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limierr

limierr

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  • To main nemesis, he didn't need all of that.

    We could rework it but it would make things more complicated :

    1) Rework the virus effect to have a system of tier that will kill survivors if they don't vacinnate or snap out with a system similar to bt where it could pause in chase. The idea is to have a special kill system where the survivor can turn to a zombie.

    2) Rework zombie to make them really dangerous.


    I would personnaly perfer to rework his addons to add some of them to the base kit and add new ... tools to him.

  • @TacticalBanana said:

    Playing solo as survivor really sucks. If you don't have a discord com and teammates you know, it's a total dice roll if you gonna have fun or not. It mainly is because of how pre game prep and compatiblity with other survivors play a role and having a strategy too which doesn't exists to a great extent when you play solo.

    What can be done perhaps is a in game group finder sytem where you can create a group and make people join like custom servers and then wait for a killer to start the game.

    Another solution can be adding a in game voice chat that is proximity based like phantamohosphia game and make the killer able to hear you too and add a voice proximity for killer too which will both make planning easier for survivors and give more immersion to both sides too.

    Also games will be more fun if like you can voice chat as a friendly killer, where you can like make them believe you wont kill and stuff like that. PLeading the killer to spare you as survivor and stuff.

    Yes that will also have problems like profanity and abuse in chat but like you live on earth and there is plentiful of it. Also it ain't like 10 year olds be playing this and it ain't okay to chat voiced while blood and gore is cool? Lmao.

    Voice com would litterally break the game.

    If you tend to play solo a lot, you must have seen that the problem is not the communication. It is mostly the gap of level and logic.

    As solo : you will tend to found :

    1) The scaried bird that will hide or do nothing.

    2) The guy who will only do gens.

    3) The guy who will want to do only save.

    4) The guy who will want to be annoying as hell to the killer.

    5) The guy who will disconnect after see the killer or get down.

    6) The guy who will fail every skillcheck.

    7) The guy who will get down in 12s whatever the killer.

    8) The guy who come only for his rift.

    9) Sometimes : the polyvalent type.


    The idea of be able to have a group finder could be fine but i would recommand to apply a system to select the type of group you are searching with a few option :

    a) gen rush type

    b) Bp group

    c) Polyvalent type

    d) play for fun.

  • @papichulo said:

    Main Updates:

    • Hex: Blood Favor will now have increased range for pallets to 16/19/23 meters.
    • No Mither will no longer allow you to fully recover from the dying state. Instead, you will see the killer's aura whenever you are inflicted with the Exposed Status effect.
    • Insidious Perk Addition: After standing still for more than 7/11/13 seconds, your aura will be shown to the obsession.

    General Updates:

    • Daily Rituals have a chance of giving high rewards for doing hard/difficult rituals.


    Personnaly :

    => Hex bloodfavor : the hex part should be removed.as the perk already have a cooldown system.

    => No mitther : it could remain the same but just add a bp bonus.

    => Insidious : i still don't see the point to nerf a weak perk just because it annoy people. At this point, let rework it that way to make it partially usuable in chase :

    "After staying immobile for 3s, you lose your terror radius. If you start to move, you remain undectable for 8/9/10s."


    For ritual, it should be split up like the mobile version.

  • To an extend it would be logical with blindeness as you "wake up" however for hindred and exposed ....

    Also sorry but madness 3 skillcheck are not hard at all.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402450#Comment_2402450

    Downside or not, I don't think there's a real call for it to have more tokens, it's not just 3 chances to stealth, it's an incredibly useful info perk that persist for the duration of the game. Even when you're out of tokens and your aura can be revealed, you will know exactly when your aura is revealed and can work around it.

    But for the sake of argument, I could maybe get on board with gaining an additional token for every 30 seconds you remain within 10 meters of the killer without being detected. The downside here is making a risky play that could get you caught, so it seems a fair cost.

    The idea is interesting but quite hard to put in place. I mean imagine to have a fast killer, How do you want to remain for 30s at 10m of him ?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402441#Comment_2402441

    It doesn't even need more tokens.

    The idea is you get three free chances to avoid detection, and with those three chances you learn what perks the killer is using. You can use Distortion to detect; BBQ & Chilli, Nurses Calling, Bitter Murmur, Scratched Mirror/All Seeing Blood, etc. And then with this info, you can avoid future aura detection by countering them; getting in a locker or close to the killer when someone is hooked, not healing close to the killer, being furthest from the killer when a gen is completed, etc.

