Avatar

Abbzy

Abbzy

About

Username
Abbzy
Joined
Visits
0
Last Active
—

Comments

  • @maipace said:

    Using Freddy at the start of the game means there are several maps where you can't place Dream Palettes because there are too many pallets already.

    Isn't it a bit thoughtless to place so many pallets on a map that the Killer's abilities become unusable?

    Dream paletts are just dream that doesnt work propearly as it should. The best map gor dream psletts is on RPD (east wing I think the ond that isnt survivor sided) because many strong loops under library part have spot for dream paletts and survivor cant doge it easily and must predrop or take the dream palett or get zoned and m1 thats why these safe loops become unsafe with freddy, on most maps dream paletts can be ignored and there isbt realy benefit of placing them because survivors doesnt run into them and when they do its rare moment.

  • @MDRSan said:

    There's differences between endurance and exposed mechanics.

    Hit a survivor when they're exposed and it's over - chase done, survivor loses. Hit a survivor when they have endurance and it's not over. They don't automatically win the chase - you CAN just hit them again. It extends the chase - sure, but that's not an equivalent outcome to just ending it.

    There's killer powers, a good number of perks, and killer add-ons that apply exposed effects in a variety of circumstances. Not precisely on demand, but pretty close? Yeah if they build for it.

    Its same because exposed just skips that one hit you have to get later in chase and endurance just makes chase last longer by extending it with that one hit that would put you into dying state and giving you one more so technicaly they are the same one helps one side to end chase faster (exposed effect) and other helps second side to extend chase when you should go down (endurance effect).

  • @MoZo said:

    it’s a one time use 5 second invulnerability shield. Just count to 5 and go on about your match.

    Not so easy many survivors use it behind corners and you cant notice it, 5 seconds is most times enough time to get to some loop and its still best addon on survivor side then syrange is second. Styptic just hives you few seconds against blight,nurse and is worthless against ghoul but m1 killers get destroyed by it and now Im seeing full lobbyes of styptic especialy on swf teams and its pain to deal with it the just add dead hard and ds and that survivor has 2-4 pontencial more rounds looping you then he would have normaly.

  • @jpeg2thehead said:

    nerfing an anti-prerun perk for low TR killers that get destroyed by pre-running (hag, skull merchant, onryo) is already certainly a bad choice but then also BUFFING it for high TR killers that don't care about getting pre-run (billy, ghoul, blight) is just insane. i would love to hear the explanation for it.

    The old monitor was better because it reduced terror radius and then increased it when being in chase so it created more psychological preasure on survivors especialy the unexperienced ones (the hud buff nerf it because you can see if someone is chased which only had obsesion but now everybody has that indicator to the terror radius increase wont help you that much against experienced survivors). Now the perk is hood on oni maybe but lower tr killers like hag,mayers arent so benefit by it.

  • @jesterkind said:

    I've always understood the larger terror radius to not be about map mobility, but rather to be about how quickly they could travel from the edge of their terror radius to right on top of you.

    If they do that quickly enough with a regular terror radius size, it doesn't give the survivor much time to react and try to avoid getting hit. If you recall, this was the big problem with post-buff Hillbilly- that's an extreme example, but it's a good idea of what the risk is if killers aren't given a terror radius that accounts for their jumpscare ability, effectively.
    While Wesker's map mobility isn't that good, his ability to get from the edge of where his terror radius would be (especially with Monitor & Abuse, which does need to be considered for these discussions) to really close to the survivor very quickly is quite potent.

    The real questions are why this applies to Myers, who has no mobility of any kind, and why it doesn't apply to Nurse. For the former I suspect it's for thematic reasons, the latter… no clue.

    Devs are doing same as in 2018 they fear they would overbuff mayers so they make him worse than he should be but at the same time they release killer they intend to be on ghouls level and buff him (krasue) which is something I cant understand even now.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013313#Comment_4013313

    The problem with Hawkins is that most survivor dont know how to use the pallets and play the map.

    You need to know which pallets are predrops, which you can chain and which you can greed.

    Hawkins is very good survivor map and counters killers like blight, larry, billy which are very strong killers and some paletts are very strong when predroped on that spawns in center when there is gen becomes god palett that cannot be ignored and killer must break it.

