brunohvs
brunohvs
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950760#Comment_3950760
Some of this feedback is pretty valid.
But....
Why do we need to nerf the BP offerings? I don't see a good reason to.
not a nerf, but a mission to give you bigger bp if you complete the mission, like old BBQ
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@tuttoinunavolta said:
"If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial."
Did you guys forget you made a bunch of killers, like Sadako, Pig and Pyramid Head, that have alternate Mori conditions? I main Sadako, it happens fairly frequently that some survivors don't interact with tapes at all and I manage to kill them before I got 6 hooks as a whole. If they play badly, why do I have to be penalized?
Sadako's most interesting thing she has going on is her Condemn, and it works only if the killer plays well and outsmarts the survivors - but now I have to make sure I don't actually do that, else I might get penalized for using the power you guys made for this killer. She was purposefully made for macro play, her chase power is barely there (and that's good! I don't want to play a chase killer if I pick her) but now I have to go against her entire design in order to not be penalized.
I think the anti-slugging changes are amazing and most tunneling-related stuff is great too.
But this change (and the "no more gen regression" one) legit just turns the game into a round of babysitting. Tunneling is a problem, but the 6 hooks change barely even touches it; focusing on 2 alternate survivors isn't tunneling, why is it being addressed?? Killer now has to keep 6 different side effects in mind and play inefficiently, whereas the survivors have less things to think about that go beyond the useful and needed anti-slugging and anti tunneling.
My main and favorite character getting her power kit obliterated as a side effect just makes it even more of a obnoxious change, personally.
i dont jnow if anyone already said this, but lets suppose that happens, lets suppose it happens with someone youve not hooked already, youll insta gain 3 hook states, i dont know if youve ever paid attention to your hook count when you do that, but it counts as all hook states needed to kill the guy, so if you have already hooked 3 times and you mori the guy you ve not hooked, you suffer nothing, because it will give you 3 hook states completing 6, sure, if you have not hooked anyone, them youll have to hook the guy, and hold the mori a little, well, take it easy with the morons is pretty much the idea of the change
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great idea
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@AhoyWolf said:
With the recent change, map offerings only grant a 20% chance to get the map you want, which is pretty much unusable, would you rather have a chance to get a map or have more bloodpoints or spawn alone? You cannot even tell if the offering worked since you can still get the map even if the offering didn't really do anything.
I think right now we have two options, buffing them back to 100% isn't one of them:
- Either rework them to instead blacklist said map from appearing in the map rotation, I think this would be a healthy redesign
- Just remove them completely, retire them, 20% isn't worth the amount of bloodpoints they cost, right now they're just bloodweb clutter (and no by reducing them to common rarity wouldn't help)
its needed to remove them, think about the idea of blocking a map, a full swf could ban all maps that are problematic for them, therefore doing basically the same as before, you cant increase de % you cant allow them to sum up because of swf, and since maps are problematic, map offerings are problematic, at least if they manipulate which map you play, if it changed things in the map, like for an example, increased the chances of spawning some loops, increased distance between gen spawn and etc, but controlling the map played is simply unbalanceable
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965512#Comment_3965512
Well, I am happy for you if you play against Kaneki, who also doesn't know how to cancel his dash.
That doesn't change the fact, the he can easily do it, so it doesn't really work….
So it seems like he isn't really balanced, when your whole counterplay is based on something, that is not true.that is not the whole counter play, i made a complete post about it, you just said something an experienced kaneki wouldnt fall for it, yet the tight loop still works, the open one too
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965501#Comment_3965501
Ok, there is dash itself and then slide after every dash except last one, right? Just want to be clear, if we talk about the same thing.
Your expectation is, if he dash towards me, I should double back and he would slide past me, right?
Issue is this doesn't happen if he cancel during dash, it fully cancel his slide.
I tried it right now in custom game and I can fully cancel both dash and slide, which means I can simply press cancel when I am next to survivor.well it works, i loop em, i see more trouble against nurse and blight than a kaneki, the only bigger difficult he gives me is when he is not chasing me and my team just complains and take 5 second chases.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965497#Comment_3965497
no, he can cancel it even in open by press of a button…
he can cancel his power, allowing him to hit, but he dows NOT cancel the slide, he always move , thats inclusive how you get the easiest second hit with him, you throw yourself in front of the survivor, cancel mid air, and slide towards them already able to slap
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965470#Comment_3965470
cause kanekis always slide
Yeah, he doesn't. He can fully cancel it even on first leap. You can't double back against him, because if this.
So your idea simply doesn't work. I would perfectly fine with him, if it worked like you think, but it doesn't.he can only cancel the slide, if he has a place that holds him tight, what does not exist on an open tight loop, he need to throw himself at a wall to stop, if there are no walls, there are no brakes, i use that in game, and that works, principally on second floor loops like the saloon main one, if he dashes against the fence to close the gap there, he slides against the fence and drops to the street, every time, also coming from the "basement" to the front, he will many time fall on the hole if he uses his power
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he is completely balanced, his point is exactly the opposite of nurse or blight, he is simply good at moving around, the other too are decent on that, but since their movement is lethal, its inprecise, so you run away at the right time and gain distance, but in loops theyll excell on you, nurse ignores the entire thing and blight bumps his way to you with ease.
