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Abbzy

Abbzy

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  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085371#Comment_4085371

    Getting a four out generally requires you to coordinate a save in endgame or have no one go down, things that actually take effort and skill. Slugging someone so that hatch doesn't spawn for a near guaranteed 4k requires zero skill.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085370#Comment_4085370

    In one post you refer to challenges and adepts that require a 4k but here you are dismissing challenges and adepts that require an escape, which do in fact still exist. Literally right now Rift Pass - Part 6 "Escape 1 Trial through a hatch" alongside a separate challenge to close the hatch. Part 3 - Escape 2 trials or Kill 2 survivors. Meanwhile, I don't see a single one that requires a 4k outside of the old tome challenges.

    You win at 3k, you arbitrarily deciding to define winning as a 4k is a you problem.

    Getting 4 out depends on how many are alive on 1 gen more and against m1 you can unhook very easily.

    Getting 4 k even with sluging takes skill too plus some macro which isnt free as you claim if it was then every 2v1 were 4 k matches but they arent,arent they?

    Escapes are (mostly thanks to hatch mechanic) way more easy then adepts on killers I got 3-4 survivor adepts per day few times its easy just get lucky or good team and you have it but as killer having weak perks and being held by addons is mostly way harder then survivor.

    This mentality of adepts is simple especialy for people facing opponents that know how to hit skillchecks and having minimaly 1k hours then getting killer adept is true skill.

  • Trapper is kinda bad like he depends more on map then skill or experience and its desing flaw.

    Wraith is actualy very good killer in 2v8 and only thing that hurts him is sprinburst on command but deffinitely strongest wraith version ever, hes got si many addons into basekit.

    Ghost would need buffs like Idk why exposed is here for 30 seconds and knife sheet addon isnt there either.

    Slinger maybe some small buffs but he isnt that bad he is with chucky in like middle of killers and he is in my opinion stronger than huntress in general, huntress is kinda solid but as slinger what buthers them in 2v8 isnt power but MAPS they are the biggest they ever been and killers with no mobility will aleays suck on them no matter what especialy with current sprintburst.

    Nemi sucks.

    Phead just dont play him he is terrible he has no range and is same as in 1v4 only his power last and recharges lomger.

    Chucky is very good like he has 14 meters dash in 1v4 and here its 21 plus he can use pallets and windows to double it with scamper so he isnt lost plus good antiloop and synergy with many other killers.

    Only killers worth using to get some cages and atleast 4 kills are mobility ones, weakest are sporit and wraith after them chucky is good choicenthen huntress with slinger and then the rest which sucks and isnt worth using.

    Dracula and wesker are ok in 1v4 and deffinitely one of best killers in 2v8 they have mobility,antiloop, wesker slowdown and drac tracking like even medic with class buff wont escape wolf.

    Killers worthy using if you dont want to get crushed are dracula,wesker,oni,blight,nurse,wraith,billy,spirit basicaly all that have some mobility that can be used to catch up to survivors and antiloop which sll of theese have.

  • @wesker_shades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085170#Comment_4085170

    No one should be entitled to a 4K win all the time. I mean, come on. How LIKELY is that scenario in the first place, unless you play in the most scummy way known to man.
    Take the 3K and be happy about it. So what if the last survivor gets out. I usually say "good for them" and move on to the next game.

    And to be fair. @cogsturning has a very good point in their last post. Take that to heart, and forget about your ego for a second.

    4 k isnt ego issue thats like calling 4 man out ego issue because you saved one guy and diddnt left killer pitty kill.

    If you want hatch you can even bargin with killer like drop item and crounch and any old dchool player will get it but this thing is lost nowdays.

  • @wesker_shades said:

    Whatever @Shroompy said, plus that Slinger is a killer with high skill expression. It kinda defeats the point of him, if you give him a guaranteed down on the second hit, or making him 4.6

    There are other ways like terror radius, addons like reload ones.

    Today slinger is heavily punished when he misses a shot but even when he hits a shots its not down always.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085189#Comment_4085189

    It's "dumb" gameplay securing a kill, but it's abolutely reasonable to force killer into rolling dice (which is often rigged with offering) on hatch and even if you win you have to try protect exit gates, which is not really fun gameplay either and another RNG aspect.

    For killer it's better and often faster to just slug third survivor. Seems entitled to ask them to do otherwise.

    As survivor you don't have to participate in this and can end this at any point, so I fail to see why killer should be forced to participate either.

    For all I care they can extend abandon feature, so last two survivors can abandon if one of them is on ground, then you have nothing to complain about unless you are in reality just greedy for free escape. If time is your issue, this fix it.

    This, its huge rng plus offering now benefits only side who uses it and I dont see killers run it most of times.

    If as killer you know whereabouts of last survivor then its best to go for him its actualy faster then hooking the guy and waiting till he dies and then try rng to get that kill.
    personaly I kill off the third when I have no clue where the last one is or when some multiple secreat offerings are in play but I dont see reason not to go for 4k shen its right infront of me wasting such opportunity wouldnt be reasonable.

