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not_requested49

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  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255281#Comment_3255281

    I'm still not following. Say you throw someone with a Wesker Bound for instance and leave them slugged afterward. Knock Out didn't trigger because it doesn't work with Bound, only with basic attacks. So why would you use Knock Out if you're intentionally planning to go out of your way to do that, it wouldn't do anything?

    You M1 them so they gain bleedout progress more easier since their teammates will have a harder time finding them, thereby allowing more time for the bleedout timer to progress so you can kill them later with a special attack

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255223#Comment_3255223

    I'm a little confused, Knock Out doesn't trigger on any of those special abilities you mentioned, it only works with basic attacks. Why would it be a staple for Trapper or Wesker?

    I never said it did? I mean if you're going for those types of kills

    Here's what I mean if you're still confused: https://www.reddit.com/r/deadbydaylight/comments/y0lp7z/a_collection_of_unconventional_kills/

  • @DrKnockers05 said:

    Man, I put weeks into these ideas, all for two comments? Damn, feelsbadman

    Don't feel discouraged, I actually love all these ideas except for the 40m lullaby (should just be 24 meters) and 4.8 m/s, no killer can go that fast and would just create m1 builds for solely the speed itself

  • @GuyFawx said:

    let us hope they dont deactivate them like they have with previous event items

    We won't be able to ever use them again.. so there's really no point

  • @RaSavage42 said:

    So was doing the Bloodweb before any better?

    I have to ask seems that more and more people are complaining about it

    It's because with the node cost reduction on top of the increased bloodpoint cap it makes spending bloodpoints very tedious, especially when we have bloodhunt or other events

  • @Mandy said:

    I wouldn't be against this, when the gens are done the most fun part of his power for me is gone as I enjoy the sneaky teleporting and it does help for pressure.

    Freddy hasn't been touched in a long while. I really think at bare minimum if you guys do decide to rework him again give him an addon pass and make fake pallets basekit (like clown bottles) Also it would be really nice if he could have maybe a unique chase theme too (if possible)

    More cosmetic options would be great too for him and Quentin if the license holders are willing

    Ideally though more stuff to make the dream world more threatening would be cool too

  • @Mandy said:

    The things you are mentioning are not "toxic" - they're actual things in the game! And definitely not griefing!

    Survivors body blocking hooks to prevent hooking for a team mate - is survivors not working on gens, and free hits for the killer. At the very least you're going to have 2 survivors injured and if you drop the carried survivor in time, you're going to have 1 slugged at least one injured and others having to be off generators to heal the slugged survivor. It's free pressure for the killer. And no, certainly not something that should be allowed to skip the DC penalty.

    Well said Mandy

  • @danielmaster87 said:

    I still think boons were a bad idea. Never too late to turn back. Theoretically, if multiple people have boons, and because of the speed that they can be put down, the killer can go around snuffing boons constantly but they'll be replaced faster than they can be snuffed out, meanwhile the gens can be pushed. So the killer can either get rid of the survivors' really strong perk, or pressure the gens, but will most certainly fail if they try doing both. Anytime a boon goes up, you have to assume it's CoH, because it's the best, even though some people bring boons without CoH for some mind boggling reason. So basically you have to forfeit any hit and run you were doing, completely changing the way you have to play the game, because if you keep injuring but not downing, they heal up real quick and you get nothing for your hits, only your downs. The only killer who could maybe hit and run with boons up is Wesker, because he gives the survivors slowdown from having to heal AND the infection. That's how much it takes to break even with these perks.

    For me I don't really care if it's COH unless I happen to see it while chasing someone

    However if I notice they have shadow step which screws with my tracking, they better believe I'm going to snuff it every single time

  • @BlueHorkew said:

    Ok, everyone loves to complain about boons, so here is my ideas

    Problems:

    -Survivors dont get punished for placing boons in bad places or times

    -Most boons besides CoH are not good

    So here i go:

    -Killers:

    - snuffing a totem destroys the totem, base kit change

    -Hex: Pentimento- Pentimento activates in a totem that was cleansed by a survivor, 15 seconds after it was cleansed. A Pentimento totem can only appear once per totem. Basically, no free pentimentos from snuffing boons

    -Shattered hope- Killer gets the option to destroy a totem, you see the aura of all survivors for 8 sec that are 32 m or less from the totem you destroyed

    -Survivor:

    -Boons- all boons get a range buff to atleast the 28m from ptb, the effects of 2 boons do not stack. So you cant have 2 CoH at the same time.

    -CoH- unchanged

    -Shadow step- an indicator to the aura protection effect, like distortion would really give more value to the perk. If not make it hide blood to. One or the other.

