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mr_Beast_Artist

mr_Beast_Artist

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  • @barsw said:

    Start thinking about balance with killers finally .Blight and Wesker they need to have 4.4 speed ,also increase cool downs for their abilities .Nurse i even not talking because what kind brain person should have to add her more than 3 blinks . And yes eruption should get long cool down as well .

    I agree only on speed, since their strength is in order.

  • @GolbezGarlandGabrant said:

    More like the playerbase abandoned her because I don't see Haddie at all.

    She has the worst perks so no wonder. A lot of people take a chapter just because of the dirt and the survivor there is just rubbish. If the survivors were distinguished by built-in passives, then maybe there would be people, otherwise the survivors are garbage skins.

  • @BlueHorkew said:

    Just to be clear, this is probably a bad idea. I would prefer them to just buff DS.

    But, if Bhvr really wants Off the Record or BT to be effective anti tunneling tools there a simple change that they can make.

    Again, probably a bad idea.

    But making the endurance from the BT work like Mettle of Man, AKA doesn't put the survivor in Deep Wound.

    This change would really nerf tunneling and hard, since you can't hit BT to also get rid of Off the Record.

    Again, for the third time, probably a bad idea, i would prefer a DS buff. But, its a thing they could do, if they are brave.

    The DC buff is a good idea as it doesn't work at the end anyway and people started tunneling and camping even more so you need to come up with a real counter to the killers.

    The developers need to make it so that chasing one survivor as a killer became unprofitable and acted only to the detriment of the killer

  • @RainehDaze said:

    Do we need a year-long balance cycle that changes every single part of the map generation to just maybe adjust this sort of thing? Sure, there are other parts of the map that would take longer to adjust (and other maps that need more serious adjustment), but perhaps it doesn't need nearly TWENTY PALLETS on top of being a miserable misbegotten morass of misused mist and mud.

    Or something like tweaking the damn visibility on the thing so it's not got no draw distance even without people bringing mist offerings.

    everything is fine, nothing needs to be changed

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324782#Comment_3324782

    I also know a Trapper who did a 2k winstreak without using any perk, addons, while playing on a broken keyboard and a steering wheel, blindfolded, and while sending himself to Eyrie every game. The source? Just trust me bro.

    I'm not talking about some hardcore guys. I'm talking about ordinary people who just come after work and play like me, you and a bunch of other ordinary guys. Play her without perks and you will understand that she wins without them without difficulty.

    Or are you saying that the trapper and the nurse are the same? So don't talk nonsense and the nurse really needs some serious nerf

  • Then you need to give another task to the survivors and make sure that the survivor on the hook is not attractive to the killer.

    There is a crazy idea with ghosts, but it will definitely reduce toxicity (if anyone has played "Phasmophobia", then it is there, God, even in "Among Us")

    When a survivor dies, he turns into a spirit and can repair generators, respectively, the killer cannot do anything to him, or after the blow, the ghost disappears and appears in another place. What is the point? The fact is that normal survivors repair generators more slowly, but as a ghost they repair generators 2-3 times faster. It is not profitable for the killer to kill immediately, but to make all the survivors hang on the hook 1-2 times before dying.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324771#Comment_3324771

    The devs allow for the killer to lose 2-3 gens in the first chase. The only way he catches up is to then eliminate one player from the game. And you want to punish the killer for trying to play efficiently? Meanwhile the survivors are playing efficiently and that should just be allowed?

    Then you need to give another task to the survivors and make sure that the survivor on the hook is not attractive to the killer.

    There is a crazy idea with ghosts, but it will definitely reduce toxicity (if anyone has played "Phasmophobia", then it is there, God, even in "Among Us")

    When a survivor dies, he turns into a spirit and can repair generators, respectively, the killer cannot do anything to him, or after the blow, the ghost disappears and appears in another place. What is the point? The fact is that normal survivors repair generators more slowly, but as a ghost they repair generators 2-3 times faster. It is not profitable for the killer to kill immediately, but to make all the survivors hang on the hook 1-2 times before dying.

  • How can I not know this when I've played Nurse for over a thousand hours. This is not my main killer but if I want to quickly raise the rainbow rank, then this is definitely my choice

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361689/would-you-interact-with-a-guillotine-vault-in-a-loop

    This was one of the core elements of one of the DBD clones that had a bit of "hacking". I think it had gold in the title. So while this is a creative idea it is not exactly "new".

    Survivors could open bottom wall segments to create a slide effect and killers could close them or remove both wall sections.

    are you talking about "Propnight"? There are some cool ideas like if the survivor jumps on top of the killer then the killer is stunned.

    But I want more interactivity and interaction with the environment playing as survivors in DBD. At the moment, you don’t really believe in this world because it’s plasticine, God, we can’t even jump in this game even though it’s already 2023.

  • When there are 2 survivors left, you only need to repair one generator, regardless of how many were repaired before. Also playing for the survivors in this situation, you understand that it is unrealistic to repair the same 3 generators together with another survivor, and it is better to wait until survivor is killed and there is a 10% chance to go into the hatch. The percentage is taken from the games, as it goes into the hatch of decay 1 to 10 games

  • @DBDVulture said:

    The distance from the stairs and the hook is pretty far. He could have easily punched you twice and then slugged you while the hooked survivor died upstairs.

    Thompson House needs a rework to make the map smaller.

    In this game, level design and work with metrics suffers a lot, almost every staircase has such a problem + there are places where killers do not break doors and dead ends are created where the killer can pinch you (map "saw" of her toilet or near each iron door) (map "dead saloon" on the second floor where the killer will close the window or near the stones in the corner) a map of the school from "silent hill" where there are passages to the second floor at all, but many players did not even see them because they are closed by a door that break the killer.

