TripleStryke
TripleStryke
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- TripleStryke
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I enjoy Houndmaster a lot, she's one of my most played killers and I want to go through things I would change about her to make her feel better both from a semi-bug fix standpoint and some relatively simple QOL features/functionality changes because I would love to see her shine. With the slow bug being fixed in the PTB she is very close. She is not in need of a rework or anything, she's well des2 comments 31 views last activity
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Leverage didn't need the compensation nerf when its duration was buffed, that's pretty much it. I want a good anti-heal perk to match some healing options on the survivor end and I feel like Leverage is a pretty healthy perk33 comments 266 views last activity
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Let her break pallets, remove the vault and she will be so much more fun for both sides.14 comments 171 views last activity
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For most killers I have an idea for what I'd change about them, but some of them pretty much only need number changes, so my goal with this post is to give suggestions for those killers. I think a number of killers need slightly more complicated mechanic/add-on changes in addition to number changes, but I will be excluding them from this list to keep the changes as simple as possible. Feel free t8 comments 111 views last activity
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Most people's least favorite maps in the game currently have a boosted map chance. This has persisted for months and I'm sure enough data has been gathered on these maps if that was the reason for it. If anything, boost the realms that recently got changes, I just want to see something different it's actually hindering my want to play this game.5 comments 81 views last activity
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it's still useless after months. It was fine at 10%, but just make it 8% or something and it would be fine then as well.7 comments 111 views last activity
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Mushroom economy changes are pretty insignificant. Lowered collision window to 0.35 is great, makes her harder to use. Increased pallet stun to 2.5 seconds is also great, makes it more rewarding to outplay her. Increased pallet vault time to 2 seconds and the Head Form window vault to 1.8 seconds are fine as well, BUT it's just so un-interactive, the pallet vault should be removed as a whole.20 comments 461 views last activity
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The Krasue: Regurgitate Cooldown: 3.5 seconds (was 2.5) Extend the delay after Regurgitate before you can Basic Attack Remove Regurgitate Ricochet Aim-Assist Head Form can no longer vault pallets Head Form can break pallets Remove the 0.6s no collision window Head Form Movement Speed: 4.6 m/s (was 4.8 m/s) Head → Body Transition Speed: 2.3 m/s (was 1.15 m/s) Basically just nerfs acro3 comments 161 views last activity
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I think I understand that the core idea of this killer is that the need to "infect" the survivor is what keeps her insane Head Form power in check, but there are definitely some things on both ends that I want changed because she is currently too strong. Head Form can no longer vault pallets Head Form can break pallets The pallet vault 95% of the time makes her extremely un-counterable, espe2 comments 41 views last activity
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I've played a while now and here are my opinions on everything. I think there's more good than bad, but it is definitely a mixed bag. If I don't mention something it's because I think its fine or good. The Krasue: I go in depth here: https://forums.bhvr.com/dead-by-daylight/discussion/457271/krasue-suggestions Summary of Suggestions: Replace Head Form's Pallet V13 comments 229 views last activity
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Anything I do not mention as a Remove/Adjust I think is a fine change that I would be okay with going through. Slugging Reduction Update: Adjust: If a Survivor is left in the Dying State for a total of 120 seconds during a match, they gain the ability to pick themselves up after fully recovering (was 90 seconds). Remove: Added the ability for Survivors to recover while crawling. Reco11 comments 161 views last activity
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Here are my initial thoughts on the developer update from hopefully a fairly unbiased perspective considering I am very experienced in both roles, and play them relatively equally. I’ll try to address the changes roughly in order of their appearance in the notes, and if I don’t mention something I am probably fine with it. Slugging Reduction Update: I think this section of the update should1 comments 71 views last activity
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I think this perk is too strong or at the very least way too available so it needs to be toned down to a degree (largely because of its combinations with other perks/strong items). I have some changes I'd make to tone it down while still keeping the identity. Conviction requires a full altruistic heal like Second Wind instead of completing a heal on yourself or another person This would make10 comments 351 views last activity
