not_requested49
not_requested49
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2162224#Comment_2162224
Hmmmmmm.....
Spirit: MD Ring, Amulet
Nurse: Recharge and range
Blight: C33, Ring, (Iri tag)
Plague: Black Incense
and btw: Freddy is not A Tier anymore. he was, but now he's more like low B/ high C Tier for different reasons (multiple nerves to his kit)
D tier more like
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@Dream_Whisper said:
Okay, so since Unbreakable changes and new Mori might be possible in the future, I am hoping it is not; but.... if it does come true; can we add a new killer Buff for killers, in which they could regain back Completely gens and damage for the first time?!?
It would be a big Quality of Life improvement, and you can make it only work on one gen at a time, and you have to be able hook someone first. But, why not let the Killer gain back a Complete gen and damage it to make it easy for them to delay the Survivors's progress. It helps with those awfully scenarios, in which a killer wasted more then a minute in chasing, downing, and carrying and hooking their first Survivor on their first hook; and the other 3 was able to get 2 or 3 gens in that time frame. My Quality of life improvement, rewards killer by seeking more hooks, as each hook will allow the killer to go find a complete gen they can choose to damage and reduce some of it progress by half or 1/4; so they can buy some time. It would discouraged Camping and tunnelling too, as you can play well and chase and collect hooks to take away Completely gen progress; of course, it will not work agaisnt some progress, nit yet finished gens. And it can help create strategies in by finding the perfect gens to damage and reset some of progress back.
A pop buff MABYE but basekit? Dunno bout that
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@FeryGEN said:
When will the problem with bloodpoints be solved? Killers still can't max out in Sacrifice. There is nothing about this in the patch notes. If the Mori update comes later, then we will again wait a month and a half for an update that may not have an adjustment in this category. Please update points in this category.
They can buff territorial imperative to give 100% sacrifice for hooking in basement and i'd be happy
Just give us *something* or give bonus points for hooking in basement a basekit ability
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@fulltonon said:
It was multiplicative during first release period and somehow changed to additive on actual implementation, just why.
Additive 100% bonus is DEFINITELY NOT big enough to be an incentive, especially when it's on survivor, it should be multiplicative to offering bonuses.
It would be nice, but it clearly was unintentional
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@Merudo said:
Wait what? It's no longer multiplicative? Are you sure about this?
Yeah, it used to double offerings like flans but they removed that
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@RyanTheNarrator said:
Unlocks potential in one's Aura-reading ability.
Auras of Breakable Walls, Pallets and Windows are revealed to you when within a range of 24 metres/28 metres/32 metres. Vaulting and Pallet Pulling speeds was increased by 7% to any highlighted obstacles.
Bro what? Windows does not need a buff.. why even clutter up the suggestions with this..
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@AverageAshEnjoyer said:
The dark theory buff is a no. 7% doesn't sound like a lot but in practice it takes the killer SO much longer to catch you, especially if its a 110 killer. I would make it so you vault 5% faster and thats about it
Eh makes sense, tho personally i would put it to 4% move speed and 7% vault speed
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@Obs1d1_X said:
Hi! I'm a player that enjoys both killer and survivor equally. With the introduction of Boons there have been plenty of ways to spice up each game with them, but there are also some problems I've seen.
If Boons are supposed to be a polar opposite to Hexes then why does their strength vary? From the four boons we have two of them are viable, one is situational, and one is seemingly a waste of a perk slot (COH and Exponential, Shadow Step, and finally Dark Theory). Sometimes Boons can change the momentum of the game into the survivor's hands and sometimes they don't. Here is my rework to Boons and to some of the perks.
Circle of Healing should be buffed only slightly though, maybe by 10 or 15%. Or just enough so that self healing gives a gray bar. Dark Theory should also be buffed to a 7% movement speed. This way Boons would feel like a true parallel to Hexes and now you would have a reason to run and pair Shadow Step and Dark Theory.
This isn't the only change I would make for Boons, as Killer I understand that you have absolutely no time at all and really no reward in snuffing Boons. So here is how I would change that.
Snuffing a Boon now counts as kicking a totem. Once your foot (or weapon) hits the totem it immediately breaks and you can move freely again. Forcing survivors to find a new totem.
Shattered Hope would be changed so that you can no longer kick Boons but each Boon is on a timer. The more boon effects on one totem the faster the timer and the possibility of the totem breaking.
This is just an idea I have on how to make Boons a bit more balanced and viable. Sorry for the long read and feel free to give opinions.
CoH can already give a grey bar with botany.. i dont think it needs any buffs tbh, especially when you can put resilience on as well to get gold bar healing
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/349262/how-is-tampered-timer-crate-of-gears-a-thing
the whole point of the traps is to slowdown the game and it does that by self-deterrence. that is why those add-on are powerful for pig. they create self-deterrence for poping generators in fear of doubt that the survivor gets the trap off. that is entire objective of her ability. its anti-gen rush power with mori capacity.
Pig is another one of those killer that is somewhat balanced around SWF and the survivor players understanding how her power works. She is not difficult to counter but survivors are not used to changing their gameplay loop in regards to doing generators. you have pop generators in bursts when playing against pig.