Kaneki is the complete opposite, no matter when, if you try running full W forward, he'll catch up, you need to find a very sharp loop and stay there, preferably an open loop, cause kanekis always slide, them in a short loop he will not be able to use the power well, becoming an m1 killer.
And exactly because of this survivors are finding him hard, we are too used to just use W to gain a bunch of seconds in any chase. I have myself already use the full W on a nurse and gained ground. When we are presented with a killer that is good against that we are broken untill we get used to how to not play like that.
But, when looping a kaneki, try finding open spaces with a tight loop nearby, if he is using power, go to the open, he will have very lil amount of places to go, then you apply the nurse logic, if he dashes in a direction, you go to the other… When he gives up the power and begins waling, jump in the tight loop, do quick vaults until everything gets blocked and go back to the open.
Also, when he locks on you, dont panic and cuss him, i see many people complain that he locks them and then gives a second hit, but they already could be running a long time ago.
Buy the character, play him enough to start seeing good survivor, learn how they will loop you
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no we cant, try getting aggro before
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@VibranToucan said:
Hello. Recently Behaviour started saying they are buffing perks because they are low pickrate. However, there are some low pickrate perks that I would say desperately need a buff and havent been announced for one:
A) Self Preservation:
This perk is a very rare and weak perk. It released back inearly 2021 and hasn't been changed since. What it does is "Whenever another Survivor within 16 meters of you gets hit by a basic attack or a special attack, Self-Preservation activates. Your scratch marks, pools of blood and grunts of pain are hidden for 6/8/10 seconds."
Now this effect is fairly niche. To get value from it, it requires: You to be injured, a teammate being near you, the killer hiting that teammate, the killer commiting on you despite the teammate they just hit AND you being in a low visibility area. If any of these conditions are not met, the perk is worthless. In addition that it triggers for only 10 seconds. So if the killer even spends a moment searching for you, they will find you again.
So here is my rework Suggestion:
"Whenever another Survivor within 16 meters of you gets hit by a basic attack or a special attack, Self-Preservation activates. You gain 10% haste for 10 seconds and your scratch marks, pools of blood and grunts of pain are hidden for 20/25/30 seconds."
This change allows you to use it more effectively in its intended way, by actually giving you a good shot of escaping the killer when it is activated. It allows it to shine as an alternative anti-tunnel perk that rewards teamwork and taking a hit for one another.
B) Boon Illumination:
Alan Wake, is best known for using Flashlights with Champion of Light, and looking at this perk he should probably stick to that. In addition to explaining how a boon works, this perk says: "Survivors inside your Boon Totem's range see the aura of all chests and all generators in blue. If you have a lit Boon Totem, you cleanse or bless Totems 6/8/10% faster."
Now this perk kind of has the issue. It gives you pretty mid information. People generally prefer Deja Vu or even Plunderers, which don't take time to set up. The only reason I would ever use this is for its secondary effect. Since Boons stack, you could use it with a useful boon you want to move (Exponential to the area where people are being slugged, or Dark Theory to places where people are chased). Even then, it sucks you generally want to put your Boons in good spaces in the first place. And 10% is less than 2 seconds faster.
So here is what I would change:
"Survivors inside your Boon Totem's range see the aura of all chests, all dull totems and all generators in blue. The auras of all Survivors inside the Boon Totem's range are revealed to all Survivors. If you have a lit Boon Totem, you cleanse or bless Totems 6/8/10% faster."
This changes two things. Firstly, it actually lets you take good advantage of the slightly better blessing speed by showing you all other dull totems. This also makes it a mini anti-hex perk, since you can use process of elimination to find hexes. But I don't think this change would kill hexes, especially considering boons are already niche. The second is showing auras of Survivors inside the Boon to all Survivors. This would make it a soloqueue perk. If you see a teammate work on a gen there, you should not take the chase there. If you see a Survivor in chase on the HUD, then this perk can show you where they are so you can stay away. This would keep the spirit of it being an information perk, while making it stronger.
C) Invocation: Treacherous Crows:
Ah, good old Invocation perks. This perk does the following: "When in the basement near the circle, press the Ability button 2 to begin the Invocation. Invocations take 60 seconds. Other Survivors will see your aura during this and can join an ongoing interaction. Once the Invocation is completed: You become injured and gain the Broken status effect for the rest of the trial. When a Survivor is in the Terror Radius and the Killer scares a crow, their aura is revealed to all Survivors for 1/1.5/2 seconds. Completing the Invocation disables that perk for all Survivors."
So what is wrong with this? Well, you devote 1 minute to an easily interruptable action. If you complete the action you become permanently one hit. It doesn't work well in chase since the killer is following you, you would likely scare the crow first. And the information it provides isn't that useful anyway.
So how would I fix it:
"When in the basement near the circle, press the Ability button 2 to begin the Invocation. This invocations take 45 seconds. Other Survivors will see your aura during this and can join an ongoing interaction. Once the Invocation is completed: You become injured and gain the Broken status effect for the rest of the trial. When a Survivor is within 40 meters of the Killer and the Killer scares a crow, their aura is revealed to all Survivors for 2/3/4 seconds. Completing the Invocation disables that perk for all Survivors."
