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  • I meant the perks. Which one of them is uncounterable in a swf?

  • @HaunterofShadows said:

    My question would be how the powers would work. The murder monkeys don't have anything going for them. The gold watchers freeze when you look at them but that's not really a power. Agatha has teleportation and impeccable hearing, but that puts her in a role that spirit already has. I don't think we know enough about Malak. We would probably have to wait for the game to release all its levels before deciding what would be the best killer

    I think that either the Dread Duckies or Reaper Nurses would be the best choices.

    The Murder Monkeys really can't do anything, so idk what could they do with them.

    Agatha is out because her power is similar to Nurses, and also since characters have to be 18+ if I understood it correctly.

    The Gold Watchers would be near impossible to implement, so...

    Clown Gremlins have the same problem as Murder Monkeys, that being that they're too simple and weak.

    And with Malak I can't think of a possible lore explanation of how he would get to the realm.

    All others though, could be options.

  • @legiondoctor said:

    Its already too strong. You buffed weaving spiders you buffed toolboxes and now added another bnp perks. Literally at this point gens are flying with no perks to counter it.

    Weaving Spiders is the biggest flop of a perk that BHVR created, and even after 2 changes it's still very bad.

    Specialist requires you to find 3 chests or bring another perk to do it's job.

    And BNP is BNP, you got that one right.

  • Interesting change.

    Almost nobody uses Yun-Jin's perks, but this change might make Fast Track more appealing towards players. If this got implemented, I'd also like the amount of tokens per hook increased to 4.

  • I tried using a map while playing during the anniversary event. Unfortunately I played against a tunneling Vecna and all survivors including me weren't that good, so the match went quickly downhill. The thing that annoyed me the most was the fact that you have to actively read the map to see things.

    Rant over, onto the post now.

    I agree with you that in both cases, it's the iri option or nothing. The Green Map needs buffs, as well as Purple and Green Keys, because they are all next to useless.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748492#Comment_3748492

     tracking scratch marks

    I don't play Spirit, but I would like to know how I'm supposed to track something that takes multiple seconds to appear and sometimes doesn't appear at all. Scratch marks have only gotten worse over the years.

    I have no contribution to make about Iron Will affecting Spirit, because I never see Spirit. It's almost like she doesn't exist. I stopped playing her when they removed collision in phase, and since then as survivor I've seen her less and less. During this event, I've seen her one, maybe two times. That's it. Not even exaggerating, I see her about as much as I see Twins.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748515#Comment_3748515

    Ah! I'm not the only one who never sees her! Yeah, she's practically disappeared from my matches.

    Now, about scratch marks, supposedly they made them a lot brighter in the PTB. Completely unrelated, but mildly interesting.

  • I just imagined a Nurse getting caught in a trap. Hilarious stuff.

  • Both PWYF and STBFL should only activate on hits that take a health state.

  • With all due respect, I like it the way it is.

    I like it when I know which survivor is poor and didn't put on a cake bringing me to Eyrie instead. So I can Tombstone them.

    Also, there is a way to avoid this, if anyone doesn't bring anything, it doesn't work. So, if 3/4 survivors bring things and the last doesn't, there is no info.

  • @UndeddJester said:

    Just going to necro this thread, because Twins is in a daft state right now...

    The lingering buff after the revert to give 2.7s recovery after a hit is insane... Victor can just slug repeatedly and do every jump from point blank with barely any cooldown.

    I like playing Twins, and don't go on Slug rampages... but facing them is utter nonsense right now... the only saving grace is they're not popular...

    I feel like a mechanic like this would be a lot more interesting and fun for everyone... I don't consider myself an experienced player, so would happily takenother suggestions instead of this change... but the point is SOMETHING has got to change on Twins, cause they are plain bananas right now.

    Gonna help you with raising awareness here, and also offer feedback. Simply put: I like the idea.

    It's never a bad idea to make a killer more rewarding when playing in a skillful way, so.. no problems on my side.

    Side note: It's kinda funny how discussions that offer genuine ideas and sensible changes get so few responses, yet a post written in 5 minutes with some controversial stuff in it gets 20+ comments.

  • @Akeeno said:

    its an alternative to calm spirit and provides more value even tho there is a requirement for activation.

    Just because a paid perk that removes screaming under fairly specific circumstances exists, doesn't mean we just revert UW.

  • @CorvusCorax86 said:

    What's Dark Deception? The game where you run in a maze?

    Yes, it's that one.

  • I will join you here because.... i don't know either.

    Where is the 530% bonus you get from cakes? Is it not shown or something? And if yes, then why do I sometimes get 100k as a killer while others have average results?

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747464#Comment_3747464

    Yours is great this was something I made quick just because I was bored I was thinking of making a rework idea too

    Trust me, I understand. I spend way more time than I probably should've on these forums, just because I'm bored.

