Avatar

Spirit_IsTheBest

Spirit_IsTheBest

About

Username
Spirit_IsTheBest
Joined
Visits
2,405
Last Active

Comments

  • Heres my proposed change:

    Self Preservation

    Life is unforgiving. The more confirmation you get of that, the more prepared you become.

    Whenever another Survivor is hit with a Basic Attack or Special Attack within 28 meters of you, Self-Preservation activates:

    Your scratch marks, pools of blood, grunts of pain, rushed actions, and running footsteps are suppressed for 15 seconds.

    For as long as the killer has Killer Instinct on you by any means, gain a 5% haste.

  • It's an exploit that needs to go, people can try and defend it all they want. We don't need another hug teching killer.

  • Buff the anti-camp meter range so proxy camping is more risky, but other than that there are lots of perks to help with camping, and since hook timers were increased to 70 seconds, survivors have a bit more time to do generators while the killer decides to camp instead.

    I feel like tunneling is a bigger issue.

  • Before Dark Lord's buffs, it would be Vecna.

    Now? For sure Dark Lord.

  • This would be a really welcoming change, Trapper needs some love considering how weak he is.

  • @ChaosWam said:

    I don't think sound suppression should be indefinite, maybe 20 seconds.

    However, I love the idea of blindness not effecting you and slowly entering lockers is faster while injured. Would make unique aura read situations.

    Thanks for the feedback, I honestly can get on board with 20 seconds but to be fair if the killer is scouting the area it might not be enough maybe, but if we were to ever see a change like mine, we will have to see how it will turn out once we test it.

    Blindness not affecting someone if they are running this perk is something I wanted for Lucky Star for a long time, like you stated it will allow for some unique aura plays, something that I'm always down for!

  • I love this idea! Sadako is in a odd spot, so some QOL changes would really be good for her.

  • @Mazoobi said:

    It's funny because I watched the new Alien Romolus movie last night and thought about the perk earlier.

    These are solid ideas! The 10-second limit for denying pools of blood is such a bad part of the perk I don't know how the devs thought it was okay to be released like that.

    I saw it opening night, I loved it a lot, the ending though was really unexpected, and really made me laugh.

    Thank you for the feedback, also very true how bad the developers made this perk and it somehow made it to live, the 10 seconds of pools of blood is really useless.

  • @HolyDarky said:

    The Perk is currently the fifth most used Perk on the survivorside because it is a really strong Perk and players know this. Beeing completly silent gives you so much advantages when you're in chase but also when you need to be stealthy. You are quieter than a healthy survivor which is already paradox and means you get rewarded for getting injured - they nerfed Pop because it was too powerful while the requierement was too low. The exhaustion part is not really a problem - see the high pickrate - because you can pair it with DH or no other exhaustion perk because you don't need one in the current metagame. Many killers need the sound information to better track survivors while killers like Spirit, Knight, or the upcomming Dracula rely on them to find survivors. Stridor is not very helpful - same situation back then when they introduced Shatered Hope as a solution for boons. Exhaustion Perks and Addons also does not work reliable - a similar situation like old MFT.

    Either nerf it to 90%, remove the exhaustion part and put it back to 75%, or change it in this way that injured survivors make healthy breathing sounds. But don't keep it as it is right now.

    I feel like they buffed it the wrong way, I would've kept it at 75% but simply remove the requirement of not being exhausted.

  • @Tyler3 said:

    Yes, your changes sound perfect. There's a lot of perks that could do with some love right now, one particular being Low Profile. Just make it permanent.

    Thank you! Low Profile is also a perk I really want buffed, just like the way you suggested, it should be permanent.

  • Their powers should have a 10 second cooldown before they can be used at the start of the trial, kind of like Sadako's TVs. It's annoying being sniped instantly by a Blight or Nurse using Lethal Pursuer for an example. Since they can both traverse the map quickly, there has to be a drawback at the start so the survivors have a fair shot.

    Lightburn needs to return as well.

  • @ReverseVelocity said:

    Would love to see these buffs, honestly.

    Thanks! I really hope something similar to my concept is added to Lucky Star, the perk honestly needs some love.

  • @Aven_Fallen said:

    I see him quite often (compared to other Killers at least). And the changes to his Scamper were excellent. Players who are good with Chucky got Buffs, players who only used Scamper for really cheap Heats got Nerfs.

    So if you are good with Chucky, you just won, if you were bad, you lost. As it should be.

