not_requested49
not_requested49
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@[Deleted User] said:
Start by quitting the meta perks, go with something like Kindred, DS, Diversion, Reassurance or Kinship. I have triced a camping bubba more then once with a setup like that. Or Run with perks like Distortion and get a less noisy survivor to avoid getting caught in the first place.
Also if you cant loop him well enough, replace Adrenaline with Lithe (or another perk that helps you get distance).
Also a facecamping killer is loosing so much on that tactic, if the team knows what goes on (Kindred) and know how to counter this. (To rush gens). A facecamping killer should loose at least 3 gens on 1 hook camping, and if you looped him just for a bit, he should have lost 1-3 already.
Drag time as much as you can by doing all skill checks, even if no one is comming to get you, If you give up on the hook or DC you reward this playstyle.
Bubbas chanisaw is fine as it is, 2k is a draw, and i doubt he gets more than a 2k from that match.. unless the team really messes things up.
You are not entitled to an eascape.
Mabye not but in solo queue if you're the one getting face camped Reassurance does nothing, Kinship won't help if nobody comes close to you and.. why diversion?
Yeah you're not entitled to escape but you should at least be entitled to keeping the pips you have in q situation where you can't really do much (even if you loop very well)
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@MeltingPenguins said:
There's a couple of things that can be done, as the mechanics are already there:
Like 'monstrous shrine' only works when you're at least 20m away from a hook, bhvr could have insisidious stop working within 30m of a hook.
They changed it that you can't be blinded when grabbing a survivor from a locker anymore, so they can have it that you can't be insta-downed when unhooking (while grabbing and getting knocked down) still work. They could make instadowning impossible when endurance is active.
All the mechanics needed for all of the above are already in the game and on display.
Would it piss off a bunch of players and even make them leave the game for good?
Yes, please and thank you. Good riddance
Instadown is already blocked when endurance is active.
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@SoulKey said:
You are lucky, i would get facecamped by a LF any day (Not being sarcastic).
Although, most LF i meet nowadays are snowflakes who don't facecamp :\
Why would you wanna be camped tho?
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@Pulsar said:
Bubba's ability to facecamp is a relic from a long-past era of DBD. Something needs to be done about this. Almost every single Leatherface plays this way and it is beyond frustrating to get 3K BP through no fault of your own.
Likewise, this strategy is viable. It isn't like you'd be throwing to attempt this. You can get consistent 3K's even if Survivors correctly counter you.
If locker saves are being removed because they remove Killer agency and feel unfair, Bubba's ability to facecamp needs to get yeeted into next week.
Technically unhooks are still possible, it's just very likely it will always end up in a trade instead
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@WeakestNurseMain said:
You can do the same thing with billy and that one addon that decreases his speed to 110%, but decreases rev time by 25%. A killer than can instadown on command will always attract these kinds of players, and with these kinds of players, it's clear that they don't care about winning. The only thing you can do is nerf it as best you can, but you'll undoubtedly hurt the legit players in some way.
Yeah but at least he can still miss and requires some skill
Bubba on the other hand doesn't even need skill
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3262300#Comment_3262300
How would this idea be just a long-term band-aid?
Updates should be implemented step by step.
I didn't say it would be long term, by band aid I mean it's a short term solution because it would still take time to click on them and level up manually every time, it would still be a hassle to do so when they could instead add a random buy option so that there doesn't have to be anymore clicking
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3262320#Comment_3262320
This is currently the case so talking about it in the conditional does not make sense.
Basement hooks are permanent and can't be destroyed in any way so technically OP's suggestion already exists.
Either be more smart where you hook to not create deadzones or hook in basement instead
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@Madjura said:
For example (not the only one, but I am using it as an example because it's in the most recent release):
Time 13, Level 3: Blue Ribbon Runner: Escape 1 trial(s) while using only the perk(s) Quick & Quiet and Sprint Burst and no other perk(s).
As soon as you have all perk slots unlocked, which happens relatively quickly, there is no reason to use less than four perks in normal gameplay.
If you are playing anything other than a 4 man SWF where you can reliably ask if someone is doing a challenge there is a risk you will have someone on your team who is weaker because they are running only two perks instead of four.
The developers have stated they want to lessen the gap between solo and SWF. Then why do they keep making challenges that screw over solo players? As a solo player you have no control over whether or not you have a teammate doing a challenge that handicaps them and by extension the entire Survivor team.
This kind of handicap works only in non-team based games where you care not screwing your team by running a much weaker build.
🦆🦂
Lol, you're going to love the no mither tome challenge
Especially if it gets reworked to make it truly a "hard mode" for more BP rewards (so you also start with a hook state or two already used for a 100% BP bonus after the game or an increase of points gained to boldness catagory)
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262014#Comment_3262014
I don't care how many hours you have, the 50% idea would literally cause a survivor to hide in the locker nearest a door, wait for the hatch slam, and then get an 8 seconds door timer. That's a hard no.
Well I don't see anyone complaining about Sole survivor and wake up..
