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not_requested49

not_requested49

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  • @[Deleted User] said:

    It's definitely something they're aware of. Spending too much time on the bloodweb was brought up in the last survey

    Hopefully they do something about it then

  • @LapisInfernalis said:

    This would be P2win or P2play depending on your view.

    And while I like your idea, I would never want them to do it for auric cells. Shards maybe but nothing more.

    Of course you wouldnt and most dont really want to either, but BHVR wont implement it anytime soon if it did not net them any money from it; from their perspective, there would be no point

    And with how popular the game is and how many would love to have such a mechanic (especially those with tons of flans/event cakes on a single character), they would 100% profit from it

  • @YOURFRIEND said:

    People clamoring for the opportunity to give corporations more money. I hate this world.

    Its the only way to really get their attention, just the way it is

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238009#Comment_3238009

    Killers can body block a survivor in a corner and not hit them (reportable, according to BHVR). The game ends when the server shuts down. There is literally nothing the survivor can do about that.

    What do you mean shut down? What does that look like? Is everyone alerted to it shutting down? Does it display an error message? And when does the server shut down exactly?

    Usually the only thijg a survivor can do in that situation is DC, and idk what a server shutting down would look like but i assume it would take a very very very very long time

  • @dbd900bach said:

    I've had this issue not with full teams but in games with only two survivors left after I killed the first two. They hid the entire match until I eventually found one of them and neither bothered to do gens. They just hid until the other died.

    It would be a dream to somehow prevent this as I imagine it's become more common in lower ranks

    Whispers, iron maiden, and doctor basically negate hiding altogether (unless the hiding survivor has calm spirit, in which case you should still be able to find them with whispers eventually since 32 meters isnt a lot of space to hide in for very long)

  • @Nos37 said:

    Then make the EGC countdown twice as fast for surviors just sitting in the exit gate.

    I needed the Leon to leave so his boon would auto-snuff, and then I could cleanse the totem for Inner Healing and have a chance at leaving through the gate... But no! Leon stayed until there was 10s left. No Inner Healing. No exit gate. No time for hatch.

    Give survivors a ping system or SOMETHING so that we can tell others we're safe and they should leave

    Why didn't you just find another totem?

  • @liquidlight said:

    I'm begging you... please give us a button to auto-allocate blood points. Make it optional so people can still pick and choose what they want or use the button. But for us players that have been playing so many years we have all the perks on our mains and just get random stuff now... the blood web is like literal torture. Not only do you have to hear the obnoxiously loud sound (wishing for an option to mute that as well) but it takes forever if you don't get rid of points after every game (something I'll never do because I abhor the blood web sound and put off hearing it as long as possible). For the love of God and all that is Dead by Daylight, please, please, please, do this.

    At this point I'd probably buy it. That's how desperate I am

    Make it cost 250000 shards or 2500 auric cells I'd still buy it

  • @Mr_K said:

    I don't mind the current system. But I'd suffered through the old system and don't relate to these new players that don't know how good they have it.

    Old veterans feeling like Bill rn

  • @roundpitt said:

    The Shade begins the trial in her ethereal form. In this form, attacking a survivor does not injure them. Instead they are given Dark Thoughts. Survivors will not hear or see her unless she is within 0 meters initially.

    Dark Thoughts - Debuff

    Survivors afflicted with Dark Thoughts have all action speeds reduced by 2%, 4%, 6%, 8, 10%, 12% for each level of Dark Thoughts. Any action performed by the survivor slowly increases their Dark Thoughts level. In addition, proximity to other survivors gives a passive gain to Dark Thoughts. The closer the survivors are to each other, the faster Dark Thoughts are gained.

    Each stack of Dark Thoughts increases the range that the survivor can see and hear The Shade by 5 meters. At maximum stacks, the survivor can see her at all distances.

    When a survivor has Dark Thoughts, they may use the "Hurt" action on another survivor who is healthy. Doing so injures the other survivor and reduces their Dark Thoughts by 3 stacks.

    When a survivor has at least four stacks The Shade's attacks will injure survivors.

    Intrusive Thoughts - Killer Power

    Any survivor who is afflicted by Dark Thoughts is susceptible to her Intrusive Thoughts Killer Power. By channeling her killer power on a survivor, she gives them Intrusive Thoughts. Each second spent channeling gives them 1 stack of Intrusive Thoughts up to 3.

    Each stack of Intrusive Thoughts increases Dark Thoughts passive gain. Every time a survivor fails a skill check, they lose one stack of intrusive thoughts.