    Thats like giving survivor kill or hook when you can preform rescue or unhook him, it would be bad to waste such opportunity.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085314#Comment_4085314

    Yeah I never said the perks were as strong as each other

    Just that they both do something similar, if coup affected power lunges it would probably be meta and ran on so many killers.

    Still the difference is same as my exsample with leverage against well make it or resourgence both perks have simular activation but on different roles and their powers on each role are huge.

    DH is just very strong meat perk that now takes some skill and is ping dependent but still it rocks and makes huge difference in outcomes of the match.

  • @Drumbeat said:

    I just read the title and thought how does giving Killer endurance help them?

    If did read it you would have it right, but I wonder where did you cast that endurence for killer.

  • @Brokenbones said:

    So, Dead Hard is a perk that lets survivors avoid a hit that would otherwise down them and get a speed boost, right?

    Hm, what's a perk that'd give a Killer a hit/speed boost they otherwise wouldn't get and also has limited uses

    Oh yeah, it exists. It's called 'Coup de Grâce'.

    lol

    What coup offers for killer in value compare what DH offers to survivor is huge difference.

    To be it compareable you would need coup that oneshots to have simular value or perk that downs survivor through endurence (which doesnt exixts).

    DH power still keeps it in hardcore meta for survivor but coup isnt that high in killer meta at best is high mediocre perk and this mostly proves my point, if coup was that good to rival DH it would be in meta too difference is killers are very different then survivors so coup only works for few killers mostly m1 killers and its effects arent so important for majority of killers compare the effects of DH to every survivor.

    Thats like comparing leverage to we will make it or resourgence, just look at how many killers runs leverage from merchant and how many survivors are using these two healing perks that activate after unhook same as leverage.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085206#Comment_4085206

    Living to be the last alive doesn't imply you've done nothing to get hatch...

    Yet some demmand it, 4k is part of the game Im not againsts bleed out mechanic or some Reasoneable antislug (not the 2 times nonsesnce we had in ptb).

    We cant denny there isnt any agency or way for survivors to paly in 2v1 situation.

  • He should get some attention, he is becoming outdated and this isnt good on slower movement speed killer.

    Idk why he has that 32 meters wide terror radius when he is so slow in many parts of his kit while killers like springtrap exist or jason kinda shame.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085221#Comment_4085221

    NOED? Almost no one runs it nowadays and literally no survs care about cleansing totems to prevent it. NOED was literally desperate measure of m1 killers since there was no so many strong slowdown perks(almost none in fact) and they physically couldn't prevent 5 gens even if they won every chase in 30 seconds. Its no comparison to dead hard.

    Tbh who uses noed these days, last time I saw it guy used whole endgame build where it makes sence but on average maybe new players or free to play guys becaues its one of best perks at start that do actualy something but from people that have some chapters and many more varieties in perks I havent seen it for long time.

    Not to mention it has better counterplay then DH (when DH is used at pallet or window it has very little counterplay because killer must swing or let survivor drop/vault so majority swings to get hit but theres DH) but noed is hard to counter for first down but then totem is shown and unless killer hooks on hook next to totem which is huge rng then its still beatleable more then DH on average I would say not to mention noed is used by one guy but DH is way more hidden and and more survivors can run it.

  • @Huge_Bush said:

    it’s possible. BHVR likes money and a shirtless lifeguard Billy would sell like hotcakes.

    Anything topless (looking good) would and will sell good just imagine topless mayers this thing would break the game.

  • Idk I dont bother to watch them while I play but some were praising me for skill and others hating me for doing good (which I would say by endgame comments majority) either way they are just people like all of us so no need to take them abo yourself their complaints arent something more.

    edit:

    Pro tip when you see ttv just be prepared it can be swf if they have some influence they tend to more play with "friends" then other people so they arent alone in most cases I would say but this tip is more for killers then survivors.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085222#Comment_4085222

    People will always hate DH because it's one of the few objective outplays and people hate feeling outplayed.

    Its more because its very strong effect (so strong that even after series of nerfs its stays still in meta) plus its gained by killer doing his work as what he should so it backfires against him when he plays normaly.

    Current version is kinda ok but no doubt its by its way for how its obtained and effect unhealthy perk in total, now its just more bereable then before when it was like sprint but its effect was way too good just imagine old DH with vigil what could this combo do totaly destroy killers that arent able to keep up either by skill or by desing (low tier killers).

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085196#Comment_4085196

    Why are you strawmanning bots and cheaters when I've already said that a 3k is a win for killer?

    Because 4k is too its just about hiding then and there are features to sip this.

    Since when wil people cry here that killer with only 3 chases lost all gens or 3 gens in 1 chase tha twasnt even super long or long just casual???

    Its basicaly same thing if you are a m1 killer with 4 survivors alive on 1 gen left you are done and no one demands features to change that.

