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Devil_hit11

Devil_hit11

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  • base-kit shoulder of burden in 2vs8. the issue is bots take all herbs so… yeah.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884168#Comment_3884168

    i disagree about PWYF and Philly. GF is meant to be a stealth ambush killer and that's the most powerful aspect of GF achievable. PWYF significantly shifts gameplay style to chase oriented one (and GF should absolutely avoid truly engaging chases at all costs) and makes you crutch on it aka. never learning to get full potential out of your power. You'd be far better on taking Driver's License addon instead of Philly because it's an awesome slowdown and Philly is already partially basekit.

    pwyf is more of a ambush perk. the normal drawback of stalking is that survivors get a lot of time to react because your standing still and they gain distance. the perk combine with drop-leg allows ghostface to have stronger ambush's. it doubles as chase perk because even when you mark someone, your not guaranteed to down. the chase could take 40-45 second post-mark. if you leave survivor that are marked, you get sunk cost fallacy problem. High commit of time with 0 reward.

    Driver license is worse than not stalking/ it is complete garbage. nearly all of ghostface add-on are garbage in comparison for stalking. The only add-on that is remotely worth considering is iri security camera. I find that ghostface's stalking has so much counter-play with instant reveals that even smallest amount of stalking speed for philly is super crucial.

    Many players figure out that risk vs reward for stalking is terrible, so a common play-style for ghostface is to NOT stalk and just hit survivors with your m1. Olsen wallet+Matchbook are add-on to play no stalk ghostface. i don't think this play-style is that good because it removes 50% of his kit and he's still m1 killer in eyrie of crow or badham loops. with sloppy butcher being nerfed to 90 seconds, it is worse since debuff will expire.

  • @Skeleton23 said:

    Very Very True. I used to play The Trapper because I'm a Strategist Killer or I like to think before I do something. Ghost Face is now my main because I like playing that Killer that takes his time. I may try being more aggressive with my gameplay. Either way no player will be happy on how I play. The best tip I got is if someone does you dirty be dirty back. I can be wrong

    run friend till the end+play with your food on ghostface with drop-leg stealth+philly. he's bottom 5 killer that BVHR has yet to buff in any meaningful way. The last two perk are your choice but Surge is probably his best game-delay perk because all his hits are m1 hits and ghostface is much stronger when he has information. BBQ is good perk on ghostface because it tells him where to mark next.

    hopefully they buff ghostface chase and his 4vs1 game-delay. he has no game-delay and no chase while being forced to run chase perk combo to even be playable which detracts from game-delay perks.

  • @beater15 said:

    You said yourself that you're rusty, you can't really judge a killer unless you're comfortable with them and can compare them to other killers. I'm not saying you're wrong that ghosty is in a weaker spot, but there's a bunch of killers that need to be played at a higher level to get the most out of their kit. And kit simplicity isn't enough to say that a killer's skill ceiling is low or high.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882723#Comment_3882723

    You know that's only for 2v8 right?

    you missed the joke. the whole reason why GF got almost no changes is that there was not enough bandwidth to change the killer but wesker had enough bandwidth to get 3 dashes, more QOL changes and more.

  • 2vs6 with default original weaker killers might be better.

  • slinger is bottom tier. probably the worst killer in the mode.

    @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883231#Comment_3883231

    I know it's a hot take but I think you're absolutely right. Nurse is nowhere near as strong in this mode and it's actually kinda funny not seeing her at the top for once. I'd probably put her right above Nemesis personally.

    I also think Legion is better in this mode than he is normally. Normally in 1v4 you just don't heal against Legion a lot of the time and as long as you're smart about not feeding him chain hits in frenzy he's not a major threat. But when you throw another killer into the mix that becomes a lot more dangerous. He's actually pretty good for helping the other killer get downs more quickly.

    legion is good for tunneling survivors. his map wide feral frenzy allow you to tunnel the survivors that are closest to death hook. his ability to down is unnaturally slow so the other killer really has to pull in the weight. he is macro killer. you have to use his macro to leverage his kit.

  • @apathyinc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882953#Comment_3882953

    https://us.v-cdn.net/6030815/uploads/IT3NRVSWXGGM/deadbydaylight-2-5-2025-5-28-01-pm.png

    It seems like if they wanted bleedouts to count as kills they would have added it to the list that they updated last patch. This list doesn't mention anything at all about "standing there doing nothing" as a way to kill a survivor.

    kill by your hand is mori. the problem is they cannot write mori because there are various types of mori's. that segment lists or attempts to list all forms of mori in the game.

