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Zeidoktor

Zeidoktor

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Zeidoktor
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  • @Krazzik said:

    It would be problematic to not have exhaustion and let it stack with other exhaustion perks, so no.

    If it were auto activated like I'd understood it before it went live, my thought was Adrenaline rules, it causes exhaustion but is not prevented by it.

  • @moondos said:

    Got about 700+ hours on killer and recently thought I should probably give survivor a go, here's what I have discovered.

    • It is SO much less stressful to play.
    • Interactions with other survivors has made me laugh heaps.
    • Doing your job as a survivor is easy and almost relaxing.
    • Looping killers is not difficult. Wasting 40-60 seconds of the killer's time is a little too easy.

    Overall I think I've had more enjoyment playing survivor. Probably because I'm not having to tryhard and control 4 other players, just the one.

    Nothing really beats the rush of beating a 4v1 but survivor is actually pretty fun.

    Any other Killer mains find this to be true for them?

    I've always found it to be the opposite. While killer can indeed be the more stressful role I tend to (maybe for that exact reason) play it far less seriously than I do Survivor. I probably have the most fun when I slap in my Stupid Freddy Build (Dark Devotion, Distressing, Infectious Fright, Monitor and Abuse) and get Infectious Fright to work or when I make plays with my oddball Stealth builds like managing a gen grab as the Doctor of all killers.

  • New thought: Hex builds.

    Use any Hex(es) of your choice alongside Thrill of the Hunt. Guard them with drones, Thrill gives you time to make it to any Hexes in danger of cleansing.

  • New idea: Hex: Thrill of the Hunt

    Rather than Gen defense, use drones for Totem defense. PIck a Hex or two, put drones by them in order to monitor if a Survivor goes for them. When one of them gets a Claw Trap see if it's a drone by a hex if it is, beeline it. TotH can buy you the time to get there before they finish the cleanse.

  • @Skill_issue said:

    just recently purchased her and working on getting all the killer perks on her that arent licensed

    (sloppy butcher, jolt, etc) just looking for ideas since she seems to be a normal m1 killer overall.

    A video I recently watched has a philosophy of one early game perk (Corrupt, Deadlock, Lethal), two slowdown perks (Pop & Jolt for M1 Killers) and one Power Optimizing perk to work with the Killer's abilities.

    I'd suggest Iron Grip and/or Agitation for Power Optimizing, for times you need to hook but don't want to lose a well placed drone.

  • @Jurizaurz said:

    A random survivor abusing bug on a map. It was all recorded and sent via support ticket.

    Then the person added me in Steam and acted like (direct quote) "she has her brother working at BHVR as 3d artist and she won't be banned for bug abusing because she has done it before a lot and will continue doing so while also using other accounts".

    I know, Steam chat has nothing to do with adding to support ticket since it's Steam chat, but, actually, a person that impersonates herself as having someone working at dev team and admitting she was abusing/is abusing and will continue abusing even when creating new accounts, is disgusting.

    You think her dad also works at Nintendo?

  • @DavidHypnos said:

    Hey, everyone. I’m new here as you can probably tell. A little (potentially unnecessary) background info: I’ve always loved video games and horror, but the last ten years for me have been kind of tough and I kind of fell out of doing the things I loved including video games. Anyway, when DBD first came out I thought it was a great concept and I kept up with it here and there. I found the fandom site and was fascinated by the lore of the characters and so even though I hadn’t played the game I became pretty familiar with parts of it. Within the last year I bought a switch and a couple months ago picked up DBD. So here’s where I’m needing some guidance if anyone can help…

    I haven’t done anything outside of the tutorial yet but I don’t feel like I’ve gotten the hang of the camera controls. It has been a while since I’ve played games regularly so maybe I’m just rusty, but they feel very sensitive and hard to control while performing other actions. Did anyone else have this issue when first starting out or is it potentially that the Switch controls just aren’t as great? Which brings me to my next issue - the Switch graphics are kind of... terrible. They aren’t unplayable, but I’ve watched others play this game with great visuals and I just feel like after being out for six years and released on a major console they should have been updated. So now I’m second guessing my decision to play on the Switch. I really wanna start playing as im already six years behind so im looking for some advice: do any other switch users have these issues and do you have any advice? Or should I just think about changing to a different platform before I even get too invested?

