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Coffee2Go

Coffee2Go

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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972361#Comment_3972361

    Incorrect! The fog doesn't block killer audio!!!!! Survivors are allowed to hear the killer!!!

    Okay then, how is that fair lmao.

    Lovely...

  • @Orthane said:

    Man these things are just genuinely not fun. Why do they have a CD instead of single use? Why does it block sound? It's miserable to go against, please get rid of these things.

    If it blocks sound for both survivors to hear the killer and the killer hearing survivor i think thats completely fine and honestly it can backfire for a user that does not know how to gain advantage off of that.

    + just run predator perk

  • @PigWithTvs said:

    i mean even tho everyone said do not touch franklin's

    which means tunneling and slugging is about to become to 10 times worst (especially tunneling)

    because now killers can no longer can counter the busted items that literally can carry survivors and will have to remove someone out of the game early to be able to play

    either that or just play nurse

    especially medkits since u can't even use even use perks that apply haemorrhage and mangled since vigil exists (even without vigil u can just power through them lol)

    i know this is gonna get downvoted since this community still has the mind set of

    killer buffs / opinion : bad

    survivors buffs / opinion : good

    thank you for listening to our feedback and completely ignoring it

    I will simply continue doing what i was doing and its to leave the pre lobby if i see hidden names + medkits only or 3 medkits 1 toolbox.

  • When you are saying killer sided you are really insulting M1 killers too, just because players who main killers in dbd will probably now main pyramid head for a week or two weeks straight only and get many more killers and will probably be harder for survivors yes, but doesnt mean game is killer sided because of one killer lol.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971505#Comment_3971505

    Definitely a lot of cheaters out there these days. Gens that are blank one moment, then come back around 30 seconds later and they're near done, with no survivors to be seen, even with Nowhere to Hide. They're like ghosts.

    Yeah i stopped using nowhere to hide, i went for scratched mirror or vanity but scratched is way better at catching them, but sadly they seem to still not be seen not until in legit at 2 to 3 gens left.

    But then guess what my next match is fine like i can legit see them, bare in mind i fully run silent perks and addons so not sure why i get matches where people are nowhere to be found.

    Only corrupt seems to flush them out to front gens

  • @JE1 said:

    I think this new system is absolutely terrible, I cannot understand the logic of it at all. Ive been in some of the most mismatched games I've ever been in since this change. How can you be at the iridescent rank and the team mates you get given, are that new that they wont do gens or come out of lockers, absolutely insane. Ive seen someone with 22 hours played have the "master survivor" achievement (Gold 1), how can someone that new, and so terrible be at the second highest rank pool. Its getting to the point that I just get tunnelled out of games so the killer can then just slug the rest of them as they aren't good enough to play well. The new rank system just gives credit to time played, not how good someone is. Does anyone else have the same issues?

    The moderator co cordinator staff member did lay out some information that there will be a pleasant surprise for us when phase 2 or 1 is fully over because thats when they are working in improving the mmr system.

    They did not confirm what is being fixed on but that its known

  • I was going to write a post about the crows needing a half revert and a rework where it will make players with 2 crow and pattern between 1 and 2 accumulation scream in intervals while 3 crows makes them scream the most often.

    Also its actually really sad how long it takes for survivors because i do play evenly for BP grind and quests and i can basically manage to hide entire match without getting a single crow.

    Only in few matches in my lifetime there was a time where i did end up with a crow its againts weskers infinite TR perks which made it a bit harder to know and do gens so i hid whenever i could and spread gen progress to throw him off balance.

    But yeah previous crows were activating way too quick like even for my own liking and i play "moderate to fast"

  • @Good_Pancake said:

    3-6% of matches were against a 4 man SWF. This data, even though it's quite old, is still relevant to this day since the average party size doesn't change by a massive amount over the years.

    https://forums.bhvr.com/dead-by-daylight/discussion/61114/community-community-data-requests

    Please spark some debates in here

    My matches do feel hell a lot like cordinated 3 to 4 stacks, not all of them feel like it but almost every next aka second match i get are people who are nowhere to be seen, i run full myers stealth build, so only premonition works againts me but when i check they never run any of those perks.

    Either way i dont just lightly accuse people but it feels a hell a lot like hacking tools because i get it map tiling exists but this is outrageous.

    One match i manage to wipe the floor i get left with 3 to 4 gens then next match one to two hooks and gen rush without me bring able to even see them majority of match and i do my stalking very seriously

  • Same here, its because there is no basekit corrupt intervention

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970844#Comment_3970844

    Basekit Corrupt would be such a great feature. I don't even think it would be too strong. And if the majority or BHVR sees it differently: then at least give it to only some killers as basekit, and exclude the top-tier killers with good mobility and strong chase potential

    It wouldnt hurt anyone if it gets added, people will just have to spread out instead grouping together in start, they can still group up in pair of two's and move to closer gens for high risk high reward or tap gens all around to strategize againts killer.

    Whatever the meta right now is for gen rush BNP in start of early game requires practically no skill, any above average skilled players can utilize this easily if they just want to work together and win the 1st gen and spread out.

