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CompleatBeet

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  • @Friendly_Blendette said:

    So I stopped playing relably after night and completely after skullmerchant ptb because I felt the game was getting a bit stale and none of the new content interested me really. I've been staying up to date with the game sorta and skim through patch notes of big changes, like gens no longer being able to be regressed more than 3 times and taking 100 seconds now. but I'm oblivious to the meta or how to counter anything released after Wesker. Can anyone give a quick summary on what the major changes/ meta shifts have been and how to play vs the new killers?

    3 new Killers since Skull Merchant: The Singularity, The Xenomorph, Chucky and The Unknown (currently in PTB).

    The Singularity:

    • His Power allows him to fire Bio-Pods. Firing a Bio-Pod at a wall places it and it acts as a camera he can enter to view Survivors. Firing a Bio-Pod at a Slipstreamed survivor allows him to teleport to that survivor, and causes him to enter Overclock mode.
    • Survivors become Slipstreamed if the Singularity is looking at them through his Bio-Pod, or by getting too close to a Survivor that is also Slipstreamed. The Singularity can teleport to Slipstreamed survivors by continuing to look at them through the Bio-Pod, or firing a Bio-Pod at them.
    • When the Singularity teleports to a Slipstreamed survivor, he enters Overclock mode for a duration. While in this mode, he is unaffected by pallet stuns, and performs break and vault actions much faster. The duration of Overclock mode resets with each teleport.
    • Survivors can obtain EMPs from the various printing stations around the map. Charging and releasing an EMP disables any placed Bio-Pods that it hits and removes Slipstreamed from any Survivors that it hits.

    The Xenomorph:

    • There a 7 control stations on the map (one near each generator). The Xenomorph can use these control stations to enter a series of underground tunnels which allow him to traverse the map quickly and silently. When the Xenomorph exits a tunnel from a control station, there is a global sound cue.
    • The Xenomorph's main ability is Crawler Mode, which he automatically enters when not on cooldown. While in Crawler Mode, the Xenomorph walks on all fours and has access to his tail attack, a short-range whip which can go over pallets and windows (similar to Nemesis tentacle strike without the infection). Moving around in the tunnels charges Crawler Mode faster.
    • Survivors can obtain Flame Turrets from the control stations, and place them anywhere on the map. When the Xenomorph enters the radius of a turret, they fire at him, and if he his torched for long enough he is taken out of Crawler Mode and it goes on a lengthy cooldown. After successfully removing the Xenomorph from Crawler Mode, turrets become broken down and must be repaired to be used again. The Xenomorph can destroy turrets with his M1 or tail attack, though they respawn at control stations after a short period.

    The Good Guy/Chucky:

    • Chucky is a tiny Killer, and as such he can't be seen over some walls. Because of this Survivors can see Chucky's footsteps through walls.
    • Chucky's main ability is his Hidey-Ho Mode. While Hidey-Ho is active, he is Undetectable and Survivors see fake footsteps to throw them off. He also has access to a Slice and Dice attack while in Hidey-Ho, which is a fast dash attack, like Pig's Ambush but with far more distance and speed. Hidey-Ho also grants Chucky the ability to slide under pallets and fast vault windows while in slice and dice.

    The Unknown (Currently in PTB, releases on March 12th)

    • The Unknown's main ability is firing a UVX projectile, which bounces of walls and explodes on impact. Direct hits inflict Survivors with Hindered, whereas getting hit with the explosion afflicts Weakened. If a Weakened Survivor is hit by the explosion of another UVX projectile, they lose a health state. Looking at the Unknown removes Weakened.
    • The Unknown also randomly spawns Hallucinations around the map, which are essentially decoys of itself. The Unknown can teleport to its Hallucinations, and Survivors can remove them by dispelling them.

    For Singularity and Xenomorph, the main counter-play is to use the EMPs or Flame Turrets effectively to remove their Power. They can be really oppressive in chase with their Powers, so ensuring that Xenomorph is out of Crawler Mode as much as possible with the turrets, and preventing Singularity from moving around the map and removing Slipstreamed with the EMPs is the best way to prevent this. Place turrets in high traffic area such as main building, killer shack, jungle gyms and T-L walls and spread them out around the map so they cover as much area as possible. While in chase against Xenomorph, try leading him towards turrets so he's forced out of his Power and becomes an M1 Killer. If there are no turrets nearby, treat him like other ranged Killers, break line of sight and greed pallets/pallet vacuum. Be aware that Xenomorph is a 115% movement speed Killer unlike Huntress and Slinger who move slower at 110%, so keep this in mind.

    Chucky is very annoying to face at first since you can't see him over most structures, so use the footstep mechanic to counter this. He can only dash, fast vault or slide under pallets while in his Power, which has a duration and cooldown and he is forced out of if he misses the dash. Similar to Blight, Oni and Hillbilly, he can't steer much during the dash, making it easier to dodge. He is a slower Killer at 110% when out of his Power, making him easier to loop.

    The Unknown just came out on the PTB yesterday, so no tips there yet I'm afraid! Also keep in mind that Hillbilly, Onryo and Skull Merchant have received reworks since you last played and numerous other Killers have received buffs, so read up on those!

  • @Huge_Bush said:

    Probably Urban Legend given life by the entity.

    It seems tied to the Entity in some way so I think this is a reasonable theory.

  • @Adaez said:

    I feel like some big changes are coming in the future so, drop your wildest guessess!

    I'd hope that they make more improvements to the core game rather than focusing on pumping out Chapters. Things like Solo Queue improvements, Killer balancing, and new modes. I imagine after the Lights Out experiment we might see a new and improved version of it or hopefully new modes that are a bit more interesting.

