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KingOfDoom55

KingOfDoom55

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KingOfDoom55
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  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116321#Comment_4116321

    On the note of changing the trajectory mid-strike and hitting crouching survivors over pallets: it can do that.

    The tail hits in a slight downward arc. You can lift your head slightly to lob it over obstacles.

    The way the tail works is that the hitbox extends out from you in a line that juts forward and slightly down. Like a projectile that's attached to your body.

    If you lift your head a bit, the tail will arc over the pallet to hit the crouching survivor.

    You can also raise and lower your head during the strike to change the angle, and strafe to drag the tail like a Nemesis whip.

    @Zakon05

    Appreciate tips, but what I actually meant was adjusting the aim direction, instead of the tail just being a horizontal line/arc that it us right now, Turning the camera to the right or left or even diagonal midstrike (instead of of just vertical aiming and being locked into 1 direction like it does right now) would make this killer more rewarding to play as and satisfying while adding more skill ceiling and depth to it, that's what I meant, sorry, should have specified it in my first comment, heh

  • My main issue with xeno in general, is how... underwhelming the range for tailstrike is or how linear the tail hit box is, I just wish there was more skill expression, like changing its hit box direction mid strike, like hitting crouching survivors over pallets and increased range, but that's just me, my biggest issue... is how the flame turrets still detect xenomorph while undetectable in general and that xeno shoukd have more basekit addons for 2v8, like turret fire range and stagger resistance from turrets but also tunnels, some tunnels, specifically for maps with multiple levels/floors, still have messed up placements or not enough tunnel stations per generator

  • @Royval said:

    Do you guys look at other killer designs that may need changes before your favorite killer? Trapper, Skull Merchant, Nemesis Add Ons, Wesker Add Ons?

    Tbf, I believe some people do, I try to do that, trappers already getting a rework so there's no point in trying to suggest anything about that (unless I'm wrong) and SM is just really difficult to rework in general without making it bad or too good, personally, I think demo, ghost face and maybe huntress might need tweaks and changes

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112309#Comment_4112309

    im happy to admit when i am wrong but i am not.

    We can find similarities between every single killer in the game because the characters are limited by a finite set of mechanics and when there are 40 plus characters and counting there is going to be some crossovers. Thats not a good argument at all.

    Pyramid head is 4.6. Judgement is not.

    Pyramid head is a 115 chase capable killer. Judgement is not.

    Pyramid head can lay down a trail to hinder and impact survivors. Judgement can not.

    Pyramid head can send a survivor to a singular location upon which only that singular location can the survivor be rescued. Judgement can not.

    Pyramid head can not be a threat to survivors who are 15 plus meters away. Judgement can.

    Pyramid head can not apply heavy gate pressure in end game if gates are not spawned near each other. Judgement can.

    Would you like me to continue?

    They are killers who have overlap in what they can do but excell in different ways and situations.

    I can list 10 plus similarities between Ghostface and wraith and yet regardless of similarities they are still differnt killers who play differently.

    The nonsense of dbd players is incredibly tiring.

    Seems like you ALSO missed the entire point of the post, I wasn't saying anything about what they do differently, that's on you, I'm saying what their kits look like and how they do things is almost entirely the same, even if done slightly different, I'm tired of being the only one to see this and honestly, I'm tired of having to talk to people who don't actually see the real issue

  • @HexSlugged said:

    They are different killers that have some overlapping aspects of their kit. Judgement is not a stronger pyramid head.

    Sigh. and around and around the circle of dbd nonsense goes.

    Seems like you completely missed the entire point of the posy, Judgement doesn't get any hook perk benefits when sending them to exile, just like pyramid head, they also both need the status affect to even do it, Judgement has a power that goes up or down the elevation and goes further than pyramid heads, in order for pyramid to get the stays affect, it requires strategic placement and position, while Judgement doesn't need to do that, you're just in the wrong here pal, and you wonder why the nonsense happens, when it's the obliviousness like this is why it happens

  • @Mandy said:

    I think calling out one side over the other is hardly conducive to a good discussion, so your title is pretty imflammatory.