    Intrusive Thought Traps may also be placed on any objects which can be interacted by survivors. Survivors who have Intrusive Thoughts will trigger the trap and scream, revealing their location, increase their Dark Thoughts and losing one stack of Intrusive Thoughts.

    Addon Ideas

    A: When a survivor performs the "Hurt" action, the receiving survivor receives one stack of Dark Thoughts.

    Idk what else.

    I just want to see a killer that forces survivors to hurt each other >:)

    I like the idea, although SWF would just take the debuff and ignore hurting each other, it should build up to a severe penalty if left to grow too large a length

    Of course tho if such a killer were added everyone else would complain abt it "beinf boring" like old freddy because he cant M1 and then itll turn into the freddy we have now, boring, non thematic and overall just not a great killer

    So i doubt itll be added, even if were the only ones who like the idea lol

  • @Fred_krueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244365#Comment_3244365

    https://forum.deadbydaylight.com/en/discussion/comment/3244276#Comment_3244276

    The thing that gets me is they took the time to adjust its wording. But didnt bother to fix it.

    It really annoys me because its literally the only challenge I have left in the game. Surely they could say to some guy, hey can you work on the quick thinking bug after lunch and hed have it done by clockoff time.

    If it was rewarding us the BP but not completing and we could farm it, it would be fixed the day it was reported.

    For sure bur i guess its not in their priorities right now

    I just mentioned peanits and mandy here just in case its not known by them and thats why it hasnt been fixed yet but i think its just low on their priority list at the moment

  • @Gandor said:

    I don't like this idea. Nerf medkits and shattered hope basekit means killers want to have nonstop injured survivors (and every boon is now meme buckle-up level perk) - especially soloQ would be screwed (no need to talk about another option in SC - this one got gutted for good and now can be considered killer perk without any reservation). CI basekit will not be balanced by kindred basekit. Reassurence and UB basekit can counter camping/tunneling, but will not be balanced by being nonstop injured. This would be direct buff to DH as it would basically become requirement - you can't heal so you might as well try to learn DH every time.

    Overall I don't like this.

    Same, i hope the devs dont actually see this as something all of us want, most of these ideas here are pretty stupid and not well thought out

  • @Aztreonam78 said:

    When comparing to Eruption that applies 10% regression and renders affected Survivors Incapacitated for 25 seconds, Jolt's 8% regression looks quite pathetic. Would this change make the perk better overall?

    Jolt is already meta.. why does it need a buff?

  • @soalokin said:

    I think there should be an option to change the bloodweb so that clicking a node becomes instant rather than holding to unlock it. It would save a lot of time. Perhaps by holding CTRL or SHIFT, will cause it to instantly unlock. The bloodweb takes so much time to get through when you have a lot of bloodpoints, its like a game in itself.

    This could definitely be a start but id also like the option to just buy out a whole bloodweb with random paths to account for the entity

  • @BabyShrimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243487#Comment_3243487

    I like pips! They give me special rewards at the end of the season ;-;

    Uh yeah, i didnt say remove pips lol

    I said remove DEpips

  • @Firethorn said:

    Just finished Tome 1- Level 2-- Botanist Extraordinaire

    Claudette, Lightweight, Built to Last, Botany Knowledge, Streetwise, with a First Aid Kit(yellow) and a gauze roll.

    Only 36 points of healing, but I finished 3 health states - 2 from injured to healthy, and 1 from dying to injured. Roughly 2.5 complete health states - the dying was almost finished, and I had help for one of the injured.

    I usually started with just regular healing, then switched to the medkit to finish (mostly medkit though).

    Current Bugged challenged for me(can anybody let me know if you completed them recently?):

    Tome 2, Chapter 1: Dead Hardy(Use dead hard to avoid basic attack)

    Tome 4, Chapter 1: Quick Thinking - Hide in a locker while being chased; description currently messed up a bit.

    I completed dead hardy after the change, i think u just have to manage to dodge an attack the same time you use it without using the endurance itself

  • @JacobiusWick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206033#Comment_3206033

    Tome 2, Chapter 1: Dead Hardy(Use dead hard to avoid basic attack)

    Dead Hardy is basically impossible after the nerf. The challenge will need to be changed.

    Its still possible to do it, its difficult definitely but still possible by dodging the attack at the same time as using dead hard without getting hit and using the endurance

  • @Fred_krueger said:

    I have done literally all survivor challenges in the last 3 weeks.

    Quick thinking, Botanist Extraordinaire are both bugged and I can find topics mentioning it since may.

    Pls fix, its driving my OCD nuts. Besides these 2 challenges I have 100% of tomes done, even the new one we are up to, to this day of posting.

