bjorksnas
bjorksnas
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668377#Comment_3668377
That's a choice though she still has a power you just choose not to use it.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668373#Comment_3668373
But every killer has a power lol. Name one that doesn't have a unique power ill wait.
Nurse with the 4.6m/s no power for 60s addon
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668365#Comment_3668365
Thats because those powers either hinder the survivor or are ranged attacks.
Yep that what it do yugi, and killers who don't have powers who normal chase get bloodlust
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668340#Comment_3668340
Every killer gets blood lust their is no official tier list lol. You can get bloodlust with blight and spirit or are those low tier killers lol.
Yes every killer gets bloodlust but all killers with powers besides dredge lose it extremely easily, only killers who go long periods of time without any power use get bloodlust and usually they are bottom of the barrel because they just spent 15s chasing after a survivor as a 4.6 killer more likely than not in a straight line.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668317#Comment_3668317
Only good killers can win without it and the evidence is when they turned it off as a test only good killers had no problem still winning and killers who suck at chase and rely on perks lost.
only the bad killers in the tier list even get bloodlust so yeah sure nerf the low tier killers im sure there are no problems with that
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Since the words on the bag count as literature I'm adding almonds to dbd
survivors can have a snack while working on the gens, as a treat
no water though
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It doesn't matter how long it is because this just creates the game of the killer slugged us time to crawl to separate corners and hide till we can pick ourselves up
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He doesn't go through walls, go invisible while rushing and he isn't a ranged killer or 2 inches tall
denied
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668300#Comment_3668300
Exactly so hand holding them
nope I take it back now its not hand holding and you have no evidence it is
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@Nathan13 said:
What did I do to deserve to be hit on hook and you nodding your head at me?? 😢😢 I’m such a friendly survivor.
survivor = evil
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I think the main problem with dbd is that there are so few perks that are actually viable every build ends up being ~2-4 meta perks minmum. If they made at least half the perks viable and fun meta would still exist but the niche builds and options you have on both sides would vary a lot more than just meta perks all the time. Take tf2 for example. On paper the direct hit is the meta choice since it does more damage but as its harder to use its more of a side grade unless you can aim compared to stock. More perks that vary the play experience and scale with player skill would create a more diverse meta and more diverse builds.
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@GentlemanFridge said:
I think it's there for a reason. But she could benefit greatly from it playing once the ambush has actually started, and not during the wind-up.
halfway into it that way you can spam roar without attacking people while getting boops
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667216#Comment_3667216
I mean to be fair bloodlust is a hand holding mechanic for killers who are new to the game and have low skill. Also the trade off is the survivor is walking which if the killer is good then he can mind game and catch them easily.
less of a hand hold more of a bandaid for bad design and unfair rng, ive gotten long wall into shack window a couple times, at no point in that loop would I have been able to mindgame successfully since there are no wrong moves on the survivors part.
at best it lets the killer waste a bunch of time not realizing they are making a mistake or doing so which is usually an easy win for survivors at that point
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@Ranch_Jello said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667366#Comment_3667366
Or crouch techs aren't techs because it's part of survivors base kit...
@Ranch_Jello said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667366#Comment_3667366
Thats like saying sliding off things as blight isn't a tech because its part of his power.
I still don't think its a tech
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@UloVeyui said:
i honestly believe it’s unfair for killers to see what items survivors run before start of game.. yet we have no clue who the killer it is?!?
killers can easily adjust builds based off what items they can clearly see survivors bringing into the game. Only would be fair if we could see the killer we play against as well to balance i out.. Let me know if anyone else finds it unfair as well.
It is unfair, since its an asym the sides are not symmetrical, killers need that lobby information because it can help shape their build and not leave them woefully unprepared in a match.
