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The_Daydreamer

The_Daydreamer

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The_Daydreamer
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  • I am honestly lazy and will just copy some of my answers from a different thread, but I just gonna say that I don't think we need something against slugging as basekit. Slugging is a legit and sometimes necessary strategy. I get it that it's not always fun, but there is already enough that survivors can do against it.

    Either with Plot Twist, Unbreakable, Boon: Exponential and Tenacity - other Healing or Endurance perks can help too! f.e. We are gonna live forever, Boon: Circle of Healing, Botany Knowledge, Buckle Up, For the People. Survivors have enough tools to go against slugging and I don't think they need even more base game mechanics. Anti-Camp and Basekit Borrowed Time are enough to support them and allow for other perks like these named above.

  • She is still absolutely pathetic.

    • 6 Drones who will scann in an 10 Meter radius (so essentially 20 meters and the radius stack)
    • Setting up a drone Grants the Undetectable status effect for 6 seconds
    • Scanning will give the survivor one out of three permenant lock on stack, after three you will be injured, broken and they reset. If you were already injured then you have to mend while still getting the broken effect.
    • For every scanned survivor she gets an haste effect up to max. of 7%
    • Survivors with claw traps that are getting scanned are hindered by 10% for 6 seconds
    • A disabled drone is retting itself after 45 seconds or you can just instantly replace them if you are close enough without any cooldown.
    • She is not getting slowed if she uses or charges her power.

    Her addons give her even more fun effects. More stealth crap, stronger and longer hindered or haste effects or exhaustion.

    She is still powerful at holding her 3 gen since she's more deadly within her drones - which can be stacked easier and wider. I completely hate her and will not waste my time on that garbage excuse of a unskilled and brainafk killer. Will prefer any busted blight any day 😍

  • ezgif.com-video-to-gif-converted (2).gif

    Lets laugh about myself: Here is me failing my flashlight safe because I used Drama, pooped another Flashlight while doing the safe and interrupting the beam like the crackhead I am... But man I was mad when that happened. 😂

  • Getting called a subtle cheater (Wallhacks) by a trickster last night because his half-baked mindgames didn't work 💀

    Screenshot_1812.png Screenshot_1813.png


    https://www.youtube.com/watch?v=sBmKsLMTsGY


  • @KILL3RStoney said:

    Hi guys, so slugging has become a massive issue for a very long time, especially as it’s more common in killers who can locate survivors easier. For example, legion. As everyone is aware, legion has the ability to hit survivors in feral frenzy mode. Once hit, killer instinct reveals the other survivor locations. Now I’m not one to pray against legion, but I feel like people are abusing slugging more commonly than ever. Especially when there’s only two survivors left in the trial. Even when no gens have been done. I do hope the developers read this and I do hope to hear your feedback as well. Hopefully a solution soon. Personally as a solution. Once downed. You still recover as normal to the point you need to find help. If no survivor is able to get you up. A meter fills up (similar to face camping meter on hook). The meter will constantly go up on its own and after 10/15 seconds, a survivor is able to get up on their own from dying state to injured. Grants the endurance status effect for 10 or more seconds. This deactivates if using unbreakable.

    So first of: There is no such thing as "abusing" slugging. Yes slugging sucks I totally get it. And I find it cringe when killer slugg to find the 4th survivor instead of just hooking. But you have enough perks to counter this playstyle.

    Either with Plot Twist, Unbreakable, Boon: Exponential and Tenacity - other Healing or Endurance perks can help too! f.e. We are gonna live forever, Boon: Circle of Healing, Botany Knowledge, Buckle Up, For the People. Survivors have enough tools to go against slugging and I don't think they need even more base game mechanics. Anti-Camp and Basekit Borrowed Time are enough to support them and allow for other perks like these named above.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614842#Comment_3614842

    Looping? That's so 2020.

    WoO turns many (if not most) survivors into pre drop and Shift + W machines. This makes the game extremely boring. You cannot mind game Shift + W and it reduces the interactivity in chase (arguably the most fun part of DBD). The killer plays more against the map and perk than the survivor themself, while the survivor stops thinking and follows the glowing yellow boxes. Truly riveting gameplay. Zoning doesn't work in this situation either.

    If WoO went on a cooldown every X seconds, it would actually encourage looping because that would eliminate its other use. You would still know where to go and buying yourself a bit of time by looping would reward you with more information.

    I swear you guys are sometimes so dramatic. 💀

    Screenshot_1810.png

    These are probably the top 5 most played killers. Basically everyone has something against looping and let's be real for a second: Most new or actively used killers lowkey encourage Pre Drop and W Meta. Like I will not start looping Crack Doll f.e. 💀

    And by how some maps are nerfed etc. pallets are getting rarer every patch. Having someone pre drop basically wins you the game most of the time. WoO does not change your playstyle, it just tells you were the next pallet is. Any survivor who predrops anyway will have the same playstyle with or without WoO.

    And we already have 2nd Chance Perks, some Chase Perks and healing nerfed. Like can survivors at least keep their Information and Stealth perks?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401004/how-do-you-deal-with-tracking-perks-essentially-being-useless

    Survivors excessively hide because it gives results, and is low effort.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615391#Comment_3615391

    But it doesn't need to eat through 2 stacks, because the Distortion user can just hop in a locker if they notice the perk has triggered on them, and then preemptively hop into a locker to avoid future aura reveals from this perk.

    I really don't know why people just assume Distortion users are forced into just eating through stacks whenever possible

    Even IF they go in a locker to keep their stacks - any survivor could go into the locker to hide their aura. Like what is your point here? Plus calling hiding low effort is crazy imo. Killers need to find survivors, hunt them and hook them. Survivors need to hide, get generators done and get probably chased. Can we just stop reducing any role by how they achieve their objectives? 💀

    • There are still perks that function and give you information on where survivors are. Discordance being one of them.
    • Most of the time you can track survivors with logic since they most likely are near the objective, probably leave scratch marks, have breathing sounds
    • Some perks are designed to counter others. I run f.e. Bond, Open Handed, WoO and Kindred. Some killers give me the blindness effect and thats just how it is. Its a public match, I chose that build so if it fails due to me not taking other perks that function through said blindness, then I already misplayed before the match has started.
    • I am sorry that you dislike these perks, but man - I would take Survivors with those two perks any day. Two less perks for Chasing or survivability. Plus lets be real here, I have nearly every game killers with 4 anti-gen perks. These stealth perks are imo not problematic and its just insane how killers were always saying to survivors "Just be stealthy" and crying about survivors looping - and as soon as they do it, it's still not fine. 💀
  • Because people takes this game way too serious and feel attacked by anything even though THROWING SNOWBALLS IS PART OF THE EVENT. The math is not mathening 💀

  • I only hate Skull Merchant and I will not play against this thing and anyone who plays it.

