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thefallenloser

thefallenloser

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thefallenloser
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  • Your first mistake was using Sole Survivor.

    Sole Survivor should've gotten changed 3 years ago.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2107704#Comment_2107704

    Lol the only way a SWF is going to die against a lower rank killer is if they're really bad at the game. You said people need to stop pushing this narrative but guess what, while ever this happens they're not going to and they shouldn't until the problem is addressed.

    A large portion of red ranks are actually, unironically, pretty bad survivors.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2107665#Comment_2107665

    There are red ranks that have a low rank in their team so that they can get there attention and run them around the map while the low ranks just rush gens knowing they're safe. You can't just dismiss that it happens because you say you don't do it.

    The killer should be near the highest players rank because if you are playing with low ranks then it should be at your risk and not the killers.

    No one said it doesn't happen because I don't do it, but it is unlikely that someone is just smurfing to get easy killers. The vast majority of SWF teams will die, and even more so if they have low ranked teammates due to them being easy pressure for killers. You can't assume my argument if you don't understand what I actually said.

  • @Kirkylad said:

    Could be random trash matchmaking. But likely a SWF with a rank 14 in their team to get lower rank killers. SWFs do that a lot for easier matches.

    Or they were just playing with their inexperienced friends? People need to stop pushing this narrative that everything a survivor team does is to spite the killer or gain an upper hand, even down to playing with friends who literally just bought the game. Should I not be playing with my friends...?

  • A perk that gives less distance than all the other exhaustion perks only after being injured, but also can (maybe) make the killer whiff? Must be overpowered!

    Dead. Hard. Is. Fine.

    All other exhuastion perks give distance. Just because Dead Hard does it in a slightly different way doesn't make it OP.

  • Hag doesn't need a rework, just slight changes. Skip.

  • @[Deleted User] said:

    1. Like I said in other threads, people underestimate 1 hatchet iri head a ton, in my experience as a mediocre huntress I did always well with it. But I wouldn't mind this change, seems fair

    2. This could be really op actually, don't forget her actual terror radius is only 20 meters. And people already hate Slinger because he can just swoop in and say hi. The best counter to her if you are in a bad spot is to run away as soon as you know that humming is coming towards you. Might be ok if that add on increased her terror radius to 32? But I really can't tell, the 3 hatchets might be ok enough. Sounds interesting tho and I love perks that change gameplay drastically.

    I can't ever see this version of Iridescent Head be worthwhile. This is only ever useful if the survivors are completely clueless and are all nearby you each time you reload your Hatchet. It's pretty easy to dodge at least one Hatchet, then Huntress has no way to catch up, so survivors make free distance while she reloads. Would rather have normal Hatchets.

    I think the hate for Deathslinger is more because his small Terror Radius is coupled with free instant zoning and without the use of perks or add-ons. Making Huntress' sneaking mechanic be tied to an ultra rare add-on while also reducing the amount of Hatchets that can be carried would be strong, but balanced for an add-on of its caliber. Plus, it's so strange how there is nothing to effect a huge distinguishing and immediately identifiable killer mechanic like Huntress' Lullaby.

    @[Deleted User] said:

    They're definitely more interesting. The iri head one was universally liked and requested for years now :(

    I don't think the lullaby should be tempered with though for the sake of game health. Huntress without the warning humming would be an absolute monster. Because she, unlike the Trickster, can actually get you from afar. It would be too busted imo

    I think the reduced Hatchet amount more than makes up for things here, and it's a red add-on, and something completely new. Maybe it could be for like 20 seconds after hitting someone with a Hatchet though?

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103306#Comment_2103306

    I don't really think we are talking about good survivors in the first place to be honest. It is my understanding that Undying was nerfed to deal with the most outrageous scenario of having 1 Hex totem be able to respawn 4 times. A good survivor team would just cleanse both simultaneously, or would already know all the totem spawn locations and thus fairly easily deal with finding all 4 totems necessary to render Undying worthless. Or just power through gens and not even worry about ruin/undying also rendering the perks worthless.

    I believe the Small Game changes are meant to facilitate a way for new players to learn hex totem spawns, thus making the knowledge more freely available and indirectly nerfing hex totems. Also any thoughts to the thrill of the hunt changes? I was hoping it would provide an alternative to undying as well.

    Cleansing both at once is a rare scenario that only happens in a super coordinated SWF that are both not being pressured and working totems at the exact same time.

    Even with a good team, it does take quite a while to eliminate every single totem spawn, especially if they aren't SWF. I don't think Hexes need to respawn multiple times. They've been good enough before, Undying gave it more. Killers can't have their cake and eat it when it comes to totems. A already strong risk-reward perk that was well enough before Undying came around should not be able to respawn 5 times, regardless of whether it takes up a perk slot. Replacing a Hex just once is strong enough for an additional perk slot. It's basically having two of the same Hex on at once. 4 times is overkill.

    As for Thrill, I say it's overloaded here. Yeah, the nerfed Undying secondary effect is fairly underwhelming, but 2 totems and always knowing when a survivor is on could make totems nigh-uncleansable, and it's the same reason they tuned down the previous effect. I'd say just replace the effect with Retribution's dull totem effect, but it should work on all Hexes as well, and Retribution would have Undying's aura reading active on all totems, including Hexes as well.

