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SoGo
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Please and thank you.
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@maipace said:
I'm using DEEPL translation because I'm not good at English, so sorry if the text is strange.
There are many problems such as the contents of the finishing moly and the adjustment of SM, but one thing I'm really interested in is the “corrective action”
The new effect says “the result of a failed skill check goes from Good to Great”, but what happens if two people use “Corrective Action”?
Since the tokens accumulate each time a GREAT is made, can't we have an endless loop where A intentionally misses a skill check and activates the skill, the skill is judged GREAT and the tokens accumulate, B misses a skill check and activates the skill, the skill is judged GREAT and the tokens accumulate, and so on?
Also, I have a feeling that combined with “All-out Focus” this combo could be even worse!
Normally I wouldn't worry about this, but I'm afraid that this worry will become a reality since the Darklord's Hellfire cooldown reduction add-on is implemented in such a way that if you add two add-ons, the cooldown will be increased
You are right and it will be a problem.
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In all honesty, removing and re-releasing SM with a completely different power, lore and cosmetics would be better than trying and failing to rework her repeatedly.
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If these changes make it to live, then R.I.P. Skull Merchant, I hope you will be better in your next life.
And why are Twins getting a nerf is beyond me but what do I know. At least Charlotte could get a 10% speed boost while Victor is out.
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R.I.P Skull Merchant, hopefully you'll be more enjoyable in your next life.
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I'm surprised it even made a return. The feedback was so negative that I thought this modifier was dead.
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@ohheyitsbobcat said:
I think doing a little of both would be nice for distortion.
- Survivor Starts with 2 tokens of Distortion
- Survivors gain a token when starting a chase
This would allow you to have a couple stacks but also make it hard for the people who only hide. I think this would be fair.
Good thinking! I like this one.
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I'd say we should slow down a bit with all the new stuff. Plus, the amount of licenses looks great, but most of the time they end up as copy-pasted powers we have seen before.
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This mode was basically a return to the OG game, without all the perks.
But, tbh, it failed once, it looks like it will fail again, I'd say we abandon it.
Bring some out new modifiers, for example the Hide & Seek mode they mentioned.
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Even though I heavily dislike SM because she is a mess, this was too much even for her.
At the very least, roll back the Drone nerfs. No one asked for those.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797802#Comment_3797802
I thought I had convinced ya he is not the worst, my friend.
I think they also forgot that Trapper exists too…
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@Valimure said:
If I bring a Sacrificial Ward and it cancels out a map offering… That map needs to be blocked from the roulette altogether.
It's just incredibly frustrating to use an extremely rare offering, think you've countered someone's map offering… and then still load into that map. It's a bit tilting, and kind of makes me want to just DC.
Agree with you. In my opinion, the following should be changed:
• Now the Sacrificial Ward completely removes all maps on which Map Offerings were played from the selection.
• Decrease the rarity of it to Uncommon.
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Male Yellow Mori basekit, as you intended.
Then, remove the Yellow Mori.
And that's it.
Iri and Green Moris are unchanged.
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I think that maybe we could wrinkle out this potential threat by reworking the way Corrective action gets tokens.
For example: You can only get tokens when repairing alone.
This would kill it's potentintial with 2 survivors and Hyperfocus.
Or add a condition, that only one instance of Corrective Action can be active. Similar how Leader works.
Or, if it's possible, make it so while Corrective action turns failed skill checks into greats, for other perks it still counts as a failed skill check.
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I'd be fine with this. Makes it non-abusable and the result is almost the same.
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Added a buff to Boon: Illumination.
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796843#Comment_3796843
Honestly with how fnaf lore is in general there could be a way the universes could actually connect and be canon-
Don't put that thought into the universe. I had enough with them making the Tales From the Pizzaplex canon. Mind you, this series includes:
• A broken AR booth which causes the person inside to get inside a reality where everyone gets cancer and weird jello babies just exist.
• A game which reads your brainwaves to control an in-game Monty (which can move into your brain)
• Nanobots which wrap Christmas presents, and can carve tatoos into your skin from the inside on command.