    That brings me to my last point… given that DBD is cross-platform do your purchases and upgrades carry over to other consoles? When I first started the game it obviously connected my Nintendo profile, but I never made a game account or anything. This leads me to believe that if I were to, say, purchase a new survivor and level them up, and then change to playing on PC that I would have to start from scratch. Am I wrong? And, if so, how do I make a universal account so my progress is saved?

    Anyway, I’m really sorry if I bothered anyone with my questions or ranting. I did try searching for some of these answers on my own but to no avail so I would appreciate any help or advice anyone can give, and I thank you for your time.

    @Caiman said:

    If you switched to another platform, you would have to start over from scratch, you would not keep any of your progression or purchased DLC/cosmetics from your Switch account. Yes, the graphics are bad, sometimes to the point it actually is unplayable because there are performance hitches where the game's framerate drops to 3 which can ruin a chase or force a missed skillcheck. Yes, the camera is hard to control, especially as killer, it's pretty bad.

    If you can buy and play DbD on any other platform, I recommend you switch over ASAP.

    Especially since there's a sale on now for most platforms and most content.

    For the camera issues you can reduce or increase camera sensitivity in the in game settings and find a setup that suits your purposes.

    Switch is playable, and has a small advantage of a larger starting roster than other platforms, though I think I would recommend an alternate platform if possible. Right now is a good opportunity depending on what's practical.

  • I've played with her some in bot games and like her all right. Tracking is something I consider a consistent weakness of mine as a Killer so a tracking based kit works well for me.

    @IamFran said:

    The buffs didn't fix her main problem, not having any power when a survivor is injured.

    I don't follow the logic here. The bulk of her kit (claw traps, drone search and track) operates the same whether the Survivor is injured or not. The only thing changed by a Survivor being injured is being Locked on to and Exposed, since they're one-shottable either way. Even then, however, the Killer Instinct detection that tells you a survivor is Exposed still triggers so literally the only difference becomes whether or not you're one-shotting a healthy survivor or an injured one.

  • I'm understanding it less as "has to be combined with other Perks be a problem" and more "has to be combined with other Perks not to be a problem"

  • @Xendritch said:

    Because "iT IncEnTIviZeD tUNnElINg" according to the community. In reality it was an interesting perk made for a specific build but people only see perks being used cynically so like reassurance they got a good perk nerfed. This community has a habit of getting in it's own way sometimes.

    To be fair, cynically is probably the best way to view things like this. I've heard stories of attempts to stop camping with things like hook states don't progress if the killer is close bend readily abused by survivors by keeping up Chase nearby (or something in that vein). Such things are exactly why Reassurance got nerfed to "once per hooking" before going live

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367102/when-did-dead-by-daylight-become-baby-mode-survivor

    back in my day swf wasn't a word. we had to walk miles through the ormond snow just to find another survivor trying to work on generators. and it was uphills both ways!

    Back in my day a SWF was a mop!

  • @Dbdfan398 said:

    You should do a incentive to play specific killers. Such as the least queued killer for that time, to get some variety going.

    That's technically what Daily Rituals and Tome Challenges are for. They're just a lot more RNG

  • @Steel_Eyed said:

    Hey yall - Looks like on my Skull Merchant, Demogorgon's perks were added back at the yellow rarity (not purple). It also states it is Demogorgon's perks again.

    This a subtle clue about Stranger Things' return?

    To expand on what's been said, back when the prestige and perk unlocking was reworked, any perks your unlocked as teachables remained unlocked, even if you never prestiged that character or even leveled them past 40. If you didn't do this things that were unlocked appear in the loadout if every character that didn't already have them at tier 1.

    The Stranger Things characters are an odd case though, because the between being able to unlock their perks as teachables and the prestige rework BHVR lost the ST license and their perks were made general so, unlike the rest of the cast, their being prestiged didn't effect their perks being leveled up in loadouts. So now whenever you get a new character, the ST perks, provided you unlocked them previously, can only appear in yellow tier 1 and have to be leveled up by bloodweb.

    Wesker and the Knight almost certainly also had Demo's perks unlocked, while Ada, Rebecca, Vittorio, and the Lyras have Steve's and Nancy's in tier 1 if you unlocked them

  • @ARTRA said:

    Dissolution works on your terror radious, if you are in your drone zone it doesnt work.

