SoGo
SoGo
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Her puke sometimes just decides "No" and she misses a perfect shot.
Any small object can be used to avoid the puke completely.
DS and Head On disable her power.
If the whole team can agree on whether to cleanse or not cleanse, she can get countered just fine.
If anything about her has to be nerfed, then her Iri add-ons and that's it.
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@AhoyWolf said:
After completing 3 Skill Checks, the Perk lets you see regressing generators, why is this bad?
There are way too many things that actually can regress generators, so it's not a good Perk to locate the Killer, it can trigger from their kicks, but it also can trigger from their Add-ons or Perks, like Hex: Ruin or Surge.
What can we do to fix this? It's quite simple actually!
- Remove the activation condition.
An arbitrary condition that only serves the purpose of the Perk being scalable with tiers.
- When you interact with a regressing Generator, be faced with a difficult Skill Check.
- Successfully hitting the Skill Check will instantly progress the Generator by 3/4/5% of its maximum progression.
- Missing the Skill Check doesn't inflict a penalty.
Ever since kicking generators regresses them by 5%, I thought it would be fun if there was a Perk that could reverse it with a bit of skill, so here I present to you Survivor Overcharge.
Rookie Spirit
You keep a careful eye on objectives when they're slipping away.
- You can see the aura of regressing generators.
- You will face a difficult Skill Check when interacting with one.
- Succeeding the Skill Check results in an additional 3/4/5% bonus progress.
- Failing the Skill Check doesn't regress the generator.
What do you think?
@PetTheDoggo said:
What about keeping the condition, but you stop generator from regressing instantly when you start repairing it when Rookie Spirit is active?
Both of these are good ideas.
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I don't see a problem with it.
Huntress Lullaby would, ofc, cancel this feature when active, but there isn't a lot that can go wrong here.
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I was taught that Hex spawns are incredibly bad
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If there is one perk that should be removed from Chaos Shuffle, it's No Mither.
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Can I have a suggestion?
Play Impossible Skill Check Doctor.
Perks: Unnerving Presence, Hex: Huntress Lullaby, Overcharge and Merciless Storm.
Add-ons: Two of the "Calm" add-ons.
Offering: Mary's Letter
All you have to do all game is shock survivors from time to time, kick gens and shoo survivors off of your totem. And of course chase people.
9 times out of 10, the survivors will just fail skill checks, not requiring you to protect gens as much, giving you more time to do your stuff.
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@SpitefulHateful said:
The Mistress of the Dark should be the Killer, I don't make the rules
Agree.
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Yes, yes, yes. I'd love that.
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Dark Devotion could be funny on him, like a remote detonator.
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@HerInfernalMajesty said:
I can’t see him other than a walking tank. How cool would it be if his power gave him some protection from pallets at the cost of speed.
Good idea!
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Something similar to his power in the FT13 Game.
A faster breaking/vaulting/lunging speed that builds up throughout the trial.
Maybe the Sense and Teleport powers from the game. The Shift ability would be just a reuse of Spirit so not that. Same with Stealth and Chucky.
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I really hope they'll add Hag into 2v8.
I will have a killer that is guaranteed to not wait as long and who I'm familiar with.
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@Grigerbest said:
Ahh… You can bring sacrificial ward…
That won't help you for long...
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You stole words right out of my mouth.
Why does this community have to ruin every single event.
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I didn't play it a lot, but I imagine a Hag would be terrifying to ply against in this mode
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I'd say probably Wesker is the gold standard of balance: fun to play, decently powerful but not OP, you have to be skilled to play as and against him, so on and so forth.
However, if I could add a killer that is the most unique, I'd say Plague.
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It happened to me too. Guess the servers just died.
To be clear, my internet works, I just took these photos as I write this.
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We could easily have og Ruin in game with these spawns.
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@Sensetize94 said:
They need a strong buff not a nerf…
What nerf are you talking about? The green map duration one?
Or the one to the killer belongings which, mind you, only affects killers that are already hard (Trapper, Hag, Singularity...) and is in line with BHVR removing all things which counter specific killers only (Lightburn removal, og Small Game removal etc.)?
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I would not discontinue them completely (don't crucify me), but instead I'd like the Sacrificial Ward to be made more useful.
First, it should be yellow rarity. It can get completely wasted when there is no map offering in play. Plus, it would be more common since it wouldn't have to compete with all map offerings.
Second, it should completely revert the effect of map offerings when used. So now, instead of guaranteeing that realm to be selected, it will be removed from the pool altogether.
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My idea is that it all should be random: perks, add-ons, items.
