SoGo
SoGo
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I swear, people on the forums just read my mind and post it.
I was also wondering how this could be buffed.
Came up with this:
• The trigger condition is the same, but the other people on the gen get notified that you have it.
• The duration should get a buff. Maybe to 60/90/120 seconds.
• I'd like to add an additional effect. After triggering the perk, the repair speed boost is the same, however, once one of the survivors who had been affected by this perk finishes repairing a gen, they will get a 10% boost, stealing it from everyone else if they still had it before.
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Just make it so it gives you a syringe instead.
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@MrMori said:
This take isn't as profound as many think. Spirit and Dracula in bat form are wildly different and not as comparable as people think. Bat form is faster yes, but has noise that obscures survivor audio. It is also completely visible to survivors, so a ton of counterplay is given for free, you don't have to listen at all to counter batform. Yet if you for any reason aren't able to hear directional audio either due to not having a good headset, hearing or anything, Spirit will destroy you.
People say Dracula can "immediately attack out of transformation and has no cooldown so he's stronger" but that's a gross overestimation. He's slowed down for more than a full second before he can even attack or act, his movement is glidey and inaccurate in bat form, his own bat noises overshadows the survivors noises heavily, making it hard to pinpoint their location in a chase. Spirit on the other hand not only can attack immediately after exiting phase, she gets a significant speed boost which she can use to do very unpredictable lunges and turn semi-safe tiles into extremely dangerous 50/50s, while having even tighter and snappier controls than regular movement.
As for cooldown Spirit has a cooldown yes, but she doesn't have to use her entire power and wait for the entire cooldown either. Slap on the yellow movespeed addon or even MDR for speed, and you're way, way more dangerous than Dracula is in bat form since you can catch up faster and get hits without depleting your whole power gauge, so the cooldown isn't that impactful.
What I will give Dracula, is that he's way more approachable and easy to play compared to Spirit. It doesn't take that long to learn how to use bat form for mobility and then follow up with hellfire. It's pretty telling that on nightlight, not that it's the most accurate website, Dracula is both the highest pickrate killers as well as extremely high killrate, which indicates pretty heavily that he's too strong for being so simple.
Dracula is for sure overtuned, but I'm tired of people pretending bat form alone is better than Spirit, that's parroted nonsense. It's batform with its incredible mobility and catchup combined with hellfire that makes him so extremely dangerous when played right, and he's pretty straight forward to play too.
Agree with you.
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@100PercentBPMain said:
This sounds like a flavourful change that I'm all for !
In exchange all I ask is that survivors carry turrets at Fixated speed
Oh god, YES. The current speed is so slow.
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@AhoyWolf said:
To move faster when exiting Tunnels, I really love how Xeno's are fast in the movies, yet Xenomorph it just kinda slow in dbd, I personally hate his tail attack both as a Survivor and as a Killer, I know there is an add-on that increases your movement speed by 5% for 3 seconds, which is kinda sad to be honest.
I wish he had similar movement speed when exiting Tunnels like Sadako, even tho that might be a bit much, but it would be really fun and cool!
That’s…. an interesting change idea. I kinda like it.
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The corners of the map can be nasty.
Just experienced it myself, actually. In the room under the pig vat.
Except that, the map is increadibly strong though.
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And this is another reason why being at low MMR is so nice. As killer.
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@danielmaster87 said:
The solution is simple. Stop catering to bad players, and make MMR great again.
The ones who can't hack it need to improve or quit the game, not be balanced around. Never before has a game been balanced around casual players exclusively, but DBD is special I guess. Like the OP says, it's usually survivors playing bad that leads to them losing, as opposed to any agency the killer has, because they have absolutely none most of the time, in chase and on gens.
Now, good survivors losing because of bad teammates isn't their fault. Given 3 more teammates like themselves, they'd escape nearly every time. This is what MMR was like when it first launched. Like-skilled, like-hour'd teammates got put together, and gave killers a really tough time. Instead of seeing that game state and balancing around it, which tbf the devs did do for the first few months after that, the devs later decided to not only leave MMR at kills/escapes only, but to make it less strict. Instead of you having 6000 hours in-game and getting matched with teammates of similar hours, they randomly started allowing 800-hour survivors into your lobbies. So killers started winning a lot after that, and it had almost nothing to do with the buffs they got. It had almost everything to do with bad teammates being shoehorned into lobbies they had no place being in, just to shorten queue times. I liked that the devs added team MMR in, giving you less MMR gain for an overall survivor loss, and more MMR for an overall team win. But either that didn't do anything, or the damage from the previous change was too much, because from then til now, we're still getting mass reports of being stuck in MMR hell no matter how well we play.
