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SoGo

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  • I guess to be another useless perk type.

    The worst part is without a doubt the Broken downside. It's too severe for a small boost that takes a full minute to get.

  • Now, don't get me wrong, this should get fixed.

    But it also seems really fitting for Amanda to do that.

  • Also, one thing I neglected to mention in my earlier comment, is that Grim Embrace already heavily encourages to NOT tunnel by design.

    The point was already made clear.

  • Extra points if they died because of an avoidable mistake.

  • @Aven_Fallen said:

    I completely agree. I hate Map Variants, I dont think they add anything to the game. They are mostly pretty imbalanced (mostly killer-sided) and are also really ugly to look at, since they appear as if someone really did not spend much time shuffling all those structures around which were previously carefully placed.

    There is no need to have 5 Maps for Badham. Ideally you have 1 Map for Badham and then add another, different and new Map to the Realm. But not a map variant.

    I dont know why they decided to add Map Variants to every Map in MacMillan. Those maps were regarded as some of the most balanced maps in the game and for some reason, they decided to ruin this. IMO they look especially ugly as well.

    And for Ormond - it is kinda sad. They added two variants, which, again, are imbalanced and ugly only to add a completely new Map to the Realm, which is different. And the worst thing is that the Map is really good - it looks great and it is also really well balanced. I never had a bad game on this map on either side. And yet, if you get Ormond, you get one of the other maps.

    Yeah, the Ormond Variants are especially infuriating given how unique the Lake Mine is but NOPE, we have to only look at the same map we had for years, but slightly different.

  • @HolyDarky said:

    With the announcement of a new Eyrie version, I am kinda scared that the developers won't get rid of map variants/choose the best version and removes the other ones.

    https://us.v-cdn.net/6030815/uploads/X33L6VVFM1EO/grafik.png

    I played on Ormond II and Meg is running to a filler pallet that connects perfectly into a Labyrinth Gym (on the other side you see the mainbuilding). I, the Knight, stay btw at another filler pallet tile

    I don't want deadzones or anything (that's boring for both sides) but it is kinda disgusting when good filler pallets connect so perfectly into stronger tiles and I noticed a lot of these issues on variants.

    It's kinda weird to me why do they even waste time and resources for maps that are, for many, completely indishtinguishable from the original.

    Plus Ormond Lake Mine might as well not exist because all people will get is one of the 3 normal Ormond variants.

    Alas, we can only hope.

  • The spelling of Hemorrhage (sorry not sorry) there is really confusing.

    Haemorrhage? I'm sorry, but it doesn't look right.

  • These updates are very positive.

    Hopefully the add-ons won't get tanked, but otherwise, a good change.

  • @TicTac said:

    That would be a good option, but they probably scraped this concept when the removed it from ruin.

    Right now i would wait for the anti-tunneling-mechanic first.

    Otherwise you would need to change the perk massive without a reason. Why massive? Bc while its annoying that the killer can kill one first and then get value, it would also be annoying if the killer cant find the last survivor for the strong effect bc they are hiding.

    True. Unlike Pain Res, that gives you equal value for each survivor, so even when tunneling, it is useful, Grim Embrace only has a minor effect for the first 3 survivors. So it's way more benefitial to just spread hooks than tunnel one or two people out and then try to get rest of the stacks with survivors who can simply start hiding and deny them to you.

  • The cons you mentioned are true, and pretty severe.

    Matchmaking would take a hit, especially if all 4 survivors have widely different tastes and killers they hate.

    I can guarantee you that at least 50% of people would select Skull Merchant as one of the blacklisted killers. Nurse, Blight, Spirit, Twins, Trickster, Legion and Hag would all suffer too.

    This idea is a one that sounds good on paper, but would be horrible in practice.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891583#Comment_3891583

    year, it is also difficult to balance it for SoloQ. One idea was like "If you finish a selfheal, you get a -10% penalty on generators". This would encourage players to group for heals but then on the other hand, SoloQ could suffer from it since it is difficult to get a teammate heal while teammate heal in SWF is ez. I was also thinking about aura reading when you fully heal yourself but I guess players will dislike it too while something like blindness or exhaustion feels rather weak.

    I really like the idea of the perk to compel survivors to group up and heal instead of doing it on your own but it is so difficult to keep the idea but also make it useful but not OP, unfair, or turn it into a noobstomper. My last quick idea is to change it completly and say "When you injury a survivor with a basic attack, the survivor suffers from the broken status effect for the next 30 seconds". It would be balanced in that way that only M1 killer can use it (so no Nurse, Blight, Billy) but Idk how much players will like it as it also introduce a hit'n'run playstyle or is too strong for how simple it is.

