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MrMori

MrMori

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MrMori
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  • Hi, I made some changes to shake up the Exhaustion Perk meta, and bring some of the lesser Exhaustion perks to light. Here they are, explanations below. Missing Perks Missing: Balanced Landing, Blood Rush, Head On, Lithe, Sprint Burst. I personally find Lithe and Sprint Burst to be perfectly balanced perks, so they don't need any changes. Balanced L
    0 comments 21 views last activity
  • Which is stupid. They first removed the gen scream, then a clip of someone doing a gen and having Pain Res pop after Merciless begun, causing 40+ skillchecks to appear showed up on reddit. That's stupid, sure. But why is the solution to this to buff Pain Res? Isn't the obvious solution to just cap Merciless Storm to 10 seconds? It can still be extended by jolt and oppression anyway, so it's not
    11 comments 301 views last activity
  • Many people state that DBD has 87 degrees FOV for killer. This has been found in the config file of the game. But if you check Unreal Engine, you'll find that this is actually the Horizontal FOV, not the "actual" FOV. Put DBD into a site like the "Mouse Sensititivy", which has data from lots of games about DPI and FOV, and you'll find that DBD actually has an FOV of around 71.
    2 comments 1,533 views last activity
  • We should increase the BP for completing a generator solo to 2500 or maybe even 3000 from 1250. Also increase the BP from hitting good skillchecks to 150 from 50, and increase the consistency of skillchecks. Then remove the BP bonus from Prove. BP incentives on perks are outdated. Like Beast of Prey.
    0 comments 11 views last activity
  • 36 comments 1,511 views last activity
  • Will these cosmetics keep their Iridescent Shard prices after the event or not?
    1 comments 61 views last activity
  • Been getting more BM lately when playing surv, anyone else? Tense people.
    4 comments 202 views last activity
  • Just a thought, if a player that has Dead Hard available had a slightly different injured running animation, it'd be less frustrating to deal with. This animation would also not play if they are exhausted, and don't have access to Dead Hard It would be nice to just know when not to have to expect Dead Hard. It would for sure make the perk weaker, but I think it would be a sensible change. One
    10 comments 141 views last activity
  • Right now, Maps and Keys have fallen out of the meta completely. Especially after the hatch changes, Keys are extremely niche, and are pretty much exclusively run to track the killer with the Blood Amber addon, or perhaps if a player has an archive. Maps are also very rarely used, and are mainly used with Detective's Hunch, if at all. Not only are these items very niche in general, but they both
    0 comments 31 views last activity
  • How often do you try to hit them? How many do you actually hit when you try to hit them? Do you find them fun? To me it feels so random whether I get them or not, like sometimes I hit 6 in a row without a problem, other times I struggle to hit 2 in a row. I think what I hate the most is the randomness of how frequently you get them, and the randomness of the timing after the skillcheck appears,
    32 comments 531 views last activity
  • What are your thoughts on this? They are pretty much never seen anymore except for archive challenges. They both have similar functionality, "tracking objects, giving information, etc". I think it makes perfect sense. It wouldn't even be complicated to merge the items because you could just take the amount of each addon/item and add them together. I'd like to see a fourth actual item outside of
    2 comments 73 views last activity
  • Slowdown perks are frustrating to play against when stacked, and I think a few perks are a little overtuned right now. Pain Resonance: Reduced from 15% to 12%. No longer interrupts/causes screaming, so DMS combo no longer works. Wouldn't affect higher level lobbies, but that combo is a complete noobstomper and feels awful to play against. Merciless Storm: Now activates for a set 10 seconds ins
    8 comments 131 views last activity
  • Mine goes like this: "Hm, maybe some of killer X/survivor would be cool" Play 1 match "Ok cool that was fun yeah./That sucked/Whatever" Quit for the rest of the day.
    58 comments 1,221 views last activity
  • How about making it so hitting on hook reveals the killers aura similarly to kindred, until you've moved 8m away from the survivor? Then the other survivors could easily respond accordingly without the need for comms, and it would punish BM. Would help in solo q if the strongest looper gets caught and camped + BMed, the weaker links could do gens more efficiently and safely.
    3 comments 91 views last activity
  • Also, if the issue is that stealth was designed around the killer having low FOV (in 2016, before looping was even discovered, 6 years ago), how about giving survivors ever so slightly faster walk speed to compensate? Fair deal right? Of course in reality it's solo queue that actually needs help and QoL changes right now, but it's a thought. Also what ab
    5 comments 131 views last activity
  • I think DBD is done for, and that every single player will now quit preemptively before the mori update, and not come back. It's over. This is a tragedy.
