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SoGo

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  • I'd be fine with them being in newer maps, no problem.

    On the other end, Badham and Dead Dawg are full of these and it's just awful, so they could take some out from these maps.

  • I won't argue with you, since it's your opinion, but I'd like to point out:

    Most killers left bots be and let them help the killer side (stealing herbs, doing bot things, running around aimlessly) while focusing on the real players. Of course, not everyone. But I'm pretty sure a large part of the playerbase did this.

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438999/buff-legion-pls

    I think a killer that is basically spoon fed a free health state does not need any buffs. you already have the ability to put anybody you chase into deep wound, what more could you possibly need?

    Maybe the ability to not be pathetic after?

  • Faster Frenzy speed or longer power duration, or both.

    The ability to see blood pools in frenzy.

    Shorter stun and fatique.

    And an add-on pass.

  • Little puffs of smoke, more like it.

  • I don't see a way how they could implement it without breaking the game.

    As for the perks, DS is great against worse killers and not-as-good against higher tiers, OTR does little in a case of hard-tunneling straight off a hook, and Babysitter is.... yeah, it's pretty good even tho no one realizes it.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438824/shrine-of-secrets-is-outdated-lets-fix-that

    Just make a perk shop, without any rng. You pick a perk, and buy it. New perks may be more expensive for some time and perk tiers may stay more expensive the higher the tier.

    It's simple and fair

    That could also be an option.

  • I like the idea!

  • I'd be happy if Scratched Mirror gets buffed (remove the speed penalty please), or his lunge in Tier I could be better. Or both.

  • @shadow_V said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887443#Comment_3887443

    Me? helpful? You bypassed everything I said and want to make him more powerful I've never had a Michael stalk everyone to max before he killed us all how do I know? Because he kept getting tier 3 you are all for making him stronger when his add-ons already make him strong enough

    You complain about iri add-ons in a discussion about an map dependant add-on. Completely off-topic.

    You are complaining about Pig, Ghostface and Myers (who are all lower on the power scale and don't need nerfs, I mean, at least tell us Nurse is OP)

    Your posts reek of skill issue and unwillingness to adapt to anything at all, requesting the game bends over backwards to appease you.

    I have one solution to your problem, get good.

  • It would make a great perk.

    It could make you invisible. Nothing more, nothing less.

  • Probably Renato.

    Yun-Jin and Thalita have useless perks.

    Taurie has one great perk - Shoulder the Burden, and two not so good ones.

    Renato has two really nice perks, and his teamwork perk, which is eh.

  • @jesterkind said:

    To be fair, there's more slugging changes in the back half of the roadmap, so that might not actually be missing depending on how they choose to handle that.

    For other QoL things… maybe it's not strictly quality of life but I feel the offering system needs a complete overhaul, not just map offerings and shrouds. I'd also love to see a big overhaul for chests and Luck, which could absolutely fall under the system-mechanics level changes they're aiming at here.

    Oh, and normalising survivor audio! Crazy that hasn't been done yet, the devs mentioned it being in the works years ago at this point.

    Yeah, offerings have a lot of fluff and outdated stuff in them.

    Most bloodpoint offerings are inferior to the Cakes, BPS and Puddings, even though they are the same rarity.

    Personal Luck offerings exist.

    Shrouds work backwards.

    Blueprints could be made secret (maybe not, not sure how impactful that would be)

    Oak offerings are... there.

  • It would make sense to continue with it after the QOL Initiative.

    Backwater Swamp is the only realm left in it's original state.

  • Not sure why did you bother with announcing it, but ok.

    It's a shame it got destroyed by the legal issues, tho. It could've been a nice game.

  • @UndeddJester said:

    (1) Hmmm… I'm not really 100% behind point 1, because it implies you need to spend 4500 (or 9000) shards on a new character that you don't necessarily want, that you then have to sink ~1'350'000 - ~4'000'000 bloodpoints into to prestige and unlock their perks in the web.
    If you only want one perk from that character its more cost effective to just unlock the perk you want for 2000 shards, and then just level up your chosen main 2 bloodweb levels for like 45'000 BP.

