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Pennosuke

Pennosuke

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Pennosuke
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  • I usually get 4k with 1-2 pip by the Twins. They're really good at apply pressure to multiple survivors.

    Before I buy the Twins DLC, I saw many people in this forum always said that the Twins are weak. But when I try to play them by myself, they are better than I thought.

    • When Victor gets crushed by survivors, I don't feel that punished. Just wait for 6 seconds and you can send Victor to pounce them again.
    • If survivors decide to steal Victor by let him attached to their back, you can just wait for 30 seconds to recall him. In the meantime use Charlotte to find, chasing and dealing damage to survivors. (Using Charlotte for chasing survivors also help you to gains Chaser emblem points and Hunting category bloodpoints since Victor doesn't count as Killer so the chase won't start even you use Victor to chasing survivors.)
    • If you don't want to waste a lot of time by using Victor to down someone and using Charlotte to hook them 1 by 1, Just slug that downed survivor and uses Victor to dealing damage to another survivor before using Charlotte to hook the first downed survivor, this will also help the Twins to apply pressure to multiple survivors.
    • If you still need emblem points or bloodpoints, don't try to slug them altogether. Just leave 1 or 2 survivors, go to hook someone, wait for them to rescue, and then go to down someone again for farming hooks.

    IMO they are bottom-A or top-B tier even they focus on try to get at least 9 hooks more than focus on slugging for 4k.

    //But they still need some adjustment, If they decide to heavily slugging/camping/tunneling, they will be stupidly OP and boring for both side ._.

    twinsA.jpg twinsB.jpg
  • These are my random ideas (doesn't mean Freddy needs all of these adjusted ideas at the same time)

    1. Change micro sleep mechanics #1
      • Awake duration now has 90 seconds(maximum). If it decreased to 0, the survivors will become sleep.
      • Failing skill checks will increase the awake duration by 30 seconds.
      • The "Wake Up" action now will always take 4 seconds to perform but it will increase the awake duration by 45 seconds.
      • Using an alarm clock will increase the awake duration by 90 seconds.
    2. Change micro sleep mechanics #2
      • The awake duration now has 30 "charges"(maximum). If it decreased to 0, the survivors will become sleep.
      • While outside of Freddy's terror radius, The awake duration will not decrease.
      • While inside Freddy's terror radius, The awake duration will decrease at 1 charge/second.
      • While being chased, The awake duration will decrease at 2 charges/second.
      • Failing skill checks will increase the awake duration by 30 charges.
      • The "Wake Up" action now will always take 4 seconds to perform and it will increase the awake duration by 30 charges.
      • Remove alarm clock mechanics.
    3. Swap Freddy's terror radius and lullaby
      • Awake survivors now can only hear a lullaby while sleep survivors can hear his terror radius.
    4. Slowdown Freddy while charging dream snare
      • While charging dream snare, his movement speed decreased to 100%.
      • While fully charged dream snare, his movement speed decreased to 110%.
  • The audio cue may be a good idea but automatically consume tokens by holding the button is not, that will remove Leatherface's skill-ceiling.

    The mechanic that Leatherface's player needs to press the power button to reset power duration is the main reason why he's different from Hillbilly and required skill to play now.

    You better practice to memorize all the timings or just don't use the increased duration add-ons if you hate to memorize it, remember that Nurse existed and she has add-ons that can mess with the player's muscle memory.

  • @Szarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1578043#Comment_1578043

    Nope, it's like the current Frank's which is one of the worst addons in dbd :)

    No, you bring back old legion playstyle that everyone hated.

    The reason that causes this add-ons become trash isn't just because the value of Frank's Mixtape was reduced, but dev also nerf his base cooldown and prevent him to see deep wound timer to make the "old legion" playstyle really hard to do as much as possible.

    but what are you try to do is...

    • make Frank's mixtape base kit
    • buff his cooldown reduction add-ons(this will cause player can use "old legion" playstyle easier)
    • the missed attack doesn't cause power gauge to deplete (If you missed, you still can reduce the time that required to fully recharge power gauge)
    • give add-ons that can cause power gauge not depleted when hit deep wound survivor while using feral frenzy (this add-ons will make "old legion" playstyle completely OP, BROKEN and really boring to go against)

    I know that current Frank's mixtape effect is trash but trust me, don't try to buff it to make this playstyle "viable and balance" because it's impossible.

    This playstyle can only be "OP" or "trash", just rework it to another playstyle.


    //btw I still really like your other ideas.

  • https://www.youtube.com/watch?v=IaWu7tHsMqo

    you can see base time to blind & blindness duration in this video(even this video is outdated because the Lightborn rework but flashlight and their add-ons are still the same).

