bjorksnas
bjorksnas
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@SoGo said:
No idea. I don't like it.
And also, how is Airlock Doors an offering? Did we forget about the lore? Weren't offerings supposed to be small and easy to burn/throw into a fire?
How the hell are you going to yeet a door into a fire? Makes no sense.
Well it all started when people were yeeting full cakes, rocks, and license plates, into the fire and it was all downhill from there
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Removing the ability for killers to snowball into a win is a joke
The main thing that needs to be addressed is being left on the ground for 4 minutes when they finish up the slug in 1 minute, let survivors bleed out faster after a set time when they lose so they can lose faster. Instead of some killer just standing next to them nodding for 4 minutes
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Another part of why killers are "sweaty" is just the information game, they don't know what survivors have and often have to play "ahead" of the curve in terms of match progress to win consistently. And while they might have an idea of which objectives where are being done how progressed they are. They don't actually know how efficient survivors were in that time until they get a chance to actually go to the area. A bbq read on a meg who just got on a gen after cleansing 2 totems and opening a chest at the start of the match looks the same as a meg who was on the gen the whole time. You usually have to play for worst case scenario or if you don't spend a lot of matches feeling like you COULD have won them if you played properly from the start instead of giving them to benefit of the doubt breathing room that most teams will take all the way to the exit gate as they dance their way out.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855046#Comment_3855046
Thanks for the feedback.
You made a good point about Eyes of Belmont. I didn't think about Keys a lot when creating it, so it slipped through. Your idea of making it trigger only after 2 seconds would be good.
Hardened is very bad rn, so a buff is needed. Calm Spirit should also get the drawback removed, though. I don't really think it overshadows Distortion, as it wouldn't completely remove the tracking, only lessen it. If anything, it's a sidegrade.
As for Still Sight, I could live with that change.
With Deadline, you made another good point. It would be probably enough to just remove the injured condition.
Another problem with the hardened buff, don't want a teammate running around at the start of the match for 2 totems and 2 chests, it would 100% happen if there was a reason to and I would see matches thrown with my solo teammates doing it. Maybe have 1 effect activate after you complete 100% progress on a gen (akin to flashbang or chemical trap) or 1 totem and chest, and then have the secondary effect activate once you do the other so they are forced to touch generators. Then it would probably be fine to have a buff like that.
Calm spirit shouldn't have a downside, its silly it should have been removed as soon as it was implemented
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@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857184#Comment_3857184
Way to completely miss the point. Yes, the Mistle Toes will double all your Bone Chill scoring events in game. And then when the game is over, unless someone else brought a cake or streamers, you will get NONE of those event points.
k
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Mistle toes increase the scoring from the event itself not a bonus to bp post match, its basically a mid match bonus akin to how old thrill and distressing used to work. Rather than a post match bonus it simply doubles the scoring events ingame.
Hitting a survivor or killer with a snowball - 150 points per action, but with the offering you can see it doesn't give 150 it gives 300
Some more examples
Popping a decoy snowman with a snowball 500
Popping a jumpscare snowman with a snowball 750
Doing the janky killer snowman thing 750
Making a snowman 250 (I think I don't exactly know this value)
But as soon as you put on the offering you get 1000, 1500, ect.
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@Alen_Starkly said:
I'd like to hear why a person running this perk can only use it once per match.
If you could use StB twice, and you've already used it once, and have 1 use remaining:
- scenario A: the killer is camping the hook. if you shoulder the burden, you're gonna be exposed and dead when hooked. I don't see any problem towards the killer. If anything, this would favor the killer.
- scenario B: the killer is not camping the hook, and the hooked person in on Struggle phase. It doesn't matter whether the person gets saved normally and now they are dead on hook, or you shoulder their burden and you are the one dead on hook instead. If the killer quickly returns, they can either down the injured unhookee or down the exposed unhooker. It feels like the same value.
- scenario C: same as B, but the hooked person is on their first hook. You shouldering the burden would make them 0 hooks, but you would now be dead on hook. This is extremely favorable towards the killer, 'cause now they suddenly have a/another person 1 hook away from death.
I'm failing to see why 2 uses of StB per match per person would be a problem. Maybe, the unhooked person could get additional uses of Dead Hard and Off the Record, but… the unhooker still becomes dead on hook and exposed.
Because its not a single person who could use Shoulder the Burdon
1 survivor shouldn't even have the possibility to reach 9 hooks before dying
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@MaddieMage said:
Just had a match where myself and one other person decided to run around throwing snowballs and getting event points. With it being rank re-sweats all the slugging tunneling and camping killers are afoot. After 3 matches of that I decided “cool I’ll just min max the event until I die and go next” I ended up taking all 3 of my hook states and threw snowballs at killer and snowmen.
