not_requested49
not_requested49
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@Odwolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325952#Comment_3325952
Yes, I can confirm too! Both "Quick Thinking" in Tome 4 and "Self Preservation" in Tome 6 are fixed as of patch 6.5.0
Holy sht
Are you serious???? Wow I thought they would never fix it, especially since it wasn't mentioned at all in the patch notes!!
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@ViperTheCharon said:
So, Dbd has 219 perks in total at the moment of posting this discussion and the first half of them are pretty busted and annoying, on the other hand they are absolute weak. The order of the list will be sected from the first to recently released. Hope you have fun or dread reading over my ideas. (There won't be few perks in this list due to them being fine at the moment).
KILLER PERKS:
Bitter Murmur: Unlocks potential in your Aura-reading ability:
- Each time a Generator is completed, the Auras of all Survivors within 16 metres of that Generator are revealed to you for 6/8/10 seconds.
- Once the last Generator is completed, the Auras of all Survivors are revealed to you for 10 seconds.
Claustrophobia: *CHECK PART 1 TO SEE IT'S CHANGES*
Deerstalker: Unlocks potential in your Aura-reading ability:
- The Auras of all Survivors in the Dying State within 20/28/36 metres of your location are revealed to you.
- Gain a Loud Noise Notification, whenever Survivors in the Dying State are being healed.
Distressing: Your horrifying emanation strikes at a supernaturally long distance.
- Increases your Terror Radius by 8/12/16 metres.
- Grants 50/75/100 % bonus Bloodpoints for all actions in the Deviousness Category.
Hex: No One Escapes Death: A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.
Once the Exit Gates are powered, Hex: No One Escapes Death activates:
- Increases your Movement speed by 2/3/4 %.
- Survivors are notified and suffer from a permanent Exposed Status Effect.
Hex: No One Escapes Death remains inactive if no Dull Totems are available.
Hex: No One Escapes Death reveals the Aura of its Hex Totem to all Survivors within 4 metres and gradually expands that range to 24 metres over the course of 30 seconds.
The Hex effects persist until its Hex Totem is cleansed.
"And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back."
Hex: Thrill of the Hunt: A Hex rooting its power on hope. The false hope of Survivors fills you with excitement and strengthens your Totems.
Survivors suffer from a 40/45/50 % Action Speed penalty to Cleansing and Blessing.
Whenever a Survivor interacts with a Hex while you are 32 metres away, gain a Loud Noise Notification.
The Hex effects persist until its Hex Totem is cleansed.
Insidious: Unlocks your stealth ability:
- Grants the Undetectable Status Effect for 60 seconds At the start of the Trial.
- Extends the duration of all other Undetectable Status Effects by 3/4/5 seconds.
Iron Grasp: Your powerful grasp on Survivors causes escapes to be nearly impossible.
While carrying a Survivor, you benefit from the following effects:
- Decreases Wiggle effects, which cause you to strafe sideways, by 100 %.
- Increases Wiggle duration by 9/12/15 %.
Spies from the Shadows: The Crows found in the Trial Grounds can communicate with you directly.
Crows startled by Survivors within 20/28/36 metres alert you with a Loud Noise Notification and reveal that Survivor's Aura for 5 seconds.
Spies from the Shadows has a cool-down of 5 seconds between alerts.
"In the shadows they torment, scarring our minds with each scream."
Unrelenting: You recuperate faster from missed attacks made with your main weapon.
Reduces the Cool-down of missed Basic Attacks by 20/25/30 %.
Reduces the Cool-down of successful Basic Attacks by 15 %.
*SAVE THE BEST FOR LAST CHANGES IN PART 1*
Whispers: You have a rudimentary understanding of The Entity's voice.
You hear directional whispers of the Entity whenever at least one Survivor is within 48/40/32 metres of your location.
Whispers tells the direction of the nearest survivor from your location.
"It is unclear as to the motivations of The Fog, but it is undeniable that it often takes the beast's side." — Unknown, Notebook
SURVIVOR PERKS:
Dark Sense: Unlocks potential in your Aura-reading ability:
Each time a Generator is completed, Dark Sense activates:
The Aura of the Killer is revealed to you for 6/8/10 seconds, as soon as they come within 24 metres of you, after which Dark Sense deactivates.
"Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks." — Murf, The Lost Tapes
Déjà Vu: Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes.
Unlocks potential in your Aura-reading ability:
- The Auras of the 3 Generators in closest proximity to one another are revealed to you for 60 seconds at the start of the Trial, and each time a Generator is completed.
- Increases your Repair speed on those Generators by 6/8/10 % while active.
- If you are holding a Map, all Generators revealed by Déjà Vu are automatically added to it.
Guardian: *CHECK PART 2 TO SEE IT'S CHANGES*
Inner Healing: *CHECK PART 2 TO SEE IT'S CHANGES*
Kinship: *CHECK PART 2 TO SEE IT'S CHANGES*
No One Left Behind: It is inconceivable to leave someone behind.
