TheSingleQuentinMain
TheSingleQuentinMain
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@Blaconia said:
Rookie Spirit is cute but not great.
Add an extra effect where the perk owner gets a large repair speed boost (like 100%) for only a few seconds (maybe 5 secs) after touching a regressing generator.
This aligns with the general idea of the perk, where once you see a regressing generator with the perk you can also stop it regressing faster (almost old gen tapping) and also make up for the time spent travelling to the gen.
There needs to be an exception for Ruin. It also might be too good against Legion's Fuming Mix Tape.
One work around would be to give it a 30 second cooldown after touching a regressing generator.
Killer main here so don't trust me too much, but I think a perk that's design is to kind of reverse a mechanic that was intentionally removed, even if it's only slightly is a big risk. Memesis made a suggestion that I think could really work. I also think it's a little underrated as is, as I find it to be a solid information perk with more uses than just what people think of it as.
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@Astel said:
Why should survivors get penalty for using their own item?
TLDR of what I wrote:
I don't think this is necessary nerf to vials, but I don't think having a weakness to your power/items is bad, in fact it makes them more interesting.
What I wrote:
Don't trust me too much cause I main killer, but an important rule of thumb is every ability should have a downside to balance itself out. Blinding the killer at a pallet using a flashlight slows the survivor down, in exchange for removing the killers visual information. Similarly, Killers tend to have a no power equivalent to whatever things their ability can do that outclasses the power. For example, Hillbilly's Chainsaw can break a pallet in 1 second instead of the 2 it normally does, but the wind up takes long enough that just breaking the pallet is faster. The weakness doesn't just keep the ability balanced, it makes it so killers don't turn their brain off and constantly use their power. The same thing kind of applies with survivors.
That all said, I don't think Fog Vials need this as a downside. Maybe something to make them less spamy, but I don't think this is it.
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@AdamZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975636#Comment_3975636
Its not the fog vial itself thats the problem, its the iri addon, bc its just does too much, and it has inf uses.
and as others said already combine it w any exhaustion perk and pre running and the killer can do nothing abt it, cant even enter a chase
https://us.v-cdn.net/6030815/uploads/VK9KMNNG7D91/image.png
okay ty. That clarifies a lot.
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@[Deleted User] said:
I mentioned this during the last event that fog vials were part of. The fog vials lead to terrible gameplay. They grind the game to a halt. Players are completely avoiding engagement. The game evolved beyond a hide and seek simulator for a reason. This isn't fun.
I personally don't want to sit there and look for players in fog at the start of every chase. More pointedly, I'm not going to do that. I'm just not. Even if you cap these at 2 charges, that's still too many. It's a bad mechanic that leads to boring, slow gameplay.
They also remove a skill component from the survivor side. Why learn positioning when you can spam a smoke bomb? All around not a fan.
Okay, I'm noticing a very weird trend here. I've seen polar opposite experiences as killer with the vials. This might be me at low mmr, fighting bad or newb survivors, but I'm having little to know trouble with Fog viles, having like 2 times that I've lost a survivor in it. Meanwhile, there's other people saying it's hard to track, and I'm wondering if it's a version issue.
Like, if one persons on PC with a high graphics car and monitor can see really well, but another person is having a lot of trouble seeing through the fog on a lower end computer, or even vice versa. I'm going to record some gameplay share a screen shot or two of how the fog looks for me. If others could do the same without revealing private info, that'd be good data. BRB.
Okay I'm back.
Here's my computer, which I think is decent, and what I'm seeing on it.
I can typically follow the scratch marks really well through the fog vials. I haven't lost a lot of survivors in the fog, but I've been playing mostly Dracula as of late so don't take that as being a solid indicator that they are easy to counter.
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@MechWarrior3 said:
I don't get it though. His hindered is only 1 or 2% less than what it is? How is that so terrible? They just made his yellow bottles stronger. The purple gas after leaving it doesn't hinder you as long but there is an addon for that for an extra second no?
It's one second less, and 1% less, and you do have to be a tad more precise cause the cloud is smaller, which is actually something I like about this update.
Regardless, I think it's more so the buff to yellow bottles ironically enough that's upsetting clown players. You no longer have to predict where you'll need a YB 2 seconds ahead of time, which means you my as well be speed boosted, almost always, and yeah that does kind of suck to fight. I do think we have the classic, "It's NEW! EVERYONE SHOOT IT DOWN!" effect happening, but I do agree the changes suck.
To me, Clowns problem is a lack of map presence, which is fine so long as people still think he's fun to play as. But, if they were going to work on something, it should have been that instead of this thing.
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@Hex_Leons_frags said:
I know this is the most basic question that probably been asked a million times. Which side do you play and why?
It's about 60% killer, 40% survivor. I like learning all the unique techs and strats with each killer's tool kit. Not trying to downplay survivors' skills or fun, but there's a lot more I can do between learning to Curve-Billy, or switch up forms as Dracula, then utilizing exhaustion perks as a near passive boost.
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@drag27 said:
Both the speed decrease and loses stacks with M2
I know it helped lower tier killers, and I liked the perk before because it was fun to mix and match the M1 and M2, but I do get why they did it. I also think the "This perk is needed for lower tier killers," is a problem you need to solve with the killers, not the perks.
