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  • Well, most of my perk ideas would not really work on the other side, but maybe one for a status effect I made could:

    New Status Effect: Amnesia

    Amnesia causes the in-game HUD to entirely disappear, replacing it with a special filter (hazy, blue-ish edges of the screen)

    It would go wonderfully in conjuction with Blindness, for both of the sides.

  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857444#Comment_3857444

    Thrill makes cleansing take much longer?

    Add in hexes like Face the Darkness, Pentimento and i guess Devour Hope then survivors are incapable of cleansing anything due to the scream constantly interrupting the cleanse, Penti regaining the lost tokens and Devour for snowballing.

    Any killer with powers that further hinder or reveal survivors also makes totems harder to break.

    Now, yes, using Face The Darkness with Thrill is a deadly combination. And also one of the two that make the perk worth using over Undying. In any other scenario, Undying is better overall.

    They both have their nuances, and Thrill is not bad anymore.... But, imo, it's just better to double dip and take both.

  • The set is supposedly a Legendary Visceral cosmetic.

    Forgetting the fact that Visceral cosmetics were put into a separate category because of their unique moris, something this cosmetic lacks.

    And, it's not even worth the Legendary quality either! It's still the same character, with only small changes, not taking the dog into account.

    It should be a bit pricier Ultra Rare.

  • @Sngfun said:

    In an age where totem spawns simultaneously suck, and are common knowledge, embracing the fact that your totems will be removed makes you ask the question what can you do about it?

    The answer's simple: Defend the totem and capitalize on said defense.

    With 12% per token, the first totem will be 35 seconds, which is enough to use your killer power to passively pressure said totem

    Killers like singularity, Houndmaster, Plague, Doctor Pinhead and Sadako can afford to use their power to stop survivors from cleansing

    Where undying job is moving a totem to a better , hopefully unseen spot, thrill embraces the fact that there aren't any more spots to hide the totem and makes said totem significantly harder to hide

    What do you think? Am I wrong, or am I right?

    Nah, Undying is better.

    Since every time I use Thrill, it ends up taking the most well hidden spot, while the hex I actually care about gets cleansed.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434410/survivor-perk-changes-doomed-course-tools-of-torment

    Crows : buff is fine I don't think anyone will bat an eye at that

    Clean break : maybe doesn't need a buff because on a technical level it effectively makes your heals have 100% increased heal speed in terms of time saved but as a downside its applied over time, maybe down to 50s to start

    Eyes of Belmont : shouldn't be a linger with no conditions for a simple reason, keys, if its a linger tapping a key for 0.1s, is now effectively a 2.1s aura reveal on the killer. seeing as how a red key + addons can read the killers aura for ~22.5s, even just tapping it would be upwards of 450s of constant aura reading because the linger time would last until you finish mind channeling again. Now if you made it linger if you saw the killers aura for at least X seconds, probably minimum 2, that would work.

    Moment of glory : I don't think moment of glory should have a proc off chase time, but I wouldn't mind if you could proc it / feed into it in multiple ways and then heal faster than it currently does.

    Exaltation: Good

    Hardened: Bit too much of a kitchen sink at that point, if a perks main goal is block all screams and reveal the killers aura it shouldn't also have a secondary effect to then drastically weaken aura reading effects on you, bit too broad of effects at that point and just power creeps over the other stealth perks, why run distortion + calm spirit where you can run a perk that does both for a bit of investment. Time lost doesn't constitute a perk slot saved when they are so precious.

    Specialist: Good

    Still sight : Make gens / chests take 2s and killer take 4s, still sight at 2s for killer aura reading could kill some mindgames in a chase which it just isn't meant to do.

    Mirrored illusion : Good

    Weaving spiders : Exposed is a bit too varied of an effect compared to broken, some killers its pointless against while other killers its basically the same thing as broken at that point. Theres probably a middleground somewhere for it but in terms of permanent status effect idk if exposed or broken really fits it.

    Deadline: its just too synergistic with cheaters at that point, most real players won't be slamming constant great skillchecks with deadline, but giving a subtle cheater the equivalent of, ~9% gen speed on a perk while healthy and ~18% while injured that pairs perfectly with hyperfocus to ramp up that to 52% chance of a skillcheck per second, is just uh, no. At that point you are getting more progress from hyperfocus skillchecks that just flat out normal repair speed (100/52 average seconds per skillcheck)+-2.52 bonus progress from hitting a great)/(100/52 average seconds per skillcheck), thats about 230% gen speed (130% bonus gen speed) and it ramps up to that in about 16 seconds while injured (100/28)+100/32)+100/36)+100/40)+100/44)+100/48) This is mostly a problem because of hyperfocus and subtle cheaters but its just too much synergy at that point.