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@Malkhrim said:
Exit gates powered to 50% would be WAY too easy to escape. Are you the last survivor? Hide right by and exit gate and immediatly start working on it when endgame colapse starts. Voilá, you got away for free. A key spawning at random would also put the killer at a disavantage, having to patrol both exit gates and the hatch, even after ALREADY having completed the step of finding the hatch. Want a second chance for the hatch? Bring the key yourself. The hatch is there to give the last survivor a chance, not an advantage over the killer.
The hatch is fine for the last survivor. If anything, the hatch change made harder for the killer to prevent a hatch escape. Before then the killer could slug until they found the hatch, then sacrifice the slugged survivor, go back to the hatch and close it. Even if both killer and survivor reached the hatch at the same time, the killer could close it BEFORE the survivor could jump. The killer doesn't have this advantage if nobody knows where the hatch is. The positive change made for killers was that it made so keys weren't broken and uncounterable anymore, that was perfect and should remain that way.
To be fair you can already do this with sole survivor + wake up combo so
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261845#Comment_3261845
Yes but I want out of that game (and at this point cannot care less if I survive or not). Would you hold me if me after wiggling out go to hook and point at it? I hope you don't. Some do...
I don't hook kill so of course not
I want them to escape so I'm not going to hook kill them or even kill them if I have 5 stacks Devour hope/mori active or are on the verge of dying from a single basic attack (no more bleedout timer)
Unfortunately this sometimes ends in a stalemate in which neither side will do anything, I just had this match with a Meg recently where I wanted to give hatch to her but she didn't want it and kept insisting on me to kill her. So of course I didn't and we both tried to wait each other our
In the end though neither won because the game automatically sacrificed her and the match ended, even though there was no EGC
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@Malkhrim said:
What if? Then one of the tactics killers can use to get an advantage over actually good survivors will be gone, and since going for hooks is not viable against the strongest SWF teams, killers would have to be buffed in a way that made the 10-12 hooks playstile more viable in high MMR.
Oh, but wait. Know those solo survivor games where the killer destroys everyone even without camping? Well, those would happen even more often. Since the average solo teams aren't very good, they wouldn't need to get camped to get destroyed.
Man you guys care about 4ks way too much lol
If a survivor or two or heck even three or more escape, so what? If you accomplished your challenge and what you were trying to do that's really all that should matter
Heck when I'm killer I don't even go for hook kills but I try to kill them in a more fun way like bear traps, wesker throw, chainsaw, etc
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3262309#Comment_3262309
1k is universally considered killer's loosing a game. If he camps for 120s, most of the gens get done. Killer will get his 1 kill (maybe he would be denied even this one if other survivors go for save together) and will think twice about camping the next game.
As I said - there might be a few people that will still go for this 1k, because they can be mad at specific survivor, or want to spoil someone's fun. But majority of killers camp, because it gives them advantage. And there is clear difference if you get 1 bad game out of 20 or (as we have right now) 1 out of 2.
"1k is universally considered killers losing a game"
Lol mabye if your doing tournament trophy or something
If I get my rancor and my challenge done, that's 100% a win for me
Not all Killers always care about 4ks (though this number is relatively low tbh) and when I do try to get others it's usually because I'm going for unconventional kills (wesker throw, bear trap, etc) or I need sacrifices for my challenge (but even then I only try to kill them with cage instead of hooking)
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3261835#Comment_3261835
That is your price of failure.
Yeah if you were killer sure
But how can you "succeed" when you are being tunneled and camped? You also can't pip by just hiding all game and not doing gens
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@LiveBritishReaction said:
I've had several of these floating around in my head, here are just some of the ideas I've had.
Solidarity
-Increases altruistic healing speed by 25% while injured
-Grants complete and total immunity to the Hemorrhage status effect
-No longer loses self-healing when cooperatively healing alongside another survivor
Bite the Bullet
-In addition to hiding noises, also hides auras
-Activates when another survivor is healing you
-Effects linger for 3 seconds after the healing action is interrupted
-While self-healing, the Mangled status effect is ignored
Fixated
-While walking, your scratch marks fade 10% faster
Resurgence
-Also activates on being picked up from the dying state or wiggling free from the killer's grasp
-Healing caused by Resurgence cannot be regressed by the Hemorrhage status effect
Aftercare
-Instead of losing all aura-reading effects of this perk when hooked, the effects are lost only for the survivor who most recently activated the perk
Any Means Necessary
-Pallet reset time reduced to 3 seconds
-Killers stunned with a pallet reset by this perk are stunned for 10% longer
Corrective Action
-Whenever a survivor fails a skill check anywhere on the map, a token is consumed and the failed skill check is ignored
-You and the affected survivor see each other's auras for 7 seconds
Second Wind
-Heals you to healthy even if you are suffering from the Deep Wound status effect
Dragon's Grip
-Cooldown reduced to 60 seconds
-The cooldown is not incurred if a survivor does not activate the perk in time
Fire Up
-Each token also increases lunge movement speed
Grim Embrace
-Generator block duration increased to 60 seconds
-If the obsession is the final survivor hooked, all other survivors' auras are revealed instead
Knock Out
-Basic attack restriction removed
-All negative effects applied to the dying survivor last until the survivor is healed or picked up instead of for the first 15 seconds of being downed
Mad Grit
-Unlocks the ability to break pallets. breakable walls, and vault windows at 75% the normal speed while carrying a survivor
Predator
-Scratch marks left by running survivors are visible through walls in a 24 meter radius
You forgot to add the deafness effect back to knock out :(
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@BugReporterOnly said:
Please no comments on my username here. My original intent was just to submit bugs but I had enough of this. This has been an issue for a long time. I have to many random players using Bond and Empathy to help the killer find me or others so they can kill me then the killer allows them to escape. This is very problematic for solo q players. I was struggling to get a tome challenge done so I wasn't playing my best but trying to get it done while doing objectives. I did some gens healed team mates etc. then he goes and does that because it wasn't enough apprently and it was just him and me. If there is anyway you can block the perks from working in the killers terror radius that might help. So if I'm in chase or in the terror radius of the killer I shouldn't see the auras of my team mates so it would also be difficult to sand bag anyone else. I'm just spit balling but there needs to be something done to make this behaviour harder to pull off or punishable somehow for the survivor that misuses these perks.
