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Valik

Valik

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Valik
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  • @GuyGravyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909608#Comment_2909608

    Thank you for the positive feed back, I appreciate the group project this has created, so I'll go ahead as well and address some of your ideas as well.

    Unbreakable: The recovery speed is already at 30% even when you still have that free get up. However, Your idea has inspired a new nerf that I think is much better than disabling it completely. here have a look:

    -You can fully recover from the dying state once per trial, after that recovery has been exhausted (not the status effect lmao, but used up) you can recover 30% faster from the dying state.

    Dead Hard: I like your idea of the, one use while injured approach, while I don't like being biased to my idea. I think I have an idea for a potential rework with inclusion of your idea.

    -When injured, gain a DH token, expend it to do a quick dash to avoid a hit. After use, you suffer from the battered status effect until fully healed, and the exhaustion status effect for 45 seconds (don't need abuse of the combination of other exhaustion perks).

    Battered: You cannot use perks, addons, or med kits to self heal.

    Boons: I sorta like this idea, but I think that in terms of the cleansing idea. it should be able to activate more than once in a more restrictive way. Instead, I just think the cleansing of totems to replace it with a boon totem is a fine enough nerf, and can't be moved to a different totem unless the killer breaks the totem. However, on top of this, survivors can only have one boon totem up at a time. (Basically I wanna replicate your idea, but getting rid of the deactivation for the rest of the trial.)

    Iron Will: No Complaints, actually prefer this over mine, but while running its only a 25%/35%/45% reduction.

    DS: that was my idea for the original boil over nerf to make it an exhaustion perk, but idk... I'd have to think more about this change cause I prefer the current DS with my changes, but I could be wrong, and I'll consider more discussion for a poll idea.

    NO-ed: Again it was in abstract idea that lives rent free in my head. Again it's a universal perk, and should be as powerful as one, so I suggested a different approach to the perk.

    Dead Man's Switch: as long is it is balanced with perks like Blood echo and Thrilling Tremors. I don't see much a problem with it other than it being the "this perk but better" one to run.

    SH: Pain Resonance: I mean, especially due to its disgusting utility with pop and ruin. With that being said maybe it could be reworked to something like this:

    After a survivor is hooked on a scourge hook the gen with the most process explodes losing 16%/18%/20% progress. After the gen with the most progress explodes it is blocked by the entity for 45 seconds. While blocked, it is revealed to the killer by a white aura, and can only effect one generator at a time. (so trade off dead man's switch lmao)

    Hex: Ruin: I'm sorry but pin head is my problem with this perk smh. that's why I prefer a buffed oppression, but as a hex, as to not power creep all the other anti gen perks. I prefer the kicking of the gens, and the regression of other gens not being worked on, and the punishment of gen rushers working on cursed gens. It's a much more fair perk rework, and it has no loop holes or stacks to make it broken. Although I don't mind the reduction to 5 seconds. I'm used to playing more complex games, so I might have gone a little over board.

    Hex: Undying: yeah...

    SH: Monstrous Shrine - How about this:

    When A survivor is put on a scourge hook, for every survivor on a hook outside of a 32m radius away from the killer suffers a stackable 25%/35%/45% faster entity progress and 12%/13%/15% reduction to self or altruistic unhooks. Survivors hooked on scourge hooks suffer from the Blindness and Oblivious status effects, and after they are unhooked. The survivor suffers from a 12%/13%/15% speed reduction to: unhooking, sabotaging, gen repair, and escape opening actions until fully healed.

    "The consumption of its trial participants results in the entity mutating their crafts in unpredictable ways." -Vigo's Journal

    Beast of Prey: how about we combine a few shall we?

    Gain undetectable when in chase. While in blood lust, when a survivor is put from healthy to injured by any means, reveal auras of all injured, trapped, and dying survivors within your terror radius for 3/4/5 seconds. While in Chase: stuns increase the state of bloodlust, breaking no longer deactivates bloodlust, and blood lust lasts longer dependent on your stage of bloodlust: 2/3/5 seconds at t1, 3/4/6 at t2, and 4/5/7 seconds at t3.

    "...You mess with her prey, and you'll get her fangs." -Soldier Diary Entry: 105

    Premonition: I guess it's a niche counter to bloodlust and haste. Still better than premonition right now.

    This is not happening: This one is honestly a bit hard, as I don't wanna copy resilience, so just replace the gen repair with sabotaging and unhooking speeds.

    Sole Survivor: I like your idea and mine, so lets combine some elements to this perk.

    When another survivor is sacrificed, bled out or killed by any means, you become the obsession and gain a token. For each token you have, while you are the obsession, the killer can see your aura for a stackable 5/4/3 seconds, but you gain a stackable 3%/4%/5% faster healing speed. When all the survivors are sacrificed, bled out or killed by any means, you gain the following effects:  you resist the urge to scream, make zero scratch marks, gain aura disruption when further than 32/26/20 metres away from the killer, and from your next chest gain a dull key. Increases your chances of being the Obsession.

    Self Preservation: you see its kind of already the selfish man's lucky break. I think more or less the whole point of the perk is to take advantage of someone's mistakes, and give you a powerful buff in return. Maybe give it a buff where it's an opposite babysitter where it gives you those effects + lucky break, and punishes survivors for rescuing you from hook. Idk I thought my og idea was fine , but meh we'll see.

    Buckle-Up: Sure, free sprint burst for both survivors after a full recovery is kind of niche but sweet, but do include exhaustion afterwards.

    Bloodhound: sure add them both.

    Predator: idk I just thought the animations would look cool.

    Up the Ante: I like the way I put it, but meh might actually be nasty with something like stake out and fast track idk.

    But yeah there are my end thoughts. lemme know what you think.

    You're my favorite kind of person :)


    UB:

    It's actually at 35% - so pulling it down to 30% would be a tiny iddy biddy nerf nobody is going to miss all that much. I think it may raise the time to self revive from 22 to 25 seconds or so, but not much!

