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bjorksnas

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  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2365401#Comment_2365401

    Why would they make the twins if they wanted AI? Would they not wait and make twins later?

    What they want and what they need / what they can do are different things

    Could they have delayed making twins probably

    could they have delayed making a killer, probably not

    compromises were probably made and if they want to still stick true to their original vision after the fact thats up to them

  • A perk where you don't get a choice when it activates shouldn't have a cooldown unless its an extremely strong effect

    Survivors don't get a choice when alert activates so its effect is balanced by the fact its decently strong with a decent duration

    So unless the duration was up to like 10-15 seconds there more or less shouldn't be a cooldown or even a range requirement since then it would be a more balanced effect

    But as it stands we already has a perk that has this effect and its already balanced no need to make another one

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2365117#Comment_2365117

    They’ve already done their pass on the twins with their cooldown nerfs and add on buffs

    But that doesn't mean the twins are in the final form the developers want, maybe they wanted AI from the start or something and now are finally finishing working towards it and getting some of the small changes they wanted already made in advance, we wouldn't know

  • @Phasmamain said:

    Twins are fine

    But that doesn't mean the twins are in the final form the developers want, maybe they wanted AI from the start or something and now are finally finishing working towards it, we wouldn't know

  • The problem I see with this is synergistically it has maybe a bit too much potential in solos and in groups

    in solos you can use it + power struggle mash the button and then power struggle when down at a pallet, especially if its consistent 1 perk + 1 item combo for a free get away

    in groups, giving the ability to stun the killer so teammates get a free blind and rescue would probably be a bad feeling


    My suggestions

    Make the bonus over time instead of instant to prevent that synergy

    Don't let the stun prevent camera movement but still keep it a stun / slow so you can still punish the killers for their pathing with pallet saves

    Don't let the stun and wiggle progress be together because if it is power struggle would then still work very consistently

  • @Phasmamain said:

    If we had a list of every problem a dbd map could have RPD would tick all the boxes.

    False there is one box it cannot tick

    "too small"

    I rest my case your honor

    /s

  • Undress

    context someone looked at my profile in lobby and in chat put wow xxxx hours you must be good

    and my reply was don't undress me with your eyes please

    or well it was more don't ####### me with your eyes please followed by a minute of trying to find an alternative saying so it didn't look like I was cussing them out when they were just trying to make playful banter

  • Its a combination of factors but I know in all my matches with wraiths recently I felt I have done extremely well against him short term and depending on my team even long term, he has powerful tools but so do survivors just play smart and you can do just fine since while he is strong he isn't overtuned and you can still do well against them

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361793#Comment_2361793

    Who said anything about stuff being removed? Like I said, this is a completely insane idea that would never happen, but whose to say we can't talk about it? Also, yeah, the game has limitations, but in this scenario I say who cares? This just fun for the sake of fun and there isn't enough of it going around at the moment.

    Well this is what I wanted to talk about it, bring the idea down to earth by eliminating elements that might cause problems and move on from there, with an idea that now works within the boundary's of the game without any worry for factors that prevent it or might prevent it from actually working. To move it from crazy idea to interesting concept since it now has realistic boundaries that make it possible to work within the confines of the game

  • This seems interesting so ill make a list by elimination which killers this wouldn't work for to have as part of this "rotation"

    Some killers can't work in a minute so the options will start limited

    Trapper

    Hag

    Oni

    Myers

    No set up time means killer with little to no power 4/24

    Killers that spawn objects to interact with wouldn't work as most of the interactable would have to be there / follow between killers having 6+ things to interact with due to a rotation of killers would be a lot on the map to deal with

    Plague (fountains)

    Freddy (alarm clocks)

    Pig (jigsaw boxes)

    Nemesis (vaccine boxes)

    Demo (portals) or just don't let him have portals only shred

    Twins (victor) playing as victor then switching while being victor halfway across the map would feel bad

    10/24 or 9/24

    So other than maybe those 9~10 killers the other 14 would work decently in a rotation as their powers are less dependent on other factors the only changes the killers would have to be

    Pyramid head torment is removed upon him switching out

    Doctor madness removed when he is switched out

    Deathslinger survivor is freed from chain when switched out

    But if they don't want to deal with those complications then it would be 13/24

    so depending on your view point you could have it switch between 11 killers, 14 killers or 15 killers, depending on extra limitations

  • @CornHub said:

    Well nvm i guess people still don't like it. Hopefully with time people can learn to appreciate it.

