SoGo
SoGo
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It's an ego thing and/or a comp match as far as I'm aware.
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Myers: Don't let him stare at you for long.
Billy/Bubba: Crouch.
NOED: Do bones.
Have a nice day.
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@aterosx said:
This needs more recognition!
Indeed.
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@Xernoton said:
Well, it seems BHVR meddled with the cosmic forces too much when they stopped nerfing Pig. Now it has to be Chucky instead. This is brutal. First they take away flicks, then scamper, now they nerf the addons and also work on a nerf to his cooldown. Thanks, devs. For a moment I thought I might play him again just for the 12 seconds cooldown. But after seeing this, I don't think so.
Well, the "Nerf Pig" meme would get old one day. And that day has come.
No more "nerf Pig", now only "nerf Chucky".
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So, if a survivor unhooks themselves a second before second stage starts, they can still get moried.
Interesting....
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The first sounds like a solid perk.
The seconds also aounds good.
The boon perk sounds trash tho.
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So it's in a separate queue? That's good! If anyone doesn't like it, they can leave.
Nice to see BHVR learned a bit with the previous events and decided to make this one optional.
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@Devil_hit11 said:
Tinkerer
Whenever Generator is repeared to 70% of Total Progress
Triggers loud notification.
Grants Undetectable Status Effect for 15/20/25 seconds.
Grants 5% Haste Status Effect for 5/10/15 seconds.
I am not convinced BVHR wants to add -action speed perks into the meta. They're clearly shy about these perks. Tinkerer only needs the -This perk can only be triggered once per gen- removed. I used to use tinkerer back in the day. it was a decent undetectable and information perk until it got nuked.
A maybe unpopular opinion, I think it's alright. I use it quite often and it helps me a lot.
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Artist, Plague and Hag approve of this idea.
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People at Twitter complain about everything.
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@Devil_hit11 said:
what is the point of hag having solid traps if instant teleport traps are better in every way? the block traps looked like a beta version of hag where they were trying to nerf hag for being too strong.
That's exactly what I'm saying.
Hag has the exact same problems as Trapper (time to set up, the power can just be removed) except the travelling to pick up traps. But she is A tier while he is in C/D. Why? She can teleport through half the map when coming close to the traps. She has mobility.
There is a reason why Scarred Hand and Waterlogged Shoe have big benefits attached to them and are still considered bad. They both disable teleporting.
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Hag doesn't really need it.
But for Trapper, I like the idea. Maybe something to put a Trap on a gen?
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This is Not Happenning
• Should disable the killers M2 for 5 seconds after getting out of the killers grasp.
Slippery Meat
• Should extend the range of the anti-face-camp area by... i dunno, 6-8 meters or so?
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Oh, god, yes.
It's so, SO annoying
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Another suggestion: Remember Me!
How many times have you seen survivors open the exit gates with you 5 meters away? Well, with Remember Me, that's not a problem at all!
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I have a whole build here:
Clairvoyance, Sole Survivor, Boon: Shadow Step and Wake Up. Paired best with a Skeleton Key with Blood Amber and Prayer Beads.
Do you find yourself in a match with teammates who have the collective IQ of 5? Survive every time with this build!
Shadow Step helps so you are not entirely useless to your team, and it's quite underated too.
Clairvoyance is also great, especially with boons, since you can see just about everything with it.
And last but not least, Sole Survivor and Wake Up, to open gates before the killer gets to you, or the hatch, if it's closed.
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Some people just need an excuse to pour all their rage they bottled up over the years of their father being absent into their opponents.
The recent sabo changes are a perfect excuse for that.
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Edit 2: Redesigned some of the add-ons, changed some small parts of the power and fixed some typing mistakes.
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Killer: The Trapper
Add-on:
Tar Bottle (Rare)Painting Set (Rare)Old effect: Makes the traps darker
New effect: Changes the colour and texture of traps based on the enviroment around them (mostly the floor)
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@danielmaster87 said:
I wonder if you can put Trapper/Hag traps on the exit portals.
Not right on them, but into the infinite.
As Trapper, the best spot is on the stairs.
As Hag, anywhere around the portal loop
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I would love to see Tar Bottle getting reworked into an add-on that changes the colour of traps based on the floor under them.
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I like unique add-ons. They make interesting things happen. My favourites are Nurse's Anxious Gasp, Wraith's Bone Clapper and "Ghost" Soot, Plague's Incensed Ointment and Myers Scratched Mirror, Vanity Mirror and Dead Rabbit.
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I agree
@Xernoton said:
We do care but we have asked for some changes for so long and nothing has happened. He didn't receive any buffs since his rework all these years ago but he sure got a lot of nerfs. They even nerfed the synergy of his dream pallets! Imagine nerfing a power that is already so weak even more because you can't allow for a killer to actually have some kind of interesting niche gameplay.
What Freddy needs is a dework as @GeneralV called it. They should revert him back to his original design and go from there. But for that to happen, we'll have to wait for a few years. It took them 2 years to do something with Twins (and then revert most of it) and I have little faith Freddy will be handled better.
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I do care. I even made a whole rework idea for him:
@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 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/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.
• Unlocks the Dream Snares - a rectangular puddle that is 2 m wide and 8 m long
• Reduces the amount of maximum tokens to 12Black 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.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 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 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 33%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 TransitionKid's Drawing:
• Reduces the amount of power tokens by 7
• Gives a 100% bloodpoint bonus in the Sacrifice category. -
Both killers and surviors can drag the game out
Killers with slugging for the 4k
Last 2 survivors hiding
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Interesting change.
I don't have a problem with it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734823#Comment_3734823
Don't you mean "no excuse to not have it always active"?
Yes.
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@HoopyFroodJ said:
I want either lights out or chaos shuffle to always be available.