So what I did is widen the radius, decrease the time to complete the invocation and increase the time of the aura reveal. The radius is now 40 meters, regardless of Killer. This means that you will get way more consistent aura reading, especially since the terror radius usually shows where the killer is going anyway. The longer aura read will also help you make decisions and mean this perk can help you with mind game. You are still going to be broken, but at least you get something more useful in exchange.
i kinda like the self preservation idea, but the boon and the invocation ones, i dont know, i believe i dont like their initial idea enough, principally the invocation one, it seems like such a damn price for just some aura.
I believe the allan wake boon should give increased size and reward to great skill checks area inside its effect, this would make it a boom that you wanna bless near the generator you are working, and even with healing it could help too.
The invocation one, i kinda dont like the whole idea, since it basically only happens when the killer is out of chase, why not make it slow down the killer a lil bit, this way the killer will travel through the map slower and being seen
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958746#Comment_3958746
Gets a yellow Mori and Shroud basekit along with Map Offerings gutted but I guess that's not good enough
oh, a mori on someone i already winned over and a basekit effect of one of the least used offerings of the game? while we get this, survivor get an item that gives the same effect as their most used perk, basekit effects equal to their most used perks… perks that help them on doing something by doing that exactly same thing… and survivors are still crying
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@PolarBear said:
As you might know, survivors are receiving a new item in the 9.1.0 PTB which is a smokebomb similar to the fog crystals that were present during the halloween event. I am excited to see how this new item can be used, but I also see a future where — just like other items — survivors will still end up using a medkit once the novelty wears off, simply due to the sheer usefulness of having a self heal on hand and the smokebomb will remain a filler bloodweb item.
Do you think people will regularly take the smokebomb into the trial, or will this item fade into obscurity?
basically talking, medkits are the best for solo queue survivors always, but when we enter on swf territory, fog vial is coming hot and ready to mingle
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958746#Comment_3958746
If killrates are high something need to be changed
yeah, you need to ballance, i agree, but i wanna have fun too, nerf what is strong, but give some fun stuff to play
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new mechanics for survivor, new item for survivors…. killers? they get nerfs, as usual, but lets give some mini reworks and buffs the biggest losers in the killer group, so we can pretend to give then something… yeah behaviour… you could show us that same love, mechanics and interesting thingsm not just some number buffs and perks that i need to sell my mother to be abble to kick a gen with a little more damage
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to be honest, the game should have two queues, a solo one where you can only play solo and a swf one where you play in duo/trio/full team
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955534#Comment_3955534
Ok. :D Lucky then that you don't work on game balance. :D
thats why we have playtest, i believe its balanced, it would need testing, as it is nowadays is not balanced
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@Elan said:
Yes but you basically offer perks that would reward bad chases or on will prolonged chases.
If you combine your perks then…
You get chased by killer, after 30s he moves 145 % so he doesn't even care of breaking anything, he instadown you for free at zooming speed, all survivors working on gens suffer 10 % penalty and most progressed gens loses 30 % progress. Does it seem fair or fun?
Edit: I would abuse hell of that.
its hell of fair, in that 30 s chase, supposing you down exactly on 30 s and take another 20 seconds to hook and find someone else you have two options:
1-the three guys were on the same gen, with the increasing speed debuff all three with no perks would have applied 70 of the 90 charges to finishe the gen, it would lose 30 going to 40, and now without debuffs they would apply the remaining 50 charges in 16 s, as we estalished before, the killer would find then at´20 seconds, so they would finish it at the killers face and begin next chase and save, sure, not considering any other perk item or power.
2-Each where in a different generator and during chase each one of then applied 26 charges to their gens, when the guy gets hit one of them gets their gen back in 0, during the search the one that regressed will save and the other keep on going, both the remaining gens are at 46 when the killer finds one of them and the guy is saved and healed, on another 30 chase, both saved and savior go to the gen that was being work and each apply 26 charges on a total of 52 charges, but the gen only needs 44, so they end the generator before the chase end, and the go help the guy that was alone he applied 26 to his, that had 46, being at 72, the guy falls and the gen takes less 30 going to 42, but all 3 together they apply 60 charges before the killer goes to then and they finished it right before the third one begins a chase… So they did 2-3 gens in 2-3 hooks, they win finish their objective at 5 gens and the killer at 8-12 hooks… very fair indeed
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954818#Comment_3954818
The problem with all your suggestions is that you want very big rewards practically for being in chase, which again is very likely to be abusable.
abusable? so… the abuser will intentionally not down someone when he could, in a way that he could down and use a powerfull hook perk, just to take longer to use a chase time perk? it seems to me that your abuse is looking like to me as taking it easy on the game
@idi_007 said:
I really like your suggestions, just change the numbers and it'd be really good to be in the game
the numbers are more of an example, they all would need a deep study to see them, i agree… so thanks
@SpringMyTrap said:
biggest buff low tiers could get is the reversal of anti systems or addition of another strategy that doesnt rely on them consecutively and quickly winning chases.
the first thing would buff top tier killers more and the second is exactly what i am trying to generate
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954787#Comment_3954787
Kicking is still worth it, gives away instantly 5 % and needs minimum to be stopped. it's boring to kick gens, that's the reason.
1 - absolutely busted and completely abusable, perks like thouse have no place in 2025 DBD, I marked my m1 killers kill rates, have you checked them?
3 - 360 works only against bad killers and killer can just respect pallets or run specific perks to abuse that as much as possible.
