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truegod_10

truegod_10

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truegod_10
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  • As you said it is the easiest to use, and not counting sprint burst it is the only none situational one. Sprint burst is also non-situational, but if you run you lose it making it much harder to properly use, easier to bait, and usually acts as a time waster as people walk instead of run to gens.

    It is just so brain-dead. I think it would be fine if it didn't give i-frames since then it would be a risk to use it against ranged killers.

  • Even if it was racist, which it isn't since he is treating everyone the same lore wise, who cares. Bubba is a killer cannibal, so i feel like being racist would be a minor concern in comparison to other acts he committed.

  • Michael does not get a speed increase in tier 3 (he is a normal 115 speed killer in both tiers 2 and 3). Just has a bugger lunge and faster vault speed at windows.

  • @str4wberryp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588625#Comment_2588625

    bruh ######### how is 350 hours not a high volume? You could learn a language with that time

    Anyway, I don't think Pig was nerfed, she actually got an addon that makes every survivor start with a reverse bear trap. Just imagine how this changes her gameplay: you don't even need to down survivors anymore to attach the traps lol

    100 on survivor is nothing. With 25 killers that means that even if you saw them all equally, which you do not, then you still only have about 4 hours of experience vs each killer. This is not really enough to practice counterplaying their powers, especially if there are long gaps in between matches with the same killers. Some skills like general looping are transferable obviously, but a lot of killers change up these interactions (including clown).

    Clown can be annoying to play against due to the repetition of interactions with him, but he definitely has counterplay, and still ranks as one of the weakest killers since he is nearly useless outside of chase (minimal speed and no detection abilities naturally). This is why his chase is so strong, but it still is not even close to killers like spirit and nurse who have him outclassed in other areas as well as in chase.

    Also, putting the bear traps on early for pig just trades slowdown later for early slowdown, typically when it is less effective due to the spread of gens in the early game.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576052#Comment_2576052

    Considering how many maps apparently have uncleansable spots, this would leave us with very few maps.

    Disabling the perks would be a second but less desirable alternative.

  • I think it has more to do with crashes then just spots where totems can't be broken. Usually they disable the maps for spots, like dead dawg.

  • Have the totem break when it is crushed by the killer. Cant be blessed again, but survivors can reset on a new totem. Would allow killers to quickly clear out areas of importance for early and late game.

  • @[Deleted User] said:

    So:

    • blessing a hex totem takes 24 seconds
    • cleansing a hex totem takes 14 seconds (like a dull totem)

    So what is about it? Boon totems really did nothing to affect your hex perks. Only now that survivor can have their affects but your hex are still fine

    It just gives them even more reason to find totems early, making perks beside ruin even less viable then they already were. Plus, the survivor actually saves time blessing a hex cause they get to activate their perk and get rid of yours at once, saving 4 seconds. The only counter is scaring survivors off totems, but killers cannot camp a hex totem since there is only one of them and 4 survivors.

    Honestly, I like boon totems, but I have no idea why they can be reset and the totem is not destroyed when the killer crushes it. These facts remove most of the counterplay the perks have and changes them from the high risk high reward perks they should be, like hexes, to brain-dead timed repetition perks, like exhaustion perks (which are already the strongest perks survivors have access to). Boons are obviously weaker because they do not passively reset like exhaustion, but killers still need to drop chase to destroy them thus highlighting their need for some counterplay.

    Personally I would like it if the killer snuffs the totem then it is destroyed. The boon can be replaced, but you have to find a new totem location for it that might not be in that part of a map. Thus, punishing survivors for placing them to early or getting totems destroyed in areas with potential 3 gens.

  • They just need to make iron will 50% reduction max. Rework strider entirely

  • @Beaburd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573152#Comment_2573152

    Fortunately running hex perks are typically viewed as high-risk, high-reward.

    Though I admit, that would actually be the true worst case scenario for Thrill alone in terms of what it can accomplish by itself. But hey, who's to say my Ruin or something more valuable wouldn't have spawned there instead? Maybe Thrill just saved something potentially even more valuable.

    Seems like thrill should no longer be a hex. Just a time waster if teams do bones. If not then it is useless.

  • Lack of optimization and what seems like general lying/disregard from the devs/behavior.

