Coffee2Go
Coffee2Go
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@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990181#Comment_3990181
To be fair, there's also a mention of a new status effect that gives the same effect as Distortion, Shadow Step, OTR, etc, as well as specifically mentioning that a bunch of the survivor perk updates will be to add that keyword to them. Those perks will still be used to counter this, since there's no mention that the mini-Chili is a universal aura (the best example I have is Springtrap when getting revealed by a camera - even in Undetectable he is visible to all survivors). However, the difference between OTR, lockers, and unhook Elusive or stuff like Shadow Step or Distortion (or any of the perks that have part of Elusive, like Deception or Come and Get Me!) have specific requirements to activate it.
The perks I'm anticipating changes on, if not this patch then next, are more than likely:
- OTR, to just outright list that it increases your base Elusive to 80 seconds, since that's what OTR does
- Come and Get Me! will likely get a extension on the unhooked's Elusive status when this perk is used, from the likely 10 seconds to 15 or 20 to synergize with Babysitter/BT, and give this perk additional use cases. If Come and Get Me! does not get this buff, then Babysitter absolutely will.
- Plot Twist will get this eventually, but only after a Deerstalker rework, as Elusive should logically work for survivors seeing each other's aura. This fixes Plot Twist's biggest issue, which is other survivors seeing you go down and rushing to get you when you're Plot Twisting.
- ######### it. Low Profile will get Elusive for 90 seconds. The perk is useless now, and will still be useless after this change.
- Shadow Step will just switch to giving Elusive while in the boon zone and 3 seconds after leaving, like Dark Theory's haste.
- Distortion will give immediate Elusive when your aura is attempted to be read, for 12 seconds.
- I'm feeling ballsy enough to also say that Deception, Parental Guidance, and Self-Preservation will also get it, but Lucky Break, Lucky Star, and Toughen Up will not get it.
Yeah obviously elusive is only applied to the unhooked survivor, which is fine by me no point even in chasing a survivor that got unhooked EVEN if elusive was not a thing and they mentioned free bbq, pop, haste by playing unique hooks.
And god forbid those that do decide to tunnel or that person that got unhooked came to throw and sabotage you can injure and down and let them be on ground for 90s and go for next down and hook that person and get that person that was slugged on ground.
Literally everything was mentioned in post for people to read yet they are oblivious to the fact that BHVR confirms slugging is acceptable to a certain extent to get a snowball going
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990212#Comment_3990212
We won't know the real numbers until the PTB and it'd be wrong to say it'll be impactful when it isnt.
BBQ is pretty self explanatory, which is why I felt confident pointing it out.
The Haste could be busted, like 15% or it could be useless, like 2%.
Same with bonus regression. Could be 20% total progress or 5% current progress.
Im going to assume it will be a procedural increase of haste and maybe capping it to what PWYF caps at?
Or even if its a base 5% or 10% thats still great until u get to the location BBQ just marked after the hook.
And pop i think the value will probably remain same as current one until changes come through after 2 to 4 weeks of PTB and testing.
Generally speaking 15% - 20% of pop is good enough for me if i play fair and correct and get unique hooks.
BBW will be the biggest value here for all players who play killers and now technically speaking anyone who posts here on forums saying that they cant find the survivors is either playing againts cordinated teams, or is just generally playing poorly (no offense to anyone).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990192#Comment_3990192
If you are getting basekit BBQ & Chili, it's a huge skill issue if you can't find people.
Stealth is dead in DBD. Most Killers, it would seem, rely on going back to hook and tunneling immediately.
Shame that the quality of Killer has dropped so quickly after 6.1.0
Can you make a proper post and teaming up with other ogs explaining how free BBQ, Haste & Pop will be huge rewards for killers.
Since i think many players just focus on word anti tunnel and slug and think its gg game over.
I think we wont get any explanation by the staff on forums here lol
Also @jesterkind can you also post a more simplfiied explanation how this actually will play out in a scenario and help Pulsar?
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990134#Comment_3990134
I don't think I'm some amazing killer player or anything but the vast majority of my matches are either 3K + hatch, or 4Ks. I intentionally don't tunnel and don't really resort to slugging unless I've got a swarm of flashlight wielding bees around me. This patch is nothing but killer buffs for me.
- Free BBQ & Chili
- Free haste after hooking someone
- Free Pop goes the Weasel
Survivors get nothing because I don't tunnel or slug them.
Yeah generally speaking if we look at it that way its a big plus for promoting killer play like intended and rewarded for it.
Simply put if there is no one highlighted from BBQ it means they are nearby waiting for save or hiding in locker but that will be the minority of players since in most matches you will most likely get a guaranted 1 survivor caught by doing gen further away than 40m radius.
We are talking about BHVR giving killers ability to Rotate really fast and do proper gen zoning before its too late even againts SWFs.
I cant tell how many matches i had to draw at my high mmr lobbies because i simply didnt run bbq and found them fast to snowball them when i played myers.
Haste will be really good too that always helps and if it lasts for about 30 seconds or less and deactivates upon finding a survivor in LOS that will be a huge huge reward.
And free Pop is like a cherry on top lol
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Guys listen to the @UnicornMedal
And also make sure to read through the lines.
There will be BBQ & Chilli allowing you to briefly see your next victims as a killer aka survivors.
