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Altarf

Altarf

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  • @CowabungaDude said:

    seriously? old undying? do you have any idea how ridiculous it was to have to do 3 totems just to get rid of 1 perk?

    3 totems~ for 2 perks. Plus, Plaything requires 4 totems to be done for the price of one perk. It's not some unachievable feat, especially with totem spawns getting easier and easier to find. Look at Eyrie.

  • Honestly, it might be a good idea to replace MDR's downside with something like Wraith's uncloak. So, leaving phase walk isn't instant - there's like 1 second~ where you're briefly visible to survivors before you exit phase and can attack. Maybe that's too big a downside, but MDR is incredibly powerful.

  • @xxiStezzy said:

    https://forum.deadbydaylight.com/en/discussion/299405/whats-the-most-annoying-killer-to-play-against

    Deathslinger 100%. If you don't hate Deathslinger, you have not played this game enough

    Maybe in 2020. Right now, Deathslinger is incredibly easy to go against. Anyone who complains about Deathslinger needs to hand in their DBD license honestly, the man is unironically less dangerous than Trickster in a chase - which is meant to be his entire gimmick of strength. His nerfs made him so much weaker it's insane.

  • It's commonly theorised that BHVR widened the region-matchmaking range a patch or two ago to mitigate extended matchmaking times because of MMR. Many other people have noticed things like this, and speaking personally, I've had rubberbanding-games where I teleport all over the place infrequently ever since then.

  • @Impartiality said:

    Technically they all do since all killers are faster

    By 15%. That's a very small difference when running in a straight line. If you just run in a straight line after being hit, no deviation, you buy yourself a guaranteed 20 seconds of safety time - and at the end, you can just go to a loop. 20 seconds of unavoidable W time every single hit.

  • You move between two or more tiles. Instead of looping a single junk tile 3 times until you drop the pallet, you loop it until she starts setting up crows. Then, if possible, you run to a nearby tile - she's slowed while doing this and she'll have no crows/power to chase you with for a short period of time at the new tile. If she places crows again, wait for an opportunity and run to another adjacent tile - maybe even the old one.

    You can loop Artist, you just need to link 2 tiles instead of just one. Much like how you can loop a Hag.

  • Yeah, but who even plays Deathslinger?

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2686288#Comment_2686288

    Ah but you see that's the thing, you can have multiple people go for a save and you can get the person off the hook. The problem is that Leatherface can down the entire god damn team in one go.

    Only if every survivor is crowding the hook against a Bubba. In that case, they are being idiots and deserve to go down - his entire gimmick is being able to multidown. That's like saying Legion needs to be nerfed because Frenzy is almost impossible to avoid being hit by.

    Besides, with all those killers I mentioned, the best you can do is hook trade. There's no way to realistically save against a 99% Myers even if you bring your entire team. Trickster melts through health states of bunched-up teams. Pyramid Head doesn't care how many survivors are bodyblocking him, he has multidown and can time it to hit the unhooked survivor as well. Oni has multidown in a fraction of a second compared to how long it takes Bubba to rev his saw. It's not just a Bubba problem.

  • I wouldn't call myself a tunneler, I try to 12 hook as often as I can, but I am hit-and-running a lot less now and just going for single chases with easy targets. CoH and the current game state with MMR makes the fun way to play killer a sure-fire way to lose against survivors who are even slightly decent. You can't split pressure and build up injuries for later, because CoH allows all survivors to heal themselves faster than you can reasonably get hits on them in chases, for the price of one perk slot.

    Snuffing it is useless as the survivors can just put it back up in hardly any time at all, in comparison to how much you have to go out of your way to do so. If multiple CoH are in play, you might as well just tunnel people and give up on split pressure. There's no way you're keeping 2 or more constantly-resetting boons, usually in out of the way locations, inactive without wasting so much time you're practically throwing the game.

    Tunneling is heavily encouraged by CoH, so it's no surprise you're seeing tunneling more.

  • As people have said, Bubba isn't the problem; it's facecamping as a whole. People talk about facecamping Bubba a lot, but Hillbilly, Huntress, Myers, Doctor, Oni, Ghostface under certain conditions, Pyramid Head and Trickster can all make rescues near-impossible if they want. That's even ignoring the existence of Exposed perks and grabs.