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https://forums.bhvr.com/dead-by-daylight/discussion/448125/does-anybody-like-the-new-hook-without-being-able-to-get-off-it-yourself-after-no-one-helps-you
Yes, but I think you should get 1 attempt still, just for those desperate situations where everyone is downed and such. The 1 try shaves of 10 seconds of your hook timer instead of 15 like it used to.
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@TheMonsterManor said:
It seems that ever since this most recent patch gens just get done way faster than before. I'm not sure if it's because all the survivors spawn at one side of the map clustered together or what but it seems like if i chase a survivor for more than fifteen seconds three gens pop at once. Not sure what else to do as Killer but pick high tier killers to even get a match to last longer than one minute.
It might be that gens get done, faster sooner, not faster over all. Like they start taking out gens quickly, but only at the start. I haven't had a lot of experience with gens getting done faster myself, but I have noticed more consistently one gen might pop off without me even getting into chase because I'll choose to search one half of the map, then try to make my way back to the other, and then it pops.
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@jasonq500 said:
Only learned about this but the way the new system works is that you now have to play 20 matches to remove each DC points instead of waiting a single day for the point to be removed, and if you log in to dbd, the DC penalty timer doesn't go away if you log off the game (don't know if that's a bug or not)
In my opinion I feel this is way too punishing and restrictive especially if you haven't played the game in months or if the game decides to just bug out/Internet issues and alongside the giving up on hook just from being tunneled out (which is currently Killswitched)
Don't know if it's a hot take but I thought the old dc system was honestly just perfect, if you dc'ed too many times then you shouldn't play the game at all for the next couple of days, literally give yourself a breather and play other games then come back if you really feel like playing dbd again, no one would wants to continue playing dbd if you still kept the penalty from a couple of weeks ago as there are some casual players that don't play this game daily
if they really wanted to punish players more from dc'ing, then they should've adjusted the old system like increase it by 48 hours or increase the time amount
Cause right now I just don't think the new dc system is good for the game in my personal opinion
Honestly, I do like this new system, but I agree it's to harsh. I'd rather my teammates dc if something IRL comes up and they're needed than just go afk, and I think as long as you're leaving because of something out of your control (Technical problem like wifi, or something IRL), you obviously shouldn't be punished to harshly. I think if they bring it down to like, 6 games or something we'll be good? The forcing you to wait out the DC Penalty I think is kind of fine if it's under 5 minutes, but if it gets up to an hour, that's just ridiculous.
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@PatchNoir said:
I guess the safer option is once everyone is slugged at least hold the DC penalty for 30 seconds so we actually use unbreakable, boon or the elodie perk. Giving the option to dc right away is making some games unfun since when you actually gets up theres only one survivor 3 bots and a killer in the lobby
One other suggestion that would help solo que in general, having a feature where a survivor in a dying state has a little Up arrow that indicates, "This guy has some perk or something that is allowing him to recover from dying state on there own."
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@Linkdouken said:
@TheSingleQuentinMain that does sound similar to Vecnas power - when you say it returns from a lower point I assume that would be non damaging or just avoidable?
An offensive version of Mage Hand is quite interesting- especially the creating walls part. Does the pallet get destroyed after the 3 seconds/survivor walking into it?
@Hexonthebeach droids are a Star Wars staple but how would that affect the survivors? Would it be similar to a Twins power?
For the lightsaber throw I meant that you could duck easily and it would be super easy to dodge, but when it comes back it's around the survivors ankles so it has to be avoided by moving out of the way, and not just ducking. In hindsight, bad design, since it would work great in a narrow hallway where the attack can only be ducked from, and then you wouldn't be able to dodge as it returns.
Pallet is destroyed within 3 seconds of throwing it. If a survivor runs into it, there is not effect on it's duration, they just suffer extreme hindered effect (2 seconds of 60% hindered). But to make sure it doesn't get used to much in Narrow spaces where it just locks survivors in, the pallet will break if it hits another wall. It's not perfect, but with tweaking this might actually be okay.
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@Linkdouken said:
So regardless of whether or not we believe he should be in Dead By Daylight; if he was put in as a killer, what would his power be?
Obviously he'd be wielding a red lightsaber and would have force capabilities.
My thoughts were that he would be able to select a generator from a distance to throw his lightsaber at which then becomes lodged in making repairs impossible (if survivors are in the flight path of saver they become injured). The counter to this is to be given a prompt to remove the lightsaber that takes a number of seconds and when successfully removed the lightsaber returns to Vader. Cooldowns would be implemented.
While he has his weapon he has a slightly increased range and breaks pallets & gens faster. While he does not have it he injures survivors with a force animation as a normal basic attack.
This is just a rough idea and I am really curious what other ideas you guys have? I enjoy Star Wars but I'm not a massive fan so I don't know too much past the basics of the franchise.
Just as a fun thought experiment…
4.4 move speed, 32 meter terror radius, tall.
Throws lightsabers and it returns to him. When her first throws it, it can be ducked under like flight of the damned, but then returns from a lower point. Movement speed is dropped to almost a standstill when it is thrown.
Tap Control to toggle to other power: Pallet Throw
Uses the force to lift a dropped pallet up and throw at survivors. Survivors can crouch to become invulnerable to the damage for 0.6 seconds, but this triggers a cooldown on the invulnerability for 1.2 seconds. Survivors will see the cooldown is present on there hud as it flashes blue. Additionally, the thrown pallet creates a wall for 3 seconds that hinders survivors who try to walk into it.
