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Top_Secret_117

Top_Secret_117

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Top_Secret_117
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  • Its finally happening! BHVR has listened and Im very excited to see there take on this issue in action when it releases!

  • @Top_Secret_117 said:

    As the title suggests this is a quick post about how we could make the bloodweb better and healthier for all parties.

    Weve all been there, plugging away at spending bloodpoints before the next round, because spending them all at once is extremely tedious, loud, and RSI inducing. At first I thought it was just me, I have carpel tunnel and a few other problems with my wrist and clicking and holding each node for the 1 second sometimes 10-15 times per level can be both daunting and dreadful. Leveling up should never be a chore but weve set it up as such beautifully. When I asked my friends who play on console with similar faulty wrists, even just holding the A button can flare up pain aswell.

    Is it too much to ask for an auto fill of some caliber? Especially now that everything costs less, people are striving for prestige 100, its seems now more then ever it should become important to bring the bloodweb to the modern era.

    It might not seem like much, but for us users who can allready only game an hour at max at a time, this would bring tears to my eyes to see fixed. And while were at it, please please a volume slider in the settings for bloodweb. Nobody wants to hear the wet slurping noises of the blood web that would rival any kinky anime for the next 10 minutes of level dumping.

    So please, throw all your ideas here for a better blood web system that the devs might be able to implement easily and thank you all in advance.

    leavesome comments here too friend, its getting some community traction so lets keep it alive, definately the most requested community change.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359569/repetitive-strain-injury-rsi-and-the-bloodweb

    Yes, "autofill shortest route" in bloodweb, could be great. You choose node you want to buy, and game fills everything on the shortest path to node you selected.

    btw

    "users who can allready only game an hour at max at a time"

    There was a troll in one topic, that said the avarage user, casually spend 10-15h a day in game.

    Sometimes If i dont level up in a session, i can squeeze 2 hours in a day, but 10-15 just isnt viable anymore for me , thats crazy

  • @Top_Secret_117 said:

    As the title suggests this is a quick post about how we could make the bloodweb better and healthier for all parties.

    Weve all been there, plugging away at spending bloodpoints before the next round, because spending them all at once is extremely tedious, loud, and RSI inducing. At first I thought it was just me, I have carpel tunnel and a few other problems with my wrist and clicking and holding each node for the 1 second sometimes 10-15 times per level can be both daunting and dreadful. Leveling up should never be a chore but weve set it up as such beautifully. When I asked my friends who play on console with similar faulty wrists, even just holding the A button can flare up pain aswell.

    Is it too much to ask for an auto fill of some caliber? Especially now that everything costs less, people are striving for prestige 100, its seems now more then ever it should become important to bring the bloodweb to the modern era.

    It might not seem like much, but for us users who can allready only game an hour at max at a time, this would bring tears to my eyes to see fixed. And while were at it, please please a volume slider in the settings for bloodweb. Nobody wants to hear the wet slurping noises of the blood web that would rival any kinky anime for the next 10 minutes of level dumping.

    So please, throw all your ideas here for a better blood web system that the devs might be able to implement easily and thank you all in advance.

    lets congregate our ideas here guys, its got a lot of community feedback so far so lets keep it alive since our posts are on the same topic, changing the bloodweb for the better!

  • @Top_Secret_117 said:

    As the title suggests this is a quick post about how we could make the bloodweb better and healthier for all parties.

    Weve all been there, plugging away at spending bloodpoints before the next round, because spending them all at once is extremely tedious, loud, and RSI inducing. At first I thought it was just me, I have carpel tunnel and a few other problems with my wrist and clicking and holding each node for the 1 second sometimes 10-15 times per level can be both daunting and dreadful. Leveling up should never be a chore but weve set it up as such beautifully. When I asked my friends who play on console with similar faulty wrists, even just holding the A button can flare up pain aswell.

    Is it too much to ask for an auto fill of some caliber? Especially now that everything costs less, people are striving for prestige 100, its seems now more then ever it should become important to bring the bloodweb to the modern era.

    It might not seem like much, but for us users who can allready only game an hour at max at a time, this would bring tears to my eyes to see fixed. And while were at it, please please a volume slider in the settings for bloodweb. Nobody wants to hear the wet slurping noises of the blood web that would rival any kinky anime for the next 10 minutes of level dumping.

    So please, throw all your ideas here for a better blood web system that the devs might be able to implement easily and thank you all in advance.

    feelfree to drop by and comment as both our posts are on the same topic and you have some great ideas here

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306222#Comment_3306222

    It sounds more like they have poor coders which is why it takes too long to dish out updates.

    Some games you can get away with a simple mod to fix rsi issues, so this should be quick. Or one would think...

  • Well Im kinda disappointed that there was no talk or plans to address the blood web in this most recent developer update.

  • @oxygen said:

    I wish that at the very least it was click-to-claim like in the archive challenges, instead of click-and-hold.