    I could say just 3gen perks.

    Lethal Pursuer and that addon that show auras.

    Also possible an "imposibble" skillcheck between addon+ Hex: Huntres lullsby+ Overcharge.

    But no, i cant think of something like "discordance on nemesis lure zombies" level.

    Hence pairing it with the Ultrasonic Trap Speaker. The Speaker gives you Dissolution's effect within the field, Dissolution works on its own otherwise. A bit redundant, as noted, but it turns any pallets into a much more dangerous loop than normal.

  • One I thought of while messing around in bot games: Iron Grasp and/or Agitation, for when you want to make sure you hook a Survivor away from a well-placed Drone.

  • The scream thing only affects the listed perks and addons. Barring bugs the Doctor should work the same as ever.

    @Wexton said:

    Why is it that whenever behaviour tries to fix one thing, they make a second thing significantly worse.

    This isn't even that. This is "fixing what ain't broke"

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363578#Comment_3363578

    So, let me get this straight: Killers can still win against DH, so DH is balanced?

    That's a pretty freaking low bar to clear, my dude. I could make a similar argument in favor of everything in this game that's ever been nerfed; nothing has ever achieved a 100% winrate as far as I know, even at the highest skill level. Survivors could still win against Moris, so Moris were balanced. Killers could still win against Keys, so Keys were balanced.

    So if this is the best argument people can come up with to defend DH, I feel more confident than ever that I'm correct. Can't wait for BHVR to put an end to this farce.

    To be perfectly honest after Dead Hard thread number [insert 7 digit number of choice here], I legitimately don't care. I've never had any real level of dislike towards Dead Hard myself and the perk is undeniably more balanced than it used to be, even if it's not necessarily balanced, period.

    Hell, the change made to Dead Hard isn't too far from my own idea at the time of "your don't get the 'Dead Hard for Distance' unless you actually tank the hit", so I can't really complain about the outcome.

    I just sent take them very seriously anymore, especially if the evidence provided runs counter to the intended point.

    What you'd need is a video of a competent killer losing my just to Dead Hard, but to abuse of Dead Hard. Losing to Survivors consistently engineering situations to get value that the Killer can do little or nothing about.

  • @Percival_nxs said:

    If you do 11 hooks, but the last Survivor dc's just at the end, you don't get the adept...

    That's because it's based solely on kills now, not double pips. Number of hooks is irrelevant.

  • @DbDsux said:

    ...for an unlicensed chapter. I see what you did there BHVR.

    Running a sale with the launch of Tools of Torment only to increase the price of this one. It makes absolute no sense for an unlicensed chapter to cost more than the previous unlicensed chapter, not that the Tools of Torment is a great chapter anyways!

    Bad business, bad business...

    It's the same price as other 3-character DLCs. Licensed or not doesn't really factor into it, as all the 2-character DLCs cost the same either way.

  • This feels like prime fixing what wasn't broken. What was the mindset behind the change?

  • @philward1953 said:

    Obviously there are worse dev groups out there, but BHVR and their lack of an ability to realistically, consistently, and logically address community concerns has always driven me nuts.

    No, I do not think the devs should do whatever the playerbase says.

    Yes, it is there game and they have 100% freedom to do what they want.

    But, both of those do not change how they are so disconnected from the community, despite the Fog Whisperer program, community surveys, and the posts on this forum and the Steam forums.

    Lets not forget the dev opinion on making Kindred basekit.

    The Devs want to make their game, and that is 100% cool, but I feel like if there is anything that will kill the game, it is them (which is obvious). Not the community (even though it can get super shotty), not DLCs (solely), not monetization (solely), not game health, but the devs, and how they treat things like the community, DLCs, monetization and game health.

    It all comes down to them. This is nothing new, I'm well aware that I'm not uncovering new ground here.

    Why did screams change? Idk

    Where is the new Mori system? Idk (More like WHY is the new mori system? Idk)

    Twins rework? Idk

    Spirit fixes? Idk

    Why have we gotten more anti-loop killers? Idk

    Knight addon rework? Idk

    Bloodpoint spending improvement? Idk

    We get a new DLC pumped out every 3-4 months, and that will usually be hype, but WHERE ARE THESE CHANGES!?

    A simple update with each developer post would suffice.