    Honestly, I would like to see small buff/rework ideas more often in here, rather than rage bait posts and people having meltdowns over every single upcoming change.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747383#Comment_3747383

    If it isn't our resident ninja SoGo lurkin' in thread. 😄

    Hello there friend 🖐️👽️

    Hello!

  • Honestly, all these changes are good for him.

    They make him slightly stronger, but it's still the same old Sharp Hand Joe.

    No saying they are bad, but they are the bare minimum that absolutely should be in the game.

    Anyway, it's good to see more Freddy rework ideas.

    I also had my own vision of a Freddy rework if anyone's interested:

    @SoGo said:

    Hello, Freddy mains!
    This is my 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. They can intermittedly see him during this process.

    When in the Dream World:
    • Survivors suffer from a 20% action speed penalty.
    • Can see and be attacked by Freddy.
    • Can hear Freddy's terror radius.
    • Can see and be affected by Dream Traps.
    • Can see the Dream Projection happening.

    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/Props

    Ways 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 12

    Black Box:
    • Asleep survivors are unable to escape through the Exit gates.
    • Increases the amount of Medicine Cabinets by 2

    Pill 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.

    Swing Chains:
    • When hooking a survivor on a Dream Hook, the duration of their hook stage timer is shortened by 15%.
    • Removes 2 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 20%.
    • Decreases the length of Dream Transition by 2 seconds.

    Paint Thinner:
    • When triggering a Dream Prop, survivors scream and reveal their location for 3 seconds.

    Cat Block:
    • Survivors become Exhausted for 30 seconds when interacting with a Medicine Cabinet

    Nancy'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 10%.
    • Decreases the length of Dream Transition by 1 second.

    Prototype Claws:
    • While asleep, survivors have 20% higher chance to trigger a skill check while repairing or healing.
    • Skill check success zones are reduced by 20%

    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 5%.
    • Decreases the length of Dream Transition by 0,5 seconds.

    Garden Rake:
    • The Nightmare is completely invisible to survivors during Dream Transition

    Kid's Drawing:
    • Reduces the amount of power tokens by 7
    • Gives a 100% bloodpoint bonus in the Sacrifice category.

  • @huxenjoyer92 said:

    I've played Vecna more and it's become more obvious that while crouching at a short distance is viable at loops to avoid making him a gigazoner (unfortunately), I would like one change:

    Make Flight of the Damned uncrouchable after 12-14m to allow for long ranged snipes.

    It'd make the power more fun to use for snipes and reward environmental awareness for survivors who listen for the audio cues and react appropriately.

    I realized earlier when I said making the uncrouchable all the time would break Vecna's balance, since the skeletons move very fast. From Vecna's perspective, they don't seem to move as fast, but it's deceiving. From the Survivor's perspective, it's more obvious.

    This is a very interesting idea.

    I like it. It adds skill and a bit of strength into the power.

    That being said, it kinda sounds like a inverted Artist.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747385#Comment_3747385

    Thanks haha, it’s my “Now you see me now you don’t” build. It’s pretty strong I won’t lie 😅

    What’s yours?

    I play survivor VERY rarely.

    But last time I played, it was:

    We'll Make It, Kindred, Windows, Lightweight.

    I also used Streetwise and Deja Vu when playing survivor.

  • Swap the color pallets of Yamaoka and Red Forest.

    Make it so a snowstorm is happening on Ormond and a Sandstorm is happening on Eyrie.

  • @HerInfernalMajesty said:

    Lithe, Lightweight, Dance with Me, Quick and Quiet.

    Ah, I see you use the Window Vanishing build!

    I applaud you!

  • @AbsolutGrndZer0 said:

    Today in salty players…

    https://us.v-cdn.net/6030815/uploads/FKANW2KX3ZWF/salt-score.jpg

    https://us.v-cdn.net/6030815/uploads/KVN6WNKLMO4N/salt-1.jpg

    https://us.v-cdn.net/6030815/uploads/LNZ5W1LFQPKP/salt-2.jpg

    https://us.v-cdn.net/6030815/uploads/WIBMJ0JJK54O/salt-3.jpg

    Like seriously, she got TWICE my score almost, so why is she making such a big deal about it?

    The "Playing the game" line was me saying something along the lines of "imagine just playing the game"

    As for slugging, the only time she could be talking about is when I one time downed the Ada, then chased off Ash because he had a flashlight. But that's not slugging IMO.

    Probs to the Jane. She ended up with the worst score and is still on your side.

  • The best one for me is the Trapper faking out a lunge with placing a trap

  • Besides the best add-ons he has (Tombstone add-ons, Tuft of Hair) and his fun meme add-ons (Scratched Mirror, Vanity Mirror, Dead Rabbit, Boyfriend's Memo) he has only a few good add-ons, like:

    • Judith's Journal/J. Myers Memorial

    • Tier 3 duration add-ons - Hair Bow mostly

    The rest is pretty much useless and even then, none of them help his pretty weak chase. So ofc people will run what is best/most fun on him.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746377#Comment_3746377

    It's not that it doesn't have potential, every IP got potential.