Few exceptions to this could be:
• Meme add-ons (the ones which nerf you for a bloodpoint bonus)
• Predator for killers and No Mither for survivors. Both are essencially hard-mode perks.
And of course, every offering except the bloodpoint ones should be disabled.
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@UndeddJester said:
As for the totems, I'm a bit uncertain about making them tied to an add-on.
That's a fair point, I suppose the issues with hexes being so easy to find at times are for the hexes themselves to solve, not really the responsibility of maps… objection withdrawn :D
Yeah, sometimes the totem spawns are so bad it hurts. Even on maps like Mother's Dwelling, you can have a totem right next to a gen.
You don't even need a map to find them, you just go do a gen and there they are. Or you find them mid-chase.
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@vol4r said:
It should not be a setting because it only let's you have a random perks.
Magic lays within everyone having random perks.
This. Running a random build while everyone else is going sweaty is just a way to torture yourself.
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@UndeddJester said:
Always keen to see suggestions for maps/keys.
Maps
Only thing that sticks out to me there is the killer belongings change being basekit makes all maps very good at finding totems... I would argue they're a little too good for countering Hex builds already...
I would change "killer belongings" basekit to just be hooks, and still have the "totems" portion require add-ons investment so Hex perks are not made trivial at base and we can't have max range for finding totems.
Otherwise happy overall. Not too keen on green map being reduced to only 10 seconds, I dont think it needs that nerf, but can live with it.
Keys
Can we change Broken Key to Crooked Key and allow it to open the hatch but it takes 10 seconds and chests in 5 seconds? Then just scale the charges linearly.
It makes so much more sense to still have it able to unlock thing but be slower at doing it rather than just not being able to do things period...
I would also given keys the ability to reveal the auras of chests within 32m as a basekit as well, so it's active ability without appropriate addons actually does something.
Otherwise pretty happy.
🤘🤘🤘🤘
Thanks for commenting!
In an earlier draft of this discussion, the green map had 15 charges. I reduced it because I thought there was too little of a difference between the green and iri map with these changes.
As for the Broken Key, I would happily do these changes. The longer I think about that item the less sense it makes. Even the chest unlocking feature doesn't make sense when you think about it.
So yes, I would gladly change the Broken Key to be in line with the rest. The chest auras are a nice idea too.
As for the totems, I'm a bit uncertain about making them tied to an add-on.
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Sacrifical Ward should be Yellow and just revert the effects of map offerings.
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My ideas are:
• The rarity of items in chests should be higher (Plunderer's basekit)
• There could be special items that are better then normal and have a small chance to spawn in a chest. These couldn't be obtained otherwise.
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I like this.
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Why does this communtiy have to destroy EVERY. SINGLE. NEW. MODE.
WHY. CAN'T. YOU. JUST. PLAY. CASUAL.
In a LIMITED modifier.
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Wait it already came out?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805806#Comment_3805806
Empathy is still my favourite info perk survivor side. 🤘😁🤘
Nurse's Calling for me kinda has the same effect as Borrowed Time... because you don't see it often it just isn't in your mind, and often even when you get the clue it's in play, you still tend to second guess/miss its that perk responsible and get caught by it again when it really matters 😅
BT is my entry, and I feel it's slept on, cause whenever I use it, my team almost always gets some value out of it.
I mean, BT can completely screw over the "count to 10 after unhooks" people.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806460#Comment_3806460
It's just sad, that you wake them up by hooking… I mean, you literally counter yourself.
I think it was probably created to stop Freddy from just finding the survivor immediately thanks to the aura reveal and hooking them again.
I like those small details of Freddy's power, and I think they have a place in the game. But clearly they were all designed with the original Freddy in mind. No one expected him to get reworked, or that he would reach a state so terrible that fair counterplay becomes a hindrance.
For me, the most dumb part of Freddy is that failing skill checks wakes people up.
That should be the no. 1 thing to remove in case of a rework.
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We had the splinters for that kind of thing, but they got removed.
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Funny how there are people saying Dracula is weak and then there are folks who think he is stronger than Spirit.
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806075#Comment_3806075
Dracula has 50% bonus audio on footsteps, kind of like a basekit stridor but for steps
https://deadbydaylight.fandom.com/wiki/Dracula
I know that. And I heard that there is barely any difference.
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Also, Iron Will and Off the Record seem to be one of your big arguments against Spirit, but guess what?
Dracula can also get screwed over by the same exact perks.
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Two things that should get added:
A in game chat wheel.
Survivors seeing all 4 of their builds during loading screen and in game.