    I actually like this!

    While I'm not sure how well it would be received by most players. Making it so that the first time you self revive ACTIVATES the passive part of the perk means it's both strong, but encourages players to use it ASAP.


    DH:

    I like it!

    I'm with you - gotta fight my own biases at times, while I don't think Exhaustion is needed with the introduction of Broken - I think your merger of the two ideas is probably closest to what really should be in the game.

    Also, wouldn't Incapacitated function the same as Battered in this instance? Incapacitated and Exhausted.


    Boons:

    Agree to disagree.

    I firmly contend that until Boons can be removed from the game by snuffing the totem, they can never be balanced.

    But I see where you're coming from.


    IW:

    45% reduction on pain or breathing? I don't quite understand on that one!


    DS:

    I'd love to see the poles!

    And while it's good to pit idea against idea, I think that we're both correct - just coming at the problem from different angles!


    NOED:

    Fair is fair - I think I kinda went overboard with my version. Although I'd love to see it in action, I can see how it may be perceived as overloaded.


    DMS:

    True - although I'd argue that DMS isn't 'better' than Thrilling Tremors, but carries the complimenting value with a different contextual trigger.


    SH:PR:

    I like how you gave it a soft cooldown! That's clever!

    However, I contend that giving the perk MORE utility will make it even more powerful than it already is. It should be a regression perk, not an information perk.


    Ruin/Undying:

    Looks like we're seeing eye to eye!


    MS:

    Sounds a bit overloaded. We should probably give it another pass, but I'm not sure where to begin untangling such an amalgamation.


    BoP:

    The revealing of survivors within terror radius encroaches on other information perks and also has profound anti-synergy, as the perk removes your terror radius, making this passive moot.

    Also, gaining a stack of bloodlust on stuns and not losing them on breaks makes the perk incredibly lopsided :(

    Not losing it on break was already a massive change, gaining it on stun too - but merging the two makes this absolutely broken. It needs to fall into one of them, it cannot share.


    Premonition:

    Yeah - I'd rather get a punch in the leg than the Premonition we have now, so IDK where it should stand... I just want it changed.


    This Is Not Happening:

    Here's my personal take on the perk:

    ~

    For every Dying, Hooked, or Deceased survivor, increase Repair speed by 2/4/6% and increase the bonus progress granted by Great Skill Checks by 1%

    Description: “When everything around you falls apart, you find comfort in focusing on the task at hand”

    Flavor-text: “Denial is the best medicine”

    ~

    It would basically encourage survivors to ignore their team and rush objectives - which can sometimes be the best way to help them. 6% isn't much - but 18% is massive. getting an additional 1-3% bonus repair on great skill checks is incredibly strong, but the context of its trigger means it often would be relegated to best use at the exact worst times for survivors. It's sort of an insurance burn card. If survivors are doing well, it's not going to find value - but if survivors are getting toasted, this can come in clutch and make generators fly, while also giving allies hesitation to anger when they see their buddy go for a generator instead of a save.


    SS:

    I can see the appeal!

    My one gripe is the key, the aura radius, and the stacking aura reveal.

    It makes the perk just a little bit more clunky and a lot less straightforward.

    However, I do think that it's a creative and inspired merging. I'm going to have to take some notes if you dont mind!


    SP:

    Your original idea was fine. Like I said before, we're tackling the same problem from different angles!

    I like the idea of getting a Babysitter / Guardian buff that includes Haste - but I didn't want the perk to be too overloaded, myself. Giving people 5% Haste may be what tips it into silly land. Being able to jump into a locker or make a daring vault to avoid the killer, though, I can see that coming in clutch when you don't have Quick and Quiet and want to lost the killer before they pick up on you.


    BU:

    I would 110% not put Exhaustion on Buckle Up. Its extremely contextual and grants a smaller speed buff. In the vast majority of matches, killers will not slug and it will not be an opportune time to bring this perk - so making it compete for a slot against Sprint Burst, Balanced, Lithe, Overcome, etc. It would be a disaster. If we went though with making DS an Exhaustion perk, Buckle Up would NEVER get chosen, because it would have to compete with meta perks. That status should be reserved with incredibly powerful perks that define the meta - which forces them to compete against one another. Buckle Up simply could never hold a can against these other perks.

    The only way to truly attract players to it is that caveat - that it gives a miniature 'exhausted' status without the drawbacks. The balancing element of the perk is its context alone. It does not need a drawback like For The People, Sprint Burst, Autodidact, Mettle Of Man - etc. Because, unlike those perks, its appeal is extraordinarily niche.


    BH:

    :D


    Predator:

    And you know what I say to that?

    Cool animations are their own reward!


    Up The Ante:

    Dude, you're absolutely fine. Your creation is YOURS, my creation is MINE. It's fun when we get to share our ideas, both equally imperfect and unlikely to be noticed. It's not about who is right, it's about showing off your creativity in an exchange :)

    I never told you my idea-

    ~

    For each Dying or Hooked survivor, gain 1/1.5/2% movement speed and action speed.

    For each deceased teammate increase luck by 8%

    (Change art to incorporate Ace)

    Description:“When things go south, you don’t fold – you double down.”

    Flavor-text: “’Luck isn’t worth much until you start acting like it’s on your side.’ – Ace Visconti”

    ~

    My idea is wacky and weird - but it's mine. I just might always prefer it over others. And your idea is your own, it's unique and perhaps strange to others, but it's more than right for you to prefer it. It speaks the universal language of YOU.

    I absolutely love sharing ideas and getting feedback, and it's fun to do that within a community for something we're all passionate about :)


    Have a wonderful day, good sir!

  • Dude, there are over 90 killer perks and less than 20 of them are going to have much of any screen time. :(


    Less than 1/4 of killer perks are surfacing for air to breathe. I don't think that the killer meta game is healthy when for every 'good' perk in the game, there are 4 other lame perks that are so bad, they're almost beyond the Dev's help, they need to be saved by a certified surgeon from Stanford.


