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Archol123

Archol123

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Archol123
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  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557591#Comment_3557591

    I win with m1 all the time. So do many players. What “top player” is saying you can’t win with m1 in pub matches?

    @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557581#Comment_3557581

    First you need to feel safe.

    Some people compare the killer plays of some top players and say, ``Killers can win normally, it's a matter of skill.''

    In fact, top players themselves admit that we live in an era where you can't win with the M1 Killer.


    I think Hens and Knightlight and so on even did a challenge to play m1 only without using any powers and won 90% of the games they played...

  • @Atom7k said:

    I get that playing with your friens is super fun.

    But on the killers side it quickly can become a nightmare.

    Dead by Daylight already has a lot of information for survivors. (HUD) Perks and maps/keys can further enhance this. I think the amount of information a party of 4 talking via discord is way out of the range.

    With discord teams perks like for example ko and hex: the third seal become completly useless. Teams can constantly call out where the killer is, which way he is heading, which pallets are dropped, where the generators are located, the position of totems, the position of chests, the position of the basement, invisible killers or calling out which way the killer is facing for the flash light safe. Further hex plaything becomes very useless as the targeted survivor can simply inform the others about the perk and they can look for the totems on different positions of the map at the same time.

    Also survivor can callout positions for healing, bodyblocking who is running for the gate, which locker are you hiding in, which generator are you repairing and so on.

    This is quite a lot of benefits for a team compared to playing with only 1 friend yet playing alone.

    If you play killer in a "fair" (survivor rules) way (which is my intention most of the time) you will get no kill in the entire game with a discord team.

    Instead of boosting solo queue players (which already happened when the hud started displaying survivor actions) I think its time to nerf the advantage of a discord team.

    I am not entirely sure how to do that as most of my ideas are too drastic but it could start for example with giving them less time on the hook stages. As camping becomes impossible with the upcomming patch this would put more pressure on a team. Generators could need 10 % more time to repair, hooks longer to sabotage etc you get the idea.

    Something needs to change however. Having a tactical strike team as killer just adds up frustration as you barely get anything out of the game.

    I dont think playing solo queue and playing with 1 friend is anywhat comparable to full prepared strike team with a battle plan made before the game and having all builds in synergy.

    First of all full on 4 men teams are quite a rarity, the vast majority of swf are 2 men only, I think the majority of players are still playing solo, at least I think that was the case when BHVR released stats on that. Then again most people playing together with coms really don't go full on seal team six, when I played with 3 other guys over discord we had two complete noobs with us and were not really making calls... You loose to good players, you don't loose to swf, if those guys go down in 20 seconds you are still winning, the problem only comes when you play against good players. It is as simple as that.

    As for your examples:

    • knockout and thirds seal are bad perks anyway, so you are already at a disadvantage for using them, but then again they are really unfun to go against so that's fine, nobody wants to get slugged for 2 minutes because their teammates cannot see there aura
    • To know which pallets are used people are bringing windows of opportunity a lot these days, so even this advantage is neglectable, also when i used to play in swf not once have we called out such things, maybe shack pallet but that's it so I don't think it is that drastic overall either
    • The callouts to positions is something I don't really get, Gens are rather easy to spot, unless you are on an indoor map, I have not once heard people call out totems unless in chase and it was ruin or something like that, but usually for totems the rule still is "if it glows it goes", why would you call out chests? You are already wasting time when you do them :D And basement has like 2 possible spawn, so you gonna figure that out rather quick, why would you call it out? :D
    • Hex plaything is the best thing if people cleanse it, because either they waste a lot of time doing four totems, so time they are not doing gens or you have pentimento and they just played in your cards, which is why most people don't even cleanse it, so this does not change with swf whatsoever (also isnt plaything blocked for other survivors to do your totem for some time?)
    • Calling out the angle for flashlight saves??? My man which killer just stands there for seconds for you to call it out and does not spin like a maniac so the flashlight user has no clue where to go...

    Some of them might occure but won't with most chill Swf and others are just completely off.

    If you punish people for playing with friends you will reduce the playerbase, that's just what it is... If however push soloq to the level of swf and then just buff killers accordingly it's all fine.

    The issue is that such swf you described that go for clock callouts and what not those full on seal team 6 with 10 k hours each just soooooo rare, you will maybe encounter them once every 100 games or something ridiculously low like that... And even then those games last like 3-5 minutes, that is the best outcome for you, they'll do all the gens and you can go next as quickly as possible. But in 99% of cases the survivors you will go against are just average and can be beaten rather easily.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557414#Comment_3557414

    It is your decision to take a chase thats true, but you can't drop every chase because of a loop being nearby. This leads up the issue that many loops are connected to each other which makes 2 out of 3 chases a very long one (if you don't use a killer who can counter loops by his own strength).

    Windows of Opportunity does prevent the survivor from doing mistakes in the chase because they can see far ahead whether a loop is safe to run to or to choose another one. If he simply presses 'w' because he knows the next window or pallet is nearby mindgames don't work either. Might be a desert island opinion here but at least I do struggle with these far too long lasting chases when playing killer.

    May request you run Zanshin tactics then? So you can drop the chase if they reach such tiles?

    If you really have a survivor that knows what he is doing in connecting tiles and basically not dropping pallets you need to chase someone else, unless you wanna learn something, because this guy is gonna run you for 7 min straight. At that point it is not even windows...

    You don't drop chase because of a loop, you drop chase because of a certain setup, if you have a long wall into a rock loop into another long wall you can never chase there, or you gonna throw the game doing it. That's what I meant not like they reach a pallet and you just leave.

    They see a pallet and a window, they need to know the tile anyway to be sure whether it is safe or not, so how exactly does the perk help there? All it does is show them that the pallet has not been used, most survivors know what tile it is when they are looking at it, at least on the maps without obstruction. This just sounds like the survivor would not know anyway what tiles are around him, he has eyes, he can see windows and pallets, he knows where jungle gyms are, it may help him to find filler loops... But it is really not that strong as you're making it out to be... Having a survivor know what tiles are around to actually loop/get looped is really not a problem...