  • The way Behavior is currently doing it will not impact your experience at all since no in game content except the actual dlc can be gotten with it. People do not like their dishonestly or support for something that negatively impacts the environment.

    However, if they pin exclusive items, which some games are starting to do, behind nfts, then you will basically be buying loot boxes to try to get exclusive cosmetics/voice lines etc... If someone else has/gets it then you will have to buy that exclusive item from them leading to a potential auction like scenario. Basically, a really scummy way to make a lot of money with particular cosmetics, though again this is not how it is being done currently.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2569201#Comment_2569201

    In a weird way, I'm kinda used to that. It's ultimately about the product for me. It would most definitely have stopped me from buying the game in the first place, but I'm way too far in to back out now.

    Is that healthy? Perhaps not. Quite frankly, I don't really care.

    I mean I agree with you. I have largely stopped playing due to not having as much fun anymore with all the performance issues, but what these recent buggy patches and everything else have told me is just to not buy anything from them. I own every dlc... Except the pinhead dlc which I refuse to buy, even though I like the killer, until the game is in a proper state. Which at this point I am figuring it might never be.

  • @GentlemanFridge said:

    No.

    Why? Because I enjoyed my almost 2k hours. I'm not afraid to admit that. And I will still play the game, since BHVR is not the one actively creating these NFT's. They had to along with this for the sake of Hellraiser.

    I will most definitely be significantly more careful with my future purchases, though.

    I do not even mind the nft thing, i mean they are dumb but people do dumb damaging things all the time. I am annoyed they seemed to try to hide it or lie about it with their initial comments on the matter. They really seem to give 0 ######### about their players at this point.

  • Basically it sounds like from their tweet that the license holders sold the stuff dbd gave them in exchange for the license to a company that makes these nft's for even more money. Behavior may or may not have known about this beforehand and may have received some money as well, but we will likely never know for sure. I suspect they did cause if not then them directly referencing dbd could be grounds for suit and behavior would likely call them out rather then act like they can't say much, but there is no proof.

    Goes to show all the people that thought this was the end of the world or a complete scam are both at least partially wrong.

    The weirdest thing is the voicelines that were added then removed, which might still be a bug as far as I'm aware.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558497#Comment_2558497

    As far as i know u can leave the game and it will think u have won it but it doesn't ends for players left. For example killer will be forever stuck in game unless he DCs. Technically it doesn't stop EGC, it breaks the game entirely.

    Can also freeze other survivors until they dc if they want. Had this happen when I was playing several months ago.

    I've been on break so no idea of it has gotten worse, but I did notice more subtle hackers, people with slight hacks that only increase them to obvious levels when they get pressured, then usual before I started my break, so maybe these people realized they will not be banned and are doing it more blatantly and at high MMR since they win every game.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553719#Comment_2553719

    Weekend=Not working hours

    It's not normal to work for a company outside of working hours.

    So let me ask you of you would be cool with behavior not responding all weekend or addressing an issue if it was something that was a bigger deal? What if all the servers went down and no one could play the game for an entire holiday weekend, would that warrant a response? How about if they were hacked and personal/account information of users was leaked? Or if behaviors own social media accounts were hacked and spreading false information.

    If you think they would have to address more serious issues like this, then you agree that any reasonable company should have someone monitoring their systems, social networks, etc... in order to assure that they can respond to serious situations. Now you can argue this scam is not serious enough to warrant a response, and if that is the argument you want to make then make it, but to argue they have no responsibility cause it is the weekend is just holding them to a standard that no legitimate company would find acceptable.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2554028#Comment_2554028

    I can understand that but i don't see the point of thinking that unless you are actually the director of the game. They have a vision for the game, they are not directed by the community, but they use feedback to improve their vision for the game. I guess that's what makes people frustrated, that the game isn't lead by the community. I'm probably in the minority in being fine with this idea though.

    I do not want dbd to die, but a lot of players including myself hate the way behavior manages it. Updates will always be a mixed-bag with some people liking changes and others hating changes.