    Getting a little bit more creative, an option to make it simply hover to claim, where you just move the cursor over a node to claim it with no clicking would be fantastic. Option because I'm sure some would prefer not accidentally claiming the wrong node.

    And if I could make a change with no questions asked, let me just buy a whole bloodweb with one click, or even a "spend all bloodpoints on this character's bloodweb" button where it calculates how far you'll get and does it similar to how you can scroll to a certain page in the rift and unlock your way up to there with Auric Cells. Just make it do the same dicerolls in the background as when generating actual bloodwebs, and give some average amount of different qualities. I'll even happily pay a 1000-3000 BP Entity Tax per level for the convenience if needed, or a lower high-rarity node count than if I did it manually 😄

    I can whole heartidly support those ideas. An instant single level or level dump would be fantastic. Thanks for your support.

  • My idea of an easy fix would be to make a confirmation click and hold at the middle of the bloodweb ( or at the last left off node ) that once activated, you can just move the mouse through the bloodweb at the same speed before , with the nodes just filling when hovered over ( or selected on console )

    Virtually no RSI, still faster and less tedious, and the bloodweb remains virtually identical.

    I also believe all players would love a speed increase to the delay inbetween node selecting and the entity selecting. Currently too slow


    Now if you wanted to take it one step farther, and fully automate the blood web, why not just leave the web as is with the above improvements but add 2 settings, Maximize leveling, and Custom leveling. maximise choses the cheapest route without calulating entity removing stuff ( so manual still has reward as the entity can consume lots of cost ) but makes it extremely quick. Custom Leveling allows you to select your prefered nodes and in what order. it then prioritizes user selected nodes when available as it auto levels the bloodweb


    maybe auto leveling is too complicated so help me out here

  • @Valik said:

    No times a million.

    Dead Hard is ubiquitous and needs a nerf, but this is not a nerf. This is FREE METTLE OF MAN.

    Good Killers can work around the perk - baiting it out, tricking survivors into using it early, or even tricking them to use it to kill themselves.

    The one 'issue' with the perk for survivors is that it takes a bit of getting used to - knowing exactly when is best to use it. That is the best balancing tool for the perk as is. It is a potential escape if you use it RIGHT. The little acceleration has a lot of applications and should not be removed.

    Dead Hard needs a little tweak, but this isn't it.

    This is just Mettle Of Man on steroids.

    Ya thats a flat out lie. Lets look at some key differences here

    Mettle of man, when procd, gives a 2 second injured speed boost, along with a successful hit cooldown on killer

    Dead hard as reworked in this idea, gives a missed attack cooldown with no distance. Your are going to get hit again unless your immideately beside a recource. The two are very different.

  • @MikaelaWantsYourBoon said:

    This is bad idea, sorry.

    So DH will save from one hit but miss hit animation not that long. So killer will catch you so fast again. So there is not reason to use Dead Hard on this scenario because you have not any value. You are just destroying this perk.

    I heard better version for rework. You still need to click E. If you are timing good and dodge killer's attack, you will get 150% speed movement for 2 seonds. This will make perk better. Why:

    +Killer can bait survivor to use it early. There is counter for this version.

    +Survivor can not use Dead Hard for distance.

    +Survivor will get reward for outplayed killer.

    Still strong but needs skill.

    But your version does not need skill because it is automatic. And survivor has not any value from perk.

    this perks isnt meant to be used for distance, but for altruism it would be in no way destroyed and at loops if beside a pallet or window directly it can still be used. your describing how the vast majority of people myself included have began to use it as a crutch perk insteand of an altruism tool

  • @Exxodus21 said:

    Automated Dead Hard?! That's a hard no. It's already a brain dead perk that any low skill player can get massive value from.

    Your suggestion turns DH into a free health state that can never be countered. Why wouldn't you greed for a window or a pallet if the killer has to swing at you and it will be a guaranteed miss? It's now DH what will always give you distance (due to the missed attack cooldown) and a dodge. Everyone would run DH. There wouldn't be any reason to ever use another exhaustion perk.

    ya but what perks really require skill anyways? and do you really have faith in the devs to add skill to dead hard? they are just gonna rebalance it , so lets drop the skill part of this debate

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766767#Comment_2766767

    Still not good enough. As I've highlighted before. You mind game you deserve a hit on. Becomes irrelevant

    I dont know about you, but Id rather have a survivor im trying to kill auto dodge a low cooldown missed swing, and still maybe catch him if he cant make a fast vault angle then hit a survivor who i mind gamed but he dead harded towards the window and thanks to the distance + missed swing cooldown he still medium vaulted fast enough to the window. Yes mind games should be rewarding, but the perk is literally designed to be a counter to that and taking it away would fundamentally change the perk.