What. So you want to nerf these perks?
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@Alen_Starkly said:
https://forum.deadbydaylight.com/en/discussion/comment/3261868#Comment_3261868
Hmm I think one of the rules of the forums is that we shouldn't ping a staff member that hasn't commented in the thread. Thanks for the suggestion though!
I guess that BHVR for some reason wants to keep the availability of the charm a mistery.... I don't get it.
Oh. I did not know that lol
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@Clockwork_Enigma said:
Another archaic symptom of the past design choices, breakable hooks on death are just not needed in this game anymore. Especially considering the fact that we have Scourge Hook perks that rely on breakable hooks to even get their value in the first place.
Like keep the ability to break them as the Survivor, that's completely fine even if it frustrates me when the occasional Sabo Squad comes out of the woodwork. But make the hooks just not destroy themselves upon sacrificing a Survivor.
Or just not create hook dead zones lol
It's like pallets, you're meant to conserve them and try not to create deadzones
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3261926#Comment_3261926
Making the hooks indestructible again will on the contrary increase the probability that other killers than cannibals will start camping.
What would be the benefit of basement hooks then? Location and that's it?
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@Akumakaji said:
Just some quick chapter ideas.
The killer would be Yagami Light and he would be a stalker killer that can instantly put you in the dying state by researching your name (stalking) and then spending an uninterrupted writing session during which he could be kicked like Victor.
The suevivor would be Misa Misa, because of course, and I would never need a new survivor.
This chapter introduces the "Dire Prophecy" and "Good Tidings" perk classes that both give a permanent buff/debuff once their mini achievement like requirements are met.
Eh I feel like it would be more fitting for the survivor to be L since Misa Misa was more of an ally to light than an enemy
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@Lastchild said:
I come to present a simpler project to set up by BHVR:
- Removed "press and hold" interaction on nodes.
- A short click now unlocks a node.
- Clicking on a node away from the center triggers an automatic path that will close other nodes as usual.
With that we will have a click reduction to around 60-50 instead of the current hell.
And I think those 3 lines are easier to read for BHVR, I don't want to say you guys are overdoing it, but keep it simple.
And it's the easiest thing to set up.
After all, they did remove the "Press and hold" interaction in the archive challenges.
This is where you have to help/harass them.
If you ask them something more complicated they won't think about it.
It's not so complicated though and that's more of a band aid solution than a long term one
Also there have been really simple sadako buff suggestions like only doing two things (reduce the TV cooldown time, increase the time you are not visible while demanifested) yet they still have not done so
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@skylarka said:
As a general quality of life thing, it's a pain and it takes a long time and a lot of clicking to level up the bloodweb when you have loads of bloodpoints. For example, farming up a million bloodpoints and then prestiging a character. A lot of the time in these scenarios, players already have all the perks/items/add-ons they need, or the don't care what perks/items/add-ons they get from leveling up.
Can we get a button that fills in the bloodweb randomly and just completes the level. I would use this CONSTANTLY and I am sure I am not alone. Imagine at the end of the season when you have 2 million blood points and instead of spending 30 minutes spending them down you could spend 5 minutes! That would be a joy!
I think there could even be different options, like:
"Instantly complete level (random selection)" - instantly fill in the current bloodweb level, making random choices
"Instantly spend all blood points (random selection)" - instantly spend all your bloodpoints on the current character, making random choices on all levels until you're out.
Adding some variation of one or both of these options would be a huge quality of life improvement, I think. Obviously you could still manually level the bloodweb exactly as you do now if you want to spend as few bloodpoints as possible by picking brown items or you want specific add-ons or skills. The idea would just be to add a button or two on the bloodweb screen to make it so players who aren't choosy about their bloodweb could level up more quickly and easily.
They could even charge a convenience bloodpoont fee or heck, a 250 auric cell one time fee
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/354470/salty-demo
I would consider this a win and I would be proud of the outcome. Also killer lost the game directly because he decided to be salty - yet another win. If players need to loose when they become salty, it demotivates said behavior. Sad thing would be if that killer got 4k thanks to this.
