Thund3rstruck57
Thund3rstruck57
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- Thund3rstruck57
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Also if you're taking suggestions for cosmetics, I'd love to see one using this material set and maybe this silhouette.
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Lol a forum team member sees one of their players struggling, unable to get into the game for weeks during an event, desperately asking for help. Their response?
Do we get our support team to help this poor player out by prioritizing fixing this issue on our backend and let the player know we have done so? Eww no.
Do we move this discussion to a different section of the forum and call it a day? That's a bingo!
Bravo, well done. Thank you so much BHVR for your stellar response.
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I went ahead and purchased the game to see if that would finally resolve the issue, but no luck. I'm still getting that damn error code even after trying all the troubleshooting steps again with the game purchased. I have requested a refund from Microsoft and I honestly might just quit the game completely. Over 3,000 hours invested over the past 7 years, over $1,000 spent in the store… I am so exhausted by this ordeal that I just don't care at this point. And judging by the lack of response from the BHVR support team as well as their team here on the forums, they don't care either (plus the insultingly low bloodpoint compensation sent to Xbox players). I was excited by the future content in this game (I'm a huge Walking Dead fan) and I probably would have been enjoying playing this game for the next 10 years and spent another $1,000 in the store, but at this moment, I just don't care anymore. They left me high and dry during the last anniversary event, unable to play for 14 of the last 17 days of the event, turning what should have been a celebration into a nightmare. If this is it, it's been a fun ride. Take it easy yall.
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I spent several hours on Saturday troubleshooting this issue with a Microsoft agent and still no luck. They even changed my gamepass data. It's been 7 days now and after ~15 hours of troubleshooting I still can't get into this game (and only this game) because of error code 8,005. I was considering purchasing the game ($24) but the other account was able to get into the game without needing to purchase it, so I'm skeptical that would work…. I could always refund it if that doesn't work. Does anyone else think that would be worth a try? I want to get into the game before the event ends so I can at least get the measly 2 million compensation bloodpoints and spend them on cakes.
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Per Microsoft support (after several hours of troubleshooting with one of their agents and them resetting my gamepass data): "Since another Dead by Daylight account works fine on the same console and network, it’s almost certainly a profile-specific issue. At this point, the most effective move is to contact Behaviour Interactive’s support team again directly. They can dig into your account’s backend and check for server-side flags or penalties, corrupted cloud sync data, or account-specific bugs or entitlements. As they are the equipped in assisting you related to game profile-specific issues."
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@Dark_Vorahk1 Much appreciated mate. I am playing via gamepass so I'll try the Microsoft support route. Thanks for taking the time!
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I even uninstalled/reinstalled the game. No luck.
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Same issue here (error code 8,001 on login). I can't even get into the game on Xbox Series X.
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Agreed, they should absolutely bring manual scamper back as it added a lot of interesting strategies to his kit. For balance purposes, they just need to make it take longer (the same amount of time that it takes Wesker to vault a pallet and put away his power should work).
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@vol4r Oh 100%. There's like 3 cosmetic pieces I'd buy for 400 auric cells each but around 12 additional ones that I'd pick up at a discounted rate of 280 auric cells each that I wouldn't otherwise buy. Purchasing 15 pieces at 280 auric cells each would give BHVR 4,200 auric cells total as opposed to the 1,200 auric cells total they'd get from the 3 pieces at 400 auric cells each. That's a 3,000 auric cell additional profit. And I know I'm not the only one with this mindset. Think about it BHVR; you can make this your most profitable anniversary yet with this one simple change.
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@buggybug said:
How many of these chucky post'swill there be? He still fine, just not brain dead now with rat poison and use to be easy hits, look at him as you would look at the knight and his deserves nerf, both shouldn't have gotten away with able to hit for free and as I say in every chucky post am tired of him as much as those who got tired of Wesker. Tired of that ######### talking weasel.
Maybe the fact that you're seeing so many Chucky posts disparaging the nerf (from both killers and survivors) is indicative that he was indeed overnerfed…
And I don't want him braindead easy. To compensate for the suggested buffs, I want his slice and dice hitbox smaller so those hits take more skill and can be more easily dodged by survivors. I want him to be like Billy; decently strong but requiring a lot of mechanical skill. That would be fair. As he exists now, his power's just too weak. -
@Eynox said:
I literally opened forums to make a post with the same exact title lol. This was first post i saw.