I think people that think pig is worst killer in the game do not understand how her power works and just look at pig as m1 killer with bad stealth/ambush dash. I don't think they understand how strong those reverse bear traps are in term of slowdown and self-deterrence. I have had my share experiences of getting mori by those traps and I do not like playing against pig for that reason because of dumb teammates tend to put you into bad situations where you have close-calls in getting mori'd.
Pig is farrr from the worst killer, idk who would think that, must not have seen Freddy
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2162855#Comment_2162855
Black Box is useless add-on. 15 seconds is nothing, it have to be 30 seconds. Then it can worth to use bp.
Voice add-ons ridicilous because they are not supporting Freddy's gameplay. I am playing as Freddy for 4 years. I never needed Stridor. So why i have loud voice add-ons. Why i have to use BP for them? That is funny lol, Freddy lost all good add-ons. Devs have to change this add-ons again because they will not help Freddy with him power.
And They still havent..
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@_kostas_pap_207 said:
That is busted.
Not aura reading
Speed vault that you can also compare with resilience and be faster than before
It's kinda op
Unless it would be a restriction for vault speed and only apply that 10% and nothing else
And I think that movement speed is not such a big buff so it's good
Yeah it would need an additional downside like starting with 1 hook state already used
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@Chocolate_Cosmos said:
Title + here is my idea.
So remove the synergy is has with pharmacy and resilience? Lame
Unless you mean you start the trial injured in which case im all up for it, but might need an additional downside like you have 1 less total hook state/start with 1 hook state already used
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3207825#Comment_3207825
https://us.v-cdn.net/6030815/uploads/6S5Y9U6H4QT3/image.png
The Nightmare
The Nightmare has been removed from Dead By Daylight.
Dev Note: We fell asleep while reworking Freddy so we had to remove his broken code from the game until someone with enough caffeine can go through it.
Finally. Perfection
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3207877#Comment_3207877
Exactly, it would be too expensive... unless Behavior is planned on releasing Paid Mori Animation for each killers. I doubt it
I mean of course it would be paid, thats how they get money
Why do you think all the cosmetics arent free?
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@Dream_Whisper said:
I do not think 10 Mori would be a option, as that would be alot of animation work.... it would be cool to add one or maybe two new mori; but 10 is much
A lot of work for a lot of money
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@fulltonon said:
It's ridiculous how it's been ignored till today despite being such a glaring issue, and it's actually baffling why some people defend such mechanic.
We don't even need to remove self unhook attempt, just remove penalty and game will be lot more healthier.
Well then why would people even bother helping off hook if they can unhook themself with no penalty?
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@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3207857#Comment_3207857
I see. Well anyway I'd love 3 per but I don't seem them even giving killers ONE extra Mori.
For free? No way
But for auric cells? Definitely, it could be a gold mine for them if they were to sell them in packs or individually
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To be fair, if they make them purchasable, im sure they would make a lot of money so im hoping this update is setting the stone for purchasable mori animations
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@MrMori said:
Note that according to the wiki, the addon is actually meant to grant bonus BP in brutality. But the in-game description is really unclear. And funnily enough, old streams show that it doesn't actually grant any bonus BP.
https://us.v-cdn.net/6030815/uploads/EP206RUZ5ZOA/image.png
I'd like it if it gave bonus brutality, but that's more of a suggestion than a bugfix if it's working as intended.
Thats why im so confused, the wiki even states as a FACT that it gives bonus BP when it never has.. and not really anyone has ever mentioned it nor cared, why is brutality even mentioned at all if it was intended to not give anything?
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@kizuati said:
Hello this is styled this as a developer update for funsies - if you haven't seen Part 1 - click here.
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We're back with a scheduled continuation of our unscheduled developer update,focusing on many upcoming changes coming to Dead By Daylight soon in the 6.9.0 PTB. In this edition,we'll cover technical updates to the game,perk updates,spawn logic changes & more Killer changes.
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Generator Speeds:
A lot of KIller players have been in this situation. You start the chase with a survivor,down them rather quickly,get to a generator that's about to get done and stop it at the last second..only for 2 more generators to activate in the distance. Sucks,right? Well we're going to address this,but not the way you think.
Going forward we're going to be retiring the Shroud offerings. This is due to us updating the Survivor spawn logic to either spawn in pairs of 2 or all together. This will naturally force survivors either to inefficiently stack up or to spend time spreading out instead of lucking out with their spawn. Believe it or not,this will massively skew the game's start towards the Killer's favor and allow them to pretty effectively apply pressure.
Additionally,some problematic items and addons in regards to generator speeds will be addressed in this mid-chapter as well.
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Items: Buffs,Nerfs,Reworks
It's been a hot minute since we did a major change to the item roster in Dead By Daylight and we think it's just the time to do that.
Medkits:
- Camping Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 75%.
- First Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 85%.
- Emergency Medkit - 16 charges,cannot be used for healing others,self-healing speed reduced to 105%.
- Ranger Medkit - 32 charges,can only be used for altruistic healing,bonus speed for healing others is 45%.