    54 comments 1,371 views last activity
  • It's not hard to fix. Revert all perk changes Self-Pickup basekit is only active in the "Last Standing" phase, basekit 60 seconds. Timer starts counting before the Last Standing phase, aka if you've been slugged for 60 seconds when the Last Standing phase begins, you can immediately self-pickup Any self pickup perk will completely prevent the "Finishing Mori" if active, so you don't get robbe
    0 comments 61 views last activity
  • Right now, solo survivor is in a bad spot, and I think a lot of players would enjoy the role more if the BP gains felt more fair. Yes there are incentives, but it's not uncommon that killers still end up with more BP in a close match as long as they get a 4k. After along match as surv, you often end up around 20-25k points since you simply can't get each category done, even though you contribute
    0 comments 31 views last activity
  • Deviousness Bonus Hit works fine, but not the brutality bonus. Not gonna bother testing Scratched Mirror but probably affected by the same bug.
    6 comments 101 views last activity
  • When you get 7000 points for escaping but no points for staying alive it incentivized selfish play and feels frustrating to have 0 points in a category after a long game where you didn't make it out. What do you all think about a "time alive" bonus that gives you 1000 points per 2 minutes alive that you get cashed out if you die? Capped at 5000 points at 10 minutes. So if you die after 10 minute
    1 comments 61 views last activity
  • What are your thoughts on this idea? They both allow aura reading, so maybe reading the killers aura with a map/key combo would drain the item faster, whereas if you can't see the killer it drains at normal map rate? Would bring some use to these greaty underused items. Not to mention it would give BHVR an opportunity to not make them useless on their own, or without addons like green key is. It
    1 comments 41 views last activity
  • It's time to bring out the nerf hammer boys. My suggestions: Can't be used within 10 meters of pallets or windows Reduce duration to 0.4 Causes a special deep wounds that takes 50% longer to mend Exhausted for 60 seconds after use instead of 40 Doesn't work against killers special attacks Permanent 5% hindered on any user running the perk Half
    46 comments 1,152 views last activity
  • I personally think they're an outdated mechanic that incentivize camping. I get that survivors should be punished for going for a late rescue, but the most healthy way gameplay wise to prevent rescues should be to keep players injured, not get a lucky grab. Also, the gameplay in my opinion just isn't satisfying for either side. It's spamming unhook a survivor, waiting for the killer to make a mo
    9 comments 182 views last activity
  • 19 comments 371 views last activity
  • If a survivor dies with Stalk remaining, the dead survivors remaining stalk is distributed among the remaining living survivors. If there is "overflow", it all just trickles down to the next survivor, etc. So you never "lose" any stalk from the dead survivor, unless the remaining survivors are all completely unstalked. That would help quite a bit to keep his power up lategame. But it would also
    2 comments 51 views last activity
  • Part of why it feels awful to play against is that you can't know if the killer runs it even after endgame starts. Technically, if you're in chase with the killer you "could" see the killer speed up, so it should at the very least be revealed to the person in chase. I just feel like if the Noed hex revealed itself when gates were powered it would feel far more fair. It's depressing the amount of
    15 comments 321 views last activity
  • It's unfun to miss them as killer, it's unfun to get grabbed for survivor, sure it punishes late hook rescues, but the way to prevent rescues should be to go out and keep players injured. I know some killers can camp with power, but this mechanic lets every killer camp hook for grabs. Does anyone genuinely enjoy the "spam unhook game"? I certainly hate it, both from the survivor perspective and
    7 comments 101 views last activity
  • But I'd still rather just have a Level 50 sized bloodweb after reaching Prestige 1, and reduce the amount of levels needed to prestige after Prestige 1. So at P1 and above you'd have a big web, but you'd only have to get through 25 levels or so before you could prestige. That would make more sense to me. The addon rarity increase is very noticeable though. Any ideas on if there's a cap to it? On
    3 comments 101 views last activity
  • While I like the update, unfortunately for killer, the meta before was slowdown stacking, and the meta now is still slowdown stacking. In my opinion, slowdown should can grouped in to two categories, "general" slowdown that works on everyone and doesn't have very specific activation requirements, and "specific" slowdown, that works better on certain killers than others. I feel we need to tone t
    16 comments 271 views last activity
  • Bring back role incentives, keep them as a multiplicative instead of additive bonus. AKA, it also increases BP gained from offerings, etc. This is very important to help new players get "started", and get a few Prestige 1 characters. Especially now that you have to make it to Level 50, rather than gaining teachables at 30/35/40. Once a character is prestiged to level 1 and above, their Bloodweb
    3 comments 11 views last activity
  • So killers have been asking for an FOV slider for a long time now, mostly as think a Quality of Life update. But also accesibility for some who have motion sickness, and with the Spine Chill changes I'm hopeful. But 2 perks need to change to make this happen, Shadowborn and M&A. Here's my ideas: Added FOV slider ranging from basekit FOV to Shadowborn FOV Removed FOV bonuses from Shadowbor
    3 comments 23 views last activity
  • Yeah so I have this killer and I have like 3 pages of perks, should I prestige, guys?
