Hanuka5
Hanuka5
About
- Username
- Hanuka5
- Joined
- Visits
- 252
- Last Active
Comments
-
@SoGo said:
This would be ideal, but I have a hunch that the game would break into pieces if the devs tried this.
I think the benefit that this is a easy change, i mean it would even be possible to first load the map normal, than check who the killer is and than remove the amount of pallets you want to remove. Woulndt be very elegant but still would work
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987555#Comment_3987555
Bloodlust is +0.2m/s per stack, which is 5%. There was no mention of nerfing the values of Bloodlust, so it's not unreasonable to think that OP saying 0.02m/s is a mistake, otherwise why mention Bloodlust at all?
Its 5% in comparison to survivor movespeed. Not in comparison to the killer.
It is unreasonable because it doesnt make any sense. Hes mentioning bloodlust because the effect is only active when you have bloodlust. So instead of 0.2m/s you get 0.22 m/s on Bloodlust t1.
-
@StickyFingaz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987385#Comment_3987385
That wouldn't work because it removes a lot of key gameplay elements. Survivors wouldn't be able to go for flashlight or pallet saves, sabotage hooks, or even use perks that interact with hooks. And on the killer side, perks like Pain Resonance or simply scourge hook builds would be useless.
Pyramid head's cages already have this issue - they don’t work with most perks, and even if they did, it still wouldn’t fix tunneling or camping entirely. This suggestion removes too much from the game and creates more problems than it solves.Would be no problem to change scourge hook to normal perks. Yes pallet saves and sabo are not nessesary andmore and you can go for other perks instead.
I thought thats what you want? Remove all benefits from hooks a killer could have?
But i think we should also pair this with basekit unbreakable so killers cannot slug to win the game. Or give survivors the ability to work on gens while on the ground
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987381#Comment_3987381
Well, OP is talking about Bloodlust, so I assume they mean +0.2m/s per stack, since they mentioned no adjustment to the Bloodlust speed values themselves.
And yes, Haste significantly impedes looping. Loops are designed around the base movement speed. Thus Haste perks generally have short timers, difficult activation conditions, or both (which is also the reason they are not super common).
A Haste perk that didn't have a short timer or a difficult activation condition was Made for This, and that ran rampant until it was nerfed. That was at 3% Haste. OP is likely suggesting a permanent +5% Haste after only 2 hooks.
Hes talking aber 0.02 per stack not 0.2
OP is likely suggesting a permanent +5% Haste after only 2 hooks.
No just with Bloodlust. And where are you getting the +5% haste from? nobody used that number
-
@Keremyxl said:
I think adding dexter morgan as the bay harbor butcher and brian as ice truck killer would be nice and they have much mori options and they can add doakes, rita and debra as survivors i mean it has so much potentials i mean would appreciate if dbd mods care about the community.
i mean it has so much potentials i mean would appreciate if dbd mods care about the community.
I really really hope they do. And if they do they wont release any killer soon and focus on fixing their game
-
@StickyFingaz said:
As a player with several thousand hours in Dead by Daylight, one of the most frustrating experiences—both as survivor and killer—is dealing with camping and tunneling. I’d like to propose a simple, effective mechanic to discourage this behavior without breaking the core gameplay loop.
The Suggestion: Temporary Stealth After Being Unhooked
When a survivor is unhooked, they receive a temporary stealth effect lasting 20–30 seconds (duration adjustable for balance). During this time, the unhooked survivor will:
- Become invisible to the killer
- Have their aura hidden from the killer
- Make no grunts of pain or breathing sounds
- Leave no scratch marks
- Not alert crows
- Not scream (from perks or killer powers)
- Have no collision with the killer (cannot body-block or be hit)
This would allow the survivor to get some safe distance away from the hook and possibly get themselves healed.
Balance Mechanic: Interaction Cancels the EffectAll of these stealth effects end early if the survivor performs any gameplay interaction, such as:
- Healing (self or others)
- Repairing generators
- Cleansing/blessing totems
- Opening chests
- Using any perks that require activation (e.g. Blast Mine, Wiretap, Bardic Inspiration)
Endgame Exclusion
Once the exit gates are powered, this effect is disabled—similar to how perks like Decisive Strike and Off The Record function. At this point, the killer should be able to see and interact with the survivor normally.
This idea isn't without precedent—Eye of Vecna already implements similar stealth mechanics. So technically, this should be feasible to implement as a core feature.
Yes, this would make some current anti-tunnel perks obsolete, such as:
- Off the Record
- Decisive Strike
- Borrowed Time
- Babysitter
(…and probably a few others I forgot to mention.)
But honestly, if those perks are no longer needed to counter tunneling, I think most players would welcome it. The perks could then be reworked into more creative or fun effects rather than being forced “band-aid fixes”. My suggestion is not a band-aid but a solution to an on-going issue since the game's release.
I’d be happy to offer rework ideas for the mentioned perks if there's interest—but that’s for another post.
But with this changed why do you want to hook at all? Just remove the hook and when a killer downs you you respawn somewhere on the map.
That would stop tunneling and camping once and for all. But whats the fun behind it? i mean if you want to avoid camping and tunneling at all cost just remove hooks.
Or make it like pyramide cages a cage appears somewhere random on the map and if the killer is to close it respawns somewhere else
-
@ReverseVelocity said:
Terrible idea, this would break loops flat out.
