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Mastermind

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  • @VioletCrimes said:

    So no one would ever cleanse hexes, where being able to cleanse them is part of the balance, because no one would lock off their own perks. We already have trap hexes.

    So you'd actually cleanse a hex if the hassle of the effect were unbearable. Meaning you'd cleanse only if you must. Allowing the killer to actually use his perks even if a survivor spawns right next to it. And you have a grand total of 2 trap hexes... (3 if you count Undying paired Haunted Grounds as being used twice.)

    An alternative would be for the perks to be disabled in order. (First slot, second slot, third, fourth.) That way you could pick what you give up in what order. But the randomness reflects the randomness behind hexes from the killer's perspective. (Not knowing which is which.)

  • @Seraphor said:

    The Gates are the final objective for the survivors, so no, the games not over yet.

    Defend that gates just like you defend the gens.

    If survivors are 99ing the gates, then being closed is currently benefitting them. In that case, open the gates. Even if it's a trade off, in that current situation it is less beneficial to the survivors to have the gates open, which means it's better for you. This is usually because they have something else they're trying to do, rescue a hooked teammate for example.

    You can't "Defend the gates just like you defend the gens":

    1. More often than not, you can't even walk from one to the other before a survivor finishes opening it.
    2. They have no regression under any circumstance.
    3. Opening the gates isn't a trade off. There's likely someone on a hook which means it takes 4 minutes of EGC to actually kill everyone. That's like a third/quarter of an average match worth of time right there. 2 once they get the unhook. But now any survivor that's healthy has a free escape unless you have NOED or Devour 3 at least (Which can both be disabled.). And if anyone is injured, healthy survivors will just attempt to bodyblock you so you injure them and they both escape. Or they'll just get a free escape while you're chasing survivors or just camp the open gate and let everyone escape through the other one.

    If opening the gates as killer cut down the time to half so 60 seconds without a hook 2 minutes with a hook, then it would be more worthwhile to actually open the gates since survivors wouldn't have an abundance of time. Using No Way Out could seriously screw over survivors if you opened a gate the moment the last gen popped as they would only have one escape route. And if you managed to get a Blood Warden from it, they're dead.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2380099#Comment_2380099

    New ruin is far stronger than old ruin. With old ruin if you could even hit half of your greats would only buy you about 10-25 seconds per gen. If you could hit 90% of your greats old ruin did next to nothing. Maybe 7 seconds worth of regression if you're lucky.

    With new ruin if you push someone off a gen, even if someone gets back on it within 15 seconds it regresses 7 seconds worth of repair. If it takes 30 seconds for someone to get on it it regresses 15. If it takes a minute, 30 seconds of repair gone. And you can do that over and over again and keep pushing survivors off gens.

    New ruin can easily total up to over 3 minutes of regression if never cleansed and you play well. If it's cleansed half way through a match you can still easily get over 1.5 minutes of regression out of it.

    If you're letting survivors sit on gens for 80 seconds uninterrupted that's (usually) your fault. You're taking a bad chase or protecting the wrong gens, unless a gen is really far out of your way for gen defense, in which case letting them have it is fine so that they don't have that gen to do safely in the late game.

    By comparison. pop will probably buy you 20 seconds per use. So in order to match a ruin that stayed up only half the match, you'd have to use it 5 times. And in those 5 times you use it, you had to spend the time kicking the gen which is precious time you could be chasing survivors with, where as ruin does it's thing on it's own if you give it the conditions to do so.

    Losing hexes early on before they do anything is just a risk you run with hexes, overall I think devour, ruin, undying are all pretty balanced hexes, the other's are underwhelming.

    And you proved my point. In order for New Ruin to do any work whatsoever you have to put in work. And I don't know what kind of speed hacks you're on but I'm not able to be at 5 places at once as killer. If you get 2 good loopers on one gen, you can't do a thing. Especially if they're on comms. You chase one, the other one does the gen and vice versa. You defend the single gen, other gens pop if at least 1 other survivor is alive. (Or your ruin pops.)

    And it's definitely my fault when a gen or totem pops before I even manage to walk to it for the first time. (Which regularly happens.) Survivors already get an upper hand by default because they are able to learn totem spawn points and just run by (Sometimes pretty far from them.) just to see if they're lit up or not. Same way killers with multiple hexes have no clue which hex is which in order to protect an important one.

    Literally all cards are on the survivors' side with Hexes. The higher in rank you go, the more prominent the difference. On old Ruin it hindered the survivor unless they put in the work of getting constant greats. That's the difference between the killer having to do work in order for a hex to work (Like it mostly is now.) and the survivors doing work to not be affected by the hex. It's the survivors who are meant to be worse off, not the killer who already has to think about 3 gens, X hexes (Spread out god knows how.) and 4 survivors during the game.