    I'd be completely comfortable with the devs axing 1-2 DLCs off their yearly slate if it meant more focus on the base-game things that the community will ALWAYS come back to when a DLC isn't coming or in focus. If they replaced some slated DLC's with HUGE and HELPFUL updates or reworks then I would be 100% happy. More time to work on DLCs, more time to work on the base game or past features as well.

    Gimme more updates like the 60 perk rework one a year ago. That was when the game what at its best last.

    Very least we knew the mori system wasn't being implemented. That was a PTB test of the concept and was never intended to go live with the corresponding patch. What's going on now, I can't say.

  • @Pulsar said:

    I've been casually observing this thread and it's actually pretty funny how much this backfired

    Yeah. OP chose such a bad example that the thread may as well be "To everyone saying DH is so easy to counter... you're right. It's so easy to counter you may as well not bother and here's gameplay to prove it"

    @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362698#Comment_3362698

    If I post a video of someone losing to DH, people will just say that Killer got outplayed. I know because I've done that, and that's how people responded.

    And tournament rules mean Survivors can only bring one DH, so the impact that DH has on the game is drastically reduced anyway.

    I can't win with this crowd, honestly; regardless of skill level, regardless of whether you win or lose against DH, they'll always find some little exception for why DH must still be fine.

    Is it possible you're just not correct?

  • @Chiky said:

    That's the post. Worst killer to play against. It's just miserable

    I suppose the simplest way to do a nerf of Delete the Shape is "once deleted, it will reboot worse than before"

    Once again I ask if people who say "Delete X" ever actually expect X to be deleted.

  • @fussy said:

    The thought of the post: DH is not easy to bait out, here is one of the best players who got caught many times

    Everyone in this topic: but he won.

    Why are 90% of people on this forum not even able to follow the point, but think they are able to have some constructive discussions?

    I think the issue is they're taking the OP as using the videos as evidence of the problematic nature of Dead Hard, but the fact the Killer won the game despite taking multiple Dead Hards is overshadowing whatever issues the OP is trying to bring attention to.

    "Okay, Dead Hard isn't easy to bait out. If you can win regardless why worry about doing so?"

    OP should have used an example where eating those Dead Hards cost the killer the game.

  • @OTS said:

    I had the strangest match in which they dc'd because I didn't stop hitting them with mending. This results in them giving up and dc'ing. I was told to dodge next time I saw them. Now that brings the question that should I stop to give survivors the bp and escape or not?

    Speaking for myself, I'm more sympathetic to the people who are stuck with the quitters.

    A perfect example would be a Huntress match I had a while back. Was on Swamp. I killed one (I think they were left on 2nd hook) or possibly D/C'd (I don't remember, but I think it was a kill), one actively quit, following me to get killed. I decided to let the last two go since they were stuck on that, only for one of those two to simply hide in a locker to the point of crows multiple times.

    I let the last person go, and they were legit grateful at me for dealing with the hider.

  • @Alionis said:

    Negate means in this context that despite survivors being unaware of the Doctor's terror radius while oblivious, the static blast will still shock them.

    The only reason this was added was for clarification. Too many people did not understand that the static blast just uses the TR to calculate the size and is otherwise not bound to it. So when they got hit with static blast despite being Oblivious, they complained about it.

    Okay good. If that's all it is I can do stealth Doctor guilt free and only face accusations of hacking :)

    I didn't want to go using an exploit without realizing.

  • @Rudjohns said:

    Dark Devotion for the surprises

    I like this. Imaging latching Victor into the Obsession, making them carry your Terror Radius without even realizing until they pry him off. All the while you're on an Undetectable Charlotte.

  • @Yippiekiyah said:

    Try this build on doctor POP, COB, merciless Storm and Pain Res.

    One build I saw in a video: Deadlock, Pop Goes the Weasel, Jolt, and Hex: Plaything.

    The last sounds weird, but Static Blast can hit Oblivious survivors. The catch is it normally removes Oblivious in the process... unless you have something like Plaything keeping it on.

    This video provides one solid build for each killer

    https://youtu.be/i9q8eKYNdY4

    @Skill_issue

    For Legion: Corrupt Intervention, Deadlock, Pop Goes the Weasel, and Jolt

    For Plague: Corrupt Intervention, Deadlock, Call of Brine, Eruption

    In both builds, Corrupt and Deadlock are there to protect against early gen loss while you get people injured/sick.