    However, the frustration largely comes from everyone feeling like behavior lies, is incompetent, or has their priorities mixed up. They have promised things that never happened which led to them getting tons of #########, so now they hide everything instead of being transparent. They also seem devoted to doing things that maximize profit without making the game better necessarily, such as more forms of monetization without spending time to optimize the game, thus making it run worse and worse (mostly) with every new chapter and mechanic. They also bare-bones other things the community really enjoys that would not directly make them money (like events). This is in addition to taking forever for them to make any kind of promised/expected changes (even very basic ones). Sbmm, which was a change that had actually been requested by a lot of people, took multiple years to test and come out and essentially works like a simpler version of emblems based on kills/escapes.

    In the end, things like optimization take a back-seat for things almost no one was asking for like new graphical updates for maps, which actually made the game run worse for a lot of people, which makes everyone question their direction for the game.

    Also, certain decisions indicate that they have no idea how to balance their own game. For example, the twins initially had no way to combat lockers and the community had to point out how Victor was completely destroyed by them, thus indicating a lack of knowledge about how their own game plays or a general lack of any ability to play-test new material outside of turning it on. They actually released the twins without a locker animation as well, showing they have no problem with releasing a not finished product to stick to a schedule, but were saved due to a bug/mechanic that allowed Victor to hit people in lockers. Decisions like this then combined with the general mixed response to updates and loyalty to different roles/playstyles in the game makes people especially likely to question every balancing decision the team makes.

    Generally, public feedback about changes will almost always be more negative then positive, speaking as someone who has done surveys, but behavior does a lot of things to contribute to their negative reputation and to build distrust in their community. Honestly, I want to see dbd succeed, but I think it could be ran far better with another company overseeing it.

  • It's kinda sad that a guy can sit and do all this research, with some help, and make/edit/upload a video before the devs/pr people at behavior can simply say this isnt true in a tweet or forum post. I have seen other people say they do not work weekends and stuff, but someone should at least be monitoring for major issues like this so they can at least be addressed briefly until a more complete answer can be given next week.

  • I would rather see some kind of overall mechanic that benefits killers with no mobility to help them be more on par with killers with more mobility; it would be available for all killers but movement killers would not need it so they would not often use it. Something like a 10%-15% movement buff after a hook for so many seconds or until they enter chase.

    The only killer that would likely remain balanced with a 120% base speed would be legion, since his power is so bad against coordinated groups. Maybe pig as well, but I would rather see other buffs to her base kit instead.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550473#Comment_2550473

    Idk, the old system really screwed certain killers (poor plague)

    I think there is just too much criteria to make a reliable system that we were expecting.

    Take your example that the system looks at perks. That would mean every 3 months 6 new perks need to be added to be calculated. Not to mention any synergies that might make other perks stronger.

    That would be an insane amount of work.

    What we have now is flawed. But i don't think it's possible to have a good system with as many variables dbd has.

    I agree there are too many factors. However, they could make a sub-system that makes this easier, such as a point system for perks. Then the new perks, add-ons, etc could be added to that system and the overall system would not need to change.

    Depending on how they did it, a point system that caps how many good perks a person can use could also change the meta and make perk changes easier, while allowing perks that serve the same purpose to actually both have a place in the game. I have talked before about how a system like this could be used to improve balance between perks, different killers, and even swfs, and having something like this in place would then allow for a better SBMM system.

    With the current design of the game it is largely impossible as you said. However, I do believe in two years they could have at least made a system that takes more into account then the current one does.

  • 8 perks would be to strong especially if they were so specifically set-up to work like this. A better idea to get killers more pressure is to get killers that pressure when they need it most, which is usually post hooks when a killer usually need to continue pressuring or lose all of their current pressure. Also, a change in this department would discourage camping.

    My suggestion has been to give all killers a 10%-15% movement buff post hook for like 15 seconds or until they enter another chase. This helps slower killers compete with mobile killers to balance the killer experience somewhat, while also not helping in chase. It also does not benefit mobile killers like billy or nurse nearly as much since they can do the same thing more efficiently with their powers.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549913#Comment_2549913

    Good survivors who risk their lives to save teammates will be considered worse then the teammates they rescued, and the guy sitting in the corner all game with a key is going to end up looking better then all of his teammates if he is the one who survives.

    I think that's a bit of a wrong conception we are having. Largelly because of how poorly sbmm was named.

