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Daespyrial

Daespyrial

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Daespyrial
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  • If the bonuses are cut back a lot so it doesn't cause the "only one survivor per match" issue and the bonuses being insignificant enough that it doesn't cause a survivor Meta. This idea could work. I saw another idea about giving survivors a 4th tier of their own perks which would also be a good idea but could lead to a survivor meta of running the same characters.

    • Dwight: having a passive bond is very powerful, I was thinking more of a 1-2% bonus speed to specifically co-op actions.
    • Meg: recovering that quickly from exhaustion is also powerful with perks like vigil. I was thinking more of When using a perk that causes exhaustion perk you get 1-2% more value out of it
    • Claudette: The healing passive is nice, I like the idea, the % should be less maybe 2% OR remove the efficiency penalty on med-kits.
    • Jake: being quieter while injured makes sense, maybe 5-10% instead of 1/3 of a iron will.
    • Nea: 1/10 basekit urban doesn't seem too powerful, I like the idea.
    • Laurie: coming in with 3 effects very powerful. maybe something less complex, like can use DS twice per match instead of once (same perk restriction apply).
    • Ace: Luck is pretty much meaningless unless you build around it, maybe something a little better would be, This character keeps add-ons attached to items. (The little known effect of Ace in the hole)
    • Feng: Basekit 2nd effect of Technician is a little powerful, maybe drop the percentage or make it ranged based like 2 meter sound reduction.
    • David: This effect would directly counter, Oni and Twins. Maybe a 10% reduction but 75% is a lot.
    • Quintin: I like it, 1/5 basekit Wakeup (because realistically this effect would only be used on the gates.)
    • Tapp: Tiny Tenacity (-recovery effect) perfect example.
    • Kate: This would be meta, especially with the already existing hook dead zones. Maybe something more like Kate makes the killer wobble more while carrying.
    • Adam: I like it, its not super broken, 1 second extra aura reading.
    • Jeff: Kinda Meta, maybe instead have a reverse of Adam, Aura reading against you is reduced by 0.5-1 second.
    • Jane: Kinda powerful, maybe make a range or a certain % of progress to it, (maybe 10 meters, OR after 50% progress)
    • Ashley: Too Powerful maybe instead something like Killers take 1% longer to recover after hitting you.
    • Nancy: Basekit tier 1 Self-Aware for a DLC that isn't available anymore. maybe something less like 1-2% speed
    • Steve: Same issue as Nancy, This is just basekit tier 1 guardian for a DLC that isn't purchasable anymore. Maybe something like this character stays on the hook 2% longer
    • Yui: I like this change. would make breakout builds way more fun.
    • Zarina: As a Zarina main, This effect is too powerful, maybe something like recover from broken 2% faster would be a better change.
    • Cheryl: I like the change, its not too powerful.
    • Felix: Seeing gens is too powerful but I like this part >"Whenever a gen's aura is revealed to you, you will also see the gen's progress by the intensity of its aura."
    • Elodie: Perfectly balanced 10/10
    • Yun-jin: I like the change (suggested something similar with Ash). Needs a cooldown if its gonna apply to hitting you or another survivor. maybe once every 30 seconds?
    • Jill: Maybe 3% instead of 5% but I like it.
    • Leon: Maybe 5% instead of 10% but again I like it
    • Mikaela: Perfect change 10/10 balanced.
    • Jonah: Basekit Overcome/Guardian is a little powerful, Maybe something like Boons placed by this character have a 2m wider range. (like a signal booster from his ipad or something)
    • Yoichi: I like it, its not super powerful maybe give it a caveat of the killer also seeing you aura (like a very less powerful version of old OOO.)
    • Haddie: I like it, pretty balanced change.
    • Ada: Could lead to immersive plays that the community already dislike, I'd say maybe something like traps placed by this character last 5% longer (traps being things like wiretap, Blast mine, the new trap pallet perk)
    • Rebecca: Reduce the % to maybe 3%, 10% is basically basekit Desperate measures. but otherwise I like the change
    • Vittorio: I like the idea of seeing the past, but since Vittorio is from the past, maybe flip the roles, other Survivors can see Vittorio's scratch marks.
    • Thalita:I like the co-op effects on the siblings
    • Renato: I like the co-op effects on the siblings again.
    • Gabriel: Maybe 3%, 10% more item value is a lot.
    • Nicolas: I like this, but maybe 5% otherwise it could really hurt perks or add-ons like Dragons Grip or Artist's Garden of rot
    • Ellen: Mini old spine chill, honestly its pretty balanced. 5% isn't a whole lot and the killer has to be decently close to you, could be very powerful on indoor maps so maybe add the "looking in your direction" stipulation.


