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SoGo
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@JawsIsTheNextKiller said:
I really like that we have map variants, what I would really like is for them to add variants that favour the opposite side. So we get current Haddonfield AND one of the older ones, current Eyrie plus another smaller one that favours killer.
Then if someone plays an offering they don't know if it will benefit them or not.
Honestly, my dream would be a killer sided map in the Forsaken Boneyard realm that would stop all the toxic people from sending me there.
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The main issue with them is that they are so. DAMN. LOUD.
"soft chimes ring out…." yeah no, a 50 year old running vacuum starts blasting.
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@CursedPerson said:
This has been something going on for a while. Adding restrictions to weak perks just seems backwards to me. I do not understand this at all.
Wake-up - why did it need survivors to be alive- your punishing the survivor using the perk for teammates dying.
calm spirit - why is there unnecessary downside to have totems take longer
Cut loose - How are you even supposed to use this perk with the number of restrictions and while quick and quiet exists
Friendly competition - after prove thyself nerf this bad perk was left in the gutter you have to use negative gen efficiency to get a measly +5% for a short time
Invocations - these are always a massive wasted time investment for perma-broken????
potential energy - a potentially mediocre perk gatekept by the fact its too risky to use. Its already a negative time investment why does it need to lose everything on injure
Technician - for the love of new players why is the training wheels perk so punishing? do they really need to be punished for using this perk? Most players would rather run any other perk then the one that makes their missed skill checks even more punishing.
This is just some of the problems. Please consider not adding so many downsides to the least used perks in the game. Anyone else have perks i missed?
Also:
Dark Arrogance. The risk is bigger than the reward. Increase the reward.
Weave Attunement: Overnerfed, revert the range.
No Quarter: Why does it only affect self healing?
All-Shaking Thunder: The duration is so eh, you can’t use it almost anywhere.
Undone: Long cooldown, and hard activation condition.
Unbound: Why does it require you to vault a window right after you hit a survivor? It should instead keep active until you vault, like Superior Anatomy.
Hex: Two Can Play: Clunky activation, too short stun.
Reactive Healing: It will never heal you up fully, so you have to run a medkit alongside it.
Mettle of Man: Reveals your aura for some reason?
Dying Light: Why does it buff the Obsession so much?
Territorial Imperative: You have to be in a separate plane of existence for it to work.
…
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I’d love that!
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Reason 12758 why this game should have a PROPER TUTORIAL.
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You can cleanse it, and it also shows it's aura.
What more counterplay do we need with it?
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Yeah, I support this one.
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@ReverseVelocity said:
I think both Unrelenting and Mad Grit should work when hitting any object.
Unless they never patched that ancient bug from DBD Alpha where you could double tap people with Unrelenting, I don't see why it would be an issue.
This. 100% agree with this post.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/437785/dstrike-yt-discussion-board
Would it really impact revenue to publish 3 chapters a year instead of 4?It would almost certainly have a substantial impact. Live service games rely upon a fairly constant stream of changes and variety to keep player base engagement.
I don’t think that extending the gap between chapters by a month would hurt anyone. It takes at least a month to get the new contnet into a playable state anyway.
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Wouldn't be an issue for me tbh.
The influx of new content is too big.
Making it so only 3 chapters come out per year would help with a lot of clunkyness and also give the people who fix bugs more time to do so before the next chapter.
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BHVR should really invest in some additional servers. The Middle East was very vocal about needing one, the OCA region is constantly being put into other ones, South America has problems as far as I can remember...
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I WISH there would be other game modes.
Lights Out overstayed it's welcome.
Chaos Shuffle stayed the same for the 3rd time and it's starting to get really repetitive.
And 2v8 is coming for the third time in a span of a year.
Anyway, Hide and Seek mode when?
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@UndeddJester said:
Hahahahaha! I love Hangman's Trick... actually amazing to give an anti slug for the 4k perk for hatch... and I hate SoHers... I might perma run that perk xD
Pretty much agree with everything. I would like Hexes to be changed to only light up when they gain a token/are triggered for the first time. I think that change would help across the board (with Haunted Ground lighting up after 45s or another Hex Totem is lit, whichever comes first).
