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Valik

Valik

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Valik
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  • @Brokenbones said:

    There's a lot of circumstancial stuff that has connections to Predator, but there is no way BHVR would get into a partnership with a license holder, create a bunch of content for it (Which costs money by the way) and then have to frankenstein it into an original chapter because of some disagreement or contract termination.

    They already had all the promo material, trailers etc ready ahead of the PTB so this has been planned for a long time

    Surely if it was a 'cancelled' license then that would cause legal issues and we would hear about it.

    The more likely and more logical explanation is that this is just a poor release from the dev team that they thought more people would like but didn't. Predator license or not, it's not just the Killer that is lackluster. The perks are extremely uninspired and boring too.

    In truth, when companies spend money on things, they scarcely just pack it in when deals go south - they scrap the effort and turn it into a new thing.


    Think of it like baking a cake. If you already made the batter and preheated the oven for your friend's party, but then it gets cancelled, are you going to throw the batter away or make cupcakes for your kids?

    "There's no way mom was baking a cake for her friend! See, these are cupcakes! Completely different! If the party was cancelled, she would probably just throw all the cake batter out into the trash and start over - there's no way that she'd make cupcakes out of yesterday's cancelled cake batter!"

  • It's a ripoff through and through.

    Undetectable, tracking, double pronged weapon, long nails, computer gauntlet, collecting skulls, weird mask, perk about hunting.

    If I were Behavior, I'd have the Arnold character and that girl he rescued as the survivors - which is probably why we got a ripoff non-Predator character that is paired with a chiseled guy and a sassy girl with the entire background taking place in South America

  • It was far from perfect, but it added a lot of variety with its layout.

  • It's far too late to go back and change what has been done.


    The best we can ask for is an option to set things right in the future.

  • He needs a rework - not a flat buff.

  • One of the greatest pieces of advice I got was to stop breaking pallets.

    You will spend more time in chase and applying pressure to gens if you learn to be discreet with when you choose to destroy those wooden blockers!

  • Things can be both fun and balanced.


    I miss the utility of old Dead Hard, for instance - i believe that most players had FUN using the dash in chase and to get creative with their plays.

    Balance is about COST. The problem with old Dead Hard, for example, was not its benefit, it was the COST and FREQUENCY.


    If they made FUN perks POWERFUL and COSTLY then the game will be balanced.

    If there are chronically unfun perks, they can be made CHEAPER and CIRCUMSTANTIAL to increase their viability while opening up opportunities for fun interactions.


    The game can be 100% balanced, without a doubt. The question is if someone want's to take on the task to tackle as much, which does not seem to be in the current playbook - as it is not a simple nor envious task.

  • Having to grind for so long to unlock characters and cosmetics for free is a sin.


    IMO reducing the costs of cosmetic IR costs and bringing original character costs down to 8,000 IR-Shards would help a lot. But as it stands I'm averaging ~40 shards a match.


    Even if they lowered the cost to 8k, it would take me a whopping 200 matches to get there!


    Playing 10 matches a day, it can take me almost a n entire month to get one!

    So if I don't want to buy the latest DLC - in the current state, I have to grind for the better part of 3 months to get it!


    MORE SHARDS

  • I'd be okay with voice lines if she was not a poorly written dumpster fire.


    Voice lines are repetitive and get in the way a lot of the time. Wesker is a rare exception. The Skull Merchant is simply not a well designed nor robust enough character to warrant expression, especially not any more so than the growing roster of other more fitting candidates for voice lines.

  • Until they see a drop in player retention and loss of revenue, they will likely do little


    Honestly, a lot of their staying power is anchored in the pillars of their content creation community. It is likely that if streamers choose to not stream DbD for a week in protest, Behavior will have no choice but to make a few changes.


    It is unfortunate that what must be changed is not the reversion of a few horrendous design choices, nor guidance of ostensibly bad balance updates... but there are key players in the company itself that fundamentally should not be working on this product. I don't know who or what - but there's obviously a few bad actors that are spoiling things downstream for everyone else.

    Things like "Let's just drop a massive 50% increase to all healing time" are the kind of self-destructive blunders that come from a place of power, where teams of talented and passionate people have no choice or options but to comply with the direction of their superiors. There is a group - great or small - who has authority that continues to make massive choices regarding the game's future who is clearly not qualified nor good willed in their applications.


    No matter how much people protest, those key figures will not be removed and they will not be replaced. If the company loses money, it's likely that the folks that will feel the worst effects are going to be the passionate and talented people that we all wish more of.

    The only thing that we can do if we see these poor changes is do what we can to disengage with the product and pray that someone up top makes a career change.

    We shouldn't write angry letters that will precipitate executive action against the employee's best interest, we shouldn't review bomb the game, and we certainly shouldn't blindly accept what is given to us. The only thing that we can do is human and wise: accept that this is simply the nature of things and remove your energy from it.

    If Behavior executives want to repeat what they did with Deathgarden, it's their business to act upon. But it is not our job to submit our time, energy, and love for a product helmed by suits that neither understand nor care about our plight.

  • It needs a bit of a tweak, not a buff.

    People tend to get bogged down debating if a per CAN or CANNOT be valuable in certain circumstances in the current state - forgetting about what players want, what Survivors need, and that the best perks are ones that are both fun and powerful at the same time. The reason nobody takes the perk is not simply because it cdan/cannot work, but because it provides less reliable value as other, more gainful options on the roster.

    IMO, here's what an ideal Technician change would look like:

    You have a wealth of experience with hardware, and prefer it all to run quietly.

    While working on a generator, the audio generated from repair sounds and completion progress is reduced by 40/60/80% and Physical aspects of generator repair are suppressed. (Piston movement, sparks, etc.)

    When a generator you’re working on explodes, it does not pause repair actions and makes no audio - putting this perk on a 30 second cooldown

    “If you can hear the fans on your custom rig, you wasted your money." – Feng Min

    Also, I'd like it if they changed the art a little to make it slightly more generic.


    When people run Technician, they want to sleuth a generator right beside a killer and never worry too harshly about the consequences of blundering a skill check.

    By making it so that the repair actions can easily be overlooked by an unwary killer, and has teamwork applications by negating the repair CD of missed skill checks and suppressing the audio the perk can come in clutch, but isn't complete immunity to explosions. Missing a skill check or saving your friend from revealing your position with this perk deactivates its benefits for long enough for reprieve. It's strong in a team and when it's up, and provides a 'get out of jail free' card that the killer can be mindful of.

