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leviivel

leviivel

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leviivel
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  • It’s usage will def go down, but i can still see it be viable on control killer’s or fun builds for huntress.

    the strong thing about eruption was it’s strong amount of time it saved you, now it’s just 9 seconds worth of a gen gone with an aura reveal that only a few killers can get value from if the situation calls for it.

  • Tbh, it wasn’t really healthy for the game, it encouraged tunneling (which blood rush also suffers from). But also, it wouldn’t even counter forced hook trades because you wouldn’t have enough time to run anyways, and killer’s that would actually proxy with good reason without tunneling and not standing in front of hook would just get absolutely cucked because the survivor can just run in strategy involved.

    I get running perks helps with the tunneling part but if a perk needs other perks in order for it to not ruin the experience for others it is a disaster of perk design.

    this new version seems it’s gonna be way more popular anyway, you can get random speed boosts to get other gens faster, or get into better spots for flashlight saves or sabos (even sabotaging isn’t really viable but still).

  • Tbh, the reason people probably don’t like knight is because his power is somewhat clunky and feels unrewarding on both sides.

    they did make the guards walk around pallets now, but, most likely they still haven’t fixed the issue of survivor’s dropping pallet’s not requiring line of sight (basically, if a survivor was behind a wall but in detection range, the moment they drop the pallet they are detected). Guards could also use more of a slow after moving through windows, adding vaulting animations would just take time and be pointless. Maybe make the detection zone more obvious aswell in terms of the verticality, because i have so many people get confused at me when im playing as knight on maps like saloon and i use the guards to pressure them of main building and what.

    Also, just remove survivors being able to see the orb all together, i know they kinda fixed it with the recent buff, but it still rats you out if the survivors are good at sight seeing. If spirit has invisibility both ways, so should knight. Also, give all the guards increased patrol time and let guard cancel their patrols manually from a button press after 10-12 seconds. Just so longer paths are more encouraged. Also, the fact survivors get a very big haste AND ENDURANCE from the banners is absolutely stupid makes the long patrol play style worthless since a survivor can go around an object like 2 times and get the banner unless it’s carnifex in which case it’s 4 times.


    I think making knight’s power stronger outside of chase and make it more fun for both sides since then strategy can be more involved and survivors also have more to do look out for.


    but knight’s current state isn’t THAT bad, i do enjoy him myself, it’s just a lot people don’t understand how to counter him.

  • it’s a disappointment definitely, but we can hardly blame BHVR. Most likely, it was something in funko that cancelled the deal when it was on a smooth track.

    while we may never know why they were cancelled, let’s not give BHVR the Sharp end of the stick.

  • her lore doesn’t explore her all that much, it’s not that great.

    she was only but a young girl until she found the manga’s that her father created and became inspired, similarly to how deathslinger and trickster got their nicknames, “the skull merchant” came from those manga’s. Anywho she starts running an online site where she has other people make manga for her, later in her life her father left. Making her the only source of income since her mother didn’t work. When she turned 18 she had already become as self made millionaire. She bought companies and literally killed competition. But ultimately, was taken by the entity.


    they really should’ve explored her more because there’s no explanation on how she got into robotics and the only big character trait we have of her is that she will become absolutely obsessed with anything if it means she is the best.

  • @MyelinXCVIII said:

    Maybe it wasn't rushed, but considering Background Player even got to PTB, it certainly wasn't well thought out.

    Fair point, blood rush and background player both really should never have existed in their current forms. But, balancing still exists so hopefully BHVR doesn’t mess it up.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349899#Comment_3349899

    Crazy, cause the vast majority of the forums seem to agree. Hardly ANYBODY is happy with this chapter, majority because of the killer’s weak power.

    If the majority are complaining about how the killer is weak, then why is the negativity for the whole chapter as a whole so bad?

    balancing exists hello.

  • @GentlemanFridge said:

    I don't think so. Realm Beyond updates are primarily focused on looks. Not so much the balance.

