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Valik

Valik

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Valik
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  • I only really use it for the rift challenges.

    If I really, really want to troll on some teammates during a 4 man SWF squad, it's a hilarious surprise.


    I have a countering question:

    If they made No Mither balanced in some way - so it isn't a pure handicap perk - would that hurt your experience?

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933436#Comment_2933436

    The Dead Hard turn was a bug that was immediately acknowledged.

    That it was - the point I was trying to get across is... it really can't be 'buffed' beyond what we already have seen.

    We've lived with the "buffed" dead hard and it didn't stay for obvious reasons.


    You're right in that I worded it as if it was intentional, so I'll edit that to avoid future confusion. I meant to infer that, for all intent and purpose - if it was intentional as some form of buff, they already repealed it, so the entire point of "They will buff it!" it completely moot. If they had an intention to buff it, they already showed it | if they already showed it, they already took it back in a hurry.


    Sorry about the confusion.

  • In truth - nobody should care.

    We should be at a point where LGBT+ inclusion isn't a big deal to anyone, it's just a normal part of life.

    If we're rolling out the confetti and giant pressers with community wide fanfare for each and every survivor's inexplicable announcement - as if it's Rowling's Twitter feed... that may become a problem.

    But, ultimately, none of it really matters.

    Make the characters interesting. That's all that's important. If people want to be mithered by it, that's their own business.

  • It needs a change. It's in a very bad place.

    It's both too weak to be generally useful - but far too powerful in certain circumstances to be buffed.

    All around, it's annoying for everyone involved.

    If you're a killer, and a survivor wiggles free because you got knocked into the wall 3 times before getting to the hook - you want to DC it's so frustrating!

    If you're a survivor, and the killer just walks up to a hook and puts you on it without issue... 3 times in a match... you gotta by ripping out your hair and swapping the perk slot out for literally anything else.

    It really, really needs a change.


    Something like this:

    ~

    Description: “Your free spirit will never allow you to be restrained without a fight.”

    While being carried by the Killer, they become Distracted (cannot see auras or HUD elements).

    For every time you have been hooked, while the killer carries you they are Hindered by 2/4/6%

    ~

    This perk is in a very precarious and mutually frustrating place right now. In addition to its questionable effectiveness, it seems to be very confusing to newcomers - who seem to misunderstand what the perk means. Does it increase wiggle speed? Does it slow the killer down? Are hooks made invisible to killers? They don’t quite understand. Scummy survivors are capable of abusing the abstract elements of the base perk while the vast majority of players will struggle to extract any meaningful value from it at all. In essence, it is primarily used in bad faith, and good faith actors nearly never find purchase. This very small change cuts through it all and makes the perk both viable and balanced. By inhibiting the Killer’s ability to see auras or keep tabs on survivors, carrying a survivor with Boil Over can prove risky, rendering many information perks moot to the killer, and causing greater difficulty in finding hooks than ever before. This adds an element of confusion to the match, as killers will devote their complete attention to the hook and are rendered stupefied while carrying, which can add up to several seconds. Instead of creating obtuse and quite amorphous niche benefits of wiggle speed and dropped wiggle progress which may in particular ways slow the killer - by slowing the killer by a flat value - up to 12% - this can buy a carrier with Boil Over a bit more time, and can prove to be a reliable clutch perk late game if the match was played well by survivors. Making an end-game killer move at 78% speed (3.12m/s) while they look for hooks and are blind to the status of the trial can be quite the buff. The perk, in these circumstances, boasts of a flat value of starving the killer of information, while also making it a potential power-perk late game in particular circumstances, which is not subject to random chance, but can be reliably enacted so long as the survivor was unhooked twice previously. A killer with a Mori, a killer with a hook nearby, or a killer with Agitation can easily counter this perk - but the benefits of confusion and late game Hinderance makes this perk far more attractive to bring into the match as Survivor, and far less frustrating for both parties involved. With these changes, Boil Over will become far more attractive for Newer survivors, while also having great synergies with experienced survivors. All with minimal frustrations from both sides.

  • 1.) Ruin is much healthier now than it ever was. It's markedly less as strong, too. There are entire matches where survivors can get 4es while ignoring it without issue. It could stand for a slight nerf, but it's nowhere near as unbalanced and unavoidably broken as it once was.

    2.) They 'tried buffing' DH. It wasn't even a year ago they gave you the ability to turn with it on accident, which allowed players to DH around corners and make loops even tighter. They fixed it, because it was a bug. But if they wanted to buff the perk, it would look like that. And if they had made a change like that, they already had to repeal it. So yeah, we already lived the 'buff over nerf' version once before. We've already lived that reality, and it didn't stay for long. A 'buffed' DH is nothing new, and we already know that the devs have no intention of making it any stronger.

    3.) No. Flat no. Nerfing the perk is more than easy because, right now, taking it has no drawbacks - only a cooldown. Exhaustion is not a debuff, it is a shared cooldown for powerful chase perks. If you are okay with taking it instead of Sprint Burst, the perk has absolutely no downside - where Ruin can harbor 0 value in certain matches and can be removed from the game entirely before it can even be used.