  • On one hand, I wish this were the case - but it cannot easily exist in the current state fir numerous reasons:


    1.) Too many eggs in one basket. If they succeed in diverting their players to a new game, they will lose all of the value that they poured into assets from the first game.

    2.) Fragmented community. Instead of paying for servers for 1 game and having a team monitor the health of a single product, they will have to work twice as hard to make sure that buyers get their money's worth out of DbD and then the newer DbD2. In addition, players will feel aggravated from the base being fragmented - as several players will go to the new installment, and many more will be left on the previous version. Either way you're going to break your business and your customers in two.

    3.) Upgrades! SO MANY UPGRADES! They could have made DbD2 3-4 years ago and it may have been viable; new maps, new killers, reworked killers, new licensed faces, etc. However, Behavior has put a lot of their resources and effort into rebuilding older aspects of DbD to refresh them for an updated version. Killers have been reworked, maps have been changed, new content has been dropped and integrated. What you're playing right now isn't DbD, and it isn't even DbD2 - what you're playing now is basically DbD3! If Behavior came out and announced a sequel, a proper DbD2 - they'd be throwing away years upon years of effort and progress for basically no gain.

    4.) Live service model. Hilariously, Behavior has done more than double dip on their monetization. The skins and store items release constantly and are pushed heavily as if this was a FTP model. There's a battle-pass which uses Freemium FOMO aspects to turn retention into monetization. Then, they have DLC packs! $7 for an original killer/survivor and $12 for a licensed killer with two survivors sounds good, until you realize that purchasing 3-4 of these is the same price as entire video games on the market! So they have price tags on their expansions that require 100-200 hours to grind for! And the game isn't free, you have to pay to get it in the first place! Newcomers pay for the game... then they pay for DLC packs... then they pay for the battlepass... then they pay for skins. The setup for DbD is far too lucrative and monihtazation heavy to abandon. Instead of making a new game, it is more cost/efficient and stable to simply augment the existing product. Behavior maintains DbD and DbD puts food on their table - there's no reason to stop the bread train unless wither DbD cannot be maintained, or the food stops coming in.

  • I think nerfing self healing will be a huge way to negate this.

    I've played many matches where it was statistically better to tunnel the injured survivor off hook - as the healing power of survivors and relative safety of tiles means that an injured survivor in the open is forever a better option than going for an injury on a better positioned survivor. Hopefully, knowing that survivors will stay injured for longer and that they cannot easily trade health states will cause killers to be emboldened to leave the hook and take single hit chases.


    I do not think this will happen yet, because the healing change was horrendously butchered. But in the future when they figure out how to properly balance things, I believe that healing time will play a big part in drawing killers away from the hook and off the tails of recently liberated survivors.

  • Well said - I couldn't agree more!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989031#Comment_2989031

    Really? How would this be intimidating? You see they are busy "Oh, okay" invite someone else. I hate when someone invites me to play and for someone reason I can't play. I feel so bad so I usually feel obligated to play when I really can't. What I wish they had was the ability to chat to people on your friend list. So when I do join I can say "I can only play one or two games" etc..

    No offense at all towards you - but the language used in these interactions alone indicate a level of intimidation.

    You are declaring that players should feel discouraged from inviting those on their friends lists when they are flagged as 'playing killer' which, in and of itself, is designed to create an atmosphere where sending invites to those flagged as 'playing killer' would be deemed as socially unacceptable.

    In the end, you'd either still get the same invites from the same people regardless of your status - which restarts your cycle of feeling guilty and wrongfully obligated without change ... or people with a genuine interest to interact with you feel that they are committing a heinous atrocity by asking for your time when you are flagged as playing Killer.


    The two are not directly connected until they are mentioned as much.

    It's not so bad on paper to declare the status of your friends. However, as evidenced by the post and your response, there is a negative stigma that surrounds this implication; which is enough to warrant great concern.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032827#Comment_3032827

    My guy you are stuck in an animation the entire time you have endurance. You can't vault a window or drop a pallet until its gone.

    News to me - link to that information ?

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032741#Comment_3032741

    You can just wait until the animation stops and hit them during the vault/pallet drop.

    Vault is obvious just hit them once they start vaulting, but with pallet drop there is a short window between starting a pallet drop and the stun hurt box appearing. You can hit the survivor in this time.

    Endurance.

    https://deadbydaylight.fandom.com/wiki/Status_HUD#Endurance

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031907#Comment_3031907

    I meant that you won't gain distance. Now it is about 7m, after the update it will be 4m. So it's the same distance you move anyway (because you move at 4.0m/s).

    I think we're in agreement.


    You can no longer gain distance in the open - but as far as vaulting and pallets are concerned, the perk has been buffed.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031526#Comment_3031526

    It's not a moral failure to consider different things as different. At the same time, killer is stressful whereas solo survivor is like pruning a bonsai tree. Your words.

    As far as MMR, I've played survivor against gtvel and killer against angrypug. They're not low MMR.

    Killer being stressful has nothing to do with killer being difficult. I understand that the killer cannot be in four places at once and it becomes unmanageable against a 3- or 4-man SWF. My concern is with solo survivor. If all the proposed buffs for killer go through, though, solo survivor may as well be NPCs in a single player game. Doctor with Distressing, Coulrophobia, Sloppy, and Thanatophobia is an easy 4k against solos. Same with Thana Legions and Plagues. Nurse, Spirit, Blight, etc. This game cannot be both sweaty and simple. No one wants to play the role of NPC against a power-tripping killer main. It will create more SWFs if anything.

    It is not a moral failure to consider things as different.

    It is a moral failure to try to squelch someone's observations through external qualifiers, especially when such observations go against established faculties within the core aspects of the game - by the admission of both developers and professionals.

    "Killer being stressful has nothing to do with killer being difficult"

    The definition of stress is through the lens of difficulty. You cannot have something that is stressful but born of ease and elegance, you will not find a stress free environment that is founded in difficulty and volume. You essentially said 'stress has nothing to do with difficulty' when the two words are synonyms according to the Oxford Dictionary. This statement itself is self defeating and patently false.

    "Doctor.... is an easy 4k against solos"

    This is only true at low ranks. Doctor gameplay falls off abruptly approaching average MMR. Reasonably competent survivors do not have great difficulty managing pacification in loops, they do not fail reverse skill checks, and they are more than confident with the killer knowing their location. The Doctor's primary abilities include information and pacification, things that adversely effect low MMR players - but have very little effect on competent survivors who are familiar with such mechanics. To imply that Doctor is a dominant killer in the meta is telling of the kind of survivor gameplay that you've grown accustomed to - and also colors your perception of killer gameplay. If you think Doctors get easy 4ks, you're not playing the game anywhere near high MMR regardless of what you may assume. Not only is the killer choice telling, but the perk selection as well - while a fun meme build, this setup would provide very little resistance for good survivors... even at average MMR - many players are comfortable with remaining injured and run Resilience. Survivors are not intimidated by information, they are not greatly threatened by pacification, and they are not inhibited by remaining injured. If keeping survivors injured (preferably without 3 perk slots) and gathering information was all it took to get easy 4ks in this game, Legion and Plague would be unstoppable - which they, in fact, are not.

