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Jeoz

Jeoz

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Jeoz
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  • some buff and nerf ideas for survivor that would close the gap between solo q and swfs, it have to be take into account none the less that swfs still benefits from every buff, and solo q loses with every nerf, and that no buff should come without a nerf

    BUFFS
    1-buff survivor info perks, let survivor's aura reading perks to work on stealth killers, bring old spine chill back, and make it so the hooking black bubble doesn't block the aura reading of kindred (info is way better for solo q than swfs, just knowing some approximation of the killer's location, and intentions can do a great difference and swfs don't need some comp level communication to give more info than any single info perk buff idea here would give)
    2-buff distortion, 2 token at the start, recharge with gen progress, with a maximum of 4 tokens, and share the concealment with close by survivors (selfish perks by definition help solo players more than swfs, but they should still be more focused on teamwork anyway)
    3-anti tunnel perks, right now even with antitunnel perks, to try to win while being tunneled require being way better than the killer or being protected by the other survivors and even if all other 3 survivors escape, that's a lost game, solo q who cannot ask for help, or can have troubling finding the survivors in the need of help, suffer a lot more with an strategy that's even good against swfs
    4-buff self healing and self unhooking perks, here i can put the only idea that i think would be good as a buff exclusive to solo q, make it so ONLY SOLO Q players, without a single partner, can heal themselves in circle of healing, circle of healing was the savoir of solo q, no teammates asking for healing in dangerous spots, instead of doing gens, no time wasted trying to find a teammate to get a heal, solo q suffered way more with that nerf than swfs, a lot of swfs didn't even used circle of healing because they didnt want to use the perk slot and can easily find each other for a heal

    NERFS
    1-nerf pallet and flashlight saves, make in it as that instead of a save, the grab survivor get some wiggle progress instead, saves can completely change the course of a game, a good save, can secure a 3-4 man escape, while a failed save can doom the entire team, and swfs are constantly coordinating saves, choosing were to go down, while solo q just can't do it,being always a bet.
    2-make take in protection hits, body blocking the killer, the use of flashlights, and even t-bagging conspicuous actions, anti tunnel perks, and features should no be usable against killers not tunneling
    3-nerf prove thyself, the best perk to speedup gens, and for some reason it can be so bad in solo q, it can be so difficult to get a partner for it, and without ways of comunnication, even when finding a partner, solo q survivors with this perks end up 3 genning themselves, but still one of the best survivors perks, and swfs can make it shine so much
    4-nerf instaunhooking, make it so unhooking a survivor in the first 5-10 seconds after being hook it gave some kind of punishment for the unhooker, this in swfs is strategy, in solo q is just farming

  • @UndeddJester said:

    That's... quirky... kinda cool, I like it xD

    I don't think it need tokens though... I'd probably just make it a flat effect of 2/3/4 seconds.

    4 seconds delay might be op without the token system, at close range aura readings effects it become distortion with an extra distraction, and at a long range together with the fact i reveals when it activated, will allow one to purposefully give the killer the wrong info, for example run for 4 seconds in one direction when you know barbacue is active, and the turn 180°, something i already do and when i sure that the enemy has barbacue, for 6 seconds if it has lethal pursuer (i miss distortion), now it become safer and more powerful tactic, 4 seconds is a lot after all, but with the token system, depending of the killer perks it will all game to reach 4 tokens with a single perk, but with 2 perks, it already require only half a game or less, with the only exception being undying a perk that no one play for the aura reading, and weave attunment, a perk that urgently need a nerf, specially after the nerf on distortion

  • @Atom7k said:

    It is an interesting idea but any mechanic that can be abused or weaponized will be weaponized. I cannot count how many times a survivor was annoying on purpose so I hit his "off the records" and ds

    being annoying should be a conspicuous action
    more specifically:
    -body blocking
    -take protection hits
    -using flashlights
    -pursuing the killer
    -t-bagging

    to compensate survivors, make it so that the anticamp mechanic doesn't deactivate after the 5th generator is completed if all 4 survivors are alive, so survivors are less annoying and killers lose their petty kill

  • @SoGo said:

    I decided to use Premonition for a similar purpose:

    Premonition (New effect):

    • This perk activates when your aura is shown to the killer. While your aura is revealed, the perk's icon lights up and an auditory warning starts playing.

