SoGo
SoGo
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@Vellioh said:
As a Hag main her main issues right now are slight and easily addressed.
- A triggered trap that is immediately teleported to should result in a guaranteed hit unless the killer makes a mistake. BHVR removed the ability to remove traps with the flashlight which did absolutely nothing for her. Skilled survivors have been able to use mechanics that have been in the game since launch to trigger traps and get well out of range before the killer can do anything. Triggering known traps should not be a zero risk scenario.
- Removing traps with the new (While very silly and ultimately pointless) whipping mechanic should provide the killer with an alert or at the very least a sound effect indicating that the action has occurred.
- Hag should get some sort of haste after teleporting if they don't immediately receive a hit on a survivor. One of Hags biggest struggles is that a failed strike after teleport results in very detrimental situation where a lengthy chase ensues just to get to the point where you can attempt to strike the survivor again.
These changes should all be basekit without the need for any addons.
There is a very good video done by some of the best Hag players in the game which does a much better job explaining some of the Hags current issues as well as ways in which they can be addressed. You can watch it here:
Ok, I watched the video, and I agree with what was said in it.
But, from your response, it seems as though you didn't read the original post, since the points I've gone through are the same as in the video (although the video presents few other issues which I didn't really think about).
This might be me being unable to read between the lines, ofc.
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@Mooks said:
wdym weapon animations shouldnt change?
Freddy being a small killer with short weapon has always lead to complaints. Also long arm Freddy is even lore accurate.
https://us.v-cdn.net/6030815/uploads/C7DHBYP91Q25/e7aheuexiampbgd.jpg
I think he meant the satisfying finger movements Freddy does after hitting a survivor.
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Good changes. I like them.
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Funnily enough, BPS gives a higher BP bonus than the Dowsing Rods.
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The only bad thing about WOO, is the fact it creates auto-pilot survivors.
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How about no :)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825842#Comment_3825842
wake up is weak. fire up is pointless. remember me is under-tuned. vigil has no numbers. so i'd just assume straight buffs. i can't imagine them changing any of these perk negatively. maybe one of these perk turns into some meta perk. you never know with BVHR.
I mean, they did make Resurgence meta, more or less.
And almost made Corrective Action the strongest perk in the game.
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A Hag/Trapper update wouldn't be bad.
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Great idea. You have my support.
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Hopefully his old Dream Transition with some touch-ups like Incapacitated during the transition.
Removal of waking up via skill checks.
Dream Projection and Dream Pallets could stay.
The slowdown probably won't return in it's full power, but they could make it 20 or 30%
And maybe some new mechanics.
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Infinite Tier 3 Myers.
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I want a Hide and Seek mode without gens and instead on a timer.
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@SoGo said:
Hello, Freddy mains!
This is my (hopefully final) attempt to buff Freddy to make him more fun, powerful and interesting. I'd like to hear your thoughts on this, so feel free to comment.• Freddy is invisible to everyone who's awake, and his terror radius is replaced by his lullaby for the awake survivors.
• When coming close to a Survivor, he can pull them into the Dream World. During this process, survivors become Incapacitated and can intermittedly see Freddy.When in the Dream World:
• Survivors suffer from a 20% action speed penalty.
• Can see Freddy.
• Can hear Freddy's terror radius.
• Can see and be affected by Dream Traps.
• Can see the Dream Projection happening.
• Can be attacked by Freddy.
• The amount of fog on the map is increased significantly, reducing the survivor's vision. The map also becomes moderately darker and almost completely colorless.Freddy's abilities:
• Dream Projection - Now works with finished gens as well.
• Dream Hooks - 6 random hooks change into Dream Hooks at the start of the trial. Unlike normal hooks, only Freddy and asleep survivors can see and interact with them and the survivors hooked on them.
• Dream Snares
• Dream Props - This includes Dream Pallets, Totems, Chests and Breakable doors. These act all in a similar way, they can be put in spots where they could spawn naturally, and interacting with them makes them dissolve into blood and alert Freddy, with the exception of Breakable doors, which Freddy can walk through, making them dissolve, while survivors can't walk through them.