Once the Exit Gates are powered, No One Left Behind activates:
- Increases your Unhooking and Healing speed by 30/40/50 %.
- Grants 100 % bonus Bloodpoints for actions in the Altruism Category.
- Grants the unhooked Survivor a 7 % Haste Status Effect for 10 seconds.
- The Auras of all other Survivors are revealed to you.
"Yeah, no #########. But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes
Plunderer's Instinct: Unlocks potential in your Aura-reading ability:
The Auras of closed Chests and dropped Items in the environment within 24/28/32 metres of your location are revealed to you.
Grants a 75 % better chance at finding an Item of a higher Rarity from Chests.
"The pioneers used to loot these babies for hours." — Aizeyu, The Lost Tapes
Premonition: You have the undeniable capability to sense danger.
Receive an auditory warning while in the Killer's 24 metre radius.
Premonition has a cool-down of 30/25/20 seconds each time it activates.
"I have a bad feeling about this!"
Renewal: *CHECK PART 2 TO SEE IT'S CHANGES*
Resilience: You are motivated in dire situations.
- Increases your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Blessing, Opening, and Unlocking by 4/5/6 % when in the Injured State.
- You suffer from Haemmorhage Status Effect while in the Injured State.
"Focus, even in these desperate times."
Situational Awareness: *CHECK PART 2 TO SEE IT'S CHANGES*
Slippery Meat: You have developed an efficient way to get off Hooks.
- Grants 3 additional Self-Unhook attempts.
- Increases the Self-Unhook chance by 2/3/4 % for each failed attempt.
Small Game: You have the undeniable capability to sense danger.
- Receive an auditory warning upon looking in the direction of Totems in a 45 ° cone within 12 metres and reveal it's aura for 5 seconds.
- Small Game has a cool-down of 14/12/10 seconds each time it activates.
For each Dull or Hex Totem cleansed by any Player, Small Game gains 1 Token:
- Each Token decreases the Detection cone's angle by 5 °, down to a minimum of 20 °.
"Nope." — Andy, The Lost Tapes
Spine Chill: An unnatural tingle warns you of impending doom.
Whenever the Killer is within 36 metres of your location, Spine Chill activates, lighting up its icon.
If there is a Terror Radius present, Spine Chill will reveal its intensity using its icon.
If the Killer is within range and looking at you with a clear line of sight, you benefit from the following effect:
- Increases your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, Vaulting and Unlocking by 2/3/4 %.
- This effect lingers for 0.5 seconds.
"There is a voice that doesn't use words. Listen.." — Sassy, The Lost Tapes
This Is Not Happening: You perform at your best when you are under extreme stress.
Increases the Success zone of Great Skill Checks while Repairing and Healing by 30/40/50 % when in the Injured State.
We'll Make It: Helping others heightens your morale.
Increases your Altruistic Healing speed by 100 % for the next 40/50/60 seconds whenever you rescue another Survivor from a Hook.
"I am confident we can all escape in one piece if we help each other."
Want to see other parts? Check these out:
Part 1- (Killer Perks): ->CLICK THIS YELLOW TEXT<-
Part 2- (Survivor Perks): ->CLICK THIS YELLOW TEXT<-
I can't see any difference in some of these perks though, like NOED, what exactly changed here?
Same for no one left behind and Dark Sense, not seeing any difference
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I like your thrill of the hunt idea, however I feel it may be oppressive if it alerts you when the totem itself is being tampered with, it basically puts them in a lose lose situation since you will know if they are trying to deactivate the thrill of the hunt, so I'm thinking the loud noise notification should only apply to other hexes, not itself so the survivors can have a shot to cleanse it, then move onto the other hexes, or risk it and try to cleanse it with thrill of the hunt still up
Of course survivors still have no way of knowing which hex is which (and neither will you) so they would have to get lucky
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323667#Comment_3323667
It’s actually 3 seconds not 2, but yeah I’d buff it back to 5 seconds myself. OTR is actually extremely good though. If someone is getting tunneled off the hook with OTR and they’re a good player that tunnel is costing them nearly an entire extra gen. OTR is a good perk in general is the point though, those other perks you mentioned for countering survivors holding the game hostage are bad perks in general. By this I mean it’s not a negative for you as survivor to run those, but it is a negative as a killer to run those.
Both are issues that need fixes at base though and shouldn’t require perks.
2 seconds because it takes 1 second to get off the killer's back and start moving
So no, really just 2 seconds
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321846#Comment_3321846
because this is obviously a bug that can be abused and not given a chance to survivors
This isn't a bug though.. literally BHVR responded and said it wasn't and you still believe it's an exploit? 🤣🤣
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@someone140 said:
Hello everyone. I have an idea how to buff Freddy. So, when he places a snare his speed 4.2(now 4.0), he has 6(now 5) tokens of snares and 8(now 7) of pallets. Old slow down addons must be returned in a weakened form, like swing chains affects only on repairing(but like thanatophobia but 2.5% for surv and when all the survivors in the dream world are given an additional 5% bonus up to a maximum of 15), same with jump rope, but it affects on healing and outdoor rope affects on breaking. Blocks need a buff too(rare and very rare) unicorn block will increase hindered by 4%(like clown) and Z block will increase hindered time by 1 second(like clown again). I think that is all and Freddy will become good killer with this changes. And add him a new chase music please.