    "The game cannot be both sweaty and simple"

    Yes it can.

    You literally just said that fortnite is a more difficult game than Dead By Daylight, and that game is remarkably more simple in the lattice of its interactions than Dead By Daylight - so by your own admission, this is untrue.

    Create a Dungeons & Dragons one-shot. Before Level 3, the game is remarkably simple in concept - and has very few numbers to be concerned with, but it can be extremely difficult if designed as much; hosting a match at level 17-20 can be extremely intricate with dozens upon dozens of concurrent status effects, perks, and items being used simultaneously... but gameplay wise, it's a cakewalk for players who have a myriad of tools at their disposal to create solutions for evolving situations, making it extremely easy if designed as intended.

    Dark Souls 3 is famous for its first boss encounter where the player has hardly anything other than a weapon, and the encounter is difficult.

    Things can be both challenging and simple, things can be easy and complex.

    "No one wants to play the role of NPC against a power-tripping killer main."

    Never said they should.

    Killers are not the initial power roll in the game, survivors have the power of the match and can dictate the outcome of the match by preventing the killer from seizing their innate momentum. Killers must earn their place as the power roll by stealing it from survivors, who begin with a massive advantage that killers must race against the clock to capture. If survivors are good, they will make the killer pay so dearly for each and every health state that they bleed more time than they gain. Survivors, for all intent and purpose, are the power roll at the start of the match.

    Sad thing is, low MMR survivors do not know this and fall prey to their own ignorance in such circumstances - they simply do not know how powerful they are.

    You don't need to take my word for it - go ahead and watch professional streamers. Better yet, listen to the developers themselves who admit that killers are not able to effectuate killing as well as they'd like.

    You cannot sarcastically use the accusation that your detractors are power-hungry when the developers themselves have sided with them with reason.

    @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029515#Comment_3029515

    You lost me at noob Survivors are going to get their teamates killed -- as opposed to before???

    Self Care hasn't been a viable perk to use if you are a decent Survivor for a rather long time now, the time it takes is much too long to be efficient.

    Contrary to popular belief Dead Hard was never an "I win" perk, if a bad player uses this perk guess what...they're still bad.

    'You lost me at...' is never a good way of opening up a conversation. It may come off as ignorant or arrogant where it need not be.

    Self Care is an extremely valuable perk in the right hands. The power for survivors to regain health states in timely a timely and efficient manner is incredible in the right hands. But I think you misunderstand, I'm not saying it was flawless to begin with - however, making heals take over 40 seconds is going to obliterate low MMR lobbies. Those survivors that Urban Evasion to the corner of the map and Self-Care is going to result in a lot more SBMM hellscapes where folks are hard-stuck with Self-Care users on the low end.

    Sorry, but not only do the experience of game veterans beg to differ, but so does the data gathered by Behavior. Dead Hard is directly and unequivocally correlated to escape rates.

    That being said, saying 'this isn't particularly strong in the hands of someone incapable of using it' is a very poor stance to take. The strength of a utility is not governed by those who are incapable of wielding it. The potency of power is not determined by the inability of few to utilize its strengths appropriately. Ignorance of =/= impotence within.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031528#Comment_3031528

    Maybe but I’m not sure what would be controversial, plus for them to announce it means they were all generally onboard with it. I’m leaning towards it taking a backseat to all the other things in the pipeline.

    Then again - they thought at-launch CoH was a good idea, and that putting a hook in RPD 3rd floor was a good idea.

    Just because something might be a bad idea doesn't mean it's outside of their track record.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031488#Comment_3031488

    How I understand it from the clip in the dev stream yesterday, the "dash" no longer covers distance. You will be the same speed as you are running, but will be invincible for 1s.

    So you can use it right at the pallet when you usually would get hit because you don't make the stun in time, but you can't DH to the pallet/window anymore.

    I don't think you understand - the 'distance' is exactly the same.

    "the "dash" no longer covers distance. You will be the same speed as you are running, but will be invincible for 1s."

    Dashing with invincibility for 4m - or moving forward with invincibility for 4m - the only difference is 0.5s worth of 'movement time'.

    You can DH to pallets and windows just as reliably (If not more so) than before.

    You cannot gain distance in the open, or in a loop outside of pallets and vaults - but when it comes to approaching vaults and pallets, it's effectively the same.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029584#Comment_3029584

    The whole point of their icons was that it didn't need to be a perk for solo survivors. It's supposed to be something that benefits solos more than swfs without needing anything special in the loadout.

    I get that - but knowing the track record of the developers, my best guess is they may be torn on the subject.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029792#Comment_3029792

    Killer is stressful if you let it be stressful. Doesn't mean it's hard to play killer, it isn't. I've played against 4-man SWF, too. It's frustrating, but it is not the average match. You're more likely to destroy uncoordinated solos than you are to be destroyed by some death squad SWF.

    As far my experience, I've played two multiplayer games, DBD and Fortnite. Both of them are better when played casually, but only one is difficult. That's Fortnite, not DBD. DBD is a party game and always will be.

    The mistake here is that you've just tried to use experience in another game to justify a position.

    Not just because you are addressing the position as though you have command or insight into it, but because you are using experience through an external factor to try and assert yourself as qualified to make an absolute conclusion, which is untrue and a bit disrespectful.

    One cannot just bring in experience in another game and act as though it qualifies them to denounce the experiences of other players.

    It's unbecoming and demonstrative of the discussion at hand.


    But what the heck, let's give this a shot.

    If you want to use experience in other games to act as though you know a thing or two about Dead By Daylight, I'll play my hand at it.


    After playing over 1,600 hours of Dead By Daylight as a part of my many years of gaming experience, I have a fair amount of seniority when it comes to an educated opinion - you could not be more mistaken.