    • For every 12/10/8 seconds of your aura being revealed, gain a token, up to 2/3/4. Each token delays the revealed aura by 1 second.

    (Explanation: If you have 4 tokens and the killer uses an aura reading perk, he is still able to see your aura, but not where you are currently, but where you were 4 seconds ago. The aura reading also starts and ends later, so the duration of the aura read stays the same.)

    i had to think carefully in your idea, because at first glance, 4 second delay while knowing your aura is being look, is a powerful effect, but then 32 second of aura reading is a feat that most single perk can't easily get, barbacue require 8 hooks on other survivors, 4 with lethal pursuer, so is clearly a better counter of stacked aura perk, than the single one, with the noticible exception of weave attunement, and hex: undying a busted perk that require a huge nerf, and a hex that's play for its other effect, and probably not with other aura perks, an that's great, it also is incompatible with distortion, shadow step and off the record, since it doesn't get stack if your aura isn't revealed, in conclusion a great design, i liked a lot (after thinking it well, at first glance it sounded op to me)

  • @VantaNite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815891#Comment_3815891

    Premonition doesn't have this effect. I dont think any perk does. If it did, it'd honestly be better than distortion because the info distortion gives you was often more valuable then just having your aura hidden.

    it's their idea of a buff on premonition

  • i would love base kit unbreakable, but that buff pallet saves and flashlight saves a lot, it could work if pallet hits, and flashlights blinds give extra wiggle progress instead of immediately saving the grabbed survivor

    i would prefer instead that if there one last survivor standing outside of the killer line of sight for 30-40 seconds, whitout the killer grabbing nor hooking the slug survivors (meaning, the killer is slugging without chasing, not even knowing were the last survivor is), slug survivors can pick themselves up, or the hatch open early, one or the other, not both

  • the only buff that i think should get is that you still don't scream when falling exhausted (still getting slow down if exhausted)

  • Windows had nothing to do with the advantage of solo q vs swfs, and bond would be used to troll, a basekit kindred, but unlike teh previous comment a think it should reveal the aura of the killer instead of just survivors, and reveal the auras of generators with 60+% progress to solo players could be better, the comms still give way more info than that so should be fine. Comms are like seeing the aura of the killer when he is in the field of view of any other survivor, not just the hooked ones, and ignoring undetectable, and a full map wide bond, and without taking into account any coordinated play swfs can do, it would be better to give swfs a nerf, something like they can't use the same perks, and 3-4 man swfs lose a perk slot

  • @LapisInfernalis said:

    I just keep it short:

    Huntress with red ping indicator hits hatchets around corners (nothing new) and even hits me with her M1 around corners.

    I have 40ms ping. Why do killers get favoured with their ping from the moon? What happend to hit validation that should reject stupid hits like this?

    Please give us hit validation back or give us additional servers! Don't punish those with a good connection!

    sincerly i would like to know how it works, because as a player with bad ping, i get my pallet stuns as survivor, and hits as killer invalidated all the time, i have to be careful, and playing mostly area control, with both roles, because the game clearly punish me for having ping all the time, i can't play legion because of how much the game punish legion when it fail an attack

  • i love distortion, aura perks, and add-ons just limit so many play one can do as survivor, and it would be great if distortion filled with doing gens instead of hiding in the killer terror radius, BUT, when playing with distortion it becomes difficult to take chase even if i want too, and knowing that the killer with BBQ it is going after an injured teammate that i don't know were it is frustrating, i would like it if it also hide the aura of teammates around me so i can have the option of protecting other from being targets, and not feeling it useless against nurse's now that self healing sucks, or having some way to share the killer perks with the other players in solo q, would be a good option too