    Illumination : Good (ive always wanted dark theory to also have a windows of opportunity effect but this one already reads auras so its probably fine to tack on)

    Lucky Star: Good

    Plot twist : Screen icon on top of that

    Teamwork Perks : Sure

    Cut Loose: Sure

    Friendly competition : Maybe, gen speed perk numbers are often tricky to find a good sweet spot with but if deja vu can be 6% the whole game probably good enough

    Thanks for the feedback.

    You made a good point about Eyes of Belmont. I didn't think about Keys a lot when creating it, so it slipped through. Your idea of making it trigger only after 2 seconds would be good.

    Hardened is very bad rn, so a buff is needed. Calm Spirit should also get the drawback removed, though. I don't really think it overshadows Distortion, as it wouldn't completely remove the tracking, only lessen it. If anything, it's a sidegrade.

    As for Still Sight, I could live with that change.

    With Deadline, you made another good point. It would be probably enough to just remove the injured condition.

  • @Oloy294 said:

    No Quarter would be nearly unplayable against newer players, and even more so if you run Coulrophobia. If anything, make the skill checks harder on self-healing to encourage finding a teammate and having the survivor waste multiple peoples time. I get that you were trying to buff it, but I think making it work with altruistic healing would be too far.

    Hex: Wretched Fate is already a pretty good perk, and this change seems like it could push it over the edge, or make it broken with Pentimento (getting 5 Pentimento Totems even easier as you only need 5/6 totems, and the 6th would be another powerful hex like Devour), although I assume it wouldn't work with Pentimento.

    Ultimate Weapon in its current state isn't terrible, and if they want to make it a bit better, either add a linger around the locker or lower the cooldown. Making it centred around the killer just makes it stronger on killers with high mobility, which are typically already the strongest killers. Making it centred and buffing it in other ways will keep it around the same on high tier killers, while increasing its effectiveness overall.

    No Quarter is a joke atm. Most of people don't self-heal anyway. It would still be weaker when an altruistic heal happens, especially with a healing perk, since it's based on percentage. Even if it triggered on altruistic heals, it would work for 4 seconds, or less.

    About Hex: Wreched Fate, the totem would be impossible to rekindle. Pentimento is strong enough. I probably should have added that into the description. My vision would be that the killer wouldn't be able to see it either, to avoid bodyblocking it, but it would be better hidden than most totems. Anything other than the boring Pentimento enabler of a perk.

    Ultimate Weapon IS terrible in it's current state. Darkness Revealed is much better, and not a paid perk.

  • Eh, it''s still useless.

    It needs an entire rework tbh. The haste is just not working well with the boon formula.

  • @PetTheDoggo said:

    It is kinda funny they had need to nerf chucky cooldown to 14 seconds, which is one of highest for single power killer in DBD, yet she has 3 seconds.

    I wouldn't say revert all changes for sure, that's Trickster level overreaction. Give it few weeks and if needed reduce cooldown back to 4 and slow dog vaulting to like 0,6 sec.

    Finally, someone who offers actual solutions instead of just screaming like a banshee the moment a killer buff happens.

    I agree with this. Let her be for a while, and then act accordingly. People didn't even properly learn how she works yet.

  • @UltraLight said:

    Hello all, I would like to know what everyone thinks about recent Chucky changes. As for me who sometimes likes to play him, I think it's too much. The speed nerf on dash is the worst since it feels clunky now and way easier to dodge.

    I don't feel playing safe this character regulary considering how offten he is changed. It feels like every few weeks he gets nerfed/changed for the past few months and it's not fun.

    Revert them asap, not needed.

    To be clear, I mean the 8.4.1 hotfix nerfs that came out of nowhere. Not the Rat Poison nerfs.

  • Just wait for the stuff they will give Taurie.

    Have you seen her Very Rares? Freaky stuff.

  • I dislike the fact that they move every time I try to M1 them, so I'll just miss and stand there awkwardly.

  • People are still learning to play against her. Give it some time and stop screaming "REVERT!" every time a killer gets buffed.

    As for how you can play against her, just loop her like you would loop Trapper. If she sends out Snug, all you need is a solid bush to avoid her. Just don't hold W at every opportunity.

