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kizuati

kizuati

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  • holy ######### based entity lmao.


    insane how they broke this too

  • yeah this has been a thing with all Kobes since 2016

  • @vladspellbinder said:

    I've been playing a lot more Survivor than I normally do as of late, trying to work on Survivor challenges from the Archives. Being a Killer Main I normally only play one Survivor game a night but the past few days I've been queueing more and more just to try and get these things done and I just don't understand how anyone can stand this [excrement] enough to play it as their main mode for this game.

    Camping Killers. Tunneling Killers. The same builds on the same Killers over and over again or even just playing against the same Killers time and time again (looking at you Mastermind). Solo Queue teammates standing in corners while healthy doing nothing or hiding in lockers when the Killer isn't around or about to hook someone. People not committing to gens or unhooks or heals giving the Killer free downs and pressure.

    I just. How do you deal with it? How do you ever have any fun?

    SWF. Otherwise I dont have fun. I play for the addiction and grind. Slowly just abandoning DBD tho since I am not enjoying Killer or Survivor much since the recent patches

  • @GhitaIanis said:

    When playing as The Mastermind after you vault a pallet the survivor can walk away from the pallet and then if timed right can run back clipping inside the mastermind without triggering the automatic hit that is supposed to appear if a survivor is too close to where the mastermind vaults. This is just insanely unfun to play against cuz it completely denies his vault power making it essentially useless on pallets. It is hard to pull off and requires decent amount of practice but once you get it memorized it completely makes his power useless on pallets and as the killer all you can do is just not vault the pallet and loop it like a normal killer which is against some safe curve pallet loop you might as well drop the chase. This problem like I already said is only on pallets from what I experienced so far, in 2 games this happened already but it only happens on pallets when the survivor tried it on a window it either didn't work and he got hit by the auto hit or he wasn't able to glitch into me and got body blocked by my hitbox from vaulting but on a pallet, it worked every time and no matter how I would try to move around or just stand still and try to just look in different directions the auto hit never actually happened and the survivor just walked into me and vaulted the pallet. Please look into how that auto hit activates because it seems very inconsistent, especially on pallets. Thank you!

    thats called a window tech

  • @kizuati said:

    it's just another counter of how much you played the game.

    imo it should give you either exclusive cosmetics or more BP or something

    image.png

    waiting for the day where this actually stops being such a useless number :pensive:

  • it's just another counter of how much you played the game.

    imo it should give you either exclusive cosmetics or more BP or something

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212451#Comment_3212451

    At full infection you still get instantly picked up if he hits you with his power. What's essentially being Exposed is a pretty big threat regardless, especially with a slightly increased grab box.

    I still dont get why people keep saying "this will make full infection worthless and not scary"

    like hello this is literaly plague's entire power pretty much

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212737#Comment_3212737

    Oh don't worry, I was prepared for those comments. I'm shocked there hasn't been more of them, actually.

    And thank you, I appreciate it!

    i think people just like you more tbh

  • @adsads123123123123 said:

    I suggest this change because Blast Mine basically has no counter play (asides from Lightborn). The reason it has no counter play is that killers do not know which gen is Blast Mined, so there is no way for the killer to avoid it unless they choose to never kick any gens, which is poor counter play design since it completely removes a core mechanic from the game. Even if a killer knew a gen was Blast Mined, some times the killer is forced to kick it. For example, if a gen is at 90%, the killer cannot wait 60 seconds for the Blast Mine to expire since it will most likely be completed before then. Therefore, the killer must kick it regardless.

    Blast Mine is just obnoxious to go against because it stuns the killer for 4.9 seconds (wasted kick time + stun time) and there is no counter play to it. My suggestion is to change it from a stun to a blind. This adds counter play to Blast Mine since it allows the killer to prepare for Blast Mine by memorizing where to go beforehand so they can still move. On the other hand, if the killer doesn't prepare for it, they will still be greatly immobilized by the blind and basically won't get anywhere. I think this change makes it fair for both sides and fixes the issue of Blast Mine being completely obnoxious.

    dont kick the gen or equip ruin

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212863#Comment_3212863

    I'll make you a deal, remove Legion from the game and we can just forget about Deep Wound on The Redeemer.

    Sign me the ######### up

  • @RonMan32 said:

    The Reassurance change really should just be how the darn thing works anyway. I like the DMS buff but the way I'd do it is for the next 30 seconds after getting a hook, if someone gets off a generator in is then blocked for 30 seconds from THEN.

    I'd love Caleb to be 4.5 m/s but there's no reason to nerf his mend speed. Deep Wound really isn't that useful on him anyway. Leave it be or hell, buff it.

    Counterpoint: I hate mending.

    Caleb should get some map mobility like grappling hook or some ######### but mending is not it for his 1v4.

  • @RonMan32 said:

    I'm a tad baffled at the lack of Deathslinger changes given the sheer amount of killers you did tweak. Every killer you mentioned needs changes and Deathslinger is perfect? You have a lot of interesting changes but as a 'slinger main I was disappointed to not find any wacky cool changes for him.

    Removed Deathslinger's ammo as having a functional gun proved to be too strong.

    There,the unspoken change we all wanted

  • @jesterkind said:

    Twofold.

    First, make snares and dream pallets basekit. They share an ammo pool and can be swapped like Clown's bottles, the ammo pool is slightly increased to compensate.

    Second comes the big part. A complete addon overhaul that prioritises giving Freddy different illusory objects with different effects, ranging from extremely situational ones like chests all the way up to extremely impactful ones like fake generators and fake lit totems. Touching these cause them to melt away, and higher tiers of the addons could also inflict status effects.

    The reason I say to make these addons instead of all a part of his kit is both to allow more options without his kit becoming way too cluttered, and also so that survivors don't know going in what he has available. They have to fall asleep and actually touch one before they'll know he has it... or prioritise waking up so they don't have to.

    This. Agree.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211023#Comment_3211023

    i don't mind fair anti-tunnel perks but i do mind when it's the same perk for years. kinda gets boring running the same thing over and over again, and with how prevalent tunneling is it'd retake its place as a required perk slot to avoid it

    i want options i guess is what i'm saying

    DS is good for the game and needs to be strong imo. simple and clear

  • @AnneBonny said:

    thoughts:

    phobia mode is interesting. never heard of a game doing anything like it before. not against it as long as there's no advantage to using it

    wouldn't hillbilly's addon changes bring back instasaw? i don't think we need that back

    i'm sorry but choice restriction sounds really bad. having agency taken away from the player like that would suck. it's justifiable for the killswitch to prevent abusing game breaking issues but perk combos that aren't causing bugs or abuse don't need a system like this

    map changes are good

    some of the shape changes are good, i could see them being applied to current myers (reduced stalking for drained survivors, stalk regeneration, etc.) but a lot of the add-ons seem to have lost what made them unique (particularly scratched mirror). tombstone piece was busted but judith's tombstone requires so much setup and only really works well in conjunction with fragrant tuft of hair. i say combine the effects of those into one add-on and give the hair tuft a different effect altogether. the one proposed here would easily be the strongest add-on in the game. the achievement change and charm also don't sound great to me, we don't need more exclusives of any kind

    really only on board with blight's add-on changes, the rest are kinda iffy imo. iri tag might actually be stronger with 4 rushes, usually you intentionally have to use all your rushes to get value from it even when you have an opportunity for an early hit

    perk changes are mostly good but:

    breakdown change is horrible

    decisive does not need to be meta again

    lithe is strong enough in its current state imo, although with the resilience change this might be okay

    prove thyself change is unclear. is it just a number reduction or a different effect?

    forced penance change is kinda eh, i'd prefer it to remain unchanged except the broken effect lasts until the survivor is downed.

    play with your food change sounds like it'd be pretty strong. wouldn't this just be a permanent %15 speed bonus for killers without special attacks?

    trail of torment just shouldn't show the generator aura. the undetectable ends after a hit so it's only good for 1 stealth hit anyways.

    i'm on board with most of this but i think there are definitely some issues

    why should DS NOT be meta? is there anything wrong with a fair anti tunnel that cant be forced/abused like OTR?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210143#Comment_3210143

    Had to keep these changes realistic after all, why else do you think there's no optimisation mentions either.