This will allow you to locate survivor B C D
I am sure that devs are aware and they stated in the dev notes there are perk adjustments coming as well to this too as a follow up so survivors cant rely on Distortion, shadow step, and other similar perks to hide aura from BBQ.
This will be a baseline alright that means baseline is something that is there and you cant really do anything except hide in locker.
Out of all outcomes the only method i can see players use is find a locker in time which is again something that in solo q players wont be using much not all 3 at least.
There will still be SWFs that will be cordinated and can talk and time hiding in locker to avoid being spotted.
Now thats where other perks come in play such as DMS and other slow downs that punish players for all hiding and not doing objective or letting go off the gen.
Dont forget there are variety of killer perks in the game.
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@Pulsar said:
Just make using an item also count as a conspicuous action.
better yet, make it not allow the player to use an item until they lose the status.
Yeah honestly thats what i suggested.
If they pick up an item even or drop it that will turn off their protection.
Because generally speaking the whole point of this system is to get somewhere safely far away to get healed and not be followed and main.
Its not to allow aggressive plays.
Probable change coming like that in PTB
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990135#Comment_3990135
Remember you can still play tier 3 version if you want if you use the tuft of hair add on. That door is still open for all us nostalgic Mikey players.
That's amazing. They've never done that for a rework killer before. Giving you an option to play the older version.
Yeah honestly i love playing him in tier 2 with vanity, im guessing mirrors will be adjusted into one singular addon or two depending which one u choose one will lean u more in Pursuer mode while sacrificing the stalker mode and then other addon would be sacrificing what pursuer mode offers + evil incarnate power.
Generally speaking i am praying that the addon rework he is getting will allow me to play undetectable at stalking mode 4.6ms speed since i love stealth on a killer when i play dbd i only main myers (rarely ghostface for meme builds).
Right now 4.2 is not doing him justice since players who want to stick to stealth and stalking and jumpscare myers wont be satisfied if scratched mirror and tier 1 is fully gone.
Since Evil within is being removed but not stalking that means there still will be an addon rework coming to allow aura reading while you are building your evil incarnate or you can sacrifice that
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989826#Comment_3989826
Idk about you, but I usually play Myers with 2 add ons. Especially considering I need to invest into iris to maintain that playstyle. And they also said they are reworking his add-on, so bye bye to Tombstone and Mirror probably.
They cant remove his mirror addons completely they are still a thing linked to stalking, it will probably just be a conjoined addons that is a balance between scratched and vanity, ideally leaning towards vanity mirror here than scratched due to speed limitations.
4.2 is incredibly brutally slow and it wont give him justice.
4.4 is managable but i would prefer him staying 4.6ms with noticable debuffs to his evil incarnate ability and dash where when he fills it up it gets wasted faster because he sacrifices more to get better stalking mode than pursuer.
Thats where im heading rn
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990071#Comment_3990071
I'm sure the whole point is for it to feel unique and not like you're playing like another existing killer. Plus unlike Pig dash, Michael can insta down with this.
On a side note they really shouldn't have used an injured survivor in their gif for this if they wanted to showcase its also an insta down too.
Dont get me wrong im so stoked for his new rework i waited for so long for this.
I just wish his addons that were not yet announced will give him far better balanced version of both Pursuer & Stalk.
Same what vanity mirror does right now it gives u kinds balance between tier 1 and tier 3 while locking u at tier 2 but with benefits.
Like i am all about him getting this it will help A crap ton of plays at shack and god loops and pallets.
I hope this is like a whole new unique feel and not some washed chucky + pig hyrbid ambush.
Should still feel snappy like his tier 3.
I loved playing tier 3 which was really fun (i did not use tomb infinite build on that) so tier 3 was really lovely but not viable much at higher mmr but now this new rework in that Pursuer mode he will get noticable buff hopefully equal footing for users that know loops and hug the wall tightly
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Apart from it being a rework and a recolor of ambush and if they can make michaels one not be controlled in that way since michael should just be given similar effect of his tier 3 lunge in combo of coup perk.
As you can see upon the tester or a dev using the lunge dash ability the movement of him becomes heavier to control which kinda defeats the purpose of his hard earned stalk since it was mentioned in post it will be a bit harder and longer to get it full unlike current tier 1 - 2 - 3
Since now its two modes.
All im asking is to not feel like pigs ambush (no offense to pig players and pig enjoyers) but i dont like playing her because of how her mechanics feel clunky.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990042#Comment_3990042
It's going to be very unpopular, guaranteed. But again, I'm HOPING they're as adamant as they were with 6.1.0 to not go changing every aspect of it until it has time to settle in. Because I do actually see this potentially working out. There's more of a give and take than there was during that attempt. But we'll see.
There are some quirks here and there like hooking the person that is bound to die and then gen cant be regressed or damaged.
Some stuff of that is not properly connected i think the devs were kinda bit the cookie too much than what they can handle at once.
Maybe once it comes to PTB this will get properly explained or another post before PTB release of how it works in depth.
In general im worried it will be another fog vial like treatment which was fully not necessary that rough approach.
