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WickedMilk03

WickedMilk03

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WickedMilk03
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  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/764099#Comment_764099

    False.

    The game is imbalanced and those are the people that take advantage of it.

    The imbalance itself exists with or without the people utilizing it.

    True True.

  • @FujinRaijin said:

    https://forum.deadbydaylight.com/en/discussion/comment/764026#Comment_764026

    They aren't good mindgames, the vault one perhaps can be argued as such, but fake-phasing is so incredibly unintuitive and brainless. The survivor knowing she's phasing does NOT remove the mindgame of where she is gonna reappear at.

    it stops double backing. Its good to learn around rank 12 when its useful. There is a learning curve

  • @Milo said:

    Look how they massacred my boy.

    ? They didn't do anything yet tho.

    Its a prediction. I am confident it is coming soon

  • @Nosplash said:

    the topic is already a hot one, still just trying to express my part. i find it ironic and at the same time it amazes me how the same people who bring toolboxes and bnp and use all possible perks to gen rush asap, are the same people who complain about nurse and spirit. like how do you enjoy a game where you do everything asap and then go to the next match ? where do you see the fun and enjoyment in such a hurry ? if you "win" every match then eventually you will get bored and move on to a next game. i myself enjoy when i have "to work" for the win in this game. but still playing against survivors who want to end a round as soon as possible is not in the least fun. yes you dont have other objectives, but you dont have to bring toolboxes, not to mention bnp add on and other stuff. the other killers get bullied. you cannot chase endlessly a survivor by playing wraith or huntress or trapper etc etc. you know ppl who play killer want to have some fun too. and by that i mean not having to play spirit or nurse all the time. at least with these two killers you can breathe a little. with the others you have to try hard. you know the "ease" feeling you have when you play survivor ? you dont really get that by playing most of the killers. i'm not saying be nice to killers, like dont do your objectives or let them free hit/kill you. i'm just saying dont make it unnecessary unfun for killers, the same way you would not want killers to do to you. while tunneling and/or camping happens very often at yellow/green ranks because of lack of skill from the killer's part, at red/purple ranks it mostly happens because its almost impossible sometimes to do the killer's part with players who not only loop the correct way, but gen rush the hell out of the match. do you guys think the same?

    those people are the reason the game is imbalanced

  • I dont know how to fix that stupid ape of a character man...

  • I think he should be able to hit out of cloak somehow if they could balance that. Maybe a charge up then be done honestly.

  • @AhoyWolf said:

    Everyone knows that MoM was a mistake. It was broken and over powered. So BHVR decided to nerf the perk and now noone is using it because it doesn't work.

    So there is one idea I had in mind and wanted to share it with you.

    Mettle of Man

    • When you have healed other Survivors for the equivalent of one Health State, Mettle of Man activates.
    • While Mettle of Man is active unlocks the ability to heal yourself without a Med-Kit at 100 % the normal Healing speed.
    • Mettle of Man deactivates once you are completely healed.

    Mettle of Man can be activated more than once.

    wait... does this mean like a default heal but self care bc if so i like it but id prefer it just has different requirements instead.

  • @AhoyWolf said:

    Everyone knows that MoM was a mistake. It was broken and over powered. So BHVR decided to nerf the perk and now noone is using it because it doesn't work.

    So there is one idea I had in mind and wanted to share it with you.

    Mettle of Man

    • When you have healed other Survivors for the equivalent of one Health State, Mettle of Man activates.
    • While Mettle of Man is active unlocks the ability to heal yourself without a Med-Kit at 100 % the normal Healing speed.
    • Mettle of Man deactivates once you are completely healed.

    Mettle of Man can be activated more than once.

    should be 2 health states if its infinite.

  • @Toxicboii said:

    This would punish the killer for LITERALLY DOING THEIR JOB with no way to rebound on it.

    No, this is not the way to fix Ruin.

    Well yes but it grants a strong start. I dont want this change but i get it and i like it. If u were to combo this with dying light, it would literally be the entire match of decreased gen speed... Thats pretty good.

  • @Psylent said:

    Hex: Ruin does none of what it currently does, as in no penalty for good skill checks. It is no longer a Hex perk either. Instead of all that, it now applies a debuff of -12% repair speed to all survivors. This debuff uses a kind of backwards token system. You start the match with 3 tokens, each worth 4%, making the total debuff -12%. You lose one token when you down someone, meaning each down lessens the debuff. After three survivors have been put into the dying state, you basically lose the perk. I know flat out repair slow down sucks, but surely this is better than the current Hex: Ruin right? It's main use has always been to slow down the start of a match, but is a bit too strong when it stays active for an entire match. I also think its too strong against less experienced survivors who haven't memorized totem locations and tend to run around doing nothing because of Hex: Ruin. It also really sucks when it's found and destroyed immediately. I feel this is the only way to make Ruin more viable and balanced, but also keeping it temporary. Ruin helps weaker and/or less experienced killers, as well as killers that need time to set up. More experienced killers will likely get downs quicker than your average player, so they won't get as much use from this new Ruin.

    EDIT: After further thought, I realized getting just 2 good skillchecks while Hex: Ruin is active ultimately adds 14 seconds to repair time. 4 seconds for the progress lost and 3 more because it pauses generator progress for 3 seconds. That happens for every good skillcheck. So I changed my mind, deciding this new Ruin needs to be stronger than -12% repair speed.

    Just for reference:

    -12% repair speed = 10.9 more seconds to finish a generator solo.

    Let's go with -24% instead, which adds 25.3 seconds. After downing one person, it becomes -16% which brings it down to +15.2 seconds. After downing a second person, it becomes 8% which brings it down to +7 seconds. You lose all tokens after downing a third person.

    To get the seconds, just do 80 ÷ (1 - x) where "x" is the debuff percentage in decimal form. A gen has 80 charges which takes 80 seconds to repair when solo with no assistance from items or perks.

    Is 24% enough to replace the current Hex: Ruin?

    This is cool buuuuuut nah. I think its fine. Dont see the point when corrupt intervention exsists. I would also rather them fix gens over anything rn.

  • @LunaTik said:

    First: The current state of dedicated servers.

    I could just say they are simply raw and not ready for final release, but that is too simple and a good 3/4th of the community already says that, so I'll try to explain why.

