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Trwth

Trwth

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Trwth
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  • Jeff’s story I can relate to. He’s a shy guy in a guise of a strongman.

    Adam’s a close second because I enjoy the depth and his resilient nature.

  • On top of being able to shift the tides of the game to an absurd degree, they’re pretty dull and need some shine.

  • Agreed. Like moris, they promote selfish and unfun gameplay, and they throw off the balance completely when used.

    Not to mention, they’re really boring items. They could use some seasoning. Maybe a pinch of oregano.

  • My main build:

    Distortion, Aftercare, Repressed Alliance, Any Means Necessary


    I’m a Jeff main, and I fully appreciate his perks along with some extra utility that not everyone has the patience to run.

    :)

  • @SaltyNooty said:

    Okay, so this is all a big no. I'm not exactly sure why you thought that this was a good idea to try and implement because I wont lie, the idea is nice but far too hard. Its already pressuring when the killer has NOED or something that can down you in a hit like rancor. NGL, this *sounds* like what an entitled killer would suggest just to shift the meta again and make literally everyone play as killer making it so its impossible to get into a match or very rare. The idea is fun but not only is it extremely complex but it's also extremely hard on the survivors.

    The three hatches are a bad idea in general, when you run to the hatch, it should be an easy in and out especially if the killer is on your tail. Making it so that the survivor has to *Pay attention and listen* to which hatch is correct makes it even more pressuring, forces the player into the downed state, or let's the killer down the survivor to put them on the hook.

    IF the hatch doesnt open when your the last survivor, then that's just dumb. It basically suggests the killer camps the hatch, waits for you to complete the task and then closes it on you negating all your work; with the addition of any exposure status perks. The only way I see that the player escapes is that they use a key which would also tie in with the first one.

    The exit tiles suggest tunneling and camping, basically all of this suggests they just camp and make it hell to escape. Teamwork doesn't exist here, especially when you dont know where the hell anyone is without bond or some add-on to the key and even then, the killer can simply sit infront of the switches making it impossible to get out from that side. It also sucks because if the Exit tiles are near each other and are on the same side; you'll never be able to escape. Exposure status perks literally excel in this and not to mention exposure abilities that ghostface, Billy, Cannibal, Shape, and Trapper have. [I know I probably missed one].

    This idea wouldn't be okay in the slightest while it would be nice, this basically puts killers at the top of the food chain and suggests a campy gameplay for any and all killers. This would change the Meta ASAP which would basically make all if not a good majority of survivor mains switch to killer.

    Yo~ Fancy seeing you here. I'll reply to one paragraph at a time.

    Starting off, that's a very disrespectful attitude to begin an argument. I actually did a lot of thinking about this mind you, and I'm not spending whole parts of my day writing this just to be called an entitled Killer main. Now to what you're actually saying, the complexity of my endgame is intentional. You've hit the climax as the Survivors, so naturally escaping should be difficult, NOED or not. And shifting/removing the meta is a good thing. I'm sure a majority of this community is already sick of meta builds from both sides and would want something different for once.

    I beg to differ, as I think three hatches would add a sinister twist and strategy to an otherwise dull scenario. If you run to the hatch, it not only makes no sense, but it's also incredibly infuriating for the Killer if the Survivor can jump into the hatch right in front of their face mid-chase, and they lose that Survivor solely because of their item choice. And if you don't wanna sit around and investigate which hatch is the right one, there's plenty of ways to do it easier that I've listed using maps and related perks. If you don't care, you'll be rightfully punished for misusing the key's power.

    Heck no. After playing with that mechanic for two and a half years, I've come to realize how utterly dumb it truly is. From hatch stand-offs to Killers simply closing it before the Survivor can even bat an eyelash. Sure, they work, but there's huge room for improvement to both enrich the experience and make it as balanced as it can possibly be. Not saying this version is totally balanced - we'll never know without proper testing - but I think this is the way to do it. If the Killer camps the hatch, then you have plenty of time to do your objective. If they close it, then that's okay, because barring that you're good at running the Killer around, you can try once more in a fight or flight situation that's way more intense and stylish than the current system.

