XtremeDBD
XtremeDBD
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@MoZo said:
With the buffs that legion is getting it will cause more legion players to commit chases since you can pop feral frenzy, injure them and then cancel your power. Since you move faster and have a shorter recovery now, i fear people will HATE this playstyle. Especially if they run the iridescent button add-on with bamboozle that will make it to where pallets and windows are useless against them regardless of what health state you’re on. I’m not against the Legion buffs since they are laughably bad against any survivor with at least half a braincell but I am worried that this will cause a lot more people to complain and become even more hated and we all know when a killer is too much unanimously complained about they tend to get really harsh nerfs (skull merchant, chucky, xeno)
That add ons needed a long overdue rework, especially when paired with julie's mixtape. Truly boring to play against and essentially is what this update is gonna be doing in add on form
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@NekoGamerX said:
first I make it so you can still unhook yourself only different is the 3 attempts don't take Progress so the time be the same as if the didn't attempted the unhook
also with Slippery Meat you just be able to do how many attempts perk has,all unhooking self perks none have to be changed.
2nd Struggle Skill Checks could go or stay I wouldn't care but if stayed I make them just give points and maybe a little Progress to live on the hook a little longer otherwise Struggle Skill Checks misses don't take Progress away so no more miss 2 skill check and bye it would just go down slowly as if they were hitting the Struggle Skill Checks.
so either way they can't have they easy way out anymore
so what you guys think?
This is better, should be added to their upcoming changes as well. The loss of progress on hook only punishes inexperienced players
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@ManOMaker said:
As someone with P100 on 0 characters, and not even being close to any, I'm just wondering, if a player has P100 on a specific character, does that really make them qualified, or whatever, to voice their opinion/teach things about that character as an "expert?"
It doesn't represent anything but you're devotion to loving that character. By spending a shyte ton of bp on them. It never means they know how to play them well, its just implied by their experience with the game seeing ad they've made so much bp
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@MechWarrior3 said:
It’s a badham match. I’m the killer. I wanna get better at this map against survivors so that I can handle it better, maybe create some space for less frustration and a little more for fun.
Any tips? I’m P61 with pirate mommy. I do well, but this map I can’t wrap around my head.
What breakable doors 🚪 should I open? What should I leave alone? I need all the help.
I got CLAPPED. 4 minute match. I also got stuck on the numerous amounts of random objects 😅
Any tips?Sidenote - I couldn’t figure out how to block out the names properly so I used little dots 😅🤣🤣
Ok im back, imma comment as i watch this
Checking corrupt in main was a, questionable choice, but your gamble paid off since u found Chris with search command. Try to keep these searches brief and shallow, not too deep into unpatrollable territory, main being out of LOS and far to the end of the map, finding Chris was completely luck
Holding the dog while chasing Thalita won't work for you, so you have two options here: you either instantly grab with snug and she stuns him but gets hindered, or you can while holding the chase command, walk in between her and a corner of the pallet in hopes that you bodyblock her prompt to stun. Then just let go and m1 her. You tried to redirect grab and scare her into leaving the pallet, but she was smart enough to stay since thats no different then sending snug straight.
Leaving Thalita here feels strange, since shes zoned at this dump truck filler. I notice you give alot of time to react and switch the direction your dog is facing, try insta sending a little more. You had him perfectly aligned with her and the pallet as she was running away from it, that would've been a hit with not enough distance to make the pallet beside main door
With Carlo's chase, try to use redirect when you're on the pallet and hes on the opposite side of the loop, hes zoned there and has to gamble dodge to w key, and if he does dodge, he might also be too far from the pallet, securing a hit
With looping in general, never take chase to corrupt areas. This is always gonna cost you a gen, so just hit and run them. If they're not coordinating actions as if they're a swf, then this person is gonna be very unsafe and will stay corrupt side until healed
Small note on your perk choice, be aware that when vaulting, snug gets disabled for a second since he has to vault too, Bamboozle doesn't help with this. You can also accidentally make snug vault when a survivor is hugging a long wall or shack, even with Bamboozle. Just recommending you take it off for something like brutal strength, which if snug is stunned through pallets, can help you start your cooldown faster since he is finished being stunned before you break typically and won't have to path around the loop back to you and waste time
NEVER SEND THE DOG AWAY!!! You should always follow snug if you're gonna send a search command, or at least be near his path to deceive someone with no LOS. Your cooldown is gonna happen so late, you're essentially powerless for 15 seconds
Free hit on Chris at the truck pallet taht you didn't take for some reason
Overall, im not seeing much or any gen defense and chase preparations (breaking walls ahead of time, leaving a chase to go to a gen)
I have a couple tips for you, mostly based on her power and what I do every game
Firstly, your chase command redirect window has killer instinct on anyone as long as they're with its effect radius. You could've shot snug into the upstairs floor of main at the start and found Chris with a greatly reduced cooldown
With Search command, send it out of LOS. Point in the direction of a structure loop you're going to move to, and use the path to go 6.0m/s, its a really useful chase tool
Imma send u a stream of mine where i play Houndmaster, watch how different it is when you utilize all of her machanics. Im a P53 Houndmaster as of this message, so i thought u were gonna be like a little better than me, but jus watch this. it'll help u compensate for her inconsistent dog ai and power
https://www.youtube.com/live/gBqwOuYj54k?si=9cXKq4nEUB13FeuZHope this obnoxiously long comment helped
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@TicTac said:
In general from a survivor perspective.
And if yes, which killer or circumstances let you enjoy it more or less?
If not, how do you play around it?
I mean its the core aspect of chases, and its the thrill of the chase thats the most exciting for both roles
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@MechWarrior3 said:
It’s a badham match. I’m the killer. I wanna get better at this map against survivors so that I can handle it better, maybe create some space for less frustration and a little more for fun.
Any tips? I’m P61 with pirate mommy. I do well, but this map I can’t wrap around my head.
What breakable doors 🚪 should I open? What should I leave alone? I need all the help.