Teammate in end game chat yelled at me for throwing and reported me. Lol
I get that they’re mad I didn’t try the way they wanted me to, but bro, stop reporting people for non-actionable offenses. It’s just silly 😆
I mean it is a borderline bannable offense where if people reported you for doing it match after match with no working on gens, hook saves, healing, chases, ect then yeah you will probably catch a temp ban for signing up for matches and not playing in them to just farm event points if people are trying to play a regular match.
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@Devil_hit11 said:
much better to make his traps put survivors in the dying state directly. the ability to save survivors after they have hit a trap provides unnecessary drawback for trappers power. not deserved second chances. SWF if they stay together can somewhat utilize the mechanic more efficiently.
Yes
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@zoeedanielle said:
can dbd sponser streamers ?
they could
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Ok
So as a killer she has a power?
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@Wandering_Entity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854968#Comment_3854968
No it wasn't. Such version of this perk was never presented to the public.
I choose to believe what I was programmed to believe
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@Hoodied said:
https://us.v-cdn.net/6030815/uploads/BH1XW92T3RUF/image.png
Old Licker tongue wishes it could be this useless
OMG HUGEEEEE YOU CAN SAVE 0.05s THIS IS IMPECABLE NO ONE HAS EVER DONE THIS PERFECTBEST ADDON DE BEST 10/10 100/100
Idk maybe after a rework it might have an effect, like maybe just have it not stack with stbfl and just take whichever is a larger bonus so you get a minimum 10%
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@SoGo said:
As the title says, this is a collection of buffs/changes/reworks for newer survivor perks. Feedback is welcome.
Invocation: Treacherous Crows
• Remove the terror radius condition.
• Replace Broken with Oblivious.
• Now, joining the ritual for at least 15 seconds increases the duration of the aura read by 0,5 seconds instead of speeding it up.Clean Break:
• Reduce the time it takes to heal you to 60/50/40 seconds.Eyes of Belmont:
• Adjust the perk's effect: Now, instead of extending the duration of an aura read, it will cause it to linger. The numbers stay the same.Note: The change is that it now synergizes with perks like Kindred, Wiretap, Object of Obsession, etc.Moment of Glory:
• Reduce the time it takes to heal you to 60/50/40 seconds.
• Change the requirement needed to charge it from opening 2 chests to one of/mix of the following:
- Sucessfully stunning the killer 2 times.
- Taking 2 protection hits.
- Healing 2 survivors from the dying state.
- Safely unhooking 3 survivors.
- Being in chase for 70 seconds.Exultation:
• Remove the cooldown.
• Make it so the item continues to recharge even after it reached the highest rarity.
• Additional effect: Every time you stun a killer, there is a 40/50/60% chance of your item recieving a random add-on, unless you already have 2 add-ons equipped.Hardened:
• Additional effect: Repeating the process needed to activate the perk will cause every instance of an aura read on you to be transfered into a location reveal.Specialist:
• Increased the bonus charges per token to 4/5/6.Still Sight:
• Decrease the time needed to activate it to 4/3/2 seconds.Mirrored Illusion:
• Increase the illusion's duration to 60/70/80 seconds.Invocation: Weaving Spiders:
• Replace the Broken with Exposed.
• The charge reduction is now postponed in a case of a blocked generator.
• Now, joining the ritual for at least 10 seconds increases the charge reduction by 3 instead of speeding it up.Deadline:
• Now, the skill check chances are increased by 6/8/10% when healthy.
• While injured, the skill check chances increase by 12/16/20% (was 6/8/10%).Boon: Illumination
• Make it so that it also shows the auras of totems, pallets and windows.
• Replace the cleansing/blessing speed bonus with a 4/5/6 second lingering effect.
• Make it so this perk ignores the Blindness status effect while inside the boon's radius.Lucky Star:
• Make it so it blocks blood pools while in a locker again.Plot Twist:
• Now, your aura is hidden from other survivors while you are using this perk.Scene Partner:
• Make it so vaulting/dropping pallets takes priority over the screams.Teamwork: Collective Stealth/Teamwork: Power of Two:
• Now they work both when you are healed or you heal someone.Cut Loose:
• Decrease the cooldown to 30 seconds.
• Increase the activation window to 6/8/10 seconds.
• Additional effect: Each time you vault a unique window while the perk is active, your vaulting speed is increased by 3%, up to 15%. The initial vault doesn't count towards this effect.Friendly Competition:
• Increase the activation window to 50/70/90 seconds.
