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SoGo

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  • I was saying back before his rework that the add-ons need some love, and Tombstone Piece needs a nerf.

    He has 5 aura reading add-ons, 2 of which nerf him directly (and the rest is not great either), 3 that boost his speed while stalking (why? idk), 4 that make Tier III last longer and are IDENTICAL to each other, aside 10+ seconds for each rarity increase.

    Aside from all that, he should be able to break pallets faster in Tier III, lunge a bit more in Tier I, activate his power with a button instead of staring (why didn't this get added ages ago?), and get a graphical update because he aged poorly and it SHOWS.

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920668#Comment_3920668

    We'd for sure be making maps even more useless and in need of a rework for sure, but I guess that's the case anyway.

    Honestly, maps need an extensive rework.

    They have to have generator, killer belongings (except killer specific ones), Hatch and Exit Gates tracking all basekit for both variants. Add in an add-on rework, small buffs to the pink map, and you get a pretty decent item. The pink map is not bad atm, but the green one sucks.

  • @hermitkermit said:

    Tier list debates aside, the simple truth is survivors have no reliable way to practice the fundamentals. There are 39 killers, each with their own counterplay, over 250 perks to learn, and 39 maps. Whether you think survivors or killers are stronger, the reality is that survivor has become an increasingly knowledge-heavy role with no tools to actually learn. It is trial by fire every time. It's not always a skill-issue, I think many times it's more of a skill gap, with no resoureces/tools to close it. Survivors would benefit greatly from a practice mode in the same way Killers already have one. Custom bot matches, where you can control every detail down to the items, perks, maps, ect. The list gets bigger and bigger with every new addition, which means the gap gets wider, and the pile of knowledge required to be competent increases—without even considering the amount of time/practice you have to do in order to utilize that knowledge you have.

    I feel like it boils down to killer AI being hard to program well, if Snug is anything to go by.

    That's the only reason why there are no ways to practice in custom games.

  • @lord_of_dogs said:

    Lich, Sadako and Dredge are all incredible killers to play as, but are all weak. Despite this their kill rates are very high, due to them noob stomping.
    This is a problem that is very difficult to fix, as they do not need nerfs, in fact they need buffs. They need changes that affect them in similar ways to the reduced auto aim for ghoul. Drastically increase their skill floor but make them stronger in high mmr.
    I want to compile the best changes commented to them and make another post with what could be done to them.

    Problems I see with them: (all problems lead to the bigger problem of new survivors being brainless and bad):

    Dredge: new survivors get scared and hide during nightfall.

    Sadako: new survivors don’t know to pick up tapes

    Lich: new survivors don’t know to pick up items

    What could be done?

    A good tutorial, for one. People don't know what these killers do and there is nothing in-game to explain, aside a small hint before the match that appears sometimes.

  • Deja Vu is just a great perk all around, and it's free.

    No wonder so many people run it.

  • Oh yes, he has some very good points all around.

    To the main topic, agree. abandoning after 10+ minutes of nothing happenning (killer) should be a draw and abandoning after every survivor is downed (survivor) should count as a loss.

  • Yeah, pretty much agree with you on all fronts.

  • It's hilarious how every iteration of Skull Merchant just gets really convoluted for no apparent reason.

  • Because screw uniqueness, we want to be as similar to Fortnite as possible.

    Isn't that right?

    Because why keep the old color pallet of rarities, when we can be boring and change it to a stock option that's an active downgrade.

    Why keep our old Archives when we can have generic Quests instead.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920119#Comment_3920119

    Because the new colors look really nice and each cosmetic features clear distinction between whats unique

    If you mean the new Legendary looks and the new descriptions, then yes, thoes were a really good feature.

    But why the hell did they make Rare things blue and Uncommon things green? It's just so backwards.

  • Edit:

    • Added some more changes to her basekit.

    • Made a full add-on pass for her.

  • Honestly, I would be able to live with Haste and Hindered not stacking. Them caving in here but not with the rarity colors (that literally no one wanted) is odd.

  • They likely want to keep the community happy.

    So Hag, Skull Merchant and such don't get added for the sake of peace. Most people hate them as is.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919940#Comment_3919940

    They're fine, they just need to make a symvol of sorts to signify to color blind people what rarity the cosmetic or item is. Similarly to Marvel Rivals woth the pentagon displaying more filled in 5ths

    And how about... just... leaving them, as they were before? Not fixing what is not broken?