    I still stand by my Opinion as someone who plays both sides that auto dodge and no distance is the best solution. no longer meta, but still some value if you mess up directly beside a window or pallet you should have made anyways

    gets rid of the awkward stalemates between surv and killer that involved waiting out the preemptive dead hard and waiting for the killer to swing to maximize distance

    shifts the meta to more exaustion perks that require more positioning skill if distance is what you want from your perk

    still created value to survivors that want to have the ability to take some agro, like taking a hit at a hook, more altruistic risks vs being a crutch perk.

    no more awkward hit validations on the killer side, the perk just triggers an exagerated half side step for a visual que as to why you missed and for the survivor to know their dead hard was used up aswell, SIMILAR in nature to a smash bros dodge

    Sidestep.jpg

    I think it would also relieve stress to survivors , no more exausted and on the ground scenarios


    ... I might make a separate post for this actually

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765566#Comment_2765566

    You're joking right?

    Don't pretend like you don't know what I'm talking about. Every Bubba I face is a facecamper tthat abuses his special ability to insta down everyone.

    And his special ability lasts way too long. This is a fact. He swings about 10 times with that thing and insta closes gaps. And if you try to use corners to mess it up, guess what, he's not like Billy. Bubba can actually turn too. It's too strong.

    I remember the first time I went against a competent buba, then I realised that punishing him is far too easy with distance lockers and windows and hes still super easy to go against still one of the worst killers imo. your two examples you compared him with ghosty and meyers? lets see, amazing abilitys to get accross the map undetected, what does bubba have? He has one advantage which is currently face camping but in the most recent dev QnA they basically confirmed bt as base kit in the works, so fear not hes going to be heavily indirectly nerfed as a result.

  • Easy fix, make dead hard auto dodge swings, but have zero distance gained. Would fix the weird false hits on both sides, and would fix the dead hard meta as being able to make the last little bit of distance is where dh shines anyways.

  • @AhoyWolf said:

    Not really a good thing, you want people to heal as the Legion so you can slow Survivors down even more and use your power in a meaningful way.

    Also I think that add-on is worthless on Legion, so making it basekit would make them worse.

    you ever use thanataphobia on legion?

  • This (I hope) has to be something to do with the new character, killer rebalances, perk rebalances, new boon totems and scourge hooks.

    Recently they have been actually putting in a lot of effort and I wonder if its a direct result of them getting rid of other events, since clearly they havent spent that time towards the halloween event. Im fine with that, if it wasnt in such a broken state from all the recent changes I am actually proud of how much they have been doing right lately.

    Dont get me wrong, I was hoping they'd have a kick ass halloween event but they really disappointed here and Ive played all of there previous events.

    Id be happy with a reskined halloween item that makes it unique but instead they copy and paste the last again making the previous even less valued to un collectors.

  • who asked ? Like this feels like a really random post

  • @M4jinviper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506593#Comment_2506593

    If that was a concern, they didnt watch the source material. They are not just sticking character models in a game that resemble original IP like Billy. They are linking that source material to their game which will reflect on them regardless. The effect they are hoping for are fans of those series buy their DLC. Which this did. You cant say oh I want those dollars on one hand and then shun the very thing that got you those dollars. It doesnt work like that. Disney wouldnt be able to create a Southpark/Beavis and Butthead/Deadpool based happy meal and be able to say "This is popular and we want to synergize on to that popularity but forget about the violence/foul language/possible sexuality behind it"

    I couldn't agree more

  • @GannTM said:

    Yes Spirit needed a change and I’m not going to act like she didn’t. However, you only take one side into consideration. Iron Will users will be next to impossible to catch because they can hear where you are and you have NO INFO on where they are. Isn’t that the same exact issue survivors had with Spirit?

    Congrats Iron Will, you have officially been crowned as my least favorite perk in the whole game. You’re a disgrace to the game and to all perks and I hope you get nerfed to the ground hard. It’s hard for me to actually hate Dead Hard and NOED anymore now.

    To survivors, I better never hear “Spirit is OP” or “ Spirit takes no skill” anymore. If you still say that, then I honestly don’t know what to say.

    this update is perfect in my opinion and I play both roles equally, actually maining spirit along with oni. Cant wait, I dont agree that its survivor sided at all, as she is still a super strong killer and this will make her much more interesting to play

  • @MrCalac123 said:

    Title, and this is applicable to possibly Boon totems as well.

    Like, if Ruin gets cleansed, instead of it being completely gone, it keeps a regression of 50%, and you gain the ability to kick gens so it stacks regression and it still works with Pop?

    Devour upon being cleansed loses 2 tokens, so if you get 5 you will keep the effect of 3 tokens.

    NOED gets cleansed and Killers lose the Survivors being Exposed, but keep the movement speed.

    Hex totems are powerful perks that sadly in many high MMR games are basically useless because Survivors find them like they had a neon sign above them.

    I think both those suggestions are too powerful for a minor version of their effect. Maybe a 5% bonus to any regression a gen takes from perks or failed skill checks after ruin is cleansed. pop would do 30% etc.

    for devour, if you reached 5 tokens, you can still mori one survivor of your choice after its cleansed.