    Having higher mmr does not mean you are better. It's not trying to put a number on how good you are.

    What it's trying to do is to get you to a 50% escape sweetspot.

    So if you like to make risky resques your mmr will change so that you can make risky resques AND escape about half the time.

    It's not looking at how good you are, it's looking so you can escape half the time no matter what your playstyle is

    It's just a wrong conception people are having that high mmr equals you are good and low mmr equals you are bad.

    It's just a number that tries to give you a 50% escape rate no matter what your playstyle is

    That may be true but that is still just as faulty as the old system, since the old system was largely based on the same criteria, and assumes everyone always plays roughly the same all the time. A better system could account for things like perks to place you in stronger matches when you run better stuff or weaker with weaker stuff. Same is true for if someone is playing with friends or not or if you bring really strong add-ons as killer.

    The point of the system should be to make matches fair and fun (like all sbmm systems) and when you only look at one criteria you miss to much of what is going on around that criteria.

  • No. System might be ok for killer due to being based on kills, but escapes is not ok for survivor. Also, a hard-capped system has the same issues that using ranked has is that the grand majority of people (maybe even all killers or survivors depending exactly how the system works) will end up at the top meaning matches are essentially just random again.

  • Time acts kind of as a moderator from what I saw, so if you are playing killer and got a 4k in 5 minutes you get like 30pts but if it was in 10 minutes you would get 40pts. Though again numbers are just examples we don't know the exact math to my knowledge.

    I think sbmm is basically the same as the emblem system for killers, since killers who get kills tend to do better in emblems and meet the goals of sbmm, but survivors get screwed. Good survivors who risk their lives to save teammates will be considered worse then the teammates they rescued, and the guy sitting in the corner all game with a key is going to end up looking better then all of his teammates if he is the one who survives.

    Honestly the system is way to basic for something that took over a year to develop and is largely the same or worse then the emblem system, especially with the hard cap.

  • @Lliart said:

    Basically I wanna have ruin be nerfed BUT I want base-line regression to be buffed to either 150% regression or 175%. With this, I feel that having Ruin mostly be a convenience perk with no increase to regression and not have to use time to kick stuff would be neat. Either that or just make it additive so that ruin increases regression by 50% or 25% so that it still does what it does on live, but it isn't as vital for the killer perk Meta.

    Regression should naturally be where ruin is. Ruin then just makes it so you dont have to be there or kick the gens.

  • Due to the ability to be replaced and to be stronger in the hands of swfs who can run multiple boon perks on different people it seems a little to stronger, especially since it gets rid of the little bit of counterplay boons currently have. I would say 30, 35, 45 seconds could make it more balanced.

  • Im seeing a lot of complaints about ruin, but if you break it then it is gone and tinker is pretty useless cause you likely won't get the gen below 70%. They can also use pop but if you give them a down and allow to kick a gen back below 70% that is on the survivors.

  • @Orion said:

    Reporting people does not do anything. The report system in DbD is so awful it's common knowledge at this point to just ignore it. Streamers even tell their communities not to bother reporting because it doesn't do anything.

    The system is bad, yes, but not reporting is worse. It's no surprise there are so many hackers when you have people explicitly telling others "hey, just let them get off scot free".

    The system is only bad because of the multiple steps you have to undertake. However, it does work. Now cue people saying otherwise.

    If the system requires a whole bunch of extra steps or cannot work without a ton of player input it is trash. All the extra steps make it take forever to report and a lot of times you need video proof, which is hard to get if you do not record every game.

    Also, you actually have to report after games which is a problem when there are videos of hackers who have hacked that option and made it link to other stuff.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2528887#Comment_2528887

    No. The two Boon Perks aren't nearly as strong as people were making them out to be (who would'a thought).

    The first one gives you double healing speed when within 28 meters of your Boon totem, and lets you heal without a Medkit.

    The second hides your scratch marks and auras when within 28 meters of your Boon totem, and lasts for four seconds after leaving that range.

    Neither are that great, because they're heavily restricted by having to be near your Boon totem. I do like the idea of being able to 'set up camp' per se, by moving your blessed totem to a new area to give yourself an opportunity to heal in peace.