    We have said many times with the Judgement that they are a hard killer to play correctly (with the pay off that they're also one of the strongest) - very very few people are even close to mastering them yet so we're being very careful on any changes that we think we need to make at this stage whilst we see how things play out.

    Not to be that guy... but the balance between both roles needs to be looked at, xenomorph can't use stealthy builds because the turrets detects them when undetectable, which is a unhealthy design choice, but also, there's still the instant heal build because of orelas perks and bully squads that roam around but also, it's been this way for a long time, the us vs them (killers vs survivors) has gotten a lot, I see good ideas get down voted most time and I guarantee that they are survivor or killer mains who absolutely hate the other side for whatever reason, hag needs a rework, xenomorphs turrets needs a look, something for bully squads needs to be in place, slugging and gen rushing are still MAJOR issues the game faces, something needs tl change for both sides so this toxicity between both sides can stop, like the unfair events, some events are killer sided while other are survivor sided, the pallet density issue as well, all of that contributes to the "us vs them" perspective...

    @Mandy (just in case the quote thing didn't work)

    Also please buff Krasue, she isn't doing well ;-;

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111227#Comment_4111227

    Yeah exactly, you can just add those @s to your old comments

    Sounds good, also more people downvoted this again, man it's really difficult trying to find a good balance between making the game balanced and fun but also for something everyone likes and happy with

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471488/the-best-springtrap-rework-we-need

    im kinda confused as to why people think he needs to be changed. He seems fine just so many people undermine his strength

    I think the main reason is because the majority thought he'd have a power based around phantoms, jumpscares, or the original 4 animatronics, not a basic projectile throw that acts like a terror radius for a set time, because I've had a control panel rework idea that allows all 4 Chica, Bonnie, Freddy and foxy to have unique abilities and strengths that would allow springtrap to control them for a set time like how he normally did before by manipulating them, like, for example, the max time would be 30-45s per control time, if controlling Chica, she can throw her cupcake up to 16 meters to do exactly what the current springtrap power does but if it misses, it'll relaunch itself at a survivor if it's within 6 meters from its landing zone. Or Foxy for example, he'd be the baseline fastest and have a dash attack or Bonnie, he'd have a sound based aoe ability that disorientates survivors by deafing and making them oblivious, and when not controlling the animatronics, the panel goes on a cooldown for a set time and the animatronics while not controlled don't have a physical hitbox to prevent body blocking

  • By inside rhe office, you mean make it an accessible room to physically move around and interact with instead of a visual traversal affect?

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111220#Comment_4111220

    If you just put an @ symbol and then type their username it'll pop up in a list and you can click on it

    @Archangel2O what part of the facehugger/hivemind/xeno drone second power would you like me to explain?

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111220#Comment_4111220

    If you just put an @ symbol and then type their username it'll pop up in a list and you can click on it

    @Archangel2O like this?

  • @CrimsonMothKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111172#Comment_4111172

    I didn't explain it in the post, but the reason I didn't have the Flame Turrets stop detecting the Xeno is because, how I would imagine it, is the Xeno would use the Facehugger to push someone out of an area and fake out a Flame Turrets motion tracker while the Xeno would approach with its new Vent Undetectable and pincer attack the survivor.

    As for the Facehugger pressure, I thought I did quite well. What about the facehugger is lacking in your opinion?

