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not_requested49

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  • @SHWN said:

    System patch: All the survivors in dream, survivors become unrecognition and they become exhausted per 15sec.

    add-on remake

    Red Paint Brush: All the survivors can only escape by interacting with an alarm clock. + If survivors failed skill check when they are in the dream world, the generater repairing gage is more damaged for 10%. (remove: All the survivors begin sacrifice in the dream world.)

    Black Box: When the exit get powered, All the survivors in dream world get exposed effect for 40sec.

    Swing Chains: For each survivor who falls into the dream world, surviviors' repair the generater more slowly by 2% (remake add-on)

    Jump rope: Change the Dream Snare to Dream Pallet + Nightmare can install Dream Pallet to 7 installation. + If Survivors interact with the Dream Pallet, Nightmare gets more stacks to make Dream Pallet.

    Nancy's Masterpiece: For each survivor who falls into the dream world, The Nightmare's movement speed is up by 1%

    Honestly I just wish they'd incorporate the void realm into Freddy's power, the mechanic of being teleported into a different realm is so cool and would fit very well into Freddy's power cuz it'll be like you're ACTUALLY in his world when you fall asleep, especially if he saw the aura of all Survivors in the dreamworld, and since there's no gens, they have to wake up ASAP

    Of course, the sleep timer needs to be increased to say, 90 seconds and the ability to keep sleep at bay somehow, resetting the timer, (such as something that can be done while in chase) but if their timer runs out, when they wake up from the dream world, the timer to sleep will be permanently reduced by 5 seconds, up to a minimum of 30 seconds

    Mabye an addon changing this to 10 seconds each time, but the base is increased to 120 seconds

  • @KaTo1337 said:

    As a P100 Freddy-Main, there is so much I want to say, but is it worth the time?

    Well, lets show you the minimum:

    1. Remove the ability of waking up from the perk Adrenaline. Its beyond Bullshit that Freddy gets more punished by this perk than any other killer

    2. His addons are garbage. Red Paint Brush is basically Dredges Field Recorder (purple btw) but massively weaker. Everything else is garbage. Class Photo without the downside of not being able to cancel the teleport would be decent, with it, its just trash.

    3. Why get Freddy slowed down to 4.0m/s while Clown can stay at 4.6m/s when throwing a Bottle (which is far better than a set-up antiloop btw.)

    4. Why are Snares / Pallets always bugged on several maps

    5. Why is the cooldown so unbelievably long?

    6. Why does he gets weaker and weaker as the match continues? Thats 100% against his lore.

    7. Why do I write do so much? 😅

    Oh for the books: I would love to see OG Freddy WITH ADJUSTMENTS together with his Teleport-Ability.

    Remove snares and pallets and give him the old power WITH ADJUSTMENTS like Incapacitated-Effect, less time in the Dream Transition by default and a permanent dream-state when all gens are powered (than no bullying at the exit-gate while in God-Mode would be possible).

    His old aura-reading was awesome, his Dreamworld was a place which does something (other than now) and his lore was more accurate to him than now.

    But what do I know? I just HOPE they do something good to him, at least an Addon-Pass.

    @GeneralV your turn

    Also don't forget Dream Pallets being hard countered by iridescent maps/red twine

  • @sizzlingmario4 said:

    Here's (more than) a few:

    Better Than New - Increased bonus to 16/18/20%. Added sabotaging, exit gate opening, and unhooking to affected actions. You now also see the auras of Survivors with the bonus for as long as they have it.

    Deception - Can now be triggered by using Active Ability button near a locker instead of replacing the locker enter prompt (basically you can choose when to trigger it, or actually enter the locker to fake out the killer if they know you have it, especially if you also have Head On), and increased the duration of no scratch marks/blood to 5 seconds.

    Fast Track - Similar to Deception, you can now activate it by pressing Active Ability button within 2 seconds of hitting a great skill check, so you can save tokens for when you want to use them.

    Poised - Increased duration to 12/14/16 seconds, now also provides 5% Haste while active and hides pools of blood + grunts of pain as well.

    Potential Energy - Reduced the conversion rate to 1.2% to 1% (instead of 1.5% to 1%, basically means you can charge it faster and lose less efficiency doing so).

    Resurgence/Reactive Healing/Solidarity - Instead of granting partial heal progress these perks now temporarily reduce the total charges required to heal (like what a BNP does), which prevents Hemorrhage from hard countering them like it does now. If the number of charges required to heal is reduced to 0, you are fully healed. The effects are only good for that heal and completely reset once you are healed or put into the dying state.

    Self-Preservation - Increased the range to 24 meters.

    Situational Awareness - Survivor-aura reading when the killer downs a survivor is now always active (was only while repairing a generator).

    Spine Chill - Increased action speed boost to 8/9/10%, increased linger time to 2 seconds.

    Wake Up - Removed range limits on exit gate switch auras and other Survivors seeing your aura, increased opening speed bonus to 20/25/30%.

    Awakened Awareness - Restored the 2-second linger on auras. Starstruck Nurse is gone so it won't be a problem anymore.