What you described is very close to optimal outcome in my eyes (ideally team would save you, but come on - that is hard and rare)
It only depends on if the demo WANTED a hook 4k, mabye he was only trying to do mori 3k/4k
But if he was yeah he kinda lost but that's why I always bring rancor along with haunted ground, undying, and Devour hope so if all gets cleansed then priorities change to mori'ing the obsession at exit gate
It's only when I mess something up and the obsession escapes is when I lose
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@bunnyfengenthusiast said:
I do agree that tunneling and camping need to be addressed, but this is also a team game. In being camped and tunneled, and also cleansing ToTH and Devour, you basically gave your team a 3-out. That's a win in my book.
Yeah he should've brought rancor, but tbh if the demo did not care about anyone else then technically he also win since he ended up killing OP
Winning only really equates to if you accomplished what you were trying to do
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@Akumakaji said:
Yeah, stuff like this sucks, but you won the trial for your team this way. When the team MMR rise and fall drops next patch this will actually be a beneficial outcome, besides the de-pipping which always sucks.
Killers can be really salty when you mess with their stuff, for this demo its his totems, for me its hooks. If you successfully sabo a hook, I will be petty and tunnel you to the end of the world. But thats actually the most honest kind of flattery that any killer could give you. So take the salt with both hands and run with it. Thats what I like to do.
Hooks respawn tho? I hardly find it a big deal if a hook is sabo'd because it respawns pretty quick
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@Akumakaji said:
Yeah, stuff like this sucks, but you won the trial for your team this way. When the team MMR rise and fall drops next patch this will actually be a beneficial outcome, besides the de-pipping which always sucks.
Killers can be really salty when you mess with their stuff, for this demo its his totems, for me its hooks. If you successfully sabo a hook, I will be petty and tunnel you to the end of the world. But thats actually the most honest kind of flattery that any killer could give you. So take the salt with both hands and run with it. Thats what I like to do.
Idk why they decided to focus on mmr which hardly nobody really benefits from instead of depipping..
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3261766#Comment_3261766
Not exactly a risk, more of a delay that pays off significantly, when it comes CoH sake. It kinda hard explain why CoH is problematic and very different then ever Boon perk.
The problem I see are...
1.) Every Boon perk, except for CoH are required to be set up in advance in a particular area, especially close to Killer and can be used effectively when down, in chase by the killer, or patrol route as you are ninja stealthinh by running and hiding your scratch marks. CoH is such a very strong Boon perk, as it can be place just about anywhere, but most especially it is a game changing perk when it can be place as far away from the killer as much as possible; or be placed in a hard to reach and hidden spot that cover a huge area of the map, like Coal Tower from Ironwork of Misery for example. CoH can be pretty much guaranteed to be hidden, while the others are mostly likely to get discovered by the killer and get snuff.
2.) General People that Boon, when the killer comes close or in "Search mode" and looking for Survivors will tend to avoid Boon immediately and try to hide or flee; which is where the risk comes into play. CoH as I said can be placed just about anywhere, but it is far more convenient and stronger when it is away from the killer in the corner of the map where it is for from the Killer's patrol route. This perk can single Handle makes 3 gens situations are to control on the Killer's end; due to the fact that Survivors can relie on that one Boon far beyond the patrol route. The Killer's forced to try stay in a camping/boring playstyle and defend those gens and try to keep the Survivors hook and down and slug near that as much as possible or... throw the game in a ever to snuff a CoH and let the Survivors either gets progress on the gens or reapply CoH as if it is not big deal. Basically, CoH makes thr games stale and can shift the balance in the Survivors favor, especially in SWF case.
That is why CoH needs a reworks or massive nerf, the one Boon perk that needs to be in line with other Boon perks. While the others boons need some slight buffs.
If It were up to me to Rework this problematic Boon perk; I would wish for either 2 options:
Option A.) That CoH removes the ability to self care and it becomes more like a Half Empathy and Half we will make it type of Healing perk; when Boon is lit; all injured teammates in the Boon Radius is reveal to the entire team. The Survivor can group up and give 50% bonus healing speed, which add up to a 100% within Killer's Terror Radius. Medkits/healing perks cannot be stack with this perk.
Option B.) Self Care is allowed; but no healing bonus at all and no healing perks or Medkits will be stack. The stats are the same as old self care, in which it 50% healing penalty. Slightly stronger then current self-care yet not as strong as bring a common medkit. (If we wanted to make this perk better slightly, with over killing it with nerfs; I will allow the ability to self care without making a sound. Give it a free Bite the Dust perk along with Self-Care in the Boon Radius for you and your team that has no medkits with them.)
If only CoH has a true risk in which you need the killer to be close to the boons proximity in order to be effective like every Boon perk; then I think we would reach good balance in Boons be in the game.
I don't really mind this, except for healing speed not affecting healing, that's what it's supposed to be used for otherwise the perk would state "when healing others" like WGLF, empathatic connection, or NOLB
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@DAMNFASTDEAD said:
I experience it myself again and again. I play several games in a row and I often meet the same killer (but different player) with almost similar equipment. This is incredibly boring especially when I just don't like playing against this killer.
Wouldn't it be possible that you as a player can set a prioritization so that the matchmaking tries to find a match against one of the desired killers and only if that's not possible, falls back to a default rule and takes the next best one?
This way, players of a certain killer wouldn't miss out and neither would the gameplay.
