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Hex_iButt

Hex_iButt

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Hex_iButt
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  • I wouldn't tie the same time/penalty as Weaving Spiders for all of them, but a few ideas I came up with:

    1.) Invocation: Summoning Spirits

    While actively channeling in the basement for a max duration of 120 seconds, you call upon the dead to make mischief throughout the trial. The Killer will get loud audio notifications for either a generator, locker, or vault location every 15-20 seconds within a certain radius of them. Basically a map wide mix of Deception, Pebble, Red Herring, etc. but limited to that 120 second window (so 6-8 times). Additional Survivors not necessary, but can have a percentile increase on additional noises. The initiator will become paranoid and then hear the Killer's Terror Radius for a total duration of 60 seconds when not actively in chase.

    2.) Invocation: Third Eye

    After channeling for 120 seconds, your allied survivors become immune to the Oblivious and Blindness status effects for a set time. Everyone sees the Killer's Aura for 8 seconds upon the channel's completion. The one who initiated the invocation will be permanently inflicted with the Blindness and Oblivious status effect.

    3.) Invocation: Shared Pain

    You can channel for a max of 120 seconds, gaining a token every 30 seconds, 2/3/4 max. Deactivates after channel is complete. Tokens will be split evenly among additional Survivors who join the channeling (Max 4 per game basically, regardless of additional perk holders, otherwise its abused). When an Injured Survivor is struck by the Killer, they will enter the Deep Wounds State instead of being downed, as long as a healthy Survivor who has a token is within 16-20m of them. The Survivor who took the hit will also be afflicted with the Mangled and Hemorrhage Status Effects for 90 seconds.

    It has a lot of limitations to make sure it cannot be overly abused by a SWF, but thought of this as a way for the not-so-bold Survivor to help take hits for their teammates.

    4.) Invocation: Spirited Away

    After completing the 120 second channeling, a rift opens inside of the basement. The rift is a one-way portal that leads to a random location on the map outside of the Killer's Terror Radius. Using the rift takes a health state, or will put you in deep wounds if taking it injured, and you suffer from a 45 second Exhaustion. After using the portal, or every 100/90/80 seconds if not used, the rift's exit point will close and re-open at a new location, playing an audio queue when this happens. The rift becomes unstable and permanently closes when the End Game Collapse begins. Provides an alternate way to exit the basement in certain situations.

  • I wanna say its a matter of the balance changes being not so often. A lot of perks tend to get either killed off or overtuned, while many others just get left to gather dust. Even disregarding that, people tend to want to stick to a build that "wins" like the gen-kick meta from before for instance. There's hardly many people going for fun/meme builds, and would rather do what they can to get their kills/survive even if it results in them player sweaty. Many players from either side don't want to steer from the meta out of fear of encountering that toxic SWF/Killer who will BM them for bringing a non-optimal build.

  • I'm of the mindset that DBD has a lot going for it to bring back old players, but is not new player friendly at all.

    Even though we got general tutorials for the game basics, there's no "advanced" tutorials to explain concepts such as basic looping/evasion, facing/using killer powers, items, etc. Thankfully you can use customs as killer as bots as a testing ground of sorts, but that only takes you so far.

    Iri Shards are also pretty abysmal to grind up unless you dedicate a lot of time to play everyday; whether you're looking at cosmetics or other characters to purchase, you're basically incentivized more to drop a couple of dollars for cosmetics or characters just for their perks.

    It's really hard to get friends into this game when you have to tell them that DBD is a way bigger investment than some people may think.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514163#Comment_3514163

    I have wasted 2 perk slots.

    um yeah... that is what hemorrhage is designed to do. they would need buff solidarity and resurgence from 50%->100% for them to be more effective healing perks.

    They don't have to be buffed to a full heal just to make them more effective, especially Resurgence, because that kind of buff would be a huge middle finger to Renewal. The 50% is supposed to help you get a head-start on getting you back to full, but that progress is basically non-existent when you're dealing with healing regression. You'd have to start healing as soon as you get off hook/get hit if running Reactive Healing to gain the most benefit from those perks. If the killer is around, then you can kiss that 50% progress goodbye as they can and most likely will interrupt you, losing all value.