    They'll be here in about 2070, and that's an early estimate

    counterpoint: BHVR will make this game run on a toaster before buffing No Mither

  • that's a great post. I ain't reading all of it because I read half of it already

  • Same..as always? Two PTBs on separate weeks..

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209022#Comment_3209022

    This is a fair point actually. Anything to be learned from a bunch of perk or basekit changes might be irrelevant or at least overshadowed by the mori system stuff.

    They could easily release those as two separate PTBs.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209024#Comment_3209024

    I figure they also spent a lot of time on the two massive things in this PTB, which contributes.

    Anyway, that's not true. We just don't have balance changes coming to live. I remember this happening with another patch too, that contained quite a lot of meaningful changes but only tweaked a few addons for direct balance, and everyone acted like we got nothing in that patch too. Granted, that one had noticeably more than this one, but that makes sense given the context.

    5.5.0 at least had a few perks and some Killer QoL updates,voicelines and fun stuff.

    Now...literally jackshit is coming.

  • @jesterkind said:

    To be fair, it's not as though they can actually meaningfully test any new balance or content changes considering there's the gigantic and tenuous anti-slug and finishing mori changes in this PTB.

    Separate PTBs. They did that before. Either way,we have jackshit coming to live.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208169#Comment_3208169

    Mastermind - The auto win eventually mechanic is endemic to the game. It is how the game is balanced around the 1v4. Survivors are designed to eventually go down to the Killer. Also it takes 100s from an initial injury infection to get fully infected, and 37.5s for an infected tunnel slap into BT to get fully infected. The tunnel version can be addressed without hampering the 3 gens timer the basekit version would theoretically take.

    Oni - Oni can use his power when he gets an injury. It seems strange to me that you think Wesker should get no infection value when he hits someone, but Oni should get a free-er power for losing. His power is exceedingly strong and if you as a Killer are letting people drop every pallet it sounds like you failed somewhere along the way. You can run Lethal Pursuer to go after someone early afk or in a bad part of the map, or Monitor and Abuse to give them less reaction time, or any other perk to help you if you recognize a weakness in your personal playstyle.

    Deathslinger - Mending is boring, but you can juice value out of it regardless. If they chase you there is no reason to mend, if they leave you then let it drain as much as you are comfortable with before mending. Plus I personally like the memey lore aspect of tearing the people's guts out so the mend takes longer to stuff their intestines back in.

    Dissolution - Understandable for Dredge, but I am still confused by 38m as opposed to the more normalized 24/28/32 numbers.

    Grim Embrace - 40s is still really good time, and that is doubled to 80s with 2 procs. That basically gives 10s per hook, which is similar in line with Scourge Pain Res 13.5 requiring a Scourge Hook, and Pop at the middle value of 9s of a 50% gen (not counting the basekit kick and travel time there). It also has the unique aspect of blocking ALL gens as opposed to regressing a single one, making it effectively 160 gen seconds when adjusted for all 4 Survivors.

    Starstruck - Even without the abuse case of Nurse maybe keep the 30s downtime at the very least (40s duration 70s cooldown, giving 30s downtime).

    Mad Grit - That is a lot of potential small things to just blanket say no to all of them.

    Thana - I suppose, I just would never see myself running it since more people are getting value from Great Skill checks which would be unaffected. A 5% flat penalty in normal cases, and 0% in a good number more doesn't seem the greatest to me. Plus often times people like to use toolboxes early. That usually means they get the value before you have a chance to injure 2 people and restrict it.

    Mastermind/Oni - When Oni hits a survivor and gets blood juice he gets to just use his power, at all. The infection is a side thing for Wesker. Giving it the hundred is making it better than Plague infection where it's not only insta down but also auto win in chase because the Hindered.


    Mad Grit - Sorry I just don't have a good way to put my gripes with that idea into words



    Thana - Basekit corrupt + spawn logic is in the game,do remember.


    Dissolution - To compensate for no TR increases working I bumped it up.


    Starstruck - I'll keep the numbers tbh. If it proves to be too much we'll nerf it.

  • @RaSavage42 said:

    Call Of Brine- shouldn't lose is regression... but do agree with the information part being removed also putting the information part onto Surveillance

    Why change the mend timer on one Killer... why not Deep Wound in general?

    Also why not change the Gens from 90 charges to 80 charges?

    Call Of Brine's nerf is in the context of the baseline generator kick buff in Part 1.

    Deep Wound changes globally were out of scope for this developer update, however changing Caleb wasn't.

    Gens - I don't think we need it.

  • @CrimsonMothKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208183#Comment_3208183

    Lullaby - Fair enough, I can see where you're coming from

    Blight - True

    Nemesis - It could be used by killers to tunnel that one survivor, making it strong, and they are unable to remove it on their own.

    Pentimento - Most perks are miserable in Solo Q, I understand that much. But yeah, it can be oppressive.

    Grim Embrace - It could make it meta, but with the ease of slowdown the current meta perks give, there isn't much going for it.

    Dredge - For me, I want an Addon that makes him invisible when using his power, but he no longer has his Remnant. But the idea that during Nightfall you can't slow him down, sounds like something for an Iri addon.

    Nemesis - I agree, he did miss a mark on many areas for me too.

    Nemesis - Maybe stunning the Killer would disable it for a while if you're the obsession



    Grim Embrace - Well I nerfed some other stuff so we'll see.

  • @CrimsonMothKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208094#Comment_3208094

    Oni - Fair enough, so he gains that little extra help early, not too bad.

    Blight - The main difference between him and Spirit, is that Spirit has a lot more control over her direction, not to mention her attack out of Phase is a basic attack with increased lunge and stealth capabilities. Blight needs to be 115% out of his power as it is more difficult to use and using it for mobility means that if you see a survivor and start the chase, for a good while, you can't catch up to them to M1, you must rely on your power.

    Nemesis- Would be too strong then.

    Mad Grit - Fair enough

    Brutal Strength - it's an alright change, wouldn't have that big an impact.

    Dragon's Grip - Agreed

    Dissolution - We would have to see

    Starstruck - It's a strong anti-body block perk as is. Use with IG and Agitation and you can have a pretty strong perk. It's meant to punish Altruism.

    Thana - Ok fair enough. Could be an interesting change.

    Coup - It's a niche perk, making it a hex would make it stronger definitely, but it'd wouldn't have a major impact.

