Abbzy
Abbzy
About
- Username
- Abbzy
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993148#Comment_3993148
I can understand your worry on those. They are all reasonable concerns, but at the same time if they push this patch through, THEY will have to update C and below tier killers, if they don't there will be less diversity of killers. Which in higher mmr is already small.
I know they will have too even now most played killers are blight,ghoul and top mmr nurse and if this goes live they numers in mains and most important pick rate will increase.
-
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993134#Comment_3993134
Thats the main thing im worried about are the numbers. If its only 5% additonal progress , im sure Tunneling will still be viewed as better more effective. And that's still unhealthy.
And the thing is, if your going for an EGC build, tunneling demerit wont affect you. But if your tunneling for an EGC build...
They will to get quick and buff weaker killers because many of them will have super hard time even if few things from these changes hit live, now mayers looks good on paper and its better than before if we wont count tombstone and trapper,skullmerchant are next in line but i fear for their rework it will take too much time not to mention they arent only killers that need those reworks and buffs.
Like clown now devs make purple gas last more than 1 second and yellow activation time longer but depends how much not to mention purple got nerfed from 15% hinder to 12% from basekit which is huge thats free mft for survivor. But I think nubers will be worth it if not nurse/blight is there always and they are fun for both sides or most survivors claim they are more fun tahn some weaker killers then them like trapper,clown,trickster,skullmerchant or even ghoul.
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992972#Comment_3992972
I have an example of this being true, that being Ghoul's kidnap tech. This is actually preventable and better if you just let him bite you rather than running away from the vault. All you need to do is hug the vaultable prop and the killer's only option is to take the bite and you get more distance, or cancel power and vault the window, or just cancel power (some people play for no enraged with broken chain.)
Not to say kidnap teching wasn't broken, its just avoidable when you're injured and theres a better option to outplay it since you're getting injured regardless.
Not all survivors know how to counter certain killers and how their hitboxes work, smart survivor when they were injured did this because its beneficial ghoul will mostly have enraged mode if you are injured in chase and this will lock him in animation behind vault and gives you sprintburst and potencionaly unlocks your made for this, only downback is if you have dead hard or otr then you dont want to give him hit other problem was kidnap was broken and he could apply it from larger distance.
-
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993123#Comment_3993123
It isn't that deep, im just stating they are affected somewhat by this change. So using semi targeting might have been the wrong terminology.
I do love the idea of spreading hooks(and honestly I wish this game was less about killer getting kills and more about getting hooks). Its a needed change tbh because tunneling sucks.
At least they know they have to give something to the killer so spreading hooks is woth it not punished (still it will be punished by antitunel perks or dead hard which is very strong perk eve it has been nerfed two times) but we have to see what are actual numbers if its worth it.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993085#Comment_3993085
https://us.v-cdn.net/6030815/uploads/OZZD9608KNOI/screenshot-20250901-182606.jpg
These are two different penalties for two different sets of actions.
The first one is about 6 hooks and gives the remaining survivors a gen speed buff to make up for an early loses of a teammate.
The second one—the gen regression blocking--says nothing about 6 hooks. This comes into affect if you hook someone twice in a row and they die form it. From the way its worded (or lack there of) it can happen at any point in the match, even at the end.
Yeah forget the 6 hooks requirement was only for gen speed, still gens that cant be damaged or blocked wont go live I believe or it will be locked after some gens are done because people forget how strong is this effect against 3-4 survivors which know how to prerun and push multiple gens you cant do anything about it only try to force them missplay but chances are low and last and probably last option is commit to chase one person but you will lose few gens.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993034#Comment_3993034
I mean, do you usually have a kill at 2 gens done? Because both my killer and survivor matches don't usually have one until 2 or less gens are left. Hookings, yes, but not kills. Someone dead at one or two gens is a really early death and is what they're trying to prevent.
Again, you don't have to have the 6 hook stages. If you bounce back and forth between two survivors and kill one at 5 hooks that way, you don't get the penalty. Like this:
Hook surv 1
Hook surv 2
Hook surv 1
Hook surv 2
Hook surv 1. Dead on 5th hook. No penalty because it wasn't two in a row. Instead of hard tunneling it'll just be stagger tunneling. You just can't target one person immediately and hound them to death.
