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DrDucky

DrDucky

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DrDucky
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  • I feel sorry for u

  • @jonifire said:

    The devs successfully killed another survivor perk. Now it‘s useless and only good for swf.

    Its far from useless, its just not going to be the best survivor perk anymore. Also wdym "killed another"? They literally buffed DS to how it was, how can you complain?

  • @HINGIRIK said:

    I'm wondering which exhaustion perk you use. Write down which exhaustion perk you used and the reason. But I will write first. I use Dramaturgy. In my opinion, while other exhaustion perks help to increase the distance between you and the killer, this perk is a perk that prevents you from getting injured. For example, I think it is a great perk that allows you to go from one pallet to another, to reach places where you normally cannot go without taking damage, connecting pallets and windows, to take 1-2 extra turns on a pallet, to dodge on a flat road, and to do window tech without requiring timing. So which one do you think is the best?

    Sprint burst, the more I became used to it, the more I cannot live without it. Prevents dead zones and has some anti tunnel potential as you can immediately gain a bunch of distance the moment you get unhooked. You can also 99 it to use mid-chase which is extremely strong.

  • @Azulra said:

    As most of us should know by now, Skull Merchant's perks aren't very good and it's not because of their effects, but rather because of some of the design flaws that come with the perks. These are my change ideas for these perks and each change will have an explanation after it to give my reasoning for why I would make these changes. Feel free to give some constructive criticism to these change ideas as it is welcomed to see thoughts on my ideas.

    Game Afoot(current version):

    • Whenever you hit the Survivor with the highest cumulative Chase time, with a Basic Attack, they become the Obsession.
    • While you are chasing the Obsession you gain a 5% Haste effect after damaging a Generator or breaking a Breakable Wall/Pallet for 8/9/10 seconds.

    Game Afoot(my version):

    • Whenever you hit a Survivor with a Basic Attack they become the Obsession.
    • While you are chasing the Obsession you gain a 5/10/15% faster action speed for both damaging Generators and breaking Breakable Walls/Pallets and for vaulting and you gain a 5% Haste effect for 8/9/10 seconds after performing the damage/break action.

    Explanation: The first change you'll notice is that I removed the "highest cumulative Chase time" feature from the perk and this is for two reasons where one is because this can just simply make changing the obsession with the perk a little annoying and the second reason is because I've found that this feature promotes tunneling so that you can force the obsession to change to another survivor which no perk should naturally encourage tunneling. You'll also notice that I added in an action speed bonus effect to make triggering the perk's Haste effect slightly faster so that this perk feels more like a chase perk. The faster action speed for vaulting could be removed if it is too much though since it's not necessarily a needed change.

    Thwack!(current version):

    • After hooking a Survivor, Thwack! activates.
    • The next time you break a Breakable Wall/Pallet all Survivors within 28/30/32 meters of your current position will scream and reveal their Aura for 4 seconds.

    Thwack!(my version):

    • When you damage a Generator or break a Breakable Wall/Pallet all Survivors within 32/34/36 meters of your current position will scream and reveal their Aura for 2 seconds.
    • After Thwack! is triggered the perk will enter a 60/45/30 second cool down.

    Explanation: The first, and most noticeable, change I made to this perk is the replacement of the perk charge from hooking survivor feature in favor of a cool down. The reason I have behind this is for the fact that the perk's effect doesn't feel like it is strong enough to justify it to be like Pop Goes The Weasel where you need to hook a survivor to activate it for a singular use. The second change I made to the perk were slight value changes for the range of the perk and the duration of the Aura-reading. This change can be reverted if needed due to how minor it is though.

    For Leverage I have three ideas for the perk where one(my favorite change) is the most complex change and the other two changes are relatively simple, but all three ideas could potentially prove to be a good change to the perk. Yes, Leverage is a good perk in terms of its effect, but is, ultimately, dragged down by both its activation trigger and effect duration. Each idea will have its own little explanation as well.

    Leverage(current version):

    • Each time you hook a Survivor, Leverage activates and gains 1 Token, up to a maximum of 10 Tokens.
    • For each Token, the Altruistic and Personal Healing speeds of Survivors are reduced by a stack-able 3/4/5% for the next 30 seconds, up to a maximum of 30/40/50%.

    Leverage(idea #1):

    • Each time you hook a Survivor, Leverage activates and gains 1 Token, up to a maximum of 10 Tokens.
    • For each Token, the Altruistic and Personal Healing speeds of Survivors are reduced by a stack-able 3/4/5% as long as a Survivor remains on a hook and the effect lingers for an additional 5/10/15 seconds once there are no survivors on a hook, up to a maximum of 30/40/50%.

    Explanation: The main changes made in this version is that the effect is constant as long as there's at least one survivor on a hook and there's a little lingering effect which will give effective healing slow down both before and a little after an unhook.

    Leverage(idea #2):

    • Each time you hook a Survivor, Leverage gains 1 Token, up to a maximum of 10 Tokens and activates after an Unhook action is performed.
    • For each Token, the Altruistic and Personal Healing speeds of Survivors are reduced by a stack-able 3/4/5% for the next 30 seconds after an Unhook action is performed, up to a maximum of 30/40/50%.

    Explanation: The purpose behind this idea would simply address the flawed activation trigger for this perk due to the fact that survivors commonly heal the most under or near hooks that they just rescued from so by time the survivors would be healing there'd only be roughly 5-10 seconds left on this perk if you are lucky enough. Also this idea would essentially turn the perk into the opposite version of the survivor perk called "We'll Make It."

    Leverage(idea #3):

    • Each time you hook a Survivor, Leverage activates and gains 1 Token, up to a maximum of 10 Tokens.
    • For each Token, the Altruistic/Personal Healing speeds and Generator Repairing speeds of Survivors are reduced by a stack-able 3/4/5% for the next 30 seconds, up to a maximum of 30/40/50%.

    Explanation: This is, by far, the simplest idea. This is just an alteration to the current perk to make it so that even if the survivors aren't healing they'll still be slowed down with the generators. This alteration to the perk is mostly for if BHVR don't want to do major perk behavior changes to Leverage while still giving it a worthwhile effect to justify the flawed activation trigger of the perk's current version.

    The problem with your Thwack change is that it is just a side grade and too similar to Nowhere to hide to be changed this way. Other then that these are decent changes.

  • @bornagain234 said:

    Whenever I win as killer, no matter how I played, no matter which killer, I get a free evaluation of my life every single time.

    " Your life must suck "

    " Dont worry bud she'll take you back"

    " Sorry your parents got divored "

    " Sorry you're being bullied at school "

    " Are you ok? Do you need to talk about anything ? "

    " Dude, its the weekend why dont you chill out? "

    are the most common ones.

    It happens pretty much every single game I win. Why do they assume I am a nolife loser thats life is falling apart because I won ? I am not complaining, I find it interesting. Its like, I am just playing a videogame. The same videogame you are playing infact. Without me playing, you have no game to play.

    This just happens with every multiplayer game lol.

  • @Chocolate_Cosmos said:

    It doesnt make sence because:

    - He is one of the weakest killers, meaning he is easy to beat

    - He is predictible and somewhat easy to understand power

    - His addons are pretty much joke

    - He is very rare so it should be refresing to see him since he is very uncommon

    Yet he Is usualy bottom at "fun to go againts" lists.

    Oh 100% Freddy is trash. However, the gameplay going against him is just so uninteresting and boring even if he is easy to beat. I would have more fun facing a decent blight and losing then facing a Freddy and winning.