    Moreover from the wiki's data, it said the add-ons that can slightly/moderately/considerably/tremendously increase blindness duration will increase for 10/15/20/25%.

  • If hemorrhage only viable when the killer is using Bloodhound (Since hemorrhage can be useless and really hard to see in the map that really dark or has a lot of grass area), how about let hemorrhage has some of Bloodhound effect as a basekit and rework Bloodhound to something else?

    "Survivors affected by the Haemorrhage Status Effect are bleeding profusely, their blood stains are also considerably more discernible than normal."

    This will make haemorrhage become better as the anti-stealth status effect.

  • Demogorgon: remove his footstep sound.

  • Wraith is an add-ons dependent killer, his base power is really weak.

    • Without "Windstrom" add-ons, He's just 10% faster from his base movement speed when cloaked.(While uncommon/rare/very rare Windstrom can increased movement speed when cloaked for 12%/16%/20%)

    Moreover, He's still far from overpowered. He has a lot of drawback and weakness too.

    • He can't attack while cloaked.
    • Without "Coxcombed Clapper" (ultra rare add-ons), He needs to warn near survivors by uncloaking for 3 second before he can attack.
    • Shining a flashlight for 2 seconds upon the cloaked Wraith will stun him in place for 3 seconds.
    • He has same weakness as other stealth-killers, "Spine-chill" and "Open spaces map".
  • Here we go again, another "NOED is a cheap perk.If you don't agree with me then you are just a crybaby killer" post.

  • I have more serious question, who told you that myers base movement speed is 4.4???

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/144372/is-spirit-that-skilless

    No, I don’t think any killer is completely skill-less. They all require some amount of skill, outside of stupid stuff like face camping or ebony tunnel moris.

    I think Spirit requires less skill than some killers, like Nurse or Huntress. But she definitely has a learning curve and is not a free win by any means. It’s easier to win with her than with some other killers, but I think a lot of people just want to berate you so they don’t have to admit that they lost fair and square.

    Any killer is completely skill-less? Freddy existed.

    The killer that can debuff survivors and invisible from far away by absolutely do nothing, Moreover rapidly using his snares has no downside or penalty.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200687#Comment_1200687

    Ruin isn’t even necessary. Its useful in combination with info perks like surveillance. But I don’t think ruin nerf is what you should be concerned about. Why does everyone seem so reliant on a perk? That’s not how the game works. Games aren’t meant to rely on perks to help you win. gen speed isn’t that bad, you’re just not applying enough map pressure.

    Are you forgot the reason why dev are nerf survivor or which part of survivor side is nerfed in this patch?

    Old Ruin is a bad design and just a band-aid perk for ignore the repair speed problem and I'm glad that perk got rework to become healthier to this game, BUT the old map design (map size are too big, has strong loop with no mindgame) is a bad design too and it's affect to chasing time which important as repair speed. What's the point to slow repair speed while you still waste a lot of time for chasing survivor in strong loop or traveling to the other side of big map. Moreover not all killer has high mobility to ignore these problem.

    That's why I said "This new patch is just make the killers can chase easier(fix old map design) to pair with the new survivor's average repair speed after the Hex:Ruin nerfed.(fix old Ruin)", both aren't healthy to this game and need adjustment.

    Or you are just keep saying "you’re just not applying enough map pressure." while ignore the fact that old map design still existed???

  • @Sheriff_Menty said:

    I see the patch notes are nerfing survivors so much. They keep saying “A good player can loop the killer in certain spots.” Can I just emphasize GOOD players? What about the new players? What about players who aren’t like the Pro players? Its harder for players like us, the non-pro players, to escape. Several of my friends agree the game is TOO killer oriented from killer being able to close hatch the moment it opens to Doc being able to take away everything the survivors can do. I can understand the closing of the hatch, but making it where it can’t be closed as soon as it opens or making it a perk with the same effect would make it easier for survivors. And about the Doc. He is way to OP. It’s impossible to escape since his shocks stun you so you can’t vault, and it makes it where you can’t use items at max madness 3. It’s ridiculous. His Static Blast ability is insanely OP as well. You can be right outside is terror radius and still be affected by it. A friend of mine mains Doc and agrees that he needs a nerf. The game has become too killer oriented. I personally think it should also be looked at from the non-pro player perspective, rather than just the pro. I don’t know who will agree or disagree, but it’s just my thought on the game. It’s a great game, I just think it needs to be looked over and adjusted. And to anyone who mentions rank, it doesn’t matter what your rank is. Someone could be rank 20 and be a god at a killer. Anyways, I hope anyone who reads has a great day.