No usualy first kill is around two gens left sometimes on last gen left and before first kill I have usualy 4-5 hook stages and from patch notes you have to have 6 hook stages before you can get kill so you wont get punished by unregressable gens and gen block perks wont worning Idk if it counts when 6 hook is death hook so you get stack in hook stages and then kill but we will se in ptb. Still this doesnt help much if you get that penalty on 1-2 gens left then its gg because you need to regress those more than on 5 to keep the game going and getting gates because theres nothing you can do to slow the game down slug? not a option after patch and very limited use, tunneling? super bad choice after the patch.
-
@cogsturning said:
90 seconds for a good chase? What?? That's a bad chase.
What are the 14 perks exactly?
You don't have to get 6 hooks before a kill. The penalty is if you hook someone twice in a row and you cause them to die before you've hit the 6 hooks. They're trying to prevent the type of early-game tunneling that dooms survivors immediately.
Still having 6 hook stages so you can kill someone without heavy penalty (not being able to block and damage gens) is kinda meh I would get it if this would work like until two gens are done, 3 gens left is good for first kill but they didnt wrote anywhere so its even on one gen left and is stupidly overpowered for weaker killers.
-
To be honest map offerings change was needed but devs kinda forget about mayers but now its not problem because theres even question if mayers after his rework will be even with simular addon if so then it should have map offerings in that addon.
-
@tjt85 said:
Isn't Trapper on the road map for a potential rework some time down the line? I'm pretty sure BHVR are at least aware that his kit is pretty outdated at this point.
To be honest, Trapper is the only Killer I'll relax my rules when it comes to popping a freshly unhooked Survivor back on the hook. If they step in one of my traps they are fair game to me (and if I can kill them with the next hook, then even better). So I'd be inclined to just eat whatever penalty the system wants to give me, because you've got to take what you can get when playing as Trapper. Just getting a 1K can feel like an achievement in some trials.
I'm a relatively casual Killer that doesn't bother to count hooks, so I'm likely to fall foul of this system at least occasionally. But until we know what the numbers are, we don't know how impactful much of all of this is going to be.
Will the compensatory Survivor buffs be enough to offset losing 25% efficiency in repairing/unhooking/wasting the Killer's time/healing/opening gates for the rest of the trial? Somehow I doubt they will be and so tunnelling will remain somewhat effective. But at the very least, tunnelling as an intentional strategy will soon come with some potentially significant downsides and I think that's a good direction for the game.
That trapper rework (after 8 years) will come in like 6 months or year so it will be long time.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992922#Comment_3992922
In all situations, you are still advantaged as the killer. Either you pull another survivor off gen, or they spend an age-and-a-half on the floor, or you hook 'em for a kill. You are coming out of this ahead.
You just don't have the option to -instantly- win the game with no questions asked.
Not always and deffinitly not as trapper who starts the game by loosing like few other weakest killers do but you would know that if you played him against competant teams. Spend age on ground we dont know if they have perks its not age and now they can move while recover which wasnt thing before and they can pick themself up after 90 seconds if they dont have any perks but in that time teammate will rotate for pick up and if the bar fills then you will pick your self up way before 90 seconds just when your recover bar fills up and this could be abused with plotwist so not easy to judge but in any case trapper has not advantage against survivors I surprised there are people who still think trapper isnt one of weakest killers in the game.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992850#Comment_3992850
But it's not punishing you though? You have plenty of options.
So its not punishing weakest killer because he can leave him so his teammates or he can pick himself up thats free escape with small slowdown.
Tell me will the survivors keep it fair and after 30 seconds chase they will give him free down?
I dont think so he will get punished hard and theres nothing he can do about it this is reason why all of these changes cant go live if we dont want to see dead by nurselight.
-
@CLHL said:
I find it incredible that after all these years of the same discussion, they haven't done something as basic as giving the twins the ability to switch positions, so that Charlotte can hook whoever Victor takes down without having to cross the entire map. The solutions to all of this killer's problems have always been that simple, but here we are they telling us: “Just add it to the list of unplayable killers and wait.” It's no surprise that there are practically no mains for this killer; they're basically telling you to stop playing.
Thats their whole problem charlotte cant get across the map for the slug in time or it cost her too much time so its better to slug all she needs is simple fix for this like to switch places with victor or despawn victor and teleport to his location or houndmasters speedboost bonus.
-
Overall pain res way better choice not every killer can use pop thats why pain res is more used as perk even pop has more use than 4 times and has higher regression but not every killer can get across the map to the most progressed gen like dreadge or freddy and others killers with great mobility, other reason pain res is more used than pop is it has great synergy with some of the best gen blocking perks such as deadmans switch or grim embrace.
