ArkInk
ArkInk
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- ArkInk
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I get the severity of the issue you want handled, there's just really not much we can do with no names and no real direction about where the potential guilty parties are.
As a call to action post, there's not really an identifiable action to take here.
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It'd be cool if they could be reworked to spawn a uniquely designed tile on the chosen map from the realm they originate from, like a memento of that place. Could be finicky with the map design, but if done well I think it'd add some flavor back into the offerings system.
The current system is pretty bunk yeah. Pure blood web clutter.
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I like the rush token loss on pallet break, feels very right for Blight's playstyle and makes forcing pallet break a more viable option for survivors.
As for the 4.4 change, not sure how I feel yet, have to play with it alongside the pallet change before making a proper opinion.
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No other killer can make use of Haywire as it is. The devs got so worried about making a perk abusable by Singularities trying to hold endgame hostage, that they made the perk only useable by Singularities trying to hold endgame hostage.
Pretty fitting that Springtrap came with a perk 99% useless unless paired with the murder robot unwilling to let the match end.
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The devs usually wait until the month begins before posting the roadmap. They probably decided to drop it early to avoid April 1st confusion and still let people know about the community stream in advance.
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I believe this is the most up to date map we have, although you've probably seen it before since it goes right up to what turned out as All Kill Comeback. Doesn't really do anything for us about the future.
As for the new roadmap, as Aven said we'll get it next anniversary stream, though when exactly that is remains to be seen. Since we're post mid chapter and the schedule is speeding up after last year's delay, it really shouldn't be much longer till we hear something about the big year 10 bash. Depends how long BHVR wants to keep it a surprise from hitting the PTB.
Kinda wish the Twisted Masquerade was still around for this
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You'll be lucky to ever get it working. When I'm not running Bp offerings I usually run Ichorous Loam for a higher chance to be sent to Fazbear's, and the 1/3 chance it being the map that's selected aside, it feels more like I see Withered Isle maybe 1/10 times I run it.
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@Skittlesthehusky said:
while i don't think maps need to be deleted, they desperately need to be reworked.
a lot of the game's balance heavily relies on maps. most of the maps are not designed well, so perks are being used to compensate for the design flaws. this is not how the game should be balanced, nor does it make it fun for anyone.
This 100%.
BHVR is only going to remove content from the game that contractual obligations force them too, so asking for maps to be deleted is kinda pointless.
That said, large scale reworks, perhaps akin to a second realm beyond would be much appreciated. Simply change a map and keep tweaking it until the community is satisfied, rinse and repeat until profit.
Obviously there's a lot more to it than that and the community is not some one note hivemind that will agree on everything, but some proper effort would be nice.
Fallen Refuge should be fully reworked to be an actual fused take on the Hospital and Prison for example. Take the crumb in the one tile we have and expand on it.
Most maps don't need to be changed nearly to the extent Fallen Refuge does, but that's a good thing, start from the bottom and move from there.
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Unknown, Dracula and Pinhead are I think the three most mechanically and mindset demanding killers in the game.
Dracula asks you to learn and make use of three powers.
Unknown has to learn the most unforgiving ranged ability in the game and only has Hallucinations otherwise as a solid tool to fall back on.
Pinhead's chain is a difficult projectile that doesn't guarantee a hit and has the entire box logic to learn as a whole other aside.
Pinhead is the hardest to learn, Unknown is the hardest to master, marry Dracula.
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This is a frankly unnecessary and boneheaded change that has robbed the game of an interesting playstyle.
Please revert Wesker.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066150#Comment_4066150
This is the issue with the community.
People are just complaining about fast track because content creators told them. 😫Yeah fr, I've only ever been in awe of the buff when I went in unprepared against a highly coordinated 4 man all running it together. It felt like no matter how much I tried to get ahead, I still couldn't stall the gens enough to stay even.
That aside, 1-2 people running it isn't a crazy issue, especially since players who stack gen perks typically aren't the best at looping.
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Yeah genuinely I'm so tired of the third survivor giving up at 1-3 gens just because I killed their teammate, only for the other two to pull some absolutely gamer plays and still get out or die at the exit gates because Claudette or Yui or Sable went "I don't wanna play anymore" and couldn't be bothered to do even the bare minimum of wasting time for their teammates.