    It's an info perk as much as a stealth perk, and the info you get from it is pretty strong as it is.

    The only 'buffs' I would give to it, and the first isn't so much of a buff as a 'fix', are:

    • Only consumes one token against a Tier III Lethal Pursuer.
    • Extends to the other survivor when healing/being healed against Nurses Calling.

    The idea is to get more token with a downside. The main point is to offer a good stealth tool which will penalize gen rush in compensation. A bit like inner strength works were you waste 14s to cleanse a totem and around 8s to get heal (without taking account the search time ).

  • No. Distortion is suposed to be a solo perk to work like a lone wolf.

    However there is a buff that the perk could deserve , it is a way to get back some token with a downside.

    An idea could be to request to a survivor to for exemple hide for 8s in order to get one token.

  • @Tatt3dWon said:

    Welp im glad they fixed it now yall know what we had to deal with.

    If it was working also well as survivor i would tell you but .... nope.

  • @GannTM said:

    This has happened to me every time since the midchapter patch came out. If I hit a survivor through a pallet and if I get stunned then the survivor doesn't take damage. The survivor will make their grunting noise and be granted the speed boost but for some reason, they don't take damage when I hit them through a pallet stun. Is anyone else experiencing this?

    Same here.

    I get the experience with nemesis. The worst is that the survivor could pass through zombie after pallet stun and the whip didn't even infect them. It only have work a few second after where i could hit them normally.

    I would try some test in kyf to try to indentify the cause but right now for me , the game is not playable as killer.

  • @noname12344 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179745#Comment_1179745

    actually it can take less time than that depending on where the closest hook is and if the killer is aware of their surroundings. Most of the time, in my case at least, it takes no more than 5 seconds. It is not possible for me to run that fast in that amount of time when I am on the opposite side of the map. And it is also a huge pain in the ass And a disadvantage to have to stop what you are doing every time a survivor gets hooked which is a good majority of the game. Nothing will ever get done that way. And as far as the locker thing goes, there are not always lockers in close range. I have been getting stuck with ######### team mates who go down all the time recently and bbq does not help with that.

    Wait so if i resume :

    => You get in a corner of the map at more than 40m

    and

    => In a spot where is 0 locker at 20 m of you

    and

    => There is no gen unfinish to hide

    and

    => The killer manage to down, grab, hook and finish the hook animation see survivor aura in less than 5s... To make it simple , the only moment it could occurs is if the survivors is nearly under a hook.

    and

    => Following this 4s you are in open space where the killer can insta come and so you can't stealth at all.

    To be honnest, this scenario even by statistic or will appear ONE time in a week (exemple : focus on destroy a totem, late save hook for another survivor, ...)..


    "And it is also a huge pain in the ass And a disadvantage to have to stop what you are doing every time a survivor gets hooked which is a good majority of the game" : isn't the point of a survival game to survive ? Isn't survive apply to pass some difficulty ? And honnestly :

    => Any decent survivor can loop a killer for 30-40s (3x half generators) for one chase without taking in account the fact to found, hook, ...

    => You waste around 8s to hide and make sure to survivor and complete a generator that won't be reveal (so you don't lose your progress unless you show yourself to the killer but here bbq won't change much).

    " Nothing will ever get done that way." : ok let makes some small calcul :

    => 4 survivors = each others 80s to repair one gen

    => Time to found a survivor : around 15-20s as i take in account the first hit.

    => Time to down the survivor after loop : 30-40

    => Time to hook a survivor, i will take your 5s.

    ==>> So it makes for one survivor from 50s to 65s. So if i make a small calcul there is around 3 gens nearly done or 2 gens done (with time to hide and make safe rescue).

    => Let imagine you who don't follow this rules and decide to do the gen in all case :

    *The killer will need around 8s to get to you if we take an open space without trouble.

    *You will take around 40s to loop and 5s to get hook so in total : 53s.

    *The survivor will be save without trouble and heal directly : 16s for heal alone and 1s for unhook from memory with 8s to get to the hook so 25s (half of your loop time).

    *During this time another survivor will repair a gen as the two survivors will repair a gen together.

    => As the killer will have hook his second target , survivors will have two gens well progress.

    and etc.

    If you resume the situation you will have 3 hooks as all gens are complete or nearly complete.


    "And as far as the locker thing goes, there are not always lockers in close range." : but a place at more than 40m of the hook , where there is no gen or even a locker ... It is EXTREMELY rare.