  • Why didn't you revert the rarity colors?

    The new replacements are just dumb.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919907#Comment_3919907

    If going from 4 seconds to 2 seconds is a “very slightly” difference, then why bother making the change at all? Just suggest that totems get added to the perk, and the perk stays at 4 seconds.

    But we can’t simultaneously say that going from 4 seconds to 2 seconds is important, but also won’t matter much.

    I feel like the solution to it potentially being too much is keeping the killer aura on a 4 second timer, and lowering the rest to 2.

    So after 2 seconds, you see gens, totems, chests and after 4, the killer as well.

    I made a post some time ago that included Still Sight, and someone suggested this version in the comments. (Edit: it was @bjorksnas )

  • I will just say that I don't get the appeal of Blight.

    His power is disorienting, even with the green aura add-on (albeit much less), he bumps into every pixel there is, and his turn rate is pretty limiting (unless you want to throw your mouse out of the window, then maybe lol).

    And I know, I know, skill issue. But I don't get why people play him willingly. I just don't see the fun in that.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919565#Comment_3919565

    Hmm I like the idea. Repair speed perks do always make me nervous.

    I'm just wondering if teammates would leave people hooked for long periods of time to milk the bonus.

    Yeah, that is a good point.

    Solo Q teammates are sometimes really greedy.

    But, somewhere (not sure where) I heard that the safest place a survivor can be is on hook. Not sure if it's accurate, but still.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440712/offering-overhaul

    Honestly, BP Offerings should get a bigger buff: I agree with the Escape, Pudding, BPS, Bound, Sealed, and Hollow offering change but in my opinion the single BP Offerings should be mostly removed and leave one for survivor and killer that gives them +25% BP in every category. This game becomes more and more grindy and it should adapt to it by giving an easier way to gain BP.

    There is also the possibility to rework these single category offerings into like "giving you double Rift Fragments or XP" which can also be really nice. Same before: Easier way to get Iri Shards since the game become more and more grindy.

    Chests need an overall buff. Every map should have seven chests by default - in the same way make it so killer's items have higher priority than chests to not shadow nerf Onryo, Plague, and Xeno. If items were more balanced then they could also have the effect that once you fully used your item, you can get the same item (without addons) from the next chest you open. Otherwise, the item in the chest is random if you still have an item or brought nothing. Then, remove the Shiny Coin offerings.

    Fog Offerings should stay as they are because they cause accessibility issues like having thick fog on Eyrie hurts your eyes even more and makes it so awful to see. Same for some other maps.

    I wish they would remove Map Offering but this will never happen, so I hope they will give them a bigger nerf to 10% so the game will be finally fair and balanced.

    Spawn Offerings: The devs will also change these offerings with the upcomming Spawn Rule change, so killer version needs something else as an effect.

    I also feel like the Hook Oak offerings should get a bigger nerf or removed because they also causes some issues - by default there is already the possibility that you have a dead zone of hooks because a hook is on the hill but facing the other side or basement is in main which takes three business days to reach but according to the game is right next to you. Same the other way, hooks can spawn really close with the killer Oak offering which makes unhooking really difficult.

    Otherwise, Hatch and Basement offerings should become hidding offerings to make them less obivous.

    Mostly agree with you, aside from Fog offerings (Eyrie should be reworked graphically, made darker overall and the base fog reduced a bit)

    I would also be in favor of making the Blueprints hidden, but that could bring a really large problem, with Hatch already being disliked as is.

  • I would also be in favor of decreasing the charge time, and adding totems into it.

    By the way, it already is 24 meters.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919646#Comment_3919646

    I'm not watching that video, but I'm imagining it'll say the same thing I did: Six years ago Pig got a series of nerfs. Ever since then, she's only been buffed, with the single nerf she's received in those six years being the removal of box auras, and that came in a patch that buffed her significantly overall.

    "Nerf Pig" is an extremely outdated meme. We're not in that state of the game anymore.

    (Also this still has barely anything to do with the actual post lmao)

    The more accurate term for Skull Merchant's destrution is she got Freddied. The same exact chain of events happened, with the only difference being that she gets changes faster.

  • I really love this.

