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SoGo

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  • I'd actually like to see this changed to 60 seconds.

    45 is too little.

  • @Emeal said:

    In the past it has been often suggested that No Mither players should not start the Trial injured, while this might be useful for the use of special builds such as Resilience Builds, its an easy tell to team-mates that this is gonna be an annoying and it gives the Killer an easy tunnel target.

    bHVR's stance seems to be that No Mither is a "challenge perk" that is sorta supposed to be a "im challenging myself" and while I dont outright have a problem with that attitude. I think the change could support more synergy with the new Perk types we have.

    So basically this idea is IF we could use No Mither, without telling the Killer first, and then do an invocation to gain broken and then gain the benefits of No Mither. Instant Synergy.

    I think this is just a treasure trove of Synergy waiting to happen, because you would be able to hide this from the Killer and have a MUCH greater chance of being left slugged if the only suspect of being broken, meaning more perk value. This could be fun.

    Or just, you know....

    Give a different drawback to the Invocations? Like Exposed to Weaving Spiders (almost the same, but without the extra tracking) and Oblivious to Trecherous Crows (+ removing the dumb terror radius requirement)

  • I'd take the first option, but it would require a fix to totem spawns. Which are absolutely terrible rn.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848774#Comment_3848774

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848793#Comment_3848793

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848946#Comment_3848946

    Problem with removing the Penalty, what do we do with Hardened?

    Of course Thrill of the Hunt is now brutal on this perk, but if it flat stops all screams with no downside or trade off, there is no room for any other survivor scream perk to exist.

    On a side note, I have felt for a while that a nice buff to both Hardened and Calm Spirit is to remove falling yelps.

    Obviously that is part of Balanced Landing, but this would be a situationally decent buff for both perks.

    Actually, i had an idea about Hardened…

    What if repeating the process needed to activate it made it so every time the killer reads your aura, it gets changed into a location reveal?

  • Or remove it altogether.

    And if perk tiers are an issue, the bird disturb chances can be made variable.

  • Edit 1: Updated the discussion.

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848186#Comment_3848186

    There is only 4 hex perk that worth to be bring in trial right now: Pentimento/Plaything/Noed/Devour Hope other hex perks is pure garbage. They buff Blood favour and Crowd Control but even after that they not worth to be bring and other hexes is just a joke

    Well, I see we are getting into a subjective territory, so I'll just stop with this.

    Boons are fine.

  • Not revert.

    Reduce.

    12% is a good middle ground.

    Mind you, it lost the bloodpoint boost, aka, the only reason someone ran it over Undying.

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848177#Comment_3848177

    Well 90% of hexes are also weak garbage, but they only 1 time use, so why boons should be different?

    Neither should be garbage.

    Totem spawns should be actually hard to find.

    Huntress Lullaby, Two Can Play, Wreched Fate, and Ruin should get buffs. But other than these, Hexes are in a good spot (when totem spawns aren't bad which they almost always are).

    But on the other end, Boons are loud af, Dark Theory and Illumination are jokes, Shadow Step is mid and Exponential is situational. Only CoH is an actually decent perk, and even then it's outclassed by We'll Make It.

    Oh and to answer your question, half of the Hexes require no imput and the other half requires you to do things you'd do anyway. For Boons you have to sit there and bless them every single time.

    At a time where anything other than gens is considered throwing, mind you.

  • I think you can choose which one you start first.

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848174#Comment_3848174

    So survivors can destroy hexes by basekit but boons need a specific perk? No it should be base kit for killers

    Currently, boons are not in the best state. So making them even worse via being a one time use is unnessesary.

    If they would get some improvements, then this would be worth a consideration, but as it is right now? Nope.

  • What he needs:

    • Being able to carry 4 traps at once and having 12 total traps.

    • Being able to mark up to 4 traps and destroy them from afar, getting them back from a locker.

    • A speed boost while a survivor is trapped.

    • Survivors who escape a trap get Deep Wounded and revealed by killer instinct.

    • A return of the thick fog, grass patches and darker lighting.

    • Add-on buffs, mainly to the Jaws add-ons and Tar Bottle.

  • @Rudjohns said:

    My ideas

    Counterforce
    Cleanse and Bless totems 20% faster
    Every time a totem is cleansed by any survivor, you gain 1 token. Each token increases your cleansing and blessing speed by 20%
    When you finish cleansing a totem, the aura of the totem farthest from you is revealed to you until you are 16 meters from it

    Small Game
    Keep the notification
    When you cleanse a dull totem, reveal the killer's aura to all survivors for 8 seconds. If it's a hex totem, the aura is revealed for 12 seconds

    And some other perks as well

    Better Than New
    Increases their Action speeds for Blessing, Cleansing, Healing, and Unlocking by 30/40/50 %.