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557313#Comment_3557313

    I kind of agree that nerfing it the way I proposed could lead survivors into a dead zone. However I still think this is more fair from a killers perspective instead of having to loop every tile in the game because you can make up a plan/path to run. On the other hand when I am on a new map I like to use it too. You are absolutely right that its hard to find things to work with on new maps. I still think windows of opportunity is too strong the way it is but my suggestion might be a little too much. Maybe a little nerf would do the trick

    If you just take the chase then this is on you anyway, it is the killers choice to decide if taking a chase is worth it and if a certain area is too strong to chase in or not worth the time, all windows does is show survivors certain strong areas to loop in that experienced survivors know anyway...

    If the chase takes too long just break the pallet and find someone else, on the other hand the value windows provides players cannot really be seen, because you don't know if the survivor would not have done the same thing regardless, the information is nice and all, but after some time you know where the tiles are and so on...

  • @Atom7k said:

    It is basically unbelievable that this is still in the game. Any killer who only runs at 4,4 meters will basically have no chance to catch up anymore in the endgame. If someone sets up dark theory a survivor will be faster then the killer.

    Dead by Daylight became very stale lately as every survivor (at least in the upper ranks) runs the same boring build:

    • Made for this
    • Resiliance
    • Hope
    • Windows of opportunity

    It is absolutely attrocious to play against a team where every single survivor has these perks equipped. The fun of the game are mostly chases. But having one side basically fast run, fast vault + seeing every pallet and window is absolutely annoying. That and the fact they often play in discord teams is gives them way too much advantage and information.

    I am pretty well aware that it is the object of the survivors to burn as much of the killers time as they can to repair the generators but the balance is completly off when you run into a party of 4 which is only running these specific perks.

    My suggestion:

    • Made for this gives you only 2 % haste
    • Hope only 5 %
    • Windows of opporunity reduced to 18 meters + only showing the first nearest pallet and first nearest window, not all of them and remove seeing dropped pallets alltogether.

    Finally dont allow haste to stack anymore. As this game progresses and gets more and more updates and perks this will get out of hand. Nobody wants to see a killer running at 35 % haste (devour hope/noed, machine learning, rapid brutality, play with your food) one shotting survivors.

    The fact, that hope and made for this have no limit of usage makes this even more overpowered as all of the killers haste in this example will have time limits and run out.

    Call me a noob or whatsoever but the devs need to keep in mind that not every player is a demi god in chases. This boring setup drains the fun out of the game.

    If a 4man swf with discord who tries to win use windows of Opportunity then they basically gift you a perk slot... Because they could just call out which pallets got used... I think Windows is just a band aid fix for unclear visibility of objects on maps... Let me explain, with all the clutter and overwhelming amount plants and what not on many maps the visibility of tiles is decreased by quite a lot, remember when borgo first came out and you couldn't even tell if there was a pallet or not? It is similar with many maps, where there is so much trash around it, it obstructs the visibility of pallets and windows. So the perk kind of helps with this issue, it would be better if you could just see the tiles properly without the need for the perk, but it also helps solo players it know which tiles got already used, therefore I wouldn't nerf.

    The problem with your nerf idea for this perk is basically that by only showing the nearest one you might run into a dead zone accidentally, I think the overview is fine. Better players tend to know where the tiles are anyway and don't need to rely on the perk, the still get value from it by knowing what has been used...

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557263#Comment_3557263

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557285#Comment_3557285

    There is no bubble on the killers end. He has no idea where you are from your screams. Infectious works like Doctor static blast and Jolt does not.

    Ah OK, like I said I didn't know, but haven't noticed a bubble ^^ I don't think just the scream gives you too much of an advantage though...

  • @buckk0097 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557258#Comment_3557258

    It give you the bubble up. they scream and interrupt their actions and they dont have to be on generators for it o apply just within range. im kind of worried that this has been ignored this long

    I use it on many killers and haven't really noticed a bubble up, but I also didn't focus on it so I don't know... I don't think it is problematic, the perk does not become brokenly strong because of it or anything so I'd rather have them fix more important things, but sure if they had unlimited resources they should either fix it or update the description

  • @buckk0097 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557246#Comment_3557246

    i know that now you will think im just a complainer. but isnt jolt having infectious freight 32 meters range for M1 down a bug and should be addressed ?

    Does it give u a bubble up or only a scream? I think there are more important things to fix, the advantage is minimal...

  • @buckk0097 said:

    Just a bump up. i confirmed with some testing that Jolt makes you scream wether you are on gen or not as long as its an m1 hit.

    I run it now everygame as killer. infectious is outdated unless u care about m2

    Infectious is still great on Oni or Nurse, I would not necessarily call it outdated...

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556580#Comment_3556580

    Ok. Then I have to correct myself - it takes trash perk and make it even worse for no apparent reason. That's like asking to nerf bloodhound. Like. WHY?

    Indeed, there are really cool things you could do though... Like give both survivors bonus ms or something else really strong but they get linked, so if one goes down so does the other one, that could be a really fun thing... Of not with something ridiculous like 5% ms...

  • @C3Tooth said:

    10 traps around 3 Gens, welcome to another SM.

    The correct thing to do against trapper is similar to hag: just have one person dedicated to getting rid of traps, so even if he places them in one are you can just waste his time with reaming them and so on... Trapper already puts all his traps around a certain area, that's kind of his thing being an area defense killer... And with survivors getting out of traps way too fast if you re further away he is basically forced to play this way... I don't think it would be that much of an issue, you get a warning when he is approaching and you can just run in a straight line to the area he has not been trapping...

  • @Gandor said:

    This one is soooooooo absolutely weeeeeeiiiiiiiiiird.

    Better than new and Blood Pact are in fact horrible perks as they are. Teamwork perks being same kind of a perk like bloodpack being also very rarely used because they are that bad.

    borrowed time is IMO very healthy perk that is also not really worth it - that's why you basically never see it equipped by pretty much anyone.

    Boons got all gutted and they all provide niche value at best. That's why they also are barely used outside of specific builds with SWF survivors.

    Breakout is just a free perk slot cost for killer to (partially) counter how much basekit distance between hooks got shrinked. Sabotages are still super hard compared to flashlight saves.

    Also your category basically throws away a bunch of altruistic perks like "we will make it" and so many more - making the game quite frankly dull experience.

    Now going at your suggestion:

    your version of blood pact is INSANE buff. BP is actually trash-tier perk. Your version means whenever I am running at direction of my savior I get 5% speed boost - that's MUCH more valuable, because I don't have to loop with my teammate = I can actually use windows and pallets and I can react to killer's mindgames. Like I don't think this would be meta - but at minimum this would be WAY better perk for survivors.