-
@Blueberry said:
While I dislike lots of this patch, hook states absolutely need to be shown if they’re going through with it given how much rules killers are supposed to be paying attention to mid game.
True now that tunneling is punished hard killer should see who he hooked even if it indicates only if they were just hooked not on which state they are and some different color or mark for survivor who was hooked last.
-
@Wiccamanplays said:
First of all, the steady increase in player numbers suggests that people have not been leaving the game "in droves"; while I'm sure there have been Survivor players who've left because of not enjoying the game's current state (in spite of the bufs Survivors have rightly received), it doesn't help discourse to exaggerate.
Second, kill rates have been inflated across the board by the changes to Endgame Mori and the Abandon feature, as well as the Go Next phenomenon in general: I've had many more games where Survivors have just peaced out of entirely winnable scenarios, and I don't really see the point in letting bots escape, especially when they're usually worse at the game (this does raise the question of how much merciful Hatch escapes were influencing kill/escape rates.
Third, kill rates as a blunt statistic are not very informative by themselves: I just checked my stats and my highest KRs are on Wraith and Trapper, because I played them as a beginner and got a load of 4ks against baby Survivors who didn't have any perks and didn't know how the game worked, before I reached the MMR cap and those Killers becoming effectively unplayable. Meanwhile the more 'accurate' average of around 60% for my mains does not come from usually getting 2 sacrifices per trial with the occasional 3rd, but from having a rough split between 3-4k matches and 4 man escapes complete with teabags at the Exit Gate. My experience may not be universal, but then neither is the experience of the pro DBD player who gets ridiculous win streaks on S-tier Killers (I suspect the problem there is with the Killers they play, not with Killers in general: I've not seen someone complete that challenge on Skull Merchant).
Finally, few of the changes proposed will actually affect the status quo. While I'm generally in favour of the anti-slugging changes– though the specifics may become problematic– the anti-tunnel changes will not bother the best Killers in the game and not help the worst. It doesn't matter that gens become unstoppable and Survivors get a buff to repair speed if a cracked Nurse or Blight can still kill everyone at 4 gens. An Onryo does no better with basekit Pop and BBQ if Survivors can still effectively ignore her power and clear 3 gens before she gets her first hook.
If these changes do go through as described, and the numbers are actually meaningful, it probably will cause a drop in kill rates, but only in the Killers who already struggled to secure kills without tunnelling (who also tend to be the ones more accessible to newer players, players on console and players with disabilities). In that case, I hope it prompts BHVR to have a deep look at those Killers, the flaws in their designs, and the changes that could be made to them and the game more widely to close the gap between top and bottom tiers, so there's actually an incentive to play anyone other than the top 5.
Bhvr forget some trapper,ghostface exist long time ago but now they are cooking with mayers and on paper it looks good for me but numbers will be important some rework shoul come to trickster,smerchant and trapper which surprise me that bhvr wants to do something to trapper and buff him even tho they buffed him the most from all killers and he is still at the bottom. For the rest of your post I agree, playing wraith or trapper without best perks and addons feels like going to race top sprinters and shooting yourself in one leg and trying to be in first three.
-
Look the other way guys and be optimistic there is always way to play blight or ghoul dam even dead by nurselight is a thing but until I see numbers I cant tell but if this patch will be spit into weaker killers face and makes their games chess tournament then even now Im few steps from blight by daylight.
-
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991970#Comment_3991970
Lol. Okay. I totally believe you. 👌
Believe him, he plays by survivor rule book.
-
@SweetbutaPsycho said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992031#Comment_3992031
Easy. It's almost as if there is a current 2vs8 event going on where a lot of people want to play killer which screws up the queue times for normal mode as well.
So pointing at the killer queue times right now to argue that survs are leaving makes 0 sense.
Also dbd is still on a player high after fnaf release with above 100k players average. So I don't see survivors leaving unless y want to argue that everyone that recently joined only plays killer
Because most players play duos and in 2v8 its way funnier to play and team as killer than survivor so no surprise killer ques are 20+ minutes and survivors is almost instant. People would love more to play as wesker and nemesis togeather than two megs which they can do in 1v4.
-
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991940#Comment_3991940
Don't you know? Killer queues (except for 2v8) are like TWO WHOLE MINUTES!