    Calm Spirit
    Remove the pointless penalty

    Inner Strength
    Add blessing as well, but can only activate once per totem

    The perks deserve buffs 100%.

    But it won't stop complaints (unfortunately).

  • The perk has 2 synergies: with Face the Darkness, and Doctor because of course it does.

    Unless you use of of these, the totem is getting cleansed even with Thrill in play. You can try to sit on the totem, but what good will that do to you?

  • @jesterkind said:

    The best downside to give it is an aura reveal.

    If you use Shoulder the Burden on someone, the idea currently is that there's risk should the killer choose to chase you. A moderate aura reveal would give the killer an edge, as well as making it clear where the person who got the unhook is, but they'd still have to actually win the chase normally once that aura reveal wears off.

    I agree.

  • IMO, a 20 second aura reveal would be a better alternative.

    You get value even without camping, and can go right after the unhooker.

  • @sizzlingmario4 said:

    Today's update removed bloodpoint bonuses from a handful of perks and gave them compensation buffs. While I'm satisfied with the changes to No One Left Behind and Thrill of the Hunt, I believe Distressing still leaves something to be desired.

    Increasing Distressing's modifier to 30% does not in any way make the perk noticeably better or make up for the removal of its bloodpoint bonus. Having a larger terror radius is a gimmick that is only a benefit with certain builds and in other cases is an active detriment to the killer, and I don't think this effect is good enough on its own or worth the perk slot.

    To make Distressing more interesting and lean into its theme even further I want to propose the following change:

    • (Unchanged) Your Terror Radius is increased by 20/25/30%.
    • (New) Each time a generator is completed, Distressing's secondary function activates for 20 seconds. While Distressing's secondary function is active, your Terror Radius covers the entire map and all Survivors will hear your Terror Radius as though you were directly behind them. During this time, all Survivors are also considered to be "inside the Terror Radius" for other purposes.

    I think this could be fun as a way of scaring survivors as a sort of reverse Undetectable - instead of having no terror radius you have a huge one that for a brief time doesn't actually tell survivors anything about where you are and forces them to be more careful.

    I support this buff.

  • @100PercentBPMain said:

    Thanks for giving me a reason to brush off the ol Face the Darkness Pinhead, thank you for bringing this to my attention

    So... hell?

  • @Toystory3Monkey said:

    Tatariu is one of those people who main newbie characters specifically designed to be super basic to pick up and play and who by definition cannot be too powerful because they'd be a bane of so called low mmr lobbies and yet they don't get that and keep asking for them to be made viable vs experience players.

    I understand it's not cool when the character you like doesnt scale well in lobbies you play, but we really dont need legion starting at 6.0 speed in frenzy even if that would still not make them even A tier. This character is already too annoying and uninteractive, no need to make that even worse.

    Honestly, I saw the changes he'd do to the Legion, and they seem quite fair.

    Also, just because a killer is not difficult to play, doesn't mean they have to be Trapper level bad. Of course, they can't be S tier (ahem, OG Spirit) but making them not pathetic won't hurt anyone.

  • Remove the option to stack it, change Exposed to an aura reveal.

  • @Murgleïs said:

    I don’t know what you are smoking with this map has a lot of strong areas.

    @Zuiphrode said:

    The heck are you talking about? This place has multiple configurations that allow looping to 2+ pallets and vaults.

    Where?

    If you missed it, a rework happened quite recently that nerfed the houses, made the map smaller, slightly buffed the street and added useless edge map pallets that even Trapper can outplay.

    It's a 3-gen paradise with very few pallets now.

  • Skill issue.

    She tries to get a Grab? Hide behind a rock, she can't do anything.

    You get Houndsensed? Who cares, it's useless.

    Any other complaints?

    God, now I know how Freddy mains felt when he was released.

  • Of course, the devs try to buff one of the worst hexes in compensation for removing the bloodpoint bonus (mostly the reason this perk was even run outside of one or two niche builds) and the community flames them for it.

    The only useful combo it has is with Hex: Face the Darkness. That's it.

  • Truer words haven't been spoken.

    Map offerings just increase a larger-scale problem, and also conceal it.

    If they were removed, players would see that, in fact, it was the map that was horrid to play.

  • She is Twins level buggy.

    That should be the priority and fixed asap.

  • @Vishlumbra said:

    Shoulder the burden gives an aura reveal when you already get a notification when someone unhooks… 👍🏻

    In return, it extends the life of a survivor by quite a few stages. “Spreading hooks” is great as an idea, not as a strategy. The game is not balanced towards fun and cute gameplay, is balanced towards efficiency and everyone rushing objetives, either killing or completing gens. This perk, paired with the possible builds, will be perma ban in comp DBD and made SWF borderline unbeatable.