    First of all there is the problem with a lack of avalible data centers for people to use all over the globe, including places like russia, south america,africa and more. For example: There is no data center located directly in Russia so any Russian player not close to France,Germany or China will have no less than 100 ping no matter which data center he is connected to. Or South America having like 1-2 data centers for an entire continent, which leads to the simular issue. But that's the simple stuff. Another part of the dedicated problems is them actually failing to fix most of the problems they were adressed to fix. For example: dedicated servers were exciting news for a lot of newer and veteran players alike for their supposed ability to "fix the broken hitboxes", which came as a huge disappointment to many players on any of the initial test runs, because AT BEST(less than 30 ping) you would experience the same kind of game you played on the peer to peer system, and if the ping was below near perfection, which was the case for a lot of games, the situation simply became worse. On top of that dedicated servers brought a solid number of bugs, harmless and not so, to the game, previously unheard of. So in summary, in their current state dedicated servers only fixed the issue of so called "lag switching" which was basically the killer purposely making their internet connection worse to gain an advantage over survivors who would lag a lot. But even that issue was encountered so infrequently, most people simply didn't think of it too much. I know the investement in the creation of dedicated servers was huge, the system is simply not improving enough things for it to be worth switching to. At least for now. I recognize that the dedicated servers we have now are simply a test of the system in a hunt for ways to improve it, but it will take a lot of time to do so.

    Second issue: The most hated thing by the majorityof the current dbd playerbase next to dedicated servers: The spirit.

    The killer itself does not seem too groundbreaking at first, her power works as intended and has no potential exploits. The problem with it lies in the limitation of the survivor's ability to "do something about it". Let's look at a pretty common chase situation with the spirit: The survivor recognizes the spirit has started phasing and has to quickly decide on what to do next to avoid getting hit.

    They have a few options:1)Stay at a pallet or a window to try and make the spirit miss them by vaulting at appropriate times(which are mostly random due to the survivor hardly being able to tell where the spirit is). 2) Slow walk away not leaving any trail for the spirit to follow, ultimately losing her. 3) pretend to start running away, and then quickly changing direction to shake the spirit off their trail and make her miss.

    So here's where the problems are: Option 1 and 2 can be countered by the spirit player by listening to the audio cues of a survivor vaulting an obstacle(even slow vaults can be heard!) and ultimately hitting them after they vault or decide not to if there is no sound. This option can be also countered by spirit standing completely still and pretend she is phasing to make the survivor panic and make a mistake, which can prove quite effective since the survivor has almost no way of telling if the spirit is phasing or not thanks to her not having any indicators of doing so and emmiting no phasing sound while within her terror radius. And option 3 can be countered by the spirit player hearing the survivor while phasing thanks to the spirit having muffled chase music and thus nothing to disrupt the sound of the survivor breathing, grunting or running.

    How to adress these issues(purely a suggestion):

    First: Make the spirit emit the phasing sound even while in her terror radius, or/and add an animation or any other indicator to her husk, warning the survivor that the spirit is currently phasing.

    Second: Make sounds less audible for the spirit while phasing or do not muffle the chase music. Please note that the second suggested change should not be implemented if the first one will, because having both applied at the same time will make it really hard for the spirit to tell where the survivors are during phasing based on sound.

    Third:Add a window vaulting for the spirit, since the survivor approaching from any sort of angle from the window will hardly be able to tell the spirit is vaulting it, until it is too late.

    Furthermore I have a small idea for a rework of the infamous "Prayer beads" Spirit power add-on.

    My suggestion would simply be to replace the "No phasing sound" Effect to "You are able to quickly vault windows or break pallets while phasing. Doing so will pause the phase gauge depletion".

    Also: A small suggestion for a small improvement that will have a singnificant impact on The trapper.

    The trapper no longer has to collect his traps from around the map at the start of a trial, he has all of them in his hands and can carry all of them at the same time later in the match.

    Trapper sack:+1 total number of traps Trapper bag:+2 total number of traps Stitched bag: +3 total number of traps.

    The reasoning behind this suggestion would be that the trapper already lacks in map presense and chase potential outside of using his traps for it, but the main reason is that the Trapper has to waste a lot of precious time going around the map collecting his traps and setting them up at the start of the match.

    And finally: A suggestion to change some of the addon's for hillbilly's and Leatherface's chainsaw add-ons:

    Chainsaw file: Rarity changed from common to uncommon: now reduces the noise made by the chainsaw by 50%

    Homemade muffler:Rarity changed from uncommon to Ultra rare: Now renders the chainsaw completely silent.

    I know those add-on changes sound really strong on paper, but if we compare them to what you can take instead(AKA Charge time decreases, Cooldown decreases, Chainsaw movement speed, and so many more) you see the bigger picture and the fact that reducing the sound made by the chainsaw will simply make survivors approach chases with either of the killers with more caution and pay greater attention to their whereabouts and currect actions they are performing.

    I would love to hear your feedback on this topic, reader, if you even made it all the way to the end heh, so feel free to write anything you want to say.

    This was LunaTik the obligated rank 1 player, signing off.

    Good luck.

    Generators are a bigger problem than spirit.

    Spirit needs the vault to remain the same and the phase being still to remain the same. Those are mindgames. Mindgames are great for this game. If you need an animation to tell well then you should pay attention as her head tilts (looks like a lag) when she begins phasing. So you can wait til you see that before moving.

    A better change would be to instead:

    Add some sort of punishment for not landing a hit. Maybe a stun but have the sound be better. She shouldnt be nerfed but made more difficult.

  • @Psylent said:

    I think this could work so long as the boxes of gasoline have line of sight blockers around them like rocks, walls, reeds, corn, etc. They shouldn't be easy to patrol as a killer. I'm not sure I'm all for the generators resetting their progress. I feel that's unnecessary and kinda unfair especially for less experienced survivors. I personally think the gas should be dropped quickly and spill out when you do, causing it to disappear. You don't want survivors purposefully filling the map with gas canisters to lag out the game or to create their own stashes of gasoline. Having it remain on the ground will lead to a clown fiesta similar to when killers run Franklin's Demise and protect an item. This forces the killer to guard a single gas can that might be close to a repaired gen while other survivors are probably repairing and fueling the other generators. Either that or the killer lets them complete that gen to go stop another from being completed.

    I agree. One can can be taken from each box I think. So 3 out maximum but if destroyed you could get more.

  • @Psylent said:

    I also just realized this would possibly bring back 99% generators. I mean, why not? They would take 20 seconds less now, and the smart thing to do would be 99% the gen then go grab some gas. Even more reason why a survivor shouldn't be allowed to drop a gas can on the ground to pick it up later, and also shouldn't be allowed to repair while carrying one. Of course, if you have someone with you then that ain't a problem. This would definitely be the strategy for most SWF's. This kind of inadvertently buffs SWF's if you think about it. Perhaps it should take 5 seconds to steal gas which alerts the killer? But then that encourages box patrolling and makes it harder to sneak away with the gas. This seems kinda tough to balance properly.