  • @D3spair said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683044#Comment_3683044

    I mean yea sure, I'm having fun matches as a Billy that was also the case before the Event.

    Like I don't even feel there's an event because of how I play Billy. Playing Myers and Oni would be the same. Downing People so fast (due to One hit down powers) Skillfully would lead to less BP gain thus getting Punished. If the Solution is to play another Killer then that just say to me is "Just ignore the problem".

    Just play blight my friend, he is similar to billy and he earns the most BP in the entire game hands down with doctor being close as well.

  • @Blueberry said:

    Which killers do you rarely see but also wish you saw more?

    Billy, Wesker, singularity. I know the first two are already seen a lot but I just want them every game since they are so much fun.

  • @NovaKane said:

    How many times have u played against a Wesker that immediately came to u after u were unhooked and used a vaccine? Remove his killer instinct, he is perfect without his...I gotta win no matter what.. mentality. Killer instinct is making him tunnel far more then the Nemesis meme. He doesn't need killer instinct for vaccines

    Just make sure you are healed and then spray? If you are spraying and in a vulnerable spot then that is 100% on you.

    in Wesker Comment by DrDucky
  • @Royval said:

    The perk is a shell of its old self 100% but I feel like it’s pointless to ever run it anymore.

    Its one of the best perks in the game though? Especially on killers with lower map pressure.

  • @NovaKane said:

    Given the fact that u can only use an effective Dead Hard twice in a match, it should be able to be used if u haven't used it yet after the killer hits u off the hook. Killer hits u immediately off the hook then tunnels, we should get a dead hard usage during mending. Complain and cry about how dumb this is tunneling killers

    It would lead to a bit of an endurance stacking issue again though. Because yes if used to anti tunnel to get you an extra hit that's fine, but if combed with ftp + buckle up or made for this it could become quite annoying and be abused in non-tunnel scenarios to basically be a hit tanking god.

  • @jamally093 said:

    So BHVR nerfs and buffs perks all the time most times that being personal perks but what about universal what is a universal perks you feel should get an adjustment either a total change all together or just a slight tweak because you think that perk deserves some love.

    Half of the any perks need some love on both sides. Other than a select few great ones (sloppy butcher, kindred etc) the others are just not worth using.

  • @Marioneo said:

    How does people feel about the Unknowns weakness cleanse?

    Imma be honest after playing both sides the fact you can continue cleansing when breaking Los for 2-3 seconds is kinda bad it reminds me of old ghost reveal mechanics that made him miserable to stealth as

    I think they have purposely made the mechanic quite a bit more generous than current ghost face since if it was jank and not working half the time then the killer would get a bunch of free hits and it would feel miserable to face. That said, it does suck it keeps going even after you break LOS.

  • @RhysVMT said:

    Literally has a game breaking bug with lunging at full distance while carrying, which is amplified going full backpack build. Played against this 4 times in as many days, reported all abusers, nothing done.

    We just ignoring this because he has a fancy new skin in the Event Rift? Beyond hilarious they acknowledged this A WEEK AGO and he is still live. Won't hesitate to disable Knight for a month or Flashlights for 2 weeks will we.

    I am pretty sure when nurse had a similar thing going on, they did not kill switch her?

  • @Yharwick said:

    As we know MfT has fallen far from it's old glory and while it was a bit dumb I almost kinda miss it as the game felt more even during that time. Regardless MfT is never coming back in that form and since then I hardly see it anymore and while it is much worse I think the perk could still have potential possibly?

    Tunneling as we know is very common in the present day perhaps more than ever and if they decide not to wait out the basekit endurance you get a free trigger for MfT and pushing it even further if they try to wait it out while you have OtR then you're still getting the trigger and now you're faster and much harder to track. I guess my question is has anyone already tried this and what were the results? If you haven't tried it do you think in theory MfT could still have use as an anti-tunnel perk?

    If you want it for that perks like sprint burst, overcome or even DH are just far better for anti tunnel purposes because you will be netting more distance.

  • @pleasedogens said:

    Today i’ve played a very strange game with a very strange teammate, i was doing gen, killer got me on hook, someone saved me and the killer was coming right after me so i straight went to shack…and guess what happened?

    my teammate actually blocked the shack pallet door entrance to get me killed, so i was like maybe … just maybe he didn’t mean to.

    After the game i asked him “we lost ofcourse”, why did he do that? He said you would’ve dropped pallet! So i asked, do you really think shack pallet is more valuable than a 2nd stage hook on me? Or by any means any hook?

    he answered: yes.

    I couldn’t fathom his intellect so i was like okay good sir you have a good shack day!

    Any thoughts on this strange phenomenon?

    Comp players burn shack pallet in their first chase, its really nowhere close to as valuable as a second hook state.

  • @Commander_Nefarious said:

    i have a 50 - 60 second chase and 2 gens pop. 3 gens left with 1 hook. if i play nice its clearly a foolish choice, so in order to win i have totunnel, and survivors act like i committed this great sin, killer is literally against time. and if i chase someone else they flashlight rescue them,obviously the survivors feel great on pulling off a save but the killer is way behind schedule and becomes frustrated for being robbed. so why cant survivors ingrain that into their heads?

    they say the tunneled survivor doesnt play, what does that mean? theyre running from the killer and clearly playing.as opposed to what? doing a gen? the generators need a rework because holding m2 is also boring, id say you have to look for parts scattered around the map in order to repair the gens such as gears , gasoline, etc, and reduce the time for gens, that would at least gives killers more time and spot survivors more often. but streamers shouldnt publicly shame killer players for tunneling, because even they do it too.

    As more gens get done the game slows down more. Sometimes as killer, even if you are blight 2 gens will just go at the start with little you can do. The point is though as gens get done you will naturally be defending a smaller area and since you have started hooking, you are building pressure as a killer. Killer is at its weakest during the start of a match since its when you have literally 0 pressure. If an early chase does end up going on too long though then it is a good idea to leave even if you have to lose time.

  • A cooldown is fine, but then it just becomes a worse balanced landing. Design wise it fits the theme of the perk, but at that point people would probably just run balanced instead.

  • Fair enough lol. Still good on you for running non meta perks I myself always run meta so I can just practice my killers for longer.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/406165/is-it-possible-to-get-a-similiar-tweak-killers-in-this-year

    Yes, Nemesis and Executioner need a big Add-On rework because most of their Add-Ons are useless. In my opinion many of the Zombie-Add-Ons from Nemesis should become basekit to make the Zombies more reliable while the Add-Ons should focus more on his Tentacle Strike. Some of Dredge's Add-Ons should become full or half basekit. Same goes for Knight but his Guards need to be smarter and smoother (sometimes they are so stupid and pathetic that I wanna turn off the monitor). Can't say much to Cannibal because I don't play him but see other users/players saying that he also needs some Add-Ons basekit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657408#Comment_3657408

    Artist

    I am a P100 Artist-main so I want to talk about this: Artist is in a really good spot because she is a strong, dangerous(, and beautiful) killer. However, she is extrem difficult to play and I think that's the reason why she has a 56% killrate because new players (due to her perks I think nearly every player has her) give her a try and have no success with her. On the otherside, she has only a 1% pickrate so only her mains play her mostly. In my opinion she is nearly perfect and only needs two litte tweaks: First, the Add-On Severed Tongue (Reduces your Slow-down time by -0.5 seconds after launching Dire Crows) should become at least half basekit to make her more smooth when she fires off her crows. Second, she needs an Add-On that let's her see the aura of survivors you injured with a Crow attacke (like the Glowing Concoction from Huntress).

