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Trwth

Trwth

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Trwth
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  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/447383/hag-buff-rework-idea

    I don't have anything to add right now, but I think you're right. Even if I might disagree with some of these they should do something. She is a killer who is way better than people give her credit for (not that I'm exactly good at her). As much as this sounds like a survivor main trying to get killers to not camp, she's more effective when she spreads out her traps rather than place 30 of them on one person, and I think part of why people don't do good as her is because they can't think of playing her in any other way.

    Somehow I forgot that camping is the stereotypical Hag playstyle when I wrote this. I think the reason why is because of how slow she places traps compared to how quickly Survivors activate them—especially when your traps are in the same general area. The devs should absolutely address that whenever they come around to changing Hag. Maybe the traps won't trigger if the Hag isn't in range to teleport to them (so the Survivors have to spend time wiping it away)?

    Or better yet, this may be too strong, the traps won’t disappear once triggered, so the Survivors need to wipe them away to get rid of them. To balance this, traps have a cooldown after triggering, and they can’t be placed too close to hooks.

  • Same problem on PS5. Seems like it’s happening to everyone.

  • Same issue here. I’ve had multiple instances where it should have triggered but didn’t. I wish it had a sound to let me know when it did.

    However, it DID work while I was actively healing. I’m also hearing that it only works when you’re either walking or standing still. Either way, it’s not working as intended and should be looked at right away!

  • Same issue. Same cutscene. Can’t log in. It says restarting may fix it but it does not.

  • @Brokenbones said:

    I think having addons that make POTD inflict torment either shouldn't be a thing or would have to be of a very high rarity, like UR levels of strength because it completely changes how he would be played. I think Punishment of the Damned is already powerful enough on it's own, making it even stronger feels like a bad idea

    I sorta feel the same way about the addon that removes the ability to crouch over trails, there's many hook spots where you can put trails around them (not close enough for it to disappear) which paired with the addon would make avoiding torment impossible.

    I like the idea of an addon that messes with cage locations though, could come in seriously clutch if someone's in 2nd stage and about to die.

    The Obsidian Goblet is actually quite a unique take on an Ultra-rare addon too, it reminds me of other addons BHVR made which enhances one part of a killer's power and weakens another (Like Amanda's letter, for example). Good stuff

    I was thinking the same thing about Burning Man Painting, but I couldn’t come up with a reasonable drawback at the time. My initial idea was that Punishment completely drained your power and stopped it from recharging for a few seconds, so you’ll have to be more careful while using it, but it seemed like it would be ineffective or just not very fun.

    I also wanted Mannequin Leg to be a sortof meme add-on, but again, I couldn’t think of a drawback that didn’t gut the main power. Maybe instead of the crouching thing, it just increases how long the trails stick around?

    Anyway, thanks for the positive feedback! I especially like the cage one and the goblet add-ons. They do seem like quite a lot of fun to use

  • @Ch0nksx said:

    Love most of these new addon ideas, some are a bit far fetched but still better than the ones we have as of now. I'm not sure about the obsidian goblet, maybe make rites of judgement + punishment of the damned silent? Or when a survivor becomes tormented they become injured (If they are already injured nothing happens) However, punishment of the damned can no longer travel through walls however can still hit multiple survivors.

    Maybe that's too strong idk.

    Maybe an add-on that removes the marks on the ground before Punishment? To make it harder to dodge?

    And maybe an add-on that inflicts Broken when an injured Survivor walks over the trails?

    Those are just things I came up with reading your feedback. I think silent Judgement and trails injuring Survivors is A. A bit too strong and B. A little boring and not very fitting for PH. Appreciate the creativity though

  • Distressing on Deathslinger. They get so confused. That, or they get so used to hearing the TR that they get greedy. Combo this with Dark Devotion and they hit peak confusion :D

  • I've been playing Slinger with Distressing lately after the nerf, and I've noticed that people get very confused A LOT. I tend to catch people off-guard more than I would with a smaller terror radius. I might be low MMR, but it's worth a shot.

    I run Distressing, Coulrophobia, Nurse's Calling, and either Infectious Fright or Dark Devotion. Very fun stuff.

  • Guardian also shows the Killer's aura to the Survivor you unhooked.