    In higher ranks Ruin usually doesn't have the total life span of 3 minutes let alone put in the work of 3 minutes worth of regression. Plus there's even more totem commandos now than ever before thanks to Counterforce.

  • @ReverseVelocity said:

    Nah, the thing that balances Hex perks is the fact that they can be removed from the game. Ruin is the best gen regression perk while it stands and Devour can win you the game just because it exists. Adding a debuff to cleansing any hex perk defeats the point of them and would make them too strong.

    Hexes aren't strong enough from the get go to justify it. Your "best gen regression perk" does absolute jack about that guy that sat on a gen for 80 seconds in the distance. Devour doesn't become strong until you get 3 unhooks while you're 24 meters away. (Unhooking near you with BT gives you ######### all.) And by the time it starts being good, it may be cleansed so it may have done a grand total of ######### all too.

    Old Ruin was exactly the level of power which hexes should be at. (Not taking gen-tapping into account.) That ruin worked for you even on that gen in the distance unless the survivor can hit great skill checks 100% of the time. (Which most can't.) That effect is much more powerful than the typical perk which justifies why it's a hex. Currently you have to work for the effect and pray to the Entity that you don't lose all that work the moment it was about to pay off.

    This puts them on par with other perks which they shouldn't ever be at as they're cleansable. (And the game has a permanent perk which lets you physically see the exact position of every single totem in the game to even further reduce the chance of you getting good value out of a hex perk.)

  • It's funny how Behavior made a game that revolves around brutally murdering people by having them suffer chest impalement on a rusty meat hook, but get their panties twisted if someone says a naughty word in chat... "Yup... Wouldn't want some child seeing the terrible words in chat now, would we?"

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353656#Comment_2353656

    You can't really do that. 4 new survivors will be ######### and have to play with dog ######### perks even tho they are noobs.

    The inter-team voice communication is a substitute for many information perks. It's also pretty unlikely that you will have 4 completely new players starting up the game for the first time together. Usually it's 2 players in a group which would still allow them 3 perks. The problem are higher tier SWFs of 4 players that aren't braindead. That's who this is meant to hinder. (+ Newbies often can't even utilize 4 perks.)

  • @ObscurityDragon said:

    Most of the time thé servers says that i, as the killer, cannot get the grab

    Beside survivors can still find ways to abuse the grab system by letting go at the right time so the killer cannot grab them on the next try and is forced to do an M1, i still see this happening in my games and its à stupidly broken bug/mechanic

    Most of the time, my grabs either turn into M1s instead or the survivor just unhooks despite me grabbing them...

    https://youtu.be/21X50VfCRYY?t=432


  • @ObscurityDragon said:

    Most of the time thé servers says that i, as the killer, cannot get the grab

    Beside survivors can still find ways to abuse the grab system by letting go at the right time so the killer cannot grab them on the next try and is forced to do an M1, i still see this happening in my games and its à stupidly broken bug/mechanic

    Most of my grabs either don't work as a regular M1 happens instead. (Not lunging.) Or they unhook a survivor even though I grabbed them because why would a grab even work... <As can be seen here>

  • SWFs are terrible for the game balance and my suggestion on this topic was to restrict the amount of perks a group can take. (Simply because of the additional information they get from voice chatting together.)

    Solo = 4

    Duo = 3

    Trio = 2

    Quad = 1

    Alternatively, I suggested powering down the effects of perks but that would take a good amount of work to implement due to how some perks can just work with a few values going up or down, but others aren't so simple. Basically 1/(Survivors in group) times the effect of a perk to put it simply.

  • Regardless if you hit it or not, you'll get tunneled.

    A successful DS usually gives a grand total of about 10 seconds to the survivor that uses it and afterwards I can pick them up no problem and don't have to assume DS.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014374#Comment_2014374

    I think I might have some good news for you then, in Custom games, every Loadout option is already unlocked for all Killers/Survivors, all Perks/Perk slots are Unlocked (even Perks from Killers/Survivors you do not own) and you have unlimited addons and items! Unfortunately I cannot remember if all Killers/Survivors are unlocked.

    But there is no grind whatsoever!

    https://forum.deadbydaylight.com/en/discussion/comment/2014381#Comment_2014381

    Their official policy seems to be "We'll handle placing restrictions on players, players themselves do not get to place those restrictions". You can report players. But BHVR has the final say on if that player should have a restricted matchmaking pool.

