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  • @jesterkind said:

    I've seen a fair amount of discussion around the forums lately about whether or not survivors weaponising DS is a problem, or how to fix the problem of survivors weaponising DS, and rather than toss a response out into the sea of answers in a thread that isn't really about what I have to say anyway, I figured I'd make my own post.

    My problem with these threads is that the central claim is rarely examined, so let's do that here. Can survivors currently weaponise DS?

    No.

    They can certainly try, they can run directly into your face and start trying to bodyblock, but they can't actually force it anymore. The best they can do is try and make themselves enticing bait, but it's always on the killer to fall for it, and the killer can always avoid eating the DS.

    If you're in this position, the counterplay is extremely simple: Ignore them. If they're in a tight doorway, hit them, then ignore them. That's it. Weaponising DS no longer exists.

    Worst case scenario you're slugging one survivor and chasing a second, which is obviously more in your favour than if that first survivor went to go do generators somewhere- and that's the worst case scenario.

    This could only be said by a person who completely does not understand how even one canceled hook can affect the game.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711287#Comment_3711287

    I still find it pretty obvious which survivor brings the offering—assuming they brought it for the competitive advantage.

    Survivors who bring map offerings often play/path more intentionally, and have an air of confidence about them.

    Sometimes yeah, you can say with confidence that this buddy took offering, sometimes it's just awful player which want to be carried by map / dh / styptic / adren, because he's terrible in chase. Otz's rule in action too.
    And at least 50% map offerings bring swf along with all most broken stuff, so i can't do anything about guys want to play easy mode anyway.

  • @GolbezGarlandGabrant said:

    Gonna guess it's because survivors who brought a map offering got tunneled so it's to reduce tunneling based off offering.

    Sad thing. I have to be sure that person trying to send me to Badham / Eyrie / Garden will get the most unpleasant match possible.

  • I love to run CoH and Botany together, but everything else on top of it will barely noticeable. It's better waste perk slots on something else tbh.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710359#Comment_3710359

    Wow, you're aggressive.

    So, first of all, this perk would be relatively useful on everyone, information doesn't need to be acted on immediately for it to be valuable.

    Second, highlighting 'clear counterplay' when I just laid out that my major problem with the perk is how it's constantly in danger of that counterplay being taken away is very, very silly.

    Third, mediocre? I compared it to BBQ and Gearhead, which are far from mediocre. Gearhead is one of the better info perks available right now and BBQ is no slouch.

    He is not aggressive, he's just saying facts.
    Also which "obnoxious synergies" does this perk have? PR? 3 times per game stop touching gen before someone will get his first hook to deny this perk combo? Wow, insanely strong. Nobody even run this combo, chill.
    GE+GMS? Yeah, this famous META BUILD which no one runs in the end, because it's not bad at his best scenario. Same, stop touching gen before hooking and enjoy your m1 after 12 seconds. Or run to the next gen if you failed with it.
    UW+GMS? It's gone. Unless you gonna prove me that block gen that already in your TR is "obnoxious" to play against.
    DMS is fine and no need pretend it's not.

  • Because nearly endless huge buff to gen progression speed isn't game breaking enough. Just a minor bug, you know.

  • What a giga cringe did I just read?

  • My #1 most unfun killer to go against. Only way it's fun when player is new and does random shots every 5-10 seconds.

    Most stable way to play him is press m2 and just deny every pallet/window with it and it's crazy boring to go against.

    Also whole first chase you need to identify what player you go against to understand what you possibly need to do.

  • @JustAShadow said:

    I would gladly take this for a faster power recharge.

    Agree

  • I don't want to see new perks before we won't have at least 80% of existing perks at least in okish state, especially on killer side.

  • @Nun_So_Vile said:

    As it should be. But let's take off the kiddie gloves and give it the buff it deserves. Remove the whole conspicuous actions part from it, remove deactivting during EGC, and it'll be perfect.

    Yeah, of course, right after Nurse will get 7 blinks back and Eruption will be reverted

  • image.png

    Also this addon should be reworked. It is used for nothing else but to make tunneling even easier and faster. And also make first chase easier and faster. Literally didn't see a single Wesker, who didn't use this addon for completely free tunneling.