  • it is been survivor sided ever since the comeback mechanic and ultimate were introduced. hook = fast gens, ultimate → punish killer for slugging on top of yellow herbs as new feature for even more incentive to slug. bots are only wild card where the game becomes 2vs6.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883149#Comment_3883149

    I've said this in a few other spots in this thread so I risk repeating myself, but I don't really see this as a particularly compelling point.

    Most of the reasons people give for why hooking isn't compelling any more don't really bear out if you scrutinise them for a second. It's a handful of small annoyances mixed with things that have been true for years and haven't substantially changed in recent years.

    The reason people slug is because it's easier than hooking. Part of that is just that most people aren't prepared for slugging, I've said before that anti-slug perks would demolish this gameplan if people brought them en masse, but even when considering that we have to remember that the stated value of slugging here is taking away interaction and back-and-forth counterplay for the safest, most risk-free gameplan possible- no saves, no sabotages, no chance of protection from lingering nearby or repeatedly targeting the same person.

    Hooks are plenty rewarding. What needs to change is that slugging needs to be riskier without demanding every survivor player run specific perks every match to make it risky, and then a few small things changed here and there about hook-denial strategies since there's some issues there. Give the killer collision on pickup again, make Flashbang more obvious (though the audio bug does seem to be fixed now, at least), probably rework some perks like Boil Over and Power Struggle. Nothing huge, just that if you're already tackling a big problem you might as well tackle some related small ones.

    That risk doesn't have to be Unbreakable, though. I'm sure there's other options to explore as well.

    survivors have gone mad. killer will impose any attempt to change slugging in any capacity. you made hooking unrewarding. You fix it. Survivor mains.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883103#Comment_3883103

    That's fine you feel that way. Just saying that's not what the designers say. The game is blatantly busted at high level. Thats why tournaments almost always put in perk restrictions in play just to make it more enjoyable for everyone. It also opens up for having more killers be viable in tournaments if survivors have to play with one hand tied behind their backs. Otherwise, we'd only see nurse and blight killers every tournament.

    Casual players don't make the game balance - the designers do. They are the ones saying it's a casual party game.

    i always saw "casual party game" as label to balance around "me". the not so good survivor player. an excellent excuse to keep killers too low on the bar because they're this or that or unfun or whatever buzzword possible.

    more over, i do not think that the game is busted, rather killers are purposely nerfed to be weak to create an imbalance even when said imbalance could be solved or improved.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883071#Comment_3883071

    I mean, you're welcome to disagree with the devs. Just saying what they said - they don't view the game as competitive and more in line designed it around being a casual party game with your friends. They dont balance it at the competitive levels because the competitive level players aren't their target audience. Thats why the game is just broken at the highest levels due to too much experience and not balanced at the low levels due to inexperience.

    i do not agree with the game not being balanced around highest level. casual party players shouldn't care about the balance because they're casual. the difference is that they do. they want to play very badly and still win.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879862#Comment_3879862

    This game is entirely designed around survivor errors. Survivors have all the tools in the world to be unbeatable. It all comes down to mistakes. Survivors who make no mistakes will be guaranteed a win. Killers who make no mistakes can still lose. It all comes down to killers capitalizing on survivor mistakes (not easy to play 100% perfect as survivor - let's face it, we all make mistakes while playing survivor). That there lies the problem though - the higher the experience of the survivors, the more killers start to get screwed over simply because even playing optimally and\or perfect can still cause unavoidable losses just because survivors are experienced enough to utilize those tools effectively and consistently. There's a point where the result of the match is already dictated once it begins at the higher experienced matches. Those killers are literally at the mercy of if any survivors make mistakes. That's why we have those survivor SWFs who get 200+ wins in a row. That being said, the designers very specifically said that they feel the game is a casual game and not a competitive game, so they are generally balancing the game around the more casual players. This generally means experienced killers have a worse and worse experience as time goes by. The exception is nurse and blight which are broken enough to stay competitive even at the highest levels. BHVR tries to address this by mass-nerfing all killers or mass-buffing all survivors instead of dealing with the problematic killers are the top. This further reinforces problems for killer players, as even if the game is rigged against them at the higher level, any non-top tier killers become increasingly more frustrating to play. Eventually, all we have left at the higher MMR levels are the same few killers over and over - the other options are just nothing but frustration.

    survivors going down in 45 second every chase is not the survivor playing perfectly. it is survivor playing as poorly as possible in chase. the game is based off survivors not doing gens and the killer playing perfectly in the chase.

    they are generally balancing the game around the more casual players.

    somehow i disagree. they balance around which killers survivor's find fun which is picking random winners and losers out of a hat.