Dev Note: Medkits' time efficiency has been significantly over-performing for a while and required a substantial nerf. We hope these changes will now bring them back in line.
Toolboxes:
- Worn Out Tools - No Changes.
- Toolbox - Charges increased to 24.
- Mechanic's Toolbox - Retired.
- Commodious Toolbox - Decreased repair speed bonus to 40%,added a 15% sabotage speed bonus.
- Engineer's Toolbox - Charges increased to 18,removed sabotage speed penalty. Increased great skill check zone by 5% relative to it's current size.
- Alex's Toolbox - Removed the ability to be used on generators.
Keys:
- Broken Key - Increased time of use to 30s.
- Dull Key - Increased time of use to 15s.
- Skeleton Key - Decreased time of use to 25s.
Maps
Maps are being retired this mid-chapter. In the coming mid-chapter we seek to rework maps and keys into one uniform item instead.
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Survivor Perk Changes
Meta Perk Updates:
- Prove Thyself - No longer provides the repair bonus to your teammates. For the same result as pre 6.9.0 PT speeds,all survivors repairing a generator will have to sacrifice a perk slot. Now grants Objective points that do not count towards the objective cap.
- Dead Hard - No longer uses the Endurance status effect. The perk can now be used in Deep Wounds,but if you're not in deep wounds,the perk will put you in them upon tanking a hit. This change mainly seeks to make DH work while you're being tunneled.
- Boon: Circle Of Healing - Removed the Self-Healing ability. Upped the healing bonus back to 75%.
- Iron Will - Removed the exhaustion aspect of the perk. Additionally we have now returned to additive calculations of survivor grunts,which means with No Mither and Iron Will you can be completely silent once more!
- Reassurance - Now works once per hook state,instead of instance.
- Hyperfocus - The perk's synergies have been reduced. Now when attempting to use it with Stake Out and toolboxes at the same time,the perk will simply not trigger Stake Out's effects. Using it alone with Toolboxes or with Stake Out will still work. This limits it's power,but still allows for synergies with either Stake Out or Toolboxes,but not both.
- Self-Care - Allows you to heal yourself with a medkit at a set 100% speed with a 50% efficiency bonus.
Non-Meta Perk Updates:
- Buckle Up - Once a survivor has been slugged for 16 seconds,all survivors can see each other's auras until the survivor is picked up by the killer or survivor. Boost recovery speeds by 33% in a 18m radius of you.
- Dance With Me - Allows you to get a fast vault regardless of your angular momentum.
- Calm Spirit - Removed the speed penalty.
- Decisive Strike - Stuns the killer for 3,5 seconds,disabling their power for 6 seconds. Activates on both hooks. This change limits it power on weaker killers,but stops the high mobility ones from instantly catching the survivor they're trying to tunnel with their power. As the perk is deactivated in the end game,there is no one affected by it but tunneling Killers.
- Head On - Reduced the exhaustion timer to 35s.
- Kinship - Added visual indicator on the survivor portrait,that's only visible to other survivors.
- Bite The Bullet - Hides the auras of the healer and the healed person while the perk is active. Now also applies in reverse,whenever you're being healed.
- Visionary - You see generator auras within 48 meters. The 3 generators closest to each other are highlighted in a white aura.
- Deja Vu - You remember the mistakes that are about to happen. Whenever you're afflicted with the exposed status effect,see it before it's revealed to others and once per trial,ignore the exposed status effect.
- Solidarity - Boosted conversion rate to 66%,added visual indicator.
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Killer Perk Updates:
Meta Perk Changes:
- Call Of Brine - Reduced regression rate to 175%. Removed the informational aspect of the perk.
- Dead Lock - Reduced time for which a generator is blocked to 25s.
- Hex: Pentimento - Reduced generator speed penalty to 15%.
- Jolt - Now works with special attacks. Based on a 32M radius around the survivor going down.
- Overcharge - Removed the difficult skill check. Now speeds up generator skill checks by 15% and removes the great skill check. Overcharge's secondary effect (beyond the regression) can only apply to one generator at a time.
- Eruption - Reduced the incapacitated status effect to 10 seconds. Reduced the cooldown to 23 seconds.
- Hex: No One Escapes Death - Removed the haste bonus.
- Scourge Hook: Pain Resonance - Once more no longer makes the survivors scream.
- Dead Man's Switch - Upped to 50 seconds.
Non Meta Perk Changes:
- Iron Grasp - Allows you to lunge while carrying for 50% the distance.
- Fire Up - Increased the bonus to 5%. Now applies to hooking,stomping boons and opening lockers.
- Brutal Strength - Now affects stomping out boons.
- Agitation - Increases pick up speed by 10%.
- Mad Grit - Allows you to drop a survivor once without a wiggle progress penalty.
- Grim Embrace - Reduced unique hook requirement to 3. Upped the generator block time to 45 seconds. Upon activation all generators lose 5% of their progress before blocking.
- Hex: Huntress Lullaby - Now caps at 3 stacks. At 3 stacks survivors suffer from 35% faster skillchecks with reduced warning time.
- Hex: Coup De Grace (Formerly Coup De Grace) - Permanently increases your lunge speed by 50% as long as the Hex totem is standing. Revealed to the survivors once you injure a survivor with a lunge attack.