    -Exponential- unchanged

    -Dark theory- either increase the haste effect to 4%, or rework it to increase vault speed by 10%. Other idea is to block haste effects from the killers like NOED, Devour, PWYF and bloodlust

    If killers get totem breaking basekit then it's only fair for survivors to instantly start with a totem lit make no noise, have blessing reduced to 3 seconds, and work in a 48 meter range

  • @Blink0925 said:

    Hello BHVR, I am writing this because I believe that you guys should take a look into reworking the pipping system. Currently, myself and my friends find it harder and harder to pip. I find that if I do not play an absolutely perfect game, I barely single pip. I feel like I have to camp and tunnel every match to try and pip, but if I do that, I don't pip. If a person DCs or kills themselves on hook, everyone else gets punished. I dont want to feel like I have to play a match in a certain way that I find unfun to pip. I dont know what you guys could do, I am not an expert and have no idea about any of the system, I just wanted you guys to know how it has been lately. Thank you guys!

    Remove depips, that's all

    Then you can naturally get pipped up just by playing the game

  • @steamed_hamzzz said:

    This has been an issue for far too long, as a killer you have absolutely no way of knowing who you’re chasing (unless they are the obsession) thus making things like keeping track of perks and hook states almost impossible

    there needs to be a system put in place to determine who is who, maybe something like:

    • A moving icon, similar to the current obsession icon that moves when you’re chasing someone
    • the survivor who is being chased has their name light up

    Unfortunately it's only possible when you injure them and yeah it does make things a lot more difficult especially if you're a chill killer who is just trying to get 8 hooks

  • @Shroompy said:

    Introduction

    Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image

    Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!

    Enough with the chit chat lets get that rework goin'

    CHAINSAW CHANGES

    • Increased Chainsaw sprint speed from 9.2m/s to 11.04m/s.
    • Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
    • Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
    • Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
    • When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
    • Changed "roar". Only triggers after getting a Successful Chainsaw Hit.

    Overheat changes

    Overheating the Chainsaw no longer disables it.

    While Overheated:

    • Using your Chainsaw will pause heat dissipation.
    • Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
    • After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.

    These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible

    add on Pass

    The Hillbilly has some pretty lack luster add ons, so lets change that!

    Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.

    The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same

    Common

    * Old Chain Brake (Replaces Steel Toe Boots)

    A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
    Junkyard Air Filter

    A cracked and dusty filter which still manages to work better than the stock model.

    • Increases Overheat limit of the Chainsaw by 20 charges.
    * Heavy Clutch

    A well-made clutch that keeps the chain moving smoothly.

    • Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
    * Speed Limiter

    A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.

    • Grants 100% Bonus Bloodpoints post trial.
    • Reduces Chainsaw Sprint movement speed by 17%.

    Uncommon

    * Spiked Boots (Replaces Dad's Boots)

    Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.

    • Increases Turn Speed during the Chainsaw Sprint by 28%.
    Punctured Muffler

    A roughly modified muffler that allows for extra air flow.

    • Increases Chainsaw cooling speed by 50%.
    * Off-brand Motor Oil

    Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.

    • Increases Chainsaw missed cool-down recovery speed by 12%.
    * TV Antenna (Replaces Death Engravings)

    An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user

    • Increases Chainsaw Successful Hit recovery speed by 12%.
    * Low Kickback Chains (Decreased Rarity from Rare to Uncommon)

    A specialized chain that reduces the likelihood of kickback.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.

    RARE

    * Ma's Tooth (Replaces Mother's Helpers)

    A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow

    • Decreases Chainsaw Charge Time by 12.5%.
    • Does not stack.
    * Thompson's Mix (Replaces Leafy Mash)

    A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.

    • Increases Chainsaw Missed Hit recovery speed by 20%.
    * Glass Shard (Replaces Black Grease)

    A piece of glass taken from Max Jr's only friend

    • Increases Chainsaw Successful Hit recovery speed by 20%.
    * Doom Engravings

    Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.

    • Increases movement speed during a Chainsaw Sprint by 15%.

    * Tuned Carburetor

    Despite being caked in dirt and oil, this carburetor has been well adjusted.

    • Reduces Charge Time of the Chainsaw by 25%.
    • Does not stack.

    VERY RARE

    * Thompson's Moonshine

    A strong beverage made from corn and a recipe passed down in the Thompson's family.

    • Increases Turn Speed during the Chainsaw Sprint by 44%.
    • Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
    * Pa's Hand

    The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.

    • After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
    • Does not work if Overheated.

    "Come on! Show 'em Boy!" -Max Thompson Sr.

    * Pighouse Gloves

    Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.

    • Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
    • Increases Chainsaw Charge Time by 25% while Overheated.

    "Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.

    Apex Muffler

    A masterfully crafted chainsaw muffler that outperforms all others.

    • Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.

    ultra rare

    LoPro Chains

    Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.

    • Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
    • Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
    * Iridescent Brick

    Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.

    • While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
    • Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.

    final notes

    Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.

