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bjorksnas

bjorksnas

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  • @indieeden7 said:

    WHy on earth weren't Trick Blades reworked? I'm not one to call many things in the game OP, but this add-on literally turns a killer that's already rather frustrating to play against, into something that no other killer can amount to, your only hope of not dying is literally just pure luck. I really do just want to know why this add-on was left unchanged.

    because its cool

  • If survivors can be grabbed from portals thats at least one good thing going for them since they are super survivor sided right now so at least they get punished for entering a portal 2 feet away from you, I think even grabbing from healthy is more than balanced since you could just stand there and take an m1 attack to use them so it punishes abusers or people who cut it too close

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735403#Comment_3735403

    How about you tell us why they should be removed, this is not related to my discussion so please do so.

    I mean it says it right there, the portals are unbalanced

  • Oh and lethal pursuer is a good perk and its in a good spot, needs no changes

  • @Orionbash said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735346#Comment_3735346

    Theyre still slower than they ever have been. Find me any other time in DBD where gen speeds were slower. Lol. You cant. They were always faster.

    Gen speeds are actually potentially faster than ever, stake out + hyperfocus + commodius can get you a 45 second gen , back in the day the only way to get a faster gen was BNP (for instant gens) BNP (for constant skillchecks) BNP (for 25%), old toolboxes were near permanent but gave less skillchecks so even though you could repair at 150% for a full gen the skillchecks are what grant most the progress now granting 2% to 3.8% with the right perks (maybe 5.2% but im not sure if they are additive or multiplicative) them having a 40% chance to occur takes the cake, and even gen speed perks are better, leader and prove thyself could give big bonuses, but overzealous, hyperfocus, deadline, and kindred all give benefits without grouping up

    Now in regular matches still just bringing a perk like hyperfocus can immensely speed up gen time for skilled survivors but its just not as free as it used to be, which would be a fair argument that standard gens with no perks are slower but the perks and items are better for single gens.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734545#Comment_3734545

    I never say new sabo is fine, I didnt try yet since Im playing 50 matches challenge as Myers again.

    I was making points that old Sabo is so worthless no one try to Sabo.

    Which old sabo

    perma sabo

    120s 99 sabo

    6 charge sabo

    6 charge faster sabo (we are here)

  • The portals are a complete joke and I hope they get gutted

  • I don't even know if this ones a "tech" bug since I somehow did it by accident without even knowing it existed

  • @Nazzzak said:

    Just a reminder that the perk/meta overhauls started in update 6.1 with survivor perks being nerfed into the ground because killers were complaining about facing the same perks every game. I'm not sure why so many are still surprised when the same occurs to them.

    Just a reminder unlike 6.1.0 this one was almost purely one sided, 6.1.0 nerfed ruin, pop, pain res, corrupt at the same time that DH, DS, Self care, were nerfed (DH wasn't even badly nerfed yet since it was the patch of 1s endurance DH with no requirement of being hooked).

    This patch the slowdown nerfs are balanced out by….. 1s off ds stun time

  • @Jeff_Jay said:

    There is also a possibility of diferent rarity, like, a purple warden remove the map from poll, while the green doesn't.

    A second type of ward so you get 2x as much wouldn't be such a bad idea for killer at least but survivors definietly need less items in their blood web since they have like 100+

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731924#Comment_3731924

    Randomizing Survivors and their cosmetics DOES matter more than you think. A Survivor could get a cosmetic that makes them shine across the map like a lightbulb, or they could get a loud Survivor that is inherently easier to track in chase. I think you are far too dismissive of the impact it would have.

    Random Items can sometimes result in not getting an item at all. There is no guarantee that Survivors are going to constantly get the best in slot items, they could get a Flashlight, or a Brown Toolbox, Or a Firecracker.

    I enjoy Killer and Survivor in Chaos Shuffle, I really dont care if it seems like it gives one side an advantage, the gamemode is inherently made for fun anyways, I dont take my matches seriously and winning is not something I care about in Chaos Shuffle since it's not a serious gamemode.

