k3ijus
k3ijus
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115% vs 110% is less than a 3 second difference across the map. A 5% haste isnt game changing for one of the weakest and the lowest pick rate killer.
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@BlightedSugarcane said:
Hags are currently very underpowered. The 3gen system makes the strategy of stacking generators obsolete, and their camping ability (whether or not this is a "good" strength in itself) is overshadowed by the various anti-tunneling perks.
Above all, I hope that her abilities will not be like those mentioned above, but rather will allow for more active and intense matches.
We're going to make some changes to the base kit. Let's get started!
- Set the number of traps to 12.
- Traps cannot be set apart unless they are more than 6m apart.
- The Hag can remotely activate any trap(Like Mint Rag).
However, unlike normal Phantasms, cannot teleport to it instantly.
This Phantasm will be referred to as "Fake Phantasm" from here on. (Please excuse the bad naming...)
Fake Phantasm will disappear after 10 seconds or when a survivor touches it. - After summoning Fake Phantasm and waiting 2.5 seconds, you can teleport to it optionaly, ignoring distance.
Afterwards, Fake Phantasm Teleport will go into a 20 second cooldown period.
Fake Phantasm cannot be summoned while on cooldown. - Phantasm traps used for teleportation do not disappear. (they are automatically placed again)
This concludes the changes to the base kit. Here are some additional details.
Fake Phantasm is meant to give the Hag some mobility without being too oppressive towards generators, hooks, etc. It also allows the Hag to remotely destroy traps that are no longer needed.
Additionally, traps used to teleport will not disappear, reducing the time spent setting traps throughout the match.
These changes allow Hag to traverse the map more freely and launch trap chases in larger areas rather than more localized areas.
These changes require many add-on changes, but I would like to hear your thoughts on this idea.
thank you for reading ;)Its a really great implementation but i wouldnt call it “fake traps” as the hag can still teleport to them, but im assuming you meant she can trigger them and can teleport to them(if off cooldown) to mind game survivors, which is really cool!
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@Sarrif said:
Not afraid to admit it. The game should have always been balanced around hooking survivors instead of kills. There's no shortage of killers who will tunnel one survivor out and have an easy win because there's no real catch up mechanics in the game.
By punishing scummy behavior where the killer just decides, no this one survivor can't play the game or have fun. You make the game drastically more balanced and fun for survivors. And the best part is that killers who are actually good at the game and don't need to tunnel won't notice any difference.Its not a good solution. Tunneling should be focused on helping the victim whose being tunneled. Not to actively punish the killer whos just doing his objectice. Also it probably wouldn’t work as intended and surviviors will just off themselves as a viable solution. If you want to punish slugging phrase it more like it will be much harder to kill this survivior rather than, if you kill this survivior, you will be punished.
I do think perks should play a factor though.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/415322/slugging-bleeding-out
Hot take, but I WISH that whenever every survivor is in the ground and cannot be picked up by any form (No Unbrekable/Exponential/No Mither/Soul Guard/Plot Twist/etc) the game just ended - like the PTB finisher Mori. Would be much more convenient that the game just ended than being held by some killers until the complete bleedout.
I don't know how an anti-slug mechanic would be made without affecting normal gameplay - sometimes you are FORCED to slug, even if you want to hook everyone after you are done.
If this was implemented it would reward slugging
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@HaunterofShadows said:
Well I made killer concepts for 3 of the upper ranks from Demon Slayer so I guess I've already put too much stock into that idea
What were they? Im just really curious how you implemented it into abilities lol.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764637#Comment_3764637
The only time head on perfectly works is the first instance, after that its easy for the killer to bait the locker especially if it seems suspicious…
Not really realistic for most killers, are you going to respect every locker in your chase? That's simply impossible.
yes because 2 second callouts are extremely skilled interactions between survivors…
Not really that easy, otherwise it would be used more. The effect is strong.
you act like head on is the most problematic mechanic of dbd, because having 2 or more survivors interacting with you is sooooooo bad
I act like I hate to play against that perk. Not really difficult to understand, everyone has something they don't like to play against. I don't care about most things, but headon is simply annoying for me.