    Bots and cheaters are walling things like killers position or hatch thats why dislike them maybe you like to play against wallhacks (walls is shortcut) but I dont especialy constant ones that arent in with rules like perks but thats maybe your speciality personaly Im not fan of that, knowing that bot or cheater with walls are running directly to hatch.

    Why someone should get automatic escape when he and his team faulied??? Is it something new in 2026, you still have chance to hide and then hatch or gates depending on situation.

    Its even compareable to survivors not wanting killers to have abandon once they lost (exits are powered and they have none survivor in their grasp - hook,slug) but on this forum looking for equal takes is luxury thats super rare.

    There are ways to skip this like faster bleed out or resoneable basekit antislug (Resoneable not that nonsece that was in both anti ptbs) but thats not what is this all about, it looks more like someone wanting to free escape because he thinks he deserves one because he outlived (or out rat) his teammates.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085141#Comment_4085141

    How is being the last one alive zero effort? How is finding the hatch zero effort? How is staying hidden while the hatch hunt happens zero effort? All for no MMR for the survivor?

    Hatch is some to none effort its rng and only can be influenced by offerings that are one way more sided (to side that uses them because other side cant see them directly that its hatch or other offering with secreat).

    After hatch survivor has other chance and thats gate and this is effected mostly by Map (some maps have spots where killer can stay and watch both gates others like hawkins,larrys,gideaon have no way for killer to watch them only maybe singularity and thats it), killer (killers with mobility or some area traps can secure gates and patrol them more then killers with none mobility or traps but again this is highly influenced by map), perks can make difference like noway out but they can easily countered compare to previous things.

    So hatch is very cheap thing it can literary spawn under your feet as survivor or killer and even when killer finds it it doesnt give him that kill as reward for winning that gamble there are gates which arent easy to patrol too (read above) so yeah hatch is sometimes zero effort.

    There are only few ways to make hatch compleatly no effort and its offering (if other side has no idea and didnt checked the macht info in game), bots and cheaters know excatly where the hatch is because it spawns with all things on the map only its hidden (trapper can find it kinda because he cant place trap on it so he can hatch check or other killers with simular power to trapper like hag). Bots and cheaters will know where the hatch is 100% of times and run to it, then people with offering being visible for them and then people guessing its in like shack or main.

  • @Starrseed said:

    i am all for billy being part of the game he is one of my favorite character of the show and Dacre di such an incredible performance especially when billy was possesed.

    i would be cool with him being either a survivor or a killer skin but if he becomes a killer skin thats an instant buy even if i dont currently play that one is going to be my new main

    So billy skin for billy.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084958#Comment_4084958

    any killer basekit is managed easily, some borderline useless. Basekit Blight is easy to deal with, but almost all of them run double speed, or iri addons, so it doesn't reflect reality.

    Billy, or Bubba are very weak against windows basekit, that's why all of them use Bamboozle to remove that weakness, or they are asking for bad time…

    When I will be giving advice how to play against Billy, I am not even going to mention abusing windows, simply because it's unlikely to be an available option. Instead I will advice to try predict Bamboozle plays and just run for free distance.

    Giving advice to survivors revault against Kaneki on window is going to kill them instead.

    Billy gets huts by windows but overdrive can make him outplay them like shack or tl wall etc. if killer player has skill, but they are still strong against him but not as before anf bubba got only speed buff but his speed is still not enough to counter windows.

    Ghoul will have some changes I guess but Idk if devs will look at problematic addons and keep basekit as it is or butcher basekit and keep addons which is variant they tend to do way more often and Im not fan of it.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084435#Comment_4084435

    or even window?

    In theory yes, in practice not. I have yet to play against Ghoul without Bamboozle, or the addon for it.

    Thats addon issue Idk why they dodnt locked bam effect on third leal or make it timed like 20 seconds after injuring with leap or something but basekit ghoul can be managed very easily without it with revault tech.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084815#Comment_4084815

    Tunneling is part of the game even if you like it or not.

    Yet THAT is not the point is it?

    The point that is being made is that some perks such as Sprint burst indirectly encourage the killer to tunnel.

    They did since 2016 and it wont change, what got next.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084807#Comment_4084807

    Tunneling is disliked. There have been efforts to cut it down. One survivor's actions or perks can cause a non-tunnneling killer to tunnel, and SB prerunners contribute heavily to that. That's the point.

    That I dont oppose that it can be forced ny perks or some actions like body blocks or sabbo.

    Its disliked because it effects bigger half of player base which are survivors but thing is sometimes its necessery or inevitable like killer in one gen left situation having no kills without tunnel (kill which is fastest optained by tunnel on majority of characters) or huge slugging is impossible to win without it almost (only if you got very lucky at endgame while survivor try to save the hooked guy).

    Tunneling is part of the game even if you like it or not.