    Exit tiles, I'd compare them to the basement. If you wind up hooked on one of those exit hooks, then you're pretty screwed and that's your own fault for not paying attention. However, unlike the basement, those hooks can be broken. Use that. Also remember, this is the endgame. Nobody cares if you did all the gens. You have to get out. That's a whole different task and you're not entitled to an escape just because you did all of the gens. You're also exaggerating the difficulty a bit. There are two exit gates, so if the Killer sets up shop at one, then there's plenty of room for you to do the same at the other. Lastly, if the Killer has NOED, you have no timer to worry about, so you can go break it without worrying much.

    I hope you're kidding about the food chain thing. Killers are killers. Their job is to kill. Not the Survivors. It's a 1v4, so naturally the "1" should have as much power as the "4." Camping isn't a good playstyle and everyone knows that if they play Killer often. It's a last stand, and if you're hooked in the endgame at pretty much any point, you should expect to get camped if the Killer isn't confident in their ability to catch anyone else. The point of this post is to change the endgame, not regulate camping. That's a separate issue that we won't be able to solve until we give Killers an incentive not to camp, namely in the endgame.

    Also, diversity in the meta is good. I'd rather not see only Decisive Strike and BBQ in all of my games.

  • I really wanna see a cool aura effect from Deja Vu, but I don’t think this is the way to do it. This version of Deja Vu is just a Better Together with infinite range and inconsistent information.

    On the flip side, I do like your thinking when it comes to three-genning. However, current Deja Vu kinda already does that, though you’ll need to be observant to notice. It’s a little perturbing, which explains why the perk has yet to receive any attention in recent time.

  • Bump. It’s a lot to read and awkwardly written, I know.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512649#Comment_1512649

    Actually, let me go further into depth to explain which killers I played as. The Billy, Trapper and Wraith. I deemed the hag toxic because of ruin and how annoying it could be. The nurse I tried but couldn't get the hang of it, the doctor wasnt a thought to me cause atm I mained Jake park. The huntress was virtually useless to me to begin with. Any other killer wasnt a thought to me either.

    I didnt camp and I didnt have NOED because that was also toxic to me. So that was a thing. That was in the past and that was only when I spent like, 30 minutes waiting for a match only to get nothing.

    You admitting to not playing Killer doesn’t strengthen your argument, though I appreciate your honesty.

    You should also know that playing Killer is nothing like it is playing Survivor. It’s much more difficult and stressful, especially against teams of Survivors that know what they’re doing. So yes, it’s a learning curve that I definitely encourage you invest into if you’re gonna make buff/nerf statements on these forums. Again, credibility is super-duper important, otherwise you’ll be spouting biased arguments and nothing constructive. People aren’t disagreeing without reason.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512649#Comment_1512649

    You'd be right to assume that I havent played killer but I actually have. Although, at the time, none of the nerfs I stated were an issue to me at all. On top of that, I'm going to hit you with the same thing I've typed to the others. Not all of us are gifted with the ability to buy DLC characters or much of anything. In addition, when I did play as the killer The Doctor wasnt as buffed nor as strong as he is today so that's fun. He was just another person I could escape from if I was lucky enough to outplay them. Mind you back then, I was a Jake park main. I'm more of a meg Thomas now because sprint burst and adrenaline are good perks. I've been playing this game for about a year and a half straight and I basically understand if not know every killer and perks. These perks were nothing new until they started to become a complete annoyance to me. I dont know what the dev's changed that made these perks so annoying now but god do I want them back to the way they were.

    Just because you don’t own certain characters doesn’t make them overpowered, which reinforces my previous point about your lack of knowledge of how these Killers function and your obvious lean towards Survivors only.

    I’m still not quite understanding your issue. The Killer’s job is to kill the Survivors. Of course their perks would be designed to inconvenience them. Perks like BBQ are meta because they excel at doing so, the same way perks you mentioned(Sprint Burst, Adrenaline, etc.) do just as well making yourself more difficult to catch from the Killer’s perspective. There are Killers on this forum that complain about those very same perks I’ve mentioned from Meg. Do you get what I mean?