    "What about the new players? What about players who aren’t like the Pro players? Its harder for players like us"

    Devs are already nerfed killer for new survivor players before, It's a Hex:Ruin nerfed at 3.5.0.

    This new patch is just make the killers can chase easier to pair with the new survivor's average repair speed after the Hex:Ruin nerfed.

  • "...Reload speed is meaningless if you never hit half your shots."

    "...You can pull off crazy shots with Deathslinger and not get the survivor. Either they'll be too far away, or they'll break free before you can hit them."

    ...wait, are you talking about his power level or your skill play???

    I don't want to judge you but....come on, He is the first legit FPS killer. Quickscope is his big advantage. If you're not that good at FPS, can't quickscope or need more than 1.25 secs to aim and still miss, just accept that the problem is your skill play not his power.

    I'm rank 1 survivor and already against many good Deathslinger players, He can end chase faster than you think and you will have no idea when he starts to shoot.

    Deathslinger is weaker than Huntress If you try to play him like her. Like you try to play Ghostface like Myers.

    //His base power is fine but I agree with @HollowsGrief that his red add-ons are too weak.

  • Trapper

    • Start the trial with 2 bear traps by default.
    • Remove luck mechanic from bear traps, now it takes survivors 12 seconds to fleeing themselves from bear trap and it takes survivors 3 seconds to rescuing trapped survivor.
    • Some add-ons rework to fit with his new bear traps mechanic.

    Wraith

    • Increased base movement speed while cloaked from 5.06 m/s (126%) to 5.6 m/s (140%)

    Hag

    • Increased base movement speed from 110% to 115%

    Cannibal

    • Both his power and add-ons need massive rework but I still have no idea about these.

    Pig

    • Reverse Bear Traps also active when any gate start to opening (If survivors got caught in a RBT after the gate is opened, it's still inactive)
    • Rework her add-ons, give more add-ons that make her ambush stronger or make her crouch movement speed faster.

    Clown

    • Increased The Afterpiece Tonic bottles carrying capacity from 4 to 5.
    • Remove speed penalty while enters a cool-down period.
    • Decreased base reload time from 5 seconds to 3 seconds.
    • Fingerless Parade Gloves add-ons nerf : now can only decreased reload time for 0.4 seconds(from 1 second)
    • Thick Cork Stopper add-ons nerf : now can only decreased reload time for 0.6 seconds(from 2 seconds)
    • Tattoo's Middle Finger add-ons rework :
      • Any interactions that intoxicated target are performing are immediately interrupted and put on a cool-down of 2 seconds after leaving the Gas Cloud.
      • Intoxicated target no longer from a Hindered Status Effects penalty.
      • Reduces The Afterpiece Tonic bottles carrying capacity by 4.

    Legion

    • Hitting a Survivor with a basic attack while Feral Frenzy is not active will no longer deplete the Power gauge.
    • Decreased base cooldown duration from 4 seconds to 3 seconds.
    • Stab Wounds Study and Frank's Mix Tape add-ons need rework but I still have no idea about these.

    Demogorgon

    • Remove the global sound effect when start to teleport.

    OR

    • Rework the portal mechanic
      • Every portals always activated since Demogorgon start to place them.
      • Now Demogorgon can travel through the Upside Down to arrive at the targeted portal from anywhere that at least 4 meters (both horizontal and vertical) away from portals.


  • I still don't know why her passive still exists? Didn't she already strong by Yamaoka's Haunting alone??

    Sorry if this comment look likes I ask for a Spirit nerf but her passive is questionable since dev already said that the reason why they decided to gave her vaulting animation and removed collision while phasing because it made she accidentally won mind game chase without takes any skill or her intention of mind game, why her passive doesn't get the same standard??

  • @Xify said:

    What are your thoughts on deathslinger? Do you think he is strong, weak or balanced?

    I think he is balance. Doesn't needs any buff or nerf for now.

    He has high skill cap. If you are really good at FPS game.(especially quick scope skillplay), you can make him become a really strong.

    I understand why many people think he is low-tier killer or weaker than Huntress, becuase most of the killer in this game never requires FPS skillplay and most of the people used to it, Moreover he is the only killer that have legit gun mechanic for now.

    I know that Huntress is also a range-damage dealer but her mechanic is not same as Deathslinger, She has long wind-up time and projectile speed is depends on charging time, while Deathslinger can quick scope with short wind-up time and fixed fast projectile speed.

    But this is DBD, If he can down survivor by M2 like a huntress, he will become extremely OP. That's why he needs downsides.(Limited range/Can only use M1 to down survivors)

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166899#Comment_1166899

    Only viable when you don't miss any shot?