    You need to remove these doors or make a solid wall and not give the illusion that your level design does not suffer, or let the survivors open the doors and close it will be another tool and at least some interaction with the environment. Nothing will change for the killer, he still can breaking doors even though he will have an additional incentive as if there are doors left on the maps it will slow down the chase as the survivor will run through the door and the killer will spend time breaking 

  • @milwaukee354 said:

    So I just played against a ghost face that decided to tea bag me for no reason until I bled out, I just had a bubba that decided to hook me in the basement, first hook, five gens and just camp the stairs, now if a player decided to play this way that's fine, but if we were able to see that players name when joining a lobby, we would be able to decide whether or not we wanted to play against a player that's just going to waste time, because you don't want to quit, because of the penalty, that sounds extremely fair

    I agree with this. Why can killers look at accounts and friends of survivors and decide to play against these people or look for newcomers. And the survivors can't do that? I don't mind leaving a secret about who the killer is, but I have to know what kind of player it is, maybe it's a cheater or a killer who just tunneled/camped and behaved toxically the whole game and suddenly he hits me again in the next game, spoiling the mood

  • The 4% release itself from the hook is extremely small and I don't understand why the developers didn't make it in the second stage.

    I also noticed that there is a bug in that if you unhook yourself, then you do not have resistance to one hit. WHY BHVR?

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325122#Comment_3325122

    It's not removed, it's there if you have any.

    I do read feedback that's my job - and I do compile it, I just do not have the time to respond to everything as otherwise I would not get any of my other work done.

    Moderators are here to make sure the forums are kept clean and safe for our users so they do comment a lot of ban appeals and how to report etc as these are helpful for our users and players.

    Greetings! As I understand it, you are the only administrator on this site. How is the information transmitted to the developers themselves that the nurse has only increased in strength and they need to reduce her lunge or make her game more dependent on addons, perhaps remove traces after the teleport? There are also problems when the killer pinches you in the corner and stands nodding his head waiting for the collapse, you can tell them that this can be fixed by a raven that flies in if you don’t move for about a minute (just remove the character’s collision where he will pass through the killers) Also on many maps there are doors that the killer breaks, but the problem is that they don’t break them and behind the door there is content that many players haven’t seen (for example, a school from silent hill) Why don’t the survivors make a function where they can open the door and close it behind them?. Sorry, just we don't really see any feedback from the developers and the game has a lot of problems, not to mention camping with tunneling.

  • @MyelinXCVIII said:

    No. It's been discussed a lot and it's a terrible idea.

    The problem is not that there is no such button, but that the nurse and Blight killers are unbalancedly strong and the developers see requests every day to nerf them or make a restriction for these killers, but unfortunately they do nothing about it. Look at the nurse on pbt, is it really a nerf? ahah they only improved the nurse by cutting the addons that newbies used but strengthened those addons that are used by people who at least played 5 games or more on the nurse and I better agree with this crazy idea about the button forbidding certain killers so how she's more real than waiting for the nurse and Blight nerf.

  • @Audiophile said:

    I decided to try using it for a while after my post on killer aura perks. While it has potential I found it to be too weak vs killers with multiple aura perks (like huntress). In short, the 3 tokens are used up way too quickly so I have to move into her terror radius to build them up again, only to have them depleted quickly yet again. The perk needs more tokens or a different system for building them up.

    You need to make 5 tokens since the new knight perk spends these tokens just like that + I agree that the killer has several perks and for some reason each perk takes a token even though there is a time when you cannot be seen.

    It is necessary to make it so that the survivor would write what kind of perk took the token from him or make 5 pieces, this would be fair

  • Friend post is very big to read. Could you break it down into smaller posts. I like the ideas of the survivors as they don't have a good selection of perks and I really wish the developers would bring this into the game. I read at work and the authorities are closely watching how I sit on this page for so long))))

  • Finding things isn't a bad idea, but I want the survivors to interact more with something on the map - doors that the killer breaks, the ability to pour oil or drop barrels, board doors or windows, drop hooks for more time more things that can be counteracted against the killers.

  • @Entitled_survivor said:

    She is losing her best addons and her best cheese build (starstruck) ,,if you really wanna moan for more nerfs at least wait till it goes live

    Only noobs played with these addons and experienced nurses preferred other addons that just improved. So until they reduce her lunge or make a more serious nerf, then you should not introduce the nurse into the game at all

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323558#Comment_3323558

    Basically i agree... tho it rises one major question: "analyze"... base on what?

    1. Experience, because all killers has same lunge range? This is couterintuitive, and to learn from that you must first understand how lunge works, and this require you to read a wiki.... really? EVERY player HAS to read outside source to learn that her lunge is weird?
    2. Visual clues, because lunge is just short sprint of killer? This means that her lunge should be changed. I can learn from just playing, that killers jump towards me when they lunge, yet Nurse, because of her slow movement is outplaced from this visual clues, there is no way to visually learn how far she can jump, and her lung is next mini blink. Lunge HAVE to be tied to killer base speed and Nurse lunge should be shorter.

    So whichone is it? Are all players required to read outside sources, or her lunge IS weird?

    I thought that the developers would be interested in growth, but I didn’t even think about speed.

    You are damn right and I like your idea better

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323621#Comment_3323621

    Alf's winstreak was definitely NOT perkless. He used the strongest build he could on Nurse, with the strongest addons, and played sweaty as hell.

    After that, a bunch of nurses appeared who were shown how to play, and I myself personally know people who made a series of 100-200 victories

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323680#Comment_3323680

    It's not enabling mobility, there's basically no reason a Killer would ever not break it. You'd need to stack like three perks to have a fast enough vault to care. Breaking is always the better choice.

    And no, Survivors opening breakable walls is a terrible idea. Some areas are only playable whilst they remain walls (I think Badham), and it completely messes with the logic of how The Game is meant to work (now there'd be no more dead ends before gens are done, which super screws the balance).

    Then let the developers make a wall there!