4 - Vigil needs some tweaks indeed, but your perk idea is beyond unhealthy and unfair. Imagine you playing as survivor, someone is chased for 30s leads killer towards you and you get instadown. Sounds fair?
5 - Legion has add on that makes people broken, Dredge can still utilize the perks that trigger broken status effect. I suggested hex perk that would make anyone injured broken untill totem is cleansed.
1- not really, and yeah i saw YOUR killrates, have you saw me saying that the average is not that? My dredge has a 83% killrate, does it make the killer less of a medium tier than it IS? no… You could have a 99% killrate on pig, it would not mean that she is good… only that you are… Thats how statistics works
3- 360 only works against killers that are worst than you, yeah… thats what we call outplay, you play better than someone, they get outplayed, wellcome
4- very fair indeed, survivors play as team, it doesn t matter balance wise if surv A or B got downed after some time, it just matter that someone got… it would be a badplay of the urv that lead the killer there and a bad play of the surv that unintentionally or not tanked a hit… the same way a surv can make a good play and tank a hit, a surv can make a badplay and deliver a hit, fair and square
5- the legion addons only work if you mend yourself, and there are more killers whod like this than legion, he was a an option, and he could go for this and use other addon, or use the addon and get other perk, but the existing option is good
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@Elan said:
Disagree on both, kicking gens is unpopular among killers and mostly they will bring perks like corrupt, deadlock, pain res, dms etc. Rarely u see killers kicking gens with pop. Second, don't know what low tier killers mean in your opinion, but let me tell you my kill rates on killers I consider you think are low tier.
Trapper - 70 %
Pig - 77 %
Legion - 67 %
Sadako - 81 %
Dredge - 67 %
Skull merchant - 65 %
Clown - 60 %
Chucky - 72 %
Shape - 40 %
Ghostaface - 50 %
Doctor - 69 %
Just to make it clear I'm not fan of tunnel and slug so I win less games that I potentionaly could, on top of that I'm hatch giver to nice player.
Now to the perks…
Perk 1 is completely busted, would be immidiately top pick perk and on top of that I can see myself purposely prolong chase to constantly get rid of gen progress. Btw 30s chase isn't good from survivor side. Each chase take less and less as less resources exist and map becomes smaller with done generators.
Perk 2 idea sounds better, sort of killer version of quick gambit. This version is not as good with the TR, would make it so while in chase survivor get 10 % speed debuff. The second part should be different perk as it's effect would be too good for a second part of a perk, for example, while in chase all generators not been worked on regress at normal regression speed.
Ok… perk 3 is the most busted so far here, for 10s in a chase you get untill hit effect of furtive chase? Damn, that would be worse than old -10 hindred + 10 haste Skull Merchant, on top of that there are several haste perks you can use effectively in chase - game afoot, play with your food, battery included… what will be the cap? Because if chase takes 60s, theoretically, will you move at 175 % speed? This is the most busted perk idea I've ever seen. :D
Perk 4 again, completely busted… you purposely chase for 30s which is not that long really and purposely instadown without survivor even knowing? Yikes.
Perk 5 seems terrible. Forced penance in baby version. Would be in bottom of pick rate with perks like Shaking Thunder. :D
Now the other question what is M1 killer? Is it killer that needs two hits to down or killer that can't down you without M1? Because at this point strong killers like Singularity or Plague would be also M1 killer.
about kicking, you kinda agreed to me, i said this is something the killers dont really like doing, because its not worth it, but we had time it was worth it, it was the three gen meta.
1- its kinda busted, but for who needs it
2-yeah i agree
3— yeah its powerfull, but its stopped by stuns and 360º
4-yeah… we dont know about vigil too right? just fair… they are the ones that should be afraid
5-its a more situational one, its bad indeed, but id love something like that for my legion/dredge
Top tier killers are killers that IN AVERAGE kill more, along with all MMR and metas… This are nurse, blight… Killer with high mobility that can ignore loops and make extremily fast downs without much agency from survivors
M1 killers are killers that can only damage you through base attacks made with mouse button 1, singularity is a M1, but he is an odd one. Plague has the red vomit
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@bjnsebastian said:
Hello Behaviour team,
I’m still fairly new to Dead by Daylight (around 100 hours played), but I’ve really enjoyed the experience so far. What pulled me into the game, though, wasn’t just the gameplay — it was the dark, terrifying atmosphere I saw in old videos and trailers.
After watching YouTube content from the earlier years of DBD, I realized how much more gritty, oppressive, and scary the game used to feel. The older lighting, fog, map layouts, and sound design created a truly unsettling horror experience — and honestly, I wish I had been around to play it back then.
Suggestion: As a newer player, I would love to see:
- a “classic horror mode” or limited-time event with darker lighting, heavy fog, and creepy ambience,
- throwback map versions with the old visuals and sound design,
- killers or skins that lean more into raw, psychological horror.
I understand the game has changed to reach a wider audience, but I truly believe many new players like me would appreciate the chance to experience that original horror vibe — even if only occasionally. It would be a great way to celebrate the game’s roots while giving newer fans a taste of what made DBD so iconic.
