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SoGo

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  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917948#Comment_3917948

    IMO Medkit-Tiers should be removed anyway. There is barely any difference between Medkit-Tiers. Before the Nerf, there was at least some difference:
    Brown —> Good for one Heal

    Yellow —> A bit more charges

    Green —> One heal, but really fast

    Purple —> Charges for two heals

    Nowadays the charges are all the same, but the Medkits differ slightly from each other with 5% of difference in Altruistic Healing Speed. And this is not enough for me to warrant having 4 Medkits.

    IMO the Survivor-Bloodweb is in need of an Update for a long time since it features 3 times as many different Items than the Killer-Bloodweb and many are redundant due to Nerfs or Changes. And having 4 Medkits which are basically the same is just the tip of the iceberg.

    Maps, Keys, most of their add-ons, most Flashlight add-ons, offerings on both sides that are just useless…

    Yeah, that checks out.

  • Doubt it will be as bad as Tools of Torment, Of Flesh and Mud, or A Nightmare on Elm St. were originally.

  • I would like something along the lines of:

    P20 - Unique Badge

    P40 - Unique Banner

    P60/P80/P100 - A full Cosmetic set.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916213#Comment_3916213

    fair point.

    Here is btw my idea for Shattered Hope:

    "You start the trail with three tokens and the ability to destroy dull, blessed, and hex totems. Everytime you destroy a totem, you lose one token and the following effect triggers: The aura of every survivors within 28 around the destroyed totem is revealed to you for 4/5/6 seconds and these survivors also suffer from the oblivious status effect for the next 30 seconds. Every time you hook a survivor, you gain one token up to a maximum of 3/4/5 and once a survivor gets unhooked, a random destroyed totem comes back as a dull totem. If you destroy your own hex totem, you trigger the effect of the totem."

    Conditions and everything can be changed but I like the basic effect of it since it would also make Hunted Ground and Retribution a bit more viable while also giving the killer a special interaction with totems.

    I like your Shattered Hope idea.

    It could be a really nice perk, and probably more likely to happen than a complete tonal shift like mine would be.

  • @UndeddJester said:

    So while I was away we got a preview of Skull Merchant's rework... and not just the new direction, but the community reaction/feedback left me rather unsettled and deeply saddened.

    The joy of a Set Up Killer

    For those who don't know, I am a Pig main... I love setting up my RBTs, watching the RBT timers carefully to identify the possible patterns, and then (good chases willing), orchestrating scenarios where I put players into positions with difficult decisions to make around that RBT timer. I want to stress, it's not a case of trying to force a head pop (at least not often), it's more about using the threat of the head pop to predict survivor movement and squeeze the survivor team at the right time. Obviously this is harder to do against good survivors, and sometimes this backfires hard in your face... but this is where my enjoyment of the killer comes from.

    Other killers I enjoy playing are Trapper, Myers, Hag, Sadako, and at one point Artist. The thing I tend to like about all of these killers is the set up, followed by the pay off. Maintaining a Web of traps in clever odd little places and then catching someone off guard is very enjoyable to me, and I really like Trapper and Hag for it. With Hag specifically I ban myself from trapping hooks, because maintaining my web is the part of her game I really enjoy.

    For both Myers and Sadako, both are very much slowly building your power and paying attention to the map state to find the right moment to press your strength. Their strength manifests differently, but the point is slowly accumulating your threat and then finding the right moment to strike and hopefully put the survivor team in a very difficult to manage situation.

    Artist is a bit of an outlier for me, but she also has elements of this setup/payoff to a degree, mostly where you can try to line up a double hit on someone at distance with a staggered crow combo, and then try to get the hit, maneuvering to cut them off from where they'll likely run. I also like the shotgun combo, where you hit a single crow then try to predict where the survivor will go before they can clear it to shotgun a hit. The two stage nature of Artists hits appeals to me.

    https://c.tenor.com/9qn_nI927TYAAAAC/tenor.gif

    The thing with all of these killers is I don't really care if I'm not the strongest killer in the game... I just enjoy trying to make a plan work and catching people out/off guard.