    This is assuming more people havent set up multiple totems, and these are also super strong late game in a smaller area; you know the period killers are supposed to make a comeback during since 2-3 gens can easily pop at the start.

    If survivors are bad and place the totems far away then that is on them, but they are both very powerful especially the healing one.

  • Boom totems are an awful idea in general, but could work if they were implemented properly or applied to already strong perk concepts (like exhaustion perks). I was actually hoping they would go back and make exhaustion perks based on them to balance them somewhat with other survivor perks, but of course the devs did not do that.

    The fact that the survivor can set up these perks that give all their teammates the benefit (they arent even personal) when they already have a 4v1 advantage is ridiculous. The totems can also be reset pretty much endlessly cause again there is only one killer so they cannot chase all 4 people at once. This is literally the equivalent of making a hex where every second survivor that gets hit is an instadown and when that totem is broken it auto-resets until all totems are destroyed; it just creates a ridiculous amount of power creep that outclasses almost everything before it. The point is to change the meta not break the games foundation by making everything old pointless in comparison.

    Like I want to see perks that change the meta or create new playstyles, but the devs have shown they have no idea how to play their own game. Breakable walls were a great idea with an awful implementation, the twins had a great and new power concept that feels awful to go against, and now boom totems are so op they act like killer hex perks that can be set almost infinitely in a coordinated group due to the fact that again their are 4 survivors to 1 killer. The devs act like they were designing these perks like their is only 1 survivor in a trial. Honestly, the devs need to focus on buffing older perks and rebalancing older concepts (like they are somewhat doing), cause they seem to be incompetent at adding new concepts to the game and can only make changes for something that has been around for 6+ months.

  • My biggest worry with this change is medkits. Medkits already outclass every other item especially with the right add-ons. People running this perk with really good medkits are potentially a issue, especially if it is a speed medkit.

    With this change, I would like to see iron maiden buffed to 60 seconds. In my experience, it usually gets triggered from across the map, so having more time on it would potentially make it more of a threat to survivors using locker based perks or people who want to hide in them all the time.

  • I actually would prefer him to be a 1v1 killer. The game has a lot of killers that thrive in the 1v4 and it gets boring to not have many that are great in the 1v1.

    I would say the buffs he needs with these changes is either 115 speed and some kind of movement ability (like some kind of slide or pull like mentioned above but I think this is to similar to blight). They could also increase his lethality along with 115 speed to increase general pressure; maybe after getting two hits with your gun (he does load their blood) his next shot is an instadown without the need to reel. You miss you get screwed and if you hit you get rewarded.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524615#Comment_2524615

    The difference between a 115% and a 110% traversing the map is actually VERY minimal. Were talking about a 2 second difference traversing 200m.

    His chase around loops still wont be that bad since his projectile goes pretty fast, pretty its as if not faster than Tricksters and even him can get little pokes here and there at loops, DS will be able to get a full on health state.

    I think the TR nerf is going to hurt him the most, everything else is just gonna need adjusting

    The difference between 115 and 110 mostly matters in chase, which is the whole reason legion was buffed to 115.

    He will still be fine at loops but a lot of loops are going to take extra time to get hits, something an already slow killer with no mobility cannot afford. He also has limited range which restricts him more then other ranged killers.

    I agree the TR change will be the most impactful.

    Imo he went from being a slightly worse huntress that is easier to play to being grossly weaker then her.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524214#Comment_2524214

    His ADS is .4 seconds bro, thats how his chase wont change. (Confirmed by Peanits)

    That is still unreactable for the majority of people

    .4 seconds means that you still cant use it quickly around some loops, which deathslinger takes longer to get around due to slow speed. Also, his larger terror radius nerf means that survivors will take off earlier to avoid him and waste time, since he has only ever been good in chase and he is slower then almost all other killers at catching up.

    He really needs to be 115 with these changes to even potentially be where he was before (which still wasn't that high up the tier list), or make his harpoons instant damage rather then involve the reeling mechanic.

  • Deathslinger will now be the worst killer in the game. He was already worse then huntress and was only useable for people who enjoyed quick scopes and being good in chase at the expense of gen pressure. Now he has nothing really. Only killer he might be better than is legion but legion is at least 115.