This doesn't just match the value of tunnelling someone out, it far exceeds it, and for arguably less effort (as protection hits/anti tunnel perks generally wouldn't apply).
Clown running around with 12% Haste after one second is already too strong, making him basically unloopable. This would end up with 15% permanently, as well as whatever killer power you have on top of that.
Terrible idea, this would break loops flat out.
So as soon as any killer uses any haste perk he "break loops flat out"? Than why is nearly nobody playing haste perks? And why do we even need 3 stages of bloodlust if the first stage allready "break loops"?
This doesn't just match the value of tunnelling someone out, it far exceeds it
We are talking about +0.08 m/s on bloodlust tier 3 that you gain after 35sec
So instead of the killer walking at 5.2 m/s he walks at 5.28 thats a maginal 1.15% more haste after 35secs of chasing.
Please explain your comment how 1.15% more haste after 35sec would "break loops flat out".
-
@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/454404/clown-buff
That wouldn't work. Clown players would moon walk up to survivors backs at 145% to prevent chase starting. The activation time for yellow bottles just needs to be reverted
I said that the activation time will be reverted in my first sentence. But than clown still needs a buff because he was too weak and is still too weak in higher MMR. Hes just dominating low mmr atm because its now very easy to use his power.
Clown players would moon walk up to survivors backs at 145% to prevent chase starting.
So you mean walk backwards to the survivor than turn around and quickly hit him? Than the suv can just go around a conor. Its very hard to moonwalk a longer distance because well you cannot see the survivors. To remember all tiles and windows backwards without seeing them has a very very very high skillcelling. It is possible to get closer to the survivor yes, but at some point you have to turn around and since you dindt reload you are a m1 killer without an ability.But in practical its basicly impossible what you are suggesting,
I mean we are talking about players who are not able to use clowns ability if there is a 1sec longer delay on the yellow bottles.
-
The game needs to be 50/50. Feels like 70/30 with Killers having the advantage.
Why do you think it "needs to be 50:50"?. Nobody is trying to make it 50:50. BHVR is trying to balance on 60:40. So 60% of the survivor die and 40% survive
You take Survivors perks but not Killers abilities?
?!? They take killer perks too. The idea to remove killer abilities is obviously stupid.
-
@Coffee2Go said:
Ideally at 10.0x
Why stop at 10x? Just make 100x!
-
@YouShouldBeAshamed said:
Hey, here's a strat, don't slug. Pick up immediately and conviction is useless. End of story.
Conviction is only strong if you don't counterplay. Otherwise it has little impact if the entire build isn't a synergistic one, like some of the perks you mentioned.
To add to that, someone running this type of build is meming more often than not and not particularly spending a majority of time doing the important thing, fixing gens.
In a very rare case scenario it may help the solo remaining survivor get out after hatch is shut powering the exit gates. if the killer was not suspecting the build because you don't show your cards til the last moment, you have a chance but not a guarantee.
Good idea lets ban flashlight and palletsafe. Than you can just brainless pick up every survivor….
How can somebody just be that mutch in their bubble unbeliveable… It realy sounds like you never ever have played killer in your life.
-
@VeinyAhhDihh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984290#Comment_3984290
Game is already hella killer sided ######### you on XDD which side has 1947 win streak again ? 🤣
Do you think that could be because its a 4vs1 game? And to have a 1947 win streak you need to have 4 survivors who constantly play together for 1947 games what is very unlikely?
I mean if you whole Argument is based on "The game is killer sided because there is a PLAYER with a high winstreak" im not sure if i can help you. And if you now want to counter with "there are some players will a high winstreak"… well its kinda the same argument as before…
-
@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986328#Comment_3986328
Nah nah nah, before the patch, he was not able to do that because you have to manage how to throw your bottle to get the haste effect, in indoor map, it was the most difficult
Now, you just have to throw it at your feet and you get the effect, the change of the speed, AND the cooldown before the tonic take effect IS the problemYou really want to tell me that a 2% increase movespeed on his ability without addons "destroyed clown and made him OP"?
Like really?
@dgbug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986090#Comment_3986090
Revert the clown. Don't "adjust", just put him back how he was.
But before he was too weak THATS exacly why they buffed him. Is everything okey with you? I mean how do you even think about "solutions" like that?
-
@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985797#Comment_3985797
I come probably late
The biggest problem people have with clown now is… he run always as if he was on bloodlust 3, (so instead of 115%, he is at 130%) and it's more oppressive with some of his add-on where he can have this speedboost for almost 20 seconds
Add that with the cloud who hinderd survivor for 14%, and there's just a rocket who can almost bypass any looping tile without thinkingEverything you are telling here:
He did allready before this buff.
People seem not to be able to remember how clown was before or how to read patchnotes. Clown is basicly as strong as he was before hes just way easier to play.
I can Qoute it if you want:
- Increased Haste effect of Afterpiece Antidote to 12% (was 10%).
And people are now pretendingt that hes WALKING MACH 10!!!
And we totaly need to remove the 2% increase hastebuff.
dons now and before. NOTHING CHANGED. They removed 1% haste from each addon and gave it to clown basekit.
@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986195#Comment_3986195
The problem is that the add-ons that increases the haste effect remained as they are, so Clown can actually have 15% haste. Also, the buff to trigger time for yellow cloud to be active made the situation worse imo.
We can also read the nerfs:
- Sticky Soda Bottle: Now increases the Invigoration effect by 1% (was 2%).
- Cheap Gin Bottle: Now increases the Invigoration effect by 2% (was 3%).