Yeah he really just needs an addon pass
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@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
And the skeleton key has better aura reading than the green AND can open hatch
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@Dalvichan said:
Green keys are almost entirely useless in the game now, except to break collision. Finding one in game in a chest is basically just wasting a chest. This item has to have addons on it to see auras, its only intended function in the game, and unless you're running specific perks, it can't spawn with addons in chests. NO OTHER item functions this way (useless without addons).
I personally believe green keys should be removed from the game, but I know some people use them for the aura reveal. That being said, finding one in a blood web that I have to take means I'm instantly equipping it and dropping it the moment the match spawns me in. Even if you don't remove it from the game entirely, I personally don't feel they should be allowed to spawn in chests in-match at all.
Agree, even the skeleton key is better at seeing auras since it lasts twice as long AND can open the hatch
Pretty sure they just added it and made it purposefully useless because they can't make a chest empty for some reason so they went with that
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323029#Comment_3323029
"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."
I've got almost 9k hours in the game mate, I know what they do. You're still missing the point.
People shouldn't be forced to run perks to fix bad game design. That's what we're here trying to fix.
By your rational we shouldn't ever try to adress camping or tunneling because those survivors can just run anti-tunnel/camp perks if it's so much of an issue for them. I don't agree with this and most the community wouldn't either. The game needs to work towards finding a solution for those problems at base, not requiring perks to fix them.
"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."
But it's not the only thing you have control over. You admit it's even reportable. We have control over trying to make changes to the game and get devs to see issues that need fixing.
"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."
Still missing the point. The point is not that there isn't a solution to what I'm talking about. The point is that we should be pushing to fix these issues in the base game.
I'd be fine with anti camping and tunneling perks if they actually worked well
As it stands, a camping killer can just hit the unhooked to immediately get rid of OTR and DS does absolutely nothing anymore (2 seconds? Really?)
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@mr_Beast_Artist said:
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)))
I actually don't mind that idea, hatch spawns when 2 are alive but immediately closes when someone enters it and EGC starts
However this may create more stress for the killer if he chooses to close the hatch so thats a downside as well
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@Klinkbeilb said:
So BBQ allows the killer to see my aura while I’m in the dying state crawling. But if I have tokens still from distortion, why doesn’t 1 get taken away to avoid the aura? Instead distortion doesn’t work but BBQ still does and killer on you like white on rice. I feel like distortion should still count while in that phase as long as you still have a token. 🤷♂️
Someone didn't read the perk's description it seems
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323225#Comment_3323225
You gave the name of the fallacy and yet you still used it. Why would you even bother finishing the post at that point? Lmfao
"They're not needed at all" - okay, halt all production of all cosmetics, better yet, remove them all from the game. They're just not needed. 🙄
Hs just said he wasn't going to reply lol
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@GlitchyGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/361722/coh
Killers can already hear them from 10 miles away. Boons get snuffed almost instantly all the time in my games and you wanna make them a one time thing? Plus every game has Franklins demise so our medkits become useless too. So you guys basicly want healing to be completely reliant on teammates but no one has time to run across the map looking for teammates with the pain res, eruption,dead man's builds everyone's so stuck on rn.
Seriously like people forget boons do not equal hexes lol
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@pocajohnny said:
I've been saying this since it came out. The Killers should "destroy" boons.. Not snuff them.. The developers have extreme Survivor bias though, so I don't see them ever making that smart of a move. Everything is a perk.. Perk here, perk there.. Anything that could be an ACTUAL GOOD IDEA to have in the base game, just make it a perk.. Any mechanic that might be fun to introduce in the base game, just make it a perk...
The developers for this game are way too scared to change anything fundamental. Pretty sad tbh. Scared of your own fan bases reaction. What a life to live. xD
Hey its better than not having anything at all lol
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321902#Comment_3321902
apologies never meant to infer you were the person that described it as being an exploit - you were the one that linked the steps.
We are all of course presuming this is what the OP was referring to. If it's anything else, players are welcome to contact me via DM here to let me know of any exploits without needing to make them public.
Its fine Mandy we all make mistakes :)
I only really did because OP said he wasn't even tho it's kinda obvious lol
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@Mandy can we at least have some info if it's even on the list of known issues?
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321643#Comment_3321643
this is not an exploit, it's smart play if you suspect the player has Adrenaline. I've had it done to me when the killer correctly deduced that I was running Resilience and Adrenaline.
Again I never said it was .-.
Why's everyone think I'm the OP? xd
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321643#Comment_3321643
Not really an exploit, just good game sense. A bit like using old DH to whiff killer powers. A mechanic that probably needs fixing but any players using it this way are completely valid while it exists.
They would have to rework Adrenaline to fix this, likely involving Endurance in some way.