  • @TacitusKilgore said:

    I frankly cannot stand the absolute hypocrisy and whiny complains of the dbd community of killers and survivors running pure meta. Ruindying, UB+DS+DH+BT, etc. People will see these builds and scrape their eyes out screaming in pure agony like they've just witnessed some form of eldritch torture. Its genuinely extremely pathetic how some players cannot handle even the most minor amount of effort from the other side. "Sweat" is a constant entitled pejorative we use against anybody who is trying even remotely hard to win. If you've ever posted a clip of yourself using ruindying or DS+UB the comments will just be flooded with complete brainlets crying about your build, despite the fact you likely never acted in a toxic manner in the clip. Why are DBD players so against people having fun with their strongest builds?

    I personally dont mind meta perks, but if it is obvious the other side is playing sweaty then I will as well.

    I think most people dislike people who play the game super efficiently (tunneling, meta perks, gen rushing, etc...) because it makes the experience less fun when you are on the other side. However people are not going to play how you want them to.

    I think people also dislike meta builds in particular because they are so common to go against. It makes the gameplay a lot more stale when you vs the same perks all the time or feel forced to play the same perks all the time if you want to win. This is mostly due to the lack of any system (like a point system) that encourages running varied loadouts, in addition to how few actually great perks there are (especially for killer). People dont feel rewarded for running other perks, or they see other people have success with certain perks and do it themselves (similar to how everyone switches to the new meta gun in warzone after buffs/nerfs go live).

  • Adrenaline is largely fine the way it is. If they changed anything it would likely be the ability to store it while on hook, if you were hooked when it activated.

    I dont think it needs changing though. Also, the requirement that when two or less people are alive would destroy it since in my experience survivors almost never finish gens with two people left.

  • @GoshJosh said:

    Devs, help me to understand why these are still allowed or cannot be changed:

    1. Survivors not working on generators for extended periods of time (say, more than three minutes). Usually only a problem when two survivors are left alive with no key and/or hatch hasn't spawned. They do not progress the game even when the killer is nowhere nearby, and can indefinitely keep from being found by moving in the slightest. Idle crows need to be assigned to survivors who do not touch a gen for 10+ consecutive seconds (maybe even more) after three minutes.
    2. Survivors keeping other survivors bodyblocked, be it in lockers, in between some rocks, anywhere. Survivors in lockers need to be given an option to get out of the locker while the other survivor is opening it, even if it has to cancel the animation. For survivors stuck in corners, either remove collision completely between survivors or at least allow them to pass through other survivors after a few seconds while in this situation.
    3. Killers bodyblocking survivors. Same as above, make it so that after five seconds a survivor can slip past a killer while cornered by them. This allows the killer plenty of time to get their hit on the survivor, but not keep them stuck indefinitely. This is only a serious issue if other survivors aren't left and end game collapse isn't triggered, but why leave any room for the possibility?

    Options 2 and 3 are already bannable if done for a long time, though option 3 might not always be bannable if the game can end (i.e. the killer blocking survivors to kill them during egc).

    Option 1 can be bannable, but it has to go on for a very long time. The problem with this is that both survivors are encouraged by the hatch to wait and hope the other dies.

    I do think adding some kind of mechanic to prevent number 1 would be nice (like 5 minutes without any objective work= automatic crows), but options 2 and 3 are too situational for mechanics to likely be fully implemented, except for the locker situation survivors should be able to cancel other survivors animations if they need to be able to move.

  • @Didiez said:

    I would hate to transform dbd into last year game, but we can agree that dbd already have grenades, a "knife" (I know that DS is a sharp glass but you get the point) and mines, so why we can't get a baseball bat or an axe? Here's the idea:

    You start the trial with one baseball bat:

    When the killer is breaking a generator, pallet or breakable walls (he will be red Just like victor when he's on cooldown) you can hit him with the baseball bat using the button action and stun him for 3 seconds. The bat breaks on the process and your aura is shown to him for n seconds.

    Now this is where I need your help. Based on this concept, I want some buffs and nerfs ideas or even a reason why this could not be viable to be a perk. I also thought on the axe because I had an idea about breaking walls and pallets in the trial for three times. If all four survivors had that perk, they could stun killers for 4 times (just like DS) with the axe idea they could break 9 walls/pallets. A nerf idea would be having to do some task to be able to get the bat.