    Optional (would be nice to make these Add-Ons more viable/better but it's okay if they stay as they are):

    • The downside of the Iridecent Feather (-1 one crow for becoming undetectable during the cooldown) should be removed because it is not worth it.
    • The Hindered status effect from the Untilted Agony Add-On should be 2.0seconds (currently 1.5seconds).
    • The effect from the Silver Bell Add-On (Swarmed Survivors suffer from the Oblivious status effect) should linger 10 - 15 seconds after repelling the Swarm.
    • Ink Egg (you have four crows but idle Dire Crow timer is -2 seconds): Should get a rework because you never want four crows due to the long cooldown.
    • Garden Of Rot (4seconds instadown after repelling the swarm): Even though this Add-On is good and funny, I don't like these types of Add-Ons because they are either too strong (e.g. Clown, Huntress) or useless (Knight, Dredge) and boring to play against from the survivor pov. As a result, this Add-On should get a rework.

    Demogorgon

    I'd like to see some buffs/QoL changes to his Portals because they don't feel really perfect. The Rat Tail Add-On should become half basekit to open Portals faster while the teleportation speed could be 5 - 10% faster. One more Portal would also be really nice. Leprose Lichen Add-Ons should get back his old effect. The downside of the Deer Lung Add-On (-2 Portals) is too much. Violet Waxcap (Increases the duration of the Undetectable Status Effect by +1 second) should get a rework because nobody use it since the Vermilion Webcap has the same effect but gives +3seconds. Just why devs? Otherwiese, Demogorgon is fine.

    Oni

    When you down a survivor in your Blood Fury, you lose 4seconds of your power which feels just bad because you get punished for downing survivors. In general, it would be great if Oni gets more rewarded for hooking survivors (and not for slugging or punished for downing survivors). Tear-Soaked Tenugui Add-On is useless since the extra 10seconds from the Lion Fang Add-Ons is always the better choice. As a result, this Add-On should get a rework. Otherwise, Oni is a great killer and fun to play.

    Xenomorph

    If you it a turret with your tail attacke, it counts as a missattacke which feels so clumsy and bad. It would be great if this would count as a normal hit to make her more smooth to play. In addition, the cooldown should be buff to 2.7seconds.

    It could be that the first survivor the Oni downs removes less power, but any further downs remove the 4 seconds or maybe even more. Its hard to balance since Oni is a slug heavy killer (one of the more healthy ones, given that the survivors have input and counter play to this, for instance hopping into a locker or denying the first hit).

  • @Alex_ said:

    Ok, really cool idea imo:

    Either in addition to the current effect or replacing it:

    Reduces the stagger after falling from a great hight by x%.

    This not only makes sense, as the Perk is called Lightweight, it also could be a pretty good effect.

    I think that 100% would be fine, so there is no stagger at all, but that's up to you. It's even possible to give this effect a Cooldown, so if it's too strong (which don't think) it's relatively easy to balance out.

    Much love to the team <3

    It would be quite over powered. So many loops would become infinites and the amount of distance you would make on drop vaults would be way too much. They removed the 75% on balanced because of the infinite reason.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657604#Comment_3657604

    I agree with you 💯

    Im P18 with singularity and P100 with onyro. I like challenging killers which is why I play singularity too, but I disagree slightly on one aspect.

    He could use some QOL. His biopods are extremely fickle and sensitive. You make one slight wrong move with them and there is a branch blocking it from the tree. 🌲

    Sometimes the landing point will show up green but still won’t stick to the wall even when you’re 7 feet away. It’s very very frustrating especially when you’re in the middle of a hot and heavy chase but gotta stop to fix your pod that you may potentially need for that chase but only to find out you lost 3 miles of distance because the survivor turned right on EatMyDust Avenue.

    If they adjusted this I would be very happy.

    Fair enough, I guess they could somehow make the movement less sensitive when in a camera? Hard to say. I played an ok bit of singularity but what really turned me off was the maps.

  • @MechWarrior3 said:

    Ays12151 - I hope you enjoy this post, I put a lot of time into it. ❤️ This is mostly rough data 📈.

    For those of you, that main these killers, please, I invite you to kindly put in your suggestions on what you feel those particular killers need. I am not an expert on any of these killers, as I only main The Onyrō.

    Several killers need buffs to reach 60% (Behaviors desired goal)

    Freddy - Lots of love. Full rework @GeneralV 🥰

    Myers - Addon changes that will = Rework/Basekit Changes. Currently he’s at 58%. (Tread carefully)

    Onyro - No buffs needed, however QOL. After 2 Addon passes not much changed. Survivors counter her mobility and condemn too easily.

    Nemesis - Buff to 60% (Currently at 52%) - Addon adjustments, Basekit adjustments, add one more default zombie? Enhance tentacle. QOL?

    Executioner - Addon adjustments desperately. Buff to 60% (Although he close addons might fix that. He’s at 58%)

    Knight - Fix Bugs for the love of behavior! ❤️ (QOL) Basekit buff, slight addon adjustments. Buff to 60% (Currently at 54%)

    Dredge needs QOL - Better RNG locker spawn. Basekit, buffs to 60% (Currently at 56%)

    Cannibal could use a bit of QOL with some Basekit. Not sure what exactly. Buff to 60%(Currently at 55%)

    Singularity - Buff to 60%. He currently has the lowest kill rate sitting at barely 50%. QOL change, his pods are too fickle when placing.

    Demo - He’s at 55% buff to 60%. Not sure what exactly he needs. (Maybe a demo main can fill this in for me.)

    Skull Merchant - needs……uhhmm….tuning. lol. She’s at 68%. Her drones need to not go back into her inventory instantly when hacked where she can just recall. Broken and deep wound is excessive. Pick one or the other.

    Pig - She’s at 57%. This will drop a bit after the 2 nerfs she got on her traps. Revert the nerfs and she will be fine. 🐽❤️ If not, buff to 60% NOT NERF, please BUFF. ❤️💀🤣 (No funny jokes behavior 🤣)

    Artist - small buff, maybe some Addon changes? (She’s at 55%. Buff to 60%)

    Twins - rework.

    Pinhead - he’s at 58%. Buff to 60, I don’t know if they will because he’s so close already. Maybe some QOL? Not sure 🤔

    https://us.v-cdn.net/6030815/uploads/K3ZHG6GMBGPO/img-1723.jpeg

    I feel like I am missing so much in this post but here goes nothing…. Annnnnnd SEND!

    Some of these killers do need some base buffs like Myers, others not so much.

    Singularity is just hard to play, which is why his kill rate and pick rate are low. Unless he was buffed to where his skill was made lower and he was made stronger, I don't see either of these stats changing (but I think making a killer both stronger and easier is risky).

    Artist could do with an addon buff here and there but she is a strong killer make no mistake.

    Skull merchant is so high because people simply just quit against her.

    Cannibal needs his chillies to be part base kit.

    All the others I agree with to be honest

  • @Nos37 said:

    And don't start with the "just play as Legion to learn how to counter them."

    I have played as Legion. He stomps solo q and gets destroyed by coordinated SWF who have any decent looping capabilities. There's nothing to learn.

    You said he has no counter play but then swfs who have decent looping can beat him? Does that not contradict what you just said?

    Also running to the basement was a bad play, instead of running laps in the basement doing nothing and being useless to the team, spread out from your team mates, wait until its safe to mend then do a gen. Or just start mending immediately if he is going for someone else, 99 the mend and again, spread out then 1 tap the mend when it is safe.

    The counter play to legion is to spread out so his power injures 1 guy. He has no power what so ever to down, so if you spread out he gets minimal value and you win because he is a killer with no downing power.