    Empathetic connection would become empathy. Like there would basically be no real difference (I guess distance vs speed boost).

    Your BT would be absolutely beyond trash-tier. Because it would screw you over about as often as it would help you, but it would leave you with less control.

    BTN - self caring is complicated on it's own. You can't self-heal without medkit or perk self care right now. That's too constraining for another perk.

    Another thing about 4v1 comment - perk strength is not the same 4*1/4th is the same as 1*1. Killers have perks that work on all 4 survivors while survivors have perks that work on themselves, or they are weak/situational enough to be just fine. Take boons - like they DO work for all 4 survivors, but considering time investment, limited range and actually meh effects they currently have... There's no wonder people don't really use them very much

    Overall I am not a fan of anything in this thread

    As for the Blood Pact thing, if it only works while the other person is on hook, and when you run in their direction, that means it does only apply the speed bonus around half the loop, when you in fact run in their direction, I don't see how that is a buff?

  • @OneAutmLeaf said:

    I always found it odd that survivor perks can also buff those around them its a 4 v 1 shouldnt survivor perks just buff themselves since they already have a number advantage and thats already big enough, going forward and even possible reworks I think perks that buff those around you should be removed or reworked entirely, take

    Perks like Better than new, Blood Pact, Borrowed time, Boons...,Breakout, Buckle up and a bit to much etc.

    My point is survivors have it very easy when they are good and work together pair that with items, sabos, maps, and comms (which most swfs are in) I think the fact that perks buff others is pretty unfair and just odd to me, I think by making perks only affect you not only would this give solo qs a way easier time (as those perks would be buffed to be solo perks) but I also think it would allow more build freedom in the game in general, a big one for me is Boon perks, ppl act like they arent that big a deal but they obviously have not went against them on indoor maps with multiple floors on maps like Leerys and Midwich boons like expo, and shadow step can literally destroy you.

    back to perks in general here are some changes I would make to perks to make them more solo orriented, perks like botany and auto would stay as they buff your healing speed not there recovery :)

    Better then new

    When you are healed you feel better then new the nex time you self care your healing speed is increased by 40% this perk then deactivates

    Blood Pact

    for the last survivor you have healed you form a blood pact if they are on hook your gain 5% haste while running in there direction

    Borrowed Time

    When you are unhooked you gained borrowed time, right before you would go down you instead dash forward (old dead hard distance) you then go into the dying state (is deactivated during end game collapse) and can only be triggered 2 times per match, would basically be good on power struggle builds as you could force yourself under pallet if you were far away or posiition yourself for a good flashy save

    Boons - Remove from the game as they are super unhealthy from a design level, that or make shattered hope basekit so boons can just be rebless spammed, that would actually make pentimento way better too funny enough. if hexs are a gamble for killers and you get punishes when they get cleansed then why shouldnt it be the same for survivors when they run 4?

    Emphatic Connection (you see the injured survivors aura not them seeing yours)

    just a few ideas, me personally I think perks should buff just yourself not others, I think that can make for some super unfun games when you get ppl running builds that buff each other just creates a headache, just an idea to maybe get people thinking is all

    Why would you not want to have altruistic perks? I mean you could go a different path and just make such perks apply to your team but not yourself for them to be truly altruistic, but I don't think it is a bad idea to have these perks for people who wanna play with the team and not be a lone wolf, otherwise people would probably only run chase perks.

    As for your rework ideas I don't like them at all.

    - better than new: this is just a way worse version of botany knowledge, not only does it deactivate, it also only works on self care and gives less healing bonus, just a trash perk.

    - bloodpact: running in their direction? So unless you run in a straight line and nothing is in the way, you won't even get the bonus the whole way? And then it is only 5% so 20cm/s, which means to even save one second of time the hook would need to be further away than 80m... Complete trash. You cannot even use it in chase because if the run in hooked survivors condition, so what is its purpose even?

    - borrowed time: but you still go down after it?? Why not just run off the record? And even if you run it, the leap might push you out of the pallet range or something like that, you would need to properly calculate the distance, you make it seem like it activates regardless not on command or something, so once again basically useless unless you get really lucky with a power struggle build and you could as well use plottwist (or whatever the perk is called) to go down under a pallet for your power struggle build, at least with that perk you decide to go down and don't just randomly do it regardless of getting hit or not...

    - I don't think boons are problematic right now, they get barely used anyway, it can be annoying if they get out on a hard to reach position where it wastes to much time to go there but besides that...

    - emphatic connection: is that not exactly what empathy does?

    So overall not good ideas...

  • @dgbug said:

    Please. She needs a buff.

    They should rather do something about the transition between crouched and standing and make her dash more powerfull. I don't think the lower terror radius would be enough, even with that she stays basically a m1 killer, using the dash however is the fun thing about her kit and you can barely use it these days because everyone will just leave the loop or predrop pallets like crazy.

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556046#Comment_3556046

    Dude this is not a finely tuned PVP game all the sweaty try hards try to make it.

    I am not putting on headphones just to play this buggy, unbalanced mess of a game.

    I mean sound is a very important part of the game: Hearing Wraiths gnarling, hearing footsteps for example from Demogorgon, hearing Myers breathing and so on. You will definitively weaken yourself if you play without headset but that's fine, no one can tell you to do otherwise but you cannot really complain about not having the counterplay when you refuse to do that... You cannot complain in counter strike that you didn't hear the guy behind you with the knife if you don't play with sound, same goes here.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556103#Comment_3556103

    A little bit too general, don't you think? That would mean throwing criminals in jail doesn't help preventing crime either? Or punishment as being ordered to pay a certain amount based on your income.

    Not at all, take a course on social science and the research into that - its the likelihood of being caught that deters crime, not the punishment.  If criminals think there's only a slim chance they will be caught, the severity of punishment — even draconian punishment — is an ineffective deterrent to crime.

    So if you want to do something about cheaters/hackers, make sure everyone knows,

    we WILL report them and bHVR will GET them, that will deter them despite their reasons to do so-

    But if the punishment is not severe enough than what does it matter if people get caught? There needs to be a certain level, I agree though that the punishment does not get more effective above a certain level.