  • My favorite streamers and YT content creators are the ones that don't take DH for one match and don't shut up about it.


    Loading in: "I wonder how this match is going to go without DH!"

    Normal start: "Man, I don't even know what to do with (NON-DH PERK) because I never use it..."

    Killer chases someone else: "I'd take a hit, but I don't have DH."

    Other person doesn't have DH: "Wait, they don't have DH??"

    Takes hit at hook: "Sorry man, I have BT, but no DH!"

    About to be in chase: "Man, I don't know how this is going to go without DH!"

    In a chase: "Ohhhn noooo I don't have DH!"

    Unhooked: "DH! Wait! NO! I forgot I don't have it!"

    Idle: "Man... I keep forgetting I don't have DH. This is so weird."

    Dies: "if only I had Dead Hard, I would have lived!"

    Escapes: "Wow! That was a SUPER HARD match! I'm not used to things being so... tense. Did they buff (KILLER) or something? IDK, it just felt a lot more difficult than usual."


    You see it from time to time. It's always a chuckle.

    Dead Hard is a good perk, but the survivor community has come to lean on it like a crutch. It has become an unhealthy addition to their kit, IMO - because when some people don't take it, they feel dependent and helpless. I cannot begin to count how many DH observations and comments I hear on YT and Twitch. After playing with it for so long, survivors literally cannot work their stylings or levels of play around its absence. It has sadly accelerated many players into boosted MMR ranks, while also teaching them extremely unhealthy things about how to play the game, which encourages far more capricious and haphazard approaches rather than traditional survivor gameplay which revolves around subterfuge, stealth, and tense loops with mind-games.

  • After playing him for a little bit - I'm often revealed by survivors that I am unable to stalk at all.

    In addition, his chase music is so bad now it gives me vertigo.


    I'm not playing Ghostie... I just want the pain to go away.


    And... really...


    Survivors may get annoyed that they cannot reveal him, but the counter to the killer is that if you LOOK AT them, they cannot use their power.

    LOOK. AT. THEM.

    Imagine if looking at the Wraith made them unable to cloak or stay cloaked. Looking at a trapper made them unable to trap. Hag or Nurse cant TP while you look at them. Bubba's Chainsaw turns into a pool noodle while you look at him, etc.

    Sure, survivors may complain that it's a bit wonky - fair enough, many systems are in need of little touch ups.

    But unfair? It takes less time to reveal him than it takes for him to fully use his power - and his Stalk is useless if you're injured.

    It doesn't take much to look in the killer's direction.

    And if the only power that the killer has is that they have no terror radius / red stain for certain periods of time WHEN and only WHEN you can't look at them... then it isn't exactly a contender for the most useful power in the game.

  • Ghostface 100%.

    The fact that you can get so used to his terror radius but still feel paranoia when you don't is massive.

    I have screamed aloud many, many times while facing him - getting stabbed as he lunges from the dark with not but that blank white mask to punctuate his presence.

    Scares my wife more than it scares me - as she sees me screech loudly, reel in my chair, have a heart attack, and reach out to her in agony.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929160#Comment_2929160

    Thank you.

    The "luck" mechanic has died. There's just no use for it anymore. It was tied to Trapper and escaping traps, however, as more and more killers were added, the less it's used, by a lot.

    To be honest, there's a lot of mechanics the developers have introduced and completely forgotten about. The chest mechanic is another mechanic that has died on the vine. It was useful, then keys were nerfed, flashlights were nerfed, toolboxes were nerfed. Now you search a chest, you have a 1/2 chance of getting something that is completely useless (keys and flashlights) and because of the toolbox nerf, about half of the toolboxes you get out of chests makes you lose time on generations because of 10 seconds searching the chest. (Toolboxes only give you a few seconds of additional gen time)

    OMG I know, right?

    What makes it worse is that these kinds of things could be fixed up with literally 2 meetings and a manager leading a very small pocket team over the course of 2 weeks or so.


    "Man, nobody is searching chests and luck is a dead mechanic... how about we make it so that Luck has a wealth of other applications to offer very slight counters to certain killer powers, have a miniscule chance of muting a failed skill check, and/or increase the rarity of items found in tool chests relative to luck? Maybe people will start feeling a lot more lucky and having fun with the game, and maybe risk looking for items in chests in case they come up with something particularly strong?"

    "Jones, you're fired..."

    "Really?"

    "No, Jones, I'm an executive. I don't know anything about the game! Speak numbers, silly boy!"

    "Uhhh... I can do this with a team of 3 coders - which would cost the company less than $30,000 in man-hours. However, this could increase our player retention by over 30% for the next month, drastically increase our concurrent player base, and encourage buyers to invest in one of our lower performing DLC sales, which we project may increase its profits up to 20% this quarter. With a single tweet, this may increase our sales numbers by 6% for the rest of the year, which is a massive ROI given the production cost."

    "$30,000 and 3 coders with a follow up meeting at the end of the month? For 30% user convergence, 20% quarterly returns on one of our products, and up to 6% increase in annual sales? This is a great opportunity! Take $50,000 for a budget and make sure you do this right, I want to see those results!"

    "Alright! See you in 3 weeks when we change a handful of lines of Code that GameJam developers could churn out in hours!"