What the actual heck. He's a slow moving killer with some stealth and a power that only works in certain spaces. Most of the time his power can be avoided if survivor has a brain.
I think with the huge power nerf, his base movement needs to compensate , but honestly just revert him..Glad I could help. It's so bad even survivor players are saying he's awful now.
I don't think increasing his base movement speed is the way to go because his 3rd person camera/short stature/smaller body hitbox than the typical killer allow him to mindgame and move around loops more effectively than other killers. He should stay 110 base speed so survivors have a fair chance to react to him mindgaming at loops.
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@Wezqu Yup I was 100% using that add-on. I was in the event queue and the map was Badham Preschool. I was also running the Iridescent Button add-on and the following perks: Enduring, Crowd Control, Pop Goes the Weasel, and Spirit Fury. I'll play a couple of games later with this same build and see if the issue happens again, but it definitely happened in the game I've described, so even if it's not a consistent bug, it's still a bug.
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@SkeletonDance said:
I'll take everything over lights out
I do like how spooky and atmospheric Lights Out is but I will agree it needs some tweaks.
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@Laluzi said:
Okay, I really want to try that. My god would the aura read be insane.
I don't know whose stacked perks are stronger? Survivors will have insanely speedy heals whenever they aren't broken, but the gen speeds will be nuts; it's resilience + deja vu + PT + overzealous (which will always be 20% because every totem is a hex) + quick gambit and all the skill check perks vs thana + dying light + pentimento (which is easy to get off when there's ruin + devour + blood favor + huntress lullaby + third seal AND plaything/face the darkness potentially hexing up any totems that get booned instead of destroyed), against every gen regression perk in the game at once. Killers will have some mighty kicks. On the other hand, maybe the 8 kick limit would get reached basically immediately via automatic regression events? That can already happen pretty readily with Surge on an indoor map.
But on the survivor side, not only do exhaustion perks not stack, but Sprint Burst renders most of the other exhaustion perks unusable.
Players would have basically constant aura read on each other at all times because every killer aura perk in the game vs Object of Obsession. Also constant screaming. Neither the survivors nor the killer would have any idea what yellow gens mean. The active ability button would be screwed and HUDs would look so horrible. It'd be hilarious.
Though, No Mither is obvious, but there are a few perks I can think of offhand that you don't want on your build unless you're good enough to use them.
-Calm Spirit nerfs cleansing and chest opening
-Deadline increases skill check frequency while making them appear in weird places like they do in Madness. Not good for beginner survivors
-Scavenger will recharge your toolbox if you hit great skill checks, and you'll automatically hit greats because of Stake Out, but then it hits you with a -50% repair speed penalty for 30s.
-Technician nukes gens if you fail skill checks
-Dark Arrogance punishes you for getting stunned or blinded (though, OTOH, Enduring and Lightborn, so I guess it doesn't matter here)
-Actually, every flashlight and flashbang perk is useless because Lightborn
-With a 5 totem cap, worse hex perks might prioritize over the better ones
Blood Warden/No Way Out/Terminus/NOED/Rancor/Remember Me every game, too. Also, Hoarder + every chest perk for mass item shrines. But also Franklins and Weave Attunement.
Wow you put a lot of thought into this! I appreciate that. I have some notes:
HUDs would actually be pretty clean because there would be no perk tiles/perk icons. Perhaps killers can see what their 4 randomly selected hex perks are and survivors only get icon notifications for those hex perks when their effects activate. That would still be pretty clean. Status effects would still be visible though so that might need to be cleaned up a bit haha.
The other exhaustion perks will actually be usable even with Sprint Burst because of the new Blood Rush (that's actually what gave me the idea for this mode).
Because Shattered Hope exists, hexes that are booned will be destroyed when kicked and can't receive Plaything, Face the Darkness, Two Can Play, Wretched Fate, or NOED, but the broken totems can receive Pentimento.
Many of the activate ability button survivor perks have unique activation conditions (being on a gen, standing next to a gen, standing next to a pallet, standing next to a totem, sprinting, crouching and not moving, being in a locker, healing someone/yourself, etc.). Considering you can bring 4 of those types of perks into a regular game and there's only 2 activate ability buttons, I think there wouldn't be any new conflicts that aren't already in the base game. If there are existing conflicts, they probably work on a priority system (this perk will always be available to activate first if paired with another perk that shares the same input).
