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Whoudini

Whoudini

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Whoudini
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  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214801#Comment_3214801

    I personaly use saboteur and sometimes breakout, because even if it's weak compared to flashlight, it's much more fun for me. And both perks have value (on some maps more then on others). 97% to 100% + hit distance is something very different to 92% carry speed. So if I was forced to choose a nerf, it would be +2s to carry.

    But I don't like even this one, because it's not rare, that killer downs someone mid 3 hooks, chooses the 1 I am close to, I sabo it as he hits me and yet has enough time to hook the survivor on yet another hook. I consider this very unfair. Things like this means that on some maps/situations it's literally impossible to pull sabotages off without breakout (so you need 2 perks or perk and a toolbox).

    On the other hand I had seen just 1 map, that can have such a bad RNG (and bad RNG is still hard requirement), that killer could not hook survivor in a single zone no matter what he did (so unfair situation for killer). And yet, the map is most killer sided out of all the maps in whole game - with official stats saying it has highest killrate from all the maps (and with good reasons).

    Yes I hate midwitch even if I love sabo plays.

    I mean thats fair, but we cant balance the game around sabos. If it really was a big deal we could just buff some of the sabo perks and items (I would take a heavy buff to sabo toolboxes and nerfing their gen speed increase any day).

    My experience with hooks has been quite different, its uncommon but it does happen once every 5 or so games where I am forced to slug a guy because of it (I even had one surv in my last game literally sprint to the corner so I could not hook them so I just waited from him to bleed out for 4 mins, on asarov's).

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214729#Comment_3214729

    Which results in 2 dead (in case of SWF that knows what's happening) before all gens are completed (as was proven also by Otzdarva's experiment).

    Just genrush is no longer an answer since 90s gens.

    If the killer gets an early down one or two are going to die so you need to hopefully not get downed in 10 seconds and not be near basement if you let this happen as a surv thats on you and this proposed reassurance change wont fix anything even.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214726#Comment_3214726

    Well I was not talking about speed being issue with regards to how quickly they finish carrying. I said the issue is with interaction between killer and survivors if someone is being carried (+ max distance and fairness to sabo plays, but that's different discussion).

    To repeat myself - there are very good reasons why survivors are a little bit quicker then killer (with exception to 2 perks that adjust speeds). Read my response again if you want to understand why that's the case.

    Everything you mentioned is very niche, starstruck would not matter since 5% the killer would still be slower than survs (you would go at 97% speed) so thats not going to change since you should never go near a killer who is carrying someone when starstruck is up anyway.

    Saboing would be slightly harder but is very rare still, and even with this change if you sabo the one hook in a hook deadzone, the killer is still not going to get anywhere with an extra 2 seconds of distance.

    Breakout, why do we care about this? its one perk which sees like 0 play. For good reason, I have basically never had this perk work out against me.

    Afk player chasing never happens like ever and you mentioned the agi combo, we can simply nerf agi to add 13% instead of 18%. Problem solved. (also killer is still going to be slower than survs with a 5% speed increase so he will never catch up to anyone).

  • Bridge the solo q gap and then buff killer to compensate. Clean and simple and literally the easiest fix and what should be done, everyone is happy.

  • @ShintyShinto said:

    0.5 feels like too small a window with latency, and my ping is always under 40ms. I often press the activate button just before the killer swings and still go down. It's like I'll see a frame or two of the DH animation then, whomp--dead. Hard enough to pull off with killers waiting it out. Spare me a millisecond, BHVR. I'd take 0.7.

    Please no

  • @KniQ said:

    Survivors need to use Reassurance in top of the basement when the perk first came out we can but removed :D lol

    What survivors can do for basement camp bubba or huntress ??????

    You do gens and make sure every person stays far away from the basement.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213454#Comment_3213454

    e.g. make sabotage plays much harder. Makes starstruck much more valueable. Makes afk player chasing zoom thru map (especially comboed with agitation). Bodyblocking would get much harder. Breakout perk would make 0 sense (if left alone, you could just delete it altogether) or would require buff.

    There is a reason why killer is slightly slower then survivors when carrying someone (and only a perk can change this).

    It would save the killer like 2 seconds on carrying, who cares? lol

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213454#Comment_3213454

    An extra 5% carry speed basekit may not seem like much to you, but it opens up the potential for a whole host of problems.

    It frees up a perk slot in builds that would otherwise require it. It makes it possible to hook someone in the basement when the survivor would've otherwise wiggled free. Agitation as a perk would have to be adjusted.

    5% would save u like not even 3 seconds on wiggle time as a killer, that is not going to cause any problems (was iron grasp anywhere near a useable perk? exactly)

  • @CornMoss said:

    I am not talking about the artists, I wish for the day that almost all maps get reworked. Not aesthetically, I mean balance wise. For example Garden of Joy has around 3 god windows and a god pallet, and multiple pallets clumped together. Another example is Haddonfield (which I know the old one was worse), which also has multiple god windows and almost all pallets are extremely safe. And don't even get me started on Eyrie of Crows

    You also have unbalanced maps for survivor such as shelter woods, midwitch and... Well I think that is really it for survivor, though RNG can really f over a team.

    I have noticed that the amount of enjoyment I get out of a match depends on what map I get and that is a terrible thing.

    Totally agree, maps like cowshed and ormond and crows just have too much to work with and some maps like mother's dwelling are simply too big. Taking 40 seconds to traverse a map without mobility is simply just unfair

  • @RyanTheNarrator said:

    You are able to concentrate and enter a meditative-like state to numb some pain.

    • When Injured, The Grunts of Pain volume was reduced by 50/75/100%. (Reversal)
    • The volume was increased to 25% when Exhausted. (Rework/Change)

    On Tier 3: When not exhausted - 100%.

    All Tiers: When exhausted - 25%.

    Value: 100% (Tier 3 iron will) - 75% (Exhaustion Penalty) = 25%. (Current Value)

    Iron will on ace is still very similar to before, lets not bring back this perk please.

  • @Official_hilbert said:

    After all these updates I think 3 perks on the killer side need heavy nerfs. Those being overcharge, eruption, and save the best for last.

    Overcharge in my opinion needs a cooldown. The fact you can continuously use it every time you kick a Gen is a bit much. Especially close to finishing the game a killer can just keep guarding it and kicking it and there’s nothing survivors can do.

    Eruption on the other hand needs a longer cooldown, paired with overcharge it’s a devastating combo.

    Finally is save the best for last. With the nerf to survivor distance after taking a hit and buffing killer hit cooldown, this perk has become way too oppressive. It feels like 10 stacks instead of 8 and with all the nerfs is honestly a bit too much. Either change the numbers to not be so drastic or give survivors back their distance after taking a hit. Or remove the killer cooldown after hit if survivors don’t gain much distance.

    Ad of late these perks have been some of the strongest in the game, so I think tweaking them a bit would be good. What are your guys thoughts?

    Save the best gets countered by overcome and sb so its not as bad as you might think. Overcharge is literally worse than cob and idk why your proposing it should be nerfed. Eruption is mainly a solo q problem and is less problematic in swf.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208758#Comment_3208758

    A basekit buff to carry speed is not the answer as it has the potential to create problems. It'd be simpler for there to be guaranteed hooks in the corners of every outdoor map. The hook rng can then determine the rest.

    This keeps the strategic part of hooks being permanently broken when a survivor is sacrificed while also doing away with rng hook deadzones where survivors cannot be hooked.

    How would an extra 5% carry speed have the potential to create problems?

  • @General_Verdacht said:

    unless the Maps get a real balance overhaul that balances them, Map offerings favor the survivors really hard, because 4 People can decide where to go, and more often then not i get the worst maps for the killers like Crow, or Farm maps.

    In hands of Voice chatting SWF this becomes even more in the Survivors favor.

    Is this really necessary?