• Additional effect: Once one of the survivors affected by this perk will complete a generator, they will get a 10% boost to repair speed for 45 seconds, removing the bonus from everyone else if they are still affected by it.Related discussion:
Crows : buff is fine I don't think anyone will bat an eye at that
Clean break : maybe doesn't need a buff because on a technical level it effectively makes your heals have 100% increased heal speed in terms of time saved but as a downside its applied over time, maybe down to 50s to start
Eyes of Belmont : shouldn't be a linger with no conditions for a simple reason, keys, if its a linger tapping a key for 0.1s, is now effectively a 2.1s aura reveal on the killer. seeing as how a red key + addons can read the killers aura for ~22.5s, even just tapping it would be upwards of 450s of constant aura reading because the linger time would last until you finish mind channeling again. Now if you made it linger if you saw the killers aura for at least X seconds, probably minimum 2, that would work.
Moment of glory : I don't think moment of glory should have a proc off chase time, but I wouldn't mind if you could proc it / feed into it in multiple ways and then heal faster than it currently does.
Exaltation: Good
Hardened: Bit too much of a kitchen sink at that point, if a perks main goal is block all screams and reveal the killers aura it shouldn't also have a secondary effect to then drastically weaken aura reading effects on you, bit too broad of effects at that point and just power creeps over the other stealth perks, why run distortion + calm spirit where you can run a perk that does both for a bit of investment. Time lost doesn't constitute a perk slot saved when they are so precious.
Specialist: Good
Still sight : Make gens / chests take 2s and killer take 4s, still sight at 2s for killer aura reading could kill some mindgames in a chase which it just isn't meant to do.
Mirrored illusion : Good
Weaving spiders : Exposed is a bit too varied of an effect compared to broken, some killers its pointless against while other killers its basically the same thing as broken at that point. Theres probably a middleground somewhere for it but in terms of permanent status effect idk if exposed or broken really fits it.
Deadline: its just too synergistic with cheaters at that point, most real players won't be slamming constant great skillchecks with deadline, but giving a subtle cheater the equivalent of, ~9% gen speed on a perk while healthy and ~18% while injured that pairs perfectly with hyperfocus to ramp up that to 52% chance of a skillcheck per second, is just uh, no. At that point you are getting more progress from hyperfocus skillchecks that just flat out normal repair speed (100/52 average seconds per skillcheck)+-2.52 bonus progress from hitting a great)/(100/52 average seconds per skillcheck), thats about 230% gen speed (130% bonus gen speed) and it ramps up to that in about 16 seconds while injured (100/28)+100/32)+100/36)+100/40)+100/44)+100/48) This is mostly a problem because of hyperfocus and subtle cheaters but its just too much synergy at that point.
Illumination : Good (ive always wanted dark theory to also have a windows of opportunity effect but this one already reads auras so its probably fine to tack on)
Lucky Star: Good
Plot twist : Screen icon on top of that
Teamwork Perks : Sure
Cut Loose: Sure
Friendly competition : Maybe, gen speed perk numbers are often tricky to find a good sweet spot with but if deja vu can be 6% the whole game probably good enough
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@Wandering_Entity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854619#Comment_3854619
Awakened Awareness is not based off terror radius, it's just flat 20 meters away from the killer distance.
It was going to be based off TR but they changed it because of nurse and how well it paired with lethal pursuer.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/434719/im-tired-of-slugging-for-no-reason
Why i being slugged less fun for you? A hook timer is 70 seconds, meaning you could sit there for a full 3.5 minutes, with slugging its 4 minutes AND you can move around.
I never understood the survivor argument that being slugged is boring. When i play survivor and get slugged its better than getting proxy camped on the hook.
you get hooked twice for 140s not 3 times for 210 seconds you die instantly the 3rd time
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854730#Comment_3854730
While others see it as a means of healing and nothing more, I see it as a time saver. 16 seconds will go to the generator, not for heal me. No matter what anti-healing the killer uses, these perks will heal me no matter what.
The moment of glory will guarantee that I will win no matter what, the killer hit me and left I will be healed, drop the chase I will be healed.
All great uses unless the timer 60 broken too long.
Technically 32s will go into the generator because you also save the 16s from another survivor not spending 16s to heal you
60s is a fine spot for the equivalent of 100% bonus heal speed, and a reward for finding items which can then also save more time.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854732#Comment_3854732
Application of data where it shouldn't be applied? Now THAT sounds more like balancing around feelings over data.
Again you are free to your opinion, but your statements are just that. If map offerings really were that impactful, they would have a significant impact on the kill rate data we got earlier this year because everyone would be running them because they're such a competitive advantage. Guess what? They didn't. And let's say that they have brought the kill rates down. Removing them would increase the kill rates, bringing the average killer up to kill rate levels within the 70% and 80% range. That would be a clear indication that the game is killer sided. It's either a) map offerings are not as effective as you are claiming, or b) the game currently is heavily killer sided at the expense of solo queue survivor players, and map offerings are the only thing keeping a semblance of balance within the game.
