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Dreadnight

Dreadnight

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Dreadnight
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  • I've been thinking about the usefulness of this perk, but it's too weak and only really useful if you're getting tunneled and also have Dead Hard.

    At least, they should reduce the recover time to 15 seconds, 30s is too much.

    I think the combo is Off the Record, Borrow time and Dead Hard.

  • Potential Energy is a good perk, but I agree that the penalty for getting hit could be reduced (not removed). I think losing half the stacks would put it in a good spot.

  • Its a high risk high reward curse. Weaving spider reduce repair charges with great skill checks

    Weaving spiders rewards great skill checks but skill checks are little harder

    Treacherous crows rewards aura reading but you are oblivious

  • Thrill should not have been buffed in numbers, but by eliminating its token system that makes no sense.

    Thrill being buffed from 10% to 14% gives the impression that they don't know their own game

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507834#Comment_3507834

    I spend money to play the game, not get locked into hour long ego chess matches.

    Unfairly for you, your money is worth the same as that of those who prefer to play "long ego chess matches".

    Three gen is not a problem only of the skull merchant, and both sides have abuseable tools due to game design.

  • You can't demand a kill switch from a killer because you don't like the character's gameplay.

    People spend real money or game time to unlock those characters. You can't just deactivate a product they've paid for.

    We also know that BHVR takes time to make changes to any aspect of the game, so it's not feasible to deactivate a character until a redesign you like is ready.

    Kill Switch is an internal tool to disable something that causes some kind of bug or exploit in the game, not for players to choose what they want or don't want to play against.


    At most you can question or suggest an alternative to that gameplay, or better map design to avoid three gen .

  • Four consecutive days reactivating a base and not a single assault...

    I don't plan to continue playing the game unless the problem is fixed


    it doesn't make sense for me to spend 6h+ creating a base so that no one can assault it and get prestige

  • I have spent 6h+ creating a base quite creatively with no exploits or lazy designs. I can't prestige because no one assaults her. The few people who were able to enter are people who either stayed AFK or gave up and got frustrated at the first death.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418168#Comment_3418168

    I'm not the person who posted originally.

    You asked why sloppy butcher and botany knowledge have different speed bonuses, and I simply gave the reason why. That's it.

    I'm sorry you don't like the answer, but you can't just ignore half of each perk and cry imbalance when the part you cherry picked doesn't match.

    Sorry if I have not explained myself well but I am going to expand my answer a bit since what I put or omit is not by chance, but because I am not an English-speaking player, and it is easier for me to answer short and simple things.

    First of all, I have not asked why sloppy and botany have different bonuses, I simply let you see that one of them seems bad to the community, but nobody talks about the other, therefore it may be that it is balanced according to the community.

    I am very aware of the penalty that botanical knowledge has regarding medkits, but the perk numbers are high enough to allow you to heal another survivor at the same rate as if you had a medkit.

    The only case where Sloppy Butcher can be better than Botanic Knowledge is when a Survivor self-heals. And when it happens, it's more of a survivor's mistake.

    The community has to be aware that the most optimal way to use the medkits is to heal others and not themselves. If the killer uses Sloppy butcher, and you self-heal, you are risking making a mistake. My conclusion is that sloppy butcher is balanced, but survivors want to play without worrying about being dependent on another player.


    Lastly, what you call "cry imbalance", I call it "debating". We all have the possibility to express and argue our opinion. In the end, most of the changes that are made come because people "cry".

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417456#Comment_3417456

    Because the secondary effect of sloppy butcher is that healing regresses incredibly quickly if you pause or stop healing for any reason. It's a second effect that is also a huge upside to the perk.

    The secondary effect of botany knowledge is a debuff to medkit efficiency. So much so that you are required to run an extra charges add-on to even be able to use a medkit to heal yourself, and it becomes impossible not only to heal yourself twice with a medkit but also impossible to heal yourself with a medkit you find in a chest. The only way to offset this is to run a second perk (self care, streetwise, ace in the hole, etc) at which point you're using at least two perk slots.

    In the end, the second effect of botany knowledge is a huge downside to offset the primary bonus.

    The change to medkits is to fix the gross abuse of self-heals and encourage team healing. The base healing speed still the same before the midpatch.

    You are complaining about the Haemorrhage status. This effect was useless until they reworked it. The effect is not overpowered, it just does its job.

    If a Survivor heals near the Killer and the Killer interrupts their healing, it's not the Killer's fault. Same with healing under a hook.

  • I dont understand. Why Sloppy Butcher is strong (-20% healing speed), but Botany Knowledge (+50% healing speed) its ok?