You dont have to respect pallet, not only that if you can accurately predict which locker their in and quickly grab, its a easy grab.
The point you mentioned of it not being easy is delusional, it takes “im going in this locker, its ready” for a callout, even if they dont know the exact one regardless it will have the intended effect
and yes, everyone has something they dont like to play against, but theres no option to filter it out. If you hate it so much run iron maiden? -
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764579#Comment_3764579
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764595#Comment_3764595
Because it's basically DS with cooldown. It should not be easy to use.
Even for good SWF if you look at bully squad videos, they mess it up quite often, because it's difficult to make precise call outs on locker spawns.
If you show aura of locker you are in, it won't suddenly become viable for soloQ, you still need teamwork to use it, but it will become brainless to use for SWF.
The moment Headon gets into meta is the moment I end with DBD, unless they make Enduring work on ANY stun to use it as counter perk, then I would never play without it…yes because 2 second callouts are extremely skilled interactions between survivors…
The only time head on perfectly works is the first instance, after that its easy for the killer to bait the locker especially if it seems suspicious…
and yes it wont automatically make head on good for soloq but it could still be useable then, you act like head on is the most problematic mechanic of dbd, because having 2 or more survivors interacting with you is sooooooo bad -
@VomitMommy said:
I was worried it's another "show my aura to others", but I am fine with this one.
To be honest head on should show aura when active, would make it actually viable in solq
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Maybe this could have a condition like only activated if a survivor is affiliated with exposed status effect? Right now its basically exposed 2.0
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@YulechkaLive said:
Now there is a bug when, after the player's death, the next time the generator is repaired, it counts as if 2 generators were repaired, and not just one gen.
I think, it would be good to use this mechanic to reduce tunneling to death at the very beginning of the game, and also to help the team if someone kills themselves at the beginning of the game.
Quite often, the first survivor, who the killer hangs on a hook on 5 generators, immediately dies on this hook and does not allow himself to be unhooked (probably because he is sad that he was caught so early, I do not know). For the other 3 survivors, the game is lost initially, and for killer it becomes uninteresting. If in this case the team stays not with 5 generators to be repaired, but with 4 gens, they will have at least a small chance of winning and it makes sense to play on, and not also die quickly to go to the next game.
The same situation is with tunneling on 5 generators. If a person is killed on 5 generators, he does not even have time to play, and the rest remain with almost no chance of winning and often try to die faster and go to the next game.Perhaps the mechanics with "extra pop-up gens" should be changed, but it seems to me that in general it or something similar could improve the impression of such games with tunneling and suicide at the very beginning of the match.
I had a similar bug where there were 2 generators remaining but only two players including myself, i was in chase but my teammate ended up popping one generator and we immediately went to endgame, To be honest it was fun and i wouldn’t complain if a feature like that was implemented
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@Barin said:
This would help Trapper a lot and I like the changes. However, Trapper gets more encouraged to play around basement with the increase of Traps and Trap removal time. I would add the change to require a distance between traps to nerf trapping basement. Maybe 8 meters?
Yeah, im fine with that; basement trapper was never fun to play against
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763148#Comment_3763148
you cant avoid hopeless games entirely, thats just how any pvp game is, especially the one with bad matchmaking and high variability, best you can do in dbd is minimize their amount.
Yes, my goal here was to minimize the amount of games that lead to this by discussing it 😭 ? Why are we disagreeing?
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306878#Comment_3306878
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305618#Comment_3305618
I have been trying (pretty unsuccessfully, as you should be aware) to get BHVR to implement this new general killer perk into the game. I know for a fact that I would log this perk into every killers first slot and never take it of, and thats a FACT!
New general killer perk "Just Leave"
Effect: when lingering in the exit gates area for longer then 40/30/20s The Entity blocks the exit gates for that survivor, they become exposed and their aura shown to the killer for 6/7/8s. The block and exposed status effect persist till the survivor moved away 40m from the exit gates. Survivors leaving before their timer has filled up gain a +5k BP score event "Awesome person!"
Your not solving toxicity, your just going to make survivors implement it in different ways, the same ways surviviors would tb with gates closed when bloodwarden launched.