    I thought about it for a bit.

    And this is a buff I came up with:

    - No Quarter now also causes Skill checks to appear while Mending. These don't grant additional progress to the Mending action.

  • @Malkhrim said:

    https://us.v-cdn.net/6030815/uploads/AD5KJ54ULEH2/image.png

    Most of the new surrender options are good, but this one here incentivizes extreme hiding just like the 4% mechanic and instant death on missed skillchecks incentivize survivors giving up to go next. It pretty much suggests that, if survivors hold the game hostage by hiding for a long time, specially not doing their objective on purpose, the solution is to just give them the victory, a free escape. That's already what they aimed for with extreme hiding, but this is a change that pretty much tells them there's a good chance they get this free escape after 10 minutes, setting an official mechanic to give them a win in that scenario.

    To be fair, there's another change from the Quality of Life Initiative that seems to atempt this issue… but the info it gives us is a little vague on purpose, and I understand why, it's to not let players know how to circumvent it. Still, the new change on PTB pretty much makes clear there ARE ways of circumvent it, and that it's still possible for survivors to hide for 10 minutes without doing gens and without being revealed, and on top of that, it facilitates THEIR win by incentivize them to leave the match instead of revealing the griefers to allow the killer to find and kill them.

    https://us.v-cdn.net/6030815/uploads/LSD81I38G8EI/image.png

    I hope that the update to AFK crows will be here soon. The best solution for it would be to give it to us THIS PATCH.

  • That one would never come to my mind. Props to you for figuring it out.

    Making survivors chased by a guard immune to hindered is not it though.

    Maybe it would be better if Knockout only triggered while a chase with the killer is going on?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892738#Comment_3892738

    Everything related to the flamethrower. They also still didn't revert the tail attack cooldown to pre-nerf levels after fixing the bug on PTB.

    The tail is very underwhelming after the nerfs from PTB before xeno was actually released, basically the PTB had a bug where the power had no cooldown penalty, where you didn't slow down at all for missing. They fixed that bug, then like doubled the penalty at the same time, when really all they needed to do was fix the bug. As it stands currently, the penalty for missing a tail attack is around 50% more than what most other killer's penalties are after missing an attack (like, nemesis, demo, pyramid head, dracula, etc)

    For the flamethrower stuff, look at what they do.

    • It takes 100 "units" of fire currently to be knocked out of your power, now it will take 175, a little less than double.
    • Currently after 1 second of not being burning by fire, you lose 25 "units" of heat per second, so generally once you destroy the turret, you are good unless they stack multiple turrets or you quickly are in another turret range. They are changing this to FIFTEEN (15) seconds before it starts to decay.
    • They also make it so you are only losing TWO (2) "units" of heat every second from TWENTY FIVE (25)

    Massive massive nerfs. Sure, 1 turret probably won't knock you out of your power, but as soon as the survivor goes to a second turret, you probably are gonna get knocked out of your power now, and you are effectively a powerless killer.

    Ohhh...

    Yeah that sucks.

    Even more ironic is the fact that Xeno is already a rare killer so...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892564#Comment_3892564

    except for xeno who is completely gutted despite already being one of the lowest pick rate killers with a low winrate.

    Which changes exactly nerf him so much? And how?

    Genuinely asking, since I don't know a lot about Xeno's power.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892629#Comment_3892629

    Yes she got a directional lullaby, removing that would be great, but I don’t see this happening. Is there anything else you would change?

    Well, her add-ons suck and her counterplay is too easy, but other than that, she's fine.

  • So it doesn't screw over any chance at stealth she has.

    I forgot if it's directional, but it shouldn't be.

  • I'd rather make her lullaby less... counterintuitive.

  • @MarbleThrone said:

    It needs a new name now, because nothing in the new effect has anything to do with being 'knocked out' 🤔.

    I mean, it kinda can be explained by "being knocked out by a pallet", but that's a bit iffy.

  • @Nun_So_Vile said:

    OUR DAY HAS FINALLY ARRIVED PIG MAINS 🐷

    IT WAS A LONG TIME COMIN' BUT WE FINALLY GOT A TR BUFF!!!

    https://us.v-cdn.net/6030815/uploads/T7IE0YUSI1FG/pig-terror-radius-change.png

    I instantly got reminded of the Pig mains when I read this. A cause for celebration indeed.

  • All of these are great.

    Aside from the new Eyrie map (what do you mean "double pallets"), as if we didn't have enough issues with it already.

  • Eh. NOED is fine, imo.