    For Every Pop Goes The Weasel, there's Gearhead, Unnerving Presence, Beast Of Prey, and Distressing gathering dust on the shelf.

    Do you really want to run Tinkerer, Save The Best For Last, Devour Hope, and Haunted Ground for a cute little 'Off meta' build?

    Well, that build is worth its weight in 16 perks sitting on your list gathering dust:

    Predator, Play With Your Food, Rancor, Crowd Control, Gift Of Pain, Hoarder, Remember Me, Forced Penance, Third Seal, Deathbound, Fire Up, Knock-Out, Shadowborn, Spies From The Shadows, Deerstalker, Hysteria, and Bloodhound.

    Look at all those perks you ignored, yet again.


    The perk meta in the game may be bigger than 4 or 5, so I agree with you in that way.

    But trying to make the argument that having 14 or so meta perks is some major accomplishment for game health is like saying 'Let's admit that being put Oxygen is a lot better than being Intubated!'

    Sure, but it's a very poorly placed stance to draw attention to.

  • It 100% should work on Undetectable killers.


    However, it should be affected by Blindness.

    Blinding a survivor should remove their ability to glean insight from such perks - which may actually make the effect more important.


    In that case, you might actually see Fearmonger and Third Seal be brought into matches.

  • If you asked me 6 months ago. Totally.


    Now? I'm completely unable to answer it, because it's not used as a crutch so much as a wheelchair with little rockets duct taped to the back.

  • Indeed, 1-hit downs are super punitive for no reason. Getting Adept with Ghostface was one of the worst experiences I've ever had.

  • Not to be THAT GUY - but if you're trying to use movement speed against the Nurse... why?


    That's like trying to hold W against a Blight.

  • If survivors aren't afraid of you. Why?

    The answer with most killers is:

    You should be.


    You may believe that Nemesis is a poor killer because he has to hit survivors 3 times - there's bodyblocking, flashy saves, BT... But I'd argue that he's a better killer overall.


    With Cannibal, survivors can play many loops correctly to cheat you out of using your power and force you into prolonged chases. While you can punish many survivors that make mistakes, after they get hooked - they won't heal and you're basically playing an inferior Nemesis. The attraction to the chainsaw is healthy survivors. When they begin to learn to deny you the 1k and spend the 16-32 seconds on heals on repairing generators instead, it all goes down the drain.

    With cannibal, you can scrutinize mistakes in chase with the threat of pallet removal and a wind-up 1 hit kill that is countered by timed pallets and all vaults.

    With nemesis, you can scrutinize mistakes in chase with the threat of pallet removal and a reliable ranged hit.

    If you could land Hatchets with Huntress or precision blink with Nurse, these would not be issues you'd be attempting to remedy as Cannibal.

    Not that you are wrong - because overall you are not - but Cannibal himself is not the only killer that commands respect from survivors. He simply is the only killer that commands IMMEDIATE respect from survivors, which can quickly fall off - especially at later ranks.

    It is always the superior option to choose killers that do not command respect from survivors that you can utilize to exploit that opening that is made through misplaced confidence.

  • While possible, it's not advisable.

    Moving to Unreal 5 is like moving your entire company to the building across the street.

    Yes, it can be done - but how much time, effort, and loyalty is it going to cost in the shortrun?

    And how much will everything suffer in the long run?


    Behavior works hard to make the game good as it is today, but it seems like there are a lot of hurtles they must contend with that date back to code written over 6 years ago.

    Unless they are in a fantastic place to make that pivot - they're better off using Unreal 5 as a platform for a sequel than an update.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917547#Comment_2917547

    I’ve met a survivor with a thousand hours who walked by the Devour Hope twice the bones annoy me the most

    Omg I know, right??

    Hours < IQ :laughingcryingemoji:

  • @Gibberish said:

    I think Exit Gates themselves need reworking; Exit Gate related perks should not be the first priority.

    @N8dog said:

    if ANY Freddy needs reworked, it's blood warden. It's been exactly the same since pre EGC...

    Not to say that there aren't other things to be addressed. Just curious about what people think about this perk in particular.

    I want to know what people think about Remember Me, not other things :(

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917004#Comment_2917004

    Interesting I prefer the intensity of killer I’ll find survivor more frustrating because of teammates doing everything from dropping good pallets, not taking hits, and not doing bones and the rough coordination.

    I know what you mean, because that attracted me as well. Never a dull moment - but it's gotten pretty bad at high MMR. Super stale, super weak gameplay.

    Also, sounds like bad MMR matching at that point. When you get a bit higher up in survivor ranks, that shouldn't happen much. Now that I've gotten boosted a few matches - 95% of my Survivor matches are with super smart and creative survivors running Meta loadouts.

  • Same here.


    Killer games are infuriating and extremely challenging as survivors run ragged with the game.


    Playing a survivor, even at the worst of times, is so much less stressful and far and above easier than killer.


    I can turn my brain off and play survivor with reasonable success.

    When I play killer, I have to be at peak performance if I don't want to be bullied and accomplish nothing as the survivors make their escape.

  • This is ideal.


    However, the problem is that achievements are tied up in 3rd party software, which binds the killers to achieving a 'Merciless' award - which is only given from double pipping now.


    Double pipping in a system that has absolutely no current function.

  • At this point, the perk is just a 'forget you, I win' perk and has encouraged the worst of the worst behavior in survivors.

    It takes basically no skill or train of thought.

    I've had lobbies where survivors don't even look back or time their DH, they just use it when approaching a pallet like a robot because it's what works for them. It's a free out.

    It has no cost, is back incredibly quickly, and requires basically no brain power - like all other poorly designed perks.


    Just using the perk can easily add 20 seconds to a chase. Which means 4 survivors taking it - assuming they only get chased once for a hook - can add over 160 seconds to the game by pressing E while in a loop.


    it doesn't take a lot to do the math.

    It's just stupefying in how amazing its value is for basically no cost.