    I don't think this short stun during animations really adds much and will just be used for memes and to be obnoxious/as an annoyance (a lot like current head on or blast mine). Don't get me wrong, I love survivors who bring these perks cause they usually want to bully and get wrecked in the process, but it is still obnoxious sometimes.

    I do think something like the bat idea could be added as a perk for survivors, but it would largely just be a very obvious and worse version or perks like flashbang, since there are so few times you could use it, so again would just be for memes. It would really only be useful if you could chain the stuns in a team to stun the killer for like 12-16 seconds in total.

    The axe perk would be trash tier like a lot of perks. Breaking walls is great on a couple maps for survivors, but most maps either do not have any or only have a couple that largely benefit survivors; the two maps it could really help on are the game and dead dawg. Survivors would also never want to break pallets cause that is their resource to use against the killer.

    The bat idea I would not buff, even though I think it is just meme value currently, due to the fact that if you add more animations/times you can stun ot extend the duration/uses it could quickly become extremely unfun or unfair instead of annoying. The axe could be buffed by allowing the survivor to use available material to collect material to make pallets in loops where they did not spawn. To balance say it takes like 25 seconds of material collection (picture fortnite but without items disappearing, instead they would just run out) and then another 15 seconds to build a pallet. It would end up taking around a minute+ including travel time. Let's say you could do this twice. The pallets could only be placed in areas where ones did not spawn and not where broken one's are to prevent remaking god pallets. I think my change is not really a good idea since it would be largely too goofy for dbd, but it would be better then something as situational as a perk for destroying breakable walls as survivor.

    I would like to say I really want to see David or Leon take a baseball bat to Victor's head now (new custom animation for individuals with a bat or axe against the twins).

  • @Rez_Marsiel said:

    Title. What would happen to the balance, META, etc. Time to die on hook would still be the same, but you'd die on 2nd hook instead of 3rd.

    As one of the people above me said, killers would tunnel one person out of the game for an easy dub due to how unbalanced the game gets after one survivor is dead. This is the major problem to this idea.

    I do think 8-9 hooks is around where actual balanced gen speeds with this game lie for a host of killers, super strong one's not withstanding.

    I think it would be interesting to have a separate game mode where instead of death after so many hooks it is based on some kind of morale system. Maybe after 8 hooks (the equivalent of 2 per person as op said) the entity comes and kills all survivors. Survivors cannot die before this, but they can be hooked endless times. Also, hook stages would proceed same or slightly faster then they do now but with endless struggling until you are saved or 8 hook stage equivalents has been reached.

  • @KweenPlease said:

    Please add a button that allows us to block them in game as well so we can't be paired with them.

    We blocked them for a good reason. We don't like how they play. This goes for survivors AND killers.

    I think a remove as teammate option similar to overwatch would be fine. For like 7 days, you cannot be paired with that person, at least on your team as survivor and allow survivors to block up to 4-5 potential teammates. Maybe also allow killers to block like 2 people that stay blocked for a week. I foresee this really only being used to block annoying survivors that farm teammates/dc and hackers.

    Imo survivors should not be able to block killers due to the fact that certain play styles are unpopular, and someone shouldn't get longer ques while playing within the rules (though it would be nice for hackers). Even if killers can block a couple survivors, there are less strategies survivors use that killers hate so killers likely would rarely use it.

  • @jajay119 said:

    Doing the gens is the entire point if the game. If survivors are hurt, so only take one more hit to get downed, and are still popping the gens maybe you need to revise your play style rather than ask for changes to the game. Maybe try one of the killers that has instant knockdown like the hillbilly?

    I VERY rarely play killer, normally only when I consistently don't get survivor matches for a long time, and I win more matches than I lose (by which I mean I can sacrifice at least one survivor to the entity).

    Sacrificing 1 survivor is a loss by the devs standards (being that they admit to trying to balance around 2k and 2 escape). Instadown killers are bad against survivors that do not heal since you remove part of their power; these are the last killers you want to play if concerned by this.