    After 3 minutes of a gen being in the completion phase it resets completely. If they 99%, obviously the killer can regress it still. Survivors would not be able to repair while holding it and if a gas can is dropped, its aura is revealed and the killer can crush it resetting alot of progress. If the killer sees the cans aura next to a gen, they would know its being worked on and could reset the cans position when he gets to the gen. I believe those are all the issues you had with it solved right? no smartass intended :)

  • @QuentinxJake said:

    https://forum.deadbydaylight.com/en/discussion/95676/generator-rework-concept

    I love this idea! Being able to get gas for a gen makes the game more harder and more fun i would say however having to walk because of a gascan is pretty dumb if you ask me I would atleast want to power walk to make it a bit easier however i guess you have nancys perk that can make it faster never mund xD My big problem with this would be too much on the map= more bugs like cans going into a wall unable to take it that's why i think you should make the maps a bit bigger

    well yeah. Dbd will always have its bugs. The reason they are forced to walk instead of power walk is so it slows the game more AND that one nancy perk would be used more and maybe change meta

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/762801#Comment_762801

    You don't NEED to change gens at all. It's a possible solution but it's far from the only one.

    We can solve the problem without making a single change to generator mechanics simply by giving Killers the tools to win faster, either through better map design, power changes or both.

    yes but survivors literally will get bored of these long gen times and run to the killer to be chased...

    They are boring for survivors, and too quick for killers.

    A gen rework is for the greater good. The player base would actually increase from that aswell...

  • All they need to do next is to rework generators................

  • @Sir_Kazi said:

    https://forum.deadbydaylight.com/en/discussion/comment/762366#Comment_762366

    I don't find killer fun. I survive only. Every patch it's getting harder and harder to be a survivor. Is this why they released SWF?

    I encourage you to find a killer you enjoy and just get to rank one so you arent bias. I am sure you would understand if you slapped on the killers shoes.

  • @ASurvkillivorer said:

    Surv main surv maining. You talk about fun but don't seem to have the ability to see from a killers viewpoint how BS insta heals are and can be when there is multiples. LITERALLY the ability to UNDO an entire chase with the push of a button. Totally not broken.

    The Legion sucked but he had a troll function built in. The solution? Turn them into a killer with a pointless power that is so easy to counter its laughable. Meanwhile putting in a bunch of stipulations that treat it like its the best power in the game. They killed a killer to protect survivors.....

    Fast forward to the only killer who can hang with the insta heal SWF spec ops squads being nerfed. Poor insta heals though.

    One Hundred percent Spirit and Plague will also be nerfed incoming soon.

    Why would plague get nerfed? She isnt good...

  • @Sir_Kazi said:

    You guys are about to nerf the insta heal? Do you want the game to be majority killer?

    Dude are you kidding me? Playing killer is actually difficult and that broken item is the least skillful, most punishing addon in the game, its nasty. I have lost many matches from instaheals. Look at vids from the release of the game and you will see why killers get buffed and survivors get nerfed.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/762783#Comment_762783

    I feel a perk allowing for an easy kill deserve a positive side for the survivor.

    https://forum.deadbydaylight.com/en/discussion/comment/762785#Comment_762785

    Basically it would work similar to an hybrid between Ghostface expose mechanic and the Doctor treatment mode.

    If when Medusa release the energy a survivor has their camera facing her. They are turned to stone and open for an insta down. It last for about 10s but could be higher or lower.

    Interesting

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/762774#Comment_762774

    I'm not saying that gen rush isn't a problem, just that slowing down gens isn't the only solution. Speeding up Killers also solves the issue.

    Yeah I underknow and I am saying that increasing time isnt the solution. I agree with you. Gens just need a full rework

  • @Bigbootiejudy666 said:

    New Killer: The Doppelgänger 

    Real Name: Anastasia La’Belle

    Ethnicity: French  

    Weapon:  Ancestral Assassin's Blade

    Radius: 35 meters 

    Speed: 115%

    Difficulty: Hard 

    Playstyle: A Duplicating Killer, Able to confuse and cut off survivors by using her power, Deadly Shades. Her three personal perks, Assassin Take-down, Echoing Whistle and Venus Flytrap help her lure away other survivors from her obsession and Kill more efficiently.  

    Appearance:  Has Long Deep red hair in a messy bun with a black rose on the side. Wears a black hooded jumpsuit and matching gloves. She has a scarf covering the bottom Half of her face. She has no eyes only blood streaming down her face. She wears crow black high heel combat Boots made with Steel hee, good for bashing faces inl.  

    BIO:

    Born In shame to a poor Irish butcher and a French daughter of rich business owners. With a lot of begging to her parents, Valentine La’Belle was allowed to keep her only child, A beautiful baby Girl, who she named Anastasia, after one of her favorite movies . But was Anastasia never to see or hear of her Father or there be serious consequences. While growing in the mansion, Anastasia grow closed with her great grandmother, She loved the stories that her great grandmother told about The Entity, A Powerful Being that had protected a lineage of assassins in the La’belle family. But When Anastasia turn 10 her great grandmother became very ill but before she died she gave Anastasia a Strange necklace made out of bones and different flower petals , Her grandmother said “with this necklace the Entity will keep you safe for as long you live but you must give” But before she could say anything else she pass away holding  Anastasia’s hand. As the years pass, Anastasia learn about the line of assassins in the La’Belle

    Family.  By the time of Her grandparents death, Anastasia had started a successful assassin clan called  Espions de l'ombre. The charm did what her grandmother told her, it kept her safe from the cops and most of her targets bodyguards. But soon a dark whisper began to take control of her. The whisper always said something about her owning Debt. Anastasia wonder how she could pay back this Debt but one day she look and thought to herself “I have the most beautiful eyes”. 

    Power: Deadly Shades:

    The Doppelgänger can duplicate into “Mirror Shades” which can,

    - Roam around the map 

    -Break Pallets 

    -Enter Chases 

    -Vault windows 

    - Hit survivors but they can only do this once disappearing into white dust.

    - Will be destroyed if they are blinded or stun  

    She can only summon 2 Shades but she can teleport to the nearest Shade. Each time she summon one shade, it takes 5% away from her speed but also take 5 meters away from her radius as well.

    MORI: the Doppelgänger soumom her two shades and one stab the survivor in side and open her bladed fan and other slits the survivor thorat. Then The Doppelgänger cut the survivor head off and walks over The survivor corpse.

    Deadly Shades Addons

    Sets:

    Decrease Speed Penalty,

    White Charm Necklace,Common( By 1%)

    Grey Charm Necklace,Rare(By 2%)

    Entity’s Black Rose Charm Necklace,Ultra Rare(No Speed Penalty)

    Increase Radius Decrease,

    Ricin,Common(By 1 meter)  

    Foxglove,Uncommon(By 3 Meters)

    Black Mamba’s Venom,Very rare(By 8 meters) 

    Increase Number of Mirror Shades,

    Lilacs,Uncommon(Increase by 1)

    Cherry Blossom Crown,Rare(Increase by 2)

    Larkspur,Very Rare(Increase By 3)

    Non sets:

     

    Valentine’s Love Letter,Uncommon,

    Slightly Decreased Speed Penalty( By 1%)

    Slightly Increase Radius Decrease(By 1 meter)

    Enchanted Long Blade,Uncommon, 

    Each time you summon a Shade,Your Lunge is Moderately Increase

     Anastasia’s Ring,Rare,

    When a Shade disappears, you see the survivors auras for 4 seconds    

    Mom’s locket,Rare,

    When a Mirror Shade hits a survivor, They will suffer the broken effect for 100 seconds

    Shadowed Blade,Rare,

    When a Mirror Shade hits a Survivor you gain the Undetectable effect for 30 seconds    

    Pipevine Swallowtail,Very Rare,

    Mirror Shades will carry on a chase even if they were stun 

    By 4.5 seconds for all stuns 

    Unsent Letter To Father,Very Rare

    Mirror Shades now carry your terror radius when summon for 30 seconds 

    You are reduced to 1 mirror shade 

    Cannot use the Increase Number of Mirror Shades set 

    Great Grandmother’s Entity Charm

    When a Mirror Shade hits a Survivor all survivors’s auras are revealed for 5 seconds.