    Killers and survivors aren't unlocked. That's where your entire "comeback" falls apart. And also the need to have 4 other people who are willing to give up rewards to play. Good luck with that.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737863#Comment_1737863

    However what you have to consider is that these people are not breaking the rules and have the same rights to play the game as you do - camping etc is not against the game rules and is considered a mechanic in the game.

    That's why blocking players etc would never work.

    These people are ruining your own experience. Meaning that if you see those people as killer, you can avoid the lobby or alternatively facecamp them to death which ruins their enjoyment even more or as a survivor if you're up against a killer you don't want to play against, you can simply suicide on hook, which ruins the experience for 3 other players. And neither of those are against the rules but can ruin the enjoyment for more people.

    And simply put, people who block a lot of other people would experience much longer queue times so it's their free choice. I'd personally take a longer queue for a better match any day. Mainly since I have a second monitor on which I can watch videos while the game is finding a match.

    All in all, the net enjoyment would go up overall if a block system where you won't play with the person would be introduced.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014242#Comment_2014242

    Play KYF matches. There you have full control of the people you play with.

    Otherwise, if you offload the matchmaking effort to the developers, you play by their decision.

    Ultimately, I would only see this tool being used for Survivors to block any Killer they feel slighted them (Vice-versa, and Survivors other Survivors). And people can be very petty.

    Had a bad match? Block. The Killer's a Rank 1? Block. I think they camped? Block. I don't like playing against Trapper? Block. That teammate sucks? Block. They left me on hook to die? Block. That Claudette is self-caring? Block.

    Well KYF awards no progression and while playing for fun is fine and dandy, the grindy progression systems in place require you to play a LOOOOOOT of regular games before you get all the stuff you want.

    And also, let people block who they want. If you block an average of 3/4 people per match then you better expect unbelievably long queue times very soon with only yourself to blame. But hey, if anyone's fine with it and prefers waiting an hour to get into a game without these people, why take that away from them? Mainly hurts them.

  • @Seraphor said:

    That's ridiculous.

    I would be game for limiting a SWF to one copy of each perk though. So that's only one DS between up to 4 people...

    Spreading on gens is the best thing you can do as a survivor group. While you don't have a team, you're in the dark on many of the actions that happen. However if you have a friend who will notify you over VoIP that they're getting chased and that they're far from your location, you can sit on a gen care-free and the more people you have, the more of the map do the survivors cover without any info perks necessary. Also you can be notified about traps being set or killers being somewhat near a hook and if it's actually safe or not. And lastly call out totems even if you are in a chase so your team knows exactly where to go despite not ever seeing the totem themselves.

    The informational advantage one can gain from a group on VoIP is absurd and that's why it should be heavily penalized in-game to balance it out.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2002588#Comment_2002588

    Where do I begin?

    1. If you're grouped up against a Bubba and get downed, that's your own fault.

    2. If he's face camping, let the person die on hook and do gens. Sucks to verse but you gotta deal with it.

    3. Locker teching a terrible idea. Stop trying unless you know his timing like the back of your hand... or have Head-on.

    People defend him because everyone who screams "nerf Bubba" almost always mention how he camps or how he can down multiple people, both of which are the survivors' faults for enabling.

    1. On one fun game all 4 survivors spawned together and the bubba was on us in the first 10 seconds of the match because the game decided it would be fun to spawn a killer right next to survivors.
    2. Yeah everyone's a genius in retrospect. An insidious bubba is the most played type of bubba for a reason. And if you don't get why a camping bubba is a problem then you're not a genius even in retrospect.
    3. That's the only thing you have in certain situations.

    Ok, so survivors are supposed to fart propel themselves off a hook then. Sure, it's the survivors' fault that default unhooking or healing requires two people. Bubba is overpowered for reasons listed above. But of course that's expecting you to be able to comprehend what you read but here we are...

  • On the contrary, it should also be disabled when a survivor in chase heroically jumps into a locker in front of the killer's face.

  • I love how every time a nerf Bubba thread comes up, this squad of people just comes in crying how he's fine, doesn't need a nerf, just use windows and other stupidities like that.

    He is the ONLY killer that has a multi hit instadown at will. That's pretty much the entirety of the BS behind him. When Bubba gets a single hook somehow, they can just saw through the unhooker and the unhooked and even mostly catch up to a sprint burst if the unhooker used BT. So now he has two survivors hooked. Repeat twice more for a typical Bubba game. Either that or slugging everyone because what are you gonna do? Get away? When he can catch up to sprint burst? Yeah good luck. Even if you manage to get into a locker and have him hit it and throw a tantrum, you still have to make a VERY precise exit to even have a chance of getting away, otherwise instadown.

    "Oh, but Oni can multi instadown with his power too!"

