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mr_Beast_Artist

mr_Beast_Artist

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  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325482#Comment_3325482

    Letting survivors break doors would ruin the breakable wall aspect of maps like The Game. Maps like Dead Dawg Saloon would be even more survivor favored because breaking the wrong wall can create a stronger loop for survivors.

    So let the developers add a solid wall why don't the killers break down these doors? In the same school, silent hill has an alternative path to the 2nd floor and I want to run there as a survivor, but they never break it

  • @stvnhthr said:

    So in a match with the night I successfully deadharded 4 times and each time I went down. That is a 100% success rate on me using the perk and a 0% success rate of the game implementing the perk as designed. I would tend to think that is a major problem. I know nothing will be done, but at least it is recorded so others do not think they are alone dealing with this frustration..

    Next game was a blight and I successfully dh four times and only two of the times I went down.

    This tells me there is something wrong with the parameters for the perk, that sometimes it works and sometimes it does not.

    Since this has been a problem for years, I guess that is behaviors way of saying they cannot fix it. Perhaps they need to investigate other ways of fixing the problem. What if you halved the exhaustion recover rate for dh? You can't fix it to work correctly obviously, but you could show the players some love and at least make it easier to try again.

    What do you think?

    At the moment, DH is almost a weak dead perk and I would be happy if it and other attrition perks could be improved.

  • @PyramidHACK said:

    Also Boil Over is still super underwhelming, even with the recent buff. Since successful skill checks no longer give any extra wiggle progress, you're less likely to be able to escape before the killer finds a hook, UNLESS you're definitely running Boil Over and even bring that Ashley Williams perk. As it is right now, wiggling is not as viable as it was before

    I can only imagine those with 0 reflexes or skill will find even more trouble if they miss several skill checks towards the end, when the bar gets really small.

    It became impossible to escape from the shoulder even using all the perks for shoulder progress. It seems to me that the problem is that with the updates they made the map smaller, but the hooks remained at the same level, and it happens that it doesn’t hurt for the killer to simply turn 2 meters to the left to hang the survivor.

    You need to buff the sabotage perk on the survivors and remove some of the hooks.

    This should fix this issue

  • @FMG15 said:

    We see those two things less and less. Both sides want to win so it's gen jockeys on the one side and tunneling and camping on the other. This also happens because there is simply no reward for playing fair and being more altruistic. So how about this:

    We all remember the former BBQ and WGLF stacks that gave BP-stacks for hooking multiple survivors and playing altruistic. The devs removed those because they said that the incentives and prestige overhaul were enough and we don't need the stacks for more BP anymore. But those stacks were a huge incentive for a more fun game. Since playing tryhard is now more rewarding why even bother playing a fun and engaging playstyle? I also heard that a lot of people didn't like that the BP stacks were tied to perks which made them a necessity for some people.

    My idea is to bring those stacks back... and make them basekit. By doing that you incentivize people to play more fair and engaging without giving people the feeling that they must run a certain perk. And since the devs wanted to introduce faster ways to spend BP before the anniversary why not just implementing this idea as well. Sounds more reasonable to me than most of the "punish genrushing/tunneling" ideas people proposed in this forum. Reward the people that make the game fun instead of punishing the tryhards.

    For the survivors, this was a terrible idea, since you were filmed to be killed. If you tie this idea, then only to the generators.

    And for the killer to make the restriction that he cannot hang the same survivor again on the hook within 3 minutes after being removed.

  • @BrownEncrustedBoxers said:

    In most horror movies, the last survivor barely escapes but not before doing something that appears to KILL the killer. Wouldn't it be great if the survivor had the option to close the hatch themselves, but by doing so, is allowed to set a trap somewhere on the map to presumably kill the killer? A flame trap, a spear trap, an electrocution trap, something that provides a really cool "death" animation that automatically opens up the doors so the final survivor can escape.

    Thoughts?

    How I want to kill most of the killers that tunnel and camp and this idea is absolutely amazing

  • @crogers271 said:

    I imagine given all of the time the game has been around someone has suggested what I'm about to, but I thought I'd give it a go anyway. There are 2 obvious issues with perk balance - there are so many perks it's really hard to imagine them all being remotely equal and that if an overpowered perk on either side is nerfed it has major repercussions on the game balance.

    So, what if the way perks was chosen was different? Instead of getting 4 perks, you got 10 points (or 12, or a 100, this isn't about the math). So we see Dead Hard and Eruption being seen as overpowered perks, okay, make them cost more. Perks that are weak, make them cheap.

    Given the vast number of perks, it would be an easier way to balance them. It would also open up more varieties of play. Run a couple really strong perks,, have one strong perks and a few weaker ones, or load up on a bunch of weak perks.

    Would people still fight over balance? Yeah, that's never going away, but its easier to accept the idea that your favorite perk might cost a little more than the idea that it's going to get nerfed into oblivion.

    95% of the perks of survivors are garbage and what cost will you put? I'd rather take an empty slot than some of this trash.

    So you need to improve the perks and make them more distinguishable than 10-30% to something 5-10% to this is essentially the same perk with different values) BORDING AND UNINTERESTING

  • @EntitySpawn said:

    I'm just tired of harassing messages being thrown my way, constant grief, insults or people trying to poke fun just for playing your game.

    It's also causing false reports to my profile which I'm having to manually deal with because members of your community seem to think that's acceptable.