  • Gasheaven has now bus with palett near shack instead of that window truck which is like what that map is so survivor sided and that palett inside of main leading to that window is just safe as hell because 80% of killers are high enough to be easily spotted by third person which survivors have Im just glad they removed the breakable wall in main but why add more paletts on survivor sided map is mystery the balance team doesnt even know.

  • @Skeleton23 said:

    I 100% agree with this post.

    But at a Killer mains prospective I say that for M1 based Killere like :Ghostface, Trapper and Pig: that the changes only make killers play S Tier ranked killers more often.

    If ur not running a pallet shredding build ur not gonna go very fair.

    I like there making the survivor experience better but this was a bit over board on that.

    I feel that also this makes playing survivor more or a cake walk meaning survivors are hindered on there learning to conserve resources and losing the scare factor of the game sense it is a horror game.

    So I do agree that this change was just bad

    Its just one of many changes that makes people to just switch their mains and most played killers for stronger one.
    Problem is that only m1 killer that can have some chance if you take palett shreading build and dont get genrushed in 5 minutes is pig or pinhead do to their basekit slowdown.

  • @MoZo said:

    This got patched in the 8.6.0 update back in April.

    The patch note specifically says:

    • Fixed an issue that allowed the Nightmare to pass through Survivors by holding the Dream Pallet ability.

    Thanks I dindt notice it, still its quite sad that lower b-tier m1 killer gets this fix and vecna who can double tap can do this too.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013915#Comment_4013915

    Im not saying his mobility is better than Billys or Blights, but he can still get from point A to point B very quickly even if its just a shorter distance.

    But 40 meters is not justified by killer getting from point A to point B in short time when its only 21 meters so why he has same terror radius is mystery for me.

  • @Shroompy said:

    My best guess is that yes, he may only be able to cover that relatively small distance, but he also does so pretty quickly.

    Should this logic apply to Nurse? Absolutely, but logic and Nurse should never in the same sentence.

    It can be quick but he still covers it slower than billy or blight and even he has faster speed up on samller distance he has huge cooldown which make this unusable as valid mobility compare to killers like vecna.

    Nurse is diffrent, she needs rework because nerf her too hard and she becomes super hard to unplayable, buff her (because she has lower kill rate) and she will be busted even more so rework is the best option.

    Tell what you find on his kit as the reason that justify his big terror radius, as you mentioned he cowers small distance very fast but many other killers can do this too, he has no crazy mobility or strong instadown or fast follow up after hitting you with his power (maybe if he throws you on the edge of the map and injures you but then what killer cant down you fast when you are on the edge of the map).

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013765#Comment_4013765

    It's like BHVR thinks slaughtering strike is so good that Myers will now move to Ghoul and Wesker tiers with his 40 meter terror radius haha

    Tbh there isnt even logical why wesekr has to have 40 meters terror radius because he has no mobility, his both dashes are 21 meters 7 for small and 14 for the big basekit but he gets slowed a lot after using them and gets 11 seconds cooldown (5,5 for each dash) compare it to nurse which can ignore entire loops and her both blinks give her at maximum in basekit form now hold on, poor 32 meters so Idk why wesekr is still 40 meters tr and mayers has 40 meters tr when in evil incarnate mode that last 40 seconds and its bad.

  • @jasonq500 said:

    In the course of 8 years this perk has existed

    How come only now did this perk received a nerf all of a sudden?

    Answer yes for short terror radius killers like hag,pig, tier 2 mayers it reduce their terror radius (further tr) by 6 meters and before it was 8, now it increses killers terror radius when they are in chase by shorter distance than before and 32 meters tr killers by the same number 8 meters and more for 40 meters terro radius killers but this in my opinion isnt worth running on 40 meters tr killer (wesker,ghoul,billy,krasue) because all of them exept wesker have good mobility and for wesker there are better perks to make him stealthy then monitor and abuse.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013782#Comment_4013782

    I have noticed that too on certain indoor maps, where some hooks that used to be at a 45-degree angle, now is turned parallel to the wall, making it really hard to hook survivors on them.

    They kinda fix it little but hooks are still closer to walls then they were before that event till now I would say, some were harder to get hook but some like the one on rpd was just trap that showed you hook there but you couldnt hook there so it was free escape for survivor which is same as free down for killer and can cost you game.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013554#Comment_4013554

    Respectfully, can we please get some formatting? Holy wall-of-text Batman.