    Grim Embrace - Added the following: When activated, all Survivors will immediately scream and have their auras revealed for 2 seconds, repeating every 10 seconds until the generator-block duration expires, Killer also gains 5% increased movement speed for the duration. Obsession aura reveal now lasts 10 seconds instead of 6.

    Hex: Huntress Lullaby: Now activates on a dull totem upon gaining its first token instead of being able to be cleansed from the start. Decreased maximum tokens to 4. Survivors failing any repair or healing skill check get an additional 1.5/2/2.5% regression penalty per token up to a maximum of 6/8/10%. Reduces delay between skill check warning and skill check by 18% per token (up from 14%) and eliminates the skill check warning at 4 tokens instead of 5. (TL;DR: Can't be cleansed before gaining any tokens, and reaches maximum power sooner than before.)

    Hoarder: When a Survivor unlocks a chest or picks up any Survivor Item (not killer-specific items), you get a loud noise notification and see their aura for 8/9/10 seconds. Survivor Items found in chests are more likely to be of lower rarities. (Removed range limit.)

    Hysteria - Removed cooldown.

    Insidious - Reworked: Reduces your terror radius by 10 meters at the start of the match for 60 seconds. When the exit gates are powered, you become Undetectable for 40/50/60 seconds. (Current Insidious is outdated and never used for anything other than camping, the rework helps you catch a survivor off guard at the start of the match and gives it utility as an endgame perk as well.)

    Iron Grasp - Added the following: Increases the speed of picking up and dropping Survivors by 50%.

    Oppression - Reduced cooldown to 80/70/60 seconds.

    Remember Me - Obsession is no longer immune to the effect. (This not only is a buff but it also makes the perk healthier since it'd no longer encourage fully tunneling the obsession out of the game just to ensure they can't hard counter the perk.)

    Septic Touch - No longer terror-radius based, works across the entire map. Now pauses Blindness and Exhausted recovery times while actively healing (like Fearmonger).

    Thrilling Tremors - Reduced cooldown to 60/50/40 seconds.

    Unnerving Presence - Added the following: Affected skill checks have no great success zone. (Currently the increased skill check chance actually creates more opportunities for great skill checks which can make the perk work against the Killer, so this buff fixes that.)

    I disagree with your Head On change though, I think being able to stun the killer for 3 seconds is enough of a hindrance to the killer that you shouldn't be able to quickly chain another exhaustion perk with it, especially since it's the only exhaustion perk that can be used to directly help your teammates. It might be neat if survivors with Head On who were in a locker with the perk ready caused that locker's aura to be revealed to other survivors though, so they know what you're doing and can bait the killer into it.

    Honestly I like everything else except better than new, it's just a worse Leader imo

    I think it needs something more impactful but not too overpowered, such as mabye 2% haste after being healed by someone from injured to healthy with the perk (does not stack with itself) and 6% vault speed, this ensures it can't be used with made for this or resilience so there's no worry of it being too overpowered if using those perks, and it only applies to others

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572693#Comment_3572693

    That was one of the central changes they made though: 33% slower self healing with a medkit. That, coupled with the add-on pass made it so medkits in general became a less efficient, noticeably limited resource.

    Don't get me wrong though, I agree with most people on this. I'd like to see them given modifiers that both give each medkit an identity and are deserving of the rarity each medkit is in.

    For example, if we look at toolboxes, there are some better for sabo, and some better for gens. That is the kind of differentiation I'd like to see.

    Maybe green medkits become fantastic for healing others with the fastest altruistic healing speed and an efficiency bonus for altruistic healing, but only let you self heal at 50% speed, while purple medkits could have a reduced altrustic heal speed but a reduced self heal medkit charge efficiency penalty. Who knows! But something to make them have noticeable differences from each other would be amazing.

    Yeah, this definitely

    Give them an addon that makes slower healing but more charge effeciency idk, just make medkits DIFFERENT from each other

    I remember when I used to be excited when I got a purple, green, or yellow medkit from a chest but now I'm just like "oh cool a brown medkit" no matter the rarity because they're all the same now 🙄

    Imagine if they nerfed toolboxes to all have the same effects, even the purple sabo one

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572441#Comment_3572441

    sloppy is an anti-healing perk. it is suppose counter self-healing. it is working as intended. med-kit were way too strong vs mangled before.

    I'm not even complaining about the speed, I understand it was too fast but there was no reason to also nerf the VARIETY

  • @blithes said:

    "The obvious point is, we can't force people to play, but if it were made a big pain in the arse to suicide on hook, more people would just leave for the DC instead of self-unhooking to death"

    you're right in the fact that you can't force people to play, but no, they wouldn't just leave for the dc. the 4% is not the problem here, the mistake bhvr made was increasing the dc penalties when adding bots into the game. they really missed the mark, what was the point in adding a feature to help the team when you don't want to play, but then not incentivising giving the team that extra help. i'm not saying pull the dc penalty completely, but the fact that they increased it was a bit questionable.