    Sloppy its a killer perk with healthy numbers. Survivors have perks to counter it too (And stronger).


    Why survivors want to play with 4 chase perks and second chances, but don't want to use slots for information or healing speed when the killer does?

  • I settle for a longer ambush, and part of some gray crouch related addons should be basekit

  • I know the problems of removing bloodlust, but it feels like an outdated mechanic. As long as this exists, the focus will not be on insane loops.

    Removing red stain would have more impact on casual players than veterans. Skilled survivors rely on good third-person camera control and muscle memory. Skilled killers know how and when they hide the red stain becoming a routine step from the corners of the loop. The drawback that I see is when the structure has cracks that make the red stain easily expose your position due to the notoriety of the shine.


    Just like each of these mechanics, it seems unfeasible to remove them separately. I believe that if both were removed at the same time, the real problems of some loops would be exposed.

  • I hope crossprogression comes to consoles. I have stopped playing on ps4 and will only come back when they implement it.

  • In my opinion, changing the base healing to 24s is too much. The heal would be fixed if it came back at 16s and any self heal (medkits included) was at 50% normal speed (like old Selfcare)

  • I think the effect should activate once the fourth survivor is unhooked.

    This would allow to buff the numbers and avoid the camp.

  • I understand that a good player with piggy doesn't have any counterplay, but have you tried the "boop the snoot" tech? Sometimes it works very well. You can combine it with drop items.

  • This is the queue of reworks:


    Myers, Pig, Sadako, Legion, Freddy, Legion again, Pig nerf, Freddy again, Trapper, Hillbilly buff, Hillbilly nerf, Ghostface, Pig nerf, Doctor (forgotten killer), more skins for Trickster, etc etc.


    Now seriously, Freddy suffers from everything you said.

    Freddy deserves a better teleport and usable on finished generators, and I would also make the Dream pallets a passive base mechanic like the doctor's broken pallets.

    Every 20s a broken pallet appears in the Dream world as a Dream pallet.

  • Devs hate pig. 100% sure.

    Probably in the next mid-patch they will remove the crouch for the possibility of doing tbag, or who knows what excuse they make.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191855#Comment_3191855

    I don't see much point to the aura reading effect persisting. If you haven't threatened the gen, then they'll have no reason to get off the gen.

    Because you don't lose your aura reading in the middle of a chase. It would allow you to finish the chase and see those generators where they are still repairing and thanks to the fact that the effect persists, you will be able to use the 10 seconds to see where they move or where they hide when you get close.

  • Gearhead (Buff):

    After a Survivor loses a Health State, Gearhead activates:

    While Gearhead is active, a Survivor succeeding a Great Skill Check while repairing reveals their Aura to you.

    Aura reading effect will persist for 6/8/10 seconds after the survivor stops repairing.

    After which Gearhead deactivates.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045646#Comment_3045646

    That would fit Mad Grit or any other carry perk. Thrilling is a gen info perk and it does its job fine.


    Thrilling Tremors doesn't measure up to other info perks, and its "slowdown" is highly questionable. Its a perk with a lot of counters.

    Mad grit or other carry perks dont counter palet safe.

  • @Seraphor said:

    Claustrophobia sure, but why Thrilling? Nothing to do with vaults or chases.

    If anything this should apply to something like Crowd Control.

    Practically thrilling would allow a killer to pick up a survivor under a pallet more safely. Thrilling works as an "information" perk and blocking generators while charging the survivor. I think it would be a good idea if it also protected from pallet safe.

  • BHVR logic: We wanna nerf second chance perks, so we nerf DS because is very oppresive and sometimes inevitable for killers.

    Also BHVR logic: Now Off the Record is a second chance perk with 80s and can be used multiple times and combined with the new Dead Hard you have 3-4 health states.


    BHVR logic: We wanna nerf Self Care because Medkits are broken.

    Also BHVR logic: Now Medkits can heal faster than before with botany and you can change self care for Streetwise or Build to Last because Self care efficiency was too op in the right hands.


    The new meta is... Unhooked injured survivors are gods and they have to protect healthy survivors from a killer who probaly doesn't want to tunnel.


    Am I the only one who thinks that a unhooked survivor should run to safety and not face the killer?

  • Pig needs:

    • Better RNG system
    • Remove the possibility that the pig can camp the last jigsaw box effectively
    • Better movility while crouch (like 95% speed, 100% with addon)
    • Higher PoV while crouched (like Victor)
    • Ambush longer and/or faster (1 seg longer is ok and still not op)
    • Ambush can be launched while crouching without having to stand
  • The perk was nerfed in the EGC patch because the last survivor would have a very hard time escaping the match.


