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not_requested49

not_requested49

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  • @Batman781 said:

    self care need to be .01% healing speed so new players wont destroy lobbies until they learn how to play the game.

    New players will still use it lol

    What would that make it, like 10 minute healing? Everyone will be dead by the time they're done healing XD

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259946#Comment_3259946

    I play survivor 99% of the time. What are you even on?

    https://iili.io/yoM7Xj.png

    As you can see in the first pic, there's hardly anyone genrushing. (only Jeff has a brown toolbox, but brown toolboxes are useless) and no gen-rushing perks.

    https://iili.io/yoVknj.png

    And here the problem isn't the 2 toolboxes and one yellow Prove Thy Seld, but getting matched with a Huntress that only has one yellow perk.

    She just couldn't navigate the map. I couldn't even find her.

    What about killers staying AFK to de-rank, especially stealth killers? Why should I still lose pips when I can get no heals/saves or even chase time because killer decided they want to afk AND have no terror radius?

    You find the killer in that case, it's usually actually easy to farm off of afk killers since most usually have macros and if your team is actually smart you can even double pip easily (unfortunately this is not always the case and teammates won't even heal you and you fully bleed out but that's not worth staying in if they're just going to genrush and depip themselves)

    Afk wraith yeah it's much harder but if you have a perk like spine chill it can make your life much easier, however if you don't then I've been in matches where I was walking around the whole match trying to find the wraith to get evaders emblem, so it doesn't always work but I was able to find him some games because of his snarling sound and collision, just hang out near that to max out evaders at least

    Whether you pip or depip when you aren't actively being genrushed or tunneled is usually in your control

    You should've looked for her in your case, especially since she has a lullaby you can follow

    You also don't need any perks to genrush if there's no pressure from the killer, your team is genrushing if they focus on gens instead of seeing where the killer is at

  • @JustAnotherNewbie said:

    Reactive healing - you know how to patch yourself up: When a teammate loses a health state close to you, you benefit from 50% progress on your health bar. You also don't suffer from Haemorrhage anymore.

    It's pretty annoying when I try to run it and the enemy has Sloppy Butcher and someone loses a healthstate and my survivor starts yelping on his own. You can't even be stealthy with this perk vs sloppy butcher. You get double nerfed in that situation, at least make it worthwhile.

    https://forum.deadbydaylight.com/en/discussion/comment/3259966#Comment_3259966

    Dark theory: Blessing a totem grants 2% haste to affected area. Secondary effect: if you're injured you gain an additional 2% percent. Now it's a perk to extend chases while injured, could be nice to place in a dead zone.

    Imagine hope + no mither + resilience + dark theory

    Rip 110% killers

    Not that I'm saying it shouldn't it does really need a buff or just a rework

  • @Header said:

    Predator: Survivors now also leave scratch marks while walking

    Haha urban evasion go brrr

  • @Okonar_ said:

    His chainsaw is way too loud, theres no need for that. Just unnecessary strain on the ears and on long term is probably not healthy, why not make it a bit more friendly? :)

    There's an addon that reduces the noise by 30%.. but that's about it

  • Especially since you don't even practically get a ban when you first DC for the day (literally 30 second ban and it takes at least 15 to load back out)

  • @bjorksnas said:

    Pharmacy once per game get a medkit from a locker while injured

    Or revert the nerf, it was totally uncalled for and I'm not sure I have ever seen anyone even complain about it pre-nerf

  • @mojeda101 said:

    It's ridiculous. I'm on a 6 hour DC penalty timer, and i need to wait 6 hours+24 hours just to get that timer back down to 1 hour, 24 hours again to get that down to 30 minutes, 24 hours again to get that down to 15, and another 24 hours to get that back down to 3 minutes. Who thought of this??? I have to completely stop playing the game for an entire week just to have my DC penalty completely reset. Who thought this was a good idea???

    ...why do you have so long of a DC penalty?

    Even if it was because your internet is bad, then that should tell you that you can't really play regardless..

  • So not even mention perks like dark theory, Territorial Imperative, and buckle up?

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259921#Comment_3259921

    Idk, a win is a win. And BHVR seems to support "toxic" gameplay otherwise it wouldn't be as effective. Is it unfun and annoying? Definitely. The one thing I'd like them to do something about is slugging for the 4k when there's 2 survivors left.

    Maybe they haven't removed de-pipping cause people would get Iri 1 more easily and maybe not play as much. Can't say I wouldn't like the change, but for a first the could tweck a bit. Solo survivor is just painful to play with de-pipping.

    People have got to redefine what a "win" is, it's so stupid, would you count it as winning against a full afk team where nothing happens or will you count it as a loss when 1 survivor manages to find the hatch before you you or you (inevitably) get genrushed?