For me in day survivors que time is fast and killers is few minutes and in the evening survivor que time is 5+ minutes and killer que time is like 1 minute, depends where you live and what new chapter brought or new game mode like 2v8,lights out etc.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992144#Comment_3992144
It will absolutely help those Killers. If 3% MFT was gamebreaking, we can't say that 5-10% isn't good.
https://us.v-cdn.net/6030815/uploads/YOCL3KI7VLGP/screenshot-20250831-111039-samsung-internet.jpg
https://us.v-cdn.net/6030815/uploads/1OW8EIDWXB3W/screenshot-20250831-111053-samsung-internet.jpg
https://us.v-cdn.net/6030815/uploads/SQEJHJGKFF9U/screenshot-20250831-111100-samsung-internet.jpg
Keep in mind that my stats do not match up with my Xbox profile. I also have multiple accounts and this one is just the oldest, meaning a lot of my playtime was pre-2020.
I play weaker Killers consistently.
The mft was better for survivor for few reasons unlimited use when injured with no objective to get it and smaller hitbox which helps on loops hugging them for shorter trail making them last longer and greed easier. The killer speed boost wont last that long I gues and from killers you posted that you play only dreadge maybe wraith will get some use of them in chase if we wont count chasing someone near hook right after hooking, 5-10% speed on someone like ghostface,doctor,trapper wont make that big difference in mobility helping the killer to get across the map for next survivor. The weaker killers you play are dreadge (still has solid mobility), wraith (has solid mob)lity) and doctor, ghostface.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992122#Comment_3992122
Obviously.
You also get Haste and free BBQ
We dont know the haste numbers if its 5-10% then it wont help low mobility killers maybe someone like dreadge or sadako and bbq we dont know if its same as the perk in terms what will be the distance of reveal and how many survivors it will reveal. Same for the bunus regression number if it will be half of the pop thats the mystery but I see you dont play weaker killers much because if you would then you wouldnt question why pain res is better and more used on them then pop not to mention it has more genslowdown synergies than pop like dead mans swithc or grim embrace.
-
@Pulsar said:
Pop is better at forcing Killers to move, and making it worth it for them to do so.
PR automatically damages a gen, which is convenient, but it doesn't really encourage the Killer to leave the area. It doesn't give you anything else to do.
Pop is good on high mobility killers but for trapper,ghostface,bubba pain res is much better even pop is stronger because they lack the luxury to get fast to the gen across the map something survivor or high mobility killer main wont have clue about.
-
I mean if all of this comes live inmagine playing ghostface on open map against skilled survivors it feel like playing world chess championship which is quite bad. I guess its time to join blight force or ghoul around lol.
-
Rip twins and oni, hope they will get something in exchange but I doubt the more blood orbs on oni after hooking will be more than 4 in total lol.
-
@I_Cant_Loop said:
Playing against a slugging Twins, which was pretty much every single one based on my experience, was pretty damn miserable. I’m totally fine with this.
Well there isnt other good way to play twins because victor is best at downing injured survivors and then charlotte must spend time walking as m1 killer across the map to pick the survivor up wasting 30 and more seconds doing it thats 1/3 of the generator progress so no wonder.
-
@Coffee2Go said:
Not sure who downvoted me but i hope you realize confirmed kill IS the main killer objective and so IS survivor completing a gen and opening the gate and escaping.
They are 100% going to adress and change it into that either you like it or not to the person who downvoted me lol.
Kill = gen
Gen = Kill
Both are the same seen as in BHVR eyes as main objective.
And it makes sense if a killer is fully just tunneling even if gens are popping HE will get a debuff and no access to any of those basekit rewards + survivors should in theory get a repair speed buff if a killer is only going for slugs or tunnels and not changing their playstyle.
Downvoting survivor mains wont read it whole just see you claim something against survivor equals to downvote so dont feel bad about it, just look as example on 4k discussion only theres 4k there isnt post that doesnt have downvote they are like twitter people.
Im for better antitunnel but the part that punishes killer when first kill is on less than 6 hook stages is broken and other point where you are punished with gen blocking and regression is no longer working thats like survivor would be punished with no recover on the ground or blocked struggle part with skillchecks on the seconds stage its stupid not all killers can play to get first kill after 6 hook stages and even stronger killers can struggle with this against very skilled survivors but its hard to explain something like this to devs because I doubt they even play against skilled survivors and seeing how they listen some content creators like hens or otz with some ideas or fixes, they just dont listen dooing it their way and then are wondering why is it problematic, just like legendary twd stream with Chandler this only can beat other legendary stream with Mathieu and his hag against insta flashlights on badham lol.