I got CLAPPED. 4 minute match. I also got stuck on the numerous amounts of random objects 😅
Any tips?Sidenote - I couldn’t figure out how to block out the names properly so I used little dots 😅🤣🤣
Break the main door thats closer to the potential basement spawn to make hooks if u down someone in the main building downstairs. Break the inwards facing wall on the house but not the edge map side. Break house of pain always.
I main Houndmaster as well, but these are just general killer recommendations for these walls, ill keep watching and get back 2 u
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888860#Comment_3888860
Great, so again, you need contend with the fact that if you took the best survivor team in the world, and pit them against the best killer player in the world for each killer, and had them play 10 matches, the only one that would come out potentially winning is nurse, and spirit/blight/billy might draw and every other killer would lose.
Gl finding one guy who plays all 6 killers super well, gl finding anyone who mains more than one S Tier in general. These killers are so easy for anyone that possesses a brain, that its too boring to win every match.
To awnser your question, every killer other than Billy and Artist in the S Tier are expected to secure either a 3K hatch standoff minimum, or high stage result. Not judging off pub match kill rates since that can include any player in the game, even inexperienced ones, but rather of of their kits and all other resources in the game. I wouldn't even say personally i expect Nurse, Blight, Twins and Spirit to do well, they will do well because their kits allow for so many different win factors to be met. Gen defence, Fast movement, easier health state hit methods, they all do this very well, and thats a problem. The way they do them is for the most part not fair either, getting chased by a nurse who can teleport, make a bunch of free distance and also attack afterwards is super unfair and need to be toned down. Even number nerfs would be acceptable as a temporary fix to these kits, its just not engaging enough, no one wants to play against that.
Its not even about winning either, its just annoyingly to play against, and its not like BHVR has introduced that one feature that was gonna allow survivors to straight up ban a map and deny access to two killers pre queue. Yeah, there were flaws to that idea, but lets face it, no one wants to vs these killers (excludes billy in my personal opinion. Hes balanced), they're just too strong and do too much.
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A Respectable opinion. Rare forum w
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888780#Comment_3888780
There is still a lot of counterplay against Spirit even without iron Will: if you have an item, you can drop it near a vault location to make the killer think you vaulted. You can do a uturn or spin around when you're in the open, you can also fake directions to make her make a mistake. You can also drop pallets from the wrong side. Then, once Spirit's power is on cooldown, it is on cooldown. She becomes an 110 killer which is easy to loop or to make distance/run to a stronger loop. When she has power, you can hold foreword. she is also limited in her addons: 95% of the time, it will be Rust Flute with either speed or charging - MDR is only used by experienced players due to its drawback and the fact how awful sounds can be sometimes. She also has to use her power for mobility (and this mobility is no longer as insane as it used to be or like Nurse, Blight, Billy, or Dracula have). and chase, which results in more cooldown time. If you don't use Rusty Flute, you power takes ages to come back - more wasted time.
Singularity and Dracula don't have these problems. It is extremely difficult to hold W against these killers. Dracula can easily adapt to a loop with his powers, and even when he is on cooldown, Wolfform has still a third-person view, is small, and a 4.8 killer half of the time. Bat form gives him a great map mobility while the Bamboozle addon makes this form also a great tool for chase besides just to use it to carch up. Hellfire is strong on small loops, against bodyblocking, on hooks, or just to make the survivor hesitate. Singularity has his power always available and adds a sidequest to survivors, which is always huge for them - can also make use of every M1 addon. Their addons are also much stronger and provide more variety than Spirit's ones - their addons are less niche than Spirit's ones. Much like Singularity, Twins is a very rare killer, which means survivors are often less experienced against them. A big counter against these killers is also teamwork, which makes it even more difficult since many matches are against SoloQ, and some of them are rather selfish. Both are also great at slugging, which is a strong playstyle. Twins also have a good variety of addons to hit survivors off guard or simple ones to make Victor more ooppressive.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888781#Comment_3888781
This comment makes me guess that you don't have a lot of experiences with Spirit. Spirit has a really high skill ceiling and floor, especially in a time where sounds are so unreliable and bad in this game like never before. "Just a good head set" is such a basic answer that is simply not true. A good headset does not make you a good spirit player - its like saying crosshair makes you an insane Huntress player.
Idk, but it's a really based behave without any deepness.
Um, no. That is not the same type of audio that plays. Picking up an item has a very distinct, cloth like rubbing sound effect when dropping or picking up. Also who does that? Why would you stun lock yourself at a 50/50? She can just unphase and hit you garunteed, that is genuinely the worst spirit counter I've ever heard
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888781#Comment_3888781
i don't have any issue countering her and having decent long chases against Spirits so I think that may be a skill issue on your part. Even most 10k+ hours dbd content creators don't put Spirit in top 5 anymore on their tier lists as they realized that she doesn't belong to S tier.
What 10K+ hour content creators? Content creators in general? Competitive players are the only people i want to see make tierlists, they're the only ones who can be trusted to judge a killer kit, I and many others do not care about what someone who makes content, play the game all day and still isn't that good at the game has to say.
Spirit quite literally is busted, complete invisibility for 5 seconds with huge speed isn't fair, not seeing the survivor doesn't matter if you can hear them and see their movement through environmental physics and scratch marks.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888778#Comment_3888778
As someone who used to main her she's nowhere near as strong as the S tier killers so she's def not S tier. She's very probably not even top 5 anymore.
Tell me who you think is better than spirit? Other than the obvious Nurse, Blight, Artist and Twins. Dracula and Singularity aren't S tiers and are rng reliant. These killers aren't held back by map generation at all, whiich is a common trend in why these characters are so strong
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@Reinami said:
I think with the removal of hug tech blight is no longer S tier and with the addition of the sound cue with spirit she is also no longer S tier. I don't think Billy has ever been S tier. As a nurse main i think i can speak to her the most.
I can tell you she is far and away the best killer in the game and probably always will be unless she gets a complete rework. However There is a simple thing here that i also ask people in these types of threads, and fundamentally it is an important question that might not seem related to the discussion but i promise it is.
When it comes to balance for DBD, do you balance around AVERAGE skilled players, or HIGH skilled players? I'd also throw in LOW skilled players, but generally i have only ever had 1 person have that take before, usually everyone thinks its average or high skill balancing that matters, but in case you are the rare exception i'll throw it to you as an option.