• A dream sphere which is just a one big drug trip sold to kids.
• A club of FNAF x D&D kids who eat dirt and are commanded by a robot principal.
• Virtual anime servants.
And more.
Edit: Of course, I forgot the whole Mimic thing. Just to summarize, the lore is confusing enough. There is no need to make it more confusing. Plus it gives BHVR more room for creativity.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797307#Comment_3797307
If they don’t do that it would be a shame
Indeed.
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@Emeal said:
Please bHVR your Offerings game HAS to be better than 'more bloodpoints'
I cant be the only person who think the game has become disappointing in this department.Please say you are preparing some revolutionary changes in Offerings within this year. Do you need ideas??
- Offerings that add/ remove pallets.
- Offerings that break doors.
- Offerings that makes you able to break 5 doors by walking into them.
- Offerings that randomizes 1 perk of all players.
You gotta be able to do more bHVR. For the Future of the Game.
All they have to do, is to remove the yellow mori and keep the other 2 as they are.
I don't need more bloodpoints, thank you.
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That girl is a headache in general, but god, this is too much. The drone nerfs are not needed at all.
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@Grigerbest said:
Guys no offence to SM players at all.
I just think that… This killer… Is just taking too much of a dev's time. How many times she got reworked, nerfed, buffed, reworked, nerfed again in a short period of time?
I'm so sorry pips, but whoever was involved in developing this killer - just created a disaster. Like… How much time the dev's spent developing this killer and how much time they are using to adjust her…
It feels like this killer was rushed as heck, wasn't given a lot of thought on the PTB and was thrown into main game. Idk how did that happen.
I just hope for no new killers like her tbh - again no offence to SM players - not your fault at all. But I want the devs to work on other things that needs to be changed.
And after recent patch info - people are not happy again… So I guess… SM is going to steal more of the devs time again…
My advice to the Devs: Roll back the Drone nerfs, keep the status effect nerf in.
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@sizzlingmario4 said:
Yeah most of these are really good changes. I'm impressed. New Blood Rush is interesting, Distortion got a needed change, Teamwork perks might actually be usable now, the new Genetic Limits and Leverage sound cool.
I think the only one I didn't like was Blood Echo, I don't think it was strong enough to warrant reducing the duration, and removing the cooldown only matters if you actually get another hook within 60 seconds. Overall I think it's probably sidegraded or slightly worse than before.
I also think Lucky Star is probably still a bit too awkward to reliably use. 30 seconds of no blood is good but only if you preemptively activate it, it's not like you can really do it in most cases if you are already being chased. And it no longer has the aura-reveal part which makes it worse.
I love the Lucky Star change. I like stealthy plays in general, so this perk seems awesome to me.
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Finisher Mori's:
I'm fine with this, but I would keep the green abd iri mori's as they are and just remove the yellow one.
Teamwork perks: Thank god they remembered them. Good changes overall.
Corrective Action: So... now the goal is to fail skill checks with this perk in play?
Inner Focus: A good solo Q perk? GOAT CHANGE!!!
WGLF: Seems nice, I just hope the Buckle Up situation won't repeat.
Poised: Ok, I like this one, it's nice. One more reason to buy Jane...
Blood Rush: We will see how this will work in practice, but it seems great on paper. Dare I say, a bit OP!? We will see...
Quick Gambit: So, this perk is finally useful. Neat.
Distortion: Seems reasonable. Better than I expected.
Lucky Star: I will buy this perk the moment it appears on shrine, I LOVE IT!
Genetic Limits: The duration seems a wee bit short.
Leverage/THWACK!/Deathbound/Mashine Learning: Neat changes.👍
Zanshin Tactics: This seems too good. It won't get through the PTB, mark my words.
DMS: Well... these changes are kinda harsh.
Blood Echo: Sounds reasonable.
Hex: Crowd Control: An interesting change. I'm intrigued how it will work in practice.
Predator: Seems... strong. Although, Distortion counters it completely.