Yes some 4 man SWFs top MMR can use maps to their advantage. Yes some top MMR quickest 4k Myers can use this to their advantage. Is this the majority of matches? Absolutely not, not by a long shot. The community has made a mountain out of a molehill with map offerings as a scapegoat for their poor performance in matches. If you look at the data given to us and even 3rd party data gathered by players, it is not as big of a problem as you are making it out to be, full stop.
"this is fine because general data looks fine so this must be fine" interesting
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854723#Comment_3854723
It isn't, as the facts show, but I guess we'll just have to agree to disagree.
Those aren't facts more than they are feelings and application of data where it shouldn't be applied, mass conglomerated data like kill rates don't at all impact the individual. Pauboradriguez2007 who just booted up the game for the first time won't have a 50% kill rate just because the map says he should. Survivors bringing a map offering don't happen in a bubble and if we had ACTUAL stats for kill rates / survival rates when a map offering was played I think you would be humming a different tune. You are taking stats you think can apply to it and running with it because in your mind it supports the point you are making, unfortunately it does not and the data is not applicable, map offerings are frequently used in conjunction with grouped survivors, survivors sporting strong builds and items trying to win, and killers with customed tailored builds for the maps they are trying to send themselves to. If you had stats on how well they did in those matches I think you would see why the offering rarity is a good change and map offerings shouldn't be refunded, because again it just kicks the problem down the road the next group without the offering in play.
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They are meant to take a long time, its not really about being able to be healthy its being able to be healthy with a large amount of time efficiency.
Self healing with a medkit takes 24s
Being healed by another survivor takes 16s but an effective 32s because its 2 survivors spending 16s to heal and be healed
Doubling up takes 24s because its 8s to be healed but its 2 survivor performing the action and one survivor being healed
All of these actions take plenty of time, but when you put perks like clean break into it and less so moment of glory that time efficiency is out the window.
Normal total time to have 2 survivors heal each other 64s (both injured), time with clean break (32s then you are healed 60s later), while there is a delay its still an equivalent to a 100% heal speed increase with a delayed effect the amount of time it can save in a match is huge. The downside has to be inconvenience so the killer actually has a window to interrupt it because otherwise its 100% increased heal speed on a stick.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854708#Comment_3854708
No, I'm sorry but saying it's just novelty is simply wrong.
Status effect addons ARE powerful. Oblivious is extremely powerful as it can lead to free hits and a killer snowball. The standard "put sloppy butcher on an addon" addon is extremely powerful; you are running a 5th perk essentially that slows down healing. Blindness is powerful, especially when solo queue players are a part of the equation. And even IF you were to wrongly assume that they aren't powerful, they are, at the very least, more tedious to play against the higher rarity, which is not simply just "novelty."
Of course they are primarily changed after major reworks, because the entire kit of a killer is reworked. For average balancing, they usually try tweaking numbers on existing addons rather than messing with rarity because each killer only has a certain number of addons per rarity. With a rework, they can start from the ground up, which is where they reclassify the rarities based on the updated mechanics and power levels of each addon.
So no, no matter which way you look at it, it's not just "novelty." There is a method that is roughly followed and that method is power level/impact on a match.
Its novelty
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@SweetbutaPsycho said:
To preface this: I very very rarely play survivor. Im mostly a killer main and have like 90% of my hours on killer.
Today I decided to do some challenges from the archives for survivor and the experience has just been absolutely miserable.
First of all the killers I got were some prestige 100 nurse and blights 8 games in a row, which I already find very weird since I would assume that my survivor MMR is super low since I almost never play survivor and if I do I rarely get out cause I'm not very good. So I would think that I shouldn't go up against prestige 100 S-Tier killers with 6k hours in the game but apparently MMR thinks otherwise.
What I found even more annoying was that 7 out of those 8 killers played the same strat, which is just down everyone, slug them, wait out unbreakables if they even exist and then let everyone bleed out for the rest of the match refusing to hook anyone. I mean my team would have lost anyways since when I checked their profiles most of them were players with like 100-500 hours vs 6k hours killer players. Noone lasted in chases longer than 20 seconds.
Both those things combined, the wonky mmr system and then losing one chase and literally not being able to do anything for 4 minutes just makes for such a miserable experience. No fun to be found.
At this point those killers are honestly just asking the Devs to make unbreakable basekit imO
Sounds like there should be a faster way to bleed out then not a way to win when you lose.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854652#Comment_3854652
Why would the devs want to limit how frequently an item is used if not for its implied power or effect on a match?
