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Shaddoll_Serpent

Shaddoll_Serpent

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Shaddoll_Serpent
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  • @Mandy said:

    There is no plans for this. There used to be a third party tool in the past that did the same type of thing, and of course it was abused by players blocking people who beat them - killers blocking survivors, survivors blocking someone because they played Nurse for example. It's definitely not something we want to see happening again.

    I would urge you devs to reconsider your stance on that feature as I believe it would really help alleviate some frustrations and there are limitations you could implement to prevent it from being too much. (Ie, you can only have a small number on the avoid list at a time as in 3-5, and they're only on there for a few days.)

  • @jesterkind said:

    To be fair, I don't think the Diminishing Returns system was meant to affect the meta.

    This is just my read but I was under the impression the point was to try and prevent future problematic metas as a bit of a safeguard, which is why the focus is on stacking the same modifier multiple times. I'm thinking here especially of the medkit + CoH busted self heal speeds, or stuff like stacking repair speed penalties at different points in the game's lifespan for awful slog matches.
    (Hypothetically repair speed bonuses would go here too but that's just toolboxes so it's not as affected)

    I'm definitely on board for limiting slowdown in some way, but this system didn't really seem to be designed for that, so it's not really all that fair to say it's a failure because it doesn't achieve something it wasn't designed to do.

    Also, this part's more of a question, what perks are you referring to when you say niche perks are even more worthless than before? As far as I can tell this system hasn't had a huge direct impact on really any individual perk, just a few builds.

    @OnryosTapeRentals said:

    DR wasn't intended to change the meta.

    It's a framework for fine-tuning stacking, and a safeguard that allows them to continue to create perks that utilise modifiers without having to worry about limitless stacking or problematic oversynergy that we've seen happen time and time again.

    DR not affecting perks that work via instant regression events is because there's already a system in place to deal with that: the generator regression limit. Having two systems affect these perks would be unnecessarily complicated.

    Yeah you both are correct, I can't remember whether it was RyanB or Mandy that said it, but they said that DR was never intended to change the meta and its point was to prevent hard stacking perk types from getting too out of hand.

  • No offense, but basekit Deadlock would probably be the worst possible basekit slowdown you could give killers. It wouldn't be very healthy because other unfun killer strategies could be strengthened, but also, as someone who never runs Deadlock, it would really bother me because Deadlock is very anti synergestic with other killer slowdowns.

    Got a down and ready to hook the next survivor on to a Scourge Hook? Oop Deadlock triggered blocking the generator you needed to blow up and it instead does nothing or explodes the gen with little progress.

    Got a down that would normally trigger Eruption? Too bad, it won't trigger because Deadlock hit the gen I applied it to.

    Got a generator with lots of progress that no survivors are working on while running Ruin? Oh man, Deadlock triggered on it so now it's not regressing at all.

    Got a down and ready to go kick a nearby generator with lots of progress with my Pop? Crap, Deadlock triggered on it so now I either have to stand there waiting it out, or forgo Popping it.

  • I hope there's more perk updates aside from just Fast Track. With diminishing returns now seems like the perfect time to buff a few things that have historically only been used in stacking. (Hope, Overcharge, etc.)

  • @vol4r said:

    I think it's a good thing.

    Winning so many matches in a row should never be possible.

    I hope that blight gets nerf really soon.

    I am playing mostly blight lately and I believe that this killer is too strong.

    Yeah I don't get why this broken character still exists. Blight getting nerfed (and I mean an ACTUAL nerf rather than the slap on the wrists they keep giving him) has been so overdue.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064390#Comment_4064390

    Are there any specific examples where you feel the updated perk descriptions are harder to understand?

    For me personally, Eruption's new description seemed harder to understand. It'd be much easier to understand if it explicitly stated that damaging a gen applies the perk to it, the current description of "Whenever you damage a Generator, when you down a survivor, all Generators damaged this way: -" just seems too wordy with the two usages of when back to back make it read very awkward.

    Something such as "Damaging a Generator applies Eruption. When you down a survivor, all Generators this perk applied to: -" Would read much better IMO.

  • @Chilli_man2400 said:

    It’s been so quiet that people have forgotten that we’re getting our mid chapter next tuesday!!

    We’re getting our new survivor, Tricksters New map and Trickster is going to be a completely different character now!!

    I’m just wondering what they have done with him cause this isn’t just a rework like doc or leatherface he’s Being completely redone from the ground up

    Im actually excited and nervous cause I have no clue what there going to do

    It's most likely means the new map is based off of the All-Kill chapter.

