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My Dream Patch to Try And Fix Dead By Daylight (Part 2)

kizuati
kizuati Member Posts: 1,386
edited September 2022 in Feedback and Suggestions

Hello this is styled this as a developer update for funsies - if you haven't seen Part 1 - click here.

We're back with a scheduled continuation of our unscheduled developer update,focusing on many upcoming changes coming to Dead By Daylight soon in the 6.9.0 PTB. In this edition,we'll cover technical updates to the game,perk updates,spawn logic changes & more Killer changes.

Generator Speeds:

A lot of KIller players have been in this situation. You start the chase with a survivor,down them rather quickly,get to a generator that's about to get done and stop it at the last second..only for 2 more generators to activate in the distance. Sucks,right? Well we're going to address this,but not the way you think.

Going forward we're going to be retiring the Shroud offerings. This is due to us updating the Survivor spawn logic to either spawn in pairs of 2 or all together. This will naturally force survivors either to inefficiently stack up or to spend time spreading out instead of lucking out with their spawn. Believe it or not,this will massively skew the game's start towards the Killer's favor and allow them to pretty effectively apply pressure.

Additionally,some problematic items and addons in regards to generator speeds will be addressed in this mid-chapter as well.

Items: Buffs,Nerfs,Reworks

It's been a hot minute since we did a major change to the item roster in Dead By Daylight and we think it's just the time to do that.

Medkits:

  1. Camping Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 75%.
  2. First Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 85%.
  3. Emergency Medkit - 16 charges,cannot be used for healing others,self-healing speed reduced to 105%.
  4. Ranger Medkit - 32 charges,can only be used for altruistic healing,bonus speed for healing others is 45%.

Dev Note: Medkits' time efficiency has been significantly over-performing for a while and required a substantial nerf. We hope these changes will now bring them back in line.

Toolboxes:

  1. Worn Out Tools - No Changes.
  2. Toolbox - Charges increased to 24.
  3. Mechanic's Toolbox - Retired.
  4. Commodious Toolbox - Decreased repair speed bonus to 40%,added a 15% sabotage speed bonus.
  5. Engineer's Toolbox - Charges increased to 18,removed sabotage speed penalty. Increased great skill check zone by 5% relative to it's current size.
  6. Alex's Toolbox - Removed the ability to be used on generators.

Keys:

  1. Broken Key - Increased time of use to 30s.
  2. Dull Key - Increased time of use to 15s.
  3. Skeleton Key - Decreased time of use to 25s.

Maps

Maps are being retired this mid-chapter. In the coming mid-chapter we seek to rework maps and keys into one uniform item instead.

Survivor Perk Changes

Meta Perk Updates:

  • Prove Thyself - No longer provides the repair bonus to your teammates. For the same result as pre 6.9.0 PT speeds,all survivors repairing a generator will have to sacrifice a perk slot. Now grants Objective points that do not count towards the objective cap.
  • Dead Hard - No longer uses the Endurance status effect. The perk can now be used in Deep Wounds,but if you're not in deep wounds,the perk will put you in them upon tanking a hit. This change mainly seeks to make DH work while you're being tunneled.
  • Boon: Circle Of Healing - Removed the Self-Healing ability. Upped the healing bonus back to 75%.
  • Iron Will - Removed the exhaustion aspect of the perk. Additionally we have now returned to additive calculations of survivor grunts,which means with No Mither and Iron Will you can be completely silent once more!
  • Reassurance - Now works once per hook state,instead of instance.
  • Hyperfocus - The perk's synergies have been reduced. Now when attempting to use it with Stake Out and toolboxes at the same time,the perk will simply not trigger Stake Out's effects. Using it alone with Toolboxes or with Stake Out will still work. This limits it's power,but still allows for synergies with either Stake Out or Toolboxes,but not both.
  • Self-Care - Allows you to heal yourself with a medkit at a set 100% speed with a 50% efficiency bonus.


Non-Meta Perk Updates:

  • Buckle Up - Once a survivor has been slugged for 16 seconds,all survivors can see each other's auras until the survivor is picked up by the killer or survivor. Boost recovery speeds by 33% in a 18m radius of you.
  • Dance With Me - Allows you to get a fast vault regardless of your angular momentum.
  • Calm Spirit - Removed the speed penalty.
  • Decisive Strike - Stuns the killer for 3,5 seconds,disabling their power for 6 seconds. Activates on both hooks. This change limits it power on weaker killers,but stops the high mobility ones from instantly catching the survivor they're trying to tunnel with their power. As the perk is deactivated in the end game,there is no one affected by it but tunneling Killers.
  • Head On - Reduced the exhaustion timer to 35s.
  • Kinship - Added visual indicator on the survivor portrait,that's only visible to other survivors.
  • Bite The Bullet - Hides the auras of the healer and the healed person while the perk is active. Now also applies in reverse,whenever you're being healed.
  • Visionary - You see generator auras within 48 meters. The 3 generators closest to each other are highlighted in a white aura.
  • Deja Vu - You remember the mistakes that are about to happen. Whenever you're afflicted with the exposed status effect,see it before it's revealed to others and once per trial,ignore the exposed status effect.
  • Solidarity - Boosted conversion rate to 66%,added visual indicator.


Killer Perk Updates:

Meta Perk Changes:

  • Call Of Brine - Reduced regression rate to 175%. Removed the informational aspect of the perk.
  • Dead Lock - Reduced time for which a generator is blocked to 25s.
  • Hex: Pentimento - Reduced generator speed penalty to 15%.
  • Jolt - Now works with special attacks. Based on a 32M radius around the survivor going down.
  • Overcharge - Removed the difficult skill check. Now speeds up generator skill checks by 15% and removes the great skill check. Overcharge's secondary effect (beyond the regression) can only apply to one generator at a time.
  • Eruption - Reduced the incapacitated status effect to 10 seconds. Reduced the cooldown to 23 seconds.
  • Hex: No One Escapes Death - Removed the haste bonus.
  • Scourge Hook: Pain Resonance - Once more no longer makes the survivors scream.
  • Dead Man's Switch - Upped to 50 seconds.