    Grim Embrace - Encouraging Killers to go for hooks is good. It's just that 30 seconds is a long time as is. If you want to extend that and add regression to the gens, then don't reduce the number needed to get the perk working.

    Overwhelming - Fair enough

    Lullaby - Is your issue with Lullaby or Devour?

    Pentimento - The point of pentimento is it gives survivors and killers more objectives to do. Survivors do totems, killer resurrects them, survivors do totems or face slow down.

    Also, opinion on Dredge and Nemesis?

    Lullaby - Lullaby. It's too weak and should get strong value on 3 tokens.

    Blight - I think any half-decent blight with his plethora of addons will have little trouble.

    Nemesis - Disagree personally,but we could see.

    Penti - I would like some change to it that would make it less miserable in Solo Queue if you dont want a numbers tweak.

    Grim Embrace - The reduced hook requirement really was there to push it into the meta and get everyone addicted to it. It would get nerfed later.

    Dredge - Decent,might want to add a "phase through locks but dont break them during nightfall" or something. Also make him not gain BL while holding his antiloop.

    Nemesis - Honestly I dont know. I dont like his design at all. He is not overpowered but just..not very fun.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/348431/my-dream-patch-to-try-and-fix-dead-by-daylight-part-2

    Spawn logic- seems fine, I would keep the offerings just trade solo and all grouped between Surv and Killer.

    Medkits - I'm not sure I quite like the numbers here, and I also really dislike the Purple not even allowing self-heals anymore. I think a fixed medkit rate would be much better (66%) with doubling all altruistic values. That way using medkit charges would be more time efficient on ally healing than self healing.

    Toolboxes - The purple changes seem strange to me. Why entirely remove gens from the sabo box but not entirely remove sabos from the gen box? Even then the current sabo box is basically only a skillcheck box for gens, that is good enough I'd say. I don't like making the best gen box more efficient on gens though. Also with your Hyperfocus change you can burn out all the charges and that makes the gen considered non-toolboxed, so then you can use Stakeout when there are no charges remaining. You can get a couple quick Greats then have the Stakeout bonuses be all the juicier. Personally I would just disallow Hyperfocus with Toolboxes entirely.

    Keys+Maps - Are the add-ons going to be combined? I think that is too much value personally. I like the idea of Keys for player auras, and Maps for prop auras. I would also make keys have 24m Surv on charges basekit, with the add-on being changed.

    Surv perks - PT is fine as is. In reality it is usually a Killer perk as it makes Survivors think grouping up isn't a bad idea.

    DH shouldn't be the one to get this effect. Instead I would remove deep wound from BT/OTR and other anti-tunnel endurance effects. This way you could be double tunneled and still have DH or a Styptic in your pocket.

    CoH would need some form of intel to tell people you need to be healed in the boon's aura. I'd have 4/3/2s of standing still in the boon show your aura to fellow survs, maybe also with a loud noise the first time per injury.

    Self-Care is that in addition to the current 35%, or replacing? In addition would be good.

    Dance With Me's effect could also be put on Boon: Dark Theory, but I would add an extra sound cue for when Dark Theory vaults are made so the Killer knows.

    DS I would also set the ammo/charges to 0 and prevent recovery until the timer runs out. This would help against the more problem Killers like Artist/Blight/Nurse.

    Bite the Bullet I agree with the 2nd part, but I personally don't like the anti-A Nurse's Calling. Not enough people have a relevant aura perk for that anyways.

    One final suggestion I would have is for Repressed Alliance. I would make it place a 30s block or remove 30s from any entity block, that way you can counter Deadlock/DMS/halve No Way Out.

    Killer perks - Call of Brine and Dead Lock are fine as is, they don't need to be nerfed. CoB can be countered by Great checks, and Dead Lock is only bad when used by camping, so address camping not this.

    Pentimento is a bit of a soloq stomper, but I'd say to keep 30% at 2 stacks or more, or 10% per first 3. That way the gen speeds more gradually ramp up and you don't get as tortured from the random cleansing the Plaything you purposely left standing.

    NOED is fine with the speed, and it actually serves Survivors more before it is revealed if they feel the Killer running all the faster.

    DMS could be really good or bad with 50s, and I would offer a hybrid version to go back to its Obsession roots. Obsession gives 50s, and non-Obs gives 20-30s (tbd).

    IG/FU/BS/Agi/LB/Nem/UP/BoP good, but for Mad Grit I'd make dropping always take half as long and reset recovery (or even wiggle regress also) on that first drop (to be the go to counter for sabo).

    Not a fan of Grim Embrace, I'd allow it to proc twice instead as long as everyone is alive, (to encourage 8 hooks before killing) and reveal all Survs when you do that 4 hook proc on the Obsession instead.

    Huntress Lullaby I think should be a Hex only if it starts charged, or spawn the hex on first hook if it doesn't. If it starts charged then noobs can cleanse it early and get rid of it, and more experienced players can do what they like.

    Coup de Grace very cool change and I like it.

    Overwhelming Presence I think the draining is a bit too fast, and I personally prefer it being TR based.

    Oppression as long as the kick on a regressing gen is tied to the CD then that is fine, but it could be cheesed for a 3 gen if it isn't tied to the CD by repeatedly kicking your 3 gens down to 0 for the 2.5/5% basekit kick regression.

    Dragon's Grip might need to be toned down a little, but reduced CD in general is good.

    Dissolution would be good and bad, and I'm confused by the range of 38m. Is that supposed to be 28m like A Nurse's Calling? I don't like that being revealed to someone not in chase for undetectable Killers though. Maybe only reveal the perk if the Surv is in chase also.

    Starstruck is good enough as is imo, no need for changes, especially since the CD effectively is only 30s once it runs out.

    Thana would now do nothing to co-op gens, since co-op gens already reduces the efficiency (1.0/.85/.7/.55). I'd swap it to 2/4/6/8% for 2/6/12/20% total penalty.

    Killers - With Deathslinger, I don't like the Mending nerf. That is the closest thing he has to 1v4 in having a 12s mend instead of the normal 8s. The movement speed might be better like other people's suggestion of 4.4 loaded 4.6 unloaded.

    Blight has good changes. Question though, would the charge penalty wait to recover until after hit recovery? If it doesn't then Adrenaline Vial would be ready immediately after swing, and normal power usage would only need 1.3s of waiting otherwise.

    Plague would revert the last QoL patch? The fixed RNG seems fine, but idk about reverting the QoL buff. I do think something needs to be done about her facecamping prowess though, and these changes don't affect that.

    Mastermind I would say no across the board largely. The only thing is Infection progress in chase should be tied to being unhooked and not using a Spray yet. That way tunneling off of hook can't progress it, but if they had time to use a Spray then they are fair game again. That could also set infection at 1% instead of 50% on being unhooked if above that number.

    Pig I think the crouch buffs are decent, but she is extremely quiet for a basekit stealth Killer. I think that is why they don't let her have decent speed in stealth. The boxes are more based on the maps, so if map sizes are being fixed I don't think you also need to also adjust the box times.

    Oni god please no. Oni is one of my most hated Killers because of you being punished for other people's failures. When he had the bugged blood rates that was so oppressive and a nightmare to face. Also it is good to have counterplay for Killers, and if you kick every pallet early then Survivors have nothing to save them later in the game. Again maps are the problem, and if you have to kick the 30 pallets of The Game or Garden of Joy, that means TG/GoJ needs to be adjusted, not Oni.