  • @Akumakaji said:

    You heared it, "absolute OP" if the user has "even a fraction of a brain cell". Gosh, how I HATE hyperboles like this, they serve absolutely no purpose, but make OP look like they are lacking a couple of brain cells themselves.

    Also, the instant DC part doesn't reflect too well on OP, either; its the Skull Merchant situation all over again, where a mediocre killer gets unreasonably hated by a part of the community.

    The hilarious part?

    A "fraction of a brian cell" is all you need to counter her. Looping normally. Using LOS blockers and clutter to avoid Snug. Not running to yellow and holding W at every opportunity.

  • I said it once and said it again….

    All you need to avoid Snug is a loop that has more than 1 corner in it, or a solid bush.

    Loop her normally. DON’T just hold W.

  • @YearOfTheHag said:

    Oh, yeah, none of them.

    This is a really huge problem for The Hag, but she cannot consistently hit survivors who don't want to be hit.

    If you want to see for yourself, Michi made a video in which all of these are tested.

    The video is here:

    https://www.youtube.com/watch?v=4pGhPp1ZEvE&

    If you want to jump straight to seeing the add-ons, go to 6:00

    Makes me wonder why do we even have these. More so that there are 3.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855781#Comment_3855781

    True, but Dungeons and Dragons for example did not have a problem dividing a realm with Scattered Square, so I think that license holders wouldn't mind that. In any case, getting a new map that isn't awful for Forsaken Boneyard and Springwood would be nice.

    Yeah, for Badham the chances are low. The license holders are notorious for having strict conditions. Similar story with Haddonfield.

    D&D doesn't really have a set location for it, so that made it easier imo.

  • @buggybug said:

    I have yet to see anyone survivor wise on forums asking for her to be nerfed. Only thing I see was posts asking tune her up and fix some bugs and that is just it. Unless am missing something.

    I saw a post or two today. Ridiculous, really. A solid bush is still enough to stop Snug and Houndsense still does next to zero.

  • @GlamourousLeviathan said:

    Lately, I have noticed that a lot of people have been complaining about how annoying map offerings are, and how they offer an advantage to whoever uses them. With that, these people have been calling for the deletion of map offerings.

    The problem is that this would seriously hinder achievement hunters and people that just want to play on the map for the aesthetics or because they find it fun.

    My suggestion is to, instead of deleting the map offerings, simply get the most survivor sided and the killer sided maps and bundle them together in a single realm to discourage usage for advantage.

    This has worked for Garden of Joy, which in the past was a desired realm for all survivors, but since they bundled it with Greenville Square, which a fairer map, survivors have stopped bringing the offering. I suppose the same thing will happen to Ormond, since although the Ormond Resort is survivor sided, the new Ormond Mine seems much better for killers, which should drop the Damaged Photo usage.

    In that sense, you could group Hawkins and Badham together, Midwich and Eyrie, and also Toba Landing and Nostromo Wreckage.

    In cases of original locations, this is a great way to do it, as we have seen with the Ichorous Loam offering.

    But for original maps, it's simply not possible. I imagine it would require approval from the license holders, and I'm not sure if they would be happey with mingling franchises together.

    Aside from that, making a map that wouldn't be so god-awful to play on for the Forsaken Boneyard realm could stop all the people sending themselves to Eyrie.

  • Hmmm.

    So, there are 13 chest spots by default. 3 are occupied. 4 more could be occupied by Human Greed and Hoarder + 5 possible offerings that can add a chest. That's 12.

    So, this suggestion could work, if we would retire the purple coins/reduced the amount of chests purple coins spawn to 1 and remove the yellow ones.

    With that, there would be also space for an extra basekit chest!

    This has my support.

  • He was always fast. His speed didn't change at all.

    What did change was the time needed to start correcting him and his vaulting speed. Is that an issue?

    Because I feel like the counterplay is the exact same thing as before: Loop tight around walls, put LOS blockers between you and her. A solid bush is all you need to make the dog useless.

  • @Oputeeva said:

    Nope it's fine, he is already small, have 3rd person view that can be a great advantage in some loops, with more speed he can hit from miles especially with a bad ping, so please don't change it

    Ping can help every killer.

    Not just Chucky.

    So ping is not a relevant or good argument.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855441#Comment_3855441

    Oh no, I played 4 matches as her yesterday.

    She is actually very strong now - i finished 3 of those games on 5 gens with 4 kills. Last was still a win, but with gens popping and 3 kills.

    She is actually very strong and as soon as people master her, we will be crying about her power.

    That is true for both sides.