    Either way if this gets added basekit it wont change much except prolonge games

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970682#Comment_3970682

    No no no. Not both my friend. One or the other. You will have 3 other slots available to you ☺️

    but only slot corrupt if you think “hmmm…this looks like a team that will rush me…OR hmm I need a little time to get the ball rolling. I could use corrupt”

    Oh my bad i understood 2 at once xD

    I mean yeah then its fine, im just hoping some form of basekit corrupt gets added but not to lock gens rather slowdown the progress on the outer ones, thats all i ever want in life only that and im going to be a happy myers

  • @MechWarrior3 said:

    I’d recommend Corrupt Intervention for that early head start or Lethal :)


    If I see multiple toolbox’s I slap one of those on and I am on the way 🤣

    I get that i really do and many of you who have been on the forums and played the game, i myself bought it on steam back in 2018 and i didnt play much i had like 20 hours or something then i went and played rocket league for 4k hours (lol).

    Anyways what i wanted to say is i picked up the game back up again and everything has changed but the genre of the game did not change.

    I get that corrupt is needed and lethal but that already ruins 2 perk slots fot the killer and limits them on their own build.

    I personally did try corrupt and it does help the whole gen rush dilema and i tried lethal but those are the two perks as i said that kinda occupy your 2 slots as a killer.

    I am pretty much for adding basekit corrupt but where survivors can still repair the outer gens but cant utilize their addons on them so no more BNP at start.

    Everything else like spells work but outer gens should remain tough to repair until entity grasp fades away

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970310#Comment_3970310

    Yh sounds annoying. Luckily i rarely get some matches. When i started to play i had them a lot more. And Dead Dawg (Western) was a common map for it.

    I feel like because i lost that one match 1 kill but prior to that one match i had like 5+ winstreak it deranked me badly to people who hide

    Because higher u go the higher quality players that just wanna be done with match and always is one guy looping you while others fix

  • @LordGlint said:

    Wondering if the event abilities messed with MMR at all. I know alot of killers injure ppl pretty easily. Combine that with the pallet break power and you get alot of easy downs. I was also able to use alot stronger addons than normal since the BPs every match made them easy to replace.

    I feel like they did, on my mikey build i can hold my ground really well with my perks but recently its been like messed up where no amount of pressure with tryharding helps it, prior event i was getting 3 kills back to back, i then mained event also got 3 kills back to back sometimes 4k if i get lucky with hatch, and now with event over and going in regular mode its been odd thats all i have to say it doesnt feel normal it boosted mmr or something

  • @Ricardo170373 said:

    Play this game as Solo Survivor is absolutely miserable and frustrating, u cant do anything in matches. Every match u can see what will do after 10 seconds froms the start and every time u got face agaisnt extremely boring and frustrate situation. Its a MMR problem? what is happen? U face against P100 and million hours killer and your teammates just hide in a corner and wait or simple dont know how make simple things. SoloQ is absolute frustrating.

    Honestly man, try running my perk build and let me know how it goes.

    Dark sense, deja vu, sprint burst, premonition

    Those 4 perks and item of your choice will help you, and yeah randoms will hide until u initiate chase for long

  • @Amanova said:

    I don't know what you find so attractive in this killer, his power is outdated and boring just as Ghostface, I only play newly released killers since their power is fun and have multiple abilities😉

    I like to play as Houndy, Lich, Dark Lord, Rize, other old killers is just meh even if they are "strong"

    Its just about michael as michael in general like i am a big fan of halloween and obsessed with him, been since my childhood and he deserves to not be outdated and reborn.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970254#Comment_3970254

    Exactly. Whenever this gets brought up, people are quick to respond with "but think of the poor no mither players".

    No mither is for all intents and purposes a griefing tool and needs to be changed urgently. Using it as an argument to prevent people from seeing what their teammates are running is pure nonsense.

    I agree with you on this one too, im not sure why people defend it and are againts of any of ideas to be brought in to have corrupt intervention as base game, rework the current perk to help the basekit corrupt if people want to play like that.

    Nothing will change except players will have to be more stealthy and not so ballsy as they are when playing in a 4 stack

    The match lenght will be more balanced for the large queue times killers end up waiting for.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970316#Comment_3970316

    As killer main, I’ll prefer make solo buffed by info so devs will see how actually game is survivor sided is, and will start to balance game around actual picture. Now we have op sfw and solo queue that just feels miserable.

    I want the old eruption, scourge, noed, penti, killer buffs. But the developers and survivors will always remind me that it is impossible, because there is solo and they are always in pain. But the bad state of the meta simply does not allow me to have a chance to adequately fight to opponents who interest me and I want to play with them. Wins due to bad random should not be another reason for some people to say "playing on killer is so easy."

    Just add some banmaking for repeating perks and addons if info will result sudden killrate drop... Like, no more than one sprint burst in lobby. If the perks are repeated, they can make a voting system or give preference to a random roulette. So swf will be nerfed and can’t abuse 3 syringes or 4 headons/decisive strikes. I genuinely don’t find it really bad for killers, and in long running distance that will make a big reason for buffing low tier ones.

    I don’t really enjoy the fact that another solo q lost not because of my skill on killer, but because they didn’t have enough info to play like actual team… Or I lost because people have for ds, dh, and flashlight, while I don’t have anything good for huge comeback. And that devs find it reasonable to continuously buff sfw… because the best way to utilise heal and genrush meta now is playing with friends only

    Yeah i think thats best course of action for the devs to see for themself.

    Solo q randoms are heavily in loss because of them not having in real time comms or strategies until they figure out what the others might be using but by that time they end up getting 2nd hook states.

    In any case base corrupt intervention like what this user suggested where you can still repair gens but not install any parts and perks wont be active on them until those 3 entity arms fade away, it should promote a way more strategic way of playing instead of survivors getting a free gen just because killer spawns across the map and doesnt have teleport, dash abilities.