    Feedback would be greatly appreciated <3

    As much as I love the new speed limiter idea, bhvr would never go for it as it's literally BBQ and chili all over again

  • @bunnyfengenthusiast said:

    COH is one of the most oppressive perks that a survivor can bring against a killer. A COH boon alone can allow a team to reset independently and alleviate a lot of the pressure that a killer can dish out by injuring people, not to mention it hard counters certain killers like Twins. As long as COH allows people to self-heal with no strings attached and at a very reasonable speed, it is far too strong. Not only this, but it is more time-efficient for the survivor to set up a boon over and over again than it is for a killer to kick it. The killer needs to go out of their way to 1) find the boon, 2) kick it, 3) do this for every time it gets set up. This is also a critical amount of time that a killer wastes where survivors are not actively being pressured. The only semi-counter to a boon is Shattered Hope, which will see no value if a team doesn't bring a boon, or brings one but resets it constantly throughout the match.

    Medkits also suffer from the same issue but to a lesser extent, since they're limited in charges, can be seen in pre-game, and can be countered more universally along with other items with Franklin's or certain killers' powers.

    COH specifically needs to have a much bigger downside to its use. Here are some ideas I came up with from least extreme to most extreme:

    • Totems that have COH active shatter when kicked by the killer.
    • Range for COH is reduced to 12m.
    • Speed of self-healing without a medkit is slowed to 30%.
    • Killer sees the aura of any active boon that has COH (either temporarily or permanently).
    • Remove ability to self-care without a medkit entirely (buff healing speed to others to make up for this).

    It's beyond demoralizing for a killer to start a game, and hear the sound effect for a boon 30 seconds into it. It's unacceptable for this perk to continue to exist under its current form.

    Slowed to 30%? So then you propose to make self care 20%? Lol

    They would still both see use tho I guarantee that, even if self care was nerfed to 1% people would still use it instead of looking for other people to heal them (talking about new players here)

  • @IlliterateGenocide said:

    Hopefully they just completely scrap both systems.

    unfun unfun unfun

    Seriously. I think I can say most of the playerbase is against the whole idea

    If they must do anything at all they can just make cypress mori basekit

  • @sonnynerd said:

    im dyslexic

    now i have a genuan argument survivors can cleanse a hex and thats is gone for the rest of the match even if you use hex pentamento you can only relight it once but survivors can spam as many boons as they like if you snuff it out they can just relight it over and over and over again. now either./both ways to fix this problem is make shattered hope base kit or only allow survivors to place a boon once like a token system i mean do you know how annoying it is to here a boon find it snuff it and 5 secs later its buck up again of and if your argument is why not just use shattered hope well its a waste of a perk slot

    I'd be fine with this, but only if they made snuffing take 5 seconds, can work all around the map, and make no noise

    Otherwise, no thank you. If you hate boons that much simply don't snuff them unless they are actively hindering your playstyle (I personally hate shadowstep and go out of my way to snuff it, but if it's COH I don't care much and won't actively look for it unless I happen to see it when chasing a survivor). That or just deal with it. Booning takes much longer than a snuff anyway

  • @almofan1001 said:

    Before so-called "REWORK":

    • 3 Health States
    • Acts as a 2nd chance perk
    • Can be used both by noobs and pros alike
    • Destroys M1 killers, is ok/good against most other killers
    • Creates Uncounterable Situations
    • Overwhelmingly meta

    After so-called "REWORK":

    • 3 Health States (with added sprint burst BENEFIT)
    • Acts as a 2nd chance perk
    • Can be used both by noobs and pros alike (confirmed by pick rate)
    • Destroys M1 killers, is ok/good against most other killers (arguably even better)
    • Creates Uncounterable Situations because the reaction is on the survivor's side and the killer's counterplay is "I hope the survivor is bad haha"
    • Overwhelmingly meta

    DH was strong for 5 years, then for the first time in 5 years it's getting reworked/nerfed and not only:

    1 It's still overwhelmingly meta (I tracked my killer games, DH is the most used perk + dev stats suggest the same story)

    2 It's still arguably as strong, if not stronger than the old DH

    How does a perk stay very strong for 5 years, gets apparently reworked, and is still as strong as before? How is it even possible LOL? Meanwhile, DS gets hardcore nerfed, but DH stays the same both in effectiveness and pick rate. The objective to rework DH has failed in every metric possible.

    And no, the new DH doesn't require "more skill". If it required a significant amount of more skill, then its pick rate wouldn't be as high. Noobs would stop using it as it would be a waste of perk slot, and pick other exhaustion perks.

    DH should straight up be removed from the game if the game developers can't figure out how to properly rework a perk. It's honestly laughable at this point.

