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WiseTraveler

WiseTraveler

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WiseTraveler
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  • I agree that Ghostface needs some help. I think he needs a buff to help him get around the map and to chase down his victims. I think something similar to the 2v8 buffs where his movement speed is increased by 10% haste while in shroud could really help ghost face get around and down survivors like he does in 2v8. But maybe for the standard 1v4 it could be 5-7% haste.

    He just needs something to help in chase and get around the map, giving him a permeant speed boost in shroud gives him incentive to expose survivors because exposed survivors can't reveal him. As I said before something like 5-7% would be good base kit and then maybe add-ons get reworked and it can be 10% with drop-knife or something.

  • His vault speed and hinder needs to be nerfed just slightly

  • Sorry, I didn't read I'm just adding what I think the hag needs to improve her feeling of gameplay quality for all.

    - remove maximum teleport distance there shouldn't be a limit on how far you can teleport, it's just an unnecessary hindrance for no reason (following this I want all tp range increase add-ons reworked)
    - make the trap trigger range shorter, this makes traps more precise but more deadly if they're triggered.
    - all traps within 8-10 meters of a hooked survivor are removed and traps can't be placed within 8-10 meters of a hooked survivor. (this is to make her power more fair when it comes to hook saves)

  • Did we just forget the pain and suffering the made for this meta caused? This is just made for this 2.0, no thank you.

  • If this perk not only worked on m1 and m2 killers like Nurse, and Huntress could easily get follow-up hits quickly, to be fair they do that already without the aura. It could be an interesting addition but we need to ensure it isn't too good but not worthless.

  • I already have players abusing this by
    1. bringing the map offering
    2. intentionally going on the outside of the map in order to try hold me hostage
    THIS NEEDS TO BE KILL SWITCHED IMMEDIATELY
    This Renato Lyra brought an offering on purpose to abuse this map

    image.png
  • This post has said everything that I wanted to say.
    A 14-second universal guard cool-down only punishes the knight for using each guard correctly, instead of rewarding them for understanding each use of the guards, part of the fun of the knight was being able to multi-task with each guard to their best effect.

  • I realize that the screenshot provided is lacking, here is a better image, to try make this more clear

    image.png
  • Before we nerf this perk, by itself it's actually not that bad. It makes you drop the item when you're done using your item. I think that franklins demise is what makes this image a lot worse. It's kinda of like the Ruin Undying meta, ruin wasn't the issue it was undying. same thing here franklins is what makes weave seem way too strong.

  • This happened to me the other day too, I was playing everyone got dc'd because the server went frozen and then I get the dc penalty and couldn't play the game for 15 minutes.

  • Simply put they are completely different killers, it wouldn't make sense for hatches to have the hit box of a bullet-like deathslinger. Yes, I understand that the huntress hitboxes are annoying and are compared to beach balls, but I don't think the huntress should be able to throw hatches through the same small spaces that Deathslinger can. otherwise, what would be the point of them being completely different killers?

  • This would also make the perk live up to its name of being deceiving and trickery inside the game.

  • I agree that the reveal mechanic can be really iffy at times and could use a few touch-ups.

    The main change I would like to see happen to Ghost Face is that hooked and down survivors can no longer reveal the Ghost Face when he is in power.

    This would make it so that you don't have to feel that you are restricted in cloaking your terror radius after you down or hook a survivor.

  • so chaos is supposed to be 30-minute matches because the Gen Kick meta exists? or balance landing is supposed to make semi-infinites into actual infinites? It's not about the matter of chaos, it's about letting everyone have a fair chance instead of being screwed over by overpowered perks.

  • The game is already complicated the last thing we need is more base kit perks over complicating the game for newer players. Not all killers want corrupt the last thing a ghostface player wants is for survivors to get pushed into finding them faster.

  • I don't think anything said that this was gonna be a second rework it's more likely just gonna be a few tweaks to what she is capable of.