Im saying give it 2 weeks or up to 4weeks and monitor stats and not fall for the whole "bully squads are on me"
If this truly gets rid of certain perks required to play with or againts with then it SHOULD not allow much bullying apart from some users purposfully following killer and flashing them while they have those protections and he has not hooked anyone yet.
Maybe generally just make it so if a survivor does like action grabbing an item, using an item on killer it should remove any sort of protection but if the survivor plays it in a way of running away and hide away then heal then its totally fine.
Again as you said few quirks here and there some slight adjustments
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@jesterkind said:
I mean, it's not that hard to follow.
Myers has an increased lunge in Tier 3 → Myers gets an increased lunge style attack in his equivalent of Tier 3.
This is always how Myers has been designed, I know it's charged like Ambush now but it really is just a more codified version of his increased lunge. I'm not saying you have to like it obviously, it's just fairly straightforward how they came to this idea for his rework.
I just want them to code it in a way its not a literal pig ambush mechanic just a glorified copy and remodel of it.
If it behaves more like coup perk that amplifies lunge and yet takes away more stalk from that i would be way happier with that than an ambush that is hard to move and a dash
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@Mondhirsch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990017#Comment_3990017
But in this clip Michael also doesn't move further then 1 meter.
Well i think when it comes to license holders and what is possible or not, it all comes down to what was first possible in script and movies then u can use it in game in a more brutal way.
Like im just hoping it feels like an actual coup perk + extended lunge than a pure ambush dash which is just bleh it doesnt make sense it being fully ambush like dash maybe ever so slightly slight visual que to make it seem like michael is behind a pallet or a wall to fake it but he will charge up.
If his ability makes an obvious audio sign then its gg its practically worthless
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990015#Comment_3990015
That's what I'm hoping for as well. All that I'm really seeing proposed is that they're giving more ways for everyone to have fun and doing more to cut cheese out of the game. My only real concern is that the slight adjustments that are needed will become an all out nerf and we'll just get a very watered down version of what's being proposed.
If this is what im picking up from devs its their vision of making it as you say fun for everybody even at high mmr since you will technically kinda have to really really min max everything when baseline bbq comes in play here.
This will be a full total modern dbd here for all killers even m1, people saying m1 killers will be fully killed here i say no because the unique hook buffs especially the first HOOK will already give them haste in start and bbq right?
And it carries on and progresses while you keep up the proper way of playing
This technically helps killers like trapper, pig, hag and many other that players refuse playing at high mmr lobbies.
5% haste for a good period of time will be helpful and BBQ ping on first hook ever so slightly to pin point if there is 2 surv working on that gen and then u go for them instead 1 or u go for 1 and let 2 work on gens and such.
Many plays possible here but im worried the players will complain like they did for fog vials without proper testing with the plays possible
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@UnicornMedal said:
Death to Survivor stealth followed by death to Killer stealth. 👼
Tbh shadow step, and other perks like distortion exist AFAIK?
Unless Ryan mentioned in comments stating that baseline BBQ and such nullifies that?
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https://youtu.be/uphMIjBimwA?t=5m38s@Mondhirsch said:
I don't understand what Michael Myers has to do with dashing. He is basically the most motionless Killer in Horror history. He is known for just standing/starring and Killing someone on spot.
Not according to newer movies which sadly BHVR probably requested license to as well to expand the reach of his power
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@UnicornMedal said:
Let this be the stress test for Killer that Survivor had 3 years ago. If you're right, more Killers will leave and they'll be forced to change things. At least at that point, we can definitively state that the game has to favor Killer by default or they will leave and kill the game and we can finally stop claiming the game babies Survivor.
From my understanding perks such as OTR, DELI, and second chances perks are getting fully nutrilized right?
Then technically if this system plays out well and it rewards proper play as intended and nullifies second chance perks this will technically be as close as it is to a 50/50.
But only if second chance perks get adjusted to the whole existing unhooking benefits and effects.
In short this will help killers and survivors play the game right not sure whats the fuss about it being one sided.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989971#Comment_3989971
I'm not sure I'm following you properly, but yes, the hook "cycle" refreshes on hooking someone else. It only matters who your last hook was here, as long as you don't hook the same survivor twice in a row you'll get the bonuses and you'll avoid the penalties, as I understand it.
Oh okay fair enough then, i still think they can weaponize it to their advantage especially users at higher mmr that already know how to play around being tunneled.
i also think there should be a gen repair speed debuff upon getting chained unique hooks then for that matter since playing certain killers mainly if you are not using blight at high mmr you wont be getting unique hooks anyways.
I main myers and had to rely on making it a 3v1 as fast as possible.
Mainly due to his speed and mobility.
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@RFSa09 said:
Switch between tier 1 and tier 2: TOP TIER CHANGE
Basekit tombstone animations: PEAK
No more stalk limit: Very cool
Tier 3 Lunge (dash): kinda nice, it's almost the same as the current one
But... The fact that he breaks pallets on his dash annoys me, does it makes him stronger? Yes, but it feels kinda cheap to me, every dash damaging killer breaks or vault pallets (besides pig, poor pig…)
I wish they removed that part and buffed something else
There is a limit to the stalk, you get put in a evil incarnate mode and unlock the special dash as mentioned.
And technically speaking i think that is wrong right there that his stalk meter drains as soon as u activate the evil incarnate.