SM changes: The scan lines nerfs are not needed.
Hillbilly changes: Fine by me.
Twins changes: Unnessesary. If this goes to live, make it so Charlotte gains 10% Haste while Victor is out. That is the least you can do to compensate.
Unknown changes: Eh, no comment here.
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I think if an add-on becomes partially basekit, and the value of it after the changes would me minimal, the add-on should just change its function to something else
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If you want Hide & Seek, play Lights Out when it comes out.
@Huge_Bush said:
Survivors repeatedly told the devs that the chase is the most fun aspect of the game so the devs obliged and pushed killers to chase more rather than guard gens or camp.
While I agree that the chase is fun for a lot of people, I do miss being Blendette (not the useless version) and I do think there is too much Aura reading. It won’t hurt to tone it down a little but being realistic they’re not going to delete any perks.
A fellow Blendette enjoyer, I see. Hello!
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That is an interesting idea. I would like to see it in game.
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What I expect is BHVR having to put a giant disclaimer on each piece of FNaF related content, saying "THIS IS NOT CANON" to avoid being bombarded with lore questions.
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I'm glad that it happened, but I'm also a bit mad it didn't happen sooner, since I already bought Kate, Feng and Hag.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795281#Comment_3795281
You can simply make gaps in some structures like Badham has few spots, but they don't think about totems at all with map design, then just randomly place them around, which creates such terrible spawns.
Leri's, Badham and some others have this. So totem is inside some small structure of grass, or boxes etc.
Sadly you are right they do not really care about hexes and boons. I really hope they give boons and hexes some buffs in the next update since they said they want to make a lot of perks better there.
Having the boons spawn like on those maps would be great, but it would still not do much on most maps when they are small. Those two maps are relatively big and have a lot of walls, which make hiding them better. The other maps simply do not have those advantages.
You can also use corners of map, they don't need to be put in middle. I am pretty sure I would be able to find enough hiding spots on most maps, except Eyrie of Crows probably...
I would like it, but this change would make boons even worse than they already are and on the other side many survivors would probably complain, which would lead to one of the fastest reverts.
I would like it, but this change would make boons even worse than they already are and on the other side many survivors would probably complain, which would lead to one of the fastest reverts.
That exact thing was the reason why did I put in the boon range increase. To accomodate for the new, potentially less useful totem spots.
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I hope the acceleration bug gets patched, it effectively wastes one of the charges.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/424800/hex-and-boon-changes
- hexes arent weak,
while there are hexes that bring more value over others in common situations
hexes like noed, devour hope or even ruin, are still pretty strong
i disagree that totem spots are "too obvious"
- having to remember all the totem spots and finding them is too much of a hassle for anyone to do
so, nobody is EVER going to remember them
- alot of maps have really wierd totem spots that you would never find even if you run through the entire map
for example : there are totem spots that can be fairly hidding in some corner + grass
watertower in glenwale (gunslinger's map) by the small box
toba landing, very right of main, next to the stairs and next to the pathway that can slightly go below main
theres a small grass spot that nobody runs past, a totem can spawn and be hidden in grass
then theres midwich with its wierd locker totems and rpd which are either obvious or well hidden on the upstairs
yes the totem spawns and which totem is a hex is rng,
but its not like ALL totems are very obvious, otherwise nobody would bother using them
there are often games even in swfs where nobody is able to find that one hex totem that is in the most hidden or random spot that nobody has yet heard/searched for (now imagine that with multiple hex totems in soloq)
1.5 boons are less used and less viable, expo and CoH are still viable in swfs and very useful
the rest of the boons are honestly no worth running no matter how you try to use it or even if they get buffed :/
2. the buffs (hexes)
blood favour : the problem with buffing this hex remotely is killers like clown or blight,
would be very diffcult or close to impossible to fight against
its already good enough, especially if you do an entire build around it
crowd control : bamboozle is and always will be better
reworking wont change that and making it last 4 minutes wont change that
huntress lullaby : while i do agree that it shouldnt be this weak, it shouldnt also have full power
reduce it to like 1-3 tokens for some downtime and give the survivors a chance to still do generators or find the totem
rather then being completely oblivious to finding that totem
ruin : honestly i dont mind, its obvious, its not too opressive, can get alot of value when not clensed
Thrill of hunt : if killer wants more bp, sure
two can play : sure, got no problems with that
Wretched Fate : while i do admire the idea you were trying to do and the rework idea on itself
this would take too much effort for a single perk for behavior to even implement
even if it somehow did, this is just a pure soloq pub/noob stomper perk with how bizzare the idea and function of this perk
everyone can cleanse the totem before endgame and if they dont they basically die
its not healthy noir is it fun for both sides
3. Buffs (Boons)
the range and less noise will make every killer complain
it could give a small range buff or less noise, (either/or, definitely not both)
but overall boons are really good where they are at right now, in terms of health and power
Illumination : make it show literally everything, i dont care if that would "bloat the screen with aura"
auras are still useless in soloq and only useful for beginners, even then it gets overshadowed by detectives hunch or maps or other perks that help you in tasks of "its there", deja vu for gens, plunderer for chests, ect ect.