    I dislike Spirit (Because I have bad hearing so I cannot see or hear her), Blight (Only for his broken Addons), Wesker (The amount of dumb hits.. oof).

    I dislike only Chucky very, very much. Such horrible and unskilled design. I favor any Knight over damn Chucky.

  • Thank you guys! Let's just hope for the best :<

  • @EQWashu said:

    Thank you for posting, The_Daydreamer, and everyone posting tips to help newer players <3 And I'm ashamed to admit sometimes I'll throw out KNight's Guards to throw them out regardless of their strength 😅 so its a good reminder to even long-time players to keep an eye on those things.

    And something I've said before but bears repeating: No matter the role - relax, have fun, and it's ok to have a bad game or two; don't be too hard on yourself!

    With Trapper and Hag (two of my favorites) - it's ok to lose a gen in the beginning to set up traps; its something I used to be anxious with myself about when I started playing them, but once I relaxed about it, it helped a ton 🖤 And with Hag, I am one of those that like to trap "high traffic" areas; places that don't really have gens or hooks, but Survivors will tend to run without checking. It may not be the strategy for many, but, hey, changing how to do things is a part of the fun 😄

    Oh yes that's so true. Especially the part about gens: No matter the gens, it's totally normal lose some at the beginning - even three! Survivor are strongest at the beginning since any killer needs to start to apply pressure. So if those gen pop, don't get frustratet.

    Another tip I can give is to hook survivors near objectives if possible. That way you have Generators AND a hooked Survivor in a very critical area. o/

  • @CorvusCorax86 said:

    You can leave tips on loops, too.

    I often find survivors going in circles and when bloodlust activates I am about to hit them but they drop the pallet and stun.

    What exactly are you looking for here? You do 2 or 3 loops around boxes / pickup trucks?

    As killer it depends on the loop itself and what killer you are playing. If you are a basic M1 killer without a power, you should not respect safe pallets and make sure they drop it as soon as possible. If its a short loop then you can either respect and bloodlust it or play some tricky mindgames.

    You can play around most pallets with your power honestly since half of the killers you can play have something against pallets. Its also important to hunt them from the right side: Make sure if they drop the pallet, they are on a deadzone side or on a shorter loop. Always hunt survivors so that they cannot chain loop the L into the T wall.

  • @EvilSerje said:

    Where do you get so many BPs? You ever break from playing DbD?

    I play for 4 years, did every book, every event and every achievement, and my highest prestige characters are Sadako, Spirit and Artist (all red background and around P10), other fav killers (Plague and Hag) are 6-7. And from survivor side only Jill P15, all other survivors are around P3.

    Where do you get SO MUCH MONEY? 😶

    Playing with Bloodpoint Offering especially during events, some players are old players like me who already had every character maxed before they reworked the bloodweb. Playing with friends or with BP-Bonuses for certain roles help too.

    There are perks that increase your BP gain - some being more obvious like Distressing, some are more hidden like Stake Out (Every great Gen Skill Check gives you 300 BP. Stake Out helping with great skill checks increases your BP gain passively for sure).

    Don't forget Grades every 13th (2mil BP) and codes (especially for prime). There are a lot of ways to increase your Bloodpoint Gain if you already have certain things helping you. It's a lil' harder for newer players since they are short on some ressources.

  • Screenshot_1802.png
    1. P100 Yoichi 💜
    2. P050 Vittorio 🌠
    3. P050 Demo 🐶
    4. P030 Knight 🔪
    5. P025 Jake 🕊️
  • @Thusly_Boned said:

    A few of them (very few) are meme-y and funny, but I am sick of them.

    The new seasonal outfit for Yui is just the latest example of an otherwise great outfit nearly ruined by a big honking backpack. It's practically a trope at this point.

    It's gotten to the point where every time I see a cool new outfit I restrain my enthusiasm until I can turn the model around and confirm they don't have one of these kitschy monstrosities tacked onto them.

    Or give the option to toggle them on off. But to me it's just a lazy, unimaginative way to seem like you're giving "more" when you design an outfit.

    They're not a positive, imo.

    I completely agree. I just wished we could disable these features like backpacks, clutter or heads. They ruin so many outfits for me. T.T

  • @Haddix said:

    thoughts on the crazy crazy map rework we got recently?!

    smile

    I hate the rework. Especially on survivor for two reasons: Mainbuilding is still busted af (#########) and now the new tiles are just dumb. They don't make sense, they are completely new and are not fun to loop imo. Its still big with a huge overpowered mainbuilding but now with dumb tiles that will probably confuse both sides. Great.

  • @jesterkind fair Question! Bloodpoints would cut the grind pretty significantly - it's a great appreciation for the time that especially new players have spend. Going further, the grind is just getting worse with every new release. Sure they have tried to reduce the grind by reducing the cost in the bloodweb. But they did it while increasing the prestige level from 3 to 100 - making the grind for new players who are working towards teachable perks even worse.

    If you like, let's say Nancy, you gonna spend bloodpoints on her but there is nothing waiting for you besides a P100 badge that will increase the chance of getting dodged or tunneled. going even further every system right now has a somewhat meaningless grind - devotion takes ages for new players to receive a meaningful amount of shards. Prestige right now sucks for most players.