  • @RaSavage42 said:

    "meta" burden... that's what I'm calling it

    But you do have a point... I run Corrupt, Oppression, Surveillance and whispers on most Killers

    To be fair, 3 of those perks are off meta so I would call that a variety build.

  • @woundcowboy said:

    I’m not sure if they were trolling or just don’t know in regards to the pig “buffs.” She is, objectively, right now a better character than she will be after the patch. The slowdown/threat of a headpop is the best thing pig has, and it’s being severely nerfed

    Meanwhile they are buffing the worst part of her kit, which is still counterable by predropping and running away from the loop. Huge L for Pig.

    The survivors have to get rid of the trap at some point, the traps are not meant to head pop, they are suppose to delay the game.

  • @MikaelaWantsYourBoon said:

    Nah, it needed. They nerfed healing and medkits to ground. Anti-heal needed some justice nerfs, yes? It's easy and free slowdown after all. Hitting survivors is your job, why game should give you free slowdown for this

    Because survivors can choose to heal, if they don't heal then they waste no time. Good survivors dont mind being injured as much etc. Plus this nerf does not do that much? Mangled is a far healthier slowdown than the kicking perks we had and it rewards the killer for splitting pressure with multiple hits. Also its 4 seconds, its really nothing to ride home about, regression perks are far stronger for game delay.

  • @itstofuuu99 said:

    every patch is just nerf surv, buff killer, nerf surv, buff killer… it’s either that or anytime survivor get new perks the only decent ones get nerfed into the ground like a week after launch meanwhile overpowered killer perks get left as is for months and months on end. it’s so disappointing. ftp buckle up is inevitably getting nerfed bc god forbid survivors have anything to assist them in surviving. adren is gonna be on the list next probably meanwhile there’s perks like devour hope or no ed, or honestly even any insta down perk. i’ve always heard people say “survs have their hands held” but if im being frank it’s quite the opposite. huntress does not need 7 hatchets.

    while you guys are at it you should make it so survivors spawn in the trial injured and add 60 seconds to gen completion, also remove fast vaults and nerf resilience. resi is too op.

    anyway ima spend my money on siege instead cos im over dbd not caring about the survivor experience.

    To be fair, killers dont have any nuclear options anymore like blight's busted addons or omega blink nurse or mother daughter ring spirit. So this is actually some pretty big buffs to survivor since while these killers are strong, they cannot be made brokenly strong.

  • @PreorderBonus said:

    Should be basekit tbh, Freddy should start getting some love, I haven't seen him in over a year

    True, and the difference between the yellow and the purple is actually tiny. But the yellow at least is better than before.

  • @baharuto48 said:

    What if survivor had unbreakable basekit but it turned off if the killer brought the slug perk?

    What if dead hard went back to the way it was except it only worked if you brought no mither?

    What if killers needed 3 hits to down?

    What if survivor and killer had the same speed?

    What if flashlight saves weren't a thing?

    What if the endgame chat was turned off?

    All of these are not good for the game (except the endgame chat thing, though you can just close it if you want so who cares on that one). Unbreakable base kit with a perk to switch it off is not good design, 3 hits to down would make killer lose almost every match. Equalising speeds would be a nightmare for all except the strongest killers (and this would actually buff nurse btw, since she moves below 100% so this would buff her speed an ok amount, so this would nerf every single killer and buff nurse). The whole combining perks have a unique effect could thing would be ok, but why not just make perks synergise instead of specific text?

  • @mikewelk said:

    It's not to skew the data, they just realized how busted Huntress is and there's no denying it. I would do the exact same because I didn't play the PTB to experience huge buffs to an already balanced killer that came from the devs having a brain fart or something along those lines.

    https://twitter.com/RNIN_St1v1/status/1759992506056425727?t=YZtjl7BtrgqQfmgcCkML9w&s=19

    Try to justify this video.

    Just reduce her held hatchet speed, its really not that big of a deal

  • @ctrlaltdefeat36 said:

    Myself and about a dozen gamer friends in my network are quitting Dead By Daylight after the slew of awful changes made by BHVR to the game.

    The last change to The Blight's Adrenaline Vial was the nail in the coffin for me.

    I can see that BHVR has it all wrong when it comes to their approach to the game and why hoards of people are now leaving the community and finding other things to do with their downtime.

    Let me give you some context before I go into more detail on why I will no longer spend any time in the DBD community.

    This provides not just a gamer's perspective but also one of an entrepreneur.

    I would say I fall outside of the typical DBD demographic. I work as a CEO to my own business with an 8-person team -- a digital marketing agency based in the UK. Subsequently, the free time I have is limited. Yet I still chose to spend much of this free time playing Dead By Daylight.

    Why?

    Because the game was so much fun. Pure and simple. A unique concept that has been fine-tuned over many years with interesting killers, survivors, cool perks, and exclusive licenses.

    But if you go through this post you'll learn how BHVR has completely messed up the formula for this game, largely through their obsession with "balance" changes. But more importantly, their ethos behind the changes they make in the first place.

    I'm a console player and have been since I first got a Playstation 1 over 20 years ago before moving to Xbox when the 360 came out. I've been playing Dead By Daylight on and off for a few years but started playing it more seriously in the last 9/10 months. In the last 6 months, I've had so much fun playing as the Blight, learning his power, and improving my skills.

    The Blight is such a rewarding killer, with a super high skill ceiling, incredible design. And just a terrifying prospect with his crazy rush power.

    Most importantly, he is fun as hell. Particularly once you get good at him (like anything).

    Over the last months, I have watched as BHVR has butchered various killers and perks all in the name of "balance".

    Let's start with the Blight.

    Everyone knows he's one of the strongest killers in the game. And people (survivor mains) will never stop moaning about how he is too powerful. Let's be honest, survivors don't want to go up against strong killers with a high skill ceiling. Because it feels unfair when you go up against someone that's just that -- highly skilled.

    Does that make the killer unbalanced or unfair? Of course not.

    I also play FiFa and I'm in Division 1. I use Barcelona, not one of the strongest teams by a long shot. I play some of the best players in the world and I often go 30 online matches without losing a single game. Does it feel unfair to my opponents? Yes of course it does. Many of them think I'm cheating -- or they convince themselves that the game is "scripted" and I won because "the game allowed me".

    if you play Fifa all day long and you get your ass kicked by someone who doesn't your brain is going to rationalize some type of excuse.

    Why do I win? Because I learned the playstyle and techniques that beat 99% of people through YouTube. I love learning and improving in all aspects and take this into my gaming too.

    Am I going to wake up one day to a different Fifa because the devs didn't like my playstyle or because I'm winning too much?

    Never.

    But this is exactly what the developers for Dead by Daylight do time and time again.

    They look at the numbers and fail to take into account the full context of the data before they make a decision. They also contradict the entire ethos of the game through many of the changes they make.

    What do I mean by that?

    If you ask the team behind DBD -- it is a game that's supposed to revolve around fun. It's geared more for casual gamers than for hardcore professionals.

    This is the reason they have done next to nothing for competitive play.

    This is the reason why DBD has no stats.

    This is the reason why various QOL changes have been implemented to stop undesirable playstyles like camping (which is totally fair).

    But the obsession with changes to killers, add-ons, and perks makes it a game no longer worth the time investment.

    Let's focus on BHVR's seemingly unending fetish with balance for a minute. Most real imbalances come from two main places:

    1. BHVR overpower perks for new killers or survivors to get you to buy them before they nerf them 6-12 months later.
    2. A genuine oversight from the developers on how a perk or power would play out in the game.