- Overwhelming Presence - Instead of being based on the TR,the perk works in a flat 32M radius of you,unless you're undetectable. Additionally,survivors passively lose charges around you at 25% of the normal rate.
- Oppression - Now also allows you to kick a regressing generator. Cooldown reduced to 40 seconds.
- Dragon's Grip - Has a cooldown of 15 seconds upon downing the exposed survivor. If the survivor isnt downed,suffer no cooldown.
- Lightborn - No longer stops flashlight beams from thinning,tricking survivors into thinking you're getting blinded.
- Nemesis - Your obsession is permanently afflicted with the Oblivious status effect.
- Dissolution - Works on a flat 38m radius instead of the TR.
- Predator - Scratchmarks stay lit for longer. Also stops the perk Lightweight from masking the survivor's scratchmarks.
- Starstruck - Increased exposed duration to 40 seconds.
- Thanatophobia - Now caps repair,cleansing and healing speeds at 95% of the normal speed when there are two or more survivors injured.
- Unnerving Presence - Causes skillchecks to appear on more interactions like Sabotaging,Mending and Opening Exit Gates.
- Beast Of Prey - After 15s in chase,you no longer have a red stain. This effect lingers for 5 seconds after losing chase.
Killer Updates - Part 2
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The Deathslinger
- Increased movement speed to 112,5%.
- Reduced mending time to 5 seconds.
Dev Note: Caleb has received a substantial but deserved nerf in the 5.3.0 patch and we think it's about time we give him some more love. He's the first Killer in-between the 110 %and 115% speeds and we're excited what people think of his current balance.
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The Blight
- Reduced movement speed to 110%.
- Now suffers a 2 charge penalty after hitting a basic attack.
Dev Note: The Blight's extremely strong catch up power (especially with the reduced injury speedboost) has proven a bit too oppressive. We aim to make him weaker as a regular Killer,leaning into his power more.
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The Plague
- Slightly reduced movement speed while using the Vile and Corrupt Purges.
- Significantly skewed the baseline corrupted fountain to spawn towards the middle of the map.
Dev Note: We found Plague to be a little bit too forgiving while using her purges in terms of distance. However we wanted to stabilize her RNG by focusing her one fountain in the middle of the map.
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The Mastermind
- Lowered the Hindered status effect on full infection to 2%.
- Removed infection progression in chase.
- Slowed infection progression by 15%.
Dev Note: We felt it was too easy to tunnel survivors out when they were already infected - it progressed fast and the hindered felt very strong. It was deemed unhealthy to have such a strong hindered effect - the insta-down from his power is enough deterance on it's own and we also slowed down the infection rates,stopping it entirely in chase. We don't want the infection to overshadow his entire power.
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The Pig
- Increased Crouched Speed to 107%.
- Decreased the time to go into Ambush by 15%.
- Halved the Jigsaw Box search time.
Dev Note: The Pig has started overperforming with the 6.1.0 patch and we decided to nerf her overperforming aspect,while buffing her in-chase abilities.
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The Oni
- Slightly increased blood orb drop rates.
- At the start of the match before getting in a single injured state,The Oni benefits from a 15% increased pallet kick speed. This is signified by a slight roar as he kicks the pallets during the early game.
Dev Note: The Oni is a great and fun Killer,although some survivors developed a strategy of pre-dropping every pallet at the start of the match,effectively never giving Kazan his power. We decided this was a little bit too unfun.
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PERFORMANCE UPDATES:
We'll be honest. Dead By Daylight is not running as smooth as we'd like it to. It's been pretty difficult to try and work with our existing code and we know a lot of you have been suffering from performance issues so we have multiple things upcoming for you all.
First: We're incorporating AMD'S FSR 2.0 into the game. This allows us to render at a lower resolution and bring it back up to your native one. This will be now automatically enabled with the auto-adjust feature on the resolution slider. (You'll now be able to even scale beyond your native resolution for better antialiasing just ticking the box asking you whether or not you want to push resolutions higher when your desired framerate is reached without your GPU dying)
Second: We'll be unlocking the framerate on PC by default. We want to push for 120 FPS to become the norm of smoothness on computers and we're hoping FSR 2.0 will help us to achieve that along with other changes under the hood.
Third: We're starting a large re-factor of the game's underlying systems that requires your support. We're going to be releasing a cosmetic bundle for a higher price than usual soon as a DLC. The profits from that DLC will go DIRECTLY to this. It's a lot of work,but we're slowly moving more and more game logic from the client to our dedicated servers. There are many benefits - less hackers,less lag,less performance taxes on your system!
Fourth: We're adding a lower graphics setting option for older generation console players. With us optimizing our code,some players might want to push the framerates even further with lower graphics settings. We're not taking that option away from you. In fact,we'll soon be overhauling our graphical options menu to include more detailed settings and newer AA methods.