    Noed can keep the movement speed for 15 seconds after its cleansed, as its allready a zero skill perk with too much advantage.

    haunted grounds after being cleansed once has the ability to take over another hex totem if the killer should choose to do so, example killer walks up to ruin when he knows people are looking for it and after a 1.5 seconds animation plays its haunted grounds now but the original curse on survivors screens remains, the only clue would be that ruin isnt regressing gens anymore. would be good with devour too.

    hex retribution, any survivor that cleanses a lit totem after retribution has been cleansed will be revealed for 10 seconds. similar to main effect but only applys to the person who cleanses.

    hex blood favour will randomly destroy a dropped pallet every 60 seconds after its cleansed.

    hex huntress lullaby will silence the next 3 skill checks every 60 seconds after it is cleansed if it reaches level 5 before being cleansed

    hex play thing will spawn 1 additional dull totem once the last dull totem is cleansed , giving it one more potential use

    hex the third seal will block aura reading abilities while injured by an m1 attack for the next 20 seconds after its cleansed

    hex undying will block the next lit totem that is attempted to be cleansed for 10 seconds 1 time after undying has been cleansed.


    Hope this helps your post and for the record I like the idea a lot, a little value on these would make huge quality of life changes

  • @LapisInfernalis said:

    Title.

    I just would like to know. They were fitting (a citation from the movie) and they gave more indication when the killer teleported.

    So, why remove them?

    I cant believe people are just letting this go unanswered now

  • @blue4zion said:

    At least let us know if it is just a current issue and will come back.

    this a million times, why they gotta be so vague about it

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480469#Comment_2480469

    My guess is that they were too occupied with the Realm Beyond (map reworks, animations and character reworks). Ever since they started it the chapters were buggy as hell.

    I hope your right playing pinhead just isnt the same now

  • @Vulgun said:

    Here's my theories as to why they removed them:

    • Theory #1: They didn't like the idea that this would become a meme and got rid of the fun for everyone.
    • Theory #2: They lost the rights to Pinhead just after release or they lost the rights to use his voice lines.
    • Theory #3: They didn't get permission to use the lines in the first place and so to avoid being sued from the rights holders, they had to remove them.

    Theory #3 seems most plausible, with theory #1 being right behind and theory #2 being the last.

    alternate theory, they couldnt get a voiceline for chatter besides pinheads and removed it temporarily from some weird error

  • This is such a huge mistake on BHVR's end no matter the reasoning behind it, MEMES sell, and this was shaping up to be a real gem on dead by daylights record. Im impressed how they managed to disapoint last second like this, its so very obviously going to effect there sales, and I wouldnt be suprised if ptbs become nda locked in the future as a direct fix to this current issue

  • I actually like some of these ideas and it just inspired me to make a new game mode post 😀

  • @elpoh said:

    Autodidact now add yellow gliph skillcheks while healing

    each skillcheck adds 15/20/25% healing progression

    stop healing or missing an skillcheck reset the heal bar completely

    Heres a link to the post I submitted trying to bring this idea to the public, thanks for sharing the same interest!

    https://forum.deadbydaylight.com/en/discussion/271928/everyone-loves-the-yellow-rift-skillchecks-auto-didact-rework-anyone#latest


    I totally support this idea my friend, and Im glad that others are on board, Ive been dropping the idea on popular streamers aswell and everyone likes it, streamers and chats.

    feel free to steal any of the ideas from this thread and if your interested it has some good discussions too

  • Do we have real confirmation that the perks are not going to be configurable? I mean there still in the game so they must have control to some degree. It kinda feels like the map was a seperate contract they didnt want to invest in?


    If its confirmed however that the perks will be locked up then I 100% agree all of these perks have been needing reworks

    and hell id be happy if it was just steves.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2430340#Comment_2430340

    "wipe a nearly done gen in 20 seconds"

    Ruin regresses at half the speed a single survivor takes to repair. So you might wanna check that again.

    You try that on me, and watch how i go back to the gen, the second you break the chase. If you don´t break the chase, watch how the other 3 survivors repair gens (which makes Ruin useless). Either way, you lose.

    Like i said, learn to pressure gens properly and its not a problem, what your suggesting wouldnt matter because you wouldnt loose chase if the killer is running ruin, ruin is pressuring gen for them. You are going downed, at little risk, if other team mates fill for that gen, you have more pressure for that area your chasing anyways. Pop requires setup that takes precious time, ruin and undying is a gamble but takes no setup, and if your worry about disappearing early game, then you werent confident enough to win without perks anyways, dont do it.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2430340#Comment_2430340

    Ruin + Pop is better and more reliable.

    Everyone who thinks Ruin + Undying is still good is super lucky on spawns and survivors.

