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RakNieborakYT

RakNieborakYT

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RakNieborakYT
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  • I'm not saying that because it's too strong but just for the fact diminishing returns is a thing. Combined perks that way give exactly the same value and distressing finally comes with a value, even if it's a niche one.

    @Arcturus said:

    Personally, at least so far, I think Distressing is alright as is, granted I don't love that higher tier killers with bigger TRs like Ghoul, Blight and Billy can use it best. I feel like if Distressing is an issue we won't be able to tell until it's been around for long enough and people have had plenty of chances to play against it, because in all my survivor matches in the PTB I never encountered once a killer using the perk (in fact, most of the killers weren't using any changed perks at all for some reason).

    On the topic of Coulrophobia, I think in general the concept of the perk is that you shouldn't heal in the TR, and because of that I think it's okay that the skill checks are fast, I would just rather they revert the speed back to 50% and make it not apply to downed survivors for a healthier perk that doesn't benefit slugging play styles.

    I agree with you about not applyiong on dowmed survivors here

  • @Elan said:

    I would just make it like Freddy, that survivors slowly gain heresy, let's say over 40s, otherwise from power and teabag they get it instantly.

    It sounds like David or Orela could get for an entire game, which is inaccurate to the killer

  • @Lavoonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106317#Comment_4106317

    You know what you're right, if they do that the Judgement should gain heresy so that the survivors can exile her once they down her.

    It's so funny I actually love it haha

  • @JaccKults said:

    Why do lame people like you exist? This is why some people like you shouldn't have freedom and no access to the internet.

    Bro, I just said what I'd do with leatherface and you want to take away my freedom. What's your problem?

  • @supersonic853 said:

    The most likely time for this to happen is when they do a full pass on him like his addons and improving his flow of his tokens. i don't see them dropping this out of nowhere because he still has other issues (addons with drawbacks in 2026)

    I know devs want to remove that and I am waiting for it. Or they could do something like they did with plague where contagious objects remain for a longer time, or like clown has confetti.

  • Also, early access to get it you need to do all this stuff and you MIGHT HAVE A CHANCE to get it? C'mon now!

  • What does axe area do? Just exist?

  • @jamally093 said:

    Okay so you need to connect both games to your BHVR account.

    Then go to dbd and select rewards scroll to the bottom and you'll see the casting of frank stone rewards. Press that and follow the steps it shows aka both games connected to the account and the platform their on.

    I preordered deluxe on PS5. I got standard rewards. Oh, bhvr!

  • @Rizzo said:

    The PTB is still available and no password is required.

    Just right click on DBD in your Steam Library → Beta → Beta Participation and select the current PTB.

    https://us.v-cdn.net/6030815/uploads/4HJZ6B2YXYDD/image.png

    I changed account and it worked.

  • @Neaxolotl said:

    The thing is, it'll hurt entire team, broken effect more or less only affects themselves (in a sense, not technically)

    The only hurt for the entire team is that it requires the generator to be regressing. It is alrealy less painful than being injured forever.

    @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411050/buff-idea-for-invocation-weaving-spiders

    Buff?? That sounds like a huge nerf to me. And the reward isn't even worth the risk as it is, imo…

    The "nerf" here does not work all the time + there are gen regression limits now and when the gens are done, then simply this invocation is gone. Maybe if the numbers were smaller or the slightly better regression on the kick would be fair enough.

    @ExcelSword said:

    When more invocations get added in future releases, they will probably stack together similar to boons. We don't know know yet what upsides and downsides they will have, but if they also implement the broken status they will probably be quite strong. Invocations have a lot of potential and I can see them becoming meta in the future depending on what releases.

    For Weaving Spiders, Don't use it at the start of the game. You want around the mid to late game, when the game focuses on the final 2 - 3 gens left. Using it at the start makes you a massive hindrance, but towards the end of the game assuming you aren't on death hook, you won't be a priority for the killer, since they will be focused on gen defence or forcing a death on a survivor. They probably won't go to the basement in this case.

    The thing is, use is on late games, it won't change that much and you'll waste a lot of time. Use it early and you are injured the whole game. You spend 120 seconds on what you could do for 10 seconds for each remaining generator only to be permanently injured. Plus the broken effect is only for weaving spiders fyi.

    @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411050/buff-idea-for-invocation-weaving-spiders

    The broken should really be removed, because in many cases you are just a free down in the basement once completed... Also the ritual could be seperated in different parts that cannot regress further, so maybe 3 or 4 of them? So you don't lose as much progress if you quickly stop or let go of the button or something.

    The downside you mentioned would probably not be too bad considering the limited amount of regression events... Unless of course it stacks with flat regression so let's say pain rez does not do 25% but 50% more so 37.5%...that would be a horrible perk. But 150% base regression on kicks could be fine.