  • @Trickstaaaaa said:

    Because his power actually easy to counter. If you really want to avoid a tricksters, as someone who plays him a decent amount, just avoid getting out positioned. His power is easily countered by high wall tiles. And another thing I noticed is that a lot of people underestimate his main event, don't try to rescue if he is camping, his main event can actually down and entire squad and eat BT like nothing.

    Eh, Main Event sucks in almost every situation. The only times where it's actually beneficial to use are:

    1. You are running out of knives and the survivor is close by and not behind a wall.

    2. You run literally right into a survivor in a deadzone/away from a pallet, wall or window while the power activation window is up. You know, where normal knives would work just fine.

    3. You're camping, or a survivor unhooks next to you.

    In all other situations Main Event is so slow-moving that you can completely negate it by going behind a single wall. Or even a rock! I remember this time I outlasted Main Event on a Z Wall, of all loops. I'm completely unintimidated by it, and as Trickster, I pretty much just use it in the 1st case where I'm running out of blades. Pretty sad for an "ultimate ability" that has a limited window, fatigue, and you can only get like 2 or 3 times a game at max.

  • Ever since they widened the region-connection for matchmaking, I've been getting matches where I rubberband all over the place pretty frequently. It really kills my motivation to play when I'm in an incredibly stressful and tense match, and a game-changing, perfectly aimed prediction Punishment of the Damned suddenly comes out three metres to the left as I am teleported away. Every single chase. Multiple times a chase.

    There's also the fact they killed my main Deathslinger, and then Pinhead who I was enjoying a lot got nerfed, and Twins are dead in the water with their bugs and the current meta. Pyramid Head is the only viable killer I find fun and play consistently now. I adore playing Ghostface and Clown, but Ghostface's big 99% stalk snowball hardly works when the entire team spreads out and Clown is Clown.

  • @Steel_Eyed said:

    Where are the stats coming from?

    image (3).png

    Official stats released a few months ago. I know because I was the one who asked for them on the stream :)

  • @thisgameblowsmajord said:

    https://forum.deadbydaylight.com/en/discussion/comment/2684312#Comment_2684312

    it was a troll post meant to anger the killer mains, which happened but still pinhead takes no skill imo

    Even if this is another bait, I'm genuinely curious. Pinhead is one of the hardest killers to play well? His chains are incredibly difficult compared to most killers' powers to use correctly and actually get value from, have a high skill ceiling, and aren't even that strong.

    His box is a passive slowdown that can technically be influenced by him, but it's mainly up to the survivors being lazy/uncoordinated and letting it activate. It's really good against new players because new players struggle to remember what generators are, but unless the Pinhead is extremely good at managing the box (one of the hardest things to learn and execute in matches) or is running Hoarder+Franklin's and you don't play around that fact, the box isn't that strong.

    I can understand low rank complaints about other killers - Doctor, Pig, Bubba and Wraith dominate new players and are mostly very easy to play, but Pinhead is like, one of the hardest killers out there. Is there some secret low MMR Pinhead gang that I'm not aware of that's steamrolling teams?

  • Little Nightmares is my pipe dream - Mono as a survivor (halfway through his adult transformation of course) and Six as a killer. I couldn't ask for anything else, I'd never complain again.

    Otherwise, and more realistically, I'd be happy with Terrifier or FNaF. Most of my favourite classic licenses are already in DBD at this point, and I think Art would be an extremely unique killer with the whole immortality and fourth wall breaking powers. I even have a power concept drummed up for him. He'd work as a legendary set for Ghostface, I guess, but an actual killer is so much more interesting. FNaF could go very wrong if they do it poorly, but with a careful touch (the killer as Springtrap and probably no survivor) it could be very interesting.

  • Nah, Honing Stone always worked like that. Bloody Coil is the exact opposite, as far as I know - it used to show survivors you had it by having the disarm action bar be red, but now it doesn't do that anymore.

  • A tip is to always plan which direction you're going to run when you're working on a gen. Wraith's stealth and speed burst is useless if there's a pallet or window that's close enough to reach during the uncloak+catch up time, and unless the generator has nothing next to it it's very rare that there isn't at least something to use nearby.

    You never want to drop pallets if Wraith is cloaked UNLESS he's under one and you are 100% sure you will stun him. Instead, you want to hump windows because his speed doesn't help him there.

    Lastly, something many Wraiths will try to do while uncloaking is face one way and pretend they're going to go that way, and then at the last second of the uncloak face the other way and zoom around the loop to catch a survivor who's ran backwards. If you see a Wraith doing this, keep this in mind. They nerfed his speed burst so this is much easier to avoid than it sounds.