    The basekit corrupt wont really give any advantage unless people decide to still remain at outer gen, which still happens even with regular corrupt where randoms i q with end up camping and waiting for gens to be released and by that time they grief games by allowing other players that spread out get hooked first when they could be doing other gens in secret

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970270#Comment_3970270

    It's the second part of the problem. But to reach it, Devs must equalize SWF and SoloQ. Then they will have real numbers of actual power killers have and see what needs to be fixed.

    I'm all in to give Soloq Kindred and maybe few other Aura perks as base kit. But only aura perks that compensate information people can get from discord.

    Then after Survivor experience and power level will be on close to similar power level balance killers.

    Yeah pretty much like you explained and put it into context, until then we probably wont get the basekit corrupt intervention, which is going to help a lot in early games, and for people that worry if corrupt will become useless, if they do add that entity grasp thing then corrupt will just amplify its effect from further gens.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451996/the-pros-and-cons-of-seeing-other-survivors-perks-in-the-lobby

    If we actually consider not doing great things for balance because of toxic players, we are so cooked. I mean, the only thing that will change for sandbaggers is that they able do it earlier. But it’s in their nature, they’ll do it anyway. So showing perks can literally save many games, like protecting guy with deliverance from first hook and let him rescue, don’t heal on 100% person with resilience and provide them medkit, let guy with balance landing do unsafe gens that are kinda safe for him.

    Problem with people quit lobbies can be solved by letting survivors see perks only in menu in game. Like tgey did for offering recently.

    It will encourage people more to run diverse builds or actually playing around perks. Trying to use max potential, play more conscious. Not forcing guy with gen build get off from gen cause he 2 meters closer than other for unhook rescue.

    On the killer, this can also diversify the gameplay. The behavior of survivors will change, and you must acquire the skill to determine the type of players and choose priorities. And here, really, you will need skill. Such a solo buff will also help the developers to strive less for nerfs of killers and buffs of perks that benefit most from SFW and still trash on solo. This will simply help to more easily identify balance problems.

    If u are afraid that this will be busted, game can forbid to use same perk in team more than twice. If u are afraid of people hate - well, it’s already enough hate in this game. But maybe, just maybe, this change will let survivors to work in solo more like a team and playing less selfish. And toxic players will lose all interest in the game because if they try to screw someone during a match, people will just be indifferent and keep excluding them from the team game until they die first from the beginning. Ten such losses in a row, and they are either forced to change their position or delete the game. No more excuses "I thought you had x perk", less miscommunication moments. Better then buffing simple numbers for perks, making them busted on sfw and keep them useless on solo.

    It can also backfire really badly for killers where they will have increased amount of matches that feel very comparable to SWFs that use discord, other sources or vc comms.

    Not to the exact scale but generally speaking lets say the matchmaking gets 2 randoms and 2 friends in a team, they will be able to see those 2 random perks and then those 2 friends will match the random perks to make like a hybrid 4 swf thats not necessarily a full stack but a half stack since now those 2 friends wont run dupped perks and get more value out of it.

    Majority of my wins and im not ashamed to admit consists of how rng plays a heavy role in matchmaking where people just simply bring same duplicated perks and lose because they lose a lot of value compared to 4 stack of friends which can cycle perks like one guy has his perks slots designed for that and then 2nd guy for that and so on and they cycle in synergy and killer literally cant do anything about that.

    I am sorry but i did write a post that if it ends up being like that they will have to make it so bringing 4 of same perks that can stack will lose value and if bringing same items they lose value if worked on same gen, or healing.

    Like survivors are literally at this game state navy seals with their rapid healings and gen rushing , it will get 2x worse once u can see random perks and then stack according to them

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970298#Comment_3970298

    Yh holding the game hostage or even progressing extremely slowly, is really boring.

    Did the new crow-sytem not help with finding them? I luckily hadnt a match like that since the changes, so i couldnt test it.

    Everytime i end up with good rng with my scourage hooks and i hook early and game does not go their way they always 100% scatter in edge of maps and hide in lockers and accumulate crows.

    I have to get really close to even hear the crows by like 4m.

    And since they hide in open behind walls, this was on that west gunslinger map with desert and cowboy stuff, they hid there for probably 7 minutes until my vanity mirror picked him up, prior that i patrolled gens they didnt want to repair at all.

    I did save the match on ps5 but they mainly had like hyperfocus, botany, one of them ran boon, rest had sprint burst and mainly healing + gen repair perks.

    Like im not joking when i say my every match with myers is with people who run only that.

    I wish they make it so crows make them scream at 2 crows and 3

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970268#Comment_3970268

    Replacing it with PWYF could work, but for reliable results you need atleast one obsession-switch-perk.

    You should probably use perks which fit your playstyle, but if you want to try the pwyf-playstyle:

    The most widely used build is:

    PWYF: farm stacks while you farm stalk. Ending the chase with the distance requirement is a good way. Best case are 3 stacks with T3 for atleast two free downs. Can be combined with the addon for faster obsession-stalk.

    Nemesis: use it if you dont find the obsession. Good survivor will then know you have PWYF. They become oblivious + you see the aura.

    Friends til the end: If you dont hook the obsession, you can use the aura to find her and farm stacks. Sometimes the exposed saves you one T3, but its not the important part. If you hook the obsession, the obsession changes. This has synergy with Nemesis bc now you see their aura (normally it would be only the scream-notification) and they become oblivious. Now you can farm them for stacks or use your T3 for a second down.

