Bard
Bard
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Okay. Lets say the target for balance is a close 2 man escape; two people making it out through the exit gates through the skin of their teeth. In order for this to happen, somebody has to die with 1-2 gens left. That's the hurdle you have to clear to have a chance of winning (or even drawing) as a killer. If everybody's alive going into EGC, 99% of the time you're getting one kill or zero ki0 comments 111 views last activity
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S tier - Actually a decent perk The Wraith Acquires stacks incredibly easily by uncloaking. Slots in perfectly with Serpent+Dance add-ons. He has the mobility where abandoning the obsession isn't a big deal. The speed pairs well with his uncloak lunge, increasing his top speed from 10.35 m/s to 11.7 m/s the twins Patch dependent, because Twins aren't allowed to be fun Can generate to7 comments 151 views last activity
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The perk right now isn't very good, because not only is the skill check not that hard, but you can tap the gen, leave instantly and land the skill check immediately. The only times this perk does work is when (1) the survivors can't land skill checks to save their lives or (2) you run into survivors who bind skill checks and active perks to the same key (my old space bar was unresponsive and the5 comments 62 views last activity
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Twins' anti-camp mechanism needs to be reworked. It's intrusive on normal gameplay and doesn't work.For those of you who are unaware of the exact nature, The Twins have a restriction on their power designed to prevent killers from using it to camp. If the active Twin is within 16 meters of a hooked survivor, they cannot swap to (or deploy) the other Twin. That's it. This is, frankly speaking, a terrible mechanic. Problem 1: It doesn't stop Twins from camping When you down somebody as6 comments 141 views last activity
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Platform: PC Description: If you are running Eruption on The Twins, apply it to a generator, and down a survivor with Victor, the generator will explode but not revert to its normal aura color. If a survivor applies Blast Mine to a generator while you are controlling Victor, you will see that generator with the survivor-only Blast Mine glow for the remainder of the trial. Steps to Reproduce: C0 comments 21 views last activity
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Okay, so making Trapper into a decent killer is not a difficult thing to do. He only needs two changes. Let him hold 2 traps at baseline. Let him retrieve traps from lockers instead of around the map. And then there are a few more that would be greatly appreciated, but aren't 100% necessary. Have Traps apply Deep Wounds so there's consequences for stepping in one even if Trapper isn't the0 comments 21 views last activity
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Smash Hit No changes are necessary to Smash Hit. The best execution of high risk high reward; if you make a successful outplay at a pallet, you get a large reward. Adrenaline This perk is also in a good spot, since it's a massive reward in exchange for a stringent requirement (basically requiring you to win outright with just three perks). That said, it could use a little QOL buff to help55 comments 541 views last activity
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Riffing on this post https://forum.deadbydaylight.com/en/discussion/260899/new-killer-power-suggestion-fire#latest Overview 4.6 m/s 32 meter terror radius Average Height A destructive killer, able to set players and the environment ablaze with his Promethean Torch . His unique perks, Burned Bridges , Smokescreen , and Tinderbox add explosive consequences to missteps and obscure1 comments 21 views last activity
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Okay, lets look at the more reasonable survivor perks that give you an extra chance. Adrenaline +1 Health State Lots of Distance Once per trial Requires you to effectively earn a win with three perks Decisive Strike +1 effective hook state Only works if you're tunneled You can't progress the game without forfeiting the perk Unbreakable +1 effective hook state Enables recovery fro9 comments 111 views last activity
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Everyone and their mother has had the same thought when it comes to reducing the grind for this game: get rid of perk tiers. There's a very real argument to be made for that; there's just far too many perks to require players to grind through bloodwebs three times for each perk (even with BBQ and technically getting 2 perk levels per web later on), especially if you want to max multiple charac2 comments 51 views last activity
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Removed perk tiers. All perks are now their tier 3 equivalents. Bloodwebs now have the potential to spawn Very Rare Iridescent Shard nodes up to once per web. On collection, grants Iridescent Shards equal to 1 plus 10% the total number of Prestige Levels across all characters on your account (current max: 16 Shards if you have all survivors and all killers P3'd) Iridescent Shard nodes ar9 comments 112 views last activity