  • many killer mains are terrified of the hatch, and there are never happy with a 3 kill, i would said that hatch should open when they slug for 4k, with a couple of conditions, no survivors on hook, a last survivor standing, and the killer pass more than 30 seconds without chasing any survivor the hatch open, that way it only take 30 seconds for hatch, but only if the killer slug for 4k without knowing were the last survivor is, if they know and is slugging because their are chasing the last survivor standing, the hatch doesn't appear

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577450#Comment_3577450

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577455#Comment_3577455

    Well, instead of the penalty increasing the more you repair the generator, we reverse it and the penalty becomes less the more you repair the generators

    -0 Generator repaired = 100% slower repairing generators on your own

    -1 Generator repaired = penalty reduced to 75%

    -2 Generator repaired = penalty reduced to 50%

    -3 Generator repaired = penalty reduced to 25%

    -4 Generator repaired = penalty reduced to 0%

    We must stimulate cooperation, and this is the basic idea in the game, which is that survivors cooperate and help each other

    -Cooperative generator repair increases by 8%

    -If one generator is repaired, the cooperative’s repair speed will be reduced to 4%

    stimulate cooperation would just increase the gap between solo q and swfs, the need less cooperation required from survivors, not more, just the healing nerf make the solo q experience so much worse, now that survivors running to heal, or be healed instead of going to a boon.

    also, more genrushing games are more of consequences, of survivors spawning all around the map, rather than purposely gen runshing, standarize the spawns, would be enough, maybe make it so the exit gates always start in opposites sides of the map, with the killer spawing in one, and the survivors in another, making it that even if survivors spawn far away from the killer, the killer always know the sawn location, it would also buff lethal pursuer and corrupt intervention

  • @Unequalmitten86 said:

    I think the whole thing needs to be scrapped. It's useless and there are plenty of holes in it. Killers still camp while survivors are trying to get you off the hook and your meter is stopped, while you go into second phase or even just die. It's easier to tunnel out a player if the killer proxy camps the hook as by time your safe time is up your hit again. It has encourages more terrible behavior and is not encouraging the patrolling that it was designed to do. Not only that killers are just leaving slugged players at hooks to stop the timer. It was better without it or they need to buff it so the hook teleports to another place.

    i think is fine that it punish survivors for being ambicious with the unhooks, if they cant hide properly and get the unhook, they should run away from the hook, and immediatly, not way to see other survivor, making it obvious that someone else is going for the unhook, it could be faster after the 7 seconds grace period though, maybe increasing it to a 10-12 second grace period, but filling the bar at more than double speed after that, i still think that if there are 4 survivors alive it should work in EGC too

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570204#Comment_3570204

    So let me understand...you finish the gen while the killer is there and..he have to let you go because ...? or you commit to the chase, the killer downs you and...he have to leave you ? Protecting the exit gate ...sure when they spawn on opposite side of the map and can be opened in a matter of seconds.

    Usually, if you're hooked during the EGC, other survivors may try to rescue you ( and, if they let you die well..that's your teams fault not killer fault ) and the killer may try to capitalize on that and secure another kill or even more. What people fail to understand ( and i have seen so many times ) the game END when survivors are OUT of the gates or dead, NOT when the 5 generators are done, as long one of you is in the game, the game is going on but, many survivors i've seen think "hey we did out gen we won let's escape" and they end up all dead

    So no, EGC may be not the best part of the game and can be improved a lot but no matter if you have "played well" the entire game, until you're not out, you are still in game

    if he is camping me is because i am in either first or second hook, in egc, and of 4 players are alive, he is just camping to get a pity kill, he is not trying to win the game anymore, i hate the idea of being just a consolation price, and no it isn't my team's fault to trow the game when they could just win

  • the only moment that the new antifacecamping feel annoying/toxic to me is when all 4 survivors are alive in the EGC, and i am the one being camped, it's quite annoying that after one full game well played i end up as the killer consolation price, and it is annoying because it happen when i finnish the last gen in the killer face, or because i took the killer chasing far away from the gens so that the others can finish the last gen, but if there a 1 or 2 dead survivors, i dont really care, but it would be annyoing if survivors start taking chase without finishing the gen if the killer is close, and take the the chase to gens being worked by other survivors trying to make the killer chase them instead, basically trying to not be camped in EGC, even if it mean other are going to get camped.