    The main obstacle is the fact that IPs that are niche and cult requires more demand and show of interest from the community before BHVR would realistically consider pursuing it due to licenses needing to make enough economic return to cover for both the amount spent on obtaining the license of the IP itself, but also for making the in-game content related to the IP's itself that's going to be sold as a dlc, something that niche or cult IPs pose a risk of not doing so unless there is enough of a desire from the community itself to see it added, so that it's inclusion proves worthwhile financially.

    Even if we got all the iconic horror movie villains from the pre-2000 eras, it wouldn't change the likelihood of the IP coming in.

    An example of niche/cult stuff coming into DBD would be Crypt TV, reason it got in was because there were alot of people asking for it's inclusion into the game, or at least enough to justify it's inclusion as skins, something the owners of Crypt TV showed those amount of those requests they have received about it to BHVR in order to convince them.

    Thank you for the explanation. Tbh I forgot about that part. My thought process behind this post was simple:

    I like that game →would be an interesting chapter → make this post.

  • @ays12151 said:

    Patch 8.0.0 came with very nice Cannibal's Buffs - that's good. But why did he receive 2 very big shadownerfs?

    • Increased time required to reach maximum speed with a Chainsaw to 1.5 seconds (was 1.2 seconds).
    • Decreased time required to trigger a Tantrum while Revving to 3 seconds (was 5 seconds).

    Developers, please take a look on that. Just set consant acceleration time and it would fix a problem where his acceleration can be very heavy at the start with certain Add-Ons. Additionally, the Revving bug is very problematic while using Add-Ons that modify Chainsaw's charge time.

    I really hope that BHVR will hear you about the accelaration thing.

  • Freddy watching from a corner seeing everyone else receiving reworks:

    JUSTICE FOR FREDDY

  • @Smoe said:

    The IP is rather niche, so i don't think it'll be anything more than just a cosmetic collection at best.

    It's not the most known horror game ever, that's true.

    But I still think it has some potential to be interesting. Maybe once all of the 80s classics are already in the game.

  • @Devil_hit11 said:

    add totem aura reading the perk.

    Y E S.

  • @HerInfernalMajesty said:

    What are all the pros and cons of tunneling from all different perspectives? How is it bad or good for Killers? For Survivors? For the game as a whole?

    I don’t mean this discussion to be about what “should” be the pros and cons but instead of what “are” the pros and cons.

    Pros (survivor): You learn how to loop faster.

    Cons (survivor): Boring, annoying, can make new survivors quit, creates toxicity.

    Pros (killer): You can win much easier, don't have to sweat too much etc.

    Cons (killer): Your MMR becomes higher than it should be, inevitably resulting in you getting stomped hard. Also, every survivor you face is going to be really salty in the chat. Also also, it can create an endless cycle of you being "forced to tunnel" because of the survivors being much better than you are.

  • @Devil_hit11 said:

    that is not how it works. the game first rolls the map. Badham, then it rolls dice for which badham you get. Map prevention does work but it doesn't reduce map to 0%, you can get lucky and play same map twice.

    Map variation are good for the game. adds variety. Badham is just survivor sided map. it is very unfun for weaker killers.

    Yes, map variation is good.

    But honestly, how much do the variants change? Placement of the houses and sometimes size.

    And even then, Midwich or RPD spawn almost identically every time.

    If you just removed Badham II-V, no one would care.

  • @IHSGames said:

    Sometimes the DBD community frustrates me with how quick they are to flip out over something that seems big but with 2 seconds of thinking makes you realize that it's not ever that serious.

    I've been seeing folks all over Twitter, Tiktok, YouTube comments, etc, complaining about how in the next update, hooks after survivors are sacrificed on them will respawn after 60 seconds, discussing how it's a bad idea and how "unfair" it is. First off, I'm a survivor main. I believe that the game right now is steering ALOT towards the killer side and solo queue is at its worst. But sometimes I feel like all you survivor mains see is "random basekit killer buff" and are automatically up in arms about it when sometimes these buffs once again are nothing if you really sit and think about it for 2 seconds.

    When as a survivor have you ever gotten CONSISTENT value off of a hook that is broken due to it being used after sacrificing a survivor? I bet you can only count on 1 hand. It's something that RARELY happens. Plus even then, Hooks are SO close to each other now that it doesn't really matter if a certain hook is broken. They'll just take you to the next one. For you to get value off of a broken hook, you would need to…

    1. Run and get downed (IF YOU CAN) around that hook
    2. Have the killer sacrifice everyone in the nearby hooks, making any nearby hook broken, giving the killer no chance to hook you OR have someone sabotage a hook nearby (Not a common occurrence btw)
    3. Pray the killer even picks you up because at that point, they can and will just slug you if need be.

