SoGo
SoGo
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For Weaving Spiders, it should be Exposed. It adds the same layer of risk as Broken, but without an extra layer of tracking and showing exactly who did the Invocation.
For Treacherous Crows, remove the terror radius condition and replace Broken with Oblivious.
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This perk is even worse than Sable's Invocation.
Wow.
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@fixblitzskin said:
So if I understand correctly isn’t clean break a 100% worse version of a syringe.
Syringe lets you heal yourself over the course of 16 seconds with no broken for “free” I say free because it’s a addon and not a perk like clean break
Clean break you have to heal someone which takes 16 seconds to activate (as much time it takes for a syringe to heal) then it takes 60 seconds to actually apply the heal while having broken.
Why would any survivor mains ever bring this. If survivors dump all there bloodpoints in their favorite character ( which often is the case ) they always have access to use a syringe every game. So why waste a perk slot if it can be an addon? Maybe if they want to bring a flashlight or a toolbox instead of a medkit but at that point is clean break even worth it if you can bring a toolbox Gen rush perk or flash light perk like champion of light.
Conspiracy theory: anti hemorrhage syringe will be nerfed to something else and this perk would fulfill its role
Exactly.
Now, why is everyone acting like the perk is good?
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It's unfortunate, but it was destined to be nerfed.
Honestly, I semi-agree with you.
The changes she got are good, but she needs more.
However, she has few good add-ons even without Knotted Rope.
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Honestly, a lot that should have changed from the PTB, didn't.
Unfortunately.
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@TheSableSimp said:
How hard is it to add an activation button????
That was the one thing that everyone asked for.
I'm also wondering why it wasn't added.
It can't be that difficult, can it?
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I agree.
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@Aven_Fallen said:
Yeah, would agree. The last original Chapter before the upcoming one was All Things Wicked. And if we compare all of the contents with each other, the upcoming Chapter just falls off.
The maps - both maps look cool and both seem to be fine gameplay-wise. But, the new map will not be implemented when the Chapter starts.
Killers - Unknown is strong and IMO very fun to play. Houndmaster did not look as strong, but not bad, but she seemed VERY boring to play, at least to me.
Survivors - Sable is one of the most popular characters in the game, while I dont see this with the new Survivor. I think she is hideous and while I understand that not every Character needs to be as good-looking as Sable, Vittorio or Mikaela, I think the new Survivor is not going to be popular.
Perks - On the Survivor-side, the new Chapter might be better, because it brings a good Perk for Survivors. Killer I think Unknown had better Perks overall.
Hype - The Trailers and Teasers for Unknown were EXCEPTIONALLY good, for Doomed Course there was no hype at all, the PTB just dropped and thats it. And while this can be cool as well, I dont think that the rest of the Chapter is good enough to make it not seem lackluster.
So aside from one Perk on the new Survivor, Doomed Course is way worse than the previous original Chapter and considering that it is the Winter-Release, and those are historically the most buggy ones, I dont think we will end the year on a high note. (Which, once again, lets me say - 3 Chapters/year are enough.)
Which, once again, lets me say - 3 Chapters/year are enough.
This is the truth. 4 full chapters with multiple half-chapters make it so there is a lot of content pushed out, with most of it being not as good as it could be.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844964#Comment_3844964
i think they should buff his evil within tier 3 lunge from 0.4 to 0.6. His tier 3 is unrewarding chase power-up.
His Tier III lunge is already 0.6 seconds long.
I'd rather increase his pallet breaking speed than his lunge range, though it would be nice to have both.
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I mean, comparing it to All Things Wicked, the marketing downgrade is huge.
Another sad part is we aren't getting a map even though a pirate island map would be amazing.
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There is a small, tiny, insignificant little issue with proximity chat coming to the game: This community.
This community has the maturity of a child in most cases (not everyone, but a lot of people). The chat would only get used for toxicity. And, as disabling it is a must, it will completely negate the purpose because half of the playerbase will have it turned off anyway.
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One thing to note: This is a repost of a discussion I posted in the 8.4.0 Feedback.
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If there was a reward for the most clickbait-y title of a discussion, this one would be high up.
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To clarify, I don’t really know a lot about Skull Merchant.
But these changes seem nice.
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It should be slightly survivor sided. The queues would be terrible if it swinged heavily towards killer.
Not much, though. I don't want it to become the opposite problem.
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I feel like it came back way too soon.
I expected it to be gone for more than a year.
I feel like they should take a big break from it, think through the features properly, and take their time with it.
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Honestly, skill issue.
Complaining about Trapper and Deathslinger was where I lost you.
Killers are actively punished for hooking anyone, Guide and Medic can do some truly insane stuff when played right, you can see the killers almost infinitely when using Scout right, plus you can rebuild god pallets.
Also, killers get no notification on an unhook. Them finding you is a case of bad luck/stupid teammate leading them there.
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She was a flop from the very beginning. Her reputation will never recover, and survivors will still DC against her out of pure pettiness just because they can and they won't forget the time she could force a server shutdown.
Also, most people (myself included) dislike her lore filled with fluff and her weird mask, which will always be the same.