To preface:
i agree nightlight data is not perfect because the data skews to more experienced players, but in this case i think the data is still relevant. Unfortunately, it is also usually the only recent public data we have.
Now, if you think the game should be balanced around AVERAGE skill players then why do you think nurse is a problem? Looking at the data on nightlight we can see the following in terms of kill rate: Nurse has a kill rate of 58.88% and the killer average is 56.64%. The devs balance around a 60% kill rate. This puts killers on average a bit below in terms of that 60% kill rate, but nurse just slightly below. I'd say anything +/- 5% is probably still within the realm of good for balance discussions. Even if you look at BHVR's published kill rates by killer, nurse is often one of the lowest if not THE lowest in terms of kill rate when looking at average level play, and usually only in the middle or slightly above average when looking at high MMR.
So based on that, nurse is showing as being "fine" if anything maybe she needs a slight buff if you balance around the AVERAGE player.
If you want to balance the game around HIGH SKILL players. Then you need to look at that data, and realize that typically unless nurse is played at the highest HIGHEST level. I'm talking the to 0.1% of nurse players, that nurse is usually only slightly above the average kill rate. And usually behind a ton of other killers. Based on that, at the highest levels of play, she is fine.
But now you need to contend with something:
- If you believe the game should be balanced around AVERAGE skill players, then nurse probably needs buffs to bring her more in line with other killers, as when looking at those stats she is often at the lowest in terms of kill rate.
- If you believe the game should be balanced around the HIGHEST SKILL players, then the nurse is also still probably fine unless we look at literally the top 0.1%, because she's still within that 60% kill rate statistic. BUT, then you contend with the fact that probably 90% of the killers are not viable at that level and need massive buffs, given that comp play has to severely handicap survivors against almost all the killers other than nurse (and still blight and spirit, but i disagree with that given their recent nerfs, comp sometimes takes time to catch up).
So TLDR: Playing against a top level nurse that can destroy teams is extremely rare, about as rare as these mythical "SWF troll squads"
Now, back to the point of your thread, i can't speak for the others very well but i can definitely speak for nurse having mained her for years and years at this point and having thousands of hours just playing her. I think she is in a mostly fine state, albeit being the strongest killer in the game, but only because of the current state of the game.
- Her blink is strong, but still has counterplay around survivors staying in the open.
- She can ignore windows and pallets, but stealthing against her is her main counterplay.
- LoS blockers can be an absolute nightmare for her to deal with when survivors are good at using them.
- At lower level play she seems to still be at least playable, giving players something to strive for.
- She's is the only killer in the game, where it is less about survivors outplaying HER, and more about HER outplaying the survivors, giving the killer ultimate skill expression.
- Every other killer is designed in a way where survivors have to make a mistake for you to do well to win, nurse does not have to rely on survivor mistakes, she just has to play better than them.
- Given her kill rate in low level play vs high level play, i think she is probably the best designed and balanced killer in that regard.
I personally think though, nurse needs a complete and total rework, BUT that rework can only happen if and when they fundamentally change the game in a way that makes it so all the other killers are viable. This isn't a, just buff all the bad killers, because all of them are bad when compared to nurse. There needs to be fundamental basekit changes to killers as a whole, so they can compete at the highest levels of play without being forced to handicap the survivors. If that ever happens, i would happily go for a rework of nurse, but since that will never happen, i think she's fine as is.
Lately I've been considering less experienced people, but being someone in the competitive scene i prefer to look at balance from a high skill lens
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@Rogue11 said:
I'd rather play against Blight than Billy in their current states and it takes a LOT for me to prefer a Blight match.
Thats pretty surprising, is there something you dislike abt Billy?
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888778#Comment_3888778
As someone who used to main her she's nowhere near as strong as the S tier killers so she's def not S tier. She's very probably not even top 5 anymore.
Dude shes still super strong. You can’t counter her in anyway, she doesn't even take skill, just a good head set and if u like tweaking vinilla dbd settings u run an equalizer to make footsteps louder and counter iron will
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Thats simply not true. Shes way too strong to be seen as A tier. You turn completely invisible and turn 50/50s into 10/90s in the killer's favour. She is not A Tier, theres little to no counterability to her kit, you can run Iron Will even though you don't know what killer you're playing against, which is very uncommon since Iron Will is pretty niche and no one runs it anyway
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@Jock21 said:
Someone's still stuck in 2019 cause Spirit ain't S tier.
spirit is low S tier, her kits barely changed since her small directional audio nerf
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888743#Comment_3888743
tbh 40s Exposed + scream is way weak punishment for how strong this perk is, because let's be honest, even if killer engages into chase very soon after surv uses StB, timer will go off way before killer manages to land a basic attack onto StB carrier.
Most survivors go down in dead zones and corner maps, wasting everything up to where they die. STB is terrible in solo queue, but also not good in SWFs either. Like i said, you're essentially taking a killer progress on one survivor and giving it to yourself, especially if you run aura perks like floods of rage after the unhook, your gonna catch them way before that timer finishes. You can also completely counter the perk with proxy camping or hard camping during the last few seconds of a hook stage. Its a terrible perk, ehich has so many people like me confused why people use it
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@Aven_Fallen said:
IMO Blight, Billy and Spirit are fine as they are. Only Dried Cherry Blossoms on Spirit should be changed. Yes, they got nerfed, but the Add On is still a training wheel Add On for her and takes away all Skill needed for her, since you get such a clear indicator where the Survivor is. That it can be paired with MDR is the cherry on top, since both share the same Downside, but you basically get 25% Movement Speed Increase on top of the clear indicator where the Survivor is. (MDR on its own is completely fine after the Nerf, just with Dried Cherry Blossoms it is too much. And IMO Cherry Blossoms are the sole problem on Spirit)
Nurse however is busted and should not exist like that. It is mind baffling that a design failure like her is allowed to exist. Imagine you would have Infinites in the game. Or no Window-Blockers. Or old old BNPs. This is basically the equivalent to having Nurse still in the game as she is.
