SoGo
SoGo
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- SoGo
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Thr FOV slider is in beta because it's shoddy and doesn't actually increase your FOV, just scooches your camera back.
This causes audio to be inaccurate and potentially (just theorizing) causes blinds to happen from ridiculous angles.
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Fun how we shafted the Lunar New Year even for this.
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Deafened:
• No longer makes a tinnitus like sounds.
• Now completely blocks all in-game sounds.
New status effect: Amnesia
• Removes the entirety of the HUD of the player affected by it.
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If i remember correctly, you can change it once. Then never again.
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I feel like the "speed up the ritual by joining in" part should be removed completely, and instead, the reward should be slightly bigger for each person that joins in for some time.
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@Pirscher said:
It lost its Halloween vibe. One single house on one side and then the state highway running through the middle.... Hopefully they will improve the layout soon
EXACTLY!!
The original map looked so much better, the lighting and the smaller road, the houses close together, it FELT like a suburban area.
Now? Now it looks like someone built a highway through a ghost town.
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Hot take:
BHVR should give up on this version of Haddonfield entirely, go back to the first versions of the map, and start over.
That map was not only much better aesthetic wise with the old lighting and the much smaller road, but layout wise, it would be more workable than the current variant.
Go back, remove the ludicrously long fences and infinites, make it so there aren't too many OP tiles, keep the old lighting but add the new textures, and you're golden.
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This got fixed in the 8.6.0 update.
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@Langweilig said:
Thanks for supporting the change and being so positive about it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905796#Comment_3905796
Why do you think it screws over random teammates?
Because there is a chance of them being close when you trigger the perk. Of course, the best way is to have a line of sight on the gen when triggering it, but still.
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@sizzlingmario4 said:
It's just popular again lately because it's good against Ghoul.
Anyway, it doesn't need to be changed at all. It's in a good spot right now.
This.
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905653#Comment_3905653
Agreed. It's pretty obvious what's gonna happen.. Denial can be an ugly thing.
It's sad, really.
But this community knows no moderation, as the OP shows, and will just scream and curse until he's trash.
We saw it with Freddy, then Skull Merchant, then Chucky in a smaller degree. Kaneki is next.
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@Langweilig said:
After repairing a Generator for at least 1 second, its Aura is highlighted to you in yellow.
- Pressing the second ability button (was entering a Locker) will instantly trigger a Loud Noise Notification for the Killer and a flash bang explosion at that generator (new).
Red Herring has a cool-down of 15 seconds.
What do you think?
I feel like this perk will always have that risk of screwing a random teammate over, which is not really ideal.
Making it so it goes up like a firework would be fun tho.
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Freddying 2.0, here we go.
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The Freddying™ process is underway already....
In 3 months time, his power will be a joke or completely erased and replaced.
Glad I didn't buy him.
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@100PercentBPMain said:
If everybody is playing ghoul, then nobody can ruin my dbd by playing Hag or Wraith
Allow me to introduce myself.
- A person that plays Hag and Wraith.
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Don't worry, with how outraged the playerbase is rn, Kaneki will get the Freddy treatment in a matter of months.
But Slinger should get some changes. His reload speed should be faster (without nerfing the add-ons, thank you very much) his stun after a survivor breaks the spear should be slightly shorter, and he needs a big add-on pass.
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Nerf: Nurse
Buff: Trapper, Myers, Hag
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905599#Comment_3905599
This would be a problem if it wasn't m1 killer essentially it's just better legion, but the survivors are crying as if they are seeing the killer first time
hough nothing new I remember how the trickster was called OP and second nurse in the first week of releaseUnknown was called OP at release too.
And look at it now.
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Enjoying pain?
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It's.... decent.
If it works, it WORKS, but that only happens under select circumstances, and works best when multiple people have it and all know what to do.
Kinda like the self-unhook build, but better.
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/441753/why-do-the-devs-make-bad-perks
Deep down, part of me genuinely believes they are only allowed to make one perk that people actually want to use, and they have to make the other two perks suck to compensate for that. But the issue is that when they miss the mark with their golden perk, it’s all a wash.Tools of Torment dropped nine dukies into the perk pool. Thalita can be argued as the worst survivor or the most expendable because her perks are sooooo baaad.
True.
Thalita and Yun-Jun have the most awful survivor perk loadouts in the game.