  • @Alify said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512670#Comment_1512670

    Maybe add a limit on the explosion radius? then it will be diversion 2.0

    ...which is exactly what we don’t want, so I think it should stay the same for now. It’s gimmicky and that’s its thing. It depends on how it’s used, and since no one uses it, it’s difficult to measure its effectiveness especially as a distraction perk.

  • I like your thinking but it’s a lot less convincing for the Killer if the explosion in question happens in a random area on the map, making it a Diversion with an awkwardly long range.

    I plan on taking Red Herring for a spin in the future, but from I gather, it’s better used for information and/or the late game when there’s less gens and less Survivors, meaning less places for the Killer to look other than gens.

  • @SaltyNooty said:

    Doctor needs a nerf. He's one of the people I've yet to dispatch on my list. His static blast is far too op and basically screws over anyone who happens to be within his terror radius. I just got out a match with 3 red ranks and me being a purple rank. We had way more skill then him and somehow he got us all down spamming static blast and knowing WHERE WE WERE 90% of the time. Mind you, he was rank 16 and had these perks. NOED, overcharge, pop goes and and distress. They had uncommon add-on's and spammed Carter spark like no trmw. Does anyone care to explain how he found us all Pinpointing our location without ANY Aura reading perks? No, his Carter spark does not count cause I was playing as Jake park with calm spirit, iron will, sprint burst and premonition.

    People have already replied to your original post so I’ll just reply to this one instead. I notice that you’re quite new here so your lack of knowledge of the game is nothing to be ashamed of.

    First of all, you obviously only play Survivor, as despite you not saying so in the title, all of the nerfs you’ve listed are solely for Killers and you don’t seem to understand them all that much which, in this case is Doctor.

    If you ever played Killer before, you’ll know that Static Blast has a 60 second cooldown, so you can’t spam it, nor can you simply say “we had more skill than him,” since you don’t know that for sure considering, again, you don’t play Killer.

    I saw what you said previously that playing Killer isn’t worth your time, but it surely is. That, my friend, is a whole HALF of the game that you’re willfully missing out on, and if you wanna make bold statements like you are here, then you should establish your credibility by learning Killers, what they excel at and where they falter. Win some games and lose some. It’s a learning experience. Don’t end up like certain groups of ignorant people who just whine about everything that isn’t in their favor. That isn’t a healthy mindset at all.

  • @Entzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509738#Comment_1509738

    My version makes it a viable perk cus it doesn’t force you to leave the survivor you chasing (who also have to be the Obsession btw) and sneak up on another survivor in 30 seconds. Instead, you just play the game and gain undetectable after every down if you play nemesis

    for me personally it is much better

    Maybe the survivor who will gain a terror radius is actually better to be randomly chosen instead of what I offered

    You can’t just make something like Dark Devotion a “viable perk.” It’s a gimmick perk, and one of many in the game. It’s not supposed to be easy to use. Your version just makes it... kinda... brain dead. Sorry, I really can’t think of a better word for it.

  • Well, I don’t see the issue with current Dark Devotion. Your version just makes it needlessly complicated and last too long.

  • @Reaver_Raziel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481949#Comment_1481949

    Yes but if you manage to stun the killer for 3 seconds thats an insane amount of time and if I manage to stun a killer I would just run every time, I did get the part about the speed being so you wouldn't get hit through pallets. But my point still stand that not a single person would take unbreakable over this. When I play survivor the only times I get to use unbreakable is if the killer thinks I have DS(I dont like it, so I dont run it) or if the killer slugs more than one survivor. And if he slugs more than one then the difference between this and unbreakable is 1. being broken for 60 seconds, usually not a big problem, 2. all the other stuff you can do as well, which is not nothing, being safe from pallet hits is almost good enough for a perk on its own. 3. being able to do it as much as the killer slugs, unlike unbreakable where you can only do it once. Yes you recover faster with unbreakable but thats really not that big of a deal most of the time.

    3 seconds is the equivalent of a Head On stun. If that amount of stun time is too much, then the Killer can simply leave and return when you’re no longer Broken.