    It's still picked a lot because noobs still try to use it. Sometimes they are successful and sometimes they are not, kind of like flashlight saves

    Same reason why self care is still used a lot even tho it was nerfed

  • @K139K05 said:

    I think the only reason for them changing Knock Out from triggering on all attacks to basic attacks was that Cannibal already has an add-on that does almost the same thing. I agree on recovery penalty buff, however I would also re-add the deafness effect (without the white noise, since some people get sick/ get uncomfortable after hearing such sounds (I hope you know what I mean)). Also the smaller FOV part was cool, perhaps they should add it again (and make it fade in instead of instantanously reducing the FOV, reduces the odds of making people feel uncomfortable). Making it available might be a bit too much (unless you remove the "dying survivor can only be seen within x meters part), especially on range killers. But even if they would buff it, almost noone will run it unless the mori update becomes reality one day.

    Yeah I really miss that part about it. It went from being really cool when it's used against me to just being bland. I wish they had kept the deafness effect at least as an option for those that want it since it doesn't do much overall except add immersion

  • @dugman said:

    Continuing a series of threads on the least picked perks according to Nightlight, next up is Leatherface's perk Knock Out (0.48% usage)

    Knock Out -

    Survivors put into the dying state by your basic attacks are not revealed to other Survivors when they are standing outside of a 32/24/16-meter range.

    Survivors put into the dying state by your basic attacks crawl 50% slower for 15 seconds, and their recovery speed is reduced by 25%.

    During this time, Survivors are affected by the Blindness status effect.

    Blindness prevents Survivors from seeing auras.

    The benefit of the perk is obviously that if you happen to slug a survivor this perk might slow down the process of them being revived. (Maybe, a little bit. 🤷‍♂️)

    Looking at downsides, it's worth noting some players hate getting slugged for whatever reason and this probably translates in them not using Knock Out when they happen to play killer. Honestly, though, I suspect that's not the primary reason this perk sees such low use.

    I think the biggest downsides that hamper this perk's effectiveness are:

    • Unlike Third Seal, other survivors can still see a Knocked Out dying survivor's aura if they're within 16 meters. For context Deathslinger's rifle is 18 meter range, so that should give you an idea of how far away you can be from someone who is Knocked Out and start to see their aura. It's not HUGE but it's still a pretty decently sized range so it's not clear just how much this perk actually slows down other solo survivors looking for a Knocked Out ally.
    • And the perk is even less useful against swf players since they can simply relay their location to speed up save attempts. There's maybe a marginal benefit still when all the swf is far away and there are no good landmarks nearby or something like that but mostly it won't do much.
    • The perk does technically add up to about 7-8 seconds to recovery time because of the 25% speed penalty, but that's probably not too important a benefit and certainly not enough on its own to make it worth a perk slot.
    • Also Knock Out for some reason only works on Basic Attacks which limits the killers who might benefit from it consistently.
    • And finally making the dying survivor Blind isn't all that useful really since, honestly, they're not going to be able to do too much with aura information while they're stuck on the ground. Best case for them without Knock Out if they see an aura is to maybe relay that info to a standing survivor on comms, but either way the usefulness of auras while you can't really do anything is more limited.

    So as it stands Knock Out is a pretty bad perk. Even in the context of when you plan to do a lot of slugging in matches, you're still probably better off using a more generally useful perk than Knock Out because the benefit you get is fairly marginal most of the time. And if you never slug the perk obviously does nothing at all.

    All that said, while I do think Knock Out needs a buff, there's the complicating factor that we do have the Last Survivor and new base game slugging game mechanics coming on the horizon, and when that happens it's possible Knock Out will be changed in the process. But even then, one way to buff the perk that would maybe work in both the current system and the future possible system where survivors can revive themselves after a while is to increase that 25% recovery speed penalty. If that number is boosted to, say, 50% then now a dying survivor is looking at a baseline 15 extra seconds in the current game and possibly an extra 23 seconds in the future rework before they can be revived. That would hopefully open up more opportunities for on and off slugging for pressure where you can leave someone on the ground a bit longer and then come back and hook them after you do something else like a second chase where you get another hit or down or pallet drop, etc.

    It's also ironic the perk only works on basic attacks now. It used to work on all attacks but that was changed in patch 4.1.0 for ... some reason, I never really understand the logic there. (It had maybe something to do with wanting to simplify the number of instances the perk could trigger I think? I'm not sure.) At any rate, if they ever reconsider and let it work with special attacks again that would at least help it a bit too.

    It's a bad perk.. if you're going for hook kills

    Otherwise if you're going for unconventional kills like wesker throw kills, bear trap kill, zombie kills, etc then it's a staple in the build and great as a backup if your third seal was cleansed

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249688#Comment_3249688

    You are just confirming his statement. You win till you loose. And when you get high mmr you cannot play whatever you want as a killer without good add ons.

    This game is not killer sided. It favors killer till the top, but a 4 man (16 perks, 4 items) team is stronger. Like it or not. Survivors loosing IS on them. Because they CAN win. And if they are good enough, they will.