    Ruin and pop can be better , but ruin and undying can aswell, when your good enough to hit red ranks, it honestly doesnt make enough of a difference. This whole arguement is in nature flawed because statistical data itself is flawed and its all we got here guys.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427855#Comment_2427855

    Prove me wrong. Show me a high skill match where this combo actually does anything except waste 2 perk slots for the killer.

    Ruin only has an effect, when the killer gets survivors constantly off gens. But since the survivors constantly get pushed away from gens, they usually stumble on a lit totem, that is conveniently sitting on top of a hill, next to a gen or in another spot in plain sight.

    Bro I run ruin undying on nearly every killer if they get it and I play red ranks. Its never garunteed but you gotta learn to pressure gens over slugs. If you push even 1 surv of a gen thats nearly done, you can wipe that gen in 20 seconds. Pop doesnf compare at that point, and even if the cleanse within 2 mins of the game ( which is actually pretty rare, btw) you still bought yourself a gen in value, easily worth 2 perk slots simce you did next to nothing for that value.

    Anyone who complains that ruin undying is bad, plane and simple,

    Are bad

  • @WaveyTrey said:

    What’ll add fresh air to this game is reworking the whole game. The whole generator thing is totally stupid. The reason it’s stupid is because you aren’t playing as “The Spirit”. You’re just some phase warping ***** that hears really well! I was in Tofus stream when I suggested this… It’s a huge wall, and a dream. But it’s a good dream.

    Overhaul the entire game so EACH killer has their own “Trial” in which the survivors have to “solve” or “survive” in order to escape!! That way when you play as the killer you FEEL like who you’re playing as, and survivors have more to do than gen rush!! Some killers would need certain things to escape like Pig, Plague, and Nemesis. While others simply hunt (Nurse, Spirit, and Hillbilly, etc) As the survivors progress through the trial one of 5 generators begins to progress at random, and will Ping! (1 Ping every 80 seconds without any perk/item variables). Meaning the match will last for about a little over 6 minutes (Without any variables) before the exit gates/hatch become available for all survivors.

    Example 1: You enter a trial with The Pig, a “Solve” based killer. You all start reversed bear trapped (As you would in the movie had Amanda captured you), and after a couple of seconds the trap starts. If you exit in any way with the trap on your head you will die instantly. So you have to get the trap off your head first, and then run through an exit when it’s finally available! The trap lasts for so many minutes (Pigs add ons would affect this via time reduction, boxes added, time to search, etc). When the trap starts the survivors have to go rummage for the right key to use in the right jigsaw box. A total of 4 boxes (Unless the Pig adds or reduced them). During this time The Pigs job is to ambush the survivors before they get the trap off, and put them on a hook. Meaning for every person hooked there’s one less person to distract The Pig so that the others can get their traps off. Whenever you’re downed, chased, or hooked the timer will stop. Once you get the trap off your head you can run around as you would, body block, and distract until the go for exit gate, or hatch becomes available . Meaning you can get the trap off yourself, hide, and leave your allies to die (Realism). Again, this is risky unless you have/find a key. Then survive for 6 whole minutes after getting the trap off. If you START with a key The Pig sees that, and she might tunnel you, or worse use Franklin’s Demise! Someone else takes the key an leaves you! Etc. This all becomes possible with a rework.

    Example 2: You enter a trial against The Doctor, a “Survival” based killer for 6 minutes. He begins to search for you by inducing insanity with his powers. If he drives you completely mad after being hooked twice he can now Mori or “Treat” you. Fry your brains. Some Docs would run Iron Maiden so players can’t hide in lockers, but the survivors can abuse that jumping in and out of lockers to produce constant notifications (Distractions). What this means is that Mori’s would be more useful on “Solve” based killers since they cannot Mori, but instead the survivor dies for not solving the trial before escaping.

    Example 3: The Plague (Hybrid). She hunts players down, and gets them sick. Meaning survivors have to survive while keeping themselves cleansed of her sickness until the exits become available. If you’re sick on an exit gate every time you cough and throw up the door progression will stop. So if you’re really sick and trying to get out it’ll take a while.

    Let me explain a bit via the killers perspective first… For every 80 seconds a random generator in the map starts to rev up and pops. The sound indicating how close it is the completing, obviously. It revs up on it’s own because generators represent their “Light” or “Hope” as they survive! As killer you must heed to this. Damage the generators, their hope, by hooking them. The killer can see the generators like usual. If the killer goes to kick a progressing generator it gets “damaged”. kick the generator upon hooking a survivor. Every kick reduces progression by 50%, adding 40 seconds. Pop Goes The Weasel would add an additional 25% (Another 20 seconds). So with Pop a killer can potentially add another minute every time they catch someone, and kick the gen. So it’s best not get caught if you realize they have Pop! Powers like Dead Man Switch would trigger whenever survivors stops any objective (I’ll explain this later).