    "I have been getting stuck with [BAD WORD] team mates who go down all the time recently and bbq does not help with that." : HERE ! You point of the problem yourself. The problem is not the perk, it is your teamate.

  • @noname12344 said:

    I have tried all of those counters and none of them work. And you can’t get in a

    https://forum.deadbydaylight.com/en/discussion/comment/1176362#Comment_1176362

    https://forum.deadbydaylight.com/en/discussion/comment/1176649#Comment_1176649

    i have tried all of those counters and none of them work. It is hard to get in a 40 m radius when you are already far away. And no I do not want the killer to proxy camp that is another big pet peeve of mine. They should go search for other survivors without the help of a perk. It is not fair to the survivors who are doing gens like they are supposed to having their location revealed by a player who keeps getting hooked. Every killer uses bbq and chilli because they know it is the most powerful and I’m sick of it.

    Wait a second ... How it is possible to be hard to be at 40m of the killer when :

    => You see the survivor who get down (so you can estimate the distance)

    => You know when the killer is carrying the survivor and his global direction when he moves

    => You see the aura of the survivor who get hook before the animation is finish.

    => To take, carry and hook the killer takes around 8s -10s.


    For locker if you are at more than 40m and decide to really stay away :

    => You can fast enter a locker : the killer will have no notification because you are at more than 32m.

    => The only way a kill will know that you do so will be if he use iron maiden (if you escape the locker) and I'm all ears ( you need to be even more further at 49m).

  • @Nyxis_Fier said:

    Ever since they nerfed ruin, a lot of killers have been using it (corrupt Intervention), this making it hard to find accessable gens especially on bigger maps when having to run around. It makes the game a bit longer when playing against a good killer. But when stuck with killers that slug/tunnel the game ends fast. No one gets points. I believe since it already has 3 gens in hostage, 120 sec is far too long. That's 2 whole minutes!

    I mean you have multiple counter :

    => Stealth for 120s = one perk lose without any pallet and looping spot.

    => A simple principe that people forgot : If you block gens, you will have more chance to have multiple survivors on gens and so to increase gen rush ....

  • @BaroneMaximus said:

    Unfair, no fun and toxic gameplay

    Unfair ? No as there is counterplay.

    => Mori are counterable by the gamecore

    => Noed can easily be counter by different way : stealth, loop , break totem.


    No fun : if we should remove all things that are unfun , you can remove :

    => Gens

    => Loop

    => Hardcore stealth player

    => Camping,

    => Tunnel

    => Use a killer

    => Use an item

    => Use an addons

    Toxic ? Since when use a perk or an offering mean you are toxic ? I mean it is like saying that because you use claudette you are toxic.

  • All it ask you is to follow two simple rules in order to counter the perk at 100%.

  • @InnCognito said:

    A thought for change is handicap based upon the average rank of the survivors. Since trying to adjust for killers would prove to take more work. and nerfing items, perks and other things hasn't made for a positive impact on the game.

    • Number of generators.
    • Number of pallets.
    • number of open window vaults.
    • Number of hooks.
    • Adjusting ECG

    Though a system based on rank won't be adapted as survivor will derank to be able to beneficiate of the advantage ...

  • @Kind_Lemon said:

    I'm more for the developers requiring pallets to be untethered from surroundings before use than for anything as potentially complicated and as different from other game mechanics as what you're suggesting.

    In fact the idea take nearly everything devs have talk :

    => Replace safe loop by breakable wall as the others spot remains.

    The only thing i propose is to add to this idea the fact that survivor need to build them themselves. For that they will be reward in bp, emblem system and give themselves chance to survive to them or their mates.

  • @Trollthem said:

    They dont need to build anything they already have everything to loop for an hour .

    They should be forced to do totems or something .

    The point is to remove all safe loop to leave unsafe spot loop with pallets and force them to build safe loop that will be breakable without much trouble and will make them waste time.

  • Ok but i did that on two survivors.

    The only thing that could have maybe influence is that the hit were made around 20s after they get the exposed state.

  • @rickyray101 said:

    I've played way too many matches where the killer would camp their hexed totem because the survivors could cleanse them. It's annoying enough if it's hex ruin or devour hope but to make more salt in the would they won't leave the totem if they see where it is. If survivors can't see exit gates or the hatch without a perk it should be the same for killers running their hexes.

    Is that a joke ? You can cleanse any totem in 16s.

    Also you can follow this simple rules who works with nearly everything in the game :

    If the killer is camping .... , do a gen. If the killer is camping a gen, go for another or ....