    On to thana, I do not think thana should be basekit, but I do think they could do something interesting to discourage tunneling by reducing action speed for a survivor who has been hooked (say they were traumatized or something). Not sure on the exact numbers but something like 10% per hook that only applies to the person that was hooked. This could be a way to reduce some gen speeds while also discouraging some negative behaviors as well.

    Thana being base kit does not really make logical sense, cause why should I care if my teammate is hurt. You might be able to make the argument for a personal thana effect, though this likely would not do much.

  • The main problem with eruption is the kick requirement. If it applied to any gen that had been regressing at any point then it would be a good combo for ruin or surge (you down with surge and surge regresses then all gens affected by surge get eruption for a double effect next down).

    Right now it is really only good with pop and could really be swapped out for any better perk.

    The perk also has a pretty pointless cooldown with requirements that dont line up well early or mid game, being a kick and then a down (since survivors can easily finish the gen after a kick before you can get a down).

  • Wouldnt work because in the cases you are talking about with customs gens literally do not load into the map. So if there are only 3 survivors in custom then only 6 gens load in instead of the usual 7.

    What would have to happen is if someone dced then either gens would not disappear, thus making it abusable and giving survivors an advantage in some situations, or a gen would disappear which could screw survivors who are working on it/ had previous left progress on it. They could also make it so that the gen with the most progress just finishes if there are 3 or more left (the fairest option) but if survivors already had that gen like 80% or more it really doesnt benefit them.

    Likely would be to tricky to balance/properly implement since every new thing they add seems to break the game in some way. Also, the game is very reliant on the 4v1 dynamic due to time; that is why tunneling one person out of the game even if you give up 3-4 gens is a viable option for killer.

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445992#Comment_2445992

    Sounds like it would be very tricky to balance for all scenarios.

    What if a survivor DC's on death hook (potentially to remove the killers ability to Pop/BBQ), and is replaced by a bot.

    Would that bot also be on death hook? Or would it be a 'new' survivor with three hooks left in them?

    It would likely be significantly easier to find and down a bot than a player, especially at a high level, and so does that bot just count as free hooks, and thus free Pops and BBQs? Likewise, free hook farming for the survivors?

    I imagine the bot will just pick up where the survivor left off and immediately take their place. They likely will be worse then the usual survivor so it will benefit killers with hook perks, but it will prevent the angry dc to deny killer perks as well.

  • Pig needs to be changed by removing rng to make it so you only get the trap off at the third box (or fourth with add-ons) everytime. This would actually buff her in some aspects, while removing her ability to camp out a single box.

    Pig is already one of the weakest 3-4 killers in the game. Her stealth is only ok and makes her too slow to act like ghostface or myers, and her lunge is alright but not useable at a lot of loops. She needs the traps for slowdown to even be partially viable. Nerfing those would make her a joke.

  • It is necessary for killers to be locked due to MMR. Survivors should also br locked to keep it fair imo. I like the idea someone mentioned above of locking survivor items after 30 seconds so killers have time to react.

  • @vacaman said:

    I'm curious how often if ever do you get accused of cheating? Specially good huntresses with wallhacks.

    Rarely. A couple times due to BBQ or other perks, usually one's people do not understand.

    Salt is usually for other things not from people accusing me of cheating.

  • @eloise said:

    No speed wen he use the ding ding, the possibility to hear him like spirit, just the teeth is not enough,

    If you take away his movement when using his power then he goes to garbage tier. He already can't move much but that slight movement is very important for seeing survivors around loops and zoning (similar to nemesis after he hits or breaks a pallet with his tentacle). Also, he does not have a super useful power for a lot of chases/loops so that would reduce his effectiveness even more in this area.

    As far as noise, I think he is fine; I mean he is supposed to be a stealth killer. Spirit is not a stealth killer she is a chase killer.

    Honestly, imo Wraith is fine. He can feel very oppressive against people who arent that good or teammates if they play super uncoordinated but that is more on the teams then him.

    He also has a very high skill floor, like Freddy, that makes him generally take less skill to do well with, so generally playing against most decent Wraiths will feel similar. However, a Wraith still needs to know how to play and use his power to do well, especially at higher ranks. He also has a much lower ceiling then the top killers like nurse, spirit, blight, etc..., so nerfing him (especially in the wrong way without counter buffs) just puts him back in the garbage pile.

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