    Really what should define "winning' is whether you accomplished what you are trying to do, if that's getting a 4k every game, you're going to have a bad time but if it's something like 8 hooking, getting rancor, or doing a challenge, you're going to have a much better time

    Lore wise, it even makes sense because the Entity wants longer matches for it to harvest emotions from, there's no meal for it when survivors get annihilated within 45 seconds of the match starting, so you get punished for it as a consequence

    Gameplay wise it makes sense too because if the match ends that fast that wasn't even really a match at all, especially if the survivors give up, you really take pride in that? What's so great about hooking survivors that clearly let you and suicide on hook?

    Don't complain about something you clearly did to yourself, actually let the survivor team have a break if you're stomping them

  • @JustAnotherNewbie said:

    This is the second or third time this month I de-pip after winning.

    I play solo I cannot always rely on my team to understand that we should be farming and even still, that can turn ugly if someone does something stupid or a mistake.

    Fix matchmaking in this case so complete newbies don't play vs people who have more than 200+ hours of DBD.

    It's both unfair for the newbies and the people who crushed the fame to be punished for it when it's not their fault.

    Or just remove depipping entirely, especially for survivors

    However if you're depipping after hook killing all 4.. that just shows you played really toxic. You're not meant to 1 hook everyone within 30 seconds of the game

  • @Kalowk said:

    So I am a killer main and I try to avoid tunnels and hook camps as a tactic. However I recently started to survivor grind again and I have to say I am not sure why survivors continue to play the game when you have killers that can abuse the pip system.

    A killer can tunnel a player out right at the start and make it a 3v1 which is drastically in their favor, then can even continue to use this tactic a second time. at a 2 v 1 most non-premades are done killer gets a 3-4k easy. Now the killer will only get 1 pip for this at best and on average this is the outcome. However the 2 survivors that were tunneled out will receive a double de-pip and the other a single de-pip.

    How is this a system in which it has a balanced outcome, to be honest after doing this grind I have questioned why anyone would want to go through that punishment?

    Just remove depicting entirely or save it only for red rank

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/354168/me-and-my-swf

    Killers do not tunnel to be toxic. They tunnel out survivors to win. Getting two hooks on everyone is the worst possible outcome. That would be like getting all 7 generators to 33% progress. When was the last time you did that as survivor? It was never because that is inefficient. Hooking one person three times is the best result and gives the killer a bonus of -25% gen speed potential for the rest of the game.

    Imagine caring so much about "winning" lol

  • @Beolthar said:

    It seems like every other match is against SWFs. I'm an average killer and I would prefer not to play against SWFs as comms give them an unfair advantage IMO. Is there any plan to implement a setting that I could turn on or off that would prevent me from being matched against SWFs?

    When you stop trying to win so hard lol

    Let survivors escape more/aim for 8 hooking and you get easier survivors. If you don't want hard sweaty ones stop playing sweaty, simple as that

  • @AngryHobo2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102277#Comment_3102277

    Let me elaborate, a standard heal is 16 charges at a speed of 1 charge per second. The Emergency Aid Kit, the Pharmacy med-kit has 16 charges, and a 50% speed bonus to all healing actions with the med-kit. So, since you consume the charges 50% faster you're healing at a speed of 1.5 charges a second. This means you can heal yourself once, or an ally once, in only 11 seconds.

    This is why the Pharmacy change is a buff. Normally, if a survivor wants to heal themselves somewhat quickly the first choice was Inner Strength or "Inner Healing?". Either way, you spend 20 seconds breaking a totem and then you spend 6 seconds in a locker healing.

    Now with Boon: Circle of Healing, you're incentivized to keep dull totems around, as breaking them messes up your teammates boon perks. Plus, between The Dredge and Iron Maiden, you just might be tired of hopping into a locker to heal.

    This is where Pharmacy comes in (because Self-Care is utterly eclipsed by med-kits and Circle of Healing). Pharmacy will give you an 11 second heal in exchange for a chest search while injured. Assuming your teammates don't run chest builds or you coordinate with them, that's 3 quick heals with a single perk! And if you happen to be in a SWF group, after 1 match, you can give the depleted med-kits to your allies, and then they'll each have 1 free heal at the start of the next game! (Assuming they escaped the first game.)

    You have to find the chests tho which can take a lot more time than it's worth when you could be working on gens (unless you run plunderers but why not just run self care + botany or Circle of Healing + small game at that point?)

  • @Huge_Bush said:

    YAS!

    I need this so bad. I killed a poor Feng, who was a cutie pie the other day, by accident. Her dumb team let her get to second hook when I was planning to let them all live since I'm only doing challenges. Needless to say, I got mad when I saw her soul fly up into the sky and moried (devour hope) her teammates for letting her get to second stage on first hook.

