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SoGo
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Eeh, no thanks.
I don't want to go insane over old Dead Hard, I'm glad I dodged that bullet.
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All these killer can instadown, meaning that even if survivors use Duty of Care, they will die for it.
No even mentioning Tombstone Myers (which I will run more after Orela goes to live) and maybe Iri Flesh Bubba, although I'm not certain about how effective it will be.
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Fun part, one or two low tier killers can make it so using this perk means you die.
Myers and partially Ghostface.
Or Bubba.
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@Sakura_Arisawa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914983#Comment_3914983
I know but he uncloaks to Fast and he is mush faster in the Cloak state, you cant escape him because of this and if he has some Addons, he is much much more Faster what makes him to the Fastest Killer in the whole Game.
He is slower than survivors during his uncloak, you can reliably stun and loop him, and there are several killers with powers that allow them to have the same exact speed alongside other things.
He's fine.
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You know he can't attack while cloaked….. right?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914394#Comment_3914394
It'd be buffing the loud noise notifications you get from CoB, I'd imagine, not the aura itself. Make it last for longer + make it able to be applied to multiple gens, you've already got a pretty okay gen-monitoring perk that could be a reasonable sidegrade to something like Surveillance.
If you want to be really crazy, have it apply any time a gen starts to regress, and remove the extra speed entirely.
Hmm… Could be a nice perk, really. This is a kind of an idea I'd like to see PTBs explore.
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Noooooooo…. :(
Why, BHVR?
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@TunnelingIsNecessary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914939#Comment_3914939
You're right! I should let them reset and then search for them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914935#Comment_3914935
I'm going to take a long break (no pun intended). You do you. I admire your dedication though.
This is a perk where using Tombstone against it will really shine…
:)
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How fast is it again?
Genuine question, i played him last on the PTB and didn't pay much attention since.
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The Breakout buff was really unnesessary.
Personally, I will run Myers and/or NOED a lot more when Orela hits live servers. I'm not dealing with SWFs deciding to troll me with Duty of Care and Overcome. Want to be a hero? Sure, but you'll die for it.
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These sound nice!
Overwhelming Presence needs help, so does Distressing.
Monitor is really useful on more than just Doctor, tho. Deathslinger and Hag benefit from it a lot, to name a few.
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Nah, it would make things EXTREMELY repetitive if there was no randomness.
But, chest spawns shouldn't take priority over Killer Prop spawns, you are right with that.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914420#Comment_3914420
Yeah, that's the cheapest thing. I beat you. Oh, wait. You have a chance at a random free escape now. I closed it. Now I've got you for sure, right? Oh, what? Doing that automatically powers the exit gates, even though you didn't even do 2 gens as a team? Wow, so fair.
The issue with hatch is that you can't remove it at this point, not unless you want the DC epidemic to go overboard.
Because, if say, Hatch got removed altogether, survivors would just give up once there are two or one left. Every game.
Maybe they could make it so that closing Hatch will not cause the Exit Gates to get powered, and maybe improve chest odds (they are mostly a decoration anyway) so you could possibly get a key.
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Question, why are you even here? Like, in this forum, playing this game, etc.
Why, if you hate the company so much?
Like, you don't have to be here, TCM is right over there if you want asym horror.
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@Haseyana said:
Onryo received two reworks already, and I can say this is the worst state of Sadako since her release.
Hello, my name is Lucy, and I'm from Spain, and I apologize in advance if my english is not that good, but I needed to do this.
I have more than 1500+ hours on her, and if the survivors are just decent, you can't do anything against them.
Let's start.
- Survivors controls your power with no downside.
Yes, the counter of this killer is just one second interaction (pick tape) with no downside whatsoever.
The first Sadako had the passive condemn, and the second one at least you can break it with a hit and give them two stacks, but now they can just deliver the tape with another one second interaction with no punishment at all.
They can just take the tape and repair with no downside at all and you are powerless.
2. Your power only works in a few maps.
Even if the survivors are not very smart and they don't pick up tapes, your power only works in a few maps like the game, Midwich and forgotten ruins.