With that... I hope you enjoyed this alternate reality train into a world where BHVR actually cranks their work up to 11 and we all enjoy the best version of DBD we could hope for. Feedback is welcome in the comments. Part One of our imaginary dev update trip can be found here: https://forum.deadbydaylight.com/en/discussion/348404/my-dream-patch-to-try-and-fix-dead-by-daylight-part-1
Both parts and neither had any mention of freddy
Dissapointing.
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@HagAdamMain said:
I just watched a video of a survivor player holding Victor hostage for 2 minutes, I don't play the Twins because I don't find them fun to play but it was still infuriating to see survivors being able to take away the Twins' main power for so long and the poor Charlotte couldn't down the survivor who had strong looping tiles and Windows of Opportunities, I can't imagine how miserable that Twins player was feeling.
I know BEhaviour doesn't always come up with the best ability designs for killers or the best balance decisions but I believe they have an obligation to make the killers they're selling in the game at least decent, why pay for a killer if they're F tier or too frustrating to play?
Victor should apply the Mangled Status instead of the Broken Status while on top of survivors or better yet, make it so that survivors are incapacitated while Victor is on their back, they can't vault windows or drop pallets until they remove Victor from their back.
The only reason I would ever play The Twins is if they get a Jennifer & Chucky Legendary Skin with voicelines (Please, BEhaviour), which I believe is how the devs came up with the concept for The Twins in the first place.
BEhaviour is actively listening to their Community now so I feel more encouraged to give Feedback and Suggestions because maybe it won't be entirely ignored.
Hopefully The Twins get well deserved balance changes, I don't think they're actually badly designed killers, I think they're one of the most unique killers BEhaviour created, they're just too frustrating to play because of how easy the Twins can be outplayed by survivors.
They mainly listen to heavily suggested suggestions like the bloodweb QOL change
Random bug reports or suggestions such as these will likely be unread and ignored unless many other people start posting the same thing
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I like your other two ideas but the whole needing to be injured for pharmacy to work is what nerfed it in the first place
Just revert the change or combine them together by starting with a token to guarantee a medkit and gaining a token every time you are injured
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@K139K05 said:
As you may or may not know, Rancor will change when the Mori PTB / update arrives. It trades its mori ability for a 5 seconds aura reveal of the obsession once all generators are completed. These changes are fine, however Rancor's current location reveal only last for 3 seconds. But what's the matter you may ask. Well, most current location revealing perks have a duration of 4 seconds (except Infectious Fright), but Rancor somehow doesn't. This makes getting value out of this perk kinda hard, especially if you are carrying a survivor and ain't playing on a very sensitive. This change wouldn't be too strong either, I only see it as an adjustment to make it more similar to other current location revealing perks.
Thanks for reading this post (and taking in consideration to make this change happen) 🙂!
How is it fine? Rancor is getting nerfed into oblivion even tho its hardly used liek pharmacy and calm spirit..
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3198640#Comment_3198640
I give Designers community feedback on many, many things - however, I keep my personal opinion out of things. When I'm in these meetings I give my opinion based off Community, as I'm not representing myself there, but all of you. I may say what I personally feel, if it differs in any way...but that holds little weight in the decision making processes.
(otherwise we'd have a super buffed Head On & Deception :) )
And as yet I'm afraid I have not had time to go through all forum threads, I will get to it!
Alright, hope you could tell the bug fixers this issue sooner or later cuz its been bothering me for a while now :)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3200920#Comment_3200920
Soul Guard is barely ruined. The cursed infinite pick up thing basically never happened and now you can pick yourself up without needing to be cursed. If anything the perk is better.
Devour isn't ruined. You still have the ability to instantly kill a survivor at 5 stacks, it's just now via the hook. While worse than straight up mori, it does allow you to trigger perks that activate when hooking a survivor. So kind of a net neutral change overall.
No Mither and Rancor are both nerfed by this, but they are both bad perks that won't really be that heavily affected by the change since it's not like people were running these perks before.
Me who used both no mither and rancor as a staple in most builds: :(
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/3203285#Comment_3203285
I've been vocal about not liking the Devour change on the subject of it being less stylish. Getting 5 stacks of devour is one of the best feelings in the game because you earned it and get to close the game out in style. As a survivor, I feel much better about getting killed without being hooked by a devour user than being hooked and facecamped until death, and it's fun seeing the mori used in a non-offering sense.
While the innate power of Devour isn't being changed with the tentative plans, the style is gone. Just hook and let everyone watch the same old animation they see every time they die normally. It's so much more boring, and when Devour is predominately played as a style perk, I don't think it's a good change. Its function is being kept, why not let it keep the style?
Yeah devour hope and rancor will drop in usage significantly.. im sad to see it go it was such a staple
First bbq, now devour hope and rancor, whats next? Distressing and beast of prey?
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@indieeden7 said:
Maybe if Rancor had literally any sort of counterplay, I'd agree. DH on the other hand really has not changed that much, it's still pretty much an instant kill while being exposed.
The main counterplay is to escape and hide if you are the obsession
Usually, thats how my obsessions escape
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Ohh ok
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3198619#Comment_3198619
As I made clear in my post - this is my personal opinion, I do not make Design decisions...so please do not read so much into my personal comments
Oh, sorry i just thought it would be something you would suggest to the designers and they would more likely do it given you are part of their team :P
Thanks for responding tho!