    Dying Rose,Very Rare

    Mirror Shades cannot move or hit a survivor 

    Give 100% more blood points in all categories.

    The La’belle Family’s Blood Oath,Ultra Rare

    Mirror Shades can instantly put survivors into the dying state

    Can no longer teleport to your nearest mirror shade

    You been reduce to 1 mirror shade

    Can not add more mirror shade  

    Teachable Perks:

    1. Assassin Takedown

    The urge to kill your obsession is unwavering. Each time you hit your obsession you gain a token. Each token will take away 2 meters from your terror radius. But each time you hook a survivor that is not your obsession you loose 3,2,1 token. If the obsession dies you gain 25,50,100% more blood points.

    2. Echoing Whistle

    You always have ways to lure away your victims. Each time a generator is kicked by you, The generator will appear almost done but when a survivor touches it it will explode and reveal the obsession aura for 2,4,6 seconds

    3.Venus Flytrap,

    When you hook a survivor on any Hook, the entity summoning time is1,5,7% faster and will add 1,2,3% if they try to wiggle off, And the struggling time is slightly decreased. 

          

        

       

    Venus flytrap is a gimmick perk and kinda eh...

    Echoing Whistle should instead make the survivor oblivious for 60 seconds rather than exploding the gens. It would just be a better overcharge. Still it should decieve the survivor with the progress. I like that alot... Like absolutely gorgeous Idea.

    Assassin takedown should be changed to disencourage tunneling otherwise just a gimmick build and theres enough terror radius perks.


    Give an example of how the ability would be used because I am interested in the mindgames but im not sure how it works all the way...

  • @TheUnendingNightmare said:

    Lore: A pretty woman turned into a monster by a vengeful Goddess after being defiled by a wicked God.

    Height: Small

    Speed: 4.6

    Terror radius: 32m

    Weapon: Claw

    Power;

    1-Gorgon gaze: Medusa can channel power through her eyes, turning to stone anyone looking at her for 10s. Medusa can then hit the petrified survivors to down them.

    Charging her gorgon gaze cause her to slow down but also reduce her terror radius to 8m.

    Perks;

    1-Priestess: When walking or slowed down by any effect cause the killer terror radius to be reduced by 4m/6m/8m.

    2-Injustice: When a survivor succesfully vault 4/3/2 times during a chase, the next time the survivor vault or drop a pallet the entity will instantly destroy it.

    3-Virginal blood: The killer is obsessed with a survivor's blood. When the obsession is injured their blood is slightly brighter and they are put in the wounded status for 50s/40s/30s or until healed. The obsession repair gens 5%/7%/9% quicker and can vault 3%/4%/5% faster.

    Also as for the power, explain more.

  • @TheUnendingNightmare said:

    Lore: A pretty woman turned into a monster by a vengeful Goddess after being defiled by a wicked God.

    Height: Small

    Speed: 4.6

    Terror radius: 32m

    Weapon: Claw

    Power;

    1-Gorgon gaze: Medusa can channel power through her eyes, turning to stone anyone looking at her for 10s. Medusa can then hit the petrified survivors to down them.

    Charging her gorgon gaze cause her to slow down but also reduce her terror radius to 8m.

    Perks;

    1-Priestess: When walking or slowed down by any effect cause the killer terror radius to be reduced by 4m/6m/8m.

    2-Injustice: When a survivor succesfully vault 4/3/2 times during a chase, the next time the survivor vault or drop a pallet the entity will instantly destroy it.

    3-Virginal blood: The killer is obsessed with a survivor's blood. When the obsession is injured their blood is slightly brighter and they are put in the wounded status for 50s/40s/30s or until healed. The obsession repair gens 5%/7%/9% quicker and can vault 3%/4%/5% faster.

    Virginal blood shouldnt give the obsession any benifits

  • Oh cool thanks for the confirmation.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/762746#Comment_762746

    I don't disagree, but I do think that it's a bit narrow minded to say that the only possible way to solve the time pressure issue is to make gens take longer.

    If you are talking about the non-balance issues with gens then sure, but the gens aren't an issue in a vacuum. 80 seconds per gen would be far more than enough time for the Killer if his attacks instantly killed you outright with no build up required.

    So somewhere between being looped for 2 minutes and instantly killing them is some Killer powerlevel which is balanced given 5 gens that take 80 seconds each. And I think we already have many Killers within that margin, for example Billy is fast enough when patrolling and can make up for chase time by getting in a few instant downs such that he can Kill everyone in the short amount of time he's given.

    No. Increasing gen times isnt this answer. Decreasing them and adding a mobile objective to complete them is a way.

    @WickedMilk03 said:

    This is a Repost from a while back. I have recently gotten really annoyed that nothing is being done about gen speeds so I have a solution. This change makes the game more fun and balanced for both sides or atleast I believe it would.

    Gen Changes

    Generators now only require 60 charges to complete. For the first 5 seconds of work on a gen, repair speed is 25% slower. This is to deter survivors from finishing a gen right in front of your face after you scare them off of it. Stops toxicity and gen tapping. 60 second gens because they are annoying and lack any interesting gameplay. Like seriously... Hold a button woo hoo. Killers still get a notification when generator repair is complete.

    Completion Phase

    The completion phase lasts for 3 minutes (180 seconds) after a gen is completed. During this time, generators would need to be filled with gas. A generator can not be regressed by the killer during the completion phase. If the generator is not filled with gas during the completion phase then the generator will reset to 0 charges meaning it would need to be repaired the full 60 seconds again. Perks like tinkerer would remain the same and activate as generator repair is completed. Killers get a notification when a gen is fully completed.

    Gas canisters

    Gas canisters are located in 3 White Crates towards the center of the map. White Crates spawn with 16-28 meters between them. The distance between them is dependent on the size of the map. This would ensure that killers are not the only ones suffering from huge maps. Carrying a gas canister does not replace an item, however you cannot use any items whilst holding a gas canister. You cannot sprint or drop a pallet when carrying a gas canister which means you have to walk when carrying gas. If you drop a gas canister, to gain the ability to run, it's aura can be seen by all survivors and the killer. A gas canister can be crushed by the killer and it would be sent back to a White Crate. There is an infinite amount of gas canisters in each crate. Filling a gen with gas takes 5 seconds. This slows the game and forces stealth as well as keeps survivors on edge by making them move around the map in places where the killer may be.