    Now for the survivors perspective… Before the start of a trial you can’t switch items when there is 15 seconds remaining for you to select something. This gives the killer some balance as to see what you have, and adjust accordingly. You can only work 1 of the 5 given generators if you have a Toolbox with charges in them. Meaning Brand New Parts would add instant progression if the skill checks are successful (The progression % might have to be reworked). So yes if all 4 players brought new parts yes you may hear a random generator or two far away pop almost immediately. Making the killer lose 1-2 minutes. Remember 1 gens revs up one at a time at random. Remember that killers can still use perks like No Way Out, Blood Warden, Corrupt, Pop, etc. Street Wise and Built To Last can be countered with Franklin’s Demise and Overwhelming Presence (Items loses proficiency). Hex: Ruin would still regress any non self progressing generator a survivor had started to work on. Meaning if the killer scares you off, and even knocks the toolboxes out your hands… You wasted health states, items, and time. Your plan was ruined! This gives the killer the pressure that they need and the feeling of being a villain (It doesn’t make sense that survivors simply work on gens barehanded without a toolbox). Prove Thyself makes you progress faster like it would, but you need a toolbox still. So you’d likely bring that or Plunderers so you find one. Etc. Skill Checks can still happen while working on gens, making you lose progression. Skill Checks are now added to the Totems! They’re kindling (Hot). If you fail you “burn” your hands trying to cleanse your character will scream, altering the killer (Unless you have Calm Spirit). You also have to start cleansing all over (Huntress Lullaby would now work with Totems to protect them now. Thrill makes it take longer to cleanse, increasing the odds of skill checks).

    An overhaul like this would add spice to this game. As of now the simplicity of the game is simply stupid. That’s why survivors hold one direction and gen rush, and killers camp/hook. That’s all there really is to this game once you learn the ins and outs!! Survivor is left bored, and Killer feels underachieved.

    Im not gonna lie that was a lot to read but not short of some good ideas, a little of track here but Id say you habe enough to make a forum post, id support it

  • @Mat_Sella said:

    Oh i've definitely seen things that were talked about that also has seen changes in-game.

    Someone not too long ago wrote a dissertation on The Blight and was acknowledged by a member of the Dev Team, this was during the time when Blight could turn 180 around a wall due to mouse sensitivity, but consoles could barely turn at all.

    Well thank god for that, even as a blight main I never used that and thought it was janky anyways, but when i went against it aa survivor man was it horrible!

  • The gens are allways gonna be a hot debate guys, its the core of the game. Do you really think the 800th post about it is gonna bring it in a new light when its allready a core aspect?

    Anything that can be argued here has been argued in development probably to a bloody pulp

  • The idea of locking pallets is bad any way you look at it


    However I could see it working if you designed the level around it. Like i mentioned earlier, add an event that can be triggered unique to the map. Maybe if the killer gets to it first they can destroy an aspect preventing its use, or if a survivor gets there first they can use it to create an obstacle or two for later, like cran controls that swing into a wall making a window, or crane controls that lower a pallet. Would be cool, add an extra objective to both sides, and wouldnt be too oftain to be annoying

  • @JoaoVanBlizzard said:

    The idea is good, I've thought of ideas like that, but in a less complex way like: if the survivor stays in the "dying" state for more than 2 minutes he has the option to get up on his own, after all, if the killer didn't he was on the hook because he didn't want to, besides, if he wants to find a surv on the ground that uses the deer stalker, the perk exists for that, if they don't use it it's because they don't want to and they lose the right to complain.

    Even if it was just a ridiculously long timer to get yourself up, I wouldnt be mad. If thats what the devs tried first by all means, Im just hoping to find a quicker and more interesting way in the process

  • Im willing to bet that a lot of players have been disheartened on the lack of community involvement that the devs or community team are showing us for our results of dedication.


    These have been great posts and by actual forum vets to my pleasent suprise, some of these guys have over 800 posts! And yet somehow, they have these very convincing beneficial posts that effected the game, and they are somehow not even certain if they helped, theyve been left with "the possibility" or "coincidence"

    Give credit where credit is due these people love your game!


    How many good ideas have gone unposted because they had previous ideas that never got past a day or two of discussion, let alone any acknowledgment by the devs or the community team.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/272858/calling-forum-vets-remember-any-feedback-posts-that-actually-impacted-the-game

    The forum is not where Developers respond, when they do come here - it's in their own time. Community Team are responsible on the forums and we take the relevant feedback to the relevant teams.

    Ok i can get behind that, but the problem with that statement is very obvious, community involvement is left out.

    Lets say we agree devs dont need to respond here, thats fine. But shouldnt the community team who is responsible for taking relevant feedback to the relevant teams keep tabs on this stuff.

    Whats so wrong with saying hey, the devs liked your post, good job, tha ks for the help, keep it up guys? If your gonna withhold community involvment in this process, to keep devs anonymous, then keep devs anonymous but come back after the fact, weeks months whatever it took for them to implement and improve on a suggestion originally posted here.