Honestly, there is no excuse to not have it always active in customs.
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Before the 3-gen changes, putting 4 BNPs and maybe 1 or 2 Potential Energies would be the easiest way to break a 3-gen.
Even now, if the killer is trying to defend a 3-gen or just a gen in general, stacking BNPs on it makes the whole thing easier.
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Coulrophobia, Unnerving Presence, Starstruck, Infectious Fright and the new Vecna perk if I remember correctly all benefit from this.
Doctor and Legion also benefit.
Also, Plague's Inscense Ointment add-on benefits from this.
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I'd like to see it get buffed.
The way I would like to buff it is make it 100% again, but keep the Exhausted part.
That way it can be used on all characters and do something, while still having counterplay.
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Can I just say something?
Could we get something else than bloodpoints from the gift? Bloodpoints are nice and all, but some iri shards would be nice as well
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@UndeddJester said:
Well... The bright side is it's not THAT unrealistic to find a hand or eye of Vecna. The chests open really fast, and as long as you always take the item, they reset every 2 minutes. It's also not like it isn't worth doing, as sering Vecna aura when he's using powers is certainly in your benefit.
I opened 5 chests in my trial as part of natural roaming around, and still managed to escape. The probability of getting either item is 23% or so in this case.
If you open 10 chests in the trial, then that is about a 40% chance of getting the item. Of course you've got to use it and escape is the wrinkle, but it's not THAT impossibly insane...
I still feel like Haemophobia is worse... you can take map offerings and have a 50% gamble on the map, just to attempt, and even when you get there, how likely are you to escape uninjured?
About Heamophobia, I heard that No Mither helps with that one, as you don't bleed.
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Maybe because of the dungeon part of the new map?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732534#Comment_3732534
I dont get why survivors are invulnerable during the animation.
They are? I got a hit multiple times right in front of the portal, sometimes a second before the survivor teleported.
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Both Artist and Plague, hitting a damage attack with thier powers is so, so satisfying.
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He'll be a solo q stomper.
But if the survivors know what they're doing, he won't be that oppressive
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I got this too, a survivor tgrew down the pallet and there was another one in the same spot.
Was playing as Plague.
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I'm not against longer games, and in longer I mean 20 min. games, not the infamous 55 minute snoozefests.
In my experience, at least as killer, it's like this:
Longer games = more chill games
(Side note, that one Wesker voice line fits here so much it's insane)
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@Archol123 said:
What on earth is infinite scratch mirror Myers? You cannot get t3 with that addon... What do you even mean?
Also infinite t3 is really not that big of an issue...
Maybe he meant infinite tombstone?
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You mean infinite tier 3? Or infinite Tombstone?
Because Scratched Mirror restricts you to only Tier 1.
Infinite tier 3 is using the iri Tuft of Hair add-on.
And Infinite Tombstone is playing with both iri add-on s
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I would love to see it as an option in custom matches, as well as it coming back every once in a while.
That's the least that could be done.
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If BHVR wants some ideas for Freddy, then here:
@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 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 and survivors can't walk through.
• He can create up to 25 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.
• Unlocks the Dream Snares - a rectangular puddle that is 2 m wide and 8 m long
• Reduces the amount of maximum tokens to 15Black 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.Swing Chains:
• Increases the amount of Dream Hooks by 3Unicorn 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:
• Decreases the time needed for a survivor to fall asleep by 2 seconds.Blue Dress:
• Increases the amount of power tokens by 4Paint 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 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 amount of power tokens by 3Prototype Claws:
• While asleep, survivors have 20% higher chance to trigger a skill check while repairing or healing.
• Skill check success zones are reduced by 33%Sheep Block:
• Survivors become Blind for 60 seconds when triggering a Dream Trap (Same condition as the Unicorn Block)Wool Shirt:
• Increases the amount of power tokens by 2Garden Rake:
• The Nightmare is completely invisible to survivors during Dream TransitionKid's Drawing:
• Reduces the amount of power tokens by 10
• Gives a 100% bloodpoint bonus in the Sacrifice category.There's a lot of them there, so I think that there are at least 2 or 3 that could work.
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Also on the Pale Rose map, on the Shrimp boat window.
It clipped into the ground. But it still worked. Once. After it snapped shut, I had no way of getting it out of there.
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@AshInTheTallGrass said:
What are your thoughts on doing an OG DBD modifier?
Play the game exactly as it was when it first came out?
Lights Out was kind of... a full circle return, at least imo. Back to the hide and seek, like in the beginning
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Hello again!!
I edited the original post, adding some of the ideas suggested in the comments. I would like to thank @Xernoton , @UndeddJester , @_Onyx_ and @ChainsLogic for ideas.
Another thing that was added, is a complete add-on rework.
As usual, I'd like to hear your thoughts on this version of Freddy.
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Your system is not perfect, but if this was implemented with some changes, it could work.
What I'm saying is: This has potential, just needs some tuning.
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How is this stronger than, lets say, a red key with the Blood Amber and Prayer Beads?
While using keys you can run. With the perk you can't. Sure, they keys are limited, but it doesn't take a genius to conserve charges, so it can last all game.
Another thing, Blindness and Undetectable hard counter this perk.
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I'm not really convinced that it is OP.
You have to stand still for it to work, and even in a SWF, the moment killer notices you just standing still, you become a big target.
Also, keys can do the same thing with the Blood Amber. Pair it with Prayer Beads and Open Handed, and you can see the killer from 48 meters away on command.
I don't see anyone complaining about keys, so why is this so OP all of a sudden?
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@Seraphor said:
I really don't understand the toolbox changes, and why Commodious is STILL the best toolbox instead of a purple one.
Yeah, that one is weird.