    Currently, Deja Vu outclasses Visionary by a mile, and these changes would make it interesting and give it it's own niche.

    It's a yes from me 👍.

  • This could be a nice way to do things.

    Keeps both sides somewhat satisfied, and keeps the trap playstyle.

  • @vol4r said:

    Yes, declutter our inventories! We don't need so many offerings.

    Especially if only a few are in use all the time. If people run out of cakes/bps they just change character.

    I think 50% BP should be retired, green and yellow category BP should be doubled like you said.

    I like the ideas tho I agree with them

    Yeah, some offerings are really not nesessary.

  • Just popping in with a perk concept I just conjured up.

    Last Aid

    Even on death's door, you still want to lead them towards safety.

    This perk activates while you're hooked, giving all other survivors a 3/6/9% boost to repair, healing, recovery and gate opening speed until you are unhooked.
    Once you are sacrificed or dead, this boost  becomes permanent.

    It may be too much, maybe it should only activate from the second hook onward, I'm not sure tbh.

  • Yes, agree.

    For killer, Dark Arrogance should be removed from the perk pool too. It basically only nerfs you.

  • I'm not sure how to react to these news.

    On one hand, I can't help but be glad that there are no more BS blinds from behind you.

    On the other, if this is true, and another perk was made useless, that sucks.

  • @Langweilig said:

    A lot of good changes. The single blood point category offerings should be retired in my opinion and replaced with something interesting. They are barely worth it.

    They already told us, that are going to adjust shroud offerings in the next update when they change the spawn logic and make everyone spawn at one place. I personally want a offering that let’s me spawn close to the killer.

    About chests. I would want to spawn 2 in the basement and 4 outside in total 6. They would obviously need to adjust Sadakos TVs and other killers for it. Also having an offering with the effect of ace in the whole would be nice, which should be made partially basekit regardless.

    The rest is all good.

    @jesterkind said:

    With the chest changes, I like the direction, but there is the issue of specific killer objects - Sadako's TVs and Xeno's turret spawn stations, plus I think a few others - sharing spawn points with chests. Adding more in could unfairly affect those killers, so something like giving killer objects priority would be appropriate if we're pushing through the chest changes.

    I also feel the single-category BP offerings are only worth it if they give more than the all-category offerings (which means currently none of them are lol), so I might suggest nixing the lowest rarity one, then shifting each of the remaining two down a rarity, so you only have brown and yellow ones that each give more than the all-category offerings.

    Personally, I think Luck and Fog offerings should just be fully overhauled, but that would be outside the scope of this post, to be fair.

    I agree with the chest placements being a problem. Imo, killer props should have priority over them.

  • @UndeddJester said:

    I'm hoping they're gonna go through with day/night/twilight variations of each map, which would make a cool offering. Day variations could have a red tint to the sky the same as they had for the Entity in TCoFS.

    I would want luck offerings totally overhauled or retired... it's an outdated mechanic that I feel shouldn't be in the game.

    Melted Scalpal I think would be a great replacement for Airlock Doors.

    Solid shouts for everything else! I've been wanting to post a offerings Overhaul post for a while now 🤘😁🤘

    Having different light variants would be amazing. I'd love to see it.

    Luck Offerings could be, in theory, all removed and Up The Ante could get a small increase in return. Nobody really uses any of them, aside from the occasional four Vigo's Jars.

    Good pitch for the Nostromo offering, I like it.

  • I played a few games, then just decided to leave the mode.

    It's the same thing as before, there is NO reason to play, as I already got to the part of the rift where there are Bloodpoints only and don't care about Rift Fragments, there is no Tome, and the entire thing is just an afterthought to bridge the gap between Blood Moon and the Steady Pulse release (which, I think we could survive without Chaos Shuffle).

  • I'm imagining a ritual site of some sort, maybe this could be a great landmark for Dead Sands for example.

  • Edit:

    Upped the rarity of the Bloody Party Streamers.

  • @Triplehoo said:

    Dear BHVR, when there are event related items and offerings that can be used only during the event, make it so that in the last 24 hours of the event, you won't be getting them from your bloodweb anymore. I don't want want to be wasting BP's for nothing.

    Cakes and such that you can use all year long, can stay until the event ends.

    And while you're at it, could you also compensate/reimburse to players all those Lunar New Year Event's envelopes that can't be used anymore, since there isn't gonna be any more Lunar New Year events? Or is there?