    As survivor ill appreciate knowing I have a map offering with a ton of god windows and god pallets all with guaranteed spawns to use like a survivor mori

    As killer ill dc because its not a balanced map or fun map to play on

    Id rather have either a fun map that's unbalanced, or a balanced map that might be lacking a bit on the fun but still gets the job done, before I want a map that is both unfun and unbalanced

    im not getting into semantics on it but the map is flawed

  • Even if I don't like going against him I think he needs buffs

    Even if I don't like playing as him I think he needs buffs


    Mans just needs buffs, "fun" shouldn't come into balancing equation to prevent changes from being made, fun is after the pipeline to wrap back around and be an after thought for buffs, trapper has been in wraiths spot ever since release always reliant on addons to have a usable power, and on buffs to keep him current so as the natural progression of killers power levels increases and the skill of players increases he can still compete

  • Ive personally reported this bug like 3 separate times and can attest to its to its existence since July of 2020 at its earliest I documented it but I assume its worked like this since 3.1.0 (freddy update) and has been in the game for almost 2 years now

  • @fr0sty1223 said:

    Past 5 games I played in every single one of them the killer would leave at minimum one person slugged and just camp them and let them bleed out. They don’t try to do anything else except ruin one players game and that’s it. BHVR really needs to look at the behavior of killers players lately and take action

    That sounds unreasonably specific for playing with random players especially since with 2000 hours of playing I have never seen anyone do that when playing survivor once more or less or seen it happen 5 times in a row

  • I mean you can just use a map throw on some addons and have a 28 meter tracking range on maps

  • Well it was legion and spirit thanks to stridor but now that stidor will soon do nothing not really a point to having it be sprit anymore so I guess legion and oni or any instadown + deathslinger

  • What if I find a key early - midgame does it count then

  • @thelegion_fan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356934#Comment_2356934

    Oh mabye? But try mine or did you? Becuase legion also has speed ability kinda

    Many characters can go fast, it all just depends on what you want to do while going fast

    fastest carry speed is from clown due to his afterpiece antidote

    fastest speed for the longest duration is wraith with windstorm since he can be fast forever

    fastest speed while still being able to attack either during or after goes to blight with double speed

    many characters can go fast but most just do it in different ways depending on the tools they have

  • There is more speed

    Be clown

    Repeat most steps above

    throw speed bottle

    pick up survivor

    become more speed

  • There already are puppet characters ingame

    ashy slashy on the survivor side

    and at the bare minimum trapper on the killer side, he is pretty much a puppet for the entity as seen by the metal hooks inside him, he is forced into doing the entities bidding like a puppet, some of the other killers face the same treatment but trapper is seemingly the most "hands on" killer by the entity

  • Honestly I don't like any of the changes

    Most of them are just make the perk more complicated and reward attentive killers / punish new players who don't know what they are going against or how to use them

    On top of that

    Quality of life for an extremely strong perk / effect isn't quality of life when it negates the weaknesses of the perk and as the weaknesses of adrenaline stem from lack of communication buffing the perk to tell all survivors you have it and tell you that the last gen is nearing completion is just a buff to a strong perk that doesn't need it

    Head on one is fine tho

  • Look as much as id like to run fun builds with blight playing him is already playing

    blight vs survivors vs their perks vs collision vs bugs

    id rather not also throw in balancing perks and addons into the mix so it looks like

    blight vs survivors vs blights perks vs their perks vs niche addons vs collision vs bugs vs brown vs board of education

    I will keep using the simple build and strong addons until the rest of his gameplay becomes manageable

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352143#Comment_2352143

    I like your changes. My distortion was a bit to vague. I ment for it to be personal and not stack. I sorta wanted to get rid of the token system because it's limited use.