Heres a fun perk idea i think is fun tho
PERK:M1
Hitting a survivor makes them losr a health state, hit them diagonally and they wouldnt be able to crawl out in time
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@Arylios said:
I was just in a match against a Sadako that just kept spamming to teleport. If she downed one of us she would just slug and continue to teleport around the map. Yeah, i take the vhs to the other tv to prevent from being insta killed. We couldnt focus on gens because of this
Its likely you faced a sadoka who used her iri addon that resulted in no cooldown after teleportation in tradeoff of you gaining condemn from tvs.
But if it wasn’t, you could always just get the tape and disable tvs for 70 seconds if its problematic, takes 3 seconds to do and its no longer high risk
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762874#Comment_3762874
I also said that you can tune down your builds depending on your experience.
I stopped running meta on singularity/xeno a long time ago because winning almost every match became boring as I was good enough with the killers to play them consistently and efficiently, therefore not needing meta to get wins on regular basis. Which lead to me having more rough matches (even if that's achieved by them being way more survivor favoured) and more enjoyable experience because the games became less one sided.
As survivor you can do the same by playing in SWF with people who can guarantee high skill input and then limiting your builds or by just playing with meta as solo and maximizing your impact in the match. F/E by pulling the first chase and actually winning it, giving your team a very good start.
But the problem is if you dont run meta; expect to be crushed by meta, i still agree with you that i could always tune down my builds but if we ever encounter a meta nurse or vise versa and i encounter a 4 man swf meta survivors its still probably gonna be a hopeless game.
Albeit these games dont happen often, probably only facing these every three or four matches at high mmr, which isnt bad at all but thats why im discussing it because its still not healthy or fun to go up against, especially if your holding back to give your opponent a chance and they go 110%
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762689#Comment_3762689
i feel like they dont know what game they're playing.
The game is balanced pretty fairly and if OP is unlucky with the matchmaking, it's not really the balance issue.
If they want to constantly pull chases and win consistently, they play the wrong queue, because they should be playing in premade instead of with soloq teammates that have randomized iq and skill and who wont be able to keep up with gens or teamwork to give OP chances to prove themselves. Neither would they be guaranteed to hold their ground against killers while OP is repairing generators. Always a dice roll. Assuming they even have skill for winning by chases, of course.
As for killer, I recommend OP either plays with meta perks or without them depending on how good they are with their killer of choice, because this game matchmaking is, yet again, incapable of providing equal matches every game which often leads to one sided games which OP seems to complain about. If they play their signature / good killer with best builds available, they are going to stomp most of their opponents because they naturally would outperform them in 1v1/1v4 and perks would only press that advantage further.
OP can also just play something else if they're so frustrated with the game. As someone who has been in the fog since first days, the game is actually very balanced and enjoyable for the most part.
Thanks for your input, but all you did was roughly describe how i should destroy survivor’s or killers by making sure to run swf and run meta perks.But that is the other half of the same coin i just described… boring win matches.
Also, i never said anything about hating the game or anything about balance, no clue where you got that from
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/420247/new-huntress-mori-build
I understand your plan to get the least chase time with downing them with m2s so you can switch really fast, but I really don't think huntress is the best killer for something like that alone of the fact you have to m1 them to change the obsession. So you're a 110% killer that HAS to m1 for your plan to work. If you wanted a ranged killer for that I'd say deathslinger is better, maybe artist xD
Yeah lol i played a little and figuired out just dont make eye contact and you can basically use any killer, with knights recent buff ive just been using him and its really effective
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759970#Comment_3759970
surge doesn't work on nurse attacks… same for sloppy. definitely do not use basic attack perks on nurse.
it doesnt? I thought it applied to m2 attacks to
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biggest advice i can give is dont panic, if your chasing a survivors and your unsure if you cant hit them with one blink, just wait until the next one recharges
-blinking down reduces distance traveled
-many survivors will run into you once you blink, make sure not to overcharge blinks
-using more than 1 blink and swinging during blink window will increase fatigue duration, be wary of this
As for addons, i recommend using both fragile wheeze and heavy panting; which shows you the blinks length and reduced fatigue. Dont become to reliant on these and move on to more stronger ones, like Spencers last breath.