    This somehow means he's not viable, as no one can play perfectly. Humans are bound to make mistakes

    We can't use that logic to assume which killer is viable or I can just say that nurse is not viable because she only viable when she can land a hit after blink.

  • I know that dream snare is stronger but I'm really bad at using it and I love to use dream pallet with Enduring + Spirit Fury combo.(Even survivor can reach to the real pallet, I still can make it suddenly disappear like a dream pallet)

    So I prefer dream pallet.

  • Maybe the clown has 3 tokens of play with your food??

  • @AhoyWolf said:

    Thank you for the results! I just wonder how did you know those numbers tho.

    I record my gameplay while using Worn-Out Tools, Mechanic's Toolbox, Engineer's Toolbox for counting total duration to fully deplete toolboxes. I also use Instructions add-ons for making sure that I won't get any skill check during testing toolboxes speed.

    The reason why I choose these toolboxes because all of them have the same amount of charges(16 charges) and the only difference is the speed bonus (Moderately, Considerably, Tremendously).

    Since the normal repair speed is 1 charge/sec and the toolboxes consumtion rate is the same as repair speed at that moment, So this is how I calculate the new speed bonus...

    (Toolbox charges) / (Total duration to repair gens from 1 fully toolbox) = Repair speed while using toolbox

    After I try to count duration for 3 times and find average value of them and calculate speed of each toolbox, this is my result.

    • Worn-Out Tools : 16/10.67 = ~1.5 charges/sec
    • Mechanic's Toolbox : 16/9.14 = ~1.75 charges/sec
    • Engineer's Toolbox : 16/8 = ~2 charges/sec

    Moreover, I also try with speed bonus add-ons and the result is...

    • Worn-Out Tools + Clean Rag has the same speed as Mechanic's Toolboxes
    • Worn-Out Tools + Socket Swivels has the same speed as Engineer's Toolboxes
  • @furymeteor said:

    Thank you for the numbers!

    Any idea about the charges consumption rate? Is it still 1 charge per second?

    If I'm not wrong, the toolboxes consumption rate is the same as repair speed at that moment.

    For example, If you use Engineer's Toolbox (without add-ons) ,your repair speed will increased to 2 charge/second but you can only use it for 8 seconds before it fully depleted.

    For full comparison....

    • You can repair gen for 16 charges in 16 seconds by your own hand.
    • You can repair gen for 16 charges in ~10.67 seconds by 1 fully Worn-Out Tools.
    • You can repair gen for 16 charges in ~9.14 seconds by 1 fully Mechanic's Toolbox.
    • You can repair gen for 16 charges in 8 seconds by 1 fully Engineer's Toolbox.
  • Perk : Distressing, Coulrophobia, Thanatophobia, Sloppy Butcher

    Add-ons : "Calm" - Carter's Notes

    Offering : Jigsaw Piece

  • Old Ruin was too much RNG.

    If skill checks was rarely appeared, Ruin is weak.

    If skill checks was often appeared, Ruin is strong.

    Moreover, I don't know why most of the killer mains complain about Ruin's nerf so much, since old Ruin already useless against red rank survivors(mostly can hit great skillchecks, can find and destroy Ruin's totem really fast).

    New Ruin is more consistentcy, it always does what it suppose to does even it against noob or pro survivors.

    and with the new gatekeeper emblem, it's no longer punish late game strat now. You still can get iredescence gatekeeper emblem even you just got 4K when there is only 1 gen left.

  • @HeavenRoad said:

    Perhaps even more of that.

    I have 1000 hours into this game and it is just extremely sad to see how it is now. Ive been rank 1 on both sides multiple times

    Recently I bought Oni and demo because they looked fun. Well theyre both unplayeable now. Oni got fixed but with the current gen speed at high ranks(basically 3 gens for the first hook in general, at the very least 2 and then the game is usually over very soon) any killer thats kinda slow is unplayeable. Any trap killer, or killer with few map control. I wanted to play demo and try fun builds but thats not happening. Even with competitive builds most killers are just not playeable right now, if you want to get kills and/or pip.

    And it just makes me super sad, and its the long run its guaranted to make the devs lose money and players.

    Ruin was bad in the first place, all you had to do was adress the gen speed which somehow theyre still ignoring as this date. The old ruin was unfun for new survivors but was the only way to buy some time at high ranks.