  • It is in a dire need of an add-on pass.

    It has nine. NINE Status Effect add-ons.

    Some small changes to its basekit could be nice, but even without them, the Unknown is in a pretty good spot.

  • @BloodyGoodCheer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888852#Comment_3888852

    I mean they both teleport, plus Myers is already in the game. Jason, due to licensing, probably will never make it.

    Never say never. Especially now that the licensing was resolved, BHVR can actually try to make a deal with the license owner, unlike before.

  • Since Mangled got a nerf, it's hard to hit and run.

    Unless you play as Legion (obviously) or Hag (and only if they are running into your web of traps), it's not worth it.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892124#Comment_3892124

    Yeah, it's always your fault, even though they made all the mistakes.

    Yup. That game could have easily ended in a 1k, but thanks to Feng and Ace being stubborn, I got a 3k.

    A true facepalm moment.

  • So, Blood Moon isn't tied to a certain date and can be moved to any time of year.

    So why did we discontinue the Lunar New Year event?

  • @WolfePhD said:

    I think it would be received very positively if you ran an in-game poll to vote on new Cenobite perk names. Quick and short like the last survey for the 2v8 extension.

    They probably don't need it, and will come up with names by themselves.

  • I think this idea is wonderful. Maybe even keep the rest of the numbers same.

  • With how Skull Merchant was handled, I am hesitant about the changes.

    Pinhead and Plague are both killers with a high kill rate because of solo Q survivors not being able to agree on countering them.

    I just hope that the devs know this and won't repeat their mistakes just because stats show high numbers.

  • i feel like we could make it so it works for both stages (as OP suggested), and maybe either increase the range or make it so it can be activated by the hooked survivor. If it gets too powerful, the timer can always get scaled down.

  • Better thing to do would be to fix him and his bugs.

    Otherwise, he is not hard to beat.

  • I had a reverse situation yesterday.

    Played as the Deathslinger on RPD, and got beaten pretty hard.

    Last gen pops, I down a Bill and hook him next to the outside stairwell. Camp him because well, it's endgame and everyone is still alive, so what else can I do. Jill (who I guess got kicked out or smt, I saw her bugged) leaves instantly. Feng comes for unhook, trades, and I manage to hook her and down Bill. Ace (the last survivor) is lingering around trying to save.

    Eventually Feng gets sacrificed (she was on second stage), and I down Ace right in front of exit gates as the timer runs out. Both he and Bill die.

    They flame me in the endgame chat even though they could have left at any time.

  • @Iron_Cutlass said:

    Sidenote, but Im not surprised that Artist is among the least played.

    I have only seen 1 over the past year (not an exaggeration), and that 1 person was Carniveris of all people (she used us as a mop to clean the floor with). All the others Ive seen a few times, but it's weird how Artist is the one I just never see.

    Anyways (obligatory Xenomorph Queen joke).

    And it's kind of a shame too.

    I play her, and she can be really fun to play. Playing against her is a different story, but playing as her is great.

    I guess people avoid her because of the W sentiment she falls into.

    On the topic, it's a bit sad that Xeno is so rarely played. Guess most people dislike having their power taken away from them.

    • Lockdown
    • Hex: Isolation
    • Scourge Hook: Seal of Blood

    These are just ones I thought of in past 10 minutes.

  • I'd like them to revert the hook timer buff, as that seems to have been the last straw for a lot of people.

    Also, the change itself shouldn't be a complete slugging shutdown, as slugging for pressure is a valid strategy, and only excessive bleedouts and 4 man slugs should be impacted.

  • I'll just put this here, since it's simpler than typing it out:

    @SoGo said:

    Trapper is the weakest killer in the entire game. He is incredibly slow, his power can be easily avoided or disabled, and he's quite map and add-on dependant. In this discussion, I'll go through his issues and try to fix them.
    If anyone has some thoughts, please let me know.

    1) His lengthy set-up:

    • The worst part of Trapper is his setup, which requres you to go out of your way to collect and set every single trap.
    • The first thing I'd change is his trap count. During 2v8, he could hold 4 traps at the same time and it was great, so, why not put that into the base game? The amount of traps in the enviroment would not change, though. There would still be 8, giving you 12 traps in total.
    • Another part of his kit that's annoying is collecting traps, which are often on the opposite side of the map. My idea is that he could be able to highlight up to 4 traps, which he could then destroy remotely. After that, he could simply pick them up from a locker, just like Huntress does.

    • An idea from the comments which I liked is that traps could either already spawn in loops, or be stored in lockers for Trapper to pick up from the start of the trial.