    Pop/Jolt is the video's go-to for M1 Killers like Legion because it turns every down into potential slowdown and offers more bang for your buck on gen kicks.

    By the same token, CoB and Eruption are the typical choice for killers who can down with their powers (Plague, Billy, Blight, etc) because Eruption (even in its soon to be nerfed form) encourages getting downs with your power when possible while CoB is that same bang for your buck.

    In general the video builds with one early game perk (Corrupt, Deadlock, Lethal Pursuer), two slowdowns (Pop/Jolt for M1s, CoB/Eruption for M2s, and Plaything/Pentimento for Killers like Pinhead or Pig, who force extra objectives on Survivors), and one "Power-Optimizing" perk, intended to work with your killer power.

    That last sees the most variation. For instance it has Nowhere to Hide on Huntress, Billy, and Bubba, Deadlock on Legion and Plague, Dissolution on Wraith and Deathslinger, or the above mentioned Plaything on Doctor.

  • @CharBurger said:

    Or I will stop buying the battle pass

    seriously 2 sets of skins from previous battle passes are now store bought skins. I get the bp because I want the cosmetic rewards you cant buy off the store im teir 71 right now in the current battle pass but im wondering why even bother doing these stupid challenges if the skins I worked hard to get will just end up on the store at a future date

    You say this like Behavior never said from the get-go that this was exactly what was going to happen with the Rift skins.

  • @Anglosaxon said:

    Played the game for about 2 months now may be less. I like to play as killer, I find it less stressful my choice.

    If the survivors get all gens and open the door I except they won, I acknowledge that and well done. What the feck is it with survivors who have won and instead of leaving stand around dipping and running around? Am I supposed to go over to the door to watch them celebrate? is that what they want?

    As said I am relatively new here, not wanting to upset the community am I supposed to watch the winners running around in victory? When I have played as a survivor I have just left through the exit, should I have stayed to troll the killer?

    Speaking for myself I'll do it for 3 reasons

    1. Distract the Killer and keep them at my gate that little bit longer if my team is at the other gate or getting in position for hatch or something

    2. In case there's a teammate in need and I can cover for them.

    3. Give the killer a few extra points for the on the way out smack.

  • @Emoba said:

     (knowing they are not a top tier killer)

    You know wrong. Twins have always arguably been a top 5 killer, definitely top 10.

    It's just their pick rate that's bottom tier.

  • Why does the Hatch even exist ?

    To provide players yet one more thing to complain about for their enjoyment.

  • @Riski said:

    You don't always want to go for the hooks, often leaving the hooks and going for more downs and other people can be good. Knowing this, slowdown that doesn't require hooks like Call of Brine, Sloppy Butcher and Dead Lock are very good options. Info is generally good on Twins as knowing where to send victor is important but use perks that trigger when playing Charlotte like bbq or Now Where to Hide and remembering where to go later, as victor can't use most info perks.

    Some more niche options that are good on twins are hex: ruin and hex: crowd control, you're limited on slowdown and ruin is extra effective if you're regularly going for slugs and forcing multiple people off gens while crowd control is nice as a chase perk that helps victor with difficult windows like shack. Combining these with other hex perks like hex: pentimento, hex: undying or hex: thrill of the hunt can be good.

    Finally forced pence is generally whatever but works well here as people like body blocking and playing in pairs against twins, and you like people being injured.

    On this note Eruption, even in its soon to be nerfed form, might be when considering since it potentially turns a down by Victor into regression, though the new aura effect will be far less useful on them vs other killers

  • @Spectralfx said:

    So I often hear experienced killers that streams say they don't need to break certain pallets versus sometimes they break it after drop/stun without hesitation.

    how does one determines that?

    The pallets you most often see broken without hesitation are the "Safe" pallets. Pallets when long wall or obstacle on one side or another. Killer shack is the most often seen example of this. Also the cow tree in Coldwind and similar. Barring specific killers that can play around them as noted above, you'll see these pallets broken quickly to get back into chase without leaving them there for survivors later

  • @ProfessorDunwich said:

    Hysteria. Victor latches on, Survivor becomes Oblivious, Charlotte sneaks up on them.

    Victored Survivors are already Oblivious. Hysteria would only afflict other, already injured Survivors and maybe many the first one's Oblivious linger after removal.