    This should be a quality of life extension onto the anonymous mode, being on console I cant stop messages unless I stop all communication and I shouldn't have to for 1 game not to mention the false reports can impact my profile.

    This is something that needs sorting please.

    Even worse is that the killer looks at your profile/game hours/friends and starts running out of the lobby like a little girl

  • @BlueHorkew said:

    Would it be possible to let survivors do the normal skill check when leaving a gen, similar to how overcharge works.

    Its really ######### to get hit with a penalty because of random bad luck with no fault of your own, and now potential energy got really hurt in the patch notes. A survivor can be loosing time, for an advantage that the killer can remove with just an M1, getting a random skill check when leaving the gen and loosing all of that progress is just the worst feeling possible.

    Just make regular skill checks like the overcharge, so at least you give survivors a chance to not get destroyed by bad luck.

    PLS

    Potential Energy is the worst perk that does nothing and only makes it worse. You do not give progress to the generator, you spend 30 seconds on this nonsense, as a result, you get a killer hit on health / miss on the skill check, as a result, you lost all the time / progress / nerves. If he multiplied the progress received by 2 times, then the risk would be justified, and since the perk is rubbish or charged in parallel with the repair, then this was at least somehow attractive. For this reason, I will not even buy this hero even now his book.

  • @Alen_Starkly said:

    I've found a video that summarizes things that have gone badly with Haddie, and possible solutions.

    https://www.youtube.com/watch?v=qMkKar0im7k

    It is still not too late to correct this. You've shown us that you care about the LGBT representation by presenting us with David's touching lore, and direction. As well as by promoting the Into the Rainbow events, and giving us representative charms.

    I would love to see Haddie, a representative of Indian culture, to get care and attention. She has SO much potential, in cosmetics and otherwise, you just have to not be oblivious to it.

    If you show the community that the money isn't all you care about, and that you do care about representation and variety of characters, it will go long way.

    First of all, she needs to improve her useless perks in order to buy her and even more so to play

  • @CatnipLove said:

    This post is focused on lower level and more casual play, so this likely means nothing to more skilled/experienced players. I know there are often discussions on hook camping but I can't offer any suggestions on how to fix it, so this post does not try to.

    Whilst I have no clue what level my MMR is at, I do okay whilst not being the best and not using meta perks at all (I play stealth). I'm definitely on the lower half of the skill tree. Because of this, I encounter a lot of newer Killer players. More experienced Killers are fun to play against, as there is quite a bit of back and forth. But newer Killers always seem to gravitate towards hook camping.

    As a survivor, playing against this is awful. There's no chase, no stealth, just players trading the hook until everyone is dead. Newer survivors have no strategy to deal with this and frankly, feel bad for their team members so rush in and get killed. It would be great if players would just rush gens, but newer players don't understand that, and the odds of the hooked player being happy to just hang on whilst gens are done and not just kill themselves on the hook are slim.

    I don't know how to balance this, so I will not attempt to describe a solution. What I will suggest is that perhaps the game itself could do a better job at explaining to players what their goals are and how the game is played.

    In an ideal situation, when a survivor gets hook camped at 5 gens and they hold on as long as they can, the others would do gens and the Killer would lose 3 survivors whilst getting very bored. But the way it works in practice is that the hooked survivor either kills themselves to move onto a new game quickly, and the Killer has eliminated one survivor in a minute or so, leaving the 3 left to attempt to grind 5 gens alone until another gets grabbed, or they hold on and the rest of the team feeds the hook camper whilst trying to save them. This tactic is very effective in Solo Q and against newer or more casual survivor players. Because these tactics work, it encourages the playstyle.

    The Killer tutorial in this game litterally has you hook one survivor as Trapper, you watch them die on the hook, you then grab the next survivor and you watch them die and it's over. This paired with the fact that hook camping is very effective at winning matches in Solo Q and Low MMR, you have an army of new Killers turning every match they enter into a hostage simulator. I really love this game, but I don't see how it thrives if the casual side of the survivor playerbase is facing these sort of opponents.

    I think the only way to improve this is to have better information for new players. My suggestion is this: Expand the Killer and Survivor tutorials to help new players understand certain game mechanics. For example, demonstrate what the worst case scenario for a team that tries to save someone who is being hook camped is and show the counterplay. Likewise, show the Killer player what happens when the team does gens and escapes instead of running into the trap. Whilst this would not fix everything, I think it would go a long way in making the more casual experience more fun and less of an endurance test.

    Also, please make it so we don't have to face the same Killer back to back in matchmaking. I had to face 3 Hags in a row one night. Nobody deserves to suffer through that.

    the problem is that the repair of the generators was increased in time and the perks that slow them down were strengthened, but there is no time for the survivor on the hook, so he will die faster than his allies can repair the generators.

    I personally tried to test it and it unfortunately works without giving survivors a chance because if there are 3 survivors left for 2-3 generators then they have no chance to win so the developers should fix this while they still have players who are still playing this game

  • @CookieBaws said:

    Picked up a challenge to blind a killer. Had 4+ moments and actually blinded only ONCE. It felf like Lightborn in play, but the case.

    the flashlight is currently broken! It doesn't work if the killer is doing some sort of animation most often if he breaks a palette but I've seen many times how "The Blight" can't be blinded if he climbs over a window this seems to be related to his new skin as the head (hitbox) has shifted to an uncomfortable angle . It also happens that the killer raises the body and even with good timing he does not get blinded.