    The problem of level design is not solved by closed doors that cannot be broken/interacted by only one side

  • @Jensen said:

    Sure.... First let the killer chase you for 10-15sec, and when hes short before reaching you, you speed away. Because thats what the game needs, longer chases...

    Long chases are fun. Don't you enjoy playing hunter?

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323445#Comment_3323445

    killer is already fighting 4 perks vs 20

    do you want it to be 4 vs 24 ?

    Look at the perks of the survivors 95% of them are useless giving +5% here +8% there +12 healing. The developers lost their creative zest and there will no longer be such unique perks as DH / DS / boon / and I am not against perks that give progress in the treatment or repair of generators, the main thing is that they are not like the same perk only with a different percentage and conditions, since they can simply be combined into one perk and nothing will change.

    Also, after the last patches, they generally killed all the perks that were more or less attractive and kept almost from the start of the game. Playing as a survivor with or without perks makes no difference. So adding passive abilities to the character is another incentive to buy survivors and try to make an even more unique build.

    Why should I buy a trash skin that gives nothing?

    I repeat, I buy killers because each perk is VERY STRONG and they have unique gameplay and do not sit at the factory bored like bots, plus each killer has several abilities and the survivors don’t even have a difference and as I said for the survivors I no longer I will give no money and even for free I will not agree to these skins, because if there are perks, then why this garbage skin?

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323454#Comment_3323454

    Hooking a fresh survivor needs to have a reward base kit. Why go for someone who needs two hits? Why not go for the same person again? Why would you ever do anything besides hook the first person three times in a row?

    This is the problem why players leave the game.

    The developers do nothing about it.

    Let the developers make it so that if the killer decides to hook a survivor who was just unhooked within 2 minutes, then all generators will instantly increase the progress of 25% as a punishment.

    I just don’t understand why it’s so dirty and toxic to play spoiling the game for everyone.

  • @ratcoffee said:

    green key has better aura reading duration than purple key

    you can keep items you pick up in chests, i know you often want to use the items you pick up within the same game but you get to keep them after the trial and use them in more trials as well

    i think keys in general (and yes, green keys in particular) should be buffed but there are several advantages to green keys

    the green key is useless and you need to make sure that the keys are already with improvements. What's the point of having it in the chest if it doesn't give anything at all!!!!!!

    It is possible to make it so that all items from the chests initially had one improvement according to the standard

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322063#Comment_3322063

    They both do the same thing, show auras. One shows auras of things, the other shows auras of players and one other specific thing.

    It's like having a Medkit you can only use on yourself, and another item, a Bandage you can only use on other players. Or a Toolbox you can only use on gens, and a Wrench you can only use to sabotage hooks.

    What a pity that you are not a developer, since you understand exactly the essence of the problem of items of survivors

    The survivors have so few items, and every year they lose hope that at least something will appear.

    Assassins have a new mechanic ability every 3 months, interesting details. For this reason I have all the killers

    The survivors have a stupid skin that does not give anything (give a passive to the skin at least !!!), no new items, and even perks similar to each other, and all fantasy is lost, since unique perks can be counted on one hand. For this reason I stopped buying survivors

    DEVELOPERS WHERE ARE THE NEW SURVIVOR ITEMS? why are you removing an improvement like a blinking light bulb

  • @AssortedSorting said:

    The concept is this:

    It’s part of a solid Long Loop Wall that can be “raised” by a Survivor out of chase to create a Vault Window.

    (Imagine a kind of hatch-like window that a survivor props open with a nearby support)

    This can then be Vaulted by both Killer and Survivor.

    Killers can choose to Destroy the Vault by breaking the support instead of Vaulting it, causing it to close permanently, leaving the Long Wall as it was before.

    And a valid Long Wall would not always be guaranteed to have a functioning “Guillotine Vault”, likely dependent on what other nearby chase objects have spawned (other Vaults/Pallets)

    Would this be something that you think could add beneficial variety to existing Loops, or not?

    You just need to let the survivors open the doors that the killer breaks and this will just solve the issue with when the killer corners and waits for the collapse, just about the passages that the killer never breaks like doors on the school map from the game silent hill. I will even say so! I saw that there is a passage when I played as an assassin and broke the door for interest and found out that there are more passages from the 1st floor to the 2nd floor. It was still on the release of this map ahahah how many years have passed and the problem has not yet been solved with the validation of doors and their randomness

  • @DarKStaR350z said:

    IIRC there are changes coming to how killer adept challenges are handled, with Merciless Killer being attached to getting 4 kills and required to complete the adept challenge.

    With survivor adepts being “escape using their 3 unique perks”, is there a reason killer adepts could not be something similar such as “kill all 4 survivors by any means OR no survivor escapes through the exit gates while using the killers 3 unique perks”?

    From a survivor POV, there are lots of complaints about slugging and changing killer adepts to 4 kills will only increase this.

    From a killer POV, it would prevent losing the adept challenge to the random hatch and possibly also DCs denying the adept.

    I can’t think of any reason why this would be a bad suggestion and wondered what other peoples opinion on it is?

    The rating should be tied to protecting generators and not kills.

    The survivor fixes the generators / the killer protects the generators.

    Many killers end the game when the survivors still have 2-3 generators. So the developers need to tie the killer rating to the unfinished generators. I would be more pleased to play against professional assassins who know exactly their target and not stand toxically at the hook waiting for someone to die.

  • @Archael said:

    Nurse should be hard to master but totally satisfying when mastered, her skillfloor should be much higher than it is right now, and extra second of cooldown could fit this.

    She sometimes also feels unfair for survivors with her lunge which is basically additional blink since based on her movement noone can calculate that she can lunge so far, she is far away and suddenly she hits you. Her lunge should be decreased by 50%.