    In their current state, these perks are pretty dead unless you know for sure the killer you're facing isn't running some sort of anti-healing perk/add-ons, and Sloppy is fairly common in a lot of builds, especially after the self-healing nerfs.

  • @Steakdabait said:

    I like most of these but some like are adding random minor buffs to perks like flip flop which i don't like. The Pharmacy change will conflict with other perks which will create coding issues, I like the dark theory change tho even with that it still should be 3% instead of 2% imo(haste shouldn't stack tho), and the reaction healing(and similar perks) changes are great as well.

    Also for corrective action, I would like it to have that effect but make it gain tokens off of greats you hit instead of goods they hit.

    Thank you for the feedback! I got stumped with a couple of em, but I know a couple that have number buffs aren't the greatest. Dark theory is def one I would even say should get more speed if/when they change haste to not stack.

    I can reword it for corrective, but you still gain tokens from greats you hit. Any time your co-op gen doer hits 3 goods in a row, it would proc one of your tokens to turn that 3rd good into a great for them. It'd just be another way to use up your tokens vs waiting for your teammate to fail.

  • Made a bunch of edits. Fixed some grammar and explanations while also removing some perks/ideas as they already got changes. Totally open for feedback, I need more brains.

  • Because I can manage myself a bit better in solo queue here than I ever could in League of Legends.

    But really, the concept of the game itself is great, trying to survive against a cosmic horror. Balancing could still use a ton of work, and the game can be frustrating as hell, but it has some great charm to it.

  • Removing the penalty is only going to cause more problems, not fix anything. And you can't target the issue of why people DC, because it could be for any petty reason...

    "It's a Spirit, gross."

    "I hate RPD so much..."

    "Meg is tossing all my pallets!"

    "Zarina looked at me funny."

    There's no feasible way to appease all of these player "concerns" without doing some massive overhaul of how DBD works.

  • Don't let the fact that some SWFs are toxic distract you from the fact that there are chill groups out there too; I've talked to a few TTVs in groups who I've faced as killer, finding them to be pretty wholesome gamers.

    Even then, if you do encounter a group who only want to mess with the killer, do what you can to take away from their fun. Don't give them the attention they want. Easiest example is if they're fishing for flashlights, let their teammate stay on the ground and marinate for a bit. If you have one person clicking at you to chase them, go find someone else and ignore them. When they realize you're not going to play into their hands, they'll either play regularly or just DC and move onto the next game.

    If you are suspicious of a group that's not obvious, you don't have to play with them. If you have enough time just dodge the lobby, swap to your sweaty build, or go for a meme build and just mess around. Get into the mindset of getting a fun moment in, vs expecting to be miserable and hiding in basement until the match is over.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499334#Comment_3499334

    i think it is too high of a cooldown to be relevant chase perk. the lack of control for when you trigger the perk makes the perk not useful.

    I agree that the cooldown is a bit high, but def makes for a good perk to start chase off with at least. The advantage Scene Partner has compared to OoO at least is that you can make an attempt to stealth it out/hold onto the perk vs Object giving away your aura every 30 seconds.

  • I guess without No Mither, then hit n run play styles are affected? That's the only way I can see if Plot Twist was an "issue" but then I would personally just adapt to using other strategies.

    Corrupt does a lot more for Trapper, Hag, Larry, Plague, any killer who needs set up time to get the ball rolling anyway.

  • Iirc, the issue that's been said with a killer like this would be if you were to face a SWF, basically rendering your power useless. The Survivor HUD I think would betray you too, if you were to disguise yourself as David and work on a gen while the HUD says David is healing.

  • Not Mikaela getting a Himeko skin 💀. Much as I like Sonia's design, I was thinking Ibuki or Kaede would be a nice cosplay idea for Kate to fit their music backgrounds.


  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496769#Comment_3496769

    I get that but there’s also blight, wesker, spirit that also take really no time to learn

    Different strokes for different folks. Some people want the OP killers so they can win hard and fast as their idea of fun. Others have their fun with their favorite aesthetic/power/franchise/memes.

    @ASurvkillivorer said:

    The most trash weakest killer you guys EVER released. I absolutely HATE playing as him. I feel like I have ZERO control. The power does nothing. Takes too long to setup. Is so easily turned off by the survivors. It takes WAY TOO LONG to even be able to tag them THEN to teleport. There shouldn't even BE a heads up that he is looking through the camera if disabling them is going to be that trivial.