Overzealous deactivates when the survivor is hit once so probably not that problematic even with all hexes.
OMG Lightborn was an oversight on my part. Killers don't get Lightborn. I'll edit the original post to include that restriction.
As far as you other perk restriction suggestions, you take the good with the bad. The idea is to have as many perks able to be used as possible. No Mither eliminates all healing perks/medkits and Lightborn eliminates all blinding perks/flashlights so those need to go.
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@AssortedSorting said:
Those'll be some juice scourge hooks/Boons. And healing will probably be pretty quick.
Probably too many effects that players are unaware of/haven't played enough of, and it's information overload.
Fun concept though. Would be interesting to see what actually would happen.
Ya things will be happening that players won't be sure why they're happening, but removing all the perk tiles/icons from the HUD is meant to help prevent information overload and people just staring at a ton of perk info graphics all game, allowing them to focus on the gameplay. Like Chaos Shuffle, it will reward players that are familiar with more perks.
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@Inosennatoki said:
Knight need buff.
Oh most definitely. Assuming they remove the global cooldown, I think it would be cool if sending out a guard didn't cancel any active guards. That way you can have multiple guards active at the same time. Just make a stipulation that a second guard can't spot and start hunting a survivor that's already being hunted.
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All the daytime maps like Ormond (and Coldwind, Saloon, Garden of Joy, Eyrie of Crows, etc.) need their skyboxes changed to night to bring back the creepy atmosphere. Also, give Swamp its much needed graphical rework. That's my feedback.
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Alan Wake's perks are overall underwhelming. I didn't even buy the survivor because these perks don't seem worth it, and I rarely don't buy a new character.
Champion of Light - This perk actually seems pretty good and fun. No changes needed.
Boon: Illumination - This perk is so weak. It absolutely needs a stronger effect. A great suggestion I've heard is to make it show the progress of all gens through the intensity of their auras to all survivors within the boon radius and show the killer's aura to everyone in the map if the killer is within the boon totem's radius.
Deadline - This perk is awful and straight up detrimental. Remove the skill checks appearing in random places, remove the injured requirement, and double the increased the skill check chance to +20%. Then I'd maybe run it on an Autodidact or Hyperfocus build.
If those (or comparable) improvements are made to these perks, I'd buy the survivor. Hope this feedback helps.
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New Hillbilly is so close to perfect. Only a few small tweaks are needed.
- Increase Billy's basekit chainsaw sprint turn rate to help him navigate all the clutter on the new/reworked maps just a little better.
- Make it so when overdrive is fully powered up, it doesn't automatically activate. This can throw off curves, turns, etc. if overdrive kicks in at the wrong time. Instead allow the player to activate overdrive manually with the secondary power button during the time window before the heat starts dissipating. This should be able to be done while not using the chainsaw, while charging the chainsaw, and during the chainsaw sprint for versatility.
- A lot of the overdrive add-ons are redundant or useless. Please consolidate and improve some of them and give us back some of the older add-ons like leafy mash and mother's helpers. Also remove the movement speed penalty for the tuned carburetor (give it a different downside if needed) and make is so filthy slippers activates any time you're chainsaw sprinting (no 2 second activation time).
- A small visual feedback improvement that could be made would be to have the chainsaw glow the old orange color when it's heating up, have it turn blue when overdrive is available (assuming you can manually activate it as I suggested), and have it shoot the blue flames when overdrive is engaged.
That's everything from me. Hope this feedback helps and great job overall on this Billy rework!
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The Onryo in the PTB was a step in the right direction but she was still a little weaker than she should be. She just needed a few small buffs to be perfect but instead she got nerfs. Here's what changes should happen to get her to a great state.
- Revert all nerfs to bring her back to the PTB version.
- Make new ring drawing (hooking a survivor with a tape gives everyone else a stack of condemned) basekit. This is the most critical change I think needs to happen. This incentivizes both hooking survivors instead of slugging them and chasing other survivors instead of tunneling since you're spreading pressure. It also creates an actual risk to carrying a tape and gives her condemned power a little more teeth. It is such a healthy mechanic that it should absolutely be incorporated into her basekit.