    Plague - No,it wouldnt. It's a slight nerf,I dont seek to do that.

    Mastermind - I dont like an auto win mechanic eventually in chase,I think that's bad design. If Wesker is getting ######### on for a while he shouldnt get an 8% hindered.

    Oni - This comes out from a place of "I would like Killers to be actually able to use their power"

    Blight - Yes,you will start recharging post basic attack cooldown. This makes it impossible to instantly follow up an M1 wiith an M2.

    Deathslinger - In my opinion mending is way too boring. If we want Caleb to be better in his 1v4 there should be a movement ability for him.

    Overwhelming Presence - Yeah.

    Dissolution - There's a reason I took off the TR and put it up to 38m. I was frustrated several times by hitting a survivor and them vaulting a palelt only to find out "oh i have undetectable and it doesn't break the pallet,#########". This happens often on Dredge for example.

    Opression - Confused on what you're asking here? Yes,you won't be able to kick a regressing generator for the next 60 seconds after the kick.

    Grim Embrace - Cool idea,but would need a longer timer imho.

    DMS - Holy,that's actually a really neat idea. I love it.

    NOED - Personally I think a lot of newer killers use it as a crutch as the 4% haste helps them get Bloodlust 1 in chase and win more games,thus making them reliant on it. Hence me wanting to remove it. If people want to see NOED before it's revealed,run Deja Vu :)

    Starstruck - Again,Nurse is nerfed and cant use exposed anymore. I think it's okay to buff this one.

    Mad Grit - Respectfully,no.

    Lullaby - Penalties for missing skillchecks are active on loading,with the speed up of the skilllchecks and their notifactions happening with the stacks.

    Thana - Yes but at that point they're cooping gens either inefficiently or with the nerfed Prove.

  • I dont get why they made the first 25 levels so pretty and then all the ones after it really ugly ngl

  • @CrimsonMothKing said:

    I main killer so here are my insights into your killer based changes:

    Meta Perk Changes

    1. Reduce the regression, sure. But removal of the notification is not needed.
    2. Dead Lock could use some tuning down. Maybe.
    3. Pentimento doesn't need a nerf.
    4. Jolt could use a buff so it works with abilities, but basing it around the survivor could be too strong or too weak.
    5. Eruption is fine.
    6. NOED doesn't need any more changes
    7. PR removing the scream would be fine. All it does it make survivors stop working on the gen so DMS can trigger

    Non-Meta Perk Changes

    1. Iron Grasp, I like it
    2. Fire Up, as niche as it is, a little bump could be nice.
    3. Brutal Strength, stomping boons is already a quick action.
    4. Agitation, yeah sure.
    5. Mad Grit, is that once a match, or does it have a timer?
    6. Grim Embrace, if you're upping the duration and adding a regression, don't reduce the Hook Requirement.
    7. Huntress Lullaby is fine as is.
    8. Coup De Grace is fine as is.
    9. OP is fine as is, having the passive drain would be too strong.
    10. Oppression, if you can kick regressing gens, there is no reason to reduce the cooldown.
    11. Dragons Grip could use a buff, but not that low a cd.
    12. Lightborn, I really like this change.
    13. Nemesis, is this after they become the obsession, or from the game start.
    14. Dissolution, 38m is too far, 32m is fine.
    15. Predator countering Lightweight could be alright, still not a perk that many would use.
    16. Starstruck does not need a buff
    17. Thana, don't quite understand the suggested change.
    18. Unnerving Presence, could be an interesting buff
    19. Could be nice for beast of prey.

    Killer Updates

    Deathslinger

    1. Don't play him, wouldn't know

    Blight

    1. Why reduce movement speed?
    2. Could be a healthy nerf, stops his instant catch up and down potential

    Plague

    1. she is fine as is

    Mastermind

    1. No
    2. It would put him more in line with other killers like Pig and Onryo.
    3. If the infection outside of chase is slowed, and he can't progress infection in chase, on top of the slow being non-existent, what would the point in his power be?

    Pig

    1. This has been needed for a while
    2. Would definitely help her more
    3. No

    Oni

    1. He gains enough blood as is. Especially with addons.
    2. How long would he have this pallet kick speed for?

    Oni - Until he gets in a single hit or reached 33% charges.

    Blight - Think of how Spirit has 110% because her M2 is that strong. Same logic goes here.

    Nemesis - Constantly.

    Mad Grit - Pick up a survivor and you can only drop them once with no penalty until they get picked up or get hooked.

    Brutal- It's just a QoL thing.

    Dragon's Grip - If it proves to be too strong,sure,bump it to 30/40s.

    Dissolution - I doubt tbh. We'll have to see.

    Starstruck - If Nurse is no longer as strong as she is and cant use exposed status effects on blink attacks,isnt Starstruck a bit weak?

    Thanatophobia - It caps speeds. So if you work on a generator,even with a toolbox or prove or whatever you will always work at this reduced speed or less.

    Coup - It's way too weak.

    Grim Embrace - I would like to encourage the Killer to rapidly go for unique hooks,personally. We'll see if it's too much.

    Overwhelming - Yeah,maybe. I dont like this design in hindsight.

    Lullaby - In what world does Lullaby look fine to you when in the same game Devour Hope exists with practically same requirements to work.

    Pentimento - Maybe it could only be 20% but it's looking a bit too obnoxious with some combos ATM.

  • image.png

    The Nightmare

    The Nightmare has been removed from Dead By Daylight.

    Dev Note: We fell asleep while reworking Freddy so we had to remove his broken code from the game until someone with enough caffeine can go through it.

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/348431/my-dream-patch-to-try-and-fix-dead-by-daylight-part-2

    You put a space after every comma in most languages including English. Also, I guess I like most of these changes? I REALLY like the buffs to niche perks, though things like Nemesis are a little too strong (should maybe become a Hex or apply a longer Obliviousness effect every time you get stunned? then Fire Up is STILL way too weak. You could buff it to 8% per gen and it wouldn't be very crazy, because you need to lose gens to make it work.

    Hysteria needs a buff, Fearmonger needs a small buff, your Overcharge and Call of Brine nerfs are very weird. I like Dissolution's buff, it shouldn't be a TR reliant perk at all because it can stop applying mid chase with stealth Killers, with Tinkerer, Hysteria and Obliviousness perks and the status effect. 38 meters is a little wide but the Survivors get a notification for it and you can slow vault pallets during that time out of the Killer's TR, so not the worst thing ever. I would maybe even make it just a map wide effect? Slow vaulting pallets is not very oppressive.

    Weird Deathslinger change, good Blight change, terrible Wesker nerf. I know after this patch we would get a very interesting new meta, and good riddance to strong medkits and toolboxes.

    Yeah I didnt address every perk in the game sorry lol

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207536#Comment_3207536

    Proove - ok let's agree to disagree. I personally don't care about the perk so if it's gone, I will not mourn it.

    OC - limit it to 1 gen and I am ok with this change. But I think this might be too big nerf in eyes of other killers (I think the perk will be still very good, but no longer meta).

    Lullaby - I don't think the effect would be bad. I think even current effect is strong. The problem is, that the effect has very short lifetime given how much time you have to get rid of it + how much time it takes until the perk does anything. To clarify - if you could hide lullaby really well, this could potentially win you the game. But there is very good chance, that the perk never activates or activates, but not long enough for any survivor to miss any skillchecks.