  • original rpd was the same. this was one of the maps that i disagree for being survivor or killer sided because it varied on how the killer approach the map. it wasn't too big if the player played strategically. only if the killer blindly followed hallways.

  • no i didn't. i am arguing that her power have more presentation than what your suggesting.

  • all killer with hand-holding game designs from 4vs1 mode end up being weak.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882863#Comment_3882863

    every power is intuitive to play against

    I’m not sure you’ve understood what I’m saying.

    so the power is called Eye's in the sky. the killer literally has radar in their hand. Just maybe… the name and Radar in her hand might be a clue to her having detection.

    Trap killers are not new. the very first killer, the poster boy is a trap killer. the trapper. For many people, this is likely the very first killer they have ever went against.

    status effects? they're not new either. Broken is status effect all over plague's kit. Legion has deep wound. Clown and Freddy have had hindered icon for awhile. The orange scan lines, the dots on portrait. The disappearing of red light when skull merchant put a drone, indicating undetectable. in terms of killer powers, the survivor get more information on killer power than the killer.

    the idea that her kit is not readable within like first 5 games even if the player has 0 clue about the game is wild. If something did not make sense, you can maybe spend like… 2 minutes reading the power description. at least for new players, otz recommend that every time they face a new killer, they take a little bit of time to read power description.

    I read your post as excuse.

  • Skull Merchant was getting self-kill on hook/d/c. Dracula is not getting as many self-kill on hook/d/c.

    @OnryosTapeRentals said:

    Dracula might have 3 powers but they're all relatively intuitive to play against. It takes a couple of matches most of playing against Dracula to figure out what each of his forms do:

    • Hellfire is a medium range attack that functions similarly to other killers (Nemesis, Pyramid Head, and Xeno). It's well telegraphed, the range is clearly visisble, and the SFX and animations make it clear what you got hit by.
    • Wolf form is a dash attack that functons similarly to other killers (Wesker, Blight, Demogorgon, Houndmaster). Again, it's telegraphed, and clear what you got hit by.
    • Bat form is the only power he has where it isn't super obvious what is going on and requires knowledge of how the killer operates to counter. But I'd say it's evened out by the fact he's pretty noisy as a bat, has a lullaby, and his teleport is well telegraphed.

    Odds are if a survivor doesn't know Dracula, they've at least played against one of the other functionally similar killers and can quickly clock on to his similarity and engage in the counterplay. But Skull Merchant is a complete oddity in the roster. There is no killer like her so the counterplay is novel, and none of her kit was intuitive or well telegraphed.

    Loading in as a new player against is her like:

    • "Okay there are Drones that give me a little triangle on my HUD when I get scanned, but other than that I have no idea what they do." —> "Oh never mind I'm injured, broken, and hindered. —> "I best try to hide" —> *gets found straight away because the game doesn't make it clear she can see your location on a radar*
    • Later in the game… *gets grabbed off a generator with no warning* because unlike the other stealth killers she has no tell that she's Undetectable (Myers' breathing, Onryo's lullaby, Wraith's grunting and partial invisibility, etc.)
    • And to make matters more confusing, *constant second guessing distances in chase and confused about why she's catching up so quick* because a teammate is getting scanned across the map but the game doesn't clearly indicate what's going on so you're just left wondering "What am I doing wrong?"

    Of course I'm exaggerating somewhat but the jist of it is that she was just overwhelmingly confusing for DbD's (primarily) casual and inexperienced audience. And it didn't help that her players garnered themselves a bad reputation by playing in some of the most disliked ways.

    Her individual power(s) might not have been all that great, the problem was they weren't intuitive to play against.

    every power is intuitive to play against especially if the player is exposed to the power many times…. like after 20 games against a particular killer, you should figure out what the power does by than. You can't learn to play against a killer power if your pressing leave match button on first down/self-suicide on hook and unfortunately, that was most of the problems with skull merchant.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882483#Comment_3882483

    No, the herbs do. But they do spawn in totem spots similar to green glyphs.