    for most, this game is a casual game, not a comp game. if someone doesn't want to play, they won't. if they don't want the dc penalty, they'll attempt on hook. if thats removed, they'll afk. if they add afk penalties, they'll throw themselves at the killer. killer won't kill them? they'll bleed out on the floor or run around griefing/doing nothing. if they start penalising every way out of the game, people will stop playing their game. 90% of the time there is no way a person who has decided they want out will change their mind and decide to start trying.

    bhvr need to incentivise dcing if anything, not removing every other way out of the game. personally i think they should just cap the dc penalty to 20/30 minutes, anything over that is kind of obscene. 20/30 minutes allows people to go and cool off and revaluate whether or not they want to keep playing the game, it gives them a break from rage queuing. along with that, considering their servers are so shoddy and kick people out the game for no reason at the moment, 20/30 minutes is not an insanely long wait time for people who have incorrect dc penalties.

    People will suicide on hook anyway because they want to keep the points, their challenge completion, or even the XP they earned

    Reducing the DC penalty won't help that

  • @Caiman said:

    Make it function more like Guardian but with pick-ups. They see the killer's aura and are given Haste to run away from them faster. It even fits the perk's name better.

    We're Gonna Live Forever and Made For This are already healing-based Endurance perks, we don't need a third one, especially one that overshadows WGLF as strongly as it does now. We don't need perks that are just better/worse versions of other perks.

    If anything, WGLF is the one that should grant Endurance to both players, since it's harder to earn.

    Agree 100%, it's just like the medkit rarities at this point, just redundant

  • @Batusalen said:

    Well, as I see it, this event is the perfect example of how this is a bad idea for a killer power in general. Every second you spent in the "pocket dimension" is a second you can't be pressuring gens or maybe changing targets. Also, how would perks like Jolt or SH work in this case?

    For much it hurts, cool not always means gameplay compatible.

    These pocket dimensions would be a place where survivors are forced when they enter the Dream world, and since there are no gens there, they would need to get out of there ASAP but it will likely take some time

    Of course Freddy will get this notification and he can switch to the Dream world from the trialgrounds at will, and as another commenter suggested, be able to see the survivor's aura at all times while being undetectable with a constant max volume lullaby

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569079#Comment_3569079

    It's not about the "free escape." It's about not getting slugged and bullied throughout the match. Another thing to notice is how far I was from the exit gate when I was initially downed. She could have hooked me then. She could have hooked me the previous times I was downed. I would've preferred to be tunneled out of the match than for the Killer to do this #########.

    Then that's your own issue


    If you were to get your way, survivors are literally safe 100% of the time if they get anywhere downed near the exit gate and someone has FTP and uninjured you're just robbed of a down

    If you hate it happening, just run soul Guard, simple

    But I would laugh if they did so I almost want them to listen to you

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569063#Comment_3569063

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569065#Comment_3569065

    And hey, the devs went ahead and gave us the anti-facecamp feature rather than telling us to run Reassurance, so why not?

    And those who argue that "Survivors don't need basekit everything" are just exaggerating. We have basekit endurance after being unhooked, we have the anti-facecamp mechanic now, and none of those things make us invincible. They can be played around quite easily in fact. They're just meant to give Survivors a fighting chance when they would otherwise have none. Being slug-camped by the Killer just to be insta-downed again after getting picked up, you have no chance. Unless you're lucky enough to have the right perks at the right time, but when does luck exist in DBD?

    Yeah but basekit endurance? Just imagine you can't do anything when you downed a survivor at the exit gates because one has FTP or you manage to down a survivor with twins and they just get free escape lol

    And you can't say disable it in endgame because OP wants a free escape as shown in the video lol

  • @CrypticGirl said:

    This highlight tells it all. https://www.twitch.tv/videos/1958750156

    It doesn't have to be crazy, just 3-5 seconds would suffice.

    You already have tons of perks to help with that, buckle Up, WGLF, made for this, even one that YOU can equip to use on yourself, soul Guard

  • @AykDanroyd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567265#Comment_3567265

    It amazes me how people fail to understand how much condemn BS you get when you're holding a tape and get hit, which is very likely if she's teleporting back and forth every 10 seconds. Add some perks that tell you where survivors are and she can easily teleport to them and get easy hits. Very dumb comment. Go play against her on Gideon and try doing that and have the honesty to tell me that it's fair. Especially when all or most of the team spawns in the same damn area and start fighting for tapes, which is counterintuitive to the way the game is supposed to be played.

    We've gotten to the point where killers get to kill for doing brainless activities that have nothing to do with finding, injuring or hooking survivors and only have to injure/down them once after the kill meter is full from doing such activities. This would've never passed muster for a killer or their abilities back before killers for players who suck at killer & could care less about getting good at the game became a thing like it did from Nemesis onward.