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Preface The core of Nemesis' gameplay is potentially very strong... A fast windup with no real audio cue Great for hits as you round a corner Great for hits on survivors if you predict the exact moment they pass in front of a window A 115 killer with a projectile One of the best pallet breaks in the game Extra tracking from your zombie Jabronis ... and it has some innate weaknesses10 comments 181 views last activity
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Mutation Rates If you aren't running Marvin's Blood, this alone is a dealbreaker. The inability to break pallets makes your first 1-2 chases pretty weak, and the extra meter from T3 might not seem impactful, but it singlehandedly allows you to play several tiles. So either you run Marvin's Blood or you just aren't a killer with an especially useful power until about 4-5 minutes into your0 comments 21 views last activity
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I love both of these perks. They provide incredible value when you manage to activate them, but they don't do anything for you; you need to earn it. If you trigger Smash Hit, it's because you made a solid, high-risk outplay at a pallet and are being rewarded for it. If you trigger Head On, you made a great mid-chase stealth play (or deception mindgame) and you get to buy you (or an a0 comments 41 views last activity
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BAse Kit Changes Victor is no longer killed by standing on high ground He will die if he is on high ground when he returns control to Charlotte The devs have yet to be able to code this feature successfully. It either results in Victor dying when he shouldn't or Victor running on top of ######### regardless. Just let him do it. He can't do drop attacks, so there's no harm in it so long11 comments 211 views last activity
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The fact that, every time I sign in, I have to... Re-adjust my sensitivity for both mouse and turn-keys Re-adjust my HUD scale Turn off "beginner tooltips" ...is absurd. At least the keybindings don't reset themselves... yet .4 comments 41 views last activity
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He previously had a Lullaby from 32 to 24 meters. Now , he has one between 40 and 8 meters. It is impossible for you to sneak up on people with this killer. Also, just don't play Trickster. Pain2 comments 101 views last activity
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If his power was just... Hold M2 to charge a Tentacle Strike, M1 to release Tentacle Strike does damage and breaks pallets in a 6 meter line ...and that was it , he would barely be a B-tier killer. Boring, but not awful. This is before all his gimmicks come in and just nerf him unnecessarily. Mutation rates are not upgrades, they're your baseline power level artificially locked behind19 comments 311 views last activity
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Overview 28 meter terror radius 4.5 m/s movement speed A heretical killer, able to bind and tear apart survivors using The Rack . His unique perks, Persecute, No Rest , and Hex: Spirits Broken allow him to systematically and permanently dismember is victims. Power: The Rack Lashing whips with minds of their own, partial to wrapping around limbs to draw and quarter sinners. Hold M2 to1 comments 41 views last activity
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S tier Oh wait nothing A Tier Being really generous here. Drawings: Teleport CD isn't bad. B Tier Class Photo: Can fake people out sometimes, but also stops you from faking people out. Pill Bottle: Mild stealth buffs. C Tier Jump Rope: Stridor. Kinda nice, not super useful. Swing Chains: Depends on how good your headphones are. Not terr32 comments 1,577 views last activity
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S Tier Rotten Pumpkin: Enables you to endlessly recycle your one spare portal to spam teleport every ten seconds. Not only does this ascend Demogorgon to new heights of map mobility, it makes all of his other portal add-ons much better. DEFINES the current version of Demogorgon in my opinion. Black Heart: 4 stacks of STBFL on your Shred. Nice. Eleven'3 comments 331 views last activity
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Yes, Liver is almost as good as it used to be. Yes, Heart is 4 stacks of perma STBFL on Shred. Yes, Glasses is a free Brutal Strength. Rotten Pumpkin, however, allows Demo to use his portals CONSTANTLY . Hide 5 portals around the map to use exclusively as Exits. Keep one portal on your person at all times to use exclusively as an Entrance. Every TEN SECONDS you can plop down your entran8 comments 231 views last activity
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This would allow them to hug walls more tightly in loops, and thus catch up faster. There's a downside in that it would be harder to bodyblock, but I'd argue it's stilla net buff. There are three categories of killer that would be impacted: 1. Killers that don't give a ######### about it because they don't really get looped. Hag, Spirit, and Nurse. 2. Killers that are affected, but don't rea0 comments 21 views last activity
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The chainsaw now cools by 1 c/s while actively sprinting. The chainsaw now cools by 20 charges if it hits a survivor. The chainsaw's charge speed is now increased by 0-20% based on how hot it was when Hillbilly started revving (80% heat for maximum bonus). This way, it's an actual risk-reward rather than just a pure downside.21 comments 222 views last activity