    Seriously I get so mad when this happens I slug the teammates who were ignoring and doing gens, and bring them to the hook they died at so they know why they are getting slugged to death

    Toxic maybe but can't just let that slide. 1 slip up changes the whole game

  • @Roaroftime said:

    It would absolutely promote tunnelling and with the current condition of the game in solo queue that would be disastrous...

    Tunnelers will tunnel regardless of a hook counter or not, the only thing this would effect is killers who go for 8 hooks without killing anyone

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256982#Comment_3256982

    It's just more handholding and will 100% be used by people to make decisions on when to hook or slug, tunnel or not. There have been plenty of times I've played killer and thought "oh good, I can get this Dwight out of the game now" so I focus on him then hook him and realize I was mistaken because I wasn't paying enough attention. With hook counters under each survivor I can just shut my brain right off and let the game do the thinking for me.

    Same thing applies for survivors and knowing "oh he's dead on hook, I should absolutely stop working on this gen and do everything in my power to stop the killer from getting him" or in end game "damn, that survivor is on last hook, might as well just go out the exit to avoid a possible Blood Warden play." I don't need to think about that anymore, the game tells me.

    I'm pretty sure you're the only one who doesn't like this my guy

    Real tunnelers don't need hook counters to know to tunnel that ash out the game

  • Yeah it's like it's mandatory to run addons to be able to get hits with trickster

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258447#Comment_3258447

    Bleedout is a feature in this game. If I can't safely get you to a hook, I'll use it.

    Still better than being hooked

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257767#Comment_3257767

    It wouldn't nerf the Perk entirely. The aura reveal (alongside being paired with Lethal Pursuer for longer reveal) is significantly better than its old incarnation once was, even with the removal of the locker speed.

    https://forum.deadbydaylight.com/en/discussion/comment/3257859#Comment_3257859

    The reason my version forces them to fast exit out of a locker is because it would feel a little more appropriate than a Survivor screaming. And it revealing the aura would be able to give the Killer some more capability to actually go after the Survivor that went into the locker. They now know the direction the Survivor goes, therefor they can plan accordingly.

    The thing is, not many use the perk for its info, they use it on ranged killers to reload faster, the info is just a side bonus

  • @wimpy said:

    This post is a duplicate.

    It has already been acknowledged, so let's try to vote up or reply to the acknowledged post, instead of randomly making duplicates.

    https://forum.deadbydaylight.com/en/discussion/351386/reverent-challenge-not-counting-kills-correctly

    Oh I had thought it was specifically with pyramid head's cages only (since that's the only way I intentionally try to get sacrifices with)

    Either way though it also lists that it's the same for pyramid head's cages too so its not exactly a duplicate

  • @Chilli_man2400 said:

    Or how about this?

    After being in a chase for 15 seconds Beast of prey activates. Pressing the active ability button grants undetectable for 30 seconds.

    Grants 50/75/100% more bloodpoints for the hunter category.

    I'm fine with that, as long as it keeps the hunting category but I know if bhvr changes it they're gonna remove it which is the entire reason I use the perk

  • Try maxing it with tryhard swf getting all gens done in 5 mins

    Either way you don't always max it out unless you drag out the game, as I said it's fine as is, we should be looking at useless perks like Territorial Imperative or better than new

  • @Random_NPC said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257364#Comment_3257364

    No, he's right. I will tunnel the p100 out first and humiliate him in front of the other survivors because I can. If I didn't have that indicator I would have to choose a target in the old fashioned way. Bill always first.

    Tfw all the players are bills

  • @YOURFRIEND said:

    You did it. You buffed blight, for some bizzare reason. Well done.

    You maniacs!

  • @Ladyinadress18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257002#Comment_3257002

    Nothing wrong with expressing small features that I liked ✌️😊

    Well its not going to come back likely as some didn't really like it, as well as the fact that it's a resident Evil exclusive thing

    However I do know the feeling as I kind of miss Knock Out's deafness effect and the devs have not been clear yet on whether that is a bug or they intentionally removed it

  • @Zokenay said:

    I think it has something to do with the Sacrifice bug thats currently in game, basically, the game doesnt register the sacrifice of one survivor.

    Which bugs out Devout, making it unable to go past gold at Iridescent ranks, making ranking up a lot harder.

    Oh I didn't know there was one

    Hopefully that gets fixed then and this fixes itself thanks to the sacrifice bug being fixed

  • @Akumakaji said:

    De-pipping is one of the biggest sources of frustration this game currently has.

    This week I got 4 pips in Iri4 four seperate times, only to linger there without pipping up and then get it all taken away in a string of unlucky and sweaty games ...