    It seems the developers broke the interaction of the flashlight with the animations of the killers, which made them free resistance to blinding

  • @LoveKnife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334891#Comment_3334891

    The objective of the game is for survivors to escape and for killer to stop that from happening.

    Your game mode pulls away from the main objective if you get a Merciless for killing 2 survivors

    If you didn’t know, then the balance is just based on killing 2 survivors and no more

  • @ratcoffee said:

    Based on another thread on this forum, I came up with an idea for a rework/buff to keys:

    -As well as opening the hatch, keys can additionally be used to unlock chests (and maybe the exit gate) at a faster rate

    -Keys are no longer consumed by opening hatch/chests/gates. Instead, opening these props consumes charges from the key in the same way aura reading does, the number of charges required equals the number of seconds the action normally takes (just like every other item). The Milky Glass addon is reworked to cause the key to consume less charges while performing unlocking actions.

    -Different keys have different speed modifiers while performing unlocking actions

    I was initially going to propose specific numbers but I'm not going to pretend to be smart enough to know what the best numbers are for this idea.

    I completely agree that the keys need to be changed, they should provide significant utility than now

  • @MoNosEmpire said:

    Its clear that tunnelling will always be an issue, yes its a "strategy" but it becomes obnoxious when 9/10 games that's all you ever see.

    I propose a cap on tunnelling. How it would work would be by the following;

    • If killer tunnels to win in a game
    • The next 2 games the killer will be unable to hit the same player twice
    • If the killer rage quits/dc's in any of these two games, it will add +1 to the tunnelling cooldown timer

    This would not only make the game fun again, it would make the game fluid again too!

    I agree to make it so that the killer cannot hit/see/or track the survivor who has just been taken down.

    The hooked survivor should get the same one-hit resistance as Ash's Gauntlet which will work for a guaranteed 1 minute and not inflict a deep wound, thus making him unattractive to the killer.

  • @LapisInfernalis said:

    Dear People of the Fog,

    I know, I know, this is probably the 100th thread about this perk, but I wanted to do my own nonetheless. Eruption is undenyingly a meta perk and used by many killers across the board. It's a good perk, but very frustrating to verse.

    What is the problem with Eruption? That depends on the opinion of the person you ask, but here are the common answers:

    • It makes locking down a 3gen very easy
    • It is hell for soloq or 2man swf.
    • Being incapacitated is boring
    • It has too many good synergies with other (strong) perks or perks which multiply the effectiveness.
    • It can be triggered too many times at once
    • there is no indicator that a kicked gen is affected by Eruption or not

    Before I come up with potential solutions, I will quickly do the math behind Eruption, since it is a bit more complicated than you might think.

    First, the gen looses 10% when someone is getting downed. Second, the incapacitated effect will prevent you from doing anything except unhooking for 25s. During this time, the gen regresses at 0.25c/s, making it 6.25c in total which equals 6.25s or a little more than 5.5%. This would make Eruption (in theory) as good as Pain Resonance, which applies -15%, since it removes about the same amount of progress in total (10% +5.6%). But why is it so much more annoying? Because it is a lot more effective in stalling gen progression than PR. PR applies the regression instantly without blocking the gen or similar. So a survivor can intantly repair the just regressed amount, which takes 13.5s.

    This is not possible with Eruption (unless someone gets to the gen who is not affected). Because the Incapacitated status blocks you from being able to repair, you need to wait for the 25s timer to tick down before you can repair the lost progression, which takes 14s base. But in reality the gen slowdown adds up to 39s which is almost 3x the value of PR! But this was just for a SINGLE GEN, and we all know that it can hit many gens! Remember that PR can only be triggered on one gen per hook, Jolt only hits gens in a 32m radius if it was a BASIC attack.

    Another problem is the inflicted Incapacitated Effect. There is no warning that someone is about to go down. Only swf have this kind of information. I also think that perks which are countered by "just wait it out" are not well designed. This status effect will not only remove your ability to do the gen, but also heal, open chests, doing bones, saboing or using any item. You can't do ######### for 25s other than be bored and dance around. Yes you can be on your way to the hook and rescue, but this is only rarely an option.

    This, in addition to good synergies with Overcharge, CoB, PR and/or Jolt makes this perk very very strong and often unfun to play against.

    How would I fix Eruption?

    • I would add a little debuff icon when working on a gen which is affected by Eruption, similar to the Unnerving Presence icon you get when in the TR. This helps solo players and deals with the fact that even an empty gen can be affected by Eruption if the killer kicked it and it completely regressed*.

    Version a)

    • Remove Incapacitated Status
    • Buff instant regression to 15%
    • Block the gen for 15s (like a mini DMS)
    • Survivors still scream
    • only affects the last 2 gens that were kicked

    This equals about 28s gen slowdown, which is still amazing, but more managable because you still can do other stuff.

    Version b)

    • Implement a 0.5s buffer after the down

    This would give (soloq) players a chance to react to a teammate getting downed and counter the perk partially by avoiding the Incap Status and the additional slowdown.

    Version c)

    • Increase the cooldown to 60s

    Version d)

    • Only gens outside of a 32m radius are affected
    • instant applied regression does not stack

    This would diminish the 3gen potential of this perk without removing other strong parts.