    The Skull Merchant 2.0

    Fun fact, I started playing DBD upon the launch of Skull Merchant... I don't remember the old days of DBD, but I do have a keen interest in DBD history and have read/watched hundreds of hours of content, guides and wiki information discussing the evolution of the game, old killer powers, changes and mechanics, etc.

    I really liked Skull 2.0, yes I know she could be played in the lame poop drone at tile and make survivor leave style, but that wasn't what I liked about her. I liked the mechanic of dodging scanlines, combined with the idea of setting up drones to lock off paths and makes tiles unsafe once I pushed the survivor into my web.

    I defended this killer a lot, because with this style 2.0 Skull Merchant could be played like a bonfied trap killer, an archetype not used since Hag.... Hag for christ sake! The drop trap at tile and push survivor away playstyle did suck to play as well as play against, I might do it at a REALLY strong tile, but I much preferred setting up drones and pushing survivors into them. Quite honestly if you just said "make it takes 2 seconds to set up a drone where SM can't move", I'd have still been happy.

    I've got quite a firm idea what I want Skull Merchant to be, I've discussed her at length, and wpuld quite happily suggest it... however...

    Skull Merchant Proposed Rework and the Community Reaction

    https://forums.bhvr.com/dead-by-daylight/discussion/441096/design-preview-the-skull-merchant

    I'm not dumb, nor think I'm right and everyone else is wrong... I understand why BHVR took this route and I understand why people like this shift of design focus...

    Broadly speaking I'd split killers up in the following categories: -

    • Dash/Speed Steroid Killers
    • Projectile Killers
    • Teleport/Map Presense Killers
    • Anti Loop/Zoning Killers
    • Instadown Killers
    • Stealth Killers
    • Slowdown Killers
    • Trap Killers

    Some killers cross multiple categories, but generally speaking this can be uses to reflect vast majority of killer powers.

    To my mind, dash/projectile killers achieve effectively the same thing in regards to their gameplay... they subvert loops by using speedy thing to land hits that would normally not be possible at base for the killer, mitigated by how well they aim and time their abilities. We have an abundance of these types of killers, particularly in more recent releases.

    With Skull Merchants rework, it looks a lot like a dash/projectile killer. Fundamentally these remote controlled drones are likely to operate like Victor, or Engineers Fang Pinhead, or Snug, or remote Wesker/Hillbilly.

    Meanwhile killers with slowdown and traps are not at all common. The need to "set up", or take time away from chases, combined with their low mechanical ability to force hits, tends to make these killers inherently weaker than their mechanically demanding dash and projectile counterparts...

    I think the real shame and big concern for Skull Merchant is instead of her being modelled for a player type that doesn't have so many options to pick from... we instead throw her into the pool of killers where there are plenty of those style killers already...

    It disappoints me immensely that no one ever wanted to talk about how SM 2.0 could be fixed, no one entertained the idea of trying to make this trap like killer work (despite numerous attempts to get the discussion going)... but once she's being made into yet another dash/projectile killer, every claps like seals knowing full well there is no reason to pick her over anyone else on the roster.

    Similar Treatment to other Set Up Killers

    All this is to say, the community reaction to Skull Merchant has made me realise that we'll likely never see another trap/set up style killer... The community doesn't want them on either side.

    They refused to talk about Skull Merchant until she got made a dash/projectile killer, no one would talk about how to make her a fair and interesting set up killer.

    They tried to gut Pig RBTs and push her ambush to be discount Chucky, because heaven forbid a killer doesn't have strong anti-loop or map mobility as their main strength.

    Good luck getting a discussion going aboit Hag... The only posts about Hag is only about how shes a problem, only wanting to nerf her hook camping or make it stronger cause that's all that's "viable". There's never a discussion on making her web/setup better as a prominent part of her gameplay.

    Trapper people just want Trappers Sack basekit so they can create an impenetrable 3 gen or a hard basement cheese from minute one. No need to plan, or think, brute force him into viability to create the most mundane gameplay loop possible.