    I agree, they should do that.

    Side note, as the LNY event is unlikely to return, could we get the Chinese Firecracker as a base game item?

  • Because the Houndmaster had a similar mechanic, which actually kept survivors in long enough to attack again, the community complained, and the exit gate block got cut down, so you get a injure at best.

    And with Kaneki, they just went straight to making it so you can't possibly trap survivors in.

  • @Neaxolotl said:

    I didn't even understand the point of nerfing those meh perks?

    That makes two of us.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919105#Comment_3919105

    They said they were going to put in a button to allow us to spend bp in a bulk way, but I don't know how much. There was 0 details on this. I wish a Dev would kindly give us a little insight into this. I hope there are more features with it too. That would be awesome personally.

    Wait, I can't remember it for sure, but wasn't bulk bloodpoint spending on the roadmap?

  • @SeriousRain said:

    Vecna is Dracula 0.5. Less mobility, less lethality, less chase power than him. They are both the same type of killer (mix bag of abilities that have everything from something).

    Except Vecna has more creative abilities (gimmicky, but creative nontheless)

  • Honestly, Mangled should be permanent again, with Hemorrhage being fine on a reasonable timer.

  • Technically it is worth it, but it mostly just comes down to what you prefer.

    For example, the Haunted Grounds + Retribution build never disappoints. Wastes time AND gives you free downs.

  • I feel like the Blood Basins should return alongside the gens next year.

    So the killer actually has something new to do.

  • Yeah, especially Plague, Pig, Bubba and Freddy need new chase themes.

  • @sizzlingmario4 said:

    Leatherface needs one. Only about half of his addons are worth using.

    Good point! I'll add him into the post.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443902/add-on-pass-patch

    In my humble opinion I would like to add 2 to the list if that's okay?

    Pinhead being the first one. His addons like most killer's "require" you to run certain ones for his power to be effective. This defeats the purpose. The power should already be effective. The addon should be the enhancer. AKA Impaling Wire. The need for this one.

    Plague. While she has wonderful addons the pass would be more of a balance check mostly on her iri's. Perhaps if we take away some strengths from that we can add it in a spread to other areas for her addons?

    Pinhead yes. I'm not really familiar with his add-on situation, but a small add-on pass would probably help him, among other things.

    Plague has 4 add-ons that are either too strong or too weak (both her iri add-ons, the purple Emetic, the yellow amulet)

  • @Emeal said:

    Could be a fun way to fix the Hag if BHVR ever wants to change her Addon set, cause without the right addons she is bad. but having for instance a buff to teleport range as long as totems stand could be fun.

    Her teleport range should be bigger, without any ifs.

    To the topic, the issue with totems overall is that they are really not well hidden. So if a killer relied on them for their power, you can bet that at least 3 totems are getting cleansed by the time you hook a person.

  • @Langweilig said:

    I can confirm Pyrmid head, Sadako and demo need an addon pass. I don‘t know the addons of the others, that‘s why I didn‘t meantime them.

    I can confirm, that the others need it too.

    Hag and Myers have add-ons that stayed the same since 2017, with the majority being just bad.

    Unknown has too many useless status effect add-ons.

    Houndmaster doesn't have a single good Chase add-on, Twins have about 4 usable ones, and Deathslinger has also a very bad selection.

  • As survivor, yes.

    As killer, less so, because half the perks are unusable and there is nothing engaging in it for killers.

  • Could be his Haunted By Daylight outfit.

    Those are limited time, and only available around Halloween.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917392#Comment_3917392

    Almost all of these sound really good and reasonable!

    Only one that seems significantly overtuned is Amnesia. Like even if it was only one of those effects for 90 seconds, not both, and 4 vials, that would be overtuned. You’re essentially talking about a free 6 minutes of killer blindness and no hud..that’s wild..and that’s only if one survivor brings it, you could have multiple lol. Even if only 2 of the 4 survivors brought that perk the killer would essentially be blind and no hud for the entire match lol

    Even if that timer was 30 seconds that would be quite strong and very, very annoying. Like power level aside that would be so annoying to have multiple survivors bring that, that even at 30 seconds I think it would get nerfed because it would annoy people so much lol

    Funny, I didn't think of Amnesia as the problematic one, but I can see where you're coming from.

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