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Seriously. Now that it can be properly protected by Undying (until recently it was bugged to lose tokens), it's brutal as hell. The blindness status is kinda bad, sure, but it's only bad in small amounts. Blindness on 1-2 people from a Clown add-on is dogshit. Blindness on an entire team indefinitely is incredible. Even though a SWF can mitigate Third Seal with comms, 99% of SWF lobbies don24 comments 501 views last activity
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Are they weak? No, not really. Do they need changes? Absolutely. Are these the changes they need? Hell no. The Twins, in my mind, have three problems (numbers are using the changes on PTB). 1) Time Inefficiency and survivor abusability I list these as one problem because they go hand in hand. If you miss a single pounce, Victor gets kicked and all the time you invested in that chase is24 comments 231 views last activity
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Activatable Perk You can take a beating. While injured, tap into your adrenaline bank to brace for impact. Press the active ability button while sprinting to stand your ground and brace for impact. Causes you to stop moving for 0.5 seconds and gain the Endurance status for that time. Your model will flash white when the effect lapses. Successfully ignoring an instance of damage will22 comments 371 views last activity
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RBT's now automatically activate themselves, rather than requiring a generator to complete As this enables RBT play in the Endgame Collapse, an active RBT now pauses the EGC timer. Increased the number of Jigsaw Boxes from 4 to 5. "+ box" add-ons now remove one box instead, down to a minimum of three. Decreased base death timer to 2:00 Jigsaw Box searches are now standardized to always0 comments 41 views last activity
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Something like 1.5 seconds to start the action, then start removing one laceration every 1.5 seconds. If somebody just tightly loops something with high walls for 15-20 seconds, you lose all value from knives you've landed thus far. If you land some good long range knife shots, but it's not enough to outright damage, they mean absolutely nothing. This doesn't laceration difficult to get rid33 comments 391 views last activity
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PC Attempting to perform an instant teleport hit will sometimes result in The Hag attempting to place a trap rather than attacking. To reproduce, play Hag and go for instant hits. It has only happen to me once, but I've seen others run into this issue as well. Bug occurs at 4:27 in this video (not much to look at, but there ya go). https://www.youtube.com/watch?v=JNVKE1NziKg1 comments 71 views last activity
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Gain one token per hook state earned thus far For each token, survivors on the hook will last 1/1.5/2 fewer seconds per hook state. Double effect on basement hooks.10 comments 281 views last activity
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Agitation Pop, Ruin, or Surge Thrilling Tremors Starstruck When you down a survivor, drop a bottle of piss on them before you pick them up (maybe a second bottle in another direction if you have an idea where people are). With Agitation plus Antidote, you move at 4.774 m/s, meaning not only can you outrun survivors easily (even through Breakout in some cases), but you can transport bodies0 comments 61 views last activity
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While these three are not the worst designs in the game, they are significantly flawed, and while other killers need help more deperately, these guys are the worst designs that wouldn't require a full-on rework to fix (unlike killers like Legion, Doctor, or Freddy). The Pig For the most part, this killer is well designed. She only really needs a couple minor adjustments, but she needs them15 comments 162 views last activity
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Thumb reveals the aura of anybody under the effects of your bottles for six seconds. This is not bad, but it only tells you details of a survivors position when you already generally know where they are (after all, you hit them). Cigar Box reveals EVERYONE within 16 meters while you're drinking your own piss. Granted, it has the downside of also applying to survivors if you ######### up, but5 comments 81 views last activity
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Both sides To enable clarity of what is currently going on... Should have an in-game clock to keep track of time. Should have better ways of gauging time remaining in a player's current hook stage Could be accomplished with a segmented entity progression bar Could be accomplished by having two progression bars, with one laid over the other (say, a white bar for first stage laid over a red b2 comments 51 views last activity
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S Tier: Masterpieces No. 1: The Blight A simple power with unlimited possibilities, but not to the point where you just auto-win if you know how to use it. With recent changes to his camera, he's felt pretty damn incredible. You could argue that he has some gamebreaking bugs, I disagree with that notion. Once you know what objects you slide off of, the "sliding off objects" becomes less26 comments 351 views last activity
