the edges of the maps.
Please bring back the original atmosphere, with the fog, horror aesthetic, lighting, this can work on Daylight maps as well.
Yes.
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The problem is, what can you change?
Maybe if it got the Distortion treatment? So you would only get stacks in chase? Or, alternatively, be very close to the killer (8 m) instead of just in the TR
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077238#Comment_4077238
Sprint Burst and Lithe are DEFINTIELY over tuned. We call Nurse and Blight balancing bottle necks. When SB and Lithe specifically and to some lesser degree Dramaturgy do the exact same. These perks existing is my sole reason of not playing low tiers because it just incentivizes boring gameplay on both sides.
They never changed for years now.
The reason behind the Exhaustion perk epidemic is Vigil. Vigil is genuinely too strong.
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@Aven_Fallen said:
No Exhaustion-Perk is overtuned. You see how much better the game for Killer has become if we are now at the point where they complain about Exhaustion-Perks, which are the same for YEARS. But all other things got better and better and now the bar moved to that.
Yes, that's because it's Vigil that's the root of the problem here.
A nerf to Vigil should happen one day, undeniably.
But, this perk could be good, if it actually affeced anything outside of few exhaustion perks, Plot Twist and Buckle Up.
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@Langweilig said:
I‘m still hoping for more for these killers. Ghosty needs his 2vs8 buffs and doctors illusions shoukd move and run around the map to deceive survivors.
For Doctor, I would like them to stop beating around the bush, make the purple detonation delay addon fully basekit and create a new effect for the addons.
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@MrBuffalo said:
I think my main concern with Vigilance is it could be a strong tunnel perk but even as I type this im not convinced it will be used all that much in most matches. Maybe will be added to just gimmick aura reading builds.
Steadfast is….Just…Yeah. I said in another post that what the community voted for just shows they only wanted cookie cutter perks.
But yeah overall I think these perks are just so…Generic.
First time we really get to pick what we want and this is what the community asked for.
Especially survivor perk wise.
The killer perks do have some merit, though Lay Waste is obscenely safe and boring. Maybe if it also increased the amount of progress lost in a similar way? Say, 0,1% of progress per charge, so extra 9% on almost done gens. That way, at least the long cooldown is deserved.
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Here are my ideas on how I'd improve some of these perks (in case BHVR wants feedback)
Lay Waste: Decrease the cooldown. The effect is not nearly as powerful to warrant a 2 minute cooldown.
Hex: Under Your Thumb: Make it apply a harsher penalty, limiting Haste to, say, 15%. This makes this effect apply to many more perks than just the 5-6 it would before.
Boon: Steadfast: So, for quick improvements, you have the obvious elephant in the room (the -50% repair speed), which should be adressed. I don't see it as necessary. Another possible change is making it so Good skill checks also count towards the perk.
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@Wezqu said:
Its a bug so they fixed a bug. So you don't want them to fix bugs now but same time demand them fixing bugs?
Also it worked anytime you picked up the item in question too so it was abusable and totally needed to be fixed.
How is changing the Obsession "abusable"?
Obsession is basically meaningless for any match where the killer does NOT run one of the few perks that do something with Obsessions.
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@Alen_Starkly said:
https://us.v-cdn.net/6030815/uploads/UPCDNB4AHOP7/screenshot-436.jpg
Why on Earth did you go out of your way to change this? Why would you spend time changing this, when there are actualy bugs in the game that need your attention?
Getting a key with the wedding ring addon via Dramaturgy was rare. It wasn't something you could reliably orchestrate (let alone abuse). It was a fun little quirk that could happen in a match. Nothing powerful, nothing strong. And yet, if you got the key, and the obsession changed to someone else, the Wedding Ring addon wouldn't be useless, since someone else would be the obsession. I always found it fun witnessing the obsession randomly changing within a match, whether it was me using Dramaturgy, or someone else.
If you think that this messed with killers' builds involving obsession, then let me tell you: this happening was RARE. There are actually reliable ways from survivors to change the obsession: Decisive Strike, For the People. And only the last one (FTP) being fully in survivors' control. I find it hard to believe that survivors would enter a match purposefully prepared to shift the obsession, for the off-chance that the killer is running STBFL (which is now rare), or Rancor (which is not that common).
Drama /obsession changing has been something happening very rarely. And when it did, it would have little to no impact on the match. It was just fun. A little quirk, but also enabling the wedding ring addon to be useful.