    I mean, many maps have had balance changes in their realm beyond updates, so i feel like they could’ve easily made it smaller.

    they even changed the ruins behind main building on temple into a common tile, so that is already a buff to that map since that’s more windows on the map.

  • @JimmyCasket said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342408#Comment_3342408

    Assassin is the fastest guard, and applies Deep Wounds, Jailer is the weakest cause all he can do is guard, and not even the hook since you can cancel a chase by unhooking.

    I get assassin is fast and applies deep wound, but it’s often he gets the least value overall, carnifex basically guarentees a hit in a good chase, jailer’s gen guarding is very strong and starts hunts very consistently while in chases. I get that jailer is “technically” the worst guard for chasing, but i don’t see him as the worst guard overall.

    the assassin’s deep wound is kinda pointless if you’re committed to someone and while the speed may help in chase, more than likely, jailer could 9/10 get similar results or open up a survivor to hit. Not to mention, assassin has the weakest pressure, because jailer has strong gen guard, and carnifex keeps someone busy for 24 seconds. If a survivor just starts running immediately, assassin won’t even catch up anyway making the deep wound extremely pointless against high skill teams.

    also, about the fact jailer can’t defend hooks, if you are defending hooks in knight matches, just use knight himself to proxy and let the guards do a bit of slowdown. The 2 guards with slower breaking speeds can actually help you more in those situation since while they’re spending time breaking, the survivors can’t repair.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342482#Comment_3342482

    ... yeah? Of course people are complaining if they have to handicap themselves to play the game at all. That's a totally reasonable thing to take issue with.

    Maybe should’ve been more specific, i agree that an FOV slider should be in the game. I meant to say i see people complaining about how the perk is apparently “strong”

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364289/can-we-just-agree-both-sides-have-extremely-unhealthy-perks

    You do realise that the Shadowborn complaints are coming largely from the people who want FOV so they can play the role without assigning a perk to it, right?

    Nobody's complained Shadowborn is too strong; it's a complaint that Shadowborn should be in the options menu, not a perk.

    Completely aware of that but i still unironically see people complain about it.

  • this could work well, but there’d have to be some kind off limit or downside. Otherwise it’s gonna be an explosion meta with Jolt, PR, Overcharge/COB and still, Eruption. because COB and Overcharge’s popularity partly came from eruption and could help with this proposed change since killers can play a tad bit more risk heavy. Also, in general, often people with eruption kicked multiple gens anyways. Otherwise smart survivor could just do different gens.


    I think there should more stuff to let gens auto regress, cause gen kicking isn’t really fun for either side.


    i still think they should’ve just removed the incapacitated and just made it a 6-10 second entity block (so SWF doesn’t counter it a bit more and it doesn’t regress extra while you can’t repair it).

  • @Gandor said:

    Sure the map is too big.

    But please consider balancing all the maps. I can't wait until they finally make some reasonable changes to midwitch

    Definitely, midwich and a lot of other maps also could use or even need changes, to make favor either side less. But since mother’s dwelling is already getting updated, i figured that i should just ask for it.

  • Tbh, i’ve always thought jailer was the best guard because the detection range combined with the map of the realm add-on (increased detection range) makes him extremely difficult to avoid in chase, not to mention if you have someone dead early and you’re running COB or overcharge, jailer can camp gens for a while. It doesn’t really matter jailer doesn’t get a chasing benefit because he starts chases much easier and just in general, it’s still a second killer helping you, it’s still strong.


    really Assassin is usually the weakest but the deep wound makes up for assassin having the worst pressure.

  • Tunneling is sometimes very necessary in the early game, because managing pressure is much easier with 3 people rather than 4.


    i want both myself and survivors to have fun, but i also would like to win.


    tunneling will forever exist and there’s basically nothing to do about it besides one idea i have: instead of endurance, you basically cannot be hit and lose collision, of course off the record you still cause endurance, but BT should extend this immunity as normal. With this change, survivors can no longer body block with BT, giving killer an easier time and more reason to not tunnel.

  • @GolbezGarlandGabrant said:

    Let's not pretend killers aren't complaining either.