  • @Error_Social said:

    Obviously a bug, I will report it immediately and I urge you to do the same. The developers have already removed so many things from killers lately, we don't need this being another thing removed.

    Well, but in other Bug Report they pointed that it's not a bug.
    And if they made it because of balancing decisions, why there is not a single word in patchnotes? That's what making me super mad. It's a big change to killer. And they hope no one will notice it or what?

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706761#Comment_3706761

    Yeah, I agree. The main reason I never play Twins is bc I hated then I was forced to play Charlotte whenever I latched Victor on a survivor. She is just boring to play and the feeling of the true fun of your power being held for 30 seconds by a survivor. I wanted to play this version of Twins because you call recall Victor off a survivor but Mandy says that a bug so I really don't want to play them now.

    Yeah, same, KEKW. Literally played 2 matches, was kinda glad to play them now, because i used to hate play Twins, but now they are fun. Then read Mandy's reply and was thinking "

    @Coffeecrashing said:

    I just want to reiterate what I just said in another thread….

    If Twins goes back to 30 second Victor hostages, then I’ll stop playing Twins again, and I’ll consider this entire Twins rework to be a complete failure.

    It’s literally the only thing I cared about, and wanted fixed.

    I probably won't even with 20 sec. Unless they won't come up with something completely new, what will make Charlotte fun in these 20-30 seconds.

  • Who prevents you from taking the chase then?

  • Adren isn't nerfed enough. 4 Adrens + 4 Resi (now +4 DS and +4 DH) in a good SWF is the most braindead gameplay in the game after 4 aura perks on Nurse on Midwich. It's absolutely easy win against every non S-tier killer, especially those one who don't tunnel.
    To be fair, Adren is not a problem, problem is SWF can bring same strongest perks, what make already strongest players even stronger. Unless it won't be changed, Adren shouldn't heal you from injured state. Give it some small value during the match maybe, but this perk unleashes SWF hands too much, allowing too much. There is a reason why it's second most popular perk, and it still will be. Love how people crying about S tier perk nerfed to S tier perk because it will be less useful once in 30 matches.

    UW could be a not completely bad perk with lower cooldown.

    Nothing done with weaponizing DS, but i know we will back to this question again soon, looking on everyone's games after update.

  • Change that makes me want to quit dbd. 3 years of learning killer, hundreds of hours wasted, just to throw it in the trashcan.
    What we have in the end:
    1) Blight became boring to play as. He is just force a pallet > give a hit on a way to the next one. Minimum mindgames, almost no cool stuff you can do with him now. Just a bump logic train. Probably rip to any Blight montages as well.
    2) Blight now relies on a speed addons even more. These addons are literally his antiloop now (in the loops, where you still can somehow use his power)
    3) Almost every second filler pallet now is impossible to play around, you just force it as m1 most likely. Insane decision just to lower skill ceiling for no reason.
    4) Flicking near the object is almost impossible now, because Blight will bump into the object as soon as you will turn your camera at 15 degrees to it. This also makes him waste 2-4 rushes just to go out of doorways or some tiny textures you need to past without wasting rushes. If you really gonna kill this character like that, at least fix this point.
    5) Blight without speed is too easy to go against now. He was one of the favourites killers to go against, but now it's even kinda boring. You just know he will never catch you in half of the loops and wait until he'll use m1.
    6) Changes to Stone and Soul Chemical are awful. Just revert it. They were not even good addons on PTB.

    And this is exchange for not slide few textures on some maps, instead of fixing this textures? No, thanks.

    Sure Blight is still strong killer (but no way he is seconds now imo), and pure bump logic will help newer players to be even better Blight, but it's just different character now.
    You guys should have said "Yo, Blight's Hugtech was a bug, but in the more than 3 years that he has been in the game, he has managed to become a part of his kit. We saw how ability to use hugtech made his gameplay more diverse, deeper and more interesting. We see how the players have made this an essential part of it, wasted time on learning to use it and we respect that." But seems like not in this universe.
    It was a great time spent with you, my speedy boy, thank you.

  • I will jump on slugging Billy and survivors only. I'm done with spreading hooks even on weak killers and eat OTR+DS and FTP+BU anyway, watching how SWF play ez mode with Resi+4 Adrens, while I sweating my butt off for no reason. Chainsaw go brrrrrrrr and m1 on gens from now on.