    Most of this just seems like a lack of experience talking, or sounds like nonsense losing reasons to not be using them. I see you try to completely downplay Blood Favor as Hex perk bad, but this perk can down survivors in 9 to 10 seconds of total chase time on its own. That is 2x faster than the average length of surv chase time (20 seconds) It can absolutely be the difference maker and in terms of value it is among the STRONGEST early game snowballing perks up there with Lethal and Corrupt and benefits just about every killer top-to-bottom. Not worth discussing this any further.

    Have a good rest of your weekend.

    Hex blood favor is good but it cna be cleansed in first minute of the match as many hex perks share this fate so its strong chase perk with huge rng factor, 20 seconds is funny number if you get good survivors which can loop on safe place like jungle gym or some rock loop leading to shack then you will be good if the chase will end with down in next 30-40 seconds but all depends on perks, skillf of both survivor and killer, which killer and what kind of loop.

    If my comment its very long for you in short version many chase perks are only good on certain killers with certain builds and most usefull for me on average is bamboozle and brutal, there are better perks that cover time lost in chase on gen deffence or in endgame which are more powerfull them most chase perks. Hex spawn places are kinda meh if its not swamp map or some super hidden place on larrys which arent common spawn places and for me like half of the matches survivors spawn on or very close to my ruin which wont last long and its easily countered so yeah by effect its probably strongest chase perk (more on killers that can catch up fast like spirit,blight) but its not guarantee to get these yours 10 seconds chase not to mention windows exist and some can buy survivor enought time to survive the palett block effect so thats why bamboozle and brutal are better overall they last whole match and bamboozle can destroy strong loops like shack or jungle gyms in 10 seconds just block the window palett must go down and survivor is foeced to run to next loop and this will work most of the times compare to the hazzard factor of having hex.

    Hope reading my comment didnt took you long time from your weekend so enjoy the rest and take care.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013345#Comment_4013345

    I encountered issue with hooks that aren't able to be used/or bodyblock the way to loop much more frequent than this one you posted here. So I’m genuinely impressed such thing exist in this game

    I have experienced this after the bloodmoon event where was the blood gens and blood pumps (which spawned on hook spawn places some people claimed), after that event I have seen so many hooks turned more to the side even some especialy on rpd which were almost along with the wall and you coudnt hook there.

  • Sometimes theres huge gab between hooks and maps like gideon are pain because hooks arent super far but getting to them is like solving maze and put sabbo squad here and your game wont be playable without slugging. Another sweet spot is on badham under main building if basement doesnt spawn there and hook rng is bad around main (not to mantion survivors have some perks to make hooking them harder or sabbo even one bodyblock is what it takes) so you kinda done down there. I have seen some rng where there was no hook in like 30 meters radius around me but this what you posted luckely I havent get so far.

  • @Chilli_man2400 said:

    I hope they make the damn slaughtering strike more smooth to use it’s so godamn restricted and clunky it’s like I can’t turn at all

    Survivor can just run around some round object and its almost impossible to hit them, its harder for me to use than billys saw because that turn rate is crap and cooldowns with that huge slowdown even the fact michael has only m1 speed when using strike attack is crazy to me.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013684#Comment_4013684

    The sad part is that even with this changes tunneling would be your best bet. Forget the gens, take someone out and try for a second in endgame.

    Its just hard with the gap between different killers. You need decent chase time to keep survivors in check, but its too easy with nurse but impossible with others if the survivor play it safe.

    Sometimes its gg from few minutes in the game for one side but I had more games where I hooked new survivor and didnt tunnel (I had to in some when few gens were left because of preasure) from the start and if I had unique hook bonus I could win 12 which was good but in current DBD if you dont use tunneling when you have few hooks on 1-2 gens left yeah its gg unless you tunnel.

  • @Shirtless_Myers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013612#Comment_4013612

    And Springtrap is not a weak killer. I'm sorry you can't aim and refuse to use stealth properly, but that doesn't mean every killer should play the game for you, like this year has shown.

    Springtrap is mediocre killer who has good results if you aim good and get hits and his stealth like I wouldnt call it stealth because you can sneak up right behind survivor like with ghostface, springtraps loud footsteps are doom for his stealth but i get it why he has then because he is range killer (14 meters is his max range I think).

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013657#Comment_4013657

    And this is why I am honestly all for the anti-slug anti-tunnel patch as they presented. It would reduce the strength of all killers, including the big 5, and from that point you start buffing all other killers.