    And her exposed snowballing potential... making her blink attack a special attack is terrible, it not only taken away ability to use expose status (maybe except of fair use of starstruck, and some niche NOED situations), but it also taken away other good perks like sloppy butcher and some other that are based on m1. Her ability to down unprepared survivors with one hit is extremally oppresive and scary at the same time, and yes, it should be nerfed to some degree, but not this way. My idea: when Nurse is blinking in 3m range from survivor, she instantly loose all her tokens and is put into fatigue, maybe some additional debuffs for few seconds. But survivors within those 3m get additional debuff (however you can call it "Nurse pain", "Banshee haul", "mysery"), and then, whenever she blinks near survivor with this status she can attack normally (optionally - if in a chase, surv dont need to have that status, and blink works normally - while in a chase, survivors ARE prepared). Discussion should be how and if this effect should be removed. This would add additional healthstate to all unprepared survivors, which should be fair based on her ability to jumpscare between floors or through walls. But because she cannot hit without her blinks, her blink attack should not be considered "special".

    reducing her lunge by 50% is a good idea. I think you need to tie the killer's height to his lunge, as it looks like a flaw and a bug when you get hit at 3 meters by a killer like sadako, freddy or a nurse. Leave the current shooter attack to the nemesis and all the other big boys.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322450#Comment_3322450

    -"Camping is not "holding the game hostage", its holding YOU hostage"

    -"Holding the game hostage is making it so the other side cannot progress their objective. You can be camped from first hook until death, and gens will pop, therefore progressing the game, therefore its not being held hostage"

    We could literally end the thread right here.

    https://forums.bhvr.com/dead-by-daylight/discussion/361571/killer-camping

    "There are too many killers ... camping hook"

    I'm going to pretend this is what you said. Technically you did say this but this quote is out of context. As a killer I camp the hook as a reaction to gen rushing.

    If you go for the earliest possible save instead of trying to finish your generator then your survivor friend gets off the hook. If a gen pops then he won't be coming off without a trade or your friend going to stage two. And since they are in stage two I will immediately tunnel them out.

    Survivors finishing their objective as fast as possible makes killers camp and tunnel. When will survivors learn?

    stupid logic for this reason, the dbd community is toxic.

    what do you think about this idea? there are rewards for the killer but also punishment if he decides to toxic camp at the hook

    good idea how to motivate the killer. After the killer hangs a survivor, a bonus is imposed on him for 20 seconds - he needs to kick the generator and he regresses by 10%, but if the time runs out, then 25% of the progress will be applied to all generators.

  • I think that the green key should be removed from the game altogether or recycled.

    At the moment, the key is the most useless item in the game and I don't want it to come across to me in the bloody web.

    You need to make it so that he opens chests instantly or opens locked doors that the killer breaks.

    Can make it so that an aura showing everything in 8/16/24 meters will already be built into it.

    Developers please remove the keys

  • @Raptorrotas said:

    I wonder why and when survivors started reurgitating the "shes not that hard" nareative?

    Shes constantly losing LoS and NEEDS to be good with her blinks. Its not a point and click "teleports right behind you, kid" move but each move has to be calculated.

    The only point aknowledge her "not being that hard" is when compared to other killers who have to fight their own specifically so designed clunky mechanics for less output. But thats not a nzrse problem, its pig, nemmy, twins' etc problem.

    you need to play 3 games to understand how to play as a nurse. Try playing as a nurse or watch streamers who get 500 wins in 4 kills without perks. IS THIS BALANCE? She obviously needs a nerf.

    I myself take on a nurse if I don't want to spend a lot of time getting a rainbow rank.

  • @Entitled_survivor said:

    Lol imagine 😂😂once you manage to 99 it most of the times you gonna have it up when needed

    it will be lost if you decide to walk

  • because this is obviously a bug that can be abused and not given a chance to survivors

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322896#Comment_3322896

    Yeah she still does her being stunned longer than other killers would be perfect solution. Other killers are punished from getting stunned why should not nurse be? Current stun just is way too short for her.

    This will not even be enough. Need to make all stuns against nurse last longer

  • @Triplehoo said:

    I've been pondering this for a while and I need to get it out of my system. I've been thinking that since every survivor has their own, personal perks, why not make it so that out of the four perkslots, one of the slots is locked so that you'd need to use one of the three characters own personal perks?

    I mean, on killer side I can understand that they are allowed to use all the other killers perks since they are still "locked" to their own abilities, but survivors are nothing but reskins of one another. Why not make them be more like their personalities are being told in their bios like killers by requiring them to use one of their own personal perks?

    Do you think that would somehow shuffle the survivor meta? What are you thoughts?

    The killer is fine, he has the ability and some of them have several.

    the killer has 4 perks + ability. Yes, it's worth paying for and I have all the killers

    It is necessary to give each survivor their own passive in the amount of 1-3% to something then they will make sense, but at the moment it is a stupid skin that does not give anything

    the survivor has 4 perks + NOTHING (just a stupid skin) for this reason I stopped buying survivors

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323014#Comment_3323014

    I'm talking about hiding at the edge of the map. That's exactly what perks like whispers and spies are for. Locker hopping is why I recommended iron maiden. I think you could really benefit from reading what these perks do.

    Never said it wasn't 'reportable', 'unsportsmanlike', 'bm', or ######### behavior. It's all those things. Neither you nor I can change those survivors behavior. Period. But you can play differently to try to counteract it if it's impacting your game 'regularly'. That's the only thing you have any control over.

    If you have an 'extreme problem' with people hopping in lockers and blindly refuse to consider perks that might be useful in that situation, then I wish you the best of luck.

    Edit: autocorrect.

    I agree with you and I'm amazed by killer whiners who want easy wins without even thinking about taking certain perks for it

  • @marc3122 said:

    When carrying a survivor, any and all other survivors within your terror radius suffer from the Exposed status effect.