  • @Gaymer2969 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084784#Comment_4084784

    New players don't even get a chance to play him anymore and he is not that fun to play or play against since both are boring as hell playing as him is a little more fun but playing against him is a total nightmare for new players and even veterans

    Veterans just prerun and predrop and if they arent preasured by him they sit on gens so no terror for them you just cant loop him everywhere as before he is more like upgraded bubba now.

    New players have problem with even weakest killers so thats not valid point just look at highest eversge kill rates like pig,cenobite, sadako,dreadge are having high kill rates and they arent even in top half of killers in terms of power and capabilities.

    Old one just stared at you for two-three minutes and then had power which killers like bubba had without needing to stare at people that long and only tombstone made him a threat.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084691#Comment_4084691

    Knowing when to drop chase is an important skill to learn in this game. If Cogsturning finds it more beneficial to drop chase because of SB then so be it, that's an assessment they've made. That doesn't mean they're necessarily going to tunnel. They're just presenting a scenario in which they return to where they know a different chase is (unhooker) but only find the recently unhooked. Which leaves them with a conundrum. As usual, you're missing the point.

    Like I would be against droping chase? SB or lythe,overcome all these perks can make you or even force too switch targets so I dont what is this discovery at tenth aniverdary of the game.

    Tunneling when you cant go other way because you would loose isnt bad thing. Going sfter one you find as only one or who runs into you even when he was hooked last isnt bad thing either thats like as survivor leaving 99 gen when killer has active ruin a stupid choice so Idk whats problem here if he want to be no no tunnel hero then he can but its not realistic especialy not on all killers like slower or none mobility ones.

  • @Aven_Fallen said:

    I dont think anybody really thinks that Myers got nerfed. It is pretty obvious that Myers got buffed. Maybe because they brought Tombstones every game and think it is totally fine to instakill Survivors who probably have never seen Myers before in the match.

    He is deffinitely stronger then before, some dislike his dising well I not totaly against it because he is finally playable without tombstone which is good change because none killer should depend only on addons.

    Personaly I like him more then before because now you got something but before you either had take tombstone to stand a chance or be prepared to get destroyed.

  • @Drumbeat said:

    I sentence you to 100 1v4 games against 2v8 sprint burst on demand

    Best part is he doesnt have problem with 2v8 busted sprintburst version but hates the 1v4 balanced version like you cant make this up.

    And reason? Because one guy he wants to chase gets away his 4,4 killer he must tunnel.

  • @Chomperka said:

    Its not like he's weak, its still m2 killer so already better than whole m1 cast.

    1. he's probably one of the hardest killers in the game, in some loops you will have to hit before actually seeing window/pallet, you need to know usual map layouts. Ans if you like that kind of gameplay springtrap/dracula/ST Vecna are just better.

    2. Way too slow, way too punished for missing m2. He used to have good tunneling potential, still does have more than most killers(maybe wesker is a bit better now), but his cages now have basekit BT.

    Basically he's just way more effort than most killers with less results.

    Pretty much this he is hard and counter isnt hard just hold W and keep distance as survivor and you are fine.

  • @Thusly_Boned said:

    Freddy, without question. Robert Englund/Wes Craven's iteration is the real Freddy, what we have is D-Tier Sharp Hand Joe

    Myers is also disappointing in that he is so weak, but doesn't feel like an affront to the OG in the way Freddy does.

    Calling current freddy d-tier is wild take.

  • @100PercentBPMain said:

    playing Henry long enough will turn you into a ghoul apologist so I'm gonna say demo even though I'd say demo is technically at a lower power level

    ps hey you still got that gif of ada being munched on by Jaws?

    Henry wins harder to play and more skill demanding but way more rewarding and stronger when you get into him snd learn how to use his powers.

    Demo is only good on straight wall loops with some mind games and his tp still sucks. The buffs didnt changed his spot much and crouch tech destroys him most from all killers it effects and it will.

  • @Your_Dad_Playing_DbD said:

    I played him for a little while, but once I started facing decent survivors on a consistent basis, he became non-viable. It’s just too easy to bait/dodge his power and he has no mobility. I enjoy going against P-Head as survivor because he’s pretty easy to counter if you know what you’re doing.

    Thats because just like henry you need to aim to place where will survivor be but the power travels very slow so its easy to react to anc flicks on him work only on 120 fps and are inconsistent a lot.

    He is very hard killer who falls to prerunning and holding W.

  • @MDRSan said:

    Call me old fashioned but back in my day we would just use our eyes and game sense to track down survivors. We didn't have all these auras or big pulsing red iconography shouting "Hey, over here!", we just looked for them and we found them. We practically have a quest marker system for killers in modern DBD compared to how it used to be.

    If this is better than modern distortion then it isn't because it's super strong, it's because modern distortion has been nerfed into uselessness. It doesn't make survivors invisible, it just takes off the aura training wheels for a short time after a killer hooks someone. It's fine as it is.