    Two types of herbs: green ones heal a health state, yellow/gold ones heal a hook state.

    the new totem/chest system looks like more second chances. just what killers need. 12 hooks is not enough. let's add 16 hooks!

  • BVHR: Gives wesker 3 dashes.

    Also BVHR: Here's 0.1% buffs to ghostface.

  • @ChuckingWong said:

    I would just do baskit unbreakable and have the perk do something else.


    You should be interacting with the hooks, thats why the devs put them there.

    Slugging should be a short term thing, not disabling several minutes for multiple people in a match.

    Faster bleedouts would just make slugging MORE prevalent. We dont need that.

    sure, give me free

    Pain res base-kit at 15% regression, unlimited usages

    Pop goes weasel at 25% max regression.

    Surge at 8% regression works with all attacks.

    you can have base-kit unbreakable after you grant all 3 game-delay perks.

  • totems heal hook stages. right?

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882320#Comment_3882320

    In what universe does Singularity suck? If played correctly he can be a menace. Not saying he is overpowered or anything but he surely doesn't suck either.

    too easy to counter when survivor is veteran looper. only good if the survivor has nowhere to go where you can utilize the shadow tech where if survivor does zig-zag, you can teleport on top of them them because the way teleport works is that you will teleport where survivor was 4-5 seconds ago. so if a survivor zig zag back & forth, he will teleport directly on top of you.

    even in this lose/lose scenario, EMP from allies+bodyblocking can bail out the survivor.

    Most hux's are sluggers because many survivor still don't understand on using an EMP when picking up a survivor from the floor. So what you get is a person healing another survivor, they become infected and than hux goes into a camera's and then begins teleporting onto them. in other words. hux is a pub-stomper. he is good when survivor doesn't get how to loop him or deal with his 4vs1 slugging

  • @CyberianFaux said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882206#Comment_3882206

    Whether or not it needs changed, it should also be known that it is unliked so the philosophy of brand new strong chase killers overtuned outside of chase isn't expected to keep being common. The game is slowly drifting away from fun and I feel that this particular set of gripes of mine are likely very common.

    singularity sucks. his 3% haste can be shift-w'd because his teleport put him too far away from the target. learn to pallet vacuum and outlast his overdrive. use windows effectively.

    Knight is unfun to play with guard exploits & long cooldown on his assassin. Survivors can outplay his assassin guard with exploits.

    His carnifex guard can be pallet-chained like on gideon's. pallet spawn too close.

    His jailer guard became more add-on dependant on Dried horse meat because of the 2x depletion rate.

    both killers need buffs but likely won't get any because of survivor moaning.

  • none of this need changing. there is simply what you dislike playing against. I dislike playing against fast-zoning killer & killers with mori mechanics that feel unearned.

    What killer are these? Michael Myer's Tombstone add-on's, Pig and Nurse. Pig is unfun because you get punished for a single down. a single down can result in you dying to reverse bear trap in which you have little to no control over because your reverse bear trap can be 4 search trap. a pig can camp last two boxes and you'll die with no agency. Tombstone Myer's moves at 130% m/s with PWYF. He can force stalking by stalking little bit by little bit until he immediately kills you. He also has some of the most notorious hooking camping in the game with his Mori. Nurse zones by sheer existence. Nurse can miss like 3 times a row blink in a row but in such a way that you get cornered into the map. Most zoning in the game is highly preventable or skill-based. For nurse, it is not preventable if nurse plays it right and when your in close proximity of her blinks, it takes very little charge time for her to blink on top of you where it is hardly possible to avoid her blink. This issue is further exaggerated by nurse's ability to utilize aura reading perks such as Predator, Flood of rage, Darkness revealed, Human greed.

    Should Nurse, Pig and Myer's get changes because i find them unfun? Likely not

  • @MechWarrior3 said:

    Hot Take but you should have the blindness status effect while in nightfall period.

    free knock out. makes slugging dredge even better…

  • hex:third seal. slugging dredge is pretty popular play-style to play with dredge.

  • @VibranToucan said:

    I think they don't want you to use Frenzy as a passive mobility tool.

    If Frenzy showed blood and scratch marks there'd be very little reason not to use the increased movement speed from frenzy while patroling gens or something.

    you can use it as mobility tool. so that is not it.