  • @Chilli_man2400 said:

    I know it’s a little early but holy ######### I can’t believe I’m saying this but Vecna is the BOMB

    He’s fun to play as and against, he’s strong but not OP, He has fair counterplay, he’s not braindead easy he actually has a learning curve, his counterplay doesn’t feel like it cripples him

    It just feels like BHVR put all there efforts into him which shows cause by god he is incredible

    Please BHVR more killers like Vecna please!!?!

    Just another killer that's ridiculously strong while simultaneously taking 0 skill to play. This would be the what..3rd killer in a row designed like that? Yeah, I think I'm already done and am gonna go back to not playing this game. So glad I didn't waste my money on this chapter.

  • @Langweilig said:

    The new screams are such a huge downgrade to Steve. Steve was such great character because of the screams and now he just makes a boring „huu huu“.

    I‘m so disappointed.

    Great news tbh, Scene Partner Steve was beyond cringey and unfunny, so glad that it's officially dead now.

    Too bad they didn't nerf Scene Partner since I already know all the "funny guys" are just gonna move on to using it on the next survivor with an annoying scream.

  • His power cooldown should be longer, say always 10s regardless of how many tokens he uses. It's often way too short at a mere 4-6 seconds which gives you almost no opportunity to make another tile.

  • DMS should just be reworked. Perk is fundamentally unhealthy and impossible to balance.

    Pain Res is fine though.

  • @grumpelfox said:

    Gen kick limits happened because of how survivors complained about skull merchant . 3 gen situations are usually not the killers fault . if the survivors cannot keep track of which side of the map they are completing gens in .. that is their fault , not killers. I would have no problem if perks didnt effect the limit but they do . the 8 kick limit is a lot easier to hit the survivor mains will tell you.

    there is noting worse then seeing a gen at 90 percent and knowing because of this system .. there is literally nothing i can do to stop it . the devs said they want players time to be respected . my time isnt. either get rid of the limit entirely or make perks not effect it .

    I really don't think this is necessary at all.

    Gen kick limit literally doesn't affect killer matches 99/100 times, even when 3 genning. Its sole purpose is to prevent hostage play styles of holding a 3 gen and never going for hooks until the hour time limit kills everyone which is fine. The game doesn't need that "play style", and the funniest part is that the system's not even that effective against those type of killers since you could easily still drag the match out for at least awhile.

    Removing the limit would also mean giving up the buffs killers got as compensation (-5% on kick, no gen tapping), which were huge buffs and were honestly far stronger and more impactful than what survivors got out of the update.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035328#Comment_4035328

    Yeah, something to not make him get hits so easy would be appreciated. The frustrating part about him is that he is the only Killer who gets an easy first hit where not healing is a really, really bad option. While you can get away with not healing against Legion or Plague (and against her it is most of the time better to not heal), you will waste a lot of time healing against Ghoul just to basically be immediatly injured without any effort of the Ghoul-player.

    I would also like to see Deep Wound removed from his Kit. I dont know why the Devs had to give Ghoul Deep Wound on top of an already very strong Kit.

    I actually think removing deep wound would be more of an overall buff for him as it'd make vaulting windows and pallets (by far the most unfair part of his kit) much easier, and would no longer allow MFT to counter him.

    I do agree though that they should make the injury part of his power much less free since it's literally point and click simulator in its current form.

  • @grumpelfox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035012#Comment_4035012

    do you know why people tunnel specifically ? its cause the gens are way too fast . if your not playing blight or nurse . you can basically guarantee 2 gens before 1 hook

    You realize that's basically normal game flow right? Survivors are supposed to be stronger and more efficient when the trial begins because there's plenty of gens near them many of which are far out reach and every pallet is available to them. In the later game after some gens have been completed and killers have gotten some hooks, the game becomes more favorable for the killer because now there's less gens to defend, less pallets to throw, and more hook stages on the survivors which means you'll be closer to getting a kill if you haven't gotten one already which can immediately change the entire outcome of the match.

  • You were hindered while the Clown was under haste and already well within lunge range. What did you think would happen?

  • Seems a lot like Krasue. Braindead, soulless, boring, with 0 skill expression potential. There's a very worrying trend where they're making killers both too easy and too strong at the same time with no interesting depth to allow any skill expression potential. Myers isn't necessarily the latter, but I think he could use some tweaks to be a little harder to play and unique. I don't agree with removing the turn rate cap, the cooldown needs to be longer, and that addon (I think it's the brush) needs to be nerfed.