    Still not mentioned as a known issue.. i think best we can hope for is 7.2.0 or something.. or after they fix literally every other bug including the ones they make with each update Which might be in about 7 years

    Also, did u manage to do self preservation? It has same issue as quick thinking but you didnt mention it

  • @Fred_krueger said:

    Latest patch still not fixed.

    If bhvr dont care about their challenges, why should we?

    Dang

    At this rate mabye we can hope its fixed bu 7.0.0?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242556#Comment_3242556

    And then you eat a depip for no reason. The killer might also refuse to hook you (I've had a few killers be dicks about survivors 'giving up' even when the match was clearly lost and slug everyone out, and other people will insist on farming or using you for an archive challenge.)

    Just remove depips then, shouldbt even be a thing if it's supposed to measure how much time you play and not skill

  • @RoboMojo said:

    Legendary cosmetics are supposed to be unique characters in their own right. Despite that, I think it's no secret that the price of legendary cosmetics are extremely unreasonable, considering what you get for purchasing them. However, the Developers could improve upon them in a variety of ways to make them both more consumer friendly (which may inspire good will towards the company), and to make them sell better.

    TLDR: Reduce the price to 500 Auric cells and make them into their own unique character, rather then just being a linked cosmetic with a few extra benefits.

    Let's make a quick comparison first:

    Normal character from the store (licensed or original):

    • Costs 500 Auric cells (or 9000 Iridescent shards if they're an original character).
    • Comes with their own three unique perks.
    • Character can be prestiged to get bloody cosmetics for the character.
    • Typically has alternative skins that can be purchased from the store with Iridescent shards or Auric cells (There are exceptions to this however e.g. Freddy and Quinten).
    • Comes with their own unique voice lines.
    • Has a unique character portrait in-game.

    Now, let's look at legendary cosmetics and see what they offer:

    • Costs about 1500 Auric cells (That's the price of three separate characters mind you).
    • Do not have any unique perks to offer, they are purely cosmetic.
    • Technically are not their own character and therefore, cannot earn prestige cosmetics.
    • They are all linked and therefore do not allow mismatching of cosmetics of any kind.
    • Most of them (but not all of them) come with their own unique voice lines.
    • Has a unique character portrait in-game.

    Do we see the issue here? There is a striking lack of content with the 'characters' that cost substantially more. They cost as much as three individual characters but lack any of the actual benefits that comes with owning a new character. This, for me at least, makes it hard to justify purchasing them. Why should I pay €15 for what is essentially just another linked cosmetic? I would argue that this is prohibitive for the average player due it's obscene price and lack of notable benefits. However, there is a way that could potentially fix this.

    Introducing a new type of character called either a Legendary Survivor or Legendary Killer. Like now, they would not have their own perks. However, they would now cost as much as a normal character (500 Auric cells) AND they would be treated as their own unique character, separate from any other. This would mean that they would be able to earn their own prestige cosmetics. They could also be unlinked then because they're no longer a 'cosmetic' but instead a unique character in their own right. Furthermore, the 500 Auric cell price would be much more reasonable considering what the buyer receives. This would hopefully ramp up sales as the average player would be much more willing to purchase them at the newer price. This does also mean that they could receive more cosmetics in the future if the license holder(s) allowed it.

    There are some potential cons with this idea however.

    • If legendary cosmetics actually became their own unique characters then that may increase the grind more as they would need to levelled up, same as any character. This could be solved by having progression be linked to a specific character e.g. Chris' progression linked to Leon's. They would not share items but all perks and progress in the bloodweb would be shared. This may not work due to legendaries now being considered their own character, but it's an idea.
    • If legendary characters become more popular after my idea is implemented then that could place pressure on the art team to make cosmetics for these characters. Depending on your point of view, I guess that could be a pro or a con.
    • Some or even most license holders, may not agree to this idea being implemented. This could cause confusion if some legendaries remain as linked cosmetics and others become unique characters.
    • Although I think it is unlikely, it is entirely possible that my idea might not spark interest in legendary cosmetics like I'd hoped. As such, in the long term, it could lose Behaviour money due to the cheaper price and lack of sales. I am quite confident this would not happen, but it is still a possibility nonetheless.
    • Reducing the price so drastically would indeed make Legendary characters more consumer friendly and more appealing to the average player. However, such a significant drop in price may be unappealing to Behaviour and/or the License holders. That's a problem of course considering that the big crux of my argument is that the price needs to be reduced.
    • However, simply adding extra benefits to Legendary characters without the reduced price, wouldn't suddenly make them sell super well. I do believe that the reduced price is key.