  • @Tisfine said:

    I feel like it's getting harder and harder to survive in Red ranks. As a Survivor I feel so powerless to stop my team from getting downed in 5 seconds just like the Shack pallet. We're at that point where a red rank doesn't know borrowed time exist. Even playing as a Killer I get easy wins and I can only complain about SWF because those are the people playing like their actual ranks. It's just pallet drop after pallet drop and run in a straight line.

    Please buff Survivor brain, Thanks.

    How do you want to buff the brain of someone else ... ?

  • @LustForBP said:

    Why is tunneling not penalized? Or hook camping? It’s quite irritating when you play back to back games with nothing but killers that tunnel causing you to lose rank.

    if as a survivor, I loop a killer for an extended period and get tunneled and killed, why am I penalized more than a killer?

    Yeah, it’s part of the game, blah blah blah. But there can definitely be some system involved to not award killers for chasing the same survivor for “X” amount of time or for hooking a survivor “x” amount of times before messing with other survivors. What is more aggravating than playing in a game, spending 5 minutes running from a killer that’s tunneling and end up de-pipping because of it?

    Survivors can be just as toxic with advanced looping but once a killer gets a hold of you, they can ruin your entire game out of spite. It’s happening too much recently on Xbox, to say the least.

    A killer is penalized for camping :

    => Directly by emblem system

    => But also indirectly by emblem system, bp system and the gamecore (which is not even balance in the first balance for the killer ...).


    A killer is penalized for tunnel :

    => Indirectly by emblem system but also for bp system.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/936950#Comment_936950

    Ok man, sheesh. Let's try this another way.

    So you are saying matchmaking and ranking are OK? (even though the developers have said themselves, otherwise??)

    So you are also saying DBD is in a state that it could be used for competitive e-sports? (Please answer with a link, to a major DBD release that did not have a 100 percent game-breaking bug mass-affecting it's players)

    If you reply with YES to those 2 questions, then we just disagree too much to have a discussion. Nothing personal.

    Facts my man. In just this last release, can you imagine how many people would be absolutely irate if they were banned for being stuck falling through the floor (the basement bug) as was mass-reported by hundreds of players. EVERY release has had one of these.

    "So you are saying matchmaking and ranking are OK? (even though the developers have said themselves, otherwise??)" : no i didn't say that as it is not link to the topic and you didn't talk about it. It is an interesting topic as the gamecore , but as we have some difficulty to understand each other, i think we can both agree that we should stay on the main topic.

    "So you are also saying DBD is in a state that it could be used for competitive e-sports? (Please answer with a link, to a major DBD release that did not have a 100 percent game-breaking bug mass-affecting it's player)" : no but i guess you get this feeling as you didn't understood the first message and the second. Re read again please and tell me if there is something you don't get.

    "If you reply with YES to those 2 questions, then we just disagree too much to have a discussion. Nothing personal." : it is a no to both questions as both question are not really link to the topic and the second seems to be cause by a missunderstood...

    "Facts my man." : ok so found yours facts in the next argument, shall we ?

    "In just this last release, can you imagine how many people would be absolutely irate if they were banned for being stuck falling through the floor (the basement bug) as was mass-reported by hundreds of players. EVERY release has had one of these." : so here are my answers :

    => First that is not the definition of a fact.

    => Second i make you remember that the system of punnishement for dc decrease as you don't dc for a few game... So unless you get these bug EACH game (which honnestly i barely meet even if i play way more survivor recently with archive) you have nothing to fear. Also that would be a reason to justify a quick action or an unban motive.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/936908#Comment_936908

    Feedback to the developer was my intention, as I've already stated.

    I do not care to engage in discussions with people who deny actual factual data.

    "Feedback to the developer was my intention, as I've already stated." : ok fair enough

    "I do not care to engage in discussions with people who deny actual factual data." : but where are the "facts" ? I mean if you tell me that your fact are the info you give in the main post ... I am sorry but there is no fact, at least nothing that fit with the fact definition

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/936864#Comment_936864

    Yes, that's my goal. To make people look like bad guys.

    You just compared DBD to CS:GO. You invalidated your own arguemnt in one sentace as it shows your lack of knowledge of video games and the development process. No need to continue and please don't confuse people making themselves out to sound ignorant and ill-informed, to me doing it for them.


    "Yes, that's my goal. To make people look like bad guys." : so what is the point to make suggestion / feedback if whatever someone is not agree with you, he is bad and he need to be flame ^^ ?