    Worse I am doing the god awful challenge Overclock activate and I can't even get ONE hit let alone 4. How is this a challenge when the survivors can void it AT WILL? I've literally teleported to a survivor and had them run in a straight line and Overclock runs out juuusssttt prior to me landing the hit. I even wiffew a few times because the time is so close.

    It just amazes me how this killers power is to basically get a weak out of range teleport that would be considered bad if you were playing Nurse. All the while the survivors can prevent you from using this SO EASILY.

    You can easily ignore the challenge, or take a break from them for a bit, especially if you hate playing as him. Otherwise, idk what to tell ya but asking for him to be deleted just because you can't do your challenge is an concept that baffles me; especially when Knight and Skull Merchant exist as the most universally hated killers atm...

  • I'd have concerns about where the parts are located and how much of an issue it would be to backtrack in order to bring them to the broken gens. It sounds like a nice idea on paper, if Survivors had a little bit more leeway in terms of everyone living to that point, but scenarios where the killer gets an early lead those last 2 broken gens to fix would feel more like a nuisance.

    @nars said:

    except 3 genning isnt a problem its skull merchant

    It is a problem? Skull Merchant's kit is just one of the most effective at the strat.

  • Iirc, something about the servers not being able to handle it, like how Nemesis can only have 2 zombies total.

    I'd rather have a deception mode like Deceit/Among Us/Werewolf over simply doubling the number of players. I still don't get why people would want basically more gens to work on and the chance to go against the possible combination of Nurse/Blight, Knight/SM, Hag/Trapper, and more.

  • I didn't really touch the PTB as much, but the biggest thing that threw me off is how the tapes still protect you from the teleport condemn, and the "any tv" vs specified ones to remove stacks.

    I'll give her a few chances when it comes live, but I'm not really looking forward to playing her as much anymore.

  • @WiseTraveler said:

    @Hex_iButt If someone does this in a match and they know where to hide you ain't gonna find them because they make noise because of the perk. By no means is Plot twist a weak perk it's like a self-choice unbreakable it can change scenarios of matches. Plus not all killers gonna want lethal, not everyone gonna use multiple aura perks to get the full value of it and simply killers don't go the speed or the surprise aspect to use lethal to get a good start. corrupt is good because it's an actual slowdown. Those two perks remove the aspect in what is the reason you use the perk.

    Plot Twist isn't a weak perk at all, but is it really worth it to make a gamble with No Mither to counter one singular perk? Only if you're in a coordinated team maybe; solo queue players are not going to be doing this on the regular. You may not find the guy responsible for killing Corrupt, but your main focus should be finding the other players who are doing gens.The combo is a meme and that Survivor is effectively removing themselves from being useful while on the ground. Using it as a self-reset tool when the game is going south is going to be the best way to use Plot Twist.

    Not every killer will want to run Lethal, just like not every killer will want to run Corrupt. Not every Trapper will want to set up in the early game with Corrupt, and will instead go for a full endgame focused build, not using the perk at all.

  • I mean, you can make Corrupt have an interaction where the killer must down the Survivor by their own hand, but it really is not that big of an issue that'll arise, especially in solo queue. Not to mention, there's Lethal as an alternative to an early game perk and would basically help you find that No Mither Survivor easier; even if they run Distortion, you know most of that person's perks right off the bat.

  • The only one I've encountered was during the event. We were going up against a Doc, and the game was going decently in our favor, but sometime on the last 2 gens when he was chasing a healthy Cheryl for a really long time, he dc'd. Cheryl said in chat, "He couldn't catch me," something of that nature, and Cheryl had No Mither equipped with Self-care of all things. Not the most subtle of hacks, if the perks are gonna give you away...

  • BHVR should do another experiment, like the Bloodlust one a while back on this. Take a week or a couple of weekends to collect data on the Bots, DCs against certain killers/maps, DCs vs Hook Suicides, how often one player has disconnected, likelihood of others DCing after the first, etc. Throw in a couple of surveys during this period too for more thorough answers.

    Doubt the penalty would be removed outright, but it'll give them something to work on as far as adjusting it for the future. I just don't look forward to my team being all bots/facing bots in a majority of matches if the DC penalty gets removed.

  • Diversion.