    Simple things that I think could improve the quality of life for Sadako

    1. Tv's that are ON are highlighted to survivors within 8 meters so that it's easier to find tapes
    2. condemn numbers are slightly toned down.
    3. More frequent teleports would be nice
    4. fix some of her add-ons's they reworked how her power works and left some add-ons unchanged like vhs recorder that gives survivors tapes right away which is a negative add-on.
  • In my opinion, every killer should have a unique and distinguishable power difference. We shouldn't be asking to add powers from other killers to be put on another killer. It's like asking Chucky to be kicked like Victor. I'm all for coming up with a different type of way of catching survivors other than hindrance or doctor shocks though.

  • Some things to consider

    These changes could be harsh toward box progress. Keep in mind that an active trap survivor will not be working on gens. so the fact that you have to chase someone who isn't pushing the main objective for the survivor isn't doing any good for the killer. If any of you know how to fix this while still somehow requiring decent interaction along with stopping screams from instant removing progress, don't be afraid to share.

  • Honestly, this perk shouldn't get a buff it needs to be reworked. It just fundamentally isn't the best idea and if it was overbuffed it wouldn't be healthy for the game.

  • It's an undeniable fact that Mouse and Keyboard have fewer restrictions because of flicks. I want to pull off the same thing as Mouse and Keyboard on my console because I don't own any other platform not to mention that cross-progression doesn't exist. Simple changes such as letting Oni do 180 flicks base kit would allow an even skill floor. Same thing with the most recent release letting Chucky have a higher turn rate will let console players pull off the same tricks.

    BHVR needs to distinguish if these tricks should be allowed in the game and made so console players can do them, or BHVR needs to stand the ground of having restrictions in the game and making sure that it apply to all platforms and not just Console.

  • Either let console players have more turn rate allowed or restrict mouse and keyboard from being able to do flicks because flicks allow mouse and keyboard to go past the limit that is put in place.

  • The footfall mechanic is underwhelming, as a survivor I barely see any fake trails and the trails go missing when the killers are near by. I feel there should be way more fake foot trails to confuse survivors but to also indicate to survivors that Chucky can use the slice-and-dice attack or scamper.

  • Amazing design

    It combines my favorite aspects into one killer; stealth and anti-hold-w

    Hidey Ho Mode is very fair and requires survivors to pay attention to foots steps to figure out if they're real or not. (this also indicates whether or not Chucky is about to use his Slice-and-Dice attack)

    The scamper ability seems a bit fairer now that it takes slightly longer to scamper and the one add-on that gave you haste after scampering was nerfed. I think Scamper might still be just a tiny bit strong but overall, it's in a pretty good spot.

    Slice-and-Dice I LOVE <3 THIS MECHANIC, as a Nintendo Switch Player having a power that doesn't just go in a straight line gives me way more flexibility and how I use the power. I think its cooldown is fine and the counterplay is fair.

    I'm glad that this killer seems console friendly as I don't need to aim perfectly at the beginning of Slice- and-Dice and it also doesn't feel like Oni where every attack has to be a flick in power.

    Overall Chucky is a well-designed killer, good job BHVR!

  • Instead of voice chat, I rather offer survivors to be able to see the perks of their teammates that way they can let their teammates get perk value. This could be the difference between opening the gate faster with wake-up or getting you we'll make value because your teammates know you have those perks.

  • This cannot be added to the game. Survivor will abuse this to kill their entire team. It's the same reason why when you heal a teammate if they press shift and hold w it cancels the heal. The heal is so sensitive to touch because bhvr doesn't want people abusing it to stun your teammate to get them killed. Same instance with wake-up you can't have a perk that kicks people off the door because then people will purposely take you off the door and then not open it.

    If this were to come to the game I would abuse it myself to demonstrate how bad of a function this would be.

  • Toxicity in voice chat isn't my main concern. yes, it is a potential issue but there are a few other issues that I think are more important. I feel that voice chat would give survivors way too much information that it ruins the horror aspect of the unknown. Part of playing Survivor is being surprised at what is coming. I think voice chat would ruin this aspect in the sense that you will know stuff like the general area of the killer, what perks they're running etc. I think you should have to find out those things for yourself and not have teammates tell you.