As for perks, Any perk build is strong with nurse, i use jolt,sloppy, pain resonance and iron maiden (incase they hop in lockers to avoid me) Nurse can be good with anything! -
1 person downed, one of them are killed, and another is on hook, all at 5 gens, a minute into the match
If you want a fun match try using different addons or gamestyles, your not forced to but i promise you wont have a meg giving up seeing her whole team dead within a minute of the game
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@DrBrain said:
There is no argument against this. Corrupt intervention at this point is a necessary evil and should be base kit on all killers at this time. There is too much for this not to be the next update for Killers.
Seeing as survivors will be forced to work on a generator really close to the killer, or wait 120 seconds; they might just alternately just do other interactions instead of putting them in guaranteed danger. This counter is already somewhat known but making it basekit will literally do nothing but encourage it.
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@Backmon said:
My top 3 is
Oni - overpowered and busted
Wraith - if he decide to tunnel you without teamwork you dead
Huntress - her busted hatchet hitbox
Skull merchant- zones you until you die
Hag- zones you until you die
Knight-Zones you with guards, until you die
Honorable mention to legion
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@JackOfTrades said:
Name a period of time in DBD history that you enjoyed, and, if you would, include the reasons why.
Thanks 🙃2022 Winter event. When i first got the game and i still remember being so scared of a dredge and not knowing where he was coming from…. I was doing a generator behind a locker…. In nightfall
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@adsads123123123123 said:
Hag is currently the least popular killer in the game (similar to pre-rework). Her rework didn't address her main issue, which is she is purely setup and has no chase. People dislike playing setup killers in general. Hag has no chase because she is 110% and takes too long to set up traps. Chasing with her is basically set up trap, survivor runs to next loop, and repeat. She mainly gets hit from setup playstyle rather than chasing. My suggestion is to make her 115% and reduce trap setting time. Regardless of how she gets reworked, she needs better chase.
https://us.v-cdn.net/6030815/uploads/HH25HDQMRPFX/image.png
https://nightlight.gg/killers/viewer?sort=pick&shown=pick&start_days=28&compact=true
her iri addon which allows her to teleport to traps should be basekit while still maintaining the ability to teleport to traps. This effectively solves 2 of her problems with one stone
-encourages hag to spread traps out
-encourages hag to chase
-nulls the need for a hit and run
obviously, add a sound cue and a cooldown before hags can teleport to their traps again. But would be a good implementation tbh.
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@PortaI_2 said:
As the title suggests Killers that can quickly move across the map: Hillbilly, Blight, and Mastermind need to give Survivors a slight cooloff period in the form of reloading their power to balance their quick transversal powers. Especially with the amount of "Reveal Survivor Perks" in the game its getting ridiculous at this point.
Hillbilly: Now that has he has been buffed into the sky lets give him a fuel mechanic. After the 5th or 6th chainsaw attack. Make him run to a locker and have to use a 3-4 second reload animation. Trickster and Huntress have to do this about 15-20 times per match and they don't have cross map/ insta downs.
Blight.: No chill what so ever for survivors. An easy way to fix this is to place pulsating flower buds into the map to reload serum. (Not only is this lore friendly it makes sense instead of having an ever full syringe full of serum.) Blight will need to run to these flowers and play a 3 second reload animation after 15 or so blight charges.
Mastermind: Same as Blight no chill for survivors. Make him go and grab a needle full of Uroboros to reload his power after the 3rd-4th time he uses it to infect survivors.
If you are opposed to these, tell me why does every other Killer power have draw backs besides these?
Every Killer needs to either reload to wait to use their power. Missing a power attack and waiting 3-4 seconds before using it again does not count as a draw back.
its not the fact that your argument is a huge nerf or buff, its that fact that it will be genuinely nothing but a inconvenience for the killer. All 3 killers you mention have already existent counterplay such as
-tightlooping loops
-teching with stairs/breakable walls
It would be better to rather buff counterplay than add a mechanic that only disrupts a killers gameplay…in a negative way
and this is gonna be insane,but yes killers can use aura perks to help assist their main power,the same way surviviors can use exhaustion perks or distortion to once again; counter the killers!
