Best Of
Diminishing returns should affect Aura reading perks as well. And/Or DBD Classic Mode.
If you're going to nerf healing percentages, repair percentages, movement speed etc. then shouldn't perks that reveal also be nerfed? Same mechanic, stacking aura reading should be nerfed as well. Behaviour nerfed flashlights, gen kicks, hooks used to not respawn, like all of these "balance" changes that just feel super lopsided every single time. The game has left skill based gameplay for cheeze mechanics. So main post too many killer aura perks not getting hit with the "diminishing return" bat but also can we get a DBD classic mode? Old beamers, hooks don't respawn, hatch spawn before endgame etc. Let's play the game as it was intended untouched by "balance" ew.
no to the Slug
I wanted to propose a solution to slugging in Dead by Daylight.
Players who get slugged practically don't get to play the match (assuming they aren't running a specific perk for it). They are left with only two options: slowly crawl around the map or wait for their bleed-out timer to hit zero. This takes 4 minutes—minutes that the player cannot skip, and during which they aren't actually playing. This makes slugging nothing but a frustrating mechanic for the players who have to deal with it.
I wanted to propose a mechanic that might sound a bit wild, although I am sure it is quite fair due to its situational nature.
My proposal is that when survivors reach halfway through their bleed-out progress (not their recovery progress), they have the OPTION to stand up in a new health state: 'Devastated'. In this state, their bleed-out bar will continue to drop at the same speed as before.
'Devastated' will allow them to move only while crouching, making them unable to use exhaustion perks, self-healing perks (such as Self-Care), or items. Additionally, their grunts of pain will be increased by, for example, 50%.
Survivors can still perform actions like repairing generators, opening exit gates, and cleansing totems. However, the main goal is to give them a chance to find an ally to heal them.
What happens if the Killer chases a 'Devastated' survivor?
Survivors in the 'Devastated' state will vault windows and drop pallets 35% slower.
If the Killer hits a 'Devastated' survivor, they will put them back into the dying state. The survivor will then lose 20% of their total bleed-out bar (without dropping below 10% of their remaining total bleed-out time), and they won't be able to trigger the 'Devastated' state again.
Perks to accompany this new mechanic:
Perk 1: Recomposition
While in the dying state, your recovery speed is increased by 30%. When a teammate heals you from the ground, you recover 25% of your total bleed-out bar.
Perk 2: Resilient Will (Te sugerí este nombre)
Allows you to enter the 'Devastated' state a second time per match. Additionally, Killer hits received while in the 'Devastated' state reduce your remaining bleed-out time by 75% less.
Perk 3: Head Start (Te sugerí este nombre)
You can enter the 'Devastated' health state when your bleed-out progress reaches 75% (instead of 50%). Upon standing up, you emit no noise or grunts of pain for the first 4 seconds.
I don't want people to think I'm trying to buff survivors. My goal is to make sure that as long as they are in the match, they actually get to PLAY.
I doubt anyone from DBD will actually read this, but thank you so much for your time <3<3
Re: DESBALANCE TOTAL
Mira bro, estás en lo cierto hay un desbalance gordo, pero al contrario de como piensas, el asesino lo tiene fácil, yo hago 4k sin perks si tú necesitas más de 4 perks quizás necesites practicar un poco mas o entender los poderes de tu killer, actualmente los asesinos se han vuelto aburridos y solo tunelean, rablats explica muy bien la actitud de los asesinos de hoy en día, solo se trata de encontrar al primer superviviente y colgarlo, una vez hecho eso ya todo es rodado, esperan a unos metros del gancho y cuando lo descuelgan encadenan un Chase con otro ya sea contra el que cuelgan o el que va a descolgar, a mí me da igual me parece rastrero ambas, se está haciendo un poco aburrido jugar como superviviente y nos hemos visto obligados a ser más duros, luego acabáis con los ojos flasheados y somos nosotros los tóxicos, cuanto tiempo llevaré tratando de que la comunidad se dé cuenta de que somos necesarios el uno para el otro, yo me aburro si el killer es malo pero también si tunelea, por tanto agradezco cuando es bueno y la partida se pone interesante, pero que hagáis la partida aburrida con tal de ganar? A donde os lleva? Hay gente que ya se ha ido del juego gracias a esto, y si no me crees baja un poco más leyendo los foros y entenderás de qué te estoy hablando.
tambien me da rabia que sois muy duritos de killer pero luego os ofenden hasta los cuervos, no puedo hacer tbag a un killer cuando me divierto jugando con el porque está interesante la partida y solo quiero hacerlo como reverencia y agradecimiento, amistosamente, vosotros inmediatamente lo tomáis como si os estuviera reventando el orgullo, ha habido cambios para que no os quedéis acaramelados mirándonos cuando conseguís colgar a uno, como si campear no fuera tóxico. han cambiado hasta el grito de Steve harrington porque hasta un grito os ofendía, creo que el juego mira mas por los asesinos que por lo supervivientes amigo es mi conclusion
Re: Is Piggy / Saw license going away?