    It's the very reason why 4-man swfs (survivors with friends) are strong in the first place because they're obtaining info they're not even seeing on their screen. Adding voice chat to dbd would only amplify this issue of teams being too organized.

    I would also like to add that if voice chat gets added to the game stealth killers like Ghost Face will NEED a rework. As for the reveal mechanic is so harsh when survivors can communicate the location of ghost face.

    Maybe I would be open to voice chat in a separate game mode where it doesn't completely benefit one side. In the current standard version of the game, I feel that it doesn't fit nor match the history of dbd.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587739#Comment_3587739

    i don't know, ruin rewards killer with regression for doing absolutely nothing. there was not a good reason to not run ruin other than the fact that totem could spawn in a bad spot and do nothing. My impression is that if they revert ruin, they will likely revert recent DH nerf and Decisive strike because Decisive strike+DH is kinda survivor equivalent of passive reward for doing nothing. I guess getting hit is something but it is inevitable part of the game. Dev specifically wanted to change the meta and Ruin was definitely meta perk before. only time will tell if these old meta perks get buffed again to must-use status.

    No perk should be a Must-use perk in the game.

    Ruin doesn't need a % buff. It's a decent perk at 100% but it's awful because of its kill switch after one kill. Simply remove the kill switch because 100% isn't strong enough to receive such a harsh condition + it's a hex perk that can be cleansed.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587739#Comment_3587739

    i don't know, ruin rewards killer with regression for doing absolutely nothing. there was not a good reason to not run ruin other than the fact that totem could spawn in a bad spot and do nothing. My impression is that if they revert ruin, they will likely revert recent DH nerf and Decisive strike because Decisive strike+DH is kinda survivor equivalent of passive reward for doing nothing. I guess getting hit is something but it is inevitable part of the game. Dev specifically wanted to change the meta and Ruin was definitely meta perk before. only time will tell if these old meta perks get buffed again to must-use status.

    The goal isn't to make Ruin a "must-use perk" In fact there shouldn't be any perk in the game that is a must-use perk. Ruin honestly doesn't really need the % buff it's more so the fact that it's a hex perk with a very harsh condition. Ruin at 100% doesn't deserve to be shut off after one kill in my opinion.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587965#Comment_3587965

    People are sleeping on Call of Brine. 125% might not sound like much, and in many ways it isn't on it's own, but the info it provides is very underrated. It helps tremendously in defending gens if you are running a gen-kicking build with the likes of Nowhere to Hide or such. You're more capable of keeping survivors off the gen, and that means that extra 25% regression goes that much further.

    On topic, yes Ruin was overnerfed, but I'd go the opposite way. Back to 200% regression, but still deactivates after a kill. The deactivation mechanic is a healthy addition, 200% constant regression is very powerful, even for a Hex perk, and this allows it to still be strong without also providing an unwinnable scenario for survivors when one gets tunnelled out early.

    More strong perks should be like this. All of the strongest meta perks should come with a significant conditional cost. Hex perks can be cleansed, Devour requires you to leave the hook, etc. This deactivating on a kill means tunnelling out a survivor early costs you a powerful perk, making it less of a noob-stomping technique.

    I agree there are two options for Ruin

    either make ruin have a high percentage like 200% with the kill switch after one kill

    Or

    No kill switch after a kill with a slightly higher regression rate between 125-150%

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587846#Comment_3587846

    I mean yeah it could be too much but undying isn’t that big scary bogeyman it used to be back when it first came out so it won’t be rlly much of a problem and pop + ruin isn’t much of a problem until the ruin is taken care of

    but I do think pentimento and plaything is what could make it problematic

    That doesn't mean ruin is an issue doesn't that suggestion that pentimento and plaything is a problematic combo?

  • @Spirit_IsTheBest If you Ruin isn't a hex perk does it come with the kill switch of turning off after one kill?

  • @Astel said:

    I think Ruin can get 200% regression rate as before, since it can't used with perks like Pop, Eruption, CoB & OC, Nowhere to Hide, etc.

    If Ruin goes back to 200% then it would have to die after one kill. 200% is probably too much because you can stack it with things like pain res. I rather have the perk constantly working after all it's a hex perk and it doesn't feel good when the perk shuts off itself.