    @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882148#Comment_3882148

    Yes, I comprehend that. But Legion can't oneshot down a survivor after only 3 hits. If he gets the 4th hit, and turns around to try to find the first guy again to tunnel them down, they SHOULD be far enough that Legion can't find them even if he can see their scratch marks or blood. If they didn't split off and reposition correctly, they deserve to get downed.

    like i said, they don't want you to tunnel with it. you could hit all 4 survivors and potencial track the person with most hook states. blood pool & scratch marks become hidden make it harder to do that. that is what legion pitfall is in my opinion. inability to tunnel and requirement to hit 4 survivors. you can't just hit 1 person, hit another person and than stop your feral frenzy to chase the survivor. you hit all 4 or hit nothing. 0 sum power. Legion has not received any changes for long time addressing this so he remains to be average killer.

  • @ReverseVelocity said:

    Eh, it makes sense considering that Killer Instinct provides incredibly good information. It's already very difficult to hide from a Frenzying Legion, and the best window to do so is before they've hit anyone. Adding Scratch Mark visibility to their power would make this even harder.

    Legion is already very easy to pick up, and I don't think they should be made easier, but there's the argument to be made that adding back Blood Pools during Frenzy would be helpful at tracking Survivors you've already hit, which doesn't really make it harder to evade Frenzy itself. I'd say Blood Pools, yes, Scratch Marks, maybe not.

    Either way, it's an incredibly minor buff, and I don't think it's worth putting too much focus on. There's a lot more pressing things that make Legion bad, mainly that their basekit is still very subpar. Frenzy could probably do with a duration buff for sure.

    it is prevent survivors from being tunneled after deep wound. for example if you chain survivor 1 →survivor 2 →survivor 3, No scratch marks & bloodpool is to prevent legion from finding survivor 1.

    in the early days of legion, one of bigger complaints was legion's ability to tunnel survivors especially since he could hit survivors a 2nd time to reduce their deep wound timer. my thought is that legion is primary weak because they remove this mechanic from his kit and never fully re-added it back to his kit. part of reason why it was removed is because it had same problems as Chucky's manual scamper. M1 a survivor is too consistent for killer. the main way to make a killer miss an a basic attack on a survivor is to use old dead hard OR to 99% sprint burst an m1 attack. Legion would be much stronger as a killer if they incorporated 99% sprint bursts or old dead hard into his kit because he would have a higher cieling to down survivors at a much faster-rate.

  • sounds like killer fixed go next epidemic by slugging. strangely, killer didn't ask for that. they got nerfed into that play-style with 60→70 second hook changes and perk nerf.

  • you can crouch tech bubba? that is a first. i think big issue with him is hitbox on maps like eyrie of crow bushes and garden of joy bushes. the twig make his chainsaw useless. i don't know what to call this tech. a tech where you go around objectively tight where survivor can go through but you bump with chainsaw. fat shaming?

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881605#Comment_3881605

    But you cannot use addons in 2v8. Usually they buff their basepower by making some addons basekit. I mean, I wouldn't be surprised by giving him something basekit in 2v8 causes the bug for this addons. I also wouldn't mind some Wesker buffs in the future but this buffs seems really wrong.

    BVHR can have PTB that you do not play where they're modifying/tweaking killers. sometimes changes that are in PTB server get accidentally get pushed to live in some bug fix update. that is probably what happen. they are improving wesker in 2vs8 mode. +1 bound is not add-on. there is no add-on like that. there is also no add-on to reduce charge time for his bound. there is no add-on for missing attack either for wesker. in term of saying base-kit add-on, not a single one of his changes are an add-on. that is why i think that they might be reworking his add-on's.

  • @HolyDarky said:

    No, it is a bug.

    Once players are aware of a bug that gives them an unfair advantage, they gonna abuse the hell out of it. Was the same when Potencial Energy +one specific toolbox gave you infinite Toolbox or when Sloppy was bugged even M2 killer ran it to name two other examples.

    it seems like in 2vs8, they were changing wesker add-on's where they accidentally changed the add-on without any announcement. Wesker changes in the near future?