  • Afwul idea. There is a reason why killer is unpopular. Why bandaid it with BP instead of fixing the problem? I won't play Hag or Twins even with 1000% BP bonus, simply because I better waste my time on killer which I'm enjoying.

    And if all killers will have similar pickrate on a paper, what devs should look at to make some decisions? Billy probably still would be miserable to play as, If we had this bandaid in game.

  • This video is also a good example of how good non-meta killer's perks. Insane value across whole match from non-meta gimmicky build, all 4 perks did amazing job. Have no idea why there's only 4 slowdown every game. Get good killahs!!!

  • @100PercentBPMain said:

    Knight AI got worse after killswitch that I just gave him up. His worse AI drove me to Skull Merchant.

    Thank god that Unknown came out because between Knight and Pinhead I was feeling rather disillusioned

    Yeah, same. I used to play 60-70% of my killer matches on him some days, but now i don't even touch him. They disabled him on 1,5 months just to fix bug with multiple guards and nothing else, and i just gave up after that. It's just ridiculous.

  • With 30 sec cd it could be not bad, but with 60 sec cd it's just trash sadly.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703351#Comment_3703351

    Honestly, I think that the bast way to balance him is to leave his base kit as it was before this patch and focus on the addons exclusively.

    And on which addons they need focus? Community cries about Iri Tag, I get it. What else you think need changes?

  • @Sandt1985 said:

    Hasn't it always been that way?

    @ytmotomoto said:

    I think it's always been like that

    No it wasn't. It was changed like about 2 months ago, before it only worked on pallet stuns.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411396/is-it-joke

    Agree, Summoning Stone was not that good but with this nerf, it will be completly useless. Soul Chemical was okay but now also useless. If the developers want to balance Blight by nerfing his Add-ons, they should nerf his real problematic Add-ons. But these two were completly fine.

    I don't think he has "problematic" addons now. Without hugtech he relies on speed almost as much as old Billy on Engravings. Double Iri is kinda brain off option, i agree, but both addons are fair on themselves and it's killer with two best addons, it's should feel stronger. Double Iri Plague, double Iri Billy arguably even stronger, but no one crying about them, because, well, we are overfixated on Blight's hate.

  • @sizzlingmario4 said:

    I'm not sure why these were nerfed either. The issue on the PTB wasn't that these addons were too strong (if anything they were too weak - why would you want increased speed or rush duration only on the first rush where you can't attack?) but rather that they were replacing the old effects of these addons which were cool and unique, even if they weren't very powerful. If they wanted to make these addons more appealing they could've just increased the ranges on both of the old effects rather than just replacing them with stat increases. Not only are the new effects uninteresting, they have very little benefit and won't see any use.

    I just don't understand how these got nerfed and meanwhile Iridescent Blight Tag still exists and is completely overpowered.

    They probably changed them, because they weren't popular and well, that's understandable. Blight has better options if you want play optimally. Especially if you wanna be good with m2 hits and have antiloop, you obligated to bring speed addons.
    I wish they at least left alone Stone, Soul Chemical wasn't good addon anyway.
    And what about Iri Tag: it's fine now, after hugtech gone. Blight had 20% after second rush and had 5 tokens with double speed, now it's 3 tokens with flat 20%. Only nerf i can see to it is increase token recharge time slightly, because 3 tokens is a big downside and good buff in the same time (because of less cd time).

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703155#Comment_3703155

    That is an awful simplification of my suggestions. If I recall, most Blight players didn't like it because it was actually balanced and removed his broken stat altering add-ons.

    Some add-ons were perception based, inflicting Oblivious or Blindness; others were focused on pressure, such as inflicting Mangled, or causing Survivors to drop their items. That's fairly standard, but at least its something more tangible and provides interesting strategies rather than running 10% faster.

    Here's a super easy add-on I suggested that is infinitely more interesting than the reworked add-ons by BVHR.

    • During a Rush, the repair progress of generators can be determined by the intensity of their auras. This is very good for information.