    Variety is the spice of life and Id love to have more variety for both roles.

    I mean again thats small potatoes vs big potatoes,

    free item might not mean a good item but id say ~50% of people in my lobbies didn't even bother with an item for chaos shuffle, sure blue haired nea might not have her styptic medkit but williambilloverbeck1995 who hasn't equipped an item since 2018 might get it instead. So its not much of a randomization for items.

    Cosmetics, loud survivors not really that impactful since sound while nice doesn't affect all loops actual skill and looping does and sure you can't blend in with a bush 24/7 but stealth hasn't been cared about in dbd till they removed it and replaced it with calm spirit and distortion

    Vs random killer, can you guess how many people play every single killer in the game and knows them in depth and can play them with random perks and addons, I can count them on one hand with two fingers and one of them its otz

    First random killer at least 5 killers in the game (huntress, hag, nurse, spirit, deathslinger) don't really play like any other dbd killer they have to almost completely rely on their power to get anywhere, on top of the fact that spirit isn't accessible at all, you know how fun a gamemode would be if there was a 1/35 chance for it to be unplayable because you don't have good speakers or are hard of hearing. How about 1/35 chance of playing a killer who can't even normally chase survivors if you don't know how to use their power.

    Addons, if you think its fun to brick on killer it might be even more fun to brick on addons. Even if you could play all the killers theres some funny bricks of addons called meme addons. Did you get deathslinger, wraith, trapper, billy, bubba, nurse, hag, myers, pig, blight, pinhead, (especially blight, billy and nurse) wouldn't it be wacky if there was a ~10.2% chance (20.5% on blight and nurse) that killer was completely worse bordering unplayable because of meme addons (11/350 chance) compare to (1/34.6 chance of no mither per survivor btw)

    You add those two together and for most players depending on ability and depending on console not counting duplicates you have a (5/35 + 9/350) chance of killer being unplayable for a good chuck of people and boom the new mode 1/6 chance of being unplayable for as killer for a lot of people, and it doesn't get better when you add more factors like nightfall or dream world ect.

    So uh yeah basically 1 : 1 with cosmetics and free items and no it doesn't really work for a playerbase, might work for a small group of friends (theres websites for it) but not a gamemode

  • randomizing survivors does nothing other than giving free items, randomizing killer is just asking to lose

  • No thanks this mostly just punishes new players, used one of the only few perks you have, now its a lower tier until you play a bloodpoint tax.

    And even if it didn't why would I want forced variety in the standard game mode. What's stopping other people from just stacking stronger stuff that they constantly recharge while I try to "interact" with the variety system. I think it just creates another layer of something unfun that people might carry on to the next match. Wow the one match I used a weaker slowdown because the one I prefer is on cooldown I got bodied while heres even more slowdown now and hopefully the system they are engaging with makes their perks weaker so its an easier win.

    Too hopeful of a system and too unfun of gaps it creates

    If you want a variety system put incentives on killers, "free items" and perks.

    Heres how it would work, after every match 1 random item as survivor gets highlighted, 6 random perks get highlighted (as both sides) and 4 (*mostly random) killers get highlighted.

    Highlighted items are free to take into the match with you so survivors always get a free item of the lowest tier (except keys will be purple or green at random) and its a bit more variety but its not forced, so you could get a medkit, or you get a toolbox and instead bring a medkit of your own.