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For me, the old version looked thousand times better visually. Especially in the lighting and overall atmosphere department. It looked like an actual suburb.
Compared to the bright highway with few random houses next to it that it is now, I'd go back (at least visually) in a heartbeat.
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I feel like it could be a part of the tutorial.
For example: Playing as Zarina makes you play a bot match with her 3 perks. This could be available for all killers and survivors.
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250 - 300% would be ideal for the Iri Tuft Of Hair
Judith's Tombstone should be 300%
And Tombstone Piece should get a rework because it's STILL the best add-on he has.
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I feel like there should be more perks that mess with aura reading, but I don't think old Distortion needs to come back.
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@TheRivulet said:
I don't know why nobody ever replies to these posts
Because they get drowned out by all the complaints, or people just don't really care about the subject they are talking about.
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Imho, being able to carry 4 traps should be basekit.
That's the least that could be done.
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@wisteriacula said:
Anti-Camp measure is something we not always had in the game. It's a nice balance addition, when it works, it can save lives. HOWEVER, it only works when the killer stands right in front of your face for a good time, which is, pretty much never. This allows killers to proxy-camp survivors without getting punished for it in anyway, and instead, rewards them. I had a match vs a Spirit who was objectively bad in chases and was learning her playstyle recently, that was obvious. Whenever they got to down someone, they proxy camped them until they reached 2nd hook, this allowed them to get a 4K then harass & intimidate everyone in the EGC. Not specific to this scenario, but lots of other killers benefit from proxy camping while the anti camp measure doesn't do anything to it either, Huntress can stay a bit far, readying her hatchet to insta hit if there's a save. Billy can ready his chainsaw at the same way, Trickster, Nurse on and on. It needs an urgent rework. Mind you during this screenshot, I chased Spirit for three gens. After I got unhooked they managed to end the game with the same amount of gens remaining, thanks to proxy camping.
https://us.v-cdn.net/6030815/uploads/WRNSZPNULI9B/deadbydaylight-16-11-2024-02-42-25.png
I believe that it is doing the job it’s supposed to do, a.k.a. preventing facecamping.
But, the progress of it should be visible on the HUD. That is the only change I would do to it.
Oh, and also create a perk or two that fiddle with it, for example increasing the range and speed of it.
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@HamsterEnjoyer said:
Like idk everything just is super unimmersive and unrealistic like ik this is a game about an entity taking people into different realms but the a lot of the locations are based on real places/movies set in the real world. Like why is everything in haddonfield so GIGANTIC and massive? Why is badham still using old house assets from 2017 that just look like android vs iphone versions of the houses in haddonfield (because we still just needed to reuse those old houses base for some reason).
I mean one of the houses in haddonfield is literally just a living room, a kitchen, and a garage 😭I just wish we'd get more realistic looking maps to immerse ourselves in because the current ones everything is way too huge and weirdly laid out. (dont even get me started on the Ormond ski lodge)You have a point about Haddonfield. Why is there a highway in a middle of a suburb? And also, why are there only 4 houses?
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Y E S P L E A S E.
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Honestly, his OG power is infinitely more interesting than what he has now.
The only good thing he has is the teleport, which is also limited. The snares are boring and the pallets are funny, yet extremely niche. I’d like him to go back to his old power, with an improved teleport and the ability to place fake pallets, chests, totems and breakable walls.
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I dislike the overall look a lot.
The original looked so much better, with the road not being as wide, the lighting being incredible, it felt like an actual suburban street. But now, it looks like a highway with few houses put here and there.
My take is: Go back to the original iteration of Haddonfield, remove some of the busted stuff (long fences and infinites, etc.) and go from there based on how the community will react.
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Monitor, Surge, maybe a chase perk combo like Spirit Fury + Enduring or STBFL and Brutal Strength/PWYF.
Add-ons will be the new Lock of Hair and J. Myers Memorial.
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842648#Comment_3842648
Maybe tone down her lunge would be good too.
Isn't her basic lunge worse than average? I'm not sure entirely.
Edit: It is, unless you move after blinking
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@Skaphegor said:
where incentive
Where my bloodpoints.
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I'm looking forward to it.
The visual design of both Taurie and Portia (The Houndmaster is great imo, as well as the lore.
The new killer perks seem interesting, especially the new Scourge Hook. Survivors have Shoulder the Burden.… and that's pretty much it. I hope they'll buff the Invocation before releasing it.
The power is satisfying when it works, and frustrating and wonky when it doesn't. Unfortunately, the latter happens more. So I hope that'll get ironed out.
Also, I'm kinda disappointed that we didn't get a map, a pirate outpost would be amazing. Ormond Mine is cool though.
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Solid idea.
👍
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The bodyblocking is the only thing he can do to you while he's cloaked.
He can catch up to you quickly, but the uncloak time is so long you can get to a pallet/window most of the time anyway.
So, I'm asking you: Do we really need to remove one of the few advantages Wraith has, just because?
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My games have usually ended with me losing. But mostly, that was because of bad luck, teammates and my own skill sometimes.