If you are using both addons NOTHING CHANGED REGARDING TO HIS SPEED. Each of his addon got removed 1% haste and instead he got 2% more haste basekit
This begging for clown nerfs remembers me so hard at freddy after his release. People who dont understand the killer or the game or are even bothering with reading patchnotes to see what changed are crying for nerfs. And yes Clown did got a buff, the cloud actavation time was reduce down from 2sec to 1. Hes way easier to play and you dont need that mutch skill anymore. Now nearly everyone can do what before only a couple people could. But that has NOTHING TO DO WITH HIS MAXIMUM SPEED.
-
@Shinkiro said:
Why risk losing by gimping your own gameplay for such a paltry reward? You're just gonna lose more BP doing it than you'd get from this unless you just massively out-skill the survivors and were going to 3-4k regardless. But now its just more stress and effort for basically no gain and the same result.
The games current state is just not set up to make spreading hooks a good thing for killer, yet everyone seems to want them to do it. If you want to incentivise it then you'll have to make it benefit killers during the match that will help them win otherwise its pointless.
For more bloodpoints. You are thinking binary so you can eather grap 6000points or nothing but that is not true. Its a pretty big reward only one of 4 "sacreficing" is direcly combines with your hookstages.
So maybe dont go for tunneling and 4k, try to split your hooks up and maybe you only get 3k but a higher reward. From your comment it sounds like killer can only win by tunneling that is not true. If you can not grap the full bonus everything is still okey :-)
-
@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984462#Comment_3984462
My point is if at any time you lose track of who to hook next, no bonus. So why would a hookstate tracker bot help with preventing you losing a bonus
No you dont loose the Bonus you allready earned its not you get 6000for a "perfect" game and otherwise nothing.
I mean atm you get maximum Bloodpoints for basicly focusing on 2 survivors. How are you doing it at the moment to keep track of it? And if you dont keep track and just kill em how ever they come infront of you, thats stil okey after this too. If you at the moment not min-maxing your bloodpoints you dont have to do it afterward too!
-
@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984251#Comment_3984251
I mean i alredy spread hooks and often forget which one is on death hook especially when they are wearing the same cosmetics. Hook 1 wrong person and u lose allot of bonus
And now you got 0 bonus. I dont understand your point
-
Just teleport the last survivor out and tell them "you did great you win!"
I mean thats what BHVR wants to do anyway right? I heared so mutch suggestion and critic here that when only 1 survivor is remaining at 4 gens he still should have a "fair" chance to escape.
So just make this chance 100% and everyone is happy. Remove the hatch just give the last survivor a freewin.
-
@Astel said:
As the title says. Also, I think the blinded survivors who got downed or hooked should also be able to see their teammates' aura. I know that survivors can remember where other survivors are hooked by the black bubble, but still, it is not good thing for the Solo Q. I literally died on first hook as none of my teammates rescued me due to the killer running Third Seal and everyone was inflicted.
But what kind of use does "blind" have than?
I literally died on first hook as none of my teammates rescued me due to the killer running Third Seal and everyone was inflicted.
Yes but thats pretty hard to pull of. To have this work (and you die on first hook) killer needs to Hit every 4 survivor with a basic attack first. Than nobody is allowed to find the hexperk. And than he needs to down and hook you somewhere were no other surviver knows and is not able to find you.
Thats incredible hard to pull off. Since as soon as he hits the first player that player isntandly knows that "hex: the third seal" is in play. And thats also why nearly nobody is playing it. Hex: The third seal is on place 108 of 133 killer perks and has a picrate of 0.58%.
-
@ShanoaLegendaryPlz said:
With this they might have to let the killer see survivor hook states to keep track of who they need to go for next for the bonus
Not necessary you can keep track in your head. Basically, the first 4 hooks (if they’re on 4 different survivors) give you the most reward, which is easy to count.
It’s just a bonus for killers who spread the hooks instead of focusing on few survivors. So in the end, killers who challenge themselves more and play in a way survivors enjoy also get rewarded.
-
@Tamago4a said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983707#Comment_3983707
I'm even ready to spend a minute mounting my totem, but so that it could not be so easily detected and destroyed. You can allow the player to place a totem only once per game, but still warn the killer with a loud sound about it. But this totem should not sound in the radius. A solution to this problem has been voiced many times. Fact: the way totems are designed now, works well only in 40% of matches. In most matches they are quickly broken.
you mean 12sec? But sure lets make it to 60 Seconds and im good with your idea.
-
@AlwaysInAGoodShape said:
While all survivors are alive, when you are the only survivor on deathhook, you leave no scratchmarks, pools of blood, and make no grunts of pain
I think this perk could be insanely fun for some intense situations as it only works when you're close to death.
With it being a perk that's available for beginners, it will definitely help with the beginner problem where beginning survivors barely have any half decent perks from the default bloodwebWhile all survivors are alive, when you are the only survivor on deathhook, you leave no scratchmarks, pools of blood, and make no grunts of pain
This can be the case fromt he 2nd to the 7th hookstate. People will just purposly go on 2nd hookstate ASAP and than flashlight and flashbang the killer constanly. This makes it basicly impossible to hook the survivor if hes a decent player.
I understand the plan behind this but this perk is way to abuseable.
-
This would mean a nerf to hex totems of killers. Do you think that they are too strong atm or why do you want this buff for the map?
-
I agree that its not a good item and its basicly not fixable.