    By the time you get stacks from being hit that many times with a tape, you would have been hooked like 5 times lol

    If she hits you with the tape and teleports away, your teammates should have tapes on them too and if she goes to chase someone else with a tape, just grab it

    Condemn strat on Gideon was a lot better before her buff since it would just be spam with iri tape & ring drawing, never hook anyone just keep teleporting to tvs and spread more condemn with ring drawing

    However, both iri tape and ring drawing have been rightfully nerfed

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394770/the-void-realm-proves-that-bhvr-can-improve-freddys-power

    oh for sure. freddy's power is pretty boring. his power could be like you get pulled into his own world from the map by X condition and when he successful does that, you teleport into void world where freddy gains wall-hacks. if he downs you in the dream world, he can hook you in dream world but in order other survivors to save you, they have to find go to the clocks on the map to wake you up(save you from the hook).

    so he could be like first killer to have "teleporting" survivors out of the map.

    Yeah they definitely could do that and it would be amazing because it will feel like you're actually playing Freddy, as the dream world is meant to be HIS world

  • @Chocolate_Cosmos said:

    Survivors should have base kit

    • Anti-tunneling
    • Anti-camping
    • Anti-too long chasing
    • Anti-gen camping
    • Anti-exit gate camping
    • Anti-slugging
    • Anti-focusinOnJustTwoSurvivors
    • Anti-HealingSlowness

    ...

    Anti-downing and anti-hooking too, don't forget those

  • I wrote this when I was tired too don't berate me

  • @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567260#Comment_3567260

    I remember back when BHVR's excuse for removing the seasonal cosmetics was to declutter the store so new players don't get choice fatigue. Somebody recommended making a seasonal store and then locking that behind devotion level 1.

    I find it strange that whenever people talk about prestige & devotion rewards they immediately go straight to full outfits.

    Something simple like, Devotion 5: Whenever the bloodpoint incentive is +100% on one role the other will have +25%.

    That nulls the point of the BP incentive though..

  • @Emeal said:

    This would make sure DS can help evenly vs all Killers. Especially Blight and Nurse.

    This is a much better idea than what is usually suggested for DS.

    I still would think this + 4 second stun since the animation takes a full second off would be ample enough

    2 seconds simply does not do anything unless you are right next to a vault or God pallet

    As it is, killers simply don't fear DS anymore

  • @AykDanroyd said:

    I think the same should be true for TVs against Onryo. You should be able to see them mapwide at all times (whether you have a tape in your possession or not) after the ridiculously nonsense buff she got where she could kill just for teleporting like a mindless moron. How the hell is this not a thing after the BS change they made to her?

    Just carry a tape at all times?

    It amazes me how people think she's OP because they don't know how mind numbingly easy it is to counter

  • @Jay_Whyask said:

    Since the front page of the in-game store is filled to the brim with time limited outfits, I think it's safe to assume there has been a change of heart regarding the "locking content behind a wall" thing.

    I can't imagine the prestige rewards coming out anytime soon, because that'll be a lot of content for a lot of characters.

    But the devotion rewards should be on the horizon right?🤔

    Devotion doesn't even need a cosmetic reward, it can just be something simple like a 1% extra XP gain for each devotion level

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563336#Comment_3563336

    You don't get a completely free choice of where to hook somebody unless you have agi/mad grit or an oak offering, and neither of those things should be mandatory to insure that your scoring process (in the mere minutes you have to make a difference) goes uninterrupted by bs.

    Most of the time, you do

    Even if the survivor is right next to a hook, most of the time you can make it to another one

  • @funsumme said:

    Septic Touch:

    The Land of Shadows subsumes all. Healing only delays the inevitable.

    Whenever a Survivor performs the healing action on another Survivor within 36 meters from you, both of them suffer from the Blindness and Oblivious status effects.

    These effects linger for 4/5/6 seconds after a healing action is interrupted by any means.

    Blindness prevents Survivors from seeing auras. Oblivious prevents Survivors from hearing or being affected by the Killer’s Terror Radius.

    ”Sorry I got a little jumpy there. Didn’t know quite what to expect.” - Robert Kendo

    Why did you use hysteria's quote?

  • @DrKetchup said:

    I've had countless games where destroying 1 hook leaves a whole quarter of the map barren in which a survivor can go down without any fear they will be hooked. Especially when the gates are open this becomes a free escape. This is a nightmare scenario and we aren't even talking about body blocks yet.

    Do pallets and windows magically disappear when a survivor completes a generator? Killers shouldn't be punished for doing their objective.

    Just be smarter with where you hook or hook in the basement? I don't get the issue, the whole point of the basement is the hooks can't break there, and multiple can be hooked there at once

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562964#Comment_3562964

    4k for ego....

    The 4k is the best outcome for the killer role and has a scoring event.

    Why do we still blame players for wanting to achieve that?

    Bleeding out does not equal a sacrifice or mori for the scoring, so basically you got a 3k if you don't take deerstalker because usually the person slugged will go to a completely different spot you left them

  • @LapisInfernalis said:

    A simple fix would be to make it impossible for him to mori you for maybe 20s after you get unhooked.

    So the survivor can just hop into another locker, right?

    The strategy needs to go for tombstone piece for sure (and honestly probably shouldn't even exist or only allow one survivor to be killed this way while giving him a permanent extra stun penalty after doing so) , but for the Tombstone itself, especially when pairing with fragrant tuft of hair kind of is fine imo cuz of the sheer amount of time it takes to get enough stalk

  • @Gandor said:

    There's just 1 map that provides quite a large value for boil over that is hard to counter and that one is MacMillan's ironworks of misery (main). But you can't pick that one just like that, because you can only pick realm (and there are 5 mac millan maps).