    If map design was fixed the issue would be way smaller, but until that happens I agree map offerings probs do need something done.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207695#Comment_3207695

    It's not off topic. Survivors have been pigeonholed into bringing anti-tactic perks, so I do believe that it is more than fair for the shoe to be on the other foot for once.

    And I can already see (hopefully very few) people saying "Well just run: [PERK] and it will be fine!" but no, a player being forced to run a perk to make doing their objective even possible is nonsense and a silly argument overall.

    https://forum.deadbydaylight.com/en/discussion/comment/3207813#Comment_3207813

    Midwich I can see a case for, not so sure about new RPD though. Either way, there is a degree in overall strategy and skill around hooks being permanently broken when a survivor is sacrificed. It's up to you as the killer to manage your hooks and avoid creating hook deadzones.

    Sometimes if a surv goes down in a corner you simply cannot avoid creating a hook deadzone, yes there is some planning but if 2 survs go down in one corner of a map you might simply just not have enough hooks, it has happened to me plenty of times so I had no choice but to leave them on the ground. Even on garden of joy in the middle of the map I was lucky to happen to have a build with agi cuz for some reason the hooks were super far. A basekit move speed buff to carrying would help this a lot tbh and is probs the ultimate solution.

  • @Sluzzy said:

    Otzdarva is a little more proof the game is killer sided. He mostly plays fair as well with that percentage.

    Stop using the stats of 1 streamer to prove the game is killer sided, Henz and his death squad have over 200 wins in a row so if I was to use that I could say the game is surv sided.

  • @scenicpickle said:

    Not thematically but gameplay wise what kind of playstyle would you want to see next:

    A setup killer with late game value like trapper or hag?

    A mobility killer? An agile killer? A sneaky killer? Ranged killer? A powering up killer? A combination or something new?

    Or do you wanna see old killers reworked or changed?

    Maybe a addon pass for killers who lack variety?

    What do you guys want to see

    We need more blight like killers who have the map pressure but require skill to use. Also he counters holding w which is also very nice.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207462#Comment_3207462

    Outside of sabo-breakout squads, there's minimal chance of the survivor wiggling free from the killer's grasp unless the killer happened to get greedy.

    In my 1300 hours of playing, I have never seen hooks too far apart for the killer to possibly make it unless the survivors all brought the offering to increase distance between hooks.

    So, killers can afford to give up one of their four gen regression perks for iron grasp or agitation. Whichever's preferable, really.

    Killers should not be forced to run either perk ever, and there are many times where u can be left without hooks (rpd, midwich etc) has happened to me plenty of times especially with oaks. Sometimes even though there is a hook that is just in range all it takes is 1 sabo or bodyblock.

  • @Gahbage said:

    Add a new status effect, Blood Drenched.

    "When the killer downs a survivor that has been recently unhooked(30-45 seconds) they become Blood Drenched, the killers view is filled with dripping blood and a red hue for a time(1:30 to 2 minutes is ideal). 

    The survivor being healed or performing conspicuous actions will cause the killer to not be blood drenched."

    This mechanic would put anti-tunneling out of the hands of the survivor, giving no way for them to abuse it. A killer can still tunnel if they want to, but they will suffer when it comes to visually tracking survivors, it could also be tuned to make scratch marks harder to see,

    Eventually tunnelers will learn that they don't want to be annoying by a red screen, training them to play more fairly.

    I know this post is mostly a meme as per your title but I feel like this highlights the big issue with anti tunnelling changes.

    Say for instance tunnelling made the killer lose the match (as in all survs still alive automatically escaped lets say). Now this is obvs wayyy too much but lets say we could add this as a change. The big issue is survs would just aggressively body block etc to force the killer to "tunnel" and then in this instance he loses the game.

    This is just an extreme example of why when a new anti tunnelling measure is added we be careful, (like how old ds was used aggressively).

  • @kizuati said:

    Hello this is styled this as a developer update for funsies - if you haven't seen Part 1 - click here.

    https://us.v-cdn.net/6030815/uploads/1DQYWD3D7UHS/image.png

    We're back with a scheduled continuation of our unscheduled developer update,focusing on many upcoming changes coming to Dead By Daylight soon in the 6.9.0 PTB. In this edition,we'll cover technical updates to the game,perk updates,spawn logic changes & more Killer changes.

    https://us.v-cdn.net/6030815/uploads/ZM7XTJ7NJBYK/image.png

    Generator Speeds:

    A lot of KIller players have been in this situation. You start the chase with a survivor,down them rather quickly,get to a generator that's about to get done and stop it at the last second..only for 2 more generators to activate in the distance. Sucks,right? Well we're going to address this,but not the way you think.

    Going forward we're going to be retiring the Shroud offerings. This is due to us updating the Survivor spawn logic to either spawn in pairs of 2 or all together. This will naturally force survivors either to inefficiently stack up or to spend time spreading out instead of lucking out with their spawn. Believe it or not,this will massively skew the game's start towards the Killer's favor and allow them to pretty effectively apply pressure.

    Additionally,some problematic items and addons in regards to generator speeds will be addressed in this mid-chapter as well.

    https://us.v-cdn.net/6030815/uploads/7LDFA5OG3FGD/image.png

    Items: Buffs,Nerfs,Reworks

    It's been a hot minute since we did a major change to the item roster in Dead By Daylight and we think it's just the time to do that.

    Medkits:

    1. Camping Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 75%.
    2. First Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 85%.
    3. Emergency Medkit - 16 charges,cannot be used for healing others,self-healing speed reduced to 105%.
    4. Ranger Medkit - 32 charges,can only be used for altruistic healing,bonus speed for healing others is 45%.

    Dev Note: Medkits' time efficiency has been significantly over-performing for a while and required a substantial nerf. We hope these changes will now bring them back in line.

    Toolboxes:

    1. Worn Out Tools - No Changes.
    2. Toolbox - Charges increased to 24.
    3. Mechanic's Toolbox - Retired.
    4. Commodious Toolbox - Decreased repair speed bonus to 40%,added a 15% sabotage speed bonus.
    5. Engineer's Toolbox - Charges increased to 18,removed sabotage speed penalty. Increased great skill check zone by 5% relative to it's current size.
    6. Alex's Toolbox - Removed the ability to be used on generators.

    Keys:

    1. Broken Key - Increased time of use to 30s.
    2. Dull Key - Increased time of use to 15s.
    3. Skeleton Key - Decreased time of use to 25s.

    Maps

    Maps are being retired this mid-chapter. In the coming mid-chapter we seek to rework maps and keys into one uniform item instead.

    https://us.v-cdn.net/6030815/uploads/M9UDGDSMV43C/image.png

    Survivor Perk Changes

    Meta Perk Updates:

    • Prove Thyself - No longer provides the repair bonus to your teammates. For the same result as pre 6.9.0 PT speeds,all survivors repairing a generator will have to sacrifice a perk slot. Now grants Objective points that do not count towards the objective cap.
    • Dead Hard - No longer uses the Endurance status effect. The perk can now be used in Deep Wounds,but if you're not in deep wounds,the perk will put you in them upon tanking a hit. This change mainly seeks to make DH work while you're being tunneled.
    • Boon: Circle Of Healing - Removed the Self-Healing ability. Upped the healing bonus back to 75%.
    • Iron Will - Removed the exhaustion aspect of the perk. Additionally we have now returned to additive calculations of survivor grunts,which means with No Mither and Iron Will you can be completely silent once more!
    • Reassurance - Now works once per hook state,instead of instance.
    • Hyperfocus - The perk's synergies have been reduced. Now when attempting to use it with Stake Out and toolboxes at the same time,the perk will simply not trigger Stake Out's effects. Using it alone with Toolboxes or with Stake Out will still work. This limits it's power,but still allows for synergies with either Stake Out or Toolboxes,but not both.
    • Self-Care - Allows you to heal yourself with a medkit at a set 100% speed with a 50% efficiency bonus.