Being Stunned by a pallet will disable both of Vader's abilities for 12 seconds.
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@Elan said:
While legion is much better than he used to be (them), still something is missing and here is what can be done
- Increase base FF speed to 7.0
- Each consecutive hit increase speed by 0.5m/s
- 4th hit instadowns and ends feral frenzy
Optional changes:
- iridescent button basekit
- FF base duration increased to 15s
Disclaimer of Bias: I don't like to play as or against Legion, but I am a killer main. I stick to the higher level killers like Hillbilly, Unknown, and Singularity, so it's not like I'm brave enough to say, "Legion's strong enough, I get a 5k every time and only lose one generator." I still tend to wipe the floor with him, but only because my MMR is low as him. Regardless, I do think Legion is in the bottom half of Killers, and should get some buffs, but I respectfully don't like these buffs.
A good buff for a killer should increase the skill ceiling, meaning you have to learn a new tech, and it ideally has as much counterplay to it as before. Making Legions FF speed higher, and making the 4th hit an insta down doesn't give him a new skill to learn, and reduces his counterplay.
To compromise:
- Increase his Vault/Pallet Vault speed by 0.3 seconds, so he can perform body block techniques a little better.
- FF Speed increases towards the end (starting at 5.2 m/s, and then during last 3 seconds gains an increase of 0.4 m/s). This way he has a risky final chance period to get a survivor, but simply entering Feral Frenzy to catch up to an injured survivor is not made better than it is. I know this contradicts what I said about buffing his speed to 7m/s being bad because it just making him better, but because you'd have to compensate for the sudden increase in speed, there is some skill to learn behind it.
- Lastly, If Performer a successful Feral Slash during the last 1.5 seconds of Feral Frenzy, and then cancels his power within 2 seconds, his cancellation will be reduced from 2.5 seconds to 2 seconds. This way if he's not going for another survivor, but isn't getting the final slash, he can do a special trick to cut down on his chase time, especially if the survivor is in a dead zone.
I kind of think the Button Add on being Basekit is too good, just because he doesn't really lose anything when he vaults a pallet. It's not like Demogorgon or Hillbilly where they both stop moving after the breaking and require some wind up time. Even Singularity still has to slow down before over clock mode is engaged, so it's not like he's breaking the pallets faster at no cost.
Again, all of this is from someone who doesn't like to play as or against Legion, so don't take my opinion too seriously.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940791#Comment_3940791
i liked using pre nerf sloppy since it made survivors focus on something other than gens but even if it's "needed" for certain killers buff the killers instead of nerfing the perk
also what do you mean by a perk being "fun"? i'm not being sarcastic or anything and the reason i'm asking is i run perks to win since winning is fun for me
This is good right here. Thank you for making a sincere answer.
I absolutely agree that if a perk is "needed," than that killer should be buffed in some way. People often say, "killers need this xyz perk, because they are too weak," which might be true, but the perks typically just make one side stronger or another. They don't add a new skill or strategy to learn, with few exceptions.
I personally consider learning new tricks, techs, or strats as killer to be what makes being killer fun. It's only by extension of getting good at those things, that winning is fun to me.
I do think perks can add to that fun, but they are typically:
-Block gens to give you some slowdown,
-You do this thing faster,
-Survivors take longer to heal.
It's not,
-Learn to control a chainsaw sprint to gaurd three gens at once,
-Develop the game sense of when to Cloak as Wraith to catch up to Survivors,
-Know when to break off chase to go stop a healing action.
Do you at least see where I'm coming from.
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@terumisan said:
"killer main" these perks don't need nerfing they need to buff sloppy to be unlimited again and other low tier perks
Hold it. I'm being sincere here, what was fun about using the perk sloppy butcher before the nerf? If it wasn't about the perk being fun, and instead was, "the games balance hinges on this perk being strong enough" than the problem isn't the perk being to weak, it's the perk is needed for certain killers, which means those killers need something to offset that problem.
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@CrossTheSholf said:
The perks are fine as is. Devs need to buff useless perks instead of nerfing ones ATM... For both sides
Okay. I have a thought process of, perks shouldn't matter so much, so we don't have to use perks to counter perks, and instead they more so add variation then become requirements.
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@Trwth said:
I wanna start off by saying that I’m not a Hag main nor do I like her, but I was watching somebody play her and it made me sad how miserable they seemed playing as her. So, I came up with a list of changes I’d make so she’s stronger, feels better to play as and against.
Again, I don’t play Hag so all of these are up for debate.
- Make her 4.6 m/s, 32m terror radius
Hag is a chase Killer. She has no projectile nor does she have an ability that’s oppressive at loops (compared to other, stronger Killers, at least). Her being 4.4 m/s is outdated. Singularity can teleport on top of Survivors, and they are 4.6 m/s. Kaneki has the best movement in the game, and he is 4.6 m/s. Point being, she should be brought up to… speed, hehe.
- Speed up trap placement animation/make looking down affected by placement speed add-ons
Placing traps feels slow, even with add-ons. The reason why is because camera tilting towards the ground is not affected by add-ons, so no matter what, you’re losing time (and sight of whoever you’re chasing) because you’re staring at the ground.
- Teleporting to traps grants The Hag 5% Haste for about 8 seconds.