    Version e)

    • Only works with basic attacks.

    This is literally my least favourite version, since it does not really fix anything.

    *)

    • It is a sad fact that fully regressed gens still trigger Eruption and Overcharge. I don't know how effective Eruption would be if this was removed. It would be a valid option though.

    These are just examples. But the perk itself is not the only problem. The lack of other viable strats only encourages this playstyle and other unfun tactics like tunneling and camping. A best would be to buff perks which got nerfed hard in the big update, or finally buff perks which are just too bad. Hex:Ruin does not need to vanish once one person is dead, for example.

    Please tell me what you think.

    you need to remove the loss of 10% altogether, since the survivor does not repair and this is enough, but it is better to remove this effect altogether.

    I also agree if the repair does not work, but why the items do not work, this effect should be divided into 2 different perks, since it is incredibly strong

  • @Kaffry said:

    I have seen an unreal amount of posts for “This is how we can fix tunneling” or “This is what’s wrong with the game”, then it’s followed up with completely flawed methods of completely changing how the game works. Although the current method is flawed, it’s still much better than the alternatives.

    Is tunneling unhealthy for the game?

    Probably considering it’s pissing off 90% of the player base and that leads to players not wanting to play and/or… complaining.

    Are you wrong for tunneling?

    No, play your game of DBD, let them complain in the end game chat, say gg, and move onto the next. No matter the changes, no matter the buffs and nerfs, players will always have something new to complain about.

    Am I saying you should stop posting suggestions?

    No.

    Am I posting this based off of annoyance?

    Most definitely.

    Tunneling is a completely fair and viable strategy/play style. Does that mean that it is fun to play against, absolutely not, but killers aren’t thinking that getting gen-rushed is all that fun either. And from my experience, hard tunneling happens once in every 5-10 games of mine. Hell, you’ll get tunneled 2 games in a row, and you and I both know you’ll queue up another game.

    Tunneling is fair because it’s the killer’s objective to sacrifice the survivors before they escape, not to decide whether or not you have fun. In the order that they hook you, is completely up to them.

    tunneling is toxic because of this players quit this game and newbies pass by, soon the game will die if they don't fix problems like camping and tunneling

  • @SkeletalElite said:

    I've tried to make this perk work for anti 3 gen

    but it just doesn't

    It's so bad.

    Even if you run into a 3 genning killer it just isn't good at its job at all. You have to repair for 30 seconds to get 20 seconds to dump on another gen. That means youre repairing at 66% speed with the perk equipped. You literally repair faster while affected by pentimento.

    Even if you spend all that time on a totally safe gen without being interrupted because youre CONFIDENT the killer is going to stick in the 3 gen, there's no guarantee that 20 tokens will be enough to make a significant impact. Like you spend all that time charging the perk up and you arrive to fight a 3 gen and put a gen that was at 15% progress, to 35% and then he kicks it again. It loses 15% in the time it takes you to your team to stop the regression. Then meg goes down it loses another 10% to eruption and youre put on 25 second time out while the gen loses another 5%

    For this perk to have any use:

    the killer has to be 3 genning so hard you can safely charge it without risk

    your team has to be fighting it without your help well enough that getting 20 charges actually puts a generator close to complete or completes it. Something that is often mutually exclusive with the previous point because if they can do this you likely didn't even need the perk to begin with

    When you arrive at the 3 gen you have to use it basically instantly or else you're just going to lose the progress and waste all that time you spent charging it at 66% speed. This is often times incompatible with the previous point since without you actively helping at a 3 gen it is difficult to get enough progress on the gen.

    If you want to run a perk that makes 3 genning harder, youre far better off running circle of healing, so your team can consistently heal to avoid getting destroyed by attrition. Alternatively, Prove thyself is a consistent increase in repair speed that will add up when fighting a 3 gen. It even helps a bit against eruption, since you can stand by a gen and let it be 1 man repaired by your teammate 15% faster and take over if they get erupted.

    There's so much baggage associated with this perk. There are several ways you can fix it, Ill write 3 ways I thought of. Please just let this perk be good at its niche of anti 3 gen, it just doesn't do that as is right now.

    If this perk had a much larger max number of tokens, it would still be risky because you can lose it but the progress gain provided after spending a long time "repairing slowly" would almost always be significant. If this was the only change made it would need to be at least doubled, maybe tripled.

    If it didn't have the condition of losing the tokens on being hit, you can get it on a safe gen and then save it for a key moment to break the 3 gen.

    If it wasn't actually any slower than repairing regularly, it still wouldn't be fantastic, but it would be better. Time spent getting charges off a safe gen is time that you're not preventing the killer from regressing the 3 gens. At least using it wouldn't just be hurting your team outright by slowing progress on the gens, and it can be used as a free head start on the 3 gen.

    It would probably be good with one of or a hybrid of these changes, but as is. I cannot recommend anyone use this perk as a counter to 3 gen for the reasons outlined in the begining of the post.

    This perk is currently complete garbage, since all charges can be lost simply from a blow, you need to make it give 2 times more or remove the loss of charges

  • @Pantomime said:

    Think it's the only negative status effect that doesn't currently work with Vigil, so i think it'd make sense that it's also acts as a soft counter towards the current gen-kick meta. It would definitely make Eruption more tolerable.