    I play both Killer and Survivor equally, and I think Starstruck is a great perk! However, there are often moments where it's WAY too strong. Starstruck is one of the most powerful Exposure perks available. Other perks require survivors to directly activate it (excluding NOED, of which can be prevented), while Starstruck only requires having a survivor(s) within your terror radius. The range of a terror radius can vary, as well as increase significantly. The average range is 32 metres, though Wesker's range is 40 and Doctor's can be increased to 46 with addons. Distressing increases the terror radius by 26%. Agitation increases the terror radius by 12 metres, as well as increasing movement speed (to which the killer will become faster than running survivors). When paired with perks like No Way Out, Remember Me, Blood Warden, Crowd Control, Bamboozle, and/or Blood Favor. It makes it easy to hold survivors hostage with no way to escape. It's great for killers, but just isn't fair to survivors.

    Starstruck has it's purpose, but it can be easily manipulated into an overpowered, unfair advantage. The most obvious fix would be to use a fixed range instead of a terror radius, but it's clear BHVR is too stubborn for that. So how about deactivate Starstruck when a survivor is already on a hook? That's how Corrupt Intervention was nerfed.

    [Example deleted, since some users are willing to glance over 2 paragraphs to argue over a GIF.]

    This is the end of the post. I only use this forum to make posts because the janitors over at the Steam forums lock and delete every post they see. Discuss amongst yourselves.

    can make it so that the perk (distortion) or cabinet would remove this effect?

  • @BloodyBoo said:

    Lately I've been playing a lot with both killers and survivals, I feel it is so much easier to be a killer in this game. I would suggest to nerft the hooks that if somebody has been hooked and gets unhooked the hook should get a cooldown or something to not be able to be used again by the killer for some time. Also with the hook distance (it is too short, there are hooks everywhere so their number is too much I think).

    I once suggested this idea in a twitch chat. Yes, that's right, the hook should break after removing the survivor, anyway, the survivor will not recover in these 10-15 seconds, so this will not break the balance

  • This will also solve the problem with the killers who close the passage and stand until the end of the collapse. I do not understand at all why the generation of doors that the killer can break does not work. Why does the game have dead ends and the killer, if desired, can toxically stand at the aisle, wasting everyone's nerves. Is this dbd gameplay?

  • @b4gr1m said:

    If a Nurse uses a Blink Attack, her Blinks don't start recharging until 1.5/2 seconds into the fatigue. This would create a little bit of counterplay where survivors can try to get you to swing and miss, and it gives survivors a little more time to get away. Thoughts?

    Edit: I think the best way to do this is to make it 2 seconds default and 1.5 seconds with wooden horse.

    I think need to add some dazzle to the nurse, but I like the extra cooldown. I think it's balanced

  • @WhiteTower said:

    Survivor changes:

    General:

    Survivors will always spawn in groups of 2 (fix many game start balance issues).

    Survivors can see each other's perks and items in the lobby.

    Survivors can see each other's auras at all times (this will permanently fix the solo queue lack of information problem without making SWF any stronger).

    For each survivor not in the dying state within 16 meters of a hooked survivor, hook progress is 25% slower (camping becomes less efficient as your teammates stay with the survivor, this is a simple but efficient way of making camping less viable, as the killer is protecting the hook, you can at least have 1 survivor doing gens as compensation of the other survivors not doing being any productive, this hook slowdown is removed once the last generator is completed, as the killer has no other reason to not camp and the survivors will probably be surrounding the hook in attempts to save).

    When a survivor sees the killer aura, all survivors can see it as well.

    Survivors can vote to end the game if someone disconnects or if there is only one survivor left (this will guarantee bloodpoints to all survivors as if they had been sacrificed and the killer will receive bloodpoints as if he had killed all the survivors).

    Perks:

    Ace in the hole:

    Problem: meme perk

    Solution:

    Retrieving an item from a chest has a 100% chance of having a Very Rare addon attached to it.

    The item has a 100% chance of having a second addon of Rare rarity or lower attached to it.

    Adrenaline:

    Problem: very strong perk but can be countered by dropping the survivor and quickly hitting him before he gets up.

    Solution:

    sprint duration decreased to 4 seconds (from 5).

    receive the endurance status effect for 4 seconds (you do not receive an additional speed boost if you get hitted during this time).

    Aftercare:

    Problem: Useless with the new survivor base aura reading (see above in survivor general changes).

    Solution:

    Rework.

    Autodidact:

    Problem: terrible perk that will reduce your healing progress when you least want it to happen, very RNG based.

    Solution:

    Reworked:

    You start the trial with a 0% progression bonus for skill checks when healing other survivors.

    For every successful skillcheck, receive a token.

    Each token grants a 4% bonus progression for a successful skillcheck while healing another survivor.

    Great skill checks cannot be performed while using autodidact.

    Tokens cap at 5.

    Skill Checks constantly happen every 3-5 seconds of healing (very important to fix the RNG aspect of the perk).

    Autodidact now works with medkits (only works with other survivors)

    Botany Knowledge:

    Changed:

    Increases the speed that you heal others by 50%.

    Increases the speed of personal healing by 25%.

    Medkit efficiency removed (they got nerfed already so this stat is no longer necessary, see below for more info).

    Breakdown:

    Changed:

    Hook no longer instantly breaks, instead it will work identically to a sabotaged hook, where it will glow blue to survivors and will only break once the killer gets close.

    Build to last:

    Problem: Very strong, but only used by people who know its true potential.

    Solution:

    I can’t think of one without making it too weak or stronger than it already is.

    Calm spirit:

    Problem: it got nerfed? why?

    Solution:

    Calm spirit no longer has an interaction speed reduction, instead, it lets you see the location of crows who were disturbed by the killer within 24 meters of you.

    In a situation where you would scream, the secondary effects of this perk is disabled for 30 seconds.

    You also make no noise when cleansing, opening chests and blessing totems.

    Corrective action:

    Problem: this perk had one job and it catastrophically fails at it.