    And it's not only about prestige systems - the same applies to devotion and achievements. Great rewards could be those already excisting scratch marks back grounds for newer characters, Lobby UIs, maybe Titles, Bloodpoints, Shards, Charms (With the achievement icon of that character), a reward for p100 could be to be able to choose a prestige badge that you already unlocked (So instead of 100 you choose the level 90 one for what ever reason). There are a lot of easy and recyclable rewards.

    I've seen some comments in here who are saying that prestige is meaningless and it should stay that way - but where is the problem for rewarding its player base that sticked for more than 7 years and grinded active- or passively through these systems. And you know what? Sure we can keep it this way, but it would be less bothering if the excuses that BHVR put out there weren't that flawed. "Playing the game should be reward enough" for a player base that plays your game for more than 7 years, with over 15 DLCs, with grindy systems, in an online pvp game with only one gamemode, with a lot of FOMO, with bad excuses is... let's just say underappreciative of your community. Atleast in my eyes, I understand if people disagree - fair enough. But it just shows that these things are not thought through - clearly.

    Before I finish my rent: I see improvement for sure and these "missing rewards" are not the end of the world - for sure. And I am glad that we actually have Rift-Challenges, cheaper bloodwebs, reworked maps, killer and survivor adjustments, more events and especially the last killers and events (Even though some killers were awful) looking from a technical side - DbD improved like crazy. Thinking that this game would have AI and many more new features is crazy cool - but it just makes it more bitter whenever it fails in other areas, like this one. Rent over.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613998#Comment_3613998

    Actually has to chase mean they don't have a good power end it fast.

    Then.. the list confuses me even more. Why does artist necessarily has to chase when she could potentially just snipe survivors? Same goes for huntress. Blight only has a chase power. I still fail to see the full topic because while you are making the decision if someone "Has to Chase" there are multiple comments about how not fun there are or what strengths they have. And the "not really" about clown does not make sense too. He still has to chase like any other killer. You get slowed, drop the pallet and run to the next one until the next pallet is too far away or your ressources are all used. Yet still a chase power. o.o

  • I agree with @Rulebreaker Question: What do you define as a chase in this context and what purpose does this topic have?

    Because we could argue that a trapper does not necessarily has to chase someone if they just step into his trap and he picks them up. Or you could apply the same comment from Xenomorph to Good Guy, because yes he has to chase but just vaults over a pallet and hit you.

  • @020_AMS said:

    Also, to add. I am a firm believer that nothing should be locked behind “you missed your chance, now it is gone”. I still feel there should be a charm shop for example where all rift charms can be bought and during events certain past event charms. Also Legacy and Deep Rift should come back to the store, albeit not purchasable with auric cells but shards only so you do need to work for them like people have in the past. Just make a legacy set 200.000 shards or something. That way people who have them don’t feel discombobulated because newer players getting them have had to work hard for them as well

    I would agree as long as everyone has the same chance and the same value to their time. Since that is what I want: no one should feel left out and I understand if someone argues with "Playing the game should be reward enough", but this is not a single player game. This is a online multiplayer game with pvp elements where you are facing new dlc's every 3 months with no new mode or anything. Showing some appreciation towards your time is in my eyes something that every game should do (and most actually do that naming Naraka as an example).

    Thank you for your input, I really appreciate your ideas!

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613788#Comment_3613788

    The issue started with introcuding a lacklaster of prestige 100 that only brought a grind withit. My point was with the overall system inlcuding but not limited to Devotion Level etc. Sure does the Shrine of Secrets need a overhaul and so does the daily rituals.

    So focus on them instead of on some needless rewards for leveling up.

    If people wanna waste their time reaching prestige, then more power to them, but i don't believe they deserve some reward for it other than what they already get for doing it.

    As you see, there is actually a lot of things that need a touch up which does not take a lot of time or effort - yet here we are, having none of that besides weird excuses.

    And how would you know how much time or effort something takes? We don't know how difficult or how much development time something needs, so let's not start assuming things here.

    So yet again, its not about bragging rights - more about respecting the time players put into dead by daylight.

    You're already given something for your time put into the bloodweb, which is bragging rights, you don't need anything else for a prestige system.

    You want something more than that? Then tie it to the archive challenge system as extra rewards rather than the prestige system.

    And by the way there is no problem with showing that someone actually leveled up to 100.

    You're right, there is no problem with that, that's why you have a P100 number tied to your Survivor for others to see.

    -

    People who makes it their goal to reach P50 or P100 is a choice they have made, it shouldn't be something that everyone else should also feel the need to grind for because of some attractive customization reward that is locked behind some prestige number because people like you don't feel compensated enough for your time spent leveling.

    We can keep going back and forth as much as you like, i firmly believe that we don't need some reward for our time spent on the bloodweb and that's a hill i'm willing to die on.

    So focus on them instead of on some needless rewards for leveling up.

    If people wanna waste their time reaching prestige, then more power to them, but i don't believe they deserve some reward for it other than what they already get for doing it.

    And that's the issue already: You call "a waste of their time" - and that's the problem I see too. A huge flaw within the prestige system. Of course it did not need a rework to level 100 like we have now, level 3 was more than enough. But now that we are here, we could at least have some rewards for the useless grind though. And this applies to Player Level and Devotion Levels. You of course don't have to agree with me, but that's what I simply think.

    And how would you know how much time or effort something takes? We don't know how difficult or how much development time something needs, so let's not start assuming things here.

    In all respect and I have my own experience with this stuff, but adding a simple reward like even Bloodpoints is nothing that takes years. Not even mentioning the effort it takes. And yet again, it's not about how long rewards take, its about how they are missing imo and the weird excuses for them.


    You of course don't have to agree with me but I feel like you are missing point, especially with the bragging thing. And you are only picking the prestige system which is not the whole topic. Thanks for at least showing me your pov though. I appreciate it and will keep it in mind.

  • https://www.youtube.com/watch?v=3ZLTokWsKSY

    At least you can play games :D The amount of cheaters that are again rising up are giving me a new dead by daylight vacation.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613136#Comment_3613136

    Actually the killer can see Blast Mine- A trapped generator will have a flashbang sitting on top of it emitting faint amounts of smoke to warn the killer that the gen is trapped(although just about no one pays attention to it). That's why occasionally you can find a killer who certainly kicks gens, but will almost always actively avoid kicking trapped gens since some killers do look out for the warning sign.