    The nerf does not make any sense since there are other perks like Whispers, No Way Out, Bitter Murmur that tell you where the last survivor is.

    If we compare the time gained with the perk with respect to others, 16s more in Exit Gates are a misery.

    The additional time to open the exit gates does not count as EGC time. It's like doing a perk that at max stacks adds 16s of repair on the last generator (worse than that, since generators can lower progress).


    The perk is useless if the killer camp, and on top of that the benefit doesn't affect the obsession. Removing the condition that it does not affect the obsession does not promote camp the obsession, quite the opposite.


    I think the time to open doors could be increased even more with Remember Me (like 25-30s).

  • I also suggested such a change, and I think it would work.


    Old legion unlike current legion, did not lose power on missing a hit. If the devs keep the penalty for missing the stab, I don't see any problem.

    The counterplay would be to try to cause the legion to fail the hit, stun him, or to endure the chase long enough for it to lose his power.

  • Because BHVR dont know his own game.

    They take years to fix or balance things that are evident for a long time.

    When they do a fix or balance, it feels like a half-solution.

    And because after making the change, in the next patch they introduce a new mechanic that renders all of the above obsolete.

  • My idea of ​​how to buff The Pig:


    • Increase speed while crouching (between 95-100% speed without addons)
    • Ambush lasts 1 second longer.
    • Ambush can be charged on the move while crouching
    • The probability of removing an RBT will be similar to the mechanic of the trapper (25% the first Jigsaw box, 50% the second, 75% third, 100% last jigsaw box).


    The pig is one of the few killers with the ability to "slow down" the repair of survivors, but her power lacks real strength when it comes to shortening chases.

    That's why the buff should focus on his stealth speed and ambush power.

  • Even the devs did an exclusive validation for this perk.


    Now seriously, Dead hard should only be limited to dodging an attack and not giving extra distance during the chase.

  • Base Power

    • Remove Tier 1 (Keep Ninja Myers only with addons)
    • Stalk reduce your terror radius 50%
    • The Auras of all Survivors within 12 metres of The Shape are revealed while Stalking in Tier 2.
    • When Tier 3 ends, all survivors' stalk points are reset.

    Reworked Addons

    • Vanity Mirror: The shape can get Evil stalking the aura of the revealed survivors.
    • Scratched Mirror: The Auras of all Survivors within 32 metres of The Shape are revealed while Stalking in Tier 2. The Shape is unable to progress past Tier 2. Reduce your movement speed to 4.2 m/s (105%). You gain Undetectable.
    • Tombstone Piece: The Auras of all Survivors within 12 metres of The Shape are revealed while Stalking in Tier 3.
  • I am in favor of self-healing having 50% normal healing speed, even when self-healing with medkits, except for the green medkit (Green medkits would self heal at 100% normal healing speed).

    The game should promote team play, and not allow a survivor to be self-sufficient at peak performance.

  • Survivor gameplay should focus on team play.

    If a survivor rescues in the face of the killer, he must be penalized, but the abuse of perks allow to turn one's own mistakes into killer's mistakes.

    If the killer tunnels, the survivors must focus on generators and bodyblock. They must distribute the hooks.

    If the killer camp, a little more of the same, but prioritizing saving with BT.

  • DS is still very strong and unbalanced. The design of the perk is really bad and abusive.

    Is the root of much of the imbalance of the survivors.

  • No mither makes no sense in this game. BHVR has squandered an opportunity to put no mither to real use.

    Perks shouldn't always be meta, but at least they don't go against you.


    A weak survivor hurts an entire team, and no mither makes a survivor weaker.

  • My idea of ​​how Iron Will should work.


    Iron Will:

    When injured, Grunts of Pain are reduced by 30/40/50%. As long as you are crouching, this bonus is doubled.

  • @FatallyIconic said:

    I love the whole vibe and idea of blood pact, however it's frustrating because it's way more reliable and beneficial to run Aftercare, bond, or empathy.

    And the funny thing is, it only requires VERY simple changes to become viable.

    1. Allow you and the obsession to see each other's auras when at full health.
    2. Remove the healing requirement in order to activate the bonus effect. (Basically, you get the haste effect when being near the obsession, without having to heal them. Sticking together is very inefficient and dangerous against certain killers, therefore i think having the haste within 16metres, without the healing condition is fine.

    Another suggestion, which i won't add to the two main ones above (because it seems like it could break the perk maybe?) is making it so the perk is still usable when you are the obsession.