it should honestly be buffed so cleansing/booning is alot more, i'll say 50%
or rework the perk entirely
dark theory : so it doesnt really require effort but its somehow gives a 5 haste boost for everyone?
especially with the buffs, and hatred towards hate,
i dont think buffing it to 5% would be good,
especially when other weaker haste perks require more for less
(plus you need to consider the possible boon spam and haste stacking it can come with it)
you could just buff the range or/and give it a SLIGHT haste boost so its not completely worthless
or also maybe include other actions like gens, chests, vaulting, healing, ect
Shadow step : ngl it should supress literally everything it can, footsteps, blood, grunts, everything
otherwise it will get overshadowed by other boons (and even by the buffed dark theory), noir will it be worth running because
"well killer can just run that perk to counter an entire boon perk"
i dont want both sides to be stomped by hex's and boons
have a nice day and enjoy the feedback : )
First things first, thanks, I will enjoy it!
Now, I might have exaggerated the state of Hexes a bit. I also think that NOED or Devour are great.
As for the totem spawns, yes, they can spawn in a good place. But that is the best case scenario. The worst case scenario is exactly what I described in the original post. Totems spawning in the open, next to gens, right next to survivor spawns, etc. On top of that, there are some maps with guaranteed totem spots.
The boon range increase ties into this point. Since totems would be ideally placed away from high-traffic areas, boons would get worse by proxy. I made the range buff to balance it out. As for the sounds, well, a running vacuum is quieter than boons, so making them quieter is a thing that comes to mind easily.
As to Blood Favor, 15 seconds seemed just a bit too little to me. That said, if all but one change from this post were inplemented, Blood Favor would be the one to stay as is.
Huntress Lullaby stacks only affect the skill check sounds. That is an unnessesary condition if I ever seen one.
The Illumination part made me think of adding pallets and windows into the equation, so thx for ideas!
Dark Theory should be 3% max. I guess you misunderstood the post, I didn't want 3% added on top of the 2% already there, just 1%. In total, a 3% speed boost - same as MfT.
- hexes arent weak,
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Ok so, I like the idea of separting repair and sabotage.
Also, I think that keys should all be able to be used to instantly open a chest. There could also be an add-on that makes it so it won't consume the key.
Regarding the new iri items, I wonder if them being a chest - specific item would be good or bad
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Added a brand new status effect to Scourge Hook: Creative Slaughter.
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@Halloulle said:
half agree. - Though, there is one thing to keep in mind: the dc penalty is, above anything, a managing system. Managing what? Who is in Q at a given time.
So while I agree removing the dc penalty altogether would do a terrible job at keeping people who dc for the silliest reasons out of the matchmaking Q, I think capping it at, say 15 minutes per role, would be alright. Got too tilted playing surv? Take a breather - maybe try a killer match in the mean time. Got too tilted as a killer? Take a breather - maybe try a surv match in the meantime. Even if that person keeps dcing every match (which I assume would be quite the outlier to begin with) they would have a pretty minimal impact on the overall matches, I'd assume.