    Highlighted perks will be ones you don't have equipped but give 25% bonus bloodpoints per highlighted perk you take the more perks you have unlocked the more perks are highlighted (so you don't have to make a specific farming account with don't unlock this character they have bad perks)

    Highlighted killers tag the least played killer, and 3 random killers you haven't played in the last 3 matches and give 50% bonus bp

    Now you have a system with incentives for new players, progression for mid game players, and something to help give some variety to end game players who while might not need the bp would probably enjoy the game getting them to step out of their comfort zone if they so choose

  • The perk got nerfed to lose stacks on special attacks

  • Honestly I think distortion should work like this

    starts with 3 tokens

    gains 1 token back upon being hooked the first time and 2 tokens back upon being hooked the 2nd time

    thats it, max 6 stacks a game and being seen is more of an eventuality than avoidable

    I just don't like the gameplay loop of a 3v1 pressure against a team of 4 survivors because someone never takes aggro

  • Its because

    Most killers without mobility have to spend absurd amounts of time patrolling the map and getting close enough to start chases (stealth or not) communication of any sort while they are trying to do this can make it easily take 2x as long to get close to start a chase, and at the very minimum compared to these other killers mobility killers can usually get right next to the survivor and start a chase as an m1 killer 2-3x as fast, then after a hook / down use perks that reward them for doing so faster than killers without mobility.

    In the long term effects over a game mobility killers just have more time because they waste less time

  • Liked blight almost everyone decided they liked it too, wanted to have one that people don't often use / never used but was an icon of a face

  • Well its not only not been part of the game for 8 years but it doesn't really fit with the whole overall theme and lore of the game. Not every game has to have mechanics to fight back. And well lore wise being able to fight back just doesn't mesh with it since the idea is to drain survivors of their emotions and hopes of escape. So at most resistance to the killer (aka vaulting, looping, running away, pallets, escaping, ds, endurance) as a means of prolonged resistance but inevitably well survivor deaths throughout the trials to feed the entity. Being able to "win" by fighting back just isn't in the cards.

  • @HerInfernalMajesty said:

    Can someone please help me understand how much value it is to hug loops as a Survivor? I know that Survivors hug loops very tightly but I have some questions:

    • Do Survivors have a smaller hitbox that lets them hug loops better than killers? As in, do Survivors have access to a type of pathing that Killers do not?
    • How much of a difference does it make? Is it where a bunch of tight hugging maneuvers actually give good distance?
    • I noticed when Survivors hug a loop they slide a lot around them. So I can hug a loop but do I have to be careful at how much I hug into it? It looks like they are running into the wall when wouldn’t going forward be faster?


    Thank you so much for taking the time to help me learn.

    Hugging a loop maximizes the lead you have going around the loop, survivors have a smaller hitbox allowed them to loop tighter around the loop, so if even if the speed difference between killer and survivor is 100% survivor speed and 115% killer speed the effective speed difference can be different if the survivor can loop tighter than the killer, making it closer to a 114 or 113 or even more depending on the difference in efficiency between you and the killer because the path a killer has to take can be 5 ~ 10% longer than a survivor path around the loop due to hitbox size

    Its a small difference but its constantly adding up, but its all dependent on the loop and the killer on some loops and depending vs some killers it can let you eek out enough distance for another loop, vs others it might mean the difference between a safe pallet drop and risking a hit.

    You don't lose any speed for sliding against a wall with almost any angle.

  • Statically lobby shopping is fine because if its for some reason like 3+ medkits, or 3+ high prestige survivors on the same playform all that would happen is that they are more likely to queue against stronger killers, which on its own doesn't ruin a match and somewhat balances matchmaking a bit and can't waste anywhere near the same amount of time.

    Vs throwing mid match means people already agreed to what they were gonna face wastes anywhere from 2-10x as long in a match, throwing right at the start wastes at least 2x as long since you had to wait in the lobby then load it then have to find the killer and hope they let you out which can easily be longer, after first hook or 2nd hook easily takes 5-6x as long and potentially late in a match can easily take 10x as long for a more annoying depending on the gamestate they threw in

  • for some people it isn't enough that they won they also have to feel like you lost

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723008#Comment_3723008

    Fair enough points. Pre running is a huge problem for a lot of killers but that can't be stopped. Its worse for 115 M1 killers.

    unironically a 5% haste bonus when outside of 12m of a survivor (distance when you start chase) would cut down immensely on the most boring part of the gameplay loop in dbd which is hold W to eventually start chase

  • @HexHuntressThighs said:

    Slinger has the unique ability to pull survivors away from pallets, safety and possibly into a dead zone. If you hit a survivor who is 15 meters away with a hatchet, after their on hit speed boost they are now 50 meters away with many LOS blockers. But with slinger if you shoot them at 15 meters away, reel them in and hit them they are 10 meters away after their speed boost. Not to mention he can use exposure perks, M1 perks, and stealth perks way better than Huntress.