    Non-Meta Perk Updates:

    • Buckle Up - Once a survivor has been slugged for 16 seconds,all survivors can see each other's auras until the survivor is picked up by the killer or survivor. Boost recovery speeds by 33% in a 18m radius of you.
    • Dance With Me - Allows you to get a fast vault regardless of your angular momentum.
    • Calm Spirit - Removed the speed penalty.
    • Decisive Strike - Stuns the killer for 3,5 seconds,disabling their power for 6 seconds. Activates on both hooks. This change limits it power on weaker killers,but stops the high mobility ones from instantly catching the survivor they're trying to tunnel with their power. As the perk is deactivated in the end game,there is no one affected by it but tunneling Killers.
    • Head On - Reduced the exhaustion timer to 35s.
    • Kinship - Added visual indicator on the survivor portrait,that's only visible to other survivors.
    • Bite The Bullet - Hides the auras of the healer and the healed person while the perk is active. Now also applies in reverse,whenever you're being healed.
    • Visionary - You see generator auras within 48 meters. The 3 generators closest to each other are highlighted in a white aura.
    • Deja Vu - You remember the mistakes that are about to happen. Whenever you're afflicted with the exposed status effect,see it before it's revealed to others and once per trial,ignore the exposed status effect.
    • Solidarity - Boosted conversion rate to 66%,added visual indicator.

    https://us.v-cdn.net/6030815/uploads/52740MAXB7LM/image.png

    Killer Perk Updates:

    Meta Perk Changes:

    • Call Of Brine - Reduced regression rate to 175%. Removed the informational aspect of the perk.
    • Dead Lock - Reduced time for which a generator is blocked to 25s.
    • Hex: Pentimento - Reduced generator speed penalty to 15%.
    • Jolt - Now works with special attacks. Based on a 32M radius around the survivor going down.
    • Overcharge - Removed the difficult skill check. Now speeds up generator skill checks by 15% and removes the great skill check. Overcharge's secondary effect (beyond the regression) can only apply to one generator at a time.
    • Eruption - Reduced the incapacitated status effect to 10 seconds. Reduced the cooldown to 23 seconds.
    • Hex: No One Escapes Death - Removed the haste bonus.
    • Scourge Hook: Pain Resonance - Once more no longer makes the survivors scream.
    • Dead Man's Switch - Upped to 50 seconds.

    Non Meta Perk Changes:

    • Iron Grasp - Allows you to lunge while carrying for 50% the distance.
    • Fire Up - Increased the bonus to 5%. Now applies to hooking,stomping boons and opening lockers.
    • Brutal Strength - Now affects stomping out boons.
    • Agitation - Increases pick up speed by 10%.
    • Mad Grit - Allows you to drop a survivor once without a wiggle progress penalty.
    • Grim Embrace - Reduced unique hook requirement to 3. Upped the generator block time to 45 seconds. Upon activation all generators lose 5% of their progress before blocking.
    • Hex: Huntress Lullaby - Now caps at 3 stacks. At 3 stacks survivors suffer from 35% faster skillchecks with reduced warning time.
    • Hex: Coup De Grace (Formerly Coup De Grace) - Permanently increases your lunge speed by 50% as long as the Hex totem is standing. Revealed to the survivors once you injure a survivor with a lunge attack.
    • Overwhelming Presence - Instead of being based on the TR,the perk works in a flat 32M radius of you,unless you're undetectable. Additionally,survivors passively lose charges around you at 25% of the normal rate.
    • Oppression - Now also allows you to kick a regressing generator. Cooldown reduced to 40 seconds.
    • Dragon's Grip - Has a cooldown of 15 seconds upon downing the exposed survivor. If the survivor isnt downed,suffer no cooldown.
    • Lightborn - No longer stops flashlight beams from thinning,tricking survivors into thinking you're getting blinded.
    • Nemesis - Your obsession is permanently afflicted with the Oblivious status effect.
    • Dissolution - Works on a flat 38m radius instead of the TR.
    • Predator - Scratchmarks stay lit for longer. Also stops the perk Lightweight from masking the survivor's scratchmarks.
    • Starstruck - Increased exposed duration to 40 seconds.
    • Thanatophobia - Now caps repair,cleansing and healing speeds at 95% of the normal speed when there are two or more survivors injured.
    • Unnerving Presence - Causes skillchecks to appear on more interactions like Sabotaging,Mending and Opening Exit Gates.
    • Beast Of Prey - After 15s in chase,you no longer have a red stain. This effect lingers for 5 seconds after losing chase.

    Killer Updates - Part 2

    https://us.v-cdn.net/6030815/uploads/A4LIZHISCCA8/image.png

    The Deathslinger

    • Increased movement speed to 112,5%.
    • Reduced mending time to 5 seconds.

    Dev Note: Caleb has received a substantial but deserved nerf in the 5.3.0 patch and we think it's about time we give him some more love. He's the first Killer in-between the 110 %and 115% speeds and we're excited what people think of his current balance.

    https://us.v-cdn.net/6030815/uploads/R5Y976GANNBH/image.png

    The Blight

    • Reduced movement speed to 110%.
    • Now suffers a 2 charge penalty after hitting a basic attack.

    Dev Note: The Blight's extremely strong catch up power (especially with the reduced injury speedboost) has proven a bit too oppressive. We aim to make him weaker as a regular Killer,leaning into his power more.

    https://us.v-cdn.net/6030815/uploads/62ZYPOPG1QPA/image.png

    The Plague

    • Slightly reduced movement speed while using the Vile and Corrupt Purges.
    • Significantly skewed the baseline corrupted fountain to spawn towards the middle of the map.

    Dev Note: We found Plague to be a little bit too forgiving while using her purges in terms of distance. However we wanted to stabilize her RNG by focusing her one fountain in the middle of the map.

    https://us.v-cdn.net/6030815/uploads/521AIEJ4R65P/image.png

    The Mastermind

    • Lowered the Hindered status effect on full infection to 2%.
    • Removed infection progression in chase.
    • Slowed infection progression by 15%.

    Dev Note: We felt it was too easy to tunnel survivors out when they were already infected - it progressed fast and the hindered felt very strong. It was deemed unhealthy to have such a strong hindered effect - the insta-down from his power is enough deterance on it's own and we also slowed down the infection rates,stopping it entirely in chase. We don't want the infection to overshadow his entire power.

    https://us.v-cdn.net/6030815/uploads/16566WFNR1ND/image.png

    The Pig

    • Increased Crouched Speed to 107%.
    • Decreased the time to go into Ambush by 15%.
    • Halved the Jigsaw Box search time.

    Dev Note: The Pig has started overperforming with the 6.1.0 patch and we decided to nerf her overperforming aspect,while buffing her in-chase abilities.

    https://us.v-cdn.net/6030815/uploads/P63RR01V27TO/image.png

    The Oni

    • Slightly increased blood orb drop rates.
    • At the start of the match before getting in a single injured state,The Oni benefits from a 15% increased pallet kick speed. This is signified by a slight roar as he kicks the pallets during the early game.

    Dev Note: The Oni is a great and fun Killer,although some survivors developed a strategy of pre-dropping every pallet at the start of the match,effectively never giving Kazan his power. We decided this was a little bit too unfun.

    https://us.v-cdn.net/6030815/uploads/8LM90O36H9BK/image.png

    PERFORMANCE UPDATES:

    We'll be honest. Dead By Daylight is not running as smooth as we'd like it to. It's been pretty difficult to try and work with our existing code and we know a lot of you have been suffering from performance issues so we have multiple things upcoming for you all.

    First: We're incorporating AMD'S FSR 2.0 into the game. This allows us to render at a lower resolution and bring it back up to your native one. This will be now automatically enabled with the auto-adjust feature on the resolution slider. (You'll now be able to even scale beyond your native resolution for better antialiasing just ticking the box asking you whether or not you want to push resolutions higher when your desired framerate is reached without your GPU dying)

    Second: We'll be unlocking the framerate on PC by default. We want to push for 120 FPS to become the norm of smoothness on computers and we're hoping FSR 2.0 will help us to achieve that along with other changes under the hood.