And the issue is, BHVR will never give her any significant Nerfs. (A significant Nerf for me would be that Nurse is in a Spot that not every Tier List since 2016 starts with putting Nurse at the top of S-Tier and declare her the strongest Killer without any explanation needed…). Two main issues why BHVR would not do anything to Nurse:
- The backlash. Because for some reason some people still believe that Nurse needs a lot of Skill. She has a steep learning curve, but once you got that done, she is really not that deep. Any other Killer mentioned here takes more Skill to play. And you dont need Nurse to win most of your games.
- Nurse is the perfect Killer for any P2W allegations. Whenever someone would say that a certain Killer is P2W (e.g. saying that Dracula has so much in his Kit, with the individual abilities alone sometimes better than whole Killer Powers), the Devs can just point to Nurse, say that the strongest Killer in the game is completely free and does not require to purchase any DLCs and thats it.
So yeah, aside from Nurse, all named Killers are completely fine (minus Dried Cherry Blossoms). And sadly every Nerf to any Killer besides Nurse is a Joke as long as she can exist like she does.
I remember learning how to play her, it was pretty hard ,but once you get the hang of it you 3k every match minimum. Its so stupid that after 8 years a killer like this still exists. Personally aside from learning how she works, thats it, theres no other form of skill expression to playing Nurse. She quite literally doesn't take skill, its just a ridiculously overtuned kit that needs to be nerfed.
Most S Tiers are stupidly overtuned and need to be nerfed so they're not seen as often. People shouldn't have to feel required to play these killers in order to win. (This exludes Twins who is super rare)
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Dracula & Singularity aren't S Tiers, most complex kits fron newer killers lately have sat at a healthy A Tier. Spirit has been S Tier, but probably the weakest one. I completely forgot about Twins, they're barely played anyway but they are pretty annoying in the right hands
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@Yippiekiyah said:
Same reason why other strong hook perks like deliverance and Camaraderie aren't that good, your teammates dont know you have them.
Camaraderie now has the same visual effect as reassurance
And Deliverance is insane regardless of solo queue or not
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@MoZo said:
I’m really surprised I don’t see this perk a lot. STB is one of if not the strongest perks in the game currently for survivor but it seems like once in a blue moon you see this perk in a match (unless it’s a swf, there’s usually 1-2 STB’s when I go against or play in a swf). I recently played around 10 or so games using STB with babysitter in solo queue and when I tell you in about 8 of those games we won single handedly because of STB. In the vast majority of solo queue games, there’s usually 2 players with 1 hook state, 1 survivor without any hooks and the last survivor with 2 hook states. Most killers almost always try to go for the survivor on death hook but with STB completely kills their pressure. This perk is the definition of game changing and I don’t know why it’s not meta. The expose should never be an issue if you have half a braincell, more than half the killers in the roster have an m2 that they primarily use during chases so you shouldn’t be going down to expose unless you’re in a bad area against an m1 killer but even then if you just wait for the killer to leave the area and get the stb unhook you should have plenty of time to make it somewhere safe to outlast the expose. Solo queue survivors if you’re seeing this, PLEASE run this perk in every match for like 10 games and I promise you that you’ll never want to take it off because of the pure strength this perk gives.
Its actually the opposite. This perk is seen quite often and is one of thee worst perks in the game. Most people don't even use it right, but also its expose effect shouldn't exist. It makes farming impossible since thats like the only really good use for a perk like this, it essentially switches the place of your teammate to you.
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@Moodyy said:
If they do nerf billy i can see them reverting his initial turn rate back to .75 and probably make it a brown addon and probably a doom engravings nerf. But yea i think billy is in a good spot. just wish they polished him a bit in the QOL department.
I feel the same abt Wesker's dash recovery from missed dashes. This was buffed in 2v8, but it should also be in his basekit
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888638#Comment_3888638
But you can do all of that now and none of that changes what I said.
Plague can always run Thana right now anyway, but now you know before to gen rush with a toolbox and take off your med kit. Plague's already bring Thana, that doesn't change how you now know to bring the best counter to her before hand.
Legion can still run those right now and counter exhaustion, but you can still now know to not bring Dead Hard which is pretty mediocre against him. And Sprint Burst counters him pretty hard as you can dash out of his range. And if that did become meta on Legion (unlikely though, no one runs either of those perks, especially Batteries) you could just bring Vigil against Legion's and help reduce it. Or just not bring any Exhaustion perks and he wasted a perk.
Slinger is probably a better example of this than Legion (as Blood Echo is bad on him) - take off Dead Hard because he can play around it, but he can't play around Sprint Burst or Lithe as easily so bring those instead.
Oni's already can bring all of those perks, now you know it's Oni so take off that flashlight and bring an insta-heal or a speedy medkit to help nullify some of it.
That Trapper build is just bad. Trapper is already F tier, forcing him to run an F tier perk that can be destroyed to let him actually have a power is terrible. Trapper already has to run multiple slow down just to have a chance, forcing him to run a specific build and give him more places to walk around when he already has zero map pressure would kill him. And he still has to actually hit you, so one of you can just run around disarming everything at the start before he's even activated his perk.
No matter how you look at it, this would be a huge advantage. Even if you can't completely hard counter the killer, you still gain an advantage by knowing what it is and making your build as stacked as possible for this killer to maximum your efficiency as much as possible. I just picked the first examples I could think of, but there's a lot more minor things you can do that would give you potentially big advantage (such as knowing that you could bring a flashlight against Nemi to deal with his zombies, or if it's Huntress/Trickster you know to take off any locker perks because they likely have Iron Maiden)
As for SWFs, yes they run multiple builds to accommodate for multiple playstyles, but now they won't need to be as broad because they can see who the killer is. They can pick up to 4 builds that are built specifically for that killer rather than 4 builds built for a broad range of choices. No SWF right now is going to bring an anti-Twins or anti-Ghostface build, but if you see it is Twins or Ghosty what's the reason in not all bringing one?
And you can't nerf SWF, that's not possible and punishing people for playing with their friends is a bad idea in the long term.
I feel like knowing how to counter a killer with different perk playstyles is the devs vision, I'm pretty sure they expect perks to be rotated almost every game, since so many perks have become better (apart of the meta) over the years. If tou see a survivors run toolboxes, killers instinctively would run more slowdown probably.