- Remove the ability for survivors to see the aura of powered TVs when they're close to them. This completely destroys her surprise teleporting stealth potential. Now survivors can just watch the nearby TV aura and prerun when it disappears.
- Improve her UI. Make it so when survivors gain a stack of condemned, their ring flashes a different color. Make the holding a tape indicator a different color as well. Since hooking now locks in stacks, it would be nice if the UI can tell us what survivors are worth hooking. I'm not asking to see the survivors' stacks. Just a generic indicator that lets the Onryo know that a survivor has passed a threshold of new stacks that can be locked in. I'm thinking it should show up when a survivor has 2 or more stacks not locked in.
That's everything from me. Hope this feedback helps and Onryo gets the changes she needs to be fun again because right now, she's miserable.
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These are my suggestions to improve the Onryo's UI elements:
Make it so when survivors gain a stack of condemned, their ring flashes a different color. Make the holding a tape indicator a different color as well. Since hooking now locks in stacks, it would be nice if the UI can tell us what survivors are worth hooking. I'm not asking to see the survivors' stacks. Just a generic indicator that lets the Onryo know that a survivor has passed a threshold of new stacks that can be locked in. I'm thinking it should show up when a survivor has 2 or more stacks not locked in.
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The PTB version of Onryo was in a pretty good spot but still needed a few buffs, not nerfs as she was noticeably weaker. @Peanits I see that you acknowledged that you heard the feedback and will be hotfixing Onryo after the midchapter goes live. We appreciate that a lot. Using the PTB as the baseline, here are my suggestions:
Make the new ring drawing add-on basekit. I think this is the most critical change that needs to be made. Making it so when you hook a survivor with a tape, the other survivors get a stack of condemned encourages Onryo to both hook survivors and to go after other survivors who now have an extra stack (instead of tunneling the hooked survivor). It also adds an actual risk to carrying a tape. This is such a healthy change it should be strongly considered.
Improve the killer's UI elements. Make it so when survivors gain a stack of condemned, their ring flashes a different color. Make the holding a tape indicator a different color as well. Since hooking now locks in stacks, it would be nice if the UI can tell us what survivors are worth hooking. I'm not asking to see the survivors' stacks. Just a generic indicator that lets the Onryo know that a survivor has passed a threshold of new stacks that can be locked in. I'm thinking it should show up when a survivor has 2 or more stacks not locked in.
Remove the ability of survivors to see the auras of nearby active TVs. This kills her teleport surprise stealth potential as survivors can just watch the nearby TV aura and run early when it vanishes. Survivors can still see the icon of the TV they need to deliver their tape to.
And that's it for me. I know many others have also mentioned wanting the tape insertion time to be increased, but I'm not sure how badly that would affect her tunneling potential so I'm not going to weigh in on that. Thanks again for listening to the feedback!
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The PTB version of Onryo was in a pretty good spot but still needed a few buffs, not nerfs as she was noticeably weaker. I did see that you acknowledged on Twitter that you heard the feedback and will be hotfixing Onryo after the midchapter goes live. We appreciate that a lot. Using the PTB as the baseline, here are my suggestions:
Make the new ring drawing add-on basekit. I think this is the most critical change that needs to be made. Making it so when you hook a survivor with a tape, the other survivors get a stack of condemned encourages Onryo to both hook survivors and to go after other survivors who now have an extra stack (instead of tunneling the hooked survivor). It also adds an actual risk to carrying a tape. This is such a healthy change it should be strongly considered.
Improve the killer's UI elements. Make it so when survivors gain a stack of condemned, their ring flashes a different color. Make the holding a tape indicator a different color as well. Since hooking now locks in stacks, it would be nice if the UI can tell us what survivors are worth hooking. I'm not asking to see the survivors' stacks. Just a generic indicator that lets the Onryo know that a survivor has passed a threshold of new stacks that can be locked in. I'm thinking it should show up when a survivor has 2 or more stacks not locked in.
Remove the ability of survivors to see the auras of nearby active TVs. This kills her teleport surprise stealth potential as survivors can just watch the nearby TV aura and run early when it vanishes. Survivors can still see the icon of the TV they need to deliver their tape to.
And that's it for me. I know many others have also mentioned wanting the tape insertion time to be increased, but I'm not sure how badly that would affect her tunneling potential so I'm not going to weigh in on that. Thanks again for listening to the feedback!