    Personally, 5-6 minutes is a LONG LONG time and will probably die or escape by that time, the mechanic should probably be a 1 time use as it would kill them and if they are sacrificed, while affected, the xenomorph could do it again to another Survivor, so yes, I like the idea and mechanic, however, I just thing the time it takes to get value from it is... a bit too lengthy and probably won't even be able to use it all or very much, Also the facehugger, would it be able to implant on its own without the xenomorph downing someone or would they be required too be downed in order for the facehugger to implant the embryo? Because that part isn't specified but also, I think the embyrod Survivor should also cause the motion trackers to go off as well, if the Turrets remain the same when it comes to detecting xeno while undetectable

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111177#Comment_4111177

    Just a heads up since this happens to me, you might want to add some @s to your comments. I think it did the same thing to you as it does to me, where after you leave one comment quoting someone, you have to refresh the page otherwise the quote button doesn't work.

    Again? Man I hate it when this happens, I'm not exactly sure on how to @ anyone here lol

  • Also a personal rant, it's crazy how some people downvoted, specifically the part where the turrets built in tracker makes stealth perk builds useless, which is crazy

  • Yes, I completely agree, but I think the range decrease should be a basekit change as well tbh

    Edit:

    @Archangel2O

  • Agreed, that's why I think a hivemind/facehugger/drone ability would actually make sense for why the turrets would be oppressive if they were to keep them this way, but if not, I don't see why the turrets should remain the way they are now

    Edit:

    @SpyUA

  • @Arcturus said:

    I think making the turret's detection not work while the Xenomorph is Undetectable would be a great change that would give Xeno players the ability to actually use stealth builds, and I think maybe making a couple addons at least partial basekit would be good for the killer. I'm unsure about anything else though, I think (balance aside because we would have no way of knowing, especially without specifics) the facehugger idea sounds pretty cool, although it would make the killer's counterplay even more difficult to learn for new players and moreso I don't think the devs would make such a massive change. I also feel like while a bit on the weak side, he usually sits around a mid to low B- tier with people, so I don't think Xeno is all that weak. There are definitely a couple buffs they could give Xeno, but I don't think the killer needs a massive change.

    I appreciate the feedback, and I understand the concern regarding the facehugger/xenomorph drone ability, as it can be oppressive and a bit odd to understand, but with how the xenomorph currently stands, something definitely needs to change and having a hivemind ability that utilizes drones or facehuggers would be a good secondary power, but the stealth and how op the turrets are, definitely needs a change

  • While I do like these ideas, I think the facehugger needs a bit more.... pressure to speak, also the flame turrets themselves should still not have the ability to detect the Xenomorph when undetectable, bc that's just unfair and a bad design choice because that means stealth perks are still useless

  • Not only this, but the turrets make ACTUAL stealth perk builds useless, which is already a poor design choice

  • My main issue, is the motion tracker, they make all stealth perk builds useless and act as a 41m terror radius with all four around the map can act as a map wide locator but also way to easy to use, I'm planning on putting a pitch for a new xenomorph rework myself but this one seems solid, although, I'd like more facehugger/newborn xenomorph related 2nd power than just a mini mori after 4 successfully tail strikes bc that's not really hard to do or use at all, but I'd say give xenomorph the haste for as along as the undetectable (personally anyways)

  • @TsukiYurei said:

    I think your concern is invalid,

    Jason’s jump scares are in the movies dude.


    As for older killers yeah they deserve buffs,

    But Jason does not need to be touched at all, He isn’t even out till tomorrow.


    Honestly Spirit got nerfed 4 times in a row for no reason, Just like Krasue didn’t need an nerf at all.

    Now you barely see Krasue, Just because of the tribalism in this game.

    Killers need an slight edge it’s 1 vs 4, It’s an horror game after all.

    So I will reinforce it again,

    Yes older killers deserves buffs,

    But new or old killers should not be nerfed for that to happen end of !

    Players just need to adapt and learn to play against certain Killers/perks !


    People moaning about Jason before PTB just shows how entitled/tribalism needs to get out of this community!