    I've played more 'competitive' games before, which qualifies my opinions more than mere 'fortnight'

    After spending over 2,000 hours in Call Of Duty, 1,400 hours in XCOM, over 1,300 hours in Fallout games, over 1,200 hours in League Of Legends, over 520 hours in Mass Effect titles, 400 hours in Rainbow Six Siege, about 500 hours in Gears Of War, 400 hours of Halo, 250 hours in Dead Space, 240 hours in Destiny, 230 hours in Overwatch, over 200 hours studying and playing Dungeons & Dragons, 180 hours in Borderlands games, 100 hours in DOOM games, and watching over a thousand hours of Fog-Whisperer content... I have more than just a relative understanding of what makes Dead By Daylight work as a game, both casually and competitively.

    I understand that you are probably playing the game at low MMR, which may explain your stance - as the killer experience at such ranks is an absolute breeze. But when you get to higher levels, SWF are not particularly any more or less difficult than normal players.

    I've been playing multiplayer games for over 13 years, and there's seldom an experience that can leave you feeling as frustrated and completely powerless as playing Killer at high MMR against competent survivors - by the game's own design and admission.

    Dead By Daylight is not a party game any more than League Of Legends, Call Of Duty, or Rainbow Six is a party game. And suggesting that you have a harder time playing Fortnight is not a qualifier to make such a bold opinion.


    I love the game, but if you're going to try to lord Fortnight experience over me to justify some sort of misguided claim that survivor gameplay is as stressful or difficult as Killer gameplay, you are sorely mistaken.

    It's one thing to disagree with someone, it's another thing to try and challenge the validity of someone's opinion based on your limited experiences in a battle royale.

    Next time, either be clear about the nature of your own opinion, or use your experience in-game to justify your claims.

    Remember: Not everyone is you.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029866#Comment_3029866

    If you were not going to reach the pallet running, then the new DH does not get you there faster. In order to make that pallet, you need to time your DH such that your window of Endurance does not run out before you reach the pallet. Compare that to the old DH where once it ended, you were both closer to the pallet AND further from the Killer than if you had not used it.

    Overall I agree, but it's a bit precarious.

    If you're talking about under a second difference, it's effectively the same.

    If you're talking about using Dead Hard while nowhere near a pallet or vault in a loop, then yes - you are correct. In the sense that you must be in the same general location as a pallet.

    To give you an example, using Dead Hard while in the center of shack to make the window or pallet is precicely the same, perhaps even stronger - and the variance is fractions of seconds with the standard deviation of a few meters. In this sense it's exactly the same. People typically wait until this location to use Dead Hard anyway to be both safe and ensure the accuracy of their direction.

    Using it before being in the middle of the shack will not be as powerful - yes you are correct.


    When I say 'the window is smaller, the player already reaches' - I'm saying that using the perk to get to a vault or pallet is basically the exact same, which is the primary use of the perk to begin with.

    It seems like when you say 'the window is smaller, the player already reaches' - you are talking about when players use DH mid-loop away from pallets and vaults, or in the open.


    If so, we're coming from it from two different definitions.

    You are correct, in that using the perk outside of the established safety of vaults and pallets is a lot more demanding. Yes.

    I'm not incorrect, in that using the perk in the same ideal place as before is precisely the same as it is now, if not more powerful. Yes.


    I'm starting to think this was a misunderstanding, I even said earlier that using the perk mid-loop absolutely could fail as it couldn't before.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029822#Comment_3029822

    Incorrect. It means you must have been able to borderline reach the pallet already in order to use the DH.

    I do not think we have the same definition of what 'Already reach' means.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029768#Comment_3029768

    "Using the perk 8m or 6m from the pallet may no longer work, granted - as killers can now wait that out and hit before the pallet"

    Ergo, the window is now tighter. Case closed.

    Theoretically, but in practice - it will be negligible.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029515#Comment_3029515

    What is killer, then, if survivor is like clipping a bonsai tree? 55% kill rate according to the latest statistics while SWF escapes at a 15% greater rate than solo survivors. Bring up what is difficult in this game. There is nothing difficult about this game mechanically, including killer. You take the average 12-year old at Arena Champs level on Fortnite and ask them to learn killer, they will go on 50-game win streaks on any killer in this game. Killer is hard, give it a rest.

    Killer is extremely stressful.

    If you're looking at kill rates, you're completely missing out on the content of the matches. Having to squeeze out 55% kill rate from the clutches of Dead Hard, DS body blockers, and proficient loopers is pulling teeth in the worst ways - especially on lower tier killers like Freddy or Saduko.

    Keep in mind, tunnelers and campers can often get 2k matches.


    If you think Killer gameplay is either easy or simplistic - especially relative to survivor gameplay - then your lack of experience is sadly showing.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029666#Comment_3029666

    When you currently Dead Hard, you are actively gaining distance away from the Killer, who now has to spend additional time to close that extra distance. That is not the case with the new Dead Hard. You are no longer getting closer to the pallet faster than the Killer can move. THAT is the difference.

    It is exactly the case, and I don't understand why you are not getting this.

    Old DH ferries you safely 4m - the killer cannot hit you.

    New DH ferries you safely 4m - the killer cannot hit you.

    If the killer swings with old DH, 1.5s animation.

    If the killer swings with new DH, 2.8s animation.


    You are no longer dashing super quick over the 4m, but you have guaranteed safety for the next 4m.

    You are traveling the same distance with safety.


    Using the perk 8m or 6m from the pallet may no longer work, granted - as killers can now wait that out and hit before the pallet - but at the prime location to use DH for a pallet, the interaction is effectively unchanged.

    Vaults, however, are greatly buffed - as survivors are given a generous speed boost afterwards, half of Lithe and a free health state.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029545#Comment_3029545

    "It is not at all a tighter window. Where it used to be a 'Use either right when you're about to get hit, or as you're approaching a loop interaction to gain distance, it's precisely the same here."

    It's not. You're not gaining distance when using it while approaching a loop. You are, at best, moving at the exact same speed as you would while running. You can still use it JUST as you're about to reach the pallet to make it safely, but because you're not getting a dash, the window IS tighter.

    I do not think you're understanding.

    Survivors move at 4m/s - that's 4 meters in 1 second.

    Dead Hard grants 4m worth of movement.

    If you press the E key at the exact same location as you previously would have with DH - you approach the pallet with Endurance and close the exact same amount of distance safely.

    So long as there is a vault or a pallet at the tail end of that 1 second duration, there's nothing that can be done about the activation of the perk.

    When survivors use Dead Hard to dash for a pallet, they do so safely - closing 4m of distance where the killer cannot stop them, and then throw the pallet.

    When a survivor approaches that situation now, they do the exact same thing: Approach the pallet - press E when about 4m away - throw the pallet down upon reaching it.