    Third: We're starting a large re-factor of the game's underlying systems that requires your support. We're going to be releasing a cosmetic bundle for a higher price than usual soon as a DLC. The profits from that DLC will go DIRECTLY to this. It's a lot of work,but we're slowly moving more and more game logic from the client to our dedicated servers. There are many benefits - less hackers,less lag,less performance taxes on your system!

    Fourth: We're adding a lower graphics setting option for older generation console players. With us optimizing our code,some players might want to push the framerates even further with lower graphics settings. We're not taking that option away from you. In fact,we'll soon be overhauling our graphical options menu to include more detailed settings and newer AA methods.

    With that... I hope you enjoyed this alternate reality train into a world where BHVR actually cranks their work up to 11 and we all enjoy the best version of DBD we could hope for. Feedback is welcome in the comments. Part One of our imaginary dev update trip can be found here: https://forum.deadbydaylight.com/en/discussion/348404/my-dream-patch-to-try-and-fix-dead-by-daylight-part-1

    Unlike your first post where I more or less agreed with every single change you posted except 1 or 2 I don't agree with some of these. I feel like for instance blight just needs an addon nerf since basekit blight is just fine and making him 110 etc feels unnecessary and his addons would still be super strong. Deathslinger should just be made 115 with no other nerfs to deep wound etc. I have never played this killer once but god he needs some love so just have him be 115 so especially on indoor maps holding W wont be as painful.

    In terms of perk changes I did not at first agree with most of the killer nerfs for them but if your first post was to be added to the game where spawns and early game and maps were fixed then most of these should be ok.

    For surv perks I feel like iron will, if changed like that would be run on ace and be incredibly similar to how it was before. So until the sound is fixed I feel like this perk should be the same cuz it was an extremely strong chasing perk which just worked passively with no condition.

    Perk buffs for surv are again all pretty solid, only one I would change is dance with me. Getting a fast vault in a chase with no condition is very powerful (the vault speed build which required 2 perks and u had to be injured to get the full effect was actually played). So I feel like this at least needs a cooldown of something like 30 seconds. Just one example it removes the skill of standing in an ideal location in shack and you could simply just hug shack window and the average killer simply cannot do anything since you would just fast vault out the window no matter what mind game they tried.

    I have a few more slight things I would change but those are the main ones, overall interesting changes (my fav being the oni kick speed, I feel like this would be cool especially with brutal early game and the buff to fire up would make me try those goofy builds again).

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/348445/something-else-needs-to-be-addressed

    You mean like how survivors are pigeonholed into bringing specific perks to counter core problems? Killers can sacrifice a perk slot and bring Iron Grasp. Besides, outside of sabo-breakout squads, it's not really a problem.

    Agitation is far superior and this issue should 10000% be fixed since it would just drag matches for both sides if the killer is forced to slug a guy in the corner.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206972#Comment_3206972

    Do note that that's there to address the overly high camping strength + chaining into M2s - holding W has been nerfed by reducing map sizes and making chaining tiles much harder.

    If you made all the big maps smaller ig that could also do it, another might be to cut the speed boost you get more instead of the attack cooldown so the camping situation is not any easier but holding w is still as it is now. Also I forgot to mention I actually really like the speed boost thing for trapper, in fact something like it could be given to all killers as a way to traverse big maps where they put away their weapon to go into a sprint. This could be used to counter holding w as well and it could have a cooldown so you cant just use it to traverse a loop to get a hit etc.

  • @Astrian said:

    I know it's not set in stone and I know you wanna do some testing on it to gauge player feedback, but it's okay because you don't have to do that.

    This is probably one of the worst changes that has the potential of getting pushed into the game and the fact that it's made it this far into development is very worrying. Where do I even begin.

    finishing moris

    I guess the blatant demotion of moris into further a gimmick rather than an actual game mechanic is a start. So the mori offerings just basically aren't items anymore yeah? The retooling you guys made of them is just awful, you might as well just delete them if they're just going to be bloodpoint offerings. Worse, conditional bloodpoint offerings.

    You also made it so that the second everybody gets downed or hooked, the game just ends? Like hello? Why is this even a thing?

    Do you want games to go faster? Is this an attempt to combat cheaters? Was there really no other way to incorporate the finishing moris?

    The update should've just been:

    Last Person Alive who then gets downed is immediately mori'd.

    or maybe

    The Last Person to get downed during the Endgame Collapse gets mori'd.

    I get it, cool you want to show off your moris, you want them to play a bigger role in the game, I got it. What I don't understand is why you guys have to make things so complicated for mechanics that are honestly really simple on paper. I haven't even gotten started on the Basekit Unbreakable portion.

    Basekit Unbreakable

    This is probably the dumbest part of the update, I'll be straight up about that. It's so blatantly obvious that somebody in the company recognized how poorly thought out the mori portion of the update was and you guys scrambled to find a solution.

    "But people are going to slug everybody for a quick victory!" I can imagine someone saying,

    "Oh. Just make it so they can pick themselves up."

    So a core mechanic of the game, somebody gets downed and they need help to get back up, is being completely removed from the game. Instead of reinforcing the fact that Dead by Daylight is a team game, you are allowing it so individual people can essentially do whatever they want.

    Worse, teams now can bully killers into submission with threats of flashlights, pallet drops or taking hits and the person on the ground can pick themselves up no problem!.

    Don't even get me started on the fact that No Mither is probably the most worthless perk in the game if this patch drops.

    You can put it through into the PTB if you want, but the answer is going to be the same whether people give it a try or not; this update is hot garbage.

    The finishing mori thing is mostly fine, if you down the entire team the game is over anyway and it saves everyone time. The unbreakable thing is fine at 45 seconds the 22 seconds with the perk is where it might be a bit too much. Again requires testing.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206956#Comment_3206956

    Just as power-spam Legions and slowdown stacking Killers can currently. Also many facecamp matches have Survs actually want to play the game, so they go for the rescue at 55s if it isn't an instadown/exposed Killer, or even longer with Reassurance. Making that take ~8 mins minimum, to reach the 8 hooks before deaths start happening.

    Overall though we should seek to minimize the bad experiences in all facets. I think early facecamping is a far more common experience than a theoretical Survivor corner camp bleedout suicide pact would ever be.

    If the survs keep dragging out the match against a face camper thats on them just focus on gens and pop reassurance once if you can. Also a power spam legion should not work if you just spread out if you do this legion can legit injure 1 guy at a time and be forced to chase said one guy normally.

  • @kizuati said:

    I'm going to style this as a developer update for funsies,so humor me acting as an alternate reality BHVR.

    https://us.v-cdn.net/6030815/uploads/Y02WNGB02C30/what.jpg

    We're back with an unscheduled developer update,focusing on many upcoming changes coming to Dead By Daylight soon in the 6.9.0 PTB. In this edition,we'll cover many radical balance changes,Killer Reworks and updates to core game mechanics. Buckle up,this is going to be a long one.

    https://us.v-cdn.net/6030815/uploads/QAY5GRVKDY8N/image.png

    Sole Survivor Experience

    Let's be honest. You've probably been left on hook or gotten frustrated at your teammates quite a few times. Playing in solo queue (Queuing up without any friends) can be a difficult challenge to overcome. You cant tell that one Dwight to not go for the rescue,since you have finally gotten that Deliverance or stop Mikaela from booning that one totem you need to break for you challenge.

    This has been a complicated issue and a topic for many hot debates in the community and we've thought long and hard on how to bridge the experience of SWF and solo players together - these two groups being so far apart has been a big thorn in the side of any balance changes as they had to be weighed against both solo and grouped players.

    We have developed multiple changes that helps bridge the gap between those demographics and we will have all of them available in the next Public Test Build for you to try out and give feedback on.