The devs' current strategy is not working. They're trying to buff the most uncarryable survivors among us just to even the playing field with killers, and it's just making killers more frustrated, having to play sweatier against teams who were already capable of beating them, and we see no change in the state of solo queue. They need to stop balancing around the bottom, do more changes to MMR (there's so much work still to be done, it's not even funny), and for Pete's sake, show the MMR! Let us see what level we're at! It makes it impossible to have constructive discussions on this game, because nobody has a base of who's good and who's not to work off of!
Agree with this.
Pair bad killers with bad survivors, and good killers with good survivors.
And also adjust the MMR to take other things into account, not only escapes and kills. You can escape without really cotributing and die after dragging the killer through a 5-gen chase. Same with killer.
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Edit: Made some changes to Invocation: Weaving Spiders and added an another Invocation idea.
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Eh. I don't see a reason not to do this.
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We can't really fix stupidity. So, no matter how many base-kit stuff would get added, the new palyers would still be oblivious to it. But we can do this:
• Make a good tutorial. Teach the survivors about some of the base mechanics (AFC, post-hook endurance, ect.), as well as some of the basic killer knowledge. This could be achieved by making a tutorial match against all killers (similar to the tutorial match with bots we have now, but against all killers). Of course, that would require a bunch of resources, so...
• Make all survivors able to see eachother's perks.
• Add a ping wheel (NOT a chat) with basic options like: "I'll unhook!" "I'm on a gen!" "The killer's camping!" etc.
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This game stopped being survivor sided at least around 6.1.0.
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And survivors have almost no counter to a killer face-camping during endgame.
They can only try to swarm the hook and body block.
Also, you can avoid the problem of survivors escaping with endurace by hooking far from the gate.
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Plunderer's Instinct.
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Plunderer's Instinct should be made basekit.
That is my opinion.
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In short, half of the killer roster has backstories which are tragic. And which I like.
And somehow, for some reason, I just loved Nurse's tome lore. I know, I know. But the entire psychological element around it, the Broken Woman constantly chipping away at Nurse's sanity, and the ironic ending where she herself gets killed first.
Anyways, I also liked Legion's lore, base and tome.
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@jmwjmw27 said:
How do you decide placement in a tier? Is it simply how many of their 3 perks are worth running, or the combined strength of the three perks, or the average, or something else?
I'll gladly explain that!
My ranking was pretty simple: I ranked each of their perks from 1 to 10 and the resulting number determined in which tier they were placed.
So, it's kind of the combined strength of the perks that determined it.
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Dunno what that guy's problem was.
There are some weird people in this game.
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Hello again!
So, I've decided to make the list more exact, putting the survivors in the order of perk strength.
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Or, even better, show me what perks my teammates have during the match.
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Why would someone playing Pyramid Head even hook someone who's Tormented instead of caging them?
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@Musxussu575 said:
As an Ace main, I agree his kit is mediocre and needs updating. Ace in the Hole only works well if paired with Plunderer's Instinct and Appraisal, or one of the item-specific perks: Residual Manifest, Scavenger, and Pharmacy. Up the Ante feels awkward and clunky, and works no better (in my experience) than a Salt offering.
But Open-Handed kicks butt. Pair it with Kindred for an extended range that benefits all survivors. Pair it with everyone's favorite Windows of Opportunity (though that may be a bit overkill) or even Bond. It even counteracts a killer running Knock Out. Detective's Hunch. Clairvoyance. Plunderer's Instinct. Left Behind. Visionary. Even Wiretap benefits from it. The only negative of this perk is, that if two or more teammates are using it, someone is effectively only running three perks, since Open-Handed doesn't stack.
Honestly, I also think that Open-Handed is good. In fact, it's the perk that kept Ace out of D tier.
@jesterkind said:
Interesting concept for a tier list, I like it!
I think two are being underrated a little, to provide some feedback. Sable and Nic Cage both have two exceptional perks each, and their weaker perks are still serviceable in the right contexts.
Cage is definitely too low, both Plot Twist and Dramaturgy are quite strong. While Scene Partner is a little weaker, it's still serviceable, so I wouldn't say it drags down his average all that far.
