HastuneMiku
HastuneMiku
About
- Username
- HastuneMiku
- Joined
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Comments
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Not a fan of the adrenaline change. I think it needed changes, but this just makes it better for SWF and less useful for Solo Queue.
DS finally back on the menu. I think they should've went further and had it eat charges for killers like Nurse, Blight, Wesker, and Spirit.
I'll have to see the twins rework. I wish they just let you route Charlotte somewhere sort of like Knight only without the ability to hit unless you switch.
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-Let survivors see the perks their teammates are running. There's no reason for this not to be in the game already. This should not be a "Maybe we'll do it later." This should be a "This is coming in a weekly patch this week."
-Fix MMR so it's not entirely based around kills and survival. A killer who gets 4 hooks and 1 kill isn't more skilled than the killer who gets 9 hooks and 1 kill. A survivor who hides and escapes after doing maybe half a gen, never gets hooked, and spends maybe 30 seconds in chase isn't as skilled as the survivor who runs the killer for 3 minutes and then gets camped to death.
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@I_Tunnel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645390#Comment_3645390
You do realize this would allow the immune Survivor to bodyblock with impunity, and the Killer would be absolutely unable to counter it?
And what happens if a 4-Man SWF decides to all just refuse to 'return to the game'? Now they get to hold it hostage until the Killer ragequits & eats a DC penalty.
Plus, a Survivor can just stay immune until the best time to 'return', basically following the Killer around & reporting on all his actions over Discord.
I love how the 'fix' for Survivor 'I lost' complaints is always the equivalent of 'Give Survivors a mechanic they can horribly abuse to avoid losing ever again.' 😂
Immunity to hit does not allow a bodyblock, Mr. "I need to tunnel because i'm not good at the game."
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Their solution to not enough lockers on some maps is apparently giving Huntress more hatchets, but then doing nothing for Dredge.
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Pig: Spam your traps and... oh wait. Nope.
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Yes, this was my first concern when I saw that as well. Hopefully they've taken that into account. Pinky Finger is annoying to play against when you can't really do anything about it. Wish they'd just rework it entirely.
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There's an easy way to fix tunneling. Give survivors immunity off hook (at least before the gens are completed), but give them a secondary objective to complete to 'return to the game'.
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Knight
Doctor
Legion
Then I quit playing lights out mode, because it wasn't fun as survivor. Lack of scratchmarks didn't do much because the killers could get a free hit most of the time, then they can hear you. And that's if you're lucky enough and they don't just tunnel the first person out of the game immediately. I wanted to give it a fair shot, but no thanks. If I play it any more, it will only be as killer, and I refuse to play as tracking killers because that kind of misses the whole point of the mode.
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Ghostbusters: Spirits Unleashed
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Yeah, there's no reason for the tracking killers, which just kills the purpose of Lights Out. There's zero downside for them.
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No, but I think we're heading in the direction of more perks being disabled after certain points.
Prediction:
MFT will not work in end game (Similar to Decisive Strike and Off the Record)
Regression perks will stop working after one survivor dies (Similar to Hex: Ruin) or will be severely weakened after one person dies (Similar to Thanataphobia)
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There are bot matches now. You can play against bots. I mean if you play Skull Merchant, you're going to anyway. This just skips one step in the process!
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@ProHillbillyMain said:
I don't get it, even a skull merchant got rework faster than anything being done to Blight.. Yes skull merchant is broken but Blight has been broken killer for years overshadowed by Nurse.
The percent of survivor who DC against Skull Merchant is probably around 60%. Probably something they needed to do something about sooner rather than later.
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Devour needs a slight nerf tbh. It doesn't have to be big. Just notify survivors of a hex after the first token, like with Huntress Lullaby. Huntress Lullaby is a lot weaker and still notifies survivors as soon as they have one token. I see no reason for Devour to get the benefit of hiding until three (or more if nobody gets hit by exposed) tokens.
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They set the bar way too high. At least it's just for a charm, so if we miss out we're not missing out on much. But I feel expecting that many people to care and do the rift is a bit much imo. Even if your progress counts past the initial 3, whos' going to keep that challenge selected and farm gold lightbringer/gatekeeper emblems?
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Just make the achievement that all 4 survivors must die while using tombstone piece or judith's tombstone. And include DC's in it. Lockers are the only counter survivors have against Tombstone.