    (2) I'd prefer instead to boost this to 6 a side, with 3 licensed character perks and 3 original character perks in the rotation.

    (3) Sure!

    (4) I mean… I'd be tempted to go a step further and say 2000 → 1000 → 1000. Unlocking the perk is the important part, tier 3ing the perk is a convenience thing once you've mostly got everything you want.

    Good ideas!

    Although, you likely misunderstood me a bit. By "free" characters, I meant the ones that are available to every player from the very beginning (Trapper, Wraith, Nea, Claudette, Dwight etc.).

  • Reminder:

    Anti-slug will only likely impact the extreme cases, as they explained in the post.

    Anti-camp will likely just be a smaller improvement to the already existing AFC mechanic.

    As for the anti-tunnel, I'm not sure what will it do.

  • @Ember_Hydra said:

    2v8 Legion is diffrent, Imagine everyone loses a health state and now you just add someone like Rin or Huntress or wesker. You remove 1 hp from ALL. THink about that. In 1v4 Legion is weak. In 2v8 good support

    It doesn't do anything if your teammate is a Trapper, Deathslinger or Hillbilly.

  • @Mr_K said:

    Are you asking for a 12 hr tutorial? Read the wiki.

    Asking players to go through an outside source just to get a good idea of how a killer power works doesn't seem good.

    On the other hand, including it in a gameplay tutorial would be extremely tedious, but that could be solved easily by making it a part of the in-game manual.

  • Sure..…

    Do you want to buff Nurse too while we're at it?

  • It's still the same thing, except teammates are now even less competent.

  • I feel like they should remove Deep Wound from them in this mode, as the injuries and information are excellent already.

    They would still have to stab everyone to get the downing hit, but they could get some additional buffs as compensation.

    Also, the Legion should be able to play with other Legion members.

  • I usually watch Youtube while I wait.

  • Artist, Hag, Plague, Wraith and Houndmaster. Legion and Trapper get into my rotation as well.

  • Yeah, i support this.

    The tutorial should include more mechanics, and the game manual should explain killers powers in detail.

    This should all happen before the FNAF chapter, as we should give them a good first impression, if we want them to stay.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884535#Comment_3884535

    Cool. Hope to see skull merchant and nemesis ( copium ) on there

    For me, it's Hag. But I'm not sure they remember she even exists.

  • @Leon_Loves_Cheryl said:

    The thing with M1 killers is that even if you're incredibly good at your M1 fundamentals (red light mechanics, making proper predictions, etc.) you're at the mercy of the survivor's resources. You have to break more pallets and walls than you otherwise would if you were playing killers with anti-loop, so you lose time AND kill pressure. It's just *inherently* a weaker kit design.

    I don't think M1 killers are unfixable. I think loops are really bad for M1 killers, but if you make loops weaker (less pallets, smaller area, etc.) then you also buff stronger killers and anti-loop killers that don't need it. Best solution is direct kit buffs.

    Personally, I actually *like* that Legion becomes a pure M1 killer after using his power. He's unique in that regard and it's honestly a pretty fair trade-off for being able to get essentially a free injured state on the person you're chasing. The problem is that there's very little skill expression in the chase itself since you're at the mercy of pallets and loops. Look at Trickster - he's widely regarded as being ######### despite his insane 1v1 power and powerful anti-loop via his ranged attacks. (Trickster IS weak because DBD is a 1v4 not a 1v1, but that's tangential) So Legion is weaker than even *that.* The problem with Legion is that it doesn't matter how good you are at Legion because skill doesn't invalidate pallets or the length of loops that you need to walk around to land hits. His skill cap is too low, which is a symptom of M1 killers in general and the reason why **almost every single killer released after Twins except Wesker have anti-loop.** If you don't believe me, go look. BHVR CLEARLY KNOWS that M1 is weak.