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@jajay119 said:
I feel like BHVR have clearly broken the fog and haven’t addressed it.
Now they’ve made the maps smaller and fixed the scratch marks I think they need to compensate by going back to the early vibe of darker maps and more fog. No daytime naps either - unless it’s an offering but I’ve never understood why maps like ormond and cold wind were moved to daytime maps on a game called dead by DAYLIGHT.
Coldwind - make it dusk (like Dead Dawg)
Ormond - give it a snowstorm
Eyrie - give it a sandstorm.
All maps - MORE FOG
Reagents - make them actually matter.
Please, bHVR.
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- He needs to start with at least 4 traps.
- There should still be 8 traps in the enviroment (so there are 12 in total)
- Getting caught in a trap while injured should cause a Deep Wound.
- His traps need to either spawn towards the middle of the map, or he could be able to get them from lockers, or both.
- Traps hitbox should be bigger.
- Disarming a trap should have some kind of minigame attached to it which takes away a health state from a survivor if failed.
- His "Jaws" add-ons and Oily Coil should all be buffed in some way.
- The Tar Bottle add-on should be reworked to make the traps change their colours and texture based on the enviroment they're in.
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I would like Territorial to expose anyone in the basement instead.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805779#Comment_3805779
I mean, is it good? No.
Should it be good? Yes.
What's the point of a more costly and rare add-on if it's crap and barely has any impact on the match (without being broken)?
A good example of a well-designed iri add-on is Trapper's Iri Stone and Bloody Coil. They greatly enhance his power and affect his counterplay without being too strong and unfun to deal with.
On the flip-side, there are Iri add-ons that are too strong and/or unfun to deal with (see both of Myers's Iri add-ons).
Agree.
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Since we're already talking about Freddy, does anyone want to offer up rework ideas?
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/427893/i-regret-playing-freddy
https://us.v-cdn.net/6030815/uploads/YEKYFMD8OU0G/yay.jpg
Its coming. Him and Mikey will be getting some love. I mean I hope its love they get and not another Twins type situation.
Yup, I hope so too.
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Nurse's Calling is really good actually. I use it quite often. Another perk which kinda fell off is Tinkerer, which I also use often.
Both of them aren't weak at all, people just moved on to something else. Which is a shame, but whatever.
On the survivor side, I'd say Empathy is a perk that just fell off for no reason other then change of taste.
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The ritual must be complete. We need more traps to finish it.
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I mean, just because an add-on is iridescent, doesn't mean it's good.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805633#Comment_3805633
The type of survivors that allow you to hit them as a powerless 110% speed killer would probably be 4k'ed 5 gen'ed by my Dracula.
She is also faster than Dracula and completely invisible, so survivors have to guess where she is most of the time. With the current loops being bad on average, you can just pop out from whatever side you want. You can see Dracula from a mile away while he is a bat.
The directional audio can be used to bamboozle survivors as well. Plus, have I mentioned the MDR and Dried Cherry Blossom combo? You know, the one which boosts you even more and gives you exact location of survivors?
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@Huge_Bush said:
I hate the lack of fog and want it back new and improved. I need it thick like this:
https://us.v-cdn.net/6030815/uploads/RMGNB2W04UJZ/img-4797.jpeg
Oh god how I would love this.
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@Jock21 said:
Like seriously, Dracula's Bat form is essentially a Spirit's phasing with unlimited duration which bypasses vaults and dropped vaults (and can even block them with an add-on) and even if you somehow screw up with that you're still a 115% speed killer with 2 other anti loop abilities (or you can just use the bats again right after cause the cooldown is stupid quick it might as well not exist).
Meanwhile Spirit's a 110% killer who has no other abilities if she screw up her phasing which is super easy now with her directional audio phase and Iron Will being back in the meta, if survivors just reach a strong window or God pallet while Spirit's phasing girl is cooked, also she's literally unplayable against decent teams without the green power cooldown add-on, being stuck as a powerless 110% speed killer for 15 seconds is way too long against survivors that are efficient on gens. Also she has virtually no map mobility/pressure anymore cause all of her add-ons that were giving her good mobility were nerfed into ground while Dracula just gets good mobility for free in base kit (cause again, unlimited duration on bats and virtually no cooldown on them either) which can be made even better with add-ons.
Seriously it's insane how much I need to sweat while playing Spirit now compared to when I play Dracula and I used to main Spirit, I can't imagine how bad it must be to play her if she isn't your main.
You can pretty much double tap survivors if you know how to play her. You get a hit normally, start phasing and catch up immediately.
Plus, you can put survivors into nasty 50/50 situations.
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Eh, why not.