Conversely if a survivor can build off what killer they have they can do a lot more damage
Here are some examples of killers that would get trounced by this
Trapper, survivors bring maps to locate his traps
Doctor, survivors bring calm spirit to never scream and give him information
Spirit, survivors bring iron will and lightfooted to reduce sounds made
pinhead, fixated works while chained and makes him lose a ton of distance that he would have normally gained with his power
There is examples of this or worse for every single killer in the game being able to tailor build the antithesis to every single killer in the game would immediately break it
Survivor perk balance immediately goes out the window when you have the perfect build for every single killer at the ready, vs when you see 4 survivors with flashlights and go lightborn they can still just stun you under pallets or do gens like normal and you have given up 1/4th of your build, vs survivors using less of their overall build because they get massive amounts more value from niche counterperks that you can't play around as killer, lightborne just stun the survivor, no screaming or info as doctor though luck.
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I still don't think its a tech its just a normal part of his kit when you go off a hill
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I used to like freddy until they threw him under several busses, I hate how his dream world looks but used to tolerate it because I liked him but that didn't last long.
Freddy buffs and optional dream world vfx when
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666628#Comment_3666628
because the chase requirements are based around bloodlust any competent survivor knows on certain loops you don't hold shift you just walk that's why fixated is so underrated. When walking you get out of chase and the killer cant build bloodlust and will actualy make the timer go down and they will have to build it up again.
so if a survivor who is in chase pretends they are not in chase they get to make the killer lose bloodlust for free, sounds like a gap in design that should be fixed
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666398#Comment_3666398
It cant though if mmr works lol i promise you i can do this to any killer with less then 100 hours without the perk.
why would they change the perk when they could just make the chase requirements different
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@Huge_Bush said:
YASSSSSSSSSSS!
I’ve been wanting this for a long time! All items, add-ons and offerings should be shared across all Survivors! We should also be able to sell back stuff we don’t want if they don’t want to condense similar add-ons and offerings.
I hope it’s on their radar.
Idk about selling stuff back because that creates an issue of spend 1m sell back for lets just ball park 50% so 500k repeat so every blood point is effectively ~1.8x bp if you just keep selling back everything so you progress much faster and everything you don't want eventually becomes what you do want but I still hope they make shared inventories and maybe some condensing at the very least
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665658#Comment_3665658
You cant do this against a killer that can actually play all these killers were babies.
great so a better reason to remove it because it can easily be abused against new killers
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Yeah thats pretty silly but im sure given enough time a couple forum survivors will flock to it and say omg they keep nerfing survivors its not even that op or something like that
probably be changed eventually
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665300#Comment_3665300
- You can't really get that much uptime on her stealth practically. If she had infinite drones and no placement restrictions, maybe, but in practice it's absolutely nowhere near 96%.
- Having status effects really isn't a bad thing. Like every killer comes with their own new one these days.
- Replacing Drones isn't a huge issue because she has to be there to do it. It's not like Singularity where he can place pods at a range, she has to physically walk there.
- I've seen people suggest that hacking a Drone removes 1 Lock On stack, might be a reasonable change. Completely resetting or having passive decay wouldn't be good though.
- Stacked Slowdowns aren't an issue unique to Skull Merchant. It seems that every other killer in general is running 3-4 slowdowns these days honestly.
Like honestly she really isn't that bad. Maybe a couple of tweaks are needed to get her kill rate down a bit (if the kill rate isn't just from hook suicides lol) but I think most of the hatred towards her is the post-old Legion effect.
Most of her complaints can be applied directly to other killers who have nowhere near the kill rate/give up rate.
10 second drone cooldown, 8s undetectable duration, 20% increase with the addon, keep 1 drone on you at all times to spam place and recall, 96% undetectable uptime
having status effects is pretty normal but most killers have 0~2, she has 5 and its some of the least fun ones to face, hindered, haste, broken, deep wound, undetectable (on her because she makes no sound)
While she has to be there to do it you never can buy any space or areas on the map to "loop" her effectively you just need to perfectly space between resources running in a straight line and hope she doesn't have a drone around there, if you try to "loop" or try to do anything that would let you "loop" you can't
hacking a drone should remove 2 stacks, and every 30s should remove a stack automatically, theres no good reason for them to be permanent
Stacking slowdowns isn't unique but it feels more often than not if they play skull merchant it attracts that kind of player. I don't see a oni and expect 4 slowdown, or a blight and expect 4 slowdown, I see a skull merchant and I expect 4 slowdown, its an association that skull merchant players created for themselves
Most of her "problems" can be compared but none come close to it, you can say she has the same problem as X killer or Y killer but she doesn't just have their problems she has the problem of X Y Z W and V killer all rolled into one and thats why I don't like her its not a single problem its everything together in one package.