  • Just to make it more simple for those who want to try to repeat this issue

    1. Activate Blood Fury (Oni's power)
    2. Grab a survivor off of a gen
    3. hook them

    That's when I got visually bugged and animations and noises broke

  • @Boons123 said:

    I think it is deactivated when the survivor dies, it was due to the huge pressure of finding Totem, I mean this perk is powerful when there are only 3 survivors left.

    I remember I was in a whole match and I was looking for this HEX from the beginning of the match until all my team died ,we were in Lery's map.

    In the end, I didn't even find it

    Yeah, understandable. I think the percentages definitely need a buff though for it being a hex perk.

  • @jonifire said:

    It would also be a good thing if the trap isn‘t active and you searched a box that it will be activated

    This would increase the pig's strength immensely. It could be too much but I think it would be fair in a way. It would become active after one search because the device knows you're messing with it. So inactive traps would get one free search and then it would become an active trap.

    But who knows maybe that would be a bit strong, then again the changes I suggested do pause the search timer for a short period and that could be a compromise.

  • @Steakdabait said:

    Good post +1 Only thing i kinda disagree with is removing the sound from charging completely. Making it trigger when half way would be a better idea i feel.

    Very rare for pig players to knowledge how awful it is to play against her due to abusing scream perks and double gear box.

    Yeah having it completely silent may be a bit unfair meeting in the middle is a good idea.

  • @jesterkind said:

    I think it'd probably be smarter to buff her crouch rather than mess with her default stats. If she moved faster while crouched, she'd get better results than just having a smaller terror radius while standing.

    Honestly, I don't see the need to slow her down at all. She can't M1 until she stands back up, it's not like she'd be broken or able to abuse moving at full speed while stealthed.

    I agree pig needs her crouch buffed. In its current state, it's too slow to invest time into it and get value from it. Making crouching speed faster will encourage more pigs to consider using her stealth aspect.

    I also think that the ambush should be treated like an ambush rather than a loud notification to say "I'm nearby you run!"

  • I agree the new anti-camp mechanic is flawed and doesn't seem realistic.

    1. The anti-camp timer starts right away the second I put you on the hook. - How is that camping? I'm doing a regular action and the second I do it it's considered "camping"?
    2. If you are on a different floor the timer still increases. - What if there's an objective below them that I need to do stuff like kicking Gen, or breaking pallets below someone are common and I get punished for doing different objectives other than camping because I'm under the hook?
    3. Ranged killers or killers who have powers that give them a shorter hit cooldown after using an m2 will still be able to effectively tunnel.

    Expect more people to consider tunneling or slugging as a different option. Because at the moment the other two options aren't punishing me the second I decide to do it. The new mechanic is too simple and doesn't account for realistic standards like being under or above someone to do other objectives. Even starting the timer the second I hook isn't camping yet the game says it is.

  • The system has other issues too.

    1. The camping timer starts the second I put you on the hook. That part of me hooking you isn't camping so your meter starts filling even though I'm not actually camping.
    2. The meter will fill if I'm on the floor below you or above you, I'm not camping when I'm on the floor below or above you. The only areas that should get the meter filled for camping on a different level are the hooks that are on the hills, and or like where I can visibly see the hook for a different floor
    3. The Camping system also doesn't stop ranged killers like Huntress, Trickster, Plague, or Pinhead from easily camping you off the hook from a distance.

    Camping in gaming is defined as staying in one area for a period of time. In this case, it is the hook.

    I think the meter shouldn't start right away it should take a good 10 seconds to start filling up. Some killers like The Knight use the power next to the hook to have a good patrol but then they get punished even more for "camping" even though that is a normal time to use your power near the hook.

    If I can't visibly see you and the entry points to the hook are a distance away from me it isn't camping. If I'm on the map of the game I hook you hear a gen below you and I have pop goes the weasel of course I'm gonna kick the gen below you. But should the meter fill when I'm doing perfectly okay with other objectives? I don't think so because camping is going out of you're way to not do any other objective other than well camp.