    Survivors affected by Deathbound have an icon displayed on the HUD.

  • @JawsIsTheNextKiller said:

    I like the idea, but really only CoH is a big problem, despite my inability to chase through Shadowstep. I'm crossing my fingers for them making CoH heal at Self-Care speeds.

    Honestly yeah. I think CoH should heal at Self-Care speed, but have bigger great skill checks and reveal healing Survivors' auras to their teammates to get the full benefit of the healing boost. So it's actually a place people go to reset instead of just healing yourself instantly.

  • Your add-on ideas are wonderful! Though, I agree with the others. He needs a full rework... again. He's kinda mundane and not a lot of creative things you can do with his power :(

  • I don't like Dead Hard, but there is definitely counterplay in Frenzy. Just wait it out, or exit Frenzy. You're better off basic attacking so you can down them quicker. Only hit them while they're already injured if you have other places to be.

  • I'm All Ears or Retribution. Though, on select Killers, Infectious Fright is just such a fun perk to run.

  • I saw this and loved everything about it, but I don't completely understand the power. He can kinda "cloak" and then has a Shred-esque attack that insta-downs? That was my takeaway but an actual explanation would be greatly appreciated :D

  • You know people would despise Pop + Surge/Jolt. I would love it.

  • Sorry for all of the spam, but removing chain interruptions would remove a lot of utility of it. If anything, I think MORE Killer powers should inflict Incapacitated (Clown's bottles, Trickster's knives, Nemesis's tentacle, just to name a few). Sorry that you're getting swarmed for speaking your mind, but I have to agree with everyone else that removing chain interrupts would just take away too much of Pinhead's utility and make getting chained too little of a threat.

  • Suggestion 1 doesn't seem necessary, but Suggestion 2 is literally the solution to hexes being destroyed seconds into the match and how they SHOULD work. I hope they come around to adding it someday.

  • Plague. If I could vote again: Huntress. Both of their add-on passes felt incomplete without chase music.

  • I think it'd be cool if the Entity would block the gates if the Killer stood in the exit area, forcing the Survivors to either leave immediately or stay in the game. Just a random, useless idea I've held onto for a while.

  • @SunsetSherbet said:

    If someone is AFK, I'll hit them and wait a few seconds to see if they come back. If they do, I'll allow them to get a head start before pursuing them. If they don't, I'll down them and hook them. If they are AFK so long crows have started to notify me, they're getting hooked solely to rid myself of the crow notifications. No killer has to do any of that, though nor should be expected to.

    This ^

    The only time I'm annoyed when a Killer hooks me while AFK is when they proceed to camp and tunnel me out of the game, which happens to me startlingly often for some reason. Not that I go AFK a lot, but when I do, the Killer just immediately hates me. They'll hit me on hook, tunnel me straight off until I'm dead. Super weird why that is.

  • @Labrac said:

    My favorite change from the patch is that one that fixes an issue where Scott couldn't wake up.

    I disagree. That’s my least favorite part. Everything else was great though

  • @Faulds said:

    When you don't bring slowdown perks its like playing survivor without bt/ ds and dead hard. Don't expect to do exceptionally well consistently if you don't bring the best perks against people that does. And i don't understand anyone complaining about killers having to bring the same perks: contrary to survivors, killer's powers is what make the essence of your gameplay (it isn't your perks that differentiate your gameplay from one killer to another).

    I cannot disagree more. I’ve been playing for what must be two years off-meta and Survivor is disjointedly easy to play without Dead Hard. If you have a basic understanding of generic map tiles and the layouts of the main buildings, staying alive in chase is a walk in the park. You can run whatever perks you want and still win super easily, even if your teammates are all running nothing but No Mither.

    …contrary to Killer where you have to manage possibly 4 people who all know how to chain tiles and waste your time, often denying you the very regression perks you rely on to even stand a chance (Pop, Surge, etc.). AND EVEN IF they don’t know how to loop, there’s still four of them who know how to hold M1 at any chance they get. Without regression perks, that damage can’t be undone. Your power can’t help you regress gens, and gens are what win Survivors the game.

  • It’s still mostly a guessing game in chase, but at least now I can somewhat reliably discern where she’s coming from with the directional sound.