    Part of the reason I stopped creating those kind of posts is simply because people don't like change for good, nor do they understand how to approach the balance conversations rationally and with the interests of the game's health in mind.

     because people don't like change for good

    KEKW, what a self-confidence. Yeah, make killer with best addon variety have worst addon variety is definately good. I remember your post and it was easily worst Blight suggestion i've ever read here. Addon you mentioned was the only good suggestion if i remember correctly and i wish they can give this effect to Soul Chemical.

  • @[Deleted User] said:

    RIP some of the coolest add-ons in DBD. Now they're boring number add-ons.

    Didn't you suggest to make all Blight's addon just status effects?

  • @jonifire said:

    Agree, I don‘t even understand why they even rework them. Maybe they weren’t used much, but they were unique.

    Summoning Stone didn't need any change, i loved it and it was good addon. Not very useful or consistent, but i loved it anyway.
    Soul Chemical was very meh addon, but this change isn't better, especially after nerf from PTB. I don't get how they went to it lol.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703045#Comment_3703045

    Not worst but so empty. For mid chapters where there is usualy no new content = more time for changes, this is quite dissapointing.

    Like all we got is very few perk changes and Twins QoL buff and Blight prob nerf. And Haddofield small rework. Nothing exciting or super big.

    Well, if they didn't revert cd after kicking Victor, it's more nerf to Twins than buff. 2 years of promising Twins rework and it reverted, lol.
    DS 5 seconds without animation means that we will back to stupidest gameplay where whole SWF force you to eat it with bodyblocking. It was unenjoyable as hack days.
    Haddonfield seems like still very killer sided from PTB. Braindead windows are nerfed, thanks to it, but map is unfair for survivors now.
    My second main Blight is dead in terms of fun. And 2 awful reworked addons were NERFED lmao.
    Unhooking change is not reverted, but literally everyone asked not to bring it to live.
    UW is dead perk now, but i don't care too much. Sad we push killer's perk variety even deeper in swamp.
    BIg L update for me, literally nothing good here.

  • Easily worst update in years.

  • @moputopia said:

    The main issue in my opinion is that doing this doesn't deplete your toolbox, which definitely shouldn't be intended.

    Yeah, true, i forgot to mention it. Not a bug 100%

  • @Seraphor said:

    You know that you can repair a gen faster if you didn't use Potential Energy, right?

    It doesn't really matter if you're using a toolbox to charge PE or not. Even if your repair speed goes above 150% to completely counter the 50% efficiency nerf that PE inflicts. You still had that toolbox and could have used it without hitting the PE button for a faster repair at that moment in time.

    Regardless of gen speed buffs from other sources, PE remains a way to sacrifice repair speed now, to get a less effective repair bonus later. It's still highly situational.

    It was bug report, not suggestion. PE doesn't work as intended with toolbox.

  • @Batusalen said:

    How many are "several"? According to my math, using all charges of a yellow toolbox you should get 16.46 tokens in 13.33 seconds (1.234 stacks per second). Full 20 stacks in 16.2 seconds approx if using Commodious Toolbox.

    20 stacks in 10 seconds.

    Mods already said "we don't give a f" by removing it from Bug Report into Feedback lol, so yeah, who cares

  • I don't know why, for some reason I can't read the forum for a long time lately. I'm tired of reading the same thing, reading one-sided "opinions", survivor mains make drama OUT OF LITERALLY EVERYTHING.
    Also really good opinions, suggestion and longreads remain completely ignored, i feel like people come here to read only someone's whining or whine themselves.
    Like yesterday i went on a forum, opened first post, read 50th copy-paste comment from some guy "oh more killers buffs on a way blah blah" for no actual reason and i was like "yeah, enough forum on today".

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702431#Comment_3702431

    Those legs were actually my original set before the Reindeer ones came out! :D

    … Get out of my head! xD

    No, you get out of my!!!
    jk, good taste <3

  • @MechWarrior3 said:

    I get so much anxiety when I am about to play killer. I hate and I don’t even know why I get so nervous. I have over 2k hours in killer but I still get nervous as all get out and I wish I didn’t.

    Any suggestions? I know it’s silly and it is, truly. I’m trying to work on it, but I also love playing killer so much.