    Already handfuls of posts to nerf PT.

    The thing though, PT is actually quite strong currently, especially in SWF’s. Because then you’re forced to basically never commit since if the first survivor chased can atleast loop 3 gens (if everyone does a gen separately). There’s like barely any counter play unless only 1 person brought prove thyself and you’re chasing them, because if you’re facing competent survivors, you barely have a chance since gens will be rushed if you just take too long, not to mention, 2 people could go on 1 gen and another goes solo. So there’s such little things to do.


    people still complain tunneling, slugging and camping is unnecessary knowing damn well it is. Killers also complain i won’t deny, but survivors have been whining much more, when all you need is coordination (which is why solo queue needs fixing, because you don’t have that there).

  • He just needs a few basekit tweaks because his power is fine the way it is, just a little weak. I think he could use a more ghostface style rework/buff. Just make his anti-loop more effective, don’t buff his pressure aspect to much though, otherwise he just becomes a boring chore for survivors.

  • my tierlist, yes, you may call me filthy for playing these characters and yes, i don’t like spirit. (Her cosmetics slay though)

    86D7F8F5-6E5D-4026-8498-8DCE6DB56B0C.jpeg


  • I’d like to discourage camping, but… I do have some personal takes:


    1. The slowdown shouldn’t start until like after 10 seconds so killer has time to get away from the hook and it doesn’t become a straight up nerf to all killer players.
    2. the slow doesn’t happen if there’s also another survivor with about 8-16 meters so a survivor can’t just loop or stall right next to the hook
    3. this might seem random, but they should just make BBQ base kit tbh, would really discourage camping a lot more. (Then maybe make BBQ make the base effect better or do something else).


    I do think some anti-camping methods are needed, considering in this meta, killers like artist are very strong with the longer gen time and base kit survivor nerfs (I play her a lot so I would know). And Dead lock is arguably the best slowdown right now, which is a very good slowdown when combo’d with camping.

  • Bring back old freddy but give him the dream pallets and teleport + give the teleport a shorter cooldown (and let it work on exits).


    genuinely, old freddy might even be better than the current version currently.

  • while i do not support hacking at all. One hacker i had was really funny. And everyone else died if i remembered correctly.


    but basically, there was this Nea running FOUR URBAN EVASIONs and had a faster crouch speed, than killers own base speed. Kind off hilarious to watch, ended letting killer kill us out of pity.

  • It feels like people forget about this not happening…


    (Buckle is somewhat good for solo queue, but talking SWF, MAYBE it’s the worst)

  • I will forever despise spirit’s power, it’s just so boring to me especially with add-ons. Because it’s just: what if wraith was actually strong and have the most boring counter play ever. Holding W atleast allows you to still make certain jukes or play smart depending on where you’re headed.


    she has some of, if not the best cosmetics in the game though, so while she does slay in that department. I REALLY don’t like playing as or against her.

  • this feels more like something that would’ve worked better in the old system for when you were level 50 (like a 10k-15k bloodpoint refresh button if nothing peaked your interest).


    BUT, this would save a crap load of time and i’d still really enjoy it (because my god, it takes a while to spend BP don’t it lmao)

  • https://forum.deadbydaylight.com/en/discussion/341446/decisive-strike

    Coming from a killer main, I do think the 3 second stun was a bit of an overkill of a nerf. But 5 is still really punishing especially because tunneling is sometimes really necessary. I think 4 seconds is a perfect balance of survivor can get far enough without the killer feeling like they’ve lost the match because a 5 second stun is way too high lol

  • I’m all for a nurse rework or large change. But this is not the change i’d suggest tbh. It would kinda make her feel like a more advanced huntress/nemmy and really take away the people that actually play her fun or enjoy her teleport through stuff (like through basically anything) and the tryhards would stop playing her because: “omg nurse shouldn’t have been nerfed, ugh. Guess i’ll play blight now.”


    i’d suggest making her base speed like 4.4 (or whatever works/is balanced) and have her set marks that she can blink to after a delay. Dunno how strong it would be, but i have made a post about the entire concept + add-ons.