    He can do ######### all until he charges up his power. If you find an Oni at the start of the game, the worst he can do is M1 you. With Bubba? He can instadown you right then and there. Heck even Myers and Ghosty need some prep before they can actually attempt a multi instadown and that's about where the list of instadown killers ends.

    "Oh, but you can stun him out of a chainsaw!"

    Personally whenever I attempted it, either I got hit even though I dropped it or he destroyed the pallet right as I dropped it. And if you have to be so absurdly precise with this and even a locker tantrum then you're completely disregarding all players who don't waste 27 hours a day practicing the timing with their friends and just want to play a game or two casually.

  • @Milo said:

    Okay so let me get this straight - you want to discourage doing totems... even tho totems are supposed to discourage gen-rushing.

    So a quick run around memorized spawn locations by a single person while the rest sit on gens is discouraging gen rushing? You know... Because you can see many locations extremely far away so you don't even need to get remotely close to them as the actually active totem will be very obviously lit up like a christmas tree.

    And let's not forget that survivors can find those totems just while looking for a gen.

    The entire issue with the current system is that survivors who have spawns memorized will clear hexes really quickly. Even faster if they're in a group and effectively double their search speed the first time a hex effect shows up.

    I put in variants on ideas because with how obviously distinct an active totem is as opposed to an inactive one. If all were dull, the survivor couldn't just run within a 100 meter radius, see that a specific location doesn't have a light and just run off to the next one, they would actually have to go there, cleanse and see if that was a hex or not.

    The BP bonus or hook state tradeoffs are just mechanic ideas so that the survivors don't just make a field trip round the map the first minute of the game, taking away all hexes from the killer and just continuing the game with a weaker killer. You either take a BP bonus from yourself and give it to the killer or you weaken yourself by sacrificing a hook state to actually help the entire team from ruin for example. The proposed change variants try to make it so totems aren't a matter of "Hurr durr glowy thing, kneel there for 10 seconds, mission done."

    Imagine if a glyph spawned somewhere in one of several fixed locations on the map and if the killer communed with it, all survivors would lose DS from that point for example. Wouldn't that be fun? That's hex totems.

  • @Mandy said:

    I don't think we need to respawn hooks, they'e carefully calculated so that they work with various different builds, different map areas. It's about being smart with hooking survivors sometimes, I tend to never go for a hook near a gate during the mid part of the match because I don't want to lose a hook in that area in case it gets to EGC and I will need it.

    He's not complaining about hooking near the gate. It's a situation of you managing to down multiple survivors in one area. That are has a limited amount of hooks which get taken up by the downed survivors and then when they get used up (Even if they're still hooked or destroyed after a sacrifice.) then there is simply no hook close enough which means that the killer can't pick the survivor up in order to hook them and end the game and the best course of action is to literally wait 2 minutes which nobody likes to do as it can be understood as trolling when in reality the game is forcing this state on the killer.

    Fact is that if the survivor is downed in a zone with no hooks, regardless of where it is, if the hatch is far from that location and they use adrenaline then while the killer is searching for the hatch in an attempt to end the game as soon as possible, the survivor can crawl towards the gate and if the hatch is far enough from the gate then a survivor with adrenaline or unbreakable can simply escape which the killer doesn't want. And it's not like the last survivor can do anything if the killer stands over their bleeding body as it's the best course of action in this case. And I'm not sure if BHVR's vision of the game is a 2 minute stare simulator.

  • Iron Maiden is the counter to that. It's a perk to counter the perk and it's not pay to get.

    Same way how Lightborn is against flashlights, Stridor is against Iron Will and Nurse's calling is against medkits and Self Care.

    Stridor, Lightborn and Iron Maiden have pretty much no other use besides hard countering a certain thing in the game.

    If it bothers you so much, quit being a baby, get legion, unlock the perk and use it on any killer you play.

  • @jeanperson said:

    Agree about the endgame gate 99ing is a little boring.

    Gate exit should be more like totem, you restart from the begining;

    but I would instead make a switch on each side of the Gate and both switch need to be turned on,

    reducing the time to open the gate by 30 to 50% (need to be balanced with testing)

    so one survivor could turn on both switch one after the other and it would take the same amount of time,

    but being interrupted would force a restart from scratch of just one of the 2 switches, and 2 players would open the gate faster.

    PS

    as a side note I would rather change the switch animation by one with the action of a survivor struggling to set the switch because it's hold and rusty, thus making multiple attempt and noise while doing it to finally succeed,

    One Idea I just got would be to make the time required to open the exit gate is infinite... but require only 2 succesful skill check to open.

    the first skill check would open the red light the second would open the gate, but opening it would be based on RNG of skill check

    a Greater skill check would count as 2 success and thus open the gate instantly.