    I'm not insulting anyone... but there are times it feels like Killers are just being homogenised into some variation of Blight of Huntress, and everything else is just a problem to be fixed.

    I can see where you are coming from.

    As a Hag player, and a player who'd play Trapper more if it weren't for how unrewarding and slow he is, I enjoy the "web" playstyle a lot, I'd riot if Hag/Trapper got homogenized into a generic killer.

    The Skull Merchant rework has some pros. The global radar seems nice, so do the drone stealth and removal of all status effects.

    The cons, being removal of Lock On and Claw Traps, and the Drone Propulsion being a Twins wannabe, should be remade entirely.

    The idea I liked most would be that Lock On would stay, but instead of just auto-placing a trap, the Drone would follow the person and reveal them constantly.

  • The first is correct.

    The rest is your problem.

  • I would like the know that too.

    I'm aware of the wiki article, but nowhere in game does it seem like he can be taunted.

  • @Shaped said:

    I just wish I could get perks without buying characters I won't touch.

    Before someone says 'shrine of secrets', think again. How many perks keep piling up and what are the chances of ever getting the one you need?

    Yeah, the Shrine needs an extensive rework, and arguably, now is the ideal time for it.

  • Some of these are really nice!

    These are mine:

    Boon: Quid Pro Quo

    A boon that was made to disorient. To hinder. To distract. However, power comes at a price.

    You start the trial with 2 tokens.
    Whenever a generator is repaired, you gain 1 token.
    Blessing a totem consumes 2 tokens and gives the person the Exposed status effect until the totem gets snuffed.
    Re-positioning a lit boon consumes 1 token.

    This effect does not affect other boon perks.

    While in the boon's radius:
    • All survivor actions and sounds are 50% quieter.
    • The killer suffers from a 10% speed reduction to vaulting and breaking pallets/breakable walls/generators. This debuff doesn't reveal itself to the killer.

    If the killer snuffs out or breaks the blessed totem, all hooks on the map, with the exception of basement hooks, get broken for
    30/45/60 seconds. If a survivor is hooked when this effect activates, they will get unhooked and the hook breaks.

    Amnesia

    You know from experience how much harm can medicine do if it's used in the wrong way.

    You start the trial with 4 vials.

    You can drop these vials anywhere on the map, seeing their auras from 36 meters away. Other survivors see them from 16 meters away.

    If the killer steps on a vial, it will break and create a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/60/90 seconds.

    Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.

    Into the Shadows

    You have developed an ability to recognize the right time to step out of danger's way.

    Every 60 seconds of total chase time, this perk activates, inflicting Exhausted for 5 seconds.

    When the Exhaustion timer ends, following effects happen for 5/10/15 seconds:

    • You won't leave any scratch marks or pools of blood.

    • The killer will be unable to see your aura.

    • Grunts of pain and your footsteps will be muffled by 100%

    Scourge Hook: Creative Slaugter

    It's said that serial killers never change or adjust their methods of slaughter. That was never your case.

    At the start of a trial, 4 random hooks are changed into Scourge Hooks.

    Each time a survivor is unhooked from a Scourge Hook, a random one of the following effects applies to the survivor who unhooked:
    • 30/60/90 seconds of Blindness
    • 10/20/30 seconds of Exposed
    • 30/60/90 seconds of Deafened
    • 40/50/60 seconds of Oblivious
    • 5/7/10 seconds of Hindered (-10%)
    • 15/30/45 seconds of Exhausted
    • 30/60/90 seconds of Amnesia
    • 10/15/20 seconds of Incapacitated

    None of these effects can happen twice in a row.

    Secrecy

    You have always been surrounded by a shroud of mystery and secrets.

    For the first 60/90/120 seconds of a trial, survivors will be unable to interact, hear or see all totems on the map.

    Then, this perk deativates.

    Fakeout

    Plot twists, fake evidence, unexpected endings, that is your speciality.

    You can create 1 Fake Generator. You can put it in places where generators can spawn normally by pressing the Active Ability Button. The Fake Generator will be highlighted to you in green. There can be only 1 Fake Generator in the trial.