Because besides for flashlights who needs skill and can be countered as killer the fogs vials needs way less skill. So you eather makes them a free escape item for a chase every 65sec than its too strong or you dont lose the killer and the item is uselss than its too weak.
And the difference of fog vial on different maps is waaaaaay to big. Not only the layout that makes it more usefull on some maps, its also that the amount of fog changes based on the map i.d.r. why.
-
@Tamago4a said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982081#Comment_3982081
Where did I say that I propose to make boon totems the same as those of assassins? I only propose to reduce their installation time, or increase their breakage time, or reduce their audibility radius to 3-5 meters. The last option is the most preferable.
Yes and i told you why i dont think thats a good idea. This would mean free boon value and chances are very high that you never need to rekindle em. You are comparing the boon totem to the hex totem and asking why the hex totem is silent but you hear the boontotem from a wide radius ignoring that the hex totems are a one time thing.
I still dont get why you think the boontotem needs to be buffed in that way. If you are placing it RN in a dead part of the map it will also stay for the rest of the match.
How i said i would prefere em working like hex totems even maybe buff the effects of em. If they are not unliminted anymore there is counterplay against it what allows them to be mutch stronger.
-
@RoxasxVT said:
Have you checked their pings? Their perks?
Yes they had no teleportation perk.
-
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982071#Comment_3982071
Legion and ghoul are only comparable on the barest of surface levels. Ghoul looks at you and you get injured. Often around obstacles. Legion has to respect pallets, traverse to your location and can be juked. This drastically changes how you play vs them. They're nothing alike except on the most superficial, misinformed reading of their power.
So legion injures you away from your team. They have to chase you without any sort of augment. The most basic of m1 killers. Get a stun, leave the loop. Drop a pallet. Leave the loop. Lose LoS, leave the loop. Actually loop it and fake and whatever.
You have no such options vs ghoul. Get a stun? He doesn't care. Vaults pallet and downs you or vaults and turns every rotation into a 50/50. Try to leave the loop? He catches up instantly, cancels power and downs you. Lose LoS and leave loop? Catches you again. Can't make distance. Even if you predrop a filler pallet after the grabs and leaps after you be can just break it while his power recovers. The best a survivor can hope for is to turn a loop into a 50/50. It's pathetic.
I dindt say they are the same. But you can compare all killers. You can also compare Trapper and Ghoul.
Their power is pretty different the point is that they cannot down something with their power. Ghoul has (if he wants to kill you) also to respekt pallets
Vaults pallet and downs you or vaults and turns every rotation into a 50/50. Try to leave the loop? He catches up instantly, cancels power and downs you.
Thats what you do with legion too. catch up cancle your power and down the survivor. You know who doesnt even need to cancle the power? Wesker
Even if you predrop a filler pallet after the grabs and leaps after you be can just break it while his power recovers.
Wesker can pretty mutch do this too. From the "downing" not injuring of a survivor wesker is better in pretty mutch everything.
-
Oh that question is honestly very easy to answer:
Because its absolutly no fun to play against boontotems. Since survivors can do em infinite times again and it only cost you time to destroy em.
Its not like Hextotem: A very strong effect but when the Survivor cleanse em the effect is gone. You can just to em infinite times again and again and again.
They are allready hard to find because well as killer you dont have the time to be looking for boontotems and your buff would make that even harder.
- He just goes somewhere in a random direction, hears my totem and breaks it. It turns out that in 2 seconds he completely disables all my perks.
Why are you saying this? You know that is not the case. You can just rekindle em again and again. So its totaly different from a hextotem, because than the perk is "completely disabled".
There is
1.) Hard to find but perks are permanently disabled
2.) Easy to find but you can rekindle em.
TBH i think the 2nd Option is stronger and im pretty sure the majority of killers would use that typ of totem over hextotem.
-
@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982046#Comment_3982046
Ghoul and Legion are not comparable imo. Ghoul has stronger map mobility and power to down survivor than Legion.
Ghoul and Legion are not comparable
You cannot compare killers in DBD? Are you sure you are in the right forum? I mean honestly if you cannot compare killers than i dont see a reason to nerf ghoul. But in my opinion you can compare him very good with Legion or Mastermind.
Ghoul has stronger map mobility and power to down survivor than Legion.
And now you are comparing Ghoul and Legion? Im really confused. Yes Ghoul has stronger map mobility, his power to down survivor is slightly stronger because i think the cd when he drops out of his ability is a bit shorter. I agree that Ghoul is stronger as legion but does that mean that ghoul needs to be nerfed?
He has the same disadvantage that he cannot kill with his power.
-
"can we nerf the ghoul already"
Do you have anything pacticular in mind? did you ever play the Ghoul and said "this is too strong" or "this is too weak"?
Ghoul is more or less like legion, very strong in injuring the survivor but not good in finishing. Hes basicly a m1 killer at that point who closes gaps with jumping instead of running fast (like legion).
-
@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981986#Comment_3981986
I don't know if that's comparable. It's not like in real life where someone is mean face-to-face and you pretty much have to stand up for yourself. It's also not the same because nobody can force you to keep chat open, while someone can absolutely force you to confront them in real life, at least to an extent. It's just anonymous people on the internet hurling insults, people you'll never meet again. Plus you can just remove their messages with a button. Why engage with that unless you enjoy the toxicity? I'd say it's more like deliberately choosing to go to a store or club or something where everyone's incredibly rude, when you could just walk past it and not bother with it.