I am asking you to please revert this unnecessary and unwarranted change. What on Earth prompted you to even go mess with this? There are actually so many bugs that severely impact gameplay. Some of them having been in the game for years. Why don't you go tackle those instead? Instead of randomly removing any little fun thing in the game that has next to no impact on matches.
I want to say, this function (passing the Obsession state to someone else) should be an intended feature for that specific addon.
Something along the lines of:
• When a survivor is in an 8 meter radius of you, Channeling the key (with this addon equipped) passes the Obsession status from you to them.
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I think it's only a matter of when.
Both Sable and Mikaela are really popular, and the setup is already there, so adding him would be easy and likely beneficial to the game.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/466953/the-draft-for-boon-steadfast-sucks
Hey there! You mention not liking this perk from a values and conceptual POV. Would you be able to elaborate on what specifically you're not liking about it?
Hello!
So, conceptually, the part that sticks out the most is the decreased repair speed.
I assume the intention is to increase the amount of chances this perk would have to proc, but it causes more problems that it fixes.
Firstly, it makes the perk a troll one. A newbie or a spiteful survivor can tremendously screw over the whole team by placing the boon at the wrong place/wrong time.
Secondly, the time sink outweighs the reward. Yes, I may be able to get 10, 12 or even 15 skill checks, but I am also doing a sixth gen.
That's it from the top of my head.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/466953/the-draft-for-boon-steadfast-sucks
that's a broken boon even if it's 1% progress because it's permanent i'd just run gen progression perks to compensate i'm talking about the original boon
your changes make life infinitely worse for killer since if they run pain res or surge and don't have time to check the gen the survivors have 50% progress to go back to
I accounted for the situation you are mentioning.
The charges are still in the gen, the pistons would show that there is, and perks like Pain Res would still cut off the exact same amount it does normally, you would just be unable to regress it past a certain point.
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@Firellius said:
If it's gonna be permanent progress except it's not permanent at all, that's not really worth a perk slot either, don't you think?
It should be:
Every great skillcheck converts an already completed charge to permanent. Repair speed penalty removed.
It'd be incredibly niche, but workable.
Well, depends on how you look at it.
Locking down a gen that's on 80% progress, for instance, is really beneficial.
The reason I made this permanent/not permanent state for gen progress is simple: pure permanent progress is a nightmare to balance. Look at Fast Track and Weaving Spiders. One was broken beyond words, and the other has 3 severed downsides to offset the strength of perma-progress.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077022#Comment_4077022
I voted for the crows too. They are way too underutilised. Boons are considered so hit and miss that i was surprised it won
People saw "permanent gen progress" and clicked on it.
Tbf, the crow perk would be yet another Haste perk, so I don't mind it not existing.
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Lol, and here I thought Boon: Steadfast will be strong.
Instead it relies on the tambourine perk and halves your gen speed. What a joke. Even nerfed Fast Track is more reliable.
As for the killer perks, pretty decent all around, except Lay Waste's horribly long cooldown could make it a bit unappealing.
Salvation's Cry is good but boring.
Fruits of Your Labor is a reskin of Flow State.
So in summary, inriguing killer perks and joke survivor perks. Figures.
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@Casefile_ said:
https://us.v-cdn.net/6030815/uploads/HJJ8BHEKYISZ/img-0029.jpeg
With the new tome out that has Mikaela, Sable, and Julian in it, how do we feel about the age old discussion about if Sable is TRULY Mikaela’s best friend?
Honestly, I love that this tome exists. And also love how Sable and Julian are just sideeying eachother from the get go.
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The main problem is the absolute ass condition that you get Broken after completing it.
Not only does it fully drop the risk-reward ratio into the basement, especially with Taurie's perk, but it also functions as a neon "Tunnel ME" sign.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076091#Comment_4076091
Having only a handful of killers that can push real threat, while the rest virtually push fake threat seems like a really bad idea.
I did not say that their decision was correct.
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From the POV of devs, probably yes.
If that wasn't the case they'd do something more with him.
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It's the rarities all over again.
"Oh we are changing it because new players couldn't understand it before"
Ok, why make this everyone's problem?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/466800/bhvr-nerfed-the-doctor-to-compensate
The best part is, if you take both addons its a nerf from before the patch.
Somehow, I am not surprised at all.