    Survivors can repair this generator, up to 25 charges. They will not get any skill checks. Once they reach 25 charges, the generator explodes, creating a Loud Noice Notification. The generator then vanishes.

    Survivors repairing the generator during the explosion lose a health state. If a survivor is within a 6/9/12 meter radius of the generator when it explodes, they will scream and become Incapacitated for 10/15/20 seconds.

    This perk disables once all generators are powered.

    Invocation: Protector

    When in the basement near the circle, press the Ability Button to begin the Invocation.

    Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

    Once the Invocation is completed:

    • You lose one Hook Stage.
    • The timer of everyone's Hook Stages is increased by 9/12/15 seconds.

    If a survivor joins the Invocation process for more than 15 seconds, the resulting effect is increased by 3 seconds.

    Completing the invocation disables the perk for all survivors.
    Getting hooked for a second time disables the perk.

    Invocation: Cursed Passage

    Where others see a dead end, you see an opportunity to show your talent to everyone.

    When in the basement near the circle, press the Ability Button to begin the Invocation.

    Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

    Once the Invocation is completed:

    • You reveal your aura for 20/15/10 seconds and become Exposed until hooked by the killer.
    • All lockers in the basement change into Portal lockers.

    If a survivor joins the Invocation process for more than 20 seconds, one of the lockers becomes usable twice.

    Completing the invocation disables the perk for all survivors.

    Portal Lockers teleport the survivor who enters them into a random locker that is between 12 to 36 meters away from the entered locker and reveal the survivor with Killer Instinct. Using it will turn the Portal Locker back to normal.

    The next 3 were made around a Dread Ducky killer concept (from dark Deception)

    Last Resort:

    The possiblity of your prey escaping your grasp drives you into a state of frenzy.

    This perk activates once the Endgame Collapse is triggered. Once you are in a 12 meter radius of the Exit Gate area, you can activate this perk's effects for 5/7/10 seconds:
    • Your speed increases by 10%.
    • The Exit Gate becomes blocked.
    • Your Lunge increases by 50%.
    • The auras of survivors in the range are shown to you.

    "You gathered all of the Soul Shards. The ring Piece is now exposed, and the monsters will go into a frenzy."  -Bierce

    Sealed Away:

    Even in the realm of the Entity, the souls of your victims help you to trap them in.

    Whenever you injure, down or hook a survivor, get a token, up to 20.

    Once you gain more than 10/7/5 tokens, you can use all of them to Seal Away a generator.

    Doing so will randomly spawn a Soul Shard into the trial for each token you have and make the generator blocked until all Soul Shards are collected.

    Survivors can see Soul Shards' auras from 12 meters away.

    You can't collect tokens while a generator is Sealed Away.

    "Ah-ah-ah! I've got you now, mortal." - Malak

    Hex: Voices of Illusion

    A hex that feeds on the fear and anxiety of survivors, overwhelming them with sounds and tricking their minds.

    2 random Dull Totems become Hex Totems at the start of the trial.

    While this perk is active, the survivors always hear a fake distant Terror Radius while in a 20/30/40 meter range of a Totem.

    Once a survivor cleanses one of the Totems:
    • They will always hear your own distant Terror Radius.
    • They are considered to be in your Terror Radius, even when they normally wouldn't be.
    Both effects deativate when the second Totem is cleansed

    "They're trying to blend in, eh? Let's see how well you pay attention to details." - Bierce

  • The changes to Boons overall seem mostly fine, although I can't really get the reason to add in the radar suggestion, tbh.

    With the rebuild mechanic, I think Boons breaking after one use would not be that much of a problem.

    I think it would be better to just use one of the CoH buffs, either the healing speed buff or the Self-Care.

    I still stand by my opinion that Dark Theory should get a total overhaul, but that just comes down to personal preference.

    The rest seems ok.

  • I feel like this is a separate perk issue more than anything.

    More specifically, Surge, Eruption and non-regression gen kick perks.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916848#Comment_3916848

    Oh that's a good one! They even already buffed it once too.