Non Meta Perk Changes:

  • Iron Grasp - Allows you to lunge while carrying for 50% the distance.
  • Fire Up - Increased the bonus to 5%. Now applies to hooking,stomping boons and opening lockers.
  • Brutal Strength - Now affects stomping out boons.
  • Agitation - Increases pick up speed by 10%.
  • Mad Grit - Allows you to drop a survivor once without a wiggle progress penalty.
  • Grim Embrace - Reduced unique hook requirement to 3. Upped the generator block time to 45 seconds. Upon activation all generators lose 5% of their progress before blocking.
  • Hex: Huntress Lullaby - Now caps at 3 stacks. At 3 stacks survivors suffer from 35% faster skillchecks with reduced warning time.
  • Hex: Coup De Grace (Formerly Coup De Grace) - Permanently increases your lunge speed by 50% as long as the Hex totem is standing. Revealed to the survivors once you injure a survivor with a lunge attack.
  • Overwhelming Presence - Instead of being based on the TR,the perk works in a flat 32M radius of you,unless you're undetectable. Additionally,survivors passively lose charges around you at 25% of the normal rate.
  • Oppression - Now also allows you to kick a regressing generator. Cooldown reduced to 40 seconds.
  • Dragon's Grip - Has a cooldown of 15 seconds upon downing the exposed survivor. If the survivor isnt downed,suffer no cooldown.
  • Lightborn - No longer stops flashlight beams from thinning,tricking survivors into thinking you're getting blinded.
  • Nemesis - Your obsession is permanently afflicted with the Oblivious status effect.
  • Dissolution - Works on a flat 38m radius instead of the TR.
  • Predator - Scratchmarks stay lit for longer. Also stops the perk Lightweight from masking the survivor's scratchmarks.
  • Starstruck - Increased exposed duration to 40 seconds.
  • Thanatophobia - Now caps repair,cleansing and healing speeds at 95% of the normal speed when there are two or more survivors injured.
  • Unnerving Presence - Causes skillchecks to appear on more interactions like Sabotaging,Mending and Opening Exit Gates.
  • Beast Of Prey - After 15s in chase,you no longer have a red stain. This effect lingers for 5 seconds after losing chase.


Killer Updates - Part 2

The Deathslinger

  • Increased movement speed to 112,5%.
  • Reduced mending time to 5 seconds.

Dev Note: Caleb has received a substantial but deserved nerf in the 5.3.0 patch and we think it's about time we give him some more love. He's the first Killer in-between the 110 %and 115% speeds and we're excited what people think of his current balance.


The Blight

  • Reduced movement speed to 110%.
  • Now suffers a 2 charge penalty after hitting a basic attack.

Dev Note: The Blight's extremely strong catch up power (especially with the reduced injury speedboost) has proven a bit too oppressive. We aim to make him weaker as a regular Killer,leaning into his power more.


The Plague

  • Slightly reduced movement speed while using the Vile and Corrupt Purges.
  • Significantly skewed the baseline corrupted fountain to spawn towards the middle of the map.

Dev Note: We found Plague to be a little bit too forgiving while using her purges in terms of distance. However we wanted to stabilize her RNG by focusing her one fountain in the middle of the map.


The Mastermind

  • Lowered the Hindered status effect on full infection to 2%.
  • Removed infection progression in chase.
  • Slowed infection progression by 15%.

Dev Note: We felt it was too easy to tunnel survivors out when they were already infected - it progressed fast and the hindered felt very strong. It was deemed unhealthy to have such a strong hindered effect - the insta-down from his power is enough deterance on it's own and we also slowed down the infection rates,stopping it entirely in chase. We don't want the infection to overshadow his entire power.


The Pig

  • Increased Crouched Speed to 107%.
  • Decreased the time to go into Ambush by 15%.
  • Halved the Jigsaw Box search time.

Dev Note: The Pig has started overperforming with the 6.1.0 patch and we decided to nerf her overperforming aspect,while buffing her in-chase abilities.


The Oni

  • Slightly increased blood orb drop rates.
  • At the start of the match before getting in a single injured state,The Oni benefits from a 15% increased pallet kick speed. This is signified by a slight roar as he kicks the pallets during the early game.

Dev Note: The Oni is a great and fun Killer,although some survivors developed a strategy of pre-dropping every pallet at the start of the match,effectively never giving Kazan his power. We decided this was a little bit too unfun.


PERFORMANCE UPDATES:

We'll be honest. Dead By Daylight is not running as smooth as we'd like it to. It's been pretty difficult to try and work with our existing code and we know a lot of you have been suffering from performance issues so we have multiple things upcoming for you all.

First: We're incorporating AMD'S FSR 2.0 into the game. This allows us to render at a lower resolution and bring it back up to your native one. This will be now automatically enabled with the auto-adjust feature on the resolution slider. (You'll now be able to even scale beyond your native resolution for better antialiasing just ticking the box asking you whether or not you want to push resolutions higher when your desired framerate is reached without your GPU dying)

Second: We'll be unlocking the framerate on PC by default. We want to push for 120 FPS to become the norm of smoothness on computers and we're hoping FSR 2.0 will help us to achieve that along with other changes under the hood.

Third: We're starting a large re-factor of the game's underlying systems that requires your support. We're going to be releasing a cosmetic bundle for a higher price than usual soon as a DLC. The profits from that DLC will go DIRECTLY to this. It's a lot of work,but we're slowly moving more and more game logic from the client to our dedicated servers. There are many benefits - less hackers,less lag,less performance taxes on your system!

Fourth: We're adding a lower graphics setting option for older generation console players. With us optimizing our code,some players might want to push the framerates even further with lower graphics settings. We're not taking that option away from you. In fact,we'll soon be overhauling our graphical options menu to include more detailed settings and newer AA methods.




With that... I hope you enjoyed this alternate reality train into a world where BHVR actually cranks their work up to 11 and we all enjoy the best version of DBD we could hope for. Feedback is welcome in the comments. Part One of our imaginary dev update trip can be found here: https://forum.deadbydaylight.com/en/discussion/348404/my-dream-patch-to-try-and-fix-dead-by-daylight-part-1

Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
    edited September 2022

    Okay. I'll go down this one line by line as well.

    This may be controversial but I do not care about map offerings or items. They don't matter to me. Sometimes it's fun to play vs. survivors on a map of their choosing and win anyway. I do think white ward should be much more common though.

    You've butchered prove thyself. It's merely a good perk and doesn't deserve that.

    Dead hard is already a good perk and doesn't need any buffs. I still see it every game.

    So circle works to mitigate the medkit nerfs from earlier? Hard pass. I'd rather just have shattered hope base.

    Iron will. Like many of my opinions, my take is rather unpopular. Iron will was absolutely busted and I'm glad it got nerfed. Also unpopular? It's still good. It's good to have a perk with anti-exhastion synergy.

    Reassurance? Good change! It should definitely work per hook state. This is what I would do with the perk.

    I don't have an opinion about hyperfocus. I'm not certain the meta around it has settled enough to determine how powerful it is.

    Self care. Seems you're negating the medkit nerfs from earlier again. Why propose them and then immediately do away with them via a couple perks? Very odd.

    Buckle up. Very interesting change. I like it! I prefer stuff that encourages survivors to work together without giving them everything wholesale.

    Dance with me: you're turning it into a second chance perk. Surv messes up and still gets a fast vault. This would be hard meta, extending chases like old dead hard did. No thank you.

    Calm spirit. Yeah it definitely doesn't need the speed penalty. Dunno what they were thinking.

    Dstrike: you're literally buffing it from it's previous incarnation. It doesn't only affect "tunneling killers". The obnoxious aspect of it was using it offensively and you're doubling down on that. Just make it 5s and call it a day.

    Head on doesn't need buffs. It's fun and I run it all the time.

    Kinship. You made it base earlier, so whatever. Nobody would run it because they don't need to.