Glad you like it.
Totems lighting up after a certain time period would be a nice change, and is probably more likely to be put into the game than overhauling totem spawn locations.
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@HolyDarky said:
Year, the Scourge Hook spawns suck sometimes. fussy made the suggestion that you gain one more Scourge Hook for each additional scourge Hook perk. That would be also a good change for Scourge Hook builds or when you want to use two scourge hook perks.
Gift of Pain: Honestly, I wish they would revert Mangeled and Haemorrhage. The timer is such a stupid change and made these status effects completely weak. Survivors also have so many ways to heal faster nnow. Every Mangeled addon became useless while Sloppy feels so mediocre. You hit a survivor, cooldown, pick up, walk to hook (already 15 - 20 seconds) and then when the survivor gets unhooked and they run to a safe area, the timer is already over. There are also so pathetic addons like Rabbit's foot that gives you 30 seconds of Haemorrhage or Spikes Collar with 60 seconds for both.
MS: The change to 70 seconds hook timer was one of the worst changes ever and the developers should revert it too. Buffing MS would be the wrong solution. Nobody was running this perk before and won't do it now. Perks cannot always be the solution for problems. The developers do this since years and it created so many problems and sadness (when boons were common → Shattered Hope, face camping → Reassurance, hex totem are easy to clenase → Dominance, and now the solution for hard tunnling is Shoulder the Burden which is a strong perk but no one is using it in SoloQ because it requieres the knowledge of "we can only win as a team" and only a handful of players are aware of this).
Hangman's Trick; I don't really like this change because it is as niche as the current version.
Blood Favour does not need any buffs. It is already an amazing perk.
Lullaby: fair change
Ruin: yes
Hex TcP: I always though it would be funny if the perk works like if the survivor fails to stun or blind the killer, the survivor gets blinded.
WF: I don't like the current version because punishing a random player for finishing a gen feels so stupid. But I also don't like your suggestion.
Boon: they don't need a bigger range because this would become too problematic on some maps like the Game or Saloon.
Shadow Step: no. The game has an actual good ideas of how sounds should work (bugs asides) and no perk should mess with this. It is already stupid that IW makes a survivor completly silent instead of giving them other sounds.
Illumination: yes fair buff
Dark Theory: no. That would become too problematic because it will make it so much easier to mess with the killer as a cheater and creates accessibility issues. Getting Blindness for 90 seconds will also make hooking even more bad and slugging so much better.
Invocation: the problem with making Invocation perks stronger is that it will make the early game miserable by survivors that will hide forever and then sneak into the basement while the killer is looking for them and checking basement all the time. These Perks are also really difficult to balance because there is a small gap between overpowered and underwhelming bad. Changing the broken status effect to exposed is fair since this will make it less miserable against strong killers (Nurse, Blight, Billy) but everything else no. The effect of TC is also extremely strong but the condition hold it back by a mile. Your suggestion would make this Perk rather problematic, so no I rather have a useless meme perk than a problematic strong perk.
Teamwork; fair
Collective stealth: no, don't mess with sounds in this game, this always lead into problems. This change won't make the perk better and give it a wrong buff.
About Gift of Pain, I totally agree. The Mangled nerf was such an unnecessary change, it's wild. Hemorrhage can be on a timer imo (but more than 60 seconds regardless of rarity).
Monstrous Shrine could use this buff even with 60 second hooks, or maybe a slightly toned down version of it. But, I agree that the 10 extra seconds on hook weren't the best solution to deincentivize camping.
Hangman's Trick would likely end up as a utility/support perk. The 2 extra hooks, making them impossible to break, denying self-unhooks would all be a good thing to have when playing with other SH perks.
The Boon range buff would only happen IF totem spawns would change, since they would be likey moved into less favorable places. Otherwise, the range would stay the same.
Shadow Step/Collective Stealth: I don't think hiding footstep sounds would be OP or gamebreaking. You can barely hear them through your own ones and the music as is.
Fair point about Dark Theory. I don't really have a concrete idea of what it should be, so I'm just testing stuff here. One thing I do know, is that the haste is dumb and unfitting and shouldn't be a part of the perk.