• He can create up to 20 Snares/PropsWays to wake up:
• Getting woken up by an awake survivor.
• Waking up with a Medicine Cabinet.
• Getting hooked on a normal hook.Medicine Cabinets:
• Replacement for Alarm Clocks
• Survivors can interact with them while awake or asleep, with the interaction changing depending on their state.
• When awake, interacting with these will put survivors to sleep. When asleep, interacting with these will wake you up and make you unable to fall asleep for 20 seconds.Add-on changes:
Red Paint Brush:
• All survivors start the trial asleep.
• Changes the shape of Dream Snares into rectangular puddles that are 2 m wide and 8 m long
• Reduces the amount of maximum tokens to 10Black Box:
• Asleep survivors are unable to escape through the Exit gates.
• Increases the amount of Medicine Cabinets by 2Pill Bottle:
• Replaces Fake Chests with fake Medicine Cabinets.
• When spawning a Fake Totem, it will look like a lit Hex Totem.Class Photo:
• Suppresses the appearance of the Husk
• During the Dream Projection, all generators spew blood. (removed downside)"Z" Block:
• Survivors interacting with a Medicine Cabinets become Deafened until hit by Freddy.Swing Chains:
• When hooking a survivor on a Dream Hook, the duration of their hook stage timer is shortened by 15%.
• Removes 3 Dream Hooks.Unicorn Block:
• Survivors become Oblivious for 45 seconds when triggering a Dream Trap. (The timer doesn't reset when triggering a trap while already affected by this add-on)Nancy's Masterpiece:
• Reduces the cooldown of Dream Projection by 4% for each asleep survivor, up to a maximum of 16%Jump Rope:
• Increases the amount of Dream Hooks by 2.Blue Dress:
• Increases the range of Dream Transition by 30%.
• Decreases the length of Dream Transition by 2 seconds.Paint Thinner:
While asleep, survivors suffer from the following effects:
• A 35% chance to trigger a difficult skill check while repairing or healing.
• Skill check success zones are reduced by 20%.Cat Block:
• Survivors become Exhausted for 30 seconds when interacting with a Medicine CabinetNancy's Sketch:
• Reduces the cooldown of Dream Projection by 3% for each asleep survivor, up to a maximum of 12%Outdoor Rope:
• Increases the audible range of repair noises by 8 meters. (Removed condition)Green Dress:
• Increases the range of Dream Transition by 20%.
• Decreases the length of Dream Transition by 1 second.Prototype Claws:
• The Nightmare is completely invisible to survivors during Dream Transition.
• The Incapacitated status effect will not appear on the HUD.Sheep Block:
• Survivors become Blind for 60 seconds when triggering a Dream Trap (Same condition as the Unicorn Block)Wool Shirt:
• Increases the range of Dream Transition by 10%.
• Decreases the length of Dream Transition by 0,5 seconds.Garden Rake:
• When triggering a Dream Prop, survivors scream and reveal their location for 3 seconds.Kid's Drawing:
• Reduces the amount of power tokens by 10
• Gives a 100% bloodpoint bonus in the Sacrifice category.This is how I'd rework him.
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Maybe it'll get a number buff or a bonus function.
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@fussy said:
All good, but Vigil and Deep Wound are kinda scary. These two things I don't think need any buffs or nerfs.
Yeah, idk what they want to do with them.
Wake Up and Fire Up, sure. Remember Me, ok. They could also include Pharmacy. But what's wrong with Vigil? Or Deep Wound.
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Pharmacy should be there as well.
@jesterkind had an idea on a pretty good rework, as far as I remember.
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@Crowman said:
Not really looking forward to a Deep Wounds update
I'm inrigued as to what they'll do.
Hopefully not what they did to Mangled.
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BHVR, please do these updates right.
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I hope thy know what they're doing.
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@RakimSockem said:
The biggest issue with DBD events are the DBD playerbase tbh.
It's crazy to me that people will go to an entirely separate game mode specifically designed to get challenges done and not interfere with regular lobbies and still slug you for 4 minutes and W+S over your body until they feel like using their Mori.