    Solution:

    When a survivor misses any skillcheck within 4 meters of you, the skillcheck will appear on your screen instead, letting you fix your teammates' mistakes by doing even better on some occasions (if you leave the range, the skillcheck will count as missed).

    Additionally the missed skillcheck will move 25% slower giving you a bigger window to hit it.

    Receive 100% extra bloodpoints when a skillcheck is corrected.

    If you already have a skillcheck on your screen it will instead wait until it finishes before the corrective actions skillcheck plays.

    Dance with me:

    Problem: cooldown

    Solution:

    Cooldown reduced to 20 (from 40).

    Deception:

    Problem: cooldown

    Solution:

    Cooldown reduced to 20 (from 40).

    Decisive strike:

    Problem: got nerfed too hard.

    Stun increased to 4 seconds (from 3 seconds).

    Diversion:

    Problem: activation time and range

    Solution:

    Range increased to 24 meters.

    Activation time decreased to 20 (from 30).

    Empathic connection:

    Problem: bad perk and now even worse after the survivor base aura reading change (see above in general).

    Solution:

    Survivors in chase can see your aura glowing in blue, once they get within 8 meters of you, both of you receive a 2% haste and recover from the exhaustion status even when running until the exhaustion reaches a minimum of 5 seconds, effect lingers for 15 seconds after leaving the range or the chase ends.

    Empathy:

    Problem: requires a rework (see above as aura reading is now basekit).

    Solution:

    rework.

    Flip-flop:

    Problem: gimmicky bad perk

    Solution:

    Added: receive a 10% haste for 5 seconds after escaping from the killer's grasp by any means.

    Hyperfocus:

    Problem: insanely OP in the hands of competent teams

    Solution:

    No longer works with toolboxes

    Skill Checks are less RNG

    Inner focus:

    Problem: weak gimmicky perk

    Solution:

    Reworked:

    Wherever a survivor is injured, the aura of the killer is revealed to all survivors for 5 seconds.

    You can see scratch marks of the killer (this effect is shared with survivors within 8 meters of you).

    Kindred:

    Problem: most of it is basekit now

    Solution:

    For each survivor within 16 meters of you when you are hooked slows down your sacrifice by 33% for a maximum of 99% (you will still receive skillchecks so you can still suicide on hook).

    Any hooked survivor within 16 meters of you has its sacrifice slowed down by 33% instead of the usual 25%.

    Leader:

    Problem: not a bad perk but it's overshadowed by other better perks.

    Solution:

    Action speed bonus increased from 25% to 35%.

    Left behind:

    Problem: quite weak, could do something else that fits more the perk concept.

    Solution:

    Once you are the last survivor, rummaging a chest has a guaranteed chance of finding a dull key.

    Low profile:

    Problem: too situational

    Solution:

    I can’t think of one sadly.

    Mettle of man:

    Problem: very hard to activate, so i removed the unnecessary part of the perk.

    Solution:

    Healing back to full no longer reveals your aura to the killer, instead, your character will glow with a white outline.

    No mither:

    Added:

    Wherever an attack would put you in the dying state, instead receive the lethal wound status effect for 2 seconds, after the 2 seconds passes, you will go down no matter what. If you are already suffering from the deep wound status effect, you will immediately go down.

    Object of obsession:

    Problem: terrible perk that will kill you in solo queue.

    Solution:

    When the killer aura is revealed, all survivors see it as well.

    Off the record:

    Problem: More like On the record

    Solution:

    Reworked:

    Endurance has been completely removed from the perk.

    Once off the record is active, your aura, grunts of pain, blood and scratch marks are hidden for 80 seconds or until you perform a conspicuous action.

    Overzealous:

    Problem: you waste more time activating this perk than you save from using it.

    Solution:

    Reworked:

    Destroying a dull or hex totem grants the following benefits:

    16% increase in repair, healing and unhooking until you are hooked.

    This perk can only be activated once per trial.

    Poised:

    Problem: bad perk

    Solution:

    Poised now removes all recent scratch marks and pools of blood, additionally grunts of pain are silenced and you receive a 7% haste for the duration.

    Premonition:

    Problem: bad perk, and it is bugged apparently

    Solution:

    Cooldown has been removed.

    If the killer is undetectable, the range is reduced to 12 meters.

    Prove thyself:

    Problem: insanely overpowered in the hands of competent teams.

    Solution:

    Repair speed bonus reduced to 10% (from 15%).

    Red herring:

    Problem: really bad

    Solution:

    I can’t think of one.

    Residual manifest:

    Changed:

    Rummaging a chest has a 100% chance of receiving a utility flashlight.

    Repressed alliance:

    Problem: Is this a killer perk? no like seriously.

    Solution:

    Repressed alliance generators can still be interacted by you and follow survivors, this will unblock the generator and it will be blocked again once they stop working.

    Generators affected by repressed alliance will not regress by any means.

    Generator is blocked for 45 seconds (from 30 seconds).

    This is not happening:

    Problem: possibly the most useless perk in DBD history (it's not even a joke like no mither).

    Solution:

    Don’t fix it.

    Solidarity:

    Problem: really situational and even in the best case really bad.

    Solution:

    Now works with medkits, conversion rate increased from 50% to 100%.

    This perk does not work with survivors in the dying state.

    Now shows an icon when a survivor is being healed and you have this perk equipped.

    Spine chill:

    Problem: could be the way it was.

    Reverted to before patch 6.1.0 with two exceptions.

    if the killer is undetectable the range is reduced to 12 meters.

    Vaulting speed bonus has been removed.

    Saboteur:

    Problem: too weak

    Solution:

    Added:

    Now lets you see scourge hooks particle effects (like how the killer sees them).

    Sabotaged hooks will not immediately break and will glow in a blue aura for survivors.

    The hook still counts as sabotaged, meaning it will come back to normal in 30 seconds.

    Once the killer gets within 8 meters of the hook, it will break for the remaining duration. (killers can check their hooks just by getting close).