    I do miss using old scamper, but I do agree with you 100%, I do find getting dash hits more satisfying, especially since the cooldown is quite short!

  • @Royval said:

    yall didn’t complain when it was survivor sided for almost an entire decade so no.

    And your point is? Your bringing the past to the present, and trust me on that people did complain on Old Haddonfield.

  • He feels very difficult to counter, even before his changes if the player was good your going to have a rough time.

    EMP's are helpful but can only do so much if the Singularity player knows what their doing, the moment you use the EMP to disable his ability to instantly teleport, he can place a camera and instantly tag you again, and now that you have no EMP your pretty much dead.

    I agree, his newer add-ons make it much harder to do anything, especially the brown one, I feel like he is in an odd spot, I'm unsure how he could be changed.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781826#Comment_3781826

    Notice the part in my post where i said this?

    But really anyone know how blight is supposed to actually use his power when it is so easy to dodge?

    So i would kindly ask that you refrain from being toxic and insulting me, and instead offering assistance and answering the question. I'm trying to learn here what i might be doing wrong as blight since his nerfs have made his power very weak in chase and he just feels like an m1 killer to me at this point with quick map traversal.

    The issue is that he is not weak in the slightest, he is still a top tier killer, if you want to avoid being dodged, you need to be patient when rushing, go for the hit at the right moment instead of going for the swing right away when you can be dodged easily, I've been playing Blight recently and I've been getting 4ks often, rushing in chase is pretty simply once you get the hang of it, I recommend watching tutorials to get a jumpstart at him, are you PC or console?

  • If people relied on an exploit that hard to the point that getting hits now is considered "impossible", your simply just bad at Blight, I'm going to be extremely honest here, either actually learn how to master him or play a different killer.

  • I agree, Chaos Shuffle is what made me enjoy DBD at the time, I really hope it returns someday.

  • Knock Out for sure.

    Knock Out encourages bleeding people out and most people who run this perk refuse to hook, and it also destroys solo queue players, I play solo a lot so whenever I come across Knock Out I most likely will want to actually DC because I will be on the ground most of the match with my teammates unsure where I am, worst designed perk in the game along with old Made For This.

  • I made these perks for a survivor I made, her name is Victoria Zhu and her perks kind of reflect on her helpful and badass personality, shes also a famous model, here they are:

    Saving Grace

    Your fans are in need of help, saving them encourages you to stay alive so you can support them further.

    Whenever you unhook another survivor safely, gain a token, up to a maximum of 3 tokens.

    Whenever you end up becoming injured by any means, consume a token, gain a 5% haste,
    and your scratch marks, pools of blood, grunts of pain, and footstep sounds are suppressed
    for 15 seconds.

    Stunning Icon

    Your days as a model has gained you some ways to dazzle your audience more frequently.

    Whenever you are in chase for a total of 60 seconds, Stunning Icon Activates.

    The next stun caused by a pallet will increase the killers stun duration by an
    additional 3 seconds, and they are also blinded for the duration of the stun.

    The perk then deactivates.

    Runway Tampering

    Sometimes a different theme on the runway will make things more interesting.

    After you repair a total of 60% worth of repair progress, Runway Tampering activates.

    Whenever you go into a locker, press the active ability 1 button to create a Fog Thrower,
    press the active ability button 2 to throw the Fog Thrower down, releasing a wave of black
    fog in a 28 meter range for 60 seconds, hindering anyone's vision who enters.

    Whenever the killer or the survivors are in the fog's range, they gain the following effects:

    • The survivors leave no scratch marks, grunts of pain, pools of blood, and footstep sounds.
    • The killer gains the undetectable status effect, their breathing and footstep sounds are suppressed, and they gain a 10% haste.
    • Both the survivors and killer gain the Blindness status effect if they are in the fog.

    Runway Tampering then deactivates, and the fog clears after the duration ends

  • @stanheights said:

    as a survivor main i hope they make it to where you gain tokens in chase rather than being in the killers terror radius because in its current state it encourages hiding and hurts teammates :(

    This is exactly what it needs, you gain some immunity to aura reading, but if you want it back you have to be chased which is a great way to do it rather than gaining the tokens back by hiding in the killers terror radius.

    I'd love to see this change happen.

  • @NerfDHalready said:

    doesn't weave get nerfed literally the next month? also distortion doesn't even counter weave because its tokens get burned through by it.

    I wish it would get changed sooner, but it doesn't get it's change until November it seems according to the developer roadmap.