    Also I disagree, it is not only that, there is many more factors that go into it. During my law studies I already had a course of criminology. Especially juvenile crime and such those guys just don't care about the punishment because most countries don't really have much they can do or want to there as punishment, so the whole system kind of fails in that regard, but at least often times to process in court and all this official does something in the sense of preventing further criminal activities.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556168#Comment_3556168

    You could make it basically just range dependant, probably based on your current tier (not sure what numbers).

    Funny is it would be kinda basekit whispers, which is really underrated perk, so would be nice way for him to find survivors too.

    Would be rough on multi level maps but I guess it's better than ghostface's mechanic.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555981#Comment_3555981

    Speed boost when out of sight sounds interesting. It could work for a character.

    If it works similar to Ghostface reveal then we'll, it would be a buggy mess...

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555968#Comment_3555968

    Unfortunately problems just don't disappear if you apply punishment and/or mockery as there are social reasons to many problems.

    Solutions towards that problem does not start with giving you free range to mock them. Disappointing, I'm sure.

    A little bit too general, don't you think? That would mean throwing criminals in jail doesn't help preventing crime either? Or punishment as being ordered to pay a certain amount based on your income.

    What could be a social reason to cheat? Because all I can see is players that are not as good as they want to be but either unable to learn or unwilling so they go the easy way and cheat. Apparently they have enough money to buy cheats and the game bit not enough time to invest in the game. That's assuming they want to play for the objective. Otherwise they probably are just little children that think it is fun to ruin the game for everyone else. In which case they would just be big looser.

    So please tell me how exactly there is a social cause for that?

  • @Dogma_loki said:

    You can't.

    BHVR has destroyed all the viable counters to her.

    PRETTY GOOD JOB SO FAR

    They basically gave her counterplay by adding the directional sound, don't know what to say despite get headphones and listen, it takes some time but you can get pretty good at hearing where she is, but she can still use it to her advantage you still need to think about what she might do next and position yourself properly.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555905#Comment_3555905

    Well at least you realise you don't have an obligation to mock someone, maybe at some point we can get to don't mock people even if they deserve it.

    Well they could just not hack and not get mocked therefore, problem solved ^^

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555780#Comment_3555780

    Its generally a bad idea to implement a system that dont need it to give your a players personal information as it could encourage unwanted interaction. There is no morally good need for you to be needed to figure out what the details are or remember who it was. Just leave them to ponder their situation, you don't need to contact them and you definitely should not be allowed to contact to mock them, there is no moral reason to do it. The Report list isn't a hit list for you, incredible you would even ask this.

    Humankind have had 150 000 years of Collective Morality.

    3750 years since the Code of Hammurabi.

    2500 years since the Great Greek Philosophers.

    300 years from the Age of the Enlightenment.

    Have you considered reading philosophy books per chance?

    Wasn't the code of hammurabi more like a legal document than a philosophical text? Sure you don't have an obligation to mock someone, but in some cases it is kind of deserved, if you cheat and then get mocked for getting banned for cheating you cannot really complain. Not saying it is the best choice, but then again it is still a better reason to mock people than most other things...

  • @[Deleted User] said:

    I believe we’ve reached a consensus about adding new game modes, yet the issue requires a careful thought. If the devs just add new modes as an option in-game, it could spread out the player base and mess with matchmaking (waiting time and match quality).

    What if they rework the map offerings so that they’d function as a gameplay modifier?

    Some ideas for new modes offerings:

    I don't think other game modes would spread out the player base too much, it would rather bring back players or keep ones that are burned out of the same thing after years, community mods and such is what keeps games alive over decades, allowing players to make their own mods like in Starcraft, Dota, team fortress 2 and other games gives so much variety to the gameplay.

    As for your concrete ideas:

    1. Interfering with other players builds seems like a terrible idea, your own build OK no problem but imagine you are doing a tome challenge, are trying to get a certain steam achievement, adept for example, or want to try your build out and then the offering appears, that might ruin the fun of everyone else in the game.

    2. That would require players to know about it, you might as well do a seperat mode because with matchmaking still being a mess you might players that don't even know how this mechanic works, that might get really frustrating for everyone involved...

    3. So everyone plays stealthy for 6 minutes? Sounds horrible... And what if the killer finds the hatch or a hatch offering was in play? I wouldn't play that game mode...

    There are many cool ideas you could do as seperat modes, for example Oni/Billy/Blight Parkour or sliding stuff and such, Prop Hunt (I think Alf or someone already did a video about this on a private server), the thing is those mods already exist, just not on live servers, but the community already did them, why not just add them to game?

  • @Emeal said:

    I don't see why that is necessary, the less information is better, unless you use that info to seek out the individual to mock them.

    All you need to know is the type of report and the result.

    Depending on what you mock them for this is perfectly fine... Was it a cheater for example I don't see a reason not to mock them, I encountered the same cheater twice within like 3 months and he was just like bruh I'm never getting banned lol and such things, why not mock them?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555255#Comment_3555255

    There are 20 realms. 10-15 bans each side means no one is going anywhere.

    And even if you applied it just to individual maps, of which are there 42, that rules out over half the roster. Certain maps that are widely disliked will never get played, ever. You may as well just ask BHVR to delete the 20 most disliked maps because that's what this would do.

    Also as someone mentioned above, every single player would get an additional veto to whatever number they get, due to the map repeat prevention system. Even if survivors get 1 each, and the killer gets 4 to be fair, by automatically ruling out the previous map you played on, you can still veto 13 maps this way.

    I never wanted to apply it to realms but to maps itself. I still think it is completely ok if those maps don't get played... I mean imagine it like that, when you look at tournament settings or people playing with their friends they will usually agree on some rather balanced maps, because basically nobody likes certain maps.

    Why exactly is it a problem if people don't have to play on ######### maps? I don't understand you there, yes those maps should either get reworked or maybe even deleted if they are beyond savable, but I don't see a reason to force people to play on those maps if there are plenty of other maps to play on... So why is it a problem if the players don't have to play on the most disliked maps of either side?

    Considering the map repeat prevention only reduces chances to get a certain map that just means you have a higher chance to get to a map nobody has had before, which is still possible if somewhere between 22 and 12 maps are in the pool... Also I think it also applies to like the last 3-4 played maps or something like that? So there is basically no problem at all with this.

  • @timetodohottakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554969#Comment_3554969

    it's all personal taste, I think it gives more horror to the game and it's nice to have, not everyone likes to be jumpscared but it's really different compared to what we always have and so should stay imo.