    I am tired of having to play Hillbilly,Nurse or Spirit if I want to do well at high ranks. I cant even play Huntress anymore which was my favourite killer

    Not even mentionning the incredible toxicity, especially on survivor side(I play both side), when you get tbagged all game because they know they clearly have the power role

    Again, I'm not a killer main, in fact for the last couple of weeks/months Ive been playing more survivor and it just disgust me to see my team mates tbag and b toxic all game because they have all the crutch perks like BT,DS and stuff like this. It's just getting out of hand.

    On top of that, and yes, thats another topic, even playing solo survivor is not fun now. With the new rank system at least I didnt have to grind all the ranks again, but for what? Now that i'm rank 1 again, I get matched with 1-2 rank 15+ EVERY game. Whats the result of this? Well people stop soloQ(which I prefer) and start going SWF with coms, which is terrible for the game.

    Currently, the game is in one of the worst state it ever has been, and unless devs are starting to wake up and make some massive changes(map designs, gen speed, swf) it's just going to get worse and worse.

    I could make a list long like my arm of all the issues this game is facing currently but it wouldn't matter because the devs ignore everything that is linked to balance and prefer to be in another universe, as we've all seen in the last dev stream.

    HeavenRoad : "Recently I bought Oni and demo because they looked fun. Well theyre both unplayeable now."

    Also Me : *Always use Demogorgon for piping in red ranks without Ruin*

    // I really wonder how did you played him? becuase I always play him as a gen protector.

    I usually get 4K when there are 1-2 gens left and it's fine since the new gatekeeper emblem system, only few times that I got 0K if the survivors side are really good.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031662#Comment_1031662

    You've got that wrong. The delay of Doctor's shock therapy is 1 second. Then, it shocks survivors for 2.5 seconds. That means survivors that get shocked are shocked until 3.5 seconds have gone by after using your shock therapy. If the cooldown was 2.5 seconds, the Doctor would still have 1 second timne to hit a survivor before the shock weares off from them.

    That's why this increased cooldown would only come in to play when survivors manage to dodge your shock therapy. It would simply make the counterplay of dodging the Doctor's shock therapy slightly more viable. I guess I should add this to my main post.

    I don't think that increased Shock Therapy cooldown longer than 2 seconds is a good idea.

    Since his pre-rework cooldown was 2 seconds and it's really clunky to use so that is the reason why dev decrease cooldown to 1.5 seconds.

    I already read your comment about "...The difference here is that you don't move slower while the cooldown is active..." but I want to say that the duration that doctor moving slower is still stay at the same.

    I tried him for 4-5 games and I'm really glad that he is a high tier killer now but also agree that Shock Therapy is a little bit too strong, you can easily change short-loop into a deadzone, a way moooooore easily than clown and freddy.

    IMO if I really have to nerf him, I have 2 ideas (choose one of these to nerf, not all of these)

    1. Shock Therapy cooldown should be more than 1.5 seconds but should less than 2 seconds
    2. reduced survivor shocked duration to 2 seconds to make the remaining time to hit a survivor before the shock wears off stay at the same (1 second).
  • Enduring's best friend

    Spoiler Spoiler Warning ▲▼

    Spirit Fury

    A Nightmare's nightmare

    Spoiler Spoiler Warning ▲▼

    Object of Obsession


  • @Lukepro2315 said:

    Creators presented Freddy as killer with some special abilities - permanently invisible, with simple and smooth skills - put someone to sleep, then you are able to attack it. I like that, thats why i bough this DLC. And after while it gets complete rework, with senseless Traps OR fake pallets (Why THOSE skills? Is it somehow connected to original movie? Why ONE of those skills? Why teleport to generators? Why invisible ONLY in designated range? It really makes no sense). By my opinion Freddy became from "top fun" killer, to one of most useless and boring killers in game!!!

    Its like when you buy new Porshe, after while you HAVE TO go to car service and get out from there with Fiat.

    I really dont like this "scam".

    "...Freddy became from the most useless and boring killer, to one of most top fun killers in game!!!"

    Fixed.

  • @Sonzaishinai @Fibijean @Peanits

     Thanks for explaining this to me. You guys are awesome! ^^

  • He looks like OP when use Nurse Calling + Sloppy Butcher + Reduce cooldown add-ons or Reduce reveal range add ons.

    But with other builds, he still weak.

    Because of his long cooldown and open-large map can kill him.

  • Looks like you forgot about DS nerf, MoM nerf, Insta heal nerf, Stealth killers buff.

  • @Aven_Fallen said:

    Why not give him all Traps and increase the number of total Traps by using Bag Add-Ons? Like 5 Traps default, +1 for the Common Bag, +2 for the uncommen Bag and +3 for the Stitched Bag.