    Once survivors learn to face her, she will not be an issue.

  • It can't be defended by an AFK Doctor now.

    Face the Darkness still makes it uncleansable under certain conditions, but that was true for the pre-buff version too. 12% is a nice middle ground and perfectly fine imo.

  • I think she is finally getting into a decent state.

    The last few things which need to be fixed are Houndsense (still does very little), bugs (is Snug still unwilling to travel between floors?) and her add-ons, since some of them would need large improvements.

  • Update 2: Removed some Houndmaster suggestions and the Hex:TotH nerf idea, as they were put into the game.

    Another thing, added in a plea to revert Knotted Rope. They massacred it.

  • Edit: Added QOL fixes for Plot Twist and Scene Partner.

  • Edit: Changed some numbers and linked the other thread to this.

  • @fussy said:

    Sacrificial Ward should burn all offering of chosed Realm on person's inventory who bring this map offering.

    I would love that. Imagine pulling this off against an Eyrie offerring.

  • I change builds a lot, but the Impossible Skill Check Doctor alongside my Hag build (STBFL, Surge, Corrupt, Monitor) are ones I use more.

  • @Pulsar said:

    I kinda hate her design already, but this is just usual BHVR face magic.

    Need I remind everyone of Jill's diabolical face.

    https://us.v-cdn.net/6030815/uploads/V09CD031QPFS/jill-flashlight-face-dead-by-daylight-dbd-granny.jpg

    Or the faces that Soma made when he was released...

  • @HLuccaSkywalker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854154#Comment_3854154

    I get your point that it's typically only going to be a surprise once, but some maps have enough verticality that at some point you're going to have to deal with it anyway, and knowing ahead of time doesn't mean it won't hit you if you're already in a bad spot.

    but some maps have enough verticality

    And some don't. That is the big thing that makes All-Shaking Thunder unreliable.

  • This is a Freddying™

    A.K.A - Taking away unique elements of a killer power in favor of an anti-loop power, and then nerfing said power for... a reason unknown to mankind.

  • @Glaive said:

    Why did they change her face ? Her original lobby animation she’s stoic, she gives off an authoritative vibe and looked as if she demands discipline and respect from her canines even her little cane tap to summon her dog gives of pure professionalism, but now she just pulls this goofy ass face constantly please revert this BHRV it changes her vibe to much.

    https://us.v-cdn.net/6030815/uploads/RRBLU4Y941HJ/img-3243.jpeg

    Jesus that is nighmare fuel.

    IMG_20241210_105615.jpg
  • I see no reason why this shouldn't happen.

    40 seconds would be fine.

  • It got added later, and since it's quite popular anyway, they didn't bother to update it.

  • What was stopping them from a full revert?

    To the version which repowered the last 4 TVs on a down, if I'm remembering it right.

  • Nurse is an anomaly.

    Everything is broken on her, she plays an entirely different game compared to everyone else. She is separated from the rest of the killer roster.

    Another problem is, that there is almost nothing left to nerf without fundementally destroying her power and identity.

  • @ASurvkillivorer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851344#Comment_3851344

    Give dat man likes.

    OK maybe i misunderstood one bit though. What causes the lines to be yellow or white???

    It's based on the fact if you can or cannot get scanned. Yellow = she can scan you, white = she can't scan you.

  • @Dwight_Fairfield said:

    Two changes I would love to see for tier 3;

    1. An activation prompt for tier 3, just like with Oni's power.
    2. Break pallets faster in tier 3 to go with the mega lunge and fast vaulting speed. It would be lore accurate too. When Michael is full on after Laurie in the big chase finale, he's just putting his fist through doors, and smashing down closets to get to her.

      https://i.ibb.co/zVt6Z97/tumblr-bed8db997694d35e25edb266b61c25f6-30c5ddea-500.webp

    Yup, pallet munchin’ Myers would be awesome.

    Please, bHVR.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853690#Comment_3853690

    they got one buff in. they need few more. i hope he gets tier 3 buffs that make his m1 gameplay more rewarding.

    I would love that too.

  • @SidneysBane1996 said:

    Ghostface frankly needs a rework of the entire Reveal mechanic to not be so finicky for either side, and his leaning needs to be fixed, it's been broken for months. He could stand another addon pass and some addons being outright changed, too. The rest of his buffs are fine.

    Chucky didn't need all those nerfs, he was okay after Rat Poison nerf.

    Houndmaster needs serious fixes to the bugginess on Snug.

    TotH needs a slight nerf down to 12%, 14% is too much but 10% is clearly too little.