    Jumpscares are the dumbest form of horror, because it requires basically no atmosphere and nothing much but just to let something suddenly appear, especially in horror movies it is the laziest way to scare people...

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555223#Comment_3555223

    Knightlight just enjoys to make other players feel as miserable as possible and takes the game way too seriously. Sorry if this was too blunt. I can't really look up to a player like that.

    Billy is in my opinion the hardest killer in dbd. Sadly he doesn't outperform Legion that much. Even when played really well.

    I mean what do you expect him to do? Play worse on purpose? Why should he drag out games even, I mean people in pubs are not going to outskill him anyway. You can think of him personally wise what you want, but you cannot deny his skill in the game.

    Yeah true, which is why Billy should get a major buff...

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546131#Comment_3546131

    There are about 2 or 3 'killer sided' maps in the game, and a dozen or so 'survivor sided' maps. And you think it's fair to give survivors the ability to coordinate to veto 4 maps every game while the killer gets 1?

    Survivors could still just as easily abuse this by coordinating to ban Midwich, RPD, Lerys and Gideon, and you get no indoor options to ensure you can see the killer at all times. Meanwhile killer bans Garden of Joy and can still get Badham, Eyrie, Borgo, half of the Macmillan/Coldwind/Autohaven maps, Dead Dawg with it's new infinite, or Ormond.

    And ultimately, you're still going to have to force people to play on maps they don't want to play on, because you're not going to have the offering you need to burn every single game.

    I didn't specify how it would go, we could argue about giving survivors 2-3 map bans each and killers the total amount the survivor team has so 8-12. I think even if both sides get to ban like 10-15 maps each you would still get some map variety, and if maps are that bad that people don't want to play on them why force them?

  • @Feneroe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555187#Comment_3555187

    A change like that just means the Nurse runs aura perks and ruins the game for ranged killers. Bad change.

    I didn't say it was a good one either, I just said it is not impossible to make changes. Also there is like two sorts of perks for a Nurse to run 1. Aura reading/Information perks 2. Slowdown perks... So you have the choice of a 2-4 min game where the nurse slaughters you or a 5-10 min game where the nurse still slaughters you, if she is that good, I would take the first one... Also this change wouldn't really change much... Since most nurses run a combination of those two... I agree though it would make it harder for ranged killers, but then again they can still get hits if the structures are like jungle gyms with openings and such.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555187#Comment_3555187

    Nurse is still a "if she plays it right, you get hit killer". All the survivor can do is make her predict and mindgame her. This is made worse because she can traverse everything and ignore core elements like windows and pallets. I think she could be tuned down in terms of perks.

    I think certain perks that stun her like ds or head on should also reset her power.

    Aura read is also a free hit for Nurse. Especially on indoor maps. All the player needs to do is connect the dots.

    That's what my experience has been at least.

    What you propose would help. Just not as much I feel.

    The problem is what perks are you supposed to run on Nurse? All there is for her is Slowdown and Aura Read, nothing else makes any sense on her...

    There is always a correct choice when playing killer just that most of the time you don't know beforehand if you did the correct thing. The line of sight breaking and the need to blink kind of balances out her strenght the problem is more likely that people just don't know what to do against Nurse, I for example like going against Nurse bc it is a win win for me, either the Nurse is loopable or it is a god nurse and the game goes fast, and to not get out against a god nurse is fine, because that guy is clearly better than I am, so kind of fair.

    I would like if there was a 1v1 mode to get better in chases, without the need to find people to scrim against, but alas so many things they could add but won't for whatever stupid reason, custom games, different game modes, 1v1, and so on would all help to attract player without much effort if you just let the community work out mods and such...

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555184#Comment_3555184

    I personally dislike knightlight and the bunch a lot. But still not wrong. I think however, that they due to them playing more in a private setting play against more casual survivors.

    Again.... I have no problem with differences in power level. Just not THAT big.

    They basically win 99% of killer games they play, I don't think they play against more casual survivors, also as data miners already found out you really don't need many games to get to the soft cap mmr. Especially Hens plays mostly public... Knightlight often scrims yes, but most of the games he plays on stream are still so I don't think your assumption is correct.

    I understand, but then again the skill required between Billy and Legion is also huge, so it cannot be just a small difference in how good a certain killer is.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555162#Comment_3555162

    What buff would you give?

    It's not possible. It's core game mechanics that make weaker killers weak. Making Pig faster in crouch will not make her way better on huge maps with tons of strong structures and unfair tiles.

    But changing core mechanics to fit more the average killer isn't possible whith killers like the 3 mentioned. They need to be toned down a bit for core changes to be possible.

    Weakening nurse without changing anything about her is fairly easy actually, give maps more high line of sight blockers so it is easier for survivors to break line of sight, most m1 killers don't really get bothered by that since they can just follow the scratch marks, whereas nurse needs to blink to catch up and therefore decide where to blink to... I m not saying they should plant ever map with such things, I'm just saying it is not impossible.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555154#Comment_3555154

    I agree that the killers should vary in strength but not that big.

    Also I disagree that Blight is one of the hardest killers to play. He's one of the hardest to master but to perform good with him takes very little time. That's just due to his power being that good (even only for mobility) and the general survivor being a little clumsy.

    That's what I meant by saying play properly ^^ It is not about performing well, because that is mostly an issue about the matchmaking and survivors not knowing what options they have in chase against a Blight.

    Think about how hard Billy is to master and how easy Legion is... This should be represented in the difference in power. Also as demonstrated by several content creators (Hens, Knightlight and more I think), you don't need to play only top tier killers to perform well, they played games without tunneling camping, using the killers power and so on and had a win rate of over 90%... When we look at results it is a skill issue, the problem is how easy to achieve the results are... Whereas with a harder high tier killer you have to learn him first and put the effort in there, to have easier games later, whereas with weaker easier killers you have a harder time during the match but you can pick them up without much training.

    I think the concept itself is alright, the question is only about the relation of skill needed to play properly and strength.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555109#Comment_3555109

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555106#Comment_3555106

    Ok, my question is then, do we want killers like Demo or Nemesis be viable in most levels of play?

    It's about making a general strength level and making all killers a bit closer to that.

    Nurse and Blight are levels above the other killers. Only spirit, plague and Artist come close to them.

    That's not ok.