    First: A version of the perk Kindred is now introduced as baseline feature. After a survivor has been hooked for 3 seconds,all survivors see each other's auras at any distance. The Killer Aura reading is not activated,unless the Killer remains near the hook for longer than 20 seconds,after which it activates for 40 seconds. The aura reading range is not affected by the survivor perk Open Handed. Bringing the perk Kindred now speeds up this process,revealing the auras faster and for longer.

    Second: During the pre-game Lobby screen,you can hover over other survivors' names to see what loadout they're bringing - perks,offerings,items,addons. We hope this alleviates a lot of frustration with your teammates not knowing you have a specific perk you're trying to utilize. This information will also be accessible whenever you go into your settings menu mid-match.

    Third: From now on,you'll be able to see action indicators near the survivors' portraits. They'll be able to tell you whether or not someone is doing totems,gens or running from the Killer. We're also experimenting with adding more specific contextual icons for specific perk interactions and other scenarios.

    Fourth: This is not a change you'll see either in the 6.9.0 PTB or on the Live servers,however we'd like to note that we are now looking into re-designing many of our archive challenges to hopefully streamline the survivor experience,with less matches being lost due to rare challenges. In the coming weeks,we're going to disable the Archives system for a certain duration to assess how much it affects the escape rates,especially for sole survivors.

    While some of these changes may seem like too much to certain Killer players,please understand that by bringing most of the survivor pool to a relatively close level of power,this allows for much easier balancing of the Killers.

    https://us.v-cdn.net/6030815/uploads/R0SQSLAENS48/image.png

    pallets,tiles & rng:

    It's safe to say that the random nature of the Fog is one of the most core parts to the experience of Dead By Daylight. The Trial is ever-changing and The Entity is keeping you on your toes. However sometimes,it can lead to frustrations. We're making a few changes to the way we generate maps,adding new features and changing older ones.

    The most exciting change perhaps is the addition of multiple pallet types. Yes,you heard that right,more pallets. Don't fret,dear Killers,there's more to this than just more pallets on your maps.

    It's wildly known that not every pallet is created equal. Sometimes you can drop the shack at the start of the match to the sorrow of your teammates or sometimes you'll get a very unsafe one. While we don't seek to remove safe and unsafe pallets,watering it down to something in-between,there is a change coming to make it less frustrating for both sides.

    Introducing - Light & Heavy pallets!

    The new pallet types work pretty intuitively - lighter pallets stun for less time and take less time to kick,with heavier pallets being the opposite. While we're not going to replace every pallet with either Lights or Heavies,we will use them to spice up the trial.

    Overly safe pallets,commonly reffered by the community as "god pallets" such as the one located in the Killer Shack,will now become Light Pallets. They're not very difficult to play and as such provide slightly less value. This change should hopefully make facing a survivor who tries to play it very safe around strong pallets less frustrating.

    However the more unsafe pallets have now become more of a threat to the Killer. The added weight results in a longer stun time and requires extra effort to kick - while the loop might not be very safe,it will now come with extra risk for both sides.

    We hope the additions to the pallet variety will both alleviate frustration and add satisfaction to making just the right call in an unsafe area.

    Encouraging Variety:

    The following changes are not definitively slated to make it to the Live version of the game and we're curious to see your feedback.

    In hopes to encourage more fun map layouts,we'll be moving some of infamous Z-Wall and similar tiles closer to the middle of the map with your regular tiles getting pushed back a bit further to the corners. In our testing,this resulted in more chaotic,but fun layouts - however we really need your feedback on this one - sometimes our tests can miss problematic areas.

    https://us.v-cdn.net/6030815/uploads/GDAG6DKAHBR8/image.png

    Maps & Map Offerings:

    We've seen a lot of passionate feedback in regards to the Maps in Dead By Daylight and looked into the top 5 biggest complaints we received:

    1. Overabundance of safe structures (Springwood,Fractured Cowshed & Garden Of Joy, among others)
    2. Maps being too small or too big. (Mother's Dwelling,Shelter Woods,Dead Dawg Saloon, among others)
    3. Indoor map layouts making it hard to navigate and find generators or hooks. (Racoon City Police Department, Midwich Elementary School & Lery's Memorial institute, among others)
    4. Totem spawns being too obvious or too difficult. (Lampkin Lane,Dead Dawg Saloon & Racoon City Police Department, among others.)
    5. Overly inconsistent safety or lack there of for Survivors in some maps. (Shelter Woods being one of the biggest sources of feedback)

    While we dont want the Trials to feel too consistent,with occasional swings to either side's favor,our map design team has made some adjustments.

    • Stronger structures like Long-Wall Gyms,Shacks,among others now are signifcantly less likely to "line up" or "chain" together. While these changes do not affect the average survivor,now it will be easier on Killers going up against veteran players who can utilize those structures being close by with frightening efficiency.
    • We've slightly reduced the size of the biggest maps currently in the game,like Mother's Dwelling and Shelter woods. The reason why we've only slightly reduced them slightly is because we have some changes coming that will make map size less frustrating and allow us to have bigger Trials.
    • Most of the totem spots the community has reported to us have been re-adjusted,with less totems appearing very out of the way for Killers to account for Boon Totems and less totems being in the open to save Hex: Devour Hope from being cleansed too quickly.

    https://us.v-cdn.net/6030815/uploads/UPTYD3HWRQW9/image.png

    Baseline Killer Updates:

    With sole survivor brought up to speed,it only seemed fitting to revisit The Killers' baseline too,as it would required re-adjusments to the new state of things.

    First: The basic attack cooldown changes have been reverted. In our effort to cut down on the "hold forward" playstyle,we've gone a tad too far and some unwanted side-effects have emerged. With the basic attack cooldown back up to 3 seconds,we hope to alleviate some frustrating scenarios and strategies that have emerged without bringing the "hold forward" playstyle too much.

    Second: A version of the perk Corrupt Intervention is introduced as baseline feature. Upon loading into the trial the two furthest generators away from you will be blocked for 45 seconds. They immediately unblock upon downing a survivor. The perk Corrupt Intervention does not stack with this baseline addition and instead replaces it with the perk you all know and love. This bridges the gap between larger and more average sized maps,while not limiting our creative possibilities.

    Third: Upon further examining the feedback and data from matches post the 6.1.0 update,we've decided it's fairly safe to further increase generator kick speeds to 2 seconds flat,regressing 5% of a generator instantly.

    Fourth: A version of the perk BBQ and Chili is now a baseline feature as well. Upon hooking a survivor for the first time,gain a bonus score event and see the survivor furthest away from the hook. Subsequent hooks do not provide the score event,but do still provide you with the aura-reading. However if there's only 2 survivors left in the trial,you wont receive the aura-reading. The original perk remains unchanged.

    Fifth: With the many changes to the maps,we now feel pretty safe in removing Bloodlust tiers 2 & 3. Bloodlust Tier 1 remains,although it will take 5 seconds longer to kick in. This has remained as sort of band-aid fix to occasional map generation issues,but now with those cases hopefully kept to a minimum,we feel comfortable with removing the higher tiers.

    Individual Killer Updates

    https://us.v-cdn.net/6030815/uploads/IUG4EKDVC685/image.png

    The Trapper

    The Trapper's bear traps are now substantially skewed in their spawns to the middle of maps,caringly placed in spots that might already catch survivors off-guard,should you reset them.

    Additionally,there's now a random amount of your bear traps (from 35% to 45%) that will already be pre-armed,ready to tear apart their victims. This is The Trapper's grounds and survivors are coming into hostile territory.

    Finally,once a trap snaps it's jaws,catching an unfortunate survivor,The Trapper will receive the option to press the active ability button,put his weapon away and hastily move with added speed towards the trapped survivor in a manic frenzy. (No,not the Feral Frenzy)

    https://us.v-cdn.net/6030815/uploads/UDH1QWE2L29G/image.png

    The Hilllbilly

    Max Thompson was at one point one of the strongest killers in the Fog and we seek to bring back some of his glory with a few changes to hopefully make him feel nicer to play.