It should rather be used up a lot and drained when upon using the whole dash ability.
Plus the dash just looks sluggish, its not confirmed if its easily controllable like actual coup perk or is it hard as billies and pigs dash thing or blights
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989954#Comment_3989954
…Just hook someone else first, and then you can go target them. They're not untouchable, they just can't be your next hook if you want to avoid penalties.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989962#Comment_3989962
I mean, it could be tunnelling, it depends on if you're chasing them as they're unhooked or not.
Broadly though, the "penalty" is pretty minor if you've actually two-hooked everyone. You don't need gen regression at that point, everyone's already on death hook. You're only even in a close scenario if the last gen pops, otherwise you're completely fine.
I'm not saying everything about this system is fine, we can't say that until we know the numbers, but I think that part's fairly elegant. It's a huge penalty if it happens early, but borderline inconsequential if it happens after two-hooking everyone.
I just dont think survivors will play fair and restrain them selves from not blocking the vision of a killer, they are technically protected until they do anything conspicious or whatever that word is correct?
They can just follow and do the usual thing they do and when i go for a down they can follow me and sabotage hook and i cant really hook them or anything?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989955#Comment_3989955
Ah. You should maybe be focusing on the survivors and not the gens, it'll leave you with less dead air and wasted time.
I don't think the implication is that you need four unique hooks before you target anyone else, you just shouldn't be targeting people who were just unhooked and you shouldn't be hooking the same person multiple times in a row. That's how I'm reading it, you're penalised for killing someone early and penalised extra if you kill them by hooking them twice in a row.
I think that might be your misunderstanding - the penalty is for KILLING survivors. All that happens if you go first hook → second hook on the same survivor is you don't get the bonuses for unique hooks, so no info or haste or what have you.
At least, again, that is my understanding.
Yeah but does the whole hook cycle refresh upon hooking a 2nd unique survivor or what since it would really game breaking and unfair and can be misused and abused heavily if the unhooked person decided to like do healing action or loot or stuff to remove their protection and then stand in way of killer.
Like im trying to make sense here because i can imagine the horrors here based off my personal experience from my matches in higher mmr where users with OTR would use that + their unhook protection to take hits.
What is there to stop them from weaponizing this new systems in place when lets say u hit them and then u injure and then down, should i just let them be on ground and do my best to down a 2nd unique survivor? And then what happens when i hook that person again to be on his 2nd dying state hook.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989936#Comment_3989936
Rotate…?
Anyway, the rest of the update does include stuff to help you find survivors. Basekit info on where other survivors are and Haste to get to them quickly is really useful on paper, it'll set up killer pressure significantly easier. It's a giant buff and the closest to "handholding" any patch over the past few years has included, you'll be doing just fine.
Its also not specified if the hook cycle refreshes once u get 4 unique hooks then u can rehook that 1st person or 2nd or 3rd as long as its not the 4th person?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989936#Comment_3989936
Rotate…?
Anyway, the rest of the update does include stuff to help you find survivors. Basekit info on where other survivors are and Haste to get to them quickly is really useful on paper, it'll set up killer pressure significantly easier. It's a giant buff and the closest to "handholding" any patch over the past few years has included, you'll be doing just fine.
Yeah rotate zone out gens and locate survivors.
Yes i have read the rest of update as it includes bbq baseline and such.
Im still under impression that im supposed to just not touch the person that got unhooked at all until i got 4 unique hooks?
Am i missing the point or what since its written that if tunnel aka go for 2nd hook state on same survivor that was unhook all survivors get repair speed perma bonus
Do i have to let them go or what?
Like generally speaking only thing i can do is let them be slugged now on ground until i managed to find and hook a 2nd unique survivor and let them bleed on ground while i do that under 90 seconds or else they get up?
Same goes if they go afk and purposly camp hook.
Its a bit confusing changes that have plotholes
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989857#Comment_3989857
I think the playtester was just rotating their camera more cinematically for the purposes of showcasing the ability, there doesn'tseem to be a rotation lock or limited turn rate. I think this is just a reskinned, stronger Pig ambush seeing as it insta downs and also breaks pallets. Though this ability has a cooldown, so we'll see.
I hope thats the case but if its similar to the rotational speed of pigs dash then we will have a problem.
I dont mind that slight slowdown before it gets filled up before it launches you into lunge but if i cant move normally like i would have in ew3 + coup then what is the point even, it will be hightly abusable by high mmr population.
Like it would be so nice and ideal if its literal extended coup or amplified baseline coup than a pure dash
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989931#Comment_3989931
The six hooks part gives survivors a repair bonus, it doesn't lock you out of regression.
That part is also just "don't tunnel", for most killers. It might negatively affect a handful depending on how it handles their powers, but for the majority that part really is just "don't tunnel".
Yeah but what about high mmr lobbies where you cant just simply NOT go for the person that stumbles upon where u rotate as a killer?
Like do i purposly go out of my way not hooking them and waste my precious scarce time and look for other survivors and by the time i find last 2 to complete unique hooks what then?
Am i then not allowed to touch that fourth one i just hooked as unique hook?
Like what the hell even
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@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989927#Comment_3989927
Regardless though even if you do trigger the kill before 6 hooks never being able to damage a gen you might as well hand the win to the survivors. Faster gen speed and can't kick to regress them meaning so many perks are useless.