    (But also, I wouldn't mind if killers had access to an additional dull totem to utilize... but would be odd to balance.)

  • Undying doesn't need to be reverted. Good survivors won't find much use outta Small Game and does basically nothing once all totems are gone. Can't see Small Game in the meta over other perks and SG will only really be useful for Inner Strength or NOED.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101068#Comment_2101068

    Yeah, I will complain about things that ruin the lore.

    The entity was stated to be afraid of light and even mere light sources are hurtful to it, so they are for the killers who are imbued with Entity's power.

    That's the reason all maps are set in the night.

    Creating a map set in the day means saying huge ######### you to all previous entries of the lore about the entity. "It was afraid of light and it literally destroys it", whoops, not anymore.

    I'm not even talking about the fact that killer will calmly walk under the sun, but get their eyes burnt when survivors shine with their flashlights, which beam won't be even noticeable.

    try having a high-powered flash beam shone directly into your eyes and see how that feels

    there's literally a campfire, what are you talking about?

    did the entity not make them campfire or...?

  • @Blazelski said:

    Edit: Sorry about the bold text, can't figure out how to undo it.

    I also love write-ups like this and did something similar myself for every perk in the game a while back. I'll leave what I feel is my most impactful comments.

    Firstly, it appears that you choose to balance all perks to roughly the standard of the current meta. That's a bold choice. Because it means almost every perk could be as strong and annoying for killers as BT, Unbreakable, DH, etc. And because survivors get 16 perks in a game and killers get 4, what such perk diversity means for killers is constant fear of the unknown. The one thing that's nice about the survivor meta for killers is that they know what they're probably up against and can mostly work around the meta perks. If every survivor perk is brought up to the standard of the meta, the only way to make that close to fair is by giving killers unbelievably broken perks that are either overwhelmingly powerful in one way, or still very powerful in multiple ways. Which I think would be quite unhealthy or even impossible with the number of killer perks there are. For this reason I believe the design philosophy for survivor perks needs to be that all perks should be less powerful than the current meta.

    I love some of your changes and hate other ones. I'll comment on the ones that are the most problematic. If I didn't comment on one then it's probably one I either agree with or don't find immediately and terribly disagreeable.

    @bjorksnas was absolutely right about the chest-related perk changes, even after reading your response. You way overtuned these, even Built To Last on it's own scares me for medkits and toolboxes. Plunderer's + Appraisal guarantees keys.

    Aftercare - This seems like a nerf? I run the current Aftercare often, and would never run this.

    Any Means Necessary - Resetting pallets as often as you want is a no-go, imo. The cost isn't steep enough here.

    Breakout - Surprised you didn't buff this at all. It doesn't need a crazy buff, but it needs something, especially with how much you've buffed everything else.

    Camaraderie - Also a nerf. Just needs to let other survivors know you have it to be a really strong and good perk in it's current state.

    Lithe - You just made Lithe the best exhaustion perk with the extra 5%. It doesn't need a buff.

    Off The Record - I can't see two survivors not leaving scratch marks for 80 seconds as anything other than brokenly strong.

    Poised - Powerful gen speed perks are a problem. Should maintain it's current purpose, but be better at it.

    Red Herring - Definitely in the right mindset here.

    Vigil - Recovering from exhaustion while running should be 20% speed at most. It would not be uncommon to see 2 Sprint Bursts in a chase.

    Wake Up! - Totally broken, as someone else said. This is great even when you're not the one in chase. Unforgiveable.

    Thanks for stopping in! And no probs, bolding is broken on the forums right now, so I'm not excited to edit this post again lol.

    Totally forgot about the healing action on Aftercare as well as it working in reverse, OMG! Thanks for pointing that out, gotta edit the post. ;-;

    Hmm... for AMN, others said that my idea was a nerf, but you say that it's a buff. I do think the AMN definitely needs to be buffed in it's current form, but maybe the Hindered penalty isn't a steep enough cost. Will deliberate further on it.

    It's really really hard to buff Breakout, any more and it's an almost guaranteed escape every time you bodyblock with it, but it can be pretty useless if Agitation and Iron Grasp are used. The only thing I can think of buffing is the speed boost to be a bit more faster than the killer, but I've otherwise no ideas.

    I don't agree that my Camaraderie idea is a nerf, as it is a net increase in time and also works in the first hook stage. The problem with it currently is that it only works if your team knows you have it (useless for solo), and even then, the only situation in which it would be useful is if your teammate comes to the hook and the killer is camping but they escape. If the killer isn't nearby, there's no reason not to unhook.

    I agree that Lithe doesn't need a buff. Was testing the waters with the idea since it get's thrown around often and people always say Lithe is one of the worst Exhaustion perks.

    Off the Record: 40 seconds? IMO, 20 is too low, will run out shortly after the killer returns to the hook, probably even before.

    Yup, agree with Poised.

    Running while recovering Exhaustion is pretty good, yeah, but two Sprint Bursts in a chase means that the killer was chasing them for nearly 2 mins, which is the fault of the killer. 20% is a little low, IMO.