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@Leachy_Jr said:
The only issues with versing her is the vital targeting processor add on. If you hate the hindered chances are you hate that add on giving you too much of it.
It's physically impossible to 3 gen anymore.
Besides the undetectable (which is only 8s), she has to earn all of her status effects through scans. People enjoyed old chase merchant running geo readout and strobes, I didn't see anyone complaining those add ons "gave her too many status effects (🤓)".
Honestly I think she's in the best spot she's ever been in, and despite the hindered lasting a bit too long I think she's one of the better designed killers in the game rn.
Maybe when people get good and hop off the sm hate bandwagon they can finally have fun against her and not give me free bloodpoints by giving up at 5 gens.
You can still get 96% uptime on stealth with no footsteps / sound undetctable, EVERY single other killer with any form of stealth mechanic in the game has either footsteps, breathing sounds, whoosing sounds, an uncloak, a uncrouch, a cooldown when they exit it, laughing, slower movement speeds, ect to make it stealthy but not too stealthy or to balance out how stealthy they are sm has nothing
5 basekit status effects is still a lot
Hacking drones can instantly be recalled so even if you hack one in advance at a loop they just instantly recall and replace it so you can't even use a loop if you took time to make it safe
lock on stacks don't get removed which they definitely should decay or be reset if you hack a drone
at least every other skull merchant feels like they use quad slowdown or some permutation of 3 slowdown + sloppy butcher
It has unfun mechanics and attracts unfun players compound those and you have something that people don't like, even if you are one of the "good ones" its not enough to forgive the sins of the father
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Ive already been doing this, its not a new tech but you can give it a funny name if you want ig
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664600#Comment_3664600
Yes, but the hatchet hitbox is sill way too large. Slinger's and Tricksters ranged weapons have smaller hitboxes as well, so huntress should get hers be smaller too.
Slinger and tricksters weapons are also smaller models that can fit in smaller spots, hatchets are big clunky and disappear in your hand on invisible environmental collisions and require a lot of finesse to work through gaps so as a result they have a bigger hitbox as part of its risk reward, and I see no reason to change it.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664692#Comment_3664692
Yeah but killer perks are totally fine right.
Why we don't see those small nerfs to killer perks.
For example DMS is no longer stacking with other anti-gen and scream perks.
Or Haemorrhage effect which destroying perks like Solidarity, Resurgence.
What about solo-q stomper Knock Out.
Or multiple anti-gen perks on strong killers like Nurse, Blight, Wesker.
I don't know why only survivor perks are talking and calling problematic while killers have similar problematic perks. Even perks like Lithe complained here. It feels like people just don't want survivors have anything useful.
So let's say they nerfed those perks. Will people stop complaining? No. WoO is most likely will be next target. Probably with OtR and Resilience.