    But even in this case, there are things you can do.

    1, if you can fall quickly - then do so. Boil over gives wiggle from current wiggle progress (so 30% from 0 is still 0).

    2, know your hook spawns - if you do, you will not miss that one hook that was 3m away from you

    3, try to catch the rhythm of wiggle progress - you can practically reduce the effect of boil over by like 80% by looking in the opposite direction of where it's going to force you

    4, if you happen to be on Ironworks - there's still a thing you can do - try to count how many times survivor makes a noise while you are carrying (this measures time) - after 7th noise when you drop survivor, he will instantly wiggle free. If you do this on the edge of the ledge (or directly at the moment you are starting to fall) - survivor will wiggle free, but he will fall which will stagger him. That's very easy free down again - but now much closer to hooks. You can use this trick on any map, but you don't need it anywhere but on Ironworks

    Unless you're playing xenomorph lol

    Have no clue why they changed the struggle noise timing when playing only that one killer

  • @artblizzard said:

    https://us.v-cdn.net/6030815/uploads/7TUXI36V97QJ/cdjs46.jpg

    I went to practice with the character to try to improve with her, and I came across this combo where the only hook was far away and Jane was climbing all the time to take advantage of this perk, now I wonder what I can do in this situation? and she was still flashing the flashlight and doing tbag already knowing that she wouldn't go to the hook

    Slug them, if they want to make it difficult to be hooked, just leave em to bleed out lol

  • @ReverseVelocity said:

    The Pig is a really cool killer thematically, however, I think a lot can be done to draw from the Source Material a lot more. SAW is a brutal and iconic franchise (and one of my favourites), and I have a few suggestions to make playing as and against the Pig capture the feelings of the movies a lot more.

    Music

    Music is a very important part of the SAW movies. It helps build tension and adds to the climactic moments. However, this is something Pig is currently lacking.

    Chase music helps to build the identity of the character in the game, it adds a big layer of immersion during the chase for both roles. Pinhead's chase music is more ethereal, while Dredge's is more chaotic, for example. It's an important tool in conveying the personality of a character, and I think Pig could really benefit from having her own unique chase music in the style of the SAW Soundtrack.

    We don't need to just stop at chase music though. I think the Reverse Bear Traps should cause the game to play music to the affected Survivor while they are active. The iconic "Hello Zepp" track would fit perfectly here. It's the hallmark of the most tense moments in the movies, and would make the scramble to get the Reverse Bear Trap off of your head far more intense.

    The music could even be dynamic, ramping up in intensity as the timer ticks along, and playing the final crescendo as the Survivor dies.

    These two changes would make the Pig far more immersive, and I would really love to see them added.

    Trap Kills

    Recently, BHVR has brought a bit more gore to the game with the newer killer's Memento Mori animations. Faces get melted off and holes get punched through heads.

    SAW is a franchise that is known for it's gory kills, but such a thing is currently absent from Reverse Bear Traps. Survivors just open their mouths a bit when the Trap activates.

    https://us.v-cdn.net/6030815/uploads/G4K9V923A9FY/image.png

    Compare that to the death of Jill Tuck in SAW 3D:

    https://youtu.be/X8d8jpEvNb4?si=DxkrYL33sWk7ArcF&t=50

    Far more brutal.

    I think turning up the gore on the Reverse Bear Traps would be a really neat touch.

    You could even add some blood to the Survivor's mouth when they successfully remove the trap, like Amanda had in the original movies:

    https://us.v-cdn.net/6030815/uploads/CYTCUNZEYCBH/f1c7cc20a11c53dcc8ad3982db1c7dbc.jpg

    Trap Skins

    This suggestion is a bit more technically complicated, so I wouldn't be surprised if it didn't get added, but it's still something I'd like to see nonetheless.

    The Pig could get a 4th cosmetic slot, a skin for her Reverse Bear Traps. These would change the RBTs to other iconic traps from the movies.

    Some suggestions include:

    Hoffman's Reverse Bear Trap:

    https://us.v-cdn.net/6030815/uploads/XO2DDNW4B861/eqx0s6esk2f91.png

    Maybe it could come with a digital timer on the back?

    The Death Mask/Venus Fly Trap:

    https://us.v-cdn.net/6030815/uploads/G0EWHE6XDF7F/ezgif-2-9eebdc3df7.png

    The Laser Collar:

    https://us.v-cdn.net/6030815/uploads/1HFOGFR5I2UL/ezgif-2-7c6a42eb94.png

    This trap is pretty cool even if it came from arguably the worst SAW movie.

    Arm Bombs:

    https://us.v-cdn.net/6030815/uploads/N4TL6JA0HML1/ezgif-2-0b9b1d0dea.png

    Coming from the latest movie, these would require a different placing animation as they're not on the head. However, these would be really cool. They should also blow the Survivor's arms off (and have a louder global noise when they detonate).