Thank you for your time and for continuing to evolve such a unique game.
hello mah friend, wellcome to the game, i totally get your idea and guess what? me and you can rejoice, there is an event called "lights out", thats basically that, very dark, very ominous and horror-like… not a very apreciated one, but a good one for horror fans like us… Outside of that, it the ominous aura depends much on the map… We are having a little problem with fog because it used to be abused on, but they will probably tune it back in the game… Someday
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i believe INK(Ice Nine Kills) is a MUST have in dbd. they are a band whose lyrics are references to famous horror movies, games e etc, so they have a music for american psycho, leatherface, jason, freddy, candyman, resident evil… they are basically the dbd from music. They NEED to make a collab, not only some skins, but i believe that INK making a DBD song and DBD making their vocalist as a killer would be great, the vocalist is always the killer on their clips, so he could be brought with his own mythology directly from the albums. INK loves horror, behaviour loves horror, FUC# GUYS JUST KISS ALREADY
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well i am not an unknown main, but he is my favorite killer, i would agree with you, because he feels kinda chunky sometimes, but i just looked at my stats and he is my highest kill ratio. So i dont think that what he need is exactly a buff, but some QoL changes to feel less lost, like maybe a sound cue to when someone weakenened is looking at you to lose the weaken like a ghost face, maybe an asson rework to get more insteresting addons and less numerical ones
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Well her dogs are her biggest catch, theyll sell much more with her by getting skins that change the dog then the killer itself, dang i have a white pitbull, do you know how much id pay for reskinning her dog to white just for that reference?
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@omathijs said:
When going up against the animatronic when he is coming out of his security doors he does so by having the door open and then being invisible for a second or two while he materializes. Often because of the angle of the doors and it's close proximity to generators this results in survivors getting hit before they can even see the animatronic. I think it'd be much better if for a second or two before he actually emerges some kind of animation plays with him getting out of the door so that survivors can at least have a chance of getting away without getting hit.
the invisibility is a bug that they already said they are working at
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@JPLongstreet said:
The only change I think Deliverance needs is some indication it's active to the rest of the team. Comms already can call out this, but solos cannot know it's ready to use or not. Maybe something added to the UI.
it should have the perk icon float over your aura on hook, so everyone knows you ll get out alone and just focus the gen
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no killer ever will LET you do a single gen, thats the game, you have to STEAL that from them, you guys are not doing that by skill issue on yours side, so yeah, goodluck with the penalties, you deserved them
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if people were no dishonest there would be no punishments, the punishment is fair this way because otherwise the culprits would go umpunished, you pay the price unfortunatly, go talk to the DCers and ask them to stop being a nuisance
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@SoGo said:
Right now, there are so many bad offerings, it's unbelievable. So, this is my attempt to fix that.
General Change:
• Remove the Secret status from all offerings beside Map offerings, Shrouds and Moris.
• This is especially necessary for the Hatch Blueprints, as they can be an especially unfair advantage if they will keep the Secret status.Bloodpoint Offerings:
Escape! Cake, Survivor Pudding
• Keep them exactly the same.Bloody Party Streamers
• Increase their rarity to Very Rare (this would actually make them more likely to spawn in the bloodweb, as there aren't as many purple offerings)Bound Envelope, Sealed Envelope, Hollow Shell:
• Reduce their rarity by one tier.
• Double the bonuses they give from 25% to 50%.Single Category Offerings (Wreaths and Flowers)
• Remove the Uncommon variants.
• Reduce the rarity of the Rare variants to Uncommon, and increase their value to 200%.
• Increase the bonus of the Common variants to 150%.Luck Offerings:
• Remove the offerings that only affect the luck of a single survivor (Chalk Pouches).
Chest Offerings:
• Make it so 4 chests spawn by default, effectively making Tarnished Coin basekit.
• Reduce the effect of Shiny Coin from 2 chests to 1, and remove Tarnished Coin from survivor altogether.
• For killer, swap Scratched Coin with the current Tarnished Coin.
• Make it so that Shiny Coin now also reveals auras of chest for a set amount of time at the start of the match.Fog Offerings:
• Allow them to be stacked, at least to the amount of fog 2 Murky Reagents would give. Also maybe increase the overall amount of fog on the map.
• Remove the Faint Reagent.Hook Offerings:
• Additional effect: These Offerings now also increase/decrease the time it takes for Hooks to repair themselves after being broken.
• Remove the Mouldy Oak offering.
• Reduce the rarity of the Rotten Oak offering from Rare to Uncommon.(Placeholder values: Rotten Oak = -10 sec. Putrid Oak = -20 sec. Petrified Oak = +10 sec.)Map Offerings/Sacrificial Ward:
• Increase the odds from 20% to 25%.
• Now in a case that the Map Offering doesn't brings you to the desired Realm, it will get refunded. (Idea by
• If you manage to succesfully negate a map offering with a Sacrificial Ward, the negated offering will not be refunded.
• One specific change - please change the Airlock Doors offering to something else. Last time I checked, these were supposed to be things you could throw into the campfire.Spawn Offerings (Shrouds):
• Remove the Shroud of Union.
• Shroud of Separation now only separates the survivor who used it away from others.
• Add a Shroud for the killer, that spawns all survivors inside of the main building of the map, taking place of the Shroud of Separation.And, that's it.