    Wake Up could be scaled back. ;-;

    Thx for thoughts, will implement shortly! :)

  • @Teacyn said:

    I love writeups like this. Here's my response to every one. https://pastebin.com/VA7xrTM0

    Hello, thanks for stopping in! Never expected that multiple people would respond to every single idea (;-;), so I've got so much to go through.

    With Ace in the Hole, maybe it could be better than Plunderer's. Increased chest opening speed on Plunderer's would be the way to go and maybe even scaling back the add-ons to be a random 3 of uncommon or better, as rare or better may be too much.

    Sabotage buff on Aftercare is to have it align with altruistic actions, preventing other teammates to be hooked as easily while your are still on the hook which could potentially stop the killer from gaining a lot more pressure, though this would mostly only come into play with a SWF.

    Alert was basically to give a little more info on what exactly was broken, and make up for the time lost on the aura reading from the killer performing the action, similarly to Smash Hit giving an extra second, so that the survivor will have a better idea of where the killer will be going.

    In this version, Any Means' cooldown is gone! It can be used multiple times in quick succession, but the trade off is a short Hindered penalty, since this perk really only comes into play outside of chases, it shouldn't be a big deal.

    Not exactly sure what further buffs Autodidact needs? My only problem with it ever has been that skill checks are pretty inconsistent. Removing that from the equation makes it a pretty solid perk IMO.

    Healing speed on Babysitter could maybe be removed, though I don't entirely agree that it invalidates We'll Make it, as We'll Make It does heal faster and Babysitter is more for if the killer is coming back to the hook. But all survivors getting the healing increase is strong, so it can be removed.

    Second part with the beginning of the first part of it is already currently how it works. This is essentially a Bond for all teammates nearby, but only while you are on a generator. My reason for buffing Bond to 40, as it only works for you.

    The Terror Radius requirement on BT let's too many killers get away with camping for free, like Ghost Face, Wraith, Myers, Freddy, and Michael sometimes. Should be an anti-camp/tunnel perk consistently.

    Breakdown was buffed in this version! Also works on teammates you unhook, though maybe it can be something further?

    Total design shifts on perks happen from time to time, see Tinkerer, but my idea was to maintain its spirit (lol). Camaraderie will still extend your time on the hook, but the way that it does is more reliable and can save you much more time.

    Maybe DWM can be scaled back to 7 or 8 seconds?

    Well, if another survivor got downed, it's likely that you aren't being tunneled anymore, so I tried to keep DS as firmly in the anti-tunnel perk zone as possible.

    Hope is a net buff! You'll gain 1-4% movement speed for 30 seconds after a gen is completed each time, and 7% when the last gen is done for the rest of the game. :)

    Left Behind does need a design shift, though I have no better ideas.

    Your Lightweight idea sounds good, I like it. My thoughts on my version, will make it harder for the killer to continue tracking after losing LOS, since scratch marks are 10 seconds. 3 secs doesn't help much in a chase, but footstep volume reduction might.

    No Mither: Damn, didn't even think about 100% matching it to Iron Will. Will change so that it's 50% while unbroken and 100% when broken.

    I don't think the NOLB is too powerful, you'll have to survive to the endgame, and it's altruistic actions. 1-2 teammates should be dead by then if the killer is doing good, but IDK...

    Hmm... potentially 4 green med-kits... not exactly sure on the balancing of that. I can see why it could be seen as too powerful. Maybe 1 green med-kit every time without the additional item, so it's only 3? 1 Emergency Med-kit only is definitely too weak for a perk slot.

    I was actually hesitant to post Poised, but no one had contested it yet. Agree that it would be disgusting for SWF. Gotta think of another useful effect.

    For Repressed, subtracts 5 seconds from your remaining active use time. Example: use RA on a gen, 10/45 secs pass, then you unblock it. When you use it again, the perk will consider it as 15/45 seconds. Allows for more aggressive use of the perk.

    Small Game should work for trap auras, yup. :)

    Stake Out would essentially be Fast-Track but you can use it more often. The effect is lower, yeah, but I would still see it as valuable, especially if you're hitting great skill checks!

    I was hesitant to post Technician as well, as gen sounds are pretty important. Maybe fully removing repair sounds, but gens sounds might not be good. Missed check penalty could be lowered as well.

    Was really proud of This Is Not Happening. While the effect is pretty short, I didn't want it too be too long, as it could be chase ending, 4 second Sprint Burst + killer attack cooldown, which is why it can be used more often than other Exhaustion perks at only 25 secs. Hesitant to make it any lower or increase the speed boost, but I dunno...

    Wake Up could maybe be scaled back to 10 secs. It will only work mid chase but there are a few scenarios in which the killer could still maintain chase, though it definitely would be harder.

    That was quite a lot haha. Thanks for your thoughts, will consider them! :)

  • @KingFrost said:

    I think that'd be too strong.

    Maybe increase the requirement to 6. But let safe unhooks count toward gaining a 'token'. (I know it's not exactly token based, but you get my idea I hope). Like if you get 4 safe unhooks, and two protection hits, Mettle procs.

    This is a MOM nerf what are you talking about--

    You want to nerf MOM???

  • @Seraphor said:

    They don't want people banking tons of BP, so that the instant a new killer/survivor comes out, they can Prestige 3 and max out their perks right away. The grind keeps people playing.