    Sabotaged hooks will still be visible for the killer until they break.

    Clairvoyance:

    Changed:

    Clairvoyance aura reading bypasses blindness (see blindness change above).

    Range reduced to 24 meters.

    Perk has a max of 5 tokens, using it consumes 1 token.

    Breaking a totem adds 1 token.

    Scout all props and objects of interest within range for the remainder of the trial (all survivors can see them).

    Dead hard:

    Problem: The killer has no counterplay except hope that the survivor presses too early or too late.

    Solution:

    Dead hard temporarily increases your speed to 150% for 0.5 seconds, the endurance only activates once the speed boost ends, meaning you have 0.5 seconds of speed and then a 0.5 seconds of endurance (once the endurance ends the survivor is unable to interact with objects for an additional 0.5 seconds).

    Technician:

    Problem: this perk has one job (helping people who struggle to hit skill checks) and it fails at doing it well.

    Solution:

    Reworked:

    Reduces the audible range of your generator-repairing noises by 12 meters.

    Failing a skillcheck while repairing:

    Prevents the generator explosion.

    Prevents the regression penalty from applying.

    Prevents you from receiving repair skill checks for 10 seconds.

    Reduces your generator repair speed by 100% for 10 seconds.

    Inner strength/healing:

    Changed:

    Perk now has up to 5 tokens.

    A token is consumed per heal.

    This perk is already perfectly balanced so it doesn't need any more changes.

    Iron will:

    Problem: overrated perk that got undeservedly nerfed because of that. (Killers can still hear survivors breathing sounds and footsteps, therefore it's not busted as some people may think).

    Iron will reduce grunts of pain by 100% at all times.

    When suffering from the exhausted status, Iron will efficiency goes down to 75%.

    Self-care:

    Problem: the devs should just admit the misinterpretation, Self-care isn’t the problem, medkit self healing is, even the worst medkit lets you heal yourself at the same speed as another survivor.

    Solution:

    Self-care has been reverted to before patch 6.1.0.

    (Medkits have been changed, see below in the item section).

    Resurgence:

    Problem: the new hemorrhage status effect change made this perk kinda bad.

    Solution:

    Added:

    You are immune to the hemorrhage status effect for 60 seconds after being unhooked.

    Wake up:

    Problem: weak

    Solution:

    You and any survivor within 4 meters of your location opens the exit gate 50% faster, additionally, once you get within 4 meters of an powered exit gate switch, the exit gate progress is hidden from the killer for the remainder of the trial. (the red lights that show how close it is to be opened).

    Wake up does not stack with other instances of wake up.

    General changes to boons:

    Boons can only be used once every 2 minutes, no longer spamming boons (All boon perks share the same cooldown).

    Boons have their auras revealed to the killer when he is within 12 meters (finding boons in some maps is terrible even with the sound clue).

    Items:

    All items that can no longer be found in the players bloodweb or inventory will be converted into blood point offerings of that category as a compensation, examples: emergency med-kit will be turned into a fragrant primrose blossom (altruistic offering), commodious toolbox will turn into a fragrant bog laurel (objective offering).

    All items found in chests have one guaranteed rare rarity addon or below but will never have two addons (except if the survivor has the perk Ace in the hole).

    Decreased the time it takes to open a chest from 10 to 6 seconds.

    Increased the default number of chest on the trials to 6 from 3.

    Camping aid kit:

    Cannot be found in chests, only in the bloodweb.

    Unlocks the self-heal action.

    Decreases the personal healing speed by -50%

    Increases the altruistic healing speed by +30%

    Capacity of 16 charges.

    First aid kit:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Unlocks the self-heal action.

    Decreases the personal healing speed by -50%

    Increases the altruistic healing speed by +40%

    Capacity of 24 charges.

    Emergency med-kit:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Unlocks the self-heal action.

    Increases the altruistic healing speed by 100%

    Capacity of 16 charges.

    This item receives 50% less extra charges from addons.

    Ranger med-kit:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Unlocks the self-heal action.

    Decreases the personal healing speed by -50%

    Increases the altruistic healing speed by +50%

    Capacity of 32 charges.

    Flashlight:

    Cannot be found in chests, only in the bloodweb.

    Sport Flashlight:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Utility Flashlight:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Event Flashlights are fine as they are only cosmetic.

    Broken key:

    Cannot be found in chests, only in the bloodweb.

    Dull key:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Skeleton key:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Map: Cannot be found in chests, only in the bloodweb.

    Rainbow map:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Worn-out tools:

    Cannot be found in chests, only in the bloodweb.

    No longer decreases skillcheck success zones.

    Toolbox:

    Decommissioned item.

    Mechanics toolbox:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Charges increased to 20 (from 16).

    Commodious toolbox:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Engineer's toolbox:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Alex’s toolbox:

    Can no longer be found in players bloodweb or inventory, can only be found in chests, the entity will consume this item if bringed to the campfire.

    Repair speed increased to 25% (from 10%).

    Medkit

    Addons:

    Rubber glove: reworked: No audio clue while healing.

    New addon: Medical notes: missing a skillcheck while using a med-kit will consider it a good skillcheck and consume this addon.

    Bandages: Increases the med-kit capacity by +4 charges.

    Abdominal dressings: Increases healing speed by 25%.

    reduces the med-kit capacity by -4 charges.

    Styptic agent: on use: consumes 2 charges and pauses the hemorrhage status effect for 45 seconds.

    Anti-hemorrhage syringe: on use: consumes 2 charges and removes the hemorrhage status effect after 15 seconds.

    Other addons could receive some changes as well.

    Toolboxes:

    Addons:

    Scraps: Increases the toolbox capacity by +4 charges.

    Instructions: reworked: missing a skillcheck while using a toolbox will consider it a good skillcheck and consume this addon.

    Wire pool: decommissioned addon (or rework it to not be a direct upgrade to scraps).