Effects of Invocation: TC are above all else inconsistent and counterable. Both Blindness and Undetectable 100% counter it, plus the crows being very inconsistent. I do appreciate the concern about how easy these perks can go from meh to strong, but I don't think that these would make them OP.
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You have 4 ways to deny all of his powers, except gen teleport.
Using a clock, teammates, skill checks, getting downed and unhooked/picked up.
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Edit: Adjusted several perks, and added Potential Energy into the post.
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I feel like you don't need to include every debuff possible in this perk.
The instant fall from 0 to 2 hook states seems like enough of a price.
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I heard an idea that included a voice recorder as an item you'd get from the perk. It would create fake survivor sounds, confusing the killer.
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Oh, who could have anticipated this?
A killer that has a power that can be denied in 4 different ways, including an ability that's just there for show, struggles against survivors with functioning brains?
What a shocker.
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I had a similar idea, but with a bit more to it:
• Decrease the cooldown to 30 seconds.
• Increase the activation window to 6/8/10 seconds.
• Additional effect: Each time you vault a unique window while the perk is active, your vaulting speed is increased by 3%, up to 15%. The initial vault doesn't count towards this effect. -
Yes, yes and yes.
Trapper needs some real help, Skull Merchant needs a new identity, and Hag needs a speed up and an add-on pass.
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As of January 2025, this is still in the game.
I have encountered this bug with the motel sign on Garden of Joy.
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It's in the game for a reason.
Alternative:
• Buff Eruption so it only uses 1 regression event up.
• Buff Overcharge and Call of Brine, but make them not stack.
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I support this notion.
I would also suggest an add-on pass/clean-up.
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It happened to me on RPD, too.
Anyway, jokes aside, we needs this fixed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877572#Comment_3877572
Bold of you to tell the Devs what mechanics are supposed to be like.
That's bad gameplay. There was zero way to tell if a Dream Pallet was real or not. If it was real, awesome. If it wasn't, you're screwed and there's actually nothing you can do. That isn't a real gameplay interaction. There isn't any choice there.
So, in a nutshell, fake pallets are a flop no matter what.
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The skin looks awesome.
Too bad she is trash rn.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877863#Comment_3877863
Those are two different jobs. That's like saying the chefs at a restaurant should stop cooking food until the wait staff have all the tables cleared.
Fair point.
But, spacing out chapters will still help, since less new stuff = less chances to break the game more.
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@buggybug said:
I agree makes 0 sense imo why this is a thing and there is 0 differences specially with badham
There are differences. The layout of the buildings is different. On the other side tho, who even cares or notices? I certainly don't.
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@JawsIsTheNextKiller said:
It is a lot to learn when they release a killer then 6 weeks later we have to relearn an old one. I haven't a clue how to play as or against the Skull Merchant any more, and against Onryo do I collect a tape or leave it alone? Is Chucky good or bad now? Can controller players play as Singularity now? Learning all these changes while also learning new killers is so difficult.
Exactly! And every month, new/reworked stuff comes in, a ton of stuff breaks, it's a mess.
I am mostly lucky, since these recent reworks didn't really affect my mains, but I'd be overwhelmed with them too if they did.
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Start spacing out chapters apart.
3 chapters per year max.
Use the time in between to fix bugs and issues.
Please, Bhvr.
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Here is my idea of what Spine Chill could do:
• This perk activates when your aura is shown to the killer. While your aura is revealed, the perk's icon lights up and an auditory warning starts playing.
• For every 12/10/8 seconds of your aura being revealed, gain a token, up to 2/3/4. Each token delays the revealed aura by 1 second.
(Explanation: If you have 4 tokens and the killer uses an aura reading perk, he is still able to see your aura, but not where you are currently, but where you were 4 seconds ago. The aura reading also starts and ends later, so the duration of the aura read stays the same.) -
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877652#Comment_3877652
The only outfits in the Tome I sorta like are the recolors, but there's nothing in it that makes me say "I want that", even for the characters I do play as.
I like the recolors a lot. They cooked with these.