    Blast Mine works by placing a modified Flash Grenade on top of the Generator model, which is visible to attentive Survivors.

    The Killer cannot see it.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613782#Comment_3613782

    Except that's exactly what prestige is, just bragging rights, just like all other prestige systems in video games.

    Reaching some prestige level is not some impressive feed, it's just time consuming at best, as well as not even being required to do.

    You wanna help new players obtain perks easier? Then overhauling the Shrine of Secret is a better solution for it.

    The issue started with introcuding a lacklaster of prestige 100 that only brought a grind withit. My point was with the overall system inlcuding but not limited to Devotion Level etc. Sure does the Shrine of Secrets need a overhaul and so does the daily rituals. As you see, there is actually a lot of things that need a touch up which does not take a lot of time or effort - yet here we are, having none of that besides weird excuses. So yet again, its not about bragging rights - more about respecting the time players put into dead by daylight. And by the way there is no problem with showing that someone actually leveled up to 100.

  • @Smoe said:

    I genuinely do not care about prestige rewards, i don't need some reward for what is essentially just bragging rights for doing something that everyone is going to end up accomplishing eventually.

    It's not about bragging and like I stated, you could essentially reward Bloodpoints which would help newer players the most with over 200 perks to level up.

  • @supersonic853 said:

    Yeah the situation behind legacy will always be difficult. A good bit of people got legitimately robbed of what they earned. Like with the scorching skins. But i don't know if were at the level to give it to everyone. Maybe repurpose it for something like p100? Thats about it for me. Or just when your given enough proof give it back to them?

    I just want to point that this thread is not really about Legacy, it's about the lack of appreciation for your time in Dead by Daylight - the lack of generall rewards imo. And by the way no matter your proof, they did not give anyone their legacy back.

    1. Outfits are.. most of the time not that likable.
    2. Her Perks are straight up bad or just situational.
    3. She does not have build in "Iron Will" like Ace.
    4. She came with a super buggy chapter with an unlikable killer for most of the player base.
    5. The chapter did not have a map which, yes, can turn off players since.. now to point 6
    6. The lack of connection for the player base. I don't know about you guys but I feel like they barely Advertised Elodie and her backstory.
  • @GeneralV said:

     “there’s not enough evidence of owning said legacy”

    I never understood this. All you have to do is look at the achievement.

    The big issue was probably the save file itself. You could freely edit your save file since Dead by Daylight did not had a copy of them. Meaning everything was on your computer. So that's why it hurt double to lose them - there was no copy. People had to make sure of having backups etc. And even then it was not safe. Just a BHVR thing honestly.

  • People be like "ShE caNT 3-Gen AnyMOre!"

    Meanwhile:

    • Haste Effect starting from 3% - 7%
    • Undetactable for 8 Seconds
    • -10 % Hindered Effect for 6 Seconds
    • Basically Knowhing where you are all the time
    • Can damage you for existing since Lock On does not decay
    • Lock on makes you Broken and gives Deep Wound
    • Hacked Drone can be easily replaced

    And now to the real 3-Gen Part:

    With all of that above in mind, the radius of a drone is 10 Meters big and can overlap by a number of 6 drones with a Laser Cone Rotation rate by 85 °/s. She locks down her Set Up with said 6 overlapping drones and starts protecting her setup: She runs to you - either you crouch or stop moving to not get detected but get a hit and maybe enough Lock On to be broken and Deep Wounded. If you are now injured and ignore her drones you basically give her more Movement Speed while being slowed down. You don't have to be a mastermind to understand how strong that is with little effort on her side.

    "But every killer can 3-Gen" potentially yes, but not as efficient as others and especially not as efficient like she does it, that's the point. I hate her Power and playing against her. But I will not offer any balance changes because every player deserves to have fun and I wouldn't want to see any P100 Skull Merchant to be Upset because there Main got basically deleted. She is for sure not as strong as other killers (Looking at you blight), but at least they require some sort of skill.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574717#Comment_3574717

    perhaps what i was unclear for what i was trying to say. I am saying that a vast majority of killer perks are of the same type where perk variety is low for killer. Just look a top 10 perks in the game and look what type they are.

    Pain res -> Geme delay

    Pop -> game delay

    Jolt -> Game delay

    Corrupt intervention -> Geme delay

    BBQ ->Information

    Lethal pursuer -> Information

    Sloppy -> game delay/Lethality

    Stbfl -> Chase/Lethality

    Nowhere to hide -> information

    Deadlock -> game delay

    I was like extend list to 2 other perks and 1 other perk combo.

    Eruption -> game delay

    No way out -> game delay.

    Ultimate weapon+DMS -> game delay+info.

    like 8-9/14 are game delay perks. 4 of 14 are information perks. Two of the perk are related to counter healing and health-states speed boosts like endurance. If you go next used perks, then you get to discordance which is info perk so 5 perks and then there the list of chase perks being bamboozle, brutal strength and... noed. Survivor perk are not all the same type. Sure exhaustion perks/chase perk stand out for survivor but most of the perk types they are using are varied. For killer? Not so much. low variety.

    If I may ask, what kind of variety are you hoping for then? Personally I see a good variety in what perks are currently played:

    Slowdown (Healing- & Repairing-Reduction, Blocked Objectives), Information & Tracking (Aura-Reading, Screams), Lethality (Shorter Cooldowns, Exposed etc.), Stealth & Confusion (Undetactable, Oblivious, Terror Radius Change), Chase (Faster, Hindered) and Miscellaneous (FOV, Items, Hooks, Scratch Marks, etc.) are the categories I would put perks in. If I look at the 30 most used perks I have this summary:

    • Slowdown: 1 SH: Pain Resonance; 2 Pop Goes The Weasel; 3 Jolt; 6 Corrupt Intervention; 7 Sloppy Butcher; 10 Deadlock; 17 No Way Out; 18 Eruption; 24 Overcharge; 26 Dead Mans Switch; 29 H: Ruin;
    • Information & Tracking: 4 BBQ & Chili; 5 Lethal Pursuer; 7 Sloppy Butcher; 9 Nowhere To Hide; 13 Ultimate Weapon; 16 Discordance; 18 Eruption; 19 A Nurses Calling; 30 Tinkerer;
    • Lethality: 8 STBFL; 15 H: NOED;
    • Stealth & Confusion: 21 Fearmonger; 28 H: Plaything; 30 Tinkerer;
    • Chase: 11 Bamboozle; 14 Brutal Strength; 20 Enduring; 25 Rapid Brutality;
    • Miscellaneous: 12 Shadowborn; 22 Agitation; 23 Lightborn; 27 Iron Grasp;

    Now let's do the same thing for Survivor Perks.