    I think k they should definitely implement your change to sole survivor.

    sorry if it seemed like a bit of a text dump, im sick and its a good distraction

  • Oni is a barbarian due to having rage

    Nurse is probably any caster and just using misty step

    Deathslinger is an artificer

    Legion is just a generic blue shirt human fighter

    Trapper and pig are both rangers the only difference are where they put the trap

    Plauge is a cleric

    Blight is a rouge

    And demogorgon is a familiar

  • Distortion buff seems unfair as it directly affects the killer and seemingly all other survivors and can be stacked so the killer doesn't get aura reading at all if im reading it right, it also means this perk now counters tons of addons on tons of killers and tons of perks with little to no drawbacks or limitations on the effect plus the fact that its too up to interpretation how strong it is because does that mean it affects all perks and addons in an optimal way, you have to be outside of 56 meters of bbq, and within 12 meters for nurses calling ect?

    And sole survivor buff is both still weak but in a bad way since when you actually almost any of its effects the game is already winding down so its unlikely that small buffs will shift most games back into the survivor favor, maybe making it a buff that works well in both solo and team based strategy that still relies on a teammate dying but giving a stronger effect to shift the balance would help it see usage

    Here are my changes

    Distortion, Start the trial with 3 tokens, Whenever your aura would be revealed to the killer consume a token and block your aura for 8/9/10 seconds, when you unhook another survivor give them a temporary token of distortion (does not take from your tokens), while they have this token if their aura would be revealed to the killer block it and consume the token and block their aura for 10 seconds, this token lasts 45 seconds, and if it isn't consumed add a token to distortion

    This is meant to do multiple things, Distortion now becomes a more team based perk providing a decent effect to protect recently unhooked survivors but it also provides a means to restore tokens if their aura isn't read, so either way they are protected or you gain a token back, a win/win (usually)

    Sole Survivor, When a teammate has been sacrificed sole survivor activates for the rest of the trial, All survivors see the auras of all other survivors, if you are the obsession you see the killers aura for 3/4/5 seconds whenever they begin a chase with a survivor, if you are not the obsession you see the killers aura for 3/4/5 seconds when they down a survivor

    The reason for 2 effects is so that if the killer tunnels a survivor out and the survivor dies as the obsession due to ds the perk isn't stripped of its effectiveness but the effect is still what I consider weaker then the obsession effect

    Knowing that the killer is chasing someone is a extremely strong effect so I think when the game is winding down is a good spot to give the survivors its effect and having someone dead is the perfect time to allow survivors to shift the match in their favor with good information

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2351369#Comment_2351369

    I’m literally an ex killer main lol, it’s not some huge massive effort to not be an awful person. There’s a difference between no mercy, and being a straight up asshat

    Theres also a different between being a bystander to a change you want to see, or be on the front lines while advocating for it at the same time

  • @WexlerWendigo said:

    Just had the same basement agitation iron grasp camping experience, this time with a perma tier 3 Myers. My god, his add ons are so stupid.

    I get so burnt out of this game because of this crap, the ######### solo queue players have to put up w/ is unreal. There’s literally zero regard for how the people they’re playing with feel. DBD does hardly anything to discourage toxic strategies, and this is literally at red ranks.

    If you care so much about how much regard killers give and the survivor experience go play killer, and be the experience you want people to have, complaining about stuff and telling other people to do it is just hoping that others solve the problem for you will never have any tangible impact, if you want people to have fun and know they are having fun go out and try.