    ( I would like to have those RNG affected by the luck bonus)

    Why did you come in with the great idea of having two switches that reset if let go and then butcher it by wanting to make gate opening complete RNG?

  • If you let killer ban 4 perks in the game then I'm completely fine with this.

  • @Crowman said:

    I don't see a good reason why these perks should arbitrary be disabled when EGC starts.

    Literally named out a reason for each of the perks. Did you miss the bullet points?

  • That counts as working with the killer, which is reportable. Report in game and send video evidence of it over in a ticket.

  • Leveling a new killer to rank 15 before you actually play them is one way. But generally get used to it. SWF bullies are something that the devs likely don't care about.

  • @Clevite said:

    Dude, I did all the killer challenges in one day.

    Stridor is in the shrine.

    Are you newer? Stridor will show up as soon as you fill out a new bloodweb if you have all perks unlocked on at least one killer

    Good for you, be sure to write that into your diary.

    Getting it from the shrine doesn't guarantee you stridor for anyone apart from nurse.

    Oh, I guess people who don't waste thousands of hours in the game or people who don't religiously play a single killer shouldn't be allowed to do challenges then.

  • For anyone looking for a TLDR:

    "I want stuff people pay for for free."

  • The feature should definitely be removed. The downed/hooked survivor has no reason to know the perfect location of everyone. All that's important is that survivors off the hook know where the survivor on the hook is. There's perks that show you the location of other survivors. If you wanna know where they are, use some of those perks.

  • Noone uses it because the effect isn't instant so only really usable on longer stretches of unobstructed ground, it can benefit the survivors and if you use it for map transit while you try to listen in for survivors, you're deafened by the extremely loud WOOOSH sound every few seconds.

  • @Fantasy said:

    A survivor shouldn't have to wait until the killer can move again after picking another survivor up to drop a pallet to save them. It just makes no sense and they should drop the survivor if they get hit with a pallet at any point.

    If a killer doesn't look around before picking someone up and they get stunned it's on them.

    The range on pallet stuns is already absurd as most of the time I get hit by stuns when I respect and stop in front of the pallet. If you're unable to wait the time for an EXTREMELY lenient save then you deserve to fail.

    "Oh a killer doesn't look around."

    The issue here is, that I can look around all I want, the animation takes approximately two centuries to finish, if you down a survivor by a pallet they'll crawl there and stay under it like a stubborn baby and what if I find someone who's waiting nearby?

    • If I chase them off and follow them, someone else might get the downed player or they might get unbreakable to trigger.
    • If I chase them off but then stop and go back to pick up the survivor, unless someone made their way to him in the mean time, the same person can just see me backing up and just run back after me and it's just a waste of time that benefits survivors already.
    • If I chase them and actually take the time to down them then if they have some basic looping abilities, it's probably going to take a good amount of time to do so and someone else might get the first guy and this guy might get downed by a pallet and just lay down catching sun under a pallet again with someone else round the corner and the killer is back at square 1 with nothing gained but a lot of time wasted.

    You'd know this if you actually played killer for a fair amount of time. Next thing you'll want to request a timer showing you when the next skill check will happen because that shouldn't require timing either...

  • There will always be a META. You can't stop that. BUT I did get two ideas:

    1. A kind of Randomizer game mode where both the killer and the survivors get a fully randomized, fully decked loadout which won't use up any items, addons or offerings but not allow you to choose literally anything. This stems from the time I played Hearthstone and I really enjoyed playing the brawl where both sides get completely random decks because then it's a game of adaptability, not one side being more META than the other. It would be a more fun gamemode where you can't be sweaty as much, play with perks you never see and just challenge yourself.
    2. Every day you might get a set of 4 perks that each give you +25% extra BP when you use them in a game for one game or alternatively, have the game set a single "boosted" perk from the perks you own after every match. This alternative might be problematic though if people would go out of their way to only unlock the default and the META perks as the game would boost the META perks most of the time in those cases. Or thirdly, maybe just make the boosted perk last for one day and never be any of the META perks. (This could probably get decided on perk pick rate data.)
  • @Greencoffee73 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920636#Comment_1920636

    So what? Not my problem Killers are too stupid not to figure it out that survivors have ds. If they really nerf that perk, I will hit the ,,unninstall" button. They dont realise what they are doing!

    Are you mentally defective or something? The guy literally said a slug happens because the killer expects a DS and aims to wait it out.

    Also you better check if the button works right now. Just to make sure.