The new outfits.... look interesting, I'm starting to think that Pinhead and Sable designed them.
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Edit: Added locker opening to the list of actions Fire Up affects.
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Yeah, it sucks we aren’t getting him back…
On an unrelated note, one nitpick with his add-ons: Would it kill them to NOT make them be all over the place instead of certain type of addon affecting a certain ability?
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@UndeddJester said:
OK some counterpoints: -
- The timer counts down on its own, most survivors are not gonna be in a state where they haven't got at least some progress on their timer already.
- You also gain 15s from just teleporting to survivors, which is on a much shorter cooldown, and something you can do a lot. Your "2 hits" to put survivors to sleep is not a reflection of reality for vast majority of encounters.
- M1s still immediately put survivors to sleep, as do Ruptures from Dream Pallets, which are larger and also no longer droppable, so survivors either path poorly likely giving you an M1, or they keep their good pathing and eat the rupture.
- If survivors are running around removing sleep and getting immunity, they are not doing generators.
- If a survivor is injured, chances are they are not asleep. The healing after wake up is not where the power comes in most frequently, it'll be when an asleep person tries to heal a survivor.
- While the teleport to healing survivors is likely to not be done often, it is a passive slowdown which is the entire point. Your macro map control is gonna be more important for Freddy than your micro chase ability.
Freddy was improved in the PTB considerably and has been buffed overall from that PTB. He is in a vastly superior place compared to where he was before.
Your only legitimate nerf from the PTB is that 5s became 7s on his snare cooldown, which given the slow is longer is a fair compensation, and requires more deliberately use of it rather than spam it constantly. This had to change because he could permanently slow a survivor with his add-ons by chaining snares back to back.
There is now ample skill expression in his kit, lots of tools for him to use, and a lot of mechanics survivors have to be wary of. Your argument is going to need significant improvement to tear the rework down and claim Freddy is "Destroyed", when pretty much every facet of Freddy has been significantly improved over his previous iteration.
Except pallets.
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@UndeddJester said:
It's not a bad point to be fair.
I guess the reason is along with all the other spawns in a map, having the variants gives a greater illusion that the game is more random and less predictable...this obviously works less and less the older the community gets.
I suppose another reason is different killer powers interact differently with how strong or not each map variant is for them, and the sane us obviously true for perks on both sides... it's likely an attempt to mitigate how influential map offerings are for both sides.
Ideally in a Utopian world all map variants would be equally fun and engaging, however there is an obvious tax of maintenance for that and I suppose the question is are the above 2 points (perceived randomness and map offering strength) worthwhile sacrifices to make the maps more learnable and consistent, as well as easier to maintain?
Imo, yes.
Randomness can still happen on all of these maps (aside Badham) and the confusion caused by the variants hurts players more than it helps (although that is just my opinion)
The abusability of certain maps via map offerings has a solution, and it's adding new maps into existing realms (now yes, the variants do that, but to a lesser extent).
Take Greenville Square as an example. After it got added (and people figured out the great 3-gen spawns), I have not seen the offering for the realm at all.
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@Lixadonna said:
Good job everyone. 👏 We all made it to End Game. 👏 Let me show my Altruism for our accomplishment by opening the Gates 4 seconds faster. 🥳
I still don't understand why Vigil stayed stackable despite the potential SWF risk, but Wake Up! gets nerfed for no real reason.
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@Chiky said:
the cooldown is insane... from trash to barely useable tho
It's a typo, there is no cooldown.
Not like it matters, since it still kinda sucks.
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@KaTo1337 said:
https://www.reddit.com/r/deadbydaylight/comments/1ibawtk/developer_update_january_2025_ptb/
- Releasing a Dream Projection now cancels a teleport
- Cancelling a Dream Projection incurs the full cooldown
- While charging Dream Projection, movement speed is reduced to 3.86 m/s
Fake-Teleports are back, but: Why is there a need to reduce the speed under survivor-speed (3,86 v 4,00m/s)?
I dont understand this. You want Freddy to lose Distance to a survivor in a chase if you use what you already can use? Like why?Higher Cooldown is enough penalty for keeping the fake-teleports in my opinion. You cannot spam fakes like before, DMS cannot get used like before. So… WHY?