This is debatable. If the Hag is changed to move at 4.6 m/s, this may not be necessary. But, this could be a nice reward for using your power while discouraging Survivors from constantly harassing your web.
- Survivors within Hag clones’ line of sight (and within range) get revealed via Killer Instinct for a bit
Information is always nice, and extremely valuable for strategic Killers like Hag. This can help you get your bearings between teleports and, again, discourage Survivors from harassing traps.
- The Hag can freely teleport to a trap within her range. Teleporting manually does so QUIETLY and grants her Undetectable for about 8 seconds. This has a lengthy cooldown.
This is currently a pink add-on. Making this base kit would give Hag some more freedom of movement that isn’t restricted to the Survivors’ actions. The added bonus of being Undetectable plays into her short stature, letting her sneak up on people.
- As Survivor, traps’ auras get revealed to you while crouching within about 4m
The traps can be hard to see on certain maps. Since they’re not as lethal as Trapper’s and Hag can place 10 of them, I wouldn’t see the harm in letting the Survivors have a little information about their whereabouts, if they’re methodical.
- As Survivor, the camera doesn’t snap to the trap when triggering one
It’s a cool idea on paper, but it’s exhausted its welcome. All it does is mess people up in chase, which is not a demonstration of skill for the Killer. I think everybody can agree that this should be removed.
I don't have anything to add right now, but I think you're right. Even if I might disagree with some of these they should do something. She is a killer who is way better than people give her credit for (not that I'm exactly good at her). As much as this sounds like a survivor main trying to get killers to not camp, she's more effective when she spreads out her traps rather than place 30 of them on one person, and I think part of why people don't do good as her is because they can't think of playing her in any other way.
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@GlamourousLeviathan said:
Machine Learning is a meme perk and no one uses it seriously. Ok, it is fun when it activates because the buffs it gives you are decent, but getting it to activate is so specific and actually requires you to play in a way that is not very optimal.
For it to activate, you need to kick a gen and then the survivors need to complete that gen. The problem is that the perk is only applied to the last gen you kicked. In theory, as a killer, you want to have these perks (considering Help Wanted as well since it will activate in the same manner) applied to a gen you want to sacrifice, either because it is too far away and you can't patrol it, or because it is in a strong building where you shouldn't chase survivors on. Regardless, ideally you should only kick the sacrificed gen only once or twice to apply it and not waste time going back to it. However, since these perks always reapply their effect on the last gen you kick, it means that if you want to kick a gen in your actual patrol zone, you would have to apply these perks effects again to the sacrificed generator later.
This essentially creates a paradox where it wants you kick the gens that you don't want to patrol, and forbids you from kicking the gens you actually want it to regress. In my opinion, it should work as Eruption, where every gen that you kick gets these perks applied to, and then once any of them gets completed it activates and then you have to kick them all again to reapply the effect. That would make much more sense.
Machine learning isn't practical, but it's also not supposed to be. I like this perk because it specifically has all these restraints, and then gives you a reward that is worth it for fun, super speed builds. But It shouldn't be actually viable.
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@Callahan9116 said:
JJust give his traps opacity when you are running, then a little less when walking, then visible when standing still
I might misunderstand what you mean here, but that's not an all bad idea. Just to be clear, lower opacity means more invisible, and higher opacity means more visible. Assuming you mean his traps are invisible when running (0% opacity), and then walking or crouch walking raises there opacity to say, 30%, and not moving at all makes them fully visible (100% opacity). I'm not entirely sold on the idea, but it's actually a pretty good one. The only problem I can see is traps becoming suddenly visible when you slow down, which might make them more noticeable than before.
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@Zuiphrode said:
That min distance is way too harsh. You wouldn't even be able to efficiently trap both doors of the shack with that.
I might be mistaken, but shack is 11 by 11 meters, and the door ways are just a little less than that, about 9 meters. Am I misunderstanding what you're saying, or is my distance incorrect?
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@Btobin2426 said:
It really seems to have become a big issue with killers camping hooked survivors. They seem to know just how far to stay back as not to trigger the time release. Especially the killers with super acceleration they get just far enough to hit a survivor if they get anywhere near unhooking. It's really a bummer. Makes the game no fun at all to play. I see alot.of players just get hooked and give up. I hope they fix this soon.
HERE ME OUT! I am one of those, "thou shalt not tunnel or camp type killers," who typically goes friendly when someone dcs in the early game, after of course getting all 8 hooks in. That said, I do think killers should somewhat be able to camp, and in the current state, I think we have a good in-between where killers have to camp indirectly, or away from the hook, but not "Facecamping."
Don't get me wrong, the Anti-camp mechanic is one of the best features behavior has released, but it should be that killers can still do some sort trick to camp.
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@Zuiphrode said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938572#Comment_3938572
…yes? If he wants to waste a large amount of resources to keep one person in the basement, the rest of the team could be off doing generators unimpeded.
Genuinely, thanks. I don't think a survivor should be screwed if they are basement hooked, because at that point the survivor on hook is just doing the honor system of, "I won't give up on hook so my teammates can finish gens and escape," so I do want to minimize that, but I don't want to entirely remove that option for Trapper, and you're my best chance at hearing the opposite perspective. What about this instead:
Traps have a minimum distance of 4 meters placement from each other (currently 1.5 meters), reducing the number of traps that can be grouped up together and reduce how many basement traps there can be, without eliminating them all.