    You just reminded me, how do you feel on Artist addons?

    There are not add-on that are required, but Severed Hands and Severed Tongue are the two that make her much better and smoother to play.

    You can play without them and be fine, but these two feel like the best choice every time.

  • Hag - Dried Cicada

    In all seriousness, the teleport range is still too small.

  • @RainehDaze said:

    I'm not sure what we're supposed to make of the stats when the very limited info we've given apparently leads to the conclusion that the Twins need a nerf, of all things.

    And that is exactly why stats aren't everything.

  • @JPLongstreet said:

    This game still has Hag in it right? Right? 🤔

    indeed, I still play with her.

    She didn't get shadow removed.

  • Hmm, let's see.

    I disagree with you on the subject of Shadow Step. Removing footstep sounds seems like a perfect thing for it to do (it's even in the name) and frankly, footstep sounds are barely distinguishable anyway, through ambiance sounds and chase music.

    Boons are currently loud as a running vacuum. Reducing the sounds wouldn't be an issue, imo. Of course, reducing, not removing. There should still be an auditory hint on where they are, but it should be more faint and subtle.

    Making Gift of Pain spread it's effects if the unhooker is injured would be a nice change.

    On the point of Hexes, making it 90 seconds flat would be a simpler solution. But I feel like that just comes down to preference.

    Your Leverage buffs seem nice.

  • Small edit:

    • Reworded some parts of the post for clarity.

    • Made a small adjustment to Hex: Nothing But Misery.

  • @Blueberry said:

    Overall agree.

    Shadowstep is good enough, it doesn't need changes, especially since the range is getting increased.

    Definitely do not decrease the boon sound. This would be annoying to not even realize it's active if you miss the initial chime.

    Nothing but Misery is extremely bad. Remove the hits to activate entirely, it's already a hex, that's bad enough. The Hinder % needs to be higher as well, especially with the stacking changes. This is already primarily an m1 (aka weak killer) perk. To illustrate how bad it is, you could take it's current form, remove the hit requirement, remove the hex component, and even then it's barely better than Rapid, and sometimes still worse depending what killer. That's how bad this perks current form is.

    Gift of Pain typically seem worse than Sloppy to me, even on many m2 killers. Like the occasional m1 on m2 type killers averages out to more procs to me then even this does. Plus we got the Mangled/Hemorrhage nerfs. Honestly for how easier Sloppy is to apply (and its improve hemorrhage), make Gift of Pain apply to not only the unhooked but also the unhooker if they are injured at the time. This gives it counter play and makes it trigger a bit more often to be more competitive with Sloppy.

    All hexes should be active but just not light onto any totem for the first like 90 seconds of the game. This guarantees some value.

    You didn't mention it but make Leverage 90 seconds like We'll Make It. I already find it weird that this perk is 50% for 30 seconds when We'll Make It is 100% for 90. if anything these % and time active for these 2 perks should've been reversed.

    So, I'll mainly focus on Hex: Nothing But Misery.

    The main reason why I left exactly 2 hits to be the trigger condition was to avoid it getting cleansed right away, as it only triggers after the first chase.

    But, tbh, I kinda forgot I am already doing this sort of thing with the "totems only light up once the effect starts to take place" change.

    So overall, yeah, good point, it doesn't need to be there.

  • @jesterkind said:

    This might be too specific an answer, but for a while now I've wanted a killer that just excels at M1 fundamentals without any extra frills. Something like, this killer's "power" just being a 120% movement speed and a basekit Enduring that doesn't stack with the perk.

    Add onto that a suite of addons for defining playstyles, and you'd have a killer that would appeal very heavily to me specifically.

    Kinda like if Waterlogged Shoe Hag had a set of addons explicitly designed around playing her that way, and also you never used her traps lol

    That's one way of achieving it, but in general, M1 fundamentals killers would be nice to see. More passive buffs than an active power.

    Basically the base for Jason if he ends up in DbD.

  • @Langweilig said:

    That‘s much to go over XD.