  • @Vlarian said:

    Any thoughts on nicknames for The Unknown?

    My vote's on Bob.

    He looks like a bob!

    https://us.v-cdn.net/6030815/uploads/CZN3O4JCOLHD/hq720.jpg

    I've seen loads of people calling him Bubba post plastic surgery fail. A bit of a mouthful but I love it nonetheless.

  • @Marc_go_solo said:

    The only thing it is is some sort of urban legend proven real. Nobody knows though, and that's what adds some of the horror - the idea it is not something that can be categorised.

    I don't think it's Olivia or the Entity though. My take is she witnessed The Unknown being abducted by The Entity, with the ending of the lore leaving a window open for Olivia to enter the realm. In what capacity remains to be seen.

    I imagine this is the most likely explanation. I imagined that the Entity is involved with it in some way since the Unknown's lore seems heavily intertwined with the Entity taking people.

  • @jesterkind said:

    I'm pretty sure that's the idea.

    Whatever it is, nobody can figure out where it came from, what it is, or even what it wants. That's why the addons all reference contradictory theories for where it came from; it's the Unknown.

    Makes sense, I was very confused by the fact it's not even a part of it's own lore.

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653676#Comment_3653676

    Ive found Pig Players to be a really mixed bag in terms of skill, and standard m1 killers don’t really make me feel anything in terms of chase

    ones that try to use Ambush for mind-games in chase are usually fun though

    To be honest I see where you're coming from. Pig players that do not allow you to boop the snoot are either awful or try forcing headpop.

  • @tjt85 said:

    https://us.v-cdn.net/6030815/uploads/D9D7MZYJHWJG/my-image-282-29.png

    Here's mine. Legion is in their own tier because it's always interesting to face my Killer main (and I don't often see a lot of Legions).

    The Ghost Face and Doctor takes are certainly understandable! I just love Ghostface players they're so goofy.

  • Legion is miserable for me even if my team stays injured instead of wasting time healing. Mending simulator is not the most enjoyable mode in the game.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653657#Comment_3653657

    If Freddy still had his original power, then it would be both. It was what I loved most about DBD, after all.

    But with the way Freddy currently is, he is at the top of the tier list because I love the character and he is my main. Seeing him on a trial is always a good experience, regardless of how boring his reworked power is.

    His original power was very fun to play against I agree! Only Killer I ever feared going up against because he was actually scary. Unfortunately balance wise it was awful. It was a very good concept and fit the Killer but at the end of the day he was just an M1 Killer who couldn't even damage survivors without doing a long animation to pull them into the dream world. Hopefully they can find a way to bring back the original version without it being weak.

  • @Atom7k said:

    I guess my experience is a little different then most people here lol.

    https://us.v-cdn.net/6030815/uploads/025Q3U5LICRB/image.png

    I have never seen anyone not put Trickster at the bottom of the list, unless you've figured out the counter (if so please share.)

  • @arcaneGospel said:

    I have never understood why people like playing against Huntress so much. It's not always terrible!

    But it's usually the least interactive thing I've ever had the misfortune of experiencing.

    She's easy to loop but can also down you in seconds if you misplay. I enjoy the tension of this very much.

  • @[Deleted User] said:

    I didn't know Chucky was a great ready to DC lol.

    Oppressive and annoying power plus you can't even see him properly and the fake footsteps are annoying as hell and he's a stealth killer and most Chucky players are toxic from my experience. Although I do love facing Tiffany.

  • @Dwight_Fairfield said:

    Pure relief to see Twins. That's rare.

    Honestly it would be easier to list killers I groan at when I see them. Skull Merchant, Pinhead, Knight, Blight. The rest I love facing or am indifferent to.

    Twins are so rare I get excited when I see that little rodent running around and screaming.

  • @CrowVortex said:

    I'm honestly surprised you rate Wesker so high, most i've versed are hardcore tunnelers at 5 gens.

    Faat paced high adrenaline chases, and unlike Blight he's actually manageable. The Wesker player base are certainly an interesting bunch however, as you rightly said.

  • @GeneralV said:

    An updated version of my "Fun to play against" tier list:

    https://us.v-cdn.net/6030815/uploads/PP6P8C55V88W/image.png

    Are you biased because you love Freddy's character or do you ACTUALLY enjoy playing against his power? If it's the second one I've never seen anyone excited to play against the snoozefest that is DBD Freddy (don't get me wrong he's an iconic and amazing character his power just sucks for both sides lol)

  • @idefinitelyloveDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405711/what-is-your-reaction-to-finding-out-which-killer-youre-facing

    i pretty much agree except all the ones in *sigh alongside dredge go into the dc button looking nice tier, and i personally think bubba goes in "please don't be good with your power" for me and all the ones in "hope my teammates are competent" go in *sigh because i like none of them regardless of how my teammates do unfortunately :(

    I love Dredge personally, the Nightfall is terrifying but I guess some people don't like it.

    I just cannot stand Bubba, his one shot and the high tendency of his player base camping and tunneling just makes me contemplate DCing whenever I see him lol.

    The "Hope my Teammates Are Competent" are really hit or miss. If your teammates are good and you work together well against those Killers you'll have an easy time. Shutting off TVs and avoiding condemn stacks reduces Sadako's effectiveness heavily, Pinhead is far less obnoxious if you and your team solve the box and prevent chain hunts, Xeno struggles if you set up turrets well in high traffic areas, and Plague can struggle if your teammates manage cleansing well. Problem is, you can't rely on your solo queue teammates.