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@ButThatBootyTho said:
Hiii the dead by daylight team!!!
I'm giving my honest feedback about this killer. This killer is very oppressive and unfun in many ways. His cool down for teleportation on you while being infected is non stop. This killer shouldn't be allowed to infect and teleport by the same pod within seconds apart. The emps feel useless because they take forever to charge up to use and disable pods. I think increasing the charge time for the pods before he can use them again and increasing his teleportation while chasing would be a lot more balancing in my opinion. This is the only killer in the game I don't like, the rest are fine. Your a smart team i'm sure u can make this killer more enjoyable to play against.
I'm not here to bash on you, but I am a singularity main. I'm not saying there are no ways Singularity is OP, but I don't think you're looking at him in the right context. EMPs are not meant to be used mid chase on yourself. Disable my camera's at generators, and to remove infection. Sometimes you can run in and cure a teammates, because you can slow down, and they can run into your emp's range without losing speed in chase. I would suggest making it so survivors carrying EMPs have there aura revealed to each other, allowing solo que against Singularity to be stronger.
Other than that though, I do think Singularity has problems for counterplay. Sometimes you have cover, and sometimes you don't, and that's a pretty big difference maker. He's pretty much a super M1 killer. There's no dash or projectile to dodge, you instead have to use your environment to break line of sight, and use vault locations. If you don't have those things, you are pretty screwed.
There's also the issue of him becoming exponentially stronger after a single kill. He's built to have all 4 survivors being super active, printing EMPs, unhooking, healing (definitely not under the hook in his case though), doing gens, running in to use EMP on teammates in chase. As soon as one player isn't able to do those things, it's even more noticeable than with other killers.
Problems like that perhaps should be handled, but the nerfs you're talking about, such as limiting Bio pod slipstream rate, and limiting how many times he can TP, doesn't really feel like it fixes either of those two major problems. They seem like nerfs that would make him weaker, but not actually expand his counterplay.
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@Zuiphrode said:
Some of this interests me but you instantly lost me with the basement nerf. It's not possible to completely wall off the basement with traps, you can only make it hard to get in and out safely.
I'm a bit confused by what you mean. Just to be clear, I know he can't place traps such that the stairs are entirely walled off. I'm trying to make overall harder to camp the basement, and not something trapper can typically do, especially if he's going to have all his traps basekit.
I'm not trying to judge you, I'm just trying to figure out where you're coming from here, but do you think trapper should be able to basement trapper like he can now?
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@Clown_Syndrome said:
There are so many perks left that need a huge buff or rework such as Technician, Boons, Invocations, Visionary, Better Together, Unrelenting, Unnerving Presence, Septic Touch, Overwhelming Presence,… and more.
Do you have a perk that you want to see changed?
This is a huge hottake, but perks should suck. Especially since a lot of them only exist to counter one another (Franklins, Vigil, The Exhaustion Bird perk, Counterforce) they're not really adding anything fun as much creating a rock paper scissors fight between loadouts as opposed to the actual player match up.
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@Travis_Bateman said:
2V8 is a better game mode than usual 1v4
in my honest opinion,it should be permanent with all killers AND…
It should replace 1v4
Counter Hot take: We don't need to lose one for the other. Also, sincerely, what do you like more about 2v8? I have things I prefer about it myself, but what makes you say it's that much better?
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To be frank, people have found bugs over the years like the Autohaven map openings, that allow players to "escape the map" without hacks. These are normally patched out within a couple of weeks, but I've found a couple of them over the years, especially with Nurse. If they just added some code saying, "If player outside of bounds = treat them as a hacker," that means a lot of weird bugs we've seen would punish people who aren't hacking.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936440#Comment_3936440
He's already a 4.4 killer
Oh my bad.
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@boon_david_s_d said:
I make this post not to intentionally start a war. I appreciate the effort from BHVR for making this chapter like the mechanics of springtrap, the map (although personally i expect a large indoor map like Fazbear's Fright from FNAF 3, which suits more for springtrap, instead a small pizzeria from withered isle, which is my own PERSONAL thought), and their effort to bring the security system of the original game into DBD.
However, I found it very unrewarding for survivors to use the system:
1. Survivors need to bear the risk of getting grabbed when going through doors. Of course the mobility of survivor is nice but i won’t risk it if i can potentially give the killer a free hook.
2. The aura reveal ability is situational and not mandatory to use in order to deal with the killer. It feels like other perks help better for the survivor who is in chase.
3. Survivors cannot restrict killer from entering the door they are using the cam, it is like a free hit if killer somehow decides to pass through your door
i personally think it is indeed a big pity that BHVR put some much focuses on this important system to the game yet survivor is not rewarded enough, even get punished when they use it. They can choose completely ignore the camera system and still will not effect the game experience, considering it is not the case for using killer item of other killer in this game like turret for xemo and emp for hux.
I think BHVR could introduce some rewards for players who actively use it, or punishing effect if not using it frequently. I know it might be like a rework but like door shutting system from FNAF 1 could be nice. It rewards players who use it for safety (like taking tape from TV for sadako). I personally think that they can also make the battery last longer and if killer try to enter the closed door, it will instead bonk the door and drain the battery power for a bit (although it sound like more foxy than springstrap lol)
They probably won't do this, but I kind of hope they would make it so Survivors can Block one door at a time somehow.