    • Increased Chainsaw Sprint Speed by 5%
    • Decreased Chainsaw Charge Time by 3%
    • The Overheat mechanic has been reworked. Instead of disabling your chainsaw,the overheat builds during the revving,quickly dissipating during sprints or while not using your chainsaw. Should you overheat,you will be forced into a Chainsaw Sprint for 2 seconds at a slightly reduced initial turn rate.

    https://us.v-cdn.net/6030815/uploads/D4VWZLBEE6PA/image.png

    The Nurse

    The Nurse has been temporarily removed from the game while we work on revoking her medical license and providing a full fledged rework.

    https://us.v-cdn.net/6030815/uploads/RK0EBONOS09M/image.png

    The Wraith

    • Increased uncloak speedboost duration.
    • Increased action speeds while cloaked.

    https://us.v-cdn.net/6030815/uploads/LAA1S2WDWDLM/image.png

    And that's it for the first part of our imaginary developer update. Share your feedback in the comments and stay tuned for Part 2 where you will see addon passes,perk updates and more technical changes.

    Every single change seems fine. Only one that should not be put in is the basic attack cooldown, I think the hold W changes with the speed boost and attack cooldown were just fine to cut that strategy down a chunk.

  • @Yogerman1997 said:

    Because i dont get it...

    increased The Pig's the Terror Radius from 28 metres to 32 metres.

    increased The Legion's Terror Radius from 24 metres to 32 metres.

    "This was done to standardise her Terror Radius with that of other 4.6 m/s Killers."

    But also:

    The Onryō: 4.6 m/s 24m tr

    The Mastermind: 4.6 m/s 40m tr

    Please, give them the old terror ratius, there's 0 sense in change their terror ratius to standardise it with their movement speeds, if later you make killers who broke the rule again...

    i think these killers should have 24m tr:

    Wraith, Pig, Ghostface, Legion

    and these should have 40m tr:

    Nurse, Blight, Legion(Frenzy) Oni(Demon Mode)

    Sounds fine, I do think a 24 tr legion with monitor might be a tad bit annoying in solo q but other that all fine changes.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206147#Comment_3206147

    And I don't want to play any match against Killers who facecamp and hard tunnel the unhooked Survivor off of hook even when the other Survivors are willing to take chase. Sadly we can't always get what we want, and UB is an anti-BM perk. You will be unaffected by it if you simply pick up and go to hook. You still have the UB 22.5 seconds to do scare people off. Its strength is entirely based around the playstyle of the Killer, and when the Killer hooks people the Survivors simply get 0 value from it. Many other perks have their strength based off of the user of the perk, as opposed to the opposition. The main perks that gain value from your opponents playstyle for Survivor are the anti-BM/anti-bully perks. They only provide the value the Killer decides to gift them.

    At least facecamping the game will end in 5 mins, if survs want to they could drag it out for 15 mins + no thanks.

  • @ByeByeQ said:

    It's really simple.

    Give SoloQs something that do not get if they queue up in a team.

    It doesn't even have to be much.

    How about the SoloQ gets an Object of Obsession effect (sees the other survivors auras for 3s every 30s) but the other survivors only get to see the SoloQ's aura if they are injured and not currently in a chase. Obviously doesn't work if affected by Blindness. A little bit of information every once in a while and a little help getting a heal.

    I think this would be a great change to give SoloQs just a little bit of help without going overboard. I also don't think it's powerful enough for people to tell their friends to eff off because they want this mad dog solo power.

    Just add features that allow solo q to communicate like a swf can (pings, show what they are doing, maybe even voice chat).

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205611#Comment_3205611

    I doubt it will be the problem the doomsayers make it out to be, but I think we need to stress test it in the PTB before just outright claiming it will be impossible to deal with. Also if that 1 guy is hiding he isn't doing gens, and if he is doing gens then you can hook him near the gen, which isn't in the corner with no hook. The base problem is still a macro failure on the Killer's end, and they should strive to never death hook in corners or near exit gates. If the Survivor gave up on hook then that is an early kill given to the Killer for free, and the Survivors likely aren't going to win regardless. Failure to account for the potential future of the match is a failure in a player's skill.

    I do not want to play a match with 2 or more unbreakables with survs who stand in unbookable corners, it would drag for ages even if I eventually won. Even for optimal use they literally buffed one of the best surv perks in the entire game.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202826#Comment_3202826

    If 3 people are hiding in the corner preventing the hook from the death destroying it, you can injure all 3 and then down them in sequence. They can't rez anymore since the game will auto-end. It doesn't add any new abuses that weren't already present from 3 gen games where people tap gens and run upon hearing the Terror Radius.

    1 guy could hide away from them, a couple of those people could bring the new unbreakable and be up in 22 seconds. Yes the killer will eventually win but it would be a super boring experience. Unbreakable needs to be looked at 22 seconds for an infinite pickup for 1 perk is too much.

  • @SuzuKR said:

    1. Kills slugging as a strategy because 45s is an incredibly small window especially when chain-slugging because multiple survivors in the vicinity. The first will be back up before or around the time the second goes down if the survivors are decent.
    2. Kills incentive for interactivity from survivors. Why the hell would I get off a gen to go help them if they get back by themselves in 45s anyways?
    3. Exacerbates major issues with unhookable zones that can be intentionally created.
    4. Kills incentive for interactivity from killer. Why would they risk a slug and losing health state when there’s an insanely overpowered base recovery mechanic? It would be better to just immediately tunnel off hook/camp, instead of slugging and going for more chases.
    5. Punishes the killer for playing smart by slugging in situations it makes sense (multiple around for instance) when the result is from survivors misplaying (by grouping up close by).
    6. As if the above points weren’t already bad enough, Unbreakable will now make it take a mere 22.5s to pick oneself up. Infinitely.

    We need to at least try the ptb first before jumping to conclusions. Honestly a 45 second basekit pickup assuming no perks could effect this you could argue is fine. The unbreakable buff so you can now use it infinitely and pickup in 22 secs is just too much and basically an auto run perk (if your a swf you would probs want to bring 2 or 3). That said again we should at least test this all first.

  • @Nos37 said:

    It's that time of year when everyone plays GF/Myers...

    3rd match in a row now where my teammates fed Myers and Evil Within 3 gets popped after only a split second of being stalked and I'm the one on the hook waiting for EW3 to end so someone can finally come rescue me (only to feed Myers again).

    His power should only expose survivors he has stalked. The longer he stalked them, the longer they're exposed. Sick of the way his power works currently.

    If you play with bad team mates like that you will lose no matter what killer it is.

  • @TrueGuardian32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203153#Comment_3203153

    An Interesting idea I had was what if Victor could leap from Charlotte to attack the survivor, if the attack misses Victor stays on the ground as a tracker of sorts till he either is kicked or respawns, But if they land on a survivor it causes them to be exhausted and hindered for a few seconds before you could remove them, or it downs you if your injured. Sort of like a Hatchet with a larger hitbox and a higher chance of mistakes, but a larger reward if it lands.

    That could be kinda nice, I think that could be an addition to the power rather than a main feature since it might be too similar to other ranged killer, but an interesting idea.

  • @TrueGuardian32 said:

    With the chance of Unbreakable and Mori's happening, it will be even worse for Twins, especially if not done without a few changes.

    My suggestion? If you don't want to do a total rework of the kit the best suggestion would be the following.

    When downing a survivor with Victor, pause the recovery timer for several seconds, allowing for the Twins player to get to the downed survivor before they manage to pick themselves up. I'd think that 5 seconds would be enough cause that is about the total time it takes to get back to controlling Charlotte.

    I think the twins are due a rework anyway because of the fundamental design. This update as you said makes it so much worse for them and its true, they will be much worse now so I think just a rework for them is needed.

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202084#Comment_3202084

    Cool, this isn't meant to stop all camping/turbo tunneling. It's meant to discourage it and to compensate a survivors whose time is wasted when someone does.