  • @Snowbawlzzz said:

    You DC vs both my mains

    Which ones lol? Hopefully not Trickster...

  • @Nos37 said:

    With these buffs, they didn't nerf her ability to place 5+ traps around the hook?

    Now she can proxy camp from a further distance, and by the time survivors find and erase all the traps around the hook, the hooked survivor will have lost a hook state. This means the survivors have to trigger her traps and trade a health state every time they unhook. If the Hag has STBFL then the now-injured survivor only makes it 3 more meters before they've triggered a different trap and have been put into the dying state.

    There was give and take with Pig's changes (more take than give), but Hag gets buffs and gets to keep the most obnoxious part of her kit untouched? They are trying to shift Pig's focus from her reverse bear traps to her chases. Why aren't they shifting the Hag's power away from camping and toward chases?

    It would have been nice to see the placement restriction range around hooked survivors increased, or let the hooked survivor reveal traps within line-of-sight (like revealing Ghostface) so that the trap has an aura visible to survivors coming for the rescue.

    Agreed, Hag with Make Your Choice and Mint Rag/Rusty Shackles is repulsive.

  • @Minibeasty said:

    Open Handed, Kindered, Wiretap and Windows of Opportunity. I can see everything, sucks when you go against stealthy killers tho. 😢

    Glad to see a fellow wiretap enjoyer!

  • Didn't know Hag mains exist, but I'm happy for all 3 of you!

  • HUNTRESS HAS 7 HATCHETS BASE NOW? Not to mention the other buffs like windup time and movement speed while holding a hatchet. Huntress is already balanced because she's strong but hard to use, now we're making her easier? Also I don't know who's telling BHVR that Huntress is add on reliant.

    PIG REVERSE DEATH TRAP TIMER INCREASED BY 30 SECONDS?? Yes her ambush and crouch got nice buffs but the death timer increase is totally unnecessary. If you wanna nerf the traps nerf Tampered Timer or Crate of Gears? If you're dying to base kit RBTs that's on you. Please revert this before the patch goes live!

    Hag, Clown, Doctor and Demo changes are nice, nothing concerning. But I'm terrified for the changes to Huntress and Pig. Couldn't buff Amanda without sneaking an unneeded and impactful nerf in there, could you BHVR?

  • @MikaelaWantsYourBoon said:

    OtR, DS, Dead Hard, Mettle of Man

    Ultimate bodyblock build.

    You should add Break Out to that build to be even more annoying lmao.

  • @JackieShana said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648234#Comment_3648234

    Will make that change on Spirit.

    Billy B tier is a difficult pill to swallow, but it's indeed good to wait and see how effectivelly people will be able to counter him.

    Will think about the rest. Thanks!

    No problem! Glad to hear you considered my feedback regarding Spirit, I play her quite a lot and although she is undeniably strong, she just feels less consistent overall compared to Nurse and Blight.

  • @TheDarkWall said:

    I heard somebody mentioning they planned more work for his base kit in july. But I can't seem to find any confirmation on this. Just wanted to know if this was confirmed.

    Changes coming in July include:

    • Killer Updates to Twins and Blight
    • Perk Updates to Ultimate Weapon, Decisive Strike, Genetic Limits, Adrenaline, This is Not Happening and Distressing
    • Bloodweb improvements
    • Map update for Haddonfield

    It was originally just Bloodweb, Twins, UW and DS getting changed, but they recently announced more changes will come with the patch including Blight. Most likely a basekit nerf since it doesn't say add-ons this time.

  • @JackieShana said:

    Hi everyone! I have roughly 4500h in the game and came up with this tierlist for the most recent patch (7.5.0). I'd like for some feedback (if possible with arguments), especially for Trickster, Twins and Onryo placements, since I don't play these killers at all.

    What do you guys think? Thanks!

    *Criteria: Consistency, basekit, common addons, maps and nowadays meta for both sides.

    https://us.v-cdn.net/6030815/uploads/8VWE5BR9UQTX/my-image-2842-29.png

    I mostly agree, but a couple things I'd change personally:

    1. I'd move Spirit down to A Tier, Nurse and Blight are far more consistent in my opinion, but I'd still keep her 3rd place, just don't think she's on the same tier as Nurse and Blight
    2. I don't think Billy's A Tier, B+ is a more fitting spot IMO. Once Survivors understand how to play against the new Billy I imagine he'll become a bit tougher to play.
    3. Dredge is too low IMO, B- or B+ would be more fitting
    4. Onryo has since received 4 buffs since 7.5.0, I'd put her a tier higher
    5. Clown is too high for me, he should be in the lowest tier IMO
  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647001#Comment_3647001

    Nobody said it was suppose to be a “Free Kill” that I can see here in this thread unless I am overlooking it, but you think it’s okay for people to insert directly in her face without her having a counter or a drawback at least to hoarding a tape?

    Also if she was done right the first time there wouldn’t have to be continuous changes, the devs I am sure are doing their best I give them that truly. 🙏🏼

    To be honest I'd rather they keep her as is than try changing her again and inadvertently making her weaker. In my opinion, she's fine at the moment (although Bloody Fingernails is a bit crazy), if you make the most out of information perks and add-ons you can punish people who hoard tapes and turn off TVs. I've been playing her as a normal chase Killer using demanifest mind-games, using teleport to cut people off mid-chase while still pressuring condemned and have gotten consistent value. My go-to build RN is Lethal + Floods of Rage to keep tabs on where people are and help with punishing tape hoarders, and Deadlock/Pop to stop gens from flying by, and Fingernails for the zoomies and comb for added info. Works pretty consistently! Ideally they'd disable the ability to see TV auras while in chase so tp mindgames can't be predicted as easily, but she's decent as is for me.