I would also pair it with reworking the 4%; someone somewhere suggested removing the hook-time-reduction and replacing it with a cooldown; you still get your three attempts but you don't get them in rapid succession, except if you have a perk that is self-unhooking-related or only one surv is not on hook. I kinda like that idea.
So... you still get 3 attempts, but you don't ######### while doing them?
Sounds good.
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My issues with new maps:
1: They are getting smaller and smaller with every one released. Also, loops are getting weaker.
2. Fog is nonexistent. Revert the fog removal and make it so that the reagents do something.
3. Some maps are too bright. Eyrie, Ormond and Coldwind in particular. Make coldwind take place shortly after sunset, and add a snowstorm/sandstorm to Ormond/Eyrie.
Edit: Almost forgot an smaller issue: Breakable Walls seem to have been abandoned as a concept. Evidence: Look at maps from Project W onward.
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I don't think it was Mangled that needed a change, but Haemorhage.
My suggestion: Make Mangled last until healed and put Haemorhage on a timer instead.
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Knowing BHVR, it will take a long time to come up with a rework. I just hope it won't be another Twins situation.
While we wait for the official one, does anyone want to share their rework ideas?
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@drsoontm said:
An perma-exposed basement? That's too strong.
Now, I did mention that it was a bit silly.
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@BugReporterOnly said:
3 people with Lightweight in my match. Make it like Light Footed when injured it deactivates already.
No :)
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One thing that makes this a bit impossible, is that the devs stopped putting Breakable Walls in newer maps.
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Overexposure, I would guess.
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All variants of the fog dont do much, they really need a massive buff for their effect
YES.
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@VomitMommy said:
Yeah, some are too weak and would need buffs, but I don't think that is main problem.
Main issue is totem spawns. Spawns middle of nowhere visible from half of the map, spawns next to gens, guaranteed spawns easy to find, survivors spawning on top of hex...
What is purpose of totem hunting perks at this point? I don't think any totem should be in a spot you can see from 4+ meters, it should be in spots you need to actively check to find them.
I agree completely. The spawns are atrocious.
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Made some adjustments to Fakeout and Scourge Hook: CS
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I can't wrap my head around removing the fog.
If anything, there should be more of it.
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I'm fine with it completely silencing gens, and the screaming immunity.
However, I would keep the extra damage when failing skill checks.
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@derakmon said:
Hi everyone,
Pretty new to the game here so I wanted to know everyones opinions on Trevor's perks now that he's been released for a couple weeks.
Moment of Glory and Exultation seem alright for players are good in a chase, though it kinda seems like MoG takes a LOT of time to activate (Time to open 2 chests + 60 seconds) and thats only if you survive the 60 seconds.
Eyes of Belmont seems decent if youre running perks like Alert or Fogwise, but Im not sure if I'd slot it over other aura perks like openhanded or kindred.
Have you guys been using/liking these perks?
Id be interested to hear if you've made any fun builds around them
Moment of Glory needs some buffs. In it's current state, you have to be leagues above the killer's skill level for it to work. Plus, the chest search progress reseting after downs is just the worst.
Exultation doesn't need a cooldown.
Eyes of Belmont should have a different aura reveal instead of Wish version of Dark Sense. For example, revealing the killer when a survivor gets injured.
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If there is a problem with Premonition affecting stealth killers, make it the range of it is smaller when there is a killer with undetectable. Let's say, 12 meters instead of 36.
So, if a killer is undetectable, the perk lights up much later and gives you less time to run.
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My dream license is a lot more obscure, but Dark Deception.
I just think there is so much that can be done with it, and it has potential for really unique mechanics.
Of course, I also want Jason to come into the game.
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The game is now, I would say, balanced.
Killers win more on low ranks, and lose more on high ranks.
Survivors lose more games on lower ranks and win more on higher ones