    Ranged killers tend to be some of the best campers and they still will be the best campers, because their powers enable them to do so.

    There are too many scenarios in this game where things are considered camping and things that aren't and at the moment how the system works it's is too simple and doesn't take into account regular gameplay near the hook.

  • I was hoping bhvr was going to buff pig crouch speed to be the same as Ghost Face if not more. It's not coming in this mid-chapter update, I guess we'll have to wait till next time.

  • I suggest bhvr ought to bring lighting and shadow setting options so players don't need to use filters on pc anymore and console players can actually see the game better. I think would be the best for everyone and maybe even have less lag because less shadows etc

  • @CatnipLove said:

    I'm in favour of anything that results in more boops.

    👉️🐽

    you'll be able to crouch walk to them faster to get them boops or sneak up on the quicker and not take ages

  • To make this perk less confusing for killers

    When the unhook happens the killer will get a map-wide notification like a boon has been lit noise. A specific noise will indicate that a hook state has been transferred.

  • The map is huge and has pallets in almost all sections of the map. Not only that but the main table in Nostromo practically allows you to loop an m1 killer for 2 minutes straight at that one loop. It's like having a second Borgo. The only thing that should be changed about the map is probably the size or something because my console slightly lags when I'm on this map.

  • Consider using second-chance perks in your build rather than full chase.

  • Right now survivors are using perks that improve their chase. Things like made for this, sprint burst, lithe resilience, etc. Which makes sense why would you not want to extend your chase as a survivor? The thing is survivors are given the tools to run things that prevent tunneling from happening. There are plenty of second-chance perks in the game that can protect you from being tunneled and even extend chase. Things like off the record make you silent to keep you out of the chase and disincentives chasing you after unhooks because of the lengthy endurance. Even perks like Dead Hard can protect you from being tunneled off the hook and or extend chase. So please consider putting a second chance perk inside your build because at the moment not many people are running second chances meaning tunneling is running widespread. But if everyone is running a second chance perk then killers are more unwilling to tunnel knowing they would have to invest too much into tunneling.

  • Having more flashbangs would make the perk able to be used more often, I agree. The only issue I see would be dropping multiple flashbangs in quick succession. This could maybe be an issue rather than rewarding a timed flashbang players would just drop 3 of them making it near impossible to escape.

    My suggestion would be instead of being able to carry multiple flashbangs at once. The perk will now gain stacks for the gen progression you do. At tier III flash bang takes 50% gen progression to be able to craft a flashbang. let's say you do an entire gen by yourself You will do 100% of the gen meaning you'll have two stacks to craft a flashbang. You can enter a locker then consume a stack then the perk goes on a 30-second cooldown before you can craft another one. But while that cooldown is going you can continue doing gen progress to build up stacks.

    This would make it so that instead of having the meter full and not being able to make progress on a consecutive flashbang. You'll be able to store extra flashbangs if need be and not feel like you're missing out on more flashbangs. This would also make it so you can't spam them but in return, you'll have more of them saved for the times you actually need them.

  • Before we start buffing or nerfing a perk. Your suggestion gives no indication of how to fix it other than how we should balance things. So is the way you want bhvr to balance the game based on the killer who best uses the perk? Instead of nerfing a perk just because one killer is good with it, doesn't mean you have to nerf it for the rest. If the perk actually needs a change express the fundamental issue that makes it an issue on all killers.

  • Also, make maps smaller so console players like me on the nintendo switch can actually handle the game along with making my m1 killer experience better.

  • I played dead by daylight on the switch connected to the TV and I played on the new map. I was playing pig and I think it was a little laggy. All I know is that I got looped at the stupid main table in the Nostromo for like 2 minutes. hopefully, they can change something that makes the menu and stuff look better. Cross-progression would be nice but I think they just need to change something specifically for us Nintendo Switch players.

    Maybe an option to remove textures or something and change the lighting with shadows for the console would be nice. Since PC players can use filters why not just add a function so the consoles can lower shadows and graphics further? I want skins for survivors and killers to look clean but the map can look junk if it means being able to play the game.

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