    It's as if For The People could only be activated while injured and gave a 40s exhausted timer. It's just broken.

    if they made it the same balance - Dead Hard made you broken and you can only use it again once healthy, it would be a totally different story - because at least there would be a tiny little tradeoff.

  • It's not the distance or the I frames, it's the cost. Exhaustion for 40 seconds just does NOT cut it.

    The distance and the I frames are fine - what makes the perk broken is that it has no drawbacks.

    If it made players Broken for 60 seconds and had it so that they could not use the perk again until restored to full health, it would keep the perk's utility strong without allowing it to be used so ubiquitously.


    If a survivor presses E and throws a pallet - you HAVE to chase them. Medkits, Circle Of Healing, these people will heal up in a matter of moments and get their DH back while they're at it. You already did the hard part - ate the DS, but now you are forced to follow it up. Survivors can (and often do) DH out of danger and instantly begin to heal up, knowing that if you face them again within a reasonable time - they will either force their advantageous position even further, finish their heal, or use their Dead Hard again without healing. Some players even run DH with Self Care to 99% themselves, using DH to instantly follow it up with a SC tap - thus escaping danger and instantly being restored to full health.


    You make it so that DH is a last-ditch tool that grantees the survivor will be vulnerable for an extended period of time, and cannot use the perk for perhaps even longer, it makes it not only less as frequent, but - in certain circumstances - a deadly mistake.

    A survivor that uses a Dead Hard may escape the killer, but will find themselves far too vulnerable to go for a hook save after 40 seconds, unlike its current incarnation.


    The problem is not at all the distance - it is the COST.

  • You can't yell 'MOOOM!' without phonetically getting close to "CAAAWW!"

  • Breakable walls are NOT a bad idea at all, IMO.

    They are basically Pre-dropped pallets at loops. Tasteful. It opens up a lot of doors for design (Pun intended)


    However, I disagree with how they are implemented.

    They should be in specific areas where there are no pallets. The wall should BE the pallet. Breaking a wall should make life easier for the killer, not be a gamble.


    In addition. I feel that they should have the map choose 2 normal windows and turn them into walls.

    Survivors may be in for a surprise if they run to a familiar vault only to see a boarded up wall to greet them.


    Would make maps more dynamic and interesting, while also making Windows Of Opportunity a lot better without touching it.


    They should also have Breakable Vaults. Like, a Wall/Vault hybrid that the killer can break. Spawn a couple of those in the map too.

    LT walls can be frustrating, but give the killer the option to break the loop.

  • I'd love for her to be able to walk through pallets and vaults specifically, that would make sense and be a lot more specific.


    Also, yes - remove the Lullaby.


    In addition. TV's should never shut off by themselves or through her power. Survivors should basically be forced to carry tapes if they want to disable TVs, which would also encourage them to interact with condemnation.

  • This should have been implemented back when they changed the portraits.

    Honestly, they should have a rendering system (Similar to Overwatch and such) that takes a picture of the player models and projects them.

    That way you can tell who is who by cosmetics.

  • 10.) Get called from their mom and say 'SHH SHHHH - I'll call you back! ... NO! I- ughghh.... Love you too.... okay... bye.'

  • I love this so much.

    They should also increase the volume range addition to 12 meters.

  • There honestly should be a draft mode where survivors only have their starting 3 perks.

    Each survivor has 2 items they can choose to bring that fit them.

    Killers get their core 3 perks, 1 yellow attachment, and 1 brown attachment - both random.


    I love having more interactions in the level.

    There should definitely be 'levolution' from Battlefield

  • Every time you are hooked, lose a limb.

    Pro:

    Double hook states, 4 to sacrifice a survivor.


    Con:

    No arm or lag.

    Only potatoe

  • She's easily countered by coordinated teams, so there go the hardcore players.

    She's very simple to use - M1s only, so there go your core players.

    She's hard countered by the current healing meta, so there go the informed players.

    She lacks charisma and she can sport poor performance in chases while being item dependent, so there go the niche players.

    She has weak lore and is a big mud woman, so there go the character fans.

    And to top it off, she's DLC that's all Hex totems - which are countered by the current meta - paired with Ace who has very bad perks, so there go the new players.


    I'm not sure what demographic is going to pick her up and play her these days.

  • It's sad to see survivor players that feel disadvantaged.


    On one side, it's very easy to poke fun at them and try to enlighten them to the massive world of amazing tools they have that can turn the tide in their favor.


    But, at the end of the day, someone IS feeling marginalized.


    It's sad because survivors have a clear advantage in many situations - but they feel the sting of such light nerfs.

    What change could possibly please everyone?

  • No.

    It's a good perk.

    You use your perk slot for a very strong opening to the match. It's worth it in many cases.

  • As designed, the current meta is for survivors to 'bully' the Killer in order to most effectively waste their time.

    The second chances and tools survivors are given, in the game's current state, are mere toys in the hands of noob survivors - but coordinated veteran survivors are able to bend the game into knots.


    What you are seeing is a byproduct of complete and utter confidence instilled into the survivor community given the game's current state.

    Not only are you not in control of the match, but the survivors are made abundantly aware that this is the case - and those who can capitalize on it find the greatest clemency in match.


    For instance, there's a survivor (B) with a Styptic Medkit, a Dead Hard, BT, and boon CoH up.

    The survivor on the hook (A) has a flashlight, DS, Sprint-Burst, and Unbreakable.

    There is another survivor (C) with We're Gonna Live Forever, Dead Hard, Prove Thyself, a strong Toolkit, and an active Soul Guard.


    Even if you are directly in front of survivor A - who is hooked, you look to see an injured survivor B and survivor C nearby.

    Normally, it would be best if they left the hook and got to objectives, survivor B would understand that they are injured and survivor C would know that it's best to tackle objectives while you are busy with the hook.


    In the current Meta, Survivor C and B go for the hook. If you hit survivor C - he runs towards the boon and survivor B gets the save. If you go to hit B, they use their Styptic and tank it. Either way, Survivor B gets the unhook.