    I really hope they remove it when and if they decide to make a QOL update that removes most of the game's frustrations (ie bloodweb and depips)

  • @YOURFRIEND said:

    Lol. "Killer community"

    Sick rant tho. You got any solutions for this problem that you put yourself in?

    It's not always the survivors that put themselves in it, sometimes the killer finds a three gen and thanks to overbrine and dragon's grip, can hard patrol 3 gens that are conveniently really close to each other

  • @Gahbage said:

    This perk irritates me, its weird and needs to be reworked to fit the huntress. She was the first killer to be released with a lullaby, there is no way in the game to reduce ambient sounds(Breathing, lullaby's and moist dredge sounds). Lullaby killers gain almost nothing from being undetectable.

    -Rework-

    Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable.

    After being in a chase for 15 seconds, gain Undetectable and reduce all sounds made for 30 seconds, injuring or downing a survivor cancels these effects, 30 second cooldown.

    Beast of prey is fine as it is, I don't want it changed with the little BP perks we have left

    Idc about any other effects it has even if it was detrimental, that's not why I run this perk in my BP build, I run it for the BP effect

  • @Clockwork_Enigma said:

    Iron Maiden (Current)

    • You open lockers 30%/40%/50% faster.
    • Whenever a Survivor exits a locker, they will scream and reveal their location to you for 4 seconds, and will be afflicted with the Exposed status effect for 30 seconds.

    This doesn't seem to make sense in the current context of Dead by Daylight. Killers shouldn't rely on a perk like this to modify something as trivial as a locker opening or reloading animation, and the scream reveal is also redundant.

    Most of what Iron Maiden's first effect does shouldn't even be part of the perk in the first place. It should just become common for all Killers to have the reduced opening and reload time that the effect applies it with, with the only exception being whenever the Killer finds a Survivor in a Locker.

    It wouldn't be much of an issue to just implement those conditions and it wouldn't just cause a sudden imbalance of the game now that characters can open empty lockers faster or reload faster. It'd just be equivalent to a nice quality of life improvement, especially since some parts of the game now apply to Lockers more.

    So instead of Iron Maiden being the way it is, just make the first effects mostly base kit and do the following effects instead to give it some sort of relevancy.

    Iron Maiden (ver. 5.0)

    • Whenever a Survivor exits a Locker, they will always perform a fast exit and have their aura revealed to you for 3 seconds. Afterward, they are afflicted with the Exposed status effect for 20/25/30 seconds.
    • This Perk will not nullify the effects of Head On.

    Additional note: Iron Maiden will now have an active duration timer for the last Survivor that activated the perk.

    So basically nerf an already pretty unused perk? (outside of huntress and trickster)

    With the increased opening and reloading speed basekit it would make running this perk worthless

  • @AnchorTea said:

    The only buff trickster needs is basekit trick pouch and that's it. He's a hard killer to be good at.

    And possibly make him easier to control for console killers, it's much harder to use him on console than from keyboard and when facing a trickster that is on PC, you can very much feel the difference

  • @ihateboons said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984114#Comment_2984114

    I wish I was exaggerating about the cheating. If it was just scummy playing, I would just write it off or afk till the next game, but i'm paranoid about having my IP stolen and having my pc compromised.

    How would i be getting targeted specifically? Leaving the game wouldn't be so bad if the Penalty reset daily but it doesn't. It resets with an unspecified amount of PLAY time(so it cant be abused). The only way I can avoid a DC penalty most of the time is just tabbing out and letting them do whatever.

    That said, there needs to be more incentive to stay in the game and not just DC(for any reason), since BP gain from games with cheaters/farmers/salt extractors(slugging/intentionally toxic) is absolutely not worth staying in. Punishment might deter a little bit, but incentive to play I feel would be better. The whole catching flies with honey over vinegar argument.

    Still don't understand how slugging can be seen as toxic because like, you actually are able to live longer since you're not being hooked, it's more of a blessing than a curse tbh

    Sure it might use more of your time but you are still alive for the most part and can crawl around at least instead of hanging from a hook unable to do anything

  • @ihateboons said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983372#Comment_2983372

    I dont typically give suggestions up until recently, since bhvr didnt really act like the type of dev to listen since they dont really pay much attention to their fog whisperers as a whole.

    The interaction with the killer is that once theyre found, the pet is incapacitated until the end of the trial.

    Imagine being so heartless as to hit someone's puppy as a killer and squish them

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256196#Comment_3256196

    I don't like bad perks, they either should be buffed or revamped.

    As far as slugging goes, I've never really understood the complaints about it. If anything you can at least crawl around while slugged which is more than you can do on a hook typically. And eventually in the new slugging system you'll even be able to get yourself off the ground after a while with no perks.