  • Couldn't disagree more. Current Sadako is fine, stop changing her. Just because she can't tunnel people out of the game in the first few minutes doesn't mean she's weak. The condemned is supposed to be a distraction from gens not a free kill.

  • @AnxiousGummy said:

    What other game modifiers would you all like to see in the future? Seems like the devs are looking into other limited time modifiers to implement (I'm assuming it'll all depend on how Lights Out does). I would personally like to see one where both survivors and killers load in without perks OR a random set of perks. Seems like a lot of players' frustrations now-a-days is due to both sides having meta playstyles that they each find unsavory.

    Pretty much anything they suggested in that survey a while back. The 5v5 and 2v8 modes sounded interesting for sure.

  • @AetherBytes said:

    Title. What game or movie that, while not in the horror genre, do you want to see added to DbD? Any idea for survivors? A killer and their power? Perks? Go nuts.

    Game of Thrones/A Song of Ice and Fire.

    Jon Snow and Daenerys Targaryen as new Survivors would be amazing. The Night King could work as a Killer, as well, with a winter/blizzard/undead related power.

  • @DragonMasterDarren said:

    https://us.v-cdn.net/6030815/uploads/SB5216OVTZB1/image.png

    I'm in one of those moods where I felt the need to compile my thoughts on the killer roster atm, to preface this, I am not a particularly good player, I don't even play half of the roster, but I do have a pretty decent bit of knowledge on everybody, so I figured I'd throw my hat into the ring

    Trapper: Should be obvious, Trapper is still considered the weakest killer in the game currently at least in my book, which is a fundamental every setup killer aside from SM has, I don't think this is much of a issue though, just let him start with all of his traps and he should be okay

    Wraith: I think he's fine, not weak, not strong, just alright, I will say though, I would like to see some form of Wild Dance made basekit, mostly just because I'm kinda addicted to those addons

    Hillbilly: I am in love with Billy's update in 7.5.0, however I do think that he's a smidge overtuned and that's mainly due to his addons, nerf his recovery and charge-speed addons, and maybe the charge rate in Overdrive, aside from that I think he's fine

    Nurse: Rework entirely, Nurse is broken, you are lying to yourself if you say she's balanced, she does not play DBD, she plays Nurse Sim and Nurse Sim is not fun to be on the other side of, IDK what you can do to make her current power actually balanced for DBD but God I wish it was changed

    Huntress: I think she's fine

    Myers: Michael really only needs the stalk limit removed and his tombstone addons changed, aside from that I think he's okay

    Hag: I don't think Hag's in much need of changes, but I wouldn't mind seeing Rope Necklet made basekit

    Doctor: I think making Doctor's Illusions more threatening would be kind of cool, make them jump out at survivors and fake swings and such, he's not bad, I just wish his illusions were cooler

    Bubba: I think Bubba's fine, but I would like to see a change made so that he can't rev his chainsaw for a few seconds if he's right next to a survivor that's just been recently hooked, camping with Bubba is still a load of nonsense and I'd be very happy to see it gone

    Freddy: I'd bring back Old Freddy and give him some buffs, poor #########'s been bad ever since he got into the game, but he can at least make him semi-faithful to how he is in NOES instead of the crap he is right now

    Pig: I'd make crouching faster and make Ruleset Number 2 basekit, and maybe make removing jigsaw traps uncancellable by screaming, aside from that I don't think Pig really needs that many touchups

    Clown: Honestly? I'd just give Clown a extra bottle, that's pretty much it

    Spirit: I think Spirit's fine, but I would like if her power recharged faster if you used up the full gauge to make it a bit better for map traversal

    Legion: Again, I think Legion's fine, but I wouldn't be against making this part of Frank's Mix Tape basekit

    https://us.v-cdn.net/6030815/uploads/UGHYZFMU71JS/image.png

    Plague: I'm not really sure what I'd change about Plague, since her power is honestly pretty balanced, but something about her just isn't clicking with me in my brain, she's not overpowered by any means, but idk, I know I want to see Black Incense nerfed or reworked though, that addon is boosh to play against

    Ghostface: Danny's fine as is honestly, though I wouldn't be against making Philly basekit, since I use that addon pretty much all the time

    Demo: Completely fine as is and IMO is the poster boy for balanced killers in DBD, that being said, maybe make a weaker form of Rat Tail basekit? It's not really needed but it would be nice

    Oni: Fine as is, but it would be nice to see Cracked Sakazuki made basekit too, I love that addon

    Deathslinger: Spit Polish Rag basekit and a decreased cooldown on un-ADSing would be greatly appreciated

    Pyramid Head: Buff and change his addons for the love of all that is good in this world, I'm tired of running Double Range because those are his only good addons

    Blight: Nerf his addons and fix some of his bugs, 90% of Blight's "Techs" are just nonsense bugs that somehow remain unfixable all this time later, aside from that, Blight's okay

    Twins:

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

    Yes I know they are slated for a rework, but until it actually happens, the point remains, Twins are the single clunkiest killer in the game right now, and needed a rework yesterday, not in 6 months

    Trickster: I'm going to get some flak for this I'm sure, but I don't think Trickster's that bad, a bit oppressive? Sure, but not so much so that he's impossible to play against

    Nemesis: Buff his addons, make Marvin's Blood basekit, Nemi's okay but man are his addons atrocious