    Same. I can go play for survivors at any time, but when it comes to killers, you have to mentally prepare for a week sometimes.
    Mistakes mean much more, there is much more responsibility, much more tasks, you need to think for five people. You see much more toxic people as well. Well, the game is simply not balanced towards this role, when all survivors know what to do and how to do in this game. Unless you are 4 slowdown hardcore tunnel Nurse of course.
    I'm afraid I'll still have that feeling even after 4-5k hours in this game. If I won't become a survivor main by that time, lol.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702186#Comment_3702186

    Thanks so much! I like messing with cosmetics more than I probably should, even for characters I don't play all that much :D

    I do wish the Twins set wasn't locked, just so I could take one of her sickles instead of this cleaver thing… but it's a minor quibble… it's amazing how draping someone in entrails makes them suddenly look a lot more horrific xD

    I'm with you though! The new Plague cosmetic took an effort not to start opening the wallet. Exceptional skin!

    I'm also eyeballing hard at @TheycallmeLix 's Bubba, and while I don't want to steal… that combo does look really REALLY good :D

    @fussy also has the same taste as I do for the last Oni shot! ^^

    Enjoying this thread a lot… though milkman Hillbilly is still proving an obstacle to beat xD

    @

    Well, we have the same taste not only with Oni

    image.png
  • @VomitMommy said:

    I wouldn't mind some buffs to Dredge, mainly fix locker spawns.

    But this is not "few". That's basically everything.

    Yeah, that's probably because he is awful at everything.

    Agree with OP's post. I would like to see days where i play a lot of Dredge again.

  • Congrats, you just made 1000th post about this problem here! Another 3 years of complaining and they will add hook here, I believe it. Maybe even rework this nice map in 5 years.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699654#Comment_3699654

    there's currently no plans to have statistics within the game itself I'm afraid.

    Players use third-party sites for years to view their own statistics and leaderboard. Why can't we just see this information in the game itself? You don't have to spend years thinking about adding simplest things that are in any similar game. I don't understand how Netease makes a bunch of useful changes to mobile game at the click of a finger, but main game has to wait years to see something as simple as teammate's perks in game.

  • @Xernoton said:

    We have long since debated how strong or weak killers are. We have had debates about how evil or nice they are but we haven't really answered the most important question.

    If all the killers in DBD were to participate in an armwrestling contest, who would win?

    https://us.v-cdn.net/6030815/uploads/87XDHZU58U51/my-image-283-29.png

    The rules are:

    • No weapons allowed
    • Every contender fights alone
    • The tiers are in order from left to right
    • Supernatural powers and other non-weaponized equipment allowed

    Some explanations:

    Chucky is a literal doll. You can lift him with one arm and you can definitely beat him in armwrestling without too much of an issue.

    Unknown doesn't seem like the most stable. Physically. They look like you'd break their arm if you put in too much force.

    Spirit has the advantage of being a supernatural being but also her limbs aren't physically connected, so you could probably push her hand down with much less effort than anybody above her.

    Dredge mains, I mean no offense, but the turkey doesn't get much higher than that.

    While Trickster is a normal human, he also has abs. These obviously grant him +10 strength.

    Wraith has some power in his upper body but his legs will not be able to withstand the stress.

    Artist has very long arms thanks to the ink they are made off. This naturally grants her a longer lever and allows her to generate more force.

    Clown is obviously a strongman.

    Doctor has infused his muscles with electricity to push them to their limit.

    Have you seen Charlotte's arms? Girl has some guns!

    Skull Merchant is only this high because the exoskeleton arm.

    We saw Bubba's strength in the movies. All that Chili made him big and strong.

    Hillbilly is powerful enough to crush a man's skull with his bare hands. That's at least twice as strong as a normal human. He also has the strongest legs out of all the contenders. Even Usain Bolt envies his speed.

    Oni has surpassed the humanly possible. His physique along with supernatural powers definitely place him close to the top.

    Myers is strong enough to lift people with one hand effortlessly. We also know that his body is resistent to physical trauma. This obviously comes from his incredible muscles. Their basically like a metal armor.

    Pyramid Head's physical strength is unrivaled. The only thing holding him back is bad posture.

    Nemesis wins. He has it all. The muscle, the upper and lower body strength, the supernatural powers and a tentacle for extra grip.

    How would you rank them and why?

    Can you explain Blight's place? He is guy on steroids, isn't he? How he is lower than Twins or Skully?