Sable should probably be up one tier too, in my opinion, probably in the same spot as Cage for about the same reason. Strength in Shadows is an exceptional healing perk with an aura on top, and Wicked provides excellent information post-unhook to let you know where and when it's safe to reset, as well as if the killer is trying to tunnel you. Weaving Spiders definitely brings her average down more than Scene Partner does for Cage, but I'd argue her two good perks are better than his too, so I think they average out about the same.
Now, I have to mention this: The order the characters are in is chronological, so that's why Sable is on the bottom of B tier. She would be on the high end if I put them in order of perk strength.
On the subject of Cage, I kinda have to agree with you. If I edit this post, he'll go in B tier.
@sanees said:
Rebecca Chambers should be in S tier, hyperfocus allows you to fix generator in 60 seconds and completely ignores any generator slowdown perk
I took all 3 perks into consideration when ranking. Rebecca could be in A if it weren't for Better Than New being bad. Also, Hyperfocus is good, but it's not the best perk ever.
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@Jeoz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816518#Comment_3816518
4 seconds delay might be op without the token system, at close range aura readings effects it become distortion with an extra distraction, and at a long range together with the fact i reveals when it activated, will allow one to purposefully give the killer the wrong info, for example run for 4 seconds in one direction when you know barbacue is active, and the turn 180°, something i already do and when i sure that the enemy has barbacue, for 6 seconds if it has lethal pursuer (i miss distortion), now it become safer and more powerful tactic, 4 seconds is a lot after all, but with the token system, depending of the killer perks it will all game to reach 4 tokens with a single perk, but with 2 perks, it already require only half a game or less, with the only exception being undying a perk that no one play for the aura reading, and weave attunment, a perk that urgently need a nerf, specially after the nerf on distortion
I followed a similar way of logic when creating this. A 4 second delay can completely destroy perks like Predator, Zanshin or I'm All Ears. And to avoid making it too strong, I made the token system for it.
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Yeah, it's part of his kit. Not that it matters much.
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Yes, but it takes 10 business days to bless a hex.
Anyway, make totem spawns better.
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@[Deleted User] said:
so if you get your overwhelming presence buff than I want every vault to be a finesse vault until I’m injured. Sound fair?
The cooldown is too long anyway.
Also, why are we tit-for-tat-ing in a discussion about a D-tier perk?
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Interesting update idea, sounds interesting.
When I found out about the visual effects that were made for the OG Finisher Mori, I immediately thought: That would be so cool in game. I like the whole idea.
Side note: The Left Behind buff idea is awesome.
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Yes please.
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@Blaconia said:
I agree Pain Res should deactivate when a survivor dies, but keep the current 4 token fresh hook form and buff to maybe 25% if needed.
4 token pain res alleviates rng issues with struggling to reach a pain res hook for each down, allowing killers to more consistently get max value from the perk.
Not being able to pain res survivors over and over also:
- discourages forcing hook trades on the same scourge hook, which was not only boring with how effective it was but encouraged as the best way to ensure every hook was a pain res.
- limits synergy between pain res and current DMS, which with current DMS is the strongest the combo has ever been.
- avoids GrimReaperJr's scenario of tunnelling a Bill and getting 3 scourge hooks for 30% regression, with the max regression instead being 20% once.
Pain Res deactivating on survivor death makes the perk more interesting because it forces killers to decide between an early tunnel out (very good result) or 4 pain res hooks (also good) with the earliest possible kill happening at 6 hook stages. It also removes the uninteresting scenario of killers being able to tunnel someone out and then stomp in the 3v1 with pain res pop for free.
I think in general to nerf tunnelling, instead of adding a roughly implemented measure that feels terrible to verse bhvr can organically do so by reworking perks to reward splitting pressure and punish tunnelling and pain res is the place to start. (BBQ shouldn't give BPs because BPs forcing perk meta as BBQ and prove thyself used to is uninteresting)
I agree with that.
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Nah, the totems are already hard to defend, since they spawn in such obvious spots.
There is no need to nerf them further.
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I agree that there should be perks that interact with the AFC mechanic.
For example, I made a suggestion to change Slippery Meat into a anti-camp perk. In short, it would increase the range and progression speed of the AFC mechanic.