    Pinhead: Fine as is, stop thinking other people are going to babysit the box and start doing it yourself, if you let Pinhead activate Chain Hunt then that's entirely on you

    Artist: Also fine as is, I don't think her zoning is particularly overpowered compared to some of the stronger killers, it can be annoying to go against a turbo-zoner, but that's the case with zoning in pretty much every game

    Sadako: Also fine as is, her nerf from her PTB really didn't affect her that much, hell I'd argue she was never a particularly obnoxious or annoying killer at any point, ya'll just didn't want to do tapes

    Dredge: Make Nightfall consistent and increase the number of lockers that spawn on each map, Dredge is arguably one of the most map-dependant killers right now purely down to locker RNG and brighter maps making Nightfall less impactful, if those problems get fixed, Greg's gravy

    Wesker: I'd increase how long it takes for Uroboros Infection to fully infect a survivor while they are in chase, and remove the killer instinct whenever they're sprayed, Wesker is a tunnelling machine due to the Hindered effect, making it take longer to get while you're being chased would be rather appreciated

    Knight: Same as Artist, yes Zoning is annoying, no that doesn't make Knight overpowered or even that annoying

    Skull Merchant: Lock On Stacks should decay after 30 or so seconds, I think SM is fine but the fact that the stacks are permanent is kinda dumb

    Singularity: I'd improve the hitbox and detection abilities of Biopods, they are way more clunky then they have any reason to be, I'd also make EMPs not respawn from boxes until the EMP that box is assigned to is used up in order to make them less spammable, also, fix the stupid broken biopod bug that lets you completely remove the tagging cooldown, that #########'s dumb

    Xenomorph: Decrease the penalty for missing a Tail Strike by like 0.3 seconds or something, I think Xeno's fine but missing Tail Strike just feels super clunky and slow and I don't like that

    Chucky: I think Chucky's fine, but I wouldn't be against making Scamper less powerful by increasing how long it takes

    So yeah, feel free to disagree with me on any of these, I'd love to hear your opinions

    G'night

    Myers needs BIG tweaks, weakest Killer in my opinion alongside Trapper and Freddy.

    Sadako has always been problematic. Her first iteration was so weak that the only viable playstyle was Slugako, Iri Tape + Ring Drawing, spam TPs and slug until you condemn someone out of the game, rinse repeat. Her second iteration was mind-numbingly easy and boring to use. Made her stronger, but took away everything her mains enjoyed about her. The current iteration is on the right track but was executed horribly. Luckily, she's getting some buffs in the next patch which I think will put where she needs to be.

    Other than that, completely agree.

  • @OrangeBear said:

    https://us.v-cdn.net/6030815/uploads/MI0DBXDFV7KL/image.png

    I found this on reddit, it it supposedly from the dbd discord, i believe it's real since the people in the comments aren't saying otherwise.

    What do you guys think? The changes sound pretty good to me. I wonder if bloody fingernails add-ons are going be nerfed.

    Glad they listened to all the complaints, this should get her where she needs to be.

  • @supersonic853 said:

    the pig gets nerfed. i can foresee it.

    Not even joking I feel that they're gonna nerf some of her problematic add-ons or make it so box searches can't be interrupted by screams. If those don't come with big compensation buffs, that's gonna be a major problem.

  • @sizzlingmario4 said:

    They said on the livestream that the Mangled nerf is making it on a timer again like it used to be.

    Which, personally, I'd say depends on how long it will last. If it's too short it will be too easy for survivors to just wait it out and then it won't be good anymore. If it's long enough that that isn't always the best option then it will still be alright.

    Personally though I don't think Mangled as a whole is the issue, the issue is having Hemorrhage AND Mangled together on certain things that really shouldn't have both, Sloppy Butcher included (like it was a perfectly fine and usable perk before Hemorrhage got buffed, no one used it for that but Mangled was the main appeal). But other things like Gift of Pain are fine having both since it is more situational and harder to earn.

    Regarding the killer balance changes, I'm hoping Doctor gets some of the effect from the Discipline addons in his basekit (reduced shock therapy detonation delay) and Pig can crouch/uncrouch faster and maybe some kind of buff to ambush. Not sure what to expect for the other killers though.

    Tbh that's a great change, 60 seconds might be a sweet spot in my opinion but I guess we'll have to wait and see.

    Hemorrhage and Mangled shouldn't be able to be active at the same time in my opinion. Slower heals AND the fact healing progress is lost when the action is interrupted? Just feels absurd to me.

  • @ShinobuSK said:

    Do all those killers have mangled add ons? Maybe they cha ge change those lol

    But seriously, after recent reworks I am more wary than excited about any announced changed, especially to the killers which imo dont need any.

    And the fact that singularity was removed from the roadmap is still pissing me off, ngl

    Pig and Huntress definitely have mangled add-ons, not sure about the rest. Hopefully their changes are a bit more interesting than that, though!

    I think the Billy rework was perfect and everyone seems to love it so far, can't say the same for the recent Onryo, Trickster, or Merchant reworks though. It feels like they have the right ideas, but just execute these changes terribly.

  • @Bartolomeo87 said:

    Going to be interested to see what they do with Demo!

    Agreed, I think he's a fairly balanced and well loved Killer as is.

  • @GeneralV said:

    I know there aren't many of us left, but I wanted to ask this question to those who still main / play Freddy.

    Tonight has been a bit difficult for me as a Freddy main, I had a streak of bad games. And on some of those games I felt like I was playing a killer that completely lacks a power.