    Surge: Myers always uses M1 + with this build people die near gens. You also dont need to kick gens and can use the info from "Friends" after a hook immediately to get your next chase. It also makes the Game-map easier which can be annoying bc the god pallets are hard to outplay.

    Alternatives are:

    Corrupt: helps with the zero start pressure.

    Enduring: you get stunned for Nemesis anyway. But on some point people will try to not stun you. Myers T3 lunge can make it easier, but there will be matches where you cant get a stun anymore.

    Important:

    Its a strong chase combo, with 3 stacks pwyf you can literally pick which survivor goes down and they cant do anything. Even after predropped god pallets, you catch up quickly. But its an finite ressource. (Except the obsession is a chase-me-guy and feeds you the entire match, while you are chasing others) So if you follow the obsession-switch from Friends you will probably lose bc you spread the hooks too evenly and the gens get done. Surge is nice but you wont hold the gens forever. But you also shouldnt tunnel. Protection like BT, DS, DH, OtR destroys your PWYF-stacks quickly and will lose you the game.

    Tips:

    Sometimes more PWYF-stacks are more important than a down on a survivor with zero hooks. Dont chase too long without stacks.

    A free injure on the obsession can be nice, but if they are healthy they are sometimes more cocky and let you farm more stacks.

    Cheers! I appreciate your time writting this down, i will look into it and experiment further, usually i just do custom match to try out perks before buying characters, i do have all apart from plague and chucky but i got everything else.

    Also oh my god the weeping wounds is a god send, i was in my ew2 right with vanity mirror, it has so much better value than CoB, i had them all on 2nd hook state by the time they hit 3 gens the 2 survivors were dead and only 2 remained.

    They ended up camping the match for 20+ minutes or so until abandon button was avaliable and were hiding with 3 crows of course.

    But yeah i have to see other perks that wont really force them into hiding its not fun at all.

    Im pretty sure their heals were interupted all the time they had boons of healing and self care and botany lol, they were mostly injured the entire game but in start they were healing but losing their repair speed which is a god send.

    Either way gift of pain aka now weeping wounds is amazing

  • Okay so the problem is with maps when i play michael i generally get left with avg of 2 to 3 gens before i wipe survivors on small maps like haddonfield

    But large maps its really sweaty gameplay because it comes down to 3 survivors left (all on 2nd hook state) with me down to 1 gen and patrol the 3 gen zones.

    I think something needs to be done to prevent that missmatch to happen because its clearly obvious m1 killers are actually viable in smaller maps and indoor while in large they get fully rushed and outplayed by spreading out.

    So bringing each element closer together to balance it out.

  • I would just like if killer gets access to 5 perks or a fifth one being like a power seen from 2v8? If that makes sense.

    But if you ask me a fifth perk would be lovely because then my build would really shine againts gen rushing swfs that punish michael

  • @sethrollins said:

    Kindred without killer's aura 100% must be basekit. It has 0 value to SWF and so much for Solos

    I agree but then something needs to be done for killers too because gens fly by and trust me they will fly by once they allow survivors to see each other perks in lobbies + if they add these basekit changes to survivors.

    Something needs to be done for early game for killer side.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969954#Comment_3969954

    Do you mean the mirror for T2? Bc you dont have bloodlust with the Mirror for T1.

    Yh infinite T3 has this flaw. And if you have no chase perk, its pointless. I can waste over 30sec on a shack with only the window against a T3 Myers. So you cant chase me bc you will lose your last gen for it. And its a infinite looping spot if you dont force three vaults for the block. And then there are strong pallets on the map, maybe even a main building.

    Thats why pwyf is the only viable playstyle against good players. You are still in trouble against really good teams but you win almost every match. Myers is my third most played killer with an 76% killrate and i dont play for hatch.

    I switch between scratched and vanity mirror regularly depending how often it drops from bloodweb, but i was talking about vanity one that locks u to ew2.

    I honestly try to not to play for hatch by trying to keep last two survivors injured but they tend to heal fast lately so i decided to run weeping wounds perk and it helps get 3k.

    Not sure if i whould replace it with PWYF perk though as i prefer punishing them with healing + repair speed if they do decide to heal asap.

  • Also generally speaking this really wont make casuals or new players lose more, like if we really look into it how it should effect match it will just prolonge it because they will spread out or at worst case scenario wait it out at that spot but even then i believe that randoms and casuals new players will only stick to following 1 survivor and rest spread out or stick to duo.

    This will generally help the early game where comms wont give you the advantage and playing in a 4 stack wont give you ability to just spawn in rush 1st gen where the killer wont go to and be done with it.

    Thats usually how it goes they rush 1 gen, 4 gens left they spread out you find one or two or three and you go for 1, the others scatter and continue usual gen repairs.

    The closer gens to the center of map high risk high reward, this will enable 4 stacks to actually not only rely on comms but actual skillful planning how to move to the gens that are not under entity grasp.

    In short:

    - it will make matches more balanced and fair for queue waiting time for killers

    - gen rush in early game will be somewhat unavaliable, it should promote more healthier way of playing by using strats to move through map without being seen to the gens that are not under entity grasp.

    - gens will still be viable to fix but at much slower rate in start as you stated until 3 arms fade away fully.

  • @AlwaysInAGoodShape said:

    First of all, having had a pause from the game and coming back, to have found that DBD has taken initiative to fix certain core gameplay elements, not with situational perks, but with core gameplay changes, like Built in Borrowed Time, the Hatch closing mechanic, and allowed slugging/all hooked DC, makes me proud!