    In addition to this buff, it should give the owner a larger bonus, since for this reason players do not take such perks of team auras or totems, since it gives others the same values as themselves

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328834#Comment_3328834

    I'm not arguing against his base kit, tbh. I don't think 4.4 would kill him, as all it would do is force a reliance on his power much more (like spirit and hag and huntress) but my comment was exclusively targeted towards those 3 addons in particular because they're the most egregious ones he has, and the parts of him that I think should be changed.

    This is true as these assassins use their power all the time. I agree completely you need to make them speed 4.4

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330161#Comment_3330161

    He wanted something to heal himself the whole game and he got something to heal himself the whole game.

    It is necessary to make it so that if you are sitting in the closet, then you would have the opportunity to replenish charges on your tools, first-aid kits, flashlights, or make it so that there will be tables on the map where you can replenish charges, but they have a cooldown of around 2 minutes.

  • @ventu02 said:

    todos tuneleros y camperos mi amigo mottu sufrio mucho hoy por ser un jake con pelo azul amigo no pudo disfrutar 1 partida pobre ojala lo nerfeen !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

    Tunneling and camping killers is one of the saddest and most toxic activities in this game. I hope your friend matty doesn't quit the game.

    It is necessary to prohibit assassins from using abilities 16 meters from the hook, this will solve a number of problems

  • @Seraphor said:

    I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked?

    I've formed this idea on the basis of three issues I have with or regarding these items:

    1. Since the Hatch rework, Keys have become virtually useless for opening the Hatch, and still very rarely used for their aura tracking features. That aura tracking is very useful, but it doesn't appear to be good enough to get many players using them.
    2. Maps are also rarely seen, despite not being changed. Of course this is probably because they were previously used with Keys in a SWF to locate the hatch. As it turns out, their limited aura tracking isn't quite good enough to make up for this.
    3. This will seem unconnected but... basekit Kindred. It's requested over and over again as a bandaid fix for solo survivors to deal with camping. It's never going to happen, but these items could make up for it. We have medkits in place of healing perks, toolboxes in place of repair perks, and flashlights provide additional ways to stun. So why not have items that replace aura perks? Do these items already do that? Kinda. Do they do it effectively enough? No.

    So I've come up with a concept where instead of having Keys or Maps, we instead get Keyrings. We can attach various charms, and indeed keys onto these Keyrings, and they effectively serve as buffed Maps that could be used to open the hatch, if they have a functional key attached to them.

    https://us.v-cdn.net/6030815/uploads/DULKSWT7SJJN/keyrings1.png

    Please forgive the scuffed icons.

    The main addition here is that simply equipping the Keyrings will provide the survivor with one permanent basekit feature, the ability to see the auras of fellow survivors within a short distance. Effectively replicating Bond but slightly reduced. This is comparable to a Medkit replacing Selfcare.

    In addition, Keyrings can still be channelled, using up charges, to activate further aura tracking abilities. As default that includes survivors further away, and generators within that same short distance zone.

    https://us.v-cdn.net/6030815/uploads/L32R2JSLFYX5/keyrings2.png

    For common/uncommon add-ons, we get the general distance/charges upgrades, plus a few additional abilities. Some of these are simply existing Key or Map aura tracking abilities that I've integrated back into Keyrings, however the Eroded Token's new effect is entirely novel.

    The Eroded Token would allow you to see the aura of survivors who are within 16 metres of the killer, when using charges. This would serve as a sort of Kindred-lite, as if you start charging the Keyring and see a survivor appear further than 16/24 metres away from you, you can infer that the killer is close to them.

    https://us.v-cdn.net/6030815/uploads/TUYJMLA90CGF/keyrings3.png

    Then we get the rare and up add-ons.

    The Gold Token is straight up Kindred replication, although obviously limited by the charges of the Keyring.

    The Broken Key now sees a new lease of life, it's no longer useless, it can be used to track the Hatch, even while it's open, giving you as the last remaining survivor an edge over the killer in the race to the hatch.

    Attaching the Dull Key allows the Keyring to function just as the current Dull Key does, giving the ability to open a closed Hatch. Then the Skeleton Key combines both together, giving you the aura of and ability to open the Hatch.

    I think these changes, essentially combining the best parts of Maps and Keys into one, would make an item that may actually be as useful as a Medkit, Toolbox or Flashlight, and provide solo survivors with additional effective options to gathering info, that won't feel like a waste of a slot that using Kindred does for some.

    all keys need a buff so that they give at least something throughout the game, and it is best to do so that they can open the chest 1 time without searching. In general, make charges on the keys. add brown for 1 charge, green for 2, yellow for 3, red for 5 and each charge opens a chest - a hatch immediately.

    Now you can safely combine key upgrades with the map

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328493#Comment_3328493

    It is not the nurse's fault that she is playing players who are not competent against her.

    It's not the nurse's fault if she faces teams that are vocal, but are made up of survivors playing like potatoes.

    It's not the nurse's fault that some survivors would rather complain than challenge themselves and train/improve their skills with this killer.

    Etc.

    If you play alone, or play with mates who are not good, or if you are not goot against her, it is not her fault.