Unknown with the original Blurry Photo was much better that in the current patch. They did this before.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075757#Comment_4075757
Yeah that last part is my point. It was like this for years. It's always "punished killers for spreading hooks". No one had anything to say then, and the permanent part is the part they kept, and now seems like everyone is fine with that aspect because the perk sucks now. Which goes back to the question: does fairness only matter if the perk isn't trash?
Yes.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075761#Comment_4075761
This has actually piqued my curiosity. Obviously it's worth doing purely from a numbers standpoint, especially if you're able to delay the next WB after he's finished by juking effectively, but I get what you mean. The time that gets locked in still feels like a decently long time anyway.
What would be a better system for this, without going into simply reworking the entire character?Honestly, I have no clue. He is very much a one trick pony, so if you make Worldbreaker take too long to trigger, he becomes exponentially worse.
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@EntityNea said:
I've played against him and always thought it's stupid that you get chased by NPCs while the killer can flank you.
So I decided to unlock him and try him because it's not fair to judge a killer without playing him.
And wow. How is this a killer?
So I have 3 separate ghosts, and they all have separate cooldowns?
But that's not all, you can just make a ghost patrol a hooked survivor. And then you can just switch to the next ghost and patrol the hook some more, then switch to the next ghost, etc…
So you literally can infinitely use ghosts that hook camp for you. What were they thinking when they designed this?
Coming into it before even trying him, I already thought it felt stupid to be chased by NPCs. But after trying him out, it's even worse than I thought. IMO, this killer shouldn't exist in DBD.Fun fact!
Even if a guard is chasing a survivor, unhooking automatically ends the hunt and the guard vanishes.
There are anticamp measures
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075780#Comment_4075780
Except it will be a permanent addition eventually they ain't putting in this work just for it to be a montly mode forever
We shall see.
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The queues are always a perfect example of why 2v8 should never be added permanently.
No one wants to wait half an hour for one killer match.
Additionally, with 2v8 being a 2-4 week thing that comes every once in a while, it retains a bit of novelty. You lose that if it's a permanent addition
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@sonata93 said:
I miss the days when perks were simple in design. Nowadays, particularly with survivor perks, it feels like there’s really specific prerequisites to get some (if any) use from them. That’s why I think so many of the perks from the last couple years have such poor pick rates. Why would anyone run oddly specific and niche perks when the likes of Adrenaline, Lithe, Kindred etc are all part of the base game?
Look at Lara’s perk “Hardened”… complete these two side-objectives (cleanse totem/rummage chest) to get the pay-off of not screaming. Oddly specific considering screaming isn’t part of most killer’s powers, and you only see scream perks on specific killers/builds. Statistically, there’s a good chance you could run this perk and get absolutely no value.
Whilst I’m a firm believer that meta perks should have prerequisites to activate, I think a perk can still be simple in design and worth running, without being game breaking. Thats why you see the same perks over/over again: they range from meta, to situational/mid, to pretty useless.
Hardened, Moment of Glory, Road Life... all these are newer, convoluted perks that are fully not worth the reward.
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@Mrpugalug916 said:
IIm Saying that the community shouldn't support all these cosmetics theyre pumping out when there are glaring issues that BHVR is refusing to look at. The simple fact that anyone at BHVR thought that the fast track buff or the trickster being 110 was a good idea proves that nobody at the dev team play tests their own game. No killer should be 110 and punishing a killer for doing their one objective was a huge mistake that they should not be making after 10 years. This is what happens when they listen to the worst takes on twitter
I agree we should not forget all the design flops because a new shiny cosmetic released.
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They should make it so you buy the legendary character and the other variants become cheaper chromas for it.
But let's face it, that makes less money, so it will never happen
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@The_Count said:
You have to do something similar to Vecna's clocks. Something powerful that'll force survs to want to take it away from the killer.
Survs HAVE to interact with them because Henry gets a massive boost without it in the form of World Breaker taking more than THREE MINUTES to end.
Give Springtrap something like perma Undetectable until survs reveal him with the doors and this goes on a 90s cooldown. Something like that.Vecna is hardly a good example of this. The clocks feel like a lose-lose because even if the entire team jumps on clocks the moment Worldbreaker starts, he has a guaranteed timer you cannot do anything with and can just reactivate it with ease.
You do them, you waste time, since he is in Worldbreaker for most of the time anyway.
You don't do them, endless Worldbreaker.
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@QwQw said:
Good, now lets move on to nerfing the rest of the meta perks across both sides so that people actually have to use their brain to play.