  • A few changes

    Make it so breathing sounds still work while injured the perk is for injured sounds it makes no sense it also completely removes breathing sounds

    Make it so the perk is on a timer, After the first 20 seconds of the perk being active the perks effectiveness decreases by 10/8.33/6.66% every 10 seconds, every time you are healed the first 20 seconds "recharges" of 100% effectiveness but the lost effectiveness builds up over time

    meaning if you are injured for 120/150/180 seconds from then on the perk doesn't muffle sounds, but if you are healed your first 20 second of being injured again the perk will be back to not muffling sounds

    Overall this would make the perk less effective as the survivor stays injured meaning you have to play using it more mindfully as it will continuously and cumulatively lose its effectiveness as the survivor stays injured

  • Perk needs changes but increasing the skillcheck chance to 23% on a gen and 25.5% while self caring, 30% while healing (thats every second) and making it much easier to hit great skillchecks both while healthy and injured is a bit too much,

    that on average can save 13 seconds on a gen or about the equvalent of having 120% base gen speed

    cut down self care times to around 24 seconds (same as bottany knowledge while still having the generator effect)

    and altruistic healing by about the same amount, not even counting the fact that now it makes autodidact rediculously good and consistant


    change is too strong and too synergistic to make this form a good change, especially with the fact that it works while healthy

  • use distortion or object of obsession

  • @papichulo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2346914#Comment_2346914

    Thanks. I redid the entire post. I also added a new topic. check it out.

    maybe change the no mither to have an effect like this

    You start the trial broken, no longer leave pools of blood, and your grunts of pain are reduced by 50%, you see the killers aura for 3 seconds every 60 seconds for ever negative status effect you are affected by (besides broken) the aura read time is increased by 1 second and cooldown is reduced by 10 seconds up to 1/2/3 status effects

    effects relying solely on the killer and their perks are pretty weak, so have the perk have a base effect that synergizes instead for a better user experience

  • These just aren't the best changes

    Spirit has no counter buffs to compensate just being able to see her in phase walk

    Boyfriends memo buff is weird and unnecessary and doesn't address the main problem with the addon that is forcing you to stay in tier 1

    Noed changes are both unneeded and poorly scaled, why have 2 factors that make such an impact that tier 1 of the perk is useless and tier 3 lasts 2.75x as long and does 2x as much, thats a 5.50x effectiveness increase between tiers

    Moris are fine in bloodwebs, it would just give more killers strong iri addons to use their filler role is important

    Afterpiece antidote needs to have drawbacks so it can't be used carelessly

    Zanshin tactics change is incomprehensible

    Blood favor change is not bad

    Distortion change is too much since you don't have to do anything to earn the tokens or replenish the tokens and it just pushes the killer to go after teammates with things like bbq and leads to a lot of stomped solo teams from the distortioned survivor not taking pressure off teammates causing them to die earlier and start the domino effect on the survivor team

    No mither change, its fine it doesn't need to be nerfed

    Harder but more rewarding daily challenges or challenges that take multiple matches with bigger rewards is a good idea

    Lobby music is a strange change and locking it behind a paywall is also strange

    Killer factoids give you a leg up and are a massive buff for survivors, knowing is half the battle, and this would be a massive nerf to stealth killers ,or killers who rely on sloppy early game play from survivors (like legion) to get a good foothold in the match

    Test pedistals aren't explained very well and don't really have a place since it just wastes time and can bring down a team if someone goes around doing nothing but taking "tests"


    Only about 2 good changes as far as I can tell, the others need some work

  • Spirit now has to try is that not good enough?

  • Deliverance + DS + Unbreakable + Soul Guard

  • Cool concept but I think it needs to be simplified, for example make a base power and give an effect each tier rather than a different power each tier, I think each tier should make feral frenzy stronger and building enough tokens should give legion strong effects


    Base power

    Feral Frenzy, Move faster, 5.2m/s, fatigue 4 seconds, duration 10 seconds, recovery 20 seconds

    At 0 tokens you have no terror radius, upon reaching 1 or more token your terror radius returns to you

    4 tokens, Frank, you now move at 5.6m/s in feral frenzy, and feral frenzy has a longer duration (15 seconds)

    8 tokens, Suzie, you now can activate feral frenzy mid recovery however chaining the frenzy when activated mid power recover massively reduces its duration -7.5 seconds, you can also recharge it fully by attacking a survivor with a basic attack