(BTW, did you see my comment regarding the scratched mirror? Im unsure if the description is incorrect in saying that it gives extra brutality on a score event or if its simply bugged)
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@KerJuice said:
This perk is very unpopular and I haven’t seen it in the wild since The Stranger Things DLC dropped. I believe it can use a little more. In addition to windows & vaults being blocked, add lockers to that list as well. It may not seem like much, but it could prevent a possible head-on/quick & quiet play. I can see it being helpful with Meyers Tombstone achievement, which is very hard to get with everyone jumping in lockers. If Meyers has this buffed CL along with Tinkerer, he can set himself up to pounce once he purposely lets survivors finish a gen. Tinkerer may give him enough time to sneak over there, and insta kill before anyone can jump in a nearby locker.
Uh.. whats cruel limits?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3198434#Comment_3198434
I'd actually not have luck as a mechanic at all :) but that's just my personal opinion, I'd rather things more tangible and not left to chance. Whilst I am a fan of map RNG, I'm not a massive fan of things being too random in a game such as DbD where repetitiveness is part of the game.
(going to just add in here, please remember these are my personal opinions - feel the need to add that given that people will jump on what I say).
Understandable, so does that mean we should expect luck to be removed sometime in a future update? What will happen with up the ante then? And will everyone's luck offerings be disabled? Not that anyone would really miss them given that they are mostly used to mess around lol
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3197289#Comment_3197289
-"Shattered Hope is the only one that needs to be Base Kit, not even a Side Perk"
The fact that the devs made this a perk is insulting. The killer should have the option when kicking a boon to either snuff it (if they want to use the bones for say noed) or to remove that dull totem forever by default. But likewise the killer should be able to relight any hex on a dull totem by interacting with it.
Or killer should be able to remove boons forever with a single interaction because hexes likewise die forever.
The only time killer really feels "lacking" in the perk department is when facing against SWFs. You get too much info for free when you are in a SWF.
I think killer would be fine with a "5th perk" slot but it is limited to one of the killer's natural three perks. So every Nemesis would likely be playing with Lethal, every LF would be using BBQ, Every hag would have Ruin, etc.
Imagine how strong that would be with Devour Hope lol
I already have trouble keeping it up with haunted grounds and undying
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@dugman said:
Continuing a series of threads on the least used perks according to the aggregate site Nightlight, next up is Oni's perk Zanshin Tactics (0.34% usage)
Zanshin Tactics - The auras of all pallets, breakable walls, and vault locations are revealed to you within a 24/28/32 meter range.
This perks is an interesting example of how something can be really, really great for one side of the game and not that good for the other side. Windows of Opportunity has essentially the same identical effect as Zanshin Tactics, showing survivors the auras of all pallets, breakable walls, and vaults. But while Windows is currently the most picked survivor perk on the site at 24.6% usage (just barely edging out Dead Hard), Zanshin Tactics is one of the least used killer perks.
And the reason is simple - survivors benefit MUCH more from knowing where pallets and vaults are then killers do. That's because survivors are the ones who actually want to use those props in a chase and are also the ones who for the most part steer the direction the chase is going with the killer following the survivor trying to catch up to them. Survivors get a lot of tactical benefit knowing in advance exactly what path they can use to run toward a pallet or vault, while killers don't really benefit as much from knowing where the pallets and vaults are because their main focus is simply following the survivor in front of them (more or less).
Personally I don't think simply extending the range of Zanshin Tactics would do anything here. Seeing pallets 50 meters away versus 30 meters away won't help the killer. Instead, the perk needs a secondary effect that thematically compliments the main ability but that is more useful for the killer. One possibility I like is to allow the killer to, once or twice per match, preemptively destroy an undropped pallet. This would allow a killer to, for example, intentionally go and destroy a god pallet in the killer shack or elsewhere before it can even be used, much like they can break breakable walls to weaken other loops. This ability would have to be strictly limited either to one or two uses or to having a very, very long cooldown, otherwise it could be potentially overpowered if it allowed a killer to break too many safe pallets too quickly at the start of the match. But in limited quantity it would be a pretty decent perk and fit the theme.
Id use it even if it did nothing at all but gave extra BP
Cant think of anything it would relate to tho
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@MarkDenvelue1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197094#Comment_3197094
Yes, and getting the 2 million rewards for being iridescent 1 in both survivor and killer irks me because it makes me unhappy to open up the bloodweb and be spending 10+ minutes of my life getting add-ons and such.
Thats why i stopped caring about pips
Game is a lot more chill when youre not facing sweaty SWF and trying to not depip
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@dugman said:
I was thinking about the solo versus swf gap in escape rates which historically is about +4% per extra person in a swf (i.e. +4% for 2 person swfs, +8% for 3 person swfs,, +12% for 4 person swfs) and how at the moment the escape rate is probably decent for full 4 person swfs but maybe slightly too low for full solo groups.