    That being said I think his harpoon hitbox should be bigger and I think he should be 115, as I don't believe any killers without a movement speed ability should be 110. But knowing how people are they genuinely do NOT want to see ANY killers buffed at all because they struggle to win for some reason already. And his kill rates are at the target range so im not sure they will make any significant changes.

    A survivor hit with a hatchet gains 4m in net distance during the 2s of cooldown before they are back at 4.0m/s and you are back to 4.4m/s (6m/s * 1.8 + 4m/s * 0.2) - (3.74m/s * 2)

  • Arguably scamper under pallets is just never in a good spot since most loops in the game are just pallets without windows and being able to basically hide completely under 90% of the walls on tiles then scamper under a pallet for a free hit on a 50/50 (which you can easily do multiple times on the same pallet in the same power usage) is just silly

    Removing scamper under pallets, drastically reducing cooldown, and then (hopefully more) increasing scamper speed while charging will make chucky much healthier

  • @alaenyia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718495#Comment_3718495

    We aren't trying to avoid hackers, we are trying to avoid console players.

    3 years ago very true, recently, more varied

  • Nope, since currently there is sort of a cut off in matches where if a survivor dies before a certain point lets just say ~2 gens left the killer can snowball hard enough where survivors don't really stand a chance and it confirms a win, every thing past that leads to a few escapes and anything before that is just gravy.

    Taking away slowdown perks kind of kills this balance where if a killer plays well or gets a weak link out of the match then they get punished.

    Now I could be tempted to split the difference and say they get disabled IF you haven't hooked any other survivors so a solo tunnel or proxy camp out of the match straight from the start and playstyles like bleeding out, condemn, lucky head pops see a bit of a nerf by giving the other 3 survivors most likely an easy escape but with any amount of spread pressure shutting off perks is overkill and is just a huge survivor buff

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718465#Comment_3718465

    Fair I was thinking chill touch is huntress hatchet lighting bolt Is deathslinger

    The zombies are faster nemi zombies that are player or ai. Controlled

    zombies are about 1m/s

    harpoon is about 40m/s

    hatchets vary based on charge between 25 to 40m/s +10/20/30% more with addons

  • I think this post would benefit with more information on the attacks, such as relative projectile sizes / aoe of the bolt like 1 / 2m across, or similar in size to a hatchet, as well as projectile speeds, ability to go through walls ect. Its kind of hard to picture how the attacks would work without adding a few more details like that to them.

  • Bhvr hates the idea of emergent properties they don't care they accidentally made something cool that people love they just care it isn't exactly what they wanted

  • Scamper is just boring gameplay

    scamper in power only is probably going to be too weak in its current state and definitely boring though. I think making it 1s or even 0.7s (currently its 1.4s) would be more interesting to see how it plays out

  • "I forgot gaming laptop in the shadow realm and stole it back just in time to watch the 8th anniversary live stream"

  • @hermitkermit said:

    With the new DS buff, many are talking about how they hate that people are using it as offensively instead of defensively. My question is why is it considered toxic to use it this way? I don't see many people talking about using a perk "wrong" unless it's about DS, I didn't even know you could use a perk wrong. It feels like a strat that people don't like, similar to tunneling or slugging, but it is still a valid strat, no? Not saying outright it's hypocritical I just don't understand how it's considered to be unfair or wrong when these other strats in the game are widely accepted and often encouraged. Thank you in advance for giving your explanations! Just trying to understand everyones point of view.