    First aura perk was nurses and it was released on fourth killer and it helped a lot of times because everyone run selfcare then so not entirely true and thrn bubba came some year after with bbq and chilli and everyone was using that because of bonus bp plus aura.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084588#Comment_4084588

    I mean, I do have a moral quandary with it, and I do my best to always spread hooks, and also will still try not to three-hook in these situations. But if every target holds W against my 4.4 killer before I can engage with any of them, I'm going back to the hook. And hopefully the unhooker takes aggro. I don't have enough time to do anything else without throwing. I lose matches all the time because I spread hooks. I regularly have 8-hook matches with 1 or 0 kills because of it. But at least engagement occured there. Zooming away at the first indication of my presence is not engaging, and doesn't help your team. But it's big picture stuff and no one wants to hear that.

    Werent the one calling tunneling skilless thing that only noobs do?

    I think you did somewhere but that was maybe someone else, well now you see picture why I disliked rat like stealth with distortion it creates same problem. Makes few survivors targets and killer has less options so some double hooking of one guy happens because killer has no one other to chase or has to waste 20 seconds to get to them which isnt for role with very limited time that cant be wasted very productive and possible.

    Personaly I go for everyobe I can get and I try to leave bad chases like the ones that could drag for very long or are bad as catching up guy with sprint as huntress instead going against his normal run speed with huntress and I will do it every I can there isnt time to be wasted as killer because sll gam is on your shoulders and no one will carry you or help you, you are alone in this.

  • @NeverSolus said:

    Couldn't agree more, though I'm sad to say it.

    As a religious Huntress player, with her 4.4 and map-broken anti-loop, I simply cannot afford to waste time. If I see Feng has SB and the others don't, I start ignoring Feng even if she's plainly in sight. If I notice that every time I go for Sable her scratch marks disappear, I'll stop going for what I believe to be Sable. It's not a matter of wanting to tunnel, it's just a realistic assessment of what I can accomplish in that window of time. I establish the weakest link and if the weakest link is the only one I can down or find, then that's the only one I'm going to down or chase.

    People love to call it an excuse to tunnel, but the reality of the matter is I couldn't care less about tunneling. I'm not pro or against when I queue into a game, it's just a tactic. Sure it's annoying to do and will probably cost me the match, but I'm not going to run around the same loop thirteen times and chase Dwight for a three-gen stretch just because I have some moral quandry against tunneling. Whether people enjoy that or not doesn't matter to me, because at that point I'm no longer enjoying myself either ; enjoyment has been removed as a factor of calculus for the rest of that given match.

    There are alot of perks like this, most of them exhaustion perks. SB is the worst offender by far and away, however.

    People? More like survivor only players that play killers few times and only mobility ones like ghoul.

    As killer especialy slower or none mobility one you cant waste time and you chase who is easy target to get downs into hooks to preasure others but everyone knows kills are more inportant then hooks having 3 from 4 survivors dead on next hook in 1 gen situation is way worse then having 1 dead survivor from 4 in 1 gen situation sessoned players know it.

    Only fools denny it and yap about no skill in tunneling but facts arent so faulty like feelings.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084572#Comment_4084572

    I actually don't mind it there. It's a goofy mode, and killers have buffs.

    No they all dont have good buffs because in 2v8 the cooldown for sprint on command is lower and it gives sprint to other survivors afound so only killers with mobility that can catch up like powered oni,blight,wraith etc. can deal with it but others cant and even some mobility killers get screwed by indoor maps like larrys killers like billy, wesker or blight so not everyone is buffed to deal with it like it or not.

  • @Heliosse said:

    Hello,

    I wouldn't nerf turrets, buff stealth or buff the Tail Attack.

    I'd buff the tunnels.

    The Tail Attack is already strong and doesn't need help. Survivors already complain about it enough and I don't think making Xenomorph an even stronger anti-loop killer would improve the character.

    Likewise, I don't think stealth is the answer. Any killer can receive Undetectable effects or a smaller Terror Radius. That doesn't make them feel more like Alien, it just makes them feel more like another stealth killer.

    As for turrets, I know many Xeno players dislike them, but I don't think they're a design problem. Motion Trackers and Flamethrowers are straight out of Alien: Isolation and create a dynamic no other killer has. Humans preparing defenses against an overwhelming threat is one of the most thematic aspects of the chapter.

    To me, the real issue is that the most unique part of the kit often feels less influential than the visible part of the kit.

    Xenomorph is the only killer in the game with an underground network that lets it gather information, track survivors, intercept rotations and choose its targets. That's what makes the killer special. Yet many matches end up revolving around the Tail Attack while the tunnels are mostly used to recharge Crawler Mode a few times per game, or once at the very start.

    That's where I'd put the buffs.

    More Control Stations, faster tunnel traversal, faster entry and exit speeds and slightly stronger tracking while underground.