    It looks to me that it would be more lucrative in the long run and much more profitable to simply have a couple of facelifts to existing content than slave away on failures of new content like Saduko Rising.

    Like, what do you think would make more money? A major overhaul to existing DLC that would encourage a massive rise in sales for relatively cheap - or a complete stinker like the Ringu DLC that likely took millions of dollars in man hours and production? Ugh.

  • He got buffed - but he's just a reverse plague.


    Plague injures everyone and wastes their time. She has a weak start and a huge advantage late game.

    Legion injures everyone and wastes their time. They have a huge advantage at the start of a match, but are weak late game.

  • I don't know why you had to get a slow-as-hell match from years ago to prove your point.

    I've played many games with Prove Thyself + Streetwise + Commodious + BNP gen rush chain gangs, they have all the generators finished in less than 160 seconds.

    Gen rushing is totally a thing, but it's also a difficult thing to quantify. Are survivors rushing gens... or is it their primary objective?

    Gen rushing is when either:

    1.) Escaping becomes a secondary priority to completing generators (Mostly a noob problem, but it's still an issue in solo Q)

    2.) A great many assets have been taken by survivors and used in concert to cut through gens at blistering speed.


    You see a team ignore a hooked friend or place themselves into extreme and unreasonable danger to finish generators - they're rushing.

    You see an entire 4 stack bully squad take Prove Thyself, Fast Track, Resilience, and Built To Last ... all taking Toolboxes with Wire-Spool and Brand New Part.

    They don't care about winning chases, rescuing teammates, or making flashy plays. They'll pre drop pallets and play safe, because with builds like these, survivors can be opening the exit gates before the killer gets their second down - they're rushing.

  • Finishing a gen in front of the killer's face is like crayola crayons: completely non-toxic.

    The only instances where it can be considered 'toxic' is not from a killer's perspective, but teammates - if you throw the game to finish one generator and pay the price for that in hook time, you can put the safety of your team and the prospect of escape in jeopardy for all.


    If you know they have pop and so you stick the gen and take the hits, you're not being toxic - but there's no doubt that the killer is going to be a little ticked off, as it's understandably frustrating to lose a hotly contested objective by a matter of split seconds.


    There's a huge difference between being toxic and being good at the game - even if being good can be extremely frustrating to your opponent.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2932615#Comment_2932615

    People keep bringing up trolls with this mechanic but seem to completely forget to mention that survivors ALREADY troll their teammates by unhook farming in front of killer? We already have trolls in the game purposely unhooking to farm for BP. No BT, and dont even position to take a body hit in the absolute most desperate situation.

    Not to mention people already troll on hook by killing themsleves on hook via Kobe attempts, or purposely missing their skill checks, so survivors will have likely crossed a whole map in a futile attempt to save someone who is just planning on quitting anyway.

    We already have trolls who will hold a survivor hostage with bodyblock/healing, or troll by tapping the pick-up button but never actually picking up someone

    And if yall REALLY cared about trolls then why aren't we worried about the 100x speed flashlight clicks BMers do? Know how easy it would be to fix that? So easy. Is it done? No. Theres literally NO helpful reason to flick a flashlight at light speed because its not gonna stun the killer--its just there to be a nuisance. One-two flicks is fine if you're like "hey over there"--but even then they still will spam the clicks obnoxiously and teh game already has a "point" mechanic--the literal point emote. Same goes for being able to spam-crouch. No one needs to crouch 5 times in one second to evade killer--but nothing is done about that. So I don't think "omg what about trolls" is a viable argument against this, because theres a laundry list of troll-behavior already in game, thats arguably worse and has been in the game for a while.

    https://forum.deadbydaylight.com/en/discussion/comment/2930894#Comment_2930894

    "oh she's injured now--AND downed" girl HOW ? if the kick doesn't injure her, she only took one hit from killer if she 's stupid enough to unhook right in front of them. how tf did she get downed? and you know how you can prevent from getting injured during an unhook? ya wanna know the secret? dont unhook in front of killer. BOOM mind blown.

    and "durr get better at looping" girl how is one supposed to loop when you unhook in front of the killers face. how. what loop. is there a window between the hook, the killer, and me? no. because again, unhooking in front of killers face implies THEY ARE RIGHT THERE. often times M1ing RIGHT as you unhook so who gets hit? The one who was on hook. And is insta-downed before their feet even touched the ground. But if you 're able to loop while ON HOOK please lemme see that footage.

    and no, NATURALLY it makes more sense for the killer to hit the person already injured--because thats a DOWN. even if the killer is braindead and didn't pick the easier down--most survivors aren't positioning themselves to be between the victim and the killer, they will hide behind the person on hook while unhooking so if the killer does M1, the one being unhooked takes the hit and gets downed.

    I shouldn't have to carry DS in the SITUATION that my team is so stupid to unhook me in front of killer. "Oh your team is trash? bring DS just in case, ya know, they decide to unhook you right in front of a Deathslinger."

    Didn't forget anything, my friend. This mechanic will prove of little use to fend off trolls, but will become a prime tool to be used by trolls. Unhooking in front of the killer is not certain death in the first place - and is particularly uncommon in occurrence.