    And being able to get up unlimited times is not that strong. Even more so that the Killer will know that you have No Mither when they see that Broken symbol next to your icon.

    You’re also not completely safe from pallet hits. You’re not invincible with this perk. If you don’t have a pallet then you’re as good as dead. If the Killer respects the pallet or you miss the stun, then boo-hoo better luck next time.

    And people still would pick Unbreakable over this because, unlike Unbreakable, it has a condition. Most meta perks are unconditional and usable regardless of the situation. Just look at Soul Guard. People thought it would be super good since most Killers run hexes. But I hardly ever see this perk in action most games.

  • I actually really like this idea, however it’s difficult to tell if this will be really situational or almost broken-strong.

  • @Reaver_Raziel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479586#Comment_1479586

    You might wanna remove that last bit about pallets otherwise this is just guaranteed to be picked over unbreakable. It might actually still be picked over unbreakable since this one could actually be considered stronger in most cases. Unbreakable usually only see play when the killer slugs more than one.

    Legit the only change they should ever even have to do to No mither to make it perfectly fine is.

    "You start the game full health. The first time you get injured you become broken, but this is only visible to survivors." Leaving it up to the killer to figure out they have to stop slugging you. It still has the same downsides it just doesnt make it blatantly obvious. In general too many perks give out too much info to the opposition, without any reason to. Might as well just have a timer on someone having just been unhooked how much time left for BT and DS. It makes little sense to give that much info away unless the power is insanely overpowered. And I dont think No mither is. It has a decent drawback and the benefit you get isnt that big unless the killer slugs you. Which basically 0% of killer will if they know you have No mithers. So leave it to the players to figure perks out, and stop giving a ton of information away.

    When the game is over they can read the perks and go "Oh so thats why he could do that." Its part of learning the game.

    The numbers are a little intimidating but it’s actually not as large as it looks. Killers are normally stunned for 2 seconds, and only 1 if they have Enduring. Increasing the duration by 50% only adds 1 extra second (3 second stun, 1.5 if they have Enduring). The speed bonus is to ensure that you don’t get hit through pallets, but it makes you have to be more precise to hit the stun.

    Also, you can only get up if somebody else is slugged, so it’s not an Unbreakable ditto. It also comes with a prepackaged downside where you can’t heal to healthy, no matter if you got up yourself or somebody gave you a hand.

    The primary purpose of the perk is to synergize with other perks that make you Broken, such as For The People or Deliverance, so you can further use the buff to your advantage.

  • I’m one of the guys that think gens need some sort of minigame to go along with it, so the time should really be scaled based on performance.

    In the meantime, a good three or so seconds should do the job. I’m all for anything really.

  • I hate to say this but Survivors do have the advantage. The overall Survivor experience is much less stressful.

    However, I would disagree if someone said that Survivors should be nerfed. They’re totally fine. Maps and objectives need some looking into. And from what I’ve heard, that’s exactly what the devs are doing and I’m happy to hear that.

  • I can’t bring myself to vote either. I had a conversation with someone who was against having Rat Liver base and they made some good points. Shred is pretty solid where it is now and if it got that change then I would hardly feel it.

    The other add-ons definitely need some looking into.

  • For your changes, I find that those two perks are completely fine as is. Hexes overall need to be more hidden both as totems and on HUD. Stake Out tends to get countered by stealth Killers, but otherwise it’s pretty reliable.

    I have a whole list of perk changes and reworks on hand, but the one I’m most confident about is definitely No Mither.

    B8190C29-2F81-4052-BC4C-70E1C0CCB72D.jpeg

    A gimmicky alternative to Unbreakable that synergizes with other perks that make you Broken, such as Deliverance and For The People. In some cases you can turn the Killer’s power into a strength for yourself.

  • I hope it’s a shiny new mechanic that can be influenced by how you play, both as a Killer or a Survivor, all while making the game balanced less around how well you can hold down a single button.

    Maybe we can get some perks and offerings with it. MAYBE WAKE UP WILL FINALLY SERVE A PURPOSE!

  • I use it regularly as a Jeff main, and it is indeed very useful. However, I find myself in the middle when it comes to these discussions.