    The fantasy of Alien is never knowing where the creature is until it suddenly appears. Better tunnels would naturally make Xenomorph stealthier, less predictable, better at acting upon the information it gathers, a stronger ambusher and reduce the impact of Flamethrowers without directly nerfing them.

    It would also complete the Alien: Isolation fantasy. In that game, vents are everywhere. The Alien is never far away. You never feel safe because the creature can emerge from almost anywhere at any moment.

    To me, the solution is making the tunnels, the most unique and iconic part of its power, more central to its gameplay.

    Exit speed from tunnels?? They tried it in ptb where were his last changes and it didnt worked like you always had your camera pounted to the sky every time you exit tunnel and i was buggy.

    For tunnel detection if they increased detection oc survivors because tunnels are still not covering whole map and add some detection of turrets into basekit from tunnel this would work.

    He will aleays be left behind due to turrets being his annoying counter and because there are killers with more fun power like nemi,springtrap or upcoming jason unless devs dont screw him on release.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084568#Comment_4084568

    the one thing I'll give xeno these days over my boy nemesis is that I actually like the tail nerfs that make them more reactable as it allows you to commit to a read on a survivor and "queue" your attack, which if you loop survivors around the left side of loops you can get hits that Nemesis and old Xeno could never dream of

    The delay sometimes helps aroun corners but old xeno was bigger beast and turrets were justified because his tail attack speed on release had short reaction time so you could hit same things as today but differently maybe some were harder but basic ones were easier.

    All depends which xeno because through years they nerfed a lot like after tail hit movement speed or tail hitbox (you could drag verticaly tail hits over loops). Now even with his buffs I would say he isnt stronger then before like turrets take longer time to kick you out of power true and cooldown after missing tail is shorter (was like 3 seconds and now its 2,5 seconds) but even with these buffs his tail is weaker survivors can react way more and close hits arent dosble as before where he attacked faster.

    He can still shread health states if he hits but his skill is higher then before and his power went down by bit so he is weaker then springtrap in my opinion just sitting somewhere in the middle to lower b-tier because of turrets without them he could be like low a-tier but as I said before good survivors hat know how to use them will destroy him with them so nemi is still bit better because tier 2 atleast gives breaking and in tier 3 he can get 3 hits very fast he only has worse start where he just like oni or old mayers must power up asap to tier 2 to have some antiloop, vaccines arent as punishing for him as turrets for xeno plus they take some time from survivor and reveal their location but turrets have just negative effects for xeno while his power isnt even sonthat great comparing it to more simular powers like nemi.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084519#Comment_4084519

    Basically Xeno can sometimes feel like a 'feast or famine' type killer

    If survivors aren't diligent on turrets, chases end quickly because dodging xeno's tail is tricky and good xeno players know how the lingering hitbox works to make the most out of it. Kinda like how Nemesis can tentacle drag, that kind of thing. Pair that with their mobility and that's the 'feast' type

    Then you get to face survivors who are diligent on turrets:

    • They will daisy chain you from turret to turret
    • They will place turrets on hills that can shoot down at you and you can't easily destroy (Yes this is a thing)
    • They will place turrets around the corners of tiles meaning you are forced to turn away from things like windows/pallets in order to destroy them
    • They will place 2 turrets close together, meaning even if you destroy one the other one removes your power anyway.

    Overall people's consensus that Xeno is strong but feels really annoying to play is pretty spot on most of the time.

    Xeno is mid like his antiloop is better nemi without breaking ability but at cost he can be power managed by turrets which shifts him from low a-tier (against not so good survivors) to like mid-low b-tier to even c-tier against strong swfs that can use turrets to maximun potencial with their coordination and shut his power easily and without tali xeno is very bad killer, easy to spot.

  • @cogsturning said:

    Yes, I know, it's 2026 and I'm actually complaining about Exhaustion—specifically Sprint Burst—but hear me out. I'm on the record as being pretty anti-tunnel and I'd like to see some basekit protections in that area. But I've been maining Henry, a 4.4 killer, these last couple months and if there's one thing that'll send me back to the hook, it's Sprint Burst. Consider this scenario:

    Chase starts, World Breaker goes up. Survivor goes down, gets hooked, I use aura or add-ons to go into Undergate and find my next [distant] target. I get there and I recognize them. It's the Lara with SB, Finesse, and Vigil that already zoomed away at match start, and she's standing there looking at me, waiting for me to initiate my slow exit so she can hurl herself to shack or a strong tile, away from key gens and all my pressure. But the unhook notification goes off and I decide I don't have time for that, so I go back to the hook. And if the unhooker decided to farm and slowly walked away from the hook instead of taking aggro, the blood trail is what I'm following. It's not what I want to do—it really, really isn't—but I've already wasted too much time on the standing SBer.