    Conclusion

    This is a pretty long thread, but I think all of these suggestions would really bring the feeling of the movies into the game in their own way. I'm a huge fan of both DBD and SAW, and would love to see more elements of the franchise included in the game.

    I'd just want reusable RBTs by taking the Amanda's secret offering

    It pretty much takes your ability to patrol boxes away so I don't see much of an issue with the idea, especially considering they aren't active until a gen is completed

    However I doubt they'd do anything content wise with older liscenced characters, only the new ones so the post is a bit of a Pipe dream

    Nice idea and would love it, just a bit unlikely

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560479#Comment_3560479

    Saboing is meant to be niche, if you have an area where a hook is already gone from a sacrifice or its a map corner etc then you can do a sabo play every so often. But I beg lets not buff saboing so its actually a viable consistent thing, I just want to hook my survivors please.

    Yeah then killers complain that the hooks shouldn't break/permanently break when sacrificing lol

    Saboing is already niche as it is, no need to make it worse

  • @Anti051 said:

    It's a wonder there isn't a mori section in the store. Uhhhh Heck yeah I'd throw down $10 for a different ghostface mori ("It's an Honor").

    https://us.v-cdn.net/6030815/uploads/3LWMF25Y96XL/image.png

    Idk I feel like Ghostface mori is already peak

  • @Flip1p3 said:

    I came across a twins and they ended up leaving Viktor next to hook to camp later in the game. Yes, I know you can unhook when Viktor's on your back, but it basically guarantees a free hit unless there's walls around. If you're injured, it's a complete death wish to get them off the hook though. Even if the bar filled when Viktor was in control, they can just down and get back to what they were doing, and the bar wouldn't even fill up.

    Same reason why distance for perks like Devour hope or monstrous shrine are only based on Charlotte's location

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559201#Comment_3559201

    Imagine if somehow both of his zombies get a surv. One tackles and the other starts chewing!! ☠️🍗🍖

    It'd probably be difficult to implement and overall probably not worth it, but if they used the RE2R zombie animation it would be *chefs kiss*

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559129#Comment_3559129

    Since Nerf Boon: Circle of Healing Most killers ignore boons unless they are in their way.

    So sniffing Boon totems isn't as bad as it was

    Speak for yourself, when I see that everyone's scratch marks dissappear or everyone is getting up at an astonishing rate I head straight for that boon

  • @blithes said:

    i have played maybe 15 games today, and i'd say at least 10 of them killers ran pop, pain res, and ultimate weapon. 13 of these games would have had a killer face camping and/or tunnelling straight off hook. this game is becoming less and less fun and more unbearable every time i get on and play, resulting in my friends and i taking breaks from playing the game for somewhat long periods at a time. i understand this is an argument that goes both ways, as a lot of survivor players are only running mft/hope/dh whatever, however i am not one of those so hear me out.

    when playing survivor i feel there are a lot of builds that aren't really considered 'sweaty' and allow you to have a lot of fun, esp when playing with friends. obviously fun is subjective, and its not the responsibility of one role to make the other have fun, but i have had a lot of funny reactions/responses out of various builds that myself and my friends have run. builds surrounding perks such as head on (ie. q&q, flashbang, parental, etc.), power struggle (ie flip flop, unbreakable etc) and smash hit (ie parental guidance etc) to name just a few. some people may call them bully builds (i disagree), because more often than not it results in survivors losing anyway due to messing around. the aim with these builds is to have fun, sometimes you win, sometimes you lose. if i have fun in a game, i generally consider it a win, even if i die.

    i don't play too much killer anymore, and i was never really all that great, however i feel like killers don't have a lot of perks that synergise with each other that can result in 'fun' builds, and i'm not talking about full aura reading or full gen regression builds. along with this i think the builds that are considered fun or "meme" builds are generally pretty niche and difficult to get value from while playing killer. i will always appreciate going against a killer with a build like agi, mad grit, iron grasp etc because i think its fun trying to run from a killer that's chasing you down with a survivor on their shoulders. builds such as that really make the game feel refreshing and fun to play against, builds that are pop/pain res/ultimate weapon are not, especially after back to back games. i do feel like there would have to balance around this kind of suggestion, as more often than not when killers do run a kind of fun build gens will go quicker than normal, however i really do think it's a small price to pay in order to have a more enjoyable experience. i'm not suggesting to super nerf gen speed, but i feel like there would have to be some kind of compensation for having less pressure in their builds. things like base kit corrupt is something i have seen on the forums/twitter and i don't think it would be too bad of an idea to implement if this was the case, as corrupt is a pretty reasonable perk i think.