Even with the broken Ghost ability killers get, it would be fine if people didn't play like jerks. (And I already know the defenders of jerk behavior will come into the comments with the "people can play how they want since they paid for the game" crap but it doesn't make the behavior any more justified
I agree with that.
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@drsoontm said:
It's my understanding fans are largely children.
I'm not eager to see a swarm of kids buffing our ranks. There are enough immature players already (not to mention forum users).
My guess is that a lot of them will come when the chapter releases, and most of them will quit almost immediately.
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Good change 👍
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This is a nerf.
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Solution: Take Botany instead of Resilience.
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Hiding in portals can be good.
Just don't be injured.
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Add-ons for Deadly Deception:
Iridescent Ring Piece (Iridescent):
• Adds 20 more Soul Shards into the Trial.
• Increases the amount of Shards that survivors lose when hooked to 35%Mysterious Relic (Iridescent):
• While using the Doom Ducky, you can also preform a surprise attack in the Exit Gate Area. If it manages to hit a survivor, they are immediatelly downed and the Exit Gate is blocked for 15 seconds.
• A Dread Ducky spawns in each Exit Gate area when all generators are powered."E" Note (Very Rare):
• When activating an idle Ducky, all vaults and pallets in a 12 meter radius of it become blocked for 10 seconds.Bierce's Tablet (Very Rare):
• Upon collecting the Ring Piece, all survivors scream and reveal their locations.
• You become able to kill the survivor who retrieved the Ring Piece by your own hand after hooking them at least once.Soul Shard (Very Rare):
• Adds 15 more Soul Shards into the Trial.
• When all generators are powered and the Ring Altar still untouched, 20% of all collected Shards return back to their spawning places.Police Report (Very Rare):
• Increases the effectiveness of stuns caused by the Dread Ducky by 30%.Traffic Sign (Rare):
• Decreases the charge time of all special attacks by 20%.Sewer Water (Rare):
• When activating a idle Ducky, all survivors in a 32 meter radius preforming a healing or repairing action get a difficult skill check.Bloody Remains (Rare):
• Survivors hit shortly after getting stunned become Broken for 30 seconds.Dysfuntional Spring (Rare):
• Decreases the Body Switch cooldown by 10%.
• Increases the duration of lunges by 25% for 7 seconds after preforming a Body Switch.Pressure Valve (Rare):
• Adds 10 Soul Shards into the Trial.
• Downing a survivor takes 5 Soul Shards from them.Police Tape Scrap (Uncommon):
• Increases the effectiveness of stuns caused by the Dread Ducky by 15%.Replacement Beak (Uncommon):
• Decreases the Body Switch cooldown by 30%.Circus Ticket (Uncommon):
• Adds 2 Dread Duckies into the Trial.Child's Drawing (Uncommon):
• Causes the Undetectable status effect to linger for 5 seconds.Torn Tie (Uncommon):
• Survivors hit shortly after getting stunned become affected by Mangled and Hemorrhage for 60 seconds.Hotel Flyer (Common):
• Adds 1 Dread Ducky into the Trial.Traffic Cone (Common):
• Decreases the Body Switch cooldown by 20%.Medicine Bottle (Common):
• Decreases the charge time of all special attacks by 10%.Broken Plank (Common):
• Increases the speed at which Duckies activate by 50% -
The Dread Duckies from Dark Deception.
Movement speed: 110% or 4,4 m/s
Terror radius: 24 meters
Height: Medium
Weapon: Extendable Inner JawKiller Power: Deadly Deception
"Born from the souls of liars, the Dread Duckies now serve as protectors of one of the Ring Pieces, using deception to toy with their victims as they did while alive."
Special Locomotion: Body Switch
Along with you, 7 Inactive Dread Duckies spawn in the Trial. Using the Control button, you can initiate the Body Switch.
Initiating Body Switch will cause the Ducky you are currently controlling to stop and sit down, making you Undetectable. You can now choose which Ducky you will inhabit next. You can change the Ducky with the Q and E keys, finally selecting with the Control button.
While choosing a Ducky, you can't see Survivors, Auras or Scratch Marks. You can still see pools of blood and hear normally.