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Houndmaster is a very fun killer (enough for me to p100 her), but there are definitely some things I want changed that I'm listing below roughly in order of the priority I want them implemented. Bug Fixes This first change is the highest priority as I obviously want her power to work. Minor elevation changes makes Snug get stuck for significant periods of time, he often safety teleports when5 comments 61 views last activity
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These Pig changes are definitely in the right direction, but it feels like the perfect set of values for the Ambush occurs when you're running Workshop Grease and Last Will, so I think they should be made entirely base-kit and reworked instead of buffing and compensation nerfing. These would be the values: Ambush Attack Charge Time: 0.55s (was 0.75) Ambush Dash Speed: 7.455 m/s (was 7.1 m/s)6 comments 111 views last activity
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To start off this game is bugged to an insane degree, to the point it doesn't feel like the developers play test, or regularly play the game they create. General Opinion: If the developers actually took in all the feedback from the PTB, like they did with the knight standard changes, instead of just pushing through barely modified versions of things like Clown, Fog Vials, Conviction etc. (tha0 comments 31 views last activity
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This discussion has been merged .0 comments 1 views last activity
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Isn't plot twist supposed to disable when you pick yourself up with conviction? The description of plot twist says it disables when you recover yourself by any means and conviction is definitely recovering yourself.0 comments 491 views last activity
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To start off, this is definitely an improvement on the PTB, but I have some main issues that I want to help address, being that the pink bottles are still too weak, and the yellow bottles still activate a bit too fast. Pros from PTB: Reverting the spread changes on the Antidote was beneficial to both sides. You now cannot throw bottles directly at your feet and give them to the survivor as1 comments 32 views last activity
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The Demogorgon used to be regarded as "the most balanced killer", but as the average killer has gotten stronger, he fell behind significantly. I believe he needs a bit of love in all aspects to make him more viable again because his design has room for improvement without being too oppressive; especially in comparison to the strong dash powers in this game. Here are the changes I would make to hi4 comments 82 views last activity
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This perk isn't that bad, but it also isn't very good because of it's downside. It also encourages ignoring one survivor, which is not really good design. My simple suggestion is to make Dying Light gain a token when hooking any survivor , instead of just the non-obsessions, so it can be used in obsession cycling builds, as well as its current uses, to keep the obsession either in chase or on0 comments 11 views last activity
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This perk needs to be much more restricted , because it being so readily available makes it super easy for inexperienced survivors to use it wrong, and it is way too strong in the hands of experienced survivors who already don't need this perk to win. Additionally, it actually encourages the sweatiest gameplay to a degree because the best counter is Hard Camping. I propose a couple condition19 comments 221 views last activity
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With the continuous small buffs to healing over the course of many updates, without much given to killer as compensation, I think the heal vs anti-heal meta has reached a clear tipping point in the favor of survivors. Leverage was definitely an alright addition, but doesn't really matter when someone with resurgence can heal themselves under hook in a few seconds. No Quarter is extremely niche, a9 comments 142 views last activity
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Anything I don't mention below I am totally okay with and think you guys did a great job on. The Animatronic's Perks: Help Wanted: There is no reason to really ever run this perk. I get it is made to have some sort of synergy, but it does not even slightly stand well on its own. Phantom Fear: Probably the most useful of the 3 perks, but the cooldown is a bit long. Haywire: I liked th4 comments 81 views last activity
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First I think that the 2 token penalty on pallet breaks is a bit excessive. 1 token was fine or close to fine, maybe you could just make the 1 token cooldown a bit longer in a similar way to artist where it is 5, 9, 12 instead of 4, 8, 12. Second, I think that in addressing the enraged vault it should be more of an even 50/50 on relevant scenarios for the killer and survivor. This would be done2 comments 41 views last activity
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SUMMARY OF THE ISSUE: When playing as the Singularity, where previously placing a biopod would be instant, instead there is a delay to when the pod actually attaches making him feel awful. PLATFORM: Epic STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Load into a match as the Singularity, place a biopod in a valid location on any map/realm. This occurs almost every time you try to place a p2 comments 41 views last activity