  • I’m not joking when i say i’ve been in 3 matches that lasted over 30 minutes, one even took around 60 MINUTES. Because some survivors (mainly claudettes) were allergic to gens. I went afk and on DBD mobile and was able to finish a 10 minute billy match and only PART of a gen since like a minute after a gen was done. Waited another 10 minutes and a gen got done. So 2 gens left. I finally managed to find a survivor after another 10-15 minutes and got them in mere seconds.


    all they need to do is just make it so crows will appear if nobody touches a gen within a certain amount of time.

    4/3/2 Survivors: 8/8/5 minutes after no gen, chase or rescue.

    1 Survivor: 2 minutes after the 3rd survivor death.

    also, have the entity just kill everyone at 20-30 minutes of the match and end the match (could also stop hackers).

    this could also encourage survivors to do gens cuz we all know solo queue teammates love that.

  • PS5 player here aswell, very odd bug and really annoying. Really wanted to play…

  • Onryo really just needs number and QoL tweaks, she’s actually quite well designed, just not very strong. Easy fixes would be reducing the time TV’s are off (and maybe add a time where survivors are unable to gain extra condemned if it becomes problematic), remove or reduce the speed penalty while manifesting and make the manifestation intermitten visibility better and you’ve probably got a decent killer right here.

    sincerely, an Onryo main.

  • Please just delete dead hard, it doesn’t reward skill and both solves mistakes and can extend loops by a minute if used correctly.


    for killer, don’t really care as much but maybe make NOED less of a free extra kill in end game, or maybe reveal the totems aura to survivors or something.

  • More insight on Yoichi is something I’d really like, Plus, it allows me to face more of Sadako, I love facing her for the creep factor.

    (Also more cosmetics for those 2 would be nice)

  • @sir_goat_ said:

    Asking since out if all the features they announced on the anniversary stream, that one was not it.

    Couldn’t care less about a search bar since I’m very good with finding perks, but there’s no point in not adding it.

  • I like the menu because it’s a lot more streamline and just nicer, everything nice on a row, would also like if they had an option where you could scroll between the options like many console games with this kind of hud setup, would make it easier for console.

  • @CheeseAnton said:

    Speaking of David, I kind of want Rik more. From what we've seen he seems like a great friend and I'm interested in how a character that helped someone like David through stories would be. What I'm imagining here is the survivors therapist, and I'm interested in how a survivor like that would be. He also seems to be a LGBTQ+ supporter (I'm assuming he knows David is gay), so that's a plus.

    The three people Bill meets in his lore seem cool, kind of wished they based a game off of them.

    Mika James (Fighter that was beating up Ace for 5 minutes in his tome) is also someone I can see potential in. Don't know why, I just think she'd be neat, either as killer or survivor.

    Rik would also be really cool, you could make some unique perks for him how he acts like a therapist and all.


    But imagine if something sick and twisted would make him a killer, although doctor exists, a therapy based killer would be really cool. Tormenting someone and making being a “fake-out” killer by making you believe the wrong things.


    Mika James would be badass though, i’d love more muscular female survivors, her being a killer could also be interesting, she could’ve maybe accidentally killed someone and that could start a whole chain of events.

  • @JonahsTablet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958784#Comment_2958784

    She would look ok if she took off all of the ridiculous stuff she's wearing, I can't tell if she's worse than Nea though, both of them are painful to look at.

    https://us.v-cdn.net/6030815/uploads/5Y3RZD7PEM9M/screenshot-28866-29.png

    The whole point is she’s wearing all that stuff, she has powers and travels to different places in the realm. Also, that’s an older picture of Nea, the current version of her looks really good.

  • “Oh no! She has scars, wider shape and isn’t a supermodel!” Goodness, ya’ll are just horny, about time we got a more different looking survivor.

  • @Basement_Bubba420 said:

    I think he's slinging more than death y'know.