Selecting a Ducky will cause you to inhabit it, making the ability to go on a 30 second cooldown. When inhabiting a new Ducky, you will appear inactive and Undetectable until moving. Moving will cause the Ducky to spring to life and ends the Undetectable. Moving your camera will not cause this.Special Attack: Inner Jaw
The Dread Ducky has access to the Inner Jaw attack. This is a mid-ranged attack which stuns the survivors on impact, causing them to stop moving.
To recover, the stunned survivor must repeatedly press the F button.
The attack takes a bit of time to wind up and your speed decreases slightly while aiming.
The hit and miss cooldowns are identical to the ones of a basic attack.Special Event: Frenzy
60 Soul Shards and a Ring Altar spawn at the start of a Trial. Survivors can collect them by touching them or repairing a generator in a 24 meter radius of them. Hooking a survivor takes 25% of all their shards and puts them back to their positions.
If the survivors collect all Soul Shards, they become able to interact with the Ring Altar, taking the Ring Piece. This will prevent the Frenzy from happening.
Once all Generators are powered, the Dread Ducky will unlock Frenzy:
• The movement speed of the Dread Ducky is increased to 115%
• The Doom Ducky becomes accessible.
• The cooldown of Body Switch is halved.Special Enemy: Doom Ducky
Using Body Switch while Frenzy is active lets you become the Doom Ducky. You can select one of two spots for it, with both of them being near Exit Gates.
You can preform Body Switch while using the Doom Ducky, changing spots or becoming the Dread Ducky again.
While playing as the Doom Ducky, you can use two attacks:
• Extendable Head (M1): A ranged attack that upon being charged lets you extend your head forward quickly, instantly downing survivors upon hitting them.
• Dull Duckies (M2): A stun attack which will let you throw a lifeless Dread Ducky, which will stun survivors on impact. To recover, they will have to mash the F button repeatedly.Add-ons for Deadly Deception:
Iridescent Ring Piece (Iridescent):
• Adds 20 more Soul Shards into the Trial.
• Increases the amount of Shards that survivors lose when hooked to 35%Mysterious Relic (Iridescent):
• While using the Doom Ducky, you can also preform a surprise attack in the Exit Gate Area. If it manages to hit a survivor, they are immediatelly downed and the Exit Gate is blocked for 15 seconds.
• A Dread Ducky spawns in each Exit Gate area when all generators are powered."E" Note (Very Rare):
• When activating an idle Ducky, all vaults and pallets in a 12 meter radius of it become blocked for 10 seconds.Bierce's Tablet (Very Rare):
• Upon collecting the Ring Piece, all survivors scream and reveal their locations.
• You become able to kill the survivor who retrieved the Ring Piece by your own hand after hooking them at least once.Soul Shard (Very Rare):
• Adds 15 more Soul Shards into the Trial.
• When all generators are powered and the Ring Altar still untouched, 20% of all collected Shards return back to their spawning places.Police Report (Very Rare):
• Increases the effectiveness of stuns caused by the Dread Ducky by 30%.Traffic Sign (Rare):
• Decreases the charge time of all special attacks by 20%.Sewer Water (Rare):
• When activating a idle Ducky, all survivors in a 32 meter radius preforming a healing or repairing action get a difficult skill check.Bloody Remains (Rare):
• Survivors hit shortly after getting stunned become Broken for 30 seconds.Dysfuntional Spring (Rare):
• Decreases the Body Switch cooldown by 10%.
• Increases the duration of lunges by 25% for 7 seconds after preforming a Body Switch.Pressure Valve (Rare):
• Adds 10 Soul Shards into the Trial.
• Downing a survivor takes 5 Soul Shards from them.Police Tape Scrap (Uncommon):
• Increases the effectiveness of stuns caused by the Dread Ducky by 15%.Replacement Beak (Uncommon):
• Decreases the Body Switch cooldown by 30%.Circus Ticket (Uncommon):
• Adds 2 Dread Duckies into the Trial.Child's Drawing (Uncommon):
• Causes the Undetectable status effect to linger for 5 seconds.Torn Tie (Uncommon):
• Survivors hit shortly after getting stunned become affected by Mangled and Hemorrhage for 60 seconds.Hotel Flyer:
• Adds 1 Dread Ducky into the Trial.Traffic Cone:
• Decreases the Body Switch cooldown by 20%.Medicine Bottle:
• Decreases the charge time of all special attacks by 10%.Broken Plank:
• Increases the speed at which Duckies activate by 50% -
I think two Onryos are enough.