Everyone would just prefer to play against twins, Freddy, sadako, Billy, and Myers then
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@skylarka said:
It wouldn't be totally unheard of, DBD did an anime crossover a while back with Attack on Titan, why not JoJo's?
Think about it, we could get stand skins for a bunch of the big killers and stand user skins for all the survivors! There are SO MANY iconic characters in JoJo's they could pull from. It could be one of the best crossovers of all time.
Plus, JoJo's has one of the most iconic serial killer characters, who could be added to the game!! Here's an example of how he could work!
https://us.v-cdn.net/6030815/uploads/O12B8S6JZYW9/image.png
New Killer: Yoshikage Kira
Power: Killer Queen
Bomb 1: Kira can use Killer Queen to turn up to 3 interactable items (pallets, vaults, chests, gens, lockers, totems etc) into bombs. A survivor who interacts with a bomb will cause it to explode and lose a health state.
Bomb 2: Kira can use killer queen to turn 1 interactable item into a bomb that he can manually trigger by pushing the power button. Placing Bomb 2 removes all placed Bomb 1s from the map. After placement, Bomb 2 must be detonated before Bomb 1 can be used again.
Sheer Heart Attack: After charging his power to Level 2 by stalking like Myers, Kira can release Sheer Heart Attack. An indestructible remote bomb that patrols for XX seconds on a loop/path (similar to the knew Knight power). Sheer Heart Attack will initiate a chase with a survivor that gets too close and can hit them with an explosion for 1 health state, or can be used to damage generators or break pallets.
Bites the Dust: After charging his power to Level 3 by stalking like Myers, Kira can use Bites the Dust while in a chase. Bites the Dust rewinds time, recalling the survivor (with an animation) to Kira's location (lunge attack distance) and inflicts the exposed status on the survivor. Because it rewinds time, Bites the Dust heals all other survivors by 1 health state to prevent it from being OP. After using Bites the Dust, Kira's stalk level is reset so it is not spammable.
Please BHVR! Please Shueisha! Please Lucky Land!
Is that a JoJo reference?!?!?!?1!?!1
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@Gahbage said:
It's amazing how many wreaths and flower offerings you get, and yet there would never be a chance to even use most of them. Just put the BP bonuses on already existing offerings and the bloodweb becomes less clogged with junk.
For survivor.
Altruism with luck and coin offerings.
Objectives with shroud and blueprint offerings.
Survival with hook and fog increase offerings
Boldness with fog reduction offerings.
For killer.
Sacrifice with hook and basement blueprint offerings.
Deviousness with shroud and fog increase offerings.
Hunter with fog decrease offering.
Brutality with coin offerings.
Keep streamers and 25% overall BP offerings.
25% offerings are the worst offerings there are, why keep it the same?
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261660#Comment_3261660
Last 2 survivors in a game. Killer got one (the slugged one), other survivor hides. Killer wants to deny hatch. To not allow dying in 4 minutes, killer will pick you up. Hold you, let you wiggle out and down you again. As the other survivor is not doing gens, he can do this indefinitely. You have 0 chance to escape, because this game is designed in a way that killer will always eventually get you. Now you are effectively being held hostage by 1 survivor and 1 killer. And this can take WAY longer then 4 minutes
Sounds like me tbh, but I usually do this if the survivor is hiding and I'm trying to get the survivor alive to help me find where the other one is because they're just waiting for them to die (which I of course won't let happen unless they DC)
It's not to be toxic it's to literally help them escape through hatch and the survivor that is hiding does not deserve it if they are to just let their teammate die
Other times it's when I want them to finish gens and am just goofing around with the survivor getting more points in my categories
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@MaTtRoSiTy said:
If the end game changes with Moris and basekit BT are a long way away, can we at the very least have the option to concede instead of being slugged for potentially 4 minutes while the killer tries to find the last immersed survivor?
Getting very tired of this tactic and while I did run Unbreakable for a while it still ends up with the same outcome if the killer really wants the 4k and is willing to waste their own time to get it.
Being slugged for minutes on end is incredibly boring and frustrating, so it would be great to be able to choose to concede so the killer gets their sacrifice and you get to move on with your life and leave the hatch battle down to the killer and the last survivors RNG luck
I never get complaints about being slugged, like at least you weren't hooked and can freely move around the map (albeit slowly) and sre allowed to stay in the game for longer than dying on hook, if anything it's more of a mercy yet people complain about it
When the killer decided to slug "for the 4k" you can just move to a corner of the map so that they can't find you and even if they do its a valid tactic anyway
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@Viktor1853 said:
Camping is fine just do gens
How can the person on hook "just do gens" though? They're going to depip if they die. This is not "fine" at all
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/3260881#Comment_3260881
You make really good points and I’m happy to discuss them (and maybe make some edits!).
So first off, the overall goal of this perks to be anti-deadzone. Bald area of the map or no pallets left? Build a pillbox! The cost is heavy time expenditures. Maybe you have a pillbox near a gen. Once the gen is done, You’ll want to move it to a more active part of the map.
You mentioned survivor time off gens. I’m actually thinking that for the value, 20 seconds may be too fast. So maybe it should be 40/35/30 seconds instead.