  • Exactly, also same with Lethal Pursuer, why are they nerfing Distortion when all those perks are still in the game? They need to nerf a ton of aura reading perks if they willing to go through with it.

  • I think the change is fair considering you can place one trap down, 50% before felt way too long to earn so you would only get use out of Chemical Trap at most maybe 2-3 times. 20% allows for more interactions at loops because you would earn it very quickly, and turns loops even safer than before.

    It would've been very scary if they left the duration at 120 seconds, but I think it's more fair but at the same time a much better perk now because it's now 60 seconds only, I'm very excited to run it in the PTB.

  • Can't wait to run Lightweight and Lightfooted together even more now, I loved the combo before but with the scratch marks update I'm curious how this will go.

    Overall the update to the scratch marks though were very needed because they were kind of broken and hard to track for the killers, also this is a Spirit buff, I will be playing her even more because of this!

  • First we need to make people who SWF spawn on the hook, remove their ability to use perks, injured/broken all game, and also remove their ability to run, vault windows and pallets, and complete generators.

    We must banish any people who dare play with their friends.

  • @Devil_hit11 said:

    Stridor is more consistent perk, Languish touches relies on crows.

    Crows trigger more than I pictured to be fair, when I run Languid I get far more value then running Stridor because it's only 50%, while Languid gets rid of Iron Will completely, people can run what they believe helps but I really wish people wouldn't use Stridor often because in the end it does more harm then good!

  • With the recent map changes, WoO is a must run, otherwise everyone would be running into a deadzone because the developers can't stop messing with the maps, the perk can remain the way it is.

    Nerf it if you want to also ruin solo queue, great idea.

  • @Skitten56 said:

    Most concerning thing for me is that in their Reddit AMA they seemed to say that they were happy with the Haddonfield rework, when it is one of the worst and least balanced maps now in recent memory.

    I also wish when they did map reworks they would keep the old variant in rotation if it wasn't horribly broken at least. It would have at least helped balance things out in the Haddonfield situation where if someone brought an offering it would either be survivor sided or killer sided, instead of just one.

    I hope they don't ruin what makes the Swamp maps fun and unique in their reworks.

    The thing is that it doesn't matter if they think it's good enough, it's the community that has to play on that map, we learn and adapt to how it is, and it's absolutely terrible, they need to change it no matter how they feel, Haddonfield in it's current state is miserable.

  • @Langweilig said:

    I‘ve been saying this for a long time. You can expect all 5 Badhams to join the list of bad reworks. The problem is that they listen to map feedback, but from killers, which just makes the newer/reworked maps miserable for survivors.

    What I really dislike is that most of the newer tiles aren‘t even playable, when there are even windows or pallets. Then they also add too many shortcuts and remove all bushes/ vegetation you could hide in.

    I really dislike the direction they are going for the last year.

    Well said. Do they even consider listening to survivor feedback at this point because I doubt they do, they stripped any form of safety from the map, added tons of junk, more deadzones, unsafe tiles, nerfed any places to hide in, WHILE adding one god pallet which is the only good thing to use on the map, that's it.

    The game has been going on for 8 years and the developers seem to can't balance maps right which is really concerning if they are going to continue changing maps. I really hate the direction they're going in as well.

  • Billy needs a 5 second cooldown every chainsaw use so he can't spam it every time he misses an instadown. In return buff his overdrive duration a little bit.

  • Thank you, this came at the perfect moment, I was like 2,000 bloodpoints short of prestiging Ada and I had to play another match almost until I saw this! ❤️

  • Borgo, ever since the change it is new way too dark for me to see sometimes, there are very few safe pallets, and just barely any pallets at all on the map.

    It feels way too small as well, I have no issues getting 4ks on that map.

  • I tend to try, but I mostly play solo queue, and if my team decides to DC or go next on first hook, then I will give myself up to Skull Merchant and go next as well.

  • It’s useless against killers like Huntress and Deathslinger since they can stand back and hit anyone who goes for save.

    It doesn’t even fill up most of the time when the killer is camping, they might as well remove it because it’s never helps, and I don’t remember a single time that I got value from it.

  • The combo is very unhealthy, the problem is that the killer either has infinite aura reading on you, or you give them tons of slowdown by moving the item away when you could be doing generators.

    People say to not bring items, but chances are that the other survivors will, and with the free aura reading randomly giving away your position, it’s like old Object, permanent aura reading, thats why the perk was nerfed in the first place, this combo should get changed as well.