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@fussy said:
My suggestion about slugging:
1. Survivors now can 95% themselves in dying states, so they could be picked up instantly.
2. Survivors now try their best to not go down every 10 seconds, so slugging do nearly to nothing.
3. We should have some perks which help with slugging like 1 time pick up without any help or maybe Boon with something like that.
What do you think?Interesting….Saying its the surviviors fault because they went down in chase…in a map of limited resources…. With killers that can bloodlust pallets… .is every survivor suppose to loop for 5 gens?
Also, running perks to counter a possible game style is so exhausting. Lets say i bring
Ds - paid perk to counter tunneling (1 use, for 3 seconds)
Unbreakable- perk that allows me to once, heal to 100%
kindred- Helps gives my team information against proxy-camping, will give credit where credit is due and this perk WILL give value past countering a gamestyle
this will leave you with one perk! This one perk can be used
-to counter any other perks killers may bring
-help with general gameplay
-maybe be used for literally anything personal?
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@Blueberry said:
I'll throw you the opposite, slugging shouldn't be punished. It's a means of map pressure and is high risk/high reward. We shouldn't be punishing the killer because your team is being bad and not picking you up.
If anything we should incentivize hooking more. There's currently no reward for hooking unless they're on death hook and pick up, carry, and hook animation wastes a ton of time. You lose more than an entire generator worth of time just in locked animations from hooking during a match.
Your confusing effectiveness with playstyle. Also wheres the high risk high reward? It takes 30 seconds to heal to 95% , that means even if the killer does lose a slug or two (which they can easily get back since survivor in injured) 30 seconds assuming another survivor instantly picks up is 1/8 of the survivors dying state timer off the rip. If the killer continues this playstyle regardless if they lose slugs, they’ll just get slugs back until a survivor bleeds out.
Please dont forget
-killers choose the place survivors are downed, if they have 2 braincells looping wont be possible
-picked up survivior is not fully healed
-killer can proxy camp the slug
Incentizing hooking is a good option but thats really a sensitive point. I dont think buffing one game mechanic for a tradeoff of a playstyle that needed fix regardless is fair -
@dbdjd2023 said:
The game is no longer playable for killers. The amount of jungle gyms, back to back windows, shack (stupid to begin with), pallets, looping areas, gen rush perks, and gen slowdown nerfs, is all misguided. The point of the game should be to survive and to kill. This isn’t happening anymore. I get kills because I’m a good killer (not great), but certainly good enough I get 1-2 kills usually. But it’s all too much and no fun just to get there. The gens are speeding through. The idea of the game should be that it’s HARD to survive and escape. That’s how horror movies go, most of the people die in horror movies. So of survivors manage to all escape, it should be pretty damn amazing and a celebrated accomplishment. No, in DBD it’s the other way around. So now if you can’t slow down gens as well, every year the perks get nerfed even more, what are you supposed to do? Just end game perks? To borderline get 1 kills? By the time you have hooked 1-2 survivors the first time, you have 1-2 gens done. But you need 12 hooks in total to win. The gens are done before you know it. And on bigger maps? It’s ridiculous and almost pointless. The length of time for a chas and gen being done doesn’t coincide. It’s still a 4 v 1 game. The math ain’t mathin’ 😂. This isn’t unfounded complaining. There are and will be other games to replace this, so no worries if it’s just a game that gets abandoned. Just being real here, the game is not in a good state. Clean this game up and make it fun again, I say that objectively because DBD will die within the next two years at this rate.
so objectively your reasoning your mad for averaging 1-2 kills a game is because a killer is suppose to be scary and it should be a miracle for all 4 survivors to escape.Your high mmr, and you yourself admitted u were decent not good….. shouldn’t you be happy your mediocre yet still aren’t losing?
Also, by the way; all maps are being reworked to be smaller, not sure why you consider that a con when that makes pallets,vaults,gens, and hexs more spread out but Okay.