    Despite all of this, I think my idea could be a net benefit for the community, Behaviour and the license holders. The added benefits and the more reasonable price would hopefully inspire more people to purchase the Legendary characters. This increase in sales would ultimately lead to more money for Behaviour and the License holders. In turn, Legendary cosmetics truly becoming their own unique characters would allow the possibility of future skins for them, thereby increasing profits further. Perhaps this is naiive of me but I really do think this could benefit everyone.

    Anyhow, let me know what you think. Am I an idiot who has no idea what they're talking about? Or is there some merit to the idea? Hope you all have a great day and good luck out there in the fog.

    Oh and Behaviour, if someone at the company has read this, then please at least consider the idea. I really do think it could be great :)

    I just want all the legendaries to have custom voicelines and a different mori animation, no need to do all this extra stuff for little gain

  • @Dustin said:

    I'll chip in for Hunk as I've purchased that - As an avid Resident Evil fan and a Dead By Daylight Enjoyer to me the Hunk skin is worth 10 dollars maybe. The outfit itself is awesome - How could you not like Hunk? But the status itself I expected just a little bit more flair especially since as a killer once I'm out of the lobby I only see the weapon which leaves me purely with audio things. I feel like I'm being reasonable when I say this skin specifically deserved a little more love.

    While the Hunk skin is equipped in the lobby it should replace the Legion icon with Hunk. This would be local and purely client side but this would add A LOT to the immersion of the purchase. Hunk as crazy as it sounds is an insanely iconic and beloved character - Having him recognized as Mr. Death in the lobby with his own picture would have been awesome.

    Past that - Once we get in game Hunk has a wonky run animation - Regardless on whether it looked good or not the killer can't see it so it does nothing for us. Cool addition though.

    The audio effects is just Frank with a filter on top of it - They don't sound great and I'll outright say it - For 15 dollars I was expecting voice lines even if a small amount - Compare Hunk on Legion with The Chatterer on The Cenobite - Big difference.

    The thing everyone expected here was custom chase music - Not only does Hunk have music in Resident Evil 2 that people instantly think of when they play through RE2 (Looming Dread) but Legion is a killer in DBD who is now known for having a large variety of chase music due to the mix tapes. The disappointment that Hunk didn't add onto this diverse set of chase music is very high and was probably the most disappointing part of this purchase.

    Finally - The lobby shows Hunk using custom animations and stuff - That's awesome. This is pushing it but if none of the above things were improved I was expecting a custom Mori. I'm fine with no custom mori but at the same time without something popping out while playing as killer using this skin it just feels like an underwhelming purchase. The only time we get to truly enjoy our purchase is in the lobby. We should be able to enjoy our purchase while in game too.

    Overall a disappointing purchase - I bought it because Hunk is one of my favorite Resident Evil 2 characters - He's cold, heavily objective focused and a badass. Hearing him or having some audio changes in game that were noticeable would have gave more of that feeling but that's all very lacking.

    Yeah, I mainly buy the legendary characters that actually change their voice, and I had to pass on this because I guess bhvr was too lazy to add voicelines, mori, or literally anything

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243256#Comment_3243256

    I feel you've misunderstood what I'm going for here.

    The idea is to find a way to make Condemnation more consistent precisely because it's difficult to do without such a build, and to do so by adjusting what Sadako has currently. I'm not asking for tips on how to do it with how she is right now.

    With the idea I'm suggesting basically every down is a potential bar of Condemned. I'm not sure if it could be 1 Manifest Hit = 1 Bar of Condemned, that feels like too much, but Manifest hits adding to it is my suggestion to be able to add Condemned without needing a whole build devoted solely to it.

    We've been asking for sadako buffs for a long while now, I doubt they will change their minds anytime soon but at least it's possible with the build

  • @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241976#Comment_3241976

    You can't get better on a game that is designed for you to lose 100%. If you watched the video you would understand how it feels Killer High MMR.

    Then like, don't be high mmr if ur gonna complain? Lol

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241240#Comment_3241240

    Do you realize how many people would hit second stage or flat out die if that was implemented? I doubt the game would even be playable.

    You'd think the sub would be up in arms about third seal and other blindness perks then..

  • @Zeidoktor said:

    For all that the recent Kill Rates strongly suggest Sadako is a lot stronger than people have given her credit for, it doesn't change the fact that one of her glaring weaknesses is the fact she can't take force survivors to interact with her power the way killers like Pinhead, Wesker, or Nemesis can. You ignore what they do to do at your peril, but not the Sadako.

    To this end, a fairly simple solution I'm sure has come up before comes to mind: hits done after manifesting inflict a small amount of Condemned on the hit Survivor something like a half- or quarter bar's worth.