Exactly.
Not many people read my post i main myers im at 78-81% killrate with him.
I main non tier 3 meta stuff mainly tier 2.
I always stumble upon same person i dont tunnel on purpose and what happens if the survivor goes afk and doesnt want to go away from hook?
So many plotholes not thought through.
Its already hard as it is in high mmr lobbies where u cant find 1 or 2 players to complete certain perk requirements such as grim embrace or pain reso
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@darkwiredheart said:
My only complaint is no more jump scare myers. That was my favorite build to play for kicks.
There is nothing confirmed yet about vanity or scratched mirrors.
And rn stalk mode gives him undetectable at 4.2ms speed which sucks
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@Alice_pbg said:
I don't like michael getting a dash. The rest is fine.
Ill rather them making it more of a baseline coup perk while u fill up the meter and then while u hold left click as see in gif u can gain the speed buff bonus while holding the lunge and it drains the stalk meter.
Legit helps higher mmr lobbies where players know what they are doing and head to shack and u want to catch up to them before they reach the pallet or a window.
The current visual difficulty of the new dash like ability im seeing is very sluggish and does not do him justice for his way of building up stalk
I want it to not be a dash more like extended coup perk baseline lunge that gives him that edge but wastes his stalk while lunging at them
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Aka his stalk meter generally should be only wasted while using the dash ability aka give him like 3 dashes until he needs to switch mode and fill it up back again.
And then there is the fact there is no optimal balance between stalk and pursuer mode like there is right now with tier 2 vanity mirror
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@UncleMyers37 said:
This is about the myers rework.
All I see is complaining and complaining. Is everyone seriously saying that this is less fun than instantly downing survivors and maybe losing your power over the match? This is SO much more fun, but i understand that the dbd community hates fun lol. Please keep this until the ptb id really love to try it out 💙🤍
I only hate two things about it everything else i love about it and new changes and reworks.
So the two things i want fully adjusted is his stalk meter being depleted as soon as he triggers his dash lunge ability
Second thing is look at how hard and sluggish it is to control that.
They should make it just into coup perk like lunge control factor.
Allow ability to have regular mouse sensitivity or controller to influence if you can flick on the survivor tightly looping the pallet as in the gif you can clearly see
A) survivor took wide approach didnt loop the loop tightly like majority of players survivors do once u hit 60+% killrate on any killer not just myers
B) DID not throw down pallet even if he knew michael now has obvious mode pursuer due to heart beat
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@Jay_K said:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
These 2 things are going to ruin the game for killersBefore anyone wants to comment "just don't tunnel" think about it. Killers are now FORCED to play by the survivor handbook and hand free wins effectively to them.
If you kill a survivor too fast then boom free gen progression for everyone. This means your damned if you do and damned if you don't. you kill someone because its the optimal play at the time then woo you got a kill but now all gens are gonna fly a little faster on top of whatever buffs it already has.
Then the way this reads sais that every time you kill a survivor and you find a gen near by thats nearly complete then uh uh uh you can't regress that gen to hopefully stop it popping meaning you have to just sit and wait for whatever timer BHVR decides to put on this (because in classic form no figures are released) and while your waiting other gens are flying.
Now im not saying that tunneling is fine and i agree with the masses that any killer who goes into a game and hardcore tunnels a survivor needs to maybe find another game to play because clearly this isn't the game for them but i can tell you from experience that sometimes you end up tunneling someone just because its the person you find. Not because you have gone out of your way to hunt them down or because you have gone back to hook to tunnel them. Its just the natural way that game has gone..
On top of this killers can no longer see the hook state of the survivors. So if your not taking notes you could end up tunneling without realizing. Even now I will hook someone and think Damn how are they dead what happened. not realizing i had multi hooked them because im just chasing whoever is around.
So please behaviour you need to do 2 things.Firstly you need to give more information because right now assumptions have to be made, and they are made based on previous changes made
secondly more thought needs to go into anti tunnel because based on the dev update these will really harm killers who don't tunnel intentionally and suffer from survivor induced tunneling.I can barely do 4 unique hooks to trigger my Grim.
On high mmr matches of course.
Its often i always find same survivor i rehook without tunneling or slugging.
6 is brutal lmao it should be 4
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@CompetitifDBD said:
There was nothing fine about either of his mori add ons, they created boring, stale gameplay for both roles that either punishes survivors for little to no effort on the killer's end, or the add on is completely useless for the killer because survivors hide in lockers or spam an interaction.
With the new changes, you can only take survivors out of the game using the mori if they are death hook, which is how Pyramid head's machanic works. And if you're preventing the grab mori now, you're just dead because myers can just hook you now that you're on death hook when the mori is applicable.
The main issue is how will this impact overall mmr and his ranking on killer tier list.
I think this could backfire like it is backfiring for pig at higher mmr matches.
In the gif you can see that the survivor is taking the loop wide, did not drop pallet.
And that its hard to control this new ability.
If they make it from the looks of it 50% more easier to control then this will be okay.
and for it to not waste the stalk meter for no reason unless using it.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989837#Comment_3989837
ngl… I completely forgot about that part of this scene… and tbf, most of halloween kills.
could argue it breaks character… but won't.