    On one end, I’m totally fine with Distortion the way it is. It conceals my aura when need be while giving me super valuable information about the Killer’s perks and add-ons. I’ve busted numerous Jumpscare Myers with this perk.

    But on the other, all of my tokens will get consumed super fast either by a Hag with tracking add-ons or an All-Seeing Wraith, thus rendering the perk completely useless for the remainder of the match. But it’s not really that crippling, considering I’ve gotten all the info I needed to know.

    So, it could use a buff, but it doesn’t desperately need it. I guess it comes down to your playstyle I suppose.

  • @P0PG03S said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467150#Comment_1467150

    You can avoid stunning the killer then or just link it to proximity, not TR.

    I’m confused as to what the purpose of doing this is. Are you trying to make Deep Wounds more lethal or something else? Because, I don’t get it. I think they’re fine the way they are and numerous people agree.

  • @P0PG03S said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466586#Comment_1466586

    It's linked to chases and terror radius, so there can't be any exploits smh

    Actually there are. On release, it was linked to chases. So, people moonwalked and downed people that way because they couldn’t mend.

    Next, it was tied to the terror radius, which worked well for a while but made it far less threatening. However, stealth Killers were able to exploit a similar flaw as it was previously.

    Now, it’s linked to running. I recall the devs saying that if the Survivors are running, they aren’t doing gens, which is a fair enough trade-off.

    You’ll probably find videos of the exploits on YouTube somewhere. I think Monto made one with Nemesis and Legion now that I’m thinking about it.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/174035/remove-aim-dressing

    I don't think they should remove it. It's there for a reason. But they've already acknowledged that it isn't working as intended. I really wish they would focus on FIXING aim dressing. If you missed or just didn't watch the stream where they talked about it, the game is supposed to register the hit before the aim dressing, but instead it is re-checking hit detection after changing your view. They said that, when aim dressing activates, you're supposed to already have confirmed that the hit landed. It's only supposed to adjust visuals so that the hit doesn't look weird.

    You saying that reminds me of the Server Hit Validation thing the devs are doing. That could be tied to it in some way. Just speculation though.

  • Nurse is just super frustrating to play sometimes. I watch my friend play a lot of Nurse since he’s pretty good as her, and there’s a few things she needs.

    • 1. An add-on rework, again. Some can stay the same, like the recharge and fatigue add-ons. The BP add-ons need to go and the Ultra Rares shouldn’t be so restricted.
    • 2. Some sort of built-in awareness, so you’ll know if you’re about to screw up and blink nowhere, thus wasting your blink charge and fatiguing. Not saying Plaid Flannel should be base, mind you. However, you SHOULD be notified when you’re about to accidentally blink into the basement or onto another floor.
    • 3. Running straight should not be a legitimate strategy in facing Nurse. Unfortunately though, this issue is mostly map design, which is hopefully gonna eventually be fixed when they return to the older maps, such as Autohaven or Coldwind, so that they’re less open and gives more room for Nurse to catch up.

    Bugs and map inconveniences are constantly being fixed in almost every update. With every new map, the Nurse always has trouble with it for the first few months so I wouldn’t be too concerned about it.

    So yeah, I absolutely agree. People like me DO wanna learn how to play Nurse and have fun doing so. I’m optimistic that we’ll get there one day.

  • @Onyx_Blue said:

    My argument is that Rat Liver gives Demo angle gains far quicker than normal, meaning you not only lose minimal ground when baiting, but vs a Demo that knows what they're doing, Rat Liver pretty much makes Shred unmissable due to how quickly Demo achieves the right positional angle for it. A good Demo should never be missing a Shred with Rat Liver (excluding human error). Having that at base-kit would lower Demo's skillcap drastically. I never use Rat Liver on Demo for that very reason. If the devs did a ptb of this new Demo, then everyone would see how busted Rat Liver Demo base is.

    Hmm, yeah if it was only a small amount like 2/3m then yeah i'd say that's fine. I did have it in my mind like 6m lol

    That’s much more convincing if you put it that way. At this point, I’m drifting more towards the middle. I’ll come clean, looking back, I don’t think I’ve played much Demogorgon without Rat Liver. But at the same time, it’s complicated. A lot of people, including Otzdarva and Bronx, agree that Rat Liver is a such a low-level add-on with game-changing properties. And then you make a compelling argument here. It’s something I wish we could playtest.