    Exactly, like when I get slugged I'm confused but also thankful as it's better than being hooked, especially if on death hook and shows that the killer isn't like most

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/353675/knock-out-discussion

    I think i recall peanut making a remark for on basic/special attack for knockout. i think I remember him saying something lines of changing it to not work on huntress hatchets. this is very distant memory.

    Knock out encourages leaving survivors on the floor and tries to incentive the killer to bleed out the survivor by denying the survivor the ability to see teammates on the floor. there is just few problems that make it ineffective at the job

    1) SWF can still see survivors that are on the floor by doing call out, so premise of the perk does not work. It only works for soloq but it does not work too well because 16 meters is still decent detection range to still find the survivor. It is bad at keeping survivors on the floor.

    2) The recovery time and slower crawling speed for 30 seconds are irrelevant bonuses.

    3) Hooking survivors is faster death then slugging them. There is no chance the survivor ever dies to 4 minute bleed out with or without this perk in normal dbd gameplay. Slugging is relevant without the perk, so why waste a perk slot for unrewarding action?

    --

    slugging is weird in current dbd because survivor do not expect to get slugged, so they do not bring perks to counter slugging because slugging is uncommon. The reason why its uncommon is because its unrewarding for "most" killers to slug survivors when 4 survivors are alive. they don't get rewards for downing the survivor because survivor is almost never at risk to dying to bleed out timer. Its also difficult for weak killers to slug because their time to down is not very good. as a result of no risk of dying to the bleed out timer, SWF can abuse slugging as anti-tunnel mechanic through body blocking where as soloq rarely body-blocks and often plays a more 1vs1 killer lone-wolf gen rush style. Survivors are more at risk to dying to 3 hook condition more so then slugging. this is why survivors used to bring anti-tunnel perks and anti-camp perks to slowdown the killer's chances in winning through 3 hook win-condition.

    I would say that say that tunneling, camping and slugging each facilitate each other in helping the killer win if the uses the strategies correctly at the right time. Its big circular relationship that is somewhat complicated to explain. Tunneling is strongest strategy in dbd because if you kill one survivor early into the game, you reduce survivor's repair and healing efficiency by 100%(25% out of 100%) which is very significant. The earlier this happens, the more significant it is. Camping is strong because if a hook is regressed for 60 seconds, you need 1 less chase to kill the survivor making them easier to tunnel out of the game. Now we go onto the most complicate part of dbd which is slugging. Slugging is more of double-edge sword. Slugging facilitates camping because one of risks of camping hooks is that survivors can ignore the hook and rush generators, however this is only true if survivor is ahead of the killer in the generator objective. if you hook one person and then intercept the unhooker and down them, its often better to leave the unhooker on the floor and to push the person on hook to second stage because it becomes easier to tunnel the 2nd hook person out of the game. Certain killers excel at this type of camp-slug type gameplay. Tunneling survivors out of the game and successful creating 3vs1 makes slugging a lot easier to achieve because if you are successful in downing two survivors at once in 3vs1. you can often find the 3rd survivor and chase them which leaves no survivors available to pick up remaining survivors. If last remaining survivor tries to pick up a 95% recovery survivor, the killer can re-slug the survivor by hitting the downing survivor unless one of survivors has the perk Soulguard. Soulguard is like borrow time for slugging although I would say Soulguard is a bit weak in term of duration in comparison to borrow time(8 second vs 20 second BT). In any case, if you are successful in knock out the 3 remaining survivors, you can 1 hook them. Some killers excel/rely on this finisher-type slugging play-style(Twins, Oni etc.). In a 4vs1, slugging for bleed out is too risky. If the survivor team is strong, it will almost always backfire because the killer will lose hook-states for not hooking the survivor. Its a lot safer to hook in 4vs1. The survivor team needs to play very poorly for slugging to be successful in 4vs1. This is why slugging is double-edge sword.

    I would say circular relationship between these killer actions go something along this. Slugging -> Camping -> Tunneling -> Slugging. Slugging facilitates camping where camping facilitates tunnelling where tunneling facilitates slugging. The explanation for why this works this way can be seen in paragraph 2.