I mean this genuinely to anyone reading this, if you DC the match during perfectly winnable scenarios and just stand still to sabotage your teammates chances, please just go play something else. You are clearly burnt out on DBD and letting it affect the way you approach matches, to the active detriment of everyone involved.
The dislike count says everything tbh, players here will make any excuse not to play the game they signed up for.
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I just wish for once they'd make me stuck on Fazbear's or a map I actually like playing. Feels like all I load into is Midwich, Dead Dawg, and Lery's these days.
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When Trickster was originally made 115% with an 8 knife hit count, I saw a lot of his mains come out and say that although the change was a buff, it removed a lot of his skill expression and made his gameplay too M1 oriented compared to living and dying by the knives you land as a 110% killer.
I Imagine that for those players, this update is an absolute win in every sense of the word. For those that had come to like the flow 115% Trickster had, this is a baffling step back that probably leaves them confused.
Personally, I'm more of a Huntress and Springtrap Guy when it comes to ranged killers. To settle this dispute, they should redesign an addon for current Trickster that speeds him back up to 4.6 but makes him need two more knives for an injure like he previously had. Not the best result for players who liked 115% speed default, but it's better than not having it as a playstyles at all.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064081#Comment_4064081
you dredged up some core memories for me there, whoa. I had forgotten about Lost. I remember my mom pirating it off limewire and we'd watch it together on the PC lol. Locke was my favourite
It's one of those shows where I feel like it's had enough impact as a piece of media, has the stylistic themes and horror elements to fit in, and was one of the last "literally everyone is watching this" shows from the 2000s to not be an entirely impossible addition.
It just struggles with not having nearly as strong a modern day presence as shows like Supernatural or X Files in comparison to DBD.
Still, let me play as Locke and grab other candidates like Michael and Charlie!!
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I was a massive Axe Hater, so I get where you're coming from, but I don't really see this as the way to do it. Killers in DBD hardly ever lose their original power, and even the most drastic of reworks usually keep the base concepts and abilities present.
The best example of a rework changing large aspects of Killer function was Freddy, but the less said about that the better.
I do think current Springtrap is a bit weak and could use some tweaks to not feel like Diet Huntress with a Teleport, but there's still plenty to like with the current design that players have gotten use to.
While this isn't much more realistic for the devs to take notice of, I still do love love love the idea to make an addon removing the axe and buffing the doors and the undetectable Springtrap gets from them for a more classic FNaF vibe, just for players who do still want that option.
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I'd be so down with Bioshock! An underwater Rapture map could be a great blend of indoor and outdoor elements, and a Big Daddy justifies itself just by looking at it. I can already imagine the crazy animation of a mori putting survs on the other end of that drill.
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@ImWinston said:
- I'm hoping for an OG DBD (I'm talking about a couple of maps and a handful of killers/survivors). It would be a completely optional mode, but it would allow longtime players (me) to relive the old DBD, with its extremely unbalanced mechanics. Obviously, those who want to "savor" the old-school game will be able to do so, while those who experienced it would be a blast from the past. I assure you, it would bring back (even if only for a short time) many old players. The mode would be completely optional, because I'm sure the entire new wave of players (let's call them modern players) will hate the old DBD, especially the killers (even if there were completely unbalanced mechanics for killers too).
It would be pretty cool if we got a new modifier or mode or to go alongside whatever the chapter ends up being.
Where would you draw the line for a classic DBD mode? I feel like Blight or around Twins would be a good stopping point, as that was around when Realm beyond was introduced if I remember right.
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@Wezqu said:
Well they maybe could get Jason Voorhees as he has been wanted to be in the game from the start and might be finally on the table but don't know. He also is one of the only OG slasher killers that have not been in the game.
@ShanoaLegendaryPlz said:
Id imagine the 10th anniversary would have to be something theyve been struggling to get for a long time like jason or pennywise. What i hope it is, is predator or the thing
@MoZo said:
hoping for Jason (i know so original). the timing seems more perfect than ever considering Fortnite and Call of Duty just got Jason in october last year. the Jason Universe was created around May 2024 and given the timeline for BHVR to get licensed chapters in the game (2 years) it lines up very well for the 10th anniversary chapter.
@Xray said:
It has to be big, my two guesses are either Jason or Predator. My wildcard pick is Art The Clown though.