And as I said in the first part, even tho if you put someone full condemn they still can deliver their tape in front of you with that one second animation if they are healthy, because you can't breake it.
3. Her "chase power"
Some people say her has her manifestation ability for mindgames, but I tried many times against GOOD people even in short loops and still doesn't work against them, even with the addons (Reiko's watch and old's newspaper) is pointless, and pray even more if they predrop the pallet.
4. Besides Pig, she is the WORST killer in the game.
Onryo is the only killer that the survivor has the absolute control of the game; 1 They control your power with no downside. 2 You don't have chase power, that means you are an m1 killer the entire match and against decent survivors you can't do anything against them. 3 Believe or not, trapper with his best addons (iri ones) and legion with chase build are better than her, because you can snowball with trapper if you are lucky, and with the buff of legion that cancel your power so fast (and maybe iri addon of breakin pallets) you can down survivors easily in many scenarios.
I know in this game everyone has his own point of view, but as p100 Sadako which started playing this game because of her and loves playing her, I know this 4 facts are real, and it's atrocious, because the frustration I feel playing with this killer against good survivors I can't feel it with another one, because with other killers I feel like you can do something, but with Sadako even if you play perfectly, if the survivors play just fine, they are going to destroy you, maybe even in your best maps.
With this post I only want her to be finally in a good state, I have many ideas to improve her, but I'm not a developer to say that.
Her second state I still think it was the best, but I understand that it was not good because she was maybe too oppresive for new players because she only needed to spam teleports, and again too weak against good players because the counter was just pick a tape.
My basic idea for her is to put her power in a more interactive way that only just make "random tp's", and the survivors can't control your power, and if they do at least it has some risk for them or some downside.
Please be respectfull on this, the purpose of this post is to let the developers new the real state of Sadako and make her finally playable in mid to high mmr, because, as I said, it feels unplayable against decent survivors, at the level I had to stop playing her because the frustration is too much to handle for me.
Trapper says hi.
Anyway... Yeah, her power can be held hostage by survivors. It didn't work well with Twins, nor with Singularity, and it makes her worse too.
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The gens are already the most boring part of the game.
I feel like the devs were onto something with Blood gens, they would need changes of course, but still.
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@jesterkind said:
Some of these are good changes for sure, but I would be wary about just buffing Thanataphobia, Call of Brine, and Overcharge.
Tackling the last two first since they're similar to each other, hard capping the regression speed to 200% with these perks is a good instinct, that'd prevent the most obscene imbalance that could come from them, but it doesn't change that these perks having actually good regression in their current state is unhealthy because they're unearned. It's just always going to be cheap and unfair, the killer doesn't have to do anything to get it.
Rather, I'd suggest buffing CoB's information instead so it can fill that niche better, and just reworking Overcharge entirely. A rework I pitched in another thread myself was something like the following:
- When a survivor is hooked, Overcharge activates for [X] seconds. While Overcharge is active, all regression speeds are increased to 200%, and survivors interacting with a generator for the first time during the activation are faced with a difficult skill check. Overcharge then goes on cooldown for [X] seconds.
That'd rework it to be far more useful, but also much healthier because it requires hooks. It'd also open up fun synergies with perks like Ruin (in its current state at least) and Oppression.
For Thanataphobia, stacking and also killers like Legion and Plague are the big concerns here. I would also suggest a rework for this perk, to hopefully make it a bit more stable. I'm much less sure on this one, but the same post I suggested Overcharge getting changed also had this rework for Thana:
- When a survivor is injured by a basic attack, their action speeds (same list as current) are decreased by 10% for 120 seconds or until they're fully healed.
Like I said, less sure about that one, but I think it's a healthier direction than the global effect it currently has.
I see you thought a lot about those.
The Overcharge rework could work, I'd maybe rather make it so the skill check pops up like it does in the live game.
Call of Brine is a tough one, since I'm not sure how could the aura even be buffed. But, if Overcharge ended up getting reworked as you suggested, I feel like CoB by itslef would be fine.