  • @PowZapBamWoofMeow said:

    I love playing Twins. I love the challenge (knowing they are not a top tier killer) as much as their art and running around sniping as Victor.

    But what I hate is, obviously, the distance Charlotte has to walk to get to the downed survivor. I use Charlotte to hit first because Victor’s aura is still bugged when he’s attached to a survivor (you can’t see him).

    I know you could say “park Charlotte in middle of map” or whatever else, but situations or play styles don’t always work out to do that. Again, especially when using Charlotte to hit first.

    I sometimes equip SC:PR but against 4 good survivors that know to hold W against the twins, gen regression doesn’t help much.

    I’m not looking to win every match but I dunno.. maybe there are perks I’m overlooking that are good for them?

    I use Iron Grasp most always, Sloppy Butcher to help Victor see blood trails easier, and then Franklin’s/Lightborn and a 4th flex perk.

    Two perks I can toss out: One is the already mentioned Forced Penance, as Victor can proc it. The other is Discordance. Victor doesn't see the auras but he does see the noise alert Discordance generates, making it a perk you can get value from with either Twin.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358415#Comment_3358415

    Skull merchant instantly gave MK vibes to me. She really does look like Frost.

    If only her Mori was the spine rip

    It's the face mask.

  • @Sonzaishinai said:

    Doctor was actually suppose to be raiden from mortal kombat

    Skull Merchant is a fusion of Kano and Frost.

  • @That_One_Friend said:

    I assumed Skull Merchant was based off Robert Hansen, a guy who hunted women like animals in Alaska.

    I think Twitchell has more parallels to the lore than Hansen. The comic nerd angle is particularly specific. Hansen's most notable non-serisl killer traits were being a baker and having an Elder Fudd-style speech impediment.

  • Honestly I think the only one where that's true is the Hillbilly as their version of Leatherface, since that was before licenses we really an open.

  • Personally, from what I've seen of her lore my thought is she was inspired by a serial killer wannabe from Edmonton, Alberta named Mark Twitchell, a.k.a. "The Dexter Killer" after the fictional character he claimed inspired him. I say wannabe not because he only had 1 victim before being very quickly caught because Twitchell was a moron (2 if you count a guy he assaulted that got away) but because he kept a laptop containing a file literally called "S. K. Confessions" detailing what he wanted to do and why, because Twitchell was a moron.

    The main reasons my mind went to Twitchell are he's an infamous figure the Canadian devs are likely to possibly be familiar with and Twitchell, along with being a wannabe serial killer was also a wannabe filmmaker who was big in the cosplay scene. Meanwhile the Skull Merchant takes her identity by cosplaying as her father's comic book killer character (in other words the Skull Merchant is to her what Dexter was to Twitchell).

    There's plenty of means to learn about him but if you want to hear Twitchell be described as the loser he is, I recommend either The Last Podcast on the Left (episodes 346-347) or Timesuck (episode 257).

  • @Pumpkinbros said:

    https://us.v-cdn.net/6030815/uploads/0F6T5019XRFP/image.png

    I swear I've never heard of this perk in my life, but I say we buff it, make it so there's no range, you can just see the aura of people in the basement, but keep the cooldown, this perk is so niche I think it would be funny to see it become more mainstream

    I actually had an idea for this one I posted in another thread. To quote from it directly and save a click:

    Scourge Hook: Territorial Imperative

    * The Aura of a Survivor entering the Basement or moving within 2/4/6 meters of any Scourge Hook when you are at least 32 meters away is revealed to you for 3 seconds.

    * Hooking 2 different Survivors on a Scourge Hook gains 1 token

    ** At any normal hook, consume 1 token to convert it into a Scourge Hook, deactivating an already active Scourge Hook elsewhere in the Trial, chosen at random.

    Don't take the numbers too seriously. I'm using Hangman's Trick's distance for the Scourge Hook aura read. I figured keeping the cooldown on the aura reading might be too much. Not sure if the tiers should be the aura distance or the number of Survivors hooked, but I'm inclined to keep it at the distance.