    I've gotten a good number of moments using it to escape chases where there's good LoS blockers, and just general distraction shenanigans. If Red Herring was a bit more flexible, I'd love using that more too.

  • I think there's also the idea that many do not believe Hag has the most interactive gameplay, and can get boring pretty quickly. If anything, I see Hag more than I do Twins, but even then the chances are pretty rare.

  • Trickster needs a rework to show off his knife throwing skills instead of flinging them about like a madman.

    Singularity is a clunky but fun killer to play as.

    Hag's default power should be the body-blocking phantasms, while those body-blocking add-ons become the teleporting ones.

    Survivor needs more perks based around deception/trickery. For the crowd that doesn't like to be in chase, and don't want to sit on gens.

  • DC penalties are needed, even if a Bot replaces them in the match, otherwise people will just disconnect for petty reasons. Understandable to target DCs related to legit internet issues, but if someone feels the need to disconnect from multiple matches in the same day, you're better off just not playing DBD for the day anyways.

  • Much as I enjoy playing as Singularity, its still pretty clunky to use the cameras at times. He's map dependent to have really good areas to set up pods to infect survivors, and needing to have "perfect line of sight" on your target to infect them, even when you can see their outline is kind of a drag IMO.

    I hope more people give Larry some love when his tome comes out.

  • @CammyChameleon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474610#Comment_3474610

    The issue doesn't rely on No Mither, with Corrupt the killer wants to chase down survivors to injure them and not down right away to make the most value out of corrupt. Plot Twist just takes away the choice of trying to get value out of it

    I think you'd have to take into consideration which killers want to use Corrupt in the first place though. Trapper and Hag needing time to set up their powers are prime examples, so they can make a whole area unsafe before interacting with Survivors in order to get the best value out of it. Plague needs time to vomit on everything she can to get her power rolling. The set-up Killers who need it the most should have little to no issue in the early game against Plot Twist.

    Wraith is probably the only killer I can honestly think of if you wanted to go for a hit n run strat to delay downs, as you have the stealth and mobility to find Survivors a lot easier. And doing that is honestly a coinflip itself, where Survivors will just focus gens if they know you're not gonna commit. If they're smart, they'll know to spread pressure instead of stacking all in the same place, so at least one gen will pop. You might as well just go for the early down and pressure, just to move onto the next target.

  • @CammyChameleon said:

    The main issue is the fact that you are able to run perks to cancel out the other sides perks (COMPLETELY mind you since corrupt is a one time thing) regardless of the condition. If you look at most comp matches the killer almost always has corrupt, and I am almost certain that this perk will be used to counter corrupt as a new meta. 1/16 survivor perks canceling out 1/4 of the killer perks is huge, and it doesn't at all need to be paired with no mither for this effect to work, especially if the killer is trying to spread pressure to get value from the perk with injures.

    If the killer could run a perk to remove a survivors one unbreakable charge it wouldn't be very fun either.

    Well, by comp are you talking about regulated competitive matches in customs, or the random chance a comp SWF faces a killer using Corrupt?

    First scenario, whoever is organizing the event can just simply ban Plot Twist and No Mither from being used in the same load-out. Anything not related to custom matches, you're still dealing with the chance the Killer is a Lethal Blight/Nurse who will run down the No Mither user as their first target.

    There's no chance that it'll become meta, when we're talking about No Mither of all perks. Especially if there are other options for Killers to get the ball rolling in their favor.

  • @Demodoggoz said:

    How come David king hasn't gotten any cosmetics since he was revealed as gay other than his rift cosmetic? it has been over a year and he didn't even get a cosmetic for pride, not even his basic jacket with a pride pin on it. ever since he was revealed as gay it seems like he was ignored and left in the bin with elodie, haddie, adam, and jonah.

    Why should David get a pride cosmetic alone? Just because he's confirmed gay? That totally doesn't shoehorn him into a token character, not at all...

    Was he ignored? I wouldn't say completely, since he got a skin for the Winter event last year. So, half a year tops.

    I don't see the point in trying to call out something that isn't there, when BHVR gave us a pretty wide selection of Pride charms everyone can use to express their own identities. David will get a new skin whenever he's played more frequently. His sexuality shouldn't even be considered as far as why he's not getting anything.