    Just because of the casual guy that gives up on hook or is not playing to win, that doesn’t mean that you need to buff it more. My god.

    They should actually only allow it once. And still it would be strong as hell.

    The rest I agree for the most part.

    I don't think that revealing the resquer's aura for 20 or more seconds would be that bad, especially since you'd know exactly where they are and don't have to sit next to the hook to get value.

  • Yeah.

    AFC progress should be a part of the HUD.

    And seeing teammates perks would also be great. It wouldn't even be that hard, DBD Mobile has it already.

  • @Nazzzak said:

    I would imagine this actually opens up more viable maps for Myers instead of 99% of them feeling like they need to bring Lerys to stand a chance

    It's now the exact opposite.

    Open maps with not a lot of clutter and vantage points are best atm.

    Example: The Pale Rose

  • Other bugs:

    • Snug being unwilling to jump from a height

    • Snug jumping through a window randomly.

  • Welp, this sounds like an ideal time to buff some bloodpoint offerings:

    @SoGo said:

    Majority of the bloodpoint offerings is useless atm, and now Moris have been changed, becoming useless and also a bit toxic (slugging for the 4k to get a bonus). Here are the changes I would make to all of the bloodpoint offerings:

    Single Category Offerings (Flowers and Wreaths)
    • Double the amount of bloodpoint they give.
    Common - 100% bonus
    Uncommon - 150% bonus
    Rare - 200% bonus

    All Category Offerings (Envelopes and the Hollow Shell)
    • Increase the amounts they give to 50% for all of them.
    • Decrease the rarity of all of them by one tier (Hollow Shell and Sealed Envelope are now common, and the Bound Envelope is now Uncommon).
    • Keep the Escape Cake, Survivor Pudding and Bloody Party Streamers as they are.

    New Mori's:
    • Remove the Cypress Memento Mori.
    • Keep the rest as they are in live. There is no need for more bloodpoint offerings.

    Ignore the mori part, I wrote this befote the Finisher Mori update got to live.

  • It's unfortunate, as she is fun to play when she works. It's an another Twins situation.

    Snug unfortunately lost his last braincell and spends most of his time in trials searching for it.

  • Agree.

    Maybe also it could make blood pools brighter or scratch marks denser (not like Predator, it made them denser AND closer together).

    Another idea, although more impactful, is that Houndsensed survivors would have a bigger hitbox for the dog grabs. I'm not sure if it is possible, but if it is, that would be nice.

  • Skill issue.

    She's bad. Snug is searching for his lost braincells, and so, far, his search was in vain.

  • One more thing, some of the bugs she had on the PTB, like Snug being unwilling to jump from a height, jumping through a window instead of grabbing a survivor, and getting stuck on everything, are still in the game.

    All of them make her feel more clunky and bad to play as, so these should be fixed quickly.

    Our Snug needs to find his lost braincell!

  • @Oloy294 said:

    Not great at writing essays, but I still wanted to respond to this post

    Houndmaster changes I absolutely agree with. There isn't enough of a benefit to give survivors Houndsense. Having something else with it could make it more interesting to use Snug for some sort of bonus effect on the survivor with Houndsense in chase. Not to sure on the addons, would have to be tested to see how they good they would be.

    I agree that Treacherous Crows should not have a requirement for survivors to be within the Terror Radius, and that the perk should apply Oblivious instead of Broken, as the effect it gives isn't enough to warrant being injured permanently.

    Invocations having a larger effect for the more survivors are on it is unique to other ideas i've seen, and although I'm not completely against it, is not something that I think would be good for the game.

    Clean Break seems already decent if used correctly. It allows you to not waste time healing and to do a generator in the meantime, but at the downside of taking significantly longer to heal yourself. It seems fine the way it is, although maybe a bit weak. I would rather wait and see how it performs before any changes are made

    Shoulder the Burden giving an aura reveal is also interesting, as that gives the killer value from knowing where the survivor who now has the extra hook state is if the killer is far away, and doesn't reward the killer for proxy camping the hook for a free down on the now-exposed survivor. The change to not more than once on a survivor is also fine, as I feel like that could be frustrating for some players, but I also don't think it is necessary. I personally believe that the problems the perk may cause (if any) would be done to the killer being more encouraged to get survivors out of the game as fast as possible, and would be made more fair if changes were done is some way to encourage killers to spread hook states more.

    Myers changes seem mostly fine to me, just not sure how hard it would be to code the extra effect on vanity mirror. Tombstone Piece would also be extremely hard to use, as you would first have to drain 20 points from a survivor, while they also regenerate stalk points. Might be better to just rework Tombstone Piece completely.