    It will already be noticable compared to it's current state at just 1 stack. If it's gone before 1 stack that's just a hex totem issue.


    OC - I've already noted it only affects one gen at a time in the OG post haha. I think it's always been outclassed by CoB anyway,so with changes to CoB and OC constantly changing skill checks instead of giving one skill check it creates more opportunities for synergies.

  • @Gandor said:

    Proof - well I subscribe to Scott's video about this one. I don't understand why so many people bring it. From my point of view there are much better perks (even gen oriented perks) that don't force you to coop generators (and cooping as the start of the match is bad even if there was absolutely 0 speed downside to it - which is not entirely true even with proof). But as I stated before - I would not be sad if the perk was fully deleted. It's way too overrated in my eyes.

    OC - yes it deletes hyperfocus. You don't see this perk that often if you are not very high MMR anyway. But sure - if you want a perk that counters this one, I have no objections. But to be fair - the effect should get time limit (current OC is disabled when survivor touches gen - so new one should have time effect?).

    Also lullaby - the biggest problem with this perk is, that it is active only after all the hex spawn points are well known. The perk will never be good under current conditions or even after your change. The devour hope is also active only after you hook 3-5 people, but the effect is WAY stronger. Making dhope a gamble that can pay out. For lullaby there is no effect and it will probably fall. If you are lucky, the effect is strong but not really game changing (and making perk synergies with such a gamble is meh - that's also answer to your OC change). I think it would make more sense if lullaby was unlit until you hook 1st survivor. This would make it kind of unique in contrast to all the other (but NOED) perks and provide the benefit it actually needs most (after 1st hook, killer has pressure and it's harder to look for hexes).

    Plague - well then make her corrupted fountains (maybe all 3 in case of apples) spawn on more central fountains. This I think is a fair change. No need to do anything more.

    Predator - as stated before - even if you don't change interaction with lighweight, predator would still be counter to it. Because it adds most-important seconds on it (initial seconds have way more value then last seconds).

    Agi - yes it works thematically. But not balance-wise. Agitation is already very good. If you want to buff it, you would also need to nerf it somehow and that makes less sense to me.

    Dance with me - I think it would be still a bit too strong to have both effects active even if it was once per 40s. And yet it would be too weak if you make it also exhaustion perk. Maybe make it 60s cooldown and then it could probably work (or change it again after we see some usage).

    Prove - I don't agree with Scott, personally. The immense strength of Prove Thyself is finishing a gen before a regression can even kick in. If you split up on gens one of them could be regressed. If the gen is already done the Killer can only cope and seethe.


    OC - I think it's fine to permanently make one generator's skill checks more difficult. When you kick another one it stops affecting the OG gen with the speed up.


    Lullaby - I think you're underrating how strong it could be after this change. Less time to react and more skill check speed will make those tricky.

  • @Gandor said:

    Fire up- My bad. LOL I read lockers and thought chests for some strange reason xD Then it's OK the way you wrote. I have no issue with it

    lmfaoooooo. honestly based let c

    basement bubba open a chest

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/348431/my-dream-patch-to-try-and-fix-dead-by-daylight-part-2

    So you basically want for survivors to be injured whole game (especially in soloQ and lower MMR levels). Destroy medkits, destroy CoH and destroy SC. What other options do I have? Pharmacy to compete with other survivors and inner healing to make pentimento big again. To compensate, make DH even easier to use but keep everyone injured all the time. I don't like any of this one bit. DH requirement included. I want more ways how to heal. Not less. This reduces all my options (worse medkits, SC was already bad by devs and is totally useless with your change and butchered CoH (same way as base shattered hope would butcher it) ). Also if you make this work, you need to nerf all the hit&run killers (poor weak sadako is suddenly very strong and I dread seeing wraith - especially with silent bell addon).

    Also proof thyself - I don't care about the perk because I never use it - I am pretty sure it's overrated. 6s per gen if doing it in duo is almost always not worth it. But with your change you could have just deleted it altogether. Devs didn't want perks to be taken just for BP. You made this perk provide only limited BP.

    Keys - please remove them already. They are useless. Worst item you can get. And dull keys actually block usability of chests and make it huge sadge when you find them (actually I feel the same for any key as hatch got nerfed hard). The biggest buff to chests possible would be to actually get rid of keys. Chests would still be waste of time, but sometimes they would be useful.

    Maps - another thing I don't like. Personally I don't use those (but my SWF does so I don't play them in my solos), but it can be fun to face scratchmirror on lery's. It will be quite boring if you face scratchmirror on mother's dwelling, and you will probably never see scratchmirror ever again if you remove map offerings.

    Dance with me - you would make it really OP just for secondary effect. You have no idea how much speed bonus this would actually provide. There are some windows that are never usable. With this perk, they would suddenly become VERY good (e.g. the game and the window next to 1 exit gate). I mean the idea could be nice, but I would not add this to any usable effect. This one should be perk on it's own with quite some cooldown (like 30s or more).

    Head on - well I think you forgot about bully squads. 35s could create some very unfriendly environment for many killers.

    Overcharge - well I don't like this version. It makes it easy for everyone (15% without great means the effect does not need to be there at all). Basically if you have more then 10 hours in game, the effect boils down to you have no greats.

    Eruption - I think 10s is a bit too weak. Make it 15s from 25s.

    NOED - it does not need any more nerfs. If you remove haste, you can remove aura of it or vice versa. The only possible problem with NOED is, that killer can get very lucky and be able to hook next to the actual totem making it rather cheap single kill. But I can't think of any reasonable solution to it. Maybe if this perk activates on 1 totem, then make this perk spawn additional totem that is far away from last lit totem (like brand new 6th totem) and if survivors cleanse any one of those, the perk deactivates (similar to hounted ground, but with 1 totem that did not exist before). But to compensate for this nerf, remove aura and keep haste.

    Fire up - what do you mean opening lockers? Killer don't open lockers. Should fire up give away it's effect by slowing survivors that open lockers? (this will actually help survivors that like to use flashlight for saves - they will know to adjust flash save timing)

    Agitation - I don't think it needs any buffs. Contrary to Iron grasp, this perk is used quite a lot. Especially with starstruck, scourge hooks and other TR perks. I mean - it's not too strong, but adding 10% speed to miss flash timing also on this perk is quite a huge buff.

    Overwhelming - I see better franklins and additional effects to augment it. So flashlights and medkits will be useless (you no longer can get full heal). Loose the passive part please.

    Dragon's grip - well this is very strong effect if you want to reduce cooldown that brutally. Personally I think this perk needs only longer effect (longer exposed time) and does not need any other adjustments.

    Nemesis - way too strong. It's not like the perk is not being played without any buffs. Oblivious status effect is already very strong thing and you want to slap it onto already good (even if not meta) perk. I mean the perk is rarely used on it's own, but it is part of many interesting builds that need obsession. Rancor being just one example.

    Predator - I don't think any perk should work in a way that "deactivates perk X of survivor". They counter each other, but predator basically always wins, because it applies also on survivors that don't have lightweight and because any additional second is less valuable then previous one. I mean the perk might want to get some buff, but this is not it.

    Starstruck - sure. But part 1 about disabling nurse is a must. Can't buff this perk with current nurse.