    "You just compared DBD to CS:GO. You invalidated your own arguemnt in one sentace as it shows your lack of knowledge of video games and the development process." : Ah :). So the problem is just a problem of reading and understanding .... Ok i will make it differently as it is either a bit too complicate for you or my senteance weren't clear (if it is the case i appologize). So i didn't compare DBD to CSGO , i use CS go as an exemple of punnishement for dc in a game with a rank system. By that you can see that your whole argument , and your attack is pointless.


    " . No need to continue and please don't confuse people making themselves out to sound ignorant and ill-informed, to me doing it for them." : confuse people ? I mean .... If i take ONLY one exemple : you are the one who don't want a punnishement for dc because the killer is suppose to have the uperhand as he can dc... Should i tell more or is that enough ;) ?

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/936840#Comment_936840

    Does the match go on when the killer DC's. Nope, There, explained. That is the ultimate control of a match. If a survivor DC's after the match starts, it continues for the other 3 people.

    However even conceding the killer argument and what level of control they have, the other 2 points are more than valid enough, as I stated earlier.

    Not sure why I'm here at this point. My feedback was for BHVR. Not to argue with dilusional fanboy's who likely have a playtime of less than 20 hours.


    "Does the match go on when the killer DC's. Nope, There, explained. That is the ultimate control of a match. If a survivor DC's after the match starts, it continues for the other 3 people." : but if killer dc, the game is over and survivor win ... So no the control is not in killer hand. Also as explain before the killer will be punnish for this ...


    "However even conceding the killer argument and what level of control they have, the other 2 points are more than valid enough, as I stated earlier." : which two argument you have bring before are valid ? I break down all your argument ...


    "Not sure why I'm here at this point. My feedback was for BHVR. Not to argue with dilusional fanboy's who likely have a playtime of less than 20 hours." : thanks for the free flame but you know you can easily check if my profile exist on steam or check on my profile if there is a link to my steam account (and it is link). So sorry but i get the feeling you are just trying to attack to try to make me pass for the bad guy ...

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/936472#Comment_936472

    Look I'll deal with your first line because honestly at this point this thread seems to be troll magnet.

    Look, I'll play killer, you play survivor. I'm gonna DC 1 minute in. You're job is to prevent that. When you can explain to me how you'd do that, than I'll concede a killer doesnt have the final say on the match.As you said yourself, 1 person makes up an entire side. Thank you for helping me? I think?

    If a killer dc, the match end and you escape with bp, the item you got and in the worst case a black pip. In two words : you win.

    So yes killer don't have the final world as the result is the win of the other side if he dc. Also if you put the system to punnish, he will ALSO be punnish for that.

    Care to explain me SERIOUSLY why dc punnishment shouldn't be in place with that argument ?

  • @Hanselpup said:

    https://forum.deadbydaylight.com/en/discussion/comment/936479#Comment_936479

    Your nerf changed nothing. When I say "only useable when unhooked during struggle", that means on the last hook stage, when they're basically already dead. Your buff? I can't understand what you said. If you're recommending it can only be used during the |End Game Collapse/All Gens Completed|, it would be too similar to No One Escapes Death, and it would be a nerf, not a buff.

    To make it simple :

    1) As the last gen get complete, mori didn't require any hook. That mean you can put a great pression in end game. Pair with noed it create a good combo.

    2) Out of this case, as you resume, the survivor need to be dead on hook and so it would give more like a ... "finish it".

  • @konchok said:

    Being able to see ranks isn't coming back. However, I would say. Killers should see a lobby without cosmetics and without names and without items.

    or

    Survivors should be able to see which killer they're going up against.

    I would say yes but :

    => The killer is suppose to know who he is versing : swf or not, flashlight or not , in order adapt his build.

    This i would agree to get ride IF the game balance around it.

  • @Galklife said:

    Like in title, as much as i hate ppl DCing in the start of the game but can we get give up option after being slugged for 2min (half of bleed bar)

    1min would be too short in world when you play around DS with slugging surv for 1min

    and when youre slugged for half of bleed bar that means your gaming experience 😑 is kinda bad because some sweaty killer is slugging for 4men slug or for 4k (because if youre slugged for 2 min, there is decent chance you will be slugged till bleed out or at least to 99% bleed bar 🤢 ) and you wont tell me 2min isnt enough for killer to hook surv xd

    Ok for me if :

    1) You lose all survival and objective point ( as you did the opposite of what you should have do and there is perk to avoid slug).