As for entering a pillbox, I envision that slow, floaty hop that survivors did with snowmen. There should also be a small delay if it’s destroyed around them, as you mentioned. It should be like the stagger when falling from a great height
Ok, the tough part here is killer interaction. 6 hits or 3 kicks. I chose those numbers so that there’s a direct correlation between 1 kick equalling 2 hits. That way killers can combine various attacks and easily know how much is left. I feel like 4 hits/2 kicks makes the pillbox too weak. I admit that 6 hits seems kinda strong, but here are a few considerations that might help out:
- Pillboxes will often be unoccupied. The killer can destroy or partially damage them in advance while not in chase. It can only be repaired if a survivor invests the time to relocate it.
- Certain perks like Brutal Strength and Fire Up will now see greater use.
- Some killers will do greater damage with their power (Perhaps Bubba can destroy it during a bump-tantrum. Plague can infect it and any survivor who then uses it like with a locker.)
- Survivors will have to pay attention to the visual state of the pillbox to determine its remaining durability, as it will noticeably degrade with attacks. They will want to flee the pillbox before it is destroyed so that the killer will chase them and the pillbox may be later relocated. The killer may bait survivors by damaging the pillbox 5 times in advance and destroying it when they’re inside.
I think that covers most of what you discussed. Honestly, fun stuff! Be sure to post if you think of any other considerations!
So kicking it would be an uncancellable action like kicking a Pallet tho right? Cuz otherwise there'd be no point not to kick it
I'd also like a secondary ability to "fortify" after you complete a certain percentage of generator time after building it so that if it is still standing you can get more value , this would probably take 20 seconds to fortify it and allow it to take an extra kick or 2 basic attacks before it breaks, this would only work if the pillbox is undamaged though
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3261341#Comment_3261341
If you are a tryhard whom refuses to used No Mither as you need to tank alot of hits to survive; cool for them. But if encounter a group of players whom used No Mither together and still try hard with it; and somewhat succeeds and power all the gens and possible open the exit gates and escapes; I will praise them and call them a legend.
I will heavily respect any Survivor's whom do not relie on same old meta perks; and go no perk or no mither. And actually play well
Yeah and as a bonus if more people start running it, boom we have basekit unbreakable for those that do, don't even need to add it and killers can get kills more easily especially if it starts you with a hook state already used (or both)
Win win imo but I know people would complain about it because now we have more "no mither noobs ruining solo queue"
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3261368#Comment_3261368
That is why I do not get the reasons and logic behind it; if they hate Survivors open chests: they why nerf Horder and it unique ability to downgrade items. Why create a perk that is specifically designed to target and Bully the one type of Survivors that you should ignored; yet this perk is designed to punished anyone going into the basement and looting chest.
I am also not a fan of any perk having any downsides, unless the perk effect is very strong. Silent open chest is not that game breaking enough to warrant a slowdown penalty; meanwhile perks like CoH can a "A okay" free pass as Healing Significantly fast for you and your team is quite very strong with no risks or penalties.
And yeah, I with folks whom think Calm Spirit nerf is quite bad and need removal of the slowdown penalty.
There is some risk though and a penalty, you have to set up a boon which can alert the killer where you are if you booned there before or if they are nearby, take the time to set it up, then heal at 75% speed (the 50% bonus healing affects the 50% base self heal which likely accounts for its strength)
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@KateMain86 said:
Tribal Sheva would sell like crazy.
Because.... reasons
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3261350#Comment_3261350
I'm not against it either, as Ranks aren't used for matchmaking on anything.
I'd guess BHVR just doesn't want it to be too easy as they are afraid people would play less? That's all I can come up with.
They'd have no reason to implement this either then
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@FrostyEyesSusie said:
You are right that they don't need to justify doing their objectives efficiently, but it is the case that they simply do not have the option to go for spreading hooks and going for chases while still having a shot to win due to the bad map design. Removing even more power from the killer will simply encourage the killers to avoid going for hooks and chases even more. What this patch has proven beyond all doubt is that nerfing perks that encourage the killers not to camp leads to camping, which should kind of be a given but w/e.
If you have an issue with camping then be like me and push for a buffs to perks like Pop, Ruin, BBW, not for removing even more power from killers.
People are still going to camp even with buffs to perks like those (which really aren't needed compared to some other perks)
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According to BHVR camping is an actual strategy.. so I don't think they're going to mess with hook timers at all
I do wish we had a perk that slows the timer by 75% if the killer is within 12 meters of your hook and increases it by 30% if they aren't so it's more of a gamble and it can be seen as balanced to them
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3260021#Comment_3260021
Counter Force Changes are good.
Shattered Hope is fine, as I thinking Boons are fine... the problems with Boon has to do with CoH alone and well... stuffing Boon Totems as killer is definitely a waste of a time with no benefit besides wasting a Survivor time in re Blessing it and hoping they waste 21 or so seconds in Blessing it in the corner of the map.
If anything, I think Basekit Snuffing should get a Buff and apply a cooldown the the Survivors with the Boon perk; everytime the killer snuff it. Punished Survivor whom bless the totem with a 60 second cooldown, before they can bless again
If pharmacy gets Revert yay, if not... I do not mind any nice QoL improvements to Pharmacy; even Giving passive faster chest open and silent opening speeds.