    It's like any MMO. For example, FFXIV. It has a weekly cap on Tomestones, the endgame currency used for the best gear, so that people play regularly and often, instead of binging in one sitting, acquiring all of their gear at once and then not playing for 3 months until the next patch hits.

    FFXIV and DBD aren't similar. People play DBD for the actual gameplay. In FFXIV, after you've done everything you want, there's nothing for you outside of acquiring better gear. Bloodpoint cap needs to be removed and the grind alleviated.

    Also ######### this isn't even an MMO--

  • @ItzZane_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099311#Comment_2099311

    I'll try this again:

    Animals seem to trust you as they often stay calm in your presence.

     The chances of alerting nearby crows are reduced by 100% and your urge to scream from pain is suppressed

    When someone disturbs a crow within 20/24/28 meters from you whether it's a killer or a survivor their aura will be revealed to you for 5 Seconds

    Added in! Thank you, this was a really good idea! :)

  • @ItzZane_ said:

    https://forum.deadbydaylight.com/en/discussion/241602/re-balancing-almost-every-survivor-perk

    I have a better change for calm spirit:

    Animals seem to trust you as they often stay calm in your presence.

     The chances of alerting nearby crows are reduced by 100% and your urge to scream from pain is suppressed

    When someone disturbs a crow whether it's a killer or a survivor their aura will be revealed to you for 4/5/6 Seconds Calm spirit goes on a cooldown of 10 seconds

    I actually like this idea a lot more, as it aligns more with Spies from the Shadows! Maybe reduce the reveal time to 5 secs though so it'll better align with the cooldown and also have it only be within 32-24 meters?

  • @LazyPayday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097247#Comment_2097247

    You won't get that either likely, I know because I've made some myself and they never catch on. Personally I'm a killer main so I can't bring much to the conversation but I just wanted to let you know that these don't get popular since I've experienced it myself.

    About 70 views so far, and I'm getting some pretty good discussion going on, though I'm not entirely sure why that really matters... I enjoy posting these types of things.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099215#Comment_2099215

    It's not... it can reward you for nothing you have done.

    @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098853#Comment_2098853

    If the killer is doing good then Adrenaline shouldn't come into play.

    Most people don't hide in bushes for the entire game, even at low ranks. Even if they didn't Adrenaline won't really do anything for them since they weren't in danger to begin with.

    Adrenaline is a pretty good and balanced perk, IMO.

    ^^

  • @bjorksnas said:

    Most of these perks just aren't balanced

    wake up makes almost every killer instantly lose a chase if a gen is completed

    ace in the hole giving syptics, syringes, and brand new parts as well as 3 addon slots breaks balancing chests

    appraisal giving up to 8 items from 1 perk, + ace in the hole can easily give you 5+ extra broken items toolboxes with bnps medkits with purples and reds, and keys, just no to either of these

    also pharmacy giving a ton of medkits is just, not balanced

    if a team really wanted to they could stack those 3 and make 64 items in the trial not counting extra chests and what they brought with them

    including 36 guaranteed green medkits that only have a 5% chance not to have a syringe or syptic agent on them on top of a fast heal

    Personally I think the Wake Up idea is fine. It does give a big benefit but only will really effect killers if the survivor with Wake Up is getting chased, and it's only 15 seconds. Rewards survivors for doing objectives but only will come into play if that survivor is getting chased.

    There are only 3 chests by default. An extra styptic or syringe is just an extra heal, which is not that big of a deal. It could also potentially just be a flashlight, or extra charges.

    If a survivor team pulls 64 items out of a chest, they're definitely spending more times on chests than they are on gens, which is a good thing for killers.

    Ace in the Hole with Appraisal wouldn't effect the rarity of the item, you'd still need Plunderer's, so it's unlikely for a Dull or Skeleton Key to be pulled. It's still likely that the survivor would just get something like a yellow flashlight or toolbox. Dedicating 3 perks to a non-objective is not efficient.

    With the Pharmacy change, there would only be 4 Emergency Med-Kits by default, which is not a big deal really. It's four heals for finding and searching chests, which all take time from generators. Also there is no reason a team would need to heal 36 entire times. That all takes time from gens. The purpose of the perk changes were to make it so that they don't need to be stacked. You have better perks that can be used in their place. Stacking said perks would be inefficient.

  • @Saitamfed said:

    Why everyone thinks adrenaline is fine? It has no downsides and you get two bonuses from it...

    To anyone saying "it rewards doing gens" first... doesn't reward YOU for doing gens... so basically you could be hiding in a bush,and someone else could himself/ herself, doing gens and you still get a reward for it, it's unfair if you get an advantage when you have done nothing to get it.

    Second: Even if the killers kills everyone with just a single gen done, if the killer closes the hatch, you receive adrenaline, you have been rewarded even if you didn't fulfill your objective.

    Third: It ignores exhaustion, so you can use even a perk like sprint or dead hard and get an use for it.

    Fourth: It gives you a heal state completely for free without a downside.

    As I said, in the case you helped with gens or the progression of the match it's cool, but when you did nothing, you don't deserve to get a benefit from it.

    If the killer is doing good then Adrenaline shouldn't come into play.