    Knock out is a perk that encourages bleeding survivors out, but the way it does this is ineffective and winning through bleed out for killer is ineffective strategy. Its same reason why nobody uses Third seal. Gimmick perks that do not work vs strong teams and at best work vs weak soloq survivors that have poor teamwork and really bad at looping. personally I think blindness should be debuff that prevents the killer aura from being read and it should not block aura reading from teammates. The whole slugging dynamic could use some tweaking to make the slugging gameplay more streamlined so that twin's gameplay loop is more streamlined. Currently not many players enjoy playing twins because slugging is too advanced for most killer players because how sharp the risk vs reward slugging is. This is why I think slugging needs more gradual rewards so that it is a bit less sharp.

    there is also that problem where survivors have sentiment that slugging is boring, unfun and toxic. perhaps it would be interesting to look at why these sentiments toward the killer slugging are there and what could be improved to make slugging less boring, more fun and less toxic towards the survivor. For me personally, the only part i dislike about slugging gameplay on killer side is chain-slugging. this is where you are slugged by the killer and a teammate picks you up and the killer immediately downs you and re-slug you. this is unfun for surivivor because the survivor has little counter-play if they are being camped when slugged. I could see survivors getting base-kit soulguard similar to base-kit borrow time to make this a bit less effective and soulguard being buffed to say 20 seconds. Slugging needs to be seen less as negative towards survivor and be more widely accepted killer gameplay like hooking & camping is.

    I mean.. third seal is useful for helping to get special attack kills so

    Basekit soulguard would ruin so many things tbh, it would make sense sure but it basically discourages mori photo bombing because you won't be able to keep the obsession on the floor cuz they can be completely invulnerable and nothing you can do abt it

  • @Ladyinadress18 said:

    I actually liked this when the game would start up. It was creepy/corny at the same time but fitting. Can we bring it back please?

    It's Resident Evil exclusive so unless RE is getting a third chapter then it's not coming back

    We have a lot of other stuff that is more important to be fixed/added than this line anyway

  • @bunnyfengenthusiast said:

    Okay, I must be one of the few people in the game that play Sadako and actually enjoy her. I play quite a few of the so-called C/D tier killers and am intimately familiar with their kits, but Sadako is one of my top 3 favorite killers. And with that experience comes a knowledge of her design flaws. As it stands, Sadako with addons and certain perk setups can be EXTREMELY oppressive, and Sadako without addons is arguably the weakest killer in the game. All things considered, she may be the single most addon-reliant killer in the game.

    The issues with her basekit are small, but individually compound to make almost every aspect of her power useless without sacrificing some other part of it in your addon selection. Manifestation invisibility is near useless in most loops without Reiko's Watch/Old Newspaper/Well Water/Mother's Mirror, and her Condemned power can be ignored entirely without Ring Drawing/Iridescent Tape. Her basekit is lackluster and feels like two half-powers strung together with the player expected to pick between one or the other.

    All that being said, I think she can be made into a solid C/B tier killer with just a few minor tweaks:

    • Old Newspaper becomes basekit. The addon's new effect is reduced to 20%
    • A weaker form of Iridescent Tape is made basekit. Either the last TV or two TVs at random are turned on after a Spectral Strike.
    • Survivors doing a TV at =<2 condemned only lose one stack. Survivors doing a TV at 3-4 condemned lose 2 stacks. Survivors doing a TV at 5-6 condemned lose 3 stacks. Survivors doing a TV at full condemned lose 4 stacks.
    • VCR is changed so that it plays the same sound effect as the TV from which Sadako emerges, instead of the generic effect
    • Range at which Condemned is applied is extended by 20m.

    By contrast, an important change needs to be made for survivors: when a survivor is holding a tape, TWO TVs appear as objectives instead of just one. Additionally, Iridescent Tape is nerfed to only turn on the last THREE TVs projected to.

    Now, to explain the logic behind each of these changes one by one. Old Newspaper is pretty easy to explain: the basekit iteration of the power is essentially worthless on any pallet/loop that can't be mindgamed by a simple double back. Old Newspaper gives it a tight timing where Sadako can actually cross over line of sight/small obstacles and that small hesitation can provide the window to hit a survivor. As it stands, trying to use basekit Manifestation on most loops does more harm than good to her.

    Iridescent Tape is her strongest addon by a LONG shot. It enables her to apply proper map-wide pressure and harass survivors with Condemned. However, Iridescent Tape IS an Ultra Rare addon, and it is expected that it will be this powerful. All that being said, without it, her cooldowns are egregiously long. 100 seconds for a TV to turn back on after being teleported to without Iri Tape feels extremely punishing. I would be opposed to a reduction in this cooldown since it would enable the "spam teleport on every TV" playstyle that Iri Tape also enables, which I'm not a fan of, but to allow her to turn the last TV that she projected to with a Spectral Strike makes her teleport more rewarding to use, and especially promotes tactical use of it; being more selective with which TV to teleport to until one is confident they can get a hit.

    Survivors can lose Condemned stacks far too easily. By contrast, on certain Condemned-only builds, it becomes extremely tedious for survivors to micromanage the Condemned while constantly being harassed with extra stacks. Having a linear increase to the amount of Condemned stacks lost once a TV is done makes her power more useful as a slowdown on her basekit, while also disincentivizing survivors to do the objective as soon as possible which easily removes all pressure she can build with it.