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So my understanding of this current design preview from the killer perspective is that you place your stealth drones around the map. If you think/know a survivor is nearby a drone through zoning them into one, or macro knowledge, you can take control of the drone (as long as it is active) and have a window of time based on the battery to claw trap them. Once the survivor is claw-trapped, if you a0 comments 11 views last activity
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This perk really has no use, even in gimmick builds involving stuns. I think it would be usable it was activated on every pallet drop and blind within like 16 meters instead of just stuns and blinds. The only interaction this removes is head on and blast mine, and would make it activate way more consistently.4 comments 41 views last activity
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The range changes feel bad and limit the skillful and fun part of his kit, which is grappling around long loops onto survivors. At least meet in the middle at 15 so you can use the addon to get back to the original value like the umbrella rework and enraged duration. The enraged vault after a survivor on the other hand is a bit too fast/free, and the auto hit after a vault is really lenient. I0 comments 31 views last activity
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This should at the very least be limited to Haste/Hindered "perks" instead of "effects" if some form of this change must go through. How is something like Babysitter or No One Left Behind going to interact with base-kit BT? The fact that you can create a build that specializes in one thing is a good thing in my opinion and this would remove a decent amount of those niches. On killer, Clown is goi0 comments 22 views last activity
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Will the haste changes also prevent stacking with killer powers that speed you up like knight, clown, and singularity because I feel like those should be separate.3 comments 81 views last activity
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SUMMARY OF THE ISSUE: Balanced Landing will reduce your stagger time even while exhausted. PLATFORM: Epic/All platforms STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Load into a game with balanced landing → become exhausted → fall off a high place0 comments 81 views last activity
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While Nothing But Misery isn't very strong, I think the idea of a delayed activation for some of these hexes to make them more consistent would be really helpful. For example, make it so the Devour Hope totem lights once the first survivor is hooked, and the Blood Favor totem lights when the first survivor is injured. The same thing could be done to Third Seal, but something like first vault for0 comments 1 views last activity
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The Ghoul is strong and the free injures are kind of obnoxious so I want to suggest a set of changes that would tone him down and give some QOL, while keeping intact the skill expressive high mobility gameplay. Not all of these numbers are super specific, but this gets across a general idea. The Ghoul can only mark another survivor (and injure) while no one else on the map is marked This prev1 comments 32 views last activity
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The Xeno changes are honestly really awesome across the board, but I have one suggestion. Make it so turrets only detect you while you are in the tunnels. You have a terror radius when on the surface so this change would just let Xeno use undetectable perks and Cat Carrier.15 comments 281 views last activity
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SUMMARY OF THE ISSUE: Both Plague's Corrupt and Vile Purge no longer pierce survivors. PLATFORM: Epic/ All Platforms DeadByDaylight-EGS.log STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Load into a match as the plague, line up multiple survivors and try to fire through multiple survivors. This applies to survivors on hook as well. It is also noticeable with a sing0 comments 31 views last activity
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A bit ago Plague was on the roadmap for changes, but they were pushed back so I was bored and decided to make some suggestions on what I would like to see from the changes. These changes aim to tone down her peak (Iri Seal) while bringing up her variety and consistency without addons (apple addons more specifically). 2 Pools of Devotion are corrupted at the start of the trial (Was 1) Ashen &am2 comments 51 views last activity
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How much does an increased XP incentive actually impacts the player count? For me at least even though I know it allows you to get Iri shards faster, it still doesn't move me to get on the game the same way bonus blood points does. If it was advertised as getting more Iri Shards in some way I wonder if it would make it have more of an impact because I feel like people don't immediately make that2 comments 91 views last activity