Makes sense that F13 is the first to come to mind. In my heart of hearts, I do hope it's Jason. He's the missing link of the merry band of murderers we've accrued overs the years
With all of the Sequel chapters as of late though, I wouldn't be entirely surprised by a 3rd RE chapter given how popular those collabs are on both the survivor and killer side. Doesn't quite have the oomph factor you'd want from the 10th anniversary, but it'd be an easy way to keep the hype rolling.
@HoodedWildKard said:
May not be a licenced killer. The community poll chapter would be pretty appropriate for the anniversary. The theme seems like it could be a very significant addition to the narrative, since it seems to be a religious,angel themed chapter it could be looking at the entity taking on or dealing with a rival god of some kind.
But jason would be absolutely huge for the gamr too. I'm not too fussed personally but it's always the first thing people ask for. Either way I'm looking forward to it.
It's already been said a few times the community voted chapter is after the 10th anniversary iirc, and it's kinda why I'm betting Chapter 40 is licensed, as there's already a lot of hype and marketing being given to Chapter 41 just by nature of the concept.
40 might run the risk of being overshadowed if it's original, unless it's a big time community ask like a spider killer or smt
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I finished Lost recently and cannot get the idea of John Locke as a survivor and an island map out of my head.
The hatch in DBD could be redesigned to look like the hatch on the show for the map, and anyone whose seen Lost has the absolutely generational feats this man has pulled off.
Add him to the survivor catalogue and I'd play him as much as Trevor, Ash, and the RE gang. Long shot licence, but don't tell me what I can't do!
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Running a few of them together with a nice toolbox to offset the time you spend rummaging is pretty viable imo, especially since you can then swap for whatever other item you get in the chest.
A chest aura attached to these perks would be nice though.
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Players often don't know what to do against her, and those that do face her so rarely that they often aren't half as experienced with the matchup as the killer is.
As someone who plays her not infrequently, I can just feel that sometimes as Sadako my opponents simply have no idea what to do despite not nearly being a bad player. I put a couple messages in post game chat and was told something along the lines of "I haven't run into an Onryo in xyz" a fair few times by different survivors.
There's not really a great solution to this beyond improving the tutorial system, as Sadako is both too lethal for a buff and too weak against knowledgeable opponents for a simple nerf to be warranted. She could get some QoL for sure, but it's hard for me to imagine any sizable changes for her.
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Silent Hill my beloved <3
I promised I'd take her there someday, and now with the new map weighting, I'll never leave again...
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Jack Baker or Lady Dimitrescu as killer, turn one of the RPD Variants into the weathered down version seen in Requiem, and add Ethan Winters and Grace Ashcroft as survs. One of the easiest Ws to add to the game imo, this would go hard.
If they wanted to also do some changes like AllKill Comeback, why not add some goodies to Wesker and Nemesis like new add-ons and animations? Long time requests like lickers, a rocket launcher, or a flamethrower would be such a pleasant surprise.
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I still wish they didn't invert the ready and throw buttons from Huntress. It never fails to confuse my muscle memory when I swap between them.
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@Nazzzak said:
Yeah, I've said before it should be dropped down to 3s. The rest i think is fine.
I agree, I like using the perk as a low maintenance "show me everything" but the activation time makes it feel pretty bleh to use sometimes.
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Agreed! It should be made a toggle, which frees up an addon slot for a lot of the cast to get playstyles too.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060631#Comment_4060631
What revisionist history is this? Ruin Undying Tinkerer Blights were a menace as soon as people figured out his power. Plus original speed add ons, ALCH RING, and very strong iri add ons.
The camera placement wasn't a bug, it was intentionally lower as originally designed, to help aim at where you were going to bump into objects if i remember correctly. Raising it was effectively a significant buff though.
No I do remember him having a much lower camera at one point as a result of the devs uploading an earlier build by accident to live lol. Thing is it was only an issue for a couple months and was fixed years ago so it doesn't really matter to get upset about now, but it was definitely not intentional haha
But yeah on the overall point Blight has always been a terror, he's like Nurse in that despite a having a few significant changes over the years the core of his design has always put him in the upper echelon of the cast.
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Yeah I just find it weird that these specific bugs are what's beings targeted a lot of the time.
Whenever a Wesker does some crazy trick and slams me with a tech I didn't see coming, I think "that's a pretty cracked player" not "OMG OMG HE'S CHEATING UNFAIR"
Why not fix the killers who still don't function properly half the time like Houndmaster instead of removing pro Wesker players ability to be stylish? I can't even do the tech but this still strikes me as lame.