    So I'd rather take direct kit buffs that don't change or alter Legion's identity. He's already far less toxic than he used to be with his most recent rework a few years ago. He doesn't need another rework or any large-scale changes, he just needs a kit refresh. He's outdated. He doesn't need to stun himself for 3 seconds. Lowering it to 2.5 would already make him more lethal in certain areas and make pallet vaulting more viable in a chase rather than just to get from point A to point B during a frenzy chain. He blinds himself way too much compared to Blight. There's no reason for him to not be able to see blood or scratch marks during Frenzy. He just has a lot of weird inhibitors in his kit that don't need to be there. Hell, maybe he deserves to be the first 120% killer - just pure M1 buff with more movespeed so he can mindgame more efficiently. He's just outdated and they need to touch him up.

    I've been a Legion main for 4 years so I have very strong feelings about this. He's a relic of the past at this point.

    The good news is that all he actually needs are just numbers changes. (At least in my opinion because I like that he's a pure M1 killer.) Nothing large scale or dev-intensive.

    The bad news is that BHVR is unlikely to do anything anyway.

    I'd like some buffs to them.

    Your changes sound fine, but I'd also like an add-on pass for them.

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882350#Comment_3882350

    After smoking on it, I have an idea. Hear me out.

    In Danganronpa 3 Future Arc, that killing game used bracelets with forbidden actions. This would create interesting and unique gameplay if implemented in Dead by Daylight. All Survivors would begin a trial wearing a watch or armband, and the watch face or armband would change colors and show the icon of the forbidden action. The three forbidden actions are: repair generators, heal survivors, and use items. Yes, I know this is crazy strong. Yes, I know it needs to be balanced. But if balanced, it would be FUN. The forbidden actions do not have to last the entire trial. They can work for a set period of time deemed appropriate. The forbidden action to stop repairing generators, for example, would never be 60 seconds under any circumstances while use items might.

    Additionally, the assets used for Sadako's televisions can be redesigned to fit the Danganronpa world. It is up to the developers and Spike Chunsoft if they believe Monokuma should be able to teleport between the monitors. There is lore reason that he should — but it might be too aggressive of a power for him to be able to. Up to someone who knows more about balance, just an idea. The despair anime video that is discussed in Danganronpa 3's anime would play on the monitors, and any survivor who stays in the radius too long will be brainwashed, or have some certain status effect to punish them for not counteracting his power. The Megaphones could be copied from Ultra Despair Girls and be used as a healing device, not to stun or disrupt Monokuma.

    Hmm. This is a nice idea. It'd be interesting to try.

  • I think they are a fun alternative to the awful comeback mechanic that got added in the 2nd version of 2v8.

    But, they do spawn when you don’t need them. The amount of times I passed a herb when not needing it, but it was gone when I did is really interesting.

  • They are difficult to play against.

    The general rule should be to not heal and waste time, yet in every match, people heal so much that I’m the only one doing gens.

    I feel like they should make it so mending times are really fast, or just remove Deep Wound from their kit (but still make it so they have to go to other survivors for chain hits), and buff them a bit more (a bit longer Frenzy duration, smaller cooldown, etc.)

  • @Fuzzycube said:

    Basically give survivors ways to annoy the killer like head on/blast mine/chemical trap/mirrored illusion/whatever depending on the role they choose and what wouldn’t be too overwhelming for the killers (Maybe modifying the perks somewhat like increasing the cooldown,.


    Maybe flashbang too or just add those (Or firecrackers or similar) to chests.

    Yeah, practically yes.

  • The bonus is there because no one plays survivor.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438352/ideas-for-how-to-reduce-2v8-queue-times

    I feel like the problem with #4 is alot of people would want to dc if they didn't get killer.

    I think they should add proximity chat, affecting all players. It would be really nice to hear your teammates, almost enough of a convincing upside to the already survivor sided gamemode, that can attract and keep survivor players interested, without making gens fly any faster for killers.

    Ontop of that, bots need to be studied, literally. Their behaviour seems oddly lore accurate to have the devs invisioned DBD be played. They should let players first off see their bot teammate's class before a match starts (atm you can't), they should play more aggressively rather than passively keeping the team alive with altruism, and they need to have their bugs fixed, like; ineractables bug, outlandish pathing away from resources sometimes, their ability to know where the killer is at all times (causes things like ghostface getting revealed from across the map in rare cases bad)

    Otherwise, 2v8 is in its most balanced state, but still surv sided

    Now, I’m not sure about proxy chat being a good hook for players, since not everyone would be using it for communication. Many would use it to be annoying.

