jesterkind
jesterkind
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Seeing people talk about the upcoming Self-Preservation nerf has me thinking, because people are pointing out that you can use it for a quick-ish unhook and have both players vanish without being trackable easily, which is a pretty interesting use case for a perk. Now, I don't mind SP's nerf that much - I'd prefer it be 20 seconds instead of 15, but both variations are strong and useful perks +12 comments 111 views last activity
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To be specific, I'm not talking about the shift from Exposed to Broken. That nerf(? sidegrade?) isn't something I particularly mind. What I'm referring to here is the change where one person using StB turns off everyone else's StB. Even setting aside that it's wholly unnecessary for this perk - multiple uses only even can happen in scenarios that aren't actively throwing is when someone's tunn60 comments 802 views last activity
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By which I mean, the Endurance and Haste you get after an unhook just now got reduced back down to ten seconds, after fifteen caused some issues, and the new Elusive has the same duration. So, what I want to consider here is whether all three timers need to be the same length. Imagine that the Endurance stays ten seconds, because that one was the one causing problems, but the Haste and the Elu2 comments 70 views last activity
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This exact post is post number 10,000 on my account, and to celebrate this milestone I figured I'd try and push for a little bit of positivity on the forums! Plus being a bit sappy at the end, I think I've earned it. So, here's the question to spread the positivity: What are you guys enjoying the most about Dead By Daylight right now? I can start: I'm really enjoying Houndmaster. She has he13 comments 170 views last activity
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I won't pretend otherwise, I don't like Lights Out. I think the mode would be better off scrapped and replaced with something that focuses more on the stripped-back UI and emphasis on stealth without obscuring the screen with the darkness filter. However, I do think that Lights Out can be improved from where it is now, and even if I'd never really vibe with it, I would like to see it improved f1 comments 20 views last activity
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I had this post cooking before the announcement that next midchapter will have 45+ changes to various perks (including the universal pool, which is exciting), but really I think that announcement only makes this even more of an appropriate topic to raise. Put simply: What perks do you want to see changed the most, and how? Buffs, nerfs, full reworks— I always like reading people's posts with lis27 comments 630 views last activity
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With a day and change between us and the Black Banquet ending, I wanted to write up a thing talking in a bit more depth about my feelings on the event, as well as some constructive criticism on what I'd want to see learned from it for whatever next year's anniversary will be. To start, I want to go over some pros before we get to the cons. It's not just a futile attempt at even-handedness, thou3 comments 61 views last activity
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It's a term that gets thrown out a lot in conversation, often in passing with an air of assuming it must be obvious what that means. I've never really gotten what people mean when they say it, though, so I'm asking for people who actively use that term themselves to define it. Ideally I'd like more than just a list of perks, if you don't mind, I'd like to know what links all those perks together21 comments 421 views last activity
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Somewhere on the forums, it's been stated by the developers that they no longer plan on putting balance changes on PTBs with new content. My assumption is that this has to do with getting meaningful feedback and not wanting to overload any testing environment with too many large-scale changes and additions at once, which I think is a worthwhile enough concern to take seriously. I'd like to propo16 comments 351 views last activity
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In my opinion, Rampage is far and away Jason's weakest perk, but I also don't think it'd be that difficult to fix it. I've got three ideas, two of which are buffs to its current effect and one of which is a full rework for reasons I'll get into further down. Idea one: Double token gain per pallet break This one's pretty simple, because the main issue this perk has is just that it scales way6 comments 121 views last activity
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When the topic of DBD crossover comes up, it's almost always with an eye towards what licenses should be brought in to the Fog, but I think it'd be pretty interesting to explore the other way around. A few times in the past, characters from DBD have had a cameo or limited appearance in other media. What would YOU want to see in that vein? I'll start us off: I'd love to see DBD characters in a f3 comments 71 views last activity
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It's no secret Houndmaster has a lot of problems, but right now I'd like to focus on just one: the annoying clunkiness of her targeting system. Trying to get her to lock on to a specific generator can be absolutely agonising, especially when you accidentally lock on to the wrong thing and need to waggle your mouse around for approximately the length of the Cretaceous era to unstick it. To fix th3 comments 41 views last activity
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I ended up going to bed, naturally, so I'm sure I missed some new noises and the like. Anyone compiling everything that happens anywhere, or anything particularly noteworthy happen since hour two?7 comments 211 views last activity