    This forces survivors to take time to cleanse condemnation using tapes or risk the next hit they take making them vulnerable for the kill.

    Also the Iri addon that resets TVs on manifest hits does that instead of increasing Condemned.

    Think this might make the Onryô condemnation more consistent to her value out of?

    The problem here is that you're using basekit sadako, almost impossible to build up condemned with that

    Try iri tape and ring drawing and teleport everywhere, and leave survivors on the ground so they are forced to be healed instead of hooking them

    Works like a charm

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242360#Comment_3242360

    I don't support OP. There are more problematic things in game then artist. But targeting her is not actually so wild. She is in top 5 killers (#1 nurse, #2 blight, #345 wesker spirit and artist). She is not comparable with Freddy. I mean she is so different and has such a difference in power, that having them both in 1 sentence is weird on it's own.

    Not saying they're similar, I was providing Freddy as an additional example of a killer that shouldn't be complained by survivors as being overpowered

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242352#Comment_3242352

    But is it? Have you seen new loops? LT-s look like god loops in comparison.

    No, not the post I mean what I had said

    You took it as if I was serious, thats what I'm referring to

  • @Nos37 said:

    Who thought Deathslinger + Nurse = balanced good idea?

    Lol survivors complain about ANY killer

    Of all killers, the artist? Like, what next are you going to say Freddy is OP with his snares?

  • @Nos37 said:

    Either spawn the gates as far as part as possible, or remove the red lights from the exit gate switch if there's only 1 remianing survivor.

    The other 3 survivors were useless or gave up. If the hatch spawns at the killer's feet... they just get a 4k??

    Sole survivor and wake up combo counter gate patrolling hard

    If you don't have that or a key either then yeah ur pretty much screwed if the gates are close to each other and the killer really wants a 4k, just the way it is

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237534#Comment_3237534

    Your evidence is quit selective and strongly depends on the time frame.

    I just looked through all of the patch notes once more to get a better picture here. Killers and survivor had almost the same number of changes. We can now argue back and forth about how useful or helpful change xy was and will come to no end. On some we can agree with ease that they should be reversed (Decisive Strike back to 5 seconds, no problem).

    I for one welcome the change to Dead Hard. That perk was stupid and Dead Hard for distance was so easy that even I was able to use it. Right now the perk got stronger once you learn how to handle it (speed boost) and weaker when you just spam it. I guess we need to agree to disagree on this point. I was also always more of a Sprint Burst player because the extra distance was always more useful for me.

    Some of the things you say however are clearly bugs. Like the change of spawning no pallets is an issue with the game counting wrong. This is not intended and should be fixed soon (I hope).

    The map reworks of the strongest survivor maps shows a bit of bias in my opinion. RPD is still very survivor sided. It has many safe pallets and strong windows, the exit gates are very far from each other and many hiding spots for survivors exist. The only thing ruining this for survivors is the chance to spawn 2 generators in the main room (an atrocity that should just be deleted).

    Haddonfield is still a very strong map when you know how to use the buildings. The windows here are very good and the tall bushes allow for hiding. Some loops can be used without a pallet for a long time. The weak point of the map is a the middle where survivors are in the open, however with the ability to hide within a building or reach one even with the shorter speedboost I think Haddonfield is balanced right now. It has strong and weak points for both sides.

    Midwich and Shelter Woods are killer sided. However you took effort not to mention Garden of Joy, Badham, Red Forest, Cowshed (THE reworked Cowshed) and Aery of Crows. Aery and Garden are especially relevant because they are some of the newer maps and they are quit survivor sided.

    Garden of Joy offer many very strong windows and generous generators for survivors. The main building is very good and can be used almost to an infinite without even using the pallet. Exit gates are fare from each other and generators rarely create a three gen.

    Aery of Crows offers a big and bright map where you can see the Killer from far away. The main building is strong and offers good windows on the bottom, a strong pallet on top and even a good window on top. There are plenty of safe loops and the generators are very spread out. This map also is quit survivor sided.

    For me the evidence points towards the view that both sides get their cookies. Right now it would be the survivors time go get another one which is why I point towards survivor buffs aimed at SoloQ.

    You are however painting this a bit to grime. I think a big part of the issue is communication which is where changes should be made. Many of my survivor games are not lost because of bad perks or bad maps but because of bad coordination (2 people running for Cenobites box etc.) or because survivors make stupid moves (grouping up against Legion, setting up Cycle of Healing against Plague etc.) or because they are just bad (letting me die on the first hook with Kindred + Open Handed against a Doctor that was clearly chasing on the other side of the map).

    https://forum.deadbydaylight.com/en/discussion/comment/3238734#Comment_3238734

    Please elaborate, this short statement had little to no meaning for me like this.