    2) The lethality of his traps:

    • One of the most frustrating things about Trapper, is when a survivor steps into a random trap far away, and escapes with no consequenses before you even get close. It's even worse if they're injured, since then the trap does even less to them.
    • First change I'd do is make it so survivors which get out of a trap (by themselfs or with help) get Deep Wounded, as well as being revealed with Killer Instinct for a few seconds after escaping.
    • Other than that, thank to the comments, I decided to keep the Haste which triggers after setting a trap, but now it also triggers while someone is caught in a trap.

    3) Help against survivors screwing you over:

    • First, make the traps hitbox slightly bigger. It's painful to watch a survivor use your own trap against you because the hitbox is too small.
    • Secondly (this is more of a "would be nice" thing than "absolutely necessary") give disarming a traps a minigame of some sort.

    4) Visibility:

    • We need darker maps with more fog and more grass. I don't think I have to explain this one. Play one round on Haddonfield or Eyrie and you'll see what I mean.
    • Also, Reagents are pretty underwhelming right now, so that could also be changed.
    • I know this is a more general issue than a Trapper issue, but it's one that hurts Trapper greatly.

    5) Multiple useless or bad add-ons:

    Oily Coil (Very Rare):
    • Instead, it could increase the KI duration by a large amount.

    Padded Jaws - Hand-drawn Blueprint (Rare):
    • This is one of the worst meme add-ons I've seen in my life. It's worse than nothing.
    • Instead of that thing, it could make traps already spawn armed.
    • The rarity would also be increased to Rare.

    Rusty Jaws (Rare):
    • Now it makes survivors Broken for 60 seconds instead of Mangled.

    Lenghtened Jaws (Uncommon):
    • Now it affects survivors with -7% Hindered for 10 seconds.

    Coffee Grounds (Uncommon):
    • Increases the Haste Trapper gets when somebody is caught in a trap or after setting a trap by 5%

    Tar Bottle - Painting Set (Uncommon):
    • Change it, so instead of darkening traps (which is useless since there are so many bright maps), it changes their color and texture based on the enviroment around them. Evan is an amateur artist, so he'd be capable of this. Lore accurate and useful. The rarity could also be decreased.

    Serrated Jaws (Common):
    • Add Mangled to this add-on.
    • Changed rarity from Uncommon to Common.

  • @HolyDarky said:

    Buffing it by also applying on teammates heal will be unhealthy. As already mentioned by other users, teammates will refuse to heal their teammates since they are afraid of failing the skill check and then get blamed for it. Additionally, difficult skill checks are against average and experience survivors not really strong (unless you run it on Doctor, Ig) but against beginners it is really oppressive and unfun. So, these are already two reasons why it shouldn't get this buff.

    The perk is already really weak since good players won't miss the skill check and No Quarter doesn't effect Syringes and healing perks. It is really difficult to buff the perk in the right direction and I rather feel like it should get a rework instead of a buff.

    Probably. It can be either bad, or a noobstomper.

    Neither is good.

  • @danielmaster87 said:

    It's just another SWF bully perk. Unorganized solos who don't even do gens will never use this perk. It's just a "win more" perk. Something as simple as breaking a pallet, which every killer bar Nurse has to do, you get punished for doing with this perk. Ironically, it's the perfect tool against catch-up killers like Hillbilly, Blight, and Wesker (breaking the pallet and still having a chance to get you before you reach the next loop). But people never mention the perk, and just complain about the killer's speed.

    It's underrated for sure. One of many perks people sleep on, for better or worse.

  • @danielmaster87 said:

    They're already good items. They're add-on dependent, and some add-on combos which are allowed are stupid (because they don't do anything, i.e. 2 duration add-ons w/ no effect). But I'm afraid of what might happen if the devs want these items to be on the same level as toolboxes and medkits. Survivors already don't need that's stuff to win, and again, maps and keys are fine, if not a tad niche.

    Keys maybe. Blood Amber, Gold Token and Unique Wedding Ring (because it's passive) are all quite decent. Plus the added hatch opening, but barely anyone uses it for that.

    But Maps, no. Want to see gens? Deja Vu. Gates? You can see them when they are powered and that's usually enough time. Totems? The spawns are obvious anyway? Hatch? May be good for scumbag builds, but aside that... Maps are pretty bad, especially the green one.

  • These are my ideas on how they could be reworked:

    @SoGo said:

    I decided to make a set of changes for the Keys and Maps, as well as their add-ons. Keep in mind that new add-ons are marked like this: *[Insert name].

    Feedback is very welcome.