    Versing him is literally just camping or predropping every pallet preparing to stun/make him break it on the other side and never greed unless there's something to chain into as giving him pallet control results in instant death.

  • Demo's completely fine. Just could use a few (small) buffs in other areas (shred, stealth, tp) to bring him more up to speed since he's rather outdated.

  • So many survivors leaving the game?

    chrome_RIge8HGiTP.png chrome_nHckVwt67H.png

    And this is just off of Steam alone. So I don't really buy the whole "survivors are leaving in droves" when statistics show quite the opposite.

    BHVR does need to step it up though because their negligence to bugs and game health will slowly drive people away.

  • They overcorrected yeah. I too took a tour and a majority of these are basically just instant predrops and win as many 50s as you can.

  • I'm just gonna say with how pallet density was adjusted now has never been a better time to adjust this killer. Fillers are more spread out and way more unsafe to where Blight and Ghoul can easily play them without breaking. Please look into Blight.

  • Just make Original Pain Sloppy Butcher if you hit a survivor who was bound. Does essentially the same thing without being as cheesy or broken.

  • Yeah, going through customs to check out these changes, and indeed, still a decent number of fillers, they're just more spread out and weaker. I'd have to actually play survivor to see how they feel, but my initial impression is that it doesn't look too bad against a majority of the roster, but playing against Blight or Ghoul with these changes is gonna be so miserable.

    I think if this is the way they want maps, then they need to address those elephants in the room.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027106#Comment_4027106

    this. in the average game you’re not going to see people abandoning after you downed them unless you’ve been continuously trying to slug and make their game boring. let them abandon and have a bot take their place. no player (killer or survivor) should be forced to play in matches where the physically can’t do anything and are forced to stare at the ground for minutes on end.

    I had a guy abandon a winnable 3v1 at 2 gens after taking two downs for the person who was getting tunneled causing the rest of us to lose that game.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027094#Comment_4027094

    I disagree with your idea on the bot, people were upset. Both killer and survivor to deal with a first second dc, because of exactly "not wanting to deal with x killer" and making the match absolutely horrendous experience, this could also potentially cause the same toxic scenes

    Yeah, but bots don't fix the problem at all and if anything are worse than having nobody in there. I think if someone dcs early enough then the game should give the other survivors the option to vote to surrender and end the match there.

  • @Rickprado said:

    Although this build can be quite strong i think its more a high risk, reward build than anything else. You can lose all of your perks very fast and then having to play the match with no perks until the end.

    I remember back in 2021 when Nemesis was released i've run a build with 3 totem perks and they were destroyed within the first minute of the match. Since then i'm very scared to run Hex builds again 🤣🤣🤣

    By the time they've done that the game is probably already over, and you'll have gotten tons of slowdown from the hexes that apply slowdown and the massive amount of time it took to cleanse them.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027207#Comment_4027207

    Going against a full Hex build with Thrill is so incredibly annoying. I am very surprised that it isn't used more

    Community is largely sheep that stick to the same comfort perks that are very easy to use and get value from. Took people way too long to pick up on 50s DMS and Eruption for example.

  • Full hex builds with Thrill are the most underrated killer builds currently. People think Thrill and Penti aren't that good anymore after the nerfs when in reality they only got slaps on the wrist.

  • @Leon_van_Straken said:

    The whole abbandon system needs a check up.

    I am always confused that when 3 mates left the game through the Exit gates and I am "left behind" I can abbandon the game, like BHVR? I am healthy and hatch is there? Two gates open… why can I abbandon now?

    I don't mind that part of abandoning, but I kinda wish the killer got a similar prompt for when at least one exit gate is opened. I also just want abandoning to properly track the match as a win or loss because I swear it screws with MMR and kill rates since I believe the stats they publish excludes matches with abandoning.

    @Blueberry said:

    Yeah the whole abandon system is a complete mess and needs changes. It's gone way past it's original purpose of avoiding toxicity (which is a good feature), to now it's become so flexible that it's just a built in "go next faster" feature and allows people to bale on their teammates early. It's literally a dev sanctioned allowed DC feature rofl. It also for some wild reason won't let the killer abandon even after everyone else has abandoned and it's all bots left without giving up his win?! Like what? Who's idea was this? The killer is punished when all the survivors leave and forced to be the janitor doing clean up against all bots.

    Oh and this isn't even getting into that our stats given to us on the official dbd stat tracker website are completely worthless because of this abandon feature since it doesn't count any of those matches on it. It's just misleading players.