    What is your point?

    I'm saying the joke went over your head, you missed it pretty badly there

  • @VaporLion said:

    ok but can you guys address the idea with prove thyself giving more efficiency on every completed gen ?

    I feel like it fits the theme because you literally prove yourself by completing gens. it adresses the problem with 3 gens pretty well because you wouldnt gain much value early to mid game and in the endgame only if you work with another survivor.

    I think 3 gens have to be addressed because it drags out games in an unfun way for both sides and gives the killer a win condition he often doesnt deserve if he has failed at getting downs. You could argue that its the survivors fault for not breaking a 3 gen as you have already stated above but i think this is not always the case if the killer decides to camp the 3 gens at any point in the game. its like a backup plan kinda like old hatch. and you cant always break a 3 gen right from the get go, thats why killers often cycle to the most middle gen first.

    having this lategame genspeed would make it more healthy for the game. there would still be play around the 3 gen and you would have to sacrifice a perkslot to fight it.

    I'd honestly be fine with having a perk that makes you start with -30% repair speed and a 20% bonus for every generator completed (by anyone)

    Kind of like an autodidact but for gens instead

  • @Alen_Starkly said:

    If you started giving outfits to Victor, Twins would already be much more appealing to play, at least for me.

    You could release a Christmas outfit for the Twins, where Charlotte is dressed as Santa Claus, and Victor in a little elf uniform. How cool would that be!

    Other ideas:

    1) both in a chef uniform, OR charlotte in a maid outfit and victor in a chef uniform

    2) easter outfit - Charlotte in a chicken outfit, and victor in a rabbit outfit, or vice versa

    3) Charlotte in a lion outfit, and Victor in a cub or cat outfit

    If you finally buff them (remove the long cooldowns they have, and Victor dying on certain items), and start giving them cool outfit combos like I suggested above, they would be very appealing to play. Please don't sleep on this! :)

    They're not going fo waste time on that because Twins are the least picked killers of the whole roster

    Sure adding cosmetics would help SOME but to bhvr I don't blame them ignoring the twins

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239872#Comment_3239872

    Doctor still has some power though in the form of shock therapy. Oni would have nothing.

    I mean he would be able to 1 hit down everyone so there's that

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239869#Comment_3239869

    I'm skeptical the engine would break with 20 items on the map. And while it's funny to think about 13 chests on a map and the survivors pulling 26 items out of them it's definitely not overpowered. There's diminishing returns on pulling more and more items out of chests. After all, how many flashlights and keys do you need for instance?

    Think of it this way, if using 4 coins in a swf so they could pull out 13 items was actually a good idea people would do it. I can't remember ever seeing this happen though.

    Maybe not with 20 items but I mean if EVERYONE has appraisal and there would be no tokens that limit this, it probably would when there's 80 items

    And yeah ofc u don't see it often, its about as useful as stacking fog offerings on any map that isn't eyerie, mostly meant to mess around instead of caring about escaping

  • @KrypticReeps said:

    https://forum.deadbydaylight.com/en/discussion/351906/item-switching-last-second

    Its something you'll have to deal with when you're new to the game. I don't worry about it anymore because if I'm gonna have people chasing me with flashlights, I'm happy because those people aren't doin gens lol

    Survivors get blind challenge done, killer gets 4 sacrifices

    win win to me

  • @GrimReaperJr1232 said:

    As rare as it is, a 4 man No Mither should not have the potential to literally delete a killer's power.

    Also, why are we discussing a literal meme perk?

    *looks in 4 man calm spirit swf against doctor* 👀

  • @dugman said:

    Continuing a series of threads on the least picked perks according to Nightlight, next up is Elodie's perk Appraisal (0.43% usage)

    Appraisal - Start the trial with 3 tokens. When a chest has already been opened, consume a token to rummage through it for an item. Rummaging can only be performed once per chest. You rummage through chests 40/60/80% faster.

    Truth be told, I don't play survivor that often, but when I do my survivor of choice is always Plunderer Ace because it's kind of fun just going around grabbing random crap from chests. 🙂 (He uses Plunderer's Instinct, Appraisal, Ace in the Hole, and Open Handed). I'll go in with some cheap tools, head to a gen near a chest, use the tools up, loot the chest and hope I get something useful, and then use that and so on. It's a total gimmick, definitely not even close to being a meta build or anything, but I have fun with it.

    That disclaimer out of the way, I can understand why Appraisal isn't used that much.