    Then play against cheaters and hackers. Improve your skills why not? The nurse is an imba and she needs a nerf and this patch did not solve anything and only added strong reverse-type addons to the nurse

  • @Audiophile said:

    From the 20 or so games I’ve used it in the past couple days, Huntress is the main issue. A common build has Lethal, BBQ, and then 1 or 2 others like Bitter Murmur, NTH, AA… and shes tricky to recharge with.

    If you add 5 tokens, then this perk will really make sense.

    I don't often see this perk playing as an assassin, realizing that it is weak and useless at the moment.

    With the new knight perk, that perk is dead.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332575#Comment_3332575

    and that's fair, and a very good reason to rework it - I think that all keys should open the hatch, but do so at different speeds, and notify the killer when the opening action starts. the green key should take something like 10 seconds so there's actually a decent chance of the killer interrupting the action.

    see, now we're actually talking about good reworks to underused items that would actually make them more viable. saying "get rid of it because i can't use it right this second :(" blocks that kind of discussion

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332610#Comment_3332610

    i currently have zero green keys on the survivors I regularly play. this is because I regularly use green keys when I have them, and used them frequently enough where I eventually failed to escape and lost the keys. However, I feel the need to once again remind you that I do think green keys should be buffed, that they need more power. I just think what you're arguing for (removing them from chests) is not the right thing to do, and that the reason you give (they don't give immediate value in the round you find them) is a bit shortsighted

    all keys need a buff so that they give at least something throughout the game, and it is best to do so that they can open the chest 1 time without searching. In general, make charges on the keys. add brown for 1 charge, green for 2, yellow for 3, red for 5 and each charge opens a chest - a hatch immediately.

    Now you can safely combine key upgrades with the map

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325512#Comment_3325512

    So you're saying all survivors should waste a perk slot because they're playing with randoms? So you should be penalised for not playing in a swf when killers all complain about swf?

    As for they have plenty already? What you mean that we have BT? Because that's doing a lot to help people isn't it.

    Make your mind up either you want to see less people in swf or more.

    a small passive built into the skin itself at 1-5%, this will not give a big advantage, but it will at least make some sense to choose characters. At the moment I only buy killers and not survivors as they are trash skins

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328957#Comment_3328957

    Overcome is fine - I use it all the time. It makes you vulnerable to tunneling because you have to heal. Also you have to "waste time" healing to use it.

    trash perk as it happens that it can be used only 1 time per game if the killer decides to tunnel you

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329363#Comment_3329363

    you understand that you can run the guard through during the animation and even then he will not be able to catch up with you, the knight is absolutely useless in the camp

    tell it to his guard and the knight near the cellars

  • @killeriseasy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331374#Comment_3331374

    Add ons is what I meant but some perks as well. But yes, once people learn when to use the knight a survivor is 100% going to take a hit and if hurt they are going down. Send the guard one way and meet the survivor the other because of the now speed boost that the Knight has.

    It is then worth doing so that the closer the creation of the guardian, the longer the recovery

  • @sanees said:

    the fact is that the nurse is a killer mind game, you can't just drop every pallet to win

    here are a couple of good tricks for you (actually there are a lot of them, you just need to roughly understand what kind of nurse against you are and use the right ones)

    run behind cover turn around and run to where the nurse was, if the nurse started to understand your tactics, then run behind cover and stand there or just run further

    use DH not immediately wait time where 0.7-1 second

    People with ping have left the chat, or better yet, out of the game

  • @MoNosEmpire said:

    Its clear that tunnelling will always be an issue, yes its a "strategy" but it becomes obnoxious when 9/10 games that's all you ever see.

    I propose a cap on tunnelling. How it would work would be by the following;

    • If killer tunnels to win in a game
    • The next 2 games the killer will be unable to hit the same player twice
    • If the killer rage quits/dc's in any of these two games, it will add +1 to the tunnelling cooldown timer

    This would not only make the game fun again, it would make the game fluid again too!

    You can make it so that the killer cannot pick up the survivor if he was only unhooked within 3 minutes

  • @thighchamp said:

    Hey, I'm relatively new to this game. I'm only prestige 1 on one killer and prestige 1 on one survivor, but I can't help but notice how the Nurse seems really unbalanced. And I asked my friends who also play and they say that it's well-known that the Nurse is unbalanced and it has been for a long time. Is there any reason she hasn't been nerfed or removed? Just wondering. Thoughts? There's literally no way to escape her.

    Many players get up afk, leaves or give up on the first hook in order not to play with her. It's extremely sad that the developers did not nerf the nurse. At the moment, a patch has been released where they promised to nerf the nurse, but it seems she has only become stronger.

  • @kill4escape4win said:

    I personally do NOT hate to face this killer, alchimist ring is a pain in the A but I do NOT mind it, the killer itself is fine to face, what really makes me, truly, absolutely, passionately, truthfully, extremely hate Blight is this

    https://www.youtube.com/watch?v=olBoeMZyXvk

    I want to smash my desk everytime, this needs to be addressed when you'll eventually change him one day, nearly everytime I dodge blight, get behind him or on his sides, I get hit once he's in my back not facing me, please change his attack hitbox so it doesn't feel like bulls every single freaking time PLEASE.

    Developers cannot fix a bug with taking damage 2 meters from the window as a survivor. Many players on "The Blight" will abuse mice and special keyboards that give an advantage. But this case is a broken hitbox

  • @CookieBaws said:

    Hex: Ruin: Tied to a totem, Weak effect and gets disables on suvivor's death. OK

    Any other other more efficient gen related perk: No totem, somewhat to very strong, No penalty on deaths/downs. Oooook?