    The basekit initiative has helped so much with addressing common frustrations many DBD players have, and has done so in a way that doesn't cripple build variety.

    To add to the initiative, there are a couple of changes that I'd wish to add to even further better the core experience

    Goals:
    - To disproportionally help newer players with the daunting experience that is being new to DBD, comparative to SWF's
    - To help killers that are falling behind, like M1 killers or setup killers

    https://us.v-cdn.net/6030815/uploads/BVL1RO5WT8M5/dbd-basekitperks.png

    Suggested changes:

    ENTITY'S GRASP:
    (Similarly to corrupt intervention)
    - All generators are "Held" by the entity at the start of the trial, with each gen having a total of 3 arms
    - The arms automatically decay, with the first arm after 10 seconds, 2nd arm at 20 seconds and 3rd arm at 30 seconds
    - You can accelerate the decay by "pulling" on the arms, which speeds it up by 25% + 5% per extra survivor
    - Hex totems aren't visibly lit while the entity has generators in it's "grasp"
    - Starting a chase / injuring a survivor removes all arms from all generators

    This way, killers with mobility won't be at half a generator disadvantage for not being able to teleport / dash through the map, and makes it less punishing if you gamble wrongly at what generators survivor starts, as not finding them right at the start can put you at a severe disadvantage. Killers with traps will also have a little bit of time to get setup to make the match more fun

    FRIENDLY GESTURE:
    (Similar to bond)
    - When a survivor is standing still for 1 second, they can see the aura of all survivors within 32 meters

    This will massively help newer survivors find other survivors to be able to get healed so newer players don't get caught injured as many times and have an idea what's going on around them, helping bridge the gap between Solo players and SWF, allowing for better balancing of the game

    SURVIVAL INSTINCT:
    (Similar to Windows of Opportunity)
    - When a survivor gets injured, they see the Aura of Pallets and Windows for 7 seconds within a 32 meter radius

    There is a reason why Windows of Opportunity is the most used survivor perk in DBD: Especially newer players absolutely need it, as for them, not having map knowledge, not knowing where any pallets are is what has created the biggest divide in chase time between new players and long term ones, due to it being extremely difficult for a new survivor to navigate a randomized unfamiliar environment, where as it being relatively easy for newer killers to just "follow" a different survivor along an area they don't know.

    Conclusion:
    These changes to core gameplay are meant to lower the gaps between stronger and weaker killers, as well as help breach the gap between newer players/solo's and SFW, so that newcomers have a better experience when entering the game for the first time

    They are also designed in such a way that they don't completely remove the use for their "similar perks", allowing those perks to remain having clear advantages

    Let's keep the core gameplay initiative going until we have nailed the base experience down!
    Let me know what you think about these changes in the replies ❤️

    Yeah i think this should help the whole gen rush BNP and such in the early match.

    It will act like corrupt intervention except they should make it so you can still start repairing at 2nd entity arm on the gen, but at much slower speed and you cant install brand new part until those arms fade away.

    I think a lot of people wont agree with me on this but i do play both sides regularly to grind BP faster and prestiges.

    See i have to say i dont get SWFs often as they usually just do 4 stack but there are times where i get put in a lobby with 3 friends which is my best guess or randoms that decided to party up.

    Anywho in the start i basically always run toolbox but not BNP just regular eliminate skill check and increase speed by 20/30% on top of mine.

    We speed through gens when 4 of us work on it asap in start if the killer takes longer than 30s to find us.

    Then we spread out and basically manage to get down to 2 to 3 gens left really fast before 3 minute mark which is just insanity to me because the killer waited in queue probably 7-15 minutes depends on timezones and stuff but my games usually take 7-15 mins to find a match in EU crossplay on.

    Basically at that point we are usually on 1st hook state, not all of us but some.

    But when i play killer mainly and only michael it feels very noticable, makes me want to run corrupt but i refuse to because its like (whats the point in losing one perk slot for a perk that prevents them to just gen rush first 1-2 gens before you get to them).

    So i think baseline kit for gens it should be some kind of lore that outer gens have entity grasp effect like you mentioned.

  • @PlotTwister said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969985#Comment_3969985

    Hmm off the top of my head I think giving him the ability to switch back and forth from tier 1 & 2 with a minor slowdown when he switches could work. This allows him to keep the terror of never knowing when he will strike as well as a decent chance at getting a first hit on players who are in bad positions or aren't paying attention with a good follow up.

    Truthfully I play a lot of Myers and I would start with smaller buffs and features rather than making a massive new concept.

    Switching back and forth would actually be really dope, do you think maybe giving him ability in tier 2 while holding stalk he remains undetectable and upon releasing he has like a brief 0.5s lingering effect of undetectable.

    Im trying to figure out what they should do with tier 3

  • @PlotTwister said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969685#Comment_3969685

    Okay but that's also an issue. I'm not trying to be disrespectful here but like, some maps are so small that he would not be able to use this ability at all. Just look at something like Forgotten Ruins or Dead Dog, those maps are incredibly tiny. Even if you lower it to 32 or something it could still be an issue.

    Your suggestion on basing it on terror radius is also an issue since there's no shortage of terror radius and undetectable perks. So you end up with the same situation of it being a really strong chase ability.

    I may be misunderstanding it but it seems like this is something that seems like it needs more refinement or just scrapped entirely.