    Bite the bullet is already low-key good. It doesn't need buffs. Especially one that completely counters an entire suite of killer perks on demand.

    Visionary? Yeah sure. Nobody would still run it

    Deja Vu. Good theming, but every killer exposed ability is earned and conditional. You probably wouldn't see it often, but when you do it would be absolutely infuriating. Frustrating moments in the game should be curtailed, not encouraged.

    Solidarity. Keeping with your general theme of making it easier for survivors to work together and encouraging it. I like it.

    Okay. Next.

    Call of brine. You've butchered the perk. 15% is actually a deceptively big numerical change. The perk is conditional: a killer has to find and kick and gen and not have a hovering survivor immediately tap it. Not worth it anymore, especially since you removed the base kicking speed increase with the last one.

    Overcharge is fine. Tap the gen.

    Dead lock. It's fine how it is. Easy to counter after you realize the killer has it: simply split progress across gens and it's irrelevant.

    Penti. So the reward for having a survivor cleanse a totem, going out of my way to light it at a location the survivor is already aware of and can simply break is.....half of it's previous value? Lol. Nobody would run this. It's awful and far too conditional for that reward.

    Jolt doesn't need buffs, especially since the m2 buff would mostly negate going into a locker to counter it.

    Eruption definitely needs either this nerf or similar. Doing nothing for 25s feels horrible.

    Noed is already dead. Please stop grinding the corpse into mush.

    Pain res. Scream, don't scream. I don't care. I'm just sick it it going back and forth all the time.

    DMS doesn't need a buff. It's an easy to proc stall perk.

    Whew. Okay.

    Iron grasp: sure whatever. Nobody is still gonna run it outside of meme builds.

    Fire up. My idea is to just make it start with a token this is fine too.

    Brutal: sure. Conversely leader and resilience should make blessings faster. Consistency.

    Agitation. Uhhh.. Okay? This is hardly even a buff. Or anything.

    Mad grit: I don't see why this has to be once. It's a weak effect.

    Grim embrace could definitely use this or similar.

    Lullaby: I'd have to play with it to see if it's actually consequential but I like the gist.

    Overwhelming. I like it as it is as part of the suite of terror radius perks. There aren't enough of those imo.

    Oppression: that's a neat niche you've found for it. Could work!

    That's an interesting way to take Coup. I'd like to see how it works.

    This would make dragon's grip oppressive on killers that get fast follow up hits. Way overbuffed.

    Lightborn should already work this way.

    Nemesis is good. Good theming. I like it.

    Dissolution should work this way, yes

    Predator sounds good. Dunno about directly countering lightweight.

    Starstruck doesn't need buffs.

    I've seen this thanat idea before. Ultimately pointless, thanat would still be in the dumpster.

    Unnerving presence is a cute one. Could catch survivors by surprise.

    Beast of prey: still absolutely pointless.

    Deathslinger: it's cute that you can't even give him a straight buff. Gotta have that compensatory nerf, huh?

    I was thinking about the exact same blight idea earlier today. It might be a little too harsh to have him be 110% on top of not being able to follow up rush.

    This would make plague feel awful to play. She doesn't need nerfs. The fountain thing is a cute QoL but that's once per game.

    You've butchered Wesker for some bizzare reason. He's high B tier at best. Doesn't need any nerfs.

    You've also completely neutered pig. Is this a joke to go along with the nerf pig meme? Cuz you've made her main power absolutely pointless.

    Oni doesn't need any buffs. After the first hit he's got basically 100% uptime on his power. He doesn't need that singular weakness of having to get the first hit negated.

    Other stuff:

    Don't have an AMD GPU, dunno what this is and don't care. The framerate should indeed be unlocked.

    Giving money directly to a company for changes is slavish and gross. They make plenty of money and should want to improve the game on its own merits. They aren't a charity, they're a corporation with commiserate risks and rewards.

    Okay. I'm done now. Gonna go lie down.

  • kizuati
    kizuati Member Posts: 1,386
    edited September 2022

    FSR is not locked to a GPU, it's available for anyone with a slightly modern card.

    Also please tell how can you force DS? Like legit,how is it possible to force it? Nobody's forcing to open a locker or pick up a survivor that's just chasing you around not doing gens.

    Starstruck is fine when paired with a Nurse nerf.

    Mad Grit - it's a secondary effect that's unexpected. Could be cool with Starstruck.

    Deathslinger - I literally just nerfed his mending time,c'mon. You like holding M1?

    Plague - No,not it wouldn't. It's a very small nerf to her speeds. If you think her corrupt fountain always being in the middle is a minor QoL thing you've clearly never used it well.

    Call Of Brine - You basekit remove 5% of a gen now and do it in 2 seconds. I think CoB will be just fine.

    Pig - Yes,I nerfed her slowdown. Too bad.

    NOED - I don't know about it being dead even slightly. I was immensely surprised recently by the Otz statistics post where noed was the perk that the singular perk that super spiked his killrate.

    In my testing it did so too so it warranted a bit of a nerf.

    Deja Vu - Could go along with Myers and Ghostface just insta downing you on basics without the Exposed status effect.

    Jolt - It doesn't work when you locker grab. It's either special or basic attack. Not when a surv goes down like eruption.

    Self-Care - That way survivors are dedicating an item and a perk to healing at normal speed. Plus now self-care claudettes stop being a meme. Note that this speed is unaffected by speed bonuses.

    Bite The Bullet - It's extremely niche and barely does anything right now,no.

    Wesker - I don't care if this makes him weaker because he can't tunnel as hard. Too bad.

    Penti - it will still have it's place in some builds but 30% was way too much. Maybe it can live with 20.

    Oni - Oni is just fine getting a buff. I would like to see him actually getting to use his power once he goes to Gideon


    Play risky and stun him to get distance or pre-drop and don't gain as much.

    DMS - It will be more difficult without PR and considering it doesn't really synergize with many other perks I think it's okay to give it a buff.

    Dance With Me - How is it a second chance perk? You would be intentionally going at windows at an angle once 40 SECONDS.

    Dragon's Grip - Like who? Nurse? Because she just got nerfed.

    Iron Grasp - yeah, it just is not outclassed by Agi anymore.


    Prove Thyself - Yes, it's a nerf. Big surprise.

    Circle Of Healing - I don't see how it negates medkit nerfs. You don't gain charges and can't continue self-healing. You cannot use self care to continue healing after medkits empty up either. Medkits are now a very limited resource.



    As for the DLC - I'm all for throwing a bit of money at them if it means they re-do the entire game's codebase, personally.

  • Whoudini
    Whoudini Member Posts: 309

    Unlike your first post where I more or less agreed with every single change you posted except 1 or 2 I don't agree with some of these. I feel like for instance blight just needs an addon nerf since basekit blight is just fine and making him 110 etc feels unnecessary and his addons would still be super strong. Deathslinger should just be made 115 with no other nerfs to deep wound etc. I have never played this killer once but god he needs some love so just have him be 115 so especially on indoor maps holding W wont be as painful.