    At the end of the day he is a basic killer with no special chase abilities, especially not with his speed burst being nerfed, so he's not that strong. He is very easy to play and is strong against new players though, which is why you see him a lot at lower skill brackets - but when most survivors in a team are even just competent, even the best Wraiths can't really do much. He's a little like Freddy, Doctor, Legion and Pig in that way.

  • In terms of buffing Trickster, I think he can't really be changed any more. They buffed him by amplifying all his strengths and all his weaknesses, making him either useless in chase or uncounterable in chase with little in-between. Main Event is still very underwhelming, and Laceration decay is a flawed mechanic that isn't harsh enough to really matter in a chase, but still means he cannot switch targets in the slightest. He's yet another 1v1 ranged chase killer who's too slow/inefficient to win games against survivors who know what generators are.

    If I had to make some small changes to Trickster, it'd probably be to Main Event - I don't think you should be able to hold it for an unlimited amount of time because of camping, but at the very least if you don't use Main Event you should get half of your meter back. You should also probably move faster during it so It's less useless at any wall or slightly big rock. I'd also like to see 1 bounce Trick Blades base, but that's just me.

  • I think this might be the first chapter that I don't buy - or at least, don't level and play any of the characters after unlocking their perks. Artist's gameplay and design both don't interest me, we all know she's going to get nerfed in a way that keeps her being unloopable but removes all the fun aspects of her power like map-wide crow shots, and with MMR and the terrible console performance right now I don't think my matches with her will be very fun.

    Sometimes I wish BHVR would have actually included individual killer MMR. It's really slimy how they advertised that as a big selling point for SBMM, but in reality it takes an average from all your killers and there's only a miniscule difference at most between a killer you never play and a killer you main.

  • @BigChapAlien21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654724#Comment_2654724

    Are we ever going to get grab validation or something like that?

    We do have grab validation, but it sucks. It's supposed to make failed grabs translate to hits, but it takes so long for the servers to register that a grab has failed that often you just end up being forced to automatically swing at the air, because the survivor you were trying to grab has already run away by the time the server makes you swing. It's near useless.

    Compare this to survivor hit validation, which does its job perfectly - more than perfectly and slightly unfairly, in Dead Hard's case. If grab validation would work the same, the survivor would get rolled back onto the killer's shoulder if they got grabbed on the killer's screen, which would feel awful, so I doubt they're going to improve this.

    ...even though getting rolled back at pallets is a thing, and they don't seem to be doing anything about this.

  • I think it'd be interesting if Pig could vault windows like Legion while in an Ambush Dash. Not pallets, but just windows - it would make her something of the anti-Bubba, in which she sucks at pallets but excels at windows, which would give her Ambush more power and utility.

    Ambush and Crouch need some changes. The traps are acceptable, if inconsistent, but the ambush and crouch are both very weak, inefficient and rarely used.

  • I'd rework Freddy entirely, but if we're using the current power, I think Black Box should do the following:

    -Using an Alarm Clock does not provide immunity to the Dream World for 30 seconds.

    -When the Exit Gates are powered, all survivors enter the Dream World.

    -Asleep survivors cannot leave through the Exit Gates. This effect does not apply to survivors who have woken up at an Alarm Clock at least once during the Endgame Collapse. This effect deactivates if The Nightmare stands within 8 metres of an Alarm Clock for 5 seconds, and will reactivate when he leaves this area.

    Basically just a souped-up version of its current effect. It's an ultra rare add-on that does nothing until the endgame - it should have a more prominent endgame effect. In this version, it essentially places 4 non-killing Reverse Bear Traps on all survivors when the last generator is repaired, with the correct box highlighted to them. There's also a system put in place to make sure Freddy can't just camp an Alarm Clock like Pig and get free kills in Endgame.

  • @Gorik said:

    I spoke to soon :(

    No idea what happened. Guess Boon blue screen tints were simply too much for console DBD's optimisation to handle.

    At least the framedrops aren't Resident Evil level, though.

  • Maybe not "meta", but the following are semi-recent perks I thought would be used a lot.

    Survivor: Any Means Necessary, Inner Strength, Soul Guard, Power Struggle, Blast Mine

    Killer: Thrilling Tremors, Deathbound, Crowd Control, Plaything.