Yeah I'm not sure why OP labeled it as an "exploit" lol
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Haha are you serious?
Imagine how this could be abused
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@xCakeStick said:
The Lament Configuration only spawns in two places on Lery's Memorial Institute. This is by the exit gates, nowhere else on the map. Compared to other in door maps that make it spawn somewhere different each time upon Pinhead's or a survivor's pickup. It would be good if the developers could perhaps be aware of this, and If they can change it for this map. As most of the time it does get unplayable for both sides if Pinhead knows where his box spawns and are constantly by going to either exit gates on the map.
And it's even harder for the survivors to solve the lament configuration as some Pinhead's run Franklin's Demise with Hoarder allowing the Pinhead user to get the box straight away.
It's not always the exit gates, it just seems to prefer those spots as its still possible for it to spawn in one of the hallways if a survivor or killer is too close to one of the gates
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Steps:
1. While carrying a survivor, if last gen is done, drop him if you were not carrying him for long
2. Down instantly
3. Adrenaline now gone :)
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320440#Comment_3320440
Make up your minds guys. Is No Mither bad or not?
No it is, but the devs have decided its meant to be a "hard mode perk" so I think we should lean more into that by making it more of a meme while putting yourself at hindrance
For example, gain twice as much BP (or XP) gain for all catagories or just boldness in exchange for permanently being injured and 1 less hook state
A high risk/high reward (in BP) type perk that makes it more "hard mode" as the devs want it
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Yeah I know it's just the night hunter is meant to be like the apex of volatiles and (spoilers)
Many believe he is Kyle Crane due to the elixir he is forced to drink at the end of the following, so night hunter would probably fit more tbh than a regular one.. besides that's kind of like making a RE zombie the killer instead of Nemesis, lol
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319743#Comment_3319743
I never said 25% was too much. In fact I explicitly said that it doesn't make the perk busted. My point is that more than doubling any perk value is power creep and you need to be careful around it. I'd put it at 15% and see what the performance is after that instead of increasing it that much.
That's practically the same, 20% is enough to actually make a difference and make it worth considering
You forget old Botany gave 33%, what's it matter if it's a "power creep"? It literally needs to be made useful lol
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@Seraphor said:
I get "remove No Mither", the perk in it's current form is pretty stupid. But it could easily be made useful with some minor changes.
Simply starting the game healthy, and only becoming broken after you lose that first health state would make it far more valuable.
The killer wouldn't know to target you until they already were, and there's a chance they may not even notice the broken status for a period of time.
That would be nerfing it by removing its synergy with resilience and pharmacy (which really didn't need a nerf tbh)
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@healsoflove718 said:
And who cares if you die on the first hook, camping/tunneling is encouraged and not something that is frowned upon anyway, so killers get those kill points/bloodpionts... /shrugs .. if anything, they should be thanking us.
Exactly how I feel abt 4 person slugging
like it's actively helping the survivor in question by not using hook states lol
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I honestly like that you put in quotes that didn't have any lol,, definitely agree with a lot of these but not all of them
Empathatic connection and dark theory are definitely in need of those buffs
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@YOURFRIEND said:
A lot of these are just minimal number changes. Like, almost pointless ones to where I had to look up the actual difference. You've changed the lower level fixated. Basically pointless. Most of the others are good, common sense number changes.
Except for a few. You've reverted windows back to it's garbage state. Is it meta? Sure. Is that harmful? Absolutely not. It's not a gen speed or heal perk. It's fine.
You've made dead hard the best perk in the game. An on demand DS stun is ridiculous. Say goodbye to ever getting to pick up a survivor ever again. Getting stunned for three seconds every single chase.
Some of your numbers are way overblown. Empathic connection from 10% to 25% for example. You're more than doubling the value. That sort of swing is inherently unhealthy and indicative of power creep, even if it doesn't make the perk busted in of itself.
Nothing survivors bring should give outright immunity to a status effect. That's 1/4th of a killer's build or half their addons countered by 1/16th of what the survivors bring to the table. It's untenable.
I don't think circle of healing needs to be removed entirely. Basekit shattered hope would do it. Most of the methods of applying varying status effects are permanent so outside a few cases(ghost face marked) it's pointless to reduce their duration.
Your fast track is also hard meta. 45% of gen progress instantly? Combine with a BNP and it's just an "I win despite you playing well" button for survivors.
Empathatic connection is trash though, why is 25% too much? It only applies to other teammates as well and Botany is still way better, that change is fine as it makes a trash perk actually worth considering in a healing build
A lot of your other points I agree, but basekit shattered hope is nerfing the other 3 when they are already not great, just no
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@Crowman said:
Ultimately Myers needs an addon rework so he can more variety of addons since Myers is from a timer where addons were largely direct upgrades to each other. Tombstone addons are also problematic. Piece is too strong and Judith's is not really fun for either side. Both of these deserved to be changed. On top of that Myers would also need basekit adjustments. The fact Myers can run out of power is a bit outdated.