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Maybe screams not stopping you from doing actions.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828793#Comment_3828793
Given the reactions I saw, I wouldn't be surprised if Gabriel's was the next most popular option. But sadly there was a submission for Sable so she got guaranteed first place and knocked everyone else down.
Yeah, she just gets the first place every time.
But, tbh, I don't like some of her newer cosmetics, the last that I liked was the Chrysalis one.
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The Twins controlling like a aged shopping cart
Ngl, that one was good.
Also, I agree with your take.
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Not well.
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@EternalRique said:
I've noticed he's a futuristic character in the lore so it does make sense for his cosmetics to be future based however Vittorio is opposite (the past) and he has outfits that look like he's going to starbucks (which is cute!) but can Gabriel receive similar treatment?
His recent Halloween shirt is AMAZING but we (especially I) need more cute things that are unlinked for him.
I also do like his "Friendship Memento" set just a recolor would be much appreciated!!
It shows that Vittorio was made for as a thirst trap from day 1. His lore is secondary.
Gabe, on the other side, got the Haddie treatment: cosmetics that would make sense for him to wear, making his lore the first concern when designing him. The result is just a ton of same-y cosmetics.
The sad part? There was community skin for Gabe that I think looked awesome, but Jake won instead.
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Hello again! I have some updates.
Firstly, I removed the Crowd Control concepts, as the version we have now is good enough.
I also decided to keep the original reactivation effect of Hex: Two Can Play.
And lastly, I added some smaller buffs to Boon: Illumination and Dark Theory.
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Hello again!
I made some changes to the post, mainly:
• Reworking the Broken Key entirely
• Adding a base chest tracking function to keys
(Both of these were ideas made by @UndeddJester , thanks for suggesting them!)
• Removing the newly created White Ink add-on and reduced the effects of the Glowing Ink add-on.
• Changing around numbers of charges and rarities.
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@Vellioh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826067#Comment_3826067
I added some points but ended up removing them for brevity sake when I was posting the video anyways. Long story short increased range of teleportation only really works in the beginning of the match and becomes detrimental as the game goes on as you can get pulled away from your control zone. Increased activation range of traps is actually a negative for hag as it makes it difficult to both get hits after teleporting (survivors are further away from center when triggering) and makes it difficult to effectively shut down loops as you'll get triggers from sub-optimal positions.
The bigger teleport range makes it harder for you to get pulled out of your control zone, if you aren't reckless. So I don't really get how increased teleport range can be detrimental.
I agree with you on the trigger range, however. It being too big can be an issue.
As far as the trigger range add-ons are concerned, I wanted to have one from both versions so there is more variety + pairing them together is not good anyway.
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It wouldn't be a DBD update if something didn't break.
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@LadyOwO said:
Remember when the doctor had a passive madness charge that made everyone insane just because he existed?
Lore accurate. But really annoying and impractical.
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Aside from Eruption and Surge getting screwed over with the new 3-gen limit, I think it's good we have it, especially on maps like Forgotten Ruins where you can set up a 3-gen easily.
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@fussy said:
Somewhere in BHVR's office: "yeah guys, this one time use combo with Plot Twist is really op. I saw in our stats that whole two players used it with 100% win rate. Let's nerf it instead of WGLF."
WGLF got nerfed as well.
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@Rudjohns said:
We Gonna Live Forever is almost back to what it was before, so they reverted the buff without adding new effects to compensate it
Which means, killers, back to Knock Out + always slug build
It doesn't need stacks anymore.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826813#Comment_3826813
Just press the open gate button HARDER. It'll speed up the progress, lol.
This is the moment when you stare at the bar trying to use the force to speed it up.
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Inner Focus was the only unnecessary change. But I guess we can't have a perk without SWF ruining it for everyone.
WGLF, Zanshin and Machine Learning were overtuned, and the nerfs are not that big.
And Predator can burn. That perk is just an unhealthy concept overall.
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My thoughts are this:
• The status effects you get while in the void are not needed.
• The Haunt needs a slight cooldown, or a rework.
• It's a detriment for both sides to go to the void.
• Make the offerings give a bonus to everyone. No idea why they're personal
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I hope they will shorten the altruistic mending time and be done with it.
Maybe sprinkle in some visual changes but other than that, let it be.
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Box...
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@dreamWarden said:
I'm a huge fan of dark deception, this would be awesome to have
Glad to see a fellow fan!
Also, thanks for commenting.