No idea. It doesn't really accomplish anything aside from making it feel clunky.
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@Maxitolliony said:
kind of sad there is not a more content option. 4 killers a year for 3 months a piece is a really long time and the game gets really boring fast. i would love 8 killers a year with a lot of ptbs to try out new killers if people like them or not. this is remove killers who are bad for the game but people can try them out on ptb before getting scrapped. right now we are getting killers no one asked for and ruined the game and i know a lot of them to list them all.
its cool the devs want to make a lot of skins but for how much money they are making i would like to see more content as well. i see so much skins and legit no killers. 4 killers a year and like 20 skin bundles or so. hmmmm
The reason you see more skin collections than killers, is because there is much more work with a killer than there is with a skin.
There is a lot of things that are neglected in favor of new chapters already and this would increase it tenfold. Nothing would get done.
Also, I highly doubt that it would bring us something new and exciting, only hastily put together rehashes of old killers.
But that's just my outlook on things.
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@HolyDarky said:
I agree in some way: in my opinion, the developers should keep the best version (and improve it if necessary) and remove the other varients. For example, I think the coal tower variant is better than the original for both sides while Ormond II can be balanced once they fix the deadzone around the little house. Badham I is the most average one and easier to balance than all five varients.
Having so many variants is just unnecessary for the game for many reasons:
- New players have already so much to learn (perks, tiles, maps, addons, gamesense ect.) and adding variants to the game makes it even harder for them, especially when the game is not telling them that it is a variant or not - they get confused but not only new players, even more experienced players get confused by variants and no one can tell which Badham is which based on the numbers.
- With the upcoming Realm Repeat Prevention, we will see more different maps which means we don't need these variants any longer for more diversity.
- It is already difficult to balance maps and the variants make it even more difficult. We still live a world where we have extremely bad maps (Eyrie, Badham, Haddonfield) and instead of wasting time by adding variants, they should invest this time in fixing problematic maps. This would help us much more than a new variant that we will see every 200 matches.
- Some variants are just problematic as hell. For me, both original Yamaoka maps are balanced maps for both sides (still some issues but very few and little). However, their variants can be really disgustion for killers depending on the rng (here are two examples of a match during the chaos shuffle):
https://us.v-cdn.net/6030815/uploads/1SJ7HIGCDHMA/pallet4lane.png
Here we have a Pallet that connects perfectly into a four lane window which should never happen! A pallet should never line up with a window because this is a nightmare for every M1 killer and even stronger ones struggle with it.
https://us.v-cdn.net/6030815/uploads/VRLCXQP4ZEV0/palletshack.png
A filler pallet fits perfectly with the shack which is also really problematic because it makes the loop so much bigger and the survivor has much more safety. Shack on it's own is a fair loop with which some kilers struggles but also getting a pallet next to it makes it more problematic because it can make a huge difference between a quick or long chase.
in my opinion, the developers should keep the best version (and improve it if necessary) and remove the other varients
With the upcoming Realm Repeat Prevention, we will see more different maps which means we don't need these variants any longer for more diversity.
These two points. Agree 100%.
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Great idea!
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Revert Wake Up. The end. Barely anyone will get mad over the PTB version.
And make Beast of Prey tied to leaving chases, not bloodlust. Keep the PTB numbers, and you're golden.
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Made dumber is the answer.
Just make it not tied to bloodlust and instead tie it to leaving chases, keeping the PTB duration.
And you get a nice, decent perk.
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Nice idea.
However, Emblems themselves need some revising and changing to happen, so that would have to be handled, too.
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Why… Just why, BHVR.
Change the totem spawns, please, 'cause this is garbage.
I can understand Haddonfield and Forgotten Ruins, since they are the size of a matchbox.
But Mother's Dwelling? What is the excuse there?
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Meh.
They are really alergic to his og power for some reason, even though it would be a great foundation to start from.
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@HerInfernalMajesty said:
Um excuse me. I’ll have you know that I am casual mmr. And things are… perfect over here. Carry on.
Same over here.
The weather is really nice down here.