    Oh ok, thats fair I hope someday they fix the emblem system to accommodate it somehow

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201639#Comment_3201639

    Sorry, but I don't think you got what I was trying to communicate. For the Tunneled player, how is it fair that their performance is now considered terrible just on the whim of the killer? Considering Stage progression and Blood Points?

    On the other hand, a killer who Facecamps and Tunnels will very likely at least maintain Stage Progression and gain a moderate amount of Blood Points. In what manner is this considered throwing the match? Seems like Killers pretty much have a win-draw scenario here whereas Survivor pretty much have a lose-lose scenario. Again, Survivors won't be gaining boldness BP/Stage Progression due to lack of chases, same with Altruism considering the likely lack of heals/unhooks.

    That's more of the point awarding system not being good than a camping/tunnelling issue. If for example the killer does not camp and tunnel but is not good at the game so he does not delay the game enough or get in enough good chases and hooks then survs get screwed in another way since as far as the game is concerned they did not do anything.

    Typically turbo tunnelling at the wrong time will result in a loss since your only pressuring one guy and if it goes wrong you will in most cases lose. So its very easy to throw the game to tunnel or camp especially if you dont get an early down.

    Even if people gained 0 points for camping, killers would still do it to secure their one kill or because they just hate that one guy. So making even a perfect point awarding system would still not stop a killer from doing it if they want to.

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201521#Comment_3201521

    Throw the match? what do you mean? Do survivors get a multiplier bonus for how many Survivors make it out? No. Does the Steve also get to "win" if the Survivors "win the match"? I'm sorry, but it seems like you're believing I'm talking about competitive play with some sort of cash payout for the winning team, but I'm just talking about playing the game. The reason Tunneling is toxic is because that Steve is not going to get to play and is not getting much BP out of the game and is probably losing a Pip for Survivor Stages.

    If a killer wants to tunnel, regardless of comp or not they are going to do it period. The best that can be done is to make them throw the match to do it (lose the match is what throw means fyi).

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201046#Comment_3201046

    So i know you think you're making a valid point by likening these things, but you're really not for a number of reasons. The first and foremost reason is that a Killer will eventually find and chase at least 1 Survivor throughout the course of the game and whether or not that Survivor goes down, the Killer is playing throughout the game. Technically speaking, the Killer is still "playing" while Facecamping and/or Tunneling. On the other hand, a Survivor that gets Tunneled out or Facecamped is in fact NOT playing anymore and their time has just been wasted for something they cannot control.

    On the subject of control, even if a full Survivor team is Genrushing/Gencamping the killer in fact has many options at their disposal. The first is to tighten their patrol path to easy to patrol Gens and keeping those from popping. There are several games as Killer where I've won because the Survivors decided they would do all the outer gens and leave the 3 easiest to patrol Gens for the end. There are also several games as Survivor where we're on 2 Gens and I 99 one of the easier Gens so that I can then finish one of the harder gens then pop it, but some other Survivor comes along and pops the 99'd gen and now the Killer has an easy time defending every one of the last 3 Gens at once.

    Also, what do you define as "winning" the game? 4 Kills? I mean after all can you call it a win if any ONE of your opponents leaves? In which case we should also remove Hatch because it's like catchup in a racing game, the Survivors are at a Disadvantage, but now suddenly they have an easy way to clutch the game! 3 Kills? Well that's a weird arbitrary number, how come it's a win when there are 4 Survivors total and you only got 3 of them? Shouldn't the Killer then be punished for letting any one of them live? Not to mention, the Survivors are in Co-Op and everything each Survivor does affects the whole team so all Survivors should benefit if ANY survivor survives, 'cause then the Survivors win! But in the end, if you believe 4k or 3k means you win, this doesn't affect any of that really. All it does is affect Blood Points and Stage progressions, so you can Tunnel and Camp all you want, you'll just get reduced BP and Stage Progression.

    https://forum.deadbydaylight.com/en/discussion/comment/3201124#Comment_3201124

    I can tell you haven't read the post at all. The point made here is that Killers who do minimal work (Facecamping and Tunneling from the beginning of the game) should not be rewarded for doing so. Is it effective? Questionably, depending on the Survivors you're facing, but my post isn't really about whether or not it's effective. It's about actually letting Survivors have fun and incentivizing it/compensating players who get Facecamped/Tunneled early on for no reason. Sorry but it's pretty ridiculous when a Wraith hunts down a random Steve for the entirety of the game despite all other players trying to body block even while injured for said Steve and the Wraith just ignores the other players they've downed for... viability I guess?

    If the killer wants to tunnel that steve they r going to do it, the best you can do is make them throw the match to do it.

  • @D4RK1 said:

    So I want to start this post out by saying that killing the players is certainly a very important objective to the killer, but at a certain point when the game does not discourage, and in fact ENCOURAGES it, Facecamping and Tunneling, the Devs are essentially saying that not playing the game is a legitimate way of playing the game. I also want to say that I'm a killer main and honestly, I think I dislike playing survivor BECAUSE of the relatively high prospect of facing a facecamper/tunneler.

    Now let me get one thing straight, Tunneling and Camping, sometimes even Facecamping, shouldn't be completely stopped as sometimes it is the only objective the killer has that is really productive. Like when the Gen count is low/the exit gates are powered, in which case you can't really blame a killer for camping at this point. However, facecamping and tunneling at the start of a game usually means that one survivor will not get to play the game, and another will likely soon follow. What's worse is that if a team isn't fully coordinated in attempting to assist the camped survivor (which is VERY likely in solo queue), then the Survivors are very unlikely to even escape.

    There are several excuses I've heard about combatting this, but honestly I feel like the majority of them are elitist:

    1. Get Good? I mean sure, but you don't get good right off the bat and when you're trying to get good and a killer who is just average can just facecamp you and get more than triple the BP you do, it kinda makes you not want to play anymore are you also saying that Solo Queue SHOULD expose you to this toxic behavior? If so, then why not just remove solo queue or add VC for Survivors in-game?
    2. Use anti camping/tunneling perks? Ok, well this assumes that someone has the characters and has them prestiged to actually use perks like Reassurance/Decisive Strike, but that means you're down one perk and the base game is still saying it's ok to just facecamp and tunnel.
    3. How can you not just pop all 5 gens while 1 person is being camped? I mean i guess from a competition point of view this is a good argument, but I want to point out that 1 person just doesn't get to play the game and that the survivors overall get less blood points as they'll only be receiving Survival and Objective points since chases won't really be a thing and if you get any in boldness, that means you're near the hook that is being camped which probably means you're not doing a gen.
    4. Well the killer isn't getting enough pips to Stage Up so no problem! Yes, but the Survivors are probably losing Pips for their stages and being new at the game shouldn't mean your progress to Survivor grades should be hindered just on the whim of some random person who decides they don't want the Survivors to have fun.

    Here are the changes I propose to combat this relatively big problem:

    1. Kindred should be baseline and all Survivors should be able to make use of it without requiring a Perk Slot.
    2. Unhooking should not have a timer, once unhooking a survivor is forced to complete the unhook. Additionally, Survivors cannot be grabbed from an unhook, but can still be interrupted specifically if they are Injured or Deeply Wounded and take a hit (no I do not mean put into the Dying state)
    3. If a Survivor is hooked, then the aura of the furthest Survivor that has not been hooked at all, is revealed to the killer for 10 seconds.
    4. If a Survivor dies on hook before any other combination of survivors have a total of 2 hooks (this means it can be another Survivor with 2 hooks as well), then all Survivors gain a 150% Blood Point bonus for the match and the killer takes a 75% Blood Point penalty for the match. Additionally, no matter how the Survivors do, they cannot lose any pips for Stages this match and the Survivor will automatically lose a pip for Killer stages this match. This does not apply if the Survivor on hook attempts to unhook themselves more than Once and/or doesn't succeed at least 3 skill checks during Struggle phase. This effect also does not apply if there are 2 or less Gens required to be completed to power doors, if doors are powered, or if doors are open.
    5. Each time a killer hooks a Survivor, if the Survivor has the least number of hooks or is tied for the least number of hooks amongst all Survivors, the killer gains a +25% stacking bonus to Blood Points. This bonus should also affect the killer's points towards gaining Killer Stages as this type of behavior should be rewarded.
    6. If a killer remains within 15 feet of a specific Hooked Survivor (timer resets if the survivor is unhooked then hooked again and each hooked Survivor should have their own timer) for a total of 30 seconds, the killer gains a stacking -25% Blood Point penalty and the hooked survivor gains a stacking +25% Blood Point bonus. Survivors that gain this bonus should then be immune to losing a Survivor Stage pip for the match. A killer that takes this penalty 3 or more times in a match should automatically lose a Killer Stage pip for the match. If the killer is in chase for at least 5 seconds, this timer ceases to count down for all hooked survivors until the chase ends and the time continues to be paused for 5 seconds after the chase ends, though if the chase resumes or a new chase is started during this 5 second interval, the timer continues to be paused. This effect also does not apply if there are 2 or less Gens required to be completed to power doors, if doors are powered, or if doors are open.