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I would be laughing manically if a wraith in cloaked mode got stunned by the trappers trap mid-chase
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Why should survivors be forced to play a killer they don't like going against? Not to sound self entitled but some surviviors just hate or mentally cannot stand going up against some killers, for example
-Spirit (person could be partially deaf, they cant read sound cues)
- Plague (person could have Emetophobia)
-Skull Merchant (Person could prefer to not face a killer that is unlikeable to them
-Trapper(Person could be solq and cant coordinate with the team, I know this isn't the best example but it will serve as the point)
-Pig(Person could have a history of fellow survivors "Teaming" with said killer and prefer actual matches)
-GhostfaceObviously, this would slow down queue times, but if you were deaf would you even bother fighting a spirit? What if you literally found everything about Skull Merchant boring and refused to play? What if you had Emetophobia and forced yourself to DC for the sake of yourself?
Survivors should respect killers fun and vise versa, and its neither sides fault if a survivor couldn't face that killer, so rather than making the match boring for both parties let a survivor disable at least one killer they hate
This isn't targeted, but if I face a killer and half of my team dcs or does the equal of that, it instantly ruins the fun for me and probably everyone else in the trial.
Killers could additionally have a similar function to this, and disable matches against certain perks that they find extremely triggering, or insensitive to -
@skylustv said:
As a veteran player with 6k+ hours i'm really done of leveling every new survivor/killer that arrives every 3 months to p3 (perks) ~ p6 (blood cosmetics). I already have every perk unlocked at this point. But can you ever imagine a new player joining dbd at this moment? There's a lot of grind they have to do to unlock every single perk to p3. I know it was waaaay worse in the past, but every 3 months we have to grind more bloodpoints to level these characters, this not an mmorpg.
So my solution to stop this massive grind, especially for new players:
Buying a survivor/killer unlocks their perks RANK 3 to every other character instantly, perk tier 1 and 2 don't exist anymore
With this change players could save their bloodpoints to lvl the characters they want to play to buy all other stuff like itens, addons, etc. We really have to stop and think about the new players joining the game at this point. It's a lot of content they have to grind to obtain everything.
+ give us the option to hide prestige ranks ingame and menu character selection, i'm done of seeing those numbers, make this as an optional button
+ give us a emblem system for players that dont want to show Prestige like: escape 100 times with that specific survivor, or 100 survivors moried with that specific killer you won a symbol to use instead of the Prestige Number, or obtain adept with that character
+ we need a new bloodweb rework, grey itens should disappear, and we should have an option to spend bps even more faster
im a new player and although i have most of the characters(not many dlcs) i finally got all their perks, not all p3 but i got them to p1, it took around 500 hours and i still have no skins
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@KoreWaPantsu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738591#Comment_3738591
Yeah who cares about the dude playing the killer that just wants to play, right?
There are 2 people dead with one generator done, from my perspective neither side cared about the others enjoyment?
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@Jaredleto1234 said:
- Give the killer camping a downed body the same treatment you give to hooked survivors (outside of the endgame collapse). If the killer is nearby long enough, they will eventually just able to stand back up on their own.
- Make it so the bleed out timer either resets over time, or instantly goes to 50% or higher upon being able to stand back up.
Neither of these solutions will help with slugging
option 1 sounds good on paper but its not, If the killer cannot find a survivor because they lose sight of them, theyll just leave the area to prevent the survivor from getting picked up from close proximity, encouraging slugging. Also what if another survivor is pressuring a save simultaneously? If they stalled long enough in close proximity would the downed survivor eventually get up?
Option 2 is worse, that actively punishes the survivor's, If a killer is slugging, its safe to assume they don't have good intentions so they could alternatively take use in this by indefinitely slugging since they will never die from it. All survivor's being slugged would be interesting Aswell
MAKE UNBREAKABLE BASEKIT IS OUR WAY TO FREEDOM! PREACH -
COUNTERS
1- Look around before you pick up, takes 3 seconds and anyone not within 10 meters regardless of perks will not get save
2- Fake pick ups, a extremely fast and powerful way to make survivors slip up
3- Listen to footsteps/breathing- Audible cues can easily tell you if there are more than 1 survivor nearby
4- Be aware of surroundings in chase- Many times, you will see other scratch marks that aren’t from original survivor, be wary that they are following you for a reason.