Teamwork: Power of Two exists as Blood Pact 2.0 for some unknown reason.
Cut Loose is a watered down Quick and Quiet that is useless on most maps.
And Friendly Competition gives you the same boost Deja Vu gives you for free.
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Found this gem as a background song in a DbD animation:
https://youtu.be/BD27VRt3UTo?si=Yb5Lx9r0371_Wt6_ -
@LockerLurk said:
The Devs don't make bad perks, they make thematic and useful perks.
It's the community and their meta-minded tierlist-pilled need to win E V E R Y game treating this game like it's a competitive Overwatch clone instead of a casual tag game with a competitive but funloving spirit that have decided a perk is good or bad. A perk's utility is decided solely by people who are competitive minded. That's the problem. Even more of an issue: As you get better at the game, you genuinely start to no longer need perks like Bond or WoO or Insidious or Lightborne. You've moved beyond them mostly and only would use them in niche cases or for comfort reasons. You no longer need them.The perks aren't actually bad or useless… you just don't see or need the use they have.
Look, this can be said for some perks…
But you can't say to me that No Quarter or Forever Entwined or Hex: Nothing But Misery or the god-awful Invocation: treacherous Crows are good perks and don't need a change.
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@Langweilig said:
Hex Two can play shouldn’t be hex and work like enduring. Additionally increase the stun duration to 3,5 seconds and we have a great perk!
For forever entwined I really hope for that number buff or that they just double its tokens.
How long are you going to continue with adding perks to the list ? It’s kinda wild. I would find it funny if you would start with dbds first chapter instead of Tools of torment. Keep it up👍
I will probably keep adding them as long as BHVR will keep releasing pretty mid perks.
I don't really think that I will try to add perks from all chapters, mostly because many of the older perks are actually good, so I'd end up skipping chapters. And it would be a chore to write and read.
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I think we should have balanced maps that aren't awful for any side.
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Edit:
Added Rapid Brutality, Hex: NBM and Forever Entwined into the post.
Adjusted the No Quarter change.
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They are probably in the process of being removed.
Guess it takes a while.
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@Jay_Whyask said:
Nothing will ever beat the Winter Solstice lobby.
I really hope BHVR will give us a way to download old lobbies. The Tokyo Ghoul lobby is cool, but it's only available for 5 days, we're gonna lose it forever when the Blood Moon event comes out😩
I wonder why didn't they make this into a thing you can buy for shards/cells years ago.
I'd like it.
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+1 Vote on that.
He screams every 20 seconds, and it makes me tab out of the game to shut him up.
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@Jtflorencio said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903081#Comment_3903081
Anatomy Superior is 40%
If you set Dark Arrogance to 35%, how would you fix that?
Superior Anatomy doesn't directly nerf you.
Could use a cooldown reduction though.
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I feel like people are overblowing his strength, since he is new and the tactics against him haven't been learnt yet.
Just to remind, the same happened with the Unknown.
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@NarkoTri1er said:
The sound effect, HUD change, and scream that occurs when the perk activates instantly tells any killer paying attention that the perk’s been used, and the vast majority of killers, if they’re not doing anything else, will drop everything and go back to the hook to look for the unhooker, if the user gets found within that 40 seconds Exposed then they’re completely ######### out of luck and are now either on death hook or just straight up dead.
absolutely wrong. Even with the fact i am really mid in chases as surv, every time i used StB, my exposed timer was gone before killer could hit me in chase. Not to mention that Vigil firther reduces this timer if you or anybody else in team has it (Vigil stacks btw)
Using StB means you as the unhooker can’t trade effectively against a proxy-camper, because if you do you will immediately die
why would you use it against a proxy camper at all? Not like hook already has to be in a beneficial spot for killer to proxy camp and quite often, they aren't able to do it.
Quick little black-pill for those people who think this garbage helps against Tunnelling, the majority of hard-tunnellers do not give one single solitary iota if they have to go through 3 hook states or 4 hook states, if your teammate can’t loop the killer for a while then there is zero point in using it, and if the killer is smart they’ll now just tunnel you, because you’re one-hit downable and just gave them a free hook state, so either you or your teammate has to be good at looping, which good luck finding people like that in SoloQ lol
so we are again returning to a point where average player simply refuses to learn important aspects of the game and are using it to determing perk's power? It's not game's fault average player doesn't want to improve, it's exclusively player's fault. If your teammate has at least a bit of chase knowledge good, perk is already well used.