    In terms of perk changes I did not at first agree with most of the killer nerfs for them but if your first post was to be added to the game where spawns and early game and maps were fixed then most of these should be ok.

    For surv perks I feel like iron will, if changed like that would be run on ace and be incredibly similar to how it was before. So until the sound is fixed I feel like this perk should be the same cuz it was an extremely strong chasing perk which just worked passively with no condition.

    Perk buffs for surv are again all pretty solid, only one I would change is dance with me. Getting a fast vault in a chase with no condition is very powerful (the vault speed build which required 2 perks and u had to be injured to get the full effect was actually played). So I feel like this at least needs a cooldown of something like 30 seconds. Just one example it removes the skill of standing in an ideal location in shack and you could simply just hug shack window and the average killer simply cannot do anything since you would just fast vault out the window no matter what mind game they tried.

    I have a few more slight things I would change but those are the main ones, overall interesting changes (my fav being the oni kick speed, I feel like this would be cool especially with brutal early game and the buff to fire up would make me try those goofy builds again).

  • Gandor
    Gandor Member Posts: 4,268
    edited September 2022

    So you basically want for survivors to be injured whole game (especially in soloQ and lower MMR levels). Destroy medkits, destroy CoH and destroy SC. What other options do I have? Pharmacy to compete with other survivors and inner healing to make pentimento big again. To compensate, make DH even easier to use but keep everyone injured all the time. I don't like any of this one bit. DH requirement included. I want more ways how to heal. Not less. This reduces all my options (worse medkits, SC was already bad by devs and is totally useless with your change and butchered CoH (same way as base shattered hope would butcher it) ). Also if you make this work, you need to nerf all the hit&run killers (poor weak sadako is suddenly very strong and I dread seeing wraith - especially with silent bell addon).

    Also proof thyself - I don't care about the perk because I never use it - I am pretty sure it's overrated. 6s per gen if doing it in duo is almost always not worth it. But with your change you could have just deleted it altogether. Devs didn't want perks to be taken just for BP. You made this perk provide only limited BP.

    Keys - please remove them already. They are useless. Worst item you can get. And dull keys actually block usability of chests and make it huge sadge when you find them (actually I feel the same for any key as hatch got nerfed hard). The biggest buff to chests possible would be to actually get rid of keys. Chests would still be waste of time, but sometimes they would be useful.

    Maps - another thing I don't like. Personally I don't use those (but my SWF does so I don't play them in my solos), but it can be fun to face scratchmirror on lery's. It will be quite boring if you face scratchmirror on mother's dwelling, and you will probably never see scratchmirror ever again if you remove map offerings.

    Dance with me - you would make it really OP just for secondary effect. You have no idea how much speed bonus this would actually provide. There are some windows that are never usable. With this perk, they would suddenly become VERY good (e.g. the game and the window next to 1 exit gate). I mean the idea could be nice, but I would not add this to any usable effect. This one should be perk on it's own with quite some cooldown (like 30s or more).

    Head on - well I think you forgot about bully squads. 35s could create some very unfriendly environment for many killers.

    Overcharge - well I don't like this version. It makes it easy for everyone (15% without great means the effect does not need to be there at all). Basically if you have more then 10 hours in game, the effect boils down to you have no greats.

    Eruption - I think 10s is a bit too weak. Make it 15s from 25s.

    NOED - it does not need any more nerfs. If you remove haste, you can remove aura of it or vice versa. The only possible problem with NOED is, that killer can get very lucky and be able to hook next to the actual totem making it rather cheap single kill. But I can't think of any reasonable solution to it. Maybe if this perk activates on 1 totem, then make this perk spawn additional totem that is far away from last lit totem (like brand new 6th totem) and if survivors cleanse any one of those, the perk deactivates (similar to hounted ground, but with 1 totem that did not exist before). But to compensate for this nerf, remove aura and keep haste.

    Fire up - what do you mean opening lockers? Killer don't open lockers. Should fire up give away it's effect by slowing survivors that open lockers? (this will actually help survivors that like to use flashlight for saves - they will know to adjust flash save timing)

    Agitation - I don't think it needs any buffs. Contrary to Iron grasp, this perk is used quite a lot. Especially with starstruck, scourge hooks and other TR perks. I mean - it's not too strong, but adding 10% speed to miss flash timing also on this perk is quite a huge buff.

    Overwhelming - I see better franklins and additional effects to augment it. So flashlights and medkits will be useless (you no longer can get full heal). Loose the passive part please.

    Dragon's grip - well this is very strong effect if you want to reduce cooldown that brutally. Personally I think this perk needs only longer effect (longer exposed time) and does not need any other adjustments.

    Nemesis - way too strong. It's not like the perk is not being played without any buffs. Oblivious status effect is already very strong thing and you want to slap it onto already good (even if not meta) perk. I mean the perk is rarely used on it's own, but it is part of many interesting builds that need obsession. Rancor being just one example.

    Predator - I don't think any perk should work in a way that "deactivates perk X of survivor". They counter each other, but predator basically always wins, because it applies also on survivors that don't have lightweight and because any additional second is less valuable then previous one. I mean the perk might want to get some buff, but this is not it.

    Starstruck - sure. But part 1 about disabling nurse is a must. Can't buff this perk with current nurse.

    Thana - I would go for larger number. 5% is not that much. on 90s generator it's 4,7s. Make it 4% for single and 8% for 2 injured survivors (on all the actions it provides - making it 7.8s on generator (btw that's more seconds saved then proof thyself gives survivors)) and the perk is fine.

    unnerving - makes less sense on sabotage - that interaction is short and possibly shorter then the end of skillcheck zone. Also that would be the same as giving skillcheck during flash save which is also very weird. For mend and opening exit gates it would be OK.

    Plague - I think she is already fine the way she is. Actually if she does not have iri addon, it's easy to loop her around rock and a pallet. Less easy with gym and a pallet but still quite OK. Making her even slower would feel bad. On the other hand fountains in the edge could give possibility to cleanse when she camps basement. I don't like your changes on this specific killer.

    Mastermind - 8% hindered is good. 2% would not be punishing at all (I would never cleanse for 2%). Also 15% slower progress gives way too much time. But I agree about progress during chase. This one aspect makes it guaranteed that you can tunnel someone out which does not feel good. I think mastermind is OK the way he is already. He can be too oppresive at 3gen (I don't know how to solve this) and he can have guaranteed tunnel with uroboros infection (which I addressed). I think the killer is quite all right otherwise (talking from perspective of - I play against him often and haven't played as him yet).

    Oni - compensation nerfs would be required. Oni has 1 single weakness that is compensated by one of the strongest abilities (especially if you learn how to flick with him). You want to have him start quickly and leave his strong power be. That's like lowering stalk requirements for meyers (especially both-iri-addon meyers). Suddenly the killer is very OP. Every killer should have a weakness or 2 and Oni's one of the biggest one is slow start.

    Overall I don't like part 2. I would scrap whole part 1 if it means scrapping part 2 as well.