  • Blight add-ons in a strong place? Nerf Pig.

    Hangman's Trick I think could at least benefit from a similar treatment Monstrous Shrine got when it got turned into a Scourge. Of course, not the basement hooks, but I don't readily see an issue if Hangman created 2 or more additional scourge hooks. That gives it some merit to be used in combination with other Scourge perks and with current Pain Res, there's no issue of gens infinitely regressing like before.

    Coup buffs are gonna be funny.

  • Boons aren't really all that strong, especially since CoH was nerfed to be a more team-oriented perk by losing the Self-care ability. Doing something like this would lead to killing boon perks in general, as well as forcing more Survivors on gens, which will make the game go by a lot quicker and totally out of the Killer's favor.

  • I wouldn't dislike it, but I don't think I would enjoy everyone getting revealed all of a sudden. As a gay male, David's reveal never did anything for me personally; I didn't start to play as him more often, I kept on going for Kate and Mikaela. I mean, its neat of course to delve deeper into a part of a character's backstory by adding in new lore, along with general inclusivity of the LGBT+ community, but we do have the pride charms, and a ton more of them now to help people represent themselves more. Next year, maybe pride cosmetics for killer weapons and outfits for survivors? That'd be good.

    The topic of adding more representation, however, ends up being a slippery slope no matter how you look at it; sometimes it can be very empowering, and others just make an attempt to pander to the community. I'd rather things just be left to the player's imagination, go with their own headcanon.

  • For Killer games, I like it when I get a chance to get some meme builds to work out if not going for hooks. Biggest fav for me right now is the backpack build (Awakened Awareness, Iron Grasp, Agitation, Mad Grit), and I had a blast trying it out as Singularity after a rough match. Otherwise, killer itself is a lot more enjoyable as I just have to either praise or better my own skills.

    On the Survivor side of things, honestly its really hard to say what is fun. The most fun you can have is interacting with the killer in some way, usually in chase, but there's a lot of killers who just don't have the healthiest gameplay going for them like Skull Merchant, Hag, Spirit, or Knight. And everyone has their least favorite killer to face, so as soon as you see a teammate try to suicide or d/c, it kills the fun before you can start.

    I'm personally not the best in chase, so I really enjoy when I get a Diversion play to go off and trick them the killer to check out another location, or getting off a Red Herring/Blastmine combo. I wish there were more perks along the lines of misdirection.

  • I've already begun to play more killer before the event, and with how solo queue has been I think I'd want to forego playing Survivor as much as possible until its over. I can at least assure I get a ton more BP, by pretty much having more control over the match, unless there's a few comp players/SWFs going hard. And I have encountered a few of them in my killer games tonight, one team pretty much had assigned roles for a gen do-er, someone to take chase, saw a few BNP, etc. But I don't really mind that I'm losing the match if all four of them get out, I'm just disappointed about not getting the most value out of what BP can get earned.

    My survivor games, have been pretty coin-flippy. One Legion who tried hard, one that farmed. A Clown in a pretty even match, and then a Singularity that dc'd because it was a corn map. I have seen a lot more questionable moments from my teammates though, that end up getting us all killed, but that's just DBD.

  • @WashYourHands said:

    But why do we have to dismiss it like, "it's just been this way"? Why can't we change that?

    Simply put, you can't really change how people want to play the game.

    Otherwise like its been mentioned before, a lot of players with more game sense will prioritize gens over healing. They're the main and pretty much only objective for survivors, unless something like Devour Hope is in play. And if the game came down to there only being 1 finished gen, but the killer has gotten 2+ hooks already, the smarter play is to focus on completing more gens so you can escape.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459741#Comment_3459741

    The problem is that lightborn is supposed to counter blinding effects, if you're stunned then countering the blind basically doesn't matter at all because you can't do anything with the fact that you're not blinded, it's an interaction that makes no sense logically, lightborn may as well do nothing in that circumstance.

    Again, there is effectively a small bomb placed on the generator. You can withstand the blast because its more like a firework vs a grenade, and its only logical to be startled or rather stunned as it was unexpected.

    Sure, there's still a light from the explosion going off, but your whole screen doesn't turn white as normal, giving you some FOV around you incase someone was hiding very close. Even if they're not immediately visible, you can still use the Aura reading effect that's also attached to Lightborn to your advantage. You may lose out on 3 seconds of it initially, but there's still plenty of time to seek out the Survivor who planted the trap, and you can even get a little more leeway by using Lethal Pursuer's +2 seconds on other Aura reading.