I've tried reporting people that are just blatantly rude in post game chat but I never get any notification that something happened, I don't enjoy it, so why bother with it, that's my view. I'm here to play the game, not to argue whose better at it after we've finished the match. I don't even really have anything to say anyway other than maybe a gg but meh. Who cares. Leave it and move on to the next match I say.
I mean the comparison than when something happend people are telling the victim "why did you even go there?" or something like that.
The goal shoulndt be "well if you dont want to be insulted dont use the chat" if thats the attidude why is there a chat?
-
@MrMori said:
I've felt the same way for a while. Postgame chat is practically unmoderated unless you say very specific slurs, threats or illegal things. Sure, you can hide it, but everyone knows you can technically see it. I'd like the devs to take a serious look at post game chat and figure something out other than "Just hide it" to how toxic it is, especially in higher skill games or with more sweaty players.
I've written this in many posts on the forum already but I think people would be less toxic if it was possible to completely disable endgame chat, and any player with chat disabled had an icon on the postgame screen where it clearly showed that they don't have chat enabled, so there's no point in lashing out at them as they can't read it. That "no chat" icon would be helpful to see whose on console vs epic games store too. And it would lead to less chat to moderate for BHVR since there would be less chat in general. If you wanted to communicate with someone that has chat disabled, no worries, just add them in DBD and invite them to a party, or add them on their platform of choice unless they're anon mode.
For now, if you're bothered by post game chat I'd just keep it closed, or just immediately press continue, unless you want to check their builds and profiles or something. I find there isn't all that much to discuss, it's not like you can queue up with the survivors you match against if you're playing killer. Also, I that think the game having no chat bans and only having game bans is bad, because that means the only action BHVR can take against toxic chat is a full on game ban, which is too drastic to me. Every big online game I know has separate bans for game bans and chat bans. You should be allowed to play even though you're extremely toxic every single post game chat, but ideally you shouldn't be allowed to engage in chat at all if you can't behave. Honestly though, people could say whatever they wanted in post game chat for all I care as long as I could disable the feature completely and everyone could see I had it disabled, but for now just hiding it and moving on is the next best thing.
I agree with most of your points but not with this one:
For now, if you're bothered by post game chat I'd just keep it closed, or just immediately press continue, unless you want to check their builds and profiles or something.
Yes this works but its kinda the same advice if you tell a woman "if you dont want to get groped, just dont go into the disco" The problem is that if you have a unmoderated chat like this where it has no consequences you basicly are creating a toxicity spiral. Because humans are social animals if somebody is mean to you it drags you down.
They found in studys that even if the other participant knows that they are only insulting him because of the study it still drags you down.
-
@RpTheHotrod said:
Punishing the killer for doing their objective isn't a good idea, imho. You may well punish survivors for every gen they do at that point by survivors getting exposed status or broken if they get 3 gens done. Doesn't make any sense? Exactly.
Thats not the idea behind it. The idea is when the killer allready has killed a survivor, he has an easy game. When 4 survivors are allive the game is harder. Thats why as long as 4 survivors are alive, the game will be easier for killer as it is now.
The objective of the killer is not get the first kill ASAP, the objective of the killer is to kill as mutch as possible.
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/434477/faster-gens-for-every-survivor-dead
Worked horrible at 2vs8 so please don't do it again xD
They did it on every hookstate to balance out the result of the game. This idea is to blance out tunneling/spreading out the hookstates. Its a different mechanic.
@mahiroa said:
Reducing the number of survivors until all generators are complete should be an acceptable killer tactic.
If this were to happen, there would be no killer players left on the Asian servers.
It still is. How i wrote on top, with balancing it is important that tunneling one survivor out is still the "best" tactic. If loosing a teammates would be too benefitary for the survivors they might implement a tactic to sacrefice one survivor at the start (what would be very unhealthy for the game). It would just switch the balance between tunneling and speading out hooks a bit more into spreading out hooks.
-
@SidneysBane1996 said:
We saw how well that worked in 2v8.
Absolutely not, not unless we hella buff Killer gen control to compensate.
Thats the Idea, increase the Gentime when 4 people are alive, but reduce it for every survivor that dies. In the end the kill/escaperates stays the same. Its just a system change that gives you a reward for not tunneling.
@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/434477/faster-gens-for-every-survivor-dead
Gens are already fast enough as it is so why would you make gens go faster?
You dont, you make em go slower when 4 people are allive.
-
@Atom7k said:
Something like this has been proposed many times before. It is hard to balance things in dbd because there is causual, swf and comp.
BHVR struggles to balance because they can't deceide what kind of game they want dbd to be. If you increase the time too much the game will feel very slow and boring to survivors as a good long chase will consume resources and the reward with gens taking that much time is low. So everybody would start prerunning and hiding again.
On the other hand with the current meta gen's fly faster then ever before. You can solo a gen in 22 seconds and depending on perks and items in 15 seconds with 2 people.
While a survivor making a mistake can be outweighted by the team carrying him, a killers mistake can cost you the match and can only be outweighted by extreme game sense or survivors making a mistake.
Increasing the gen time seems necessary to me but we cannot forget about soloq player who already have a really rough time playing dbd.
Decreasing the gen time if a survivor dies would improve gameplay but this can also be abused so it's an overall sensitive topic.First of all thanks for the feedback while i agree with some of your points but disagree with some because eather nothing will change acc. to the topics or the change might the problem less
It is hard to balance things in dbd because there is causual, swf and comp.