    Thana - I would go for larger number. 5% is not that much. on 90s generator it's 4,7s. Make it 4% for single and 8% for 2 injured survivors (on all the actions it provides - making it 7.8s on generator (btw that's more seconds saved then proof thyself gives survivors)) and the perk is fine.

    unnerving - makes less sense on sabotage - that interaction is short and possibly shorter then the end of skillcheck zone. Also that would be the same as giving skillcheck during flash save which is also very weird. For mend and opening exit gates it would be OK.

    Plague - I think she is already fine the way she is. Actually if she does not have iri addon, it's easy to loop her around rock and a pallet. Less easy with gym and a pallet but still quite OK. Making her even slower would feel bad. On the other hand fountains in the edge could give possibility to cleanse when she camps basement. I don't like your changes on this specific killer.

    Mastermind - 8% hindered is good. 2% would not be punishing at all (I would never cleanse for 2%). Also 15% slower progress gives way too much time. But I agree about progress during chase. This one aspect makes it guaranteed that you can tunnel someone out which does not feel good. I think mastermind is OK the way he is already. He can be too oppresive at 3gen (I don't know how to solve this) and he can have guaranteed tunnel with uroboros infection (which I addressed). I think the killer is quite all right otherwise (talking from perspective of - I play against him often and haven't played as him yet).

    Oni - compensation nerfs would be required. Oni has 1 single weakness that is compensated by one of the strongest abilities (especially if you learn how to flick with him). You want to have him start quickly and leave his strong power be. That's like lowering stalk requirements for meyers (especially both-iri-addon meyers). Suddenly the killer is very OP. Every killer should have a weakness or 2 and Oni's one of the biggest one is slow start.

    Overall I don't like part 2. I would scrap whole part 1 if it means scrapping part 2 as well.

    Yeah I don't like healing and I think it should be focused on altruistic healing instead of self-healing. Those are my two cents. There were a bunch of buffs to altruistic healing here.

    Wesker - I'd rather see a buff to his chase to compensate rather than not nerfing his infection, personally.

    Unnerving - It's just there to throw you off, doesn't need to make much sense. (Fun Fact: This used to be a bug on this perk)

    Oni - I really hate how you can just go to Gideon and not have a power until the last gen pops. If he needs a slight nerf to account for his kick speeds,I'm fine with that. I would just like to be able to use my power.

    Nemesis - Is it, though? I would like to see the perk occasionally beyond pure obsession builds.

    Prove Thyself - Sure,get rid of the BP part if your want to. I would just like for prove thsyelf to require a bit more effort as it practically makes stacking on gens 100% efficient.

    Overcharge - I think you're underrating this perk. Combo it with Lullaby and you're not gonna have a good time + hyperfocus will be countered.

    Plague - Plague's one corrupted fountain being super RNG is a huge issue and standardizing that is good,imo.

    Thana - 100% could go for larger numbers. Those are just safe ones so the perk doesn't get out of hand.

    Overwhelming - Yeah,I suppose? I would like the perk to be used,but I guess it would be better off with a complete repurpose.

    Fire Up - Killers do open lockers? There are already other perks that speed that up like Iron Maiden and pre-nerf shadowdance on wraith.

    Predator - Doesn't deactivate it but directly counters it. Didn't know how to word it better tbh.

    Agitation - I just went along with the theme a little bit. Agitated killer is trying to get the survivor picked up asap.

    Keys/Maps - As I mentioned I would like them to be one uniform item for aura reading stuff. Just couldn't be bothered to do it for this one.

    Dragon's Grip - Might need toning down. I am looking to see it rise in usage,though.

    Dance With Me - Do note,once you vault any window this perk deactivates for 40 seconds.

    NOED - My reasoning behind the haste removal is because how many Killers rely on it as a crutch. If you remove the haste effect,they won't instantly get a bloodlust 1 basekit,so they'll actually need to learn how to chase without.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207159#Comment_3207159

    Here we go again. If something is fair, then it's not good for killers.

    Corrupt showing up in 50% of my games is weak overrated thing that nobody needs. Right...

    Knowing if somebody is in chase. Imagine, that in SWF there could be less then 1s message to comms "Killer is on me". Is that thing so unprobable? How can giving this information to all survivors be anything but balancing things? And how could it especially be buff to SWF coordination (and not just gap close between SWF and solo)? In what universe is that true?

    Also baseline BBQ. You have no idea how strong that baseline buff is. The way it is worded by OP is not anyone further than 40m is revealed. It's the survivor that is farthest away. This can potentially give huge macro information. If you see single survivor that is not that far, then you know whole team is here. That is borderline OP for skilled killers. This in itself could make the patch imbalanced toward killers.

    @kizuati doesn't even solve all the stuff and I still think the game should address last 2 survivors situation (where they already know that they lost). In this case it's rather easy to be stuck in hostage-taking situation, as it's rather easy that one of 2 things happen - a, both survivors decide to hide and do it well - waiting for the other one to be found and killed first to have a chance at hatch. In this case killer is being kept hostage. b, one is found and the other is being slugged to deny hatch. This can be even worse than 4min slug (like this can go for hour), because all the killer needs is keeping the other player alive and let him wiggle out and catch again for as long as he wants or until the survivor decides to tell where the other one is hiding. Personally speaking, I think hatch should be able to spawn for last 2 players under some condition (e.g. nobody touched gen for 30 seconds) and be open for single survivor. If killer finds it or the other survivor escapes, then short (90s) EGC would start (so that killer has some edge - he originally won the game, so this is only fair). It would prevent end game hiding. But @YOURFRIEND already screams survivor sided patch and this technically is helping survivors a little (even if from MMR's point of view it should not change that much)

    From what I see this patch would lessen difference between SWF and solo + buff killers. As a selfish SWF player - I would tell this patch is just pure horror, the OP is mad to even propose this and anyone agreeing to this patch must want to kill the game. But I don't see us vs them the way you do. I want fair games. These things go in that direction.

    Oh I like getting called a mad woman for making a DBD patch, that's based.

    As for this skewing it too far for Killers? I dunno. In my second part I've returned DS to being a useful anti tunnel too and nothing else and changed lots of Survivor and Killer perks.

    It would definitely be skewed in one way or the other but I honestly don't know whether or not this patch would be survivor or killer sided lol.

  • @YOURFRIEND said:

    Okay. I'll go down this one line by line as well.

    This may be controversial but I do not care about map offerings or items. They don't matter to me. Sometimes it's fun to play vs. survivors on a map of their choosing and win anyway. I do think white ward should be much more common though.

    You've butchered prove thyself. It's merely a good perk and doesn't deserve that.

    Dead hard is already a good perk and doesn't need any buffs. I still see it every game.

    So circle works to mitigate the medkit nerfs from earlier? Hard pass. I'd rather just have shattered hope base.

    Iron will. Like many of my opinions, my take is rather unpopular. Iron will was absolutely busted and I'm glad it got nerfed. Also unpopular? It's still good. It's good to have a perk with anti-exhastion synergy.

    Reassurance? Good change! It should definitely work per hook state. This is what I would do with the perk.

    I don't have an opinion about hyperfocus. I'm not certain the meta around it has settled enough to determine how powerful it is.

    Self care. Seems you're negating the medkit nerfs from earlier again. Why propose them and then immediately do away with them via a couple perks? Very odd.