    Most people don't hide in bushes for the entire game, even at low ranks. Even if they didn't Adrenaline won't really do anything for them since they weren't in danger to begin with.

    Adrenaline is a pretty good and balanced perk, IMO.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097585#Comment_2097585

    The idea was that people, including the Vigil user, could maybe be protected from "permanent" status effects like NOED's Exposed, I think. We could just balance it so that it doesn't work with Ghosty's expose or Clown's ability or major Killer powers due to how it creates a exposed timer on the Survivor's icon. (Ghosty can also use his power without exposing others either btw)

    And, yeah, I think I get what you mean, but the only problem with perks "needing" to have a downside or reward is exactly how you end up with perks with unnecessary cooldowns or perks that have a bunch of conditions. I've always wanted more perks that just give straight benefits like Streetwise and Unrelenting. I feel like there was a obsession (pun intended) for several chapters at BHVR a while back around the time of Stranger Things, with perks needing to be activated and it's quite... stale.

    Personally, I feel like Any Means just needs a cooldown reduction to like... 30 or 40 seconds at tier 3, and then it's fine, since this perk clearly isn't broken despite everyone's concerns at the beginning. Breaking pallets is almost always what you're supposed to do as Killer anyways. Maybe one less second to reset a pallet too, but it's good with just the cooldown reduced or with your suggestion applying.

    I also had a rework today for Red Herring:

    Upon working on generators for the equivalent of 80%/60%/40% regression, Red Herring activates for 60 seconds. You see the auras of all generators in red and can see the auras of all Survivors working on generators. While looking at a aura, "select" a generator's aura while standing still with the Activate Ability button. This will cause the aura to turn green. Stepping into a locker and pressing the "Activate Ability" button will cause the selected generator to display a loud noise notification for the Killer and deactivate Red Herring.

    And, well, the effect is definitely much better, but a Survivor needing to die is the problem with the perk as it is. It's a perk that only works if you're losing big time, which makes it not as effective as it sounds. If you're winning or the problems only start closer to the end, some of the effectiveness goes down. I would rather have this version than the one we have now though.

    I also agree with either getting rid of luck or embracing it further. I'd love if it luck offerings were buffed too. Vigo's only gives a whopping 1%/2% luck increase despite it being a "very rare" offering.

    Permanent statuses like Devour's or NOED's exposed effect and other things that the killer has worked for should not be able to be completely avoided, in my opinion. Perhaps a small window of time in which they don't effect you (if you fulfill a certain condition), but completely disabled is not something I'd like. I'd also rather have that as a separate perk (which means that I should update my wording in the original post to be more clear).

    Maybe Any Means could be shortened to as low as 20 seconds, or be activated with a different condition (such as escaping or being in a chase for a certain amount of time).

    I don't think the problem with Red Herring is the method of activation as much as it is what the perk actually does. Just a simple loud noise bait is not very effective and I would not use it over many of the perks we currently have. This actually gave me an idea, after thinking more about what a Red Herring actually is. Something such as scratch marks appearing in a different location while removing your own would be a great perk idea!

    I think a perk that can potentially save your team from a losing scenario is a really fresh perk idea and one that would fit in. Yes, it only works in losing situations, but that's really the point. If a player thinks they may lose a teammate along the way, this perk could be put on to help them out.

  • @swager21 said:

    flipflop should be 1:1 but keep the max at 50%

    Maybe a max of 60-75%. In my opinion, 50% is definitely too low to get any consistent use out of it. Even when I fully recover with Flip Flop, I still get hooked more times than not.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/241602/re-balancing-almost-every-survivor-perk

    Went ahead and gave you a vote up. I want to see the meta changed. The reason why it doesn't change is because of the constant whining on meta perks and BHVR + the forums not caring about these things.

    75% percent of these I agree with, LOVE the Lucky Break change AND the Steve perk reworks, the older perks absolutely need to be buffed to keep up with meta perks and newer perks as they come out. I had a similar idea for Vigil with being able to recover from Exhausted while running, plus I saw the bit about recover from permanent status effects. How about maybe adding the ability to "shield" from stuff like NOED's Exposed like a Reddit post suggested instead of revealing teammates auras?

    However, a few I don't agree with is Any Means Necessary's nerf. I mean no offense but... this isn't really necessary, this perk is barely used as it is. It needs buffs if anything. I also noticed that you didn't propose anything for Red Herring. Did you not know of how you could improve it, or did you think it was fine? I personally feel like it needs a buff or something, it's too mediocre as it is now.

    Also. Sole Survivor still seems too weak. Maybe adjust the effect to work around hooks instead, since a teammate needing to die for this perk to work is a bit... meh still.

    Up the Ante should also be buffed higher or reworked, since luck is worthless and was made even more redundant by having it no longer work with Trapper's traps.

    I was actually planning to make a thread that focused on buffing Survivor obsession perks to be a alternative to DS to make sure obsessions keep getting created, I suppose I won't need to for now. :P

    Thx for the upvote!! :)

    Entirely preventing a killer's status effect is pretty strong, especially for something like NOED. I'm not exactly sure of how to go about it, and it will need to be very fine-tuned to make sure it doesn't outright disable killers like Ghostie, Doctor, or Clown.