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@Skeleton23 said:
I've had several times on both survivor and Killer where rather the Survivor DCs as soon as they Go down or sees what Killer there going against or The Killer DCs because they couldn't 4k a 5 Gens
There's Abandon options in the game to leave the game without a DC penalty. There are some parts where DCing is reasonable (Cheater, Bugged or stuck) so it shouldn't be that Severe. I just think at a certain point you should lose rank and not able to join a game for a little bit
I just hate when I get a game I want such ad I encountered a Houndmaster the first time as Survivor and wanted to go against her and as soon as she downed someone that person DCed ruining the game.
To be honest, I'd rather people DC and give their teammates a bot, than do the intentional go next thing. Sometimes the game randomly kicks you out, or maybe you had something IRL to deal with so you DC so you're not an afk teammate. I get why people say the DC penalty should be increased, but I'd rather players dc than screw there team over by dropping all the pallets.
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@Fantasy said:
Just curious, I haven't enjoyed it once.
I don't like him, but don't nerf him, don't do him dirty like skull merchant, who I also hated. Change out how he works if you must, but don't just nerf him because I feel like they'll make him weak, but in a way that doesn't actually make him anymore fun to play against.
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@indieeden7 said:
Wraith is a killer that is almost too easy to be made any stronger, gaining distance practically doesn't matter against him because unlike killers such as Vecna, he has no cooldown on his ability to close the distance made. I'm all for buffing weaker killers in some way or another but
- These changes would leave him in a state where he is too good at too much
- I wouldn't consider Wraith to be all that weak at current
I'm not trying to argue, but which changes specifically? Or is it any of them, or just all together?
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@pigslittlepet said:
Wraith is one of my most played killer and will probably be my first p100 because I can't do that many ######### bloodless on pyramid head but I don't really see him needing any buffs. All the things you said would be fine by me and I don't think they would make him op or anything but I just think he's fine where he is. And I worry if they change him much and get too many complaints they will probably overreact and nerf him below his current state. Just my worry though. He's been my consistently most fun killer for years and I worry anytime he's up for changes.
That's a valid point. Bare in mind, I'm a wimp who only plays the A to S-tiers (Hillbilly, Singularity, Unknown), and I kind of think the other killers should brought up to a similar par by adding more depth to them. So not only is it bias, it's something where deep down I might feel a need to have those killers buffed, so my mains don't get nerfed to fall in line with the others.
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@CoolerBleend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931565#Comment_3931565
No killer should have gen regression in their base power
I used to agree with that…but I've been sort of rethinking it lately. A lot of killer have organic slowdown, which is where a survivor ultimately has a choice in the matter, like Singularity's Bio pods and how survivor can go print EMPs in exchange for giving the killer more time. There are also killer who have powers that almost directly work around generators, such as Nightmare's Gen teleport, the Pig's RBT activating after gen completion, and to a less direct extent, Sadako's TV's being placed right by Generators.
I don't think the License Add on should be made base kit. But let's say somehow or another, without making a new side objective based killer, if I came up with an idea where Ghostface had a basekit power that gives him pretty direct gen regression, but one that survivors somehow have agency over, would you be against it?
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@LockerLurk said:
These are all exactly not what he needs, he's fine with Shroud as is. Shroud is not the problem.
The issue is he has no map mobility and his antiloop is just mindgaming with Night Shroud. That CAN work for some players but not everyone.The solution is to give him some haste while in Shroud like 2v8 does, make his Reveal less finicky (they have), and adjust some addons. Nothing else is the problem, his issue is Map Mobility and being a basic M1 Killer. You can't fix the latter but you can fix the former.
So like, what about 5% haste when Night Shroud is active and not being looked at, kind of like the Fearmonger class in 2v8? This way his haste isn't a buff without a counterplay to it.
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@Langweilig said:
Traper
- Traps spawn armed at pallets and windows.
- Smaller terror radius (24 or 28meters) to make locating the tarps more difficult.
- He can carry 4 traps.
- Rearming and setting up traps is faster.
- He can select one trap like xeno can with his tunnels and when he opens a locker that trap disappears and enters your inventory. This has a cooldown of x seconds.
Pig
- Rule set number two basekit - New version hides all box auras outside of a 16-24 meter radius while the trap is active, but increases the timer by 15-25 seconds.
- Razor wires now also apply‘s deep wounds if you miss a box skill check.
- Interlocking razor makes box, repair and healing skill checks silent when having a bear trap on the head
- When not being in a chase for longer than 15 seconds, the ambush charges 50% faster.
Doctor
- His illusions spawn outside of the survivors line of sight, after that they run directly to the closest survivor and chase them. They use the killer bot AI to chase survivors.
- The illusions have a 16 meter terror radius.
- His illusions disappear after they hit a survivor (they don‘t injure or down) or when the survivor they were chasing got downed.
- The illusions no longer disappear after a certain time.
Ghost face
- You don‘t lose your power by injuring survivors.
- QOL: Much improved leaning, so it is less frustrating and clunky.
- Gain haste while in power and not chasing someone.
Demogorgon
- His shred goes further the longer you hold the power button.
- Letting go of the power button activated his shred.
Needs an addon pass!
Pyrmid head
- His path stays active for longer (like 25 seconds).
- More of the path can be active at the same time.
- Obsidian goblet grants you undetectable in a 5 meter radius to your path. This effect lingers for 5 seconds.