    i'm not requesting for a nerf to these perks as such, just perhaps suggesting a rework to lesser used perks, or additional perks from new killers that promote more variety in builds. survivors got nic cage and he provided a myriad of fun perks that gave everyone (even killers) a lot of laughs as people created builds around a fun set of perks. i feel killers need a similar thing, not necessarily some celebrity killer, just some perks that aren't complete throwaway slots just to have some fun, perks that can shake up the game, and still offer the satisfaction of perk value and even winning sometimes. killers need builds that are fun, but also a build that they can get some kind of value from (ie, agi/mad grit, or enduring/spirit fury etc). i'm sure killers don't want to be running the same builds over and over, but i feel as though they feel they are necessary in order to win. however, i feel that if there are more perks that kind of incentivise having a good time instead of solely playing to protect gens/win as fast as they can, i think the game might develop into one that is one for not only enjoyable survivors, but killers as well.

    i feel that the game is in a bit of a stale state at the moment, with a good majority of survivors running hope/mft, and a good majority of killers running pop/pr/ultimate weapon, and i really believe both sides should be given more incentive to mess around and have some fun.

    if you have any suggestions for 'fun' killer builds, feel free to write them below! i'm always looking to find ways to make killer a bit more of an enjoyable experience for myself (and others! my mmr is a bit too high for me to actually be bothered to try and win :p)

    I feel a huge underrated perk combo is rancor + game afoot, sprinkle that in with remember me and NWO as Singularity and you're REALLY a threat

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558847#Comment_3558847

    How on earth is Freddy a stealth killer now? He has a lullyby? How do you get caught off guard by that?

    It's psuedo-stealth because of the obliviousness, he also has the added bonus of not being able to use perks that affect TR when they are in the dreamworld 🙃

  • @xltechno said:

    How about introducing one Licker instead of two zombies?

    Everyone has an idea, of course, with such an add-on.

    If you prepare a Demogorgon that does not warp, it seems like it could be a substitute.

    Yeah that would be cool but probably take more effort than they'd be willing to do, same for a zombie mori addon

  • @ReverseVelocity said:

    I don't think automating the Slipstream tag process would be the way to go. The fast paced gameplay of switching between cameras and tagging people is a pretty big part of what I find fun about him, and is his main skill expression. Your proposal would dumb him down quite a lot and I don't think that's something we should aim for.

    However, I can empathise with the difficulty on controller. Maybe some small form of Aim Assist for Controller players would be beneficial. Maybe an increase to the detection zone as well? Something to bridge the gap between the input methods. Making him flat out easier wouldn't be fun though, he's a high skill, high reward killer.

    I can use him just fine using the rancor-game afoot build

    Just play him as a normal m1 killer for most of the game, but have 4/5 pods at each exit gate separated as best you can, then track down the obsession when there's 1 gen left

    Then in the meantime, earn stacks for remember me and NWO

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558318#Comment_3558318

    yes. Depending on the map.

    But if I have breakout, saboteur, alexis with double speed and new bg player, I will make your life miserable as killer. Believe me. And even though I will be sabotaging every single time you down someone, I will still be working on a generator when people will be chasing. And as I have 20m free distance from a perk, you will never see me and I will always follow you to any hook you select.

    Don't get me wrong - I think bg player is a little on weak side and should get buff. But right now it's effectively 250% better then current version. That's.... Too much.

    Like sure - I haven't tested it, but... From my experience and considering what I already can do, well... I think killers will (rightfully) be very angry at this perk. And this does not even consider flashlight savers (which is stronger then sabo plays usually).

    Make my life miserable as killer? Oh no, you're replying to the wrong person, because I don't use hooks to kill

    Even those that play "normally" probably won't mind too much, even with the buff it's still going to be too niche, as it's a purely altruistic perk, and those don't tend to be meta

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558584#Comment_3558584

    Sure the dash is rather weak and all but it is still more chase power than ghostface has, but he has nothing but m1 killer gameplay and removing the red stain + crouching.

    Her stealth is the best in the game???? Her stealth is the worst in the entire game. Her fov is way too low, it is just too slow to effectively travers the map and you still have to hide behind los blockers because otherwise people will spot you. Even Myers Stealth is probably better.

    Stealth is the worst? Try freddy's

  • @GensByDaylight said:

    No, only nerfs!

    40 meter TR

    Me running infectious fright and distressing on her:

    I see this as an absolute win!

  • @TheTom20 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558826#Comment_3558826

    there is a gen in main they kept getting up to work on it while the other 2 did gens round the map if i left the build they would swap around

    If they're swapping around and leaving the building, that leaves them pretty exposed and able to be hooked, especially if you're playing a stealth killer


    If you're playing a killer like wesker with his huge TR then yeah, mabye not

  • If they're staying at one spot not doing gens, they will eventually bleed out even with no mither

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558095#Comment_3558095

    Very easy to explain. I can sit anywhere on a generator very much away from the chase. Once killer downs someone, then I will go for a hook. Once he picks up, then I will cover all the distance. Now depending on map (some maps are "impossible" to sabo in) I have very good chance to rescue without any real investment (apart from having shorter chases, because I will not have exhaustion perk for myself - but I trade 3x advantage (help 3 of my teammates) for 1x advantage (help myself)).

    If more people start to play like it - then there's a very good chance something will have to be done about it. One possibility is that next map will have even more hooks then new Rancid (btw good luck in ever pulling successful sabotage in that map). Alternatively devs will see the perk "overperforms" and need 300s exhaustion or something else ridiculous like this.

    keep in mind bg player has now effectively double the speed (+50% vs +100%) and 25% longer duration (4s vs 5s). The perk gave you 8 extra meters. Now it will give you 20 meters. That's very substantial buff.