  • Agreed. He should definitely throw neon pink toothpicks instead of knives. How else would he keep those pearly whites clean?

  • @Bennett_They1Them said:

    I'm going to go with intentionally dumb names, so feel free to share better ones.

    Fool of a Took: You suffer from the Blindness Status effect at all times. You gain 100/200/300% bloodpoints at the end of the trial.

    Red Shirt: you are permanently oblivious. You gain 100/200/300% bloodpoints at the end of the trial.

    etc.

    any other ideas?

    Maybe not as perks, but these’d be pretty cool offerings. I always thought it would be interesting to use offerings to create challenges for yourself. If it were up to me, I’d make No Mither an offering too and rework the perk.

  • People argue that asyms at their core will always be unbalanced, but DbD currently is just atrociously unbalanced. It’s not fair that one side is super relaxed, unreliant on perks, and overall not very stressful. Meanwhile, the other side is always fighting a losing battle, relies heavily on the meta, and has to deal with being belittled every other match for simply trying to win.

    Not saying Survivors need to be nerfed to the ground (they have issues too, such as camping), but I do think Killers are in need of some serious base-kit buffs to make the game more enjoyable.

  • I’ve literally been saying this since the perk was released and nobody cared. But I’m glad it’s finally being noticed.

    It should absolutely have an icon appear next to your name when it activates, and it should also be able to be used on other Survivors too (ex. you walk towards someone on hook, and their timer gets paused). It’s 2021. The HUD NEEDS more information on it. It’s so bare bones the way it is right now. Giving it some unique interactions with perks and powers every so often wouldn’t kill anyone.

  • @Adjatha said:

    I don't play hillbilly, but I appreciate your enthusiasm. Everybody I know who used to play Hillbilly quit after the overheat. It feels bad to have your whole thing get reworked just to make it bad. Too many killer powers get 'balanced' in such a way that actually using the power feels bad and messes with you more than it actually helps.

    The punishment for using your power should never outweigh the benefits.

    @Yords said:

    Even better idea, remove the overheating mechanic entirely and give him addons that are actually good.

    I don’t think either of you guys read. I’m sorry.

    In my rework, you get more buffs the more your chainsaw heats up. Overheating will only ever happen after an attack, never during charge-up or a sprint, and it only lasts a few seconds.

    If it’s difficult to understand, I can elaborate. I can only explain so well with words alone. Just tell me what part is confusing.

  • If the camera controls on console weren't so sluggish and restricting, the recoil wouldn't be so aggravating.

  • Random thing: I think it'd be cool if we had community ambassadors that communicate with the devs regularly on what the community is concerned about so we can get some actual answers without having to throw together a ton of QnAs.

  • We may never know. They've proven time and time again that being mysterious just makes your community distrust you. That's why a lot of people don't think BHVR understands their own game because they make changes and decisions without giving explanations or responding to feedback.

  • I actually like this a lot. Ever since the WGLF buff, slugging is riskier than ever even if for only 10 seconds. I'd also find Deerstalker more useful if it actually had a benefit to leaving people slugged without having to run a dedicated slug build, so this is really nice.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592143#Comment_2592143

    I doubt they'll do anything, but I'd like to be wrong.

    Same. That's just my theory as to why it remained unchanged after all this time.

  • Huntress

    Nothing against Huntress, I just prefer Killers with more complex and interesting abilities, like Pyramid Head or Pinhead. She also needs chase music. Chase music also plays a huge part in how enjoyable the Killer is to face because it makes them feel more unique.

  • It's a bug fix. Hopefully, now they can accurately determine if it's overperforming or not.

  • @Nomadd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585154#Comment_2585154

    What about NOED? Gives even more chances after someone messed up. The whole game you can't catch someone, then suddenly you get free down/kill.

    There's no problem with Dead Hard, there's no problem with NOED. Some perks are just good and are supposed to help you in certain situations. On average DH gives you few more seconds of the chase. Sure, there are situations where it'll give a way out, but on average it won't do much. We remember mostly those situations that were worst for us, you, as the killer, remember mostly situations where DH gave your opponent much longer chase, I, as a survivor, remember that it "never" works and I'm "always" exhausted on the ground.