(This actually just gave me the idea to lock in survivors as well, so quick switching is a little harder to do. Still possible, but harder to do)
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@Nathan13 said:
We have complained about a lot of these issues in DBD for years and it seems like with a big horror franchise collab coming, BHVR wants to try to fix the game to keep a lot of the FNAF players around. This is all odd to me because we are your loyal fanbase and we wanna feel like our voices are being heard.
Wdym? They're fixing the game cus of mass complaints. They don't care abt future content, they care abt making the players happy so they keep playing and hopefully purchase future content. Sure it took them awhile to be more transparent abt the recent frustrations, but its being fixed and its a very hyped up series of changes. FNAF probably had nothing to do with their decision to do something abt all of this, since they were perfectly comfortable with pushing all new content 3 weeks latet on their schedule.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888266#Comment_3888266
Except you aren’t losing a meta perk for a counter perk, if the perk hard counters a killer then THAT perk is the meta in that scenario. Or you can just swap to the meta perk that counters that killer better.
Killer is Legion? Swap from Dead Hard to Sprint Burst. You didn’t really lose any “meta” perks in that swap but now gain a better advantage.
Killer is Spirit? Put on Iron Will. Doesn’t matter if it’s not meta overall, it’s a massive counter so in this scenario it is “meta”.
Twins? Flip Flop with Power Struggle. Doesn’t matter if these two perks aren’t good against any other killer when they make it near impossible for this one killer in particular to pick you up. Or alternatively, just use Unbreakable.
And then there’s also the issue that you can bring certain items to counter the killer.
Trapper? Bring a map and now he has literally no power.
Plague? Swap from a med kit to a tool box.
Oni? Bring a med kit with max charges.
Or even map offerings. M1 killer? Garden or Badham. Stealth killer? Eyrie. Dredge? Red Forest. Trapper? Any map without grass. Yes they are reducing the chances of being sent to the map next patch, but still you have a 20% chance every game of gaining a massive, hand picked advantage.
While I understand your point and agree that the new player experience should be a priority, revealing the killer in the lobby is not a good idea right now. Maybe if there were some massive changes to the game then it could work but with how the game is designed, showing the killer gives you too much of an advantage.
No, no, no, no, no. Oni? Just bring leverage, sloppy or blood echo, and your power is completely uncounterable
Plague? Thanataphobia forces a survivor to be uninjured at all times or they incur a massive speed penalty to survivors
Legion? Run batteries included, blood echo to force heal reduction and exausted. Getting individual frenzy hits and insta ending power is super easy since his power is uncounterable unless you win a pallet stun 50/50. His M1 is bad however, but that won't matter since he can exaust you and prevent either of these perks entirely, even though both arent really that good
Trapper? Run third seal and thrill, plus you can trap your totems and likely force people to go next from boredom
You have to see the point here. Everyone's perks are unknown still as they always have been. Killer perks can completely destroy survivors with power synergy, especially as trapper imo. Totems are super easy to defend its not even fair for survivors. Nothing is really changing if you really think about it, yeah theres no balancing for pub matches so knowing the killer can give some mental preparation, but otherwise theres little to no competitive advantage being gained
The only reason this could become a problem is in SWFs, for which i would say would disable the killer giveaway machanic entirely since 4 mans who play enough will know to run 4 completely different builds that can counter all playstyles a killer can attempt. SWFs still need some form of nerf if this were to be a thing I'll admit, ill be brainstorming
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@Xernoton said:
Honestly what this game needs more than anything is a huge update to the tutorials. Especially for survivors.
Killer descriptions should be updated as well with short clips to demonstrate each ability, as well as more information about actual numbers (why do we need to look them up on a wiki anyway?).
Maybe survivors also should have some kind of killer specific MMR. That however could drastically increase matchmaking times, so I'm not sure how well that'd work out.
Definitely, ill start brainstorming
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@WolfePhD said:
I spent all morning watching Hens333 on Twitch. He just played three cheater matches in the past hour.
Did all the cheaters just come out of hibernation? I didn't realize it was such a prevalent issue right now.
Yk, i think theres actually alot more subtle cheaters out there then people think. Two days ago I reported some survivors for some suspiciously fast gen speeds, the next day, two people i reported got banned for exploits. And i don't do it cus i think everyones cheating, i do it just in case some is if something looks sus. Weekly i report at least one person for exploits, and almost weekly i get feedback about my report, thats not good.
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@LuvzzVanillazz said:
this is kind of a suggestion i have but im kinda nervous to put this out there
ive never done this before but its something i would really love to see, like for example; games played and survivors sacrificed, and i mean like personal stats not overall stats across all players.
🖤
You are not : ) I wanna see my kill rate/escape rate on all individual killers and maps
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@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888413#Comment_3888413
A biased Singularity player gives no counter-arguments to my proposed changes? I'm shocked /s
No offense, but Singularity does not need a nerf and i don't think you know what you're talking about. Ask the dude named TheSingularity why these changes are completely unnecessary, im sure he'll tell you
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That and downvotes. Tags i can see becoming useful, atm tho they have only 3 categories. Downvotes on the other hand need to go, they just paint false poor reputations on peopels opinions
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@I_Cant_Loop said:
I can already see how this is going to play out. Any post or comment that is viewed as “pro-killer” or “anti-survivor” is going to get downvoted into oblivion. It’s simply a numbers issue - 80% of the players in any given match are survivors. Many survivor players have never bothered to play killer and only view things from the perspective of what makes the game fun for survivor players. There are many more of these types of players than there are players who have the perspective of both sides.
Mods - all you’re doing here is making the “us vs them” division problem worse. Every post now is going to be a competition of who can get the most upvotes or downvotes depending on whether the post is pro- or anti-killer. And you know who is going to win every single time.
Have you also considered the feelings of people who are inevitably going to have their posts downvote-bombed? This forum will become an even more unwelcoming place for posters with unpopular opinions than it already is.
It would be helpful to get some explanation from a mod for what drove this change. Who was asking for this? I’ve certainly never seen downvoting a widely-requested thing on this forum. What is the benefit of having this?