    2) The killer get compensate for that : chase, deviouness and sacrifice.

    3) The trap door can open only after 15s as you die (in order to avoid to offer a free escape).

  • @Hanselpup said:

    Memento Moris... Very strong. Very powerful. Very annoying to play against. It allows you to get someone out of the game fast, and... the Ebony Memento Mori is the ultimate form of toxicity. It is essentially a killer's "Win the game now!" card. Oh, let me show you what is wrong with it. (and the Ivory, can't forget about that one.)

    Ebony memento mori:

    • It allows you to kill anyone you have hooked before, essentially reducing the chances survivors have before they die, from 3, to 2. This makes the game go by very fast.
    • It encourages tunneling due to being able to get people out of your game fast. Having less people in the game slows the game down considerably, because there are now less people to be productive. This means that the killer basically wins, because even with 3 survivors still in the game, 5 generators are NOT getting done, especially because the killer is still able to kill everyone else.
    • It ignores Decisive Strike, which is supposed to be an anti-tunneling perk.
    • Because of how fast survivors die due to this, any survivor that gets killed early on due to tunneling almost always de-pips, because they are unable to perform the actions required to even safety-pip.

    Ivory memento mori:

    • It allows you to kill someone you have hooked before, reducing a survivor's chances they have before they die from 3, to 2.
    • It encourages tunneling early on due to being able to get someone out of your game fast. Having someone taken out of the game early slows the game down considerably, because there is now 1 less person being productive. This means that the killer basically wins, because even with 3 survivors still in the game, 5 generators are NOT getting done.
    • It ignores Decisive Strike, which is supposed to be an anti-tunneling perk.
    • Because of how fast the victim dies due to this, they almost always de-pip, because they are unable to perform the actions required to even safety-pip.

    Cypress memento Mori:

    • It allows you to kill the last survivor in the trial.
    • This does not have that big of an effect on gameplay, because it only has use after the game is already over. If the killer finds the survivor, they will hook the survivor and they'll die anyway, because they're the only one in the trial. Killing them instead of hooking them has very little difference, but you're still able to do it. Just for the memes. This is my favorite Mori, because it is like all the other offerings. Has little effect on gameplay.

    My idea of fixing them:

    Currently, I think the safest way of fixing them is to only allow the killer to kill a survivor if the survivor was unhooked during the Struggle phase. This way, survivors still have 3 chances, instead of being reduced to 2.

    I was also thinking of a way to stun the killer and get away during a kill animation using Decisive Strike, but that may be a little too hard to animate and implement.

    Personnaly i see only one valid change :

    => Nerf : mori can only be use in the last hook stage.

    => Buff : mori can be use any time as the last gen can complete.


    Change ? Mori won't be anymore a tunnel tool but it would become a "scare" tool for endgame mainly or a finisher.

  • @Drummerboy72 said:

    Something has GOT to be done about that helmet when playing against the Pig. It’s absolutely ridiculous that it may take ALL the traps to get the helmet off. There is NO reason for it. It completely takes the fun out of playing against her. It’s enough that she gets to creep up on you without a heartbeat; it shouldn’t take more than two attempts to get the helmet off.

    Is that a bait ?

    Loop , gen rush and stealth is the key against all killer.

  • @Auron471 said:

    So BHVR removes the ability for solo survivors to see the ranks of who they are playing with to prevent lobby dodging.

    So so let’s make it fair. Killers can no longer see survivors while in lobby. Why? Because lots of killers out there will lobby dodge if they see the same group of toxic survivors.

    Or they might lobby dodge if they see the following:

    4 toolboxes

    4 blendettes with flashlights

    1 key, a map and tool boxes together

    multiple survivors with the same clan tag

    this lobby dodging increases the wait time for everyone and should be remedied ASAP!

    But seriously, just let us see the ranks again, or prevent killers from seeing the fact that me and my friends brought 3 keys. They may use that as an excuse to lobby dodge.

    plz BHVR lemme see the ranks again.

    EDIT: ok let me make this clear. IM BEING SARCASTIC. i dont actually want this to happen to killers. Im just saying that it would suck if BVHR tried to stop killers from lobby dodging by hiding information. Therefore i am also saying that it sucks that BHVR tried to stop survivor lobby dodging by hiding rank info. I want the rank info back! i just want to know what kind of match im getting myself into.