Arbitrarily puting rarities on items without any rhyme or reason does not logically make sense, and it is simply not true.
To your addon point, the addon rarities are the dev's own internal power rankings before the community uses them. We have seen many instances of addons changing rarity based on their effectiveness, look at Billy's new iri after his rework or even soma family photo on singularity. The fact that knight used to run only a common and uncommon addon (map of the realm and dried horse meat) is purely because of the reliability those addons brought. His other addons are still very good, but also knight on release after his massive buff patch didn't need much more to be an oppressive killer. That's why addons are a similar yet separate topic from offerings.
Novelty, less is more
It happens all the time, look at status effect addons, they go in every single rarity with no rhyme or reason besides exposed addons
We've seen ~6 instances of addons changing rarity and its usually off the tail end of a rework not a response to something being good / bad on its own.
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They even let you keep the yellow moris and disabled them like they did splinters so you can remember what was.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854510#Comment_3854510
Item rarity does imply balance. Look at a yellow flashlight versus a green flashlight. Look at any killer's iri addons versus their common addons. Case and point spirit. To say that item rarity does not imply balance is just factually incorrect.
Item rarity implies …. Rarity, not strength, how often the game wants you to be able to run something does not directly equal how strong it is. Sometimes rarity matches up with strength but that's not really the guidelines by which they choose rarity for items, addons, and offerings.
There are plenty of useless iri addons compared to brown addons, plenty of killers have only 2-3 good addons and usually they are yellow / brown. Survivors have a green commodious toolbox that almost universally better and more versatile than the 2 purple toolboxes that come after it at doing what those specialized toolboxes want to do but better because it has more charges. Green medkits used to be some of the best medkits because even though purple had more charges back in the day it just healed yourself faster.
One of the best bloodpoint offerings is yellow, and the best group offering is green, while there are 4/5 (depending on side) other green bp offerings that don't even hold a candle to them.
Just because they changed a formerly green offering to a brown offering so that people could access it more often doesn't mean you need to buff the strongest offerings in the game.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854316#Comment_3854316
Alt-f4 still burns the offering of the player who disconnected. So no, if a survivor sees a sacrificial ward, they don't have the option to alt-f4 because the result is the same: the offering is still consumed. This interaction only favors the sacrificial ward player because not only is the chance of all 4 other people using the same offering borderline non existent, but sacrificing an offering that costs 2000 points and spawns in 50% of bloodwebs can be found almost instantly after the fact.
I'm not arguing whether or not map offerings are fair or not. I'm arguing that a sacrificial ward has too much power for being a common item. At this point, it should be cancelled if two of the same map offering are brought to pull its power in line with the rarity.
Item rarity does not equal Balance it doesn't matter its a brown addon countering a green addon
And kicking the stone further down the road for people who don't bring sacrificial wards every game isn't fair, bringing the offerings should come with some risk because with any amount of saving / swf you can bring them every single match and most of the time get easy wins from them. Saying the easy win button shouldn't have a risk associated with it like being eaten by the better odds of a fair map button is something I don't understand.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854290#Comment_3854290
Which, again, is all countered by a 2000 bloodpoint common offering that has a 50% chance to spawn in all bloodwebs. I have never in my thousands of hours playing this game seen a group of 4 survivors cancel a sacrificial ward by all running the same map offering, but even if that were the case, the killer still has the option to alt+f4 on the loading screen with no penalty. How is that fair for anyone?
Survivors don't have the option to alt+f4 in the loading screen with no penalty?
Its fair because map offerings aren't fair and giving BOTH sides the option to choose not the deal with them (its not a killer exclusive offering) makes for a more balanced game of rock paper scissors.
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@Valuetown said:
Now that sacrificial wards are a common offering, the offerings they reject should be put back into the inventories of the players that used them. Since this rarity change was a band-aid fix to a problem that was really was not as big as many players make it out to be and could only be solved by the devs fixing unfair maps for both sides, the solution is of course showing its ineffectiveness.
There are 15 common items (brown) that can spawn in any killer's bloodweb. This includes offerings and addons. A common node costs 2000 bloodpoints. Common nodes make up between 25% and 33% of nodes in any given bloodweb (50% for low level bloodwebs).
There are 42 rare items (green) that can spawn in any survivor's bloodweb. This includes offerings, items, and item addons. A rare node costs 3250 bloodpoints. Rare nodes are roughly 15% and 25% of nodes in any given bloodweb.
For this example, assume a level 50 bloodweb with 26 nodes. If there are 9 common nodes that spawn, there is a 46.25% chance that at least 1 sacrificial ward will be given to the killer player. If there are 7 rare nodes, there is only a 15.52% chance at least one of a specific map offering will be given to a survivor player.