    Initially, I wanted to just do away with the cooldown of Any Means Necessary entirely, as killers break most pallets immediately. However, perks either need to have a downside or be a reward for doing something good, I acknowledged, and so Any Means can be used as many times you want, but it also will inflict Hindered so that there is some downside and will be risky to use near the killer. Cooldown is gone! Hindered could be considered a nerf due to it being 10%, but I think that it's better than having a cooldown.

    Yes, I honestly had no idea how to change Red Herring to be useful while keeping the spirit of the perk (also it was 4 AM and I was tired of stretching my brain). Ideas would be much appreciated! Definitely needs a buff.

    I thought my Sole Survivor change would actually be seen as too strong, woah! That's one entire minute of a commodious toolbox and leader after your teammate dies. Gens and other actions would be super fast if you aren't being chased!

    I initially wanted to do away with luck entirely, and with the Trapper update, the devs seem to want to as well. However, I think that luck shoud be more embraced in the game and be added to more mechanics. Dispersing luck throughout more perks such as Ace in the Hole, Appraisal, and others is my attempt at making luck bigger than it is and proposing that luck also be added to additional mechanics. I have some ideas, but I'll make a separate thread for them.

    Post your ideas here if you want, perhaps you have a better one. This can be a collective effort!! :)))

  • @Brub said:

    https://forum.deadbydaylight.com/en/discussion/241602/re-balancing-almost-every-survivor-perk

    alert is literally the exact same. You would see what kick animation it was to determine what they kicked. and how would this even be useful anyway.

    Nope, additional reveal time as well as showing whether it was a breakable wall, pallet, or generator to give more accurate information! :)

  • @LazyPayday said:

    I know this is rough to tell you, but this isn't gonna catch on. You'll get maybe a 100 views if you're lucky, not a lot of people like to read this type of stuff, which is a real shame.

    Don't really care too much how many views it gets. Was just bored and wanted to engage in some conversation with peeps who wanna see some perk redesign so that the meta could be really shaken up.

  • Whoa looks like the devs forgot to add the downvote button.

    Use me as a downvote button.

  • @Brokenbones said:

    some of the big DBD content creators are hypocrites and they make a living off a game they supposedly hate so much

    People say this all the time and I'm still trying to figure out who these creators are...???

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/240704/if-this-was-blizzard-the-pallet-bug-would-be-patched-in-a-matter-of-hours

    In hours is not even close to reasonable for fixes to this game. Whenever a change involving the game files is needed, they have to send such changes to Sony and to Microsoft for approvals, which is like 5-7 days, since the devs insist on doing all platforms at once.

    As we got no update this past Tuesday I'd speculate a fix will be out next Tuesday.

    Hotfixes can be made in less time if it is crucial to the game. Warframe makes hotfixes fairly frequently to console and in less than a day if needed.

  • everyone falling for the bait i see

  • Also, forgot about basic display settings such as brightness, glare, gamma, resolution, etc.

  • @Yords said:

    I think we should update the list, don't you?

    Sure thing.

    • POV slider for killers and Shadowborn rework (as well as the other Wraith perks)
    • obviously general perks balance changes across the board (though this doesn't exactly fit into "QOL" firmly)
    • Ghostie's NIght Shroud cooldown reduced to 20 secs or so // fix revealing from survivor side (increase the area to reveal him slightly maybe)
    • Increase base Undetectable effect on Demo's portals to 10-15 secs // reduce or remove global warning when Demo traverses the UD
    • base kit Combat Straps for Pig // add Pig roar after she begins Ambush // traps trigger automatically when all generators are powered // one additional RBT base kit (?)
    • auto unlock Bloodweb option, which will automatically attempt to select all perks on the bloodweb and add-ons, offerings, etc in order of rarity, highest to lowest
    • increased cursor speed on console
    • further increased Bloodweb unlock speed
    • show currently active Archives challenges at the beginning of each trial as well as in the pause menu during trials
    • test outfit mixing in the shop
    • unbind all outfit sets (will significantly increase sales on outfits)
    • "training mode" custom games, allow players to start custom games alone, which can spawn a bot or not
    • killer test drives or previews, allow players to test unobtained characters in custom games or show clips of their gameplay in their character info
    • reduce bloodpoint grind (common = 1000, uncommon = 2000, rare = 3000, very rare = 4000, ultra rare = 5000)
    • rework useless brown bloodpoint offerings
    • bloodpoint refunds on prestige, any unused items, add-ons, and offerings in the player inventory when unlocking a prestige on a character will refund the bloodpoints
  • The way people like you talk about their role getting treated like "second class players" feels borderline offensive and a gross misrepresentation of how BHVR actually handles things. BHVR is slow as hell to change anything, yes, but this feel like you're trying to suggest that you're an oppressed class.

    Just stop, ew.

  • The HUD isn't even fixed. All they did was move the portraits and gens to the bottom of the screen and pass it off as a fix so people such as yourself could get off their backs. Items/powers still take up way too much space, the portraits still don't even match the rest of the HUD by being their 3D models (which have a tendency to blend in) into 2D sprites, when they already have 2D sprites of all of the characters' faces. Bonus information and bloodpoint gains are in the top right now for some reason. The HUD in general is just aligned in a way that takes up more space for no reason. This would fail HUD design in a college course...