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Springtrap and new Vecna are really great additions that will remain in conversation for years; while the FNAF adaptation leaves a fair amount to be desired in terms of the throwing axe, I still love how well Afton is done visually and personality wise.
Krasue strikes me as a filler addition that won't get as much attention from the player base or the devs, but at least they aren't half as buggy as other filler additions like Twins or Houndmaster, and the visual design and movements are still something to be admired from the killer.
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The forums have devolved into pure whataboutism.
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Lame and unnecessary. I liked how wide ranging Spirit Fury + Enduring Builds were among killers who could shred pallets, this change ruins Spirit Fury's ability to synergize with most powers and makes it a much more generalist perk for M1 killers who won't notice a difference with this change.
At the very least, my Endo CPU + Fire up or Brutal Strength build on Springtrap should pair well with the two perks still.
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@TicTac said:
More zombies would be fine if you could remove them better. Right now the zombies are a huge rng-factor of his power. And if you add more zombies it could get more extreme. 4 zombies swarming a 3gen vs all of them stuck or in some corner of the map. Balancing a killer around so much rng is just bad. I play a lot of Nemesis, but i mostly forget that i have zombies.
If survivor could kill/stop them without items/perks/pallets, they could also be stronger: faster, better detection, maybe Nemesis could even call them to a specific place.
I agree that Nemesis at his base level shouldn't have more randomness added to his kit. That said, RNG is always going to be a part of how the Zombies function to a certain extent.
If more Zombies were made as an additional effect to add-ons that already affected Zombie detection radius or move speed, then wouldn't more Zombies not be much different than current Nemesis player's choosing those add-ons over something guaranteed to be useful like Marvin's Blood?
If survivor could kill/stop them without items/perks/pallets, they could also be stronger: faster, better detection, maybe Nemesis could even call them to a specific place.
I wouldn't be opposed to survivors finding guns in trial that let them shoot zombies, stunning them in place for an execution animation like in classic RE, maybe slightly hindering Nemesis if used on him but being much less effective.
From there, Nemi could get the ability to direct Zombies to patrol specific areas like gens. In all fairness though, this idea is now much less "let's give Nemesis more Zombies" and more "Let's rework Nemesis," but I still like the sound of it.
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Feels like the devs are proud of this release. I was pretty pessimistic about the state of the game but this could cook
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Really looking forward to a new map aesthetic and realm! The game could really benefit from something unexpected and fresh like this!
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I like bringing Oppression and Eruption as a gen kick build every now and then. It's not as solid as other other options, but I like the ability to have pressure on multiple gens, even if you aren't in the area.
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It'd be cool if they added all the Withered Isle killers to 2v8 at once. Unknown would definitely need some changes to work properly in the context of 2v8, and Nightfall values for Dredge would be interesting to see adjusted.
Some of the more monstrous killers have already found their way into the mode, I'd love to see that continue.
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@UnicornMedal said:
They were all a cute novelty at first, but I consistently skip them now. Just me personally, I don't see the point in having more things nobody pays attention to, especially after I've found what I like.
However, I'm incredibly bored with cosmetics too. They're always OK at best these days.
This is kind of my stance. I've already spent hundreds on cosmetics, there's not a lot that I see that compels me to open my wallet anymore after getting a few nice sets.
Badges and Banners? I don't even bother getting them unlocked, they're sorta just there. All the new cosmetics do is add more monetization to the game, although it's already at the point where nobody who isn't rich or stupid is going to be buying every 15$ outfit that releases.
Maybe I'm a hypocrite, as I still expect to open my wallet when another Springtrap skin or that Foxy Blight legendary comes out, but it's also not an unpopular opinion that more focus should be put on the game itself than its digital storefront.
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It's odd that this effect can be seemingly replicated by the people who are experiencing it with consistency whilst other players are simply not seeing it at all.
I had a few matches with the Midwich bug, and a couple days ago I could've sworn my Bubba matches had like upwards of 5 more pallets than there should be, but after playing a few matches today I can't say I've seen anything outside the realm of normalcy.
It's strange.