    Yeah so the solution is to just not be high mmr and you get more casual games lol

    Survivors are only strong and hard to beat when you are actively winning matches and therefore getting more difficult survivors

    Stop caring about winning and you get easier and more chill matches where you can run meme builds; you really only lose if you fail on what you were trying to accomplish, if you set that on getting a "4k" every game then you're going to have a tough and not very enjoyable time

  • @Belzher said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250672#Comment_3250672

    The program uses screenshots of my screen regularly to know where the nods are

    That's one smart program lol

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/352975/spending-2-million-bp-feels-like-a-pain-in-the-cock

    I will admit, I really don't enjoy doing it either.

    I don't mind spending BP when I'm actively trying to get something, like unlock perks on a new killer etc, but just spending points constantly to avoid getting BP capped is rather annoying and frustrating to deal with.

    I am happy at how much BP we get nowadays though, it's nice knowing I don't have to worry about it anymore, and they legit doubled the BP cap, yet it still feels a little low for some reason haha..

    I feel bad cause they wanna help us, but yeah, all things considered, I would rather have an "Auto Spend" BP Bloodweb option than pick my own when I'm literally just spending points to spend them, I legit don't even care at all anymore what items I get I just randomly click tediously through until I have spent enough points to play a few matches before having to do it again.

    I was so disappointed when they didn't list bloodweb QOL change in the dev notes.. but ig bots in custom matches are cool too

  • @Belzher said:

    I use a "macro" that spends BP for me, it still takes 10~20 minutes but at least my finger doesn't get hurt.

    Lucky, how can it know where each node is tho?

  • @TheycallmeLix said:

    If they remove the cap for Bloodpoints, it would make everyone happy. It’s really annoying cuz I wanna play games, not spend 15 min in the bloodwebs to prestige..

    Imagine having 100M bloodpoints to spend 💀

  • @Evil_one said:

    Most survivors dc because they don't want to go up against specific killers so give them a chance to dodge the lobby before the round starts! Put a picture of the killer you have to face somewhere on the lobby screen and they can decide to play or dodge the lobby , just like killers if they see 4 flashlights most of them dodge . I think this would prevent a lot of dc's . Games where survivors dc in the beginning of the round are no fun and just punish the other 3 survivors!

    Why do you think they removed killer specific hooks?

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248981#Comment_3248981

    No he is not dude... Even then he is still above Billy is way harder to pull off and mistakes get punished even top players make mistakes... When Otzdarva made the showcase match between a great billy and a great bubba it became very clear how easiert much more straight forward bubba is without being weaker... (Video got linked before already)

    Also bottom 3? Are you joking... He is an insta down killer that just melts pallets... Which 2 killers do you think are below him in that scenario? I mean sure he is not S and probably not even A tier... But is somewhere on the better half in B tier probably...

    https://forum.deadbydaylight.com/en/discussion/comment/3249818#Comment_3249818

    It is not about the match itself... It is more about what you can do with the killer that is shown in the video... And while Billy has to to outplay you while the player basically always can do something against a curve (e.g. going wide or looping tight) Bubba can just follow you and not have to deal with that problem while he can cover a large distance with his addons... Also ages ago? It was like one year and basically nothing changed with those two killers... So what does it even matter that it wasn't yesterday?

    Freddy, sadako

    Freddy because his addons are terrible and he's a worse clown and dredge

    Sadako because her basekit is terrible but has some useful addons to make up for it (ring drawing, iri tape)

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249519#Comment_3249519

    So free bt basekit is killer sieded. And free unbreakable basekit is Killer sieded too. Killer never got a free fifth perk. I think you are the one that need to open his eyes...

    We haven't even got free unbreakable yet, and basekit bt was to help alleviate camping and tunneling at least somewhat (it still happens but at least the survivor can live a few seconds longer than without it)

    And it's likely that the whole idea may be scrapped or at least some part of it because of all the backlash received

  • @KblokoBR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249688#Comment_3249688

    Sweat in matches is not always intentional, a average dude playing normally and winning games in a row bring the sweat lords sooner or later, things that the lowest percent of players want to face. So as result you have to sweat and try hard to PLAY the match, not even to win.

    its intentional if you're hooking ppl that are on death hook, that increases your mmr and makes matches more difficult and less casual

    What in saying here is that if you want less sweaty matches, instead of going for hook kills, 8 hook everyone instead, max out your categories, do whatever challenge you have and let everyone escape because at the end of the day hook kills don't determine if you win or lose, it's what you were trying to accomplish and for me that's usually getting rancor at the exit gate, getting 8 hooks, maxing out my categories and letting everyone else (except the obsession) escape

    If you get stomped, oh well go to next game but at the very minimum I try to get a rancor, if it's a fast game I should have at least half of deviousness and hunting thanks to my BP build

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249688#Comment_3249688

    But it should work like that. I mean who has fun with a draw every game that shouldnt be the goal. Sbmm just takes all the fun out of games.