    Don’t know if this post is serieus or not, but you could make an actual good plot with it or just sneak it in as an extra.


    for example: He could’ve maybe been in love with one of his gang members but had to hide because it wasn’t very respected, or, he could’ve been in love with the warden (which would work if you know lore) and so he was very much heart broken on the betrayal putting more emotions into him.

  • I’m guessing they would get blocked after usage(s) or are VERY close to a door or opening, because these seem a bit unfair.


    They should probably get blocked after one usage since how strong this seems, since only 3 killers (+ victor) can through them themselves


    Don’t really think survivors need more escaping tools, but not the worst version of a “crawl space” I’ve heard (I’ve heard some really odd stuff). You could probably make some interesting looping tiles with these.

  • @RakNieborakYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934875#Comment_2934875

    Thx, now i understand it better. So i suggest removing locker reload, buz it might buy survivors unnecessary time. Overall, without any practice tests, I'm kinda okay with that.

    You can check my killer ideas if you have time. I am also making a big idea of 4 killers, which is very exhausting for me cuz to think how i concept the power and perks without testing in practice. It's taking already about one month.

    I’ll be sure to check your idea’s! I enjoy reading concepts.

  • @RakNieborakYT said:

    I may not understand this power very well, so you will correct me here.

    • So you put nectar either on vaults or your current position.
    • When out of nectar, you can still keep putting them and lose the previous ones (Just like hag)
    • You are able to place even more if you reload (Just like Huntress)

    That's what I understand quite good I think. But from the swarm description, I don't get it at all, sry 😅.

    Also, the nectar duration (12 seconds feels like nothing). But you just need to explain the power to me.

    Perks:

    • Scent of nature - Instead of incapacitated, I would give hindered, decrease the cool-down to 60/50/40 seconds and the duration for 8/9/10 seconds or once you start chasing that person again. Personally, a nice concept.
    • Double-minded - range for 4/6/8 seconds (only for a good measure), duration for 30 seconds and cool-down for 30 or maybe 60 seconds cuz it is waaay too long. I'm okay with that.
    • Sticky formula - you wrote revealed vault and then you mention the generator. It reveals a vault by any means which automatically makes some other perks no longer valuable but the effect of vaulting them is hindered out of chase which is a mere effect here. (I would introduce it as a separate killer power or rework it with some different effects.

    Basically, the nectar is the position where the swarm will go, i probably should’ve mentioned that you can’t put more nectar out when you have zero left. Also, the nectar being 12 seconds is only for the final placement when you’ve ran out.


    the swarm is like a small area that effects survivors and you have to manipulate it to different places to catch (or pressure) survivors. If a swarm is dispersed, it’s completely gone.


    on to the perks, i like the suggestion for the changes to scent of nature, double minded to me personally should last long since it only triggers on the obsession, but fair enough. Finally sticky formula was changed a lot during the making so i’ll correct it: vaults you use are effected by sticky formula, those vaults effected by it will only trigger it (also, yeah, maybe i should nerf it. Also also, the generator part in the description is an error dont worry.)


    thank you for the comment!

  • I personally enjoy it, it fits his character and adds this stressful tone to it.


    it’s a bit loud though, that could definitely be toned down.

  • It would kill a bit of uniqueness, but, giving future killers “reward” type systems like that would give a lot of killers more unique playstyles and (as you said) makes it feel rewarding for playing right (which in turns will make the killers feel more immersive)

  • @Msterflex said:

    So lots of people are saying he should get AI minions like Nemesis’s zombies but I have another idea. He could have a unique hooking mechanic like Pyramid Head with the details of how it would work I don’t know it would be up to the devs. But I’m thinking he could stuff survivors into a animatronic (Bonnie, Foxy and/or Chica)i If he manages to stuff a dead on hook survivor the survivor dies and their spirit possesses the animatronic or in gameplay terms the survivor player becomes a killer.