- Survivors running through his path become oblivious and get hemorrhage for 15 seconds.
- Book lost memories makes all survivor status effects, except of hindered and haste, linger for 30 seconds.
Needs an addon pass!
Sadako
- Needs her mobility separated from condemned counterplay.
- TV auras removed.
- Needs buffs to her flicker.
Needs an addon pass!
Dredge
- Him being in a locker counts as searching a locker (for perks).
- Rework iri wooden plank or massively increase its duration.
- 5+ locks 🔒 reset after a generator is done.
Alien
- Survivors aren‘t hindered while carrying a turret.
- Smaller hitbox for placing turrets (to make them easier to place)
- Compensation buffs (faster tunneling exit speed, …)
Chucky
- Silent window scamper returns.
- Can scamper under pallets without slice and dice, which takes 1.7 seconds (normal window vault speed).
Ghoul
- QOL: Reduce the minimum required distance for a leap to 3 meters, because he is very frustrating to play on indoor maps.
- Reduce mending time (6 seconds) when hit by his mark.
What do you think of these changes?
If you want to know why I want some of these changes, just ask.
For ghost face speed buff, that was a problem with old legion, like old-old legion. They tried making his power work or not by making it based around being in chase, and it created a very wonky counter play meta that was full of moonwalking. I wasn't there for it, but it sounded really bad. I think they could make it work if they gave him like a base kit version of the fearmonger thing: in other words if a survivor isn't looking at you, gain 5% haste, only it would require him to have his night shroud active.
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@Shinkiro said:
I'd rather just not play the game at all than subject myself to this garbage, boring game mode, let alone being forced to play survivor just to play what i want. 2v8 just needs to die.
I'm not trying to pick a fight, I'm just genuinely curious, why do you hate 2v8?
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https://forums.bhvr.com/dead-by-daylight/discussion/439760/how-is-the-unknown-currently-at-balance-wise
As someone who soft mains him, I'm bias, but I think he's fine. I never mind a match against him, at least not for his power. He runs into a couple of snags, but he's not in dire need of any buffs or nerfs. I'm saying this in regards to there's a lot of older killers that need way more work done to match the games current state. That's a long way of saying give trapper all his traps.
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@francesinhalover said:
Don't get me wrong, i know the let go of gen when killer unhooks but man… the thing is this doesn't really solve enough of the issues with this perk.
nr1 If you don't always let go of gen when someone hooks you get caught by a surprise dead man's switch. So i'm supposed to let go of gen everytime someone's hooked every single game? seem's rather annoying.
nr2 you let go of gen right? now you know the killer has DMS, but guess what? the rest of the survivors don't. So every single survivor that takes a pain res + dms or leaves their gen will face dms. This is a biiiiigggggg Solo Q stomper of a perk
nr3 the perk lasts a ridiculous amount of time. I thought it was 30 secs? but no it's 50 seconds. that's crazy. Does it also stack with deadlock or grim???
nr4 Survivors have absolutely nooo idea how long the perk will last once activated. So i'm here sitting looking at a gen for almost 1 min. This isn't even funny. because this happens several times during a game and even worse on solo Q.
nr5 it's crazy good on 3/4gens and completely locks the survivors from any chance of doing the gen.
nr6 the perk is even stronger with killers that are top tier at the game. because they can reach survivors fast and force them off gens. Especially on smaller maps.
it's just awfull. (happened to me on a spirit match) I'm doing a gen right it's 99% and out of nowhere it takes a pain res + dms and i'm there with a gen that's now like 70% and i can't even touch it. Not only that, the killer has more than 1min now to find the gen and kick it. Now add in the killer having map mobility, anti loop, small map. And it makes the game impossible to play.
Killer main here for Reference:
I kind of agree and preferred the perks older state. I'm someone who thinks perks as a whole shouldn't be that good, especially since some perks only exist to counter others (such as exhaustion perks, and Linquid Touch), making the game feel very "Rock, Paper, Scissors" with our loadouts. Some good news, DMS only effects one Gen at a time now. However, it no longer matters when the gen is let go of, as the perk is active until someone let's go of a gen. This means the perk loses it's ant-camp incentive that it used to have. I do appreciate Behavior's intent to make it so low Mobility killers like Trapper or Clown don't have to be so far behind because they can't use perks like this, but this is also stacking really well with the already strong killers.
One way they could make the Old DMS more effective for all killers not camping, and less of a synergy with Pain Res is this: add an 6 seconds delay to it's activation. This means when a survivor is hooked, Scourge hook will make you scream like usual, but won't activate DMS at the same time. Additionally, high mobility killers will still be able to take advantage of the perk more than low mobility ones, but they won't be as much better.
Even if they don't go back to the old DMS, they should add the 6 second delay to reduce the Pain Res/DMS combo's prevalence.
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This might not be unpopular, but honest to Gonzo, I'd rather lose on any map, then play a game of Hawkins lab, regardless of if I win. It's so tight and narrow, that most times I can't hit a survivor, but if I do hit them, they didn't have anywhere to dodge. It doesn't feel like there are good mind games on the map. I'm certain someone will disagree, and that's fine.