I think the benefit will be especally against SWF, because they will try their best so survive and escape with all players, so they will have a harder game. Make no mistake, my Idea will make 4 escape (as SWF often try it) harder but it will also make 4kill games harder. Thats one of the negative points that i see, because ofc a "full win" feels good for survivor and killers and with my idea this is less likely to happen.
If you increase the time too much the game will feel very slow and boring to survivors
Agree if the time is too high this might be a problem
as a good long chase will consume resources
Agree with this, yes this could happen but im not sure if this is the problem. The problem you are facing than is because the killer is not tunneling and trying to hook everyone 1 by 1. That doesnt sounds too bad for me, thats the idea behind it.
While a survivor making a mistake can be outweighted by the team carrying him, a killers mistake can cost you the match and can only be outweighted by extreme game sense or survivors making a mistake.
Increasing the gen time seems necessary to me but we cannot forget about soloq player who already have a really rough time playing dbd.
Im not sure, how exacly would my idea make this worser? Because after this if a survivor is making a mistake and getting killed early, the team suffers less from it.
But you are right it has to be belanced in a way that the game is "easier" with 4 people as with 3 people, so sacreficing a surivor is not a viable "new" tactic
-
@Feneroe said:
Despite you saying it isn't a survivor buff, it is a survivor buff. Punishing killers for eliminating people isn't going to make the killer want to two hook people. You got to rebalance the game around everyone being two hooked once before anyone is eliminated and give the killer something tangible for doing it.
Okey lets say we up the generator time by 150% so the gens take 225sec to finish. With every Gen finish its reduced by 30%.
So one Survivor dead than the gen only needs 157sec , with the second one 110,2sec when 3 survivors are dead 77sec.
Is it still a Survivor buff? Im pretty sure if you balance it like this, killer would allways have 3kills before even the first generator pops.
I dont understand how you can say "its a survivor buff" when i said its not gonna be and the killrate stays the same. One part of the Idea is a killer buff, one part of the idea is a survivor buff. You can set it so that the winrate is not affected. I hope with my example you understand how this could also be easily a killer buff if you tweak it wrong.
You got to rebalance the game around everyone being two hooked once before anyone is eliminated and give the killer something tangible for doing it.
No you dont, you just need to balance acc. to the killrate the rest will come by itself. Killer still can tunnel survivors out without a problem.
Punishing killers for eliminating people
Its more rewarding for not tunneling. If you dont tunnel you get higher gentime as reward. But you cannot just reward the killers, because if you only buff killer or only buff survivor, it will destroy the balance. Thats why a system like this has to buff/nerf both teams so you can balance it.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852449#Comment_3852449
TOTH only hurts hexes more. You have 4 survivors in a game and if even just one survivor comes prepared with Counterforce and/or Small Game and/or a map because theyre expecting TOTH, then imagine how that goes down for the killer who just has Ruin. It will make hexes not worth running at all unless they are paired with TOTH.
Most players agree that hexes can be taken out of a game way too fast. Reverting TOTH doesn't mean that's it, that the devs are washing their hands at trying to address this. It simply means TOTH wasn't the correct way to address this (and frankly should have been tested in PTB before going live).
No it doesnt TOTH makes hexes possible. Yes atm its a bit overtweaked but a weak TOTH is not worth playing. 10 is too weak, 14 seems a bit to strong. Somewhere in the middle is the balance of it. But that wont happen. toth will be gutted bring back how it was before and noone will play hexes anymore.
Reverting TOTH doesn't mean that's it, that the devs are washing their hands at trying to address this
No they dont because its very easy to adress. They could have increased the time before
You have 4 survivors in a game and if even just one survivor comes prepared with Counterforce and/or Small Game
I dont see a problem with that. Buff Counterforce even more. TOTH has a pickrate of around 3,3% that makes every 30 games you play against a killer who uses it. If you want bring counterforce 29times in vain, just to get 1 time a benefit for it, it should be rewarded and be strong-
But how i say, this wont happen. They will just remove the buff and nobody will play hexes.
-
Yes thats a very good idea, had the same
https://forums.bhvr.com/dead-by-daylight/discussion/390864/scourge-hook-hangmans-trick#latest
But BHVR choose not to do anything.
-
@Inosennatoki said:
Hopefully there will be more than just houndmaster fixes and thrill of the hunt nerfs in the next patch.
For example, reversing the nerfs to Dracula's hellfire or Michael's tombestone.
At least give the houndmaster some buff, not just only fix her.
Because Thrill of the hunt was nerfed due to complaints from the main survivor.
Nah, killer only get nerfed and punished they dont get something in return. Something like Circle of healing stays in for a year giving everyone a Self-Care for free and additional healing if you heal a other player, but killer stuff allways gets nerfed fast.
It is because only 1/5 of the playerbase is killer and 4/5 are survivor.
Hexes will go back into beeing to weak and irrelevant because they are way to easy to clean and nobody will play em anymore. Suv. only want to play against the same 4 perks again and again and again.
I mean thrill of the hunt doesnt have a better killrate as Painres or Pop, but its something new and survivors dont like to adept their gameplay.
-
It's clear by design that killers cannot go for at least more than 5 to 6 hook states throughout a trial
Why is that clear? BHVR once said dbd is balanced on a 60% winrate for killer what means 7,2 hookstates on average
It actually made sense with hook grabs and camping to balance out survivors holding gens in areas that obviously the killer could do nothing about.