    I do, because hook killing is not my goal

    With the bloodhunt I was simply 8 hooking, and getting my 3 categories maxed with my BP build, I didn't care about hook kills, only getting 1 rancor kill at the end and everyone else escape. As a result I wasn't getting sweaty swf as I was only getting 1 rancor kill a game and I got what I needed. So yeah, I have fun especially when everyone is around the exit gage so they can watch the rancor and leave

    You can't have these things and will overall get less bloodpoints by being a sweaty killer who cares about hook killing every game

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249688#Comment_3249688

    I would bet its more just an issue of the games horrible matchmaking and inability to create balanced matches because it throws mmr out the window in favor of reducing queue times

    Possibly but that still doesn't change the fact that I think this guy cares about "winning" too much and as a result gets harder matches than people who simply try to get the 3 categories maxed instead & getting tome challenges done rather than hook kills

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249741#Comment_3249741

    -"The mangled, hemmorhage, and deep wounds addons when stepping in a bear trap should all be combined into one addon as well."

    That could be a replacement for bloody coil which would be "base kit".

    I would like to see purple trapper sack reworked again but I was talking base kit not addons. My idea for that would be : you start with 5 traps (effectively +2 total) and every 30 seconds you get the rest until you have them all. You can always carry all your traps and you can move them -unlike the current addon. Then the green addon will also give +2 traps but you start with 1 in hand and can always carry an extra trap total.

    No, that's not really too useful to be an Iridescent addon, they're nice buffs sure, but I just feel like it should be what I listed it to be (get downed if disarming while injured, and if healthy then get injured with mangled, plus the bloody coils is meant to be on DISARM, not on trap, as then the description wouldn't make sense and it would just take more effort to change it, which really isn't needed when they can just put all the effects on something like lengthened jaws and delete rusted and serrated, making it green tier instead of yellow, as it now has the effects of all 3)

    Without bloody coil it would just be a standard injury when disarming while healthy and deep wound if disarming while injured

    IMO I think that's the best way to go about it

  • @CursedPerson said:

    They could increase to 4% and add vault speed to it and it still wouldn't see use. They would have to add lots of little effects but shadow step is a thing and its hard to top it. Most loops are pretty short anyway too so if you need to travel 8m to get to a window or pallet you will only be saving .04s which is nothing with latency and ping. The fact is having it on a boon sucks. The setup is too long and the payout is too little. In no scenario are you making up the time invested to setup the boon when the benefits are too miniscule.

    I think the perk needs to do a lot more. I think they should add that it blocks killer instinct aura, increase vault speed, reduce the sound of foot steps, and/or vaults. Make it another stealth boon to be paired with shadowstep.

    Idk man if it had vault speed (like at least 8%) then I'm sure it would be top tier vault speed build stacking with resilience

  • @Kamikazelee said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249723#Comment_3249723

    Exactly, the main means of up deserved an easier and faster way for everyone.

    ?

    Sorry but i dont understand, whats the "main means of up"?

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246521#Comment_3246521

    The second effect is so meh. Trapper just needs three things :

    1. Grab farthest away unarmed (by player) trap by interacting with empty locker.
    2. Traps always add +1 wound state
    3. Bloody coil is standard effect - so disarming traps always comes with a price.

    I like 2 and 3, as it wont make honing stone basekit since that could be too strong, but would make it so that if the survivor is injured, they will need to be rescued to avoid being downed, while honing stone remains unchanged. however disarming a trap while injured should not down them, instead causing deep wounds. Disarming a trap while in deep wounds does not effect the survivor. If trapper has bloody coils equipped and they are injured however, it should immediately down them (animation being like they were downed by deep wounds, not hit by a basic attack). While being healthy and disarming a bear trap has the standard injure effect, it also also inflicts mangled if the trapper has bloody coils equipped. The mangled, hemmorhage, and deep wounds addons when stepping in a bear trap should all be combined into one addon as well. i think all this would help trapper be buffed a lot and not needing bloody coils/trapper sack and honing stone to feel playable

  • @dugman said:

    Continuing a series of threads on the least picked perks according to Nightlight, next up is Nurse's perk Stridor (0.41% usage)

    Stridor - Breathing of Survivors in pain is 25/50% louder and regular breathing is 0/25% louder.

    Stridor's upside is that if a survivor is crouching kind of nearby or hiding in a locker it might help you hear them when it otherwise might be hard to pick out. Also, now that Iron Will is 75% noise reduction instead of 100%, Stridor is no longer completely cancelled by Iron Will (which despite Iron Will's nerf is still run about twice the average rate on Nightlight, around 6-7% usage rate, so it's still something you'll see in matches.)