Nah BHVR thinks silent chest opening is OP, it's why calm spirit got a nerf
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3260205#Comment_3260205
This is the main fix I want, Shelter Woods is literally my least favourite map because I can't use Balanced Landing there aside from the basement stairs.
Don't forget if you have a challenge that literally requires you to drop from great heights
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3260319#Comment_3260319
Maybe it should gain an additional second with the new killer perk that is coming out.
I'd be fine with that but I'd also like it to give 175% speed or 200% to get away faster, especially since smart killers always respect pallets and do not let you hit them with it easy (unless they have a build revolving around disrespecting pallets)
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3260312#Comment_3260312
Yeah but that's not a good design. I don't understand why you are so opposed to it.
Not only am I getting into a boring match because a killer decided to AFK but now I have to actively seek them out and if they are a Myers with no TR I cannot do something about it.
I played a game once against a Wraith and I found him because of his noises. Well I thought he was AFK (he kinda was but not really) and I proceeded to Flashbang him for the fun of it. Well turns out he wasn't and just went to a different place. When we finished gens we were looking for him and he just opened the gate.
Again, what am I supposed to be doing in this case?
I definitely came across more AFK killers when I started playing than now, but when it happens it is still a wasted time that affects 4 people at the same time.
And if the game matches you with a killer who just installed the game then it's on BHVR not on me.
If Killer was playing dumb and then he proceeds to massacre everyone then people will be like "Just leave" if you're trying to farm and you end up getting killed because a killer was playing dumb.
I'm not opposed to it really I'm just saying afk killers aren't such a big deal as people make them out to be
Remove depips (at least for survivors) and that's it, simple don't even have to make it specific conditions, nobody likes depipping, especially if they were camped and couldn't do anything about it
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3261314#Comment_3261314
110% are not M1 killers though. They have other ways to kill survivors, Huntress just needs to hit hatchets, Deathslinger can reel you in , Nurse can is Nurse etc. They are not particularly limited by their distance that's why they have 110% speed in the first place. The scenario you mention would only happen after all gens are done.
I don't think I can see the point of Pharmacy and No Mither, at least in solo que. With a SWF I could see some potential, but in solo you'd have to drop the medkit for your teammates or just heal them with it. But it's already a huge disadvantage just having a No Mither teammate that them giving you 1 green medkit is not enough imo.
Pharmacy and no mither to open chests faster without needing to be hit by a killer and hooked first (by which point the chests have probably already been opened)
Only really used for chest opening challenges, that's about it since it got nerfed (which really was uncalled for)
But again I'm not against it I actually think dark theory needs a buff, I'm just saying how some people might complain against it because they can't catch up, especially in indoor maps like RPD or lery's
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3260803#Comment_3260803
That would definitely fit the Dev's quote status of calling No Mither "Dbd in Hardcore mode" not only gives Survivors to be broken permanently after being hit for the first time, but give them 100% Bonus BP for the rest of the match. It all High Risk and High Reward, for Adept David Mains!!
Also, if I was playing Killer and encounter a SWF running this Improved No Mither full squad, with multiple Bloody Party Streamers, I would probably meme and have fun instead of playing tryhard XD
Right!!! Seriously I would love this, obviously people that are tryhards would complain because they're teammates aren't taking the game seriously but tbh that's already what solo queue is
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3259966#Comment_3259966
There is a huge list of perks that I can go all day, listed as Bad/terrible perks and how I would Rework or buff them to make it better. I will instead listen to all of your perk suggestions and comment on if it good or bad changes, or suggest something else. By all means, all not changes are perfect balance as the game is evolving and new killers and perks are being added to the rooster; but I do like to see awful and useless perks to somewhat shine in average games.
As for your perks, I can propose my changes to make them better and unique.
Boon: Dark Theory
Problem: This Boon perk on paper sounds amazing, to have slighty faster movement speed within the Boon range in order to Last longer in chase with average speed to slow movement speed killers; even outlasted agaisnt Hag and Huntress. But, the problem is it range is limited to 24 meters and more then likely, the killer will be able to notice the distinctive Boon sound when close by and will snuff it; especially when they know that you are moving faster then normal. The perk can synergies well with haste speed perks like Hope; but but itself, if lacks in strength compared to CoH.
Solutions: I think it wouldn't be too crazy to make Dark Theory have slightly increased range of effect, by a extra 12 or so meters (maximum of 32 or even 40 meters in Radius); just so that the perk will be harder to track by a average killer whom doesn't know about totem placements well. Another solution, if increased range is not okay; would be to increase the speed by 2% or even 4% while injured to make survival in chase much better. And maybe, give it a increased vault speed, similar to what old Spine Chill used to do, to give those players that desire fast vault speed option to run.
Territorial Imperative
Problem: Okay, let's talk about the one and only benefit of this perk... it helps Killers catches any Survivor in the Basement when you are far away; plus a cooldown..... Maybe, if you want to be a Bubba that doesn't want to camp yet still be able return once a Survivor enters your basement; there is that value; but there are so many better detection perks out there, that this perk feels outdated and situational, if by chance you get a Survivor into the basement.