    I would say Pentimento but that perk is not very good, especially not with gen slowdown for 2 totems. Nobody cleanses totems anymore. Honestly, with the advent of Boons and loads of perks to deincentivise cleansing, I'm starting to think the devs actually like NOED and want it to be used more.

  • Besides Ghostface, who's also being looked at in the midchapter, Pyramid Head, Freddy, Nurse and Deathslinger are the most in need of add-on passes, I think. All of these killers have extremely underwhelming add-ons, with virtually no options outside of a single line of add-ons.

    Freddy in particular has no add-ons that make him noticeably stronger anymore, which is just sad considering he's not even very good anymore. Even Red Paint Brush has the downside of causing multiple survivors to wake themselves up with clocks at the start of the match, meaning for 90 seconds nobody is falling asleep and you are a powerless M1 killer, even if you hit them. Dream Projection teleport add-ons reduce the teleport cooldown by like, 1% and 2%, the skillcheck and status effect add-ons are worthless, Dream Pallets make him weaker, the ropes/chains are largely weak and don't work with Freddy's playstyle, (teleports to gens so yellow rope's increased gen sounds isn't useful, iron will counters green rope, swing chains is muffled by the chase music) all of the purples are gimmicky and range from barely noticeable effects (swing chains, z block) to actually making him weaker. (class photo) Don't even get me started on Black Box.

    I'd not only rework Freddy's add-ons, but I'd also give him a third rework pass. Aim to marry the old Freddy with the Dream Transition and the new one in a way that actually has a skill curve and unique gameplay.

  • Thalassophobia:

    The maw of the void is inescapable, and trying to navigate its depths will only lead to madness.

    Carried survivors lose the ability to see or hear their surroundings, and suffer from the Blindness status effect while they are being carried. When hooked, these effects persist for 20 seconds, or until unhooked.

    After hooking a survivor for the first time, 1/2/3 other hooks are simultaneously highlighted and have their auras revealed to all survivors as if a survivor was just hooked on them. The auras of the fake hooks stay visible to all survivors until the hooked survivor is unhooked successfully.

    (Basically, Knock Out but for first hooks. Survivors won't know which hook is the actual hook unless they've paid attention to the aura of the downed survivor, and they'll have to start going for saves earlier in case they pick the wrong hook to go to, potentially triggering second stage if survivors are too greedy. Making survivors completely blind and deaf while being carried and for a short duration when hooked also allows this perk to work against SWF, as they won't be able to call out their location.)

  • Be aware of where you're looping, and try to stop Trickster from getting line of sight on you. Prioritise looping tiles with high walls and lots of corners like jungle gyms, 2-lanes and buildings, never go to a loop that is low enough for him to throw over, and try to get him to waste as many knives as possible. Remember that he only has 44 knives, and these run out very quickly.

    If you're walking and not running, your Laceration also decays faster. Do this when you're safe mid-loop. Try to make distance from him when you can - don't try to greed a loop when you've got multiple knives in you.

  • I think Hoarder should make chests close themselves 10-15 seconds after being opened, like Vaccine Cases. No additional item would appear inside - instead, any survivor that takes the time to unlock that chest again will have their time wasted and location revealed. It would also uniquely interact with Elodie's Appraisal perk, as it would (probably) cut off the Rummage action halfway.

    I think it'd be a nice buff to a perk that's weak by design, and maintains the subtlety of Hoarder. Part of what makes Hoarder even slightly useful is the fact that the survivors don't know it's active, and therefore aren't prepared for you to ambush them while knowing their location. If you gave an Exposed status effect or something the perk would lose a lot of its surprise factor.

  • Twins, Bubba, Pyramid Head, Trickster, Oni. All of these killers I find either very fun to play against, or the novelty of finding them is so much that the match is automatically memorable. Sometimes both. Sometimes it's just to laugh at how weak I can make Twins and Trickster with the correct knowledge/looping.

  • I'm actually a dev, thank you for bringing this to my attention. Don't worry, we will be removing slugging in the next patch.

  • Because Pinhead is extremely difficult to play well, is pretty weak without certain add-ons, has the main part of his power mostly in the survivors' control, and his chase power is incredibly underwhelming. Also no mobility or anything "fun".