    Thanks for the discussion. Not a lot of people on here actually sit through them.

  • @White_Owl said:

    A lot of great ideas. +1

    The only thing I don't like much is the base Rat Liver (since Shred is already pretty powerful even without that addon), and Cruel Limit which combined with Ruin or Surge could be problematic. I think it would be better to change its effect to simply apply in a radius around the killer, so that it can be useful in chases.

    Thanks a lot!

    I’m already having an argument about the Rat Liver being base, so... yeah. At this point, I could go with or without it. As long as there are other add-ons that are more attractive than they are now.

    However, I firmly stand by this version of Cruel Limits. Maybe it could use a range decrease to 16m, I wish I could test it, but really believe this is how it should be. Demogorgon’s perks are all designed to impact generators and this is the way to do it.

  • @Onyx_Blue said:

    Rat Liver guarentees Shred hits in loops and tiles. Honestly, the amount of Demogorgon's that only use his power as a bait is astonishing. His Shred is devastating. I use Shred as often as I can. Only baiting when i'm at a dropped pallet, or they're teasing a possible vault to scare them off it. His Shred is crazy strong at base-kit. This is why I am so confused why people always say "Rat Liver is needed to be basekit."

    The reason being, you're passively blocking outplays simply by defending a gen. Current CL punishes them for doing their objective. Yours would need to be a Hex because it gives the killer insane defensive potential, even without a combo of perks attached.

    Yeah, I should have probably asked how much farther it allows Demo to leap to. How many meters does it increase by?

    I’m still confused as to what your argument is. Rat Liver guarantees hits how? I know Shred is devastating. It’s my one of my favorite moves to use in the entire game, but I’m not talking about Shred itself. I’m talking about the movement speed debuff while holding it.

    Again, that’s the whole point of the perk. Perks that block windows restrict where the Survivors can to go during a chase. The current version does not punish the Survivors at all, unless you use Tinkerer, in which, you’ll lose one gen and earn maybe one or two hits max.

    The range? Um... lemme check the wiki...

    Base Shred travels 11 meters, so maybe... two or three extra? Without testing I can’t exactly give you a solid answer. :/

  • @Onyx_Blue said:

    At base-kit, Demo's Shred is highly effective. With Rat Liver it is pretty much a guaranteed hit all the time (on a good Demo that is).

    Your Cruel Limits would need to be a Hex. It is too strong, since, most likely the gen is gonna be near a vault within those distances. And chasing a survivor off the gen, combined with Ruin is a passive Bamboozle to that tile outplay if there is no pallet nearby.

    I mean, just change the description? I wouldn't say make it affect Shred's. An Ultra-Rare for that mechanic would really be way too strong to use. And it would be used all the time.

    From the looks of it, you’re a Demogorgon player, so you should have enough experience to know that Shred often goes unused because it’s better used as a zoning and punishing tool. I don’t really understand how Rat Liver guarantees hits when naturally you should hit the Survivor when they’re in front of you. If you caught someone out in the open, you should be able to throw them off without being slowed down.

    Hex: Cruel Limits? Heck no. The scenario you described is the whole purpose of the perk: it turns generators into dead zones unless it isn’t regressing. If it’s troublesome, cleanse Ruin and/or tap the gen. If the Killer is on their way with Ruin and CL, run away early when you hear the heartbeat and stay away from it.

    You’re overstating the power of this add-on. I put “moderately” but it’s not gonna launch you across the map with a single bound. It just enhances your chasing tool a bit. A longer lunge in most cases wouldn’t even make much of a difference. You can just punish window vaults or W-holders from a few meters further behind. If you use it wrong, you may overshoot your target or hit a wall.

  • @Onyx_Blue said:

    People really need to stop saying "Rat Liver is needed in base kit." It honestly just makes me think the people who think that are boosted as Demo and rely too heavily on it.