    Between generators being completed as I'm teleporting to them, chasing an awake survivor or hitting one who is immune to falling asleep, I've had scenarios where it didn't seem I had anything to use in my kit other than a basic attack.

    There was one match on The Game where this was particularly prominent. It is a bad map, I know, but when I played Old Freddy on his worst map (which in my opinion was Blood Lodge) I knew I had something to work with. Here I just... didn't.

    Obviously I don't expect to be able to do everything I could do with Old Freddy's kit, but feeling like I have nothing at my disposal was very frustrating.

    Do any of you feel the same?

    I'm not a Freddy main but I tried playing him as I was levelling him up to get his perks. Probably one of the worst experiences I've ever had as a Killer, and won't play him again until something drastic about him gets changed. Not only does he feel powerless a lot of the time, as you rightly said, but boring and incredibly unfaithful to the source material. Freddy has so much potential for a creative, fun and terrifying power with how powerful he is in the Nightmare on Elm Street films, yet his entire gameplay loop is placing red puddles and teleporting to a generator every now and then. He needs an entirely new Power, something that's fun to play with, terrifying to go up against and one that leans into his Dream world abilities. There is nothing interesting about this character's Power at all and overall he needs a complete overhaul.

  • @concubined said:

    I haven’t played Dead by Daylight in six months and recently got back into it again. I bought Xenomorph for the perk “Ultimate Weapon” because I find survivors stealthing and just playing immersion very boring and non-interactive, searching for them for half the game is very time consuming and could debatably be considered the same as a killer stalling the game by gen regression as it’s a way to stop the game from progressing as well.

    Historically I notice a pattern of everytime a perk getting nerfed it becomes unusable, I’m hoping this doesn’t happen with Ultimate Weapon because it is such a Quality-of-Life improving perk specially when playing a killer that doesn’t have information built into their kit.

    Also the last gen regression perk killers have gotten was when I first started playing the game around Onryo’s release - “Call of Brine”. And with almost every new update survivors have received a gen progression/speed perk. I really appreciate this information perk “Ultimate Weapon” when I first saw it I knew I had to fit it into my perk load out even tho it doesn’t synergies with the rest of the 3 perks because survivors playing stealth and me having to look over the entire map for them has to be my least favorite part of each game.

    I hope the team keeps up the good work and continue to provide killers with such nice perks that improve our gameplay quality, thank you!¡!

    The fact that Calm Spirit users have emerged a lot recently is proof that nobody likes this perk.

  • @WiseTraveler said:

    The Pig has been known to receive a multitude of changes to the point where the joke is if any change is happening to The Pig it will be a nerf. Today I propose a few quality of life changes for The Pig.

    Before I start making changes I want to identify some of the issues with The Pig first. (I will offer the solution to these issues after I address them all.)

    1. Box Progress - One of the most frustrating aspects of The Pig is trying to get your head trap off. I think that survivors are given the time to get out of the traps, but also are given the time to consider and strategize what boxes they are heading to. The issue lies in some of the methods pigs use to get the head trap to kill the survivor. The main method you will run into is pushing survivors off of boxes for one second and making them lose all their progress. The second method is using screams to force survivors off the box instantly making the survivor lose all their progress. These methods are purely used to waste your time by instantly removing all progress of searching just for you to be ignored by the pig making little to no interaction.
    2. Stealth - The Pig is most known as a stealth killer yet she isn't that good at being one. For the pig to gain any sort of stealth base kit she must crouch to lose her terror radius. This would be all fine and good but there are a few issues with it. The crouch is too slow The Pig has a crouch speed of 3.6m/s which is .2m/s slower than what ghost face can crouch at. This makes crouching a big-time investment that sometimes doesn't even pay off.
    3. Ambush Dash - This is arguably one of the coolest and fun parts of playing the pig and yet it is so underused. The Ambush doesn't feel like an ambush instead, the ambush gives a huge warning that gives survivors plenty of time to get into a position that makes it very difficult to reach the survivor. The ambush also feels lacking in distance or speed. When it comes to counter play most survivors just hold W away from the dash because the survivors understand that the dash isn't strong enough to reach survivors at far ranges. This leads to boring gameplay of mind games rather than trying to avoid a chase power that never gets used.

    What are my ideal solutions?

    Starting with the Box Progress - As mentioned it isn't fun nor engaging to be pushed off a box instead it's just a timer waster that pushes the progress of the timer towards killing you. My suggested change is that progress saves for 1.5 seconds and then starts to slowly regress at 1 second of box searching and regresses every second. This will force the pig to engage with you for you to lose searching progress. Keep in mind that while being chased your timer will be stopped. This would also stop screams from instantly removing progress and once again force the pig to interact with you which also pauses the timer.

    Stealth -This is quite simple make the pig crouch speed the same as the ghost face if not a tiny bit faster at 4.0m/s. This would make crouching not waste as much time when transversing that map and maybe make more pigs choose to use stealth more frequently.

    Ambush Dash - The Roar indicates that Dash is in the game for a good reason but I believe the survivors are given way too much time to react to what is meant to be an ambush. I suggest that the roar doesn't start until 35% of the bar is full. In addition, I would also like the dash to be slightly longer and slightly faster so that it is harder to avoid and makes most survivors choose to engage with the chasing power rather than just running away from it.

    Overall this will make pigs consider using their stealth and chase power more frequently in addition it will also require The Pig to engage with trapped survivors in order to get head pops.

    She's getting "tweaked" soon, possibly as soon as the next PTB. Hopefully they buff her Stealth and Ambush because that's what she needs most.