Oh, and btw, the perk is still good, just not absurdly busted anymore
Maybe if you are in a swf and the dedicated unhooker.
In a regular game, teammates unhook before you can get there and you get nothing half of the time.
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@cogsturning said:
The dev notes for the Fast Track changes look like this:
https://us.v-cdn.net/6030815/uploads/8ACWUX6319TS/screenshot-20260428-144449.jpg
Some people argued the permanent progress was too much, others said it punished killers for completing their objective. The first part stayed, the second is gone. According to these notes—despite the criteria for activation being the same for years—Fast Track was changed because the survivor should have to perform a useful action to gain a benefit instead of acquiring it through their opponenet's successes.
But what about other perks that activate not just through passive inaction, but through opponents moving their objectives forward, like Fast Track did with hooks? Is it really fair to be rewarded for failing? Coup de Grace, Fire Up, Rancor, Deadlock, Wretched Fate, Batteries Included, Bitter Murmur, Cruel Limits, and Dark Arrogance are all perks that activate from survivors completing generators. Is that fair? Should you gain things like vault blocking, aura read, and action speed increases because opponents did things correctly? Or is it somehow fine when a perk is weak or unpopular, like Fast Track previously had been?
People complaining about perks "rewarding losing" and "supporting selfish gameplay" should get their heads out of the clouds.
So what if you gain a small benefit to offset the fact you are losing hard? If you are losing that hard, then not even Rancor is saving you. If everyone goes down 5 seconds into a chase, not even Fast Track can save you.
Fast Track was strong. Sure. But the theme was never the issue because this perk was like this for years. The BNP effect was the issue.
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@Lexilogo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075470#Comment_4075470
I think it is at least a moderately-sized deal, because frankly IMO the most egregious issue is the fact that the idea of Fast Track has been thrown out of the window. Yun-jin has one of the most interesting perk identities out of the Survivor cast, and now Fast Track is a perk that rewards altruism… What?
I get the argument that Fast Track penalises Killers for getting hooks, but that has not been a real problem for 99% of its existence while its numbers were weak. It being overbuffed for one patch doesn't change that, and it's not a problem you can't solve while preserving the fundamental idea of being a perk for people who want to focus on gens over altruism.
This feels like a pattern of behaviour- no pun intended, where the theme is thrown out with the gameplay at a moment's notice. It happened to Knock Out around a year ago, but at least in that case, fine, KO would've been problematic regardless of if the Perk was strong or not, and even if I wish the theme was preserved, it was an emergency option done to prevent a trending and very annoying playstyle… But Fast Track had an emergency option, they could've reverted the Perk to its previous version, or gutted the numbers on the current version.
I'm not saying gameplay theme should come first before everything, but it should matter, right?
This. This is my main problem with the Fast Track change.
Sure, the buffed version was absolutely ridiculous, but this version is completely backwards to who Yun-Jin is as a character.
Her perks are supposed to be selfish, they are supposed to benefit from the failures of others.
But like with Wake Up! people were clutching their pearls over the perk supporting selfish gameplay, and this is the result.
All they needed to do is throw the BNP effect into the bin. Nothing else, keep the other numbers.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075410#Comment_4075410
fragile pallets prevent brain dead pre dropping but if that same pallet keeps being built it wastes a ton of time and dbd is a time based game
It wastes time.... Of the survivors. You have to spend some time building them, and unlike the party pallets in the anniversary event, you have to actually lead the killer there, and that can get a bit tricky.
I am not denying that extra pallets are powerful, but it takes a lot of timing to actually use them to your benefit.
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@terumisan said:
if apocalypic ingenuity didn't have such strict conditions you'd have 4 survivors just rebuilding god pallets
Maybe. But, keep in mind these are fragile pallets.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075254#Comment_4075254
Well devils advocate his design was very outdated and bad I think the mistake was Slaughtering strike itself. Myers being able to enter in and out of stealth was actually a great change in my opinion. So it's not like the rework was all bad
While the word "outdated" is not really the ideal way to describe old him, you are right. Stealth being a toggleable choice was good, same with the buffs for Tier 2. The rest.... awful.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075185#Comment_4075185
Op? buddy chucky has more usefull dash than mayers in terms of getting value because mayers dash isnt that good unless loop you ran allows him to mindgame it as pig can if the loop is safer than he must try more but still droping pallet is what majority of people will do like against bubba or billy and mayers has pretty long slowdown after breaking with strike so its not so op as people say.