  • It's really hard to choose only one :(

    image.png image.png image.png
  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697714#Comment_3697714

    Why not? I'll just play killers and be happy to play them without worrying about hooks

    Because all killer's pressure will go into chase aspect of the game. And short chases no matter what are not fun for anyone, because this is the most fun part of the game. And literally whole skill expression is in chases.
    We should give some alternate playstyle to killers, who don't want to tunnel and throw the game at the same time. But i don't think there is a realistic way to completely delete tunneling from the game without killing it.

  • @Neaxolotl said:

    There is much of difference in utilizing tunneling and not utilizing it, I think removing tunneling altogether would help this game immensely by showing true kill rate of 12 hooking

    You sure you want this? Because you don't have to be a genius to understand that killers will get a giant buff after that. And big majority of survivors simply won't handle it and game will become boring for all with insta chases, like PTB Twins had.

  • @HolyDarky said:

    More PTB during the year with more bold ideas to test them. There is a time for it now.

    It would also be great if the developers would told us what changes they want to do and we can give feedback if that is good or not, so they won't waste their time by making something that nobody wants like the Pyramidhead can inflict torment with M2. Or at least they can speak with the Fogwhisperers about these changes so they can tell the developers if they are good or not.

    Hexes now take 28 seconds to brake. Progress bar while
    braking totem will reset only by half of the current progress, instead
    of completely resetting if breaking is stopped.

    Idea behind that is making Hexes at least time wasters. Nobody runs
    Hexes because of how inconsistent they are, but now they at least will
    take some noticeable time to brake it. To not make impossible to brake
    them, progress bar will lose only half when survivor interrupted or
    stops breaking it. Don't apply on Boons.

    Good idea. I would also like to see a rework of totem spawns because some of them are awful (but this would take a good amound of time because the developers had to rework every map). Protection for the first 60sec would be great to not lose a hex at the start because a survivor spawns next to it.

    Maps offering no longer have 100% of chance. Now it provides 25% chance to get on realm for killer and survivor, 10% for SWF.
    Alternative change: map offering now decrease chance to get on realm on 100%.

    Honestly, in my opinion they should remove map offering because they are unhealthy for the game. But this might never happen. If I have to choose, I would prefer the change that map offerings now decrease the chance to go to a realm but there is the issue with SWF because they can drop four different map offerings to increase the chance to go to Badham for example. What would be here the solution? - even though I doubt the devs think that much about this.

    Luck: now also provide a chance to find an item into
    locker. Works only once in trial (or with 5 min cd), max rarity is Vary
    Rare. Default chance is 1%. (Chance is calculated when opening the
    locker, so an item cannot appear there if it has already been opened by
    someone before)

    Cool idea, I really like it. I guess if you drop one luck offering, every survivor has the chance to find this item? The only issue I have is that this could become very difficult on some maps with many lockers. Maybe is a chest better than a locker?

    Survivors now have only 1 attempt of self-unhooking, it will take 10% of hook stage progress bar. Luck increased to 6%. (Soft answer on hook suicide)

    One change: If two survivors are left, they can do 3 attempt to die faster so the last one can get the hatch. Otherwise the other survivor has to wait ~40seconds til the hooked survivor is stage two and then another ~20seconds until they is dead-dead. Or is the Bleed out option the solution for this?

    SWF nerf: you can't bring same perks and items while
    playing in SWF. SWF already ignore half of the game aspects with free
    info, so get good, if you can't play without 4 Adrens, 4 Resi, 4 DS and 4
    DH, bully killers with 4 flashlight, bring 4 Syringes and Styptics or
    just end game in 3 minutes with 4 toolboxes. (they probably will never
    do this, i understand, but anyway, it's just my wish)

    Year true. SWF does not need any info perk like Kindred, Better Together, or Bound they can just communicate with each other. This alone is a huge advantage and enables them to run the best perks in the game with the strongest items and this is just boring.

    In general, every SoloQ QoL is very good and more than welcome.

    Distortion: now recharge tokens for being in chase.

    Great change. It is so sad that this one perk makes aurabuilds unreliable and as a result pushs 4slowdownperks even more. Also most Distortion-users are very selfish.