Ultimately Myers needs quite a bit of work to update and he's not in a state where he's the highest priority to adjust. A killer being on the weak side is just a lesser issue compared to killers being too strong.
Who says iri tombstone isn't fun?? Honestly I wish I went against more tombstone Myers lol but they are rare, same with Condemn only sadakos
Always just hook, hook, hook
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@End_of_Slayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318411#Comment_3318411
You say the evil incarnate achievement but they managed to change all of the achievements related to stranger things and they changed the 4 man hatch escape along with changing the skilled huntress achievement, so they can change that achievement as well
Honestly you should be glad that u went against a tombstone Myers and one that has the Iridescent one too lol
I don't know how people don't get tired of dying by hook all the time lol
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/361067/michael-needs-to-be-adjusted
They recently adjusted Michael by Proxy: they changed Fire Up and Bamboozle from affecting his vault speed (as well as Legion or Wesker). This 6.4 stealth nerf was aimed at Wesker but massively hurt Michael and Legion.
Those two perks need to affect Michael again.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318411#Comment_3318411
Ok let's talk about Michael. If you want to rework him there are a few items that need to be addressed
1)He has the worst start of any killer in the entire game. If we're removing the tombstone piece then we need to do one of two things. Pick one:
A) Michael starts at 115% speed and has normal lunge.
B) Micahel starts at -5% speed and gets +5% speed when he is in T3.
2)His power needs to work like Oni's where he stalks and fills the bar. He has to let go, and then tap it again to activate the power. No more of this "rollback" 99% nonsense.
3)His power needs to have the multi stalk function restored so that he can stalk all survivors in his line of sight and when he does that he gets super stalk speed. Note : this was the way he was released but then nerfed a week after launch. Any player that disconnects has their "stalk" distributed to all living players.
4) Judith's tombstone will now function on survivors in lockers or on the ground - because the purple tombstone is apparently "too much".
5) Michael's base power duration will be increased by 60 seconds ( so 120 seconds total) since Ghost face has 1 minute duration for his power now. Alternatively Michael needs to stalk survivors 50% less than he needs to stalk now for all tiers. Note the second option would make T3 much easier to obtain.
I'm fine with that, just keep the normal tombstone lol I like that it's unique in its own way
Though I do wonder then, what will be the counterplay for it if lockers and actions are no longer an option?
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@End_of_Slayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318228#Comment_3318228
I don’t mind if they add more options to kill survivors, I would be fine with that actually as that means the killer has to earn the way to kill you. Where it stands as is, tombstone makes it so he’s able to just stalk someone else for awhile, move on to someone else, stalk them, get infinite t3 and the first time you see him, you get instantly killed.
It’s why I’m okay with them buffing his kit cause he does need the help (dunno if he needs it as much as pig and Sadako do though).
I don’t want him to become an m1 killer (though he kind of already is that anyways as his power doesn’t really add anything special unless you use his add ons). I want his problematic add ons getting changed as they suit unhealthy things for the game.
Really the main problematic thing people have issues with is the tombstone piece
Plus, you forget how would they get the evil incarnate achievement if there was no tombstone???? It would take a lot of effort to remove it from all platforms
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318223#Comment_3318223
It happened almost 3 years ago... no need to worry about it now
💀
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@Forza said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317087#Comment_3317087
there are a few ideas at play.
- preventing slugging as a playstyle [basekit unbreakable is part of the new mori system]
- preventing survivors from abusing basekit unbreakable as a playstyle
- creating an alternate win condition for the killer based on slugging
how do you accomplish all 3? i think the current system the devs are floating accomplishes #1 but opens the door to #2 and makes #3 incredibly unlikely from ever occurring.
i think my system accomplishes all 3 and can be greatly modified simply by [as suggested] increasing survivor heal speed of other survivors in the dying state. the issue is that basekit unbreakable can be easily abused so it needs to have pre-requisites (3 survivors being down), and the win condition for the killer would be based entirely on whether or not they can down the 4th survivor in the time it takes survivors to self heal from 50%-100% once the 3rd survivor is downed. it would be an exciting system, extremely high risk/high reward but a possible option to end the game whereas in the current system it would likely only happen in the event a cannibal downs the entire team in a hallway.
You know they pretty much scrapped the whole final stand thing right?
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@Freshwick said:
Once again you fail to miss the mark..
Could have stopped prestiging held onto the bp waited to use it.
Even after your favorite streamer and all your friends say/ complain how it's detrimental to their/ your gaming experience.
(At a minimum you earned 800 toolboxes, 800 medkits, 800 flashlights.. 2,400 trails worth of strong items.
2,400 games at 20 mins a pop = 48,000 minutes if fame time. Which works out to 800 hours of being boosted ingame no wonder you are entitled js)
Then complain about being dodged or hard tunneled when your "character" is stacked/ kitted out smh
"BHVR I want all the advantages.. items, perks and offerings without the killer knowing. Hide prestige from the game so we can play life smurfs. I refuse to keep playing against someone informed!"
btw I asked you: "Can you stop yourself from eating food? Or do you you blame your weight on McDonald's as well?"