    All reasons for these changes

    1. Survivors are forced to play stealthy after a gen is complete. This is good because stealth is not a very common thing people go for since it isn't very rewarding (but would be now ha)
    2. Survivors are forced to be on the go during the match. This makes it less boring and gives a higher chance of interesting outcomes in the match.
    3. Survivors will NOT run towards the killer for a good chase anymore because they are bored. Survivors will be actively trying to win.
    4. Killers have a more fair advantage versus swf and can win a match based on their individual ability to put pressure on the survivors.
    5. Overall more interesting gameplay
    6. Generator times are decreased (again: less boring) Dead by Daylight remains the classic "repair gens and get the fug out game with all the cool movie killers" that the commons look to it as.
    7. Map pressure-less killers actually stand a chance.
    8. The game is imbalanced and needs this please devs... please

    I am done guys tell me what you think

    Tell me your thoughts. If you disagree with this, actually tell me why please. I try not to be bias and I do play both sides. I have 2300 hours. GG

    I know its up to the killer to apply the pressure and it hasnt happened much that a match has lasted 2 minutes. The marth88 experiment proved it was unbalanced. 100 matches of swf with no perks and I am pretty sure they hardly ever lost and made killers lose pips almost every game.

  • @cosmicvolts said:

    what about freddy then...?

    Freddy himself likes little boys... they arent paying a pedophile to get the license for freddy, as for jeepers creepers, the director of the movie likes little boys(I think). Guess I shouldve specified.

  • @NuclearBurrito said:

    The game is WAY more balanced than it used to be. It still needs some work and many Killers are still very under-powered. But it cannot be overstated just how far the game has came since even just a year ago.

    The majority of Killers are at least usable at red ranks ect ect ect.

    Agreed but the main issue is generators and should have been changed a few ago. If the game didnt release so gross they wouldnt have to have balanced nearly as much. I appreciate it but I just wish... gens were fixed.

  • @Gibberish said:

    The game is very heavily balanced in the Survivor's favour. Sure the Killer can stomp newbies and bad players easily, but against genuinely good Survivors that are playing to win? Killers have little to no chance.

    A 10/10 Killer player can easily get stomped by a good Survivor team. Its just the way the game is, even if they play as as close to perfect as possible the core mechanics of the game are stacked against them.

    Agreed. The devs should balance the game around the competitive players. The casuals are the ones who get on when a new licensed killer comes out, plays for a week then gets off til the next one. I watched a video that had said that 90,000 players played when the endgame collapse came out (pc) when average player count is 25,000. WELL MY THEORY IS those are all the players that left the game coming back because

    1. its more balanced
    2. A change to the base game for once.

    SO ALL IM SAYING IS IT WOULD BE SMART TO REWORK GENS COMPLETELY around rank 1 and a crap ton of players would get on and stay. Like seriously, this game would be so much healthier if it were more competitive because if it were actually balanced then swf wouldnt be able to absolutely bully a killer of similar rank BUT INSTEAD have a very intense fun match.

    Check this out if you want some inspiration or wanna support bc no one saw it ha

    https://forum.deadbydaylight.com/en/discussion/95676/generator-rework-concept#latest

  • SWF teams that choose to win and bully prove the game is unbalanced. Games can end in 2 minutes. That shows that the game is unbalanced. The reason the stats are like that is because

    1. Noob killers have it harder than noob survivors typically which is why they camp.
    2. Survivors dont like sitting on a gen for ages and leave gens often to start a chase for fun
    3. Alot of survivors dont work through ruin and it turns into RNG.

    Survivor mains, am I right that we leave gens every now and then for a chase because gens are boring?


    The problem is the gens for being too short and too boring. But I have a solution I THINK

    https://forum.deadbydaylight.com/en/discussion/95676/generator-rework-concept#latest

  • @ChezAndQuakers said:

    https://forum.deadbydaylight.com/en/discussion/comment/762256#Comment_762256

    I’ve also seen a lot of forums on how ruin is mandatory and to change NOED into a slowdown game perk to compete with ruin because they pop way to fast. Other people also talk about how the game deserves a second objective other than totems like gears or gasoline to start the generators

    @WickedMilk03 said:

    This is a Repost from a while back. I have recently gotten really annoyed that nothing is being done about gen speeds so I have a solution. This change makes the game more fun and balanced for both sides or atleast I believe it would.

    Gen Changes

    Generators now only require 60 charges to complete. For the first 5 seconds of work on a gen, repair speed is 25% slower. This is to deter survivors from finishing a gen right in front of your face after you scare them off of it. Stops toxicity and gen tapping. 60 second gens because they are annoying and lack any interesting gameplay. Like seriously... Hold a button woo hoo. Killers still get a notification when generator repair is complete.

    Completion Phase

    The completion phase lasts for 3 minutes (180 seconds) after a gen is completed. During this time, generators would need to be filled with gas. A generator can not be regressed by the killer during the completion phase. If the generator is not filled with gas during the completion phase then the generator will reset to 0 charges meaning it would need to be repaired the full 60 seconds again. Perks like tinkerer would remain the same and activate as generator repair is completed. Killers get a notification when a gen is fully completed.

    Gas canisters

    Gas canisters are located in 3 White Crates towards the center of the map. White Crates spawn with 16-28 meters between them. The distance between them is dependent on the size of the map. This would ensure that killers are not the only ones suffering from huge maps. Carrying a gas canister does not replace an item, however you cannot use any items whilst holding a gas canister. You cannot sprint or drop a pallet when carrying a gas canister which means you have to walk when carrying gas. If you drop a gas canister, to gain the ability to run, it's aura can be seen by all survivors and the killer. A gas canister can be crushed by the killer and it would be sent back to a White Crate. There is an infinite amount of gas canisters in each crate. Filling a gen with gas takes 5 seconds. This slows the game and forces stealth as well as keeps survivors on edge by making them move around the map in places where the killer may be.