    The core idea is it offers a way around one of the most-often noted issues with Scourge Hooks - the RNG of their placement. You could still get screwed by RNG depending on what Scourge(s) deactivate, but it gives you more control than you have.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357574#Comment_3357574

    Agree, but I think changing it in any way will prompt BHVR to remove the hunting BP bonus, as that's the main use of it right now with the little that do use it

    I honestly wasn't thinking about the BP bonus one way or the other. That said, if they can make the perk appealing to use w/o the bonus, that's not necessarily a bad thing such that losing the bonus would be a loss.

  • @CookieBaws said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357747#Comment_3357747

    IF you running CoH, totem will be snuffed. If not - you are safe.

    That's my issue. It runs completely contrary to other boons for no real reason than "It's CoH"

  • @CookieBaws said:

    • Reduce self-healing rate to 40%(from 50%) and it cannot be stacked, at all.
    • If the user gets hooked, his boon will be snuffed. Yes, if you running CoH, your boon will snuffed, not using CoH will prevent that.

    My concern is the very last bit about the boon being snuffed on hook.

    That falls into the issue I see all too often if "Nerfing Circle of Healing in a way that fails to account for the use of the other Boon perks"

  • One idea I've had is, assuming Trapper doesn't simply start with his traps, is have all the traps on the map start out active. Spawn RNG can still screw you up but an unwary Survivor might stumble into one and, even if they don't, it creates a need to be careful, offering some early game power Trapper lacks.

  • @Witchubtet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366115/huntress-teachable-buff-ideas

    Now we just need to figure out how to get Beast of Prey to be decent. Most Beasts try to tire out their prey as they chase them… perhaps an exhaustion applying perk? I wouldn’t know what would cause it but it could help against the current Metas.

    That could work. There's even a similar Huntress addon so it works in terms of making addons with effects similar to the Killer's teachables.

    Beast of Prey

    When you damage a Survivor while under the effect of Bloodlust, that Survivor becomes Exhausted for 6/8/10 seconds.

    I'm using Sceptic Touch's numbers for the Exhaustion.

    If that's not enough maybe add in an effect like "You enter Bloodlust x% faster" (I'm thinking 10% or 15%) to go along with it.

  • > Why release a new skin for a killer that should be killswitched?

    Because Killswitches aren't permanent and, besides that, one has nothing to do with the other (literally, even, as I've heard a whole other team does cosmetics vs gameplay)

  • @Sparxlost said:

    would nerf dstrike: now a wiggle progress skill making it so you need 33% to trigger the skill once its active but grants haste for a short moment after succeeding in stunning the killer with this skill..

    would nerf dead hard: bring back old animation but instead of being able to tank hits you would have a smaller hitbox during the duration, making you more difficult to hit but not able to effectively anime parry any attack...

    would buff survivors at struggle hook stage... if you hit a certain amount of great skill checks you unhook yourself....

    would add more this is prolly just the start of changes id honestly like to see where the game is at with these changes first imo... but would take off the auto borrowed time effect from being unhooked...

    Fun fact: This is exactly how Decisive Strike used to work. A prior version of it worked as follows

    Once per Trial, when the Killer's Obsession, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 3/3.5/4 seconds.

    When not the Killer's Obsession, succeed a Skill Check when the wiggle meter is at 45/40/35 % to escape the Killer's grasp.

  • @stvnhthr said:

    So in a match with the night I successfully deadharded 4 times and each time I went down. That is a 100% success rate on me using the perk and a 0% success rate of the game implementing the perk as designed. I would tend to think that is a major problem. I know nothing will be done, but at least it is recorded so others do not think they are alone dealing with this frustration..

    Next game was a blight and I successfully dh four times and only two of the times I went down.

    This tells me there is something wrong with the parameters for the perk, that sometimes it works and sometimes it does not.

    Since this has been a problem for years, I guess that is behaviors way of saying they cannot fix it. Perhaps they need to investigate other ways of fixing the problem. What if you halved the exhaustion recover rate for dh? You can't fix it to work correctly obviously, but you could show the players some love and at least make it easier to try again.

    What do you think?

    Along with other points mentioned, let me also note that all Exhaustion perks work of the same Exhaustion timer. Dead Hard's cooldown isn't unique in any way, and there's nothing so special about it that it warrants having a special rule like Adrenaline, which only triggers once and in very specific circumstances.

    It's like how many of the suggestions to nerf Boon: Circle of Healing fail to consider those ideas conflicting with and/or affecting the other Boon perks or general Boon perk rules.

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