With these odds alone, it's already unfair for the person bringing a map offering because of the rarity and cost. I have gone on 20+ streaks of level 50 bloodwebs and not finding a single MacMillan offering, all for that to be completely nullified by an offering that now essentially has a coin flip's chance in spawning in a bloodweb.
I understand players have issues with unbalanced maps. Why not fix the maps instead of making a poor band-aid fix?
its not 1 survivor who can get the offering, and again 1 of a specific offering, almost every high level bloodweb has a map offering or several. There isn't just 1 good offering for survivors, if you play with any frequency and don't bring them every match you will net a ton of them and if you are during an event for more bp you will go net positive even using them every match… as 1 player. You can team up with people to have map offerings every game quite easily.
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Killer instinct always works in lockers, its just the main ones that will tag you while in lockers are the dog and legion
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Adam sandler
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You don't even gain any more distance on survivors,
Before 12m covered in 1.2s survivor moves 4.8m net distance 7.2m
After 14.4m covered in 1.8s survivor moves 7.2m net distance 7.2m
It just gives survivor a lot more time to reach windows and resources when you would be able to run them down on top of a further cooldown buff
At least bring it down to like 9m/s to give survivors a bit more wiggle room and chuck a bit more net distance to make it interesting
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@SoGo said:
So, first off, my thoughts:
• The Invocations should absolutely have different drawbacks to them than just Broken. But making it time limited isn't the best choice. I think these should be permanent. My choices are Exposed for Weaving Spiders and Oblivious for Treacherous Crows.
• I think that 60 seconds are just enough to make the Invocations not busted. They have counterplay, but aren't too slow.
• Your new perk ideas are interesting, they seem fun. However, I have to say nay to the TC buff. The only change it needs (except replacing the Broken) is making it not terror radius based.
• One additional idea I had, is that instead of speeding the Invocations up by joining, you make the effect stronger. Example: Participating in the ritual for Invocation: WS makes it so additional 3 charges are taken away from all gens.
Different drawbacks = good, I was just taking one design idea 180s or being hooked and seeing what I would come up with off of that, im not hardset on it. Although perma exposed for pretty much spending 1:1 time on a invo to get that progress on gens is probably a bit much especially since its inconsistent which killers that actually good against. Stealth killers? Pain, Nurse, fine doesn't really do anything for example.
60s is fine when you have 1 or 2 but as soon as you have 3 or 4 there just needs to be a better way besides placing them all at once like how boons work
I don't know if even map wide can save tc in its current condition, but it would be a nice start
I don't know about instead of speeding up invocations, especially if it comes with small numbers like 3% on a perk that gives 10% for 60s more survivor time.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853000#Comment_3853000
If that's the case they would have put another requirement which is not revealing the killer's aura during the chase, at which point why would anyone use this perk? Wiretrap does this better, Kindred with the aura range increased to 32 meters does this better, and all of these perks reveal the killer's aura to all survivors.
Theres no need to put in that stipulation because it almost never happens and allows some synergy to use it outside its niche but it doesn't let you do it easily.
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It really only provides value to prevent chases on ~most killers, so as they make their way to your gen they might scare a crow with you on the edge of their TR and give you a location of where they are coming from. Its extremely niche and just not meant for chases at all in its current state, if it was it would be when the survivor scares a crow not when the killer scares a crow.
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From what I saw I think Gen B would regress 20% and then it would show gen A
I think this is because the effect of pain res applies in the middle of the hook animation and jagged compass applies after, could also just be perk order in the loadout though
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I think up to a certain point in a match its fine to hop in lockers and force slugs / hooks but sitting in a locker for 10 minutes as the last one or hopping in a locker after he drops you is a goober play
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852753#Comment_3852753
That would make them extremely fast for good effects…we'd be willing to test but we're admittedly wary of the possible speeds.
shrug to each their own, its just that the use we've actually gotten outta it currently leans heavily towards stealth play.
Well, we we're thinking just giving everyone straight up slower unbreakable but that works too.
It was more like 90 for pallet respawn and 40-50 for break and recovery. The event pallets would be more a substitute for everything as for the shorter respawn time, you have a pallet only useful for stuns, wouldn't need to bother with killer stun and break time. But again, thats just spit balling ideas.
The speeds have a lot of potential to be fast but again if 2 players equipped 4 invocation perks each thats 8 slots take up just to set up 4 effects quickly
I think people don't want a stealth play perk especially if it doesn't actually work unless they know the killer is already in the area, but I see the idea behind it being a stealth play perk
True its kind of interchangeable with event pallets at that point if its very fast to recover from a stun then break them but I think they should be slightly safer than event pallets, I think they should buy at least a second of time to run away when the killer starts kicking it stun or not rather than a pallet you need for force a stun from because that makes it more versatile against killers who can play around upright pallets which was the main idea.