    I still have to encounter or play a killer where I would be like "if the patch was implemented, I would have lost". In fact, on many of them I would have been able to win. There were some edge cases where it might have screwed someone over, but that was maybe 1 game every 30 games played. That's not that many, considering killers win about 25 out of 30 games

    I see it both ways some games as killer I would get one or two more kills if I had basekit unique hook reward and other when survivors pop 3 gens and I get first hook when they start working on last two at this point it would be gg with antitunnel changes because your only way to get back up is tunneling and other unfun strategies but if these changes went live then I could just stand in corner and wait for next, Iget it some survivors would like it and shame the killer more than now and other wiould protest that they didnt get chased enough and these changes are bad for them, its hard to tell till we see what devs cooked and served us in live version.

  • I would say he is same as before only little harder for newer players because zoning isnt that strong as before and harder for experienced players because if you miss survivors will get you into big trouble by just holding shift+W which is brainded but it works and can give you fe to few tens of seconds in chase making him much easier to genrush because many strong gen deffence perks are bind by hooks and he has no mobility.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013610#Comment_4013610

    Lightborn only counters one item. Old Franklin's destroyed all items. It was OP. Imagine if a survivor could bring a single perk that canceled the killer add-ons.

    Medkits its destroyes medkits mainly and weakens other but its just one perk to counter items and less to help killer in chase or gen protection and bare in mind that this perk is mostly useable on m1 attack based killers and the strongest of them which are in my opinion ghoul,larry doesnt even need this perk so its main use is on mediocre and weaker killers. I didnt see any stronger killer to run it exept vecna or wesekr with weave attunement perk but thats still two perk slots which arent gen deffence or endgame perks which will burn you more as survivor then just loosing your item to killers m1 dont you think.

  • @lettuchia said:

    Absolutely not to revert franklin's and myers, franklins was a horribly unhealthy soloq stomping perk and myers was quite possibly the killer with the least skill expression in the game

    Frenklins whole purpose (the degradation of item charges when left on the ground) was to counter medkits (which many were just with styptic or syrange and had charge addon) but now its only good with vecnas perk that gives you the aura reveal and by itself its d-tier perk and its in its current version overshadowed by jolt or sloppy butcher as perk for killer who uses m1 as his main damage type (slinger,hag,wraith,ghostface,legion you get the killers I mean).

    Old franklins was as usefull as lightborn, just to counter items and thats its whole purpose (mainly and mostly medkits because toolboxes and flashlights doesnt suffer that much from charges degrading), hate it or not its just fact now its only good with vecnas perk and thats it, alone its just waste of the perk slot.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013434#Comment_4013434

    Don't forget how no one is bringing actual counters killers have to pallets at their disposal to these discussions so far. Chase perks like Dissolution, Blood Favor, and Brutal Strength should be the answer, but I see now we're just skipping over adapting and going straight to nerfs. God forbid a DBD player should have to adapt or change 1 perk from their 4-gen slowdown build they've had since 2020.

    Chase perks can help you as killer but if that team is solid on gens and efficient then the chase perk wont help you the same as another slowdown or endgame perk because you bring it to make chases same or little bit shorter but then you making their gen effiency bigger even if dont want to. Another fact is dissolution is showed for survivors on their screen, endurending+spirits needs build up and then it has easy counter just hold W if killer swings or predrop dont try to stun him, blood favor or the trickster hex for windowns are hexes which means they can be cleansed and lost through the match, brutal is only strong on killers that can catch up like blight or maybe wesker, chucky or killers that have synergy with it like mayers in pursuer mode, wraith with kicking addons (even the wraith doesnt need it if he has purple kicking addon shadow its called I think), bamboozle is good on average i forcing strong loops paletts like shack or jungle gyms down and has synergy with instadown killers like billy,bubba. Weskers perk superior anatomy is good when you mindgame window which isnt conected to other window or palett in short range so like shack is good exsample to use it on but you have to vault perfectly when the survivor is near that window to get that m1 hit or hit with power so its weaker chase perk, vecnas dark arogance or what its called is just good for synergy in window builds but it will make you stuned longer (I dont know if stuns kile ds, head on will stun you longer too but maybe they do) so its not good to use it alone, lastly unknowns perk that has been nerfed ( when you damage survivor you will get time window in which when you vault you will get some speed buff) and its not useable or only on few killers its just bad perk as dark arogance they are not worth of running.