    All of these hypothetical scenarios happening in every match is a very small chance. And even then, if ALL of this was to happen, there's a even SMALLER chance these scenarios will help you win a match. There's so many variables that usually never happen in most games that makes you wonder why respawn hooks are even such a big deal.

    Second, killers don't HAVE to hook you to kill you. There's slugging and Memento Moris, both can be achieved via perks meaning they can get guaranteed value almost every game. If killers can already kill you without hooks, then what makes a difference if they're able to?

    The whole discussion of just saying "Hook respawn bad" with not actually counter argument just doesn't make any sense. What also doesn't make any sense is the "pick me" killer mains who go "I'm a killer main and this is bad" this is a buff. Hell this ain't even a buff more like a QoL change but even then, why yall as killer even saying this? If you played killer you know that hook respawns are inconvenient as hell. Why would you be okay with the opposite?

    This change is fine imo.

    People are complaining about everything these days, so...

    Also, it makes Badham slightly.... SLIGHTLY.... better to play on.

  • Probably because so many people play him now.

    He got boring for these people.

  • @100PercentBPMain said:

    Stridor is terrible even on Spirit so the perk is good for nobody and will not see any play

    Yes.

    Rework Stridor.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746067#Comment_3746067

    Anything below 100% is trash and not worth using. Unless you go against low MMR Killers who use their speakers for Audio.

    @Topic:
    I have written it years ago, I would rather see Stridor getting a new effect. Aside from Spirit, no Killer will run Stridor (even back then Killers did not run Stridor (aside from Spirit), even when Iron Will was at its strongest).

    And a Perk which is only used on exactly one Killer is not really good to begin with. I would rather see it having an effect which is worth taking on more than one Killer.

    In my humble opinion, every unlockable that affects the noises of pain on survivors (Stridor, add-ons for Huntress, Freddy, etc.) is borderline useless.

    Except for Spirit, but... she is a special case.

  • Eyrie should get nerfed+ needs something like a sandstorm happenning so you can't see a killer from across the map.

    Also, delete Badham variants and do something about the loop strength. Just, not like Haddonfield, less of that.

  • One thing I never understood were the Mangled changes. Why nerf Mangled, a flat 25% heal addition that makes the heal take 4 seconds longer, when Haemorrhage is the more powerful part.

    The point is: Mangled should be as it was before and Haemorrhage should have a timer.

  • I think making it a modifier was a good choice, considering everyone's complaining about the abilities.

  • @radiantHero23 said:

    He has been for years at this point.

    I really hope they follow @GeneralV 's route and revert him to his original state with lots of quality of life and buffs.

    Then he would at least be a unique experience to play and play against.

    Agree.

  • There was that one time it was free and a lot of cheaters took advantage of that.

    On the other side, half of the content is locked behind a paywall, so...

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743552#Comment_3743552

    Leatherface has an addon that causes survivors items to drop when hit with his chainsaw. I think that might be the only power based addon that does this.

    But it's so weird to see complaints about a 2 perk combo for aura reading after killers running full slowdown builds were just complained about and recently nerfed.

    I think that Twins also have an add-on like that.

    Anyway, the perk is fine, imo.

  • @HerInfernalMajesty said:

    Plague and Oni 🤮👹

    Once infected, there is no escape.

  • Plague with:

    Incensed Ointment and Hematite Seal

    Distressing, Infectious Fright, Corrupt and a random fourth perk. Maybe I'll try putting on Dark Devotion.

    The point is to make them scream.

  • If you want to chill and be silly, I suggest Untitled Goose Game.

    in New games? Comment by SoGo
  • @sad_sunrise said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740031#Comment_3740031

    In fact, fatigue is now ~3.2 seconds instead of 2 seconds after 1 blink. Now nurse is unplayable

    Yeah, her post bling fatigue feels so weird rn.

  • By now I'm convinced they put it in the wrong bracket instead of "Known issues" because this whole thing sounds like a bug.

  • You, mister, are one of the most odd people I've ever met.

    Everyone complains about Nurse, and also Artist when they play against her, you are fine with it.

    But an instadown killer is where you draw the line.

    Both Bubba and Billy can be locker-teched or crouch-teched.

    Myers spends half of the game staring at you doing nothing. And he still has to chase you like evrey other killer.

    And NOED can be cleansed, and is in fact one of the easiest hexes to remove.

    Also, valid Nurse counterplay, not gonna argue with that one.

  • @solidestcross63 said:

    What's nurse gonna do? Actually chase you? She's one of if not the slowest killer in the game

    Blink on top of you. And hit you.

    That is, if she knows what she's doing, of course.

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