    12 tokens, Joey, After hitting your first survivor in feral frenzy you can press the active ability button to "drop on" (teleport to) the furthest injured survivor (not while they are near a hooked survivor) dropping on them causes you to fatigue, fatigue duration is reduced by 1 second

    16 tokens, Julie, your basic attacks also inflict deep wounds, increase your movement speed by 2% for each survivor in deep wounds, 1% for every survivor that's injured (only one or the other not both on each survivor) and increase deep wound mend time by 1 second for each survivor in deep wounds

    20 tokens, Legion, you can spend a token to vault pallets and windows in feral frenzy speed (while not in feral frenzy), each time you do this remove a token if you drop to 16 tokens remove this effect until you reach 20 tokens again

    now its a more additive and building wall of text instead of 4-5 changes per tier

  • He was probably just taken on any Tuesday, and no one batted an eye because thats just how the midwest be disappearing into cornfields never to be seen again is basically our past time

  • Yes its a survivor sided map, that casually generates on a large map, with both killer shack and a main building, with 10+ pallets and 10+ windows most of which like the tile windows, main building window, cowtree window, are incredibly strong, on top of the fact that of the 4 tiles that generate on the map they are massive and can be long walls with a casual 1-2 long walls every single match, not fun

  • @Venzhas said:

    If you nerf Dead Hard, nerf NOED

    See now, how this discussion seems stupid ?

    A soul for a soul, im fine with nerfing both

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2342999#Comment_2342999

    I usually hide my keys already. I placed them somewhere in the corner of the map or in a chest.

    thats just not fun

  • Theres probably going to be more, this is just a step in the right direction, now that you can actually counter keys with perks like franklins

  • @FogLurker said:

    No, IW/Stridor changes aren't live yet. Wait until then.

    Even then, still no.

    Thanks for reminding me time to ruin the rest of the event getting value out of my addons

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341061#Comment_2341061

    How much speed would hope get (would it always be 5%, 6% or 7% or more)? I would think that changing the scaling to the timer isn't too game changing.

    I think the change to no one left behind is a bit drastic and slightly powerful (bond you need to set up for to see all survivors auras) so maybe make it so you see 1/2 other survivors indefinitely, or all for a prolonged period of time (maybe 30/60/90s as an example). Just a thought for balance wise.

    Wake ups changes sound fine, although 25% off 20s base time plus (let's say) 16s from the other killer perk (forgot it's name) that's 9s off 36s (down to 25s) which could make or break a game. But yeah, it could be fine.

    The only thing I can see coming from these perks is that killers will now have an excuse to say that you guys have viable end game perks so stop complaining about ######### like noed. Again, think of the repercussions of what your going to do.

    Hope would always be 7% speed, the scaling being changed isn't important bit, its the fact the perk pauses when you can't use it so you can use it the whole endgame

    No one left behind only shows the auras once all generators are powered, it does have an activation requirement


    Frankly I do think the killer endgame perks are fine since the most excuses made about them come from a one sided argument that leave out the other 3 sides to the perk (noed) just to complain that one part of it is unfair

    But that doesn't mean the survivor endgame perks couldn't use a touch up

  • I still think no one left behind could use a rework to make it a more effective perk and have a place in builds by giving it an effect during the trial and after the exit gates are powered

    hope just needs a small buff

    and wake up needs some changes

    so heres my suggestions

    No one left behind, Whenever a generator is complete gain a token, each token grants 5% increased healing and unhook speeds, once exit gates are powered these bonuses double and your aura is revealed to all survivors and their auras are revealed to you for the rest of the match. This perk also grants a 50/75/100% bonus to altruism points at all times.