    Plus there's the whole NFT thing, and the fact he's getting nerfed (and because of his high kill rate at low MMR, will continue to get nerfed) because new survivors don't know what his box does, and the fact he's probably the least well-known licensed killer we have besides Pig. All of these combined means there's very few reasons to play him unless you just like his power and are playing entirely for fun - and playing for fun becomes less fun when you get stomped by the third team in a row and receive the teabagging/GGEZ of the century.

    After the nerf, I wouldn't be surprised if he dropped to pick rate levels of Billy and Twins.

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636573#Comment_2636573

    I actually think that Clown is a strong killer. He is almost unbeatable in a chase. Killers just like to downplay him for whatever reason (there is truth to him not having mobility) but I've always found Clown to be a strong killer because he can easily end chases. Clown is the one killer I have the most trouble looping or beating in a chase.

    Just predrop pallets. Clown's entire chase ability is reducing the amount of loops a survivor can do around a pallet by 1 before they have to drop it, and his gas does next to nothing when the pallet is dropped. His chase ability is incredibly underwhelming and it's the only thing he has.

  • Dowsey also thought pre-buff Trickster was B tier.

  • Pinhead and Twins are definitely up there. Both need serious help, not nerfs to pander to new survivors who will likely never play against them again post-nerf.

  • When you're holding the box, chains will spawn and fire at you in volleys of 3. So if you dodge 3 chains, you'll be able to solve it in peace for the next 15~ seconds without worrying about being chained during it. But they're removing that in the next patch because Pinhead was clearly too strong, and not because many solo queue survivors don't know how his power works, and thus give up and kill themselves on hook because he's "op" or "boring" and inflate his kill rate.

    Much like Pig, Pinhead is not very strong, but his passive slowdown ability requires the survivors - instead of the killer - to make smart decisions and know what is going on. And as we all know, many low ranking/average solo queue survivors would rather self care with an active Reverse Bear Trap on or leave the Lament Configuration alone because they're scared of the teleport, leading to completely avoidable deaths that cause the devs to think the killer is too strong and needs nerfs.

  • No, Pig doesn't have any traps if you bring that add-on. It's part of why that add-on isn't very good imo - you trade the one good part of Pig's power for an off-brand Corrupt Intervention that usually takes about 30-45 seconds for all the traps to be removed.

    And no, Pig doesn't get a notification when you start searching a box. You probably just started searching a box too close to her and she heard the beeping of the trap/grunting and razor sounds.

  • @SunsetSherbet said:

    I've noticed survivors tend to dislike killers that force them to take breaks from holding M1 on a gen. I find Pinhead one of the more fun killers to face because he forces me to do something else besides hold M1 on a gen.

    It's weird. You hear all this talk about gens being boring, and how chases are the only fun part of the game... but even against non-antiloop killers, survivors still predrop-and-W to safety and stick to gens as efficiently as they can, popping three at once after your first chase.

  • Franklin's is kind of overrated on Pinhead. Yeah, you get the cube earlier, but downing a survivor with the cube is usually easy when they're injured. The passive chains that spawn are all you need. Also, stopping to pick up the cube midchase wastes time and can lose you downs.

    Additionally, the Lament Configuration has different respawn times depending on how it's found by Pinhead. If it is picked up off the floor, it respawns in about 10~ seconds, and if it's gotten through downing a survivor, it respawns in 30~ seconds. That means more Chain Hunt time, alongside getting a down at the same time meaning you are exerting ultimate pressure.

    Hoarder is also a little overrated. It's only really worth using if you're running box solve add-ons - and since they're being nerfed, I doubt you'll see it much anymore. Then again it's not like you see Pinhead a lot in the first place.

  • Why? If it's because you play on console, you can break chains with the drop item button as well as the interact button. Stops the whole "vault back into him" thing.

    Plus, people that kill themselves on first hook against him because "waaaahh chain hunt scary I don't want to bother with a secondary objective" are the reason he's getting unreasonably nerfed.

  • It'd be nice if it showed the auras of survivors working on generators when you have tokens. Could serve as Empathy for gen-doers.

  • Kind of wish Victor was able to snuff Boon Totems. Would give them a niche and a counter to them, considering how Boons currently annihilate the Twins and they're so inefficient that they physically do not have time to find boons.

    Would also be nice if you could switch back to Charlotte during Victor's successful pounce animation, and that Charlotte's wake-up animation was faster/movement during it faster. Ironically their "anti-slugging" measure just makes you want to slug more because downing and picking up with Victor takes like 30+ seconds between down and hook.