    (It’s bad for the games health)

    Yes I'm fully aware of this, but I never said he needs a nerf, I just said he's overtuned from what it looks like, meaning, I could be entirely wrong about how refined how Jason uses these mechanics from other killers but it doesn't change that this will definitely have an impact on those older killers, I'm just trying to be realistic here is all, but saying my concern is invalid is far from being true or false, I've seen some Similar comments from people on different platforms (like YouTube, reddit, etc etc) about having this same concern as I do, even if it's for the same or different reasons

  • Crazy that people down votes the return of a mechanic for ghoul bc they dont want their glitch to be prevented is crazy, at this point, why even bother trying to post anything anymore, everytime I post something that's related to glitches for killers and such and trying to post something to fix it, I always get down voted, yall are just sad

  • Thing is, the techs were bugs, and the fact that these techs, which made the killer better and added more skill ceiling to him (quite a lot) is why wesker was never powercrept and kept up with modern killers, since they got rid of, the most balanced killer has been nerfed, now weskers probably gonna stay this way until tons of ppl complain about him underperforming, then a majority of the community is gonna complain about him being too op, and he'll be back into the loop of "never to be satisfied balancing" which many of the killers are rn

  • I've been saying 10 gens for a while and seems unfair that there's an 8 limit seeing how fast gens can be fully repaired, and it's been 1 iteration but pyramid head hasn't gotten any changes and still remains bad, trapper as well but he'll be getting a rework this year so that makes sense but for PH, there should be no reason why the trail segment should remain at 100 in a mode that has like triple the original map sizes, it should at least be from 200-250 for the segment, trail creation to at least 4.4m/s, and the width of the punishment of the damned increased to at least 20% or so, since it's difficult to land in this mode compared to 1v4

  • That's never gonna happen, wesker and oni are fine as they are, not to be rude but sounds like a skill diff in a team or the killer player itself than an "op killer" I've encountered matches where survivors dominated 2v8 when I play as or against wesker or oni (or both at the same time) and other times it's a balance and other times it's a complete killer stomp

  • From a player standpoint this would be cool on paper, however, in practice, it would be... extremely frustrating for both sides because that means characters that got a lot of changes would be reverted if they were originally bad and killers that got changes to make them balanced would be reverted as well (ghoul.....) and would run into multiple issues with coding and maintaining it separately from the other modes which are already spaghettified (same for perks)

    However, I do LOVE the idea of day/night cycle and weather events during matches (specially if they'll affect both killers and survivors)

  • @Rickprado said:

    I don't play that much of Wesker but i believe that adding some of his addons as basekit (Egg, Crank, Medal) would give a breath of life to this forgotten character - and we would go back to Wesker 100% pickrate Era hahahaha

    He isn't forgotten, just left behind due to no major problems with balance issues with him, at least until now, demo is who we need to get some attention (poor thing didn't get a single change or QoL since a few years ago)

  • @ShanoaLegendaryPlz said:

    I think the nerfs were about the fact that most of the wesker players use the infection to continue tunneling right off the hook. And once the full infection goes through the tunnel target is even easier to tunnel. They removed the infection from krasue for the same reason, but kept weskers so they are forced to go use up the limmited amount of sprays rather than the infinite mushrooms. Buffs to anything off hook will just cause more tunneling. So maybe the buffs should focus on other things like control wile holding the dash, or adding a curve to his dash or something.

    Adding the ability to curve mid dash would be the best thing tbh, and it's what I've been asking for xenomorph to have mid tail attack, being able to curve/angle the tail mid attack to reach spots that a "straight" hit box (rather its where you look and it's perfectly horizontal, or like dashes, it's forced in a straight path) would add more skill level but also make it easier in a way, but the main issue, maps, collision and hit boxes still hit wesker hard, which is why I stopped playing him, not because of the skill level to play, but because of the map designs, environment within the maps and the hit box and collision inconsistency that weskers bounds have with maps, sometimes you hit a small corner of a a wall that your aren't even using your dash to hit but just PERFECTLY out view, you stop entirely while others you just slide off and sometimes, the hits aren't consistent either, sometimes you hit someone when it doesn't make sense and sometimes you don't when it should

  • Literally what I thought of yesterday and I NEED to see this happen

  • @Approximity said:

    Quite a simple suggestion, just nerf the new killer. His ability hitbox is so big that you can't outrun it and the range is also just way to far which makes it impossible to escape from him.