    From chase perks (perks that help you deal with windows or paletts) its all I think and they have pretty easy counter or most of them so against experienced survivors wont help drasticaly as many people think.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458450/what-if-hooks-were-blocked-for-the-first-30-seconds

    it might only effect low tier killers because killers like ghoul and blight or any speed killer can get in chase, kick someone off a gen then get back to the hook very quickly to tunnel so the block dont effect them. low tier killers that often need to tunnel would be effected more. i think people just need to learn to counter tunneling instead of having basekit things to force them into performing the correct action.

    True it would be just another hint "go play better killer if you want to have chance to win" from devs because as you stated stronger killers wont care at all and it could actualy benefit then instead of making the game bore balanced.

  • @megswifey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012154#Comment_4012154

    I guess I've just been playing against people who have adapted to his kit then, I keep seeing 3-4ks where they essentially stalk near hooks and then i see half my team go down. I also saw him break pallets with lunge and it scared the ######### out of me, I hadn't played a lot before the changes and it feels like a totally different character now. Then again, because I've been away from the game a while too, I'm probably not getting the best teammates and it's making my matches with him go waaaaaay faster than I'm used to lol. I did notice the new audio queues which are nice :D

    Mayers was always strong at securing kills and proxycamping same as bubba, he has more limited power but it has duration and if you feed him or your teammates (which is guarantee when you come to the hook) then he will use it but overall he isnt much stronger than his old version (if we dont count tombstone piece which was his only strongest thing in his arsenal) so he is just good at what he has been before rework and little bit in chase because of that pursuer mode basekit brutal strenght and strike ability to force down paletts and break them but weaker than bubba, stalking mode is only viable when the fov is blocked so you can sneak up on someone and then 95% of time you will use it for building stalk meter.

  • Funny I got him few times and only one time he 3k but most times its 1 to 2 kills and all depends on map and survivors looping skills with gen efficiency. When I played him my highest kill number in matches were actualy when proxycamping because his power (slaughtering strike) is terrible as antiloop and in chase it gaves sirvivors more room ro reach loop or hug some bigger round object or predrop than other killer powers like chucky, billy and now even pig has better antiloop with her ambush than mayers has with his strike not to mention its only for 40 seconds which is like 1 down max two if survivors are greeding something and arent smart to run away plus he has now 40 meters terror radius which exept him and wesker should only have killers with strong powers and mobility such as blight, ghoul, krasue but why mayers has it when he has no mobility and strike has huge slowdowns, cant be used like old tier two 99 for fast down (same as now ghostface can 99 and then mark you when he is in reach so he gets fast down) and strike speed is slow and missing isnt something hard you will get another big slowdown and suffer 6 seconds cooldown idk for what.

  • What I see is many safe zones can be looped without thinking or sone higher brain use its just hold W predrop go nex loop scenario which doesnt save you against stronger killers but can be time consuming for m1 killers because their best way to outplay loops is creating 50/50 situation and most times they need bloodlust for this but survivor can in these safe zones choose to run to next safe loop tile and if killer doesnt break the one before its easy to return there and run the killer for few gens using this strategy, killers with some solid antiloop like blight,nemesis,springtrap,pyramidhead,chucky can deal with this if they hit their powers but killer like blight can get throgh this safe zone faster than bubba and thats killer that forces you to drop psletts.

  • @mecca said:

    I think people forget this is a PvP game and not a PvE game. Survivor has been pure ass to play a long time with survivors always having an incentive to play the game and killer queues being longer. In 2v8, you can't even play killer without being forced to play miserable ass survivor. Let's not forget that.

    In 2v8 survivors have more thant in 1v4 (only thing you have in 1v4 is more perks and addons but 90% of the survivors runs meta perks so its just few perks and addons over and over) in my opinion its even more fun than sweat based 1v4. Survivors in 2v8 have even more psletts, the loops are the strongest versions so its easy to loop the killer there, there is no mmr (I think) so its more chaotic mode that brings fun simular to old DBD but in more healty way and you can actualy escape way offten then in 1v4, do challanges faster than in 1v4. Killers are stronger in 2v8 compare to their 1v4 versions but chase with them is more engaging and fun and if there would be herbs (but max two herbs removing hook stages) it would be even funnier.