    After the unhook, B uses DH and makes A tank the hit with Borrowed Time. (You just wasted more than 6 seconds and were unable to prevent the unhook)

    Now you must choose, who do you chase.

    If you chase survivor A, they will use their DS and you will lose the match. By the time you finish chase, B and C will have healed up and finished much of the generator. If you slug A, C will sweep in for a save - or they will use their Unbreakable to get away.

    If you chase B, they will use their distance to get to loops. Even without DH, they have so much distance that you will take several seconds to down them. By the time you may win the chase, the others will have healed within seconds and be nearby once more. If you pick up survivor B, survivor A has a flashlight - forcing you to drop B. If you slug B, C will sweep in to pick them up. If you lose them in chase or give up, C and A could finish a generator quickly.

    If you choose to chase C, you will have an extended chase, having to chew through three health states (Dead hard is a virtual health state in this situation). By the time you down them, the other two are healed and on their way or on a generator. While their generator speed is slower - they are likely nearby with that pesky flashlight for a save. And you cannot slug, because you know Survivor C has Soul Guard.

    And if you turn around and try to defend the slugged survivor C, Survivor B will swing in and pick them up - and DH through them to force a Soul Guard proc anyhow.


    With a couple of Dead Hards and a few meta perks with normal items - the survivors have placed what SHOULD be a win-win trade for you into certain defeat.

    No matter what you choose - the amount of second chances and tools survivors have create a wealth of opportunities for them to defy your effectiveness, which can easily make a Killer feel helpless.

    What is worse still is that these situations can occasionally backfire. Survivor A misses their DS, Survivor B flubs their DH, Survivor C is eating chips and is distracted - not knowing what's going on, etc.

    Even in these situations, understanding just how powerless you, as a killer, have become in that circumstance - is the sobering moment that breaks the enjoyment that this game has.


    The moment where you understand, the match you're currently playing is completely and absolutely skewed against you, and even if you play perfectly, they still have the upper hand.


    Even if they throw the game away in front of you, it just reminds you of that bitter sensation that the match was always theirs to squander - in spite of whatever effort you may have put into it.

  • Eh, it depends.


    For instance, you could argue that Meyers or Ornyo have a higher skill ceiling because to do well with them takes much more than other killers.


    It just depends on what factors you're looking at.

  • How dare you say that!

    We're TWICE as toxi-


    I mean... uhh... hi, we love you <3

  • Or... it takes less than 6 seconds to hit survivors twice inside of the exit gate and force them to leave.


    ?

  • You grind the good perks.

    And if you want to get to high MMR, you have to grind anyway.


    Also, i

    It's not even a full $60 - Chapters are only $7 U.S.


    The game is $20. If you can't find the pocket change to get the Texas Chainsaw DLC for BBQ - you have bigger fish to fry than worrying about the game's grind.

  • Blood Point Per Minute average scores would solve that issue instantly.

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909758#Comment_2909758

    I'm surprised you didn't vote the nun looking at your name

    This was my name before that garbage piece of crap movie and it will be when the last person forgets about it!

    I hate that movie so much and I'm so sad that everyone associates it my name with it.

    They aren't even spelled or pronounced exactly the same :(

  • It depends on if you're playing the short game or the long game.


    If it's more important to pressure survivors in the short term, forget about breaking the pallet - chase them onward.

    If they insist on looping a strong pallet, break it. when they're on the correct side.

    If the survivors are going full bully squad, brute force and break pallets as fast as possible - those dead zones will make their cocky late-game plays super painful.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915675#Comment_2915675

    Really? So how about we limit survivors to three perks or offer a hex that attaches a permanent exhaustion to all survivors unless they manage to find and cleanse it? I mean having to play with three perks or a chance at perks not working isn't a big deal. With a Hex:Exhaustion you might get use out of your exhaustion perks or you might not find the totem and not. Works for me, I can only assume by your position it works for you too.

    I don't quite understand where you're coming from. I can't detect your tone through the text alone, are you being serious or sarcastic with me?

  • It looks like they're gearing up for something big for the anniversary this year.


    On the bright side, if the game continues to shed players for the 2nd quarter of 2022 - Executives are going to make some major pushes, which hopefully will motivate the game into a healthier place.

  • Survivor:


    Sole Survivor | Up The Ante | Lightweight | Poised


    Killer:


    Distressing | Monstrous Shrine | Unnerving Presence | Overwhelming Presence


    You literally will have no idea when these perks are working or if you're getting any value out of them.

    Spoiler: You wont!

  • @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915686#Comment_2915686

    Didn't mean to come off as hostile my bad

    But again the reason why you see coh over the other boons is because it's busted heck when boilover was busted during a certain time all of a sudden a bunch of survivors started running it combined with map offerings

    Like unless something is busted or unbelievably good you won't see it in meta builds

    Which the other boons aren't and are imo perfectly balanced

    Like all you have to do is remove the self healing aspect of it(which imo sounds like a reasonable change outside of getting rid of it) and I'll guarantee that 50%+ will drop it

    Yeah, I think we are both agreeing about the meta - that COH is only seen in the meta because it's still busted as ever.


    However, Dark Theory is not at all worth the time invested in blessing a totem - especially against select killers.

    Shadow step can come in clutch, but it is highly circumstantial.

    Exponential just gives everyone the second worst aspect of No Mither, in that killers will just hook you if they hear the totem - and you're basically never going to get value out of it.


    They aren't BAD - but they are C tier in terms of true practicality.

    If you made these boons destructible, there would be absolutely no reason to ever bother with them.


    As it stands, we should be in a game where all perks can be perfectly strong and interesting to play with from both sides.

    However, out of over 100 survivor perks, only a fraction of them ever really see any screen time.

  • @Azshhh said:

    ....All these shopping lists people are writing out, meanwhile I'd just want to give distortion another couple tokens lmao

    Distortion really does need some love!

    ~

    Description: “You prefer to fade into the background, letting the noise of life cover you in the safety of obscurity.”