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/403420/singularity-emps-still-feel-soooo-bad
Just reapply Slipstream, it takes two seconds.
Plus, nerfing EMPs strengthens 3-Gen playstyles on Singularity, and as a Hux main it should be getting weaker, not the other way around.
But with the upcoming gen changes to prevent 3-gens, that's kind of a moot point isn't it? It won't be possible (at least not for very long).
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@Seraphor Fair enough on the Facehuggers comment but it's the Entity's realm. It can bend the rules slightly.
And they added a Queen cosmetic so... ya. I guess the Queen can go through the drone tunnels now lol.
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@Smoe Many games and other creative projects have multiple composers, which can lead to great results. Some that come to mind are the original Halo trilogy and Cobra Kai. Clearly the current composer has too much work to do and could use some backup.
Ya I imagined it would be like RBTs with a ticking clock but instead of being applied on downed survivors, it would be proximity tripped like Hag traps.
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Well the good news is they changed the chase music (hopefully it's good now). But damn it they couldn't help themselves and added an Alien Queen cosmetic :(
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@appleas Oh ya there's tons from all the movies and games that would work great for the current killer that aren't a queen. A few from Aliens: Fireteam Elite like the Prowlers, Spitters, Bursters, and Pathogen Xenos would be pretty visually distinct. If the next chapter is Predator, they could even do a Predalien cosmetic.
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@appleas Ya it would have to be downscaled to work (like Pyramid Head and Nemesis) but it could work. I'm just worried they'll squander that potential on a cosmetic when there are so many drone archetype models to choose from. Even the queen has variations like the pathogen queen so it could still work as a standalone killer. It certainly wouldn't make sense for a queen to be going through tunnels like the current Xeno killer can.
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Btw as a side note @FirsEncounter if you happen to see this, I'd love for you to make a Gears of War x Dead By Daylight theme & chase music video. So much great horror music to draw from and honestly my dream licensed chapter. I'd even pay to have that comissioned if you're interested. I know of everyone out there, you'd do it justice.
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Completely agree and they should definitely hire you. Your Alien theme/chase music was incredible!
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@Blueberry That's fair. I'm just speculating. Those changes could be totally balanced. We'd have to see how those split-second chase changes affect players of various skill levels to know how balanced or not they are. I'm guessing those mechanics were put into her kit for a reason though.
@Pavel_Ch Ya I get that frustration. That's why I'm here trying to help by offering solutions for them to fix her.
@DaddyMyers_Mori Fair points as well. I wouldn't be opposed to them removing her lullaby. If they did remove the lullaby on Onryo's location, they could just make the stack 1 effect having the survivors always hear the lullaby at all times (non-directional) until they clear their stacks. That way it would make the survivors uneasy without giving away Onryo's position and those creepy sound effect assets wouldn't go to waste. Stack 1 could also activate those nearby active TV auras to make it even more obvious what they're supposed to do when they get their first stack. Like the other stack effects, they would keep those nearby active TV auras until they fell below the stack threshold (in this case clearing all their stacks). The TV auras wouldn't be affected by blindness.
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@Pavel_Ch Ya they're not just going to remove and refund a huge license like that. And if they were going to do that for any killer, it would be for Twins or Cringe Merchant.
@Blueberry I doubt they'd make those changes for balance reasons. I'm guessing she'd sneak up on survivors way too easily with no lullaby. And now that she can't be stunned while demanifested (and during the manifestation process), if she weren't slowed down, survivors would be in a lose-lose situation at pallets. Either they insantly throw every pallet or are guaranteed to get hit if they try risking another loop. That being said, my suggestion for the stack 1 effect would cause the survivors to get spooked more with fake creepy lullaby sounds and she could walk through dropped pallets while demanifested, which could lead to some interesting mindgames.
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@lifestylee I think most Onryo players who don't just want easy free wins would disagree. Her current gameplay encourages the killer to just turn their brain off and teleport every 10 seconds. Like 3-gen cringe merchants, the only teams that seem to be able to counter her easy to use power are highly coordinated SWFs, which is a problem. I still want her to be powerful. I just want the killer to have to work for it and make skillful plays to succeed.
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Btw so tormented is still meaningful and exerts pressure on the survivors, whatever the proposed resource to get rid of it would be should be pretty limited. 4 uses would probably be ideal (similar to Nemesis vaccines).