    • Are the tokens even necessary? Honestly, would this perk even be close to overpowered if it simply let you loot every chest twice? Why does it even have these tokens at all, it's just an unnecessary complication.
    • Just for reference, it normally takes 10 seconds to open a chest and loot what's inside. Appraisal reduces that to 5.6 seconds. Hypothetically if you rummage around in chests four or five or six times that can add up to a bit of savings, but I suspect since a lot of people don't really notice it when they rummage an individual chest they don't really think about that benefit.
    • Another ding in its popularity is probably simply that I suspect looting chests is seen as a distraction from the main goal of repairing the gens and escaping and even from secondary goals like healing and rescuing each other. It takes some time traveling to a chest in the first place, after all, and then it takes time to loot it, and even when you loot it you might just get an item like a key or flashlight that you might not bother using anyway. If you do happen to get a toolbox it can save time on the gens but when you factor in the amount of time you spent looting that toolbox it's not as big a benefit as you might think. A medkit can be useful to heal yourself, but again you could have spent that time maybe just finding another survivor who can heal you if you can't do that. So while the items are kind of fun to play around the time it takes to get them out of chests kind of eats away at their benefit. Of course if you also run, say, Plunderer's Instinct and/or Pharmacy with this it speeds up the process of finding the chests and you're more likely to get an item you want, but now you're looking at multiple perks to loot chests which isn't something a lot of people are probably interested in. (I do it for fun but I'm weird! 🙂)

    So I do think this perk could probably use a bit of a change or buff to make it a little more popular and maybe help it stand on its own.

    • The main buff that jumps out is remove those token, they're not needed at all.
    • Also you could maybe simply reduce the Rummage time on an already opened chest to 1 second, basically making it as close to instant as animation allows. That extra time shaved off would make rummaged items worth that much more benefit in total.
    • Another possible buff would be to give Appraisal an aura effect similar to Plunderer's Instinct where you can see the auras of already opened chests. (So you'd have Plunderer's Instinct shows you auras of closed chests while Appraisal shows you auras of opened chests.) This would maybe help Appraisal stand a little more on its own a bit.

    One last note, in the long run I think part of the reason appraisal and Plunderer's are less popular is simply that, while toolboxes and medkits are obviously useful, the other types of items are definitely perceived as being not quite as good. Flashlights are fun but honestly not that great overall since time spent trying to flashlight saves is usually better spent on gens. Maps can be somewhat handy but I think aren't used as much simply because once you know where something is you don't really need the map for it. And Keys, while they might on rare occasion let you escape at the end of a match, are really only useful for their secondary aura abilities from various add-ons. So in the long run I do think the game might be well served to reexamine Maps, Keys, and Flashlights and maybe buff or merge some of their abilities to put them more on par with tools and medkits. (For example, you could merge Maps and Keys into a single Compass like item that has both the aura effects and the hatch opening effect. That would both reduce the item clutter in bloodwebs and from chests and also give a new stronger type of item that might be a little more in line with tools and medkits.) If or when a broader item adjustment happens then I think it would also in the process help perks like Appraisal or Plunderer's Instinct.

    Idk it doesnt need much buffs i dont think

    They probably had tokens because you can stack 4 purple coins together in a swf, imagine being able to get 20+ items in a single trial, possibly even more if your swf has appraisal as well

    That would probably break the engine with that many items on the map

    Id much rather see pharmacy's nerf get reverted or better yet, combined with the current version (so you can have the chest speed permanantly and be able to open a chest for a medkit once while healthy and open one again while injured)

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239425#Comment_3239425

    No I made an exactly as stupid idea as you did with your "actually pretty good idea"

    Uh i think you replied to the wrong person dude?

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238760#Comment_3238760

    you know that a killer snuffing a boon takes the time it takes to walk over to the boon which can be upwards of 30 seconds on some maps for some boons, then the animation, then the whole time until a new chase is started or gen is kicked which can be another 30-60 seconds (if a survivor were to place a boon and taking this exact amount of time, gens are still getting done since its a 4v1)

    so youre suggesting to add minimum 10 seconds to this action, and making it so the boon can be instantly placed somewhere else (no risk all reward, kinda like it is currently, except its even more in the survivors favor)

    and yeah, some boons arent that good, but coh exists, is basically infinite barely slower medkits, and is so ridiculously strong that if a boon is placed its always coh

    so map wide 21 second heals. wow that sounds fun. no scratch marks or auras on the entire map? awesome. permanent 16 second unbreakable? the killer doesnt even get time to check around for pallet savers before the person gets up, thats amazing. permanent haste? yeah its 2% but thats still added distance, those poor 4.4s, sounds great

    so now you can see youre an idiot, and how my idea is actually pretty good, its still 5 boons a game, and that means the killer still has to go and hunt down 5 totems to destroy bc my change wont even cut down the time of the first part, its just the same spot cant be used twice