And even in that, he just walks away afterwards. Him dashing feels wrong…
:(
Yeah i will just have to adapt to it.
I will be really furiously pissed if the mirror addons get fully removed or wiped, ill rather there be one singular mirror that caps him at 4.6 with slight debuffs when he is in one or other mode while remaining undetectable, shorter power for dash.
My entire gameplay and playstyle revolves around my optimized off meta build for him that is intended for him currently being tier 2.
The whole lunge i think its going to look more like coup perk which already makes michael look like ice skating.
Its not necessarily dash more like baseline coup
I only wish the meter wont drain once u fill it up and trigger the lunge
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989830#Comment_3989830
what else could they have done??
plus he already had this long lunge before it’s just even longer nowCan we stop assuming everything is dash all because one dipshit started the trend cause of there hate boner for Ken and blight
Yeah but the literal meter is being wasted while u use the ability once.
Ill rather it get wasted depending on my lunge how much i decide to hold the button for and then once i down i go back in stealth mode
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989821#Comment_3989821
nope. I was being straight up honest. I hate giving this to michael and it has nothing to do with how powerful it is.
just gonna repeat what I posted somewhere else.
I generaly like this… except for…
Press the attack button while charging to quickly lunge forward, adjusting your angle as you move.
Silly rant first… OMG why is everyone a lunge/dash killer?!?
Now for the real complaining. I do not like this at all. Myers is the laziest slasher ever, he never runs, he never jumps, he never dives. He slowly walks towards you and overwhelms you with brute strenght.
could we not think of anything better to give him?
Yeah i agree.
I think im going to have to sadly say why they were given green light to give him this ability and its because this scene right here.
I will link you a video:
https://youtu.be/uphMIjBimwA?t=5m38s -
From what i can see is, once u fill up meter it starts draining before use or after use of ur first lunge dash.
That is really wrong and not fair and wont give him any advantage.
If they can make it so you conserve the meter and it only wastes when u use the lunge and u fill it up by stalking in other mode then i guess its okay but as you can clearly see in gif the survivor clearly looped wide, did not drop pallet.
I think michael generally wont move up in tiers for general use like blight
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989782#Comment_3989782
Scratched Mirror already made you 4.2m/s anyway, and he was like that in Tier 1 for years. Maybe they could change the stealth mode to match the current movement speed, but that'd be easy, and not a reason to throw away the whole rework.
This rework, boiled down, is basically the ability to switch between Tier 1 and 2, a buff to his lunge, and some more buffs elsewhere.
I'm unsure if the lunge is even draining Tier 3 at an increased rate either. That looks about right for ~5 seconds from a 60 second power meter.
Yeah from what i see is the meter still wastes even if he is not using his lunge dash ability.
Thats just wrong honestly.
I would prefer it being a dynamical thing where it stays filled for use rather once u start using ability it drains it completely.
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@Alice_pbg said:
god I hate that they gave michael a lunge…
cant tell if sarcasm or not (no offense i suck at knowing).
but its not gonna be that great honestly, its neither too op its also neither bad its just intended for plays at avg mmr, he still isnt viable at higher mmr.
he still probably wont climb tiers and rival A-S tier killers.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989782#Comment_3989782
Scratched Mirror already made you 4.2m/s anyway, and he was like that in Tier 1 for years. Maybe they could change the stealth mode to match the current movement speed, but that'd be easy, and not a reason to throw away the whole rework.
This rework, boiled down, is basically the ability to switch between Tier 1 and 2, a buff to his lunge, and some more buffs elsewhere.
I'm unsure if the lunge is even draining Tier 3 at an increased rate either. That looks about right for ~5 seconds from a 60 second power meter.
Nope it doesnt seem to drain the meter upon usage but there is a CD on the lunge dash ability.
Its generally like a hybrid blight + pig mashed together.
Im just worried about how it will play out because they mentioned the meter is filled up slower than the current EW.
If thats true then it means his pursuer max limit to stalk is going to be scarce, and it seems a bit weird its not like dynamical aka you can switch modes and fill up meter without it wasting it.
Rather everytime u use the ability it will waste a portion of the meter.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989782#Comment_3989782
Scratched Mirror already made you 4.2m/s anyway, and he was like that in Tier 1 for years. Maybe they could change the stealth mode to match the current movement speed, but that'd be easy, and not a reason to throw away the whole rework.
This rework, boiled down, is basically the ability to switch between Tier 1 and 2, a buff to his lunge, and some more buffs elsewhere.
I'm unsure if the lunge is even draining Tier 3 at an increased rate either. That looks about right for ~5 seconds from a 60 second power meter.
Yeah but thats why i played tier 2 to have best of both worlds and have him same speed as freddy and actually be viable to play in higher mmr.
If they fully remove vanity mirror and scratched then its practically gg over for him, 4.2ms is not viable by the time u switch to 4.6ms mode the players will pre run to shack what they have already been doing.
I would settle for a singular mirror addon that lets u have 4.6ms speed and undetectable and decrease the buffs u gain from pursuer mode.
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@[Deleted User] said:
My main concern is that they're turning a killer that was mechanically simple & easy to pick up and play into a killer that's moderately less simple & easy to pick up and play.