    Plenty of people can outrun, I've seen new players do it, it just depends on where you are on the map and how fast you can, but it doesn't need to be nerfed, so, it just sounds like a skill issue tbh, just the hard truth

  • Xeno, sadako, and especially demo, were heavily powercrept by springtraps better map traversal and and special attack (altho the cooldown could be a lowered more) and nothing has been done for any of them at all to make them stand out and keep up against the powercreep, so I doubt anything will happen for slinger and unknown for awhile until ALOT OF PEOPLE start talking about it, which is why xeno and sadako have yet to Receive buffs and changes, demo just gets nothing at all, even after this chapters release they get neglected

  • They aren't gonna do this, they already have voicelines for the new VA already in place, and it ain't changing again or anytime soon if it does (which is VERY unlikely)

  • @Elan said:

    Changes he needs:

    → Much faster zombies

    → Third zombie basekit

    → Tentacle now contamines and injure on first hit

    → Nemesis has only two tiers now

    → 1st tier = current second tier - can break pallets and has better cooldowns

    → 2nd tier = current third tier

    → Vaccines cure over time, let's say 60s, not instantly

    → Crouching at windows and pallets no longer negates whip hitbox

    This needs to be added as well

  • This will genuinely get me to play nemy again, PLEASE BEHAVIOR DO IT

  • Ghoul and Mastermind will injury or down you when you're too close after they powervault, what YOUR describing Is a glitch/bug, so it's good that it's gone

  • 2 parts of my personal demogorgon rework allows him to recycle his portals from the oldest one that was placed would be reused for the new location and the 2nd would be an emergency portal, would doesn't count toward the portal total, but both the emergency portal and the portal emerged from are sealed immediately which allows more unpredictable traversal around the map and surprise ambushes

  • @ChadDustin said:

    Demogorgon should just teleport anywhere he wants to like he did in the series.

    Agreed, but i feel like it the portals should be buffed or reworked to allow this but not in the same way that vecna/Henry can, bc then it'll be too similar, and having the demo have a new better and unique way to traverse via portals would be a nice to way to buff demo

  • @Elan said:

    Vecna doesn't need any changes, he's fine as is. No buffs or nerfs are needed.

    While I do agree, the visibility issue with the m2 on the Survivor pov does need a fix

  • @ad19970 said:

    I agree with fixing the visibility issue if it really exists.

    But I am curious what exactly you mean with a 1s input action delay after the vine attack. After he uses his vine attack, Vecna has a 3 second cooldown before he can M1 again and move at normal movement speed. So he can't really combo his M2 into a direct M1.

    They did increase the cancel cooldown of the vine attack from 1.25 seconds to 1.5 seconds when Vecna released, but a 2 second cooldown could maybe still work as well.

    But I definitely disagree with Worldbreaker needing a 10-20 second cooldown. Not only do I not see how that would work properly, but nerfing his uptime when he can actually damage survivors isn't a good idea in my opinion.

    Basically, what input action delay is, it makes you unable to act, demogorgon has the same thing when fully charging the abyss, they are unable to use shred for a split second, which can ruin the opportunity to get a good shred hit in, and attempting to use shred before the action delay is up, will result in a m1 instead, completely losing the opportunity and distance from the Survivor

    And yes, the m2 attack visibility does happen, all matches against the first, every m2 would result in a delayed m2 attack visibility and only a fraction of a millisecond before it unleash the tentacles to damage survivors, but doesn't seem to happen on the killers pov at all, appearing as it should when used

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049980#Comment_4049980

    Well the main counterplay simply is moving unpredictably and trying to dodge the vine attacks. But you have to dodge the vine attacks by predicting them, not reacting to them, because if the latter was possible, Vecna would be completely useless against good survivors.