    If we want more killers to be viable, small changes to their power will not be enough ( Trapper). The game needs big balance changes.

    But we can't make them with those killers being way stronger than the rest. They need both be tuned down for the sake of balancing out the others.

    I think there should be killers that are harder than others that reflect the level of commitment to learning those killers in a better performance when mastered, the question is just where is this sweet spot... Because there are many killers in this game that just don't have much depth, that you can basically master in a day, at least from a mechanical standpoint.

    And then there are other killers like Huntress, Billy, Blight, Nurse, Wesker, Plague and some more that require way more time to play properly. Killers like Nurse, Blight, Billy require you to know the maps better, especially on indoor maps for Nurse when you need to know the map layout to play the map. Or Blight and Billy where you need to know about collision and which tiles you slide off of and which ones you can bump into.

    My point is it is fine that the killers vary in power, the question is just how much of a variance is ok, If we imagine a killer like Legion being close to the power level of some of those killers that are so much harder to play properly, then why would people even take the time to learn them? We have seen this with Singularity and Billy where the killer is quite good (Singularity) or rather average (Billy) and people just don't play them because it is too much of an effort and not worth the while. I think overall there should not be any killers that are on D tier level and below. As for the power level of Nurse and Blight, I would say with addons Blight is stronger than Nurse, otherwise Nurse stays the best killer in the game, but since they changed her addons they really don't give much to her strenght anymore. And the gap between those two and the next 3-4 killers is not that big anymore either, but ofc all of them are still way above Trapper, Trickster, Clown and so on.

    When you design a killer that is really easy to play/learn/master I don't think it should necessarily perform as well as harder ones, just so you get a reward for the effort to put in, the question stays though, how hard is hard enough and what is the spot we should aim at for each killer to represent the amount of time you need to play it properly. So for example if we say Billy is that much harder than Legion to play properly, he should also be somewhat adaquately stronger than Legion.

    Blight is a mechanically very demanding killer, and probably one of the hardest to play, in my opinion right after Billy. He should be rather strong, but some of his addons are just busted, they should get nerfed, but his basekit is just fine. And btw. obviously Billy is way too weak for how hard to play he is, but that's just a side note.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555034#Comment_3555034

    Just make preasure on more than 1 gen at a time. base repair speed is 1 c/s. (solo) 1.7c/s (two survivors) 2.1c/s (three survivors)

    When the killer kicks a gen it loose 2,5 c/s from the kick, and it regresses with 0.25 c/s

    So unless the killer is standing at the gen, it takes less that 3 seconds to regain what they get from kicking it. (if you are alone on the gen that is)

    And if they do camp the gen, do the other gen. Anything more than 3 seconds on the gen is progress (if you are alone on the gen, its shorter if you are more), and if you take travel time into account + the kick animation. its really hard to loose on this.

    with the +10% run speed you might be right that the game is lost, but with out, no way...

    im not sure how much you have played killer, but i often got 3-4k's after the gates are powered. (i havent really played much killer since the knight release tho, but i doubt it have changed that much since).

    As for the 3 Gen thing, when we for example look at comp the killer will defend this 3 Gen from the beginning and if the other team messes up they have no chance of winning, so if the killer knows what he is doing it is really hard to break...

    Yeah, like I said before, if the survivors know what they are doing the game is over at that point, but since matchmaking is garbage and most players have no clue what they are doing you might still win, but if they play properly it is just over...

  • @MikaelaWantsYourBoon said:

    Now we know Blight changes are in work, so i wanna ask question about his Hug-Tech.

    Do you think it should be removed or should be added to his base-kit?

    It adds depth to the gameplay on both sides, otherwise he would use bump logic which makes for more reliable results. Also Hug tech is no overpowered thing at all, you can see what he is doing and still have an impact full decision to make, do you go close or wide... Also I think there is a big misconception about hug tech in the sense that many people confuse it with sliding among walls and not bumping, which is just bad collision...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554652#Comment_3554652

    As a former killer main, i have often won the game when we were at the endgame. - So no the game is defently not lost at that point, also the killer can have - no way out / blood warden / NOED that activates at that point. 1 hook is often enough to get the ball rolling.

    Regarding Deja Vu, its not for the repair bonus, but that it highlights the 3 gens closest to each other, even with the killer protecting 3 gens, i manage to get them seperated 90% of the time, (but yeah it takes longer). So if thats a problem, its most likely on you or your team.

    If you manage to seperate 3 Gen that the killer was holding then it is his failure basically, because if he knows what he is doing that does not happen.

    It is still basically over... If they go to two seperate gates and open them you basically lost, if they just stealth and wait out no way out and then pressure both at the same time then once again you will basically loose... You more or less cannot find stealthing survivors when they have nothing to do but wait currently... I m not saying you cannot get one more kill or so, but in the end the gates will be opened and people will leave, making it a killers loss...

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554738#Comment_3554738

    Self unhook from AntiFaceCamping mechanic is 15 seconds, instead of the normal 10 seconds.

    Good to know

  • @timetodohottakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554535#Comment_3554535

    you cannot reveal him if he's phasing, he goes invisible like spirit would when she phase, it's only when you WANT to go into out of sight phasing it will stop you from doing it.

    I think scratched mirror 110% will be super fun to go against, it always scare the hell out of whoever you catch off guard and it will make survivors paranoid and have a way scarier experience and so way more fun, I see where you are coming from but honestly 110% mirror will not be broken other than maps which it already is, won't make much of a difference.

    about the sound Queue it could be added yes, there's a piano sound effect they removed that they could add back that tells when Myers reached max evil and can Tier 3.

    I understand your point about the add-ons, which is why I mentioned that 3/4 add-ons will focus on 1 specific tier and the 4th one will affect something else that can change Myers in some way, 3 for phasing/T1/T2/T3 and the iris being powerful T3 add-ons, that leaves 4 add-ons that can change in some way Myers.

    Tho it is how i'd personally do it, doesn't mean it's the right way, I just think it would be a correct way to make his add-ons.

    That is a interesting Idea, but with the concept of survivors getting back evil over time it is not possible, they need to do something about Myers not being able to reach T3 at some point during the match, but i'm sure there's a few ways to balance it out.

    Thanks for your feedback :)

    I don't really think getting jump scared is fun at all, I think scratched mirror is super annoying to go against because you don't have a chase interaction, you just get hit/grabbed out of nowhere...