    You can move the item, but you get Oblivious in return for 30 seconds which is a decent amount of time for the killer to sneak up on you if he saw you near the item before you picked it up. So your basically getting punished for countering the perk in the first place, that right there is ridiculously strong in some scenarios.

    In indoor maps, Weave will reveal survivor auras through floors, even if your below or above it, which is busted considering how indoor maps can feel like a maze at points, finding items to move them will feel like a chore.

    Weave needs a full on rework, and Franklins shouldn’t drop items, but instead disables them on hit for a certain amount of time. (The Franklins change wasn’t my idea, but I’m using it here because I fully agree that change would be great, I forgot the name but credit to who came up with the idea).

  • These changes would make her miserable to verse. 10 traps is insane, and since you can't remove them when they are inactive, it will make her one of the most boring killers in the game to verse for that reason, most pig players I come across will tunnel the person with an active trap until their timer runs out, or will camp the boxes.

    10 traps and they can only be removed when active will require the countdown to be increased considering the amount of slowdown and pressure you can put upon the survivors. I though personally don't mind the crouch buffs to her speed and the lingering undetectable, but the reduced turn-rate and the instant hit when in contact with walls will make her feel super sluggish to play.

  • Plague should lose her corrupt purge by any stun, no idea why it was only a bug, it should be an intended feature, I feel like her power is a lose-lose situation, you either stay broken all game, or give her one of the most powerful abilities in the game by cleansing, which is not fun to verse at all.

    Chucky in my opinion is in an awkward position ever since his scamper was removed, I think it should return but increase the time to scamper by a lot more and add a delay window to hitting for 2 seconds afterwards, so the "free hit" aspect can be avoided easier. Increease his cooldown to 15 seconds in return.

  • Skull Merchant and Trickster are my main two.

    SM is just the most obnoxious ever released, her gameplay is extremely boring and especially when your team Dc's every time they see her, playing against her in solo queue will always be a nightmare, I'm very excited for her changes next year.

    Trickster is a worse Huntress but more annoying, depending on some maps it can be very easy to beat him, or there is no counterplay at all, especially when he is right on you and spams his knives, considering he has about 44 of them, along with main event which charges very quickly ever since his buffs, it feels quite irritating to verse.

    If I were to pick a third, it will go to Pig, my main issue with her is that her traps encourage tunneling and guarding the jigsaw boxes a lot, along with crouching and following the survivor with an active trap, it feels like you can do nothing about it besides die from the trap at that point.

  • @ArkInk said:

    Yeah, it's also just really unfun if the Singularity decides to deep wound survivors as often as possible to turn the game into bar filling simulator. The hindered is fine imo, but the Deep Wound can go.

    100% agreed.

  • @sizzlingmario4 said:

    Agreed. I mentioned this on the PTB too but nothing happened to it.

    It's just way too strong in general, not only for the tunneling aspect but also as a game-delay tool.

    I'm shocked they went with it and brought it to live.

  • @glitchboi said:

    Yeah this is just a repeat of Pinhead's Original Pain. I think it should be fine if they remove the deep wound aspect of it and buff the hindered aspect of it slightly.

    Both should be reworked to be honest.

    I like your idea of adding more slowdown to it while removing the deep wound.

  • For those who don't know what the add-on does, here is what I'm talking about:

    image.png
  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760838#Comment_3760838

    I can reach 200 Win Streak on Bubba against these Lithe / Windows Of Opportunity players, but it's just boring and it feels like they can make you suffer without even thinking about making a play or using their knowledge (if they have). That's the problem. Perks like Deja Vu / Windows / Lithe are most boring perks Survivors can use. They just turn off their brains by that, but they can make suffer many - even good Killers, because these perks (Lithe e.g.) are too easy to use and too strong.

    If your still winning then I don't want to see you still complaining.

  • I had that happen to me once as well, me and a Sable were completing a generator, and when we finished it, the last one also automatically finished, and the gates also opened, I was confused.

  • @Yoshirama said:

    I never thought that someone could complain about farming, but I forgot this is the DBD community

    People simply want normal matches, there is nothing wrong with that. Farming can be really boring if your actually in the mood to try and win.

    I personally don't have issues with farming but I can totally understand why people dislike it.

  • @fussy said:

    I read it "nerf Pig" reflexively.
    What on topic, hits definately are very strange recently, I give hit from window on survivor almost in the center of shack and see these hits on survivors too. And my ping almost always 60-80.

    Pig no longer has her snoot, it has been removed from her pig mask, and her traps are now astronaut helmets.

1 … 3 4 5 6 7 … 19