Other ideas:
https://forums.bhvr.com/dead-by-daylight/discussion/436983/concepts-reworks-changes-collection
ill go one by one, giving my opinions and adding ideas to yours, in case you like em, feel free to edit and add me as suggestor…
Bloodpoint ones, i believe they should bring a base lower value and a "mission" that allows you to increase the bon us through the match, just like barbecue and chilli used to work, so in my idea they would be like this:
Escape cake: +50% total bloodpoints for the user +1 stack everytime they finish a generator repair or safe unhook(max 4 stacks), increase the bonus bloodpoints by 50% per stack(envelope would have half this amount)
Survivor pudding: +50% total bloodpoints for the user +1 stack for unique survivor hooked, extra 50% bonus bloodpoints per stack(envelope would have half this amount)
Blood party streamers: Gives extra 5000 points for every nondisconnected player for each generator repaired and survivor hook state depleted.
With this offerings you would have the single ones to be used by a player that wanna farm on a normal day playing well and the streamers are for events of extra BP where people wanna play more casually and gain a lot of BP, since it gives a lot of base BP by letting both sides play and not just dominate the game in a one sided way, also since it gives extra base BP this would be multiplied by events % increase, so we would have 5 players using this and wanting to just play normally to get that fat reward in the end, and since they gain nothing if they quit, they will not just ragequit.
Luck offerings:
I dont think self luck offerings should be removed, but they should be buffed to give yourself more luck, because team luck is something for teams to use, you cant trust other random players will bring luck for you and many times they will just use your offering to kill themselves, then if you want to bring a slippery meat or some other luck based build(there are not much, ill be posting a luck rework sugestion soon) The single luck offering is the most correct choice and should bring forth a higher single luck, for example, if the team ones give 4% for all 4 survivors, the single one should be giving at least7%, this would means that if there is a meta of luck, more players bringing luck is stronger for teamwork, but if there is none, you can bring luck just for yourself and have a decent effect without having randoms offing thenselves on hook.
Chest offerings:
Why would a killer want only to increase chests in a game? Sure in a chest build it would be interesting, but outside of that, whats the use of +1 chest? Killers should have both increase and decrease option, and theirs should be STRONGER than the survivor ones, why? Because the killer has only one offering to throw in the game, his single one has to be at least equal to 2-3 from survs. The surv ones should increase amount of chests in 1, killer ones should increase/decrease in 3. Also chests are rarely really used, so they should have extra drops unique to them, like a brand new part for gens on a luck based chance to appear and etc.
Fog offerings:
Goddang, let them make the place ultra foggy or delete them all behaviour, they basically do nothing, COMMON
Hook offerings:
I personally hated your idea of making the most annoying and bullying intended offering, stronger for that exactly purpose, its like if we made an offering that increase the speed a surv gets sacrificed when the killer is facecamping them. 4 hook space offerings and sabo squad already feels as if you cant do anything against then, now the saboed hooks take even longer to respawn? But i like the idea of interfering in the time to respawn and would agree with it if the whole hook spacing thing was taken off, you sabo the hook, they stay off an eternioty, but there are a lot of hooks and you really need to male an effort to save someone and not just run to the corner of the map
Map offerings:
Refund if it doesnt bring you to the realm? Nuh uh, map offerings can completely change the game in a win or a lose based on the map it falls and your strategy, its singularly the most toxic offering in the game, because many perks are balanced based on the variety of maps and the fact that not always you will have a map that you can abuse that perk, map garantees you that abuse if it takes you there, allowing an inbalance in power, and the ducking offering refunds if it doesnt give you this absurd amount of power? nope, completely out of damn reality.
Also, 25%? why? there are five players, 100% divided by 5 is 20%, you want that map, the other 4 dont, and if it was to be stacking based, the killer ones should be 50% and the survivor ones should all 4 stacked be 50%, because they are oposed teams and should have the same power of decision.
Spawn offerings:
Its ok as it is, killer being abble to change and chose where survivors spawn would be too much of a problematic power to give em… and i am a killer main saying this, please dont allow me to choose where survs will spawn while i have lethal pursuer and killers with mobility active on spawn… pleace dont vote for that
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@Willish said:
It really feels like Behaviour leans towards killers in most updates, but this latest one? It honestly feels like a kick in the face for survivors.
The AFK System is a Hot Mess
Seriously, 10 seconds is just silly. Think about it: if you're pre-running to a locker, trying to set up a Head On stun, you've got to wait 5 seconds for it to activate, then however long it takes for the killer to even get near your locker. Lockers are a core mechanic for a reason! If 10 seconds is the new standard, you might as well just remove them from the game entirely.
Grim Embrace and Crows
And don't even get me started on Grim Embrace. What exactly are survivors supposed to do when a killer has that perk? Just run around in circles to avoid getting crows? It makes playing a sensible game almost impossible.
Walking and Stealth
Apparently, just walking triggers crows now too. For real? Is 10 seconds of walking too much to ask when you're trying to be stealthy and avoid leaving scratch marks on your way to an unhook? It feels like the game is actively punishing thoughtful play.