    All the other changes took way longer than it needed to and mainly happened because community outrage.

    BHVR is (extremely) slowly fixing their blunders recently, yes, but with Trickster's and The Twins' release being god awful and the other current longstanding issues in the game, I'm still in the "wait and see" mode.

  • This is just a "remove/nerf SWF thread in a trenchcoat.

  • Only took them almost 5 years and almost one year after Pyramid Head shipped with this only for people to say make it for all struggling.

    But... yay... BHVR was super slow to add something to the game everyone was asking for again...

    Woot-woot.

  • Maybe it can be part of the COSMETIC ABILITIES THEY MENTIONED like 6 months ago. :)

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078064#Comment_2078064

    You make the assumption that is what they mean to gather from the PTB. I disagree. Their primary purpose of the PTB is a larger test for bugs and see what we can (and will abuse). You are being unrealistic (as many people are) about the PTB. Do they suggest we give feedback? Sure. That doesn't mean any of it will have any weight whatsoever. They have been coding and doing their internal testing for months. They aren't going to, in the short period from PTB to release, make ANY major changes. By the time they do the PTB they are pretty happy (so far) with what the have. This is what they are doing in this order:

    1. Test for bugs.
    2. Test for abusive exploits they missed.
    3. Looking for Map interface issues.
    4. Gauging general feedback on cosmetic look (remember cosmetics are very important to them financially).
    5. Engaging in some minor PR where they make us FEEL like we are involved in the decisions.

    Notice that I put our feedback as at the bottom and really only as part of a PR stunt. I want to stress again, that they have already made all their major choices and any changes they make they had already considered beforehand. The only exception are minor changes that require no real coding effort. I submit they already have a change they intend to do, already coded, for after the test. They just hold it off for after the test so it appears the test had a purpose beyond numbers 1-4 above. :)

    Does this sound cynical? That is because it is cynical; that doesn't make it any less true. It is my opinion that the PR stunt is an outdated thing that video game companies do, but should discontinue. The level of entitlement people have on the internet these days makes it counterproductive to give them any inclination that they get a say. All that happens (as we have proven here at DbD) is they get angry if every single thing they suggested isn't adopted. Since nobody really agrees on anything, you are assured that you are going to piss off a percentage of them anyway. Had they NOT done the PTB and just released him, and asked for feedback, we would have given it with less "slighted" outrage and they would have said, we are going to take your suggestions into our future hotfixes and reworks. The outcome would have been the same but with less whining on our part. There is ZERO PR value in playtests today. That is the reality.

    They would have been far better off just teasing all the cosmetics and dropped him. The same people would have said what they don't like, and they would have said, "we are on it" and all of us would have accepted that it would come about in the future updates. Again, far better approach. The only thing they would lose is numbers 1-3 above, and that can be satisfied with broader internal testing, perhaps by asking certain players to take part by private invite. There are lots of ways to achieve their goals without the PTB that just triggers every entitled yahoo who comes to this Forum.

    Let's address your final point, i.e. that people asked for buffs and got nerfs. You go on to say they deserve criticism. I don't disagree with you. I think that by doing the PTB and PRETENDING to ask for suggestions, they are setting themselves up for criticisms when they don't take our advice. I gave a critique too. The difference between mine and that of many others is that I was more constructive about it. I also don't feel entitled to anything. I don't think they are beholden to use my suggestions. They asked; I gave. They went another way. Does that mean I have the right to critique them? Sure. Does that mean I have justification to be angry? No. Does that mean I should be rude or obnoxious? No. Was I wronged in anyway? No. That is the crux of the problem. Many of you act like you were WRONGED somehow, because they didn't take your suggestions. I am pointing out that you were not wronged; you can simply choose not to play the Trickster.

    The point of the PTB since inception as been to gauge player feedback on major additions and changes. This has been the case since 2016. No one is being “unrealistic,” this is what they have said multiple time is used to gather feedback and implement improvements before release.

    but sure ya cosmetics amirite

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070399#Comment_2070399

    You analogy is incorrect because you didn't buy a "medium-rare" steak. The Trickster (and Survivor) were released with no surprises. Everyone was told exactly how things worked PRIOR to purchase. They stated exactly what had changed (and what had not) from the play test. Thus, if you chose to buy him with all the information provided, you made the choice after seeing the menu and knowing they only do steaks well-done at this restaurant. It doesn't matter if a lot of customers are requesting medium-rare steaks, when the menu clearly tells you what they are serving. If you are unhappy, find another restaurant. So that is strike two; do you care to try again?

    Video games are luxury items. They are not important, nor are they necessary for anyone's health or well-being. We CHOOSE to buy something or we pass on it. That is the long and the short of it; vote with your wallet. I do take issue with the hyperbole and/or people comparing video game companies with first responders. Do I really need to get into why that is an insulting, bad analogy? If the DEV had done a bait and switch, i.e. told us it was going to work one way, and then released it doing something else, that would be worthy of all the hot air and passion. That didn't happen. A bunch of people gave their opinion, but the company went another way. They told us how things were, and left it to us to decide if we want to buy it or not. That seems pretty straightforward and ethical.