    I feels like devs just racist towards Ruin for some reason.

    Eruption should be made a corruption, otherwise it is very strong at the moment! Or leave only the explosion with no negative effects on the survivors

  • @Tantamountain said:

    I really hate running out or running low on items from survivors I like to play.

    I like some better than others.

    Since the survivors are more or less interchangeable once we hit those prestige levels, the items should follow suit.

    You could even make them part of the process.

    Brown at P1, Yellow at P2 etc etc

    This is true! If the killers differ in strength and various improvements, then the survivors are no different. And you need to combine all items, improvements, offerings into a common cell.

    I'm willing to leave items only if they add 1-5% passive abilities to each survivor to something depending on their history and making them more unique and not just a junk skin

  • @killeriseasy said:

    I have a med kit that lasts 25% of a gen and a killer can use their perk for the whole game. I dodge a killers special attack, no worries, they can use it again in a few seconds. Killer swings and misses... no worries because they are so fast and our scratch marks stay so long that they can find us unless executed perfectly. The knight was getting beat fairly... let's buff him and make his special attack guard fast and because he uses his special attack he now gets a speed boost so he can catch up. What a stupid game

    The problem is that for the killers, content is released every 3 months, and when did new items for the survivors be added?

    3000 years ago?

  • @wmyn said:

    The perk Saboteur used to show hooks when you were being carried by the killer so you knew if you were getting hooked on a scourge hook. The hook now are only revealed when someone else is being carried.

    Platform Xbox Series X / Equip the perk Saboteur, Get downed by the killer and picked up. No hooks are shown.

    This perk is already very weak, where else to nerf it? So I agree that he should show hooks to all survivors even those who don't have this perk would be a great buff. And so, for good, he would need to reduce the cooldown, since the hook can be reborn 3 times while it is on the rollback.

  • @vladspellbinder said:

    I keep track of the games I play for various reasons, things such as Killer played as or against, Perks used, map played on, offerings burned, add-ons used and so on.

    As of his release I have played against The Knight a total of thirty-eight times, mostly because I rarely ever play more than one Survivor game a day, though it doesn't help that a lot of people don't enjoy playing him. I thought about waiting to hit at least fifty matches against but, as I said, he is somewhat unpopular so I don't expect many more games against him, again because I play so few Survivor games. I don't expect him having two Challenges in the current Time will change his play rate over much.

    Anyways. Out of the thirty-eight Knights I have played against twenty-seven of them have face camped with their Power, the fact that the past five Knights in a row have done this is what made me finally make this post. Some do it personally, sending out a patrol to harry anyone coming to rescue, but most go off and proxy camp the area, sending their Guard back to circle around the hook.

    Various other Killer can't use their Power near the hook and I'd love to see Knight added to that list. Just make the Guard trail fizzles out if it gets near a hooked Survivor like The Executioner's Trail of Torment does and make it so The Knight can't drop an orb while near a hooked Survivor like The Artist can't spawn a crow if too close. There, one less Killer that seems literally designed to face-camp people.

    The devs have gone on record in their various steams and other things about wanting to find a solution to face-camping that doesn't also remove proxy camping as an option and I think removing various Killer powers near a hooked Survivor is a good start.

    It should have been done long ago so that any killer could not use abilities while standing at the hook !!!

    Today, a knight was caught who was camping and sent his squad to interfere with the repair of generators. As a result, it is impossible to save a person on a hook and repair a generator too.

  • how the problem turned out to be much more global

    Nurse can't be stunned by flashlight while preparing to teleport

    ghost in invisibility too

    When any killer breaks a pallet, he cannot be blinded either.

    here is an example https://www.youtube.com/watch?v=eKnQARVp-P4&ab_channel=boom

    "The Blight" cannot be blinded when he climbs over a window due to the new skin, his head hitbox goes to the right of the window (both on the new skin and on the regular "The Blight") as "The Blight" has a different window climbing animation than other killers

    THE LANTERN IS BROKEN PLEASE PLEASE MODERATING ANSWER THAT REQUEST FOR CORRECTION ACCEPTED

    thanks in advance

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325345#Comment_3325345

    I think giving everyone an extra 4 slots is a bad idea. But making the auras of all teammates visible when someone is on hook is something that needs to be added for sure. Too many times in solo queue I've seen 2 or even 3 people come for an unhook.

    Not slots, but built-in passives right in the description of the character

  • @Emankcin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323499#Comment_3323499

    Fighting and winning almost all the time, you forgot to add.

    Quantity does not mean quality. Look at how many perks the survivors have and you will understand that 95% of them are garbage

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325554#Comment_3325554

    I don't think propnight has anything to offer DBD.

    An imposter item killer would be hilarious but it wouldn't work because SWF exists.

    The players can jump there.

    And so there is a great idea about stunning the killer every time falling from a height

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361629/sprint-burst-should-be-activatable-using-a-button-like-dead-hard

    Sprint Burst has worked the same way for 6 years and is perfectly fine. Nobody would use Lithe if Sprint had a trigger button.

    But agree that the "overcoming" perk needs a buff

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324740#Comment_3324740

    the point of having it in the chest is that you can take items from chests out of the trial, as i already said

    then let him open the hatch but longer. Why an object that gives nothing at all !! How could this even be allowed?