I don't think dms should trigger with scream effects, I also think pigs boxes shouldn't reset upon screaming
I have been asking for That Solidarity, Resurgence, and Reactive healing get an anti-hemorrhage buff as well in multiple discussions and maybe even at some point made my own about it
You can't really balance the game around either side of the solo swf coin you need something in the middle because otherwise a killer with the right perks will stomp solo queue often those perks don't do anything against any coordination in teams and since you don't know who you are going against its a gamble, you can't buff it to make it good against groups and you can't nerf it to make it useless against solo queue without just deleting the perk, so if you have a balance idea by all means, the devs might be wizards but if you have a healthier design then get the ball rolling there
Ive already advocated for a system to decrease the amount of anti-gen perks killers can equip in a match most people didn't care too much then and likely now the game balance is too fickle to have it work out well with mid tier killers stacking 3-4 just so they feel the game is playable on their main. Sure high tiers can do the same but I see it much more on mid tiers, and if a high tier ends up doing it usually its because they aren't confident and you have a good shot of winning anyway, I beat a Tinkerer, BBQ, Pain res, Pop blight earlier today no problems because although they can stack it the player themselves still has to perform
I don't know why you think the fact that this one is talking about survivor nerfs that it also has to be about killer nerfs, clearly this is a specific contained issue / problem and these whole this side this and that side that just stifles discussion if you want something else to be changed then make a post saying something else should be changed or just combine them both and make a big overhaul post instead
People won't stop complaining about changes because thats just how balance works, the current issue is usually the strongest options, and being dbd it will be the strongest option for ~1-2 years and be nerfed unless its excessively broken in which case it might be changed sooner or if it fits the current direction they want the game to go like how DS DH Unbreakable were like that for 2~3 years.
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@Cryopier said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664652#Comment_3664652
Got it. You don't think hatchets need to physically hit survivors to register a hit. That's one thought.
Yep ill stand beside that caricature of a thought unless you show some evidence or reason why it shouldn't
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@MikaelaWantsYourBoon said:
Well, probably.
Survivors are getting garbage perks with chapters. Gabriel was the last survivor with decent perks. And old survivors perks are getting nerfs if they are useful. And then we are getting some joke buffs like Quick Gambit which is still garbage perk btw.
After Adrenaline, FTP + BU and Background Player nerfed, probably WoO will be next. I am already seeing people are complaining about it.
Adrenaline could at the very minimum use a tiny nerf to not directly counter freddy
You have to be joking if you think FTP + BU as a perk combination is balanced, it should be less effective for something you don't do anything to activate for a huge upside, at the very minimum Were gonna live forever and BU should have their targets swapped (currently WGLF only applies to the survivor who is on the ground after it becomes activated) so then you have to earn the powerful effect of the combination and the weaker version would only apply to the picked up survivor leaving you vulnerable
Background player could stand to be tuned down a bit in one of its strengths but not by too much, running 10m to fail the flashlight save then be 20m away using the rest of the effect is kind of silly so making it weaker against carrying perks by making it harder to get away or just reducing the speed a bit is reasonable. Like 4s duration of 175% speed.
All of those perks could use some amount of nerfs or changes to be healthier for the game
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@Cryopier said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664600#Comment_3664600
Your point is utterly irrelevant. I can create line of sight obstruction and not move and she can still throw it anywhere around me and register a hit. Latency is entirely a non-factor in this situation. The hit box is simply too large.
It's literally Kennedy's magic bullet.
Well the survivors have a hitbox and the hatchet has a hitbox and if one hits the other you can guess what happens. But just saying it through text doesn't do much for the imagination so I am obligated to say the same, I think its reasonable and if you think otherwise show the models or a video or something.
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Latency and the hitbox of the survivor lingers behind them while they are running around where their back foot is not where their front foot is
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I got some ideas
Solidarity / Reactive healing / Resurgence
Buff: Healing progress gained from these perks isn't reduced by hemorrhage
Reasoning: I just don't like how hemorrhage interacts with these perks and it might make them see more usage
Ace in the hole
Upon equipping this perk you choose a powerful temporary (lost at the end of the trial) item along side it, medkit / toolbox / flashlight / map / key
The auras of chests are revealed to you
Once per match you can rummage through a chest at 50/60/70% speed to gain the chosen item
Medkit: 16 charges (no self heal penalty)
Toolbox: 20 charges (charges applied to gens from this item decrease the maximum amount of charges needed to repair the gen like how a bnp works)
Flashlight: 10 charges (blinding the killer reveals their aura to all survivors for 5s)
Map: 10 charges (you may spend a charge to mark an object for 120s revealing its aura to all survivors)
Key: 1 charge (you can use this on an exit gate and it will automatically open itself at 50% your opening rate until it fully opens the gate, cannot be used on hatch, and just in case you need to hear it yes all gens need to be powered)
Reasoning: I like the idea of a strong items that you need to sacrifice a perk to use and having a variety that you can choose from should make it interesting no matter what direction you take it
Up the ante
Rework: Your aura reading effects persist 2 seconds longer and are shared with teammates within 24/28/32m of you
Reasoning: Luck is a silly mechanic and frankly we just need to move on from it
Aftercare
Buff: No longer resets upon being hooked
Reasoning: Having to work to see your teammates auras and they see yours is a lot of effort and losing it all just makes it a worse bond 9 times out of 10 so making it permanent can provide a lot of value but you still have to work for it so I think its balanced.