-
Now it all depends whats in the play, which perks they bring because now they dont need that much of a antislug perks, the killer you play from my personal experience even killers with great sluging opportinities like singularity can have hard time against sabo swf with 4k hour and above each and map some indoors have very bad hooks like hooks are there spread some distance between each other but in open map there arent any walls and corridors through you have to get to the hook so its more distance than open map. Now they dont need all unbreakable just one or two for the first time till the metter fills and then they get up after full recovery which I gues will be busted but we will see what broken tools are devs giving swf this time.
-
@Ragna_Rock said:
All 3 twins mains are currently crying in the shower.
True pixelbrush left them for juicy merchant now its just lynxi and two others.
-
@[Deleted User] said:
Im happy that im mainly a survivor now, because if i was a killer main, i would have stopped playing unless there is something under the hood that bhvr havent showed us.
You dont need to fear killer is still a option, well only some of them if you dont want to overthink your gameplay and have chance to hook good survivors one after another then ghoul,billy,larry.blight or dracula and few others are still option. If you want to have hard chalange as killer and trying to pull ouff the miricle against good survivors (on some killers this is same as tody like trapper or merchant) then there are some killers which will sweat to get 2k or even 3k like trapper,ghostface,skullmerchant or legion.
-
Idk 4k is a option and I go for it if I want it and I know where the last survivor is so I leave the other one on the ground but some killers do it too much in higher survivors alive numbers but now one thing is sure they wont do it because antislug fixes this issue but its straight nerf to oni and twins. One killer thats strong but fair he needs to gain his power and can be still looped normaly (oni) and other killer who has like 5 mains, is the least played killer in the game and his whole kit is just slugging tool with some antiloop in for of victor and no option to get across the map to downed survivors without being m1 killer speed (115%) and its no one else than twins.
-
Its been swf sided all along from first moment game was released and chapters like twd proofs that its still swf sided, swf can do what solo q survivors can only dream of and toxicity of most swfs if things dont go their way or killer plays the way they disslike is huge towards the killer sometimes even other survivors.
-
Most effected will be the ones that have hard time to play 12 hooks play style (no need for tunneling and always have option to go after another survivor that werent on the hook or hooked last), killers that can play like that against skilled survivors will burn more killers like pig,ghostface,trapper,freddy etc. no need for overthinking it and the ones that say every killer can 12 hook yes but not every killer can do it gaainst same or above skill survivors compare to the killer.
-
Moral of the story? Just ghoul around or pick blight if you want higher skill ceiling thats massage the devs gave us I gues.
-
@SoGo said:
I am just asking why.
Why would you change a killer that most agreed was the highlight of old DbD design?
Because only thing that was kinda ok in current dbd was tier 2, tier 1 was slow and not playable (maybe with mirror but now indoors werent almost guarantee so unplayable) and tier 3 was bad without tombstone or with addons momorial + lock of hair tier 3 was slow and what it gave you only instodowns for 60 seconds with no mibility and 25% increased lunge (there are perks that do that and better, every survivor will predrop) and slightly increased vaulting speed like 10-15% so thats all compare it to larry he has 60 or more % increased vaulting speed and
breakingspeed with easier ways to trigger it that mayers getting tier 3, oni has work harder to get power but last 45 seconds gets instadowns and dash attack with demon dash (one of best mobilities in the game which can plazer control to get where he wants). Only thing mayers was good at is tombstone, ability to kill survivor like sadako without even hooking him but compared to sadako tombstone is easier to get ot it gets you free hook from locker even wheh you dont even have it. Only tier that was kinda good was tier 2 base killer with 16 meters tr and like 5% increased vaulting speed, tier 1 was trash and tier 3 was lacking power compare to the time and effort you have to spend to get it. -
@ragingshadowttv_30 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990031#Comment_3990031
Abbze was mentioning how Ghostface needs work along with Legion and Trapper. They need to buff killers, especially those M1 as well as buff gen regress perks to combat their incompetence. But I’m not holding my breath for the devs who only care about money and not killers
This guy wont get it he is thinking ghostface is fine but only way he is playble is just hit and run which is getting nerf more with healing perks and last is stalking to like 80% then instadown, more the game progress map gets smaller and ghostface is forced to play in smaller area which counters him by giving survivors more opportunities to eveal ghostface constantly which turns him into m1 or forces him to hide and slows him down (reminder slowing down killer with no mobility or antiloop), he is map dependend and bright open maps are worst for him. Ghostface lacks the power to secure the last kill when gates are powered or when more surivors are in one area why because even hooked and downed survivors can reveal him making him only killer who can get countered by survivors which are out of game on the hook or on the ground. Ghostface is enjoyable killer but 9 out of 10 ghostface mains will tell you and admit he is bum and needs buffs like speed boost after marking survivor etc. This guy is stubborn so I dont think he will see the facts why ghostface is one of weakest killers in the game, same as pigmains claim pig is much stronger than she actualy is.