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I've never been in a position to figure this out for myself and I'm curious. When Sadako is Demanifested, she has a directional lullaby, this much I know. My question is this: When Sadako is Undetectable by any other means, such as the perks Furtive Chase or Trail of Torment, does she also have that directional lullaby? Doing some buildcrafting for her, and that affects how good she is at usin7 comments 111 views last activity
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I figured I'd make my own post since the thoughts here are a little rambling to be on anyone else's thread. So, Steadfast's preview has some rather worrying elements to it, and I've been thinking about how to potentially prevent the perk from being a huge problem once it's actually hit the game. The sticking point here is that the perk has two problems, and one of them is both far easier and far15 comments 642 views last activity
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I let this simmer for a bit because I wanted to be sure of my thoughts before I weighed in, and I do think I can safely conclude Fast Track isn't in a great spot. Now, for transparency, I'll say I never really had much of an issue with Fast Track's effect in-game, but that's mostly because it wasn't very good— yet, it couldn't really safely be buffed because of the design that it had. Crank up t6 comments 91 views last activity
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To explain that title a bit, I'm looking specifically at four perks: Sprint Burst, Lithe, Balanced Landing, and Smash Hit. All four of those perks trigger the exact same status effect for almost the exact same amount of time between them; it's always 50% Haste, and the only variance in duration is that Smash Hit lasts for 4 seconds instead of the other three's 3 seconds. It's no secret that S25 comments 541 views last activity
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I'm going to be pretty bold with this one, so I ask that you bear with me and really consider what I'm saying. When it comes to flashlights, the problems I'm aiming to fix aren't that the item is too strong or too weak. In that regard, I actually think flashlights are in a pretty good spot- my issues lay elsewhere. For clarity, my issues are as follows: Flashlights have generally pretty usele5 comments 161 views last activity
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This seems to be a hot topic in the community again, so I figure I may as well air my own thoughts. When it comes to nerfing Blight, my personal philosophy were I put in charge would be to first sand down the rough edges where Blight can get too much in comparison to other killers before looking at actually weakening his power directly. So, the first step should be lighter touches, and then Bl11 comments 151 views last activity
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We're a little ways away from Maps initially being reworked now, and I think it's fair to say the rework didn't quite land where it should have. Keys got a borderline perfect rework, but Maps are languishing, which I'd like to try and fix. Now, there's a lot about the Map rework that I do like, so we'll be keeping the overall shape. Lower charges that are consumed for a flat duration of the m0 comments 31 views last activity
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This is something I've been mulling over lately, and I'm curious what others might think about it. So, for the sake of comparison, Sadako and Dredge both have a cooldown on their power when they first load in, so Sadako can't teleport to a TV instantly and Dredge can't teleport to a locker instantly. Regardless of if you think that's fair for them, I want to contrast that against killers with6 comments 161 views last activity
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While I don't think killer aura reading is especially problematic at the moment, I do see a lot of people talking about it, and I think the tools survivors have to answer it can be a little lacking in some cases. So, here I'm going to suggest a few improvements to some perks that currently answer auras, plus a suggestion for exactly one perk that I would like to see reworked into an anti-aura p6 comments 101 views last activity
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Broadly speaking I don't think it's unreasonable to suggest we're not going to get another attempt at anti-tunnel from BHVR for a while… which makes now the perfect time to make pitches! In the wake of the 9.2.0 and 9.3.0 PTBs, I think we can learn a few things. Summarised to not make the preamble to this long post also unreasonably long, I think we can learn the following: Showing an olive b8 comments 191 views last activity
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I don't think it's controversial to say that toolboxes are at least potentially far too strong; even if a brown toolbox might not be all that good, a properly stacked Commodious Toolbox is one of the strongest things a survivor can bring into the game. The purpose of this discussion isn't really to properly commit to a suggestion surrounding toolboxes, but rather poll the community to see whic17 comments 283 views last activity
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With 2025 now just in the rear view mirror, I think it'd be interesting to go over the perks released with the new chapters this year and see what, if anything, I'd change about them now that they've all been in the game for at least a little bit. To cut down on this post's length so things don't get out of hand, I won't be discussing the new perks I don't think need any changes, nor will I be4 comments 121 views last activity