    Removing this condition to abandon would fix a lot of the issues of "going next" with it. I think instead of allowing a dc with no penalties it should just immediately kill you and not replace you with a bot. Bots in general replacing players after a dc I think need to be removed entirely, but once again, that's another story to tell.

    @MagicDragon said:

    yall realize you can just choose to not press the button, right? nothing bad happens if the button is there and you don't press it

    It existing means my teammates can entirely drop out of matches the rest of us are trying to play and ruin the rest of the match entirely for us. (Just happened to me last night.)

  • @JohnNemesisMan said:

    I am not sure about adding boons because it could have a weird snowball effect. A 4 -man boon team could essentially cover the entire map and easily replace boons whenever necessary, it would be specially powerful in RPD. This could lead to an entire team basically having every a mix of every single class in the game all at once.

    I feel it would only be fair if killers could actually destroy survivor totems since they're not making any use out of it themselves.

    True, a lot of these classes aren't really well balanced or thought out and may need some balancing. (Maybe limit classes to only 2 of its kind on a team.) I was just spit-balling random ideas for some classes to add because we need more.

  • @tyantlmumagjiaonuha said:

    The Escape Artist's Sprint Burst, which can be activated at any time, is so incredibly useful that even if other classes are added, there's little reason to choose anything else in its current state. Its perceived pick rate seems to exceed 50%.

    That's not entirely the problem though, but yes, that should go back to the way it worked before.

  • @EEP said:

    I saw that they would be adding the ability to crawl and heal with tenacity again but it still has not been fixed. Any news on when this will happen?

    Probably midchapter 37.5 at this rate which should release in November, unless they can manage to slip it in with the next bug fix patch with Michael buffs.

  • @AmpersandUnderscore said:

    They screwed up when they "fixed" ruin two years ago and undid the wrong part.

    It should be 200%, but deactivate when a survivor dies.

    The fact that they left the regression and removed the anti tunnel just blows my mind.

    I don't think any perk should be regressing gens at 200% speed tbh, that's far too much regression.

    @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005952#Comment_4005952

    So someone using half of their perk slot to make a hex work is considered worth it when instead i can just bring oppression nowhere to hide...

    Lol Oppression an absolutely awful perk that doesn't even do anything half the time.

    @MrDardon said:

    I love it when the Killer brings Ruin/Undying and I can shut off half their build within minutes.

    Ruin used to be 200 % and was always more interesting because you went Totem Hunting, Pain Res Switch is just doing the same gen a few times while also waiting for it to unblock.

    100 % Ruin was a complete waste, now it's at least somewhat useful.

    If you can find the totems AND in a timely manner.

  • @fussy said:

    As a killer I didn't bring hexes even when Ruin was 200%, because it's pure gambling and risk of playing perkless in first minutes of the match is too high.

    As survivor I adore Ruin buff, because make killer perkless in first minute and take benefits from it with map + Overzealous and Inner Strength is way easier to deal with than any other form of slowdown.

    Not like I could just run Undying/Thrill, or some other slowdown to defend gens when it gets cleansed.

  • @Royval said:

    Ruin was not fine.

    Yes it was.

    @OneGoodBoyDemo said:

    Ruin was practically dead.

    Why would you use 100% ruin instead of Overcharge and Call of Brine which were also nerfed into oblivion?

    Ruin 100%. Those two perks require a kick and barely provide anything, especially Overcharge.

    @Crowman said:

    You're forgetting that every other slowdown perk has been nerfed. Like yeah ruin is strong now but the overall strength of these perks have been lowered.

    Ruin is in a good place now bc it provides actual value when it didn't before.

    "Every other slowdown" and it's literally just Dead Man's Switch. Every other perk nerf got reverted.

  • Play it with the guitar perk and have a little symphony going.

    Hopefully they'll make a keyboard or drums perk next.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004876#Comment_4004876

    To be fair, the patch notes don't specify that you need one of those perks to pick yourself up.

    I played a bunch of surv today and never got the option to pick myself up after having been left on the ground for long enough. It worked like before where I'd reach 95% progress and then someone else would have to come and get me.

  • @Sparks_The_Wolf said:

    The self pickup isn't working in game. Was this a mistake in the patch notes?

    You may be reading it wrong. What it means is when your recovery bar is full while you have a perk that allows a self pickup equipped you press the button to recover out of the dying state now like in 2v8. There's no self pickup basekit.

  • @ThatRyanB said:

    In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    Thanks Ryan. You think you could also pass on to the team about Tenacity as that's a perk we also feel got nerfed?