    Personally I believe that these are all very fair changes as the majority of them do not change the game too much. The aura reading simply makes it so newer players and players not on comms just have a bit of that edge and encourages healthy behavior from survivors (making it easier to unhook and know when to unhook). On the killer side, it assists with specifically not tunneling, but not much else and has no effect once each survivor has been hooked at least once. The majority of my suggestions are mainly aimed at Bloodpoint gain and Stages because honestly that is the most rewarding part of the game when doing well and honestly I just hate the fact that a killer who does minimal work by facecamping can double or triple the number of blood points of survivors who actually play the game well and even escape.

    If they r so ineffective then why do people do it in comp as a viable stratergy?

  • @Thunderfrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199205#Comment_3199205

    This is not my experience. I can't control how well my team mates break line of sight. I dislike most things that remove the core balance foundation of downs and hooks.

    Tombstone piece is a much bigger threat and is more consistent, if your solo q team mates r feeding him stalk you would probably just lose to a myers who plays normally anyway.

  • @drakolyr said:

    Fun times.

    Camping could delete the game from the killer's account and peps would still complain.

  • @Splinterverse said:

    If they are, they shouldn't be. No one should be required to install another application and be social to be able to play an enjoyable version of this game. Also, 4-person SWFs are far less common than solo or solo + partial SWF combinations, so balancing around them is not advisable.

    Its almost like we could just bridge the solo q gap by making the social features basekit.

  • @SunsetSherbet said:

    "Please don't deal with the cheater issue!" is one of the most "DBD official forums" posts I have ever read.

    This

  • @ThiccClaud said:

    Why is it that Wesker slows you down if he fails in chase like reverse bloodlust. Why does it progress while you are in chase. This doesn't happen to pig or legion, why does it happen to Wesker? Someone please explain this well desgined mechanic

    If the wesker hits you once and then chases you for long enough to get bloodlust and max infection he is literally throwing the game.

  • @BonDBD said:

    i dont want to increase my chances of playing with someone on a 360

    *sigh*

  • @MeneLaw said:

    Its just blight u play against with 2x speed addons or alchemist ring .

    He needs token reduction /speed addons nerf / alchemist ring rework .Is just dumb kinda opressive and its been like this since release but... when executioner came out and was decent they imediately nerf it same with freddy .Blight is the perfect example of those ,,devs,, not care about the game .And when i hear them we did good we keep things ballanced .

    Basekit blight is one of the most fun high skill killers in the entire game. Just nerf addons and its fine.

  • @Thunderfrog said:

    It has no counterplay if Myers is able to hold down right click. Its horse ######### that I can play the whole game winning chases and taking no hits, and one lucky mouse click is enough to ruin the game.

    By the time it procs like 4 gens will be done and you can just locker. The myers also has to use 2 iri addons and throw his points. I am very surprised your talking about this addon when tombstone piece is so much stronger and consistent and only takes 1 addon slot and no perk slots (judiths basically has to be run with play with your food).

  • @SuzuKR said:

    Shadowborn is literally the difference in whether some players get migraines or not while playing.

    People should not be forced to use a perk to be able to play the game normally.

    Yes, it gives a minor advantage. That does not matter. Accessibility is far more important. Compensate for it elsewhere.

    Imagine if colorblind people had to use a perk for it because some colorblind settings make seeing certain things easier on certain maps. Or if hard-of-hearing people had to forever be forced to use Spine Chill instead of BHVR stating it is a temporary bandaid until a better base game accessibility tool is created.

    it should be a slider instead of static full amount because not everyone is comfortable with the same amount. Some people can find higher FOV disorienting or dizzying. Let everyone find what’s most comfortable for them.

    Agreed, the perk is so minor that something like this could be done and shadowborn could be reworked (maybe it makes the game brighter or something).

  • @MarkDenvelue1987 said:

    Like a 5th slot but it's generic sort of thing? Let's say that you can pick a general perk from.

    I would say, the only perks you can choose from are these:

    • Deerstalker
    • Distressing
    • Insidious
    • Shattered Hope
    • Unrelenting

    The other perks, I think they're a bit too good to be a 5th side slot:

    • Whispers
    • Spies from the Shadows
    • Sloppy Butcher
    • Scourge Hook: Monstrous Shrine
    • Jolt
    • Iron Grasp
    • Hex: Thrill of the Hunt
    • Hex: No One Escapes Death
    • Fearmonger
    • Claustrophobia
    • Bitter Murmur

    Maybe I'm wrong with Claustrophobia or with many things. What's your thoughts on this?

    If they bridged the solo q gap and wanted to buff killer more as a result of this then I actually think provided balanced any perks were used this would be a cool way of doing it.

  • @dugman said:

    Continuing a series of threads on the least used perks according to the aggregate site Nightlight, next up is Ace's perk Up the Ante (0.14% usage)

    Up the Ante - For each other Survivor still alive, grant a 1/2/3% bonus of luck to all remaining Survivors.

    I don't play survivor that often, but when I do I always play Ace simply because he's my favorite looking survivor thematically. (Plus Plunderer Ace rummaging through chests for sweet bling never gets old. 😄) So it's a little disappointingly ineffective his perk Up the Ante is.

    Really this boils down to simply that Luck is a really, really weak effect. The only thing Luck currently does in the game is increase your chance of pulling yourself off a hook. That's it. And since trying to pull yourself off the hook is almost universally a bad idea except as a last ditch effort it's just not worth increasing people's chances of doing it by a few percent. Even if you hypothetically stack Up the Ante and Slippery Meat and a 3% Luck offering you still only have a net 65% chance of pulling yourself off the hook in the six total attempts you get from Slippery Meat, and that's assuming it's even a good idea to try and someone else isn't going to come rescue you and you're not getting face camped, etc. And that's half your perks plus an offering to get that.

    Basically I think the issue here is the Luck effect as a whole could use a boost. Some possible changes might be

    • Make it so your Luck bonus also gives you a passive chance of dodging or blocking damage. Having a small chance of getting lucky and evading an attack that might have hit you otherwise could be a fun effect that's also good enough that people might throw it in a slot.
    • Have Luck give you a chance to ignore the consequences of missed skill checks, or to give you a small chance to get double the benefit from a standard check.
    • Have Luck impact the rarity of loot from chests.
    • Have Luck increase the chance, if you are the last survivor, of the hatch appearing in the closest possible spot to your current location.

    There are a lot of possible things Luck could subtly help with, I think it's a relatively unexplored area of the game that could see some interesting effects you don't get elsewhere.

    All the suggestions are good for luck buffs except the hit dodging. I feel like having a small chance to dodge a hit would just feel awful when it does happen and can cost the killer entire games.

  • @Gandor said:

    yes everything is survivor sided and it's always automatic killer win. Hence 61%...

    Cowshed has an 80% escape rate...

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