    That's the good news. The bad news is kind of bad though

    • Off the Record is one of the most popular survivor perks and it gives survivors 100% sound reduction which means it completely negates Stridor as well. So even though the old Iron Will situation was mitigated it was replaced by the new Off the Record meta and you still will have a lot of situations in games where you can't hear an injured survivor despite using Stridor.
    • It's not obvious when you hear a survivor using Stridor when you would have heard them anyway without it, cutting into its perceived benefit. Even if the perk is actually helping a killer might not realize it and will think it didn't do anything at all. (Personally I've run Stridor now and then and I think, maybe, it's helped me find a survivor hiding sometimes, but who can tell? 🤷‍♂️ )
    • And lastly even when the perk is working it can mess up your perception of how far away they are unless you use Stridor all the time. Basically if you normally don't use Stridor, and then you use it for a match and hear someone, you'll intuitively think the survivor is a lot closer than they actually are which can mess up your reaction to it. You can hear someone behind a wall, for instance, and think they're on your side of it and be confused when you can't see them.

    Stridor does therefore feel like a perk that could use a buff to boost its usage. Some possible ways to do it might be:

    • Increase its sound amplification from 25%/50% to maybe 75%/100% so the sounds are much more obvious and picking out normally inaudible sounds is much easier. The downside to this would be the muscle memory thing of not knowing the distance, but then again if the louder amplification helps find enough survivors that you'd otherwise miss than that would outweigh that downside.
    • Reduce Off the Record's sound reduction to 75% or so similar to Iron Will. That way it doesn't completely negate Stridor in the meta.
    • Let Stridor amplify ALL survivor noises, including walking and running and also sounds from dying survivors on the ground. Maybe even include sounds of ongoing gen repairs.
    • A more unusual but maybe interesting buff would be to have Stridor give you an actual compass direction type indicator to nearby injured noises (similar to how you get a direction indicator for loud noise alerts). That way not only do you actually hear the noises more easily but you also get a really strong sense of where it's coming from. Plus this approach could have an added upside of being useful for hearing impaired killer players who might otherwise be having trouble picking out survivor noises. (In fact I could be wrong I seem to remember DbD Mobile has a feature similar to this built into the game.)

    Imagine 150% injured noise effect freddy

    The only time i used stridor outside of a challenge was when i was doing a meme build with freddy with his increased pain sounds addon. Suprisingly, it worked astonishingly well, im honestly curious to find how 150% would sound like

  • Not goinf to lie, i was heavily dissapointed when i didnt see bloodweb QOL change in the dev update.. looks like they arent doing it this year but are bringing bots to custom matches so ig thats cool :/

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248513#Comment_3248513

    Cj techs looks like one to me, but i could be wrong... only BHVR can answer that.

    Whats CJ tech again?

  • @GrimReaperJr1232 said:

    Here's the problem with Dark Theory. It gives arguably the most powerful status effect in the game, haste, but is tied to boons; a mechanic that is reviled for a lack of meaningful counterplay, can be used infinitely, and can have multiple at once.

    Were Dark Theory to actually be good, it would be absolutely broken. There are maps that already have semi infinites such as Garden of Joy and Haddonfield; both of which commonly have totem spawns in or around their strongest structures. It turns a semi infinite into a true infinite.

    So this is the conundrum we're in. It's too weak to be used, but buffing it could break the game. Imho, it's a testament as to why I believe the current implementation of boons as an infinitely usable perk instead of a finite and valuable resource (a la hexes or even Inner Strength) is heavily flawed and unsustainable.

    Bloodlust still exists, so it still would not be a true infinite, mabye only against scratched mirror myers since he cant gain bloodlust but who actually tries to chase using that?

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/352894/dark-theory

    no. 3% would not be enough. 4% will probably not be enough. 5% is questionable. 6-7% starts to be OP 8-10% is truly game breaking/unfair.

    Idk i feel 4% would be the perfect amount and actually be noticeable somewhat, especially paired with Hope (yes you could say this is broken against 110% killers but you have to be in the totem range and in endgame match is practically over)

    However the best solution would probably to give it 3% haste and 5% vaulting speed or just rework it to simply reveal the killer aura when they are within range of it

  • @Marius1234456918 said:

    The fact survivors can win almost every game if they play swf is just crazy to me. You cant just pick clown or Trapper and have some fun. There are just way too much swf teams who just do all gens in like 2-3 min and then start t baging you and waste you time by not going out. Its just not fun at all if 3or 4 out of 5 matches look like this. Either gen speed needs to be way slower or certain maps and loops needs to be patched or removed.

    XD this is a hilarious post 😂

    Sounds like high mmr problems to me

    "You cant just pick clown or trapper and have some fun" yeah of course you cant if you keep on sweating every match, ur gonna get sweaty survivors, its how it works

  • @TheEternalOne said:

    Why isnt match making based on devotion levels? This is a true record of just how much you have played this game. I am new to the game. Playing almost 3 months. I just hit devotion level 2, and yet talking to people I have been playing with, they are devotion level 30 +. It makes it very frustrating playing against people who tea bag me the entire game because I cant hit them as they run circles around me. If the developers would make match making based on devotion levels, then the only time I would be playing people so much higher than me is when they make new accts just so they can inflate their ego playing against new people instead of people who have just as much experience as they do.... Just saying....