  • The main problem with Freddy is that he has too much stuff. He has mobility via teleport, clown-grade survivor slowdown ability and on top of all of that there's the mechanic which rewards him for playing for 60 seconds.

    Putting survivors into sleep should be something that needs to be earned. Either have players in his terror radius gradually fall asleep, have his dream snares activate on awake survivors as it pushes them towards falling asleep by 25 - 50%.

    Sure - teaming VoIP survivors have no problem coordinating themselves to keep themselves awake, but solo players just don't have that guarantee as you can find jackasses that just don't bother waking you up and running to an alarm clock which tends to spawn on the opposite - dead - side of the map... By the time you get there and back to a gen you might as well just start looking for another alarm clock because you'll be asleep any second now.

  • @chadbeastofprey said:

    i don't have anything to say because i think this entire post is full of bad ideas but i just wanted to remind you map offerings are a thing if you wanna play killers on certain maps.

    If you thought about what you wrote for about 10 seconds, you'd realize anyone can play offerings and playing an offering as killer guarantees jack squat in terms of playing maps. Beyond that, it's RNG if you even get the offerings in the first place.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927495#Comment_1927495

    I can already imagine people running that + Iron Will + Urban Evasion + Self Care and just urban evading across the map not to get found, and being totally useless to the rest of their team.

    But yeah, it would help counter a few more killers than the current Calm Spirit does (so if it helps counter 4-5 killers total, I mean that's nearly a quarter of them, so that's not half bad, even if they're not the most popular ones)

    If a survivor wants to be a waste of space they will be one and there's nothing anyone else can do about it. Plus, the build you set up doesn't block auras from stuff like Bitter Murmur or BBQ and a few others.

    It will just disable the killer's power when it comes to locating survivors on Legion and Twins. Which sounds bad, but it already disables doctor in it's current state.

    And if it would still become an issue then match timers might be a good follow up suggestion.

  • @Marcavecunc said:

    I like the idea, I mean as you said, no perks interact with killer instinct as of yet, and Calm Spirit is already such a niche perk, why not give it a little boost with that extra feature rather than make it an entirely new perk.

    Calm spirit is a great stealth perk at any rank. It's golden against a doctor as it disables his static blast as he can't find you, also counters infectious fright if you want to be nearby for unhooking. It's great at what it does and killer instinct is an issue for any stealthy player since your location gets shown and you have no say in the matter since no perks works against it and it triggers off of any power hits.

    Crouching while having calm spirit equipped could counter killer instinct alternatively. Lowers your mobility in return for not showing up on killer instinct which is only on 2 killers so far so it's not exactly the new META must have build. Plus if you get caught off guard, the first pulse will happen so unless you're gonna crouch walk the entire match, there's still a good chance of getting shown on KI.

  • Allows you to see where EGC hexes might pop to, where someone cleansed a dull totem and even if you should expect an EGC without an EGC hex.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858826#Comment_1858826

    Isn't that almost like a nerf? I mean what Trapper does with his time during a match is very precious. Having him have to search lockers for 1 trap each locker sounds almost like wasting time. Trapper is one of the few killers which can make you lose the entire game just by standing still for 15 seconds.

    It allows you to have traps where you want them to be. You won't be missing a few traps just because they decided to spawn on the opposite, dead corner of the map. You find the place you want to defend, you open up a few lockers and you have all your traps available. Or maybe have the locker interaction refill it to full carry number up to the maximum available on the map.

  • Getting traps from lockers (1 per locker) up to the max amount would be fine. And on the down side the locker opening is loud enough to draw attention of any semi-nearby survivors.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845641#Comment_1845641

    It happens very rarely if ever and how exactly do you expect to miss a button hold?

    Very rarely if ever. Why should it happen at all then? This is something that can change how the match functions in a single second which you said yourself. Why should it be an annoying mechanic?

    Very rarely if ever is what I'm pointing at with how much people here claim that it's such a big issue.

    Struggling is there indicating effort exertion. In your terms "annoying". All it is is an easy, constant and continuous focus test. A situation is going on around you and a person can only juggle between various tasks while they can't truly consciously multitask. So anything going on around you that gets you out of that focus can potentially end you on stage 2. If the goal were to hold a button you could have dropped into a coma mid "struggle" and you wouldn't change the outcome of the situation.

    @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845247#Comment_1845247

    Congratulations! You just described holding down M1 to complete a generator.

    Congratulations! You triggered a skill check which you didn't hit of course, because that's not holding M1 now, is it. The killer saw the indicator and made their way to you, grabbed you off the gen (Wouldn't want to stop holding that one button now, would you?) and hooked you. Your 3 escape attempts all failed quickly as you passed on to stage two. Wouldn't want to hurt yourself now or irreversibly damage the control device you're using along with the fact that your gloriously unbeatable one button strategy can't fail, you do not bother yourself with struggling as you die and wonder about the concept of how judging an interconnected system based on one secluded component is stupid.