The dudes who downvoted for the funnys 💀. In all seriousness though this feature does seem to be used as a way to give people false conceptions of bad reputations just because their opinions have down votes on them. It should be removed
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@PetTheDoggo said:
Because of QoL updates it is unlikely she will be changed any time soon.
They really did her dirty…
Eh, its what majority of players wanted to see happen.
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@Madjura said:
Yellow Herbs that spawn in 2v8 remove a hook state for Survivors when used. They are single use but I don't know how many spawn.
One at a time, randomly respawns after use from any player.
There are 3 or 4 green herbs at a time, which also respawn instantly upon use from any player
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I won't let him 🫡. Hux units unite!
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@ChainsLogic said:
I think most of the buffs Singularity received back when his last update happened are fine, but some of them feel unnecessary and make him feel a bit overtuned:
- Remove killer instinct notification when a survivor is slipstreamed. Singularity already gets to see which survivors are slipstreamed in the hud, showing their location with killer instinct basekit feels excessive
- Remove the manual finish needed before you can take an emp. Emps were already nerfed enough before, the manual finish is a bit of a overkill
- Make sure that his biopods are not bugged. What I mean by this is that despite the cooldown on destroyed biopods coming back online is supposed to be 45 seconds (38 seconds with the Broken Key add-on) I've had situations where the biopods reactivated much sooner, at what feels like 15 to 20 seconds at most
No
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888266#Comment_3888266
There's no point in arbitrarily upping the waiting times by a minute for minimal benefit.
Making the killer publicly revealed isn't gonna do much of anything.
No, it would guarantee the perfect counterpicks against a specific killer, which this game isn't really built for.
Legion/Plague? Unequip every healing perk and throw on Resilience. Doctor? 4 Calm Spirits, his tracking becomes completely useless. Spirit? 4 Iron Wills. Twins or Oni? 4 UB/WGLF/Exponential. Clown/Freddy? 4 Vigils.
It's not a wasted slot if you can guarantee the perk will be maximally useful. Calm Spirit sucks because there's not much reason to suppress screams, but if every killer was Doctor, I'd guarantee the use rate would skyrocket.
People will optimise their builds to counter killers as hard as they can if they are given the information. Most killers would become way harder to play, and certain killers such as Twins and Doctor would become nearly unplayable as they cannot deal with their best counterpicks in any capacity.
You essentially just pointed out that running counter perks takes away from meta perk slots. You run calm spirit against doctor, you lose multiple 4 perk synergies. Its still better to use insane gen speed perks or what you want to use, than countering a killer power. And again, you still have no idea what the killer is running. They can be running knock out or something and counter a survivor's entire basekit. Killers don't base their perk choices around whos being played, they base them on meta perk trends, if they care enough to counter them.
Or they make unqiue builds that synergise with their power. Doctor still inflicts madness, and with that comes free information, harder skill checks, and the inability to perform any actions for 2 seconds. Doctor can run a full hex build with thrill of the hunt and huntress lullaby included, but you don't know that. No one runs counerforce since its not a meta trend, thus a killers chance of winning with these builds are pretty high (calm spirit also doesn't stop static blast from knocking you off actions, plus the restraint add on completely counters the perk)
Point being, it doesn't matter if they know what killer you're playing, sknce you still have the ability of having an unknown build
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888343#Comment_3888343
The problem with removing the pre game lobby entirely is the game could be alot less beginner friendly.How?
Or put another way, how is the lobby making the game more beginner friendly?
The extra time could be a little less than 2 minutesThat becomes a lot more annoying than I think you anticipate.
killers could also be revealed at the end of the lock in timerThat's not suspense. Suspense is the feeling of being in a portion of the map, not hearing a TR for awhile, and worrying that a ghostface is actually stalking you. It's hearing a variety of different sounds and slowly coming to a realization on who is being faced.
will be suprised by a killer they've never seen before and will have no idea how to beat them.That's part of theme / long term appeal of the game. 'Here's the killer you are facing, here's the counterplay' is pretty dull.
The problem with that is what if they have a negative interaction woth that killer? Then they lose interest in the game if they know they can't beat these killers.
These changes are aimed entirely to make casual/beginner experience better. Theres nothing appealing about getting destroyed and not understanding why. They shouldn’t impact competitive or consistently playing users. The lobby itself doesn't help new player's at all, with my changes it becomes better for them to learn from their mistakes since they can know a power quickly and conveniently. Thats kinda why there would be extra pre game lobby time as well, so they can read up before the game starts (if it we're possible to make a power readable in the loading screen as well, that can help too). If there were ever a ranked gamemode, they could remove these features entirely since those players would be expected to understand all killer kits with their amount of hours
Tbh idk a single person who would care to be suprised about what killer they're facing. DBD for the most part is played competitively now, no one plays it like its a horror game. Letting people know the killer they're playing against is a small step into balancing the game and making the game more competitive. Again, a personal preference, but comp dbd is more fair and actually fun than pubs with 0 restrictions on OP #########, rather they focus more on less perk reliancy and instead your actual skill and knowledge on specific killers. I'd take that any day over this garbage lobby system
Loading screen tips also exist and essentially point out broad counterplay to a killers kit. Should they remove those too?
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@crogers271 said:
Pre game lobbies now last 2 minutesAll players names are now hidden in the pre game lobby (this is to prevent tunneling the weak link, or the person with the least hours. This is a big contributing factor to the casual experience)The killer is picked in the pre game lobby, and can be switched before a lock in timer of sorts
An extra minute would feel pretty annoying. Also I have no idea how that actually helps anything. People usually don't use it to communicate and, for a substantial portion of the player base, literally can't use it to communicate because players who speak different languages are grouped together.
What you seem to be asking for is the opposite, just remove pre-game lobbies entirely which people ask for every now and then.
Survivor item types, rarities and number of add ons are revealed to all players (this is a feature on mobile, essentially being ported)
You can currently see the item, just not the other stuff. Most people want something like that, just BHVR doesn't.
The killer being played is made public to the whole lobby (This change i feel makes sense since most killers are revealed at the start of matches anyway
I'm a survivor main who thinks the game is very killer sided. This would switch that instantly. Perks chosen and playstyles are hugely dependent on the killer you are facing. You say killers are revealed quickly, true, but that beginning of the match is most important time of the match.