  • It should have been done long ago so that any killer could not use abilities while standing at the hook !!!

    Today, a knight was caught who was camping and sent his squad to interfere with the repair of generators. As a result, it is impossible to save a person on a hook and repair a generator too.

  • @BlueHorkew said:

    Yes, i know she just got changes. No i am not putting a rework that is not coming but some small tweaks that could improve the counterplay to her for the survivors.

    • After blinking add a small delay before she can attack (something small between 0.25-0.5s, not sure how much exactly), basically make so Nurse can't attack on the first frame after blinking. This will help survivors react to nurse blink and actually do something be dropping a pallet that right now is kinda impossible or alter their movement and being unpredictable;
    • Stunning a nurse should remove all blink charges and stop the recharge during the stun. She is to strong against DS and can ignore pallets, so she should get a bigger penalty for getting hit by one
    • Give an audio queue for nurse using her power within 42m of survivors, with her new add-on that makes 40m instant blinks a thing, giving survivor information that they could be sniped would be helpful

    For the last one i was thinking about removing auras while using her power, but since she just got a bunch of perk synergy gone i hope that a queue for those snipes could be introduced. Or you know just use distortion, that could work.

    Great ideas! How I wish they were already in the game. I somehow offered my concepts and ideas.

    1. make sure that the nurse does not see traces after the teleport

    2. after teleporting, she gets blinded like from a flashlight

    3. a nurse can teleport only one object (mesh)

    4.only the first teleport of the nurse can fly over all objects and the second teleport moves only over the landscape of the map

    5.after damaging a survivor, the nurse has an additional cooldown on teleports

  • @Nea0_0 said:

    Ever since the change to DS and the endurance effect being added to basekit was introduced, I thought it was a decent change.. however, I've noticed time and time again that it's rather frustrating that a deathslinger can completely bypass Bhvr goal to avoid tunnelling. I find myself getting unhooked, shot at, held in place until my basekit endurance effect runs out and then downed again. Honestly, I think it would make more sense to register that shot as a m1 hit but not to be hooked by the spear so the survivor has time to make an escape and mend.

    Totally agree with you. It needs to be made that any ability against one hit resistance counts as a normal attack. For example, Albert Wesker also makes a dash, but if you have stamina at that moment, then it counts as a blow.

    Why does the shooter have to stand at the hook and just hold you hostage.

    The solution to this issue is to increase the duration of resistance to one hit, or maybe reduce the duration of the harpoon, or simply do it the same way as Albert Wesker did, if he hits durability, then it immediately counts as a hit

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327423#Comment_3327423

    The nurse is not a problem for the balance of the game. Only for the sanity of the players who don't have the balls to admit that they can't be good enough to play against her or who play SoloQ and are surprised that their team gets opened by a nurse.

    The funny thing is that every time I say that even the very good nurses in the game can be challenged by an organized team, strangely enough, all the people who are constantly crying on the forums say nothing.

    It's quite representative of the mentality of some people in the DbD community: when it's about coming to cry, then no worries, there are people, but on the other hand, when it's about showing a little bit of wetness and showing his gameplay, just to illustrate his words, no one.

    What are people afraid of? To show that they are in fact incompetent and can't stand more than 3 seconds in front of a nurse? Or maybe they're afraid that we'll see that they actually play in teams so incompetent that it's a feast for the killer, every game?

    Maybe, but that's the problem of the team, not the killer.

    ""you do not need perks to win"

    You should have said, "The nurse is strong enough to be able to do without perks against SOME survivors, but against others, if she does, she'll get caught off guard very easily."

    But I admit that's immediately much less sexy, and not to help the anti-nurse argument.

    No, he says that's right, the nurse is incredibly strong. Only addons that no one used were nerfed.

    And I myself play nurse without perks and win without problems. If you need to take the rainbow rank, I take it and do not feel any difficulty.

    See how it wins 500 games in a row without perks and draw conclusions

  • @HoodedWildKard said:

    Pretty much every gameplay mechanic in dbd the game has a perk designed to counter it. You even have a perk that supresses screams

    Except killer instinct for some reason. There is literally no way to counter it at all.

    I'm not saying make a killer instinct distortion. I don't think the perk should totally nullify the mechanic.

    My suggestion would be either a perk that removes the sound element of KI, helps against some instances of KI.

    or an information perk that informs the survivor when they are revealed by KI.

    Example: sixth sense (can't believe this hasnt been used as a perk name yet lol)

    As some killers instinctively know where you may be hiding. So too, do you have a supernatural sense that prickles the hair on your neck when you are being hunted.

    When the killer reveals you using killer instinct you hear an audio cue and gain 2%haste for 5/10/15 seconds

    We need to make it so that the killer instinct can only see a healthy survivor but not a wounded one. This will solve the issue with the fact that this is not a Legion nerf, but an excellent solution to unfairness

    Well, or make it so that the conditions for blocking it will be like an aura

  • @SmartGuy576 said:

    Whenever you pull someone from an executioner cage, it won't activate any unhooking related perks, and doesn't count toward challenges. I feel like it should at least count toward challenges, because you could unhook people 10 different times, and not get a single challenge done.

    I agree, this seems like a bug to me. Developers should give all privileges from the cage hook as it's the same thing

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