    Shoulder the Burden might need more adjusting if it becomes too meta and people start abusing it the way they have abused other anti-griefing perks like OTR, DS, and Dead Hard. It's currently much too strong if a SWF is involved and maybe a little overtuned in SoloQ. At the least it shouldn't be able to activate in the endgame, I'd even say it should not activate more than once a round because controlling hookstages is THAT powerful. The only reason it's not used more is because it's very niche and sorta hard to use.

    Invocation: Treacherous Crows should not have Broken as a downside for this effect, it should instead make the Survivor Blind and Oblivious the rest of the round in exchange. Broken is too severe for so weak an effect. I still think Invocations should never be stackable, you shouldn't need THAT many powers in one. They're not undoable like Boons nor do they have any real serious counterplay, so stacking them would be unfair.

    Mostly agree with this.

    I already made a nerf suggestion for StB removing the ability to stack it on the same person multiple times. It's in the post.

    As for the new Invocation, I don't think they should stack too, especially if they will get less severe downsides. I would make it so it only makes you Oblivious, though, as if it made you Blind too, you would get zero value out of it. That would guarantee that it would become a SWF only perk.

  • Edit: Buffed Lock of Hair and Boyfriend's Memo, as well as removed the suggestion to buff his close stalking speed, as it was buffed in the hotfix.

  • Edit: Adjusted the discussion after the 8.4.1 hotfix, which fixed Weave Attunement, the Spiked Collar add-on and some Houndmaster bugs, and Freddied Chucky.

  • Mangled should be permanent, and Hemorrhage should be on a timer. But only more than 60 seconds, since with less time it's too worthless.

  • Chucky became the new Pig.

    No more Nerf the Pig™. Only Nerf Chucky™ now!

  • @solarjin1 said:

    Killer Updates

    The Houndmaster - Basekit

    • Chase Command cooldown reduced to 4 seconds (was 5 seconds)
    • Completed Generators now appear light orange to The Houndmaster after charging Search Command (previously Completed Generators were visible at all times)
    • Houndsense Radius only visible to a Survivor when the dog is within 20 meters of them (previously was visible at any range)
    • Survivors afflicted with Houndsense appear with reduced color and opacity outline to The Houndmaster (red tint used to blend too much with Killer Instinct feedback)

     

    The Houndmaster - Addons

    •  Training Bell:

    Increased the Survivor aura reveals to 8 seconds (was 5 seconds)

    • Spiked Collar:

    Increase the duration of the Mangled and Haemorrhage status effects to 60 seconds (was 45 seconds)

    • Gunpowder Tin:

    Reduced the action speed bonus to 30% (was 40%)

    • Marlinspike:

    Updated effect to exclude grabbed Survivor from receiving Houndsense (was previously all Survivors within 20m of location of Dog Grab)

    • Fixed an issue that caused the Dog to grab Survivors that are being killed by the Entity during the End Game Collapse.
    • Fixed an issue that caused the Dog's Chase command to always vault if it is next to a vault location in Redirect mode.
    • Fixed an issue that caused the trail boost to have no effect when starting a chase on the search path.
    • Fixed an issue that caused the Dog to get stuck on walls and fail to dash when the Killer quickly sends the dash command on the other side of a wall.
    • Fixed multiple path finding issues with the Dog in various maps.
    • The Dog no longer teleports at the start of a dash.
    • The Dog patrol path can appear above ground level when the patrol is sent to a different elevation.
    • Fixed an issue that caused the Houndsense Killer Effect to be removed when an injured Survivor is grabbed.
    • Fixed an issue that caused the Houndsense Killer Effect timer to reset if a Survivor was hit while having the Endurance effect.
    • Fixed an issue that caused the power not to visually appear on cooldown when spectating.
    • Fixed an issue that caused spectators not to see the reverse Red arrow marker when The Houndmaster points at objects with the patrol ability
    • The Nipping at Your Heels score event is no longer earned twice when the survivor escapes the trial with Houndsense

    is she better?

    The bugs are her worst issue by far, so bug fixes are always good.

    Basekit changes sound fine, but she could get some more advantages to Houndsense. Right now, it coumters Dead Hard and enables a few add-ons.

    Add-on changes... eh. Marlinspike and Gunpowder Tin were some of my favorite add-ons on her, so seeing them nerfed doesn't excite me at all. At least they are still usable. The mangled add-on got a nice buff, and Training Bell is fundementally destined to be weak regardless of duration.

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