    The window is not tighter - the window is precisely the same: 4m from the pallet.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029584#Comment_3029584

    By that logic, if killers recovery from hit attacks is faster in basekit and so is breaking pallets, why do they need brutal strength and STBL?

    Don't look at me, I'm not the one designing the game.

    History has proven that the devs have been reluctant to make these changes up until now - so if I had to bet on a horse, it would be that they're going to lock the change behind a perk.

  • They'd be a lot better if the boon shattered at the tail end of the animation with a satisfying crunch.

    It's not the animation itself, it's the lack of reaction or overlapping action.

    When the hatch is closed by these very same animations, the snapping of the hatch door and the bombastic sound punctuation signalling the end game collapse makes it satisfying.

    The fact that the killer performs that animation as the boon remains through the animation, only to return control to witness a pathetic 'puff' is - well it's egregious.

    Lazy to the bone is one thing - ineffectually lazy is another.

  • Pretty much.

    I try to sleuth around or break line of sight. Give it the old college try - but I must accept that beyond my own inadequacies to evade Nurse players, more often than not my allies are ill equipped in the same area.


    Letting go on the hook is preferable than wasting time letting her slug and sequentially eradicate us in the least enjoyable way possible.

    It doesn't help that I'm in the 'Nurse gameplay is boring' camp and find those matches to be complete snooze-fests.

  • I'd rather Coulro gave people those reverse-skill-checks than 50% needle speed.

  • They may have had a change of heart.


    The biggest concern is redundancy.

    If there are icons, why do survivors need core information perks? What good are information perks?


    Knowing Behavior, they often lock these kinds of updates behind perks. You may see in the next couple patches a 'Inner Information' perk that allows survivors to see the icons of their allies interactions.

  • Rework Wretched Shop, simple as that.

    Main building has 2 windows - turn one of them into a breakable vault (A window that can be destroyed to make an opening)

    Main building should be a bit larger.

    Where the basement does NOT spawn: Create a 'workshop' clutter where survivors can skulk.

    In the main building, killers or survivors can activate an alarm system that rings loudly for an extended period of time (It can be disabled) this audio can be used to cover up audio (Such as healing, breathing, or footsteps)

    There is a door always open - the garage is open just enough to let survivors and pig/ghostface crouch under, but normal killers cannot until they open it from the inside. Survivors can close it to the appropriate height with an extended interaction.

    One of the two doors spawns as a breakable wall.


    The only major flaw with this map is the two windows in the main building has two doors and cannot be approached from one entire side. By allowing two ways in upon breaking a wall - and allowing the killer to remove one of the windows, it can make the structure a lot less as easy to loop. By making the structure bigger, it can allow survivors a bit more room to loop and hide if the killer foregoes the breaking action - and the long garage door can prove to be a challenge if survivors elect to keep it half-closed.

  • If Off The Record launches as is - BT is going to be a dumpster perk.

    Same reason you don't see Small Game or Counterforce anymore - ever since Boon totems came out.

    Same reason you don't see For The People or We're Gonna Live Forever being used as anti-slug with Unbreakable existing.


    Off The Record is going to eat Borrowed Time's lunch, and instead of players bringing BT for their friends, they're going to expect everyone to bring OTR instead.

    I do not think the majority of readers understand just how fundamentally and absolutely broken OTR is going to be if they roll it out as-is. This is an unprecedented addition to the game that will likely break it worse than Dead Hard and old Boon: Circle Of Healing combined.

  • Nurse is potentially the strongest.

    She is designed for perfection - but human meat brains have difficulty with perfection, and are really good at generalities.


    Nurse is designed to be played by a robot, not a person. The balancing factor is the human element.

    That being said, when players drill themselves and train to mitigate human error - this fades away quickly.

    The Nurse with 9 hours of experience? Laughable and weak - pathetic and the target of bully squads.

    The Nurse with 90 hours of experience? Deadly, but fallible, balanced.

    The Nurse with 900 hours of experience? Completely broken and there's no recourse.


    it seems that this is a major draw to Nurse players, which is probably a reason why it will not be changed much in the future. Although I do not understand why even those who love the nurse feel the need to act as though she does not break the conventions of gameplay.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028912#Comment_3028912

    Yes, but due to the inability to just use it freely to dash to a pallet or vault point, the "optimal situation" now has a tighter window. I could be wrong here, but I think in practice, DH simply whiffs more often (while also having a bigger payoff if it connects).

    It is not at all a tighter window. Where it used to be a 'Use either right when you're about to get hit, or as you're approaching a loop interaction to gain distance, it's precisely the same here.

    Use DH in the open to save yourself | Still works exactly the same, new version is patently better in the open - if you bait out the hit, higher numbers reward you.

    Use DH at a loop while the killer draws close to extend the loop | Still works exactly the same, if you're about to lose the loop - press E to flip the killer the bird, if they hit you - you can rush to another loop altogether. This may fail at times, but it's highly reliable.

    Use DH at a window to bait the miss | Can't do this anymore - as there are no I frames.

    Use DH to get to a pallet safely | Still works exactly the same, instead of gaining 4m in 0.5s, the player has 1s of invulnerability and gain 4m in 1 second. It's effectively the same dash at half speed. The killer cannot hit you before you get to the pallet, and once on the other side - the pallet can be dropped safely. The killer must either give you a hit/speed boost and preserve the pallet, let you throw the pallet and stun them, or disengage and surrender the loop. Exactly the same.

    Use DH before vaulting to ensure a safe vault. | Works even better now, one used to need to calculate distance to get to the vault faster - a mistimed DH will have the character bunch up against the window and eat a rebuttal attack, and even on a successful interaction, the player does not gain any momentum on the other side of the window. However, now the player is doubly fortified. If they press E before approaching the window - there's precious nothing the killer can do to stop them. Hitting the survivor will confer Deep Wounds and give them a substantial speed boost on the other side of their vault, waiting out the timer allows the survivor to safely vault away, and forfeiting the chase simply isn't a 'counter' to pressing E.


    It's not a tighter window - you press the button at the same exact times and it's going to work effectively the same.

  • It ONLY effects injured players, ONLY when you hook someone, ONLY for a short time, and ONLY if the perk is off cooldown.

    Removing the cooldown only shaves off a bit of those 'ONLY' drawbacks.

    ~

    Upon hooking a survivor, injured survivors scream (Not revealing their location) and suffer from Hemorrhage and Exhausted for 16/24/32 seconds.

    When the duration ends, survivors that are affected by this perk and are still injured scream, revealing their location.

    This effect can stack.