    Brand new part: adds 10% to the generator progression.

    consumes 16 charges on use.

    generates 2 hard skill checks, each one grants 5% to a maximum of 10%.

    Other addons could receive changes as well.

    Keys:

    Addons:

    Eroded token: decommissioned addon

    Gold token: decommissioned addon

    Blood amber: single use addon (destroys the key on use) reveals the killer aura to all survivors for half the duration of the key.

    Can only be used if injured.

    The killer will see your aura as well.

    What do you guys think about these changes? Would you like to see them in a PTB?

    God friend, the article is very large, you should have given it out in portions of 5 points.

    I agree with a lot of things, but I haven't read them all.

  • @MrMori said:

    That is all.

    I won't say it's a bad idea. Guys, we are here to discuss and propose such ideas.

    You just need to level up the Overcome perk as it's useless at the moment, all perks give 3-4 speed bonuses and it's only a measly 2 seconds, although you need to lose health to implement it, it's too expensive.

    Devs just buff the Overcome perk then survivors will have a perk that can be similar to sprinting but works differently.

  • If someone doesn’t understand, then I’m talking about the fact that when a survivor jumps, he immediately receives stage 2, although he hung on a hook 1 time

  • @SmolBlob said:

    1. She already has counterplay even before the nerfs
    2. The difficulty in Nurse comes from mindgaming survivors who are experienced at mindgaming Nurse
    3. Removing any character ever is a terrible idea that alienates the playerbase
    4. Full reworks are also a terrible idea that alienate the playerbase and destroy the identity of a character, which is why the Freddy rework was such a disaster
    5. Even at the most recent release on pick rate data, Nurse had just over 5% pickrate.
    6. "Some" perks? Do you have a source? Because if you mean Awakened Awareness, that perk was already terrible even before its nerf, and Nurse wasn’t the only reason.
    7. If an interaction with a single perk is enough for you to call a killer ridiculous and a problem, then do you also view Legion and Plague the same way for being the prime culprits behind the Thanatophobia nerf?

    I agree removal is nonsense. But she needs a serious nerf. 

    1) a nurse can fly through only one object (mesh) with her teleport. Normal and experienced killers will not be affected, as they know the map and know how to plot routes.

    2) The nurse stops seeing traces when teleporting and sees them only after exhaustion.

    3) Nurse Receives blinding like from a flashlight after teleporting.

    4) Make stronger and longer stuns against the Nurse (her depletion after teleport/Pallet/flashlight/clapperboard, etc.)

    5) After causing damage to the survivor, all teleport charges from the Nurse are reset and you need to wait until they accumulate again in order to teleport.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322199#Comment_3322199

    Extra BP just feels like “Yeah we know you had a terrible unfun match against an oppressive killer but you got 5k more BP!”

    It’s like a BP bonus for fighting a 4 man it doesn’t make it feel any better

    I agree she needs a serious nerf and not handouts from the developers

  • @TheWheelOfCheese said:

    The devs have said repeatedly before that refusing to advance the objective (= work on gens) for an extended period of time is holding the game hostage, even in a 2v1. In the presence of the hatch, this leads to a decision each survivor must make: throw the match, or break TOS.

    If the survivor out-stealths the other survivor, they might break TOS if the game goes on long enough. What is their reward? Escaping.

    If the survivor decides to try to advance the objective, they will be found and probably killed, likely giving the other survivor the hatch.

    This is a lose-lose scenario. There is absolutely zero incentive not to stealth around the map and avoid gens when it could land you an escape, especially if you are working on a challenge/achievement that requires escaping.

    Please remove the hatch, or rework it somehow so this choice between good gameplay and not breaking TOS doesn't have to exist.

    I think it needs to be done so that for each killed survivor a 25% bonus was applied to repair the generator, this will motivate the survivors to repair the generators even when there are 2-3 of you left and there will be no such situations when two survivors stand and wait for someone to die.

    You can make the hatch appear when there are 2 survivors left, but only one of the survivors can escape into the hatch, this at least somehow rehabilitates the dead garbage in the form of a key. Well, the second survivor can only escape through the gate, but can he)))

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361571/killer-camping

    No, this could be solved giving a killer a reward for not camping.

    What if, if i move away at least 24 mt all gens slow down by 5% ? Or if i move away 24 mt one gen is blocked by the entity for the time you are on the hook ?

    good idea how to motivate the killer. After the killer hangs a survivor, a bonus is imposed on him for 20 seconds - he needs to kick the generator and he regresses by 10%, but if the time runs out, then 25% of the progress will be applied to all generators.

    This again affects toxic campers at hooks that ruin the game, but normal and good killers will have an additional bonus / mechanic.

  • @Geiz said:

    As the upcoming midchapter is coming with some changes in Nurse, I have come to a conclusion that she will be still oppressive and will still counter most if not all anti-tunneling perks such as Decisive Strike and instead of buffing DS for example, we could make a change would reward a survivor for playing well against Nurse. So why? Nurse still counters every mechanic of loop and stunning her does not help you gain that much of time to get a little far from her because she can catch you again with just one blink.

    So I believe Nurse should suffer from any kind of stun a little longer than other killers (which suffers way more from that mechanic). Pallet stun (or even Head On stun) against her would be more rewarding and using DS against her would be more viable. That change would make Nurse not much weaker.

    Other change is to make flashlight stun (which is very hard to do against her) a little more rewarding (either being a longer stun or a little easier than nowadays) but no idea how it could affect Nurse in a way it wouldn't be really bad how it is to Wraith.

    earlier it was possible to stun her with a flashlight, but now there is a bug for the nurse, if you press the teleport quickly, then she does not care about the flashlight. The flashlight should stun like before!!! If she decides to teleport, then shining a flashlight for a second should immediately stun her.

    It's a pity not everyone knew about it and we missed this mechanic that disappeared due to bugs

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