    Well perks like spine chill work based off of clear line of sight, and we can see how they are already utilizing their own clear line of sight, on top of that its 32m i believe to trigger

    Again they can probably come up with something more refined on their own a special mechanic that is only for him that works in a balanced fair way, the main point would be that you cant place it infront of hooks, survivors would generally need to keep a close eye on him to nullify his ability to place that.

    After all the main point of this is to be a trap illusion that scares them, stuns them, exposes and generally just gives them a good scare and helps michael with info and aura readings.

    Again idk if it should be scrapped, maybe if you got some idea like for a better ability that they should give him that synergizes well with his current EW.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969857#Comment_3969857

    I dont know. T1 and T2 buffs would be nice, but at the end of the day both are just there to reach T3. Mirror myers is a nice gimmick and maybe he could get a normal lunge basekit, but with the changes to stalking T3 is fast and easy reachable.

    Thats not really the strongest Myers. The best way to play him is always with PWYF. Now you can combine this with infinite T3, but the time needed to reach that can lose you some matches. With stalking speed + duration you can have it almost all the time and dont waste as much time.

    Yeah its mostly always close call its high risk high reward type of thing with michael where his viable playstyle is still risky but leaves him with 1 to 2 gens and sometimes none left.

    Thats basically the only thing i complain about with him as a killer i love myers dont get me wrong as a character in lore and dbd but as you said mirror michael is hit or miss, i often get players who feel comfortable looping me even with bloodlust they dont panic or loop elsewhere until they blind or stun me or when i break pallets.

    He does lack a unique ability on top of his EW that will close in that gap of player fear and him becoming like a viable killer where you dont need to run the said perks for him

    So that is something im looking forward to seeing what they do with him, EW should stay its honestly really fun mechanic ability, i just dislike that you need to really run only specific perks with him to make him lethal where you dont want to really mess with him for too much

  • @TicTac said:

    Dont get me wrong its a nice thematic idea, but its the completely wrong buff direction.

    It makes him stronger against weak survivor (where Myers already shines) and does almost nothing against decent survivor.

    Myers in the movies is a relentless killer, but in dbd his basekit doesnt do this justice. Without the help of perks he is no threat at all with T3. Even infinite gets easily countered by a good team (well, its a good camping tool).

    Compared to power-up-killer like Plague or Oni, i dont feel threatened if he uses his power. (It shouldnt be as strong as them bc T3 is easier to get).

    It sounds boring but i would like to increase the stats of T3. Longer lunge and faster vaulting is good, but faster pallet breaks, lesser stuns, even maybe one-time spirit fury per T3 or more movement speed (if Draculas wolf can do it why not Myers)

    A map mobility tool would also help but i dont know how it can fit with the lore.

    Hmm, honestly justice needs to be done for Tier 2 too a bit, not too much but there are lots of people who refuse to play michael i met many streamers and friends who play dbd and said nah michael is only worth if u run perma tier 3 and focus perks for lunge increase so yeah it makes sense for that, but again tier 1 and tier 2 should be buffed too.

    Again for that mobility thing ability idea would be good for just that as i mentioned that part he requires absolutely maybe a bit different in vision of devs but other stuff needs justice too as you said

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969831#Comment_3969831

    I'm sure about that, at least I don't believe they manage to make it worse accidentally xD

    Would be hilarious if its wore but i doubt xD i am not allowing it ill constantly write posts saying justice to playtime = everything

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969798#Comment_3969798

    Yeah it is indeed a little bit weird, but I still like it more than old matchmaking. But to be honest I don't know if I'd maybe like it more with my playtime now, I mean I only had a few 100 hours at that time - so now it could be more fun xD

    Its a bit funky but yeah much better than old, so im hoping whatever they have planned will improve the current one further by a lot

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969628#Comment_3969628

    It exists for sure:

    My girlfriend started with much easier and more fitting people against her. I can remember that I played against people with several 100 to 1000 hours with not even 10.

    The matchmaking simply isn't very strict.

    I think the person wants a more stricter MMR system then, since i can confirm that the difficulty scaling or however mmr scales is designed poorly but i did get an official answer related to MMR and its getting some positive changes in phase 1 and 2.

    So hopefully the game will generally match you with same playtime players than just alone mmr points since if you ask me its highly unfair lets say you started the game, but prior you owned the game or had it but never really played just saw videos and streamers play so you then get a lot of wins in start, its unfair for matchmaking to put you with people that are 1k - 10k hours with same winrate or againts 3 to 4 stack swfs.

    But thats just me honestly

  • @RizeKagune said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969697#Comment_3969697

    Did they actually confirm a rework? Pretty sure they said changes. How big or small these changes are we will have to see.

    Okay yeah they did not officialy say its either a rework, small changes, big changes.

    In my heart i want to believe its a rework to match the energy of the game as they did mention in one of the q&a answers they are aware the game has evolved past only pure stealth.

    Currently michael has that stealth stalk, i think EW is still a fantastic ability but to match the game evolution they have to rework him tiny bit, now im not sure how large of a scale it is since they confirmed their game has evolved, i will assume "moderate" rework

  • @SpringMyTrap said:

    Made a tierlist of how much I think this statement is still accurate for modern day DbD. My main criteria would be how much worse these killer would feel without their addons, how much they rely on them to be viable and how much of a difference the addons really make.

    https://us.v-cdn.net/6030815/uploads/3IFVZG310NVC/image.png

    Tremendous difference are things like iri stone / bag being basically a difference between trapper becoming a threat at his only ######### playstyle or being pretty much useless. The killer doesn't have to be useless without their addons, but the difference can be massive. For example vecna is still good without his iri addon, however with it he basically removes counterplay to both fly and skeletons in chase, instantly making him into a much bigger threat than he normally is.