    Objective (Speed Increase for Gens, Totems and Exit Gates; Protection; Promotes Objective), Information (Aura-Reading & Notifications), Chase (Haste & Useful Tools), Survivability (Endurance, 2nd Chances, Self-Healing), Support (Effects for Others, Rescues, Healing Speed), Stealth & Confusion (Tracking- and Notification-Blocks, Scratch Marks, Blinds)

    • Objective: 3 Resilience; 6 Déjà Vu; 10 Prove Thyself; 19 Blast Mine; 20 Inner Healing;
    • Information: 1 Windows Of Opportunity; 6 Déjà Vu; 8 Bond; 13 Kindred; 19 Blast Mine; 29 Empathy;
    • Chase: 1 Windows Of Opportunity; 2 Made For This; 4 Resilience; 5 Lithe; 7 Sprint Burst; 13 Hope; 17 Balance Landing;
    • Survivability: 2 Made For This, 3 Adrenaline; 9 Dead Hard; 12 Unbreakable; 14 Off The Record; 16 Self-Care; 20 Inner Healing; 22 Decisive Strike; 25 Boil Over; 26 Background Player; 27 Deliverance;
    • Support: 15 We'll Make It; 18 Botany Knowledge; 24 Flash Bang; 26 Background Player;
    • Stealth & Confusion: 11 Distortion; 14 Off The Record; 17 Balance Landing; 19 Blast Mine; 21 Iron Will; 23 Quick & Quiet; 24 Flash Bang; 25 Boil Over; 28 Calm Spirit; 30 Lightweight

    I am sure the way I have categorized these perks don't fit for everyone, but I assume it kinda makes sense though. But based on this summary; I can just repeat that I don't think the varation compared to each side is tremendously different. Sure changes are always welcome but this is nothing compared to the point Dead by Daylight was a few years ago. Anyways, I am curious about what you have to say!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570186#Comment_3570186

    more viable perks? On killer end? there is barely any buffs to killer perks. killer's meta are still stuck in using game-delay perks. pain res/jolt/sloppy is what you see on most m1 killers. for killers that do not have good synergy with jolt+sloppy, you see nerfed pop goes weasel+corrupt.

    variety for survivor has improved but not really for killer.

    Buffed Perks: Furtive Chase (7.3.0), Coup de Grace (7.1.0), Claustrophobia (7.1.0), Hex: Crowd Control (7.1.0), Trail of Torment (7.1.0), Remember Me (7.1.0), Pop Goes The Weasel (7.0.0), Scourge Hook: Pain Resonance (6.7.0.), Gearhead (6.7.0)

    For comparison: Furtive Chase had a pickrate of 0.51% and increased to 1.35%. Trail of Torment 1.17% to a high of 3.15%. And that in a perk-pool of 112 Killer-Perks.

    There are even more perks but I feel like these are enough. On the other hand a lot of perks for survivors and killers were nerfed. And if we look further, we see basekit medkit changes and a lot of smaller buffs towards killers. But hey, no love for killers, right?

    It's not that you are forced to pick game-delaying perks - it's just that most killers are not as good as they think they are. That's just the reality for even both sides.

    Based on nightlight, which of course does not reflect the whole game, the second most used build is actually a chased oriented build. That of course does not work on ever killer but I have seen a lot more variety on the killer sides since the 3-gen-kick meta which should by the way never come back. We see Anti-Gen, Aura-Reading, Information, Chase Tools, Stealth-Perks etc. The variety of viable perks is actually there even if you don't use it.

    My point is, that killers have a lot more variety than before and they received quite a few buffs that matter.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574710#Comment_3574710

    Having seen responses to that very thread that got deleted by the mods thankfully I can assure you, those people will find a problem with that post as well sadly.

    Also something I missed when I first posted on this thread I think OP is directly asking for charms to raise awareness and not characters/stories as they mentioned the LGBTQ+ charms and the fact that we do have some characters with confirmed disabilities.

    Ah thank you for pointing that out. To be honest, we have so many charms that I don't think that people care if BHVR adds more to them. I just googled it and never knew that ADHD etc. has specific flags. Super cool imo! I hope OP will see the representation in-game they are looking for! I am sure a lot of players and twitch-streamers would appreciate these charms aswell.

    Someone in this thread pointed out country flags and I would appreciate that too. Like these are little but fun details.

  • @daffyd said:

    There are numerous rainbow flags representing sexuality etc there is nothing for people with disabilities.

    There is a colour blind setting and some token regarding Puppers, have I missed anything why BHVR don't consider bringing awareness about disabilities to DBD?

    Reading the rest of this Thread is hurting my brain.

    To come back to the topic: I understand your POV and find representation really interesting. The only thing I am wondering is what kind of repesentation are you looking for? Background Story? Charms? Awareness Days (Event?)? Or maybe a Twitter-Post with a BP Code? Representation can accure in different ways and we have certain representation already in the game through little stories etc.

    And just to bring some people back to reality: If you are wondering why representation is helpful or sometimes needed, please read the pinned thread about David King. Click on the link and read the post, because I feel like some are missing the point.