    VCR is probably her most useless addon. All TVs play the projection effect, but even without line of sight, there is an extra sound cue that indicates that Sadako has exited from a particular TV. Either removing this sound cue or adding it to all other TVs would make this addon function properly.

    The range increase to her Condemned is just a slight improvement she needs to actually get stacks on survivors that pre-run after hooks. 16m is barely enough to catch a survivor that starts running as soon as she teleports.

    Adding an extra TV objective when a survivor is holding a tape helps to prevent a low-effort high-reward playstyle from her that consists of camping the survivor's TV objective and letting them get to full Condemned/hooking them over and over again.

    Finally, the Iridescent Tape would be necessary with these changes imo. The addon by itself is already very powerful, but there needs to be a limit to how much disparity in power the killer has with and without the addon. Additionally, the addon, even in its current iteration on the killer, makes it far too easy to just spam teleport and hit people over and over again with little effort.

    Please BHVR, give Sadako some love. She deserves it.

    Alternatively instead if doing all this they could just make condemn build passively while near an active tv

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256788#Comment_3256788

    Yeah, you’re prolly right. Bloodweb has become such an irritation for me that many of my most recent posts are about possible fixes - including the one you mentioned.

    I think there’s some hope now. One of the big streamers (fog whisperer too, I think) just made a video about this. Seems like these are the people who can direct the devs’ attention toward certain issues, especially if other big names decide to add their voices to the cause as well.

    Or just add a button to auto spend

  • @PB_TORCHer said:

    Boons can constantly be rekindled/ Hex needs undying. I’m aware of the perk that breaks boons. I guess killers might want to keep totems for some reasons. Killers lose hex totem’s early and it’s tuff luck. Survivors just go back and relight it. Imagine if killers could do the same. I don’t want it , but this is obviously uneven. Survivors need a perk -rekindled to reuse it. We should only get one use a totem otherwise. When it’s snuffed that’s it. This is even. Killers need to run a second perk of 4 to reuse it only once.

    ‘As a survivor I appreciate the boons occasionally, but honestly they waste a ton of time. I get annoyed when there my teammates priority over helping everyone get out by doing gens instead.

    Sure but only if boons don't make any noise and work map wide as well as snuffing taking 10 seconds

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255665#Comment_3255665

    Not seen at all in my games and I've been tracking most of my games. It's sitting at the #11 spot. The top 4 are DH, Windows of Opportunity, Off the Record and Adrenaline - in that order.

    @Peanits said:

    This past July, we released quite possibly our largest balance update yet when we changed 40 perks including the existing meta. At the same time, we briefly introduced and later re-debuted Matchmaking Incentives, which reward players for switching to whichever role is needed at the time.

    With so many changes at once, the dust still has not quite settled, but we’re starting to get a picture of how the game will look moving forward. It’s been a little over a month since the update went live, so we want to shed some light on the impact that the 6.1.0 Update had on the game.

    Before we dive in, we want to remind you that these numbers are still changing each day. The numbers we share in this post will likely be obsolete within a few months. This also means that any recent changes may not be reflected in these stats.

     

    https://us.v-cdn.net/6030815/uploads/FPR69HPIDYBQ/1920x1080-1.png

    In Dead by Daylight, the Killer should strike fear into the Survivors. Part of this comes from being a big, scary looking person or monster, while another part of this comes from their ability to kill you. Before the 6.1.0 Update, we found Killers to be a little lacking. As a result, we introduced several changes to improve Killer quality of life & make them more deadly. Beyond that, we made significant changes to many of the most & least used Killer perks.

    The result of these changes: The average kill rate (percentage of all Survivors killed) rose by about 8%. This leaves Killers- on average- within a range that we’re comfortable with, making them deadly, but not oppressive.

    More significantly, the variety of perks being used saw huge improvements. The previously most used perk, Barbecue & Chilli, went from being used in 40% of all Killer loadouts to only 17%. Jolt, meanwhile, climbed from 13% usage to 19%. Scourge Hook: Pain Resonance dropped slightly, going from 20% usage to 17%, just barely beating Barbecue and Chilli for the number 2 spot.

    Other top 10 most used Killer perks include: Sloppy Butcher, Save the Best for Last, Overcharge, Thanatophobia, Call of Brine, Hex: No One Escapes Death, and Corrupt Intervention.

    Overall, the disparity between the highest and lowest usage rates is significantly smaller than before. We intend to continue monitoring and fine-tuning perks as needed going forward, but already we’re seeing far more variety than in the old meta.