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This would be a nice buff to Ace in the Hole. Make it so that you don't drop your item with the perk. Maybe lose some charges if Franklin's Demise.
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You got a 3K, and one guy left with less than 10k bp... is.... is the bully squad in the room with us right now?
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"Hello fellow survivor mains. Yes, I play the survivor on dead by daylight all the time. I like the tea bagging and flashlight clicking. Totally 100% survivor main."
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- Ace in a Hole
- Let survivors store items in lockers, and if they escape they get to keep those as well. This would make it more useful for item farming.
- Autodidact
- Gain one stack every time you complete a heal.
- Better than New
- Increase the percentage to 26/28/30%. It's weaker than Leader as is.
- Bite the Bullet
- This perk is fine. It needs no changes.
- Blast Mine
- Reduce the requirements to activate to 40%
- Buckle Up
- Make it also apply endurance for the same period.
- Boon: Dark Theory
- With the nerf to Boon: Circle Of Healing, increase the range of boons to 32 meters.
- Boon: Exponential
- With the nerf to Boon: Circle Of Healing, increase the range of boons to 32 meters.
- Botany Knowledge
- Remove the med-kit penalty
- Calm Spirit
- Remove the cleansing speed penalty
- Corrective Action
- Give it the same affect as Stake Out when you have max tokens (but without turning good's into Greats)
- Counterforce
- Increase the aura reading to 15 seconds and you see a totem's aura at the start of the trial as well (the one furthest from you)
- Clairvoyance
- Let it work after blessing a totem as well
- Dance With Me
- Increase duration to 5 seconds
- Dark Sense
- This perk is fine and needs no changes.
- Decisive Strike
- Revert to 5 second stun.
- Deja Vu
- Make it show the aura of the generators to other survivors as well.
- Desperate Measures
- This perk is fine and needs no changes.
- Diversion
- Allow it to charge up while being chased as well. Make it token based, up to 4 tokens so you can keep charging it as much as you like.
- Empathic Connection
- Make it 20% faster healing other survivors
- Fast Track
- This perk is fine and needs no changes
- Friendly Competition
- After completing a generator with another survivor, this perk activates for 30 seconds. Heal 100% faster. Basically make it We'll Make It, but for generators.
- Guardian
- Survivor should also have no grunts of pain for the 8 second duration.
- Inner Focus
- Remove the range requirements.
- Iron Will
- Remove the exhaustion penalty
- Kinship
- This perk is fine and needs no changes
- Lightweight
- This perk is fine and needs no changes
- Low Profile
- Low Profile now works within 16 meters of a hooked survivor as well even if you are not the last remaining survivor
- Mettle of Man
- Should also activate if you get 4 safe unhooks.
- No Mither
- Grunts of pain reduced by 100%
- No One Left Behind
- Unhook bonus (and only the unhook bonus) speed applies during the entire duration of the trial
- Object of Obsession
- No changes necessary
- Overcome
- This perk is fine and needs no changes
- Parental Guidance
- Increase to 10 seconds.
- Pharmacy
- Remove the injured requirement.
- Poised
- Works for 30 seconds when the last generator is completed.
- Potential Energy
- Reduce the repair penalty to 1.2%; Can now have up to 24 tokens; Survivor is exhausted while having at least one token.
- Premonition
- Reduce the cone size to 30 degrees to make it more accurate.
- Quick Gambit
- Increases the healing speed of any survivors within 32 meters by 50% while in chase
- Reactive Healing
- Increase the range to 40 meters
- Red Herring
- Now works on vaults instead of generators. Vault a pallet or window and press the active ability button to activate.
- Repressed Alliance
- This perks is fine and needs no changes
- Residual Manifest
- Remove the rummage requirement. Just guarantees a flashlight on the first chest you open.
- Self-Aware
- This perk is fine and needs no changes
- Self-Care
- Buff to 50% of speed (36 seconds)
- Self-Preservation
- Increase to 24 meters
- Situational Awareness
- This perk is fine and needs no changes
- Small Game
- Now tells you how many totems are left, not how many have been cleansed
- Smash Hit
- This perk is fine and needs no changes
- Sole Survivor
- Make it 14/16/18 meters per token, and start with 1 token.
- Solidarity
- Make it work with med-kits.