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Nurse is the most powerful killer in the game. But:
• She is hard to play due to her unique playstyle, which is impossible to translate to one of a normal killer.
• Almost everything that could have been nerfed, is already nerfed.
• You can't really rework her without it either having no impact or destroying her.
• She is a motion sickness nightmare.
• If survivors know what they're doing, they can outplay her.
• She is the only argument against the P2W accusations.
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Glad someone else also wants Trapper buffed.
Here are my opinions:
@SoGo said:
Trapper is the weakest killer in the entire game. He is incredibly slow, his power can be easily avoided or disabled, and he's quite map and add-on dependant. In this discussion, I'll go through his issues and try to fix them.
If anyone has some thoughts, please let me know.1) His lengthy set-up:
• The worst part of Trapper is his setup, which requres you to go out of your way to collect and set every single trap.
• The first thing I'd change is his trap count. During 2v8, he could hold 4 traps at the same time and it was great, so, why not put that into the base game? The amount of traps in the enviroment would not change, though. There would still be 8, giving you 12 traps in total.
• Another part of his kit that's annoying is collecting traps, which are often on the opposite side of the map. My idea is that he could be able to highlight up to 4 traps, which he could then destroy remotely. After that, he could simply pick them up from a locker, just like Huntress does.• An idea from the comments which I liked is that traps could either already spawn in loops, or be stored in lockers for Trapper to pick up from the start of the trial.
2) The lethality of his traps:
• One of the most frustrating things about Trapper, is when a survivor steps into a random trap far away, and escapes with no consequenses before you even get close. It's even worse if they're injured, since then the trap does even less to them.
• First change I'd do is make it so survivors which get out of a trap (by themselfs or with help) get Deep Wounded, as well as being revealed with Killer Instinct for a few seconds after escaping.
• Other than that, thank to the comments, I decided to keep the Haste which triggers after setting a trap, but now it also triggers while someone is caught in a trap.3) Help against survivors screwing you over:
• First, make the traps hitbox slightly bigger. It's painful to watch a survivor use your own trap against you because the hitbox is too small.
• Secondly (this is more of a "would be nice" thing than "absolutely necessary") give disarming a traps a minigame of some sort.4) Visibility:
• We need darker maps with more fog and more grass. I don't think I have to explain this one. Play one round on Haddonfield or Eyrie and you'll see what I mean.
• Also, Reagents are pretty underwhelming right now, so that could also be changed.
• I know this is a more general issue than a Trapper issue, but it's one that hurts Trapper greatly.5) Multiple useless or bad add-ons:
Oily Coil (Very Rare):
• Instead, it could increase the KI duration by a large amount.Padded Jaws- Hand-drawn Blueprint (Rare):
• This is one of the worst meme add-ons I've seen in my life. It's worse than nothing.
• Instead of that thing, it could make traps already spawn armed.
• The rarity would also be increased to Rare.Rusty Jaws (Rare):
• Now it makes survivors Broken for 60 seconds instead of Mangled.Lenghtened Jaws (Uncommon):
• Now it affects survivors with -7% Hindered for 10 seconds.Coffee Grounds (Uncommon):
• Increases the Haste Trapper gets when somebody is caught in a trap or after setting a trap by 5%Tar Bottle- Painting Set (Uncommon):
• Change it, so instead of darkening traps (which is useless since there are so many bright maps), it changes their color and texture based on the enviroment around them. Evan is an amateur artist, so he'd be capable of this. Lore accurate and useful. The rarity could also be decreased.Serrated Jaws (Common):
• Add Mangled to this add-on.
• Changed rarity from Uncommon to Common. -
Money.
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He's perfectly fine, low skill, mid tier killer.
Of course, he might seem OP when you put Trapper as the ideal perfect balanced design.
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Plaid Flannel is the only usable one out of the 3.
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@ad19970 said:
I personally disagree. The buff to the hook timer was for good reason, a perk shouldn't counteract this buff completely.
I would agree with you, if it actually helped.
Plus, the effect is limited by range.
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The bonus should only happen on kills, not hooks.
With how it is now, slugging is the best option.
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Can we also get a fix for Wraith?
His uncloaking is really wonky atm.
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And this is the reason why AFK survivors and killers should lose colision.
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@Jay_Whyask said:
The 60 second requirement could be fine if the perk required a killer stun, hook save, or hook sabotage.
That definitely sounds more Moment of Gloryesque.
When the Hound Master update goes live MoG is going to be completely outclassed by Pharmacy.
Yeah, exactly.
What is so "glorious" about searching 2 chests?
Imo, the timer should be shorter (but not too short) and the requirement changed. My original idea for it required only getting chased for X seconds, but that could be changed to stuns or escaping chase successfully.
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Are you sure you're talking about the same 2v8 everyone else is playing?
Because unless you get paired with 7 chest/totem goblins that go down in 5 seconds against M1 only killer, you should be good.
Your chances of escape are much higher than in 1v4.
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One thing that the killers have to do to not get genrushed, is scare survivors off gens, especially in the starting phase of the trial.
The more it takes to complete the first gen, the bigger the chance of winning as killer.
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Welcome to Solo Q.