  • @Blinckx said:

    In the chapter that is about to be released, let's bet that there will be no changes to

    MFT,

    BU+FTP,

    WoO,

    Adrenaline

    i bet 100k Bp

    I totally agree with Made For This and Buckle Up. Made For This is stronger than Boon: Dark Theory - you waste 12 Seconds to get 2% Haste, you do nothing but get 3% Haste + Endurance on top of it. That's not the balance I was looking for. The big issue imo is not the haste itself but the fact that there is currently no cap to it. The endurance has to go though because that perk is right now overloaded and I don't think is healthy. Buckle Up is unhealthy too but I am sure everyone understands why. I just hope they change it to something healthier but not dead again. Maybe give both a Haste Effect instead of Endurance (but only when we have a haste cap).

    About your other points I totally disagree. For The People is fine as is, WoO is a simple information perk and you basically need it on some maps since the rules for pallet spawns are very weird depending on what map you are. There is nothing unhealthy about it. I know Adrenaline is not liked by the killer community but personally I dont see a big issue. It's a one time use perk that maybe works in a game and then for a health state.

    And I just want to point out - I know it's still super cool to bash BHVR for there balance choices but I think they improved a lot over the time and they are reacting much faster than ever before. I totally understand when people don't trust them anymore, as someone who playes this game since release I know what... questionable choices they have made, but I don't think it's fair to constantly ######### talk them and never give positive feedback. But that's just me - just please be kind to each other.

  • I simply enjoy Dead By Daylight for all it's additions and healthy balance changes, but as someone who started playing 2016, earning Legacy and all that stuff - there is something nostalgic about old Dead by Daylight, a feeling no game every gave me and I will love it for ever. Lowkey gave me one of the greatest times in my Life. And I will die on that hill but old DbD looked lowkey better lol

    Here are some videos for people who are confused and want to see old DbD:

    Bugs and Glitches, Old Nurse, Old Billy, Old Wraith, Infinite, 72Hrs Moonwalk, Old Survivor Gameplay and even more Gameplay!

    And my favourite back then:

    https://www.youtube.com/watch?v=5YUZOonbZG0


  • I agree with most of the comments and simply say 15 Minutes as well.

    It gives both sides enough time to complete the objective - everything above that is in my opinion a lose and honestly I don't want to stay in that match any longer since it does not add to my fun nor really to the bloodpoints that I will gain.

  • @Noisy said:

    Hi,

    I want to play tonight after more than a year not playing the game (I believe I stopped when sadako was release). I use to be a main killer (mostly legion, Myers, clown, wraith, demo but I use to play almost all).

    I want to know what major changes occurs to play not wondering "######### is this thing ?" xd

    So if some kind souls can do me a recap of BIG changes (not pourcentage tweaks on some perks), I would appreciate a lot !

    Is there new things on map I should know about ? did they reworked or rekited some killers ? Did they reworked some survivors perks with new effects or new op perks came out ? Anything that come of your minds that really impacted the playstyle and gameplay.

    Thanks for all who will take the time to update me.

    Let's start with the Basekit Changes (Maybe some changes were at the time you were active, just ignore them then):

    1. Anti-Camp System
    2. Basekit Borrowed Time
    3. Skull Merchant got a rework
    4. Trapper got buffed
    5. All Reloading Killers have reduced reloading times
    6. Shattered Square got changed
    7. MacMillan Estate Realm Update (2nd Version for each)
    8. PC Has new Graphic Options (FPS Limits, VSync, Anti Aliasing etc.)
    9. Onryo got a rework
    10. Spirit Addons got nerfed
    11. Hag Addons got buffed
    12. Medkits received a huge nerf
    13. Survivors disconnecting play the game as bots
    14. Ghostface received buffs
    15. We have now Search Bars for Perks etc.
    16. Autoheaven - Blood Lodge and Gas Heaven got changed
    17. There is no Light-Interactions for Killers anymore (No Lightburn etc.)
    18. No Hook Grabs anymore
    19. Eyrie of Crows Map got changed
    20. Nurse Blinks count as special attacks now

    Perk Changes:

    • Furtive Chase (Small Rework)
    • Background Player (Stronger Haste Effect)
    • Coup de Grace (Two Tokens per Gen)
    • Prove Thyself (nerf)
    • Buckle Up (Endurance for Both Survivors and is currently used with For The People)

    There are more perk changes, but these are like the more interesting ones imo. For all changes:

    Current Meta Perks:

    image.png

    Generally speaking, the game feels very simular to the time you left - but some maps have now less pallets and some still remain broken for both sides. I would say that the game feels much healthier if we ignore some perks. Healing takes longer, Medkits have now the same charges and they punish you for selfhealing. Boon: Circle of Healing got nerfed but is still strong yet not meta anymore. Killers received some nice basekit buffs, but some still need nerfs or buffs.

    Broken Meta-Perks are currently Made for This (Haste + Endurance), Buckle Up (Both receive Endurance Effects) and that's it for survivors. BHVR does not like to introduce caps for effects so survivors can still run builds, where they are faster than killers. Made For This with Hope = 110% Movement Speed without any effort. The next issue is the Endurance Effect with Made for This. The haste Effect would be fine as is, but nah, endurance has to be everywhere right now. Background Player is imo not broken but still hated since it makes Flashlight or Pallet safes much easier.

    On Killer sides we don't have broken perks imo, mainly very strong ones like Pop with Pain Res. Get a down and reduce the progress on a generator by nearly 50% but it's a reward and there is a cap so yeah, it's fine. Only Killer-Addons are broken (Looking at Blight). Glad that we dont have the 3-Gen Perk Meta anymore and it should never come back.

    There's of course more, but I think this should be enough!

    I hope this helped you - have a good one. 💜

  • @gnehehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395336/exit-gate-99-debate

    This will NEVER be done by the devs, for several reasons:

    • They said that 99% gate is fine (likely because of synergistic BW perk combined to EGC)
    • It would also kill the opening of exit gate in 2 moves, after hatch has been closed
    • It would create even bigger gap between solos and swfs, not really what devs want
    • Funnily, it could be literally impossible for survivors to open any exit gate in DbD anymore without specific perks on their side such as SoloSurv or WakeUp (e.g., Trapper with auto-reset addon + gate delaying perk that requires opening in 2 moves) -> more add-on/perk pass on whole roster would be required at the same time they would implement that gate change, very unlikely
    • ...

    The single feature that may be implemented would be a slow decay after some time, that's it!