Autodidact
Buff / Nerf / Rework depending on how you look at it I see it as an overall buff though
Nerf: No longer receive random skill checks while healing a survivor
Buff: Upon reaching 50% healing progress while healing another survivor you receive a skill check
Nerf: Hemorrhage decreasing the progress below 50% doesn't cause another skillcheck at 50%
Reasoning: Just makes the perk extremely consistent and no longer luck based, off the first heal you always would get 3 stacks since you reduce it below 50% progress on those first two skill checks. And on the 3rd heal you max out its effect. Then effectively for the rest of the match healing takes half as long since the skillcheck at 50% gives the 50% bonus.
That's all I care to play around with for now
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@APOPALYPSE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662784#Comment_3662784
Hello, thanks for your feedback, I didn't put the info on the % to % decrease in escape attempts because the 6th attempt was a guarantee escape anyway. The Deep Wound isn't random it would apply at the end of the 3rd failed attempt, not punishing the survivor who frees themself before 4th attempt but failing a attempt 4 or 5 times and even escaping on the 6th. The Survivors got some injuries after all that failing. Your idea on the "setup killers" or "trap based killers" or a is interesting, but you would have to define what is a trap based killer or setup killer. Trapper, Hag, Pig... Skull Merchant, Singularity... Demogorgon, Freddy.
Right but the amount of failed escape attempts is random unless you have a teammate save you, so it is in fact random deep wound they didn't choose to fail they randomly didn't succeed
Setup killers maintain a web of traps while trap based killers just throw them around willy nilly as its a side mechanic or something that doesn't really damage survivors on its own
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Still missing some parts of those buffs and nerfs, the trap escape chance was decreased from 25% to 16.66% but automatically succeeded after 6 attempts because you could very easily escape on your first attempt or take 20 to get out of the trap.
Now about those buffs
Increased setting speed is good
Deep wound at random isn't very engaging half the time you are in a trap you get deep wound and the other half you don't, not fun to flip a coin on deep wound, maybe make it something consistent like freeing yourself gives deep wound or if injured being trapped gives you deep wound to give trapper some more cross map value
more traps in hand no problem
Idk about the addon buffs since its a bit of a wall of text but they seem ok
A gameplay mechanic where a setup killer gets indetectable, 50% gen speed penalty, and their traps can't be disarmed is a huge buff to give and 90s can be a very long time in a match to setup and then some. I think one of the main gimicks with trapper and hag being setup is that while they might lose gens that decreases the size of the play area / area where they will patrol and trap so that their traps per area increases so taking that away doesn't work well with them since you now always have 7 gens in your web instead of 6 or 5
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love me year round cosmetics converted into fomo
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Id still prefer it being reworked in other ways
Recharging 1-2 tokens by being hooked means you can't permanently block auras and eventually the killer might spread some pressure off the rest of the team
Recharging in chase means being active rewards stealth rather than stealth rewards stealth
Because with this one if a killer has multiple aura perks then its just pure stealth and if a killer just has something like BBQ and plays well its just free stealth, it doesn't really fix any problems with the perk and just makes all aura reading more inconsistent instead of being either working or not working
Also big glaring flaw this version would have 100% synergy with object of obsession where if you are the obsession after 60s in a match you get free aura reading on the killer every 30s without them able to see you back (they only get to see you for 1.5s on its first activation and never again after) and your aura reading duration is reduced by 7.5s for the rest of the match meaning nothing but the longest lasting aura reading effects get any value on you. Two can play, gear head, bitter murmur. Two perk synergy with no downside against 90% of killers
There is 0 counterplay to this on a majority of killers and very easy to abuse especially with coms
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@LatexT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661842#Comment_3661842
I decided to buff the numbers a bit to save more time when cooperating, keeping in mind that they only have 20 charges so the effects won't last long.