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I would revork it completely. It's just bad without Pentimento and unhealthy with it.
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It would be completely fine.
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Try to sneak away to the other one.
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Or just swap the two and put only Hemorrhage on a timer.
Also, yeah, the pronounciation of it is horrendous.
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The status effects make little sense tbh.
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@nodforkiss said:
you cant even play xeno against good team without both turret resistance addons, there is a reason why almost nobody picks them because losing your power isnt cool
Trapper says hello.
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@Matherios said:
You have no idea man. No one does. I can say you're low mmr and have the same credibility. It doesn't make your opinion any more valid than anyone else.
That's the thing tho i am not the only one with this opinion so it can't be only me who is delusional.
The MMR is a lie, and anybody who uses it as an argument is wrong.
(Conspiracy theory)
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824182#Comment_3824182
it's funny how it's always gonna be "i shouldn't have to run a perk hidden behind the paywall" (you had it so many times in shrine +you don't necessarily even have to run anti-tunneling perks to counter tunneling) but then there will always be money ready to be smacked out of wallets for Sable skins, rift passes and various cosmetics in general
I spoke for myself, as someone who only bought the base game + Halloween DLC.
I do not give a damn about cosmetics and won't spend a cent on them. Same with the rift. And also, Shrine can come with good perks/perks you want, bit the chance is getting smaller with every single patch, which is a problem for another discussion.
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@NarkoTri1er said:
so out of all aura reading perks you are complaining about BBQ, quite literally the healthiest aura reading perk in the game
I can assure you, that somewhere, somehow, there is a person who will complain about No Mither or Bloodhound.
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"Laughs in low MMR"
The weather is nice down here, want to join?
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@joeyspeehole said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823925#Comment_3823925
You’re right, they need to make decisive strike and off the record free perks that don’t require unlocking characters.
You know that you're actually onto something here?
If DS is a perk you have to run if you want to not get tunneled, it shouldn't be a paid one.
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@fussy said:
I don't know where you see connection between mori of the LAST survivor and tunneling, but I can tell you exactly where there is a connection between the fact that I usually do not tunnel and then regret about it. Survivors should start at least respect these killers who throwing the game just to see "ez loser" or something like this in the chat.
https://us.v-cdn.net/6030815/uploads/L19HDO1ASHHR/askreen.png
Nah that's vile.
Survivors should be very glad if they get a killer that 8-hooks before killing and doesn't tunnel. Not... whatever these ones were doing.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/430414/sole-survivor-rework
i promised a very simple rework. The aura of blocking is no longer based off number of people that die. It simply blocks aura detection 60/66/72 meters when a survivor is NOT in the chase. people said i was crazy.
The problem with this is that it's just better then the pre-nerf Distortion, and a paid perk as well.
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No, thank you.
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Well, it would make the the perk better.
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I still wonder why are the offerings personal. Cakes give you more rewards.
Also, the Void is just… kind of a waste of time.
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@SkeletalElite said:
I think the bloodpoint gains are kind of poor for the event this year. The offering bonus should be stackable and event score events should see a base increase to their amounts.
EXACTLY.
Why are the offerings personal?
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I'm not a Trickster player, so my opinion doesn't matter as much here....
But why is Main Event not a thing you can start willingly once you get it? Why are you on a time limit with it?
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I mean.... this was to be expected.
WGLF got both an increase in healing speed and condition removal in the same update.
You could do this same exact setup before, using For The People with it, but now, you don't even need that.
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Unpopular opinion:
The Tombstone mechanic should be implemented into his basekit. With a reasonable activation condition of course.
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Capitalism.
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Or, hear me out....
What if we changed the bad items (green map and key) and add-ons to all do something, instead of deleting 75% of them.