  • kizuati
    kizuati Member Posts: 1,386

    Yeah I don't like healing and I think it should be focused on altruistic healing instead of self-healing. Those are my two cents. There were a bunch of buffs to altruistic healing here.

    Wesker - I'd rather see a buff to his chase to compensate rather than not nerfing his infection, personally.

    Unnerving - It's just there to throw you off, doesn't need to make much sense. (Fun Fact: This used to be a bug on this perk)

    Oni - I really hate how you can just go to Gideon and not have a power until the last gen pops. If he needs a slight nerf to account for his kick speeds,I'm fine with that. I would just like to be able to use my power.

    Nemesis - Is it, though? I would like to see the perk occasionally beyond pure obsession builds.

    Prove Thyself - Sure,get rid of the BP part if your want to. I would just like for prove thsyelf to require a bit more effort as it practically makes stacking on gens 100% efficient.

    Overcharge - I think you're underrating this perk. Combo it with Lullaby and you're not gonna have a good time + hyperfocus will be countered.

    Plague - Plague's one corrupted fountain being super RNG is a huge issue and standardizing that is good,imo.

    Thana - 100% could go for larger numbers. Those are just safe ones so the perk doesn't get out of hand.

    Overwhelming - Yeah,I suppose? I would like the perk to be used,but I guess it would be better off with a complete repurpose.

    Fire Up - Killers do open lockers? There are already other perks that speed that up like Iron Maiden and pre-nerf shadowdance on wraith.

    Predator - Doesn't deactivate it but directly counters it. Didn't know how to word it better tbh.

    Agitation - I just went along with the theme a little bit. Agitated killer is trying to get the survivor picked up asap.

    Keys/Maps - As I mentioned I would like them to be one uniform item for aura reading stuff. Just couldn't be bothered to do it for this one.

    Dragon's Grip - Might need toning down. I am looking to see it rise in usage,though.

    Dance With Me - Do note,once you vault any window this perk deactivates for 40 seconds.

    NOED - My reasoning behind the haste removal is because how many Killers rely on it as a crutch. If you remove the haste effect,they won't instantly get a bloodlust 1 basekit,so they'll actually need to learn how to chase without.

  • Gandor
    Gandor Member Posts: 4,268

    Fire up- My bad. LOL I read lockers and thought chests for some strange reason xD Then it's OK the way you wrote. I have no issue with it

  • kizuati
    kizuati Member Posts: 1,386

    lmfaoooooo. honestly based let c

    basement bubba open a chest

  • Gandor
    Gandor Member Posts: 4,268
    edited September 2022

    Healing is integral part of survivors. If you remove it (that's what you are doing for everyone but SWF), then that's huge buff to killers. Way higher buff then whole 6.1 patch in my opinion. I mean - not for highest MMR, those guys already don't need healing perks that much, but for high-to-low mmr this would create killer stomp fest.

    Wesker - you can think of it as built-in slowdown. There is nothing wrong with such a thing. You want the match to progress a little longer then just 5 min genrush. Also his current ability is dodgeable and loopable which is huge fun. If you make his ability too oppressive to compensate for lack of slowdown, I am pretty sure the killer will be less fun to play against. And with your proposals, I know that I would very rarely cleanse myself out of his power (because time wasted would be just too big compared to not being 1hit from his hard-to-land ability). As stated - not a fun of this one.

    Unnerving - well you already need your focus when sabotaging so I understand the aspect. But again - you want to give warning to skillcheck, then said skillcheck and it needing to run for whole circle to get to the end and make all of this within 2s that sabotage can take. Well. Not a good change. As I already stated. I don't want skillchecks on actions that can take less then say 5 seconds.

    Oni - yes he is map dependant. It's not just gideon. But on the other hand - you don't want to meet Oni on shelter woods. Should we nerf Oni on shelter because he is too much on that map? Or leave shelter + gideon be? I opt in for the second option - and I say it as someone who (when not playing survivors) plays Oni quite a lot.

    Nemesis - sure. You can buff it some. But unlimited unconditional oblivious is way too strong. Make aura effect after stun +3s or maybe even +10s (yes nurse is disabled so this can work now) longer. But that's it.

  • Gandor
    Gandor Member Posts: 4,268

    Proof - well I subscribe to Scott's video about this one. I don't understand why so many people bring it. From my point of view there are much better perks (even gen oriented perks) that don't force you to coop generators (and cooping as the start of the match is bad even if there was absolutely 0 speed downside to it - which is not entirely true even with proof). But as I stated before - I would not be sad if the perk was fully deleted. It's way too overrated in my eyes.

    OC - yes it deletes hyperfocus. You don't see this perk that often if you are not very high MMR anyway. But sure - if you want a perk that counters this one, I have no objections. But to be fair - the effect should get time limit (current OC is disabled when survivor touches gen - so new one should have time effect?).

    Also lullaby - the biggest problem with this perk is, that it is active only after all the hex spawn points are well known. The perk will never be good under current conditions or even after your change. The devour hope is also active only after you hook 3-5 people, but the effect is WAY stronger. Making dhope a gamble that can pay out. For lullaby there is no effect and it will probably fall. If you are lucky, the effect is strong but not really game changing (and making perk synergies with such a gamble is meh - that's also answer to your OC change). I think it would make more sense if lullaby was unlit until you hook 1st survivor. This would make it kind of unique in contrast to all the other (but NOED) perks and provide the benefit it actually needs most (after 1st hook, killer has pressure and it's harder to look for hexes).

    Plague - well then make her corrupted fountains (maybe all 3 in case of apples) spawn on more central fountains. This I think is a fair change. No need to do anything more.

    Predator - as stated before - even if you don't change interaction with lighweight, predator would still be counter to it. Because it adds most-important seconds on it (initial seconds have way more value then last seconds).

    Agi - yes it works thematically. But not balance-wise. Agitation is already very good. If you want to buff it, you would also need to nerf it somehow and that makes less sense to me.

    Dance with me - I think it would be still a bit too strong to have both effects active even if it was once per 40s. And yet it would be too weak if you make it also exhaustion perk. Maybe make it 60s cooldown and then it could probably work (or change it again after we see some usage).

  • kizuati
    kizuati Member Posts: 1,386

    Prove - I don't agree with Scott, personally. The immense strength of Prove Thyself is finishing a gen before a regression can even kick in. If you split up on gens one of them could be regressed. If the gen is already done the Killer can only cope and seethe.


    OC - I think it's fine to permanently make one generator's skill checks more difficult. When you kick another one it stops affecting the OG gen with the speed up.


    Lullaby - I think you're underrating how strong it could be after this change. Less time to react and more skill check speed will make those tricky.

  • Gandor
    Gandor Member Posts: 4,268

    Proove - ok let's agree to disagree. I personally don't care about the perk so if it's gone, I will not mourn it.

    OC - limit it to 1 gen and I am ok with this change. But I think this might be too big nerf in eyes of other killers (I think the perk will be still very good, but no longer meta).