    As far as bots go, yeah. They are an oddity.

  • But only the forced 2v8 ones.

    The regular DC bots can at least make it so the game isn't a lost cause when someone disconnects.

  • @BeTrends said:

    Currently, in 2v8 matches, the waiting time for killers is excessively long, often reaching up to 30 minutes. This seems to be due to an imbalance in role distribution, as many players queue up to play as killers.

    To address this, what if we first gather 10 players for matchmaking and then randomly assign 2 of them as killers? While the gameplay mechanics would differ, similar systems have been implemented in games like Werewolf, so it might be worth experimenting with.

    What do you all think?

    It would be better if it was optional.

    For example, in a shape of a quick-play feature. You have faster queues, but you get a random role.

  • I was saying since it was announced that it's really bad.

    Unlike Weaving Spiders, which has a bit of a saving grace with the time sink not being as bad, along with it being quite useful in certain scenarios, this perk doesn't. It doubles down on the flaws.

  • @Valimure said:

    I think a combination of 1 and 4 would be best.

    Essentially, people get a random role when they queue up but if you're selected as killer you can "pass" on the role to another random survivor within the first half of the lobby timer.

    Most Killers are usually okay playing Survivor, whereas I know several friends of mine would be absolute hot garbage as Killer and hate it.

    Good idea!

  • Me too.

    It’s mentioned in both Mikaela’s and Sable’s lore, and we get the map of the town it’s in, but not the place itself.

    Looks like we have to wait for Julian to get added as well.

  • Or just… remove them altogether and give us a different solution.

  • Yet another potentially fun aspect of the mode ruined by bots.

  • They could have made mending less of a chore, like decreasing the mending times and such (or removing mending altogether), since keeping people injured and having a ton of information on survivors whereabouts is much more useful in 2v8 than 1v4.

    And as a compensation, make them faster.

  • A fellow Danganronpa fan? NO WAY!

    Anyways, as a full chapter, it would be quite difficult. There is not a lot to work with, tbh. The series doesn’t have an enemy you can physically fight, so that’d be an issue.

    But as a costume collection, it’d be easy. There are some nice matchups between the survivors and DR students, plus Mukuro would pair well with Legion.

    So, while Danganronpa could be theoretically certified as horror,

    Spoiler Spoiler Warning ▲▼

    I mean the executions, the Final Killing Game, the Tragedy, the fact the original version of THH was reworked for being too brutal and much more,

    the gameplay just wouln’t work very well.

  • As a broke person, I’ll take a win when I can. I like all of the free outfits, aside from Jake, who is for some reason doing an Ace cosplay.

    Also, another free Hag skin? Man, I sure am eating good this year.

  • @JawsIsTheNextKiller said:

    I've always thought this. I don't like any balancing argument that says, "just bring x" to fix a problem.

    It's not possible to perfectly balance a map, but swinging another variant of Eyrie of Crows to be more killer-sided wouldn't be too difficult. You could make a shrunken version of the map, maybe just barricade parts off like they did to RPD to make it smaller.

    Or add a brand new, unique map into the realm. (Like they did with Greenville)

  • @WolfePhD said:

    “Frozen Pickaxe” - Go to Ormond Mine

    You’ve already established precedent by giving two maps in the same realm different map offerings.

    Or just... remove 2 of the Ormond Resort variants to make it more common.

    I have not seen the map since the Houndmaster PTB.

  • @sanees said:

    if I have to wait in que not 30 but 15 minutes, then 2 bots in a match is not a problem, The problem is deeper, even if the survivors in this mode win 100% of their games, it still won’t help the online, game since the survivors’ side essentially remains unchanged, while the killers’ side gets a completely new gameplay, so in my opinion bhvr needs to stop just pumping survivors with steroids and start thinking deeper
    P.S. I misclicked on It's good they're here. instead of This is a good workaround, but there must be some other feature that will fix this.

    Yeah, that misclick thing happened to me as well.

    Kinda weird it can’t be changed.

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