The 10-Second Problem
There are countless scenarios where 10 seconds just isn't enough. It cripples basic survivor strategies and makes the game feel incredibly unfair. Please, Behaviour, rethink this timing. Something in the 30-60 second range would be far more reasonable and allow for actual gameplay.30-60? are you out of your mind? to begin with, 1 crow doenst notify you, its just a "hey we are beginning to think you are too stealth, go be usefull"… Because yeah, remember that this is an anti stealth measure too… "oh this breaks the survivor strategies"… They are destroying killer strategies too, they want us to be looping more, strategizing less, thats it.
now, the game is killer sided? HAHAHAHAHAHAHAHA, dude, killers have almost all of there perks restricted to only being abble to use after intentionally playing non efficiently, many times going against exactly what the perk does, as barbecue and chilli, that when you hook and need someone to chase, it shows you the aura of surviors, but only the ones very far that will take you the longest to catch up… Make your choice that makes one survivor easier to make then go down for a short amount of time, but only if youre far away… Play with your food that makes you faster and able of ending chases faster, but only if you spend some time fake chasing someone else….
While on the other side, survivors get perks that not only reward them for playing optimally, but they get perks that reward them with prizes that help the exact same thing they are doing, being extremely optimized. examples?
Prove thyself:Doing generators in more than one person is faster, this makes it even faster, the more people doing it, the more you gain, and since you are getting the avengers to do a gen, what do you get? you get more gen speed, do you need to go the other side of the map for that? no, do you need to get hooked for that? no, you play for the prize, the perk helps, thats it.
windows of opportunity: Looping waste killer time, allowing your team to do gens, do you want to loop the killer for longer? ok, here is this perk that shows you through walls the closest places to loop him and make a perfect play always… Do you have only one use of it? no… do it vanishes after some use during chase for you dont abuse it too much? No, does it only shows you the auras if you do some great move? No its permanent.
Killers have there best perks linked to hooking, they need to win a chase to get ONE use of poppy by an example, and ONLY if they use it within a short spam of time. So they get looped, lose some time, they win the chase , throw the guy on the hook and then, only then, they get an effect that doesnt make chases faster, it just undo a little of the time lost and only on one gen and only if he arrives to the most repaired gen within time and waste time finding and kicking it while ignoring chases and allowing survivors to scape.
Using the same concept, its like if survivors had a perk that they needed to win a chase against a killer(make him give up downing then) to activate it for 60 seconds and what it does? it hides your aura the first time it would be seen… Oh wait, but you just won a chase, why would you be afraid of being chased? Yeah, makes no sense right? he could not even come after me during that time… Oh really, thats ######### right?
The game is a 1v4, it means that for it be reasonably balanced, the best play from a survivor should have 25% the efficiency compared to the best play from killer, yet, lets watch killer streamers and survivor streamers, one of then will be laughing, making jokes, enjoying their time, while the other will be counting down timers, calculating locations and accounting its own time by the seconds… Ill give you one chance for whose one is the killer.
Killers are bullied by survivors, the biggest sore winners of games, and that feels #########, so killers learn fast to enjoy have you guys getting killed, to enjoy using the fact that you guys want to bully and laugh of their faces, against you, they learn how to play faster, while you guys are laughing on their faces, they are learning and improving, and thats why you guys think its killer sided, thats because you are horrible at the game, because when the survivor is good there is no competition…
Check tournaments, there is almost NO restrition on killers, but there thousands of restritictions on survivors, because survivors are just too strong if played well… the average survivor just dont play well, but surely they think they do
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there is a big problem on the second one, undetectable killers have no terror radius and cant have auras shown, but you could make it like 20 meters and instead of aura you could create a blueish survivor version of the killer instinct, the survival instinct
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@Skeleton23 said:
There is one thing that both sides can agree on. MAPS IN THIS GAME SUCK. It doesn't matter what side ur playing there is always one map that out does one side. Like if your survivor and ur on ColdWind Farm and i mean the Rotten Fields that's so unbelievably small that a Killer Like Unknown, Ghoul, Demogorgon or any killer with amazing map pressure will be a complete nightmare to play against. Or there's a map that's so Huge that it's hard getting one place to another as a fully m1 like Myers or Bubba it will harmful for them.
I think a good QOL would be allow players to choice what kinda map they want to play. Like if you wanna small map you can say in the Qing that I prefer to be on small maps or medium sized maps or even Large. So Killers and Survivors don't get sent to a map that completely screw you over because of what perks on Survivor ur using or what Killer ur using
it would destroy queues, why? cause survivors only want to go where they are better and killers have the same thing on their minds, which mean that everyone doesnt get to play the game
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940423#Comment_3940423
Exactly this tbh, Killers who've reached a higher MMR by using these strategies, will slowly adjust to an MMR where they're more able to compete without them, same for Survivors with the extreme hiding. Their MMR will all balance out.
Ok, so let me question you something… the top tier of dbd nowadays, there are a certain number of players who balance itself, this guys, sweating as killers tunneling to be able to get equal to decent level SWFs, what will happen when they drop? because there are few killers on top ranks that NEVER use this in a game which means there are very few killers able of doing that against that type of survivors… theyll have 3 hour queues? or will they play against the closest free killer?because right now you are just showing how killers will stop being bullied on top tier and will begin being bullied in middle tier, but without another killer mechanic to make non tunneling players stronger, there will be no rise of non toxic killers, just an even bigger spite of killers against survivors, because survivors doenst know how to be health winners for #########
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i dont think this system will ever go out, she was the most toxic on that, but not the only one, the knight is right there, and they can bring more trigen heavy killers too, so, i believe its here to stay… Anyway, its bad designed
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the whole game he has abilities different from trapper and he even has weaknesses that are common to killer powers in dbd, like the survivors having items to stop him from going full berzerk on them… The new killer was there, i was awaiting for it… and behaviour broke my heart
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dbd is a game based of slasher movies, you are not supposed to fight against the killer as if you werein a call of duty game, but sure, probably some day a survivor will bring a gun to the game, but it will have limited ammo and just give a stun or slow to the killer, because the entity controls it
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929631#Comment_3929631
His purple add on that makes power pause when kicking gens and breaking stuff
how would some of his most uselees addons transform him from one of the worst killers in the game into a decent one?