    Plus - isn't that the point of using those certain perks? Wasn't that designer's choice? To actually BE second chance perk? And what do you even mean without any conditions? You have to be injured and you're then exhausted, it's not like you can spam it. And yes, being injured IS a condition (same as vaulting for Lithe or falling for Balanced). Killers that insta-down will bypass that.

    @Rhoska said:

    @Nomadd

    "What about NOED? Gives even more chances after someone messed up."

    DH gives as many chances as you can get off exhaustion cooldown, whether you OR killer messed up. NOED however only pops for the last minute or so of game, and when exists are already open. The 4% speed boost is minimal, and wont change a whole game of not being able to catch someone, except perhaps for one down.

    I specifically said not to use whataboutism. Please focus on the topic at hand. What you guys are talking about are separate issues that should not be compared.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585286#Comment_2585286

    Okay, I can see what's going on here. You refuse to listen to anyone else and are grasping for things to prove your argument.

    "losing a health state is not something you go out of your way to do just to activate Dead Hard." Speak for yourself.

    "Exhaustion just prevents you from using Dead Hard twice in succession. That's not a drawback." It isn't?

    "Yes, it can happen to any player but that isn't the point I'm trying to make" which is that it's unfair, but you can't explain why?

    "What" Right back atcha

    That is not what I am trying to do and I apologize if it seems that way. I'm just not convinced by any of your points. Specifically the last one in your original response is just you naming every situation where Dead Hard is obsolete, and I agree. However, I don't think that makes Dead Hard balanced. DH is not a hard perk to use at all. When put in the hands of an experienced Survivor who can effectively chain loops, DH makes them nigh impossible to catch within a reasonable time because it will cover them for any window/pallet just out of reach or mistake made. And if you drop chase, they'll have DH back by the time you find them again and the cycle will continue.

    And yes, before you say it, not every Survivor is as good as a comp player. But a competent Survivor who understands tiles can do the same thing just as easily, especially if the Killer you're playing doesn't have a special attack or some high-speed power like Spirit.

    Please tell me I'm crazy and name a similar scenario where that isn't just ridiculous.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585212#Comment_2585212

    If you're already injured. it's worthless against instadowns if you're fully healed

    • Only being able to use it while injured effectively makes it a third health state.(not the only exhaustion perk that does this, though. You can make the same argument for sprint burst, lithe, smash hit, or balanced landing)
    • The purpose of Exhaustion is so Survivors can only use one at a time, so that's not a drawback but part of the game's design. (A cool down isn't a drawback? The fact you can't spam it is why it's fine)
    • The aim and timing is not hard to get down. Yes, bad players will Dead Hard out in the open and that's on them. What we're focusing on is the experienced majority that uses Dead Hard for distance, towards pallets, or while hugging a loop, which acts as a safeguard for any screw-ups they make in the chase. (I've seen this happen with "good players" too, so we can rule out the No True Scottsman fallacy. And it depends on luck. If you're injured with nothing around you, your dead hard will be minimal)
    • Statistics don't make it any less infuriating to lose against. (Maybe, but unless you're a survivor, what infuriates you is irrelevant unless you have statistics to back you up)
    • You can't say the same about other exhaustion perks (besides Sprint Burst, but that's another topic). Balanced Landing requires you to fall from somewhere, Lithe you need to vault, Smash Hit you need to secure a stun. For Dead Hard, you can use it on the go with no prerequisites. Being injured is not a prerequisite because losing a health state is not something you go out of your way to do just to activate Dead Hard.
    • Exhaustion just prevents you from using Dead Hard twice in succession. That's not a drawback.
    • Yes, it can happen to any player but that isn't the point I'm trying to make nor does it make Dead Hard any more fair.
    • What
  • @[Deleted User] said:

    -it can only activate when you're injured

    -it can only activate when you're not exhausted

    -it requires aim and timing to be effective

    -once you know a survivor has it, you just bait it out after

    -for every dead hard for distance to a pallet or miss a swing, there's at least one dead hard into nothingness that barely extends the chase. Or the dead hard that was aimed slightly off, and now they've run into the pallet instead of past it. Or the dead hard that was too late and now you're exhausted on the ground.