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The nerf to Chucky's speed is extremely overkill, especially when the main complaint was his cooldown. He is now a 4.4 killer with the same cooldown as spirit and a not at all comparable in strength chase power. If you wanted to nerf him, just the Cooldown was fine. The longer duration feels good, but if reverting the speed means reverting the duration that's totally okay. All I know is that t1 comments 51 views last activity
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Nurse is obviously very strong and as a result she has likely hindered many helpful/fun features and perks from coming to killer as a result of her strength because of them being too strong on her. So I have an early stages idea to tone down her strength revolving around light burning. Basically, I would bring back light burning on survivor brought flashlights and add some base-kit item, a flash6 comments 62 views last activity
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Since Leverage is on the roadmap for changes soon I was trying to think of an anti-heal perk for a purpose we haven't really seen and killers don't really have a strong anti-team reset perk (multiple injured survivors grouping up to heal and remove pressure), which would also fit the theme of Leverage as a perk. So I came up with this idea: Leverage: Upon hooking a survivor Leverage activate1 comments 21 views last activity
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Not sure if this has been reported before, but since the singularity changes, if a survivor hugs an object too tightly, usually a wall, your teleport location on that survivor will get stuck behind them in the wall, so you will teleport much further behind them. If people are hugging walls tightly this happens fairly consistently and on a place like shack you can teleport to one side of the shack3 comments 81 views last activity
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Overall I'd say I'm having a 7/10 time with him. He's a difficult killer and I like that, especially the depth of the "hug tech" that is probably going to be removed, but he overall feels very easy to outplay by design when survivors are actually looking behind them and paying attention. His sluggish cooldowns and power also make him very prone to predropping and exhaustion perks (and also finess4 comments 62 views last activity
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Bodyblocking: Survivors with 3 crows no longer have collision with the killer 2v1: If the exit gates aren't powered and there's 2 survivors left on the map there is a crow accumulation or killer instinct mechanic that reveals them after not doing a generator for lets say 2 or 3 minutes.0 comments 11 views last activity
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THWACK! just isn't worth running. If you want to run a perk that achieves basically the same thing, that can be used without a hook, and isn't "wasted" during chase, just run Ultimate Weapon. I propose a fairly simple and in theme additional effect that would make this perk see more use. THWACK! : In addition to the existing effects, while active, increases the speed you perform the next palle10 comments 111 views last activity
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So Unknown is on the roadmap for some changes, and I have three simple suggestions that address frustrations on both sides without altering his balance much because he's already in a great spot. UVX has a cool-down of 6 seconds (Was 7). The long cooldown really disincentivizes going for shots because you lose out on so much time when you miss. Reducing it by a second will allow people to play0 comments 21 views last activity
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Please consider putting a more lenient limit on the disconnect penalty because 6 hours and above is way too much. Earlier this year I was having crashing issues (since fixed it was faulty ram), and how else am I supposed to test them other than by playing the game. My penalty went up to 48 hours or something it was just miserable because I couldn't figure out what was wrong and I was busy with ir9 comments 202 views last activity
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Dying light is not the worst perk ever, but its very underwhelming, and the buff the obsession gets from the start of the match often makes it not worth the perk slot, especially considering the time it takes to get going. Suggestion: Hooking the obsession also grants Dying Light a token. This change would both make the value a bit more consistent and prevent the whole problem of ignoring2 comments 21 views last activity
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The Singularity after the update has pretty amazing addon design with most of them being useful in some way, but there are 3 that stand out as not worth running. I know you guys like to polish things in future hotfixes from patches, so I would like to address these because it's so close to perfect. Hologram Generator: Increases the range of placing biopods by 4 meters. This oblivious addo0 comments 61 views last activity
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I know you guys like to polish things in future hotfixes from patches, so I would like to address some of Singularity's less useful addons (as p100 singularity). because with a few changes he will have almost all his addons fitting into good use. Cryo Gel: Slipstreamed Survivors suffer from the Mangled and Hemorrhage status effects for 45 seconds when hit with basic attacks. A 60 second Hemo3 comments 101 views last activity