    to be fair, being camped in the EGC it's nothing new, kilers are not really fans of protecting the exit gates

  • @bjorksnas said:

    Killers have to find survivors to progress their objective, if you want to stay hidden you have to put a lot into your build since the killer is putting a lot into their build to find you that they could put into slowdown, or chase instead

    killers don't need info perks to find survivors, the only moment a killer need the extra help is when survivors hide without doing any objectives, and they can still do that, i can still stay hidden without doing anything, and even when i get a killer without any info perks, add-ons or power, as a survivor i still need skill to do the objectives, without being found, the important part is not being found in strategic spots without any effort of the killer, when smart killers know were to look, i had the time to move to point were to start the chase without giving a free hit, something that info mechanics ruin over and over again.

    @caipt said:

    Finding survivors is the most boring part of killer gameplay, I welcome ultimate weapons reign😈

    jokes aside it should have a 1m cooldown or gain a token on hooking a survivor.

    i actually like that part, and to be fair survivors shouldn't have perks revealing the killer either, maybe just kindred (and awakened awareness, and nowhere to hide are fine on the killer side) , but when a killer want to stay hidden, survivors aura perk do nothing, but at least make distortion counter all info from the killer, the worst part it is that to have the option to hide one have to use 2 perk slots, and then hiding past from be an option, to almost the only option.

    and the worst part it is that i can still be hidden the entire game without doing anything

  • I only ask for 2 minutes, and because it is a multiplayer game, everyone of my teammates would prefer that i comeback after being afk for a while rather than me getting hook without resistance, and is not like the afk crows stop players from staying hidden the whole game, so only stops people that need the again little, miserable and completely reasonable pause, is not like it happen every game either, one every 30 or so but it is always a pain

    edit: also, beacuse murphy's law, it is always in the game that is going well

  • That's a great idea, but killer mains will never allowed, they still swear that they only use barbecue only for the BP.

    But the idea of making distortion into more of a team perk is great, a love how little the change gives to swfs compared to how much it gives in solo queue, and it wouldnt break the game, it would still be useless against any killer without aura reading abilities, and weak against stealth killers that never give you extra tokens, since your teammates would still be ignorant of the killer aura reading abilities

  • I like the idea, but having 7% penalty for only one injured survivor is kinda to much, it would be better if that 4% penalty required at least 2 injured survivor, so it end up like 3% - 10% - 13% - 16% , it should still require some effort from part of the killer to get the perk going, since having one survivor injured al the time is to easy, put the 4% in the base would make the perk too universal, it should still require that little extra set up

  • the only thing i dislike about this suggestion, is, how much trapper suffer with sand (and also snow), so, if am not playing with or against trapper, yes, that's a great idea

  • I like the condemn with hits would be good, and i don't think it need to be after manifesting only, 7 stacks is a lot. and in most game i play against onryo, even with better players than have won against me at the end, i never passed the 4 stacks, i have only seen that against players that took the video tape, and didn't end their condemn for some reason i don't understand, so i don't see how it would be broken if the onryo's hits applies condemn, most of the time even ignoring the condemn survivors would moriable on dead hook anyway

    i would like that survivors need their target tv to be turn on to get rid of their condemn, that way one could be able to stop them, and not having them end their condemn mid chase, also if they could only see the tv location while it is turn on, even better

    Also the phase trough pallets is really good, but because while de manifested the onryo have no collision it needs to block the pallet for 5 seconds to not the survivor and the onryo moving through the pallet back and forward, so even thought that would be funny, it would make the phase through useless.

  • i think it would be better if he could hold 2 extra traps, start the game with 2 but can hold up to 4, or 3 and 6 with the bag, still will need to collect them, but it would save a lot of time, specially in big maps