I mean i play mainly killer and im not sure what you are talking about. When you proxycamp the hook you can still allways trade so get another suv. at the hook. With "hook grabs" the suv. could not do this trade and if they are unlucky you had 2 people on hook. "Hookgraps" rewarded a playstyle (camping) that was not fun for anyone. It was the same ######### as hatch, standoffs where you have to guess the right moment when hes trying to rescue to grap it.
-
@Oputeeva said:
Nope, it should be basekit, I'm tired of being be downed and doing nothing most boring thing in this game when you are not playing the game!
But dont you see the pattern? BHVR is trying to do something against camping → killer switch to a different meaner tactic. BHVR is trying to do something against tunneling → killer switch to a meaner tactic.
If they now do something against slugging, what do you think will happen? How about you try to incentivise the "right play"?
Making Hooktime 16% longer in patch 8.2.0. was not a good idea because as higher Hooktimers are, as more worth is it to slug survivors. But they did it to prevent camping.
A couple of years ago the "hit and run" tactic was the strongest tactic for killer, so dont go for the kill only hit and than later go for the kill. The survivors dindt liked that since there was not mutch they could do against this tactic of short chases and 1 hit. So BHVR buffed the medkits, ruining this tactic.
Your idea "nerf xyz, that killer will play in a way i like more" did not work in 8 Years of DBD. They will just find a new optimal way. So how about you buff the "play in a way i like"?
What is the tactic survivors are liking the most? That the killer hooks everybody 2 times, before he goes for the first kill. But nothing for killer benefits from this tacitc, the opposide is the case the way to play that the survivor enjoy the game the most, is by far the hardest way to play for killer.
-
I totaly agree with this.
With hookperks getting nerfed and the anti-camping features it mean that Hooking become worser and worser.
With 70sec per Hookstate, to die on hook is 140sec. You get 1ct/sec if as killer you are 14m or closer, basicly creating a kind of "deadzone"
And there are alot of strong talents like off the record or Deliverance. What you need as killer is time, and atm you get the time better if you slug.
-
I think thats an interesting idea,
@MrChoppa said:
I think i have a pretty good idea how to change the game in order to adress tunneling. Here's what I think we should do:
How would it work:
- Instead of hook stages being counted for each survivor individually, they are counted globally for all survivors in match
- What happens to survivor put on hook depends on global counter of hook stages before that occures:
- 0-3 hook stages: hooked survivor goes into Summoning Phase (one where you don't need to struggle and can attempt to self-unhook)
- 4-7 hook stages: hooked survivor goes into Struggle Phase (one with skillchecks)
- 8-11 hook stages: hooked survivor is sacrificed
- hook stage progress (timer) of survivor hooked works as it does now
- What happens when hook stage duration runs out (due to timer, self-unhook attempts or failing skillchecks):
- another hook stage is added to counter
- hook stage progress is halted and survivor is given option for automatic self-unhook regardles of phase – similar to anti-camp mechanic (this is made so a single survivor won't burn through all available hook stages on a single hook)
- if current hook stage counter (after adding one) is greater than 7, then survivor is sacrificed instead
Pros of this mechanic:
- killers will be unable to eliminate one survivor early by tunneling (targeting a weaker link in a team is still possible and viable, but would have much lesser impact on the team of survivors)
- camping also takes a hit, as survivor can stay on hook for longer and eventually have certain self-unhook option at the cost of extra hook-stage, allowing team to focus on gens if they figured out killer is camping heavily
- slugging somewhat takes a hit, as even if you slug 4 survivors, at least some of them can be given self-unhook option at cost of extra hook-stage
- this mechanic should help solo queue and low to mid mmr survivors propotionally more than swf and high mmr, as it requires less coordination than protecting survivor on death hook
- rather easy to implement for devs
Things to consider:
- this mechanic would be a big buff for survivors, so killers might need to be buffed accordingly to keep balance
- new Taurie Cain perk – Shoulder the Burden would need to be completly reworked, but other perks and mechanics should work as they do now
- killers might be more likely to try to bleed out survivors as it would be the only way left to eliminate them early from Trial, so BHVR might need to think of someway to nerf this strategy
- troll survivor might „farm” hook stages, but it should still have less impact than troll survivor killing himself on hook early
- might need some mechanic to limit the time a survivor can willingly linger on a hook
That's my proposition. I think it would be fun and healthy change to DBD, as tunneling would be pretty much solved, swf would have more fun as teammates would not need to wait so long for their friend that was sacrificed early. Killer would probably be more fun too, as instead of trying to bully one survivor, you can focus on chases and maximalizing hooks.
The idea of hooks becoming deadlier the more hooks already happened can be explained as The Entity becoming more powerfull/hungry/greedy with each hook. As for UI, we can just give survivors the hook counter that killers currently have. Maybe slap some colors on it to indicate which hook stages do what - for example yellow for early 1-4 Summoning hooks, orange for mid 5-8 Struggle hooks and red for late 9-12 Sacrifice hooks.
This is an interesting Idea, if i can add something to it:
Reduce the maximum Lifes of the survivors to 1 (so dead at the 2nd hook), the first 4 hooks are "global hooks" and doesnt count to a specific player.