    Time played does not equal skill

    If i was paired with professional survivors every time that can loop forever, cleanse and identify hex totems 2 minutes into the game, and genrush while making sure i dont get any points when im usually a chill killer who either has a BP build or tries to kill in other ways besides hooking, this game would be terrible for me

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248558#Comment_3248558

    Oh well you wanna turn every killer into Legion. This will also be really good on Legion. Idk about that either chief.

    Idea says basic attack. Not special attack

    Legion's frenzy counts as a special attack

  • @VaporLion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248318#Comment_3248318

    camping at least has counterplay. and why would i have to run into the killer to trigger a chase not to die ? do you actually think that the game should work like this that the survivor has to chase the killer to not die ?

    What counterplay if the killer is infinite t3 myers with stbfl?

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247527#Comment_3247527

    I have been posting here for about 3.5 years and yes, sometimes you think the devs don't read anything.

    But you are wrong.

    They just take their time.

    And not always something works how they intend and they have to scrap it.

    Maybe, I guess we can hope though

  • @GoshJosh said:

    No need to pay money for this. DbD Mobile already does it as a base part of the game.

    Yeah I know and the mobile port has a lot of QOL and nice things that we don't have but I don't think BHVR seems too keen on doing so for the base game

  • @Sharpefern said:

    Since Better than new only affects healing, chest, and totems, and is only 16% I see no reason why it only affects other survivors. Like that would be a max of 16% on a self heal that you lose when you lose a health state so 16% healing others, opening chests and cleansing totems. I get why its so low because theoritically it can give a 64% bonus to someone if 2 people both pick and heal someone but the perk is so weak atm I dont think I could see a single reason why someone would ever run it.

    Meme because nice little icon or for adept, that's about it

    Tbh I wouldn't mind if the perk had a side bonus like 25% healing speed when healing others and ignores mangled (not hemorrhage, just mangled, so it becomes like botany but only in niche scenario, if too op the healing bonus can be lowered to like 15 or 20%)

    Also does not apply when self healing, just when healing others

  • @GoshJosh said:

    Nerfed before it ever even made it to live. Same with Reassurance. And people complain on the forums about Hyperfocus. Poor Rebecca can’t catch a break.

    Maybe it could give a small (2%) haste effect to the survivor until their next injury, too? It definitely needs something more.

    So basically a better dark theory? Lol

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246327#Comment_3246327

    Sure but that doesn't mean the community will just take it without complaint. They have a similar system in mobile, but there you actually need to play the characters to level them up.

    And we are not talking about EA here.

    Sure but a lot of suggestions on here go ignored so I feel like adding money into the equation would help get their attention a bit more

    Also I know the community would complain alot but that outweighs the positive of profit for them

  • @DBD78 said:

    Yes SWFs abuse it and the killer can do nothing about it. They would either have to remove a lot of lockers and nerf Dredge in process or nerf bully squads. Easy decision!

    "Nothing"

    The killer can equipped light born if it's that much an issue. If you feel like you shouldn't have to use a perk slot for it either deal with it or equip it, simple as that

  • @AbsolutGrndZer0 said:

    This is part of why Reassurance exists. As for people who do it, yeah it sucks but it doesn't need to be removed.

    My take as a survivor: If a person is so adamant to leave, they are going to. OH, you unhooked them? Okay, they run right up to the killer and BM. Okay, they get downed and hooked again. Oh, they can't suicide on hook? You unhook them? Okay, they run right up to the killer and BM. They get hooked and that's 3. Just let them get out because they are going to be useless anyway.

    My take as Killer: Mostly the above, but also I add that I also very much disagree that last hook shouldn't be an exception and that you should not "feel bad" about a DC or a hook suicide. If I was obligated to give hatch or meme to the remaining survivors every time someone did this, I'd never get more than one kill. It sucks for everyone, even the killer as they get less points too. So don't feel bad as I could make the opposite argument.. If a survivor DCs or suicides on hook, the survivors are obligated to let me kill them all. Which is of course not the case.

    Sometimes it is the case tho, rarely tho because most want to still try to at least keep their pips but as killer youre not going to pip anyway if everyone gives up and they havent been hooked (you hook one the rest will not help until u hook the next and the next), youd probably just end up depipping depending on how fast the match went. So its not always in your best interests to end the match as fast as possible but to get more points by not hooking them

    Also "kills" dont always matter, especially when theyre just hook kills

  • @Palevox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242985#Comment_3242985

    Clubbing is hitting you and letting you bleed out.

    Hook whacking is just poor sportsmanship. ;)

    Thats called slugging, not clubbing lol

    Also idk why its so complained about, it lets you survive longer than if you were just hooked

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