  • @GoshJosh said:

    Remove unhook and uncage explosion notifications. If the HUD already indicates that a survivor has been unhooked, why do you have a feature that draws the attention of the killer to the most vulnerable survivor? Besides unhooks/uncages and perks, survivors only trigger explosion notifications by failure or by choice (fast vaulting). Especially in the case of Pyramid Head, uncages are the most ridiculous of all explosion notifications (as uncages ignore all perks related to hooks - Borrowed Time, Decisive Strike, etc.).

    This is a fair and good change for the game that should've been implemented long ago.

    The notification is the main reason why a killer can effectively move away from the hook. If there were no notification, you can rest assured the killer would keep much closer to the hook because of the possibility of not realizing an unhook happened. Especially if the hook happened by the killer's intended 3 gen.

    Tunneling is simply the most effective general strategy available. Apart from multi-survivor instadown killers like Myers, Oni or Bubba where slugging can work even easier but that's a specific case.

    One way to reduce the likelihood of tunneling would be to have the savior take a hook state instead of the unhooked person. So if they got rescued at stage 1, they would remain at stage 1 while the savior would be at stage 2 on their next hook. It's realistically a nonsensical idea because it would probably discourage unhooks and tangle up the logic behind game mechanics but realistically, if someone gets unhooked and the killer doesn't specifically see who the savior was, they don't know who did the save and who is now the optimal target for a hook. All they know is that it's not the hooked target and also not anyone who they were chasing/seen shortly before the unhook happened. So if the killer didn't see any survivors while or shortly before the unhook happened, they have a 33% chance to guess the current most vulnerable target. But that's down to game sense, perception and luck.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845355#Comment_1845355

    Okay i'm just curious - How would auto struggle disadvantage the killer?

    The killer is by default at a disadvantage because that's how asymmetric multiplayer goes. If everyone in the game is of equal ability, the survivors will win. (Especially if you add the typical 3rd party VoIP among teaming survivors into the mix.)

    If you happen to miss the timing, you died and the killer's game just became that much easier. A killer has to worry about remaining generators generators along with the hooked survivor locations, which probably have at least one survivor going to help them and any other survivors are probably doing gens. It happens very rarely if ever and how exactly do you expect to miss a button hold?

    Additionally, if you realistically have no way failing at struggling, what's the point of the second stage then? For you to hang around casually without the typical escape prompts you had on stage 1? With literally no threat whatsoever?

  • @Teacyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845290#Comment_1845290

    1. You say this like it's something people can just, do. Maybe in some countries, but in most of the US and many other countries you literally have one internet provider option, and if you're not happy with them your only other option is to not have internet (which isn't a real option). You're passing the blame for a game issue onto players to sort out themselves, when it could easily be resolved in the game itself.
    2. Same thing here. I shouldn't need to rebind an action to the scroll wheel of all things, which isn't a very intuitive binding, when the action can just be made less obtrusive on its original key. Binding it to the scroll wheel completely trivializes the mashing anyway, so it makes literally no difference if it was just removed.
    3. I highly doubt people are "bashing it like a gorilla", unless they have other anger issues, in which case this is probably not the game for them.
    4. There is a difference between fatigue resulting from play sessions going on too long and fatigue resulting directly from something within the game itself. The former is natural, and happens with any kind of medium-high intensity game. The latter is usually a sign of a poorly designed interaction or mechanic, as it causes unneeded extra strain on users. Some games intentionally include mechanics like this for narrative purposes, but for DbD, which is a generally competitive game that puts gameplay over what little narrative there is, it has no place.
    1. I have the worst internet of anyone I know and I have never ran into a lag issue outside of being put in an American match, but that's obvious since they're playing from across the globe. And if you have no choice on the ISP then you have found a business opportunity.
    2. Scroll wheel doesn't trivialize anything. It makes it easier because a scroll puts it many more inputs in a single slow scroll than a single button press does. But you still have the time it takes you to reset your finger position on the wheel. That's the time you can still F up on if you're bad with timing.
    3. Well if they're not, then they're doing exactly what the device they are using was manufactured to be used to. Which means the wear is so miniscule, if any actual damage occurs, you're likely using an item that has years extensive use on it.
    4. You're perfectly free to not wiggle or struggle in the game. Noone is forcing you to do so. As a survivor, if you die, you can move on to the next game immediately or watch the game via spectator. If you don't want to die, then metaphorically get off your ass and do something about it. The killer is already at a disadvantage in general and people here are trying to make the disadvantage even greater.
  • I'm down with what @SurpriseSurprise and @AnnoyedAtTheGame suggest.