So the first player dies earliest after 6 hooks, latest on the 9th hook.
given option for automatic self-unhook
Not a fan of "self-unhook" since this removes an important element of the game: the Teamplay.
camping also takes a hit
Is camping still a thing? I play mainly killer and i thought it would be dead after the anti-camping mechanic and increasing the hooktimer to 70sec, so he needs to be at least 15m away or you can wiggle yourself out. And alone while guarding the hook you loose at least 3gens, maybe 4. If you need a bit longer for your chase you might loose all 5
this mechanic would be a big buff for survivors, so killers might need to be buffed accordingly to keep balance
The Question is do we want that? Thats allways the question because DBD will fix the winrate (around 60% killer) and keep the balance. Lets imagine for a moment that Survivors could not heal themselfs anymore, how big do the buff have to be so they still escape 40% of the time?
Same with here, do we want a killerbuff that even without tunneling the winrate stays the same?
-
Sure would still be garbage and noone would use it.
I guess thats why devs are not touching it atm, it needs a rework
-
Boon: Circle Of Healing
.
That sounds very OP. 2% means 0,32 ct/sec. Selfcare only gives 0,35 ct/sec so you basicly give your whole team free selfcare but in better.
Normal altuistic healing gives 1ct/sec, in boon 2/sec, with your buff 2,35ct/sec.
Before healing 2 people full = min. (first person) 8sec + (second person) 8sec = 16 sec. for both
With your buff: First person 6,8 sec
Second person (would get 8ct (50% healing) + 2,3ct (2% per sec) = 2,42 = 9,22sec for both.
So if 2 injured players are in boon the effect is basicly doubled and give free selfcare for the whole team so they can soloheal. If the boon is in Genradius they can also make the Gen while healing themself, whats also not possible with selfcare
"Boon: Shadow Step"
10 Seconds is alot I think you undererstimate it.
"Boon: Exponential
The "no kill" sounds more as a gimmic as something real usefull since you can still lift the survivor up and bring him out of the radius. But I agree that this one needs to be buffed. Besides for SWF fun groups its really useless.
If you have a lit Boon Totem, You cleanse or bless Totems 10/15/20% faster.
I mean atm with "thrill of the hunt" hexes are very strong, but im pretty sure it will be nerfed soon. All in all do hexes perform weaker as other perks from killer, i dont think there should be talents to make em even weaker.
-
@ArthurVeloso said:
I have played 5 games so far, and in 4 of them, killers just stay near the hook for about 8 seconds then they proxy camp from a very close distance. It ensures the person to goes to another hook stage while not activating the anti camp measure. Please, check this.
Thats how its suppost to be. It should just take facecamp away. Its not suppost to be free unhooks for survivor.
What did you thought?
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555464#Comment_3555464
not really. If you give correct numbers, then both of them would have their niche. Hangman's would guarantee you see every survivor that could possibly attempt sabotage so you can pick another hook instead while AA gives you info about anyone that comes close to you.
Sure there's an overlap in those, but there are some cases where you discover sabotaging survivor too late (very rare given how dense hooks are on most maps) with just AA and on the other hand you could see a survivor that you would not see otherwise, because you decided to go for a different hook.
The key would be in picking correct number and lingering time (yet given how sabo is already too hard (so niche), I don't think the perk will ever be good given it's theme).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555066#Comment_3555066
There are multiple counters. Hard counters like iron grasp/agi were mentioned. But there are also a lot of different soft counters - best one being starstruck, but you can also use mad grit, STBFL, hangman's, awakened awareness, infectious fright or thana.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555010#Comment_3555010
I don't think it's good idea to buff "trash perk" by making it direct counter to another "trash perk". Both of those perk basically should get buff because both of them are useless (sure - breakdown is a bit better - you can get some limited value out of it if 4 survivors make build around it, but that still does not make it good or even ok perk).
I don't think it's good idea to buff "trash perk" by making it direct counter to another "trash perk"
Maybe i miswrote that i mean just delete one of the 2 perks and write the effect in hangmans trick
-
@FFirebrandd said:
Way back when it was first reworked I thought it should have been all hooks within 20m of you give a 16m aura read range while carrying. I still think it should be something like that.
Woulndt that be Awakened Awareness with extra steps??
-
@UndeddJester said:
I've been thinking about this perk... I've been trying to decide if having it add 2 additional scourge hooks would be broken or not...
Would actually make this perk somewhat useful at near guaranteeing a decent scourge hook spawn somewhere, and increases the chance of getting value out of it otherwise.
I mean before 7.1 it was "All hooks" but only 6m range. Now its only 4 hooks but 10m range.
I think 6 hooks would be a good idea to give it a bit more value. Would also allow the combination of Hangman+Floods of Rage, to take a bit "random" out of the scourge hooks but cost you a perkslot.
-
@Akumakaji said:
It's called hangman's trick, how about it gave a sabotaging attempt a surprise hard skill check? I know that sabotaging is already really hard to pull off and that it's timer is really tedious (there were quite some sabo tome challenges of late, so I know), but this could be a nice way to throw a survivor off. The first time I jump on an Overcharged gen I nearly always are knocked out cold by the surprise skill check, later I am prepared, but still occasionally fumble.
Saboing isn't exactly a regular problem, but we actually have no dedicates perk to deal with it. STBFL sorta shuts it's down, but more by accident, not as a main feature. Just increasing the sabo time would be bonkers, since the timing is already very tight, so a hard skill check seems to be the best.
I play only killer and its realy rare that i see a sabo pulled off, and even rarer that the sabo good. Because most of the time you can just go to another hook.