-
@ragingshadowttv_30 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989709#Comment_3989709
with the way the devs go about doing things, we might never get those changes with Trapper, Legion, Ghostie, Hell even Hag could use some loving. I don’t know how long you’ve been playing but let me fill you in on something. The devs don’t care about killers. This whole rework with Myers was in favor of survivors because they cried about Tombstone and it got reworked. Gen regress perks have been nerfed to the ground cus survivors cried and the devs changed their diaper; NOED, Penti, every strong killer perk got regressed but the devs continue hand holding survivors hands with every update. We might never get those changes and if they do, survivor mains will cry until their parents change their diapers and make it better for the babies
They have skullmerchant rework in the end of the this year in plans with trickster,trapper and mayers reworks but it will take them like year to make the reworks and balance changes. So these killers will be super weak with new antitunnel and antislug chages which will make less people play them.
-
@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989709#Comment_3989709
Trapper definitely needs some buffs. Ghostface is fine as he is. And lastly, Legion is just pure annoying, with built in slowdown in his kit.
I think the only real thing Trapper needs is to start with Stitched Bag as basekit, and allow him to pick the traps up and re-place them once the closest generator(s) are completed.If you think ghostface is ok then you dont play him, he is d-tier killer and in top worst killers. His power is just stealth and kicking him out of power makes him just m1 powerless killer who can tbag. Thrapper with all traps isnt best idea more like 2v8 trapper is better. Legion is annoying but he is one of weakest killers all he can do is get injures and then he is just pure m1 which is weakest form killer can be in.
-
More perks just weaker killers with new upcoming changest to tunneling and sluging weaker killers will be in huge dissadvantage and some even unplayable at some poitn so when they will finally get some balance changes they should get years ago now mayers changes are revealed and doesnt sound that bad but we will see in ptb but what about trapper,ghostface,legion?
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989592#Comment_3989592
You will slug them, and then guess what, you get punished again because of anti-slugging. Its a lose/lose.
Sluging is always risky play another question is what changes will killers which kits are made for slugging like oni,twins will get in exchange for this change because if they dont get nothing this will be solid nerf to their kit.
-
@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989622#Comment_3989622
I think I'm misreading it but I believe it just works like Pyramid head but you just grab them instead of downing on there death hook
Yeah I think too its justninstead of tombstone with same mechanic just like axegrab with springtrap but now depends if survivor after unhook with antitunnel can be grabed and moried just like now with tombstone.
-
Have to see it in ptb depends how it will affect normal mediocre killers and killers like ghoul,blight but over all 90 second is good amount time to deal with bully squads with flashlights and sabbo but crawling speed increased with recovery will be hard to determine how impactfull change will it make so best to judge in ptb.
-
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989576#Comment_3989576
Basically instead of stalking to power up tiers, Myers starts with both available and 'stalking' is something only done in T1 to power up his tier 3 'dash attack' which is basically like a demo shred, propels you forward and breaks pallets. Only difference is it insta-downs survivors instead of t3 exposing them.
And his new tier 3 can now mori survivors death on hook with grab thats great now real question is will this bypass antitunnel like current tombstone or it wont this is quite important.
Overall finnaly mayers got some love after many years left in the dark corner for like 7 years. Its good because his chapter is the one which gave this game first licensed killer and made it more popular, one of key reasons why this game still exist in 2025.
-
So like old og doctor he will have two modes the stealth one and chase one with ability that will have dash attack with instadown, quite solid depends on numbers of vault speed, increased lunge and break speed over all quite good both for indoors and outdoors.
- Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
This is something I wanted to tier 3 have for long time. Its funny that every killer now just has to have some range attack or dash attack or mobility but thats just something we cant longer change with how meta shifted and so many killers.