  • Nah megs are experts in profession called sandbaging.

  • To many people surprise dead zones still exist but now as you called them palett zones exist and its something like from old DBD, personaly I have witnessed some with killer like dreadge and I had enough survivors can just run and hold W and if their teammates are doing gens good luck getting 2k because they will use like bigger half of paletts but it will be enough to cover for 3 gens and then you cant kill them fast enough without tunneling.

  • @Rudjohns said:

    Sure, but increase the amount of vaccines

    That depends on the effect if it will be that zombies detect (can see you) few meters further than when you are not infected the thers no reason to give survivors more vaccines.

    Wesker has 8 sprays but can instadown you and you are slowed when fully infected so thers bigger threat and reason for more cures (sprays) compare to nemesis who only can injure you when he whips you.

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013126#Comment_4013126

    it just feels too weak for nemesis. I really wish they gave the option for Lickers instead of zombies.

    If it would give his zombies bigger range to detect infected survivors and at clouse range to detect them without seeing them something like that would be cool.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009566#Comment_4009566

    Oh I know, p100 ghostie main. Over 500 hours on him, alone. Roughly 2500 hours in total. I like the extra challenge of it, but he's certainly weaker than most other killers.

    Ghostface is considered d-tier which is kinda true, he can be good if you sneak up on survivors and stalk them why leaning so its fast and then ambush them for fast down or 99 as many as you can and then get them fast (many will force you m1 them to get out of this problem). My problem with ghostface is he is in my opinion one of or the most weakest killer when comes to playing against survivors which have strong teamplay or swf (which are his biggest counter same for trapper,hag) because they will knock you out of your power and block your instadown potencial which makes him just m1 and thats worst state killer can be right now. He is map dependent and when survivors do more gens the are where their objective shortens which makes ghostface weaker to being revealed by them so he actualy is one of few killers which get weaker in endgame insted only stronger and thats huge, imagine situation that you have one guy hooked and other three are coming for rescue and gates are opened or 99 then compare this same situation to mayers and tell me who has more leathal power and means threat to survivors, for me its deffinitely mayers because ghostface has to have each individual survivor marked minimaly 80% of stalk meter to get fast mark and instadown and he can be revealed and suffers 17 seconds (14 with addon) cooldown by every survivor even those on hook,ground can reveal him compare to mayers who just stalks to tier 3 (now evil incarnate) and can have 40 seconds of guarantee instadown on everyone (old mayers had 60 to 100 seconds with aadons) so ghostface is weak at securing kills and is just m1 who is only threat if survivor is 99. I mean his whole counter is survivors just looking at him and they can reveal him with third person camera looking at him when being hidden behind object which just shows how easy he is to counter. I personaly think he should get speedboost like the purple addon (knife sheath is it I think) basekit and more.

  • @Balrog said:

    Are you referring to the trail of barbed wire or the Killer instinct? Just want to make sure I'm clear on your report!

    Brabed wire animation, the one survivor has when they stepped into it. I had few games and they were effected by it on my hud but when they run infront of me they didnt have the wire animation.

    For now I didnt have problem with killer instinct.

  • @iOverSpray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009562#Comment_4009562

    I'd love to have that broken system back over what we have now. Every game is now the same as the last once you hit a certain tier. Variety would go a long way again.

    That system wasnt perfect and wery punishing to new players but which game is different, there should be either two modes like ranked (mmr one) and casual one.

    To me it was more fun before but looping killer for 5 gens felt cheap and it gets unfun over time but I understand many would welcome it instead of getting meta blights and other high tier killers with strong builds.

  • @Alicia_Tried6041 said:

    Is this a joke? Complaining about super huntress? His axe goes through objects, he gets teleport, undetectable and many survivors hate facing him he so strong. Including this streamer i was just watching yesterday. lol

    Huntress is still stronger because she is more leathal than springtrap who has better antiloop,mobility and some stealth (only glitchtrap skin) and thats all he is one shot and then m1 killer, huntress has less power on lower loops than springtrap but she isnt far from him she has larger hitbox and her hatchets fly more straight fo longer range so she can zone you same as him and when she hits hatchet she has smaller cooldown so its easy down with m1 or follow up hatchet. Springtrap is b-tier and huntress is high-btier because when you master her aim you can do more damage than springtrap yould in short time, if you have problem with his antiloop then I get you his axe has smaller hitbox and doesnt need charging so he can hit easier around loops but thats all he gets with mobility he is just oneshot guy and then m1 so if you know how to loop huntress and m1 (which are common to get) you will have little problem with him but if killer like springtrap destroyes you then I cant imagine what even stronger killers like nemesis,dracula,pyramidhead do to you.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012884#Comment_4012884

    they pretty much already have removed dc pen for survivors with amount of abandon options available. worst case, people can go next. killer dont have that option to be fair.