    My counterargument:

    • Only being able to use it while injured effectively makes it a third health state.
    • The purpose of Exhaustion is so Survivors can only use one at a time, so that's not a drawback but part of the game's design.
    • The aim and timing is not hard to get down. Yes, bad players will Dead Hard out in the open and that's on them. What we're focusing on is the experienced majority that uses Dead Hard for distance, towards pallets, or while hugging a loop, which acts as a safeguard for any screw-ups they make in the chase.
    • Statistics don't make it any less infuriating to lose against.
  • @jesterkind said:

    I'm "for" Dead Hard only insofar as I think people are focusing too hard on it as the problem, when I would argue it's actually a symptom of the problem. If the killer's time wasn't so painfully valuable that dodging a hit can genuinely turn the tides in a match, if the map spawns weren't so RNG that sometimes the structure the survivor gets to by using it for distance is impossible to run or just not worth running, then I don't think anyone reasonable would be complaining about Dead Hard.

    That being said, DH for distance is a little annoying and even in a healthier spot for the rest of the game I think it'd be the area to look for tweaks. I can only speak for myself, but whenever a survivor actually dodges a hit with DH instead of using it to get to a strong tile, I'm never mad, it's always a skilful play.

    Very astute and humble response. I kinda feel the same the way. You do feel like a badass for dodging at the perfect moment with DH, but it is extremely frustrating that it can extend chases as much as it does. A 4-second chase could be made into a 2-minute chase just if the Survivor has Dead Hard.

  • @TheDuhJ said:

    By for dead hard, you mean it shouldn't be changed at all?

    If so I'm just curious what is your problem with dead hard?

    I'm asking why you think Dead Hard is fine. As in, what are some good traits about Dead Hard that make it a healthy perk?

    My problem with Dead Hard is that I feel like it gives people second chances after messing up. More than a few times have I mindgamed someone only for them to dash to a pallet, saving them despite the fact that they misplayed. It's just so powerful for an ability you can use at without any conditions.

  • So people can play with the new toys. They only disabled the offerings, so the maps are still playable.

  • I've hated 99ing gates from the getgo and I think the whole endgame phase needs a complete overhaul, hatch included. The endgame is meant to be this big intense moment, the highlight of the show, but it's really just a big middle finger to the Killer because of how much power the Survivors have. Yeah, they did all of the gens, but there should at least be some more options for the Killer to make a comeback besides using NOED or snowballing with something similar.

  • @BattleCast said:

    Wow, I like many of these changes. Props for being creative with them too.

    If the twins had these add-ons I feel like I would play twins for fun even though I hate using their power.

    Glad you like them! I agree about their power being clunky. It feels like there's a lot missing from their power, like Victor not being able to vault and having a 5-second cooldown for downs. I hope they revisit the Twins one day to smooth that all out.

  • @wewantbetterfun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577640#Comment_2577640

    you can do that if you wish, try it on billy with the gloves and fire up and see the difference on how much time you save and let me know what you think about a 40% to 60% faster pallet breaking.

    I don’t need convincing. Brutal sure feels nice, but I never really felt like “man, brutal really helped me get this down” whenever I used it

  • I wouldn’t mind a Brutal Strength buff. Or testing one at least.

  • I saw this earlier today when I spectated a Mikaela. I thought she was just memeing but I guess it’s a glitch. Rough.

  • Same issue on PS4, with no apparent cause.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576248#Comment_2576248

    I just wondering because trickster seems to have mixed views depending on the platform. On pc, a good trickster can 100 to 0 someone incredibly quickly, but console has some limitations that really get in the way. Things like joystick deadzones, frame stuttering and an 'all or nothing' style sensitivity for those sticks.

    That's on top of both tricksters are countered by just running and putting high things between the both of you.

    @ShinobuSK said:

    They put the worst playable killer on controller into the rift. They truly care about console playerbase and take it into consideration with every decision they make /s

    PS4 player here. I LOVE Trickster's power, but the camera controls on console are just so clunky that playing him feels like such a chore. I really hope one day they cut us console players a break and smooth out the camera controls a bit, because right now you have to move the camera in short bursts because of how awkward it is to control.

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