    So, if all you outraged folks want to continue to treat the release of the Trickster with the kind of passion that SHOULD be reserved for real world issues of injustice, discrimination, and crime feel free to do so. I'm going to poke fun at it though.

    It doesn’t matter if the analogy is technically wrong, the spirit (lol) of it is correct. The PTB is meant to test things and gather feedback for improvements on release. They have proven that they can do such things before. If they fail to do so after a vast majority of people say the same thing, then they deserve the criticism they receive, especially if the most crucial thing in the PTB is still awful on release.

    We asked for buffs to Trickster and we got basically a nerf. The devs deserve the criticism they’re getting.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076078#Comment_2076078

    There are options and workarounds do your research. It's not impossible to solve at all. Everyone keeps trying to downplay the advantage it provides and yet all the tryhards, tourney players, and survivors with 6000 hours insist on using it. Hmm, really makes you think....

    “There are options and workarounds”

    *doesn’t list said options or their viability*

    Like I said, Blight’s turning is significantly easier to find a solution for than irregular aspect ratios.

    No one said it’s impossible, but you know BHVR is extremely slow to make changes and so obviously the easier thing will probably come first.

    Stop generalizing as well, it doesn’t help your argument.

  • @[Deleted User] said:

    “Its an exploit so is stretched. Itll be removed mclean confirmed it.”

    Of course it’s getting removed, of course it is. Quickly discovered, quickly removed.

    Notice how in the same sentence we have another exploit that has been around a lot longer yet is given the green light by McLean and the rest of the developers?

    Once again an exploit is perfectly fine as long as it’s on the survivor side. These people intentionally keep the killer experience ######### so that survivors have more fun dunking on them and buying cosmetics

    The reason one is still here and the other is getting removed “soon” is because it’s the only option for some people with irregular aspect ratios (square shaped monitors as opposed to rectangular). It’s an external solution to a problem that can’t be easily dealt with. The devs would have to make more display options which takes more work than simply locking the turning angle on Blight. Use your brain, please, and stop making every be a survivor/killer battle. It’s pretty pathetic.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074211#Comment_2074211

    Every survivor doesn't have to be good.

    You can just never waste a pallet and Hold W. while the other three just hold M1 on a gen

    I'm saying the facts as it stands my guy,

    This isn’t even what the guy was talking about, also another JusT RuN ForWardS argument.

    They were talking about sweat squads, and a vast majority of squads aren’t sweat squads.

    If you’re really having that much trouble with a survivor running forwards unless it’s Haddonfield, The Game, or Ornond, you’re probably doing something wrong.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071277#Comment_2071277

    You nerf spirit and nurse. the game is 100% dead

    They're the ONLY two killers that can deal with sweatsquads.

    If you just want a game for survivors. nerf em. see what happens

    Not every survivor team is a sweat squad. Not every team require Spirit or Nurse. In fact, the the majority of teams actually lose, if I remember the dAtA correctly.

    Stop blowing every game out of proportion. If you’re facing “sweat squads” every game, you either have the worst luck ever, or you’re not as good at killer as you think you are.

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074119#Comment_2074119

    Purple toolboxes and medkits are super powerful for survivors and same goes for killers.

    Anything over green just ruins the fun of the game and don't get me started over red addons and items.

    Ah yes, Iridescent Brick ruins the game.

    You can’t generalize with every item and add-on over a certain rarity, not in DBD. So many things are hit or miss, especially items, add-ons, and offerings.

  • Would it be wrong to intentionally skew the data at this point and throw every Trickster game so they could get to work faster than turtles or...?

  • I prestige the characters I like by using up all their stuff first, then I prestige others.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070569#Comment_2070569

    For every 50 times i've been spun by a pc player, i've been spun by probably 1 console player if you're lucky. You're not seriously telling me spining on console is the same as pc?

    It quite literally is. I play PS4.

    Stop getting spun 4head.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070505#Comment_2070505

    You can't turn ur camera fast enough to spin well though if you have low dpi. Look at any good survivors out there and the way they spin. They ALL turn the camera incredibly fast.

    Bound to sensitivity, which can also accommodate for lower sensitivity console players allowing them to turn their cameras faster, allowing them to do the same survivor tricks as their PC fellows, though it is still a bit harder, it's not impossible.

    I feel like you're trying to forge an argument that just... isn't there.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070490#Comment_2070490

    Spinning as survivor is impossible if you have low dpi. And there's never been a cap on blights flicking it's always been based off of ur sens. So this argument makes no sense.

    Spinning in a circle as survivor isn't even bound to the mouse, so you're straight up lying. It's bound to the buttons.

  • @[Deleted User] said:

    remove 360's if you remove j-flick. It's only fair

    Not even a valid comparison as the devs intentionally programed the survivors to move the ways that they do. This was reaffirmed after the locomotion update. J-flicking Blight is unintended, impossible for more than 50% of the playerbase, and goes against the clearly defined restrictions and counterplay that was put in place.

    So no, it's not fair. Try again.

  • That's not counterplay, he just missed. The survivor didn't predict or account for the flick, the Blight just messed up.

    People need to stop equating mistakes to counterplay.

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