    Not seeing how a 'don't unhook me' mechanic prevents people from killing themselves on hook. Moreover, it would be exactly the mechanic that allows quitters to more reliably commit suicide than when they are saved.

    The existence of trolls does not excuse the implementation of an obtuse mechanic that will be utilized almost exclusively by trolls and basically never by anyone else. This is not a healthy mechanic - this is a "reverse-troll" card. When you kick a survivor away, you just trolled them - if they deserved it or not.

    You're really not taking suggestion well, my friend.

  • I think he just needs a little facelift here or there - nothing major. His power is more than fine - adding a little direction or secondary ability would be more than enough to bring him back up to speed. I really don't think he needs a major rework.

  • I think this is the kind of mechanic that is designed with good intention - but is tragically misled because it hurts newer players most, can create narrative confusion, and ultimately encourages players that it was built to discourage.


    • New players lack confidence and are the most likely to misjudge a button prompt. Imagine about to get saved, but constantly kicking a buddy off and wondering why. New players may accidentally get themselves killed by not understanding the nature of this mechanic.


    • As a survivor, you want off the hook. Your friends will come to save you and will often die trying. Unhooking your friends is good - getting unhooked is good. Generally, all survivor players want to be unhooked - and the more ways to get unhooked, the better! By creating a 'screw off, I'm chilling on hook' button, not only will it encourage more players to put themselves into more hook time - but it also can confuse the meaning of an unhook. Is being on the hook good or bad? If there isn't a good part to being on hook, why would there be an explicit 'I wanna stay on my hook' button? Even if contextual, what is so great about denying yourself even the opportunity to run instead of die on the hook? It can confuse a lot of players, especially newer ones, who may not understand the reasoning behind such a design.


    • It is implemented to protect yourself from trolls, but trolls will likely be the only people that use it. Trolls that will wait until they're 99% gone and watch you run in for a hotly contested last-second unhook as a bubba chases them... only for the troll on hook to kick them away. "You let me hang all this time, now die." Trolls may just hang out and vibe with the killer - kicking would-be-saviors away and getting them killed in a blatant display of schadenfreude. While this mechanic may be done with the best of intentions, I do not believe it could possibly be implemented without causing more trouble than it's worth.


    Trolls would abuse this feature to grief their team, new players would get confused and may get themselves killed, and there's really no major reason to include it - because aside from the extreme minority of circumstances, survivors ALWAYS want to be unhooked.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929198#Comment_2929198

    https://forum.deadbydaylight.com/en/discussion/comment/2929155#Comment_2929155

    thank you for the kind words!

    I'm glad you liked it ^^ And it's good to see that I managed to achieve my goal of exposing this issue to more people :D

    As for your ideas on how to improve the objectives for Survivors, I think both would work! Both of these were things I had been thinking about myself and I do believe they would be a huge improvement to the current way those objectives work!

    Maybe we could even find a combination of both, so we had some tools to find scattered accross the map and then minigames on the generators once you found them?

    Anyway, I think the ball is in BHVRs hands now. We can point out the issue and give them ideas and suggestions on how this could be done (I'm thinking about making a seperate post to this just for brainstorming some ideas together with the community), but ultimately this is out of our hands now.

    Though to end this on a positive note, I do think BHVR has been experimenting with some things in this regard already! Just look at the many different Glyph variations there are, I think those might be their way of testing what the community likes to then further down the line make bigger changes to exactly those boring "hold M1 for X seconds" actions. Plus they have already been changing some actions, such as the Wiggle or Struggle (2nd Hook stage) action to be more interactive for the player, so who knows! Maybe they are already working on this as we speak?

    Anyway, thanks again for reading this! I fear a lot of people saw the huge wall of text i created and left because they didnt want to bother with reading that much (which is understandable), but i'm glad to see that at least some people took the time to read through all of it ^^

    Makes me think that I didn't just waste 3 days in writing this xD (yes, it took that long).

    3 days well spent, my friend! The forums need more eloquent writers such as yourself!

    See you in the fog, my friend!

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2930742#Comment_2930742

    My solution to maps is to create tiles that allow for input for both sides to demonstrate their skill.

    Your solution is creating places in maps for killers to auto win chases to both artificially inflate their rank and ego. Which is why so many killers are struggling.

    If your beating survivors not due to skill but because the map is giving you an auto win, your not really skilled are you?

    I mean - if you can't stick to some of the strongest buildings made to the game and run into the open, you're not really skilled are you?


    It works both ways.


    Personally - I'd rather have no real 'dead zones' and make the houses a lot weaker. But so long as the houses are so oppressive, the dead zones must remain. You cannot have the most powerful structures conjoined to power loops in every direction - that's the very definition of imbalance. It's just that simple.

  • Tournaments and comp wouldn't be so bad if the meta hasn't been the same boring schlock for 6 years.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929775#Comment_2929775

    So just having portions of the map with noting for survivors to use to defend themselves is fair? Also fun?

    Can we have areas of the map that killers will always lose survivors in then? Or is that unfair somehow?

    You have half a dozen of what are some of the strongest structures in the game stacked back to back with pallets and now it's all tears and water works about the single-pallet playground and crossing the street.