    I don‘t think monstrous shrine should get buffed and not that much. I don’t deny that it isn‘t that good, but it can be pretty devastating.

    Gift of pain should get its last nerf reverted. (Now applies mangled and hemorrhage until healed and maybe increase the percentage by 2%)

    Your hangman‘s Trick 👍 „Unable to attempt to self-unhook“ would be a nerf tho. I would love get the slower unhook and faster hooking speed as general buff to scourge hook perks.

    Hex changes: I feel like behavior will never ever look at the spawns, but making them appear after triggering their effect sounds great.

    Huntress lullaby is fine in my opinion. It is a huge pain to play against especially with the tokens, which change the timings all the time and make it extra confusing. I don’t think the tokens make it worse.

    Hex Nothing but misery should just work like every normal hex and it would be great (especially with spawning after its effect activated). I tried this perk, but requiring hits to activate, makes it useless for most of the match.

    Penti 👍. The aura they want to add really bothers me. There also was no reason to remove the exit gate part when they make the effect so easy to remove and small.

    Ruin👍

    Two can play shouldn‘t be a hex, but your version sounds good.

    Wretched faith 👍

    Boons: „Now, totems automatically break after being snuffed“ You haven‘t compensated them enough for this change. Without meaningful buffs to each boon perk, it would make them more useless than they are now. The other boon perk changes are good. I would probably not rework dark theory, however your effect for the rework is nice.

    Invocations: Good changes. Weaving spiders should make you lose a hook state. Then it would be great.

    Teamwork 👍 Make them also activate after unhooking and getting unhooked.

    Shattered hope 👍

    Rockie spirit should work for the whole team and I would equip it from time to time + your changes.

    Thank you for responding!

    Monstrous Shrine currently shaves off 12 seconds from a hook stage, if the killer isn't in the range, which sometimes just happens. With my buffs, it would shave off 20 seconds exactly, so not much of a buff there except making it less clunky.

    I don't think that making players unable to self-unhook (which would include Deliverance, Wicked and Up the Ante), is a nerf.

    Huntress Lullaby tokens are imo a really excessive part of the perk, considering it takes as many hooks as Devour and only influences half of the effect.

    Now, with Boons, I wasn't really sure after how many snuffs they should break, so I just gone with one. There could be a way to make it after two, but idk, really.

  • They just have to do some adjustments, that's all.

  • An endgame killer.

    We didn't have one since OG Pig.

    Another type of killer would be one where you have a new objective alongside gens to open the Exit Gates.

    And last but not least, a new stealth killer.

  • @D0NN1ED4RK0 said:

    gift of pain should be reverted or have perma hemorrhage

    The hemorrhage was what made that perk strong in the first place

    I would be much happier if the mangled nerfs were reverted too, tbh.

    But, I doubt BHVR will revert it anytime soon, so I used the cards I was dealt.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916207#Comment_3916207

    Why are you against this change to collective stealth? Your idea about muffles footsteps and pools of blood sounds nice, but I can‘t exactly imagine how that would look like.

    Calm spirit are already almost the same perk, sadly. I don‘t know why behavior released hardened.

    Thanks for the feedback😊

    Mainly because of the framework of Teamwork perks, them working off of healing and such. Ofc, that's just my opinion on that perk.

  • @HolyDarky said:

    Do you think Gift of Pain should stay as a scourge hook? This perk is really map/rng dependent, you only get value twice but has the nice effect of "don't camp or tunnel for value". I feel like it can become a normal perk that triggers every time you get unhooked. Monstrous Shrine should also become a normal but still has the feature of making basement hooks scourge hooks. In theory, it is a nice perk to encourage the killer not to camp but being a scourge hook makes it so bad. It also should have 40% faster progress like you said because there is no reason for a survivor to sit 70seconds on hook when the killer is not camping the hook. I also feel like Floods of Rage should become a normal hook for the same reason like GoP and the fact survivors can decide when it triggers, which makes it even more unreliable.

    Hmm, interesting question.