5- Perks- Many perks will make other survivors scream or reveal aura if you do a simple objective, very steady way to mole out any rats and doesnt make you waste a perk slot as it has other used
6-dont recommend) Lightborn
BENEFITS OF THIS1- Less pressure- A additional survivor following you means at least half of the survivors are not doing productive activities (healing,cleansing,repairing)
2- Double downs- Successfully feinting a pick up to get a double down is extremely rewarding and basically gives huge pressure
3- Possible survivor mistakes- If thr chased survivor is trying to conceal or stay out of way of said survivor following them, their movements may be out of touched aswell as sometimes be blocked by hidden survivor,making downs easier
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@ProbablyJoke said:
Instead of having to make really bad changes that make perks either unusable or only usable in competitive settings, why not just make it so you physically cannot run them together.
No Dead Man's Switch+Grim Embrace - anyone on a generator as you walk away gets hit by the DMS lock because grim kicks them off, not even requiring pain resonance to get gens to lock.(I don't disagree with these perks being nerfed but the interaction together feels really bad.)
No Buckle Up+For the People - The changes proposed mean that Buckle Up is basically not worth using and For The People goes back to being a SWF/Comp only perk for people confident at looping while unable to heal.If you really wanted to you could also just for the sake of letting new people know how perks interact prevent perks like No Mither and self healing perks from being used together.
this ruins creativity, not allowing perks to pair with other perks defeats the purpose of having countless perks, to find good combinations.
Even if this was implemented, other survivors could always run the same perks, so it woild only really work against soloq
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@Clee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715982#Comment_3715982
My point is all aura reading is BS and shouldn't be in the game. It's a stupid mechanic and complete hand holding
”hand holding”
Wanna know what else is hand-holding
-any exhaustion perk
-any passive perk
-any perk that rewards players
-any perk
EVERY perk gives you a reward, saying aura is hand holding yet saying a 150% movement speed isnt is contradictory. Passive perks are always hand holding. Also. You say you use huntress and aura isnt a issue with you,clearly you never do long distance snipes because you need insane game sense and some aura.
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@Mooks said:
Wouldn’t make sense to create a new perk type and then only having one of that type.. it could be a regular perk at that point,
though on the other hand there are the two teamwork perks from the Lyra siblings which kinda don’t make sense either…
they did the same thing with hex pentimento 😔 i thought there would be variants and you could only have one hex retribution equipped but nope, u could only use hex pentimento to relit hex totems
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i love ur energy and good suggestion i think the upcoming chapter’s will envision smth like this
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673994#Comment_3673994
This perk is already picked like in 9 games out of 10.
...because it's a new system to the game? People wanna mess around with it. Arguing that a perk released 12 hours ago is gonna remain at the same level of popularity as it does now is ridiculous.
Then again, there are 2 other perks that as of now are nowhere near as popular and used, weaving spiders offers 7 bnp and highlights ur aura in basement and its *pretty fun* to use esp to gather ur teammates, its a fun perk not everything needs to be meta
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to be honest i love weaving spiders especially, dont really care about the others because weaving spiders ultimately is fun and often enables my teammates to come with me and be altruistic. The one other perk i do have a problem with tho is strength in shadows, kind of contradictory to heal urself in basement when another perk makes u broken…
also would be nice if the invocation circle was highlighted in white so i dont look all over the map
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Im gonna be blunt, its horrible to play as and against
playing as the m2 time is so short and so dodge-able, and the teleporting is such a hit or miss
playing against even worse imo tho, ill respect if i get damaged from the globs but i genuinely hate the clones that emit even if i can dispel them. It just makes the game look dead to me.
Only fun match was when the killer waited my dh and missed his swing when i ran straight… had me giggling for a good minute
the addons are even more questionable tbh
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@EmperorEscorpion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528510#Comment_3528510
Never said that turrets were worse than EMPs
Mechanically singularity isn’t that hard and it may be easier that Zeno in that regard.
Simple tail whip is easier said than done. Turrets can be hidden easily, you can bait the xeno to turrets areas without he knowing or having time to react.