    The idea of balance itself comes from a desire to even out the playstyles in the game. They want to see a more or less even usage of perks, killers, add-ons...etc.

    But this will never happen because it goes against the law of nature itself.

    Ever heard of the Pareto Principle?

    It is the observation that most things in life are not distributed evenly. It can mean all of the following things:

    • 20% of the input creates 80% of the result
    • 20% of the workers produce 80% of the result
    • 20% of the customers create 80% of the revenue
    • 20% of the bugs cause 80% of the crashes
    • 20% of the features cause 80% of the usage
    • And on and on…

    If we apply this in a gaming context, specifically relating to DBD:

    80% of players will use 20% of perks in the game. There will always be meta perks.

    80% of killers will use the same 20% of the add-ons available.

    BHVR is constantly fighting against nature with an obsession to balance things out. Anytime something is meta, it finds itself on the radar for a nerf at some point down the line.

    This is an unhealthy cycle that disrupts gameplay, pisses people off and ultimately drives people en masse away from the game.

    Now let's look at some more specifics relating to recent updates from BHVR. Let's take 7.5.0 and 7.5.1 as an example.

    People moaned for a very long time about Blight's add-ons and the Blight in general. If survivors had their way, he'd be 0.9ms with 1 rush and a 60-second cooldown.

    But the points around his add-ons were valid.

    Some of them were problematic.

    Alchemist Ring, Blight tag, Compound 33.

    We must remember that these are purple and iridescent add-ons. These should be powerful.

    When you have powerful killers paired with powerful add-ons it's always going to cause a stir. But as long as add-ons aren't problematic, they should not be changed.

    I don't take issue with making changes for problematic add-ons.

    What I do have an issue with is poor reworks that render them useless. Then to take things further and nerf the only add-on that was worth running for a killer (Adrenaline Vial).

    Alchemist Ring (after) -- Rushes are 20% longer than standard.

    Compound 33 -- Rushes capped at 2. Rushes are 33% longer and have 33% improved turn rate.

    Blight tag -- Unlimited rushes but a 20-second cooldown if your rush chain ends, you hit a pallet or you hit someone.

    These new add-ons are so unoriginal and don't reflect the strength of the colours they represent. 2 out of 3 are focused on rush length. For a Blight, rush length is pretty much useless when using bump logic to catch a survivor. He always has great mobility to traverse the map with his basekit. This does nothing to add to his power in a meaningful way. Not to mention the 7.5.1 change for Compound 33 which has now rendered the add-on completely useless. 2 rushes is worse than basekit and nobody will use this.

    And who needs infinite rushes? You want to hit a survivor, not travel from New York to California in a crazed fit of rage.

    The problem in this case is bad add-on design. It's a lazy rework to one of the most fun killers in the game.

    Then we have Adrenaline Vial -- an add-on that has gone through more changes than Joan Rivers face. Before 7.5.1 we had the following:

    • Reduces the Recharge time per Power Token by -1 second.
    • Increases the number of available Power Tokens by +2.
    • Increases your Movement speed during a Rush by +10 %.
    • Increases your maximum Look angle during a Rush by +50 °.
    • Reduces your Turn rate during a Rush by -0.5 °/s.

    Then it changed to this:

    • Increases the number of available Power Tokens by +2.
    • Increases your Movement speed during a Rush by +5 %.
    • Increases your maximum Look angle during a Rush by +20 °.

    And now in 7.5.1 BHVR had re-added the downside of -55% turn rate without the recharge time bonus.

    In 7.5.0 this add-on was perfect. The Blight felt incredible with his 20-degree look angle increase along with the other benefits of the add-on.

    At the sametime, this add-on doesn't make any sense.

    BHVR, instead of creating an add-on that does everything and giving it a huge downside, split up the benefits.

    Remove the turnrate reduction and keep the look angle and speed. You can forgo the additional power tokens. Or split up the effects. I'd love an add-on that just gives look angle increase of 20 degrees. That could replace one of the many worthless browns. Or one that increases power tokens by 2 and decreases the recharge rate (idea for a green).

    Instead, we now have 1 add-on that's worth running in the game and the downside only widens the gap between console and PC players.

    If we're talking about balance, look angle and turn rate make the biggest difference to console players. Since we struggle to change direction in the same way a PC player can due to DPI sensitivity. Many console players run both turn rate add-ons to compensate for this.

    Considering your approach to balance, I'm pretty shocked this hasn't been factored into your rework.

    It's one thing reworking problematic add-ons and doing it well so there's actually benefits to running them. What we have here is not a rework. It's an utter demolition of any form of useful add-ons for this killer.

    And this approach to reworks and game balance is why myself and many others have decided to move away from the game for good.

    They reverted adre vial so the look angle thing debuff is back.

  • @Vorahk08 said:

    Recently, I've seen a spike in builds that are entirely built of gen regression and gen blocking perks. It seems like this kind of just happened over the last few months. Am I wrong about that, or has something really changed? It feels like even around Alien's release we had killers running builds with more variety (info, chase effects, etc.). A lot more "best build" videos now are just 4 slowdowns.

    I still try to run builds that include info and chase perks. Am I just behind the times?

    That has been the case since slowdowns were added.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647259#Comment_3647259

    He’s S tier in the hands of a good killer player. Sure, some maps are more difficult for him than others, but that’s the same for every killer, even Nurse (though, perhaps not as bad when it comes to her).

    Also, his chainsaw either has a lock on mechanism or my butt has a magnet in it because he always finds me and gives me a heart attack 😭

    Billy gets especially destroyed by indoor maps, even an amazing billy is going to have trouble in lery's

  • @OnryosTapeRentals said:

    Overview

    So as we all know, Onryō got another set of changes with the release of 7.5.0 and to say they weren't well received would be an understatement. I was unfortunately too busy during the 7.5.0 PTB to write up my own thoughts here on the forums, but was satisfied with the feedback being given by other Onryō players. Mostly, that she was much more fun and healthy, albeit slightly weak.

    I think it's safe to say most of us expected her to hit the live servers either relatively untouched or with some buffs/QoL adjustments -- certainly not with the hefty nerfs she ended up getting.

    I've been playing the new Onryō for the past few days and wanted to share my thoughts. I'm certain much of this will echo what has already been said by other Onryō players so forgive me if I sound like a broken record. or would a broken VHS tape be a more appropriate simile?

    I'll start by going through the 7.5.0 patch notes and commenting on the changes.

    7.5.0 Changes

    While Demanifested:

    - The Onryo can gain Bloodlust as usual.

    - The Onryo can enter chases as usual.

    When Demanifesting:

    - Bloodlust is no longer lost.

    Good changes. They're nothing too drastic but they help her to use her power in chase a little more easily.

    Increase Demanifested state invisibility duration from 1 to 1.2 seconds.

    Great change. Making Reiko's Watch (partially) basekit is something that's been asked for for a long time, and means she actually has a semblance of a chase power without needing add-ons. Obviously Demanifestation mindgames are sort of gimmicky and don't work at a lot of loops, but they're fun and that's what's important.

    Teleport cooldown from previous update removed.

    Glad to see this go. Onryō's ability to move around the map quickly was one of the things that was so appealing about her original power. Having a cooldown felt clunky, especially considering her teleports can be denied by survivors anyways. It's a massive shame this change is effectively undone by the introduction of another cooldown.

    Condemned gained from teleports increased to 1 full stack.

    Another positive change. Having to keep track of Condemned gain in 0.75 increments was a little confusing for both roles.

    New Power Meter:

    - Resets on teleport and charges automatically afterwards (10 seconds).