    There are like 4 different ways to abandon as survivor and two as killer I think so they kinda did and now you can dc 2 times per day without ban but Im not sure.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012860#Comment_4012860

    It doesnt work. They are death hook, have 100% no endurance, i only tap the attack button like with old myers and they just get hit normally. Must they be injured?

    They must be death on hook (hooked two times) and you need to be in evil incarnate mode (activated evil incarnate mode not just having it redy to use but pop it with ctr or which control is it) and then grab then if they are close like springtrap when he has his axe in survivor or more as old mayers with tombstone or you can down then and then mori them on the ground but you have to be in evil incarnate mode, if you arent in it then this wont work.

  • @tyantlmumagjiaonuha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012640#Comment_4012640

    Are you talking about the updated map? Have you noticed that every location where pallets were added at the map's edges is connected to a nearby hut, pallet loop, or windows? This makes the decision to kill or not kill heavily favor the survivors. Right now, playing as M1 Killer in a ritual leaves me utterly exhausted from having to make too many decisions and strategic plays around each pallet.

    Right now my advice is dont play m1 its getting worse and worse with m1 killers, before that palett adding patch killer like doctor was solid m1 or better m1 killer because of his antiloop but now he droped one tier down for sure because that amount of paletts arent good for m1 killers (maybe wraith with addon that gives you 60% breaking speed can) or killer like bubba.

  • @Duncan_Ellis said:

    What map are you talking about, I've ran into several maps today filled with dead zones.

    It seems like this topic is extremely RNG and situational.

    I have seen many busted palett grounds that reminded me of old DBD or original garden of joy like that side of the map where was like 2 jungle gyms and and other 3 paletts leading to shack which is like no no for me to even go there and survivors wonder why Im at one place not going after them.

  • @MarbleThrone said:

    Lightborn is indeed fine, for the fact that it's a double-edged sword.

    You will prevent an (early) flashlight save or two, but once survivors catch on they'll not follow you around anymore and instead be more efficient on gens. Or find other means to be altruistic.

    It's a risk you take as Killer.

    If its swf and they have sprintburst 99 or background player they can go under palett and pull the save anyway after they find out you have lightborn so its not uncounterable as many calim here, killer is sacrificing perk slot to deal with flashlights and flashbangs and loosing one info,endgame,gen slowdown/protection,chase perk its kinda double edged sword but try to explain it to one side which wants to have fun over someones frustration and ragebait him to dc.

  • As killer you can play around flashlights but most of full flashlight lobbies are swf and they can control where they will go down like under palett or in the open and these are situations where killer is done and save is almost guarantee if the survivors wont make the mistake so lightborn totaly counters them and thats why they want it to be nerfed but from killers side you will just sacrifice one perk and have one slowdown,info,chase,endgame perk less which hurts you in other situations.

    Good survivors can get saves and do gens even if the killer doesnt making too many mistakes and this hurts the weaker m1 killers which are literally having sign on their back with byllyable writen on it, for one side is imense fun and for other its super unfun and frustrating and most of these squads are pure toxicity in endgame chatt and wont write you anything positive (from my experience) even if you counter them or win they will still be toxic for unknown reasons.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012545#Comment_4012545

    Oni with no turn restriction is completely busted in chase. The exploit should have been fixed and his power buffed in other ways. Making an instadown impossible to dodge feels awful. That said, at LEAST Oni doesn't also have basekit on demand stealth to go with his instadown.

    How do you want them to buff Myers without making him Billy at pallets but with zero mechanical skill?

    Mayers basekit stealth is only good in some indoor maps or high walls structures from which survivor can tsee you but you are 105 speed (if you dont run addon). Onis power is one of most balanced when acquiring his power because he has to get m1 hits. Worse turnrate on slaughtering strike is something I dont understand its even worse for me tha hitting saw with billy its so slow and cluncky.