    The broken is, indeed, a very harmful downside for its holder and I have no idea why in the first place this would make a good perk. I like the idea of a regression on gen kick tho.

    @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700136#Comment_3700136

    But think about the huge decrease in productivity... Being forced to stay in Gen at that point might easily lead towards several slugs depending on the killer or nobody ready to unhook and you are already so far ahead with the ritual, but will lose it all when you let go.

    I hate the idea of its reset progress upon letting go, yes. But survivors already have a lot of tools to genrush and stop gen regressions now. This invocation rn gives a bit better effect with a harmful side effect.

  • @dance said:

    Sable Ward is heading into The Fog fwith three new Perks and a new Perk type: Invocation. Let us know below what you think of her Perks.

    https://us.v-cdn.net/6030815/uploads/7NT00F292YBE/dead-by-daylight-all-things-wicked-sable-ward-jpg.jpg

    I have an idea on how to improve this invocation and any other incoming. The idea of removing charges on the generator is really interesting but IMO it would be better if the side effect would be something that affects those generators. I think this particular effect of no mither seems really harsh and it would be better if the perk side effect gave something towards the generators. This side effect we have now encourages running no mither and run to basement immediately or go there as the last resort.

    I prepared a fanmade invocation for healing and the side effect is the aura reveal for the killer when healthy. So It would be better to have a very rewarding effect but in exchange you get a nerf that is indirect towards this effect that has something in common but is not a weak one.

    So let's say this invocation removes charges. So the side effect could have a side effect related to the generators. Here's some suggestions:

    • How about a bigger penalty for missing skillchecks?
    • Faster regression after kicking it? Or more regression instantly upon kicking it?
    • No great skillchecks?
    • Not possible to cooperate on the same generator?
    • Aura of the generator with the most progress for the killer?
    • Maybe survivor suffers upon completing the generator?
    • If the invocation benefits towards generators, maybe a nerf for endgame?

    It can be anything, or maybe you have further suggestions here. Slow repair generator does not fit here at all since what you want is generator done quickly.

    To finish it off, The better idea for invocations could be give the rewarding effects and the side effects that have nothing, or at most, very little in common with some other perks to easily counter it but have a lot in common with those rewarding effects.

  • They are mainly skilled survivors, above 2k hours and some with P100 and they lose to me cuz don't know the map.

  • @Alex_ said:

    A lot worse than it's east side counterpart.

    The map is bigger and less linear compared to East Wing, shifting the balance in Survivors' favor.

    If the killer knows the shortcuts, then survivors are pretty much F'ed up! I play as killer on both variations and gotta say, barely any player knows both maps. And the original was a lot in survivors favour and I could get a lot of 4Ks. PPL simply can't navigate this map!

  • I don't get how this is, compared to east, survivor sided? It's simply harder for both sides and I enjoy east more on survivor just as much as on killer!

  • I truly hate this map as any killer. To reach one generator and another it's soooooooo rough! I've seen comments saying how chases look like but barely any talk about any pressure. If I ever get 3 or more kills, is due to survivors' incompetence, not my skill.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631746#Comment_3631746

    Because having to sift through an entire list of every possible item/addon/offering, and a different list for each character, is a worse system?

    if you didn't want to filter, you'd simply ignore it, duh

  • @Seraphor said:

    A toggle between 'prioritise cheap/close nodes' and 'prioritise rare nodes' would be enough. Still keep perks as top priority.

    I think specifying named items would be too clunky.

    why limit urself?

  • @Crowman said:

    Victor and guards are not considered killers. Guards have a build in feature where if you touch the hooked survivor and they are chasing you, it will end and you're not allowed to swap off of Victor too close to a hooked survivor.

    But you can place victor before hooking and he remains there

  • @sizzlingmario4 said:

    You can counter guards camping by unhooking, it will make the guard go away if they’re hunting you.

    I agree Victor should count though.

    Right, forgot about guard, but victor needs to be killed while hooking nearby then.

  • @CatnipLove said:

    There really is no point in having DC bots when people are afraid to DC and just peace out on the hook. It doesn't fix the problem it was meant to. The 4% mechanic isn't going anywhere either, so no point in asking for that.

    Devs completely ignored luck change.

  • @kisfenkin said:

    I disagree. I think they should increase the DC punishment. Bots should only be in matches where someone accidentally loses internet. The bots aren't there to cover a temper tantrum, but to support the players that aren't having internet problems and actually want to play the game.