https://us.v-cdn.net/6030815/uploads/DTHERLQZ2AH9/2024-02-27-23-19-52-toolboxes-docx-word.png
https://us.v-cdn.net/6030815/uploads/BOZUM5GB5VSL/2024-02-27-23-20-00-toolboxes-docx-word.png
https://us.v-cdn.net/6030815/uploads/XRSTST3I2HX2/2024-02-27-23-20-07-toolboxes-docx-word.png
https://us.v-cdn.net/6030815/uploads/1HBM6S6V5C0G/2024-02-27-23-20-10-toolboxes-docx-word.png
Of course the lower rarities won't have such a noticeable effect, but now all toolboxes will almost completely negate the penalty for 20/30 charges, especially by using the ultra rare addon. This should give them a big boost when needed while keeping their strength at bay.
Here I made a crude spreadsheet with formulas in it to play around with where you should just be able to input 4 values and get all the results you want all you need is how many charges, the speed boost, the skillcheck chance multiplier, and inefficiency penalty and it should give you a lot of data, this should help you get the numbers changes you want for the toolboxes and the addons
Sheet1 Sample formula Edit These first 4 values Charges,Speed boost%,Skill Check chance multiplier,Inefficiency%,Duration,Skill check time saved,Time saved from speed bonus,Total time saved solo,Total time saved 1 / 2 / 3 teammates 20,20,5,15,16.66666667,4.285714286,3.333333333,7.619047619,7.469...although one solid change to get toolboxes to work the way you want is just invert the penalty into a bonus for using a toolbox with a teammate
which would make solo toolboxes less value (it shouldn't with prove thyself for obvious reasons if you take this route though) so it isn't broken and I think the spreadsheet will allow the negative number in the inefficiency penalty and calculate everything properly to get the numbers you think they should have
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If I really look at the numbers behind this one it doesn't seem like a good change at all on paper, lets just look at 1 toolbox in a vacuum for an example and compare
Current brown toolbox vs changed one
Solo current brown toolbox saves 5.33s (not counting skillchecks yet)
New brown toolbox saves 1.8s
With skillchecks over 11.6s you are likely to see a skillcheck every 2.5s and given ~1s to hit the skillcheck that should be ~3 skillchecks so 2.7s extra time saved on a gen so 8s gained total for the item
With skillchecks on the new toolbox 18.1 / 6.25+1 so about 2.5 skillchecks so only about 2.15s extra time saved or 4s gained by having the toolbox
But if we add another survivor to the mix the above brown toolbox only repairs 4.5s extra + 2.7s for skill checks so 7.2s with a teammate
and the reworked one is 1.8s * 0.9 + 2.15s so 3.77s saved...so worst case senario its still a 50% nerf to toolboxes
and just in case ill compare the current max with what I think would be the max with this rework
Engineers + Wire spool + new rare vs commodious + charges to keep it simple
Commodious 32 charges + 12 charges + 8 charges = 52 charges, 52/3 = 17.33s saved on a gen counting a skill check every 3.5s given 34s of use is about 9.5 skill checks or about 8.55s saved extra so about 27s saved on a gen
New changes 20 charges at 30% speed 4.6s saved with ~2 skillchecks if its multiplicative or if additive ~3 skillchecks so about 1.8 or 2.7s saved extra so either 6.8s saved on gens or 7.7s saved on gens, total
Throwing in another survivor makes it 4.2s + 1.8s or 2.7s so either 6s or 6.9s saved on gens.. for a maxed out toolbox
and just to have it out there commodius would be 15% slower so it would save 14.7s + 8.55s = 23.s saved with a teammate
Numbers wise this rework cripples toolboxes completely and nerfs them all about -50% to -66% in all scenarios, and while toolboxes have some pretty high highs in the right builds / loadouts I don't think making them completely useless is the right change
also the ultra rare addon is basically a meme going from 10% penalty to 9% penalty is a joke basically the only thing these toolboxes would be good for at all is sabo and bringing in a bnp
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661543#Comment_3661543
No DBD does suffer from Snowballing, the first chase dictates the direction of the match. How important it is to get your pain res etc.