    He would still need to travel a lot of Distance to place them, but he is not picking up his power for the first two minutes of them. Let alone that this is sometimes not even an option (e.g. Maps like Suffocation Pit-->Guarding one side to force a 3-Gen or travel the whole Map for a Trap, which might allow the Survivors to remove the Option to 3-Gen).

    If Trapper can holding all trap, I'm afraid that will have the scenario that Trapper will be camping god like Bubba by placing all traps around the hooked survivor. It will boring to play as and play against ,so carry 2 traps by default is fine.

    I also have other ideas to buff the trapper.

    • Remove RNG from bear traps, A trapped survivor need to hold M1 for 6 seconds(or maybe 8?) to freeing themselves(can increased the duration by add-ons). If another survivor comes to free the trapped survivor, freeing speed will be increased for 100%, However only one survivor can help the trapped survivor at that time.
    • Increased the range that Trapper can pick up bear traps for 1 meters.
  • Facing good Ghostface + Didn't run Spine Chill = Real Nigthmare

  • Let's think about it...

    • Spirit no longer has collision while using power
    • which means she no longer get free hit from bumping survivors while using power
    • which means survivors can scracth mark juke which can help to increased chance to make Spirit guess wrong position and no longer need to worry about accidently bumping Spirit while running anymore
    • which means survivors have more option to avoid from Spirit mindgame situation while her power is still strong.

    These changes make both side can really play mindgame now. Spirit still can track the injured sound but survivors also has scracth mark juke as a last option to survive if they can't find pallets or windows around there.

    I really love this chance tbh.

  • Trapper

    • Start the trail with 2 bear traps and allows the transportation of 2 extra bear traps.
    • No longer required to looking directly down to sets the trap. Now Trapper can sets the trap by just holding M2, looking directly down just make Trapper can see that where he can or can't sets the trap on that area.
    • Remove RNG from bear trap, A trapped survivor need to hold M1 for 16 seconds to freeing themselves(can increased the duration by add-ons). If another survivor comes to free the trapped survivor, freeing speed will be increased to 100%, However only one survivor can help the trapped survivor at that time.
    • Change the effect of Wax Brick add-ons (still have no idea about new effect)
    • Change the effect of Iridescent Stone add-ons to...
      • When a Trap is disarmed, It will be set automatically after 15 seconds.

    Wraith

    • increased movements speed while cloaked from 126% to 135%
    • While cloaked, Wraith is total invisibility
    • Remove "Shadow dance" - white and "Shadow dance" - blood add-ons and give the add-ons that can...
      • Slightly/Moderately increased movements speed boost after reappearing (+0.6/0.9 second)

    Nurse

    • Change the effect of Anxious Gasp add-ons to...
      • After reappearing from a blink will cause all survivors within 12 meters to scream.
    • Make "Bad man's" Last Breathe add-ons also...
      • remove the Nurse's screaming sound after reappearing from a blink.
    • Remove downside from Torn Bookmark add-ons (Seriously, 1 additional blink as the ultra rare add-ons is fine, why it needs a downside???)

    Doctor

    • Remove Punishment/Treatment mode, you can just use basic attack by M1 and use shock therapy attack by holding M2.
    • Always has 4.6m/s speed and has static field as a passive.
    • When the survivor get hit by shock therapy attack, give the visual effect (something like electric spark) around that survivor for the whole duration that survivor still can't performing any interactions (2.5 sec) and this visual effect also can see by both killer and survivor.
    • Increase the shock therapy attack from 9 meters to 10 meters.
    • About the add-ons, I'm still not sure that which add-ons should be remove but these are my new add-ons idea...
      • Sligthly/Moderately decreased Shock Therapy charge time (-10/20%)
      • Sligthly/moderately increased time that prevents survivor from performing any interactions after hit by Shock Therapy attack (+0.4/0.6 seconds)
      • Survivors with Madness III suffer from the exposed status effect (Ultra rare)

    Pig

    • Rules Set No.2 as a base kit
    • Increase crouch movement speed to 95%
    • Change the effect of Workshop Grease/Razor Wires/Interlocking Razor to...
      • Slightly/Moderately/Considerably decreased the skill check success zones when interacting with a Jigsaw Box.
    • Buff the duration of Amanda's Secret add-ons to 8 seconds.
    • Change the effect of Video Tape add-ons to...
      • Moderately decreased ambush attack charging time
    • Remove Utility Blades add-ons and give new uncommon add-ons that can...
      • Moderately decreased time it takes to crouch
    • Remove Jigsaw's Annotated Plan add-ons and give new very rare add-ons that can...
      • Slightly reduces the RBT death timer (-15 seconds)
    • Remove Jigsaw's Sketch add-ons and give new very rare add-ons that can...
      • Increased available RBT by 2.
    • Change the effect of Amanda's Letter add-ons to...
      • Removed roaring sound while charging ambush attack
    • Remove Rules Set No.2 add-ons and give new ultra rare add-ons that causes...
      • All survivors start the trial with inactivated RBT
      • While the survivors trapped by inactivated RBT
        • they can see the aura of Jigsaw's boxes
        • theycan't interact with Jigsaw's boxes
      • Reduces available RBT by 4.