  • I'd tweak her add-ons. Some are just downright detrimental or useless, like Spasmodic Breath, Campbell's Last Breath, Bad Man's Last Breath, Matchbox, her 3 meme bloodpoint add-ons, and the awful yellows that add like 0.2 seconds to the chain blink window. A few are also bustedly strong and should be weakened - the Range add-ons in particular should have a heftier downside instead of increased blink charging time, I think. Blink range is incredibly powerful and the current downside isn't noticeable. The blink recharge add-ons are incredibly good but I don't think they need nerfing - they're just one of her best add-on types, like movement speed on Twins or Blight.

    In terms of basekit, I don't think she actually needs any changes. Yeah, she's the strongest killer in the game and a master Nurse can make her look busted, but she does have unique and mostly meaningful counterplay and a massive skill curve. It's also good to have at least one killer like Nurse that plays so drastically different than every other killer, I think, instead of giving her some Freddy-style rework where she's 4.4m/s but her blinks can't go through walls, or something.

  • I still think the squished nose, piano key teeth and cartoonishly pulled skin on the remake design ruins it.

    OG Nemesis looked like an actual intelligent bioweapon - dangerous, cunning, much more human and strategic than other T-Virus mutants. The stitch on his eye, the general smoothness of the skin like he was lab-grown, the uniform leather coat and teeth bared in a snarl. He could even express emotion. Remake Nemesis looks like a regular tyrant wrapped in a garage bag, given twenty packs of steroids and smacked in the face with a sledgehammer.

    He gives off much more of a "dumb brute" feeling with his general design and gameplay in the remake compared to the original, where Nemesis was a terminator-like intelligent pursuer; who would set up ambushes at random points and overwhelm Jill with tactics and his arsenal of weaponry rather than "brute force unga bunga punch punch punch on sight". Although that's more a problem with the remake than Nemesis himself, with how it turned Nemesis into Super Mr. X rather than retaining the original uniqueness of Nemesis. Pretty much all of Nemesis' "cool" moments in the remake are scripted near-cutscenes where he screams and mindlessly chases Jill. His gimmick was meant to be intelligence, adaptability and survivability - not the Hulk who uses a rocket launcher like, one time in the entire game.

    maxresdefault (6).jpg 103056.jpg


  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631039#Comment_2631039

    oh, then that match I was thinking about was just with some potatoes. (I was solo-qued, I got RPD, and I got left to die on first hook less than 16 meters from the rest of my team)

    Well, it is RPD in solo queue. You have to pray to the Entity that your team even know how to get to your hook, let alone actually want to when you're hooked on the second floor through a maze on the other end of the map.

    Come to think of it, Cages might actually be strong on RPD. Never gotten PH on RPD before.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631019#Comment_2631019

    well, I mean, unless you're running mindbreaker or third seal, in which case survivors can't find caged survivors. (which is fun)

    also, they're good for dodging SWF mega-saves or sending someone to the other side of the map if survivors clump together.

    No, pretty sure power auras like Cages and Jigsaw Boxes aren't hidden by blindness. If Cages were hidden by blindness I think Third Seal would probably be meta on PH.

  • @Pulsar said:

    Understood.

    We are adding Anakin Skywalker as a sympathetic male Killer.

    Off-topic, but I unironically think Vader could work if treated right. Imagine the lightsaber igniting when a chase begins - or the distorted breathing when he's close.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594710#Comment_2594710

    It doesn't feel the same and I actually looked up some videos about how he was before the bugged and he didn't take as long as he is right now. The video's I saw were before the bug and after the nerf.

    There is no difference. Time it, if you want. I've been playing PH ever since he came out, and nothing has changed about my gameplay since the patch - if they increased the Rites of Judgment activation time, I would know.

  • They reverted the aura changes. It seems like BHVR only really consider reverting a change if the entire community is up in arms about it - that's why Hillbilly and Deathslinger are unlikely to have their nerfs looked at, because only people that played these killers are complaining.

  • Nope, he's very tricky to play and has bad perks. If you feel up to the challenge you can still get him, but for a beginner killer, I'd recommend either Doctor, Bubba (Cannibal), Legion or Wraith. All four of these killers are easier to play than most, are (mostly) strong and rewarding, and some in particular like Bubba and Legion have good perks.

  • I was hoping there'd be one more Blighted skin. I don't like how we're getting fewer and fewer each year. I just want Blighted Oni, man, but BHVR keep delaying him. :(

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