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@Callahan9116 said:
Just make tape base kit and they go from C tier to B tier
which tape?
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as much as many people say, tunnel and camping is not a desperate measure… its efficient, and as long as behaviour keep buffing survivors, it will remain that way… the killer NEEDS something that rewards him with MORE power from not tunneling and camping as basekit, not perks. The killer gains NOTHING by playing the good non tunneling guy in a match, which means that there is NO advantage to play like that. Its almost like your boss from work paid exactly the same for you going or not to work, but he will look at you with an ugly face if you dont go everyday… It doesnt matter that the workspace is beautifull, i will not go to work if i receive the same ammount sleeping… but if i gain more by working harder, NOW i am going serious mode.
almost every killer main already accepted that the game will hold the survivor hands and allow then to bully the killer to oblivion, while changing the game whenever a survivor sheds minimal tears… Do you really think that a full on killer main cares for a survivor happiness in the game when they bully then 24/7?
i am a full killer main and nothing gives me more dopamine than making a survivor rage quit… And i will have mercy on then on the same day that a survivor kill themselves on hook because they looped a killer for too much time and the killer deserves a fair game.
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@Levitika said:
Forever Entwined is a well made perk because it reduces the downtime of something useful (carrying is typically when the killer is their weakest) by rewarding good play (getting lots of hits). I wish more perk design did this sort of simple, straightforward play-well, be-rewarded stuff instead of "Well you get two or three of these effects if you press E to pogostick on a Tuesday, also it has a cooldown." (Not to say that isn't fun, just that it doesn't make the game as casually approachable)
its indeed good design, but its very hard to beliecve they will do any decent perk like this for killers… by a large distance killer mains have a tendency to be the "crackheads on efficiency", so if you give then a "be good get gooder" set of perks that are indeed usefull, the survivors will simply cry, because they will NOT be able to bully an average killer while thenselves are bellow average. Consistency and direct effects normally are given to survivors on the behaviour nowadays game design, this way they can have control of the game as a base mechanic, then they give killers some powerfull situational and momentaneous effects, so they can have some goldem moments and try to make the survivors lose their control over the match. So thats why forever entwined is not really strong and is not a design that is going to be used on a decent killer perk. But sure, next month a surv perk will give them a cappucino as soon as they log in the game and drinking the cappucino will give em a bonus haste for the entire day. Dont mind me
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omg, this has turned really bad, let me break it up… She does not have the EMP ability to use her power to down non "marked" survivors nor she marks them with it. She wil become like a knight or artist, that when uses her power on a loop, the survivor simply run away… BUT… artist can snipe and down with her snipe… what this merchant version cant do since her drones dont down anyone, only her emp does that. Knight can simply call other guard into the next loop close the gap, also being able to down with his power. So basically, if i am guessing right, her drones will have controls that are similar to pinhead chains iri addon but without the slow.
After she hits this very extreme hard to land aim thingy, she gets to hit the surv like an unknown uvx, except that if the surv takes your claw trap off mid chase, and you hit it with your emp, you will be doing nothing, and will not be able to quickly reposition your drones to hit then, because you dont summon it at distance like pinhead/knight neither snipes true obstacles at great range like the artist.
Its seems like you got all the weaknesses of the knight, artist and pinhead and mixed it with the original power from the nightmare, because i dont know if you guys remember, but you already did a killer that couldnt down survivors with his power unless marked by a mechanic that was hard to pull out and it turned really bad.
Every single part of this, are mechanics that where changed from other killers because they where bad. Knight cant cast near ghost but can quickly cast multiple at high distance. Freddy used to not be able to damage awake survivors, now hes got the teleportaion and a slow down that even though doesnt work on wake survivors, does make then sleep faster, so its not unusefull against wake ones.
Make it so the direct central hit of the emp aplies a claw trap or make it so the stealth drones can down survivors, preferably the second one, make it so the drone breaks when hit a survivor, this way the killer needs to have another nearby one hit the survivor.
Also, an info global power that the survs can hear it? you mean like a doctor pulse that can be countered with a quick crouch?Are you even contabilizing that to her powers? because it looks like to me that its going to be garbage against any player with minimal knowledge on here.
Right now, we have an info abilitie that gives no info, a damaging drone that need to be set up previally, or the survivor will just ran away, it also cant down then and a damaging emp that dont damage anyone, because when you arrive at then after hurting from a distance, they already took the claw trap off and surely they will not await you setting up a drone on the loop to trap then… You gave her three unfunctional abilities.
She should have 3 stealth drones that she can send anywhere globaly almost like the houndmaster, then this drones should detect killer instinct on survivors non crouched nearby. The killer would be abble to look through this drone and throw then on the survivor as a damaging dash that self destructs the drone if hit the survivor or an obstacle. this would be enough info, damaging and chase power for her