Thats why people complain about SWFs/Genrushing, Thats why people complain about tunneling. it's Snowballing from one-sided matches for each side.
Thats how the matches are decided, if actions are to have impact in the match then they need to lead to an outcome. If you want every match to be neck and neck 24/7 with no impact from either side regardless of how they play then just flip a coin instead
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661507#Comment_3661507
It did need a change, it's not fun to go up against watch any content creator who plays often its usually complained about even still and it was easily exploitable with some killer powers. Its the one perk which cuts the most time off of chase, you will see less of it when survivors can actually heal again with the fracture changes.
DBD currently suffers from snowballing on both sides, the last thing it needs is anything to catalyze that matter.
You don't play both sides, I never agree with your takes lol
Yeah but its a perk that cuts off most of the time in chase, for weaker killers
Trapper (good)
Wraith (good)
Billy (pointless)
Nurse (extra pointless)
Myers (pointless)
Hag (decent but its still just trap placement)
Doctor (good)
Huntress (pointless)
Bubba (pointless)
Ect
It was good on ~11 killers but none of those killers were S tier or even close, people just want the weaker killers to stay weaker killers so they could enjoy their plaything longer, also dbd doesn't suffer from snowballing thats just the only way killers can win matches and stopping it is the best way for survivors to win
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@OneAutumnLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660940#Comment_3660940
for me my only real issue is that you start with full stacks, if 4 people are running it thats 16 aura read negations...thats wild dude, I think it should start at one stack and then you earn stacks. if they have lethal it negates it then your at 0 stacks and need to actually build them up, I mean hell can you imagine spawning in with full stbfl stacks?
well other than maybe reducing stacks I think the perks token regeneration should only be in chase / being hooked meaning rather than stealth rewarding more stealth taking some pressure off the team rewards stealth
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I only know of 2 ways that progress might rollback, when entering a lobby and buying something in the bloodweb sometimes its refunded and reset to what it was before joining the lobby, but since bloodwebs are pre generated you won't lose out on anything that would be in the new bloodweb
and going back from the ptb to live servers carries over no progress, since the ptb just went down today as it always goes down to on the monday after if you were on the ptb you got updated back to live servers
other than that I have no idea
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Its not op but I definitely hate the gameplay loop surrounding it since it just leads to more tunneling / going back to hook which nobody likes at the end of the day and not giving a killer a chance to evenly spread pressure means instead of a 1v4 its a 1v3 which means its usually over before it starts
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Skillchecks
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@gatsby said:
New Perk Idea-Noise Cancellation
You are inflicted with the Oblivious Status Effect for the duration of the match.
The Killer cannot inflict Status Effects upon you and will always be revealed by your Aura perks regardless of Undetectable.
When you block everything out, you can really tune in.
This just sounds like an Idk myers perk
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Huntress
Replacements for leather loop and infantry belt ideally with 2 more basekit hatchets but they can be their own addons
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ptb has no match making and no dedicated servers, funny enough thats why a lot of killers feel sloppy when they get ported over to live servers because you don't actually test them on dedicated servers and they jank they bring, like how blight can bump things behind him from playing too fast ect, the wonderous quirks of ping
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Signed, their collision doesn't match their model and they are a pain for billy, bubba, blight, huntress, and other killers who don't matter as much but still hate them
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I'm gonna call him long tall and handsome after that one spongebob character