    They were never meant to incentivize DCs, and since this mindset is obviously something that has come up, please, BHVR, increase the DC penalty significantly to squash this idea entirely. I suggest:

    1st DC 1 hour penalty

    2nd DC 1 day penalty

    3rd DC 1 week penalty

    4th DC 1 month penalty

    5th DC 1 year penalty

    1 hr penalty for someone with bad internet is waay to much. 1 day penalty is a total madness already. And what would be the penalty recovery for it to reset? Cuz if one year then this game is dead already.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477213#Comment_3477213

    low profile should work. Exit gates are opened ridiciously fast with sole survivor alone, not talking about wake up.

    does not work when kikller has no way out. it still works upon closing hatch, which should be changed.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324441#Comment_3324441

    I think it is not healthy, and that Dredge should be priority the unlocked lockers first and should forced survivors to lock both. The Killer's time is more valuable then survivors; as multiple Survivors can lock all the lockers at any time. And the killer being delay many time in locked lockers wastes so much of their time.

    Then at this point I'd suggest the change of an add-on but we have for example car keys which break all the locks that were used when all the generators are completed. Dredge has some weaknesses, yes, and I find this killer unique that you can counter them in many ways. Too long teleport? Car keys add-on. Chase hard? Use remnant. Too long cool down to use again? Cool down add-on.

    To achieve many kills, I prefer anti-loop build (spirit fury, enduring, brutal strength, hubris) with add-ons for cool down of power and the reduced locker exit. (I used killer instinct outside nightfall add-on)

  • @Dream_Whisper said:

    What about the other bug, in which Survivors can lock one of the two lockers next to each other; and Dredge when teleporting is forced to TP to the locked locker over the one that is opened. It is kinda annoying that double lockers make tp to a open one, is always tp to the locked ones instead.

    This is the mechanic, I'd say. The strategy some don't know about. Lock one and spare another. If you lock all, all will be gone. But idk how it prioritises when it comes to a locked one and the other with survivor inside. If it's annoying, add-on to reduce getting out will help a lot. And I use it many times and never fails.

  • Forgot to mention about the bug Dredge has: meg grunts of pain during teleport

  • The thing is that lightborn this way would protect not just wraith but every killer whose weakness to power is flashlight, like nurse, hag or artist and those killers would be even more invincible. The way to effectively escape lightburn is also go left and right next to the survivor. That way survivor needs to switch directions and you would confuse them. If this really annoys you, and probably some other players, suggest the change of one add-on.

    What I really hate about wraith and I must agree here is the stun duration. It's not just flashlight but also pallet or head on and this needs max 3 second stun.

  • @YOURFRIEND said:

    These are very smart and common sense buffs. Could you please elaborate about what you don't like with lav mic?

    So the thing is that the slamming is the sign that survivors need to leave the locker areas and this point makes the add-on ineffective, because Dredge might still lose them since they'd be already far away. Now that I write this, I'd say that I could simply remove the slamming in order to raise the effectiveness of this add-on without adding any warning sounds.

  • @Warlord1981NL said:

    No. Stop asking for nerfs. Get good.

    This perk got buffed the way that soloqs are more punished, while the SWFs would feel no difference. Are you nurse main?

  • @Nazzzak said:

    I think it got pushed from Nov 2022 to Feb 2023, so hopefully should hear some news in the next month or so

    I hope so, the last time I heard anything of was October 2022.

  • @CompleatBeet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314678#Comment_3314678

    Dredge isn't really evil, it's similar to Pyramid Head/Demogorgon/Nemesis because it's not a human and as far as we know doesn't have a conscience of it's own.

    ahh so ur talking about human killers! i thought it was general non-licensed, but ok

  • @Amaros said:

    https://forums.bhvr.com/dead-by-daylight/discussion/351592/cool-small-detail

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291621#Comment_3291621

    That's what I'm saying, the doctor has always had a thing for killing and as far as I'm aware he kills on his own, not because of the entity

    So what's the explanation for that?

    Otto Stamper is the leader of The Black Vale and Doctor's mentor. His quote to doctor: "information is everything and knowledge is power"

    Herman (doctor) does not use lery's as the institute but as the place to extract some info (dunno what info).

    So the eyes or even the Doctor himself might be more related to Otto rather than the Entity itself.

  • @CompleatBeet said:

    Surprised how no one's mentioned Michael when he's described as the embodiment of pure evil.

    Me too, and dredge is also the pure evil and even more evil cuz myers just kills while dredge consumes them like #########?

  • I have the same problem.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264449#Comment_3264449

    The ticket works as usual, it just doesn't require that specific information.

    Everything needed to take action on the user can be obtained by Support through your in-game report and the details you give in the ticket such as your player ID.

    Thx, I'll report it ASAP then.

  • @Rizzo said:

    Report tickets do not required SteamID, profile link or nametag anymore.

    So how am I gonna report someone if I have no access to the profile and have no records except in-game report?