    General Map Changes:

    • Removed killer specific objects from the list of objects classified as Killer Belongings.
    • Removed the Yellow Wire and Black Silk Cord add-ons.

    Item Changes:

    Map (Rare):
    • Now, the map is also able to track the Hatch, Exit Gates and Killer Belongings
    • Decreased the amount of charges to 15.
    • Now, the map tracks 3 random objects at the start of the trial.

    Rainbow Map (Iridescent):
    • Increased the amount of charges to 25.
    • Increased the object tracking range to 10 meters.

    Add-on Changes:

    Retardant Jelly (Uncommon):
    • Extends the Map's duration by 10 seconds.

    *Yellow Strap (Uncommon):
    • Allows the map to track windows.

    Red Twine (Rare):
    • Allows the map to track pallets and breakable walls.
    • Increased the rarity from Uncommon to Rare.

    *Magnifying Glass (Rare):
    • Reduces the object tracking range to 6 meters. This effect trumphs all other add-ons.
    • By pressing the Active Ability Button, the object tracking range increases to 36 meters for 5 seconds, tracking objects automatically.
    Magnifying Glass has a 15 second cooldown.

    *Shard Pendant (Very Rare):
    • Spawns a Iridescent Glyph into the Trial. Once the Endgame Collapse starts, this Glyph can be interacted with and be seen when reading the Map. Interacting with it grants a reward of 30 Iridescent Shards to the player.
    • Allows the Map to track Iridescent Glyphs.

    *Glowing Ink (Iridescent):
    • Auras of objects tracked by the map linger for 3 seconds after reading the Map.
    • Increases the burning rate of the Map by 100%

    General Key Changes:

    • All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.
    • Now, when using Mind Channel, auras of all Chests in a 32 m radius are revealed

    Item Changes:

    Fragile Key (former Broken Key):
    • Decreased the amount of charges to 10.
    • Now, it's able to open the Hatch, but it takes  double the time. It can also open a chest, but it takes 3,5 seconds.

    Dull Key:
    • Increased the amount of charges to 15.

    Add-on Changes:

    Eroded Token (Uncommon):
    • Now also decreases the Key's consumption rate by 20%

    Milky Glass (Uncommon):
    • When in an 8 meter radius of a survivor, you can create a link with them. You can only do this with a single survivor at a time. Creating a link also drains the Key's charges.
    • Survivors who are linked with you can see the auras revealed by channeling a Key.
    • Decreased the rarity from Very Rare to Uncommon.

    *Blank Key (Rare):
    • Unlocking a Chest or the Hatch consumes this add-on instead of the Key.

    *Lucky Charm (Rare):
    • Considerably increases the rarity of items in a chest unlocked by a Key.

    *Lockpick (Very Rare):
    • Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.

    Weaved Ring (Very Rare):
    • This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the Hatch

    Blood Amber (Iridescent):
    • Increased the rarity of this add-on to Ultra Rare/Iridescent

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891316#Comment_3891316

    But even then, it would be a disaster for soloq as now it applies to all heals.

    Imagine the build on a Wesker (with his large terror radius) along with Doctor with a Merciless Storm, Coulrophobia, Unnerving Presence, and lastly No Quarter. I do think it needs more counterplay and providing that it makes soloq have to find another person to heal them is a good enough counter. I agree with @Nazzzak here in this regard.

    The problem with it is that barely anyone smart uses Self-Care, and people mostly heal atruistically.

    So we either have a potentially annoying perk or an useless one.

  • I think that, yes, it should work on any heals, not just self heals.

    When healing altruistically, it would work for only 4 seconds (even less with perks that increase healing speeds).

  • Schrodinger's Pinhead....

    That's a sentence I wouldn't think of at all.

  • May I offer you TCM: The Game as an option?

    To be frank, I'm not up to date with all the updates, but I'm pretty sure one of the victims can throw knives at killers.

  • Perk balance is already difficult, and you want ANOTHER thing to have a headache about?

    Nope.

  • I'm really surprised no one (at least as far as I know, if you did, sorry) even mentioned Granny.

    The game was pretty popular, is more or less a spiritual successor to Slenderman, and many people know what it's about.

    There are some big cons to it, like the very low quality model of her, the game being currently treated as garbage for some reason, ect., but still.

  • I don't think they are weaker, or not at least THAT weak.

    Hooking someone deletes 1/3 of their lifespan, regardless of how long they are there. You can slug someone 5 times and they can still pick themselves up and escape.

    But, I can understand the argument that the 10 extra seconds to the hook timer plus the nerfs to gen regression that depends on hooking "made it not worth it to hook".

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