    I'd say Cruel Limits should just be buffed to 32m and blocked for longer. Or block vaults 24/32m from your location, not the location of the repaired gen.

    Decent ideas in general, however, I see a few people suggest Red Moss do your effect. That would be insane. No way should that exist. His Shred is a chase tool, with your idea people would just stop using portals and just spam Shred all the time with it. Not to mention if they did all your changes then you have Rat Liver always combining with that, meaning the draw back does nothing really..damn lol

    I don’t get what you mean. It’s a great add-on, so much so that Demogorgon feels too slow without it. It’s like Wraith’s Windstorm add-ons prior to his rework. They’re must-haves.

    There’s also Pyramid Head. He still moves slightly faster than Survivors while charging his power, so why not Demo? Yeah, you can play without it, but using Shred feels so sluggish without the boost.

    Current Cruel Limits, even if the radius was bigger, still would not be worth a perk slot. In my version, you can use it on the go. Combine it with Ruin or Surge and get total map coverage.

    According to the description of Red Moss in-game, it “enhances athletic performance and causes euphoria.” Previously, it allows you to break pallets with Shred. So it would only make sense if it could buff something about Shred. I could add an increased missed attack cooldown if that makes it better, or make it so that you have to hold Shred for 2 seconds first before getting an extended lunge.

  • I had a similar idea for Technician, but instead it blocks your own aura from being read.

    81EF0C3D-4848-4425-9D76-C348B652F3F3.jpeg

    Technician is kind of a stealth perk, but it shouldn’t to the point where it completely removes information from the Killer.

  • What Crowman said. Stridor makes you make noise even with Iron Will, so if that’s the case, then it’s intended.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409157#Comment_1409157

    No for real, you think more people will play Billy after that? Obviously not. Don't get me wrong, new chase music is nice. But I don't see value in it when you just see a Billy once in the blue moon.

    I do. New add-ons, new music, new perks, it’s gonna be a whole different experience! The cooldown can’t possibly be that bad, not as bad as Nurse’s. I’ll be honest with you, the cooldown is completely unnecessary and probably gonna happen less than you encounter Plague mains.

  • @DwightOP said:

    Why bothering with that when less people will play him after that nerf?

    Why so pessimistic...?

    The music in this game is boppin’

  • I don’t really understand the issue with power bars. There’s nothing bad about them. Killers like Oni and Plague have them because their secondary power is more-or-less an “ultimate” ability that would be too strong without a power bar. That’s what “snowballing” is.

    That’s exactly not how Billy’s power bar works. It’s more Pyramid Head’s Rites of Judgement if anything. Like, “you can do this, but can’t do it forever.” It’s (appears to be) less of a hinderance than a bazillion other people are making it out to be. If it overheats, then it overheats. However, if it’s gonna have a cooldown, it shouldn’t be super long unless there’s a way to stop and ventilate it or something. This 18 seconds I’m hearing about is pretty long...

  • @Cheers said:

    Tunnelling isn't scummy though...it's a tactic.

    Sorry for the swarm, but I have a spot in both sides here. Yes, tunneling is required if you’re in a pinch. However, the term “tunneling” is usually tied to the act of focusing down one Survivor and ignoring everything else to get rid of them before they recover, thus disallowing them to play the game normally, which isn’t fun. I see what you’re talking about, 1v3 is easier to take on, but the fourth one is still a person. I’d feel bad about taking them out early without giving them a chance to breathe.

    in Ph "NeRf" Comment by Trwth
  • So, your argument is that doing hotfixes, something that has been done for YEARS, is unhealthy for the game? Bold words for someone who isn’t a game dev. This also has nothing to do with PH, or the changes made, or why those changes are good/bad. What is even the point of this post?

    And if you play any online video game, you should know that there’s bugs no matter what. There’s no such thing as perfect coding unless the game in question is Pong.

  • That’s the entire point of the cages, to make perks that affect hooks null, including Killer perks, thus encouraging different perk set-ups. If you rely on perks such as DD and BT, and you find yourself facing Pyramid Head frequently, maybe it’s time you used different perks.