    Buckle up. Very interesting change. I like it! I prefer stuff that encourages survivors to work together without giving them everything wholesale.

    Dance with me: you're turning it into a second chance perk. Surv messes up and still gets a fast vault. This would be hard meta, extending chases like old dead hard did. No thank you.

    Calm spirit. Yeah it definitely doesn't need the speed penalty. Dunno what they were thinking.

    Dstrike: you're literally buffing it from it's previous incarnation. It doesn't only affect "tunneling killers". The obnoxious aspect of it was using it offensively and you're doubling down on that. Just make it 5s and call it a day.

    Head on doesn't need buffs. It's fun and I run it all the time.

    Kinship. You made it base earlier, so whatever. Nobody would run it because they don't need to.

    Bite the bullet is already low-key good. It doesn't need buffs. Especially one that completely counters an entire suite of killer perks on demand.

    Visionary? Yeah sure. Nobody would still run it

    Deja Vu. Good theming, but every killer exposed ability is earned and conditional. You probably wouldn't see it often, but when you do it would be absolutely infuriating. Frustrating moments in the game should be curtailed, not encouraged.

    Solidarity. Keeping with your general theme of making it easier for survivors to work together and encouraging it. I like it.

    Okay. Next.

    Call of brine. You've butchered the perk. 15% is actually a deceptively big numerical change. The perk is conditional: a killer has to find and kick and gen and not have a hovering survivor immediately tap it. Not worth it anymore, especially since you removed the base kicking speed increase with the last one.

    Overcharge is fine. Tap the gen.

    Dead lock. It's fine how it is. Easy to counter after you realize the killer has it: simply split progress across gens and it's irrelevant.

    Penti. So the reward for having a survivor cleanse a totem, going out of my way to light it at a location the survivor is already aware of and can simply break is.....half of it's previous value? Lol. Nobody would run this. It's awful and far too conditional for that reward.

    Jolt doesn't need buffs, especially since the m2 buff would mostly negate going into a locker to counter it.

    Eruption definitely needs either this nerf or similar. Doing nothing for 25s feels horrible.

    Noed is already dead. Please stop grinding the corpse into mush.

    Pain res. Scream, don't scream. I don't care. I'm just sick it it going back and forth all the time.

    DMS doesn't need a buff. It's an easy to proc stall perk.

    Whew. Okay.

    Iron grasp: sure whatever. Nobody is still gonna run it outside of meme builds.

    Fire up. My idea is to just make it start with a token this is fine too.

    Brutal: sure. Conversely leader and resilience should make blessings faster. Consistency.

    Agitation. Uhhh.. Okay? This is hardly even a buff. Or anything.

    Mad grit: I don't see why this has to be once. It's a weak effect.

    Grim embrace could definitely use this or similar.

    Lullaby: I'd have to play with it to see if it's actually consequential but I like the gist.

    Overwhelming. I like it as it is as part of the suite of terror radius perks. There aren't enough of those imo.

    Oppression: that's a neat niche you've found for it. Could work!

    That's an interesting way to take Coup. I'd like to see how it works.

    This would make dragon's grip oppressive on killers that get fast follow up hits. Way overbuffed.

    Lightborn should already work this way.

    Nemesis is good. Good theming. I like it.

    Dissolution should work this way, yes

    Predator sounds good. Dunno about directly countering lightweight.

    Starstruck doesn't need buffs.

    I've seen this thanat idea before. Ultimately pointless, thanat would still be in the dumpster.

    Unnerving presence is a cute one. Could catch survivors by surprise.

    Beast of prey: still absolutely pointless.

    Deathslinger: it's cute that you can't even give him a straight buff. Gotta have that compensatory nerf, huh?

    I was thinking about the exact same blight idea earlier today. It might be a little too harsh to have him be 110% on top of not being able to follow up rush.

    This would make plague feel awful to play. She doesn't need nerfs. The fountain thing is a cute QoL but that's once per game.

    You've butchered Wesker for some bizzare reason. He's high B tier at best. Doesn't need any nerfs.

    You've also completely neutered pig. Is this a joke to go along with the nerf pig meme? Cuz you've made her main power absolutely pointless.

    Oni doesn't need any buffs. After the first hit he's got basically 100% uptime on his power. He doesn't need that singular weakness of having to get the first hit negated.

    Other stuff:

    Don't have an AMD GPU, dunno what this is and don't care. The framerate should indeed be unlocked.

    Giving money directly to a company for changes is slavish and gross. They make plenty of money and should want to improve the game on its own merits. They aren't a charity, they're a corporation with commiserate risks and rewards.

    Okay. I'm done now. Gonna go lie down.

    FSR is not locked to a GPU, it's available for anyone with a slightly modern card.

    Also please tell how can you force DS? Like legit,how is it possible to force it? Nobody's forcing to open a locker or pick up a survivor that's just chasing you around not doing gens.

    Starstruck is fine when paired with a Nurse nerf.

    Mad Grit - it's a secondary effect that's unexpected. Could be cool with Starstruck.

    Deathslinger - I literally just nerfed his mending time,c'mon. You like holding M1?

    Plague - No,not it wouldn't. It's a very small nerf to her speeds. If you think her corrupt fountain always being in the middle is a minor QoL thing you've clearly never used it well.

    Call Of Brine - You basekit remove 5% of a gen now and do it in 2 seconds. I think CoB will be just fine.

    Pig - Yes,I nerfed her slowdown. Too bad.

    NOED - I don't know about it being dead even slightly. I was immensely surprised recently by the Otz statistics post where noed was the perk that the singular perk that super spiked his killrate.

    In my testing it did so too so it warranted a bit of a nerf.

    Deja Vu - Could go along with Myers and Ghostface just insta downing you on basics without the Exposed status effect.

    Jolt - It doesn't work when you locker grab. It's either special or basic attack. Not when a surv goes down like eruption.

    Self-Care - That way survivors are dedicating an item and a perk to healing at normal speed. Plus now self-care claudettes stop being a meme. Note that this speed is unaffected by speed bonuses.

    Bite The Bullet - It's extremely niche and barely does anything right now,no.

    Wesker - I don't care if this makes him weaker because he can't tunnel as hard. Too bad.

    Penti - it will still have it's place in some builds but 30% was way too much. Maybe it can live with 20.

    Oni - Oni is just fine getting a buff. I would like to see him actually getting to use his power once he goes to Gideon


    Play risky and stun him to get distance or pre-drop and don't gain as much.

    DMS - It will be more difficult without PR and considering it doesn't really synergize with many other perks I think it's okay to give it a buff.

    Dance With Me - How is it a second chance perk? You would be intentionally going at windows at an angle once 40 SECONDS.

    Dragon's Grip - Like who? Nurse? Because she just got nerfed.

    Iron Grasp - yeah, it just is not outclassed by Agi anymore.


    Prove Thyself - Yes, it's a nerf. Big surprise.

    Circle Of Healing - I don't see how it negates medkit nerfs. You don't gain charges and can't continue self-healing. You cannot use self care to continue healing after medkits empty up either. Medkits are now a very limited resource.



    As for the DLC - I'm all for throwing a bit of money at them if it means they re-do the entire game's codebase, personally.