And, at last, Thana. I feel like Legion and Plague would benefit from it the most regardless of numbers, so... Your change could solve that, but I'm not really sure about it.
Anyway, thanks for feedback.
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Scourge Hook: Creative SlaugterIt'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 ofAmnesia
• 10/15/20 seconds of IncapacitatedNone of these effects can happen twice in a row.
SecrecyYou 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.
FakeoutPlot 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.
New Status Effect: AmnesiaAmnesia causes the in-game HUD to entirely disappear, replacing it with a special filter (hazy, blue-ish edges of the screen)
Boon: Quid Pro QuoA 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.AmnesiaYou 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 ShadowsYou 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%
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It's sad they don't.
I want that 2500 bloodpoints per can.
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@Langweilig said:
Good suggestions.
I would suggest two more changes for COB with them it should probably stay at 150%.
- Generators on which Call of Brine is active, start regressing again when survivors leave them.
- Can be active on multiple generators (was one).
Instead of increasing Thrilling tremors duration I would let it activates for as long as you carry a survivor and make it linger for 16 seconds after you hook a survivor.
Thana could be 4%, that was the version before it got buffed to 20% and then nerfed to what we have now.Additionally to your suggestion Undone grants two tokens for great skill checks. That way it does something against better players as well.
Thanks for commenting!
Interesting take on CoB. That version could be good, but it would need testing to see how well it goes.
The other changes you mentioned also seem good.
I would not, however, make Undone punish great skill checks, as that would make it a lose-lose a bit-lose a lot perk.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/443315/buffs-to-alternative-gen-regression
ruin should go back to 400%
your dying light idea is terrible and all dying light needs to do is work in reverse and the obsession should be affected by it too
pop should just be reverted to 25% of total gen progress instead of current
pentimento shouldn't be changed
thanataphobia should be at 4 or 5
thrilling should have no cooldown and block gena for 30 seconds so m1 killers can also get value
also the 8 kick limit should be removed
So, I will assume you are not trolling and actually mean these.
First, Ruin was never 400%. And even the old 200% Ruin was a hard meta perk by itself, so there is 0 reason to exceed that line. I also don't want the perks to become targets of survivor complaints immediately after a buff.
I don't know if you ran the numbers through your head, but reverting Thana and inverting Dying Light would create the second coming of Forever Freddy (or Forever anyone, really). And, I don't know about you, but I would despise going against that. We're talking about 50% slower repair speed almost for free.
I would like Pentimento to stay the same, but we all know that is not happening.
The 8 kick gen limit exists for a reason, to avoid things like old chess merchant (now more like chess knights and singularities, but the point stands)
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@Rokku_Rorru said:
Anybody who thinks recent killers are unplayable are utterly delusional. So sick of seeing threads like this, people are still doing win streaks and are still doing hardcore challenges etc as killers…
Out of touch Killer Mains anonymous here. More people need to play both sidesI don't really think killer side is unplayable, just merely pointing out the interesting way history repeats.
Kind of that "if I had a nickel..." meme.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914120#Comment_3914120
Thank You for proving my point. No one likes to lose to a cheap perk! At least you can cleanse NOED. Oh and survivors puked and cried until it got nerfed and has its aura revealed, just like Penti now!
Can’t expect survivors to have to try at all can we?
Current NOED is workable, but it's a Hex, for better or worse.
Still, after this chapter drops, I will run it.
The Orelas will be very surprised when instead of crossing the entire map thanks to their perk, they get downed instead.
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@Bodark said:
Nobody like to single handedly lose a match they were winning to a cheap perk. I have lost several matches due to Shoulder alone. 1 survivor in death hook two gens left and they get Shouldered and all of the sudden I have no one on death hook and lose all pressure. It’s rare yeah but that’s because the majority of players aren’t good. I used STB in solo queue and it’s definitely still I saw. And it is very effective at making a killer who is already struggling lose completely.
Duty of Care is the same. It will be rare, but will be annoying in those few scenarios where it comes into play. Especially in the end game. Literal free escape. No skill needed no talent needed.