    The map is almost unwinnable with many M1 and mobility constrained killers if the middle generators are prioritized. So long as you deny the 4/3 gen and split the last few, there's precious little that could be done by all but the most mobile and deadly of killers - such as Nurse and Blight.


    Sure, a Bubba may catch you out if you run into a street, but with god vaults and so many pallets around the houses, is it really so hard to force a killer to chase you for that long?

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929755#Comment_2929755

    The reason I think her current Add-Ons are so "uninspired" is because her base-kit is already pretty much perfect

    Eh - I'd have to disagree on its perfection. But anyhoo - I was moreover talking about how bland the objects were and how mundane their effects are.


    Corn cob that makes it so that in very particular circumstances survivors can't interact for a few seconds.

    Ehhh.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929718#Comment_2929718

    Unfortunately, some hateful and childish people aren't content simply being ignored. So simply saying "who cares about those people?" is simply ignoring a problem that exists and allowing it to hurt others.

    I'm not speaking generally - I'm speaking of the context of the conversation we were having.

    I don't remember talking about people having a problem with his homosexuality, so you bringing it up caught me off guard because it seemed both slightly accusatory and completely beside the point.

  • I agree somewhat - but there are plenty of times when it is not viable for a player to redeem.

    For instance, you have 800k bp and want to play a few more times before going to bed. You're on a roll!

    You have a 150k bp ritual award.

    You plan on playing a couple of matches - getting anywhere between 70-120k points with your perks and offerings. After which, you'll leave the game and when you pick it up tomorrow, you'll spend all the BP in your reserves and THEN redeem the 150k to begin your next climb.


    But if this challenge auto-redeems, you end up with 950k and wont be able to play another match - what if you get 32kbp in your next match? Your BPS would have been wasted, because the BP cap means you'd LOSE bp. Now you gotta stop what you're doing and go to the bloodweb and spend the next 5-6 minutes tanking the points into characters so that you're prepared to climb again. Maybe just go to bed early, who knows?


    Tons of streamers just keep the challenges around as quick pick-me-ups after dumping their pool of bp into something. It's like having a little redeemable bank account.

    I, for one, don't always redeem - and I've seen many others hold off on redeeming theirs as well - so I'm skeptical as to the reception such a change would invite.

  • Battle royal mode anyone?


    10 killers, 40 survivors. - spread across 10 matches with a leaderboard in the corner.

    Game mode tweaks killer player scoring events to make winning early count for more (A decreasing multiplier, for example)

    Survivors teams have their aggregate BP gains heaped together, with a negative multiplier to start and a massive BP gain multiplier for longer matches.

    After all games conclude, the Killer with the most BP is awarded tons of XP and additional BP - and the survivor team with the highest BP gains also win a hefty prize.

  • The biggest thing is that she is the ARTIST! her addons and effects should be the most creative and intriguing out of all the killers.

    Most of the addons she has and interactions she leads, however, leave much to be amused with :(

  • Shape really needs buffs, 100%


    Here are my personal opinions on the proposed changes:

    I'm not sure if a flat Stalking speed like Ghostface is the way to go, though.

    Swapping between T1 and T2 is super creative!

    I would totally be down for this if it wasn't something that could totally be abused. Mains would just press the button during a mind-game to hide their red stain for an advantage, and because they're still 4.2, they can pull it off pretty well.

    Being able to turn your T3 'off' at the flick of a switch can be abused super easy. High levels of play - T3 will pop, someone will be downed, and then it will instantly fade back. It would take several downs to burn through a single T3 proc. The only counter to T3 is for survivors to run and play super safe.

    The 'I have Tier 3' audio cue and alt-button to activate T3 are absolutely needed QoL updates!

    Shape should not have additional vault speed in T1, and only slight buffs in T2.

    Pallet break speed is goof for T3.

    Spine Chill/Premonition should always effect stealth killers - it's their primary benefit. Also, excluding perks from specific killers cannot be ideal solutions for buffs.

    The stalk energy gain on Obsession is super interesting though... although I think it would be a bit complicated - especially for a newer player to learn.

    I'm 100% for collision not being lost while stalking. I'm adding that 100%.

    Stalk speeds should not be 95% - the Shape should not be holding down his ability button and trying to maintain chase. If anything pressing 'Stalk' should nail him in place and give him a speed boost relative to the stalk given... but this fun idea has its own problems.


    All in all, Shape is a 'Machete Man' who's primary quirk is that he's the BESTEST M1 killer EVER in the game. Only problem is, his super bad early game takes a long time to warm up, so he gives survivors a huge advantage at first. Only difference is that the Shape becomes quite formidable.

    His T1 should be absolutely pathetic and encourage players to stay far away from survivors and stalk them as they complete their objectives.

    His T2 should be only 'slightly' stronger than the average M1.

    His T3 should be brighter than a burning star and unrivalled as the most horrifying threat to face when in chase with an M1 killer. But to compensate, its duration should be shorter - and requirements slightly lowered.

    T1 is the gatekeeper for T2 and T3, T2 is the base and T3 is the heightened state. We should find a way to reward players in T1 for letting survivors have all the space they need to rush down objectives, because during the mid game - that's when the Shape's snowball truly begins.