- Spine Chill
- Bring back the increased skill check probability
- Teamwork: Collective Stealth
- See the aura of your teammate while this perk is active
- Teamwork: Power of Two
- See the aura of your teammate while this perk is active
- Technician
- Remove the penalty for missed skill checks
- Tenacity
- This perk is fine and needs no changes
- This Is Not Happening
- Remove the injured requirement
- Up the Ante
- Retire Plunderer's Instinct and give it that effect instead
- Urban Evasion
- This perk is fine and needs no changes
- Visionary
- Remove the time you can't see generators. Now see generators within 28/30/32 meters of you
- Wiretap
- Extend the range to 16 meters
Killers
Most attention needed: Beast of Prey, Bloodhound, Claustrophobia, Deathbound, Distressing, Dying Light, Fire Up, Insidious, Overwhelming Presence, Territorial Imperative, Unnerving Presence & Unrelenting.
- Awakened Awareness
- This perk is fine and needs no changes
- Barbecue & Chilli
- This perk is fine and needs no changes
- Beast of Prey
- Effect lingers for 5 seconds after leaving chase
- Bitter Murmur
- This perk is fine and needs no changes
- Blood Echo
- Reduce the cooldown to 65/55/45 seconds
- Bloodhound
- No changes necessary. This is a good beginner perk.
- Claustrophobia
- Also blocks all pallets in the same range
- Dark Devotion
- This perk is fine and needs no changes
- Deathbound
- Increase duration to 90 seconds
- Deerstalker
- See the aura of the survivor being picked up for 3 seconds if they get picked up.
- Dissolution
- This perk is fine and needs no changes
- Distressing
- This perk is fine and needs no changes
- Dragon's Grip
- Cooldown reduced to 80/70/60 seconds
- Dying Light
- Remove the healing speed bonus for the obsession.
- Fire Up
- Increase to 4/4.5/5% per generator completed.
- Forced Penance
- See the aura of that survivor when they are no longer broken for 3 seconds
- Furtive Chase
- Increase tokens to 8 tokens
- Game Afoot
- Perk is still new. Ask again later.
- Gearhead
- Wait until we see how it performs with the new change
- Grim Embrace
- Every time you gain a token, blocks gens for 10 seconds. So it'd be 10/20/30/40 seconds.
- Hex: Crowd Control
- This perk is fine and needs no changes
- Hex: Face the Darkness
- Increase aura to 3 seconds
- Hex: Huntress Lullaby
- Start with 1 token
- Hex: Ruin
- Buff to 125%
- Hex: Undying
- Buff other hex perks
- Hubris
- Increase to 30 seconds
- Hysteria
- This perk is fine and needs no changes
- Insidious
- Effect lingers for 3 seconds
- Leverage
- Lasts for 60 seconds instead of 30
- Lightborn
- Survivor still gets the blind notification + Points
- Oppression
- Reduce cooldown to 80/60/40 seconds
- Overwhelming Presence
- Now affects map-wide
- Pop Goes the Weasel
- Buff back to 25%
- Predator
- Scratch marks are directional
- Scourge Hook: Monstrous Shrine
- Perk is fine as is
- Septic Touch
- Also works on survivors working on generators
- Shadowborn
- Fine as is
- Shattered Hope
- Fine as is
- Stridor
- Fine as is
- Surveillance
- Should work even after the gen has fully regressed
- Terminus
- Perk is fine. No changes necessary.
- Territorial Imperative
- I honestly don't know.
- Thanatophobia
- Perk is fine, no changes necessary
- Trail of Torment
- Cooldown reduced to 65/55/45 seconds
- Unnerving Presence
- Speed up the skill checks as well (similar to coulrophobia)
- Unrelenting
- I think it's fine as is.
- Whispers
- I think it's fine as is
- Ace in a Hole
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383848#Comment_3383848
50% is absolutely an oppressive effect.
Not when it can only be used 4x per match, and it could easily hit a generator that's only got 20% progress for 10%. Or even a gen with 10% progress for just 5%.
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I made a thread about Dead Hard.
But I think Pain Resonance should have its numbers buffed. Since it can only activate 4 times per game. I think 50% of total gen progression would be a good way to do it. It's only useable four times per match, and you have to hook four different survivors for it to work four times. This would make it a good perk. A little risky (since you might not get a scourge hook when you need one) but also a strong (but not oppressive) effect.
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Self-Care is super dead unless they didn't mention buffing it.
Now it'll take almost as long to self-care as it will to do a generator. Probably longer with sloppy butcher.