    - If the power meter is at 98% or more when teleporting, the teleport applies Condemned to Survivors within 16 meters of the TV where The Onryo projected or any other powered TV.

    - If the power meter is <98%, no Condemned is applied.

    I'll start by saying I'm thrilled that local Condemned has returned. Global Condemned gain removed a lot of skill expression from Onryō. You no longer needed to be judicious in where you teleported and it felt very cheap. Now that local Condemned is back, you're incentivised to corral survivors into your TVs and not just mindlessly teleport. You can also use projection as a tracking tool again. If you teleport and see someone gain a stack, you know they're within 16 m of one of your powered TVs and you can use other clues to deduce their location. I like it.

    Unfortunately the rest of this change is just bad. Adding a new cooldown defeats the point of removing the previous one. While you can still use Projection as a map traversal tool during this time, it's sort of pointless as you're missing out on applying your slowdown on the survivors. And as a killer with a weak (almost nonexistant) chase power, you really do need the slowdown from Condemned.

    Not to mention the justification for this change in the Developer Update is nonesensical:

    [...] crafty Onryō players discovered that they could intentionally teleport to the wrong TVs first in order to spread more than one stack of Condemned to Survivors near/heading towards a powered one. Clever!

    Given that survivors already had plenty of counterplay to Onryō on the PTB, and the developers themselves admit that this is a clever use of her power, I can't understand why they decided to nerf her ability to spread Condemned like this. Surely tactical, thought-out gameplay is what we should be promoting? This change punishes Onryō for simply using her power, which doesn't feel good to play with. Not to mention it disincentivises survivors from engaging with her counterplay. The only way survivors would be racking up Condemned from this is if they're blithely sitting in range of a powered TV, which they should never because:

    • TVs are now highlighted to survivors through walls.
    • TVs now have a visual indicator that you're in range to be Condemned.
    • TVs give give off sound cues when powered and a survivor is in range to be Condemned.
    • Interacting with Tapes has been Onryō's counterplay for the last half a year.
    • And most importantly, TVs can now be disabled with a very, very short animation and no consequences for the survivor!

    I'm sorry but to me this just feels like the developers have gone: "(Some) survivors didn't want to engage in her counterplay so we just decided to to it for them and slap Onryō with a self-inflicted cooldown." Maybe I'm being too harsh but I just don't understand this change at all.

    Powered TVs:

    - Now have VFX showing range at all times (when powered).

    - Are revealed to Survivors within 16 meters.

    I actually like the staticky VFX that make it clear when survivors are in Condemned range. It signposts to survivors when they're at risk, allowing them to make calculated decisions about where to run to during a chase, where to heal etc., and also makes it easier for players to learn distances. I also thought the static lines were criminally underutilised. Prior to 7.5.0, you'd only see them if an Onryō was running Sea-Soaked Cloth or Rickety Pinwheel. And given how lacklustre those two add-ons are, you'd never get to see it and it's such a cool effect. A nice addition!

    As for the TV auras, I think it's a little too much. TVs follow predictable spawns (almost always close to a generator), survivors can see the range in which they can get Condemned, and survivors hear the noises given off by TVs. There's plenty of information there for survivors to be able to locate TVs. Highlighting their precise location gives survivors too much information in a chase. If you Project, they now know exactly where you're coming from. It lessens The Onryō's already-limited ability to ambush survivors with Projection.

    Hooking a Survivor locks in up to 2 stacks of Condemned (applies for each hook action). These stacks become impossible to remove.

    This is probably the worst change. Condemned lock-in on the PTB was perfect. It was such a healthy change and it finally gave Onryō an incentive to hook survivors. We finally could put an end to long, drawn out matches spent bleeding out on the floor and then you nerfed the mechanic and it's the optimal strategy again...

    I thought Condemned lock-in was a very engaging mechanic that led to interesting gameplay as a survivor. It made Condemned an actual threat, forcing you to carefully decision make around it. Survivors could either ignore their Condemned to focus on their objectives at the risk of being found and the stacks getting locked in, or they could manage their Condemned -- slowing their objectives a little but guaranteeing their safety. It felt fun and high stakes on the PTB.

    Capping the lock-in -- especially at such a low number -- makes the mechanic pointless. Two stacks is not worth confirming on a survivor. And, again, it just feels overkill given she already had adequate counterplay. If you disable TVs (and transport a Tape once or twice) you're never going to reach a threatening level of Condemned in the first place.

    I think what bothers me most about the change is the justification for it:

    [locking in several stacks] indirectly encouraged the Killer to seek out and chase the same Survivor after they were unhooked (or “tunnelling” for short).

    The lock-in mechanic actually discouraged tunnelling:

    • Locking in stacks on a survivor meant that they'd be forced to go on Tape runs more frequently, meaning less time spent on objectives. This rewarded The Onryō with some slowdown for successfully spreading Condemned to a survivor, downing them, and then hooking them.
    • For the rest of the match that survivor is now less efficient than their teammates at completing objectives as they have to manage their Condemned more often.
    • Naturally you'd want to go and bother their teammates, who can still work at full efficiency, forcing the inefficient survivor to do more of the work and thus slowing the match down.

    Don't get me wrong, you absolutely could try and tunnel off hook, but then you're self-sabotaging your own slowdown. It's similar to Pig. You could tunnel the survivor who has a Trap on their head to guarantee a kill. But in doing so, you're wasting time chasing a person who isn't in a position to contribute to objectives -- allowing their teammates to do generators uncontested. I think people would quickly realise that they'd get more value from spreading pressure rather than focusing it on one survivor.

    Instead, the capped lock-in encourages tunnelling:

    • If a survivor has anything greater than 2 stacks when hooked, only two of them are now made permanent. The remaining stacks can be removed. The optimal strategy is now to bother them after being unhooked in order to prevent them removing the additional stacks. If you don't tunnel, the stacks will quickly be removed and the time you spent spreading them is wasted.

    - Tapes no longer grant protection from gaining Condemned while holding them.

    - Survivors no longer gain Condemned if hit while holding a Tape.

    - Survivors no longer lose their Tape when attacked.

    These are all fine.

    Survivors must bring their Tape to the furthest TV.

    - Highlighted in yellow.

    Great change. This nicely standardises the amount of slowdown The Onryō gets per Tape run and makes her slowdown more consistent. Attentive Onryō players can now also deduce where survivors will likely be heading based upon where they retrieved their Tapes.

    Retrieving a Tape now takes 1 second (was 2).

    Inserting a Tape in a TV now takes 1 second (was 2).

    This allows survivors to insert a Tape during the killer's successful attack cooldown, even with full stacks of STBFL. In my opinion, survivors who retrieve a Tape and transport it to their target TV should be rewarded for it -- they're engaging in the correct counterplay. You still have adequate time to interrupt them before they get to their target TV (especially since you can deduce which TV it is and plan ahead). But once they're already there, they should be able to insert the Tape.

    I think it's also important to note that if they do insert a Tape right in front of you, they're effectively throwing the chase and will almost certainly go down afterwards. To me, a down in exchange for removing 3 stacks is a fair trade-off.

    With that being said, the number didn't need to be lowered that much. With the recent STBFL nerf, the shortest successful attack cooldown is ~1.8 s so anything shorter than that allows the survivors time to insert their Tape. Halving the time was overkill and makes the animations look janky. 1.5 seconds seems like a good middle ground to me.