    Start the trial with 2/4/6 tokens. Gain an additional token each time you are hooked.

    When your aura would otherwise be revealed to the Killer (after all other perks and effects considered) a token is expended to activate this perk.

    For 12 seconds, you and other survivors within 6 meters gain the following effects:

    Aura is concealed from the killer.

    Scratch marks are suppressed.

    While in chase, the killer does not hear the direction of your audio.

    ~

  • First - get to know the devs and make some public statements about the behind the scenes prospects of the game.

    The Devs are shrouded in mystery, it is very easy to turn them into anonymous specters.

    Hopefully, if I had the genie powers of running the place, I'd be able to get to know them better and become more familiar with their work.

    Through a few community announcements, hopefully we can generate a bit more transparency with just a little bit of effort.


    Second off, I'd try and create a roadmap which would include, major overhauls to all killers, perks, and items over time - working with the creative team and the community to strike a healthy balance to breathe life into the game.


    I'd also make several hundred other small suggestions to explore including, but not limited to, the following:


    ·        Mangled – Increases the total recovery progress needed by a flat 32% (does not stack). Healing speed cannot exceed 100%

    ·        Near-Sighted – Debuff. Fog limits vision to a 12 meter range

    ·        Give-Up – When a survivor’s bleed-out is halfway or lower, they can hold the active ability button for 5 seconds to allow themselves to die. When committed, they scream – revealing their location, and play a 3 second animation before they expire. Dying in this way counts as dying by the killer’s own hand, not as a bleed-out.

    ·        Carrying – Killer movement speed is decreased by a flat 25% when carrying a survivor.

    ·        Hooks – lower base hook density.

    ·        Keys – Expend charges to unlock chests much faster. Animation to use key in order to open hatch. Keys unlock exit gates faster at the expense of charges. Broken key extends the range of all aura reading by 8m. Keys have different models. Iridescent addon to keys to spawn hatch sooner. Addon to make key able to open hatch. Purple keys no longer open hatch by default.

    ·        Doomed – When this effect ends, the afflicted survivor enters the dying state regardless of location or health status.

    ·        Unstoppable – Ignore unit collision, cannot be damaged or debuffed by any means. Immune to hindered.

    ·        Rummage – Interact with an empty chest to rummage. Every 4 seconds of rummaging, you have a chance equal to your luck of finding another item. Items found by rummaging are evaluated at half luck.

    ·        Paranoid – While within the killer’s terror radius, heartbeat quickly ramps to maximum and remains for 3 seconds after leaving the killer’s terror radius – after which it slowly fades away.

    ·        Maps – use of a map will create an overhead minimap. Visual difference between models. More addons to spread out use. Green map has small Minimap and limited range, Rainbow has entire minimap and extended range – still needs addons.

    ·        Distracted – A killer afflicted with this cannot see any auras, hear loud noise notifications, survivor health states, or their own perks.

    ·        Camouflaged – grants a small amount of transparency to the player model.

    ·        Incapacitated – survivors that are incapacitated while in the Dying state cannot crawl. Incapacitated survivors cannot interact with hooks. Also prevents item and perk use.

    ·        Generators – Generators have a base of 68 seconds to complete, but for each generator in the trial, the total time to repair a generator is increased by 4 seconds. (5 – 96 | 4 – 92 | 3 – 88 | 2 – 84 | 1 – 80 ) when a generator is completed, the repair ceiling for all other generators in the trial are lowered by 4 seconds over the course of 8 seconds.

    ·        Toolboxes – Increased repair effectiveness over a longer period of time. No skill checks while a toolbox is in use by default. Toolboxes have a ‘Full repair’ conversion rate, where repair that they contribute to a generator has a portion of its addition that cannot be regressed. Each toolbox has a unique model. Add an Iridescent toolbox. Charge expenditure does not increase with speed.

    §  Brown Toolbox: +10% Repair Speed, 16 charges, 6 second Sabo time (+0 Sabo duration) +5% full repair (1/4 charge conversion). (-1.6s / 4)

    §  Yellow Tool Box +10% Repair Speed, 24 charges, 5 second Sabo Time (+0 Sabo Duration) +10% Full Repair (1/4 charge conversion). (-2.4s / 8)

    §  Green Commodious Toolbox: +10% Repair Speed, 36 charges, 4 second Sabo time (+4 Sabo Duration) +15% full repair (1/3 charge conversion) (-3.6s / 12)

    §  Green Mechanics Toolbox: +25% Repair Speed, 16 charges, can’t Sabo, +10% Full Repair (1/2 charge conversion). (-4s / 8)

    §  Purple Alex’s Toolbox: Can’t be used to repair generators. 24 Charges. 3 Second Sabo Time (+8 Sabo Duration.)

    §  Purple Engineer’s Toolbox: +25% Repair Speed, 36 charges, can’t sabo. +20% Full Repair (1/2 charge conversion) (-8s / 16)

    §  Iridescent Shimmering Toolbox: +100% Repair Speed, 2 second Sabo time, 10 Charges. +25% Full Repair (Full charge conversion) (-10s / 20)

    ·        Regression – Kicking a generator will cause a generator to regress at 1c/3s. Generators left untouched for 30 seconds passively regress for 1c/6s. Passive regression does not count as regression for the sake of perks.

    ·        Lockers – In addition to Blindness, reduced audio, and aura concealment, remaining in a locker also renders the occupant Oblivious.

    ·        Medkits – All medkits have unique models. They have increased healing rate on other survivors. 20 charges, takes 20 seconds to heal self by default - +80% healing speed on other survivors. New Iridescent medkit that has unique tradeoffs. Charge expenditure does not increase with speed.

    §  Brown Medkit: 80% self-heal speed, 20 charges, +80% healing on others.

    §  Yellow Medkit: 80% self-heal speed, 40 charges, +80% healing on others.