    Breaking line of sight whenever you can is also helpful, makes it much harder for him to aim his vine attack.

    Pallets and windows are usable, but only during his cooldown, so right after he used his power. Unless you can get a stun with a pallet, that works as well.

    Also, his undergate attack slows him down for quite a while, so you gain some distance again after he uses it on you. If you can, try to hold that distance as long as possible by holding w, he is only 110% and slows down a lot when charging his power.

    I can confirm, what you mention does work, and is the best strategy possible, but also, how I dodge/mind game them, is that if the killer sees me running in a direction, there is a sound affect that plays when the attack is used but before its activated, once I hear that, I immediately turn into a different direction, which is probably one of the best ways to bait his vine attack

  • I feel like the attack needs to appear sooner for the Survivors pov just as it does for the killer because everytime I've gone against vecna/Henry, the attack only has a split millisecond to react which is WAY too fast, if they do this, I guarantee that this killer would be less frustrating and "op" as it seems right now, and I'm speaking from experience from going against and playing as, and I definitely see the difference in m2 visibility from both sides

  • While it has been like this the entire time, but it's absurdly fast with multiple people or even just one, because in my experience, a gen is already at 50% or higher at the start of the match by the time I finally find the Survivors and its frustrating because that basically puts you into a position to slug or tunnel people to keep up which isn't fair on both sides

  • @Elan said:

    I'd like to see those buffs:

    1. Xenomorph

    → Removal of motion tracker so the turret's purpose is to help survivor slow Xeno down and potentially end his power

    → Increase tail range to 6m

    → Crawler mode has slightly increased vault speed

    2. Sadako

    → Condemned is spread via spectral stike, no longer through tvs

    → Holding tape gives extra stack when hit and the tape is destroyed

    → Holding tape gives passively one stack over 35s

    → Increase speed from tv to 4s

    → Decrease manifestation and demanifestation time to 2s

    These seem pretty solid ngl

  • I believe demo needs a rework at this point but I do agree, enough is enough, he NEEDS to be prioritized now

  • For offerings in general, for both sides, shared across killer just like Survivors like suggested but for both offerings and item/addon invos shared for Survivors

  • I feel like the shred should be a dash thing, like you break into a 4 legged sprint and then leap to do the shred attack and it could be a mode or something that can be used when fully charging the abyss but this is only an example, but I like everything else in this rework

  • Those who are down voting are crazy, this is an issue, not a single killer had this problem aside from xenomorph (again, to my knowledge) which is a terrible design for a killer in general, idky yall aren't changing this or agreeing, if yall truly want balance, stuff like this, needs to change

  • @azaxydbd said:

    You realize how annoying that is? is not even a game, is pure wallhack cheating built in game to torment players, why wallhack is even a thing, should just run oOo i guess, those wallhacks is out of control, people not even learn to play good, they just have wallhacks(literally!), there is no way to justify a wallhacking killer that can teleport behind walls and 2tap everyone, and i forgot to ask, when are u going to address the no terror radius bug? the killers coming without terror radius at times.

    I say the same thing about xenomorph and its flame turrets, the motion trackers activate at a 41m radius even with undetectable in play, making all stealth builds, including the tunnel undetectable in its base kit, completely useless, yet never seems to be addressed bc ppl think it's fine when it's not

    Down vote me if you want, but this is the truth

  • Agreed, and this is why most 2v8 games ends with 3-0 kills bc the gen time decreases massively with each additional Survivor working on gens together, and which is why most killers with m1s or heavy relies on them (Wraith, Ghostface, legion, trapper, etc) tend to do poorly bc of how big maps are and how fast gens pop

  • @sizzlingmario4 Yeah I can see that now, my bad

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