    Clown

    • Moderately expands The Afterpiece Tonic Gas base effect area.

    Legion

    • Frenzy power gauge amount no longer lost when landing an attack outside of Frenzy
    • While survivors suffer from Deep Wound status effect, they cannot do certain interactions until they mend themselves.
    • While Feral Frenzy is active, hitting a survivor who is not currently afflicted with the Deep Wound status effect also gained stackable 5% bonus movement speed and -0.25 second for Feral Frenzy cooldown.
    • Revert vaulting speed while Feral Frenzy is active.
    • Change the effect of Iridescent Button add-ons to...
      • During Feral Frenzy:
        • Any pallets you vault are immediately broken
        • Any window you vault are blocked for 15 seconds
    • Change the effect of Fuming Mix Tape add-ons to...
      • Activating Feral Frenzy immediately triggers Killer Instinct

    Plague

    • Change the effect of Iridescent Seal to...
      • Moderately decreased the movement speed while holding Corrupt Purge (-10%)
      • Tremendously decreases the duration of Corrupt Purge (-30 seconds)
      • Tremendously decreased the repair speed on fully sickness survivors (-25%)

    Ghostface

    • Change the effect of Outdoor Security Camera add-ons to...
      • Unlocks hidden potential in one's aura-reading ability. The auras of Marked Survivors are revealed to you.
    • Remove Punishment/Treatment mode you can just use basic attack by M1 and use shock therapy attack by M2.
    • Always has 4.6m/s speed and always has static field as a passive.
    • When the survivor get hit by shock therapy attack, give the visual effect (something like electric spark) around that survivor for the whole duration that survivor still can't performing any interactions (2.5 sec) and this visual effect also can see by both killer and survivor.
    • Increase the shock therapy attack from 9 meters to 10 meters.
    • Give some new add-ons, these are my ideas...
      • Make the Doctor charging the shock therapy faster.
      • Increased the duration that prevent survivor from performing any interactions after get hit by the shock therapy attack.
      • Randomly spawn illusionary Doctor with a red stain and terror radius heartbeat at the 12 meters from the survivors and run straight to them.
        • the illusionary Doctor doesn't have collision.
        • If the illusionary Doctor reached to the survivors, it will do the basic attack animation but didn't do any damage.
        • the illusionary Doctor will dissapear after spawn for 6 second or after do the basic attack animation.
        • the real Doctor can see the aura of illusionary Doctor.


    • Increased Phase walk's cooldown to 20 seconds.
    • Lower her movement speed while using Phase walk to 160%.
    • Swap the rarity between Prayer Beads Bracelet and Mother-Daugther Ring OR change Prayer Beads Bracelet effect into "phasing sound emission affects the entire map while using Yamaoka's Haunting.

    ...as a Spirit main who also hate to play against her.

  • Don't forget that survivors have the third person view camera, so you can see the killer easier than the killer try to see you.

    I know that Ghost Face revealing mechanic is really buggy, sometimes you can't reveal him even he stand infront of you and in the middle of camera angle, sometimes you can reveal him even he's behind the wall.

    But you still can learn how to not feed Shape and Ghost Face's stalking, just try to get out of their line of sight.

    If you change the stalking mechanic like that, Shape and Ghost Face will become F-tier.

  • The reason why Balance Landing has passive because survivor needs to fall from the high ground to activate, which means it sometimes become too strong when that map is has a lot of high ground areas and sometimes become useless when that map is almost not have high ground area.

    Meanwhile the other exhaustion perks can activated more easier than Balance Landing.(Even Hean On isn't that strong and hard to use but you still can find the locker in every map)

    I used to have Balance Landing in every perk builds but now I just change it to Dead Hard or Lithe.

  • Some survivors : "NOED is a cheap mechanic, It's reward bad plays etc."

    Also the same survivors : *Try to gen rush and never do the bones*

  • @aazimuth said:

    Really annoying how they decide to give Freddy who is already good at tunneling oblivious making him nearly immune to borrowed time. :/

    Survivors already can't use Borrowed Time while sleeping before the oblivious status effect is put into current patct.