    Lullaby - I don't think the effect would be bad. I think even current effect is strong. The problem is, that the effect has very short lifetime given how much time you have to get rid of it + how much time it takes until the perk does anything. To clarify - if you could hide lullaby really well, this could potentially win you the game. But there is very good chance, that the perk never activates or activates, but not long enough for any survivor to miss any skillchecks.

  • kizuati
    kizuati Member Posts: 1,386

    It will already be noticable compared to it's current state at just 1 stack. If it's gone before 1 stack that's just a hex totem issue.


    OC - I've already noted it only affects one gen at a time in the OG post haha. I think it's always been outclassed by CoB anyway,so with changes to CoB and OC constantly changing skill checks instead of giving one skill check it creates more opportunities for synergies.

  • Sheridan_LT
    Sheridan_LT Member Posts: 417
    edited September 2022

    You put a space after every comma in most languages including English. Also, I guess I like most of these changes? I REALLY like the buffs to niche perks, though things like Nemesis are a little too strong (should maybe become a Hex or apply a longer Obliviousness effect every time you get stunned? then Fire Up is STILL way too weak. You could buff it to 8% per gen and it wouldn't be very crazy, because you need to lose gens to make it work.

    Hysteria needs a buff, Fearmonger needs a small buff, your Overcharge and Call of Brine nerfs are very weird. I like Dissolution's buff, it shouldn't be a TR reliant perk at all because it can stop applying mid chase with stealth Killers, with Tinkerer, Hysteria and Obliviousness perks and the status effect. 38 meters is a little wide but the Survivors get a notification for it and you can slow vault pallets during that time out of the Killer's TR, so not the worst thing ever. I would maybe even make it just a map wide effect? Slow vaulting pallets is not very oppressive.

    Weird Deathslinger change, good Blight change, terrible Wesker nerf. I know after this patch we would get a very interesting new meta, and good riddance to strong medkits and toolboxes.

  • kizuati
    kizuati Member Posts: 1,386

    Yeah I didnt address every perk in the game sorry lol

  • kizuati
    kizuati Member Posts: 1,386

    The Nightmare

    The Nightmare has been removed from Dead By Daylight.

    Dev Note: We fell asleep while reworking Freddy so we had to remove his broken code from the game until someone with enough caffeine can go through it.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 437

    I main killer so here are my insights into your killer based changes:

    Meta Perk Changes

    1. Reduce the regression, sure. But removal of the notification is not needed.
    2. Dead Lock could use some tuning down. Maybe.
    3. Pentimento doesn't need a nerf.
    4. Jolt could use a buff so it works with abilities, but basing it around the survivor could be too strong or too weak.
    5. Eruption is fine.
    6. NOED doesn't need any more changes
    7. PR removing the scream would be fine. All it does it make survivors stop working on the gen so DMS can trigger

    Non-Meta Perk Changes

    1. Iron Grasp, I like it
    2. Fire Up, as niche as it is, a little bump could be nice.
    3. Brutal Strength, stomping boons is already a quick action.
    4. Agitation, yeah sure.
    5. Mad Grit, is that once a match, or does it have a timer?
    6. Grim Embrace, if you're upping the duration and adding a regression, don't reduce the Hook Requirement.
    7. Huntress Lullaby is fine as is.
    8. Coup De Grace is fine as is.
    9. OP is fine as is, having the passive drain would be too strong.
    10. Oppression, if you can kick regressing gens, there is no reason to reduce the cooldown.
    11. Dragons Grip could use a buff, but not that low a cd.
    12. Lightborn, I really like this change.
    13. Nemesis, is this after they become the obsession, or from the game start.
    14. Dissolution, 38m is too far, 32m is fine.
    15. Predator countering Lightweight could be alright, still not a perk that many would use.
    16. Starstruck does not need a buff
    17. Thana, don't quite understand the suggested change.
    18. Unnerving Presence, could be an interesting buff
    19. Could be nice for beast of prey.

    Killer Updates

    Deathslinger

    1. Don't play him, wouldn't know

    Blight

    1. Why reduce movement speed?
    2. Could be a healthy nerf, stops his instant catch up and down potential

    Plague

    1. she is fine as is

    Mastermind

    1. No
    2. It would put him more in line with other killers like Pig and Onryo.
    3. If the infection outside of chase is slowed, and he can't progress infection in chase, on top of the slow being non-existent, what would the point in his power be?

    Pig

    1. This has been needed for a while
    2. Would definitely help her more
    3. No

    Oni

    1. He gains enough blood as is. Especially with addons.
    2. How long would he have this pallet kick speed for?
  • kizuati
    kizuati Member Posts: 1,386

    Oni - Until he gets in a single hit or reached 33% charges.

    Blight - Think of how Spirit has 110% because her M2 is that strong. Same logic goes here.

    Nemesis - Constantly.

    Mad Grit - Pick up a survivor and you can only drop them once with no penalty until they get picked up or get hooked.

    Brutal- It's just a QoL thing.

    Dragon's Grip - If it proves to be too strong,sure,bump it to 30/40s.

    Dissolution - I doubt tbh. We'll have to see.

    Starstruck - If Nurse is no longer as strong as she is and cant use exposed status effects on blink attacks,isnt Starstruck a bit weak?

    Thanatophobia - It caps speeds. So if you work on a generator,even with a toolbox or prove or whatever you will always work at this reduced speed or less.

    Coup - It's way too weak.

    Grim Embrace - I would like to encourage the Killer to rapidly go for unique hooks,personally. We'll see if it's too much.

    Overwhelming - Yeah,maybe. I dont like this design in hindsight.

    Lullaby - In what world does Lullaby look fine to you when in the same game Devour Hope exists with practically same requirements to work.

    Pentimento - Maybe it could only be 20% but it's looking a bit too obnoxious with some combos ATM.

  • mizark3
    mizark3 Member Posts: 2,253


    Spawn logic- seems fine, I would keep the offerings just trade solo and all grouped between Surv and Killer.

    Medkits - I'm not sure I quite like the numbers here, and I also really dislike the Purple not even allowing self-heals anymore. I think a fixed medkit rate would be much better (66%) with doubling all altruistic values. That way using medkit charges would be more time efficient on ally healing than self healing.

    Toolboxes - The purple changes seem strange to me. Why entirely remove gens from the sabo box but not entirely remove sabos from the gen box? Even then the current sabo box is basically only a skillcheck box for gens, that is good enough I'd say. I don't like making the best gen box more efficient on gens though. Also with your Hyperfocus change you can burn out all the charges and that makes the gen considered non-toolboxed, so then you can use Stakeout when there are no charges remaining. You can get a couple quick Greats then have the Stakeout bonuses be all the juicier. Personally I would just disallow Hyperfocus with Toolboxes entirely.

    Keys+Maps - Are the add-ons going to be combined? I think that is too much value personally. I like the idea of Keys for player auras, and Maps for prop auras. I would also make keys have 24m Surv on charges basekit, with the add-on being changed.

    Surv perks - PT is fine as is. In reality it is usually a Killer perk as it makes Survivors think grouping up isn't a bad idea.