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@CursedPerson said:
I think they should just have them stack like boons so no matter how many you run, all of them will be complete at once. They are the worst perks in the game because of their massive drawback, they should have some decent rewards if you want to use them
I think having them all apply at once while fine on paper for now definitely won't be fine if we get 4 invocation perks it should be future proofed
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@Rulebreaker said:
We're just throwing our thoughts here
Change 1: That would be a nice idea, but since having multiple survivors help also quicken the timer makes it seem like a "ok why bother with the team then" to us? We're part of the "should all happen at once" crowd so maybe we don't see it.
Change 2: Yes and no to that. Yes, having different penalties for each invocation would be a good and fun idea to us. No to the suggested ideas, specifically the 180 timer and on hook bits. As much as people don't think on it, they are very good effects. Spiders shaves off permanent time from every gen and crows gives a buff for every survivor to see the killer while in terror radius, if the killer is not running some kind of stealth and your semi careful you can easily avoid chases (on that note this one is more meant to avoid chases, not to be used in chase by default). And these are effects that don't ever go away. The drawbacks should be a permanent thing on the survivor, whatever it is.
Idea 1: We'd rather simplify it so that everyone can pick themselves up once from the dying state and the slow recovery or something like the survivor has perma mangled.
Idea 2: We would increase the numbers on everything bar the aura reveal (and technically we'd remove the until hooked or 180, which we said before we just straight up disagree with). Maybe make them like anniversary pallets for a shorter time?
Teammates would still speed it up, especially if they have multiple invocations of their own, and be able to spread the debuffs, two survivors with 4 invocations would be able to complete invocations at 500% speed (or get 5 invocations done in 48 seconds) its still very much a team activity if you plan ahead or happen to run into someone doing the same thing
Its fine to have them be permanent instead, I thought it might be more interesting to play with a temporary downside instead, also for the crow perk I think having it avoid chase rather than be good in chase is just boring since avoiding chases through stealth while maybe effective is just not a fun gameplay loop, and exactly why people hated distortion because it lead to teammates who would stealth all game at 0 hooks and sometimes not even participate in repairing gens
Map wide single use pick up with no delay could be fine but it would need a much stronger downside to balance out maybe this is the one that comes with perma broken instead of weaving spiders
The numbers are buffs to the killer when dealing with the respawned pallets, would they break them faster and get stunned even shorter but have them respawn faster? Also maybe the pallets become event pallets after the next one respawns.
Thank you for the feedback
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It was a short sighted buff, I don't like the combinations that it ends up creating but I like the general idea of it, I wouldn't mind it if the totems didn't instant reset progress if you have thrill so the killer has to personally interrupt
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Any reason as to why the M1 attacks in wolf form shouldn't count as an m1 attack and why he would need to backrev a survivor as wolf, turn into drac with minimal time needed and slowdown just to apply a basic attack.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852388#Comment_3852388
The slowdown only applies while in T3
Ah they changed it 3+ years ago, well goes to show I haven't played myers in a bit
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@LordGlint said:
Weakest would be a probably Hag since she'd lose the ability to teleport. Myers would basically be reduced to the scratched mirror/boyfriends letter combo ppl usually use for scratched mirror builds.
On the other hand, killers who DONT have nerf addons or addons that are counterproductive with other addons would do really well. Spirit for example would be QUITE strong.
Don't forget myers would also have judith's tombstone, so on top of being a 105, he would also be 9% slower, 96% speed killer all day, if you don't get builds outside of the addons he's the weakest by far
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@GeneralSkien said:
- Add ons are removed, and instead all their effects are incorporated into base effects
- This includes Meme add ons
Knowing this, which killers are falling down the tierlist, which killers are skyrocketing to S tier, which has unique effects and properties now!?
In terms of raw stats and effects its probably spirit and wraith?