    ~

    By simply removing the cooldown and letting the effect stack on consecutive hooks, the perk rewards those who leave the hook to rapidly pressure survivors. The Oni is the debut killer for this perk, and it should best compliment his snowball playstyle. As it stands, the lackluster value and lengthy cooldown make this perk difficult to work with – by making it stack consecutively, it becomes a ‘rich get richer’ perk. The direct counter is healing – remaining healthy and playing the game safe, much like when facing an Oni in general, counters the perk. Buying time for other survivors to heal and repair by sacrificing pallets – by refusing to trade health states, this perk becomes much less useful. It is only powerful on a killer that is able to re-acquire their prey within seconds of a hook action and push them to the ground quickly. As the game drags on, applying pressure this way becomes increasingly valuable to the killer – while survivors must make the choice to heal up or try to rush objectives to escape before their health and hook states are burned through. It’s a very simple change that completely shifts the paradigm and nature of the perk and how people interact with it on both sides.

  • I really don't understand this 'Solo que is hard' mentality sprouts from.

    Solo que is a stress relieving experience, especially at higher MMR.

    Like trimming a bonsai tree - predictable, low-effort.


    Sure, when you're in a lobby with silly-nannies that throw chases or get their teammates killed, it can prove to be a challenge - you almost want SWF just to remove the possibility of another feeder on your team. But once you actually start getting good, and get paired with similar MMR survivors - the game gets progressively easier and easier. SWF information can make a match far more simple, and opens up the opportunity to sweat for those 4e trials. But if people want to act like Killer is a breeze and solo que is hardcore... it goes against everything I've learned over the past 1,600+ hours of gameplay and countless hours watching streamers and content creators play and work in the game.


    Make no mistake, the changes are going to make the game into a veritable bloodbath - but mostly because of the Dead-Hard and Self-Care changes. Noob survivors are going to use Self Care and get their team killed now... and Dead-Hard is going to stop being such a crutch perk for absolute garbo survivors that learned to press E to win the game. Survivors that have come to rely on the absolute ease and free escapes provided by DeadHard and end-game DS procs are going to cry into their sleeve for a week or so - newer players who go for self cares in corners are going to ravage low MMR lobbies.

    All in all, though, survivors will find that their MMR is going to be a bit more accurate - that is unless Behavior botches the DH nerf and accidentally buffs it in the process.


    To all my fellow Solo Que players who are worried that they're about to get stomped: the only thing SWF does is grant information. If you cannot preform well with limited information, you're sure as heck not going to perform well with more information. If after the DeadHard reign of terror, survivors are still complaining that the game is too difficult - it's simple ignorance of reality. When even the developers themselves are showing concern because kill rates are low - you know the battle is lost for that.


    Low tier MMR lobbies are going to be abysmal, because silly noob survivors are going to absorb even more time and fumble around with even less efficiency now. However, this also means that any competent player is going to rise quickly - if silly survivors and noobs find escape extremely difficult, but good players are able to see the proverbial strings and hedge their bets, they will rise.

    This change will make low MMR matches a bloodbath for a short while. But soon enough, the baby dwights and stock blendettes are going to sink to the very bottom of MMR, and those who push on through are going to have a much easier time for their trouble. This is a straining effort, but it will strain the noobs from those who know better than to spend 120+ seconds on 3 heals.

  • There's a problem when a game censors words and titles that exist within the game itself.

    I get trying to censor racial slurs or strange, malicious phrases, but when you censor names of perks, core concepts of the game, and basic discourse - you've done goofed.


    This censor system would be pretty heavy handed for a children's game... this game is for adults.

    Nobody should be bullying others to suicide - but '#########' cannot be censored in chat - because PLAYERS CAN LITERALLY KILL THEMSELVES IN THE MATCH.

    'You didn't need to #########, I had Mettle Of Man' should not read 'You didn't **** ** **** ********, I had ****** of man'

    EDIT:

    it was removed from the forum.

    Even though saying 'they're killing themselves on hook' is common nomenclature for this game when you see someone on a hook attempt escape and fail checks to intentionally die as soon as they can.

  • Thanataphobia

    Hex: Plaything

    Jolt/Surge

    Scourge Hook: Gift Of Pain


    NEVER bring Dying Light on Legion. It does NOT affect the Obsession and grants the Obsession 33% additional healing! One survivor can heal up the rest faster than Thanataphobia can slow down their gen speeds to keep up. NEVER take Dying Light on an injury build EVER.

    Thanata is an obvious pick for Legion. With the upcoming buff increasing its effectiveness by 10%, it's going to be even better.

    Plaything is totally underrated as a slowdown perk. You'd be surprised how eager survivors are to get rid of Oblivious - even when it removes Killer Instinct. Not only will this allow you to become a stealth killer that can creep up on survivors when they least expect it, but cleansing all totems will take 56 seconds of cumulative survivor time away from them. With Thanata at full power, this can take over 67 seconds away from survivors - that's more than 2/3rds of a generator.

    Surge/Jolt is hyper rewarding on an aggressive build and encourages survivors to spend even more time healing up. If they go down at any time, their fall can subtract a painful amount of progress from nearby generators and keep you in the match, pressuring everyone off and away from objectives and interrupting healing without wasting time kicking generators. While this generally increases the velocity of the killer, removing ~6 seconds of progress from a generator paired with Thanata will mean it steals over 7 second instead. After the upcoming patch, Jolt will subtract over 9 seconds worth of progress from the generator... with full thanata, that's effectively over 11 seconds of regression on nearby generators every time you put someone down for a dirt nap.

    Gift Of Pain does what Sloppy Butcher does but passively, and discourages healing while mounting to the slowdown incurred in such situations. If a survivor dares heal - they can have their actions slowed by a significant value... with 2 stacks of Thanata - it's 19% right now, but it will be 27% !!! Gaining the benefit of Mangled and Hemorrhage on unhooks is also fantastic. Being able to trim such an important value from survivors is great. Darned if you do, darned if you don't.

  • 1 - Meh. I'm not sure this reason is concrete. It's nice to know - but 25% of the time you get it anyway. It's powerful information, true - but both potently strong and absolutely unbalanced when looked at in a certain light. By simply having basic awareness of where certain survivors are, you can 100% of the time glean where the killer is and what they are doing - this is an incredibly oppressive tool against killers that is usually reserved around highly situational information perks and items. While having this information displayed with the Obsession is a good bonus to the match - and is balanced due to its scarcity. Letting survivors ALWAYS know who's in chase and who isn't in chase at all times is quite a lot to contend with. While I can see the merit, as 4 man SWF see this benefit passively, I don't think that it is a fair trade. If 4 people play the game on coms, their coordination and communication is also fillable - giving a blatant and omniscient notification with perfect information that reveals the location and activity of the killer to all survivors is far, far too powerful to be given to all players at all times. It's half and half. It's incredibly strong, but some players already have it - so it may be seen as fair equipping everyone with the same weapon to use against killers, but I personally think it detracts from the joys of lower MMR matches and the fear factor. It's injecting the cynicism and mechanical numbness of high MMR into every match forever, and I don't agree with it.