Your response: "No. I cant stop myself from eating food.. you know, because I'd starve to death. Great analogy there, my guy."
Me rn🤦♂️
If you hold onto the BP cap.. then you either start wasting earned BP or you stop playing entirely
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@kisfenkin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297874#Comment_3297874
You are a perfect example of why the lobby should not exist.
? Why not
Is there a problem with moris?
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Yeah those scratch marks are simply too close together and it's unfair that they are closer /s
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@Chordyceps said:
I think it's a little weird that with all the effort that's been put into reducing/discouraging tunneling, Remember Me has been left completely unchanged. This perk not only encourages tunneling, but is basically perfectly designed around tunneling.
First off, you're rewarded for hitting the same person over and over again. Remember me only gives you tokens if you hit the obsession. Matter of fact, it also has the perfect number of tokens for tunneling a person off of hook each time. Two hits to down, one hit to down and hook again, and one to that one more time. Then the person is dead and you have maximum tokens.
Secondly, the fact that the obsession is immune to the effects of Remember Me. This effect encourages tunneling them out of the match. A killer wouldn't want to put in the effort to get maximum tokens for remember me, just for the obsession to be the one to open the gate, making Remember Me a wasted perk slot.
Here's what I'd propose for Remember Me to make it so it doesn't encourage tunneling. I don't know if thematically it would work fantastically, but gameplay-wise, I believe it would be healthier though:
Every time the obsession is hit, a new survivor becomes the obsession.
Remove the effect where the obsession is immune to the effects of Remember Me.
I believe this would keep its gameplay effects basically identical, while no longer encouraging tunneling the obsession.
You forget rancor.. how tf would you use it if every time you downed the obsession they're not the obsession anymore?
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@Blueberry said:
A perfect change.
The perk is however very weak and still needs buffs in general to be comparable to No Way Out. Maybe at max stacks it adds like 45 seconds to the gates. Not as much time as No Way Out is adding, but also add that is causes gates to no regress at a very slow rate if not opened.
Hahahahahahahaha
Oh man that's a really great joke
Imagine 60+ seconds to stand in one place to open the gate XD
Some sort of regression to gates would be good enough of a buff (0.25 or 0.1 per second) like you said
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@BastardKing said:
Regardless of your opinions on the upcoming buffs, there is one thing that kinda irks me when playing the knight. You need to go into your power, and that means you need space in front of you, to kick a pallet, gen, or door with your power. I think the Knight should have a button that allows him to just sic the guard directly on the object without first needing to back up to use it. Even if he has to be slowed a small bit when it is starting to not give him extra time, the ability to just hit one button and summon a guard to do a break task would be a huge QoL update.
This and being able to end a patrol remotely
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317976#Comment_3317976
Judoth tombstone is already hard enough you have to stalk survivors very long to activate it and you're slower too with it. But change what it needs is that michael can mori you from locker. Tombstone piece is fine to be countered by lockers.
I kind of agree but if locker moris are added then there should be some other kind of counterplay
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@End_of_Slayer said:
So, as the title states, Michael needs to be adjusted in some way, shape or form. I’m not exactly certain on why some people state he’s balanced, and I’m sure I’ll get some flack for saying this, but Michael needs to be changed as he’s the most out dated character in the game. Example.
Just about everyone got add on reworks or adjustments at the time. Except two people, Hillbilly and Michael. They were the only two killers to be launched and never adjusted in a significant way. Now, comes around the time Pyramid Head releases, both Cannibal and Hillbilly get reworked, along with new add ons. Now, this is a big thing because it means Michael is the only killer to never be altered in some way. (No, I do not count the one alteration to the description of his add on. It didn’t change, they just made the description clearer.)
So, I think it’s time to acknowledge that Michael needs to be changed, as his add ons are old, outdated, and suit play styles that aren’t healthy for the game. Let’s talk about it.
Starting off with the add on that needs to be changed the most. Judith’s Tombstone (and by proxy, tombstone piece). If survivors complained about old Mori’s needing to be altered, I’m baffled as to how they don’t complain about this add on as well. Or, at least I haven’t seen anyone complain about it. For those of you that are unaware of what this add on does, it allows Michael to kill a survivor while he is in tier 3 Evil Within. Doesn’t matter if the Michael’s seen or chased you all game, if you aren’t locked in an animation, he will instantly kill you and remove you from the match. Now, let’s talk about how hypocritical some of this is.
A few years back, the game used to be a lot different, obvious since this game has been going strong for 7 years. Around the 3rd or 4th year anniversary there were talks about Mori’s needing to be nerfed. Now, newer players don’t remember, but Mori’s were already nerfed at this point. Old Mori’s made it so the moment you get downed, you could instantly be moried by the killer if they brought in the offering. (Sound familiar?). Mori’s at the time and still even now are viewed as unfair to some. Which is fair as the killer can tunnel you out to get the mori, but there’s a big difference to a mori and tombstone from Michael. You actually get to play the game.