  • The only tip I can think of against a Skull merchant in this situation, would be to pressure all three gens at the same time if you have 3+ people, If you get exposed the killer will either chase you giving time to do the gen, or leave you and keep kicking gens. The drones do nothing to physically stop people from doing gens but does make the killer have no TR so you have to play very cautiously to not get snuck up on. It takes some time and coordination on survivors part but its possible to win.

    If you have a 4 swf at the end you can pressure two gens by two stacking with prove on each one, but its best to keep progress on all the gens.

    If you are a duo, its much harder, again possible but harder. That its usually easier/faster to just give the 3K and hope for hatch.

    Just don't be afraid of the drones, 3 gen killer players very rarely are good in chase, so if you are exposed just do your best to stall for time or loop until the killer gives up and goes back to gens.

  • @HUNGRY_AS_A_HIPPY said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446702#Comment_3446702

    *Laughs in Infectious Fright, A Nurse's Calling, Sloppy Butcher, Star Struck Nurse*

    I can't help but notice you completely ignored the question.

    To answer the question: I think that's what they were trying to do with the basekit unbreakable update, but there were so many complaints on both sides that it never made it to live servers, I think basekit UB is a nice idea but the PTB times were too fast for snowball like killers (Hag, Meyers, Twins etc.) to keep up with it. If they increased the time it takes to pick yourself up to like 60 seconds, (40 with the stacking UB, Expo, NM) but decrease the time for altruistic healing (similar to medkits) I think Basekit UB would do amazing. You'd get to use it Twice per match at basekit and 3 times at most.

    Also in response to the above comment, Starstruck doesn't work on Nurse since her update 2 or so patches ago. Blinks are no longer basic attacks, so yes if 4 people are downed because of starstruck nurse there were some serious misplays made by the team/solo q players.

  • @DaddyMyers_Mori said:

    Let me swap back to Charlotte while Victor is "stunned", then I am fine with her.

    But 4 seconds after each down is painfull.

    Understandable, the biggest thing I see twins players do, that I myself am guilty of, is just leaving victor somewhere and almost never using him, or they try to ALWAYS use victor and leave Charlotte somewhere until they need to hook or break something, and that probably largely to do with the switch time. It would be nice to see Victor and Charlotte working together more in chase, and being able to pounce directly from Charlotte would just feel like a nice ability.

  • Love seeing a fellow Twins main, but pipping as killer has been the easiest it has been since the game came out.

    as long as the exit gate is closed, you 3K and get 9 separate hook actions you can double pip every game, even in iridescent ranks, but a single pip is even easier, you just need a 2K, 9 hook actions, and the game to last around 9 minutes with at least 2 gens not done.

    In my personal experience, pipping as survivor is much harder, considering the minimum actions is 2 gens, 2 totem, 2 heals and escaping to single pip the match.

    100% agree that some weaker killers need a rework, and twins definitely needs some QoL updates but they are definitely not a weak killer. The Toy sword and Stale biscuits are pretty much the only add-ons worth running but even so the only issue with twins is their switch time, it take forever to switch back to charlotte. I have gotten to the point on killer that running perks just feels boring and have been playing perkless for the last 4 grades systems and have gotten to iri 1 in 2 of the last 4 grade seasons (due mostly to irl work and not playing as much as I used to)

  • What if Autodidact was just a series skill check (like merciless or the yellow glyphs) and hitting each one gives a speed boost to the heals. (Remove the token aspect entirely, and if you fail a skill check it reverts some progress and you get a normal heal) go from a 16 second heal to 8-9 seconds if you hit the entire series of skill checks, but failing one deactivates the perk until you've finished a health state on a survivor (similar to renewal)

  • I forgot to mention the Mori,

    The survivor stares into the killers eyes and turns to stone where they stand (and lose collision to prevent blocking the killer/survivors in places)