    Here are my proposed suggestions:

    ~

    ·        Shape – Tier 1 takes 12 seconds of stalking more to get out of (twice the normal). Tier 3 takes 4 seconds (2/3 normal) to gain the first time, and 2 seconds to gain after acquiring T3 once. Survivors do not remain at max stalk, and slowly reset stalk after having not been stalked for a few seconds ~6s. All survivors can be Killed by The Shape’s hand if they reach Maximum Stalk. Tier 1 is miserable, Tier 2 is better than the average M1 killer, Tier 3 is a masterful version of the M1 killer for a 30 second period of time. At max stalk Tier 2 – Tier 3 is ready, and pressing the ability key will activate it. Survivors grant the Shape less stalk based on their luck. Shape has ‘blobby’ Terror radius that constantly shifts and bends, those who are affected by it have the immediate effects linger (as if his terror radius is ‘inky’). Chase music in Tier 3 is different than the other 2 tiers. Normal walking animation slightly changed, holds knife more realistically. Survivors hear an audio cue when Shape is able to activate Tier 3. Tier 1 is stunned longer at pallets; Tier 3 is stunned for a shorter time. Stalking has a ‘sweet spot’ for maximum stalk yield. Point blank stalking is discouraged, and stalking within 8m is generally less effective. Stalking at 16m is highly effective, and has great variance within 8m of it, with returns quickly diminishing at great distances and as survivors grow nearer. Survivors with less half of their stalk drained become Paranoid.

    § Vault/Break:           (T1: -10% | T2: +5% | T3: +20%)

    § Lunge:                    (T1: -35% - 0.3 open | T2: +5% - 0.53 open | T3: +45% - 0.725 open)

    § Movement:             (T1: 106% | T2: 118% +| T3: 124%)

    § Pallet Stuns:           (T1: 3.4 | T2: 2.4 | T3: 1.6)

    § Stalking:                  (0m: 10% | 8m: 50% | 16m: 100% | 24m: 50%| 32m+: 5%)

    ~

    What do you think?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929236#Comment_2929236

    Lots of people. Have you not looked at the forums?

    I mean - generally, we really don't care about those people.

    Hateful and childish people will always exist in this world - they aren't worth our time or energy.


    But I mean, I don't remember insinuating that there was a problem with David being homosexual in my original comment

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929229#Comment_2929229

    Hey, no one had a problem with David having a girlfriend. Why have a problem with David being gay?

    ? Who has a problem with him being gay?

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929106#Comment_2929106

    When I say 50-64k, I mean with bbq.

    I understand what you're saying but if there was going to be a healing buff perk,would that be better suited to wglf due to it being an unhooking perk which ties in with the healing aspect?

    I still think the extra bp would tie in better with main objectives and make it as simple as bbq.

    I'm gonna be straight honest with you man.

    I completely misread and thought you were talking about WGMI.


    I'm totally silly and you can ignore me. But I'll gladly reply to bump this thread because it is still a good point !

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929047#Comment_2929047

    They already said a good while ago that while they initially subscribed to the theory of "we'll leave it up to your interpretation," the fact that they already had multiple characters in a heterosexual relationship was already straying far enough from that theory that they were no longer going to follow it.

    So not sure why you seem to think that NOW is when they are dropping the ambiguity.

    I find it worth a chuckle that the same people who are quick to defend the validity of David King's homosexuality in blatant spite of past heterosexual relationships are just as quick to use inferred past heterosexual relationships as some sort of profound statement of sexuality in other character lore.

    In truth - it's really the two following things:

    1.) Elements of history are not, by merit, current or relevant in totality. There is a great deal of ambiguity in the distance afforded by tomes, which allow characters to enjoy a certain affable disconnect from the current. Broad and sweeping sentiments lack the bite of specifics. Claudette can have lore that she loves plants and finds them amazing, and she uses them to survive. Would she burn down a forest to live, or is she a tree hugger that would rather die than harm a plant? It's ambiguous and understandably unimportant. While there can be some clues and gentle pushes, players are encouraged to take home their own leftovers on the topics.

    2.) Moreover the announcement in totality. We should not shun people for their beliefs, but are we going to have a massive pro-religion announcement when the lore comes out that a character is mormon? Instead of insinuating that a character was raised in mormonism and may have been effected by their time in the church - making a very loud and public statement of their current beliefs and adherences to Mormon beliefs. The ambiguity is lost, the translation is lost, the comfort of a past life vs a current one is lost. More importantly, they have set the president that every minute change should be broadcasted on a loud speaker. "EVERYONE! THIS IS OUR FIRST NATIVE AMERICAN WOMAN!! WHAT AN ACCOMPLISHMENT!" while it certainly is a positive change, now every single change and addition must be followed with a push and extremely 'careful' foray into that subculture that is to be represented.


    Nobody freaked out about Felix having a kid. Behavior wasn't grabbing the megaphone and screaming from the rooftops that the first confirmed hetero parent was in the game or anything - understandably so. And the status of his parenthood did not exclude him from certain interpretations. We've all seen the art - that kid does not dissuade the LGBT+ artists. The Devs never slammed a gavel down and said 'No, this man is a determined father who loves coffee and fell in love with his wife in college. He had to overcome his family instilled biases after his time in church and began to experiment with methe-" you get the idea.