  • @Roaroftime said:

    The new killer is laughably weak it's like dev's only want blights, ghouls and nurses because what's the point of making such trash killers when they exist

    Me when I play one game of the killer without reading a single line of the power.

  • Wait this still went through? I don't know if doing it without anti tunneling changes and incentives for unique hooks was a good idea to be honest with you, but at the same time, realistically not much should change since I believe hard tunnelers would tunnel regardless, although it will probably cause killers to seek out people they know are dead on hook mid game, which is kinda tunneling, but not actually "technically".

  • @Daniel_Silva04 said:

    Good, OTR was very broken. 3 perks effects and 80s endurance used to tank hits.

    It was pretty annoying when used for that I agree, but there were way healthier adjustments they could've made to help prevent that instead of absolutely butchering it like this. This new version's not even well thought out since you still leaves pools of blood so the new effect is genuinely worthless.

  • Yeah not a good change either I'm not gonna lie. It could work tbf as long as it's a little more strict to combat primarily killers who slug as their wincon, but this is too broad and will just be used to go next.

  • @Chilli_man2400 said:

    • Recovery while in the Dying State is now automatic and no longer requires a button to be held. When full self-recovery is available, tap the Interact Button to pick yourself up.

    wait so can we now recover from the dying state without unbreakable??

    I don't think so, I believe it means whenever you reach full recovery in the dying state by a perk, you press a button to fully recover since you no longer manually hold a button to recover.

  • Tenacity also has been nerfed going to 25% faster crawling speed instead of 50% and loses its ability to recover and crawl at the same time.

    It's hilarious how they revert the changes for anti tunneling and slugging, yet still nerf some of the perks that helped against that leaving anti tunneling and slugging in an even worse state than before. Like please tell me these were mistakes. Please.

  • So, why did Off The Record still get nerfed? I'm very confused.

  • Yeah there's a lot of questionable perk changes in the upcoming chapter.

    Leverage in my opinion is also an overall nerf.

  • Idk, he's not bad, just closer to middle tier which unfortunately in this game means generally not that good. The amount of effort to get decent results with him is quite a lot especially when compared to other stronger killers or ranged ones.

  • Big difference between Nurse and Blight versus Clown is that the former require some effort (even if not much) to do well with, and good teams that really know how to counter them will ruin your day if you're not very good with them, Clown is the exact opposite. Any player could easily pick him up and get good results with because the killer's skill floor is incredibly low and the other survivors no matter how good are often going to have difficulty dealing with him in chase. Yeah he's gotta go. This Clown rework perfectly exemplifies why easy to play as killers can never be very strong.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    Very disappointing to hear, and frankly completely unacceptable.

  • Didn't expect this to get necrobumped, but I guess if I may say something a year later after the rework….

    I don't really like it. Some very nice QoL changes which were definitely needed and much appreciated, but I really dislike the amount that new Singu holds your hand. The killer instinct and auto aim pods really dumbed this killer down and yet still almost no one plays the Singularity, probably because his power is too different from most other killers that many aren't willing to try to learn.

    That's also not even mentioning how overbuffed the killer became. All these unnecessary buffs that were thrown on that don't make him more beginner friendly, and instead just make those who are already well accustomed to the killer even more powerful. The halved wake up time, the killer instinct, the sounds through pods, the cooldown reduction when shooting, the EMP changes, and some of the new addons were really not needed and made the killer too powerful.

    I also think the basekit Soma Family Photo while nice did more harm than good since the Overclock scaling (a nice reward for those with good macro who try to slipstream multiple people at once) had to go away to accommodate it.

    If anybody at BHVR ever reads this and considers revisiting the killer, then my suggestions to better balance this killer would be to remove killer instinct, remove auto aim pods, revert the wake up time back to 1s, revert all EMP changes except for supply cases not printing EMPs fully, rework Soma Family Photo again, rework Nanomachine Gel again (or revert the base 3s cooldown back to 3.5s), nerf Denied Requisition Form, revert Kid's Ball Glove back to 15%, and reimplement the Overclock scaling with Slipstreams even if it's just an extra 0.3 seconds per Slipstream because I really miss that part of old Singularity the most. I'd even give up basekit Soma Family Photo if it meant you could get a longer overclock mode out of having multiple slipstreams like before.

    Also, revert the most recent change of 3% base movement speed in overclock back to 3% Haste since Haste stacking ended up staying in the game and I think it's more confusing to not have the Haste symbol on screen which would indicate that Overclock makes you faster.

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