    Now the perk builds up during the trial, and activates sooner making it no longer a waste if the trial winds down earlier since now you have some minor speed boosts to those altruistic actions and bonus points

    Hope, when the exit gates are powered gain a 7% haste effect for 100/110/120 seconds, this timer is paused if you are hooked, carried, or in the dying state (but you don't gain the speed boost in the dying state) \

    The perk being able to be paused keeps it strong and changing the scaling factor to the timer helps it stay useful across all theirs with the same strength just shorter durations

    Wake up, You open exit gates 15/20/25% faster, while you are opening an exit gate all survivors auras are revealed to you and your aura is revealed to all survivors, the auras of exit gates are always revealed to you, while by an exit gate with another survivor wake up reveals itself to other survivors it also reveals itself while showing them your aura (like the kindred icon they are told when its active and when you are nearby at an exit gate so they know to move over for you to open the gate)

    Additions to the perk (since its a paragraph)

    more speed, seeing other survivors auras, and notifying other survivors you have the perk while active and while nearby them at the exit gates so they let you open the gates

    This makes the perk more team oriented and hopefully would make it more viable for uncoordinated play

    I think changes like these would make endgame perks for survivor much more viable and well rounded, especially since not all matches reach end game they might as well count when they do, or have a more active effect on the match before endgame

  • @Mooks said:

    Hm. One reason would be that some killers don’t have a customizable power and for the licensed ones they would need to negotiate for every one.

    also, it’s just not a priority and right now there are issues that need to be solved on top of the new content. This would actually take away resources that would otherwise be used for stuff like bug fixing and optimization.

    I mean you just need the right creative people I could probably think of a customized power for almost each killer in the game

    Wraith skins for the bell with slightly different sounds possibly

    Trapper no skins for beartraps as people would just find the best one for hidden traps and only use that, maybe like a custom trap placement animation

    Hillbilly, some different chainsaw skins, like one more plastic, one more metal, one with a sleeker finish

    Nurse, Different reappearance effects, like one could be flowers, one could be spores

    Huntress, Different thrown hatchets

    Doctor, Different shock effects, could have like a fire effect, or like a small wave of water

    Hag, Different trap shapes

    Clown, Different bottles

    Spirit, doesn't really have a visible power effect hopefully could add one when they rework her

    Legion, Maybe add some effects during feral frenzy running and more effects for after feral frenzys killer instinct is active

    Plague, Fountain skins

    Oni, Kanabo skins

    Deathslinger, Chain and harpoon skins, or custom reloads

    Blight, Different serums injected

    Twins, Hats for victor

    Trickster, Custom knives

    Frankly 14/16 killers is not bad


    Dlc ones just for fun

    Myers, different attack animations and moris probably

    Bubba, Chainsaw skins again

    Freddy, Generator blood animations, Teleport animations, Skins for blood snares, and maybe even skins for the alarm clocks

    Pig, Different head trap and box skins

    Ghostface, Different shadow effects (when he enters and leaves power theres a shadow aoe could look different)

    Demo, Different portal skins

    Pyramid head, different trail skins, and different punishment attack trails

    Nemesis, Different tentacle skins and maybe even colors when you attack with the tentacle right now its blue but it could be different


    Granted some killers have more freedom from creativity then others due to their powers but they almost all could have different effects for their powers and different looks for the structures that generate with the killers

  • Yes I would rather go against all of those perks instead of deadhard, im tired of playing killers that get absolutely bodied by mindless deadhards

    dh over a trap

    dh around a corner to dodge a hatchet

    dh over a shock therapy attack (I hate that this one exists and no its not out of its over if you are mid deadhard the shock doesn't affect you)

    dh away from an activated hag trap

    theres more but the idea is that it can just be used to negate killer powers which is a terrible feeling, the other ones don't negate killer powers they can just make you miss but deadhard can both negate powers and make you miss which is even more annoying

  • bloodwebs, need more event nodes on both sides

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2333973#Comment_2333973

    What are you smoking? Midwivh you can run for 2 hallways, jump in a room for a pallet. Then run 2 more.

    midwich kinda sucks

    sure a good survivor (like me) can run a bad killer for a decent period of time, but you know what else they can do that on, literally any other map, ive even gotten usage of the upstairs pallet on hawkins, doesn't mean that its a good map just means the killer is probably playing in a bad way since the optimal way to play most of the pallets on that map is bloodlust them and mindgame since only like 3 of them are safe

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