    Now, characters cannot be given ambiguity - nor the comfort of silence.

    Now, each character's differences must be uncovered and proclaimed loudly.

    That's a lot of work.

  • Mostly yes. Back porch, front porch, and upstairs are super strong and force the killer to walk several meters to retain engagement.

  • It's only killer sided if you forget to walk across the street and do gens. If you complete 3 or 4 gens on one side, the other side of the street iis going to become horrendous

  • PREACH IIT!


    Literally all the devs need to do is take 1 week and make the perks interesting.


    Have a month where they add new content, overhaul the Backwater Swamp maps with complete reworks to the Luck system, all Hag perks, and all Ace perks. Tweak some aspects of Hex totems - and other little QoL changes

    "Against All Odds" update.

    Work on it for a month, put it onto the PTB the following month, let it hit live when it's stable.


    Bam.


    Good Ace perks, healthier game, Hag is better - and DLC sales jump through the roof.

    Community is happy, Executives are happy, and Devs are probably happy too.


    Why they don't have monthly QoL Updates like this to boost DLC sales and make the game healthier for newer players is beyond me, it's a massive missed opportunity.

  • I love this. Please keep writing beautiful works like this!


    I would say - I don't think that generators need to be replaced altogether.

    In truth, all that should happen is there should be many more skill checks with tons of 'mini minigames' to play.

    Working on a generator wouldn't be so bad if you were playing frogger or something - if you were playing many very short minigames back to back to back between skillchecks.

  • I think this would be better as a new perk than a WGLF rework.

    WGLF is to come back from safe unhooks and get back onto objectives swiftly - or to crank out a risky heal as the killer lumbers back to the unhook and starts to track you both down.

    It's designed to reward cocky playstyles and allow survivors to punish unfocused killers with lightning quick resets.


    I like WGLF as a 'I'm gonna save my friends and get them out!' kind of perk.

    But having another perk that ads a flat healing buff based on generator completion would also be super nice.


    (Also, no player can earn more than 32k bp - as there are 4 categories to earn points and an 8k cap on them all!)


    It also depends on the killer. Some killers have very sweet scoring events that make using their powers lucrative - while others are very quick to punish such things. If you instantly down a survivor, you're going to get half as many bp as if you hit them twice or even three times during an exchange.

  • I always wanted a Hex that made two bots identical to the killer run around the map - running at survivors that careening past them.

    They'd be invisible, but they would have a small 12m terror radius.

    When a survivor sees your aura, they also see the aura of the duplicates.

    Whenever a totem is cleansed - the clones have a 32 meter terror radius and appear to all survivors (Never the killer) for around 30 seconds.

    If the totem that was cleansed was this one, after the 30 seconds, the copies disintegrate.


    Nothing massive, but it would really throw some survivors off, even veterans. Wouldn't even be OP - no more or less than Tinkerer or anyhow.

    Regardless of everything - at least it would be interesting instead of the same boring number games of generators being blocked, survivors having speeds reduced, and auras being revealed.

    Just the joys of pandemonium.

  • Other perks aren't just "Not that strong" they're also unfun and kinda flat.


    I bet you forgot that Lightweight was a perk, right? Not only does it do nothing good - it's not even flashy!

    Bad but enjoyable perks like Deception and Flip Flop can even pay off at times.


    But, C'mon Sole Survivor? No Mither? Red Herring? Why would I run these things? Boring as heck and are going to get me sent back to cue faster than not.


    Unnerving Presence? Unrelenting? Monstrous Shrine? Geesh - save me the time and disconnect me. I don't even care if I win, but at least give me a blanket if you're trying to bore me to sleep with my own killer gameplay.

  • DH is strong for this - as it is a virtual health state.


    IMO is should cause a survivor to become broken for a bit and only get it back when they are restored to Healthy.

    Make the survivor pay for a health state with a health state.

  • Blood Echo and Fearmonger are really not bad.

    If you go Blood Echo, Fearmonger, SH: Gift Of Pain, and Hex: Plaything - I think you will be able to keep survivors exhausted and injured for long stretches of time and follow up on powerful ambushes as the game draws long and survivors fumble to use their most powerful perks as you gain purchase against their momentum.

  • 100% agree.

    In for a penny, in for a pound.

    If they wanted to leave characters ambiguous and open to interpretation with very little divulged about their personal persuasions, that would have been more than fine.

    Nobody really needs to know the romantic interests, religious ideologies, political views, and outspoken opinions of each character. But once that choice is made, now every character has to by hyper deep and refined - which I worry may weigh heavily on the already flustered devs.

    It would have been a lot easier to simply say 'We will neither confirm nor deny the sexuality of our characters - have at it!' to the community, but now that they've set the stage - they're going to have to represent everyone and everything in every which way.

    The Christian survivor, the Muslim survivor, the Pro-Choice survivor, the Neurodivergant survivor.

    Now everyone needs to have representation - now every character needs to have the details of their romance and interpersonal convictions defined and exposed.