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oops! All Pallets
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055006#Comment_4055006
So, what you are saying, after removing "tech" that would allow a hit, in some loops where using Blights power is detrimental he should be forced to loop like a Huntress or give up on the chase? I find it funny how the movement speed for projectile killers is being used to punish other killers. Once you agree Blight should be 4.4, there's a whole slew of dash type killers that become targets for it.
I do not see how making Blight 4.4m/s helps a single survivor against a Blight that knows how to play Blight. This is only for new Blight players that play like Trapper. Realize you are complaining about the equivalent of Trapper. This is a change without a purpose and being done out of pure spite of the killer.
There is no point in conversing with you if you've convinced yourself I can only hold an opinion out of mean spiritedness or stupidity, but for the record, I was agreeing with main post about how it convinced me Blight didn't need to be made 4.4, so idk what it was about my post that made you respond in such a way.
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Honestly, I do like this proposed set of changes more than just making Blight 110%, though I've long been an advocate of that idea.
These changes feel more pointed to make his play style work in trial rather than just keeping it busted and getting rid of his ability to fall back on M1 at certain loops. I particularly like breaking a pallet taking two tokens, as it's a change I thought of while playing him and idk how to describe it, but it just feels like it should happen when playing against him.
Also, where is the Foxy skin BHVR? Its been like 8 months since the FNAF chapter with radio silence from the devs on it, starting to feel like how they treated the tome characters back in the day.
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@Jay_Whyask said:
I think one of the original team members from BHVR talked about this a while ago.
If I remember correctly, perk tiers can't be removed because they're apart of the foundational code that keeps DBD together.
Well they can be removed, it would just require a lot of time & effort.
Probably like, Dead by Daylight 2 levels of effort.
This is true, but I feel like there's a way they can code a workaround so you get the level three versions of the perk without needing to get the level one or two versions, and then they can replace the tiered Ui design with the regular design of the perk.
All the tiered coding is still there, but functionally players would be jumping to the highest tier without needing to access the previous levels. Maybe not the cleanest fix, but nothing in DBD is.
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Unknown does feel horribly power creeped by the standards of current killer design, which is kinda embarrassing considering how much newer a release it is compared to many other killers.
Lowering UVX cooldown by a second or so, making Weakened take a second or so longer to remove, and making a few QoL add-ons basekit (freeing up space for new designs) would go a long way to even Unknown out on the current roster.
They've got a solid design, but the current pace of the game is way too cutthroat for Unknown to not be the Harmless in casual play.
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I remember @Cheers as a pretty chill dude, especially when I ran into him in a few matches I think around Pyramid Head's release. He passed on a few years ago, but I remember the impact he had on people around here. There are so many great users left to mention, especially ones that aren't here anymore, but I wanted to give a little spotlight to someone whose memory I once made a promise to uphold.
Rest in peace man, hope to meet you out there in the fog again someday.
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This is literally the only killer they made changes for, bug fixes mind you, and they missed this?
Cringe, BHVR. That's cringe.
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@turok3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050700#Comment_4050700
demo def should have the red stuff too
It would be cool if each portal Demo placed slowly grew fauna and vines in the area over the course of the match. Like the circle Vecna has when he explodes up from the upside down, just aesthetic.
There's a lot of small visual changes I wish the devs would go back and make to the cast. Since the cosmetic department is the only one with any steam in it nowadays, would it be too much to ask that the general cast be touched up so everything is of a higher standard?
Edit: the person who replied to me was banished
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050314#Comment_4050314
Well, I would say The First should have bit higher, Unknown bit shorter CD.
Unknown is not really good target to balance around. He was also considered to be very strong on release and now he is The Harmless.
The First is definetly strong, but he is going to fall off a bit once survivors learn how to play against him.This explains it well. First cd should go from 3→3.5 secs, maybe a bit more to ensure that Vecna is actually hitting his shots and not just spamming his way to victory. He will not be considered as strong once good survs learn his particular way of looping.
Unknown should get a reduced CD from 7→6, maybe 5 secs (with perhaps an added few second buffer from when a survivor is weakened to when they can start removing it). It really does struggle as a killer without leverage in many situations.
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I would play Vecna and Demo more if they added this to og maps skybox when playing as them.
Free W if you're looking for one BHVR.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050183#Comment_4050183
thank you for explaining it! Yes, that is exactly what it was.
Mandy, I beg of you, nerf the ghoul. For the good of the fog.