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https://forums.bhvr.com/dead-by-daylight/discussion/439760/how-is-the-unknown-currently-at-balance-wise
He's not my main, but he's a close second, so bias applies. One nerf I would give him though to make it so playing hag isn't pointless, you shouldn't be able to M1 the moment you teleport. If it was something like hag where she has to slow down in order to place a trap, that'd be one thing. Not saying it should be a long time, as little as 1 second would be good. In exchange however, making his M2 accessible, and teleporting reduces the cooldown by like, 40% of what's left. This would play into his shoot, teleport and shoot from a different angle.
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@Blueberry said:
Now that we have the gen kick limit should Overcharge and Call of Brine nerfs be reverted?
They feel unnecessary to me now that you can’t hold a 3 gen with them anymore and their power is limited. With their current versions and the gen kick limit existing basically no one uses them.
Yes, but only a little. It should be that if you have a choice between taking a health state from a survivor, or kicking a gen, you normally prioritize the survivor because chase has counterplay to it. Gen kicking kind of doesn't. I'm not saying gen kicking is Op, it just doesn't have any mind games to it like chase does. I wouldn't even bring it back to 200%. Just as little as 175% would be good.
I'm speaking as a killer main btw, and one who has a hot take: perks should add variation, but it's not something killers/survivors should have to rely on for either side to win. Otherwise we have everyone running meta slowdown on killer, and meta chase on survivor, and not a lot in between.
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@Cassiopeiae said:
Title.
Hot take: Neither, and I quote, "Bad Killers/Survivors are the ones who don't want map offerings," nor the notion that map offerings are the problem sound right. The problem is however broken good/bad a map is for a given killer. It's inevitable some maps play better for other killers, or are just worse for one side or the other, that's fine. But I do think behavior should try open up some of the indoor maps a little. This way killer powers are less screwed by collisions and survivors have more room to dodge.
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@cesspoolechochamber said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920553#Comment_3920553
Why do you need a counter play? What do you think its like for a survivor being camped or tunneled out of match? You know how many times I've had to sit on a hook or sacrifice myself just get a save. Its funny you complained about no counterplay being not fun, yet that is the average solo q survivors experience every match.
I'm sorry for you man. I've had plenty of games where I go through that exact same stuff as a survivor and it sucks. But the problems there dont get solved by causing unrelated problems for killers. That just makes us both lose.
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@cesspoolechochamber said:
How are you more interested in fun than winning when you literally contradict yourself?
"I'm more interested in having fun than winning"
"If you give everyone one instance of basekit unbreakable, that means if I slug to avoid a flashlight/sabo/pallet save, I'm punished even though I wasn't slugging to be a jerk"
If you were playing to have fun and not win you wouldn't care about possibly getting flashlighted or stunned.
I still want to win, it's just not as much the goal as have fun. Getting pallet/flash/sabotaged isn't fun, but it's okay that those mechanics exist so that survivors can have fun. At the same time, give me a proper counterplay to it. If I'm wrong to pick up a survivor because I'll get stunned, that's fine, but you have to let me slug at least in that instance. If I was wrong for say, and no one was coming to do a pallet/sabo/flash save, then my slugging could be considered in the wrong and maybe should be punished.
I think a better way to put it is, I want to try and win, because that makes the game more fun. It's not like if there's any chance of a pickup stun I start slugging, but when I know players will probably go for it, I slug to prevent it. Do you get what I mean?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830398#Comment_3830398
Understandable. Its a very tricky problem to solve. BBQ in regard to aura would be an interesting idea. However, id make it killer instinct and not aura reading.
I kind of get behind that in the sense of aura reading perks vs aura reading stuff. However, I think killer instinct has a soft rule of being killer related, so instead we do it like Rancor, where you get see a survivor via a notification. This ways it's that it's related to the hooking. Additionally, Survivors who are revealed should get a warning "Hey, you've been revealed," so newer players who can't understand how far 40 meters is can get the idea down.
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Sadly, no. I do think the game should further incentivize ant-tunneling mechanics with stuff like base kit BBQ, but I don't have an actual solution yet.
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@radiantHero23 said:
Decisive strike.
Before I get crucified, hear me out. Having a perk that offers game health locked behind a paywall is absurd. However, I do understand, that tunneling is sometimes a necessary evil for killers to create some pressure. Therefore I would not add ds just in it's current state, but with limitations.
Something along the lines of this:
- It becomes weaker the further the match progresses until it completely deactivates in end game.
- The survivor with it active cannot bodyblock off hook for another survivor. I don't know how this could be implemented effectively, but it would need to happen to disincetivice the offencive usage of it.
- The duration of the stun is increased when using ds as a perk, just like bt.
- Some form of slowdown mechanic for the killer that rewards spreading hooks between all 4 survivors, that is actually worth going for. (would have to be adjusted in strength depending on each killers power level independently for obvious reasons)
This could maybe help to tackle the most egregious cases of tunneling and shift the game towards a more enjoyable experience overall.
Obvisouly this would have to be tested at great length and my proposal is by no means a perfect solution.
I'll gladly hear ideas and opinions! ^🐽^
As a killer main, I kind of agree, but I think decisive is most effective as a surprise attack, and thus we need something else to push for anti tunneling basekit.
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@Royval said:
why would they remove killer instinct from a spray
Probably to decrease his tunneling capability. Not saying it's op, or that I don't like having the information the spray gives you. That's just something people complain about: You either use the spray, and reveal your location so he can tunnel you, or you don't use the spray and then he chases you when you're already hindered. It can feel like a lose lose situaiton.