    Well the problem with the perk is that it doesn't just fill what its one niche as a defensive perk should be especially when it has a very strong effect because as the stun gets longer its offensive potential increases

    Weak ds with a 3s stun mostly used defensively by smart and coordinated survivors. Go down in a good area buy some extra time but don't expect it to do all the work, thus if used offensively like going for saves or harassing the killer around downed teammates you might not buy enough time to make it anywhere. Thus the perk ends up being only defensive

    With a 5s stun the perk is better defensively because positioning matters less which is fine cutting tunneling down a bit is fair enough, I don't like the fact a paid dlc perk is the way to go about it but the devs have to put food on the table too.

    The problem then becomes the creep into buffing its offensive strength. I had a match earlier today where a freshly unhooked survivor trailed around me trying to pallet stun / flashlight save teammates and when I slugged the teammate and went after them ate a 5s stun for my efforts, with the new stun time it didn't matter they put themselves in a bad spot they easily crossed the map to shack (or would have at the very least if I went after them) this once mostly defensive perk has been buffed enough to be used more offensively since its nearly impossible to use it wrong now.

    People would prefer it be a defensive buff but it also making it easier to harass a killer, especially with perks like background player, flashlight saves being easier than ever, ect its just overstepping its bounds and I don't like it

    Maybe it could do with 1-2 nerfs to its offensive capability like for being within range 24 or 32m of other downed teammates the timer 2x or 3x as fast. On top of being disabled if you blind or stun a killer carrying another survivor (successful or not) Hanging around for a save doesn't really happen when you are being "tunneled" and saving a teammate or even failing to do so shouldn't keep you safe

  • @OneGoodBoyDemo said:

    I remember the devs saying that Deja vu buff wasn't forever but no changes to this day but you're right. visionary is a joke compared to the other information perks and needs changes but the question is how? they can't add repair speed to visionary because if combined with déjà vu it could be a problem.

    Double the range to 64m, Remove the cooldown, and make highlighted gens show progress based on intensity of aura (like that one wraith addon)

  • He is really only good for jumpscare hits and grabs, pay attention to teammates being disrupted and assume if he isn't bothering anyone for a little bit he might be coming after you, heal when possible in open areas and if he takes chase its a free win because he is a 105 killer

  • This applies almost universally, his just happens to be an instant down

    Other kills who this happens to and instant down

    Bubba

    Billy

    Wesker*

    Its just timing of the interaction

  • Well I guess you never read into any of those discussions talking about it but here goes

    The block button used to stop you from getting matched with that player which on paper seemed like an ok idea but it ended up functioning as a player blacklist where if enough people block you especially survivors blocking killers for any minor reason you just don't get lobby's anymore, you don't get to play the game dbd canceled you

    I won't ping them but I think at this point mandytalk (idk if its their name anymore but one of the mods) has a copy paste for this exact type of discussion about what happened to one poor nurse main under this system as a key example

    Sure even with thousands of players it would take a while for it to start having a big impact but the likelihood you get matched with the same killer / survivor in a row is slim but if people always block you after every match for any niche reason (people will definitely start doing this as the meta) then it will slowly cripple the game

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708276#Comment_3708276

    Or like, normal human beings. Do you submit a screenshot after every game or what? What kind of psycho does that?

    Or

    image.png
  • I like the idea of more effective regression perks (outside of the meta of course) so heres a new perk and a change I would make to surge

    New perk (generic) All in the wrist

    Basic attacks can now apply regression to generators (5% and any activate perk effects)(aka just smack a gen with an m1 faster than a kick and keeps you more mobile)

    After damaging a survivor by any means this perk activates for the next 30s the next time you would damage a gen 2.5% bonus regression is applied to it this effect then has a cooldown of 40/35/30s

    This would give killers a generic option of slowdown to start integrating it into their toolbox as a new player and become accustomed to the idea of gen slowdown and defense perks while giving experienced killers a good springboard for gen perk effects and faster gameplay

    Surge additional effect "pity buff"

    If there are no gens within 32m the closest gen with progress is affected instead, aka unless no gens on the map have progress a surge proc can never whiff due to big maps or gen deadzones

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412253/buff-or-add-new-perks-that-help-with-gen-regression

    https://us.v-cdn.net/6030815/uploads/GICXILMN412K/image.png

    Builds with gen regression have ~70% killrate.