    If you stepped in the trenches, that’s your own fault. The only reason you’d accidentally walk into it is if you’re in a hurry or being chased, because otherwise you can simply crouch through it.

  • Legion to me just seems like an unfinished, unfulfilled Killer. The problem everyone’s been having is that Legion’s power is really complex and difficult to perfect.

  • I had this idea once about changing Blindness to something called Limbo. The effect is pretty complex, so I wasn’t too sure about it. Here’s a list of its effects:

    • Your screen is tinted gray.
    • You can’t see auras.
    • Your aura cannot be seen by anyone.
    • You cannot see or touch other Survivors.
    • Other Survivors cannot see or touch you.
    • Getting downed removes the effect.

    The effect pretty much displaces the Survivor and damages their ability to work as a team, as they are unable to heal each other. However, this idea is super flawed, specifically regarding unhooking, soooo... yeah. Just throwing this into the mix.

  • I run Distortion regularly, and it’s actually incredibly useful and gives you tons of information as well as concealing your position. But yeah, 3 tokens isn’t enough. There should be a way to get them back, for sure. I think you should get more tokens by healing people, this way it synergizes with Aftercare, another one of Jeff’s perks. To balance it out, put a cap on how many tokens you can get, like a maximum of 5.

  • @angardia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1378883#Comment_1378883

    i have no idea what ranks you play, but at red ranks the things i see are amazing.... how after such gameplay they even manage to get to red ranks.

    killers stand and camp yelling at solo survivors that we swf rushed gens.

    survivors suicide on the hook after 2 minutes and killers go out of their ways on the 2 surv who left.

    all resent updates and survey that ask me which outfit i wanna pay for, makes me think that not only they gave up on fixing matching, they gave up on the balance.

    to say some perks got buff cause solo use them and swf not and its amazing change, no.

    100 buffs wont help if your team suicide the moment they get hooked, miss all their skill checks on the first minutes or they just dont wanna help.

    it's sad that we need to skip on good perks for a perk such as aftercare only because there are better perks, but suited more for swf and really make their gameplay easy.

    my suggestion is to buff solo survivors, maybe even open for them extra perk slot to balance out.

    You probably hear this phrase thrown around all the time, but I bounce between rank’s 1 and 2. I have no idea what ranks you play, but I never experienced such a magnitude of incompetent teammates that you seem to encounter. Needless to say, everything you described just sounds like a huge over-exaggeration.

    Not every Killer camps. Not all solo Survivors kill themselves at the first chance they get.

    And buffing Solo wouldn’t do anything. After all, SWF or not, all Survivors are capable of the same things. Giving them anything more than they already have is completely unnecessary, and doing so will throw off the balance that you speak of (it IS an asymmetrical game).

    Lastly, people sleep on informative perks such as Aftercare. It’s not the end of the world if you have to sacrifice a perk slot for information. It’s in the game to be used. Experiment with different builds. You’re not gonna win every game, and sometimes you may feel cheated. Like they used to say around the community: adapt and overcome.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1378883#Comment_1378883

    To be fair, I wouldn't let you touch me if I knew you had Autodidact either.

    Don’t say I didn’t try to help. 🤷‍♂️

  • The devs don’t hate solo Survivors. They’ve said it many times that they want to close the rift between solo and SWF, but it’s not easy. Also, they don’t cater to SWF either. There’s a bunch of perks dedicated to solo players, such as Kindred, Aftercare, Better Together, and more. All of those perks I named, SWF never use them, and that’s for a reason.

    The only reason solo is marginally more difficult than SWF is due to lack of communication and teamwork. Trust me, I’m a solo player myself, and oftentimes my teammates won’t even let me heal them while they Self Care in a corner and I have Autodidact. It’s frustrating, but that’s how it is in any multiplayer game flying solo.

  • From what I observed, they disappear almost instantly when placed around generators. I was confused too when I first saw it. Not sure if it also applies to exit gates, but it doesn’t apply to hooks.

  • I’m not sure about Third Seal, but I’m pretty sure Soul Guard works as long as you’re affected by the Cursed status effect.

  • I stopped reading as soon as he said he played the PTB for three weeks.

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