    Obviously this would encourage tunneling but the frustration would be mitigated because the survivor gets to enjoy two different play styles in one match. To make up for multiple killers the animatronics could be slower than the survivors or maybe even rely on stalking and standing still when they’re being watched to keep the FNAF feel

    I don’t know I just feel like it would be a fun and unique gameplay mechanic that keeps to the spirit of FNAF in DBD. Another idea is to keep the stalk and stand still while being watched mechanic but let the killer switch between the animatronics if the idea of survivor players switching sides sounds too messy.

    The issue with this though is this would just not be a good killer, fun maybe, but extremely weak unless you give them more abilities.

    Killers already struggle SO MUCH early game, since everyone is alive and gen rush is mad.

    Oni can be excused because you just need a hit for it to start charging plus you get mad benefits.

    With this, you have to straight up get them to death, then pray that they are actually gonna help you.

    Not a bad idea though.

  • I think a simple mini rework would be better, these would be my personal suggestions:


    1. make the whip more of a bonus tool, not something you would pull up at every pallet/window, but still manage it to be threatening. Making chases against him less 50/50 jukes.
    2. do more with contamination, make the vaccines a lot more strategy based rather then instant usage.
    3. allow more control over zombies, like every so often allow nemesis to spawn a zombie at any hook, (Since zombies spawn at hooks) and have them go to the most nearby gen. But then make them die automatically after a bit from spawning so they become much less rng.
  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881448#Comment_2881448

    I think emotes for killer would be nice too, but this is about chat/comms

    I have been running aftercare and empathy to see what my team is doing lately, even those perks help tremendously, people just do not want to run perks like that, they want DS, Unbreakable, DH builds,... survs have all the tools to play as a team, perks like Kindred, Aftercare, Bond, Empathy.,... tons of good perks, but few run them. They want all that info, plus be able to chat on comms....

    Y’know, what you’re saying is true, and anything to have less people run Dead hard and all that other small pp stuff is fine in my book, but still, SWF’s don’t have that restriction.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881409#Comment_2881409

    Qickchat yes would be nice but pls no chat bar. I don't need to hear that I suck and that I should unalive myself mid game

    Exactly why I still think quick chat would still be better, it would tremendously cause less toxicity than actually typing based ones.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881431#Comment_2881431

    Not flawed at all. Everyone knows the ability to chat with your team creates an advantage that was never intended. This is why perks deal with "info" so much in this game, because info like where survs or the killers are at all times destroys the "risk" in a gam,e about "survival"

    You can ask the devs not me, I am just the messenger.

    I understand what you mean, and your points are somewhat valid.


    but most team based games still have things to interact with people without the need of VC or pre-made teams such as ping systems or quick voice lines/messages.


    the least BHVR could do is atleast some different emotes for survivors or SOMETHING.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881413#Comment_2881413

    well they already have base-kit Kindred with SWF

    but this idea for solo but I don't really want it.

    I mean SWF killed fun part of this game why I still play solo don't care for a chat in game.

    I feel like survivors should have more emot in game.

    I agree that SWF’s kill the fun for killers, but something needs to be done with solo-que, I get that pre-made teams are always better, but difference in here compared to other games is much bigger.

  • @DrDeepwound said:

    If survs get base-kit Kindred, killers should get base kit BBQ to counter it.

    re: in game chat, no. Devs never intended the game to be played with comms, it takes out all risk of making decisions to go unhook or not go etc,... which is why Kindred is a perk.

    Isn’t that flawed thinking? “Never intended to be played with comms”. If a game allows pre-made teams, 95% of people in those set pre-made teams will use voice chat, the games been out for nearly 6 years now and the game is still “not intended” for comms… why is SWF an option then?

  • @DrDeepwound said:

    If survs get base-kit Kindred, killers should get base kit BBQ to counter it.

    re: in game chat, no. Devs never intended the game to be played with comms, it takes out all risk of making decisions to go unhook or not go etc,... which is why Kindred is a perk.

    I still find that kind of thinking flawed with it “not being intended to be played on comms”. If your game allows multiplayer in a pre-made team, 95% of people will use voice chat. At that point, why is SWF even an option?

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