    More than 20% is self explanatory, addons can make a huge difference and be integral to most efficient playstyles but the killers do not get a drastic downgrade without them. It can be addons like wesker's or singularity's "start with power effect" addons that give a free early game pressure or addons that tremendously scale up the character's lethality / slowdown like pinhead's fang or knight's iridescent banner.

    addons = 20% power level are the addons that I feel like can be adding up to killer's power level but are not mandatory. The killer can have powerful addons but they don't really make that much of a difference to make up a bigger portion of character's power.

    Less than 20% of power are addons that add up QoL and can feel important, but remain largely unnecessary and don't make tremendous difference. The killer can have strong addons, but they aren't vital to most efficient builds or strategies.

    Addons that don't make a negligible difference in power levels and are mostly neglected because they barely create build variety or boost character's power level. They tend to affect secondary stats or have minor effects. They can offer some build/gameplay variety but it's too niche to be important.

    Thankfully myers is getting a rework so im hoping his meta addons will get tuned so its not only those that give him advantage.

    I run vanity mirror, scratched mirror and generally players once they figured out just run straight to the god loop to wear me out and are not scared at all.

    Hope his rework becomes psychological terror to entire map and each playstyle makes him deadly.

    The baba yaga boogey man

  • @SoGo said:

    I hope maínly for an add-on pass and a bit of help to Tier III regarding pallets.

    I am a vanity mirror user with my playstyle and scratched mirror, so im hoping its not only just THAT.

    For me EW3 is fun to an extent but it shouldnt be the main point of focus and i dont think it will be because almost every myers i get plays for permanent EW3 or just EW3 plays.

    The devs probably dislike that and want to give michael a broad scheme of playstyles to be viable in their game state since and i quote their answer "we are aware game has evolved past original elements into looping and chases"

    Regarding pallets, i think michael should have a unique bloodlust that is way more aggressive than other killers where he can insta break pallets and catch up to the survivors, that is what i would really prefer because no matter which playstyle he plays people aka survivors always find time to loop him for ages not feeling scared much.

    His breaking pallets shouldnt be linked to his EW3 is what i am saying alone.

    His undetectable should be reworked so its always active as long as EW2 stalking ability is held, as in you hold right click or such and you are undetectable but obviously you lose speed and cant chase much just tuck your self behind a wall or hide to surprise them.

    So EW1 (constant like it is)

    EW2 (only when ability held)

    EW3 (reworked in a way where its not just one viable playstyle)

    This would work well with jumpscare and gen surprise attacks and addons like vanity mirror and scratched mirror.

    Regarding should he get another ability that helps him all across the map and that its not teleport or dashing, he should place his very own mirrored illusion of himself

  • @Coffee2Go said:

    🔪🎃 Power – Manifest Evil:

    “You feel it in your chest, the slow breathing, the stillness… He’s watching. But is it really him?”

    Michael Myers can place Manifestations, haunting, motionless illusions of himself across the map blending in with it. These ghostly projections strike terror into the hearts of survivors by blurring the line between presence and paranoia.

    Manifestation Details:

    - Myers can place up to 1 - 2 Manifestations at a time.

    - Manifestations are visually identical to Myers and never despawn unless replaced or triggered.

    - They are undestroyable.

    - They do not move unless activated, and they do not block survivors.

    Audio Effects:

    - Survivors within 20 meters of a Manifestation hear loud, distorted breathing heavier than Myers usual Tier 1.

    - Within 10 meters and while looking at the Manifestation:

    - A distorted chase music cue begins.

    - The Manifestation activates and slowly walks toward the survivor, floating eerily.

    - Activation has a 15s cooldown after being triggered after escaping the chase.

    Manifestation will trigger a sound queue when triggering and approaching to make survivors aware

    Triggered Manifestation Effect:

    If a survivor bumps into or is touched by an active Manifestation:

    - The survivor screams (Killer Instinct ping).

    - Suffers Hindered (-15% movement for 3 or 6 seconds).

    - Suffers Exposed for 4-8 seconds.

    - Myers receives a global sound cue and an aura flash of the affected survivor.

    - The Manifestation returns to dormancy (15s cooldown before it can trigger again).

    Sound that survivors hear if they bump into manifested evil

    Special Mechanic: “Evil Presence”

    - Injured survivors hear indistinguishable audio from real Myers when near a Manifestation.

    - Chase music, breathing, and red stain mimic the real killer upon triggering the manifestation up close.

    - When the exit gates get powered the breathing will intensify and echo around the entire map

    Tactical Uses:

    - Fake loops and corners to catch survivors off guard as the manifestation vanishes once real michael is nearby chasing leaving the TR at the last place where manifestation was

    - Place Manifestations nearby hooked survivors, gens, or windows for psychological pressure.

    - Use audio as misdirection to cause panic and reveal positions.

    Summary:

    This version of The Shape focuses on psychological horror, deception, and relentless fear. Survivors never know if they’re being watched by the real killer or by his ghostly silhouette. Every breath could be real. Every movement a trap.

    Michael will keep his current stalking ability as well making him go from EW 1 --> EW 3

    The Shape is no longer just stalking you…

    He’s already there.