    It shouldn't be buffed, those perks should be nerfed, as BHVR balances game around 60% killrate.

    I wouldn't trust nightlight stats for balancing decisions since its guaranteed polarized towards better players, you don't see bad players going out of their way to make sure their stats and builds are recorded

  • Its camping, no nothing is going to come of it since they don't care to remove camping just facecamping

  • Stream sniping isn't cheating if you want free advertising you get what comes with it. Just hide your name 24/7 or don't advertise anything

  • @BlightedTrapper said:

    I would hardly call the new perk dead. If you suspect a survivor is hiding nearby, it immediately tells you. There are probably at least 50 killer perks that are less useful.

    Yeah but its at a level of niche where it just won't see use, sure it "can" do something but its never going to be enough compared to the next 50 perks ahead of it that would slot into builds firs, middle of the pack just doesn't cut it

  • Frankly I just think you show who is in a swf, that means on average people will see a swf and bring stronger things or dodge if they don't feel comfortable on average making swfs have tougher matches to balance out communication

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704495#Comment_3704495

    So then why run Buckle Up? It would be worst than WGLF in every single way

    Buckle up would still give endurance to a picked up survivor without any activation conditions meaning you can almost get the same effect as long as the picked up survivor blocks properly and WGLF with an activation requirement would be a stronger combo because it would give both endurance

    Makes the combo with no investment worse and the combo with investment better because it comes with stronger passive effects

  • Swap the endurance to be both survivors instead of just the healed survivor and take away the self endurance of buckle up

  • Pre update

    Base kit, 141.5% speed differential (5.66m/s)

    With flask of bleach, 145.5% speed differential (5.82m/s)

    Post update

    With new speed addons, 147.25% speed difference. (5.89m/s)

    With 3% and flash of bleach, 148.95% speed difference (5.958m/s)

    (The differential is comparatively to how fast you are moving the clown is moving so all speed you would lose and he would gain is just added together you would still technically be at 4.0m/s its just for comparison)

    Yeah hes like slightly better at the cost of both addon slots 0.3m/s isn't bad but I wouldn't call him the new blight since even current blight can get +1.1m/s out of crow. Clowns addons don't even compare

  • 2 changes I would make to survivor bp gain

    1. Gain 25% of bp from teammate actions, since survivors as a team they should all get some reward for the actions of others, if a gen gives 1250 points then the survivor who was being chased gets 312, conversely if that chase ends and the chased survivor got 2k boldness bp then the survivor who was on the gen gets 500 boldness bp survivor is a team role, giving a bit of extra bp for the actions of teammates means that its more likely to get better rounded bp in all categorys, if you get chased the entire match you get 10k boldness but no bp for the gens done while in chase and teammates get no chase bp. Its an easy way to make survivors feel more like a team even if everyone doesn't get a chance to fill every role that match
    2. Buff generator bp, survival bp, good skillcheck bp, and healing bp, every gen should give 3k bp for working on it and 1k for completing it. Good skillchecks across the board should give 150 bp and great skillchecks should give 300bp in their categories, heals should give 1.5k bp for a full heal action, self healing should give 1k bp, and mending should give 1k bp, and escaping should give 8k bp to make it easier to max the category
  • Plague, Legion, Freddy, Myers, Ghostface, Dredge, Deathslinger are all A through S tier support characters in a 2v8 mode because of either their passive effects, active effects that become much stronger and set up other killers, or global effects

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