Changes made him stronger not more easier (logicaly he got easier because he become stronger) but mayers was always super easy killer to play as only thing that made him hard was that he was super weak unless purple tombstone wasnt equiped. Even when he is stronger he isnt like even a-tier tbh.
Krasue is still solid but doesnt allow naything fun for majority of people so thats why she is less played same with twins which are top 5 best killer in the entire game with one of strongest synergy to slugging which is strategy that counters majority of used survivor antitunnel perks or perks from hooks like dh,ds etc. but I dont see people use her because of how strong they are, or are you seeing them?
All that rework did was making him stronger and not addon dependent but good loopers can still wreck him its just all about loop lenght if its longer and rounded he just cant camp pallet with strike and make 50/50 like pig, and complaining against predroping like what do you do against bubba or billy? just the same thing you predrop, on top he doesnt have mobility like oni even when he can have more often power still he cant move super fast so he isnt op because op is someone on top of the tier list which mayers isnt he is like in middle.
Blight requires one of most efforts from all killers and still is in top 10 most played yo your logic kinda looses here.
I'd argue his dash is better than Chucky's.
It's quieter, much easier to control, shreds pallets and instadowns.
Yes, Chucky can chain windows and pallets but how many maps realistically allow that? Lèry's and Greenville if we are being generous.
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True that.
He went from weak but unique to stronger but rigid to uncounterable.
It kind of feels unfair, since he can shred pallets (power or not, mind you, since he has a permanent +20% speed on breaks), instadowns and his stealth is on demand (which is not the issue, that is the fact he can sneak up, start tier 3 and lose minimal distance)
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They should have removed the system long ago.
The weighted maps were originally an Anniversary exclusive.
They should stay that way.
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The way I see it, diminshing returns' main goals are:
- Limiting stacking gen speed modifiers (root of Forever Freddy, Thana nerfs, restricting perks like Friendly Competition...)
- Limiting Haste stacking
- Allowing for more design freedom
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How about no.
4-man flashy squads are a pain to deal with.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074422#Comment_4074422
IMO even with diminishing returns, we wont have strong off-meta Perks. While I think that diminishing returns overall are healthy, I think hard caps would have been way better.
Because with diminishing returns you cannot buff Perks too much, because otherwise you end up at problematic values, even if one Perk is only 50% effective.
Hard caps on the other hand completely eliminate the possibility of Perk Combinations being too good. And they would have solved so much more and better than BHVRs solutions.
The small problem with that is, what should the cap be?
I think several arguments could be created just about capping gen speed alone.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073821#Comment_4073821
https://us.v-cdn.net/6030815/uploads/8B55KR8ARQEC/img-3202.jpeg
https://us.v-cdn.net/6030815/uploads/9FCQGRFS7DT6/img-3204.jpeg
https://us.v-cdn.net/6030815/uploads/GONAPMT9O6VN/img-3205.jpeg
I just type in dbd on YouTube and this what I see lol
Unfortunately, it kind of is true.
Many games are ruined by DCs and giving up.
Giving up in droves is a recent problem.
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@KhrisCo said:
You create a new map and there's not a single place to use an entire perk on the whole map. Seems like an oversight.
Also, Freddy Fazbear's Pizza map only has one place I've found that it can work, which again seems like an oversight. And Fallen Refuge I think doesn't have any?
Obviously the devs don't care about Balanced Landing.
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@Filipino1490 said:
Also i have to mention but why survivors are having literally autopilot perks? like sprint burst, vigil, lithe, fast track( i know its getting changed), botany knowledge, resurgence, unbreakable, decisive strike? Those perks should have a condition in order to activate to be earned. Shoulder the burden isN"t as badly designed as those mentioned perks, but i think for shoulder the burden at the very least the exposed should be for longer like 60 seconds maybe it could have something more this is the very least. Also random question. Does plot twist still work with conviction?
Why do killers have aura perks?
We can make this argument for 50% of perks in this game.
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The issue unfortunately is, with all these rules, you can quickly exclude several locations when searching for totems, resulting in predictable spawns.
Secondly, spawns are preset. There are 10, and 5 fill up for every match.
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@Galafure said:
Not as helpful as @Aven_Fallen but I think that killer was the buggiest ever released. You are not wrong. But nothing will probably ever happen considering the history of this decade old game.
Yes.
Another day, another Houndmaster/Twins/Knight bug.