    I very much doubt it, it's way to situational to be meta and honestly even if you sabo a hook the killer usually has another nearby, depending on the map

  • @WashYourHands said:

    In the lobby, if a player has not pressed the "ready up" button at the 15 second countdown, kick them from the lobby. This will reduce AFK players at the beginning of the match. If a player has not moved from a spot (moved; not simply turning their camera) in X seconds, begin a countdown of X seconds until they are kicked from the game. The countdown will stop if they move during the time.

    Bro, what?

  • @Gandor said:

    I think 200% for 5s is just too much. It should have been 4 or maybe even 3s if it's 200% speed. But we will see. My guess is, the perk would need to be adjusted one more time.

    Like I don't complain that much - I directly benefit from the change. Except - my niche perk might now become almost meta (it does not really have a chance for full meta as a lot of people just don't like altruistic builds that much).

    How is 200% for 5 seconds too much? You aren't able to use it in chase so I don't see an issue with it

  • @ArthurVeloso said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553733#Comment_3553733

    I have never seen this be an issue bc it is just hit and slug if necessary.

    Yeah that's what I'm saying

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553690#Comment_3553690

    Thats not even remotely close to valid counterplay.

    you're essentially saying "well, he forced you to not be able to chase the other survivor, so you must leave him slugged for 60 seconds so his teammates can pick him up so he doesn't get punished either way"

    Thats a lose/lose scenario and that is not healthy, if you take the risk with bodyblocking, you also take the punishment if it backfires by going back on hook.

    I never have a problem with survivors bodyblocking as killer? That's just me tho ig

  • @WilliamSN said:

    As I've said in a similar ds post.

    DS having 4-5 seconds of stun would be fine IF it had its offensive capabilities neutered.

    Body blocking with basekit BT, then when the killer punishes you for not allowing him to *not tunnel* the killer gets hit with a 5s stun that is ridiculous.

    And in the off chance you misstime your 10s count for basekit BT and give the survivor a hit speed boost, you can't even leave him as a slug because hes just going to b-line to a locker to force DS.

    So don't pick him up if hes blocking you? If you're not trying to tunnel them, then just hit them so they can get out your way if you're going for the unhooker

  • @adaw0ng said:

    Lately it's becoming too common to see survivors running perks like Sole Survivor or some "just stealth" combos and avoid doing anything team oriented and just waiting for the whole team to die and get hatch/door with opening speed builds. In my opinion this is more of a Solo Q destroyer than any "OP Killer" blablabla thing that could be in the game at any point.

    I'll never mind dying as a survivor if that means my team is doing productive things and not just hiding because they just care about the fact of "escaping" because MMR this, MMR that, or some silly "streak" (same works for "winning streaks" as killer, another stupid trend created by content creators that people try to copycat and adds 0 to the table for anybody) that nobody really gets impressed by because this game is as important in a competitive scene as NintenDogs or Cooking Mama could be.

    The only frustrating thing about dying in this game should be when your team does nothing during the whole time of you getting focused, but some players do get frustrated because they don't get the chance to get any points in any field other than chase if they get tunneled, gens if their team mates are getting camped with an insta down ability killer, and so on. For this, I suggest to rework the whole system of bloodpoints and pips for survivor, making it team based, where all survivors receive the same amount of bloodpoints and get evaluated as a team.

    It's really important to push the survivor role to a team oriented mindset in Solo Q, and I feel personally that it's very much lacking of that as time goes by since people only think "I have to escape, ME! if the rest dies I don't care because I care about MY super important for my daily life MMR in the asymmetrical horror game Dead by Daylight and MY points for escaping" (when you literally can easily get more points easier if you work on several fields, and not only survival). Since the bloodpoints (and pips, exp, etc.) are added once the trial ends, just add them to the account of the survivors once the match finishes, so they can leave the lobby if they already died in the trial. It's really not that hard to make improvements to make the game more altruistic and less selfish.

    Please, the latest Solo Q improvements have been pretty good (HUD, yada yada yada), now please... Think about reworking the scoring system. I am against MMR in this game, but since apparently it's going to stay, at least make the survivor MMR a team based MMR, since the killer one goes up and down regarding how many people escape or die, make the survivor one go up and down based on how many team mates die or escape too, not only themselves.

    Yes, that's exactly why you see an abundance of selfish builds, because they're the only realistic way of doing them

  • @Hanuka5 said:

    Some of the logs on blackwater Swamp are infinite loops against alot of killers is that intended?

    https://us.v-cdn.net/6030815/uploads/8DOKAG7OMFQB/infinite-loops.jpg

    https://us.v-cdn.net/6030815/uploads/V3RGSTHU1JM0/20230930215619-1.jpg

    Like you see on the picture you have a small wall left and right and a window in the middle. So its not possible to mindgame it, and since the window is in the middle you cannot get the survivor.

    It's not infinite..

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