    §  Green Medkit: 200% self-heal speed, 8 charges, +100% healing on others

    §  Purple Medkit: 80% self-heal speed, 32 charges, +200% healing on others

    §  Iridescent Medkit: +150% to healing on self and others, 22 charges.

    ·        Exit Gates – When left alone and unopened for 15 seconds, Exit gates begin to lose their opening progress by 1c/8s. Stopping an opening action after 95% completion instantly resets the progress to 95%.

    ·        Garage Doors – These contextual floor-gaps are large enough to be crouched under by survivors and some crouching killers. Sprinting survivors may slide under them like a vault. Killers can close this door with a 1 second animation to slam it shut – or go to the button with a 3 second animation to open it fully, survivors can spend 8 seconds to reopen the door to its ideal level.

    ·        Doors – Doors can be opened or closed by survivors. Rushed door ‘slams’ can stun the killer like a pallet. Doors can be broken as any breakable wall could.

    ·        Breakable Vaults – Breakable walls with windows. These can be broken by killers to create an opening. After 3 vaults from survivors, this will automatically break after a 3 second delay.

    ·        Helpless – This debuff causes a survivor’s perks to be rendered inactive.

    ·        Map Offerings – Green offerings quadruple the likelihood of the realm. Brown offerings remove the realm from rotation completely. Sacrificial Ward guarantees randomization – when a sacrificial ward is uncontested, it will transform into a different non-map offering of equal or greater value.

    ·        Stat Tracker – Show career and account details in this submenu with statistics including recent matches, time played on each killer, killer/survivor averages, personal perk / item pick and winrate, map proficiency, etc.

    ·        Flashlights – Increase base duration to 10 seconds. Green has 15, Purple 20. Green gives 5% Haste 3s on a blind. Purple increases the blind duration by 1s.

    ·        Hex Totems – Hex totems have a base bonus BP of 500 that is increased by 500 for every in-game minute up to 7,000.

    ·        Boon Totems – remove blessing action. The first totem you cleanse in the trial becomes your boon – applying all boon perks available. There is no thunderous sound. Audio changed to very faint and intermittent chimes. Original audio cue is only broadcasted in a 6m range. When snuffed, the totem shatters with a crunch and all perks associated with that boon are deactivated for the rest of the trial.

    ·        Heavy Pallets – Stun for 1 second longer but have a slightly longer throwing animation and cannot be vaulted by survivors.

    ·        Light Pallets – Thrown faster, but can be destroyed with a single M1 from a killer – forcing a missed attack cooldown. After vaulting once, it breaks automatically after a 3 second delay.

    ·        Wiggle – ‘Great’ skill checks grant an additional 1% total progress, but maximum wiggle is increased by 12%

    ·        Haste & Hindered – These effects no longer stack with instances. Haste is mutually exclusive with Haste. Hindered is mutually expulsive with Hindered. The effect of the greatest degree is taken at any given time while lesser ones are ignored.

    ·        New loading screen for offerings that incorporates the campfire. Clear definition of what offering is the killer’s

    ·        SBMM overhaul – BPPM system – BPPM is Blood-Points-Per-Minute. The total score takes into account career average, the last year’s average, this year’s average, this season’s average, and the current month’s average. The score is visible to all, and your average determines your emblem.

    ·        Karma System – Negative and bonus scoring events in-match determine when you are wholesome and when you are indulging in toxic gameplay. Repeat toxicity generates a point value of Karma that takes precedent in cue. Cue times are absolutely shorter for high karma players, who will be lightly prioritized to play with one another. Toxic players are placed in the lowest priority and have a high priority of matching them with other toxic players

    ·        SWF balance update – Karma and BPPM scores are averaged out across all survivors to make a 'team average' score. This average is increased by 25% per additional survivor in the que. ( 2 – 25% | 3 – 50% | 4 – 75% ) making them prioritize higher ranking killers, and rewards the killer with the same percentage value in bonus bloodpoints upon completion of the match – which, unlike many post-match blood point gains, contributes to BPPM.

    ·        Banners – allows players to unlock banners that show beneath their emblems in the post game lobby

    ·        Lobby QOL – See player banners and emblems in addition to which survivor the player had during the match.

    ·        Lax chat filter. Prevent slurs, profanity, and evil suggestion – but allow innocuous talk

    ·        Appear Offline option

    ·        Prestige also lowers the BP cost of items in that character’s Blood web at P3 by 50%

    ·        Grabbing a survivor during a medium vault causes the killer to grab their leg and pull them with the old ‘grab’ animation.

    ·        ‘Stay As Team’ – Opt into automatically creating a lobby with your fellow survivors that also opt in. Staying as a team will return all accepting parties to the campfire together.

  • They do. There are plenty of perks that will allow survivors to outlast and outplay killers in these circumstances.


    You afraid of being the one who is slugged?

    • Leader
    • Unbreakable
    • Tenacity
    • Flip-Flop
    • Soul Guard
    • Blood Pact
    • Power Struggle
    • Circle Of Healing
    • Exponential


    Are you tired of being the runner while your teammate bleeds out?

    • Sprint Burst
    • Self Care
    • Botany Knowledge
    • Iron Will
    • Balanced Landing
    • Urban Evasion
    • Left Behind
    • We're Gonna Live Forever
    • Dead hard
    • Dance With Me
    • Inner Strength
    • For The People
    • Blood Pact
    • Desperate Measures
    • Bite The Bullet
    • Circle Of Healing
    • Shadow Step
    • Dark Theory
    • Spine Chill
    • Resilience
    • Distortion


    Tons of options to bring that will help you in these sorts of situations.

    If you want something to be done about this, maybe bring one or two of these?

  • I whole heartedly believe that all of this would change if perks were given makeovers.


    Super strong perks get reworked to make them less ubiquitous and balance cost with viability.

    Then, rework and buff all of the cruddy perks.


    Suddenly, meta players will have a bunch of different, interesting builds.


    It's better to balance the game blame SBMM and influencers.