    I feel like if the RNG was more restricted with a Scourge Hook in every part of the map, all 3 can stay as Scourge Hooks, no problem.

    Also, while it doesn't make everything magically fine, Jagged Compass does a great job paired with both Floods of Rage and Gift of Pain.

    So overall, if the spawn logic gets improved, the SH perks are in a fine spot.

  • @Mazoobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914362#Comment_3914362

    It's def a hard concept to balance, but I genuinely thought OG eruption was fine. It was just severely underrated from both sides.

    The killer has to actually work for the perk to kick in, and most survivors found the effect lackluster when they got caught by it. Since gens can only be damaged up to 8 times, this doesn't mean survivors would have to deal with the OG gen kicking meta where it was nearly infinite.

    I can see them bringing back the incapacitated effect, but perhaps 10 seconds instead of the og 16 or notorious 25 so the killer still gets the aura reading + 10 sec of no gen progress.

    incapacitated is a really fickle effect, as seen by the 3-gen meta.

    While adding it with limited numbers could work, I don't imagine many people will be happy with it even being there.

  • @[Deleted User] said:

    For many years all my charcters were only equipped with bloody cosmetics, mostly because I wasn't a fan of most skins & spent enough on the game I wasn't paying for them!

    In terms of actual meaning I can't say i've ever given it much thought, there's so many cosmetics these days they're rare, (except freddy & Quentin)

    I certainly wouldn't accociate them with sweaty or miserable games, I think some outfits tend to lead to certain types of games, Legion in the bunny outfits for example tend to mess around more, most stoner ghostface tend to be more chill (or mori machines)

    I just hope when they update tge prestige rewards we get some unique cosmetics for p100 & make it worth leveling up more characters!

    Me too lol. I'm too cheap to buy cosmetics, so I take what I can.

  • I mostly agree and could see these being added, except Teamwork: Collective Stealth. The healing requirement is fine, imo, it just needs to trigger off of both getting healed and healing someone.

    I'd also make it so it muffles footsteps and blood pools.

    Another thing that worries me a bit, is Hardened and Calm Spirit becoming practically the same.

    Otherwise, nice ideas overall.

  • Edit:

    • Removed Blood Favor from the list.

    • Added ideas for Nothing But Misery and 8.7.0 Pentimento.

    • Added some changes to Boons and Hexes.

    • Overhauled Dark Theory.

    • Added in changes for Shattered Hope and Rookie Spirit.

  • It should trigger after the very first stun, and the blinds should be ~ 3 seconds long.

  • Distortion is still usable.

    But in it's former state, anything beside a 4 aura perk build or Mirror Myers would just not get through it, which was a problem.

    Also, you can thank the people who just hid all game with Distortion for it's downfall, since that was the main apparent reason behind the nerf.

  • No, he should be left as is or buffed.

    Keep in mind the rework happened during this time, and people needed to adjust.

    Plus, he has a power that, similarly to Pig, Pinhead and formerly Skull Merchant, is complex to play against. So many people just don't know what to do against him.

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915841#Comment_3915841

    do you just sit on the forums waiting to crap on any survivor who has an opinion? lol first me then this person christ god forbid someone voices their frustrations

    Am I not allowed to ask a genuine question?

    It's a coincidence that these posts happened to be written right next to eachother.

    And, another thing, I'm allowed to disagree with someone else's opinion, just like you are.

  • You want everyone to have Scratched Mirror Myers kind of lunge?

  • It would be interesting to see how many people are in high MMR.

    Even better would be to show EVERYONE their MMR, so we can see how many players claiming to be there actually are there.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915804#Comment_3915804

    Yes it gives 3 stacks but it is better to have 3 stacks and 3 survivors than to spread hooks and have 3 stacks and 4 living survivors

    It really depends on how big the value would be.

    Or it would just work once you die and that's it.

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915806#Comment_3915806

    Oh Oh Oh I guess I'm just bad for not being able to outplay an uncounterable perk combo Oh Oh Oh

    I won't try to force you to change your mind, I can't do mind control, so, whine all you want if you so desire.