Spirit gets 35% faster power charge time, 25% faster power movespeed, 100% increased recharge speed, 10s duration (so technically the recharge and duration balance out to still take 15s to max recharge) Recharge on stuns, Recharge on pallet / wall breaks, Harder to track with passive phasing, Increased lunge speed and distance out of a phase walk, Tracking from the husk, tracking from being near someone while phasing, Map wide audio to scare people, ability to teleport back to husk (very funny combined with husk instinct), and ability to block windows (although its not great)
Wraith gets, 30% increased uncloak speed, 21% increased cloak movement speed, 100% decreased cloak time, 100% action speed while cloaked, aura reading on generators and nearby survivors while cloaked including gen progress, mangled hemorrhage and blindness on an uncloak hit, breaking pallets and kicking gens pulls him out of stealth, hidden tr while uncloaking, brighter blood while cloaked, a nondirectional bell, and a silent bell (which only really affects cloaking) the only downside is a tr while cloaked but its not that bad considering you just run people down
In terms of negative killers runner ups, billy gets speed limited, bubba does too but he has iridecent flesh so it somewhat cancels out other than the carbonator tunning guide being bugged out and both negatively interacting with 3 increased charge time addons in exchange for a net negative in movement speed especially with the tuning guide acceleration
And in terms of killer who loses the most its probably hag, giga buffed traps that you can't teleport to thanks to the waterlogged shoe, but at least you can place them faster, 117.5% speed killer whos power is to place traps that block people walking over them isn't that great when you have to stand still for 1.6s (this is accounting for the addons) to place them.
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People almost always overrate killers before survivors become more competent vsing them
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What a great system with no flaws
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851538#Comment_3851538
Blights and Huntresses and the Chainsaw Bros are gunna live you for that! 😋
on a technical level it doesn't require much changes besides making already too tall to see over walls connect to a roof
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I can't wait to turn every map into an indoor map
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@Reinami said:
There are too many things in the game that are balanced around being "rare" and it isn't working anymore. There are too many people who are P100. Every single match i play, there are 2-3 P100s in the game. And every single one of them is able to bring ultra rare killer addons or items on the survivor side.
Here is a match i just played.
https://us.v-cdn.net/6030815/uploads/MK2NWET9QOK6/image.png
And this is a regular occurrence. My win rate with houndmaster is awful right now so it isn't an "MMR" thing because i rarely win with her. But that isn't the point.
The point is, that P100 means you get a level 50 bloodweb every time, and you have invested millions of bloodpoints into the character. This means that every single game you play, you can basically get an iri addon every single time. So these things that are balanced around "rarity" are not working anymore, because they are able to use them every single game.
Something needs to be done in terms of balance, and things should stop being balanced around them being "rare" because "rarity" is not a thing anymore.
To be clear, i don't care if someone is P100, in the sense of the old "dodge when you see them" the problem is that they are able to bring the best stuff every single match because they have access to permanent level 50 bloodwebs.
This is exactly how the game worked at p3-50 with exactly 1 caveat…
Bloodpoints
From 2016-2019 bloodpoints were relatively balanced, longer grinds that reset items you got, exponentially scaling making each new chapter you got require you to spend 9 then eventually ~5 levels maxing out the new perks on each character, which added up fast, and even while bbq was around most killers barely broke even on bp to use their favorite builds, and survivors definetly didn't.
Then starting in 2019 tomes came out, offering millions of bloodpoints (for example the first one awarded 2575000 bp for completing all of its challenges
At the start of 2022 Ranks now awarded larger chunks of bloodpoints every month up to 1m per side
Middle of 2022 the prestige rework came out. You no longer lost perks, addons, and offerings, and also gained the teachable perks on the other characters just by unlocking them removing an exponentially increasing bp sink that players would be busy upkeeping instead of funneling bp into their favorites
End of 2022 the bp cost reductions hit. All nodes decreased in cost ~30% or more
We have given people 2 years to grind with very little outside interference and now its back to how it was except people have blood points pouring out of everything they do. At most people who play all the new content get setback ~3-4m bp per character as opposed to the ~6-8m it took to p3-50 back in the day (since now its just a p3-1 needed as well) on top of spending ~250k bp per other character to unlock teachables on them back in 2022 the last one was dredge so if we use sadako as an example players would spend ~6-8m to get her p3-50, 250k * 26 (6.5m) to get her perks on other characters, and another ~50k per level to get the at best 17 levels (-850k bp) to finish maxing her perks for a grand total of ~15m. And that's just half of the chapter release.
Now adays 15m will get you both of the characters at p3, and have at least 7.5m to spare to throw into at least 5 more prestige ranks in your favorite character.
The amount of bloodpoints people get is at least ~2-3x as much, the amount people spend is ~2-3x lower, and they have had at least 2 years to grind it. This is just a natural outcome of all the changes to appeal to casual gamers, which while all this works for them anyone who is skilled enough to know whats going on knows they are getting screwed for being somewhere in the middle.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851015#Comment_3851015
That doesn't resolve the aformentioned issues though…
The perk buys 68 extra seconds of cleansing
If those 68 seconds couldn't be reset unless the killer walks over to you personally then it wouldn't matter
It used to be 34 seconds of of extra cleansing which in that state it was unusable compared to most other perks.
68s is a balanced value but the fact that it doesn't interact nicely with other perks and mechanics is why it is broken