What if the game gave all all solo survivors a small, say, +5% repair speed bonus? So a full solo squad would each complete gens in about 85.5 seconds instead of 90 with no other bonuses, while swf members would take the normal 90 seconds. My thinking here is a lot of the increase in kill rates is driven by the 10 extra seconds per gen from before the rework, so splitting the difference for the solo players could maybe bring their escape rate up to roughly halfway between where it is currently and where it was pre-rework. I don’t think it needs to be a huge boost for solo players, just a tweak to get the escape rates up slightly for them.
No, nothing gameplay changing
Tho a perk like no mither giving extra BP would be nice
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@My_Aespa said:
I would love a feature like this, would save us all a lot of time.
Really hope they add it in the next qol update
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@Dreadnight said:
This is the queue of reworks:
Myers, Pig, Sadako, Legion, Freddy, Legion again, Pig nerf, Freddy again, Trapper, Hillbilly buff, Hillbilly nerf, Ghostface, Pig nerf, Doctor (forgotten killer), more skins for Trickster, etc etc.
Now seriously, Freddy suffers from everything you said.
Freddy deserves a better teleport and usable on finished generators, and I would also make the Dream pallets a passive base mechanic like the doctor's broken pallets.
Every 20s a broken pallet appears in the Dream world as a Dream pallet.
Neither myers, pig, nor legion deserve to be in front of freddy
Plus sadako has at least some addons that make her good (iri tape and ring drawing) while freddy doesnt
I feel he needs a whole rework in general to make his power more thematic and less boring
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3192064#Comment_3192064
But, that'd be a litteral nerf then?
Just a little bit faster, but one time use is bad.
Also, I think designing it to be a one time use would just make it a worse version of pharmacy.
They could make it so it only has 2 heals worth and has a permanant 50% buff to mending speed
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@Yogerman1997 said:
He feels like a M1 powerless killer half of the match
Extreme Gen-Teleport cooldown compared to the Onryo or Dredge
And can't use the traps if the survivors are awake...
And he don't have addons who make the power feel better
not a single one who increases the blood traps slowdown
not a single one who increase the blood traps tokens
3 who are the same pallet addon with different aura reading durations
a lot of addons who apply statutes like hemorrage blindness and other useless things...
Suggestions:
Teleport cooldown reduced to 15 seconds.
We only need one Pallet addon, switch the other two to increase tokens by 1 & 2.
Increase sounds from sleeping survivors should be basekit instead of addons, change these addons to make something useful, like take less time to put them to sleep.
Wake Up ideas:
Survivors only being able to Wake Up using clock alarms, triggering killer instinct.
Clock alarms can be used once.
Only 1 clock alarm every two minutes, survivor should wake up each other fast.
People have been suggesting freddy buffs forever.. i think they like where hes at right now even tho hes objectively the worst and most boring killer to play
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@TheGentlemen said:
There's going to be some disagreements, which is okay, because this is just my opinion and I am not treating anything I state here as a fact, though I believe it's a fact because I'm a sociopath, let's talk about the D Tier killers:
- Clown (though he could be argued to be C tier, in my opinion, he's D)
- Freddy
- Sadako
- Myers
- Trapper
I wanted to take a moment to talk about Sadako as someone who has here to Prestige 16, almost 17, just to really share the experience I have endured playing this killer.
There will be a lot of people that comment on this stating; 'But, you can do the morri playstyle with her!', and I'll talk about this very soon, so please read the entire post before commenting about this.
There's something that, quite literally, every single D Tier killer has over Sadako.
Clown: Good anti loop
Freddy: A consistent, non RNG reliant teleport that can be used consistently, instead of having to rely on good TV placements. He also has a form of anti loop in the form of his snares, and while his addons are utterly garbage, I'll touch more on him further down the post.
Myers: Absolutely busted addons that can quite literally remove a player from the game with zero effort for the most part.
Trapper: While lackluster and weak against SWFs, there's something he can do better than Sadako likely ever will. That's having hook pressure. You can camp with Trapper a lot better than you can with Sadako.
We all know that Sadako has no anti loop which makes her chases very difficult to end if you're playing against an average survivor.
This obviously hurts her significantly, when someone like Freddy, even with no addons, has a form of anti loop that can be used on survivors who are asleep. Someone like Trapper as well, has traps to put at loops, to help end chases.
Sadako has nothing. She has her M1, bloodlust and a dream. Chases take forever with her, and because of this, you have to rely on the 'mori' strategy. You're all familiar with it, and that's why it's becoming weaker and weaker by the day.
Survivors become more and more aware of this strategy every time they see her, because how else can she be played by anyone who is trying to win the game?
When a survivor sees you have the Ring Drawing addon by healing each other, they will know to go do tapes. If you're not running certain perks such as Save The Best For Last, then they will get rid of all your hard earned condemnation in a very short animation, MID chase, mind you.
How can someone like Sadako, who can't do these things reliably:
- Camp Effectively
- End Chases Quickly
- Use Her Power And Strategy Without VERY peculiar addons
- Have A Consistent Power That Is Good Every Game (TVs are RNG dependent, and this makes certain maps unbearable for her)
Be better than Freddy who,
- Has Anti Loop To Help In Chases
- Has A Consistent Power He Can Rely On Without RNG
Yes, Freddy has weaker addons, I am well aware. But does this take away from the HUGE strengths he has over Sadako?