    But I can bet I'll I see you defending Duty of Care + Overcome once Orela hits live (assuming it will survive till then)

  • It should not work more than once on a good survivor.

    After seeing it trigger once, you just pre-drop. No stuns, no value.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915743#Comment_3915743

    "Or a survivor perk that boosts repair speeds of all your teammates for each hook state you get."

    In other words, killer will be punished for not tunneling….

    Opposite really, since tunneling gives all 3 stacks to everyone.

  • Interesting stats.

    Glad they didn't overreact with Freddy's high kill rate.

  • @Bodark said:

    He’s one of the easiest killers to loop in the game.
    He’s only unloopable on farm maps with huge dead zones.

    I literally don’t understand how you can’t loop him. I can play 10 matches against him and loop him for 60-90 second every single time without fail except for those maps.

    Oh, looks like another one bites the dust.

    R.I.P.

    To the topic, I don't want yet another Freddying, so I would be cautious with nerfs.

    One thing that people seem to dislike is his vault speed, which was slow in PTB (last time I played him), but got buffed. Maybe that would be a thing to look at?

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915746#Comment_3915746

    I’ll say it I’ve been on teams that got absolutely destroyed by hag because they played that phenomenally, even when the team is playing really well. Every now and then there’s a hag out there that is breaking molds, and doing unthinkable things, and rocking my ####.They’re like unicorns though, so she can use a buff.

    Yes, she needs changes.

    Mostly buffs, maybe a mild Anti-Camp measure, and a big add-on rework.

    She has the last add-on not updated with Undetectable.

  • Edit:

    Added an extra effect to Oppression.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443397/make-your-killer-tierlist-april-2025

    interesting tier list for sure, all opinions are subjective naturally, which is why i've personally never bothered doing one myself though I find the thoughts of others interesting.

    Just one genuine question though, you said with best add ons & a player that knows how to use the killer, i'm not a great hag, hell I hate playing hag, but you think someone who is amazing on killer, who plays hag with best add ons (you didn't mention perks not sure if their in the equation) probably with scroll wheel teleport, is the worst killer in the game?

    That hag will destroy many a team! Again not picking, all subjective, just under your own terms I can't work out why hag is last or why Nurse isn't 1st honestly 🤷🏻‍♂️

    Hag being behind Trapper is a crime.

    Like, I play Hag semi-frequently, and let me tell you: Once you set up a dense web, the injures and downs just keep coming.

    And, if we count in her best add-ons (Rusty Shackles and Dried Cicada imo), you have a good chance.

    Certainly better than Trapper.

  • I do believe there could be perks that help if the odds are heavily stacked against you.

    For example a killer perk that slows repair speeds by 10-15% for each gen done, but hooking or downing people takes away about 5%.

    Or a survivor perk that boosts repair speeds of all your teammates for each hook state you get.

    It's really unfortunate that Sole Survivor, the perk that was created from a similar concept, only triggers once you are the last alive.

  • @MechWarrior3 said:

    I am down for these changes 100%. Great ideas!

    The only thing I would like to add is to Oppression. If you miss the difficult skill check, you lose 4% more progress for the missed skill check. (Just like with Doctors Perk)

    Great idea!

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915244#Comment_3915244

    Lol I haven‘t thought about that. Do expect the devs to nerf the perk, because I do? I don‘t think they will release it in its current form.

    Maybe they will. Not really sure.

  • @TunnelingIsNecessary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915245#Comment_3915245

    I have played against old dead hard since 2018. Only grown men want it back.

    Oh, so this is a more complex issue.

    Anyway, you do you. If your wish comes true, then enjoy it, I'm staying in the present.

  • cough cough

    @SoGo said:

    Hot take: We should go back to the OG version of Haddonfield and work from there.

    Remove the infinites and long fences. Update the textures (frankly, those sucked)

    But keep the road slim and keep the old lighting because that old map looked SO MUCH better.

    https://us.v-cdn.net/6030815/uploads/MFCBPXH0E67Z/image.png

    Thoughts?

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