    All reasons for these changes

    1. Survivors are forced to play stealthy after a gen is complete. This is good because stealth is not a very common thing people go for since it isn't very rewarding (but would be now ha)
    2. Survivors are forced to be on the go during the match. This makes it less boring and gives a higher chance of interesting outcomes in the match.
    3. Survivors will NOT run towards the killer for a good chase anymore because they are bored. Survivors will be actively trying to win.
    4. Killers have a more fair advantage versus swf and can win a match based on their individual ability to put pressure on the survivors.
    5. Overall more interesting gameplay
    6. Generator times are decreased (again: less boring) Dead by Daylight remains the classic "repair gens and get the fug out game with all the cool movie killers" that the commons look to it as.
    7. Map pressure-less killers actually stand a chance.
    8. The game is imbalanced and needs this please devs... please

    I am done guys tell me what you think

    Tell me your thoughts. If you disagree with this, actually tell me why please. I try not to be bias and I do play both sides. I have 2300 hours. GG

    Also I made this and it got no attention, It is fairly detailed and explanatory

  • @ChezAndQuakers said:

    https://forum.deadbydaylight.com/en/discussion/comment/762256#Comment_762256

    I’ve also seen a lot of forums on how ruin is mandatory and to change NOED into a slowdown game perk to compete with ruin because they pop way to fast. Other people also talk about how the game deserves a second objective other than totems like gears or gasoline to start the generators

    I dont want to feel obligated to use a perk to slowdown the game. They should just change the base objective because I dont want more secondary objectives. Noed shouldnt be changed until gens are reworked or something is done, and even then, its not op. It punishes survivors for not getting totems. If it is such a problem then they should just do totems. I dont get why thats such a topic of discussion.

    I really wish I didnt have to use ruin, but... we live in a society and the devs wont fix it and I am quickly losing hope.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/762328#Comment_762328

    That is a cool and well-articulated idea. I haven't read any of the responses, but I suspect that the big concern would be the potential for matches to drag out for way too long, especially if generators have the potential to reset entirely after they are repaired.

    And then a bunch of people would inevitably start complaining about how matches take too long, and then we are in the same boat again, just at the opposite extreme.

    I think it might be interesting if Behaviour were to design something like you've described in your post, but restrict it to a new map that is designed around the idea (almost like a different game mode). That way, they could experiment and try new stuff without completely upending the current game.

    well the gens only reset after 3 minutes and only take one to complete. 20 seconds less of gen work x5 so a whole minute and 40 less of gen time.

    The reset is only there to deter survivors from getting all gens at completion phase and then popping them all similar to the playstyle survivors had prior to gen regressing when the game first came out.

  • @Rydog said:

    The problem is that what you're suggesting would upend the flow of the game and turn it into something else, when everything is built around just filling the gen meter.

    If anything, the "give survivors a second objective" suggestion that gets thrown around a lot would be more reasonable than changing how generators work. Behaviour has slowly been nudging survivors toward paying more attention to totems, so that's something, I guess.

    Installing parts and stuff in Friday the 13th was OK, but it was a scavenger hunt that wasn't too terribly interesting or dynamic on its own terms, either. Map layouts were not random, and it was entirely possible to game the system and immediately know where things like the phone and Jason's cabin spawned, literally the moment you spawned into the map (source: I was the guy who publicly reverse-engineered just about every single mechanic in that game).

    Boy do I have the answer for you...

  • @Neverdweller said:

    The gens are okay and all.. But can we get something a little more interesting to do with them besides holding in a button and clicking a timed response?

    I liked the way installing parts for things in Friday the 13th worked, it made it randomized and interesting so something along those lines?

    It would also be interesting for survivors to find generator parts or scrap.. something that they needed to bring to the generators instead of tapping a button on a generator and watching out for the killer.

    But honestly the best interaction and excitement in the game comes from interaction between the survivors and the killer... so.. bringing them together is important yeah?

    Anyone else think of some cool minigames or other things to do for gens?

    FINALLY

  • @ChezAndQuakers said:

    All I’m seeing are “nerf ____” or “buff _____” posts. While I do think that some killers like wraith should be buffed to do something more than camp cloaked, I’m not see that much unfairness in the game. MoM is a low-mid tier perk now, OoO is only with the super toxic swf and I suggest you bring a mori for that, and perks like DS have a time limit and if you have to wait it out to pick them up than I can say you’re tunneling. The only thing I’d complain about as a killer would be adrenaline. I want to know what you guys think is unbalanced (maps, perks, killers, items, etc)

    Generators go by too quick and are really boring to sit on vs getting chased

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/760783#Comment_760783

    It doesn't necessarily have to be expoential. Exponential would probably be too crazy

    well yeah. Just to explain to people the concept if they aren't understanding

  • @cosmicvolts said:

    Can we get Jeepers Creepers as killer with Justin Long as a playable character we really need a killer with a flying ability. Whether its flying vertically in the air and being able to survey the map and attack people or lunge at them while flying.

    The director liked little boys. Wont happen. Not_Queen said they didnt want to because of that

  • @zach3734 said:

    Everyone know furtive chase is situational at best, I thought why not make it so it keeps the obsession changing aspect but makes it so that every time you hook your obsession you lose your red stain for 20-25-30 seconds. It’s just an idea but I’d like to hear some feedback.

    Maybe it gradually decreases the visibility of the red stain so then it isnt as situational?

  • @Trwth said:

    If it's not obvious already, I really like writing stuff like this. There are so many perks in Dead by Daylight, yet still so many are never really used. Now I'm not trying to shift the meta here, but I would like to shed some light onto some perks that could use a bit more attention so that they aren't completely left in the dark to never be used. As always, feel free to share your ideas!

    Beginning with the Survivors' side:

    Buckle Up

    Unlocks potential in one's aura-reading ability. The recovery and wiggle progression of dying and carried Survivors can be determined by the intensity of their auras at a distance of up to 48 meters.

    When you heal a Survivor from the dying state to injured or healthy, both you and the healed Survivor see the Killer's aura for 4-5-6 seconds.

    Deja Vu

    Unlocks potential in one's aura-reading ability. Paranoia paired with the horror of failure drives you to avoid repeating the same mistakes.

    When you repair 1-2-3 generators for 30 seconds, its aura will be revealed to you at a distance of up to 128 meters away. If the Killer breaks a generator affected by Deja Vu, the generator's repair progress can be determined by the intensity of its aura until it stops regressing. If the generator is trapped, then its aura will be revealed in yellow.

    Deja Vu can only affect 1-2-3 generators at once.

    Distortion

    You start the trial with 3 Tokens.

    When any generator is completed, gain a token. When your aura would be shown to the Killer, Distortion activates and a token is consumed.

    For the next 10 seconds while Distortion is activated, your aura and scratch marks will not be shown to the Killer.

    • Distortion does not activate while you are in the dying state or in a trap.

    No One Left Behind

    It is inconceivable to leave someone behind.

    Once the exit gates are powered, your altruistic action speed is increased by 40%-50%-60%. Any injured Survivors within an 8 meter range of you will have their grunts of pain reduced by 50% and leave no scratch marks. Once out of range, this effect persists for 15 seconds when out of range.

    Gain 100% more bloodpoints in the Altruism category.

    Pharmacy

    You have a knack for finding medicine. Searches through chests are 40%-60%-80% faster and the noise created are reduced by 8 meters.

    Pharmacy guarantees an Emergency Med-Kit with the Self Adherent Wrap add-on on your first completed chest search. After your first chest search, all chest searches afterward will guarantee a Camping Aid Kit with the Rubber Gloves add-on.