Also, this perk is literally powerful not only in terms of countering tunneling, but also in terms of forcing 12-hooking, which is the most inefficient way for killer to play nowadays that wastes tons of killer's time.
For those people who say “oh but it’s good in SWF” if a perk is only good in a coordinated team with voice comms, it’s not a good perk. Actually good perks are able to benefit either you or your team with minimal risk and with minimal coordination, obviously coordination helps already good perks become great perks, but it isn’t required. You should never be expected to require outside factors for a perk to be “good”, if you do, then the perk is bad.
??? This perk is very good both in SWF and in soloQ with half decent players, you literally don't even need to be coordinated in the intensity you think you need to be. Plus, 99% of meta perks don't even truly require coordination (Deli/Wicked could be an exception, but you can tell your teammates you have those before match).
Let’s compare StB to Unbreakable real quick, worst case scenario for Unbreakable is you use it to pick yourself up and then go down immediately, the perk ultimately did nothing, but it isn’t a active detriment and didn’t require any other factors on your part. The worst-case scenario for Shoulder the Burden on the other hand is you using it, and then both you and your teammate go down anyway a little bit later, now your teammate is on hook anyway and you have given the killer a hook state for free, in this scenario the perk hasn’t just done nothing useful, it has actively screwed you and your teammates over by giving the killer one of your resources for free. Hook States are valuable, they are resources you are meant to spend wisely and efficiently, this perk in contrast throws your resources away for ######### nothing.
terrible comparison of two conceptually totally different perks.
If you as StB carrier and your teammate manage to fall very soon after you used your StB, maybe you should think about how much you both screwed up in individual terms rather than how useful the perk is.
In a game where wasting killer's time is the most crucial thing in survivor gameplay, acting like killer having to waste further more time hooking (chase-down-look around for a save-get survivor to hook-hook) is something not good at all means you should recheck your macro game knowledge.
I predicted the perk would be used to grief lobbies, and while it’s only tangential evidence because I haven’t seen it myself, my friends have told me of times where a StB user would immediately run to the killer after using it and let themselves go down and then go nexting, it’s only tangential like I said, but still, I was right if that does actually happen
let's not pretend like griefing is not already possible no matter if survivor has perks or not like StB or not. This is literally a logical fallacy because you can already grief by many ways other than using StB and running to the killer.
And it's not the perk that griefs, it's the player so again, measuring perk's value based on player mentality is literally completely wrong.
Call me jaded or whatever, but I prefer calling a spade a spade and a bad perk a bad perk, StB requires coordination to use without it actively ######### you over, and it’s best case scenario can already be accomplished by not being bad at the game and not going down in 20 seconds or less. Just run DS and/or OTR if you are seriously that concerned over tunnelling and leave this perk in the bin where it belongs
but dude, perk is not even only about countering tunneling at all lol. The fact you can't pull it's value off doesn't mean somebody else can't.
Anyways, check this from my friend who played SOLOQ to see how valuable this perk actually is:
https://x.com/AfroM1_/status/1906914328160108979?t=mR7ECOwrmWyMhuw5k65pKQ&s=19
I overall think that StB is a case of being as strong as it's user.
Someone who doesn't have an idea of what they're doing will screw himself over, and someone who does can use it properly.
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Even if you manage to loop around a pallet for 5 seconds, this perk does nothing.
I'm surprised there isn't more of an outrage about Hex: Nothing But Misery, since it's worse in that regard, but I guess people figured it's trash lol.
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I agree, the tutorial needs a big overhaul.
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Should be 6% per token. Maybe add locker opening into the mix. Or maybe make it so it decreases your missed attack cooldown too.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903485#Comment_3903485
What the heck? What are the good reasons to remove the variants? Variants are perfectly fine.
Yes, they are another thing to learn but that isn't a bad thing.
A truth that has always been in the game is that you run with what you got in the area where you are chased. I know most Survivors want to know where the strongest tile is in every map and run there directly at the start of every chase, but I tell you as Killer when Survivors know where the strong stuff on every map, I get real tired of seeing the same walls every game as Killer.Most of the time if you just focus on playing the game instead of wanting to know where the best tiles, you dont need to know where the best tiles are. Honestly this has totally ruined this release for me, a major content downgrade.