Solutions: It needs a Rework, in my opinion. I would scrap the aura reading in basement entirely; and I would give it aura reading for any Survivor interacting with Killer's power and hooks and lockers. Basically, a Survivor sabotage a hook, rescue a Survivor, hides in a locker when the killer is out of Hachets and knifes, disable my bear trap, etc. The perk will give a aura reading on the Survivor and a killer Instinct notification in lockers for a few seconds. It can have a 20-30 seconds cooldown; but just give me free detection for every time a Survivor interacts, that isn't restricted to the basement.
Buckle up
Problem: Yeah, these perks benefits is trash. Generally, killers do not slug unless they see and know if there are other Survivors nearby or if the situations like last 2 Survivor are standing and they want a 4k. And if even then, the perk is very situational and not beneficial if say... I am facing a undetectable killer. The aura reading on Survivor picking themselves up is lack luster, as typically Survivor take about 30 to even 20 seconds with Unbreakable to pick themselves up or 99% their progress and waiting for instant pickup.
Solutions: Just like territorial Imperative, this perk needs a rework!! I saw Otzdarvia's proposal about this one, I can it can be worthy alternative Rework to counter Slugging in general... it should either
Option A.) Buckle Up will allow you to pick up teammates faster, by 25%. But also will allow to complete remove any Debuffs Status effects like Exhaustion, Mangled, Hemorage, etc. So that way, a Survivor getting pick up can immediately dead hard, could sprint burst away, they will no longer be broken or be slowdown by Sloppy Butcher.
Option B.) Buckle up is now a teammate oriented perk, like Leader and Streetwise; but it allows Survivors to immediately pick themselves up as if they have Unbreakable. It would be amazing perk to counter massive Slugging and the one guy whom happens to be still standing and running around; with this perk; can immediately put a stop to it; by simply running into a group of Survivors whom are all slug and 99%, their progress bar. Instead of you picking a Survivor up, you can just passively run close to them and allow the Survivors to pick themselves up for free. Of course, the only downside is the Survivors running it cannot pick themselves up with Buckle Up alone.
I like option B better, mostly because option A is literally a worse version of WGLF
Still, There are perks like empathetic connection which is literally a worse version of empathy and the 10% is literally hardly useful. To be honest all this perk needs is a healing buff, like 25% would be all it would take for me to put in my medic build regularly
Better than new is also a bad one too, it gives cleansing, healing, and chest opening speed to survivors that you heal.. which is pretty pointless tbh, the effects need to be extended to things like sabatoge, unhooking, gate opening and mabye, a smaller bonus to vault speed (like 4%)
No mither since it's meant to be used as a "hard mode" perk should give some kind of BP bonus, at the very least 50% to the boldness category like how Beast of prey is
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3260713#Comment_3260713
Here is a cute idea: double back on the removal of BP bonus perks and give No Mither +100% BP at the end of the match. Now soloQ would be even "funnier" with all the No Mither David's running around.
I unironically like this mainly because I don't care about escaping (unless a challenge calls for it), heck they could make it so you already have 2 hook states used and I'd still run it 100%, I mean it's meant to be a "hard mode" perk right? So why not give a BP bonus for challenging yourself
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3260307#Comment_3260307
At least No Mither would also get buffed indirectly and not be such a troll perk.
Imagine getting teammates who run No Mither with Medkit (I have gotten it and they were prestige 10 or something).
Hope would mean you have to make it to late game anyway.
If people can defend Killers turning around a game with endgame perks, then it's only fair we can defend a No Mither survivor with the prks you listed having a high chance of escape if they made it to end game.
Yeah I agree with you but I know all the 110% killers would complain cuz now the survivor is literally faster than their base speed
Best solution tho imo is to just make dark theory give a 6% (or more) vaulting speed and/or reveal the killer when within totem range (cuz I mean based on the description it really feels like it was meant to do that)
Plus no mither already has synergy with perks like pharmacy, resilience, TINH, etc
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@Hanselpup said:
Balanced Landing is a fairly decent exhaustion perk that activates when you would normally stagger after falling. It's a decent stealth perk as well, allowing sneaky survivors to drop from great heights where normally they would have revealed themselves by screaming during their fall. Unfortunately, there are some maps that can spawn with ZERO elevated spots where Balanced Landing can be used, except for the basement. This issue is mostly isolated to the two older realms Autohaven Wreckers and The MacMillan Estate, since most of them are purely flat maps that rely on randomly generated hills to provide elevation. Unfortunately, they are RANDOMLY GENERATED, and do not always spawn which can make Balanced Landing useless. Coldwind Farm maps are okay because they have either consistently generated tractors or a tall main building that survivors can use to activate Balanced Landing.
Unfortunately, this is more of a map design issue and not really a perk issue that can be easily fixed. If and when the maps in the older realms are redone, either the hills need to spawn more consistently, or there needs to be other new areas where survivors can jump from to activate Balanced Landing. An exhaustion perk should be fairly easy to activate like Sprint Burst or Lithe. Smash Hit at least compensates for its activation difficulty by giving a greater speed boost when activated. Balanced Landing can sometimes just become totally unusable altogether.
Smash hit provides the same 150% speed as any other exhaustion perk, the only difference is that it's an extra second (so 4 instead of 3)