    Pretty much this - And I can just add that I got killed by an 99% Exit Gate, because people went for an unhook but ended up having not enough time to open that said gate or the Unhooked Person had to open it themselfs losing the endurance effect. Imo people are being dramatic about 99% Exit Gates.

  • @HugTechLover said:

    I see a lot of people on here claiming they are constantly dodged or sitting in lobby for 10-15 minutes because the killers keeps dodging their P100 characters. I thought this was a bit over exaggerated so I kept a log of my last 20 games from yesterday with the hidden prestige test being over. Here are my results.

    MORNING / AFTERNOON *SWF WITH 1 P100*

    Game 1 - no dodge. P4 Oni (2 p100)

    Game 2 - 1 dodge, p1 knight (2 p100)

    Game 3 - 1 dodge p9 Freddy (2 p100) 

    Game 4 - no dodge p17 wraith (3 p100) 

    Game 5 - no dodge  p7 wesker (3 p100)

    Game 6 - no dodge  p21wesker(3 p100 and a 75) 

    Game 7 - no dodge p3 knight (2 p100) 

    Game 8 - no dodge p54 oni (2 p100)

    Game 9 - no dodge p9 billy (2 p100) 

    Game 10 - no dodge p5 wesker (2 p100)

     *NIGHT TIME GAMES - SOLO FOR A BIT*

    Game 11 - no dodge p75 myers (1 p100)

    Game 12 - no dodge p3 myers (1 p100 & 91)

    Game 13 - no dodge p10 myers (1 p100)

    *BACK INTO SWF*

    Game 14 - no dodge p15 trapper (2 p100)

    Game 15 - no dodge p4 spirit (2 p100)

    SWITCHING FROM LOW P TO P100 (halfway through lobby timer)

    Game 16 - no dodge p2 knight (2 p100) 

    Game 17 - 1 dodge p2 knight (2 p100)

    Game 18 - no dodge p5 wesker (3 p100) 

    Game 19 - 1 dodge p10 huntress (2 p100)

    Game 20 - no dodge p37 wesker (2 p100) 

    I was dodged a total of 4 times over a span of 20 games straight, never more than once. I never sat in lobby longer than 1.5 - 2 minutes. I’m NA East, and assume my MMR is pretty high due to escape rate.

    I am playing on European Servers and depending on the time, I am getting dodged more often or less. I can even link a german streamer who dodged over 5 lobbies in a row for reasons like "They look sweaty" or "They have too much hours" etc. even though he has over 10k hours in the game (Not to shame him, but simply to show that people are not being dramatic when they say that the dodging experience is there).

    The most times I got dodged in a row was maybe 3 to 5 times but even then I was waiting for maybe 5 minutes (including the regular lobby search time). So yeah, imo it's fine right now. And honestly I want to show my prestige level simply because I find it pretty. That's lowkey all.

  • @jjhanzely said:

    Let me make a point. There should be CONCEQUENCES when killers Tunnel AND camp. Getting tunneled out within 3 minutes of the match is not a "skill issue" with the survivor. It's a killer going after them, and staying nearby to make sure to get a survivor out as soon as possible. I have to say, Survivors keep getting nerfed, while killers keep getting buffed. Longer to heal? Longer to repair a gen? Items being USELESS?....while Killers can have 3-4 perks on so they ALWAYS know where survivors are? Perks to literally TAKE THE GAME HOSTAGE and keep survivors from doing ANYTHING? Slugging, and downing ALL SURVIVORS? That's not "skill!" That's cheap, unsportsmanlike, and HEAVILY unbalanced to HEAVILY favor the killers....you know, the ones to keep crying until they can kill every survivor in every game....WITHOUT any effort on their part? Yea.......How about penalties for crappy behavior like this.

    I understand that these experiences can be very disappointing but I think everyone has to remember that there is nearly always a counterplay. Take perks like DS, OTR, DH etc. with you. If we leave perks outside of this idea then your mates can take hits, bodyblock the killer, pressure with generatores and safe you once the exit gates are open.

    There's a lot you can do about it.

  • @Patokiller said:

    You´re the killer, you chase someone for 30 seconds, it cost to you 1 or maybe 2 gens then you down the survivor.

    BAW! Another survivor appear right in front of you and now you don´t have your hook and 2 survivors are invulnerable for 10 seconds, time enought to reach another loop with a strong window or a strong pallet and make you waste more time.

    What´s the point of that? How you can counter that? How many times it will occur during the match? There is NO COUNTER PLAY against that!

    Killers don´t being rewared for wining a chase is so ridiculous.

    I agree with you. Something that I cannot understand is the game design here. I am glad that Buckle Up got a buff, really awesome! But if we go back in time: The old Borrowed Time got nerfed since it felt unfair that the Unhooked person and the Unhooker received the Borrowed Time effect. Now we have WGLF, got changed so you the healed person receives the Endurance effect and you can only activate it if you took a protection hit / rescued someone.

    In this meta right now, we have perks that require you to do nothing but give you a better effect than others with requirement. And that is the big issue imo.

    Want strong Haste? Take MFT instead of Boon: Dark Theory

    Want Endurance? Take Buckle Up instead of WGLF

    The List goes on and on

  • @tea said:

    Just curious to see who everyone's mains are out there. There's always a survivor/killer for someone. :)

    I main Kate, Felix and Cybil for survivors and Demogorgon for killer. Kate and Felix are the most aesthetically pleasing characters in my eyes and have some great cosmetics. Cybil was always my favorite in SH and her screams are just the best. Demopuppy was the first killer I really latched onto and got a lot better at playing over time. I was lucky I had one of his gooey cosmetic set before the license ended too.

    Survivor: I main Yoichi Asakawa - My only P100 Survivor. I really like BHVRs Idea how they re-envisioning him as an adult with the Design and Background Story. I always love magic and supernatural things, so that Yoichi is blessed with paranormal psychic abilities really hooked me too (And omg look at his new Outfit. Such a cutie!). After that I mainly Play Vittorio Toscano (P47 right now) - Of course Magic and Fantasy really makes him interesting to me. After that I switch between Dwight, Jake and Adam.