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This is something that's been on my mind for a while, but I'm only just now getting around to it. So, in short, I think that it would benefit the game to have a separate way of testing certain changes that exists in tandem with the PTB, not replacing it. Utilising the "event queue" system that we have now, I think it would be interesting if we had a permanently-active "Experimental Queue" or so1 comments 22 views last activity
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This is something of a companion piece to this post where I suggested putting a feature from previous PTBs on a universal perk for the survivor side. There's room for that on the killer side too though, and this is that suggestion- though it's a little more in depth than the last one. Basically, Unrelenting kinda sucks, so giving it a new effect is already a good idea. While it could keep it0 comments 11 views last activity
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Lightborn, in my opinion, is not a healthily designed perk. That's not to say it's the game's biggest balance problem right now, it isn't, but it is a perk that passively shuts down an entire suite of options on the opponent's side for zero effort, tradeoff, or limitation. Equip Lightborn, blinds don't exist anymore. An easy comparison can be made to pre-rework Distortion, which effectively shut45 comments 471 views last activity
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During PTB 9.3.0, the perk Wicked had - among other, more busted effects - unhooks providing no notification for the killer. Personally, I like this being a perk effect and not a basekit effect, as basekit killers should be able to use unhook notifications as macro info and occasionally as their only lead to follow up on for survivor locations. Survivors being able to spend a perk slot to mess12 comments 162 views last activity
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…I'd make it so being downed in the exit gates blocks you from leaving for about five seconds. Long enough that if you're being a nuisance on purpose to troll, the killer can pick you up and gain some satisfaction from punishing annoying play, but short enough that waiting it out is trivial if the killer actually wants to let you go and all the teabagging is actually in good fun. Is this a huge6 comments 71 views last activity
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For those who missed it, in the most recent community stream, BHVR announced scrapping the anti-tunnel entirely, replacing it instead with a very unhealthy and unhelpful extra five seconds on the normal Haste and Endurance. While this is of course massively disappointing, I do think there's room to be constructive about this whole affair. What can we learn from this? If anything, I think what2 comments 101 views last activity
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…Who would you want to see as killer? During my rewatch of the show, my old passion for it has reignited, and I've been thinking about a potential Doctor Who chapter. It's iconic horror media, no doubt, so it fits in general… but what killer would you use? The three most iconic villains of the show are the Daleks, the Cybermen, and more recently the Weeping Angels. There's not no promise here1 comments 31 views last activity
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Back when Elusive was first talked about, BHVR mentioned offhand the potential for adding it to perks. On its face that seems pretty reasonable, but the more I thought about it, the more I realised that a lot of perks are intentionally missing elements that are present in Elusive because they'd be too strong otherwise. This of course led me to wonder what perks actually could safely be changed t1 comments 122 views last activity
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This is a take I've seen a fair amount over the last few years, and I've never understood what it means. The best way to find out about opinions you don't understand is to ask, so that's what I'm doing here! If you personally feel this way + have made this argument before, I'm curious about two things: What would you actually want to see changed about the balancing for hooks over kills? What42 comments 831 views last activity
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Wordy title, eh? Couldn't think of a better one. I saw an idea on the forums a while back (don't remember who said it, my apologies) that really got me thinking about new ways to tackle anti-tunnel as a concept, retaining options and agency for killer while lessening the strength of tunnelling so drastically it wouldn't be seen as the optimal play anymore, basically only something you'd do if fo14 comments 201 views last activity
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I think about how to help Trapper a lot. He's one of my favourite killers and my original main, I like the old boy a lot- but I also understand BHVR's reasonings for not giving him a full-on rework, and even agree with them overall. So, I've been thinking over the past few days what I'd suggest as a set of realistic, achievable buffs that could be done in a single update and that wouldn't contrad1 comments 52 views last activity
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As the title implies. I've been thinking about who the most balanced killer overall would be, and I'm curious what the rest of the forum community thinks- though I do personally have an answer, so let me make the case for that too, just to keep things interesting. To me, "the most balanced overall" should be a question that considers multiple angles before answering. The killer would need to be34 comments 613 views last activity
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To let you know where I'm coming from, let me start by saying what my connection to this rift cycle has been as a player. Specifically, that I haven't really been engaging much. Important IRL stuff, bad internet, other things to play- I've only really been able to log on for a handful of matches every three or four days or so, with my most concentrated playtime being for the 2v8 duration (half12 comments 321 views last activity