People complained that Mori’s made it so you couldn’t play, fair argument, but then why isn’t this argument directed at Michael? He has two add ons that make it so you don’t have to interact with the survivor at all until you’re in tier 2 about to pop 3. Just get real close and then boom, you kill that survivor instantly and there’s nothing you can do about it. If a Michael chooses for you to just not be able to play, he can by bringing this add on. Combined with his other problematic add on (there’s a few, both the iridescents are the biggest offenders along with J. Myers Memorial) Fragrant Tuft of Hair, he becomes unstoppable if you don’t know his counter (which is literally just to let him get free grabs, but it’s the only thing you can do to make sure you stay in the match longer). If a Michael runs FToH, he can just down someone and camp them on hook, leaving a survivor to die because no one is able to save, not to mention he doesn’t need to go through a cooldown or windup before he can swing his knife to instantly down you unlike Cannibal.
These add ons enable unhealthy play styles if the killer chooses to go down that route, which some will do. Combine the two together and you make it so everyone dies unless you hide in a locker or work on a gen until he grabs you off of it cause he didn’t get his kill. Along with the J. Myers Memorial making it so you can stalk faster, it makes it so he can run FToH and JMM, which makes him gain infinite tier 3 faster. This makes it so he’ll get tier 3 even quicker. And sure, some people will say to blame your teammates who feed him stalk and of course that’s something out of your control. But just because my teammate didn’t notice him, doesn’t mean it’s fair he gets to instantly kill that teammate just because they didn’t notice he was slowly moving up on them.
Now, people will say that he needs to be buffed, and, okay. I’m fine with him getting buffed as he’s underwhelming at times the main issue comes through his add ons that don’t suit the game today. People dislike Pyramid Head and the new Sadako condemn play style. But at least you’re still playing the game against them and they have the earn their kill by either getting you to death hook (PH) or actively trying to corner you into a condemn (Onryō). Whereas Michael just gets right on top of you with PWYF, pops tier 3, and just kills you. Whereas the other two can sometimes feel like they may not have “earned” the kill on you, at least they had to interact with you in a meaningful way before killing you.
I’d be fine with the devs buffing basekit Michael so long as they nerf his add ons. They don’t suit the game today and are unhealthy for a lot of various reasons. He’s also the most outdated character and is in due time for a rework or at least an add on overhaul.
TL;DR Michael is the only (oldest) killer in dbd to not be adjusted in some way. His add ons suit unhealthy play styles for the game and should be reworked or nerfed. He can get his base kit buffed, but his add ons will need to take a hit so they don’t become even stronger than they are now. I’m sure this will be an unpopular opinion, but what are your opinions on it? Am I insane for thinking in such a way, or do you agree? Let me know why you agree or disagree and please keep it civil. Game balance is usually not a civil topic for most people, so let’s try to respect other’s opinions and give good cirque and feedback so the devs will know what we want for the game
Honestly it just sounds you're salty that you don't have to be hooked, lol
It's the same as people complaining about slugging and literally any other playstyle besides being hooked, why would you want to die the EXACT same way every game? I for one am tired of that
Also, Myers is one of the few unique characters left in the game, I do not want to remove his tombstone and just make him another m1 killer with hardly any power except exposed
Tombstone piece you can remove or nerf it fine but keep the tombstone's main effect or add more counters if it's such a big deal, we don't need to make him a generic m1 killer
We need more ways to kill and die in this game, not less
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@RaSavage42 said:
No... the player who use it need to deal with the risks involved with the perk
But how would you rework it
You can press "quote" to reply directly so they get the notification
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317261#Comment_3317261
Heck, I'd be up for buying an entire prestige level with one click and get randomised stuff based on the node spawn statistics.
Let's just start at having 1 level at a time, ok?
A whole 50 levels seems like s bit much
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@Raptorrotas said:
As far I know its not intended anymore for survivors to see killer info as survivors on comms did tell their friends.
"Hey he's running noed and bloodwarden"
He's not talking about perks, but the killer power
The killer does not change in a single game so telling teammates would pretty much be moot
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@Pro100_Tsar said:
Dear Behaviour team, I'm writing this letter for you. I'm upset, because I didn't reach the last rift level. It was Metal GhostFace's mask(Deep rift).
I was playing dbd on 10th of January, and decided to continue the last level tommorow. Then, when I had 6 hours left, we got the power cut whole day in our street. I'm the Ghost
Face main, and I wanted that mask, but I didn't make it in time because of power cut.
I would recieve it, I had enough time that day (I cound't before because of work), but unfortunately this unexpected situation happened. I'm really wanted this mask, but circumstances said NO. This situation has making me upset for 3 days T_T.
Finally, Behaviour team, please, I don't ask from you any compensation in shards ect. I just want this mask, and be happy :(
Dude.. why did you wait so long?
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@Crowman said:
No one was running Iron Maiden for a niche situation of locker flashlight saves. While I won't say Iron Maiden is a great killer perk, it's certainly better than you are giving it credit.