    Seems counter intuitive for a company to play so by the ear like this to there hardcore fanbase. These people on these forums are 15% here to complain and 85% die hard dbd players.

  • @Mooks said:

    I don’t think suggestions by individual forum members are being really taken into account,

    but feedback by a large part of the community definitely get heard and worked on. Recent Examples that come directly to mind are the new HUD (though not everything asked for was implemented they improved it greatly) and OoO (which got a whole thread dedicated for feedback)

    Some of the posts here seem pretty spot on tho, and yes it could be coincidence which is definately why I think the devs should be more caring.

    Take note on which forum post your inspired by devs! There should be a follow up, with a comment or a special flair even if its months after. As some people have addressed the forums seem to currently feel barren and desolate.

    The way i see it is they only have ways to improve here, so lets see some initiative BHVR!

    (bold of me to assume they read this)

  • Ok but this will effect survivors in a lot of ways, and the same arguement can be made to both sides, why didnt you just break it before chase? Cause its inconvenient. I dont understand the hate for breakable walls, they look cool, they have oh ######### moments, and they take just as long as a pallet to break.

    You guys gotta realise, if the wall wasnt there it would just be another pallet instead, and thats just worse, survivor could stun your for even longer. At least this way a small area can have multiple loops since breakable walls arent as difficult to design around.

    The gunslingers wild west level would be pretty boring if you just dropped a pallet in the saloon and couldnt use it after its broken like shack, or it would look way out of place with pallets every door location.


    With that said, id still like to see maps where you can unlock what would be an extra pallet somehow through some extra objective, like running to the crane controls to drop a pallet , or a crane that swings into a wall and makes it a vaultable window, zomething static and unique to the level like a levelution in battlefield.

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425987#Comment_2425987

    https://forum.deadbydaylight.com/en/discussion/272620/impermanence-dying-state-rework-idea

    I actually like both these ideas. I'd actually take it one step further and reduce the survivors movement speed by half. Again this whole concept should be just to add a little flavor to survivor gameplay when in these situation. Mechanics and times could be tweaked of course. But overall a good idea actually. I primarily play 50/50 of killer and survivor so it'd be fine with me either way. I'd actually enjoy seeing a survivor hobbling around desperately trying to survive. Get rid of the dying timer and just keep it with the normal end game collapse timer. And the killer can see your aura in some capacity.

    Im glad your on board here! And im interested in your 50% movement speed reduction idea.

    I think it would be fun to see a survivor hobbling aswell but unfortunately animation team can take forever :(

    So at 50% movement they are walking at crouching speed, sprinting at walking speed i think a more fair balance can be struck here but I fully support it , in the original post i had 10 rushed actions like vaulting etc add 1% speed reduction upt to a max of 10.

    maybe it wouldnt be unfair to raise that, and it would make it more risk/reward, youd still get to where you need to go in time out of chase but killer wouldnt have to worry about you holding w and waisting his time.

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425987#Comment_2425987

    https://forum.deadbydaylight.com/en/discussion/272620/impermanence-dying-state-rework-idea

    I actually like both these ideas. I'd actually take it one step further and reduce the survivors movement speed by half. Again this whole concept should be just to add a little flavor to survivor gameplay when in these situation. Mechanics and times could be tweaked of course. But overall a good idea actually. I primarily play 50/50 of killer and survivor so it'd be fine with me either way. I'd actually enjoy seeing a survivor hobbling around desperately trying to survive. Get rid of the dying timer and just keep it with the normal end game collapse timer. And the killer can see your aura in some capacity.

    Glad your on board! Id love to see special hobbling animations aswell for someone afflicted with impermanence, but theyd probably do that way later and take too long :(

    appreciate the feed back here too, and im intrigued at the 50% reduced movement speed, if your interested in seeing them slower faster, maybe it would be worth having the max speed reduction at 50%? There basically stuck to a croutch speed when walking , and a walking speed when "sprinting" or hobbling. Thats a fun idea that im sure the devs could play around with. I still think a fair balance is 10% movement speed over time or as I originally posted after 10 quick actions like vaults etc. Let me knkw what you guys think on twitchy mikes suggestions

  • @maaadinsomniac said:

    Or..

    If you're in dying state for too long and Killer can't find you, hatch is closed, gates are not open, you bleeding in corner of map hugging walls, your position (aura) is revealed to the Killer within a range of 128 metres.

    Hey thats one issue definately but the aim of this post is to prevent slugging for 4k, and to give survivors an unlikely mechanic for survival when theres zero hope. We dont want it to garuntee a survivors escape, but we want there to be a chance. Currently if you go down and theres no way a survivor can save you, your options are very limited.


    And to put dino's previous post to combat here, when theres 2 survivors left yes they will have free unbreakable at the cost of hooks, but it promotes healthier gameplay on both sides. They get up with the need to mend, giving you plenty of time to realise there up again, and more time to down the survivor your chasing or go back to where they were downed before they can heal or work a gen.