    Add-on Pass

    By this point, Onryō has already had two add-on passes but neither have really addressed the issues with her add-ons. Some of them are very lacklustre, especially her rarer ones. I'll go through and give my thoughts on each:

    • Cabin Sign, Mother's Mirror, and Old Newspaper: These are okay little number buffs to her kit. Perfectly reasonable for common add-ons in my opinion.
    • Videotape Copy: This one is great. Increasing Condemned range by +2 metres is immensely helpful and makes TVs that spawn in awkward places more useful. The one note I have for this add-on is that it's flavour text doesn't match its effects anymore. Previously it was a meme add-on that lessened the amount of Condemned Projection would inflict and so the add-on states that it "dampens the desire for revenge". Now it does the opposite so I propose that the text be updated to something along the lines of "A copy of the deadly videotape imprinted upon by Sadako. Serves as a means to spread her curse."
    • Clump of Hair: A very underwhelming add-on. I like what it's trying to do but it's way too conservative. I think it could be decent with a number buff:

    Number change: Reduced the threshold for full invisibility while Demanifested to -8 m (was -4 m).

    • Reiko's Watch: Good add-on -- makes Demanifesting during chase a more viable option.
    • Sea-Soaked Cloth: The concept is neat, but the execution isn't quite there. The area of effect is small and it lasts a very short amount of time. Given that both yourself and the survivors can disable your TVs throughout a match, I think it's okay to up the AoE:

    Reworked: Survivors within Condemned range of a powered TV suffer from the Blindess status effect. This effect lingers for 7 seconds after turning off a TV or moving out of range.

    • With this the add-on would also synergise nicely with Videotape Copy, allowing you to extend the area of effect by an additional 2 m.
    • Well Stone: Fine. Essentially just a better version of Cabin Sign.
    • Yoichi's Fishing Net: Having two Blindness add-ons is unnecessary. This add-on needs a new effect:

    Reworked: Decreases the time taken to Manifest by 10%.

    • Bloody Fingernails: Probably my favourite add-on. Zooming around is fun :D
    • Mother's Comb: This is a great add-on. It allows you to more efficiently manage your TVs as well as keep tabs on survivor movements.
    • Rickety Pinwheel: Needs its AoE upped and to give a more stronger Status Effect. Oblivious doesn't work well for Onryō because of her Lullaby and also provides no value in a chase.

    Reworked: Survivors within Condemned range of a powered TV suffer from the Exhausted status effect. This effect lingers for 7 seconds after turning off a TV or moving out of range.

    • Ring Drawing: Great that it now encourages and rewards hooking (rather than slugging). Although it seems to be bugged at the moment and is still granting its old effects in addition to its new ones - needs looking into.
    • Well Water: Easily one of her worst add-ons. It's almost impossible to get value from Onryō's Undetectable, even with this add-on. Her Lullaby is too overbearing for this to be useful. On that note, I'm not even sure why Onryō even has a Lullaby. She's an M1 killer -- she can't deal damage from afar like Trickster or Huntress can. Do survivors really need the early warning that she's near? I think this add-on should be reworked completely:

    Reworked: Survivors hear the Lullaby map-wide while The Onryō is Demanifested.

    • This still lets survivors know that they need to keep an eye out, but doesn't give away her exact location -- allowing for stealthier plays. It would also pair nicely with the buffed Clump of Hair to make Onryō a decent stealth killer.
    • Personally, I'd scrap the Lullaby altogether but I don't see the developers doing that so this suggeation seems like a more realistic option.
    • Distorted Photo: This isn't a bad add-on, it's just very underpowered for its rarity. An easy upgrade would be to make it work with Projection to give you more chances to actually use it in a match:

    Reworked: Survivors who witness a Manifestation by any means from within 16 meters scream and reveal their auras for 4 seconds.

    • Tape Editing Deck: Not an add-on I ever run but it does have its uses. Preventing survivors from using Toolboxes straight in the early game can be pretty significant. I don't think it particularly needs any changes.
    • Telephone: This add-on is just awful. The Hindered penalty is barely noticeable and getting it to activate is impractical given how close you have to be to the survivor. If my maths is correct, this add-on causes the survivor to lose 36 cm of distance. That's close to Licker's Tongue level of bad. I'd be hesitant to up the Hindered because these things can quickly get out of hand, but upping the range and making it work with Projection seems reasonable:

    Reworked: Manifestating by any means inflicts survivors within 16 m with -3% Hindered for 3 seconds.

    • With that change it could pair nicely with Bloody Fingernails to get hits after Projecting.
    • VCR: Honestly this is kind of a meme effect. It's only useful for tricking survivors into activating Dead Man's Switch by letting go of their generators. It's fun to use though so I don't mind it.
    • Iridescent Videotape: This is far too weak for an ultra rare. No longer being able to apply Condemned is enough of a downside, it doesn't need the added penalty of increased TV cooldowns too. I love when ultra rare add-ons do something creative with the power so the concept is good, but it definitely doesn't need two drawbacks.

    Reworked: Projection no longer turns off TVs, but does not apply any Condemned.

    • Remote Control: This one is in a good spot.

    Fixing the Problems

    The developers have acknowledged the dissatisifcation with the 7.5.0 Onryō changes and are planning some further updates. Personally, I think the best thing to do is just revert her to the PTB version and go from there.

    The general consensus seemed to be that her PTB version was almost perfect. A little weak. But otherwise fun and healthy, which is all the really matters to me. I'm not bothered about her being an S tier killer, I just want to enjoy playing as and against her -- which I did on the PTB. Her live version feels undertuned and clunky in comparison.

    This was an outrageously long post, oops.

    What a well written post, I agree with basically everything said. In particular I have 0 clue why they locked the condemn at 2 stacks with just objectively incorrect logic as well lol

  • @Crowman said:

    I think getting bad map matchups is fine since the good map matchups do exist as well. I would just remove map offerings so neither side can tip the scales too much in their own favor and leave it up to rng.

    It does suck playing billy, wesker or singularity and getting a map like lery's is the thing. You basically are not using your power.

  • @ShinobuSK said:

    I hated this killer long before he got buffed again, dunno why people consider him fun, but there are many who think demo is also fun to verse so who knows

    Its because a curving billy takes a monumental amount of skill and has back and forth from the killer and survivor. Which killers do you consider fun?

  • @SlowLoris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641909#Comment_3641909

    You mention something here as well that I think a lot of newer players aren't used to, because the massive amount of anti-loop that has been added. YOU CAN LOOP THE TILE!

    Sometimes leaving is the best decision, but a lot of the time, not insta dropping the pallet and leaving is best against Billy. You can keep him very busy at strong tiles by being unpredictable at them. Don't always run the same way through a jungle gym, sometimes run inside or out.

    His curving massively relies on predictability, but if you constantly leave tiles after you drop the pallet? That's predictable. He will use his chainsaw to catch up and down you in the open, but EVEN THAT is still dependent on how you react and if Overdrive procs, because both of those things can change how easy it is to simply back rev you.

    Rapid unpredictable sways if they're in Overdrive can be hard to deal with, or simply just doing something that makes zero sense will often catch them off guard.

    Billy truly has the most player agency in the game, you just don't know it, yet.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641932#Comment_3641932

    I've said multiple times already how the issue with Billy right now is people don't understand how to vs him, yet and also LoPro/Tmix - Double Stack recovery is over tuned.

    However, this is another part of it. People are forgetting that just because he misses, it doesn't mean he can insta saw you, he still has a few seconds before that is even possible. You have time to change the outcome of the chase, or drop a pallet.

    Not always, obviously, but good Billys are already very good at zoning survivors, because they had to be before he was buffed, or they'd never get downs.