    3 comments 21 views last activity
  • 7 comments 141 views last activity
  • Just ran into a Boil Over Exponential Breakout Soul Guard gang in RPD library, they got boons both in library and some other spot on that side of the map, then headed to library. I think that upper section could safely be barred off, and the totem up there moved somewhere else. Then just make hooks respawn after someone dies on them, and this wouldn't be a problem. Hooks not respawning is also a
    0 comments 31 views last activity
  • This is kinda sad tbh. I've maxed textures, graphics in general, but the perk charms are blobby with very low detail. Did something go wrong when rendering them? I like them a lot, hope they can look a little more detailed than this. Oh and they keep showing up as Balanced Landing when you inspect them for some reason. And sometimes on hook too, probably
    0 comments 11 views last activity
  • It's kind of messed up how easy it is to tunnel a survivor out now. I'll give you a little guide. Hit them as soon as they get unhooked, no OtR. DS is now a joke, so you'll probably not even see it. It's especially hilarious if do have it and they go into a locker. With Darkness Revealed you can blink on top of them in a single blink with zero effort. DH is rightfully nerfed, but if they use
    30 comments 591 views last activity
  • These are typical survivor surplus hours for me, and killer queue is the standard 5-15 second queue. But survivor is the one with 100% BP bonus, and the survivor queues are 2-3 minutes long. I see other have mentioned this too. What do you all think?
    3 comments 81 views last activity
  • and also let killers see hook states lol. Thanks for coming to my ted talk.
    1 comments 41 views last activity
  • 50% brutality bonus on brutal strength, 50% boldness bonus on Dance with Me or Residual Manifest or something. I wanna hit the 10k bp cap every single match.
    3 comments 81 views last activity
  • What do you guys think of this buff to Ace in the Hole? BHVR did a pretty good job buffing some of the weaker perks with the perk rework, I'd love to see some more perks like Ace in the Hole, Technician and Visionary get buffed. It feels pretty terrible when you're running Ace in the Hole 3 but all you get is a single brown addon. With this buff you'd h
    0 comments 51 views last activity
  • Due to how the pre game lobby works, killer players can dodge lobbies if they see a squad they feel will be too difficult. Survivors also have the option to leave and join a new lobby if they want to. But, this creates the issue of "backfilled" players that are far outside of the lobbies actual average MMR. Not only this, but since lobbies allow killers to see who they're facing, they can equip
    20 comments 301 views last activity
  • This is an aspect of Dead Hard that isn't often mentioned, but as a side effect of gaining free distance and invulnerability to guarantee that they reach windows and pallets, it also lets survivors play far more greedy at loops. Any time you're barely close enough to gain the distance needed for a hit, and the survivor can choose between greeding and dropping, they can now greed, knowing full and
    16 comments 341 views last activity
  • Now that 6.0.0 adds more lockers to maps and improves their spawns to be more consistent and available throughout the maps, I think it's the perfect time to experiment with giving Trapper the ability to pick up his traps from lockers. One of Trappers biggest downsides is the time wasted walking around the map picking up traps. These traps on the ground also alerts survivors about the killer bein
    2 comments 42 views last activity
  • I measured my leveling costs for a few survivors. I went purely for the cheapest webs possible, leaving out perk tiers sometimes if there were 1 or 3 of them in favor of cheaper webs. Also note level 40 means Level 40 and three nodes to get the teachables. Here are the results: Average 40-50: 394k Average 1-50: 1388k Thought it would be interesting
    19 comments 1,391 views last activity
  • This image shows my BP gains after an 11 hook game on Myers with the last survivor getting hatch. It was decently long, with plenty of Tier 3 stabs and most survivors fully stalked. I was using Beast of Prey to increase my Hunter gains, but I've done some testing and I don't think there's anything wrong with the Hunter category, it's the same for all kill
    5 comments 31 views last activity
  • There are many times where if a person dies on a certain hook, it becomes impossible to hook survivors that are downed near the broken hook. Particularly indoor maps, and hooks near corners have this issue. Sometimes survivors will drag the game out by crawling to a corner and be unable to be hooked because the nearest hook is gone. I think this is an outdated mechanic that serves no purpose oth
    6 comments 391 views last activity
  • Short and sweet, I think if a survivor DC's, the killer should be given their BBQ stack, if they haven't already earned it. Just last game I had 2 players DC during my hook animation, which means no BBQ stack for me.
    4 comments 51 views last activity
  • With the Mori rework, most people are assuming it's not just a scenario that happens when there is one survivor alive, but rather the moment the last survivor that isn't hooked or downed gets downed. After that they will be Mori'd and the game ends. That's just an assumption, but it seems to be what most think after reading the blog post. I like this idea a lot, but I feel like this Mori should
    40 comments 681 views last activity
  • Dead by Daylight's FOV is measured at 87 degrees, but anyone who's played any FPS games with 90 FOV can tell this measurement is off. This is because it's actually the Horizontal FOV, not the average FOV. This translates to an average of 71 by default. Note the FOV for TF2 here averaging 90. Playing with Shadowborn is very comfortable, and feels much bet
    11 comments 511 views last activity
  • It would be very nice with an option to mute the flashlight sound, and you could choose if you want to mute it for killer, survivor or both with a checkbox for each. The only way to prevent flashlight macro in a different way would be to have some form of activation cost to the flashlight, I figured 2% of max charge each activation. This has almost nothing to say if you use a couple clicks for
    0 comments 11 views last activity
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