  • @dance said:

    With Update 7.5.0, you can now adjust the field of view (FOV) settings for the first person camera. This should help with motion sickness and accessibility.

    https://us.v-cdn.net/6030815/uploads/B8ARJD87D05M/dead-by-daylight-field-of-view-settings-jpg.jpg

    Leave a comment below to let us know what you think of the FOV settings.

    It's good.

  • @Skitten56 said:

    The new 10sec cool-down on condemn is fine IF BHVR makes additional changes to address the other short comings in her kit. Mainly how the counterplay disproportionately punishes Onryo and rewards survivors.

    The issues with her strong counterplay

    Right now survivors can avoid practically any condemn simply by looking around the gen they are at, seeing a TV aura and then turning off the TV. This also has the additional effect of denying Onryo's mobility. Since holding a VHS tape is now risk free, there is no reason not to do this simple counterplay. This counterplay is perfectly fine and healthy, if the necessary adjustments are made. The main issue is what can Sadako do to build condemn pressure after survivors do this simple counterplay.

    Once survivors learn this basic counterplay in the coming weeks, Onryo will be unable to spread condemn to survivors working gens most of the time. The result of this is that she will have to push survivors away from gens and teleport in chase to build condemn. This becomes a problem though.

    If survivors can always see the auras of powered TVs within 16m, they will always know if they are at a risk of getting condemn. This gives them a lot of information not just when working a gen, but also in chase. Survivors can use these auras to see if she teleported to a close TV in chase. They can use these TV auras to know the best direction to run away if she teleports to a close TV. They can use these auras to know if she didn't teleport to a nearby TV and went somewhere else.

    Simply put, survivors having such easy access to her TV auras gives them too much information and allows almost no uncertainty when deciding what the best possible move is when trying to counter her. This punishes Onryo a great deal and removes a lot of surprise or mindgames with TV usage.

    Condemn in this version is much more difficult to build up for Onryo, it is unnecessary for survivors to have so many tools at their disposal to counter her in return outside of simply taking a tape before working a gen. Another issue is the 1 second tape insert speed.

    With a 1 second tape insert duration, survivors to be able to drop off their tape mid-chase with 1s insert speeds.This means that any hard earned condemn can be easily removed, possibly before she even has the chance to lock in any condemn progress. Since there is now no practical risk to holding a VHS tape, and with condemn harder to build up, it is reasonable that survivors have to be more careful and strategic about how they drop off their tapes.

    Onryo is a killer with a weak chase power. All she has going for her with condemn pressure and mobility. If her counterplay is too easy or forgiving for survivors, they will be able to deny both her condemn pressure and her mobility at low risk. At the same time Onryo will suffer a great cost from these actions by not having mobility due to her TVs being off and a lack of condemn pressure to make up for her weak chase power.

    How to address her strong counterplay

    TV auras

    I understand BHVR likely wants to keep TV auras visible for survivors in order to help to figure out the counterplay and not make condemn oppressive to new players / soloq. A good solution therefore would be this:

    • If a survivors is holding a tape, they can no longer see the TV auras of all powered TVs within 16m; instead they will only be able to see the TV aura of their target tape drop off TV.
    • Additionally, when a survivor is in chase, they will also not be able to see the auras of powered TVs within 16m.

    These 2 changes would allow survivors the ability to still easily find their first TV to avoid condemn, while still reducing the effectiveness of her strong counterplay. If survivors want to run around the map in order to turn off all her TVs, they will have a more difficult time finding them as well. If Onryo is chasing them, they will no longer have perfect information on whether they are near a TV to determine if she teleports to it and how to best avoid her if she does.

    These suggested changes would still allow her counterplay to be easier and more straightforward for newer players, while still allowing for and providing some challenge for skilled survivors against a skilled Onryo.

    Tape insert speeds

    With 1 second tape insert speeds, the animation is so quick that on the PTB, survivors were able to quickly drop off their tapes mid-chase to avoid getting condemn locked in.

    The best way to address this is to restore the tape insert speed back to 2 seconds.

    This will be beneficial within her current state and these proposed changes. Survivors will still be able to avoid condemn by powered TVs when working a gen; however if Onryo is able to push them away and apply condemn while chasing them, survivors will not be able to just quickly remove all her progress in front of Onryo's face mid-chase.

    Survivors should have to think about how to not be seen when trying to drop off their tapes. It should not be possible for them to just run straight towards their TV in chase without thought and insert it in the killers face.

    The most urgent necessary add-on changes

    Rickety Pinwheel and Sea-Soaked Cloth

    Always turning off TVs when working gens as her main counterplay has the side-effect of making the Rickety Pinwheel and Sea-Soaked Cloth incredibly useless; I would strongly suggest BHVR reexamine these add-ons.

    I suggest making these add-ons activate instead under the following condition (Pinwheel as example):

    • While survivors are within 8 meters of a TV turned off by a survivor, they gain the Oblivious effect.

    This would allow these add-ons to still be useful and would serve as a way for Onryo to address the strong counterplay within this version of Sadako, and a means to try and play around it. I think such a change would be very healthy and would allow for more creative and fun play.

    Iridescent Videotape

    This add-on is a great concept. It allows Onryo to trade away all her condemn pressure in exchange for mobility. It is also balanced by having a longer TV off duration when survivors perform the counterplay to her TVs. However there is one major problem with this add-on.

    Since the add-on removes all Onryo's condemn pressure, it allows survivors to freely disable her TVs at no risk. A team with a smart survivor can easily run around from TV to TV using their auras and disable them all. Each TV would be off for 84 seconds due to this add-ons debuff, which is a very long time in DBD. This counterplay crushes her and completely negates the entire point of the add-on. A mobility add-on where smart survivors can easily remove all your mobility is pointless. This makes the add-on an actual significant liability against good teams as it can render her virtually powerless.