  • Anyhoo everyone! Part 2 of this imaginary trip is out. This has been a fun thing to put together and I hope it spawns more discussion in the community about all the cool stuff we could change in DBD:

    https://forum.deadbydaylight.com/en/discussion/348431/my-dream-patch-to-try-and-fix-dead-by-daylight-part-2

  • @YOURFRIEND said:

    These are vast survivor buffs. You've reverted most of the killer buffs from last chapter and given survivors catte blanche to bang out gens at all times, constantly knowing what both the killer and your fellow survivors are always doing. I don't understand why anyone would want hold W back.

    https://forum.deadbydaylight.com/en/discussion/348431/my-dream-patch-to-try-and-fix-dead-by-daylight-part-2/p1?new=1

    Tell me how I'm still survivor sided. I dare you.

  • @LuthirFontaine said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207045#Comment_3207045

    Well that is a shame, cause being forced to do nothing is a bit of a problem. I mean for me at least, the solo survivor with limited time to play

    I mean hey,with the changes outlined above,sole survivor will be waaay better.

  • @LuthirFontaine said:

    So what about sluggin? Or whats really important to me sluggin and forced to wait for timer?

    I feel like in the grand list of problems in this game ATM slugging is not up there,I'll be honest.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/348404/my-dream-patch-to-try-and-fix-dead-by-daylight-part-1

    Kindred - As long as the 40s ends once unhooked that seems good.

    Rest of Surv stuff is good

    Light/Heavy Pallets an interesting way to deal with the various pallets, but I'm afraid some Heavy pallets will simply be too bad to kick and Bloodlust would be a better alternative.

    Map tile adjustment - Does that mean Azarov's and Suffo Pit would be hard deleted? I don't think those middles could ever not chain lol.

    Remove Basekit STBFL - Honestly I would rather the Surv speedboost be set back to 2.0s from 1.8s instead. This helps against the more oppresive power use Killers without nerfing M1 Killers in the same breadth.

    BBQ - I don't think the furthest aura should be basekit. I would rather it be furthest gen recently worked. Plus what if the most hooked Surv is trying to stay away? Now they will incidentally be tunneled for trying to stay safe.

    Trapper - I would like it if they were fixed spawns near loops, either along the loop or on the pallet/window. That way you can arm the trap and move on rather than pick it up to move it 4 feet. The disarm feature seems cool and would be neat if it worked kind of like Wesker/Wraith in terms of re-arm speed.

    Billy - I haven't played him enough recently to really know, but I think a forced chainsaw might be worse in a lot of cases than just normal overheating instead.

    Wraith - Numbers determinant, but if the speed is swapped back to the post-buff nerf I wouldn't complain. I think people just needed time to adjust, and weren't given that time. Action speeds however I don't know about, especially with 5% basekit kick regression only taking 2s.

    Nurse - A bit boring but welcome. I've given plenty of suggestions in the past and those could work as well imo.

    I also came up with a bit of a shake-up and posted it previously. If you or anyone else would want to check that out and maybe take some ideas from it feel free.

    https://docs.google.com/document/d/1c7RuADzQ0EqtUNPNR6coApTtoJKvZr9SDeFJe0GRDRs/

    Oh yeah I should mention that it stops. It's there to show camping andies.

    STBFL - You see I dont like camping so I think I'm gonna stick with reverting the basic attack instead of the speed boost. For more opressive Killers,Nurse is reworked,Blight will get addon changes and Spirit is.. Spirit.. I dunno. I prefer the attack cooldown.

    Pallets - Yeah but heavy pallets are going to be on the really bad loops you dont even need bloodlust for or a power for really. They're there to punish mistakes by the killer and create an expression of skill for survs.

    Maps - It would be more that windows dont line up neatly and are a bit further apart. I'm sure further adjustments can be made. If there's one map where the change is #########,we can fix that one map.

    BBQ - I want to incentivize the Killer going as faaar as possible,that was the idea personally. As for the most hooked surv - just run Distortion Kappa. I dont think it would be much of an issue.

    Trapper - Yeah,the idea is that,y'know,you're going into his turf and half the tiles could already be with a trap in there that's either armed or unarmed. Then the trapper either just arms them or picks em up for their fav spots. That removes that awkward time where someone could call out all of your traps and gives you more breathing room.

    Billy - This is supposed to be in tandem with my addon rework (coming soon.jpeg) for him. You can cancel the overheat sprint like a normal saw after a moment. I'd say that's better than having no saw for 10 seconds.

    Wraith - 5% while cloaked is really not that much,we already have the shadow dance addons (those could be nerfed to compensate for baseline). I just want him to be able to do a tad more while cloaked. I thnk he's gonna be just fine.

    Nurse - Yeah.. I just want her to be out of the way and stop destroying the balance.

  • @YOURFRIEND said:

    These are vast survivor buffs. You've reverted most of the killer buffs from last chapter and given survivors catte blanche to bang out gens at all times, constantly knowing what both the killer and your fellow survivors are always doing. I don't understand why anyone would want hold W back.

    DId you notice the major killer rework buffs and major maps nerf or did you skim the entire thing blindly without thought?

    Also corrupt basekit,a mini BBQ basekit,god pallets nerf... all that? Yeah sure buddy survivor sided change. Stop trying to do an us vs them here.

    Also I'm sorry most of the killer buffs? I nerfed bloodlust and added 0.3s of cooldown to basic attacks without giving back the injury speedbost.

  • edit: fixed some typos and added dev notes.

  • @Slowpeach said:

    Well you put a lot of effort into this. Sounds pretty good I’ll say that much. I’m sure someone will find something to complain about now or as issues emerge from it never being implemented.

    if only BHVR listened to me and to me only 🤧 Thanks for the kind comment,I prieche it.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/348404/my-dream-patch-to-try-and-fix-dead-by-daylight-part-1

    Every single change seems fine. Only one that should not be put in is the basic attack cooldown, I think the hold W changes with the speed boost and attack cooldown were just fine to cut that strategy down a chunk.

    Do note that that's there to address the overly high camping strength + chaining into M2s - holding W has been nerfed by reducing map sizes and making chaining tiles much harder.

  • @roundpitt said:

    Nurse will always be OP because she ignores most core mechanics of the game. She can teleport through pallets, wall, windows and entire floors. The only way you make her not OP is by taking away her teleport ability.

    Yeah. Originally I would have wrote in a 110% speed Nurse that has to earn her power akin to Oni but then I went...nahhh.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/348404/my-dream-patch-to-try-and-fix-dead-by-daylight-part-1

    Wow. Overall good balancing update. I like it.

    Just one possible small hiccup - third note of killer baseline update. I think it would still kinda work for most killers. But Wesker is sometimes already able to win war of attrition if he only focuses his 3gen + he stacks gen regression perks. I am a bit worried how many killers would be viable to start the game in a way, that they no longer patrol generators, but just camp 3gen from 1st second until the last survivor

    Gen regression stacking is being addressed in the second part! I'm just working out some details and also would like a nap, this was written in one sitting.

    Thanks for the positive notes!

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206562#Comment_3206562

    If you're at high MMR, you're playing almost nothing but SWF because solos can't push high MMR because they're held back by bad teammates. I'm routinely matched with 30 to 75 prestige players, 3+ dead hards a lobby, and 1 discordance proc a game. These games are unwinnable. And this is on weak killers like Onryo

    I literally 4K most of my matches since 6.1.0. I barely face SWF and my losses are on me or a busted map. Skill issue.

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