”Split second” really? Remember that old dead hard was busted and in theory it also gave survs only a “split second” in chase. And besides that’s not the point, the point is that turrets can be spammed and eliminate your power and breaking them as I said earlier is easier said than done (in fact if placed well they are impossible to break before they do the job).
Idk what MMR level you have m8 but I’m telling you Xeno is going to be another killer that will be bullied by decent survivors (like basically all killers in game except a couple)
1- xeno just came out, ur not used to tail whip and have less than 20 hours on him, “easier said than done” or u just haven’t practiced enough to see his full potential in running mode…
2- what correlation does dead hard have in this? Thats a complete random point you made.. each have very different purposes.
3-ill reiliterate the killer was just released, if your letting a survivor bring you to a specific point on map, you have the choice to avoid it or plan for it. Dont forget YOU are the killer and decide if survivors get value off ANYTHING, plan ahead and survivors wont be able to use it, Examples of this;
-breaking it before your even in chase
-blocking survivors pathing
-if survivor props one at gen, simply break it and chase?
-if you cant spot one, that is one you, if a survivor spams them and it is unavoidable; the time they spent knocking you out of a power you can get almost immediately back is still in your benefit.
finally, killers are meant to be counterplayable for average players, so ur argument on it being oppresive on high mmr is really irrelevant.
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@OutlawRacer666 said:
The cenobite needs to have some changes made.
If I am opening the box, I should not be getting spammed with chains. It is impossible to open the box in this situation and basically ruins the game for everyone.
1-Its a passive ability, the killer doesnt even get to decide when to use it, if u get caught while its active thats honestly on u
2-you have 60 seconds to do it, and then there is like 25 seconds where is doesnt even begin counting back again
3- this chain hunt is one of his only abilities,other than him actually summoning a chain himself (other killers can instadown, constantly pressure, and more with one of their abilties)
4- there is a window opportunity after 3 hits,just wait it out
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”you reward bad survivor play and give them perks with no drawbacks or skill”
killers perks that reward bad gameplay
;-infamous noed-coup de grace-tinkerer-enduring-lightborn-hubris-rancor-brutal strength
all of these are abilities that work directly against good survivor plays, and are much more powerful than any 3% boost that may of got “an extra loop”and in some cases ONE of these perks can change a whole game.
but wait!
”no drawbacks or no skill”
Almost every killer perk in the whole entire game is earned passively through just doing assignments. so ur argument against that doesnt even make sense.
as for skill-wise tho, killers have;
-nowhere to hide,deadlock,starstuck,corrupt intervention,banboozle,trail of torment,iron grasp,discordance,im all ears,
and by the way, mft,hope,and resilence have requirements to activate. But the perks i said are not only 4x stronger (so stronger than a whole lobby if they had it equipped) but also have no requirements AT ALL, or even worse actives upon a bad play.
did i forget to mention that these arent even all the perks i could of mentioned? But to make it clear and concise i made sure to only include ones you couldnt argue away
P.S- after healing nerfs, it was pure gen rushing which resulted in no heals entirely and focusing on gens rather than interacting with the killer or healing/ alturism. The game at that point was at a low point for awhile with no side having fun and the games being either 4ks or 4 mans escape purely because of how fast survivors could do gens, or how fast killers could apply pressure due to lack of alturism.
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@CountOfTheFog ur brave for being a huntress player on switch. Even on ps it took 4 months to begin accurately hitting cross map shots. Cant imagine what ur going tgrough
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/386486/should-i-resort-to-lower-tactics
I recommend switching to hag and 4 genning can't doge traps in chase and you allways have your traps
She's a less effective trapper with more consistent
Used to be a hag main but after recent patch its unjoyable on each side 😞
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Bro i laugher 💀 thank u for thiss
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@Mandy said:
This was a bug fix, the perk specifically states that Repairing and Healing skill checks are affected - Doctors madness is neither of those things, same with Pigs boxes. There was a bug introduced that caused it to work on those two things which was fixed in this update.
So because a indirect bug caused huntress lullaby to actually be viable as a hex- you decide to fix it instead of just changing the description?
not like yall have done this before with noed….which is completely more powerful and unearned