    Borrowed Time already said that it's only worked when the survivor is in the terror radius, so it won't work with Freddy's lullaby or Huntress's lullaby.

    So devs didn't buff Freddy, they just give the clear information to the survivors side that you really can't use the terror radius base perks while sleeping.

  • When the reworked DS is just released, many people complain that the duration is too short, the timer needs to stop while survivors is downed etc.

    Now many people also complain that the duration is too long.

    What's wrong with you guys???

  • "Survivors hit by Blink Attack suffer from the Haemorrhage Status Effect for 30 seconds."

    "Survivors hit by Blink Attack suffer from the Blindness Status Effect for 30 seconds."

    "Survivors hit by Blink Attack suffer from the Exhuastion Status Effect for 15 seconds."

    "Survivors hit by Blink Attack suffer from the Mangled Status Effect for 60 seconds."

    "Survivors hit by Blink Attack suffer from the Hindered Status Effect for 30 seconds."

    "Survivors hit by Blink Attack suffer from the Broken Status Effect for 60 seconds."

    //Mid-tier Killer add-ons in a nutshell 😂👌

  • Why I need to change? Don't you want to Dance With Me?

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/682196#Comment_682196

    *devs do a power move and make the omega blink add-ons common making everyone want to die*

    Meanswhile what I think that all Nurse add-ons are change into something like...

    "Survivors hit by Blink Attack suffer from the Haemorrhage Status Effect for 30 seconds."

    "Survivors hit by Blink Attack suffer from the Blindness Status Effect for 30 seconds."

    "Survivors hit by Blink Attack suffer from the Exhuastion Status Effect for 15 seconds."

    "Survivors hit by Blink Attack suffer from the Mangled Status Effect for 60 seconds."

    "Survivors hit by Blink Attack suffer from the Hindered Status Effect for 30 seconds."

    "Survivors hit by Blink Attack suffer from the Broken Status Effect for 60 seconds."


    //How to make Nurse become mid-tier Killer 101 😂👌

  • @gcardoso said:

    Since the killer can now take hatch down , it's impossible for survivors to win 1 on 1.. you guys need to fix this since there's no fun on being the last survivor if you know you cant win . at least make the doors take less to open or bring back old hatch where killer couldnt take hatch .. i'm main killer and i think it's quite unfair for survivors

    "...It's POSSIBLE for GOOD survivors to win 1 on 1..."

    fixed.

    //If the killer found before you that's mean it's your fault.

    If you good enough, you can find hatch before the killer and won't suffer from RNG bullsh*t of EGC.

    Don't try to blame that 1v1 EGC is unfair.It's never made to be on the survivor side from the start.It's made for punishment and fixed the hatch standoff.

  • How to make Wraith and other no map-pressure M1 killers become vaible?

    .

    .

    .

    ...I'll give you a hint,BHVR already did that 2 times in row, reworked Freddy and released Demogorgon

    .

    .

    .

    ...Now do you get it?

    .

    .

    .

    just give them the teleport ability


    //just kidding LOL

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/670657#Comment_670657

    18% is huge, but toolbox with brown repair speed add-on increases fix speed by 25%, is it notmal?

    Maybe toolboxes need to be nerfed, especially commodious, this one with two repair speed add-ons is OP.

    Yup, 25% from "limited" item and add-ons is normal but 18% from perk isn't.

    Don't forget that repair speed bonus from Resilience can be stack with toolbox, add-ons and other perks.

    Even Prove thyself still required you to repair gen with friends and it only give you 10% repair speed bonus.

    Since survivors these days are repair gens fast enough and I don't want to blame about gen rush (because it is the only main objective that survivors can do), so 18% from Resilience will make gen rush even worse.

    //I still agree that Resilience needs a buff,but 18% is too much.

  • Almost everything in this game that uses "slightly/moderately/considerably/tremendously" words always has difference rates.

    So I will just give some examples which slightly/moderately/considerably/tremendously scale that affect to repair/sabotage/healing speed....


    repair speed bonus from toolboxes and toolbox's add-ons = 10/15/20/25 %

    sabotage speed bonus and speed reduction from toolboxes = -/15/-/- %

    sabotage speed bonus from toolbox's add-ons = 15/20/-/- %

    healing speed bonus from med-kits and med-kits add-ons = 5/15/25/35 %

    repair speeds reduction from Grisly Chain and Begrimed Chain add-ons (from Hillbilly & Cannibal) = -/9/-/- %

    repair speeds reduction from Outdoor Rope , Jump Rope and Swing Chains add-ons (from Nigthmare) = 3/6/9/12 %

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