Yeah Myers is essentially "M1 killer that M1s better after stalking"…but isn't that awesome for new players? Isn't something lost by forcing people who might pick up the game just because they like Halloween to press more buttons (which complicates decision making) and be forced into a new dash-like mechanic that looks like it'll be harder to use than current Tier 3?
They were supposed to do what they did to freddy and modernize him into modern dbd.
But look what they have done kept him 4.2ms speed and 4.6 in his pursuer mode.
This will be horrible and wont move him up any tiers in higher mmr matches
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@ReverseVelocity said:
What exactly has he lost? He still has a stealth mode, general buffs to his action speed and an instadown mode with an extended lunge. He still has everything that makes Myers, well, Myers, just slightly differently.
This isn't removing the character from the game, the only rework that I think would constitute that was Freddy's rework back in the day, and this is not even close.
I fail to see what kind of playstyles will be lost (unless Judith's Tombstone or the Mirrors get significantly reworked), and even if there is any, Fragrant Tuft of Hair will act as a rollback, something Freddy never really got.
The undetectable stealth mode is a plus but a miserable 4.2ms speed is not viable in all type of mmr lobbies.
Freddies major rework has made him viable in all type or mmr lobbies againts every type of player.
In the GIF you can clearly see the survivor did not do anything to prevent michael myers lunge attack, in current dbd everyone drops a pallet on you when you are in tier 3, im going to assume due to him showing heartbeat that will mean for the survivors to be aware his stalk meter is full and can use his lunge dash ability.
Which btw has insane long CD in comparison to drainage of his stalk meter.
Just look at the gif its miserable basekit.
Obviously addon rework is coming but 4.2ms in his stealth mode is going to fully just butcher if not already killed the playerbase that only runs stealth michael, when it was already butchered before by removing map offerings.
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@Pukenplag said:
Was Myers one of the worst killers? Certainly.
But he was unique. His whole gameplay was extremely fitting and his addons in particular were by far the most fun in the game. After the great change to dash slop, so many unique playstyles will be lost.
And I will absolutely die on the hill that Tombstone (Judith, not piece) was fine and very fun. I will miss it dearly.
I just don't get the point of reworking killers. You are essentially removing a character from the game instead of finding ways for them to be viable. But then, like with Myers, even while being unviable he was fun.
His tombstone from my understanding still exist its added to his base kit.
Its explained porly though.
Although what i heavily dislike is his new lunge dash like ability that is shown in this gif:
As you can see bottom left the meter is being wasted so fast for one singular survivor on a singular loop in modern dbd 2025.
They never confirmed what happens if he does not get a confirmed HIT, will he suffer from slight exhaustion like recovery of a hit or can he move speedy and keep the chase active.
The ability is very scarce aka rare and its made to conversve it which i heavily dislike in modern dbd, few years back before wall hug tech was not meta and everyone was using it this would been fine.
-
Not to mention the GIF does not show what happens if he does not land a HIT.
Will he get a short stun similar to The Pig.
Will he fully recover and can launch another one instantly.
None of these things were shown or explained.
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@Ricardo170373 said:
Congratulations. Myers will be the stalker Pig. What an amazing ideia make this killer. Whos next? Trickster? Skull Merchant?
As we can see here in the GIF shared by Ryan.
His ability hybrid dash lunge is seen as scarce it has to fill up unlike Blight & Pig which have a CD only that they can spam their dashes.
Gladly Pig cant break the pallets but michael now can.
But as you can see in the bottom left corner his ability is draining way too fast and lasts too short + this survivor we see in GIF is not even utiliting pallet drops, even if he doesnt he did not even tightly loop the pallet area and waste the lunge ability from michael which i can promise people right now it will happen and his ability is scarce aka only viable to use and save for shack plays.
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Just saying to everyone that new michael myers dash like lunge ability wont be really as viable as its show in the GIF by Ryan.
As you can clearly see in the GIF the survivor did not care putting down the pallet, and even if he didnt the survivor ran in the open zone rather than looping the loop tight corners like all survivors do once you go above 60% kill rate on any killer.
If they actually showcased how the ability works againts a proper survivor that knows how to play the game as its miss leading you will see his ability is similar to the Pigs dash that cant be stopped in any way unless you get stunned or dont go for the hit near the pallet.
Players will quickly adapt to this ability at higher mmr making it not viable to play same like The Pig in high mmr.
Except now the new myers is looking fairly similar to the pig than being his own stealth character.
Not saying i wont be using the ability, i will but its shown to be mainly limited time use unlike pigs one that can just spam it after CD.
I will use his ability for shack plays since thats where he current and i assume new major rework of his will be weak at that too still.
The new ability just promotes you into saving the ability rather than using it fast alike blight.
If they can make it into blight type of speed then michael is going to be chefs kiss since now what im seeing the ability is not worth using all the time its scarce.
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@TheGoone said:
Well going by the text the add-ons have been reworked so I'm guessing they got changed sadly to his new ability Slaughtering Strike
So judging by that we can safely confirm the BHVR is forcing players that played tier 1 and 2 for stealth to be forced into high TR, tier 3 alike ability and lethality?
But that just doesnt make sense, the mirrors can be reworked along side both stealth and lethal mode of his then?
Like for example i will only ever use his dash like lunge ability to break pallets on god loops, shacks for example.