    2 - Difficult, as the parameters for 'going for hook' is extremely vague and can be misleading. How do you code that? If it's based on where survivors are looking/moving - there are so many possibilities for false positives it might as well not be implemented. If it is based off of context (Was on generator, left shortly after hook action) this too can lead to false positives. The only way to remove a massive amount of misinformation is to make a confirmation system (Press X while looking at the hook to declare intention) - but this can be misused by newcomers and patently abused by trolls. You'd see a vast majority of players NOT confirming their actions, especially because they'd have to cancel it mid-chase if they are caught out or have to switch priorities - and trolls would just confirm their intent to unhook and ignore the hook altogether. Even if you made a complex system that marries the two - requiring context and confirmation, it would start gathering dust in a hurry. Survivors simply won't bother 'confirming' the unhook with their allies while they run towards the hook, or they will spam it to annoy teammates. In addition, while such a thing may help in certain aspects, Kindred is a popular perk in the match - which makes this aspect rote by mere existence... and to make matters worse, average to high MMR players don't need much in the way of information, as they play their matches efficiently enough that such a change isn't needed. So if this addition changes next to nothing in good lobbies, is redundant with information perks, is too complex for new players, will develop false positives, will be outright ignored by many - many players, and will be used by some to annoy teammates... Why bother? It's too difficult to implement without these issues inherent in its design. Either buff information perks so that they are used more often, or use deterrence to teach survivors context and how to better play around hooks.

    3 - There are only two problems with this: Either it's in the pre-game lobby - or it's in the match.

    If it's in the pre-game lobby, you're going to see a lot of people leave matches when they see an ally with an unfavorable build, pre-match bullying, and disagreements. Meta synergies will be enforced and survivor gameplay will be a community enforced slog - either you play the perks your team wants, or they will dodge and get a better match. Say goodbye to your ques if you bring No Mither. If you let survivors scrutinize each other's builds and offerings, the game will become bogged down by meta picks even more than before - and players will feel the sting of slower cue times and choosy allies that may force their fellow survivors to pay for their perk selection in blood once the trial begins. 'You brought a stealth build - I'm going to ruin that for you!' 'Wow, you didn't use For The People on me? I know you have it. I hate you and will sandbag you now.' Giving survivors the ability to glean insight into who they will play with and exactly what methods their allies will employ will be the absolute worst thing for the community and will turn the game into a toxic trudge from match to match with the same team synergies being exploited and seen day in and day out. You want to make the game more insufferable, this is a very quick way to get there in a hurry.

    If it's in match - as a wise man once said, no one should have all that power... at least not for free. Having allies see exactly what your build is can be situationally beneficial, but more often than not it takes away from the experience for very little in return. If the worst thing imaginable is that an ally comes to your aid when you have deliverance, such problems are not common nor severe enough to warrant such a blatant revelation. Open Handed isn't a particularly useful perk, if Open Handed revealed your perks to your allies - and you get to see everyone else's perks as well. If you want everyone to know that you have Deliverance, take Open Handed - that would be an eloquent solution that may allow the perk to see the light of day. This being said - otherwise allowing survivors to know the exact loadouts of everyone else doesn't just increase efficiency, it detracts from any semblance of wonder, ambiguity, or general willpower. Again, solo allies can and will use this information as a source of scrutiny, and they will also ignore it in many cases. While it may be nice to be aware of a Deliverance or a friend with Unbreakable, DS, or Mettle Of Man... it's too much clutter and potential disruption for very circumstantial 'balance' benefits.

    There are many reasons there is no other multiplayer game where the precise loadout of your allies is revealed to you during gameplay. There are many, many, many reasons.

  • The worst thing is that the perk can still force lose/lose situations for the killer and in those cases - the survivor gains more distance than before.


    DH used optimally today: Killer eats 1.5s missed attack cooldown and survivor gains 4m.

    DH used optimally now: Killer eats 2.8s successful attack cooldown and survivor gains ~12m


    The 'distance' aspect of the perk is actually GREATER if used correctly.

    This being said, the most frustrating thing about it - as stated - is that it is FREE.

    It can be used at any time without any repercussions to consider.

    There are no drawbacks. It can be used at any time for any reason without consequence - and can be utilized to force the killer into impossible-to-win interactions.


    In honesty, they didn't even need to nerf the dash or invincibility - all they needed to do was make the user PAY for its employment. If you use Dead Hard, you must be READY to deal with the consequences. Until they add payment to counterbalance its strengths, the perk will remain broken until they otherwise give it the Ruin treatment and mori it.

  • The best part is that it is literally WORSE than normal gameplay at tier 1 and 2.

    Kicking a generator confers 2.5% regression instantly and begins regressing the generator at 1c/4s (1 second worth of survivor progress every 4 seconds. -0.25c/s) But as Ruin stands, at tier 1, it will not allow you to kick the generator for the initial 2.5% regression, and regresses generators at 50% !!! 1c/8s (1 second worth of survivor progress every 8 seconds. -0.125c/s)

    Absolutely pathetic.


    This is an inane and childish approach to balance. I've seen freshman papers with more sound proposals to their game's design than this, which is a shame. The Behavior team works hard behind the scenes, but changes like these are what strikes the community with cynicism and skepticism without need. There are hard choices and decisive actions that may be taken at times, but this iteration is needless and amateur.

  • Stealth killers are fine as is. Sometimes being sneaky when survivors least expect it can be a powerful tool.

    Wraith is known to be able to mess with SWF by starving them of information, and can use his uncloak speed boost to attain hits where other killers would struggle to shut down loops.

    Shape has some of the most intimidating early game plays, because granting just a bit of stalk to him can mean big problems further down the line. While I think the Shape certainly needs a buff, removing his stealth is not the way to go about it.

    Pig has a nice bit of stealth on-command that can make her early game quite apprehensive. Her primary abilities include shutting down unsafe loops and granting massive mid-game slowdown.

    Ghostface fills the air with paranoia with constant Night Shroud use and the ability to make a stealthy approach - stalking survivors and saving them for an opportune time to put them in the ground for a selfie.