    Vigil

    You look over your friends even in dire situations. You and your allies within an 8 meter range will recover from the Exhausted, Hemorrhage, Mangled, Hindered, Blindness, Madness, and Oblivious status effects 20%-25%-30% faster. Once out of range, this effect persists for 15 seconds.

    Flip-Flop

    You have an uncanny ability to escape the inevitable.

    While in the dying state, your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 50%-60%-70% total wiggle progression.

    Lightweight

    Your running is light and soft, making your tracks harder to follow. The sound of your footsteps are reduced by 75% and your scratch marks stay visible for 2-3-4 seconds less than normal.

    ---

    That's all I've got for the Survivor's side. Some perks that may still need looking into are Mettle of Man, Sole Survivor, Left Behind, Slippery Meat, Solidarity, and Wake Up!.

    Moving onto the Killer's side...

    ---

    Coulrophobia

    Your presence alone instills great fear. Survivors within your terror radius will have their repair, healing, and sabotage speeds reduced by 15%-20%-25%.

    Cruel Limits

    Your ties to the otherworldly manifest when your prey attempts to get away.

    When any generator reaches 50% repair progress, receive a loud noise notification from that location and all windows and vaults within a 24 meter radius from the generator will be blocked by the Entity for all Survivors for the next 22-26-30 seconds.

    Cruel Limits can only trigger once per generator.

    Insidious

    At the start of the trial, you receive the Undetectable status effect for 60 seconds. Any time you hook a Survivor, you become Undetectable for 20-25-30 seconds.

    Mindbreaker

    Your distressing presence drains and weakens your prey.

    While repairing generators, Survivors are afflicted with the Exhausted status effect. Any existing Exhausted effects are paused during repairs. After ending the repair action, Survivors will be afflicted with Exhausted for 8-9-10 seconds.

    Injured Survivors who are repairing a generator with more than 50% repair progression will be afflicted with the Oblivious status effect as well. After ending the repair action, Oblivious will linger for 8-9-10 seconds.

    Monstrous Shrine

    Your fervent care of the hooks in the trial have aroused the Entity's interest. When you hook three Survivors, the next time a generator is completed, all generators will be blocked by the Entity for 20-25-30 seconds.

    Remember Me

    You become obsessed with one Survivor.

    Each time you hit your obsession, you increase the opening time of the exit gates by 5 seconds up to a maximum of 20-25-30 seconds.

    When three Survivors are killed or sacrificed and you close the hatch, the opening time of the exit gates are increased by 15 seconds if the obsession has been killed or sacrificed.

    The obsession is not affected by Remember Me.

    • The Killer can only be obsessed with one Survivor at a time.

    Shadowborn

    You have a keen vision in the darkness of the night. Overall brightness is increased by 25% and your field of view is increased by 9-12-15 degrees.

    Field of view gains do not stack.

    Territorial Imperative

    Unlocks potential in one's aura-reading ability. The auras of vaults and pallets are revealed to you within a 18-22-26 meter range. When a Survivor is 2 meters from a vault or pallet, its aura will turn white.

    Tinkerer

    When a generator reaches 75% repair progression, you receive a loud noise notification and the Undetectable status effect for 10-12-15 seconds.

    Unrelenting

    You recuperate faster from attacks made by your main weapon. Your missed attack and successful attack cooldowns are reduced by 15%-20%-25%.

    Missed and successful attack cooldown reductions do not stack.

    Beast of Prey

    Your lust to kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable.

    After gaining Bloodlust Tier 1:

    • Your red stain disappears.
    • You gain a speed bonus to vaulting and breaking.
    • Gain 50% more bloodpoints for actions in the Hunter category.
    • You cannot exceed Bloodlust Tier 1.

    Breaking pallets will not cause you to lose Bloodlust. You lose Bloodlust when you hit a Survivor or lose the chase.

    Beast of Prey has a cooldown of 100-80-60 seconds.

    Fire Up

    The increased pressure of losing your prey fills you with anger and gives you unsuspected motivation. Each time the Survivors complete a generator, Fire Up grows in power.

    • For each generator completed, exit gate or hatch opened, gain a 4%-4.5%-5% speed bonus to picking up, dropping, breaking pallets or generators, and vaulting for the remainder of the trial.

    Overwhelming Presence

    Your presence alone instills great fear. Survivors in your terror radius suffer from inefficiency.

    Affected Survivors will not be able to perform Great Skill Checks. All skill checks performed while in your terror radius will pause their action progress for 2-3-4 seconds.

    Surge

    Your eerie presence charges the air and interferes with technology.

    Putting a Survivor into the dying state will cause all generators within a 32 meter radius to instantly explode and regress. This applies additional regression of 8%-9%-10%.

    ---

    And that's a wrap. Like the Survivors, here are some other perks that could use some improvement: Iron Maiden, Lightborn, Mad Grit, Spies From The Shadows, and Hangman's Trick.

    Feel free to tell me what you think. I know that most of this probably isn't gonna happen, but hey, it's fun to brainstorm.

    All the killer ones are gorgeous except Fire Up and Surge.

  • Also for explanation of this concept:

    y=b^x

    There you go for people who arent understanding

  • @SkeletalElite said:

    So this is a suggestion to help with gen times that wouldn't just increase the amount of time holding m1.

    Basically how it works is that repair starts slower but speeds up over time as your stay on the generator. Shortly after letting go over the generator your repair starts to rapidly decelerate back to the base speed, but not instantly so if you get back on a gen within a few seconds you won't lose all of the repair speed. The idea is that if the killer is keeping good pressure by keeping survivors off the gens the gens will go slower and it will also make hiding from BBQ more of a hard choice. Do I lose all my accleration to stay hidden or do I commit the generator and get it done but risk being found?

    If this change got implemented ruin would need a slight adjustment where the amount of regression is increased, however it would no longer pause the repair timer. Overall the perk would be a tiny bit weaker since a survivor who powers through it will slowly start to repair faster over time.

    The time to do a generator from start to finish if you keep on the generator the whole time would be about the same if you do the whole gen without interruption.

    This mechanic could also be used to change toolboxes, and rework their addons. Instead of toolboxes just having charges, repair speed, sabotage speed. They could have minimum repair speed, maximum repair speed, repair accleration, charges, and sabotage speed.

    The acceleration could even be applied in other mechanics like healing or sabotage. Although that stretches beyond the reach of this post. Baby steps.

    Edit: Because there's a bit of confusion on what this does. I'm going to paste my example from a comment in thread.

    Think of it this way. sitting on 1 generator the whole time: Takes 80 seconds (same as current)

    Sit on the generator for 40 seconds, get interrupted, then get back on it again, gen will take more than 40 seconds to complete because your speed goes back down to the minimum repair speed and has to slowly work its way back up to the maximum repair speed. I haven't mentioned any values because I don't know what they should be. I don't know what the minimum or maximum should be. I don't know the rate it should accelerate at.