Old Adrenaline was the same. I never got upset though. I never counted those games as a loss because that perk was ridiculously broken. Absolutely absurd to come out of a hook at full health with a SIX second sprintburst. Especially when survivors were crying about slugging when that’s exactly what adrenaline encouraged.
Ok, I undertand the concern.
But, have you considered... NOED?
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@arcaneGospel said:
I think that right now, Redhead's Pinky Finger is a dead concept. It can't be strong without being annoying, it can't not be annoying without being useless. It's also simply not interesting to use. I think that the addition of the Afterpiece Antidote could be used to give Pinky Finger a new sort of gimmick while still keeping the Exposed status as part of its function. My proposal would be to change the current effects to the following:
-While a survivor is Invigorated, they suffer from the Exposed status effect.
I won't argue that this would make the add-on strong, or anything, but I think it would at least be an option, as you'd be allowed to have more than one bottle while running it. My vision is that it provides you with the choice to forego Clown's typical strategy of stacking a speed advantage for one where you have the survivor run into the yellow cloud, making them more vulnerable but also faster (which could still be mitigated with purple bottles), which introduces an actual element of decision making to the effect. It's certainly gimmicky, but it might be more fun than mindlessly chucking a bottle while standing directly behind someone. It wouldn't become a mainstay of Clown's power, or anything, but it would be something fun to take for a spin every few games.
Sounds evil.
I love it.
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All of these sound good.
I'd like to see them in game, especially the Shrine rework, since that one is long overdue.
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Agree with this.
Except Dark Theory, that perk needs a rework.
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@daikaimon said:
If Kaneki is weakened any further, he will join this vapid stream.
Frankly, I don't even want to see that happen.
Frankly, I don't even want to see that happen.
You and me both.
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@DBD78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913868#Comment_3913868
You wish this or you think it won't count?
I wish this.
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@GentlemanFridge said:
I believe something getting ‘Freddied’ was already a term.
Although it moreso has to do with a killer’s power getting completely overhauled for the worse. Like with SM, and the Twins PTB.
That may be true.
Overall, the main part of the Freddying is the eventual rework for the worse and less fun, so maybe I just made an older term resurface again.
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@ScissorKid02 said:
It's not even funny how often this has happened, and I really hope they don't do the same with the ghoul, because I can already see early symptoms of The Freddying™.
It's an unfortunate sight, yes.
I really hope Kaneki will not become a part of this pattern, but we can't be sure.
Here's hoping.
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Intoxinated/Invigorated should not count as Haste.
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He is still playable.
However, the Freddying process has not ended and his fate is still uncertain, so I would proceed with caution.
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The Freddying is still ongoing...
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Not a Demo player, so can't really tell you exactly how I feel, but it sounds awful.
Tbh, many killers need add-on passes, Demo included.
(Hag, Myers, Unknown, Pyramid Head, Houndmaster, Deathslinger, and maybe Nemesis?)
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I hope this was the first AND last change like this.
Other stuff does not need to be hard-capped.
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Question, what kind of changes do YOU think he needs?
I'm curious.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913289#Comment_3913289
Sounds like good changes. The gaps is a rough thing though. That's better for him, worse for every other killer in the game. Gaps remove any mind game from the loop. This is my issue with gaps in shack for example, it makes it way too strong. It's why I don't like low wall loops on like autohaven for another example, zero mind game.
As another side idea, would hit scan be too unfair for him you think? Normally bad, yes, but his aim is forced to be so pin point with how ridiculously small it is it that it may be reasonable for him unlike something like Huntress which is very forgiving on the hit box.
I feel like making it a tad more forgiving wouldn't be an issue.
Not with Huntress throwing hatchets with those big hitboxes.
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Probably by stopping the removals of gaps in walls, which hurts his trick shots.
His TR could be made smaller, 28 meters if 24 is too little.
His stun time when a survivor breaks free and reload time should be slightly adjusted too.
And of course, an add-on pass is needed.
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You look exactly like her!
Wonderful cosplay.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912914#Comment_3912914
Artist is a bottom tier killer? I mean she's kinda boring but in good hands she's an A tier killer.