    You want to make boons exactly like hexes, so i proposed an equally stupid idea

    Making boons actually breakable by basekit and without any buffs to compensate would make boons useless, as if most werent besides COH already

    If you care abt boons so much as killer either use shattered hope or ignore them, simple as that

    They take time away from doing gens anyway to set it back up, if its annoying for you, nobody's forcing you to snuff them

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238750#Comment_3238750

    not really. Theres a difference between granting a killer undetectable and the survivors having oblivious

    No he didnt say undetectable, he said that the killer has no terror radius

    He did not specify that it would hide red stain too

  • @xni6_ said:

    make the totem breaking base

    then make it so shattered hope allows you to break hex totems, and if its a totem with effects on breaking them they trigger

    so you can force penti stacks (if you run other hexes), force haunted, force ret, etc

    so turns from a perk that should be a base feature to a gimmick perk for guaranteeing value from other perks

    If they were to do that them they should either buff all the boons significantly, increase boon speed, and make snuffing a boon as killer take 10 seconds as well as allowing the boon to work map wide and not have any sound emenating from it

  • @AngelOfHope said:

    This was only my first post... does BHVR actually read these and take our suggestions into consideration?

    I dont think most of them do, no

    I believe some do if they are requested enough (besides camping and tunneling solutions, anyway)

  • @SMitchell8 said:

    What about making it a hex perk which grants no terror radius until broken?

    Thats.. literally hex: plaything

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237270#Comment_3237270

    I've done it as Doctor.

    You pretend to be a clone and wait for them to hop on a gen, then go for a grab. Since Doctor has both a big Terror Radius and an excuse for a lookalike to just be standing around, people generally don't expect it.

    Well, that and who the heck runs Insidious besides camping Bubbas?

    Could it possibly work the same as faking controlling victor as the twins?

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/351700/suggestion-personalize-survivors-by-improving-their-unique-perks

    A simpler solution if for every surv to have a fifth perk slot, where only that characters teachables can be equipped.

    Games full of davids and dwights for free basekit dead hard or prove thyself lol

  • @Darkest_Night said:

    Coming from both sides, COH needs to be put on a timer when it's snuffed. Too many times we see it snuffed and not even a minute later, it's back up on the same totem. I propose that COH has a cooldown such as 90 seconds, so it at least forces people to play a little smarter, or at least be more careful where they place the boon.

    Just.. run shattered hope if you dont like it? Lol

    The perk is fine as is, killer takes 1 second to snuff, survivors take 14

    You can also just ignore it too, i only go out of my way to snuff it if it has shadowstep

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236904#Comment_3236904

    I do not know how my suggestions lead to this conclusion or how anything BHVR did made you think that.

    They did plenty for survivors during the last updates. Boon: Cycle of Healing is "better Selfcare", Off the Record is a good anti-tunneling perk, baseline borrow time is great when you do not try to bodyblock with it (and even better when stacked with real BT), Reassurance is great to detere camping, various regression perks got nerfed...

    Sure they did things for Killers as well, as they have to take care of both sides. But acting like they only care about Killers and want to grind survivors into the dust just ignores all positive changes for survivors they did.

    Wow.. that went right over your head, didnt it? Lol

  • @Pumpkinbros said:

    I totally agree, maybe for some moris it doesn't matter, but for blight, and demo, the mori needs to alter the survivor's body, like for blight it could delete the torso and leave a gory pile of limbs on the floor they could even just use generic female/male with and race variants for each. they've been slightly doing this recently with new moris such as wesker, nemesis, and deathslinger. but i just feel underwhelmed when I see a giant bubble inflate on your character, and then absolutely nothing happens, it just pops

    Yeah its kind of like if clown cut the finger off but it stayed there, like that would make no sense lol

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236099#Comment_3236099

    I feel like a good start would be to just delete the survivor head when a survivor is mori'd by demo (their head dissapears when it is eaten by demo) like how the finger on a survivor dissapears during and after clown's mori

    Since theyre getting the liscense back in december, i think itd be the perfect opportunity

    @Mandy , what you think?

  • @Babadook83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235306#Comment_3235306

    it is sad, but not unsurprising. they're milking out the community for the last few years this game has. the latest flashlight change is just another example of how to make survivor less and less fun. they don't add new exciting gameplay, they only take away gameplay. it's the sad truth

    Cant wait till windows, pallets, and hook states are removed and survivor speed is decreased

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