    Head On: show auras of lockers in 32 meters from
    teammate in chase. (I'm afraid of this buff as killer, probably should
    also have 60 sec of Exhaustion)

    Hard to say. On SWF this QoL change is unnecessary because they can talk to each other while on SoloQ this could be unreliable.

    Better Together: buffed range to 64 meters.

    Why not map wide?

    New alternative strategy to promote no tunneling gameplay.
    I don't think it's possible to get rid of tunneling completely without
    killing the game, but i believe that it's possible to make tunneling not
    the only strategy if you play to win. Long story short: i think it
    should be some stackable buffs for killers / debuffs for survivors for
    every UNIC hooks, which will be completely disappear in tunnel
    situation. For example: +2-3% speed for every unic hook outside of
    chase, -5-8% too all actions (breaking pallet, gen, vaults) for every
    unic hook, etc. There is a massive field for brainstorm.

    Year this could work. Another solution could be that some perks deactivate or gets weaker when you tunnel a survivor out of the game. For example when you have three hooks and one survivor is dead at 5generator, every slowdown and regression perk deactivates. If you kill one survivor at three generators, the perks are as strong as their Tier I variant (Something like this). I also wouldn't mind if some perks completly deactivates when you kill one survivor like Ruin because in a 3v1 with 2 or even 3gens left Ruin hurts so much, especially with your buff suggestion.

    STBFL: reverted. Now doesn't work in 10 meters near hooked survivor.

    I would like to add that if you hook a survivor that is not the Obsession, this survivor becomes the Obsession when they get unhooked. This change should prevent tunnling - either you keep your tokens or you tunnel and lose it.

    Blindness: added: survivor with Blindness also can't see killer's red stain.

    In my opinion Blindness is unfair against SoloQ and survivor should not see the killer's red stain but still important auras like when a survivor gets hooked.

    Undone: added: Great skill checks now also give tokens.

    I still don't like the idea of punishing survivors for doing good. My suggestion: You gain 3tokens (or more) for every hit/down you get and the blockeffect is removed because this hurts more than it helps (blocked gens don't regress).

    Zanshin Tactics: added: after down a survivor, all pallets and windows will be blocked by Entity in 24 meters for 20 seconds.

    This could become a huge unhealthy problem when you combine it with perks like Forcest Hastistation, Rapid Brutality, and STBFL. This perk is not bad for beginners. In my opinion the effect should be a common perk and Zanshin should get a rework to do something else.

    All of your other suggestions are really great and I can only agree with them - was a pleasure to read them. Was cool to read all of your suggestions and thoughts how the game can be better with some changes. I really hope the developers will do some of the changes - at least/especially the changes that so many players want for a better SoloQ like basekit kindred or wheel with phrases.

    Some suggestions/changes I have:

    • Call Of Brine should be buffed to 150%.
    • A Nurse's Calling now has 32meter range instead of 28meters
    • Darkness Revealed: The range around lockers is now 16meters instead of 8meters (cooldown could be higher with this change)
    • Pentimento does not work when a survivor with Inner Strengh cleanse a totem or with your suggestion, the killer destroies a blessed totem
    • Hex: Thrill Of the Hunt could get a buff to 15%
    • Hex: Huntress Lullaby: Activates when you hook your first survivor and only then survivors get the information about this perk - it is so annyoing that survivor knows about this perk once they hit their first skillcheck.
    • Overwhelming Presence: survivors get a 10% speed penalty for repaing. This only affects one survivor if more than one survivor is working on a generator within your terrorradius (Something like this because on maps like Midwich or The Game this perk would be too strong).
    • Surge/Jolt: It is now a 40meter radius instead of a 32meter radius.
    • Pop Goes The Weasel: Nerf to 25% instead of 30%.

    Cool idea, I really like it. I guess if you drop one luck offering, every survivor has the chance to find this item? The only issue I have is that this could become very difficult on some maps with many lockers. Maybe is a chest better than a locker?

    That's why it works only once per trial or can have 5 min cd.

    One change: If two survivors are left, they can do 3 attempt to die faster so the last one can get the hatch. Otherwise the other survivor has to wait ~40seconds til the hooked survivor is stage two and then another ~20seconds until they is dead-dead. Or is the Bleed out option the solution for this?