    No turn restriction? I dont know this bug but if you mean his flicking is now easier than before yeah thats hard to counter almost inmossible but take in mind oni will get nerfed when antislug arives because he needs to get as many survivors injured as he can or he wont have his power which will cost him too much presure and he is easy to counter for good loopers because they can hold him out of his power at the start for long and now with more paletts this hurts if other survivors do gens.

    Whole reson why his turn limit was incrreased was because console players wanted it too but on one hand its glitch that is called skilled and increses his depth of a killer on the hand before the change only pc players could do it because you needed crack your mause dpi high so you could 180 flick. Simular tech is on pyramidhead when he shoots there is 1 frame where when you flick as you shoot you can make flick (looks it depends on dpi the higher the better and fps the smaller the better and its also buggy).

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012469#Comment_4012469

    I don’t know about position of person above a lot, but Wraith is a good choice with some stability, if using proper add-ons. He has some sort of better mobility, unlike Chucky, and can creat dead zones faster

    Chucky has good stealth, as well as anti loop. Probably the best one compared to other stealth killers. But 4.4 and new pallet density affects him a lot. If you aren’t spending your time maining Good guy so you are literally cracked with your M2, Wraith will be the better option for control. Chucky is way too dependent on chase time, and he doesn’t really have tools for pressuring

    Playing chucky his power is not that good as stealth power because survivors still know they are in your terror radius with these random footsteps spawning but they dont know where exactly if they dont see you or hear you giggling (chucky does that and it can reveal his position sometimes), its way better to play your m2 dash in chase than as aproaching tool, even as mobility tool with sole addons if there are some paletts or windows chained togeather like in larrys then you can use it as loud mobility because every time you scamper your dash time will reset back to full but tis rare to get these conditions for it so overall is way better to use it as antiloop tool for easy injuries.

    Wraith with addons is better because he is easier and has more threat to survivors in wasting their resources (paletts) but only with best addons because 3 seconds uncloakl time is bad I even think krasue has shorter cooldown when she goes to head form.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012495#Comment_4012495

    I mean thanks for tacitly admitting that you know blight and ghoul are busted as hell. But that's a blight and ghoul problem. Myers was pretty normal as far as the rest of the roster goes. You just had to be smart about the angles you approach tiles from to catch survivors off guard. You probably wouldn't go on 1k winstreaks but no killer should be able to do that. He could have gotten some buffs in exchange for reworking tombstone and infinite T3 but tbh i kind of liked going against tombstone. One of the few ways the game still felt like an actual horror game.

    And now he got so many cooldowns so he feels slow as hell and there is no longer the threat of being downed fast when he has his power which is sad, compare to oni who has faster instadown attack and dash mobility attack that is better than blights or billys but its limited by time.

  • @Duncan_Ellis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012499#Comment_4012499

    I, personally, am a fan of the Doctor. You get to know where everyone is darn near at all times with the right build. Most survivors don't know how to play stealth properly, so you can just follow the hallucinations to where they are, or healing.

    I like doctor too he gets great info so you dont need info perks and solid antiloop but he is dependent on discipline addonsand ping if you want your shock to work in chase plus now the increased number of paletts doesnt help him either.

  • @Duncan_Ellis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012465#Comment_4012465

    Totally, which seems to be how they're balancing survivors.

    Kind of like the old MMO saying in PVP, "Raid or die". In DBD it's, join a SWF or uninstall.

    Play meta s-tier (high end killers so high a-tiers too like dracula,ghoul,larry) or go find friends to play survivor with or third option suffer between these two entities.

  • @Rogue11 said:

    Hopefully they don't remove his counterplay in chase since he now has on demand stealth plus on demand instadown. Not really interested in another brainless overpowered killer. Would prefer they revert to his old power. the old stalking fit his character better than this.

    If you think mayers will be overpowered when he can get into evil incarnate mode fast then you like more blights and ghouls for sure, he was strong only because of two specific addons which were tombstones and they could give him kills in situations about s-tier killers could dream of that was his strongest version we ever had and I dont think they will buff him enough so this reworked version can get stronger than tomstone mayers.

    Currently his evil incarnate mode has more cooldowns and debuffs than onis blood furry which is mad but nothing wrong when bhvr is balancing things same as in 2017 something is made weaker then it should be (reworked mayers) for no reason and other things are busted beyond understanding (krasue).

1 … 46 47 48 49 50 … 73