    If one character's romantic interest in another man is worthy of tweets, confetti, and its own little community parade before it even comes out - are we supposed to do this with every other detail for future character development?

  • If you hear hissing, you may be leaking atmosphere.

    If you hear complaining, you may be leaking player base.

  • While consisting of less than 1% of the perk pool, Dead Hard is responsible for more than 60% of the 'outplays'

  • YESS!!! II actually love spreads like this.

    Not only does this show the extremely narrow perk usage that survivors tend towards - but it also shows a massive effectiveness of killer perks at first glance.


    I'd love to see data from 25 games of off-meta legion perks and uncommon addons.

  • I love all of these creative suggestions!


    Really - being able to be immune to pallet stuns and phase through pallets while demanifested would be super good.

    Also - in general - even when you're playing as her, it's hard to tell when you're manifested or not. They just dont FEEL all that different.


    If you make it so that TVs are infinite Teleports and that VHS tapes only refund a small portion of the condemnation, you can force survivors to run with tapes to turn TVs off and deny her of her power for extended periods of time. This would make her much higher mobility.

    Lowering the audio cue of her Teleport and making the animation a little bit longer would also make her better for ambushes, instead of trying to use TVs mid-chase.


    All of these suggestions are super fun, though!

  • I hope they have some seriously awesome tricks up their sleeve to bring players back.

    The changes to Legion were a good start - but we need a lot more to breathe new life into the community after 2nd half 2021 and 1st half 2022 is looking like a major bust for the game at large.


    By the way, what website are you using for those numbers ?

    Just curious, I love doing some research of my own as well!

  • Sorry that you're having a bad experience, I hope you can return when you feel that the game's in a better state


    Suffice to say, though, Twins are a slugging Killer.

    And not a particularly strong option on the roster in comparison to more competitive options such as artist, nurse, or blight.

  • This has been happening to me a lot too.

    1,500 hours or so here. Rank 1 killer back with the old emblems.

    Getting paired against one or two survivors that run in straight lines and feed me hooks.

    As survivor - I'm pretty average - sometimes I go up against killers so new that they rage DC as they fumble to get a single down, or I go up against a sweaty killer that I'm ill prepared to deal with.


    Dont know what went down, but it looks like something got switched around lately. But it's just my experience, could just be a hiccup.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928547#Comment_2928547

    If you play any killer perfectly 100% of the time, you will win. It means you outdid the survivors in every single thing. It’s kind of pointless to even say something like this.

    There is no other killer power in the game that completely circumvents the conventions of distance, location, or terrain to effectuate a hit.

    You can play flawlessly with many killers and still not win, succeed, or simply snowball too late.

    Spirit's power - phase over to a survivor. You can get the hit, you may not, but you can still follow up on a mistake.

    Oni, miss a charge, try again - it took you time to cultivate your rage, now you have the time to use it.

    Cannibal, they can vault - huge margin of safety.


    In truth, no killer expects perfection with their power. Even Huntress can choose to chase down targets on foot when out of hatchets, and has a generally beefy hit box.


    Nurse is highly particular with her power, and is incredibly punishing to those who do not execute it near flawlessly. She cannot even chase survivors on foot if need be. She must use her power and use it correctly, or suffer the fatigue.


    i'm saying that her power is highly demanding of skill. I honestly didn't think anyone would suggest that she does NOT require more skill to play well - or that her power isn't as punitive as other killers'.

  • @Bladeisbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925558#Comment_2925558

    Or give us an option so those who get headaches from looking at the blurry textures on lower settings can disable it......

    Sure - but if it's like brightness, FOV, resolution, and volume - I wouldn't be so sure.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928391#Comment_2928391

    Her primary balancing element is that her power demands perfect skill

    This isn't a balancing element. It just means it takes longer to learn her.

    The hard part of learning her is muscle memory, once you've developed the muscle memory to know her blink distances, you just decimate survivors unless it happens to be a really good SWF with comms.

    This is like saying a bicycle requires skill to use. Sure it's hard to learn, but once you learn it, you keep knowing it. It's not like you have to relearn the Nurse every time you play her.

    AH - nono, II didn't mean that in order to use her one must be perfect.

    I meant to say that - if you use her power perfectly 100% of the time, you will always get a hit.

    It's not realistic, because you cannot always see where survivors are - or predict where they will be in a second, but that's the point.

    The killer requires muscle memory to learn, she needs the human element.

    Human elements are really good at guestemating, but not often good at making precise calculations quickly.

    If you hooked up some fictional computer to Nurse that perfectly understood the distance and traversal time of her power - and coded it to perfectly land on a survivor, she'd be stupefyingly powerful.

    If she was able to land her blink accurately 100% of the time, she'd be absolutely broken.


    What keeps her from being broken is the human element - that 'muscle memory' as you finely put it.


    Her power demands machine perfection from a person - and punishes mistakes. This is how she is balanced.

    Her primary balancing element is not that one must re-learn or anything, sorry if it sounded that way, the primary balancing element is that one must be perfect to excel at it, which means that most humans will struggle to accomplish such perfection.

    It is a clever way to balance something that no other killer can truly boast of.

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