Is this the dbd we want now? where every player knows the location the most abusable tiles so they can run there and abuse it?
By this logic why even bother with making tiles, just make one tile there and keep it like that forever. Why even make new tiles?
Nah, dont make new tiles, cause why? Because someone always says they suck and its another thing to learn.I find this logic INCREDIBLY BAD and immensely unreasonable, what happend to you BHVR, what made you suddenly lose faith in like 15% of your map content. Whats the logic you are going to be working with forward?
I feel like the variants changing up the layout only confuses newbies, and even then they still have WOO, which does that job for them.
While variety can be good, I'd rather see new maps added into the game, instead of a lazy reshuffle of an existing map.
And as for Ormond, it was by far the worst offender after the update to map selection, because the 3 variants of Ormond (who needed 3? Really.) blocked the Lake Mine from appearing.
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My honest reaction: YAY!
Really, all these ever did was take up space, confuse people and in case of Ormond, make the new map hard to get.
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@HolyDarky said:
@SoGo the devs announced in their stream that they will remove all variants while the original ones will remain. Happens this patch.
@ThatRyanB said:
Popping in to confirm that, yes, all variants are removed as part of today's update.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903478#Comment_3903478
I did not get a timeframe, but from my understanding, all of them will be gone. So there will only be one Badham Map, there will only be one Ormond Resort-Map, there should be only one MacMillan-Map for each Location (so one Coal Tower, one Suffocation Pit etc.) and the extra Yamaoka-Maps should be removed.
Those are all of them, if I dont forget anything.
VICTORY AT LAST!!!
I'm glad this is happening. For most of the maps they didn't do a lot of good, and in some they actually had a bad influence (3 Ormonds outnumbering the Lake Mine, for example).
So, I'm glad they are being removed.
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How does nerfing Knockout make Saboteur OP?
Last time I checked, hooks are plentiful (unless it's Badham or you have Pain Res with a no SH near)
Plus, you can still use Hex: The Third Seal to block auras, and still slug pretty well.
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Most of these are good.
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This doesn't really fix his biggest flaws, which are the inability to hide traps, and his long set-up.
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@100PercentBPMain said:
Houndmaster triggers my fight/flight instincts. I love animals so it depresses me that a dog makes me constantly anxious.
NOM
sorry
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Trapper needs a buff for sure.
My changes would be this:
- Make it so he can carry 4 traps at a time (and spawns with 4, too), and make the total amount of traps 12 (those that he already has included)
- Give him the option to remotely destroy up to 4 traps, and being able to pick them up from a locker after.
- Survivors that escape a trap will be Deep Wounded and revealed with Killer Instinct.
- The Trapper now gets Haste when someone is in a trap, as opposed to only getting it after setting up one.
- The traps should spawn in places where they could actually be used.
- Give him an add-on pass to some of his worst add-ons (Jaws add-ons mainly)
And one thing outside of Trapper's kit.
- Stop removing all grass, foliage and fog from maps.
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I remember some folks were going insane about it being OP with Open Handed....
That aged well, innit
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Agree with Fire Up (and Brutal Strength too)
Dark Arrogance should be 35%.
Unbound should be active indefinitely after you hit someone, until you vault a window.
Again agree with Batteries Included.
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R.I.P. Pinhead.
"The box, you closed it. I left."
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I will likely not play Blight again. Same with the Unknown.
Tried them, hated it, never again.
And Skull Merchant, but that may change based on what will the devs conjure up.
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@MechWarrior3 said:
Good ones!
I would choose The Mummy, Carrie White, a Demon from Supernatural. Maybe one of the 4 horsemen.
I could imagine a Carrie chapter. It would be great. The Mummy could also have some amazing potential.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902794#Comment_3902794
The first or second effect?
The first. Being able to re-shut a gate would work better as a base-kit feature.
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@Langweilig said:
Gate progress decays by 2% every second until the end game collapse starts.
That is something a perk could do.
Hitting a gate switch closes that gate, or resets all progress back to zero. Yes, survivors can be locked out in this way.
That would be funny and cool. I want that to be added.
I’m not a fan of the rest.
I feel like Shattered Hope could be a good perk to place this kind of an effect on.