-
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
This is super strong sometime you will find the uhooked and you cant spend more time looking for others or down him in bad place so now what you will slug him?
Overall the changes look not that bad but only problem I have is how long it will take so all kilkers can play against experienced survivors with these changes meaning weaker killers like from low b-tier to trapper, skull merchant if I remember corretly it will take one year (if their rework or buff wont be badly done) to get skullmerchant rework,trapper rework, mayers rework and tricster rework which isnt even half of the killers which will struggle a lot and this will only have one effect which is happening right now and will get even worse after this on higher mmr there will be same killers on and on no killer variety which some survivors are complaining about now. This will only force people to change mains from ghostface, legion and simular weak killers to more powerfull ones to have more fluid and chill games with option to go after another survivor without tunneling. What do you think?
-
@Foggyguy said:
Haha no, to play survivor you have to learn the counterplay of 40 killers. To be good at killer you just need to learn 1 killer, several of which are so brain dead easy and oppressive that the game plays itself (ghoul).
Some killers are strong and on easier side but ghoul is strong until you meet someone who can loop propearly and his fast vault isnt enough to get easy down (if you dont trigger perfect kidnap tech) same goes for killers like doctor untill you meet looper who knows how to run him you wong get that fast downs which is his only power in slowing game because he lacks mobility and his madness is only good against beginners.
-
@cburton311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989346#Comment_3989346
haha that's hilarious. I've seen so many dc's or sacrifices to get out of matches. It might be why the killer queues are so long, all the survivors are getting penalized.
Just finished a match where survivor got downed 20 seconds in (lethal pursuer), DC'd. Another survivor attempted to heal the bot from slog, and got downed. I believe on purpose, and then they DC'd. Then the killer DC'd. Entire match lasted 40 seconds maybe?
Go next prevention, pffft.
If BHVR wants to make people stop quitting matches: attach the character to a match until the match is done. If they "leave" they get to spectate until its done. If they restart the game, when they reenter, they need to return to spectate the game. If they quit the game and when they return the original match is over, then they have a DC penalty exactly equal to the duration of the match.
Then make the game feel less hopeless for the survivors. Abandon the idea that matches are 1v1v1v1v1. Surivors score based on TEAM performance, so first hook + camp doesn't mean 3 bloodpoint matches.
Maybe then survivors will stick around a little more.
Im getting quite opposite when they find the killer I play is ghoul,knight or clown their gen efficiency goes through the roof and with full meta build I have hard time stopping gens because they sweat more than against killer they dont despice.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989074#Comment_3989074
You'd be hardpressed to find anyone here who hasn't asked for an MMR overhaul. But a mismatched MMR goes both ways - youll get your more experienced teams that steamroll you, but on the flipside you also get your less experienced in teams that you steamroll in turn. Neither are fun. OP has said they are consistently having losses, with 4 slowdowns needed for 1 kill, and hard tunnelling, camping, and slugging necessary for 2 kills. That's unusual, even accounting for the shoddy MMR system.
Some evenings I have simular situations with sweaty teams so I cant play normal killers because getting more than 4 hooks on 2 gens is hard and getting 2 kills is even harder with killers like freddy,ghostface or knight ( I know they are on weaker side and some experts on this forum will question my skill with them but I getting rushed even when I play well and have good chases).
-
I think its just the go next prevention which made survivors unable to kill themself on the hook and this makes them to stay there int the macth and rush gens so the game ends fast, I have noticed that when I play killer thats not liked by most surivvors like ghoul or clown.
-
@TheSingleQuentinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989219#Comment_3989219
Yeah but blight doesn't literally tp to you. I'm not saying blight isn't overpower/singularity is too weak. But Kaneki I think is better at getting you in a dead zone because he doesn't have blights turn restrictions, and the movement is way faster.
All that depends on your surroundings if theres open area then singularitys tp or ghoul are better, blight needs objects to bump into but still he is better that these two and his 10 seconds cooldown for all his rushes with 115% on cherry on top means if he wants to get you he will still be behind you no matter what only some indoors like larrys or vecna map tp can shake him off but thats only because he cant easily rush to you.
-
No need to get rid of mending most legions you see are playing with friend its more rare to get legion oni this season so just increase his instadown to 8 and just make difference so when he hits freanzy hit he only sees two closest survivors which are not in mending state this will limit his info potencial for his killer friend and he will be solid support he should be.