    I suggest the following changes to the add-on to address this:

    • The auras of all TV's are hidden from survivors, or the range is reduced to 8 meters.
    • When survivors are carrying a VHS tape, they cannot interact with any TV other than their assigned tape drop off TV.
    • When survivors are carrying a VHS tape, they cannot see the auras of TVs other than their assigned tape drop off TV.

    The inability to see TV auras or range reduction would help stop survivors from completely shutting down her power with this add-on. Likely the TV auras were added to make condemn not oppressive and provide survivors a way to quickly be aware of their condemn risk and how to quickly counter it. Since condemn is not an issue when running this add-on, I feel the new TV auras are not needed here.

    These changes would ensure she can still use this add-on for mobility, while also still providing survivors with a decent counterplay of during her TVs off at key locations for a significant 84 seconds (almost an entire gen of progress!). These changes simply make it so survivors cannot abuse this long cool-down duration to rapidly turn off multiple TVs, leaving her with no useful mobility.

    Since she has no condemn threat or slowdown from this add-on and the duration debuff to survivors turning off TVs is significant, I feel these proposed changes are very fair and would allow the add-on to be more useful, balanced, and fun.

    TLDR:

    Sadako needs some changes to make her counterplay less strong and more balanced. When survivors learn her current counterplay, condemn is very hard to build but very easy to remove. Survivors are greatly rewarded for turning off her TVs to avoid condemn while also shutting down her mobility. This makes her counterplay low risk high reward for survivors and disproportionately hurts her compared to the coutnerplay of other killers.

    Behaviour needs to hire you onto their balance team. This comment is exactly what we need for Onryo 💯

  • @dance said:

    In our latest update, we've made adjustment's to The Onryo's Power, VHS Tapes, and various Add-ons.

    https://us.v-cdn.net/6030815/uploads/7N2M2RPMY0RT/dead-by-daylight-the-onryo-jpg.jpg

    We'd love to hear your feedback below.

    Remove the cooldown. 99% of the purpose of teleporting is to apply Condemned, so this change basically just brought back the old cooldown that NOBODY liked and is the reason she got this change in the first place. Survivors can shut off TVs anyway with miniscule consequence, so a cooldown isn't necessary. If Onryo is spamming teleports, just shut off the TV next to your gen and continue working on it. Once your gen's done put it away and shut off any TVs on your way to the target one. Simple.

    Current Onryo has TOO MUCH counterplay that the Killer can't punish. A Survivor can turn off multiple TVs and even if they're caught and hooked, 2 locked in stacks is negligible and once they're unhooked they can just remove the rest. Essentially, Survivors can stop her from using her Power and can't be punished for it. The fact they can insert tapes in your face just adds salt to the wound.

    I do think locked-in stacks should have a cap in some capacity, but 2 stacks is too low. 3 or 4 is a solid number.

  • @dance said:

    Grab your Chainsaw - the changes to The Hillbilly are now live! Overheat is in the past, we've added a new Overdrive mechanic, and adjusted his Add-ons.

    https://us.v-cdn.net/6030815/uploads/WZIMPFV3NAOI/dead-by-daylight-the-hillbilly-jpg.jpg

    Please share your feedback on The Hillbilly's changes in the comments.

    Billy feels AMAZING to play as. I've never played him much since the Overheat rework because he was too hard and clunky to use, now he's one of my go to Killers for a fun and high adrenaline game. Honestly rivals Killers like Blight and Wesker in terms of fun factor.

    As for strength, it's still too early to say in my opinion. His map pressure and mobility is crazy on open outdoor maps, but he's still usable on narrower indoor maps like Gideon. Honestly he might have the best mobility compared to all other Killers, but his chainsaw is difficult to control making him less effective in loops, jungle gyms, T-L walls etc. I predict he'll be in a perfect spot strength wise, he has powerful mobility and a one-shot threat but it's hard to control and use effectively in chase, which Survivors can use to outplay him.

  • @BubMickey07 said:

    I wanna know what others think the game is..

    Also give an actual example of it being a certain side don't just spam "its killer sided" or "survivor sided"

    In public matches/solo queue, probably Killer sided because there's no coordination between Survivors.

    Against a SWF or experienced team, it's Survivor sided unless you're using a strong Killer like Spirit or Nurse. Playing a low tier or even average Killer against an experienced SWF is pain.

  • Compound 33 and Blight Tag need to be nerfed. Blight Tag just needs the cooldown to apply even if the Blight misses a Rush, whereas Compound 33 needs a new function or at least should not be able to be paired with Iri Tag.

    With Onryo they should just revert the animation time for retrieving and inserting tapes back to 2 seconds. Incredibly frustrating when Survivors remove all their Condemned in your face and you can't do anything about it.

    Hillbilly is fine IMO.

  • @HerInfernalMajesty said:

    You have to pick one Killer to be your bodyguard and one Survivor to be your party friend. Who do you pick and why?

    Nemesis as a bodyguard, Yui as a party friend.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630900#Comment_3630900

    Not to sully your answer, but Sadako isn't even in the top 10 most powerful Killers in DBD...xD

    Pinhead, Pyramid Head, and even Freddy Krueger would look at her and laugh honestly...

    Enlighten me on how Freddy is gonna beat an intangible spirit that can will people dead.

  • Pig should be in Instant Death because I said so.

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