  • @AnchorTea said:

    Dredge does not need a nerf. He needs more lockers. The PtB had way more.

    the locker are incosistently located, true true

  • @Zeidoktor said:

    I actually wonder if perks that offer total silence temporarily (besides the obvious Off the Record for separate reasons) might see increased use now that Iron Will doesn't do it completely.

    only with builds cuz then they work well, like bite the bullet

  • @Advorsus said:

    Because iron will did one thing, while no mither yeah you were injured, but it also had a pretty decent trade off of being able to pick yourself up infinitely and doing so pretty quickly. Not great for solo mind you but with a decent team is really annoying. It also granted access to certain perks like resilience at all times so it had nice synergy with perks. The only real change I'd like to see to NM is that you start off healthy, but once injured then you're permanently broken.

    Even if you can pick up, the killer knows that and he'd be stupid to leave you on the ground. Plus Iron will offers complete silence. With perma injured it's not that good with 75% cuz you can use even stridor for that. I agree with making you healthy at first.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019300#Comment_3019300

    I really think that some Spirit players will use Stridor again. The problem after the Stridor nerf was, that its debuff was no longer additive but multiplicative. And 0*150% is still 0. Now it will be 25%*150%=37.5%. And now you don't even notice anymore that the killer has the perk... Great...

    https://forum.deadbydaylight.com/en/discussion/comment/3019355#Comment_3019355

    I will still play Jeff but yeah.... I truly understand.

    And i don't get why they buffed back these days. It made stridor useless as hell. Now it is not gonna be that useful cuz you hear them already, kinda good for new players, but not the experienced ones.

  • @GillyBeannn said:

    It honestly would not be a bad thing, you may be very quiet now, but at the cost of being injured all game.

    I was like IW is better than NM cuz you are injured and fully silent and can be healed. NM does not provide such a thing and you cannot heal urself.

  • Iron will should've never had multiplied numbers. Now cuz of this they made the numbers down. This means that Stridor will now never be used anymore cuz you always hear them now.

  • @TeabaggingGhostface said:

    Desperate measures lets you unhook faster as well though, which imo makes them equal in terms of strength

    But the unhooking is already kinda fast. Desperate measures requires more injured survs to work better. I'd definitely run botany at this moment, probably just like 80% of the community at least. It might be a cool counter to save the best for last but it's very situational.

  • @JoaoVanBlizzard said:

    if it stays active until a survivor is knocked down, how do survivors exit the game if the killer is in AFK? being that there are only 4 gens unlocked with the perk

    it has that 2 minutes duration

  • @TeabaggingGhostface said:

    I'd like it to be an activated ability while in a locker

    It's actually our red herring. No need to be the activated ability perk, since you don't need to stay in a locker for even 15 seconds + it kinda collides with flashbang.

    The imrpoved red herring I did I find an alternate for Quick & Quiet. It just has a bit more requirements (do a bit of a gen, longer cooldown).

  • @Marcavecunc said:

    No built in quick and quiet, too easy to abuse.

    But I do like the idea that doing a rushed action also triggers red herring (so the killer would hear two loud noises)

    If there is a loud noise, it is transfered. Quick & Quiet removes the noises, so does negate red herring.

  • I you don't mind, can I use this reworked idea in one of my bigger creations? I will share credits, btw.

  • @QTASTIC said:

    Use: hex undying

    A Hex which maintains the vile powers that flow throughout the Trial.

    The Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you.

    • When another Perk's Hex Totem
    •  is cleansed or blessed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.

    deadbydaylight.fandom.com/wiki/Perks

    Also killer could just body-block a totem and it's GG survivors there are also numerous improvements that need to be made and heavy balance needed. I suggest taking more time thinking about this perk in general.

    Why would killer bodyblock a totem? Also, undying is fine at this moment in my opinion.

  • @Ravencrovus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2976344#Comment_2976344

    Thank you for the precious idea!!! I know this perk will be absolutely broken, especially if it is accompanied with NOED or 3/5 stacks of Devour, survivor will have no chance to play against this, that is why I added that "deactivate any other hex perks", that might give survivor an opportunity to escape if they play smart.

    By the way, I love that auras idea, it will help balancing this perk!

    200 perks teach me the creativity while making new fanmade chapters. While reading posts, I try to improve the ideas others make.

  • Ok, so all 5 totems (if available) are affected by this hex perk right? Let's assume it's this. I wouldn't actually replace other hex perks with this hex perk (think about NOED e.g.). What I would do is to activate this perk on all available dull totems (just like plaything) once all generators are done. If there are boon totems, they will be transformed into hex totems with this perk. And because this hex would be an OP pick with other endgame perks (no way out or remember me e.g.), I recommend showing the auras of these particular totems within 24/20/16 (a 3 tier purpose) meters of the survivors, since it would drastically lengthen the game.

    But generally the overall concept is actually creative. Love it!

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