But yeah, the rest is pretty accurate. No exaggeration, I think I've faced Twins 2-3 times in the last year. And I don't feel like BHVR is highly motivated to spend resources on them. They're a dead killer.
On a broader note, I think SM's overhaul might signal the end for trap type killers. People don't hate on Trapper because he's so weak, but Hag and SM are the least picked and most generally disliked killers. I'd be surprised if we see any new trap killers in the foreseeable future.
I feel like outside of a dedicated few (very few), the broader community just doesn't have patience or care for macro/strategic gameplay. Though not a trap killer per se, I think it's just a matter of time before we see Singularity drop down toward the bottom as well, despite being quite strong.
If they ruin Hag, I am revolting.
It's already pitiful to look at the nuked Skull Merchant, and I wouldn't like it if they did it to a killer I actually enjoy.
What should be done with her is a lot of updates to bring her to the modern era. Same goes for Trapper.
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Hmm, adding gambling you say?
Sounds interesting...
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I'd love this.
I have a pretty sizable selection of unique perks that I would love to see implemented, so this would be fantastic.
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912818#Comment_3912818
Small sample size, only 25 games reported. I wouldn't look too far into that with such a small sample (or too far into any Nightlight stat, for that matter: They rarely match up with the internal statistics taken by BHVR).
Thinking of it, Nightlight probably didn't update yet, as Badham 2-5 were removed.
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912810#Comment_3912810
I preface this argument with the fact that I fully recognize that the 3rd-party Nightlight tool is not an accurate sample of all DBD players and experiences across all levels of skill and experience, and should not be taken as objective fact,
However, out of curiosity I did decide to check Nightlight just now and BOTH Borgo Maps are actually reported in the top 4 deadliest maps with kill rates above 60%
How did Badham get there is my question.
To the main topic, yes. They should be reworked, Forgoten Ruins in particular should be made bigger.
Alongside maps like Haddonfield, Eyrie, some Coldwind maps, Underground Complex, The Game and Badham.
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Haunted Ground + Retribution.
The other two perks are changing.
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He isn't everyone's cup of tea with his bouncing shots.
His perks are eh except Unforseen, so not much of a reason to buy him for perks.
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Surrender mechanic, new quest system (PTB), preview perks in lobby (PTB).
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@VibranToucan said:
I think the approval is very low given the context for such a change.
- Skull Merchant is the most hated Killer in the game. There will be tons of people who just voted yes, without engaging with the changes, just because they think "anything must be better than what we have now."
- This change will likely make Survivors more happy than Killer, due to Survivors disliking her more than Killers. For the game to work, 4 times as many people need to play Survivor than killer at any given time. If Survivors said yes to something and Killers no, the results are 80/20. These results mean that even sizeable chunck of the Survivor community didn't vote yes, despite how much they dislike current Skull Merchant.
- 1 and 2 and my interaction with the community generally paint a picture. People who said yes generally, like the changes and think its a nice thing. People who said no, generally absolutely despise the changes and think this might be one of the worst things ever to come to dbd. I am not nearly as confident that people who voted "yes" will actually like the changes, as I am that people who voted "no" will hate the changes.
- Yes, 51% of the community said "Yes", but 25% of the community said "No". This means half as many people are unhappy with the changes as happy. If this was an "implement A or implement B" choice, then yeah going with A would make sense. But it is an "implement A or keep B" choice, this would be the biggest rework in dbd history, so you are using immense resources on a change you know a large part of the community will be upset by, meanwhile the people who said "yes" said they would like the change, but you can't know for sure until they actually tried it. It is just a big gamble.
In addition to that, while I didn't play Skull Merchant that much I always appreciated how unique she was. She was only the third or fourth killer (depending if you count demo) to place her power as an interactible object, and the spinning feature was completely unique. She was not the best designed the killer in the game, but she was the most interesting and weird, and now losing the that uniqueness for "look at Survivor, press power button, launch something/yourself at Survivor", which is like half the Killers in the game by now, just doesn't sit right with me.
Yep, that's probably how the numbers came to be.
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I love these changes.