I dont plan to touch that mode at all for my general playstyle.
Not to mention the fact they fully cross their own words and statement of moving from making killers speed slugged.
If this is true his stealth mode without any support of vanity or scratched mirror will be brutal because of survivors having wide range of perks and pre running his lethal mode with higher TR.
Like im saying in start of match if you wanna use undetectable you will sacrifice gens being done and if u go lethal mode to get 4.6ms speed (which isnt enough even in current state of dbd).
Him being 4.2ms is just brutal.
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@OrangeBear said:
I doubt they are getting deleted but they definitely need to be updated to work on outdoor maps. Scratch mirror is an unbearable experience right now
Same i hope the mirror's still stay and get modernized with the new 2 modes.
I think 4.2ms is absurdly slow for michael when we are talking about modern evolved dbd in 2025 where the devs confirmed they wont turn killers into slugs anymore.
The whole reason why i even ran vanity mirror was to not be that slow and have shorter TR to be a stealth killer
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@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png
The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!
Read on for all the details:
NEW FEATURES
https://us.v-cdn.net/6030815/uploads/ELZVJGD36DMM/devupdate-sluggingreductionupdate.png
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
- Added the option to enable or disable this mechanic in Custom Games.
- Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
- Gradually increases crawling speed for Survivors who are left in the Dying State.
- Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
- Updated several Survivor and Killer perks to account for these changes.
https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif
Passive recovery while crawling
https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif
Pick yourself up if you’ve been in the Dying State for 90 seconds
DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.
A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.
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https://us.v-cdn.net/6030815/uploads/6F3UA65MOB0J/devupdate-tunnelingreductionupdate.png
- When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
- This is disabled once all generators are completed.
- Unhooked Survivors gain the following effects for a limited time:
- Haste, Endurance, and Elusive (see below) status effects.
- No collision with other players (both Killer and Survivor).
- Immunity to Killer Instinct and sees the Killer’s aura nearby.
- These effects are lost when the affected Survivor perform a Conspicuous Action.
- All these effects (except Haste and Endurance) are disabled once all generators are completed.
- Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
- After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
- Bonus damage for the next generator kick.
- Temporary Haste status effect.
- Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
- These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
- These effects are disabled once all generators are completed.
- Added new effects that disincentivize tunneling:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
- Added the option to enable or disable these new mechanics in Custom Games.
- Updated several Survivor and Killer perks to account for these changes.
DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.
The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.
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https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png
- Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.
DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.
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https://us.v-cdn.net/6030815/uploads/5FYHIP30TAHZ/devupdate-thetomesloreupdate.png
- Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
- New lore is unlocked each week within the active Tome.
DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.
https://us.v-cdn.net/6030815/uploads/N2STWWLLAG7F/devupdate-frame.png
KILLER UPDATES
https://us.v-cdn.net/6030815/uploads/S41GGXGEAAOB/devupdate-theshape.png
- Replaced “Evil Within” with two modes that can be toggled with a button press:
- Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
- Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
- Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
- 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
- Unlocks Slaughtering Strike ability:
- Hold the power button to charge this ability, reducing movement speed.
- Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
- If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
- This ability can also be used to destroy pallets.
- Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
- Adjusted some of the mechanics of stalking:
- Removed the limited pool of stalk points per Survivor.
- Reduced stalk range to 32m and removed distance modifier.
- Moving while stalking has increased movement speed but incurs a reduced stalk rate.
- Reworked his add-ons.
https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif
Slaughtering Strike in action
DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.
Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.
Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!
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- Increased activation time of the Afterpiece Antidote.
- Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.
DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.
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https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png
- Increased the additional time added to Weakened when injured by a UVX projectile.
- Increased movement speed recovery after teleporting.
- Increased camera vertical range.
- Adjusted several add-ons.
https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif
Increased vertical camera range in action
DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.
It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.
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https://us.v-cdn.net/6030815/uploads/64DWI89LSQRF/devupdate-thedarklord.png
- Vampire Form:
- Slightly reduced Hellfire cooldown.
- Increased total Hellfire pillars by 1.
- Reduced Hellfire charge movement speed.
- Slightly increased slowdown time after casting Hellfire.
- Wolf Form:
- Increased Pounce Attack charge time.
- Increased Scent Orb spawn time.
- Bat Form:
- Increased movement friction to make flying easier to control.
- Adjusted his add-ons.
DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.
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https://us.v-cdn.net/6030815/uploads/V4USCCTSEWGC/devupdate-theghoul.png
- When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.
DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.
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https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png
- Hooking a Survivor now spawns more blood orbs.
DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.
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- Updated various perks.
DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.
Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.
https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png
Until next time...
The Dead by Daylight Team
Can you clarity more about what happens to "The Shape's" Mirror addons?
Since 4.2ms in stalker mode is absurd in modern dbd, you guys stated you dont want to turn killers into slugs anymore?
I did open up a question post under #General discussion
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989523#Comment_3989523
Yeah, in practice, it feels more like an extended lunge than a dash. I'm excited for folks to get their hands on it! And hey, if that's not to your taste, you can opt for the existing Myers T3 experience with the Fragrant Tuft of Hair add-on.
Can you tell me will vanity mirror still keep 4.6ms speed while undetectable at stalking mode?