  • @[Deleted User] said:

    I would not run more than 2 exhaustion perks w/o Vigil.

    dramaturgy+dead hard doesn't need vigil. you use dramaturgy chase 1, old dh and dh on every other chase. I think only build good for vigil is Fixated+Vigil+Sprint burst+Champion of light with a flashlight. It is known as infinity sprint burst build. the gimmick of the build is to use sprint burst at the start of the chase than walk in the chase until you get the timer of exhaustion to 20's. after that, you use flashlight to "walk" around as killer chases you at full speed to recover exhaustion.

    this allow you to get 1 sprint burst extra in the chase. worth the perks slots? no. funny? yes.

  • they gave him red paint brush but then turbo buffed clocks and waking up. why. why couldn't they throw freddy a bone and keep everything the same for clock, wake up. the classic BVHR where they can't just improve the killer. they have to put negatives at every turn. The stockpile of unnecessary negative changes defeated the purpose of making him stronger & fun to play. removing all the negative changes would improve fun factor for playing freddy.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881486#Comment_3881486

    I'm actually just confused on definitions here.

    Out of how many games would something need to happen to be rare? 1 out of 8? Well that definitely not common. Rare, unusual, uncommon, it seems to be splitting hairs on that point.

    rare is like 1/20 games.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881136#Comment_3881136

    Because they are allergic to doing gens. There's a reason that these efficient high level SWF squads usually get 4 man out with 1 or 2 hooks. And then the answer is always "those teams are rare though"

    yeah. rare. so rare that i am end up playing vs it every 8 games or so.

  • grant base-kit bond to everyone. Bond perk increases radius by 12 meters(Similar to base-kit BT increasing endurence). rework knock out to reduce bleed out timer by 8/12/16 seconds every time a survivor heals from dying state to the injured state. Blindness no longer affects teammate aura reading effects. only grants you immunity to wall-hack aura reading perks such as Object of obsession, Scene partner, Wiretap etc. Third seal now increases bleed out rate by 15%/20%/25% while the hex is active.

    i don't think BVHR wants to improve the problem. When they were asked. how long will it take for soloq to be able to see their teammate perks. It will take YEARS. Otz made a video on it and he was like…. what do you mean years? that is pretty much says everything.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881071#Comment_3881071

    I think he's strong and consistent for how easy he is. Pre-dropping isn't going to shut him down, you can snare before breaking a pallet and snaring will reduce the likelihood of reaching a pallet. There's no movement speed penalty for using it, it goes through walls, has a 18m range, blocks fast vaulting windows, on a 7 second cooldown.

    He also has imo the best teleport in the game, it really helps with large maps. You can also use in chase too and he also has dream pallets which whilst they are map dependant they will at the very least make dead zones more deadly.

    As far as m1 killers go i think he is one of the best, the only one i can think of that is better would be Spirit, although i would prefer to play freddy on big maps due to his teleport.

    what is consistent about him? the fact that everyone can spam alarm clocks requiring you to use 2 dream snares to put them to sleep before your ability works? with cooldown nerf to snares, that is total of 14 seconds at min.

    He also has imo the best teleport in the game, it really helps with large maps. You can also use in chase too and he also has dream pallets which whilst they are map dependant they will at the very least make dead zones more deadly.

    His teleport can be pre-shift w''d. the honest best case use of his teleport was to run dead man switch and cancel teleports onto generator to block them. Now you suffer the full cooldown. The new functionality of teleportation on healing survivor doesn't work vs experienced teams that spam clocks.

    i rather play wraith over freddy. playing freddy vs swf feels like your getting bullied the entire game.

  • 70 second timers

    Shoulder of burden.

  • @beerey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881033#Comment_3881033

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881224#Comment_3881224

    Critical Infection is currently nowhere near as strong as it used to be before the hinder nerf against average to good players, which, mind you, is mainly why you might see some people completely ignore cleansing their infection in some scenarios. So, this infection change is more of a sidegrade aimed towards, as I previously said, giving Wesker players more room to use their power by granting them an extra recharge reduction if the survivors decide to avoid their side objective WHILE also making it so the only way to gain value out of it is by using your power (4% Hindered removal means less free M1s and Exposed removal on Iri Vial means you need to use your power to instadown no matter what Add-Ons you have equipped).

    no i don't see anyone ignore it. in fact there is currently a new buff with his iri add-on that makes everyone start critically infected. I am really looking forward to playing 2vs8 wesker. I am going to be so sad when 2vs8 leaves because i wish wesker had those changes in the base game.

    he is going to be like the most fun killer to play.