    You can also visually see Billy revving his saw, unlike Xeno with zero feedback of if they will M1 or M2 (I still hate this, but this isn't a Xeno feedback thread).

    I agree. If he could just right click to saw you then it would obviously be way overpowered, but his chainsaw charge time is essentially his recovery. If we compare bubba as well to similar situations like being in a dead zone, bubba will always down you there unless he bumps, so a billy even if he misses once is getting the same result as bubba.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640893#Comment_3640893

    How exactly is this perk going to help team mates? Saving someone with a locker head on is even more situational and rare then a successful CJ Tech or Head On stun + Escape.

    That would mean the perk is completly useless except when you play on coms and manage to die in the right spot

    You can bait killers past lockers, the strat even sees use in comp. Head on is fine, buffing the stun would be so miserable, make it so that lockers get highlighted instead to team mates.

  • @jamally093 said:

    I won't lie Deathslinger sucks when playing him because aiming just is a complete nightmare it takes really long to aim and come out of aiming and there isn't even any add-ons to reduce it. When I look at Deathslinger as a killer and even his lore he's a fearsome cowboy and by the looks of it quick with his aim. But now it feels like he can barely hold up his gun just aim and fire. Plus his few of his add-ons mainly the ones that deal with mending I barely see people use I think I see more people using the reload and reeling add-ons maybe his stun add-ons more often because I think those are his only decent ones. I mean just have it to where there can be an add-ons or two that decreases his aim time just so he can at least be like what he used to be.

    You know what free add-on ideas

    Scope attachment(yellow): While not the best in quality it still made hitting a target easier. Decrease aim down sight time by 15%

    Gun Oil(Green): Makes any old gun look good as new. Decreases aim down sight by 25%

    Then he would have 0 counterplay again and gain the ability to zone you for free by just spamming right click and the survivor having to just guess when he was going to insta scope.

  • @KateMain86 said:

    The survivor experience in this game is absolutely terrible. I cannot believe that over 7 years into this game killers can still slug the third survivor and look for the 4th without consequence unless the slugged survivor has a self pickup perk (they probably don't). Killers should be punished severely for doing this. Slugging in this game is toxic and completely ruins the survivor experience. Survivors are too heavily reliant on perks to deal with the worst killer playstyles in this game. We shouldn't have to use perks to counter a killer who decides to be toxic. So many survivor perks should be basekit. A killer should not feel comfortable with leaving survivors on the ground. If you leave a survivor on the ground for more than a few seconds you should be punished for it. It takes too long for survivors to recover from altruistic demanding situations where the killer suffers no slowdown or setback for being aggressive in this situation.

    Please don't let this game go into 8 years and this still be a thing.

    If slugging is viable then the survivor's enabled it, why should the killer be punished?

  • @adam1233467 said:

    His only problem right now is his cooldown when missing, it's so forgiving that no mather if you make him miss or not, especially with addons

    He still has to charge his saw though unlike every other killer. Alien for example could just tail you again, but billy has to spend time charging his saw again, he cant just insta saw you after a miss.

  • @GeneralV said:

    Meanwhile, my favorite killer:

    https://us.v-cdn.net/6030815/uploads/2IJM87KM0BG0/image.png

    If Nightlight is to be trusted, this is the third lowest pick rate in the game.

    And I certainly don't blame people for not wanting to play him. Not while his reworked power exists in the game.

    I feel for you, such a boring killer to play as and against, pathetically weak and close to if not the worst killer in the game and absolutely weak and boring addons. This killer desperately needs love.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641649#Comment_3641649

    You healed in a deadzone against an instadown killer and then ran into a haybale. You made several mistakes in this clip (and still managed to keep him busy for a while considering the situation you were in).

    i was just playing for fun, i wanted those nasty autodidact stacks and i didn´t expected him to go back to the hook instantly (i´m not SWFing), the problem is: i literally can´t get out of the dead zone even if he misses 3 times, it looks bad dude, and i think hillbilly is fun to play against most of the time, if a blight miss the rush you can at least do something about it

    Ok but imagine if you were against a bubba in that deadzone, assuming he did not bump (which this billy did not do) he would just down you since he is obviously much harder to mess up than billy. Also unlike say alien, billy has to spend time charging his saw so even against a miss he still has to waste time to charge up and hit you again.

  • @dance said:

    With Update 7.5.0, you can now adjust the field of view (FOV) settings for the first person camera. This should help with motion sickness and accessibility.

    https://us.v-cdn.net/6030815/uploads/B8ARJD87D05M/dead-by-daylight-field-of-view-settings-jpg.jpg

    Leave a comment below to let us know what you think of the FOV settings.

    Increase it to 110-120, then its perfect. 103 is a bit of an odd number to have it at. Yes it gives an advantage, but so does an FOV slider in every FPS game.

  • @KateMain86 said:

    Alone these perks are overpowered enough as it is and both need to be changed. Using these 2 perks together is beyond overkill. If the killer has max tokens for both of these perks and you're the last survivor then its game over. Not only do you have to wait 60 seconds for No Way Out to deactivate (all the while letting the killer know exactly which exit gate you're at) but you then also have 24 extra seconds added onto the exit gate bar. This is just a huge slap in the face to survivors when we have to go up against this crap. These 2 perks should not even be allowed to be used together. Besides that, this build on the trapper gives him complete control over the end game. If he traps the exit gates you're done. You're already done from the perk combination but being able to trap the exit gate levers alongside these perks just gives the killer more reason to laugh at you. I had a trapper do this with this build and he didn't even bother trying to hook me knowing that there was no way I would get the exit gate open.

    These perks give way too much power to the killer. They are problematic on their own and extremely problematic used together. No Way Out should not block both exit gate switches. It should also not notify the killer when you interact with the exit gate. That part alone gives the killer the match because once they see the notification of which gate you're at then there are only so many places they need to look to find you. These perks at the very least should scale based on how many survivors are alive once the exit gates are powered. If there is only 1 survivor left, neither of these perks should even activate. There is way too much imbalance in this game with certain perk combinations for killers that favor them completely in 1v1 situations. Survivors have nothing on the same level as this. Our perks for the most part are a joke compared to the power killers gain from sometimes even just 1 of their perks.

    I never thought I would see a day that someone complained about remember me being too powerful.

  • @MikaelaWantsYourBoon said:

    Dead by Daylight is killer-sided.

    All stats are just showing it. So i don't know what more we need to say

    It depends on the meta. During the eruption COB era it was the most killer favoured meta we had. But at least in this patch before grim embrace comes out killers have significantly less game delay compare to then. So I don't think you can always just make a blanket statement of "this game is killer favoured".

  • @Morboth said:

    With the removal of Facecamping, the basement has become quite useless, if not almost an outright nuisance. Right now it serves little to no purpose, other than camping from afar. I wholly support the removal of facecamping in all of the other hooks, but the basement should be exempt from this rule. Indeed, right now you have to keep track of how far you are from the hooked survivors even if one story above them and there is always the risk that getting another survivor to the basement will let the previous one(s) off the hook. Plus, it would make playing the basement fun and unique!

    How would facecamping make the basement fun and unique? Facecamping is literally the most boring thing in dbd for both sides.

  • Cleansing otherwise you may as well just play legion.

  • @Smoe said:

    I'm one of those few people who absolutely hate chainsaw only billy as well as engraving billies, even before the second billy rework, i've said more than once that billy along with Blight & Wesker were my 3 least favorite killers in the game.

    A billy who goes for curves and all that are some of the highest skilled players in the game since with billy rn it is so hard to pull off. If I get hit by a billy curve it was 100% deserved.

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