    What is the point ? In all case killer queue are long and you will found a lobby easily ...

  • @Aceonfire said:

    One player has absolute control over the match. The killer. They DC, the game is over for everyone. They decide to farm, then that is the match you are in. If they want to facecamp a single survivor, they will likely be able to. If they wanna go afk staring at a wall - that's that. 4 other players experience, dictacted by one. You have to fall back on the old saying, and stop trying to please all, all the time. Not Possible so why try to force it on people who are paying you for entertainment.

    So many people experience bugs each and every day. Look at the tech support / bug reporting / youtube videos that pop up daily. I don't know how you guys keep track of active issues, but there seems to be a disconnect in the company between the person that decided the game needed a DC penalty, and the person actually keeping track of the bugs/current state of the game. I'd recommend these 2 sit down for a meeting asap and Mr. DC Penalty be brought up to snuff. These are bugs present with every change. You fix 1, next release there is another. It's ALWAYS been like this. Always. From Day 1. You've jumped ahead 3 lines in your Project and forgot about step 1! Basic functionality and stability.

    You've yet to every fully and long term address matchmaking and ranking. After 4 years, you guys basically have no idea how to accurately measure someone's ability in this game. Because of this, matches occur that can really rip the fun right out of the game on both sides.

    You're taking resources away that could be used to help work on the issues above, so that you can focus on punishing people, for the issues above. That's insane.

    "One player has absolute control over the match. The killer." : wrong , the time management is in survivor side not in killer side. The killer can just influence it at some point but it didn't have the control.

    "They DC, the game is over for everyone." : and with the dc punnishment he will be punnish as you will get your reward : the bp you earn, the item you get and keep your pip in the worst case.

    "They decide to farm, then that is the match you are in." : this sentence didn't make sense.

    "they want to facecamp a single survivor, they will likely be able to." : small correction, facecamp didn't exist, we talk about camp. A killer can camp but there is perks to counter it and the gamecore to punnish him.

    "If they wanna go afk staring at a wall - that's that." : so ? Were is the problem ? What is the link with dc ? I mean if he is afk , get your point and leave. You didn't even need to give him point.

    "4 other players experience, dictacted by one." : no that is wrong for two reasons :

    => the experience you get , you acquired it through playtime. You can't erase who you are because of someone else.

    => It is YOU who choose how you want to play. The only thing that will change is how the game will run and how you will be able to adapt. You are not to do so ? Well bad for you, you didn't respect the basis of survival.

    "Not Possible so why try to force it on people who are paying you for entertainment." : you paid to play a game with rules. By paid it and accept the contract with behavior, you engage yourself to respect them. If you can't , maybe you should change game.... For a solo player game for exemple ....

    "So many people experience bugs each and every day." : bug ... Only part where i can say YES. Yes there is bug but if you manage to get bug nearly each game and so not be able to play at all ... Ask yourself some question .... I mean imagine play another ranked game and make the same thing (exemple : cs go) ....

    "I don't know how you guys keep track of active issues, but there seems to be a disconnect in the company between the person that decided the game needed a DC penalty, and the person actually keeping track of the bugs/current state of the game." : could be, but to actually have made some test to "force some dc" ... I NEVER get any punnishement (lobby where handle with some people i know in order to avoid to totally gamethrow games).


    So far, i am sorry but i see no valid reason to be agree :

    => Crash ? Ok but again if you play without crash again, you will not suffer from it.

    => KILLER BEING THE MAIN ROLE ? A good joke but not a valid argument as explain

    => Others survivors ? Could be but do that justify everything ? No.

  • Hello , i bump this after the update of the information.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/927113#Comment_927113

    You could , but I doubt it would satisfy..besides..the devs have been intent on making iri addons crap lately

    Well it won't satisfy people who don't see how to use it. But as people get how to make it worth ....

    Well they can make it crap, at least they have a decent suggestion here. So if they decide to ignore it, it is fine for me. I give my feedback about how to change it.

  • Well :

    => Apply all effect of others addons as hindred for 60 s

    => Apply an action speed penality of 15% for 60s.

    I mean pair that with thanatophobia , a fast aim addons and you can give quite some slow down.

  • @Tru3Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/925160#Comment_925160

    fun fact its that you cant dodge if theres some lag so no matter what you wont dodge unless theres not lag in the whole match and thats rare on this game also huntress hatchet got a wierd hitbox for survivor point of view it seems that you didint get hit sometimes it does

    Though lag work with everything ... I mean with this argument : all insta down should be remove even if they have down side because the lag can have an effect.