    Sounds specific but it's pretty common for me. I actively avoid SB users in my killer matches, which increases pressure on the other non-SBers. Perks like SB, especially combined with other synergistic perks, are selfish perks that don't help your team if the killer doesn't have the mobility to deal with them. Being selfish is allowed,  but these perks are likely to make many killers break chase with you. And that puts your team at risk, which also puts your personal outcome at risk. Lithe, at least, you can botch and is RNG dependent. Same with Balanced Landing. Dramaturgy has ups and downs and limited haste. Smash Hit requires a successful action. All these perks are also more likely to activate during an already started chase, but SB is a way to avoid chase entirely. It has basically no depth, almost no way to screw it up, and no conditions. If we're ever going to have a meta shake up, this is the first perk that needs attention.

    I wouldnt say only sprintburst but more like killers accesibility to down that particular survivor in manageable time. Like if someone is hard to get killer who has good sence in predicting will drop chase and focus more on other survivors which in common sence mean they get more attention from killer and this highly ends with them dieing faster then survivors that are hard to get for the killer so he focuses less on them.

    Same can be with one survivor hiding well he is evading killer but this can lead to killer focusing more on the ones he sees and they get killed faster, I mentioned it in rat playstyle where too much hiding can a tualy be bad for the team especialy teammates that dont do it and get killers attention.

    Slower killers especialy go after the ones they can get so sprint+vigil user (usualy its this combo because vigil is great perk and helps not with only cooldown but with dealing with effects like exposed,hinder etc.) will be less targeted by slow killer.

    To this isnt some less of a skill more like good use of criticalnand tactical thinking from ecperience in judging the situation same as killer knowing when to slug who or when to drop chase because its not worth it etc.

    For survivor applyes same as for wild gazel in africe he doesnt need to outrun the lion just be faster then other gazel which will lion get, this is whole situation of your case I guess that someone faster/harder to get wint get tunneled or more focus from killer but this isnt issue because this will always be this way even without sprintburst killer with good experience will always pick easy chases first if he wants to win or have better chance to win.

    Thats it like it or not, if you are bog challange for the killer and he sees it he will mostly leave you for later when he has time or better chance to get you instead of tryharding and loosing because of it. I dont think this is something hard to understand its quite simple and its been in this game since start and it will be there hill the end. Sprint can cause this tl happen yes that perks whole purpose it to get you far from the killer anc the slower the killer the better it eill work.

  • Just make change that turrets cant be placed togeather like one set turret cant have another one in its range and it will be good.

    Only problem why people skip xeno and rather play simular killer are turrets they are obnoxious to deal with like good survivors that know where to set them can take so much time from xeno thats why he is rated very simulary to hag just few turrets and you are powerless killer for 20 like seconds on top super high so ming games are super hard.

    Another thing would be basekit change that xeno can detect turrets from tinnels just like survivors it would be fair because they detect him.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084380#Comment_4084380

    Carniveris is highly regarded to be one of if not the best Artist players ever.

    edit: from what i heard

    Well there isnt much artist players wspecialy mains like only less mains has like skullmerchant,twins and hag I believe.

    Chance to get artist as killer against you is one of lowest from all killers.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084435#Comment_4084435

    I didnt know that, thats actually helpful, but to be fair im too scared to run at him full charge to vault back

    They remowed his vault hitbox and kept this bug as feature so now his leap vault only works as way weaker but due to leaps range better catch up tool compare to wesker and only works on survivors that dont see it coming and keep running but its not that hard because people that are aware about it will totaly whipe the floor with you when you try vault against them.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084427#Comment_4084427

    Outdoor maps are just unfair against him, i played as him in the Ormond showcase and whenever i got someone outside, they could barely run away. He is annoying to play against too, especially consider he can just vault over a pallet and hit you two seconds after. The slowdown he provides is miserable for sure, its the equivalent of an easier Legion hit when he wastes your time with the kagune mark. Not to mention if a Ghoul knows what they are doing they can easily bodyblock and deny a pallet or vault as well. all these aside i just want to say it can be a bad match for the Ghoul itself. Imagine trying to use your leaps on Midwhich or Hawkins, its hard to fully utilize any of that in such a tight indoor map. Not to mention the counterplay of getting out of LOS in a loop so he cant vault is strong too. Still a mess of a killer. I agree with you on all aspects though

    You know you can vault back through ghoul when he is using his leap to vault pallets or even window? Or you can do it after he vaults because he has no hitbox as wesker has now its harder on timing but works too. So his antiloop is without mobility temu wesker like.

  • Ghoul now is kinda pretty loopable especialy after his last change you can easily counter the leap vault and theres nothing he can do about it only thing he has left is great mobility and easy injure but his antiloop I would say os worst now then dreadges meaning his vault because even god loops can be easily vaulted back through him.

    Ghoul is one of most m1 simular killers in chase now and one of most manageable from top killers because his chase is without mobility just worse wesker now. Good survivors will give you hard time for sure its not so brain dead as before.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084376#Comment_4084376

    This was a 1K, I watched the game from the PoV of the Streamer OP faced (she seems pretty nice btw. and is an Artist Main, if someone likes that, they should totally check her out). Granted, it had the chance to become a 4K, because the Survivors messed up royally at some point, but OP messed up as well and let that 4K slip away.