It would also ruin the feeling of suspense.
When it comes to lobby dodging, a lock in timer would prevent all players from leaving a pre game lobby at a certain point, meaning that no matter who the killer picked to play, the survivors and killer must play it out)
Removing lobby entirely would be easier.
Survivors who haven't played against the killer 3 times at least will get a notification directing them to the killer's power breakdown. For reworked killers, this prompt would reappear the first 3 times, for example with Freddy's rework
Already exists.
All killer power breakdowns are available in an experience journal (this would track whether you've seen a certain killer and how many times you've encountered them and your escape rate against them)
Most people would like better data tracking, but killer breakdowns are already roughly available.
Bloodpoints are no longer spendable in the pre game lobby (incentivise instant readying with regards to killers being known to everyone. Survivorswho care will likely modifytheir builds to combat the killers power)
One of the few times it makes sense to spend blood points is in the lobby. Players aren't going to grind out BP levels for fun, its a time filler.
Bloodpoint cap is removed (compensates for no more spending in the pre game)
Its not going to happen because games like caps to create a level of forced engagement with the mechanics to increase retention.
TL:DR - I don't think any of these changes actually address the issue you bring up (new player experience, which lots of people agree BHVR needs to improve their tutorials for), while they would simultaneously add more wasted downtime.
The problem with removing the pre game lobby entirely is the game could be alot less beginner friendly. The extra time could be a little less than 2 minutes, killers could also be revealed at the end of the lock in timer, but then newer survivors will be suprised by a killer they've never seen before and will have no idea how to beat them.
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@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888253#Comment_3888253
oooo would they be able to give us outfits from the mobile game in that case? I mean, I'm assuming so since they own the iP
TheyThey've been doing that with the Days Gone By collection. This collection only Features outfits from DBDM's gacha system (gambling for skins)
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@TheRivulet said:
The main issue arose when it was buffed to stun killers, as it made the viable counter, Lightborn, completely useless
Another main issue of the perk is that because it is based off of repair %, the killer is punished for doing their goal, as when they damage generators, it gives whatever user of the blast mine perk more repair progress to work with
The final issue is that the perk lasts on the generator for too long, 120 seconds is way more time than needed, and should be nerfed to at least 60 seconds
This perk is completely countered by ruin, pain resonance, surge, eruption and merciless storm. On certain maps totems are quite hard to cleanse, let alone find. If they make a nerf to this already niche perk that wastes 5 seconds, they should improve totem spawns to be easier to find, but still defendable for non mobility killers.
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@ownoka said:
I just played a game where the legion had no red stain the entire game, from the start to the end. She had a terror radius some of the time, but even when so, she didn't have a red stain. I watched her first kill and there was no terror radius, no red stain - it shocked everyone because it was sudden. The second killer wasn't nearby. There was never a period where it transferred to the other killer, the huntress even when they were near each other and the huntress wounded or downed someone also true for the legion doing the same thing close to the other killer. Watched as spectator and killer never had a terror radius either. Bug?!? Cheat?!?
Likely a bug. Theres also one for survivors not leaving scratch marks, the cause if this is unknown however
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@ReverseVelocity said:
Mess up the flow of the game by doubling waiting times in the pregame and make the killer public before the match starts so people can counterpick the most effective perks against them? No thanks.
The only good ideas here are removing the BP cap and expanding the tutorials. The rest are rather bad suggestions.
The queues are no where near long. If you think waiting more than a minute is too long, then try playing 2v8. It already takes ages to find a killer game, and theres no MMR or region routing in the entire gamemode (lacks quality and isn't a fun experience)
Making the killer publicly revealed isn't gonna do much of anything. If you want to run perks to counter a specific killer, then your wasting perk slots for potential meta perks that actually increase chances of escaping, plus you have no idea what the killer is going to use still. Even if there were a perk that made some killers way weaker than others, BHVR would've reworked them by now, trust me this is not an issue. Someone with experience like yours should know this
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@Iron_Cutlass said:
I hope they go back and refine the new player experience as a whole, the tutorial section is incredibly barebones and lacks really important information, and unless you have external information or help, you will really struggle.
Thats a whole nother thing thats needs additions. I'm hoping in the future that theres a tutorial for all killers as well, to be played on both sides. I didn't mention it in the post, but i feel like there could be videos or illustrations showing what a killers power does. Though that'll take ages to implement and might not be possible on DBD's engine
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@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888248#Comment_3888248
I saw the cardboard dino collection! I'm kind of hoping all of these cosmetics come to the main build.
The dino collection was from another netease game, it was some zombie game or something. I'm not too sure BHVR wants to associate with netease again after the swift failure of DBDM
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@KayTwoAyy said:
I've been seeing an increasing number of Singularity players lately. Quite curious to know what players on both sides of the aisle think about this Killer.
—
Denied Requisition Form (Survivors start infected) appears to be a must-pick for the Killers I've faced. Seems like it provides a strong early game for a Killer already known for a strong late game.
From what I've seen, he is a huge noob stomper.
With perks like Hex: Plaything and Hex: Pentimento, he can slow the mid-game to a painful crawl as Survivors juggle totems, 3D printing, deactivating cameras, and going down in chase quickly (for those unfamiliar with it's power).