    Go here i wrote down what the ability does and what sounds it should produce, i will leave the cooldown, timings down to the devs

    Also feel free to copy paste certain part of the post and suggest in reply what parts should be a bit different that what i wrote or values or effects

    Probably a lot of points i forgot to add in post since i didnt think they would be doing a rework

    @PlotTwister

  • @PlotTwister said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969445#Comment_3969445

    I mean this in the nicest way possible but I think you may need to put some more effort into your idea. You are contradicting yourself in this comment. Line of sight has nothing to do with chase at all. A simple T & L wall breaks line of sight and is in chase.

    Also does this new ability have like an animation, noise que, or slow him down at all? Because if not that's an incredibly strong chase ability to just place essentially a trap down instantly and guarantee a hit with no counterplay on survivor side.

    Since michael EW only stalks within 40m i would say he should only be able to put it outside of that radius or a mix between that and when the chase starts which would highly depend on which addons people use for him but generally i think his ability to place down the illusion of him should be made into Line of sight that works along side the TR and Line of sight.

    Its a bit hard to imagine but if we look at the movies the victims escape him a bit and lose line of sight and chase music ends even though he is already there waiting somewhere for them.

    So we know EW rn only works up to 40m radius, i will probably say it should kinda be similar to night shroud of ghost face which can be revealed up to 32m so based off of that we can assume what line of sight should be.

    I will also say this that when michael hooks a person, and he goes in a different room, his TR fully goes away for a bit giving him a chance to put down his illusion, premonition should still work on him but not on his illusion.

    As long as a surivor is generally able to see even his tiny pixel hitbox he is not hidden and not stalking and unable to place down his thing.

  • @PlotTwister said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969439#Comment_3969439

    Hmm… there's potential there but it sounds easily abusable if they three gen with it.

    Honestly it should be dependant on stalking meter too, in EW1 its not avaliable yet, EW2 you get 1, EW3 you get 2.

    And each time you gotta build it up no matter.

    Plus considering they will be likely reworking perms EW3 it would make sense its possible to not make it abusable in such scenarios.

    Like realistically all you gotta do is play smart like you usually do right now againts michael but it will be a bit more deadly and lethal with this.

    Plus in my feedback post i did mention this ability should only be placable when nobody has clear line of sight of michael, so he cant just pop it in a chase mid loop it just doesnt make sense, all of his horror vibes come from him vanishing being mysterious and then popping out of nowhere

    Same goes for hooks he cant just place it near a hook or in a clear line of sight, room next door sure and location nearby hook most deff yes that would be so perfect for him imagine getting unhooked and u run into that and u get jumpscared thinking he is there but then it vanishes and then the real myers comes and kills you or injures you

  • @thrawn3054 said:

    I think the ability to leave something similar to the Unknowns hallucinations around the map would be cool. It would give him a bit of map control and add to the idea he could be anywhere. Maybe make his T3 a bit more intimidating by giving him a little faster pallet breaking and stun recovery.

    Yep, just imagine placing it in a corridor, from a far it would be indentical to real killer but the moment it lays eyes on a survivor in FOV it will start to approach and then vanish.

    If the player gets touched by it or walks into it they get tiny bit stunned slowed and scream, the shape vanishes.

  • @PlotTwister said:

    I really hope we don't get another dashslop killer.

    I hope my idea gets added in considered part of rework honestly i wouldnt take any credit as long as its in game because he just has to have like a sort of "shape mimic" that matches his lore where he can place it, calling it Evil Manifest that fills up while stalking, it stays and lingers where you place it and slowly walks up to survivors nearby to make them scream slow them down too.

    Either there can be 2 or 1 the point is as long as he has something that he can just like use to cause mass paranoia to all players not just casuals but to SWFs too!

    Like point of ability is it cant damage or do work for you on that matter, just helps you with match slowdown, hunting and stalking

  • @jesterkind said:

    I would presume "extreme" will be measured by length of time on the ground, how many survivors are currently on the ground, or maybe both.

    No sense freaking out until we know more, though.

    Yea that too

  • My best guess is that they will go by who has longest chase time and stuck in TR of the killer compared to other survivors that were never in the TR after the hook.

    This is only most logical thing they can do easiest.

    So like situation where users use power struggle, decisive strike for them to escape, or get help by others by stunning killer yet killer still goes for them would count as "extreme"

  • Yep yep, he is one of the og's and honestly his entire kit is fun in general but due to the game evolving as stated in the Q&A he should be given changes to match the rate of evolution of game.

    which honestly just confirms that he will be getting some sort of ability or addons that gives him some sort of mobility advantage (mobility can mean broad aspect of things not just running speed).

    Although i do want to see him get a moderate justified speed boost when in prolonged chase that will make him way more bloodlusted.

    So much to look forward to whats coming!

  • @Mandy said:

    @Brokenbones Thank you for taking the time to do this, much appreciated <3

    I hope the team knows myers main players are very grateful that changes are coming to him.

    I want to thank you as well for making it possible!

  • I do hope they give him something like this <--

    He is boogey man after all, omni present evil that lurks and breathing echoes as he stalks his pray from every inch of the place.

    He should still be a killing machine as he is but he really need something that helps him like i mentioned in my feedback post

  • @theMasafe said:

    PLEASE. I still don't know why this isn't a scenario. I just had a match I bled out on the floor because Vecna really wanted the 4k and Ada was hiding the whole time.

    Add something to make the survivor on the floor bleed out faster or just add the abandon option. It's so annoying and just want to go next instead of waiting 4 minutes on the floor.

    What should be done againts survivors that camp exit gates and tbag and prolonge match for no reason, or they refuse to open the gate.

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