    The double pallet here did not really matter tho, from what I could see. But as I said, it is very likely a Bug, since it is unlikely that one Pallet spawns all the time and that there is even a double Pallet. Double Pallet on spots where they are not supposed to be are a rare occurence. They usually happen when the minimum amount of Pallets is not reached and the Pallet Spawn Logic put a Pallet on every possible location. So we are then at the minimum amount of Pallets and my guess would be that the Pallet on the right spawning 100% of the time causes the issue.

    Well if survivor stays there on dthat kind of loop against artist not even third pallet will help him unless he leaves it because artist can easily get hit there if survivor camps it.

    Probably bug but pallet spawns are bugged since two previous 2v8 and many posts here show it. Many pallets spawn to close to each other creating super safe spots which was main issue in first pallet density.

    This spot isnt strongest but against m1 if droped it leads to multiple safe ones, dirty bug just fact is only fool would stay there against artist or dreadge,doctor or any killer that can easily force hit there with his power.

  • @100PercentBPMain said:

    he seems like a chess killer to me

    I would say that he isnt chess like trapper,merchant,ghostface where killer must work with his power that much not even as pinhead with cube. He seems more like hit and run like you pick a stick and use your mobility to get to the survivor and if you dont get spear hit or your chase speed boost is gone then you do this round again. There is interaction with his power but I dont see him that chess like more like more interactive xeno who has to obtain his power through using his mobility part of his kit (like he was in that ptb where they screw him up with turrets).

  • He is but his range must hit survivor 3 times to down them or two to take health state and its harder and easier to counter compare to nemesis tenticle hit that has that 3 times hit to down desing.

    Fastest range is artist and still I would say second strongest range killer if we count henry as ranged killer, she is forgoten but her strenght is huge compare to huntress like only thing that hurts her is elevation but flat maps are her truth strenght.

  • Surprisingly the first comes first, way harder to play but very strong.

    Demo even after buffs is still c-tier and now current pallet density anomalydoesnt help him either.

    Can be fun but against good survivors you will sweat a lot and still be played around a lot, the first is stronger more complex killer with better perks. Demo is just slightly buffed token from old times his buffs werent bad compare to doctor or ghostface but he still sucks the same.

  • @random1543 said:

    I don't think they should be guaranteed but the percentage it does give as a chance should be increased.

    I think its 20% at the moment (wiki not updated and google leading to reddit and forums) would increase it to a 40% chance, if other map offerings are played should decrease the chance down to 20% (all 5 bring map offerings so all 5 maps would have 20% chance) non stacking as they are now.

    Personaly if they increase it to 40% I think its good change but they shouldnt stack because they will be then survivor sided due to killer having no ability to stack offerings.
    Deffinitely it shouldnt be guarantee map like before because I believe even devs had data for most used maps and I believe it were the same ones which backed map offering nerf.

    From my personal experience I played on both roles 90% of time same survivor sided maps and it was realy obnoxious to deal with as either role, killer sweats naturaly because he thinks its swf with a plan and then its not so fun for both sides.

  • Some will say “dead end but there are two on left connected into one on hallway leading into like another two that are super safe this in combination of indoor limiting even majority of killers abilities to catch up makes it almost guarantee for survivor to reach them which is pinicle of current problems with pallets even on maps where the spawns should be pernament neaning there arent that many loop posibilities like on other open maps there is only two options for pallet to spawn and only one should be there.

    Top was unsafe too but now there are few windows connected, short but this with survivor being ahead and solid chance for lythe which is very popular exhastion perk makes it super safe.

    Reminds me of old DBD where every god damm loop had two pallets like jungle gym.

    Saddly there wont be many people like me taking this as big no because even dirtier spot I mention here it was pale rose the jungle gym leading into platform had two pallets and it has two windows and its connected by one solid pallet into shack and another near shack. People here deffended it instead saw the problem.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084344#Comment_4084344

    agree there every match would have to be a pallet factory for nurse having one every 5m 😂

    But yeah really wish they would go that direction because there will never be a balanced state for all killers if spawn logic is the same across them all

    In anti camp/slug ptb they had different effects on like 8 killers they thought that are top tier mostly with mobility and they werent wrong but hard to tell about the rest because this would need like 3 versions with pallets one for killers like blight, second for killers like springtrap and third for characters like ghostface or demo.

    But thats lot of work from them.

  • @random1543 said:

    They need to start spawning pallets based on the killer you are versing

    is this too many pallets for killers such as ghost face and unknown? yeah.

    Is this too many pallets for the top tiers like ghoul and nurse? not at all.

    Tbh nurse in current state (without rework) isnt killer that gets influenced by pallets at all even as number 1 killer.

    But that idea is good but I doubt devs will know how to balance it.

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