    Making the actual opening take long enough so that the killer can recover from a hit and not allow them to use the post-attack recovery to escape. Resetting it on every hit from the killer so you can't just power through the hit and still unlock it.

    I personally wanted the game to only allow the key user to escape, but if there's a trophy for 4 hatch escapes at once, that's not gonna happen. Unless they would decide to remove the trophy.

    As for key breaking, on interruption I'd be down with the key breaking and I find it's fair since it wouldn't allow for dumb baiting. You either do or don't no fiddly grey area. Alternatively, I would suggest that the killer could just stomp on a dropped key to break it and either remove it from the trial completely or exchange it for a broken key.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845290#Comment_1845290

    I'm not even going to comment on every one of your points. But your first point, it doesn't have to do with the internet. It can be that you have a bad PC so your GAME lags, has nothing to do with your internet and connection.

    So your computer can't run a game well and you're trying to complain that the game should compensate mechanically for you not having a good enough computer instead of you actually getting better components. Yup, that mentality will get you reaaaal far in life.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845265#Comment_1845265

    There's a thin boundary where interactions are needed and not.

    Making (atleast struggling) automatic removes these issues:

    • Dying because of a lag-drop
    • Dying because you misjudged the timing once.
    • Potential break of equipment
    • "finger/hand" fatigue

    And even making these skillcheck based would remove atleast 3 of those as an alternative. Similiarly to Pyramid Head's Cages.

    Struggling and wiggling has a purpose and:

    1. Get better internet. Any online game has the requirement of an internet connection and if you don't have it, well too bad.
    2. The timing is very lenient already. Apart from that, everyone will tell you to put struggling on the scroll wheel.
    3. Maybe normally press the button with a finger instead of bashing it with a hammer like an enraged gorilla.
    4. If you have fatigue, you should take a break as with literally any activity in the world. That's just you knowingly straining yourself.
  • Grabs are already about as inconsistent as they can be. And even if you get grabbed, I believe you still get a DS check. If anything, it should be easier to grab survivors when they're doing stuff like gens, unhooks and vaults.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845247#Comment_1845247

    Why are you sarcastic about this? His idea was great IMO.

    Because struggling is meant to be struggling. As in requiring effort. You mess up the timing, you die. I'd love to see someone mess up on holding down a button...

    Secondly wiggling. Wiggling under default circumstances takes a certain amount of time which the killer has guaranteed. Apart from perks, the player's inefficiency adds to this time and it can lead to a hook that wouldn't have been possible of the survivor had been better.

    Same way how if you get good at hitting great skill checks, you can progress a gen faster, shaving off the expected time till a gen completes by an overall short amount of time.

    All of these mechanics add controlled randomness while keeping it within boundaries small enough so that it's not entirely up to RNG. Unlike escaping trapper traps for example, where there aren't small alterations. The survivor can either escape literally faster than it'd take them to disarm the trap or spend half a decade stuck there. And the massive difference between outcomes ruins it's reliability.

  • How about a feature where you hold a button for a certain length of time and the game wins itself for you?

  • @Saltjar34 said:

    I want to get rid of my padded jaws so obviously I agree. Problem is, most of Demo's add-ons are absolutely terrible compared to the Rat Liver so why can't there be a downgrade mechanism? Lifeguard Whistle and Brass Case Lighter are terrible and I'd rather have hundreds of Rat Livers than those things.

    This is exactly why no downgrading. Browns and yellow are usually plentiful everywhere so a few runs on the blood web will likely net you these. But you see Iri much less on webs. The purpose is to allow you to create the rarer things while not getting a single bad iri so you can deconstruct it and make a million brown addons that might be better than the iri itself.

  • A Killer that is very close (1 meter? Basically right there by them within a slightly shorter lunge range.) to a Survivor for a few (3 - 5) seconds, they can grab the survivor right away on a button press.

    This is intended to combat cheeky bodyblocking survivors who are healthy and dashing for an exit gate at the end. A Killer currently can't do anything about it unless they take something like NOED or they have an instadown power. It's a miracle if you actually catch up to and down the unhooked survivor before they manage to get away and if the unhooker is healthy, they are as safe as can be, without a care in the world.

    With this, if the survivors decide to bodyblock the killer, as their unhooked friend runs for guaranteed safety, they can either force a swing out of the killer to have them slow down due to recovery by attempting to circle them or be at the risk of getting picked up and hooked in exchange for your friend. It adds back the danger of the trial.

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