  • @immortalls96 said:

    Honestly people dont realize how risky iri heads can be

    Well i know that the main counter to this is the ability to dodge a hatchet in the first time.

    Though i think it would be more interesting to change it to a polyvalent addons which slow down survivor and slow down their action speed.

  • @Aven_Fallen said:

    What I have read on the Forum here:

    Make it able to reload Hatchets automatically. So when a Survivor is downed or hit (would prefer downed), all Hatchets are reloaded. This would reduce some time to refill the Hatchets.

    A bit pointless in my opinion ...

  • @Xerge said:

    How about applying the broken status effect for 120 seconds?

    Could be an idea. Though i found it more interesting to be able to apply an action speed penality.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/922355#Comment_922355

    I mean, all you really did was just make keyword soup and called it an Ultra Rare. There's nothing really interesting about it.

    Well this is like the irredescent king at the difference that only one shoot is necessary to apply all effect and the survivor get also slow down.

  • @Tru3Lemon said:

    well i dont know about it but i do hope its gets a change its way to powerful

    Well iredescent is powerfull for multiple reason :

    1) People never believe the killer use it and usually always get suprise first time (survivor side)

    2) People dc as they get down and make the game easier for the killer (survivor side)

    3) People usually don't know how to deal with a huntress using her normal hatchet (survivor side)

    4) Lag of dedicated server mess up the hit detection making the addons and hit in general a mess ( for survivor and sometimes even for killer) (server side).


  • @TAG said:

    That seems pretty lame for an Ultra Rare, honestly.

    Not really :

    => You obtain with the ultra rare addons all the power of nearly all existing addons.

    => You also obtain something who will slow down survivor which will end the chase quicker or manage to slow down his speed and all his action speed. By action speed , it apply on : repair, heal, sabo, openning chest , cleanse totem, opening door, .... It offer a tool that give a good polyvalence between map pressure and end fast chase.

    => The 15% of malus for action speed is stronger that the begrimmed head (only 5%) and represent to give an idea a malus for gen speed of around 12s (solo survivor, no speed gen bonus).

    => You use for that only one addons as you are not limited for the number of hatchet. That mean that you can use others : fast aim , more hatchet , ...

  • @MADPEPPERONI said:

    yes, but i always saw a decent suggestion charges like devour 4-5 hooks then a mori is possible for anyway stops tunneling etc.

    I would totally agree IF the gamecore were balance in the first place. But at the current time i would say no.

    Also 4 hook could also mean that you can 1 hook all survivors and kill them straigth away.

  • @Cig said:

    It would be nice to have a reason to play each survivor. If each person had a unique ability in addition to their skills, then it would provide incentive to level and use different characters for different builds and situations.

    I get this suggestion on the steam forum and here is my answer :

    => It should be balance around the gamecore.

    => It should replace one of the survivor perks. to make a 1 ability, three perks.

  • @InnCognito said:

    For once im not complaining. right?

    Can we talk about a new idea for Mori. So it feels "fair". (nothing is set in stone, just some ideas being thrown)

    1 ) Killers may ONLY Mori the survivor in the killer shack.

    2 ) When a survivor is going to be Mori'd. they are DRAGGED across the ground by the KILLER and have to struggle by CLAWING at the ground in order to escape. if the survivor does NOT make it out. by the time they are brought into the shack. They are able to be mori'd by the killer.

    3 ) Torches or something are lit on the shack indicating this will happen.

    4 ) Some sort of cutting board is in the shack.

    This does punish survivors endlessly looping killers through the shack. >:-D

    No : the main issue i see is the waste of time ... Also not all map have a killer shack ....

    For memory this is the killer shack : https://deadbydaylight.gamepedia.com/Killer_Shack

  • @grayon444 said:

    We already have dc punishments right?To prevent hook suicides make struggle automatic.

    No as it suppose to make you feel tense ... but a system of skill check to replace it ... why not.

  • Personnaly my blood point account is not cap anymore and it is just fine.

  • It can't work in dying state as you can't technically meditate to handle the pain as you are in the border to death. If you want to reduce the noise in dying state you can still use no mitter but ...

    For the plague , you are technically sick and in the last state you are vomiting ... I don't think you can really vomit sillently however for the first state it could be add to calm spirit.

  • For the first one : the system of hit detection should be adjusted.

    For the second i guess , you mean OoO. I would just add an extra condition no swf can use the perk.

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