     

    https://us.v-cdn.net/6030815/uploads/JC4BYKJB75DF/1920x1080-2.png

    Survivors saw similar results following the 6.1.0 Update. The previously most used perk, Dead Hard, fell from 42% usage to 19%, making it the second most used perk. Meanwhile, Self-Care remained a popular choice in some regions but not others, securing it the first-place spot at 21% usage. A new contender entered the fray with Windows of Opportunity shooting up to 18% usage.

    Other top 10 Survivor perks include Lithe, Prove Thyself, Sprint Burst, Boon: Circle of Healing, Borrowed Time, Adrenaline, Spine Chill.

    Much like Killers, the gap between the most and least used perks is much smaller than before, leading to a wider variety of perks used each match.

     

    https://us.v-cdn.net/6030815/uploads/JZMQ3YF1CUUO/1920x1080-3.png

    All these changes have also impacted queue times. The distribution of players playing each role seems to be a lot healthier than before, causing the average queue time to drop to 59 seconds from 91 seconds.

    Unfortunately, we don’t have a ton of data on Matchmaking Incentives just yet since they only returned alongside the Resident Evil: PROJECT W Chapter. However, we have some data to share on how impactful they can be.

    When a new Chapter launches, we typically see more people trying to play the new Killer than the new Survivor(s). Naturally, this causes Killer queue times to skyrocket as there simply is not enough Survivors to go around. This most recent Chapter was no exception.

    Once Matchmaking Incentives were activated, queue times dropped significantly. In the most extreme cases, the time taken to find a match decreased by up to 4 minutes for Killers and up to 40 seconds for Survivors.

    We’ll be watching closely over the coming weeks to see how Matchmaking Incentives affect matchmaking, but early signs suggest that they are very effective when they are needed most.

     

    We hope you enjoyed this peek behind the scenes as we reflect on our first meta shakeup. As a reminder, the numbers you see here are still changing every day. We’ll keep monitoring and fine tuning over the next few months as everything settles.

    Until next time…

    The Dead by Daylight team

    Outdated a bit but still after 6.1.0

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255226#Comment_3255226

    Right, pretty sure self-care is definitely not in the top 3, or even the top 5 anymore. And flashlights were never really popular compared to things like med kits. These two are not comparable to DH - vastly different pick rate.

    It actually is, based on the usage rate

    People still use it, even if it's detrimental to the team

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255221#Comment_3255221

    But thats bad game desing if you cant win as much as you want. Just because if you face good survivors then you cant win in high mmr with certain killers.

    It really isn't. A game is not a good game if you can "win" every single time, it's why things like hatch exist

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255293#Comment_3255293

    The ability to infinitely heal oneself without sacrificing a perk slot, while also healing other people faster, would be useless if we brought it down to Self-Care levels of speed? How do you even come up with this conclusion? I'm of the opinion that COH shouldn't have any ability to self-heal whatsoever, and should act as a beacon for teammates to heal each other in, instead of the free "go here to reset all pressure that killer spent 3 minutes building up" zone.

    Self care takes a long time to heal already at 35%, imagine that at 30%

    Yes COH would be a trash tier perk just from that and everyone would pick self care instead, especially since u have to set the boon up every time the killer snuffs it. It would be idiotic to run it outside of meme builds. It has limited range as well unlike botany too

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255232#Comment_3255232

    When did I propose to make self-care 20%? Self-care only affects the individual bringing it. If a full team wants to bring self-care, they have to sacrifice 25% of their perk allocation, as opposed to the 6.25% required for COH. It's ridiculous that COH allows you to heal yourself faster than self-care while also being more efficient on your perk allocation, while ALSO acting as slowdown for a killer that needs to continuously snuff it.

    That's for swf, I'm talking about for solo queue as there would be no reason to take COH anymore since self care is better and would literally make COH basically useless unless self care is nerfed to (but at this point healing speeds would be so slow that everyone would just bring medkits with built to last instead or just Inner Healing)

    At least the experienced survivors anyway

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255286#Comment_3255286

    Sorry I'm really not following what you're trying to do. So you're saying you do a basic attack to Knock Out someone, they bleed for a while, and maybe when they're really close to bleeding out entirely much later you try and knock them down with a special attack instead?

    ... I don't get it. Why go through all that effort? Even if you're trying to bleed them out, why not just do another basic attack at the end? Why would it have to be a special attack at that point? Is it just a meme thing?

    Yeah mostly a meme thing, basically instead of simply dying from bleedout it looks like they were instantly killed from you attacking them, even if it is counted as a bleedout

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254361#Comment_3254361

    And we could then fully say goodbye to the final horror straw DBD,has.

    As if dbd was already a horror game

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