    Yeah, it could be a thing, but a bit too complicated. If this, then that, but only in case of this to prevent that if that is not happening. I feel it's not a way BHVR change anything tbf.

    Why not map wide? (Better Together)

    It can map wide, but Is it necessary? I mean, will you run across whole map to do a gen? Me personally no, maybe only in situation, where it's the last gen. I'm not against map wide, but feel like it will do more harm than good, when baby Kate will run 30 seconds to me to do last 20% of the gen with me.

    Great change. It is so sad that this one perk makes aurabuilds unreliable and as a result pushs 4slowdownperks even more. Also most Distortion-users are very selfish.

    Completely agree, i did a post about this.

    Year this could work. Another solution could be that some perks deactivate or gets weaker when you tunnel a survivor out of the game. For example when you have three hooks and one survivor is dead at 5generator, every slowdown and regression perk deactivates. If you kill one survivor at three generators, the perks are as strong as their Tier I variant (Something like this). I also wouldn't mind if some perks completly deactivates when you kill one survivor like Ruin because in a 3v1 with 2 or even 3gens left Ruin hurts so much, especially with your buff suggestion.

    Not a fan of deactivating perk on both sides. If survivor gives up on hook, why should i play without perks? Will it also works on both sides, when i have 1 hook on 2 gens? Not to mention tunneling is needed against really good survivors and it's still not a guaranteed win, but it's guaranteed lose without perks.

    I would like to add that if you hook a survivor that is not the Obsession, this survivor becomes the Obsession when they get unhooked. This change should prevent tunnling - either you keep your tokens or you tunnel and lose it.

    Cool idea, i like it. But bodyblocking survivor with OTR+DS can be really annoying with this change.

    In my opinion Blindness is unfair against SoloQ and survivor should not see the killer's red stain but still important auras like when a survivor gets hooked.

    Yeah, i'm all in to make aura of survivors on hooks ignoring Blindness, if it will become stronger in other aspect.

    I still don't like the idea of punishing survivors for doing good. My suggestion: You gain 3tokens (or more) for every hit/down you get and the blockeffect is removed because this hurts more than it helps (blocked gens don't regress).

    Actually, i like your idea way more than mine. My idea is just band-aid to awful perk, which make it slightly less awful. I agree, idea of punishing survivors for any skill checks is stupid. Big fun of your idea, i'm sure it will be great change and perk will take a place in my roaster 100%.

    This could become a huge unhealthy problem when you combine it with perks like Forcest Hastistation, Rapid Brutality, and STBFL. This perk is not bad for beginners.

    I don't think so. I mean, only players who will be punished with it are altruistic teams. It similiar to Forced Hesitation actually. In current state it's impossible to get value from this perk. You know why? Because you down a survivor and other survivors are on gens. That's it. I had 4 matches in a row where this perk did literally nothing. So i think we should give a chance to it. Maybe 20 sec is too much, but it needs tests anyway.

    All of your other suggestions are really great and I can only agree with them - was a pleasure to read them. Was cool to read all of your suggestions and thoughts how the game can be better with some changes. I really hope the developers will do some of the changes - at least/especially the changes that so many players want for a better SoloQ like basekit kindred or wheel with phrases.

    Thank you for kind words and for your thoughts! <3

    About your suggestions:
    Nurse's: feel like Nurse is keeping this perk from this change, like many other perks. But i also thought about this change recently.
    Darkness revealed: yeaaaaaaah, agree, this perk is so crap right now, especially on some maps. With PTB UW change it 100% should get this change.
    Thrill of the Hunt: with my changes to Hexes, i believe, it should get completely new effect, or should be nerfed at least. But now yeah, it can be buffed. I also want it works even after cleansing. (Maybe not a hex anymore?)
    Overwhelming Presence: nah, it's good buff, even on Midwich 10% it's not a big deal. I think every other gen perk from current meta does a way more harm.
    Pop: if we get other alternatives and buff weaker perks, i'm all in for this slight nerf. But not before.

  • This forum really hates long posts so much 😄

  • How about 3 swf in a row with 3-4 Adrens/Resi and map offering? I wonder why I don't play 4 slowdown tunnel Nurse/ 4 aura Midwich Nurse after games like these. Same level of braindeadness.

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