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881219#Comment_3881219

    You are assuming intent that is not there. I did not think about BBQ when making this post. It was just a fun idea.

    Twin as killer has this mechanic with victor. victor can jump on a locker and block locker for a little bit. in my opinion the idea is after-thought.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438087/new-killer-perk-block-locker-entry

    What would be the purpose of this Perk? The only thing I can see this being used for is Decisive Strike maybe.

    BBQ. he doesn't like that you can jump into a locker to counter BBQ. Friend till the end as well. A perk like this exists but it is terrible. It is called Iron maiden. it doesn't block lockers. it only inflict expose and makes survivor scream.

  • @OrangeBear said:

    I think he's a fun relatively easy killer with amazing perk synergy. Counterplay on survivor side is effective, fun and engaging.

    I think he will have a high kill rate due to how consistent he is, although his highest potential doesn't warrant nerfs in my opinion. There needs to be killers like freddy that are easy but decently strong.

    really? he put me to sleep as survivor. it is like pre-drop pallets at most loops and rush gens.

    playing as him, i don't feel powerful. I feel like m1 killer vs experienced players with no ability.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880041#Comment_3880041

    Do you play a lot of survivor as well? Because this does seem a bit one-sided. Yes, the killer has to go somewhere. So do survivors. Survivors have to move around killer movement; they have less direct paths and are slower. If, as a killer, you have a decent understanding of the map you should, more often then not, know when and where you can cut off a survivor heading to the next gen or heading to the hook, forcing survivors to reshuffle, which makes all of them move - which is none of them being on a gen.

    When it comes to Solo vs swf I think the more accurate reflection of the "base kit balancing" of the game is actually the low MMR stats. - Simply because how effective tunneling (by which I mean getting down to 3 survs asap) is up to a certain point; there are a number of players who end up in high-killer MMR because of it without ever having acquired the skills needed to succeed in high MMR. [Or that is my take-away from looking at the people I play with and how baffled they are by what kind of potatoes make it to high MMR] And in egc they are quite talkative; about how rarely they lose and how broken everything is and how it's all genrush and so on and so on — and my guys just sit there give an exasperated sigh and go "dude - you don't know how to run [tile] - What do you expect to happen?"

    But again; this is all he-said-she-said and really just the impression I got based on what you write. I might be wrong - I might misunderstand. - I wouldn't know without seeing you play and even then I probably still wouldn't know since I don't play all that many different killers (really, the only one I still play regularly is Nemo…) Which is why I say: record some matches, head somewhere where good players (! — there are a lot of guys who think they're good players when really they're not.) like to give advice and ask for advice. Good players will also be able to tell you rather quickly why what you're doing is not working and for what reason; and if the reason is "because that's just the limit of the killer because they can't do X" then that's that.

    https://www.youtube.com/watch?v=oLQqvTCgAaw&t=17s

    Here's random video of tru3 starting the game. let's count how long it took him to find a gen. 1, 2, 3, 4, 5, 6, 7, 8 seconds.

    https://www.youtube.com/watch?v=alRKq596tCE

    ok here's start of a killer game. how does it take tru3 to find first survivor. 1, 2, 3, 4 ….. 48 seconds. even when you know when survivor is after hook. it still takes like 20 second to go into the chase and there is 3x survivors on the map compare the killer. the transition times between chases are either == or longer for killer.

    the dev expect you 10-12 hook with super fast gens. crazy.

  • why is his infection needing to be weaker? it is already niche to get critical infection for survivors to get critically infected. i do not agree with these nerf's. bad changes.

    A simple tweak to make him stronger is reduce charge time to charge virulent bound from 1.5 second to 0.8 seconds. they are buffing wesker in 2vs8 mode with a similar change.

  • @Aven_Fallen said:

    Not really. Slugging was always that good, the thing is that nobody did it back then. Slugging provides the same map pressure which hooking provides (which is something which was said while DS was actually good, but always ignored by Killers, because DS was apparently the flavor of the months why they lose games), but is easier to do.

    Killers just did not realize or utilize it. Even if you revert all the things you mentioned, we would still see massive slugging. The same happened with tunneling, when you clearly did not need to tunnel in the Eruption-Meta - yet it was completely present, since it was just so efficient, despite Killers having a Build at hand where they would not need to tunnel, because it was just that good that you had to try to lose games.