  • Well, thematically speaking you would be stunned to find out that something you approached is booby-trapped, would you not?

    Even if it wasn't the blinding light that got you, the bomb should have some sort of effect still.

  • Why do people have the impression that SWFs just like to try-hard? There's a good amount of people who play the game casually, and some just meme around.

    Just either take the L, or do your best to outplay them.

  • I've maybe only gone against two Singularity players as Survivor, just because I've been playing him myself a lot more recently. The Biopods can be kinda tricky in a pinch sometimes, but the idea of peeping on Survivors like a weirdo is funny.

    I highly recommend the Backpack build if anyone wants to meme around a bit/turn off your brain to not use the pods so much.

  • @daffyd said:

    Just to confirm NOBODY was able to answer the original post question and instead talk about why SWFs should never be touched...

    Q1. When was the last nerf to SWFs to bring them more in-line with solo survivors? Someone told me they have never been nerfed and never will be nerfed as BHVR fear them?

    The number of comments generated yet nobody giving a simple answer is very concerning where lack of logic and emotions appear to be shown

    Well, the answer just isn't all that simple. Firstly, its hard to really make balance changes around SWF knowing that each group is going to be different as far as their mentality goes to why they are playing together, ranging between memes and goofing off to being a comp sweat squad. Then there's the obvious "3rd party communication platform of choice" which usually ends up being discord, and there's no way to really prevent them from being in a call with each other to give each other information. No matter how you look at it, the best solution is to help bridge the gap between solo queue and SWFs (hence the UI update).

    In an attempt to answer your question though as far as when SWF was last nerfed, Knight's release (6.4.0?) when they made it so Killers were immune to flashlights when grabbing survivors from lockers. Yes, it is still technically possible if using a Flashbang or if the Surv slowly exists the locker, but Flashbangs must be earned by doing gens (more set-up involved for limited usage), and the slow exit is in a sense less reliable (waiting for them to fully exit to M1) vs when you were locked into an animation and had to eat the beam.

  • I never understood the appeal of a 2v8 mode, at least for a public queue. You double the number of players, and assuming gens so the game is longer technically, and you have two killers coming for you? On paper it doesn't sound great having a Blight and a Nurse combo or a Knight and Artist teaming up. I'd say it makes a decent ruleset for a custom match with friends if you want to mess around.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422582#Comment_3422582

    Maybe.... Stunning the killer increase the stun duration for additional 2 seconds or maybe resets killers power tokens like nurse blinks and blight charges. I still think that getting pallet stuns isn't always easy, especially against killers whom respect pallets all the time.

    An effect like the latter would end up being too strong. It has the potential to be abused by a healthy player who will just eat the hit in order to take out the killer's power which will be strong against certain killers.

    I have a similar post, and proposed Smash Hit be broadened up to most if not all sources of being stunned. Sprint Burst and Background Player have synergy (whether it was intended or not idk) and you can burn both perks at the same time if the proper conditions are there; why not have something similar in place for Head On and Smash Hit? Even if those two can't pair with each other, at least let it help out DS in the state its currently in.

    Otherwise, idk how to feel about a lot of the other changes you mentioned as a lot of them seem pretty strong. Left Behind is one where it feels overtuned to the point where you're assured a key. I'd say have it be a percent based chance to get one or allow the ability to open Hatch without one at the cost of reduced speed for it.

  • There was a Kate in one of my games while we were facing a Spirit who ended up getting 40k, but that's only because it turned into a bit of a "for fun match" near the end. Otherwise for a more realistic match where everyone brings their A-game, it would be fairly hard to get max points.

  • I still enjoy playing somewhat, but ngl my passion for dbd is pretty low atm. I like the aesthetic, the concept as a whole, character designs, and have had some good quality fun moments. The real bugger to me is that gameplay just feels stale, many years spent powering gens and hooking survivors. I'm in the opinion that we need to take a break from new chapters and should have more QoL or gameplay updates to keep things interesting, and am more firm in my belief after Knight and Skull Merchant came out. Imagine we get a new game mode, the shrine holds more perks to buy, Trapper gets needed buffs, and there's more to gens than simply skill checks.