    Any thoughts? I feel like people will disagree with the proximity haste boost, however, it still is very situational. It will only work with ONE specific survivor (the obsession) and it promotes you sticking with a teammate, which is very inefficient when trying to get gens done.

    Nice!


    https://www.youtube.com/watch?v=zYt0WbDjJ4E

    https://www.youtube.com/watch?v=ffQmb-cNFuk

  • Devs should nerf his beauty face. He charms me every time he stares at me from the hook.

  • I don't know what they are based on to balance the game, but I sometimes play a endgame build without noed (Remember Me, Rancor, Blood Warden, No Way Out) and many times the kills I get them in that phase of the game.

    If the survivors are very altruistic I can turn the game easily. It is simply a strategy, and it does not mean that by getting kills in the end I do not deserve the victory.

    Hex: Ruin is more powerful and can make you win many more times than Noed.

    I don't know the data that BHVR uses, but they should check the duration of the chases for each killer and the time it takes to make 5 generators in high mmr.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534653#Comment_2534653

    Killer main. Gonna have to start.

    https://forum.deadbydaylight.com/en/discussion/comment/2534651#Comment_2534651

    The base purpose of altruism is ultimately to deny killers their kills. A lot of smarter survivors will not rescue if NoED is on the board, which means that it skews the statistics. Using NoED can easily get a killer +2 kills in an otherwise 2-3 hook game. That is my main concern. It makes killers look like they are performing better in BHVR's statistics, which means issues are not as readily and accurately addressed. Without NoED, BHVR could see which killers are most often getting 2-3 hooks per game and would be getting 0 kills. Seeing this data could help them make weaker killers more viable.

    I get it, but I don't think behavior removes perks. I always saw the perk as an easy to use Blood Warden.

  • NOED has a great impact on the endgame, but the main problem that makes it strong is the altruism of the survivors, not own perk.

    I am not saying that it is perfect as it is, but NOED is one of those value perks that to the slight nerf becomes useless.

  • Devs, I have a better and incredible idea. Dont change the 24m TR, and don't put a lullaby on it.

    This advice is free.

    You are welcome.

  • Monstrous Shrine

    No mither

    Buckle Up

    Insidious

    Sole Survivor

    Predator

    Territorial Imperative

  • I think blindness should reduce the survivor's fov in addition to avoiding aura reading (like an inverted Shadowborn). That would create more moments of insecurity in loops.

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503471#Comment_2503471

    I don't see your point. I guess I've never understood the "abusive" in swf argument for power struggle. I get you can say you are slugged and have PS and you are under a pallet, but my experience with solo q (red ranks for ~a year), people only pick you up after about a minute or so anyways.

    Edit: for reference I don't think PS should proc immediately. I don't think it's abusive inherently, but you'll end up with dead zones everywhere. If a chance like this happens it should only be used once

    We imagine that the perk is reworked and it works immediately if you are under a pallet.


    The killer must win a chase to wound, another to knock down, and if the survivor is under a pallet, another chase to make a hook.

    The survivor who knows this, before losing the second chase will let himself fall under a pallet.

    The perk will only work once correct but it is an undeserved benefit, and probably the rest of the survivor also use it.


    In short, the killer has to win 3 chase from each survivor to get a hook from each.

    If the survivor is not a beginner, and also has perks such as Dead hard and DS, the time that the killer loses is unfeasible with the time in which the generators are repaired.


    This is much more noticeable if you play killer in high mmr (red ranks is not mmr, red rank only represents the time you spend playing the game in your current mmr ).

  • @Sakurra said:

    Yes, they should buff it. Don't listen to others.

    I think that Power Struggle does not need buff, Flip Flop does. Listening to others gives you another point of view to discuss issues.


    Second chance perks should only work in very specific and not so abusive circumstances. The game is currently unbalanced in favor of the survivor, in part due to second chance perks.

  • The shape need a buff, absolutely yes. He is a killer with obsolete mechanics and addons, slow early and M1 killer.


    I think the T1 should be removed, and implement T1 ninja builds only with addons.

    I think the Stalk ability should reduce your terror radius

    And I think it would be interesting if Stalk ability could show the auras of the survivors at 12m (without addons, base power) only in T2.

  • No, the survivors will abuse it by falling under a pallet in a chase. DS is not a balance perk for reference.

    Power Struggle is not a meta perk, but have good synergy with Flip Flop and Unbreakable. Not OP but not useless with the combo in solo queue. In swf groups is very abusive but not so used.

  • If I could add something else to the rework I would add the ability to use Ambush without needing to stop while crouching.

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