The last licenced survey BHVR sent out still had a second saw chapter on it, so it seems that even while this game would've presumably been in active development BHVR is capable of negotiating for more content with the Saw licence holders.
I hope we do get Kramer eventually, before we lose Tobin.
Re: Nintendo Switch 2 version
Still nothing at summer game fest today. How would Behaviour even manage to squeeze the new graphical overhaul with all the graphics improvements, new character models, lighting and all of that good stuff they're planing on a Switch 1 version of the game? Like that sounds like way more trouble than just making a Switch 2 version and brute-forcing it with the new hardware. This is getting ridiculous.
Re: So, Diminishing Returns
While nothing's being directly and dramatically affected (outside of stacking four of the same modifier, which was the point anyway), there are a few things I'd personally think are worth looking at, which I'll put in a bulletin list for convenience:
- Power of Two and Blood Pact. Specifically together; it's the only time anyone ran these two perks that I'm aware of, and even then it was a gimmick thing. It's one of the few instances where I think the lessened stacking actually matters for just two perks, but what I'd recommend is slightly buffing Power of Two then reworking Blood Pact, there's no reason for both to be in the game at once.
- Fire Up. While this perk's main draw - the pickup speed - isn't affected that much, it is one of those instances where you'd want to pair it with something else for the other effects (think Brutal Strength for the break speed, or Bamboozle for the vault speed) but the new system makes that not really worth it. This isn't catastrophic for Fire Up because it does multiple things at once, so one thing being lowered is less relevant proportionally, but it's still worth looking at.
- Babysitter. Now I might be wrong about this, I haven't had this perk used on me so I can't test, but I believe Babysitter's Haste effect is just immediately and inherently reduced by the off-hook Haste you get by default. Again, not a catastrophic deal because Babysitter does more things + the Haste lasts longer than the basekit Haste anyway, but worth looking at.
- Champion of Light and Fixated. Specifically together, the two are fine individually with other strong use cases, but I think the combo's worth evaluating. Could be a reasonable thing to accept as collateral, could warrant changes.
- Better Than New. This isn't a perk that's actually affected by the DR system itself, but I want to highlight that the DR system opens up a new buff for this perk to allow it to give a chase buff- if you give it vault speed now, stacking with Finesse is less scary, and then the perk can fully realise its potential as "you're now buffed for anything you do except repair".
- In general, small percentage Haste perks like Batteries Included and Undone can safely be made a bit better than they currently are. This probably applies to survivor too but the only one I can think of off the top of my head is Dark Theory which I don't think necessarily should be buffed that way, it needs a secondary effect more than a numbers buff.
I wouldn't consider this list a rundown of perks that need changes because of the DR system, at least not all of them, but I do think these are among the best potential candidates for the DR system allowing more robust buffs.
Overall this system was implemented pretty smoothly. It does what it's meant to without significant collateral damage. However, at the same time, a huge amount of this system's potential value is in the future changes it allows, so I'd really love to see those changes happen sometime soon.
Re: Deliverance needs a nerf?
you should have seen my reaction to that part of the video. Like who complains about this perk lol
Re: Am I crazy for not being a "friendly killer with a personality"
I just don't engage and keep playing as normal. Not everyone likes to farm and that's fine.
Am I crazy for not being a "friendly killer with a personality"
Let me be clear: I like being fun and nodding when the survivor nods and pointing and whatnot but just because I do that doesn't mean I don't want to win I have never once loaded into any game where you are meant to kill people and people get mad at you for.. Killing them?
Im bringing this up because I genuinely hate it how I can wait in a 5-20 minute queue and after waiting so long to play the game I'm met with friendly survivors who refuse to play the game. Or ill nod once then people will take that as an invitation to not play the game.
Its even worse when I'm playing survivor and I want to take chase for a bit and the killer wants to be friendly but since I can't down everybody in 2 minutes and abandon I'm forced to do gens for 5-8 minutes with zero interaction between both sides.