Unfortunately, I feel that if I saw this Killer every 3rd of 4th game I would tire of them very quickly. Their lockdown and game delay makes for a dull afair. Counterplay seems to be playing slow and safe.Denied requisition form is trash tbh. Not worth a Iridescent slot for such a small head start. He is too complicated for new players however, which has me wondering why its possible for certain killers to be played against with low hours and mmr
Personally, it feels like these killers can harm a new player's experience with the game if they simply don't understand how to use their power/counter power, making them lose miserably and go on rage rants about perfectly healthy kits
A fix to this and many other frustrations are the following:
- Pre game lobbies now last 2 minutes
- All players names are now hidden in the pre game lobby (this is to prevent tunneling the weak link, or the person with the least hours. This is a big contributing factor to the casual experience)
- The killer is picked in the pre game lobby, and can be switched before a lock in timer of sorts
- Survivor item types, rarities and number of add ons are revealed to all players (this is a feature on mobile, essentially being ported)
- The killer being played is made public to the whole lobby (This change i feel makes sense since most killers are revealed at the start of matches anyway
- When it comes to lobby dodging, a lock in timer would prevent all players from leaving a pre game lobby at a certain point, meaning that no matter who the killer picked to play, the survivors and killer must play it out)
- Survivors who haven't played against the killer 3 times at least will get a notification directing them to the killer's power breakdown. For reworked killers, this prompt would reappear the first 3 times, for example with Freddy's rework
- All killer power breakdowns are available in an experience journal (this would track whether you've seen a certain killer and how many times you've encountered them and your escape rate against them)
- Bloodpoints are no longer spendable in the pre game lobby (incentivise instant readying with regards to killers being known to everyone. Survivorswho care will likely modifytheir builds to combat the killers power)
- Bloodpoint cap is removed (compensates for no more spending in the pre game)
Really simple fixes im suprised are not in the QOL Initiative changes. Informing players of whats to come almost forcefully is the perfect way for players to understand and improve, thus staying attached to the game. The stats tracked in the journal is more of a bonus for curious eyes, not to sure if BHVR knows an individual player's escape rates against certain killers, but if they don't, these stats can be used to make changes to killers with plentiful data
As much as these seem like killer nerfs, the extra preparation shouldn't impact generic escape rates all too much, since survivors often don't seem to care about running counter perks and just stick to the meta.
All personal preference, i just think this can alleviate alot of problems with the casual/new player experience. Sorry for the rant : )
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@Linkdouken said:
According to Paulie Esther's video on mobile dbd cosmetics making their way into DBD there was cosmetics that could fit any survivor
They were called generic cosmetics. There was a wedding collection, a AOT collection, a cardboard dino collection, catfé collection. Only like 5 or so
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@Clevarz said:
I've seen so many prestige 100s I just wanna know what your hours are to even achieve that
as always love you guys!Ive been playing core for 2 and a half years, and mobile since its release 4 years ago or so. I have almost 11K hours across both platform's (majority dbdm). I have only one p100 on mobile (this is a much harder grind and a really rare big flex since mobiles progression system is ass)
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888161#Comment_3888161
You didn’t have to be caged first in the last one (the second 2v8 event) either. I’m not sure how that misinformation got started.
You didn't? I thought how it worked in 2.0 was u had to be caged and then you'd get a single unbreakable to use
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@SoGo said:
I decided to make a set of changes for the Keys and Maps, as well as their add-ons. Keep in mind that new add-ons are marked like this: *[Insert name].
Feedback is very welcome.
General Map Changes:
• Removed killer specific objects from the list of objects classified as Killer Belongings.
• Removed the Yellow Wire and Black Silk Cord add-ons.Item Changes:
Map (Rare):
• Now, the map is also able to track the Hatch, Exit Gates and Killer Belongings
• Decreased the amount of charges to 15.
• Now, the map tracks 3 random objects at the start of the trial.Rainbow Map (Iridescent):
• Increased the amount of charges to 25.
• Increased the object tracking range to 10 meters.Add-on Changes:
Retardant Jelly (Uncommon):
• Extends the Map's duration by 10 seconds.*Yellow Strap (Uncommon):
• Allows the map to track windows.Red Twine (Rare):
• Allows the map to track pallets and breakable walls.
• Increased the rarity from Uncommon to Rare.*Magnifying Glass (Rare):
• Reduces the object tracking range to 6 meters. This effect trumphs all other add-ons.
• By pressing the Active Ability Button, the object tracking range increases to 36 meters for 5 seconds, tracking objects automatically.
Magnifying Glass has a 15 second cooldown.*Shard Pendant (Very Rare):
• Spawns a Iridescent Glyph into the Trial. Once the Endgame Collapse starts, this Glyph can be interacted with and be seen when reading the Map. Interacting with it grants a reward of 30 Iridescent Shards to the player.
• Allows the Map to track Iridescent Glyphs.*Glowing Ink (Iridescent):
• Auras of objects tracked by the map linger for 3 seconds after reading the Map.
• Increases the burning rate of the Map by 100%General Key Changes:
• All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.
• Now, when using Mind Channel, auras of all Chests in a 32 m radius are revealedItem Changes:
Fragile Key (former Broken Key):
• Decreased the amount of charges to 10.
• Now, it's able to open the Hatch, but it takes double the time. It can also open a chest, but it takes 3,5 seconds.Dull Key:
• Increased the amount of charges to 15.Add-on Changes:
Eroded Token (Uncommon):
• Now also decreases the Key's consumption rate by 20%Milky Glass (Uncommon):
• When in an 8 meter radius of a survivor, you can create a link with them. You can only do this with a single survivor at a time. Creating a link also drains the Key's charges.
• Survivors who are linked with you can see the auras revealed by channeling a Key.
• Decreased the rarity from Very Rare to Uncommon.*Blank Key (Rare):
• Unlocking a Chest or the Hatch consumes this add-on instead of the Key.*Lucky Charm (Rare):
• Considerably increases the rarity of items in a chest unlocked by a Key.*Lockpick (Very Rare):
• Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.Weaved Ring (Very Rare):
• This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the HatchBlood Amber (Iridescent):
• Increased the rarity of this add-on to Ultra Rare/IridescentOk, my idea to make maps a little better:
- Maps no longer have charges, but a max amount of things it can track. Be within 7 meters of an object and facing it to track it on the map, taking up one of your total tracked items permanently
- The map no longer needs to be channeled to see your tracked objects. Yes, this means they can't lose charges from franklins demise, just knocked out of hand and if left long enough, destroyed by the entity
- All map revealed objects are shown in a green aura (unqiue distinction from other aura reveals)
- Crystal Bead add on is now basekit (eleviate solo queue frustration a little/cluttered comms)
With these changes, maps don't become completely useless due to losing charges for its already little effect (no perks that increase/decrease its charges or resets it. Exaltation excluded since it affects all item types with niche charge increases and is hard to proc.)