    DH shouldn't be the one to get this effect. Instead I would remove deep wound from BT/OTR and other anti-tunnel endurance effects. This way you could be double tunneled and still have DH or a Styptic in your pocket.

    CoH would need some form of intel to tell people you need to be healed in the boon's aura. I'd have 4/3/2s of standing still in the boon show your aura to fellow survs, maybe also with a loud noise the first time per injury.

    Self-Care is that in addition to the current 35%, or replacing? In addition would be good.

    Dance With Me's effect could also be put on Boon: Dark Theory, but I would add an extra sound cue for when Dark Theory vaults are made so the Killer knows.

    DS I would also set the ammo/charges to 0 and prevent recovery until the timer runs out. This would help against the more problem Killers like Artist/Blight/Nurse.

    Bite the Bullet I agree with the 2nd part, but I personally don't like the anti-A Nurse's Calling. Not enough people have a relevant aura perk for that anyways.

    One final suggestion I would have is for Repressed Alliance. I would make it place a 30s block or remove 30s from any entity block, that way you can counter Deadlock/DMS/halve No Way Out.


    Killer perks - Call of Brine and Dead Lock are fine as is, they don't need to be nerfed. CoB can be countered by Great checks, and Dead Lock is only bad when used by camping, so address camping not this.

    Pentimento is a bit of a soloq stomper, but I'd say to keep 30% at 2 stacks or more, or 10% per first 3. That way the gen speeds more gradually ramp up and you don't get as tortured from the random cleansing the Plaything you purposely left standing.

    NOED is fine with the speed, and it actually serves Survivors more before it is revealed if they feel the Killer running all the faster.

    DMS could be really good or bad with 50s, and I would offer a hybrid version to go back to its Obsession roots. Obsession gives 50s, and non-Obs gives 20-30s (tbd).

    IG/FU/BS/Agi/LB/Nem/UP/BoP good, but for Mad Grit I'd make dropping always take half as long and reset recovery (or even wiggle regress also) on that first drop (to be the go to counter for sabo).

    Not a fan of Grim Embrace, I'd allow it to proc twice instead as long as everyone is alive, (to encourage 8 hooks before killing) and reveal all Survs when you do that 4 hook proc on the Obsession instead.

    Huntress Lullaby I think should be a Hex only if it starts charged, or spawn the hex on first hook if it doesn't. If it starts charged then noobs can cleanse it early and get rid of it, and more experienced players can do what they like.

    Coup de Grace very cool change and I like it.

    Overwhelming Presence I think the draining is a bit too fast, and I personally prefer it being TR based.

    Oppression as long as the kick on a regressing gen is tied to the CD then that is fine, but it could be cheesed for a 3 gen if it isn't tied to the CD by repeatedly kicking your 3 gens down to 0 for the 2.5/5% basekit kick regression.

    Dragon's Grip might need to be toned down a little, but reduced CD in general is good.

    Dissolution would be good and bad, and I'm confused by the range of 38m. Is that supposed to be 28m like A Nurse's Calling? I don't like that being revealed to someone not in chase for undetectable Killers though. Maybe only reveal the perk if the Surv is in chase also.

    Starstruck is good enough as is imo, no need for changes, especially since the CD effectively is only 30s once it runs out.

    Thana would now do nothing to co-op gens, since co-op gens already reduces the efficiency (1.0/.85/.7/.55). I'd swap it to 2/4/6/8% for 2/6/12/20% total penalty.


    Killers - With Deathslinger, I don't like the Mending nerf. That is the closest thing he has to 1v4 in having a 12s mend instead of the normal 8s. The movement speed might be better like other people's suggestion of 4.4 loaded 4.6 unloaded.

    Blight has good changes. Question though, would the charge penalty wait to recover until after hit recovery? If it doesn't then Adrenaline Vial would be ready immediately after swing, and normal power usage would only need 1.3s of waiting otherwise.

    Plague would revert the last QoL patch? The fixed RNG seems fine, but idk about reverting the QoL buff. I do think something needs to be done about her facecamping prowess though, and these changes don't affect that.

    Mastermind I would say no across the board largely. The only thing is Infection progress in chase should be tied to being unhooked and not using a Spray yet. That way tunneling off of hook can't progress it, but if they had time to use a Spray then they are fair game again. That could also set infection at 1% instead of 50% on being unhooked if above that number.

    Pig I think the crouch buffs are decent, but she is extremely quiet for a basekit stealth Killer. I think that is why they don't let her have decent speed in stealth. The boxes are more based on the maps, so if map sizes are being fixed I don't think you also need to also adjust the box times.

    Oni god please no. Oni is one of my most hated Killers because of you being punished for other people's failures. When he had the bugged blood rates that was so oppressive and a nightmare to face. Also it is good to have counterplay for Killers, and if you kick every pallet early then Survivors have nothing to save them later in the game. Again maps are the problem, and if you have to kick the 30 pallets of The Game or Garden of Joy, that means TG/GoJ needs to be adjusted, not Oni.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 437
    edited September 2022

    Oni - Fair enough, so he gains that little extra help early, not too bad.

    Blight - The main difference between him and Spirit, is that Spirit has a lot more control over her direction, not to mention her attack out of Phase is a basic attack with increased lunge and stealth capabilities. Blight needs to be 115% out of his power as it is more difficult to use and using it for mobility means that if you see a survivor and start the chase, for a good while, you can't catch up to them to M1, you must rely on your power.

    Nemesis- Would be too strong then.

    Mad Grit - Fair enough

    Brutal Strength - it's an alright change, wouldn't have that big an impact.

    Dragon's Grip - Agreed

    Dissolution - We would have to see

    Starstruck - It's a strong anti-body block perk as is. Use with IG and Agitation and you can have a pretty strong perk. It's meant to punish Altruism.

    Thana - Ok fair enough. Could be an interesting change.

    Coup - It's a niche perk, making it a hex would make it stronger definitely, but it'd wouldn't have a major impact.

    Grim Embrace - Encouraging Killers to go for hooks is good. It's just that 30 seconds is a long time as is. If you want to extend that and add regression to the gens, then don't reduce the number needed to get the perk working.

    Overwhelming - Fair enough

    Lullaby - Is your issue with Lullaby or Devour?

    Pentimento - The point of pentimento is it gives survivors and killers more objectives to do. Survivors do totems, killer resurrects them, survivors do totems or face slow down.

    Also, opinion on Dredge and Nemesis?

  • kizuati
    kizuati Member Posts: 1,386

    Plague - No,it wouldnt. It's a slight nerf,I dont seek to do that.

    Mastermind - I dont like an auto win mechanic eventually in chase,I think that's bad design. If Wesker is getting ######### on for a while he shouldnt get an 8% hindered.

    Oni - This comes out from a place of "I would like Killers to be actually able to use their power"

    Blight - Yes,you will start recharging post basic attack cooldown. This makes it impossible to instantly follow up an M1 wiith an M2.

    Deathslinger - In my opinion mending is way too boring. If we want Caleb to be better in his 1v4 there should be a movement ability for him.