    Killer: As for Killers I enjoy The Knight and The Demogorgon the most. I know people don't enjoy the Knight, but understanding each Guards strength and weaknesses is really cool. I still hope BVHR is gonna fix many bugs with Knight and do some changes towards his basekit and addons. Demo is simply a good boy, I love having chases with. No Gen perks, only chases and it's a blessing.

    By the way I am playing in Europe if anyone wants to join me. 💜

    S30_outfit_008.png


  • @jesterkind said:

    I don't know about happy, because the new windows really are really obnoxious, but it's definitely a massive improvement from where it was before.

    You're missing some things from your problems with pre-rework Haddonfield, namely the ridiculous fences that could loop for ages without a gap. Those are completely gone, which is itself a big improvement. The street is also more dangerous than before, which is both good for killer and provides a little more strategy for survivor.

    Really, the problems with new Haddonfield begin and end with those windows, which I'd consider hugely easier to fix than what we had before. It's not perfect and still needs work, but it's definitely nowhere near as bad as it used to be.

    I agree. The fences were crazy back then for both sides.

    I like Haddonfield a lot but the Windows are crazy. Imo they should remove the numbers of windows but increase the number of pallets. I also would recommend more openers in houses too decrease the strength of a window but also giving survivors and killers more possibilites of entering and exiting a house. That is really needed for the mainbuilding imo.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569537#Comment_3569537

    The big Issue I see with Boons is that they all share the same paremeters, like someone else already stated on the forum. If boons would have different Range Parameters, values etc. they would be much stronger. But sadly they dont.

    That may have been me, it's my go-to talking point whenever boons are being discussed!

    Shadowstep and Exponentiell are fine, only Dark Theory is just terrible.

    I will say that I think Fussy is right on the money about Exponential, and I don't think it's fine. It's atrocious for those 1v2+ chases where you can't pick a survivor up because there's another survivor or two orbiting around you, waiting to hook deny. Exponential produces a lose-lose situation in those cases.

    Then again, I think this could be fixed with range parameter meddling, as it would be far less of a problem if Exponential had a very diminutive range, meaning the downed survivor would need to crawl to the boon to get its effect.

    Yeah that's right about Exponential. The thing with that Perk is though, that you need a really good position of a totem spawn and it will lose in value if the map is bigger. Unbreakable is actually stronger in a SWF because you don't have to constantly reboon a totem to have potentially value from it. Even if Survivors orbit around you, it's only pressure if the downed survivor is in a pallet. So I would say Expontential can be strong in some situations but it's rarely a problem.

    Like you stated, Boons need new parameters and imo internal cooldowns to reduce potential abuse. Some Hex: Perks actually have certain parameters where they get disabled like Ruin (Even though Ruin needs a buff) or Corrupted Intervention (Not a Hex, just an Example), where it gets disabled in a trial since it did its job. I would wish something like that for some Boons.

  • @Venusa said:

    Unfortunately, most of those perks don't synergize well with eachother if the purpose is anti-tunneling.

    If we're considering the real definition of tunneling the Killer will most likely hit you off the hook realising you have OTR because you make no sound. This instantly strips away 3 of those perks you've mentioned. OTR endurance is gone and now you're in deep wound. Renewal doesn't heal you if you're in deep wound and dead hard doesn't function during deep wound either.

    Now you're left with a 3 second stun perk if your chase lasts shorter than 60 seconds and the Killer doesn't slug you.

    A Question though: Wouldn't Renewel heal the Endurance meaning you can Use Dead Hard again? So the Chase is in that matter extended. If you fail badly and use DS, you will have DH next to survive longer.

    But I completely agree that this is not the greatest Anti-Tunnel Build.

  • @CorvusCorax86 said:

    Status effect: If I understand correctly it would continue if the area is left. So I am no longer exposed but once I leave the boon area I have that 9 seconds left.

    The Gateway option sounds cool but it would give a new mechanic to the game which should be thoroughly thought through beforehand (always wanted to use these 3 in a sentence lol).

    That's correct! So if you are Exposed for 60 Seconds and you enter the Boon, you will no longer be One-Hit. But the Timer continues, so if you leave the Area and the Killer hits you, you will get downed like it's normal with Exposed.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569537#Comment_3569537

    Another person arguing about power of the perk with his pickrate, nice. What's next? Will rate strength of yesterday wind by the number of fallen trees in another city?

    I mean it wasn't my only arguement. And if you don't like people discussing something, then consider not interacting with them.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569458#Comment_3569458

    Strong again? In what world they are weak?

    CoH still stupidly strong, 8 sec healing = doesn't matter how much pressure you made as killer. And please no "in soloq blablabla" bullshit. It literally was buffed with auras for solos, and it still one of my most used perks in soloq. It's still "1 perk that won the game", especially on some maps and against some killers. Yeah, you don't get value from it every game, but you shouldn't.

    Shadow Step does its work perfectly well, what do you want from it? Auto gen repair in boon radius?

    Exponential is situational, of course, but it literally broken in sfw and favourite perk for bully squads already. How would you buff it? And why?

    Dark Theory is only boon that need slight buff. 5% to vault speed i think. You can make it 3% instead of 2%, if killers will have Shattered Hope basekit. And after MFT nerf, of course.

    Based on Nightlight CoH is not even under the Top 10 most used Survivor Perks. It has right now a pick rate of 2.55%.

    I want to add that Nightlight does not reflect the whole state of the game but it does help to get a grasp of what to expect. Additionally I still don't think that most boons are weak, it's just that some are not practical. CoH requires another survivor to heal you which most of the time will not happen in Solo Q. Even in SWF you have better perks.

    Shadowstep and Exponentiell are fine, only Dark Theory is just terrible.

    The big Issue I see with Boons is that they all share the same paremeters, like someone else already stated on the forum. If boons would have different Range Parameters, values etc. they would be much stronger. But sadly they dont.

    To get back to the topic: I think this idea is really bad and would only hurt boons. I don't see why you survivors should recreate a totem, that can be a potential threat to them plus you are wasting so much time in a meta where you have to push gens.

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