    Nobody needs to slug in the way it is done currently. Even if people think they go against MAX MMR and BEST PLAYERS IN (REGION) or whatver.

    nobody needs to slug? than why are killer doing it when they previous were not?

    @OnryosTapeRentals said:

    didn't cared in the first place why the killer started to slug

    Because killers haven't just started to slug. They've been doing this since 2016. Same as camping. Same as tunneling. It's nothing new whatsoever. Just more popular now since other "strategies" have been rightly addressed.

    People slug regardless of game balance. You could buff regression perks until the cows come home and the killers doing 4-man bleed outs will still be doing it because it's never been about game balance.

    The vast majority of the playerbase is having NO issues winning through regular gameplay. People who need to slug to win are either not skilled as killer, or being dishonest about why they're slugging 🤷

    tru3 is still tunneling. he is only hooking 1 person until they die. He is just not camping because it became unrewarding. the change from 60 second → 70 seconds for hook stages did that.

    One of the major problems since very start is that killer do not get rewards for hooking the entire team. The way killer fix this problem was by running pop goes weasel and pain res but these perk got nerfed. so much so that hooking became a waste of time. The dev did very little to address the base-kit game delay for killer. They added 5% regression. It is not enough and the impact is too low. As a result, killers having the inability to regress hook states quickly had to find different shortcuts to become more time efficient because their old ways of gaining time became weaker. that solution became slugging 75% of the team and tunneling 1 person.

    Remove the time needed to hook +Tunnel harder. that was the solution.

  • @BorisDDAA said:

    This is no different than the gen kicking strat outrage or any nerf in dbd history. When BHVR removes broken toys, people moan and move to the next thing that takes less effort to do while trying to find 1000 excuses to justifiy it. Hooking is no different than years ago. The majority of killers I see hook people and win. Knockout needs a rework and bleedouts to bm/waste time should be addressed.

    60 second → 70 seconds

    many more perks that activate when unhooked or actively punish you for trying to hook, namely flashbangs.

    Pain res+Pop goes weasel nerfed.

    Yes, nothing different.

  • @danielmaster87 said:

    The most obvious fix to him is the return of his quickscope and smaller terror radius. Hear it from anyone else, they'll say, "OMG, he was so OP back then! Literally unbeatable!" Well, that's not what I saw, from his initial release all the way up until his nerf. What I saw was simply a decent killer who actually had some power in chase, instead of survivors having it all (the standard), and who wasn't seen at all at high level or in tournament, because he was a worse Legion.

    It didn't matter that you "Couldn't dodge his shot!" You're not supposed to be able to do that against a killer at all times. You're supposed to be unpredictable so that he wastes too much time waiting for the right time to shoot, or else he'll miss when he does shoot. He's not even guaranteed the shot when he does shoot 1) because the hitbox is absolute trash, like the size of a pea, and 2) because survivors get caught on random stuff and end up breaking out. Even when you reel them in and hit them, the bar is often just about the break the chain. So the counterplay to him used to be extremely fair, basically playing against him like you would Huntress, where you avoid los for as long as possible and then start being unpredictable.

    His terror radius also made him a pseudo stealth killer, especially when combined with Monitor, so that survivors couldn't just hold W every time they heard him, like they do Huntress and her lullaby. But despite people not complaining about that before he was nerfed, nowadays they say, "Oh, we can't go back to that. It's OP!" Because God forbid killers strategize and use perks and base abilities together, to not give survivors 20-40 seconds of a free lead on them.

    So I don't understand why this killer has been left in this garbage state for so long, or why people push back so much against a killer being decent. Say we did revert the nerfs, or did the OP's suggestions. All of a sudden he'll be unbeatable S tier, better than Nurse and Blight? Because if that's not the outcome, which it won't be, then what's the big deal?

    that would be ideal change. bvhr doesn't seem to want to bring quick scope back so all i ask is iri coin base-kit and normal 24 tr for 4.4. he wouldn't be that great but at least you could at the end of the dbd session as killer pick deathslinger. land few cool shots.

  • hellfire didn't nerf. it got unnecessary change. wolf form is fine as chase tool now. the tracking is poor but that is average dbd balance you get in killers. nothing ever perfect in dbd. there is always a little bit of crack that could be moved here and there. overall, i have a lot of fun playing dracula and i still play him daily. shame that chucky got killed for him.

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