    I almost made a post about this until I realized killers lacking map pressure would literally rot. Also if the acceleration time doesnt decrease instantly then survivors can still finish a gen right after the killer took attention off of it and downed someone. Thats toxic and annoying. If the acceleration makes it less than 80 to sit on and finish then its OP for survive with friends, If it is 80 seconds even with acceleration then survivors would hate it. I really liked this when I first thought about it but then I didnt and I am about to self advertise because I think its for the betterment of the game if devs see it maybe?

    @WickedMilk03 said:

    This is a Repost from a while back. I have recently gotten really annoyed that nothing is being done about gen speeds so I have a solution. This change makes the game more fun and balanced for both sides or atleast I believe it would.

    Gen Changes

    Generators now only require 60 charges to complete. For the first 5 seconds of work on a gen, repair speed is 25% slower. This is to deter survivors from finishing a gen right in front of your face after you scare them off of it. Stops toxicity and gen tapping. 60 second gens because they are annoying and lack any interesting gameplay. Like seriously... Hold a button woo hoo. Killers still get a notification when generator repair is complete.

    Completion Phase

    The completion phase lasts for 3 minutes (180 seconds) after a gen is completed. During this time, generators would need to be filled with gas. A generator can not be regressed by the killer during the completion phase. If the generator is not filled with gas during the completion phase then the generator will reset to 0 charges meaning it would need to be repaired the full 60 seconds again. Perks like tinkerer would remain the same and activate as generator repair is completed. Killers get a notification when a gen is fully completed.

    Gas canisters

    Gas canisters are located in 3 White Crates towards the center of the map. White Crates spawn with 16-28 meters between them. The distance between them is dependent on the size of the map. This would ensure that killers are not the only ones suffering from huge maps. Carrying a gas canister does not replace an item, however you cannot use any items whilst holding a gas canister. You cannot sprint or drop a pallet when carrying a gas canister which means you have to walk when carrying gas. If you drop a gas canister, to gain the ability to run, it's aura can be seen by all survivors and the killer. A gas canister can be crushed by the killer and it would be sent back to a White Crate. There is an infinite amount of gas canisters in each crate. Filling a gen with gas takes 5 seconds. This slows the game and forces stealth as well as keeps survivors on edge by making them move around the map in places where the killer may be.

    All reasons for these changes

    1. Survivors are forced to play stealthy after a gen is complete. This is good because stealth is not a very common thing people go for since it isn't very rewarding (but would be now ha)
    2. Survivors are forced to be on the go during the match. This makes it less boring and gives a higher chance of interesting outcomes in the match.
    3. Survivors will NOT run towards the killer for a good chase anymore because they are bored. Survivors will be actively trying to win.
    4. Killers have a more fair advantage versus swf and can win a match based on their individual ability to put pressure on the survivors.
    5. Overall more interesting gameplay
    6. Generator times are decreased (again: less boring) Dead by Daylight remains the classic "repair gens and get the fug out game with all the cool movie killers" that the commons look to it as.
    7. Map pressure-less killers actually stand a chance.
    8. The game is imbalanced and needs this please devs... please

    I am done guys tell me what you think

    Tell me your thoughts. If you disagree with this, actually tell me why please. I try not to be bias and I do play both sides. I have 2300 hours. GG

    That slows the game and keeps it fun. felt like it got no attention (should have made a click bait title lol)

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/760734#Comment_760734

    Hence what i mean. You don't pause Exhaustion and you get people with SB and BL and DH like mad.

    In 2016-2017 you could get exhaustion back while running, and it was terrible. I don't want that back.

    I remember those days. Vacuum too. But if they were using it,you could just bait the dead hard or wait out sprint burst and be done. If they start to loop, get rid of a pallet and go to someone else. A 45 second timer is still a while.

  • @UlvenDagoth said:

    So is fighting Plague most of the time and people say she is very weak.

    https://forum.deadbydaylight.com/en/discussion/comment/760728#Comment_760728

    maybe just a 45 second instead of 60 bc vigil actually.

    Plague is weak because she has no way of catching people if they dont cleanse.

  • well yeah but its a 1 hit. Stealth killers stomp that and there are so many perks that cut terror radiuses and so many killers that have little to no heartbeat or abilities that do so.


    It would definitely change the meta a bit though. Which I would like because Its been a while since it has changed...

  • @ChezAndQuakers said:

    https://forum.deadbydaylight.com/en/discussion/comment/758426#Comment_758426

    A good Trapper can beat 4 swf with no ruin. You can see Not Otzdarva’s yt videos and see for yourself

    I watch otzdarva. Hes a pro and really the main issue is that hes pretty addon dependant

  • @yobuddd said:

    It’s a common argument. Longer gen times vs they are fine. Personally, I feel like they are too fast, but I also understand the issue from both sides.

    As survivor, staring at a gen bar gets boring. As killer, having 2-3 gens pop during your first chase is discouraging at best.

    So If we were to Increase repair times, we need to address both of these concerns to keep everyone happy.

    Here’s a possible solution, but please read it all before reacting, because it starts with:

    • Increase base gen time to 2 minutes and 20 seconds, ie 140 seconds. (I know, I know! Just hold out and read on)
    • Once the 1st gen pops, remove 20 seconds from base gen time (think of it as shortening the progress bar).
    • Rinse and repeat for all gens.

    Why do I like this idea?

    • It increases total base gen time by 100 seconds. Yes, a similar result could be achieved by adding a 6th gen, but this would be more dynamic since it changes after each completion. As a result, the added time is delivered in more bite-size chunks, decreasing the “boring” factor for survivors. (Current: 80+80+80+80+80=400. Proposed: 140+120+100+80+60=500)
    • It gives killers a chance to actually do something in the early game. It also prevents the “whatever, no point in trying” mentality when they feel defeated before they’ve even crossed the map. This alone improves the game for all players, because both sides remain fully engaged.
    • Survivors don’t have to simply stare at longer gens all game, because only the first 3 are longer than current.
    • This regressing time requirement is fair to survivors as the game progresses, because there should typically be fewer survivors remaining when the final gens are being worked on. The last gen would actually be 20 faster than current. the final 1-2 survivors actually have a better survival chance as a result.
    • Survivors can enjoy the snowball effect of increasing repair speeds each gen. They can also sometimes chain-pop multiple gens when a completed gen reduces the gauge of a nearly completed gen, so it pops by default (even if nobody’s there working on it!) Imagine memeing a 5-pop chain!
    • Toolboxes are generally used on the first gen anyway, and then just carried for the rest of the match. With this, that toolbox effect is applied to the gen that really matters: the longest one! This idea also buffs BNP significantly since it is based on percentages.

    So? What do you think? For what it’s worth, I’m trying to propose fair adjustments, not start killer vs survivor arguments.

    Good but survive with friends would prosper and solos would literally die. Also theres no way a team can win if someone dies early or dc's early...

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