    I don't have enough experience playing as or against Chucky, so can't really say too much about the change to Rat Poison

    It did feel somewhat unnecessary that they increased the cooldown of Hellfire, so reverting that is a good thing in my opinion

    Weave Attunement might need other changes if the range goes back to 12 Meters, as a lot of people complained about the perk.

    Human Greed feels too similar to Weave Attunement with your change to revealing auras. I think seeing the open chests would be nice enough as a bit more of an incentive to close the chests, and would make the perk more useful

    The change to Weaving Spiders I am mixed about, as I partially enjoy using it with resilience to increase my speed on gens and help with chase. The change to make it exposed allows you to get hit by special attacks twice, but prevents the combo with resilience and no mither as much (although you could stay injured for resilience). This would also lead the killer to not know who is exposed after completing the invocation, which is something else to consider this change, as they would originally know exactly who was the vulnerable survivor on the HUD with the broken status effect.

    Scene Partner change is more a problem with screaming than the perk, and might have to change the way the perk is coded to allow being able to not be interrupted on object.

    Again, these are my opinions on your patch changes, and I'm not necessarily right or wrong. I do appreciate you taking your time to read through this though.

    Thanks for commenting!

    So, at least to me, Clean Break might be fine, but the time frame is just so lengthy it hurts. Then again, that is just my opinion.

    As for Tombstone Piece, my main objective was to make it hard to get value from it, to bury the bad rep Myers gets forever. Maybe I did too much.

    Human Greed was always supposed to be Weave 2.0 and no one can convince me otherwise.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846376#Comment_3846376

    If anything I'd guess that the only reason Beast of Prey didn't lose its BP bonus yet is because unlike these other perks it's not really improvable with a number change. That perk needs a total rework.

    Yeah...

    You're right.

  • Honestly, a goated change.

    👍

  • The changes are nice.

    The removal of bloodpoint bonuses makes sense, I guess. The removed it from BBQ and WGLF a long time ago, so they now decided to continue with it.

    The onlyy remaining one is Beast of Prey.

  • @n000b51 said:

    I've so rarely met Myers without his famous Tombstone Piece…
    Tbh reworking only this add-on (or removing it completely) will be the easiest & fastest thing to do…

    The nerf they gave it was way too little, imo.

    That's why I reworked it in my suggestion.

  • One thing that I forgot to add:

    HUD:

    • The progress of the AFC mechanic should be added to the HUD.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846192#Comment_3846192

    because it gives you 32% of the generator for free, instead of wasting 16 seconds of two survivors, you can just repair the generator

    If I understood it correctly, you have to heal someone first, and then, it gives you an automatic heal when you want to get healed.

    So it saves you aproximately 15 seconds you would spend healing, and that is without any medkits and other healing perks in play, which makes it's value lower.

  • It wouldn't.

    I think it should get a different activation trigger, and shorter timer (about 40 seconds).

  • Both these perks are garbage and have next to no use, but no one cares.

    Both should be buffed, along with their counterparts (Moment Of Glory and Invocation: WS).

    On an unrelated note, I have seen a few folks talking about how these perks are "actually not bad", like, are you seeing the same perk I do? Cause all I see is a detrimental perk that helps the killer more than you.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846237#Comment_3846237

    I think it's well beyond just people being slaves to the meta at this point; there are just so many perks, many of them non-viable (not only not good, but not even fun and/or interesting to a casual player). And going forward, it's only going to get worse.

    I don't lean on the same perks all the time, but there are probably no more than 25 or so on each side that I will realistically use. Maybe 30 (so maybe 60 out of almost 300). Most perks are just filler that people have to sift through to find the useful ones. And there are so many that it's pretty evident that even the devs miss how they play off of each other, and potentially broken interactions.

    But more than anything else, you can tell that so many of them are just phoned in in order to give each new character three perks.

    I would just rather see a couple well thought out perks than getting 6-9 new ones every 3 months. I love variety, but there is a limit and quality > quantity.

    but there is a limit and quality > quantity

    Tell that to the people who decided we should get 6 chapters per year with 60% of them licensed.

  • I agree they need changes.

    But Deep Wound is too little of a drawback.

    Instead, it should be specific to each perk.

    My opinion is that Weaving Spiders should have Exposed, and Treacherous Crows should have Oblivious.

    Additional changes are removing the terror radius requirement from TC and making it so WS postpones it's effect if a gen is blocked, similarly to old Adrenaline.

  • I think it's overestimated.

    It can counter hard tunneling, but all the killer has to do is go for a trade and/or camp to completely screw over the user.

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