  • If you own him, you can get the prestige skins - but anything else :(

  • @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912740#Comment_2912740

    "If there isn't an issue with the other boon totems, you'd see them used more often."

    Gee it's like a perk has to be either busted or extremely good for survivors who run meta to use said perk or you're get ######### from your fellow survivors if you run a boon and don't bring coh because ######### trying to use perks that are underated

    That's legit the only reason why it's the main boon being run heck the one time I used a boon perk I got ######### for not using coh which is one of the reasons I don't play as mikaela

    No need to be hostile.

    That's kind of my point, though, I think we're agreeing.


    Non CoH boons should be made equally viable and strong enough that people would not feel the need to chastise their use.

    If you bring Exponential and no CoH - why?

    You wanted to have fun, right? It's an interesting perk, you wanted to give it some use. Why keep it so useless when it can be made to be strong enough to threaten the killer and force them to snuff it.


    Meta players are often bullies and are quick to reach for the most optimal builds, but so long as perks are balanced and carry their weight, these things will fade away.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915588#Comment_2915588

    It's not 'free' and it's not '0 cost'.

    The perk, literally, requires Survivor input. Survivors should LOVE NoED because it's a Killer perk THEY 100% CONTROL.

    But Survivors don't know what they want; They hate mindlessly holding M1 on a generator. NoED makes them do bones instead. 'Nooooooo! I want to just hold M1 on a generator!'

    Survivors decide if NoED procs.

    Survivors decide if NoED stays up if it happens to proc.

    Survivors decide to stay in a match with NoED instead of leaving through the gates (because they want that hook save).

    NoED is literally a Survivor-controlled perk, but they are too lazy to do bones. So instead, they whine it's 'free' and 'no skill'. They invent fake rules like 'basically lost because 5 gens popped'.

    Because they whine 'Mindlessly holding M1 is boring', then mald when things like NoED are created to give them an objective that takes them off gens.

    But it is not free or 0 cost. It's just Survivor input that they refuse to do, then cry that they got punished for ignoring it.

    You know what I mean.

    Saving the survivors cleanse each and every totem in the entire match and/or witness the hex totem spawn the instant the final generator is done ... saving the INCREDIBLY RARE circumstances - you bring this perk, it fires up.

    The only real 'cost' is not having a perk slot during the main match, and the very remote risk that the perk does not activate at all.


    In truth, it isn't all that big of a deal.


    But killers themselves do not need to do anything in particular to 'earn' the perk or 'efficiently' use it.

    It's just there. Best of times, worst of times.


    Corrupt Intervention is similar. You bring the perk, it does its thing if you like it or not. No 'counterplay' or 'using it well' - it just is. The killer does not need to invest in the perk anything but the slot.

    It is, in this sense, a 0 cost perk. Once you bring it, you forget about it and play as if it doesn't exist. The only cost it has is its own perk slot.


    Survivors have counterplay, yes. But I believe that their frustrations are not about the perk itself being broken or unbalanced, but that it may - in some cases - feel as though there is more reward than risk 99% of the time. Which I disagree with, but I believe that is a major part of their sentiment.

  • I think the only issue with the perk is that it feels FREE.


    The killer does not need to play around the perk, earn it, or play around it.


    Perks like Save The Best For Last can give a good buff - but command a player's playstyle.

    Pop Goes The Weasel and Pain Resonance are good perks, but killers must be intentional to make sure these perks find use.

    Even strong Hex perks like Ruin and Devour can be cleansed at points in the match.


    NOED is completely free and a total surprise.

    It does not reward bad killer behavior because it is incapable of rewarding at all. It has no stylings to reward. It is just a free insta-down perk.


    Not saying that it's bad or OP. I think it can be looked at to make it more grounded.

    However, I feel that survivors find the perk unreasonable in its 'counter'. They just seem to think that the payoff is equal to the 0 cost nature that the perk holds.

  • Just by bumping his collision stun down to 2 seconds would be huge.


    Give him a little 'lunge' AOE swing out of his chainsaw dash (a little like Blight rush) that lets you take a swipe at survivors nearby to exit the dash, but has a longer cooldown than if you just stopped, and collision stuns are 3 seconds.


    Would basically keep him fine as is, but add just a tiny bit more lethality to his kit and make him feel a lot better to use for both pros and noobs alike.

  • I wouldn't mind if survivors that vault a window have all of their perks deactivated for 5 seconds or something.

    This perk is basically dead on arrival :(

    It lives in the garbage bin because it's a Hex perk that's often useless while up and is an inactive perk slot most of the time.

  • @_kostas_pap_207 said:

    At the 1st one you write this perk can't be activated in a chase. But you also when it's active and you are in a chase the bonusses are doubled. You mean for the remain of the time that is left? + I think that with no cooldown this perk can be kinda of overpowered. (I think)

    At the 2nd one you mean until the haste is gone?

    The 5th one is meh. And can you give an example of it?

    I can't edit the writing, but it's meant to be an action speed buff.

    You're not usually going to initiate a chase and get on an objective within 10 seconds of seeing the killer - so the perk is situational if you want to start a chase and finish a 98% gen, but is primarily useful for getting a 18% faster vault once the chase starts.

    Yeah, that's what I was thinking. So long as the killer is under its affects. Which means you instantly know if they have NOED and would see them during the end game.


    Sure!

    You're on a generator and you hear heartbeat. Instead of hearing it omnidirectionally, it tells you that the killer is on your left.

    As it draws closer, you begin to understand that the killer - while you cannot see them - is probably coming around the wall, simply because the direction of the audio is very close and you can determine where they are coming from.

    If you lose the killer in chase, though, you hear their terror radius omnidirectionally until you're out of the loop for a few breaths.

    If the killer is 32-24 meters away, you only know the vague direction they are approaching from (Left, Right, Behind, etc.) but when they are very close (within 16m) you basically have audio wallhacks. If you have a good headset, you can tell exactly which way the killer is moving on the other side of a wall - but the second chase starts, you're going to have to wait until you're stealthy again to find use out of it again.

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