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@not_requested49 I do like that idea. Definitely seems pretty thematic. Honestly though, the old iri tape add-on provided enough pressure by turning TVs back on. With that basekit and hooking a survivor with a tape giving everyone else a stack...I feel like the amount of pressure her condemned would exert would be perfect and completely skill-based instead of passive, which I prefer.
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@DaddyMyers_Mori Something else occurred to me. Onyro has a "lullaby" creepy sound effect even when demanifested to warn survivors that she's near. If that exact same creepy sound effect was used for the stack 1 effect, it could really scare survivors and make her a little more of an effective stealth killer. And of course as an added benefit, the devs wouldn't need to create any new sound files.
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My main issue with her is more the mindless nature of her gameplay now. She's encouraged to just project every 10 seconds. She doesn't need to funnel survivors towards TVs and properly time it in a chase to give someone a stack. She doesn't need to identify which gen has a survivor on it to give them a stack or else she wasted that TV. They took all the skill out of her kit.
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How about we fix both common 1v2 problems in a way that encourages the killer to hook the second to last survivor and doesn't involve the survivor on the ground just killing themselves? My suggestion would be once there are only 2 survivors left in a match, survivors can pick themselves up from the dying state, which would discourage slugging for the 4k unless the last survivor is right in front of the killer and they can get a quick second down. To compensate, if there are 2 survivors remaining, neither are downed, and neither have been chased in 2 minutes, both survivors get revealed with killer instinct until the killer enters chase with one of them, which would discourage those situations where the last 2 survivors are just hiding/waiting for the other to get caught/not progressing the game.
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Btw for the UI indicator improvements, having the ring flash yellow when a survivor gains a stack before fading back to white and the tape indicator through the center of the ring being blue would be very effective improvements.
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@Seraphor Ya I've actually outlined that point system idea in these forums before. I also said that perks should be 1-3 points based on their strength. However, each loadout would have 12 points available so that people can stick with their current builds of 4 meta perks (that would each be 3 points) if they wanted. This change wouldn't be taking any build possibilities away, just adding more. Ideally, players would have a maximum of 6 perk slots they could use but if they use those 4 meta perks, they are stuck with 2 empty perk slots. This would encourage people to sacrifice 1 or 2 of those meta perks for some weaker 1 or 2 point perks to fill out all 6 perk slots, which should result in significantly more build diversity. Also, hex perks would be 3 points regardless of strength so that the number of totems on a map wouldn't need to be changed and perks that are super healthy for solo queue like Kindred would be 1 point to encourage use.
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Completely agree. That or a perk point system where we can bring in more than 4 perks if some of them are weaker and therefore have a lower point value. There are just too many perks now to justify only having 4. It is more than outdated at this point. It's ancient.
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@DaddyMyers_Mori I agree, usually people ask for too much. But in all fairness, they already have most of this stuff coded since it's primarily a combination of her original, PTB, and current kits/add-ons plus an effect from the Doctor plus some number/UI color changes. Even her current Fishing Net add-on shows they can already add effects at stack thresholds... The only completely new changes I recommended are the tape being destroyed upon escaping from the killer's grasp, allowing Onryo to walk through dropped pallets when demanifested, and the unique sound effect when a survivor gains a stack. That doesn't seem like a herculean task.
I will agree though that I like your suggestion for survivors to see the nearby active TV auras. That would really help new players who don't know what to do against Onryo. That would be another completely new addition though...just saying haha.
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Either way the absence of healing progress on injured survivors in the new survivor HUD just struck me as an odd exclusion. I'm sure they're not done updating it so maybe we'll see that added later. Here's hoping this suggestion helps get it on their radar.
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Still bugged, although I'm going to try @SkeletalElite's suggestion. If it works, I'll use that as a band-aid solution until this gets fixed.
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@yousef0930 Ya I think a lot of people just kind of assumed that it was a weird limitation. I'm looking forward to them fixing it. The vault will feel like a much more valuable tool once they do.
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@blue4zion Per my original post, a DBD dev said as much on Twitter.
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@blue4zion Also it just makes no sense for it to be this way. If you have the second bound, you should be able to use it in the chain, not be forced out of your power for no reason.
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@blue4zion Apparently not because they've flagged it as a bug. Also, the power description makes no mention of this.