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Now that we have quite a few daytime maps (Coldwind, Saloon, Ormond), I think it would be cool to see light level variations come back. Nothing to the extent that it once was (4x Darkest Moonlight was cancer), but just give each map a couple presets for light levels. Full Moon Bouquet Increases the chances that the trial will occur during Daylight . Same light level as Ormond or reworked Co9 comments 131 views last activity
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Given your track record, I was under the impression that my expectations of you were so low that you couldn't manage to reach a new low... ...but I was wrong! The HUD changes in this patch are (somehow) even worse than the sum total of balance decisions. The combination of your infrequent patch cadence, low volume of balance changes per patch, and generally low quality of balance choices have m49 comments 1,911 views last activity
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DS has existed for four years. It has recieved two reworks in this time, and has been completely overpowered for almost that entire time (with one window of it being almost balanced immediately after its second rework, before they buffed it into absurdity again). To this day, no sign of nerfs in sight. Hex: Undying has existed for three months. It does nothing on its own, requiring you to de57 comments 1,401 views last activity
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Gollum is not welcome here. Do not go though with the HUD change.9 comments 181 views last activity
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Almost all of his add-ons are complete and utter dogshit, either doing nothing appreciable or being actively detrimental. No, "Forever Freddy" is not OP. Even with the rest of his add-ons being as awful as they are, it's only second place (double teleport CD is better). It's a TWELVE PERCENT SLOW at its maximum potential, is usually gonna be a whole lot WORSE than that due to people being awake37 comments 841 views last activity
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Press LCtrl as Victor to self destruct. Upon downing a survivor as Victor or finding one in a locker as Victor, you will automatically self destruct. When this happens, the survivor will be teleported to Charlotte with you (putting them into the dying state in the process if they were grabbed from a locker).0 comments 41 views last activity
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PC No matter how many Blood Points you earn, the "Bloody Rewards" challenge stays at 0. Select the challenge. Play a game (I was killer). Every time I've tried it thus far.1 comments 61 views last activity
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If you use an exhaustion perk (except Head On or Adrenaline), you are effectively getting at least three bonus health states mid-chase per trial. If you ever manage to weasel your way out of getting downed after using an exhaustion perk (killer abandons you after you sprint burst to Asylum, you get your DS off after getting "tunneled", or you unbreakable up), that number increases by one. This28 comments 571 views last activity
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new map: Dunstanburgh castle A once glorious English castle, its former occupant executed. It is now a ruin, fallen to time, existing in only a shadow of its former glory within the memories stolen from the Knight by the Entity. Tall, stone walls in a field overlooking the sea, lookout towers providing valuable vantage points, and a dungeon hidden below the bricks. New Killer: The Knight D1 comments 41 views last activity
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While it helps bring the trial to a close, it's a little bit too neutered to do its job, so the endgame is still a massive slog. Changeset No. 1: No, it starts NOW Increased the duration of the Endgame Collapse from 2:30 to 3:00 The Endgame Collapse timer now begins when the last generator is completed, rather than when an exit gate is opened. Timer no longer slows down if there is an inc5 comments 121 views last activity
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I really want to use the Eternal Blight face with the other body cosmetics, but the linen sack visuals on it clash super hard with basically any other cosmetic.0 comments 31 views last activity
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S+: Ungodly OP S: OP A: Strong B: Good/Okay C: Sub-par, but still nice D: Bad/Useless F: Outright detrimental Notes Balanced Landing ranges from "S+" on maps with lots of drops to "D" on flat maps, so I average it to "A". Stridor is S+ solely because of Spirit, otherwise it's C. Ranking within tiers16 comments 641 views last activity
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Reverse Bear Trap changes RBT's are now activated upon being restored to injured/healthy from the dying/hooked states, rather than upon the completion of a generator. The Pig no longer needs to manually place RBT's. If a survivor does not have an RBT and they are put into the dying state, one will be automatically applied. This is primarily to free up the M2 hotkey. It's a buff in some ways (0 comments 211 views last activity
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If Victor interacts with a locker containing a survivor, they will be dropped onto the ground in the dying state rather than being held in the locker. Victor may now press space to Self Destruct , killing himself instantly. If Victor Self Destruct's within 5 meters of a dying survivor, they will be teleported to Charlotte. Visually, this could look the same as a cage of atonement's relocat0 comments 21 views last activity