  • Why would someone be offended by that? XD

  • @Emeal said:

    To nerf deathslinger even more would me him even more irrelevant than he already is, the fact that he cant control a few things that Survivors try to disrespect killers with is fine, however a Killer being able to remove counter play is going to be a problem ofc.

    https://us.v-cdn.net/6030815/uploads/Z1XP5OZ26AQF/image.png

    This table here shows tho what the Deathslinger needs to do to pull off the problem strategy as you said,

    1. Deathslinger finds and hooks Survivor.
    2. Deathslinger facecamps during the next patch, over seconds a free self unhook is granted.
    3. Survivor can unhook right away or wait out hook timer.
    4. Survivor unhooks self and is granted 15 seconds of 10%Haste + Endurance.
    5. Deathslinger has to follow you for 9.3 seconds and shoot and hit you with a harpoon to wait out the last 5.7 sec endurance.

    You have like 10 seconds to find a loop, this is standard for any tunneling, granted Deathslinger can tunnel 5.7 seconds better than most killers. But so can the Trapper if you walk into a trap too, it just feels better cause trappers is a you mistake, where with deathslinger its more a skill expression from the Killer.

    Looking at these numbers I don't think this is the worst problem the game has, preventing deahslingers from expressing their skill at targeting fast targets isn't a good idea either. 10 seconds grace period is fine, its basically the same with regular endurance IMO.

    Why 15 seconds of haste and endurance? Isn't it only 10?

  • @MikeStev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554660#Comment_3554660

    "my meta perk" I made my own meta. i think Breakdown is a very strong passive perk, but majority survivor only like "runner-build" like Windows of Opportunity, Made For This, Resilience, Exhaustion Perk, Decisive Strike etc anything that help them keep running.

    I think the word implies a general consensus, so that's not really you yourself can make ^^ But whatever dude...

  • @BugReporterOnly said:

    He should not be able to wait out Endurance after a kobe by holding us with his harpoon or hold us on any endurance effect to wait it out. This is going to also be an issue with anti face camping.

    But if you just struggle enough the chain should break faster than the endurance runs out if he shot you right in the beginning and not when the endurance was gonna run out anyway...

  • @MikeStev said:

    1. Breakdown, Distortion, Made For This, Hope
    2. Breakdown, Distortion, Break Out, Saboteur
    3. Autodidact, Reactive Healing, Empathy, Solidarity

    Breakdown & Distortion is my meta perk, Autodidact build (number 3) is my favorite build for solo.

    I don't think Breakdown is anywhere near meta right?

  • @[Deleted User] said:

    I think there will be categories "Looper / Gen-Fixer / Stealth / Sabo" (perhaps more) that will all have their own meta.

    MFT+Hope is really strong, +10% move speed is way too OP imo, so i think a lot of people will be using that combo (i really dont think MFT should stack with other speed effects, but it does)

    Distortion is always good.

    Deja-Vu is always really good (a lot more people should play with this, instead they complain about 3 genning).

    If the killer is effectively protecting his 3 gen from the beginning even that perk won't do too much, you must look at it in total numbers the % increase of deja vu really is not that much.

    As for MFT+Hope in endgame, yes it is indeed a struggle, I would say though that if you have reached endgame where hope only activiates you basically already lost, so I don't think it is that much of an issue. But sure, they could make it so hope does not stack with other stuff.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554614#Comment_3554614

    It got changed over a year ago and it was used rather often for the first few months back then, I would say it was meta...

    It was even called the "endurance meta" when the perks got reworked in 6.1.0, it was definitely meta back then, it just shifted again.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554563#Comment_3554563

    It is not meta perk, i am hardly seeing this perk in trials. It was not even in stats when BHVR shared last time.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554559#Comment_3554559

    Pig did not nerfed this time, so i will take this as change

    It got changed over a year ago and it was used rather often for the first few months back then, I would say it was meta...

  • @MikaelaWantsYourBoon said:

    I don't think DS will be popular again.

    I just revisited this perk and played with it for a while. And it was enough to remember why i don't use this perk anymore.

    MfT and WoO are already meta perks. So they will stay as they are.

    Reassurance can rise maybe ( i still doubt it will be meta tho ) because if killer is camping , you can make them even lose longer time and you can give more time to hooked survivor if killer is waiting a bit out of range.

    Off the Record maybe can be finally meta perk. BHVR wanted make this perk meta but it failed. But now with anti-camp mechanic, i think Off the Record will be strong option to bring.

    And for last perk, Adrenaline. It's already meta because survivors are not healing and doing gens instead of it.

    So i am putting my money on: MfT + Adrenaline + Off the Record + WoO/Reassurance

    OTR was a meta perk for quite some while when the change to it was made? So how exactly did they fail to make it meta? After that people used it less for some reason despite it being a really good perk.

  • @timetodohottakes said:

    In the recent Q&A BHVR confirmed Myers is on their to-do list for a update which is GREAT news, they have no design yet on what they want to do for him so it opens the window for us to give some ideas to the devs on what they could possibly do for him in the future to make him better.

    As a Prestige 100 Myers, this is my design for a Myers rework.

    So i've been personally thinking about what they could do to Myers, the obvious changes would be to touch his stalking mechanic and evil, which of course they will do, however I truly strongly believe he can be more than simply stalking survivors to gain evil and T3 in the survivors faces.

    I have been thinking about it and I can up with a true Myers rework which will make him extremely more mobile and scarier than before, change his stalking mechanic and basekit.

    This post will be in few steps:

    1. Tiers
    2. Stalking
    3. Out of sight phasing
    4. Add-ons

    You might be wondering, ######### is out of sight phasing? and you are right, what is it? i'll come to it shortly, for now, let's start with step 1, Stalking!

    Step 1: Tiers

    As we all know, Myers has 3 tiers of evil within, Tier 1 where he is undetectable, going 105% movement speed and has a very short lunge, this is obviously the weakest he is during the match and can sometimes be a real pain to get out of tier 1 if there's lost of line of sight blockers or the survivors have enough distance on you.

    To fix this problem: Myers will no be moving at 110% at tier 1.

    This will fix his very slow mobility early game making it easier to reach Tier 2 and making him more deadly sooner than later.

    Tier 2 will remain pretty much unchanged, however reaching Tier 3 will now take twice the required time, which will be 10 seconds.