    Overwhelming Presence - Yeah.

    Dissolution - There's a reason I took off the TR and put it up to 38m. I was frustrated several times by hitting a survivor and them vaulting a palelt only to find out "oh i have undetectable and it doesn't break the pallet,#########". This happens often on Dredge for example.

    Opression - Confused on what you're asking here? Yes,you won't be able to kick a regressing generator for the next 60 seconds after the kick.

    Grim Embrace - Cool idea,but would need a longer timer imho.

    DMS - Holy,that's actually a really neat idea. I love it.

    NOED - Personally I think a lot of newer killers use it as a crutch as the 4% haste helps them get Bloodlust 1 in chase and win more games,thus making them reliant on it. Hence me wanting to remove it. If people want to see NOED before it's revealed,run Deja Vu :)

    Starstruck - Again,Nurse is nerfed and cant use exposed anymore. I think it's okay to buff this one.

    Mad Grit - Respectfully,no.

    Lullaby - Penalties for missing skillchecks are active on loading,with the speed up of the skilllchecks and their notifactions happening with the stacks.

    Thana - Yes but at that point they're cooping gens either inefficiently or with the nerfed Prove.

  • kizuati
    kizuati Member Posts: 1,386

    Lullaby - Lullaby. It's too weak and should get strong value on 3 tokens.

    Blight - I think any half-decent blight with his plethora of addons will have little trouble.

    Nemesis - Disagree personally,but we could see.

    Penti - I would like some change to it that would make it less miserable in Solo Queue if you dont want a numbers tweak.

    Grim Embrace - The reduced hook requirement really was there to push it into the meta and get everyone addicted to it. It would get nerfed later.

    Dredge - Decent,might want to add a "phase through locks but dont break them during nightfall" or something. Also make him not gain BL while holding his antiloop.

    Nemesis - Honestly I dont know. I dont like his design at all. He is not overpowered but just..not very fun.

  • mizark3
    mizark3 Member Posts: 2,253

    Mastermind - The auto win eventually mechanic is endemic to the game. It is how the game is balanced around the 1v4. Survivors are designed to eventually go down to the Killer. Also it takes 100s from an initial injury infection to get fully infected, and 37.5s for an infected tunnel slap into BT to get fully infected. The tunnel version can be addressed without hampering the 3 gens timer the basekit version would theoretically take.

    Oni - Oni can use his power when he gets an injury. It seems strange to me that you think Wesker should get no infection value when he hits someone, but Oni should get a free-er power for losing. His power is exceedingly strong and if you as a Killer are letting people drop every pallet it sounds like you failed somewhere along the way. You can run Lethal Pursuer to go after someone early afk or in a bad part of the map, or Monitor and Abuse to give them less reaction time, or any other perk to help you if you recognize a weakness in your personal playstyle.

    Deathslinger - Mending is boring, but you can juice value out of it regardless. If they chase you there is no reason to mend, if they leave you then let it drain as much as you are comfortable with before mending. Plus I personally like the memey lore aspect of tearing the people's guts out so the mend takes longer to stuff their intestines back in.

    Dissolution - Understandable for Dredge, but I am still confused by 38m as opposed to the more normalized 24/28/32 numbers.

    Grim Embrace - 40s is still really good time, and that is doubled to 80s with 2 procs. That basically gives 10s per hook, which is similar in line with Scourge Pain Res 13.5 requiring a Scourge Hook, and Pop at the middle value of 9s of a 50% gen (not counting the basekit kick and travel time there). It also has the unique aspect of blocking ALL gens as opposed to regressing a single one, making it effectively 160 gen seconds when adjusted for all 4 Survivors.

    Starstruck - Even without the abuse case of Nurse maybe keep the 30s downtime at the very least (40s duration 70s cooldown, giving 30s downtime).

    Mad Grit - That is a lot of potential small things to just blanket say no to all of them.

    Thana - I suppose, I just would never see myself running it since more people are getting value from Great Skill checks which would be unaffected. A 5% flat penalty in normal cases, and 0% in a good number more doesn't seem the greatest to me. Plus often times people like to use toolboxes early. That usually means they get the value before you have a chance to injure 2 people and restrict it.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 437

    Lullaby - Fair enough, I can see where you're coming from

    Blight - True

    Nemesis - It could be used by killers to tunnel that one survivor, making it strong, and they are unable to remove it on their own.

    Pentimento - Most perks are miserable in Solo Q, I understand that much. But yeah, it can be oppressive.

    Grim Embrace - It could make it meta, but with the ease of slowdown the current meta perks give, there isn't much going for it.

    Dredge - For me, I want an Addon that makes him invisible when using his power, but he no longer has his Remnant. But the idea that during Nightfall you can't slow him down, sounds like something for an Iri addon.

    Nemesis - I agree, he did miss a mark on many areas for me too.

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    Call Of Brine- shouldn't lose is regression... but do agree with the information part being removed also putting the information part onto Surveillance

    Why change the mend timer on one Killer... why not Deep Wound in general?

    Also why not change the Gens from 90 charges to 80 charges?

  • kizuati
    kizuati Member Posts: 1,386

    Nemesis - Maybe stunning the Killer would disable it for a while if you're the obsession



    Grim Embrace - Well I nerfed some other stuff so we'll see.

  • kizuati
    kizuati Member Posts: 1,386

    Call Of Brine's nerf is in the context of the baseline generator kick buff in Part 1.

    Deep Wound changes globally were out of scope for this developer update, however changing Caleb wasn't.

    Gens - I don't think we need it.

  • kizuati
    kizuati Member Posts: 1,386
  • kizuati
    kizuati Member Posts: 1,386

    Mastermind/Oni - When Oni hits a survivor and gets blood juice he gets to just use his power, at all. The infection is a side thing for Wesker. Giving it the hundred is making it better than Plague infection where it's not only insta down but also auto win in chase because the Hindered.


    Mad Grit - Sorry I just don't have a good way to put my gripes with that idea into words



    Thana - Basekit corrupt + spawn logic is in the game,do remember.


    Dissolution - To compensate for no TR increases working I bumped it up.


    Starstruck - I'll keep the numbers tbh. If it proves to be too much we'll nerf it.

  • RonMan32
    RonMan32 Member Posts: 413

    The Reassurance change really should just be how the darn thing works anyway. I like the DMS buff but the way I'd do it is for the next 30 seconds after getting a hook, if someone gets off a generator in is then blocked for 30 seconds from THEN.

    I'd love Caleb to be 4.5 m/s but there's no reason to nerf his mend speed. Deep Wound really isn't that useful on him anyway. Leave it be or hell, buff it.

  • kizuati
    kizuati Member Posts: 1,386

    Counterpoint: I hate mending.

    Caleb should get some map mobility like grappling hook or some ######### but mending is not it for his 1v4.

  • RonMan32
    RonMan32 Member Posts: 413

    I'll make you a deal, remove Legion from the game and we can just forget about Deep Wound on The Redeemer.