Besides locker reload killers it also helps:
Doctor: as lockers hard counter his static blast and allows him to still get info and maybe a down from a survivor using lockers against his power.
Darkness Revealed: as faster locker search allows you to quickly check a locker to get the aura reveal.
Vs Head On: as if you dodge the stun the survivor is now in a much riskier position.
Leatherface: There's a small window to time against Leatherface's tantrum to exit the locker without being hit or grabbed. If a survivor pulls of this timing, they get exposed and instead of forcing an M1 hit to extend the chase they go down anyways.
Stealth Survivors: Ever had a match where a single survivor was hard to find. Likely they were hiding in lockers, but you'll never know. That is unless you had Iron Maiden. Remember hearing screams throughout the match because of Iron Maiden? Now you have a reason to start checking lockers to find this elusive survivor.
Agree, it has its niche use, it does not deserve to be nerfed into whatever his idea was
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@Vandral83 said:
This issue for me is the grind. There's something like 60 characters, 3 perks each, 3 tiers in total. That requires a massive amount of bloodpoints to accumulate. Grinding for something isn't the issue, but the amount of BP per match is just wonked. When I play survivor in the evenings, there is no bonus. It's reserved for killer until about 3 am. Playing killer is stressful at that time cause of the SWF's rocking the house. So if I log in as survivor, queue for 3-5 min, wait in a lobby where that one jocker just sits the minute timer out every single time, then a loading screen of 1-2 min, were talking 7-10 min between matches. Now I get to play. Oh noes, I'm tunneled. Dead in 5 min, or get steamrolled, entire team throws match, one guy DC's at first sight of killer cause "I hate that guy". Wow. I walked away from 20 min of queing, lobbying, loading, playing to walk away with 7-15k BP if lucky. Hmmmm.... Looks at bloodweb. I guess I'll unlock these three items. It's discouraging. If I felt I was making any progess towards unlocks and getting better level perks or prestiges, I wouldn't mind this competitive nightmare the game has become. But for now, I can't even unlock the perks to become competitive. I just don't know if the ship has sailed and I missed it. The game leaves me feeling so far behind the curve. Get gud they tell me. I would love to, but I've got to last longer than 5 min in a match cause the killer recognized me as the weak link and tunneled me out.
Play killer if you're getting steamroller regardless, try BP perks like beast of prey, thrill of the hunt, and distressing on someone like Legion even if you're getting steamroller, don't care abt 4ks but just maxing your 3 catagories as soon as you can or just getting as much as you can
Hope that helps because the more that you let escape, the easier your matches will be and therefore the easier you can gain BP
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@slendermansmoom said:
these are who i think stand a chance (btw all of the killers would be fighting the entity by themselves)
pyramid head is immortal
myers in the halloween story line can only be killed and stay dead if killed by laurie with his own knife
freddy can't die in the real world and can only be killed in the dream world which he controls and the entity can't reach on its own
only 11 can keep demogorgon dead so i doubt the entity could do much to kill it, and if it did the mindflayer would declair war on the entity and the mindflayer is way more powerful then the entity
the blight is made of a substance that the entity can't control which is the reason the halloween event happens and if it interacts with the entity it damages her so i doubt the entity would want to try and hurt the blight
nemisis is basically immortal and follows the phrase whatever doesn't kill you makes you stronger because if something doesn't kill him he becomes immune to any pain it could cause a 2nd time
pinhead is the master of pain and pleasure so i doubt any pain could finish the job and that's what the entity masters in.
oni maybe, oni is mortal but he is the closest thing to being almost immortal but still mortal, oni's in the folk tails are evil demons that kill everything and have the ability of every superhero you could think of, they are powered by the desire for revenge usually because of them dying and having unfinished business so the oni could do a lot of damage to the entity at least if not kill it
one of the main reasons for these killers being able to kill the entity on there own is because if they were to try and kill the entity, she would take there power away and kill them, every single killer above doesn't get there power from the entity (freddy was even stronger before he was taken) so they would be just as strong or stronger
now onto who has no chance
hag
legion
nurse
hillbilly
wraith
trapper
doctor
huntress
cannibal
pig
clown
spirit
plague
ghostface
deathslinger
twins
trickster
over half of these killers have little to no power without the entity (trapper, huntress, cannibal, pig, clown, legion, deathslinger and trickster are the exceptions) the entity gave killers like spirit the ability to phase walk and live even after dying so they would be powerless and again with cases like spirt just die immidiatly like they would have without the entitys help. this would include Hag, hillbilly, huntress, spirit, plague, deathslinger and twins mostly due to age but also because of the events happening to them
You act as if the entity doesn't control everything going on in the realm, none of these killers would really stand a chance because the entity controls their powers now that they are In the fog and can simply throw them into the void at a whim
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@Bennett_They1Them said:
I don't know, the entity really nerfed freddy upon entering the fog.
Myers wouldn't want to leave, Ceno is a parasite on emotion and probably wouldn't want to leave, PH is there to mess with the entity, and demo just escaped the fog.
so... demo (yay).
Bubba is about to escape too out of all people lol