    Tier 3 by itself remains unchanged.

    Step 2: Stalking

    The way stalking works at the moment you gain evil by stalking survivors, the furtherr you are the slower it is to gain evil but the closer you are the more you gain, which doesn't make much sense at all since Myers always stalks his victims from afar or at the very least at first, and he gets closer and closer.

    To fix this problem: Myers will stalk survivors at a fixed rate like how it works for ghostface, no matter the distance it will always be the same amount of evil he will gain from stalking survivors.

    This will fix the awkward gameplay of always having to get into the survivors face to get the maximum amount of evil per second and allow Myers a more stealthy gameplay by stalking survivors from afar without them knowing, fitting his lore very well.

    Also Myers can now stalk multiple survivors at once at 60% of base value, which means when stalking 1 survivor will be at 100% rate, but stalking 2 will be 120% rate, 3 180% and 4 240%, Rewarding Myers for stalking multiple survivors, punishing oblivious ones.

    This is not my idea, but someone said survivor should get back 1% of evil every 5 seconds, this way Myers will always be able to get back to Evil within 3 and never be stuck to Evil within 2 because he cannot get evil from survivors.

    Step 3: Out of sight phasing

    Right now Myers have 0 mobility, while in the movies we see him (not really) disappear all the time, walks off a corner and he's gone, so why not add this to his kit? making him able to move around the map quickly like he always does in the movies by walking faster than light?

    How to implement?

    It will only be able to work when Myers it out of sight from survivors and in Tier 2, it will be similar to how survivors reveal ghostface, if they can have a clear line of sight it will not be able to be performed, once Myers gets in out of sight phasing he will move around the map at 150% speed, is undetectable and invisible, it does not make any sounds.

    He can reappear at any time but must be out of sights of surivors and must do so 10 meters away from them at the very least, he cannot reappear if those conditions aren't meant.

    How to balance it? by consuming evil when doing so!

    The default rate will be 5% of evil for each second he is spending in out of sight phasing, this way it will add new strategies to Myers, do I keep all my evil to T3 in their face or a spend some of it to quickly reach other survivors and start a new chase quickly? this also avoid any instances of reappearing next to survivors and T3 in their face.

    Also when reappearing the terror radius goes to 16 meters instantly and is directional, Myers is slowed down to 15% speed for 2 seconds and then he can move and do everything normally, this gives surivors enough time to react and avoid Myers.

    What if Myers runs out of evil when phasing? he will keep phasing at 115% movement speed and will have the same condition to reappear.

    This will add a LOT of mobility and strategy to Myers, making him less than stalk and T3 you dead.

    Step 4: Add-ons

    What I have in mind for add-ons is that every category of rarity affects 1 part of his power.

    Common will affect his out of sight phasing.

    Uncommon will affect Tier 1.

    rare will affect Tier 2.

    Very rare will affect Tier 3.

    However 3 out of 4 add-ons will do so, 1 add-on in each category will do something else not related to the Tier the rarity affects.

    For exemple

    A common add-on could reduce phasing evil consumption by 20% or incease the movement speed or allow you to spawn 2 meters closer, the add-on that won't affect phasing could be something like, when breaking a pallet you get 10% of evil.

    Uncommon will have Scratched mirror and boyfriend's memo, the add-on not affection Tier 1 could be stalk surivvors 10% faster.

    etc etc.

    Removing all the add-ons that does the exact same thing 3-4 times and give them new effects, one could increase your movement speed in tier 3 by 3% but Tier 3 is is 15 seconds shorter Tier 3 will be very rare add-ons, you gain undetectable when stalking a survivor for 2 seconds could be a uncommon, you stalk multiple survivors at 75% of base value, the very rare add-on not affection Tier 3.

    I will however give 2 reworks for the 2 ultra rare add-ons for Myers.

    Judith's tombstone: When reaching Tier 3 you have the option to kill a survivor by your own hands, Tier 3 last 30 seconds, when hitting a survivor in any way, grabbing or taking out of a locker, the surivivor will automatically get moried, once the survivor is killed, you go back to Tier 1.

    Fragrant tuft of hair: You have unlimited Evil within 3 duration, Evil within 3 goes back to Evil within 2 after lading 4 basic attacks.

    This can open a whole new play style for Myers and rise him up from the lower tier people say he is.

    I hope you enjoyed this concept/rework for Myers and let me know what you think.

    See you in the fog.

    In theory the phasing sounds somewhat OK, but the issue is the reveal mechanic on Ghostface already does not work half the time, so I don't think it is a good idea to have this thing on a second killer with survs revealing you through walls or not revealing you at all despite looking right at you...

    The change to make stalking more consistent is obviously a good thing, same goes for the movementspeed increase in t1, despite the fact that I basically never had a game where getting out of t1 was an issue at all, I would just like to have the mirror Myers to still be 105% otherwise he would be a nightmare to go against.

    Also I would like to have a qol change in the sense of pressing a different power button so you don't accidentally pop t3 anymore, that would be quite nice. And maybe give a global sound queue, similar to Oni when he has reached the amount of blood/stalk needed to use his power. This way survivors know when the urban evading blendette fed Daddy Myers.

    Since the addons are not that specified I cannot say much about it, but I don't like the categories, I tend to use brown addons only on most killers and with the killers they recently revisited they are all rather decent addons, so making them all only focus on one thing seems a bad idea. It is completely fine if higher rarity addons change the playstyle, but having some decent brown addons that improve the killer is a really nice thing, so I would like to keep going that path.

    As for the mori there needs to be something you can about it, and without lockers a Myers coming to you at 130%ms with play with your food there is not really much you can do... Someone suggested people only to be moriable when they are fully stalked, I like that idea, because at least you yourself let yourself get stalked... A little bit more fair I think.

  • @notyarbllewe said:

    When facing bots, they are truly the best loopers. You literally can't mind-game them, because even if they don't see you, they always move the correct direction. Will the developers ever make bots more natural at looping, or is it a bit complex to do that as of now?

    Bots are like the easiest to chase, because you can just dumb follow them and eventually they will run into a wall or medium vault a window for no reason... I mean I really don't know what to tell you when you get outperformed by bots xD I mean you're right, they always know what you are doing, but they are still complete trash in chase, they get stuck on everything, they vault a Z wall 3 times in a row and such, they are just not hard to chase.

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