  • I had one fun match months ago on Coldwind, where I was running Flashbang in my build for some time. It was a match against Twins, there was a Steve iirc who was juicing the heck out of Charlotte, and I hovered close by with Bond up since we only had like 2 gens left to do. Soon as Steve was getting picked up I get in with Sprint Burst, and see Dwight coming in the opposite direction; the two of us had the same idea and we essentially dropped our bangs at the same time to rescue Steve. I'm glad we got a nice uncoordinated save, but I would've died laughing if the timing for both of us was off.


  • @Zeakile said:

    I had no idea so many people felt so strongly about this perk.

    Perhaps it never bothered me because I started after it was available.

    I’ll give it a chance but I still don’t like the changes to this perk.

    I don't like the change either, but I've still brought it in a few of my matches and found some good value from it. You can get a lot of information from the aura reading, especially on smaller maps. The healing speed being 8 seconds is a welcome trade-off with the self-healing nerfs across the board. Rather than waiting to be healed also, I've seen a lot of people focus on objectives if they can while in the boon's range vs hiding or doing nothing, so at least people are being smart about keeping themselves busy (hopefully anyway, because Solo Q).

    But if it was the self-healing aspect you miss, I would just look for alternatives like Inner Healing, if you don't like to rely on your teammates much. I'd say do so along with bringing a med-kit as a last resort, even if you're running Small Game or Detective's Hunch; that way you can have a back-up plan for anyone else looking for totems.

  • Not that I wouldn't mind her poofing out of existence, I'd rather she just get reworked into a more healthy concept. There's some things that are interesting like tracking with her iphone, but how her drones just seem so clunky with how they're executed.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409068#Comment_3409068

    New CoH is worse for the game in my opinion...

    Before it was OP, but at least it helped solo q. Now its kinda like an inverted Eruption, its completely useless for solo players but absurdly abusable by SWF, allowing for 3 heals in under 20 seconds.

    I think 24 second self healing with no other bonuses would put it in a better state.

    It's not completely useless for solo queue. I've gotten some pretty good value from the aura-reading, like if a teammate in chase is stepping into the boon's radius, or generally to see where people are at, especially on smaller maps like The Game or Midwich. The worst case scenario is if you have an injured teammate who is doing nothing but waiting for someone to come heal them vs finding something productive to do within the boon's radius, and I haven't seen that happen yet.

    And of course it has potential to be abused by a SWF, but what team oriented perks aren't?


  • @Crazewtboy said:

    Interested to hear thoughts on the changes, both good and bad. Personally I think some of the perk changes might be a little overkill. I also am not sure how I feel about the rework of med-kit add-ons.

    Circle of Healing definitely got what was coming though.

    I'm honestly just not a fan of how they kill perks like this and we don't have a consistent balance team. I'm too dumb to use DH, but how it currently is on live servers at least was more skill-based vs Dead Hard for distance. Waiting for people to start complaining about Sprint Burst and Lithe showing up in all their matches now. CoH I'm salty about, but I've been running Inner Healing with Clairvoyance more often in a lot of cases where I don't want to rely on teammates. And this mid-chapter makes me really not want to interact with my solo queue teammates at all because everyone is going to want to heal vs doing gens anyway. Heck, when I do load up the game, I may play Killer more often.

    Even if we don't get balance changes with a consistent cycle, at least put some care into these adjustments... have some thought about both SWF and Solo-queue. Both High MMR and Low MMR. Everyone's just kinda being lumped together; those who are highly skilled players may adjust with little issue, but the casual fans may find another game to play.

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377263#Comment_3377263

    I get that it’s boring, but why does nobody ever talk about what’s boring to killers?

    it’s always “it’s boring to survivors” but it’s never “it’s boring to killers”. Gen rushing for an example is boring to killers but people just say “pressure harder”

    Is facecamping not boring to killers? Just standing, waiting, watching, doing absolutely nothing? And I honestly don't believe a majority will say that gen rushing is fun at all from either side, especially since you don't see those builds in all games. And you do just have to pressure harder, by leaving whatever chase you're in if it takes too long and make your presence known on the map. Otherwise, that's where 3 gens can come into play and nobody from either side loves how long those stalemates can be.

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