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R.I.P. Self-Care. It's now going to take almost as much time as a generator, and more time than a generator with sloppy butcher.
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Killers need both incentive to not tunnel, as well as punishment for tunneling. It has to be a 2-way street.
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They really need to nerf Call of Brine/Overcharge, which I think is the main issue.
Call of Brine should just work on one gen at a time. And Overcharge should not stack with it. Pain Resonance is fine because it requires killers to get downs to use it. But CoB/Overcharge are just insane gen regression. I know a lot of killer mains will complain about it, but pair it with a Dead Hard nerf and everyone should be relatively happy.
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Disabling them needs to be more rewarding than "She's without one drone for 10 seconds." There's pretty much no reason to actually do the drones.
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I feel like it was done this way because it'd make self-care even worse than it already is. If they were going to do that, it should've received a buff. 30/40/50% reduced altruistic healing speeds for 50 seconds after each hook.
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@emetSdidnothingwrong said:
https://forums.bhvr.com/dead-by-daylight/discussion/367501/do-something-about-this-3-gen
You know it takes both sides to draw out a match that long, if you don't like the 3 gen then let the killer hook you and move on to the next time, you aren't entitled to an escape just because you can hold M1.
So you're cool if survivors just hide for an hour when there's 1 gen left? I mean if the killer doesn't like it, he can let them finish the gens and move on to the next game. That's your us vs them argument in a nutshell.
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367042#Comment_3367042
You could probably avoid the hiding issue by making that 'genlust' build up by survivors doing repair actions, but no generators being completed for a long period of time, possibly in conjunction with a lack of hooks or injuries on survivors. It'd need a pretty generous timer on it to prevent it from activating in games where the killer is just getting looped to death, though.
Personally I would rather just see Knight and Skull Merchant get some limits to their ability to camp gens and buffs elsewhere, though. 3-genning wasn't an issue before we got killers that could lock gens down so effectively that even four living survivors will get stalemated.
I mean if they're getting looped to death, the gens are getting done anyway or the survivors aren't doing anything. But that is why I think it should only work if there's only one generator left. Just something to speed the game along. It wouldn't have to be drastic. Just something to put pressure on the killer to get hooks. I think if the killer is still hooking people, that gen lust shouldn't kick in. I think Doctor is just as problematic as Skull Merchant and Knight.
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While I think three-gen is a legit strategy, it shouldn't be as strong as it is. Killers need to be pressured to go for downs. Some sort of bloodlust, but for generators, would be a good solution IMO. i'm not sure exactly how it'd work (especially with stealth killers) because you'd also have to make sure survivors couldn't just hide to get 'genlust'. But when a game goes on into a stalemate without the killer hooking anyone, survivors should repair at a faster speed until someone has been hooked. That's the general idea, anyway. It would only work when there's only one gen, remaining, though.
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Please explain in detail, as if I were 5 years old, how you use her power effectively. Cause I don't get it.
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Good riddance to the most annoying perk the game has ever had. You won't be missed.
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Friendly Competition is just a worse version of Deja Vu. It had a requirement to activate, and encourages you to play less efficiently. The reward isn't worth it. You might as well just run Deja Vu.
Teamwork: power of two is just a weaker blood pact that works on everyone but loses the aura reading.
Cut Loose is interesting, but I think it'll be extremely niche and won't really be used much.
Blood Rush will be meta. It should be nerfed to at least 40 seconds of broken. The risk just isn't high enough for the reward.
Collective Stealth could be interesting. I don't think it'll be meta, but could be useful paired with We'll Make It. Unhook someone, heal them quick, killer won't be able to find you as easily if you stick together. Problem is communicating that with solo survivors.
Background Player is just a sabo perk. It's like a worse version of Sprint Burst. It only works when the killer probably won't be chasing you.
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They should absolutely let you see your teammates perks. In lobby and in game. "Oh, this person has deliverance, and they unhooked Claudette. I don't need to go rescue them." SWF already has this information. "Oh this person has BT/We'll Make it. I should let them get the save." Also think they should let you see what challenges your teammates have selected as well so you can help them with it.
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Wesker would be perfect if they ever paused your infection rate for some time after coming off hook. Blight would be perfect if they nerfed a couple of add-ons.Those two are probably the closest.
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Yes, killer is the easiest it has ever been. If you're having trouble it's a skill issue.