    Maybe we can even add another caveat to using a hook state to bring yourself up, like your aura shows to the killer for 10 seconds, or your broken for 1 minute. What would be your thoughts on that?


    This way the game isnt decided immideately if you down the 2nd last survivor, and notice the last survivor before hanging ,leaving the slug for a garunteed win. Winning should never be garunteed its not fun for either sides. Sure there are a few niche ways around this currently like keys and unbreakable, but even those dont garuntee wins which makes the game more fun.


    Lets keep this going guys all ideas welcome here, I think we can all agree SOMETHING needs to be done with late game slugging, that doesnt require everyone running meta perks

  • @truegod_10 said:

    I actually like the idea, but I think it is still kinda abusable and would need to be refined. For instance, if the killer slugs repeatedly for the 4k at 3+ gens left then the survivors can keep getting up but eventually they will enter impermanence and die anyway, so this does not really resolve most of these situations. It also does not fix the issue of waiting to bleed out cause it is unclear if this would really be that much quicker than just bleeding out if you had more then 1 health state left.

    I feel like what would happen is survivors would 99% their get up bar or just choose not to get up until their teammate was caught, thus forcing the killer to wait until someone gets up or let both bleed out since picking up and hooking one would give the other a chance at the hatch. If it was not a choice, but instead something that automatically happened after like 30 seconds then it would be less abusable by groups and could be fun.

    Also, what happens if the killer slugs someone in the impermanence mode? Do they die instantly? Do they resume bleeding out (which really would not serve as a time saver then)? Do they finish dying after 80 seconds?

    Idea for a knockout buff would be to add removing the get up by yourself option this creates as a secondary ability of it.

    Hey truegod im glad someone else agrees there needs to be something in place for dying state. I really like your idea about 30 seconds before garunteed impermanence, so lets set that as a norm, i agree its less abuseable.

    Now lets say that at 30 seconds, you get an on screen effect around the boarders of your screen, either like a pulsing bloody effect or like a hopeful golden aura like a second chance. While this effect is up, you have 5 seconds to activate it or you lose your resolve and have to wait another 30 seconds.


    To answer your question about what happens if you go downed while afflicted with impermanence, see my original post " You have 80 seconds before you die, even if you go down again" the timer keeps going with no remorse, this is the risk you take.


    Keep the idea coming guys theres no bad ideas lets get something balanced and fun here for both sides

  • @Dino7281 said:

    Yay, another free second-chance for survivors. Why not, because killer adepts are not hard enough already. Let's make it harder for killer to get 4k, because survivors are bored on ground.

    Killers can't find survivor usually because he crawled somewhere and hide, if they don't want to bleed out, then they can stay and wait for killer, but they are petty and want to waste time instead.

    This would be pain to deal with and there is no valid reason for it.

    Half of survivors gameplay is allready holding m1, they shouldnt be forced to bleed out for 4 mins if the killer should decide it to be so. Adepts arent even hard unless your trying in red ranks, this wouldnt even make it that much harder, if it happens before end game collapse, then you dont have to hook a survivor as much, you also potentially dont have wait around for 4 mins looking for the 4k either, this could easily swing in the killers favor and save a lot of time. Im looking for ways to balance this, if your not interested then share a way to balance something that might make it interesting to you,

  • I think the only change he needs and I mean NEEDS is that tier 3 should not be prevented by crouching. Sure, lvl1 and lvl2 croutch away, hed be too strong if it wasnt the case, but give nemesis a chance to whip over objects that arent tall at all. For those who dont know, if any object is inbetween you and nemesis regardless of size, you can croutch and it negates damage. Otherwise hes strong where hes at, i main him and would say hes fine, not broken by any means but fun and easy to 3k with

  • @BoopMySNOOOOOT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421267#Comment_2421267

    Amazing suggestion and I feel like this change is pretty fair. Survivors either complete the two remaining gens or wait out the perks duration before escaping. How would you do the tier system on the perk as it levels up? 25/35/45 seconds? It's not a whole lot of time but it might be enough to give the killer a chance to get something rolling.

    Ya id say those tier systems are pretty fair too. Its not much extra time but it synergises well with late game perks and garuntees value unlike ruin which cod be popped in 10 seconds

  • @GoshJosh said:

    Dead Man's Switch definitely needs a buff or rework, but heck no to undoing completed generators. That is so busted, it is beyond comprehension you would think it's ok as a perk.

    Instead, Dead Man's Switch could block all generators upon the Obsession being hooked, and generators that were being repaired when it was activated are shown in a yellow aura.

    thats sort of why im leaning towards just pausing the las gen, it doesnt undo anything, other gens can still be done or wait till its unpaused and it will be finished.

  • I like this idea, bump. Would definitely be more visually appealing

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