And Trapper too, who, despite being one of the weakest killers in the game, can still:
- Camp Effectively And Reliably
- Use Traps To Make Loops Unsafe
I'm genuninely curious to see arguments that Sadako is not the worst killer in the game. Maybe when survivors were not as aware of the morri strategy, I would actually agree with that, but now that survivors are much more aware about this strategy, more and more of them use tapes as counter play. This isn't an issue, I'm glad people are adapting, but the issue begins to arise when you realize the only very reliable way to play this killer is slowly becoming bad.
Her Stealth:
Her stealth is RUINED the moment the match starts against competent teams. Sadako's prescence is announced as soon as the game starts due to the 'ring' on the survivor portraits. How can she approach with a stealth tactic when you literally know what to expect? It's utterly embarrassing that this is the case. Makes her early game even MORE horrible because she has no TVs yet when the match starts. It's insane.
Her mori strategy isn't even as easy as a lot of people make it out to be. It requires certain chase perks to make it easier, at least in my experience. Myers though? You can just run purple tombstone, and morri whoever you want. Her mori playstyle is so sweaty and difficult to pull off sometimes, and it's incredibly risky. Myers has almost no risk to doing this kind of playstyle with the purple tombstone piece. The regular tombstone is a different story, but who uses that?
I am in no way 'whining' about the state of this killer. I continue to play her in her current state, because I have always loved Sadako. She's my favorite horror character, even moreso than Ghostface.
I made this post to see what the reasons people say Sadako is not the worst killer in the game, because I really am curious to see. I am aware she has much better mobility than Trapper, along with more useful addons (some of them anyway), so I would love to see what people think.
EDIT: I did leave out the slugging morri strat that people like Zubat use, which is something to consider. Too lazy to go back and edit it, but my points still stand I believe. 'Normal' Sadako, is the worst killer in the game imo.
Even then, at least sadako is more fun and interesting than freddy
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3170726#Comment_3170726
and like that i'm done talking to you since i ain't feeding the troll have fun with the silence again. 🤣
Dude hes being sarcastic cant you tell lol
Hes saying rhat because most of us donr agree with you at all that the time should be extended, at MOST if there were to be a buff, it would be 0.25 seconds more, not a full second
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Ideas like these are reasons why BHVR likely dont pay attention to the forums
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3183202#Comment_3183202
Yeah at least the last slug. Usually when I would want a perk like that it's when the survivors failed miserably at 5 gens or something, because some idiot brought no mither or DC"d or suicided (yet somehow I am the bad teammate here) and from there if the killer decides to slug for the 4k there is literally no chance of escape other than hiding for 4 minutes while the slug tries to reveal your location.
You should be able to just finish them off and get the hatch imo. Plenty of these survivors are evil enough to do it lore-wise, Yun'Jin?
Tbf they probably brought no mither for a tome challenge so
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@Mandy could you please clarify if this is a bug or the description is incorrect?
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@MrMori said:
https://us.v-cdn.net/6030815/uploads/Z88EMNIVGKM6/image.png
https://us.v-cdn.net/6030815/uploads/VO3ZT88UBIJZ/image.png
Deviousness Bonus Hit works fine, but not the brutality bonus.
Not gonna bother testing Scratched Mirror but probably affected by the same bug.
I already submitted this bug report long before you did.. and its still pending
Why does it mention brutality at all if it doesnt use it??? BHVR needs to either fix the description or add extra brutality points like it says
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3184962#Comment_3184962
yeah but the pip system is flawed in that way.
Personally when you have an afk killer standing around potentially waiting for endgame I go and clear all the totems. You have all the time in the world to find em. Then just finish the gens and move on.
Thr totems wont give you enough for the emblems lol
Plus you have teammates that sometimes genrush anyway so
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@AnneBonny said:
not a fnaf person myself but this is a pretty sick idea. dredge has a lot of potential for good cosmetics
I agree, and could BHVR pass this up if it could make them TONS of money? I wouldnt even mind if they charged 10$ extra than normal for the custom voicelines
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3184583#Comment_3184583
ah well it pays not to taunt an afk killer, just smash out the gens and escape.
I mean in that scenario NOED shouldn't get the killer any kills or one at most if everyone just plays as they normally would.
If you "just smash gens" you depip/dont earn anything due to lack of interaction
To earn evader and altruism you have to hang near the afk killer and let him hit you so your team can heal u and repeat
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@Config said:
https://forum.deadbydaylight.com/en/discussion/comment/3184296#Comment_3184296
Oni can make 180 degrees flicks. And it's pretty ez
Only on PC
On console sharp turns are not possible
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/345509/surrender-as-killer
Unfortunately the best you can do is afk, i always afk at the gate control, so as soon as they get the gens done, i can open the gate and then afk in corner while they fast vault and click their flashlights.
Basically if you stop giving them attention they will eventually go, i would however love the option of after opening the gates just walking out as the killer to save myself a couple minutes.
Eh i feel like to speed things up i just walk over when theyre standing while looking backwards lol
They usually leave by then and their taunts are in futile since im walking backwards