The Dead by Daylight team would like your feedback in a Player Satisfaction survey! https://dbd.game/4dbgMEM

Cali88

About

Username
Cali88
Joined
Visits
191
Last Active
Roles
Member
Points
17
Badges
4
Posts
21

Comments

  • Remote biopod breaking is nice but I don't get the intent behind a lot of the other changes as well - instead of improved biopod collision with the environment (which is the area he particularly feels lackluster in) he gets extra potency to hold 3-gens which will make him 10x more oppressive to face, especially with the…
  • I'll list some perks that haven't already been mentioned Survivor: Slippery Meat - it's outright detrimental unless stacked with other luck unlockables in a 4 man SWF Calm Spirit - got massively nerfed in that massive perk overhaul in 6.1.0; this one in particular makes me sad due to its potential to be a perk that allows…
  • Vorpal Sword is what you may be looking for
  • ^ Pop/pain res eating a third of a gen in mere seconds in conjunction were too impactful and deserved to be toned down. At this point we need to await more basekit buffs to C tier killers (more traps able to be carried on Trapper, a Myers revamp etc) for increased variety, which might be on the horizon given the most…
  • Lethal was introduced when all the killers acknowledged as problematic with it (Nurse, Blight, Billy) had already been in the game, as well as gen times being increased a while ago already. Is this actually only becoming a problem now? To get use out of Lethal more than once per game, the killer also needs to dedicate…
  • Let's also limit stacking additional health states from Off The Record, Decisive and Dead Hard while we're at it Stacking aura perks doesn't have an upper hand over stacking gen/chase perks and can be mitigated with an aura-blocking perk or two if viewed as a nuisance
  • Even in their current state, I believe the duration/trail lifetime add-ons aren't terrible on him (tablet of the oppressor is especially noticeable), though the rest desperately screams buffs/reworks (especially slightly longer killer instinct on *one purple*)
  • Love playing as them because they play feasibly differently to other characters. I hardly ever slug more than 1-2 people at a moment despite their design allowing to do so Facing them is fine as well from my perspective
  • The thing is, it's 1 fewer person progressing the game whenever this will be happening and its effect also requires a perk slot for Open-Handed to reach this far. You can also already make call-outs to the killer's presence if chased or with assistance of other perks anyway
  • Key word: might It requires two perk slots and the player standing still for at least 4 seconds. It still may end up more of a detriment to try getting use out of. It should've been reducing activation time to 4/3/2 seconds instead Also eta: Open-Handed extends auras by 16 metres so it's actually 40 metres total
  • 100/125/150% sounds good
  • While I understand the point of this post (and other ones akin to this), forcing one side to continuously hold one button for even longer periods to complete their main objective is nothing short of miserable We could brainstorm new ways to make gens more engaging besides implementing these basekit changes, or at least…
  • This would be viable even at the current SC self-healing speed. There are situations when that 35% speed is better than not being able to patch up in the first place while still encouraging other ways to heal Adding a secondary Bond-like effect to prevent your teammates from wasting time in the Boon's radius is a great…
  • Even if we wanna entertain the thought of nerfing EMP's a nudge, the proposed set of nerfs is way too much. I'd just bump their passive generation time again Other than that, improved biopod collision and removing the anti-camp wake-up time increase would be very welcome
  • Agreed, the same cooldown as Quick & Quiet would make a lot of sense, given this perk needs to be used in synergy with 1-2 other perks to actually allow an easy escape
  • I feel there's more of an issue with its activation window rather than stun duration, because 60 seconds leaves quite a bit of room to force it on the killer even if not tunnelled right off the hook. I'd personally try shortening it to eg. 45 seconds while keeping the current stun duration
Avatar