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Now bear with me. I'm making this a discussion and not a suggestion because I am on the fence about this myself, so I figured I'd toss it out to the community. I don't think it's controversial to say that the main reason most people bring Vigil is because it helps you recover from Exhausted faster- that's both a very strong effect, and far more in your control as a survivor. Still, the fact t17 comments 514 views last activity
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I didn't get to play yesterday, so I only just saw these. This is a BIG step in the right direction for the quest system, getting challenges for specific characters back again! I don't love that they apparently only last eight days, and they're all very simple, but that framework is something I'm very excited to see. It's also a pretty big upgrade to have them be doable without using those c0 comments 31 views last activity
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When the key rework first came out, I initially sort of wrote off the Blood Amber as not really being worth it with the new downsides it was given. In the time since, though, I've decided to play through a good chunk of matches building around the Blood Amber like you could do before, and while it involves a different build now… I actually think it's pretty good, still. The biggest part of the r0 comments 191 views last activity
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While this is somewhat related to the PTB, it's a broader conversation so I'm putting it in general discussions instead. There's a comment that I see repeated about the notion of anti-[X] additions, whether it's about tunnelling or slugging or in some cases camping, where people object to the idea of removing… one of the three things in the title. Usually strategy and depth, but for this partic8 comments 161 views last activity
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If the controversial semi-recent changes have taught us anything, I think it should be that the Clown's power is volatile and difficult to improve in its current state. It has the potential to be OP in the most boring way possible if it's buffed too far, but he's also not very good so it's difficult to weaken those problematic parts of him in a fair or reasonable manner. With that in mind, it's0 comments 51 views last activity
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With the latest dev update, people are buzzing about how Sadako may be hurt by the new six-hook threshold for avoiding a penalty. While I think this is premature and kind of disagree with the notion entirely, I do think it's a good springboard for talking about Condemned and how it can maybe be made more of a fair + useful tool than it is right now. In order to do that, I want to talk about kill8 comments 401 views last activity
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People don't like Legion in 2v8. This is not a secret, people will talk about it constantly. Personally, I don't mind, but the thing that does make Legion a little annoying to me is the same thing as makes them mildly annoying in the main game- Mending sucks and isn't fun, so being made to do it multiple times a match is irksome. Losing Mending in the main game would necessitate some compensat38 comments 891 views last activity
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I had some free time waiting for some contractors that never showed over the past few days, so I decided to sift through all one hundred and fifty something survivor perks so I could place them on a tier list. First I'll show the tier list, then I'll give some reasoning and context. Tier list: Now, some clarification. For the tiers, "Exceptional", "V22 comments 5,138 views last activity
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The "play while you wait" feature was a pretty good addition, I do like it, but I still feel that the biggest issue contributing to the lopsided queue times in 2v8 is that survivors just simply don't get anything as exciting as being able to have a killer teammate. While matching that novelty might be hard, I do think a lot more could be done with the survivor gameplay to give them more entici4 comments 102 views last activity
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In a recent post about the recent Fog Vial nerfs, a community manager asked which of the two nerfs contributed more heavily to not wanting to run Fog Vials. This got me thinking, and I think that it would be more beneficial for everyone if Fog Vials went back to infinite use (IE, reverting the max-charges nerf) but had a slightly weaker effect overall (IE, keeping or only adjusting the opacity16 comments 211 views last activity
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With killer queues being what they are at the moment, I've taken to playing survivor most recently, and part of what I've been doing is testing out the new stuff from the last patch. I feel I have enough experience with the two items that got reworked in particular to give some feedback, and it's pretty mixed. I'll start with keys, because I want to establish first that I think this rework is g4 comments 111 views last activity
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…At least insofar as stabilising his current position. I'm of the opinion he needs a proper update at some point, but here I'm mostly referring to his current state after the most recent update. I would suggest four changes: Adjust yellow bottle activation speed to somewhere between what it was and where it is. With yellow bottles activating this quickly, it kinda ensures Clown players can3 comments 81 views last activity