    Onryo has a massive teleportation ability that stacks on survivors and allows her to kill them if they do not engage in her slowdown mechanic.


    Removing stealth from any of these killers not only effects their playstyle, but the core identity of their kit.

    Stealth is a playstyle on its own, and without it - matches would play out the same and be a lot less interesting. Variety is the spice of life. Not every killer needs to be the same.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022052#Comment_3022052

    "New Dead Hard: 12m travel distance"

    Am I missing something here? New Dead Hard gives you no speed boost unless you time the Endurance hit correctly. So just using DH and not succeeding on that timing means your travel distance just normal Survivor run speed for 1 second (which I believe is 4 meters.)

    They are using the optimal situation.

    If used properly, the old DH only gave a 4m burst of movement.

    In the right hands, the survivor will gain 1.8s of 50% Haste - gaining up to 6m/s for 1.8s - which is about 12m.

    If you use DH perfectly today and the killer misses - they enter a 1.5s recovery animation and you gain 4m distance.

    If you use DH perfectly after this patch and the killer hits you - they enter a 2.8s recovery animation and you gain 12m distance.

    The killer experiences nearly twice the slowdown and the survivor covers three times as much distance.

    This makes the perk much, much stronger numerically - and triggering it will not be outstandingly difficult, as most survivors have an approximate time that they will get hit by creating a threat to end the chase (Vault - throwing a pallet - Conspicuous action - body blocking)


    In theory, not as good.

    In practice - much better.

  • Agreed - the developers need to understand from a simple look at styptic and BT that Endurance = boldness, not necessarily safety in fleeing the killer. Giving players the ability to take a free hit will not encourage them to flee, but to attempt to force a confrontation to extract value from their temporary invulnerability.


    That being said, I think Endurance should be kept as is - without the ability to go down for taking a protection hit... especially because all that need be is that an injured survivor is nearby to nullify the safety provided. Perhaps there should be a new status effect 'Resolution' or something like that - something that will not satisfy a protection hit or anything aggressive in behavior.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027079#Comment_3027079

    I'll reference what I said earlier about having ruin disable when a survivor is killed. I think that's the healthy choice out of the two since it'll promote spreading out multiple hook states. You get to choose whether or not it goes away sooner or later.

    I'd disagree on a fundamental level - but I hope we can agree that both hard-nerfing the efficacy of the perk on TOP of putting a kill-switch into it is... a bit much.


    Also, I don't think any hex perk should self destruct, as it's a hex perk. Survivors can either remove or trigger hexes by cleansing them, it removes the perk permanently. Hex perks have about a 40% chance of spawning near a survivor's initial spawn. It's high risk high reward. Removing the reward is one thing, but even with the reward in place - turning the 'high risk' mechanic into a 'high risk + guaranteed flop' is extremely questionable.

    If they wanted to make it shut down, they should pull it from being a hex perk, right? But, in truth, there are two far more eloquent solutions to the Ruin problem that would balance it without all of this malarky:


    1.) Ruin triggers once cleansed, not until cleansed. Like Haunted Grounds or Retribution - Ruin only activates when cleansed, which would play into the high-risk-high-reward mentality, and could provide an interesting new approach to the perk's effects. For instance, you could have generators regress at 300% speed for 64/128/192 seconds. This makes it less oppressive in many games, would certainly lower the pick-rate, and would only spell the demise of survivors in the mid/late game, while scarcely effecting the early game unless a zealous (or overzealous) survivor goes for a quick cleanse. This would change how Ruin works and put the fear of the Entity into survivors while also giving killers a steep enough reward to risk the hex perk.


    2.) Simply keep ruin as-is and build in a 4-8 second delay on activation. When a generator is left alone for longer than 8 seconds, ruin begins to regress it at 200% speed. Not only does this save charges for survivors (up to 4 seconds worth of progress) but it also starves killers of much of their passive oppression and information (Surveillance combo would become useless). Survivors that are able to coordinate could more effectively fight through the hex, provided it remains active. By simply adding a delay to the perk's activation at each instance - the overall value of the perk steeply declines. It remains a powerful perk, but as all Hex perks go - it can be removed from the match.


    Putting a self-destruct into a perk is like the developers saying 'you've had your fun, time to go home'. it's adversarial and completely artificial - it lacks an organic touch. They should either change the perk's relation to Hex totems, or just add an activation delay to slow its potential effectiveness. Making a perk doubly volatile doesn't make it less viable - it just makes it less fun.

    This is the Dead By Daylight equivalent of your Dungeon's & Dragons DM deciding your character is suddenly unable to use their favorite weapon. "Why?" you might ask, much to their chagrin. They look up at you from their notebook, "Because it would break the encounter I set up.". You ball your hands into fists in frustration, "Why? Why didn't you just make the encounter a bit harder, or change the nature of the encounter to oppose my weapon? You could have selected enemies that countered me or applied a different approach to reach the same means... why didn't you do any of those things - why are you telling me that my character simply cannot have their weapon?"

    The DM smirks, "Because I'm in charge and you are not."


    It's literally breaking the established rules to remove a player's favorite toy from their hands.

    It is bending and breaching the conventions of Hexes and prospects of perks themselves to punish killer players that bring the perk.

    insult to insult and injury to injury. Taking the perk away from players that are doing their job and playing well is the epitome of poor design and is not helped by how spiteful such a change comes off as.

  • 3 ways to fix camping:


    1: Make killers stronger in chase - remove survivors ability to extend chases and punish the killer with ease. (A step forward with this patch)

    2: Slow down generators to give killers more time to do what they must (Done in this patch)


    3: Make survivor's into BP piñatas that degrade based off of hook proximity - and are enriched in chases.

    Make it so that hook states have a base BP value, and that the value gradually decays while close to the hook. The value increases slightly while in chase, and the value greatly increases on consecutive hooks.

    Hook someone (+1,000bp) but sit there and stare at them... when they hit phase two (+500bp)... hit their friend who saves them last minute and hook them (+250bp)... they hit phase two (+100bp)

    Hook someone (+1,000bp) and then go and chase another survivor for a little, hooking them (+1,250bp)... They hit phase two as you chase someone (+1,500bp)... hook that other person (+2,000bp) etc.


    Use bloodpoints to greatly reward killers that chase survivors and engage with them in healthy ways, and make the post lobby screen show the diminutive returns of a camper - causing them to gain a lot less BP for their time investment.

    Camper gets 2 kills - 5,000bp in post game lobby.

    Good killer gets 2 kills - 32,000bp in post game lobby.


    Campers will disappear over night.

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