Cutiaddu
Cutiaddu
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Oh my this post blew out. I guess people love Halloween films too much.
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@Maníaco_da_garrafa said:
Why hard-buff bad mechanics to try and make them slightly less bad instead of just reworking/removing them? EW1 almost always ends up being a net negative on michael's power: it slows down your early game and gives up your surprise element as soon as you reach tier 2, and all of this because there is a very small chance that you get a 4-man slugfest.
If EW1 is so bad to the point where you'd want to buff it to almost being nonexistent, why not just rework it?
It could be a secondary power, like you can turn it on and off to make you completely undetectable (spine chill, etc...) at the cost of consuming your stalking progress.
As for Scratched mirror, you can just decrease michael speed to 4.2 m/s, decrease his lunge and give him wallhacks while stalking.
That sounds like a cooler night shroud I like it
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@xQueenlyMajesty said:
When using her power Vile and Corrupt Purge, She teleports back and to the side (depending on the direction that is being looked) causing you to lose chases and making her power unusable. This needs to be fixed ASAP!
I think that this is caused by the fact that servers are very laggy right now. Micro teleports and big teleports happen quite frequently
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@slipttees said:
micro teleports in every chase!
Yea this sucks. I don't even know if devs know this
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@LapisInfernalis said:
Short answer: Yes.
Long answer:
Myers' unique 3 Tiers should stay. No removing EWI etc. So how would I buff him to be able to keep up with GF?
1. Buff EWI. It's his biggest weakness more a liability than something you can work with. If you don't get out of it asap, gens will fly. So I suggest to buff his MS from 105% to 110% and/or give him his detection immunity back (no spine chill, Premonition and no Object at all).
2. Addons:
-Scratched Mirror: ms still 105% and detection immunity for the real old Jumpscare.
-Vanity Mirror: Buff ms from 107% to 110% in EWII. No ms penalty in EWI. Reduces TR by 4m. Yes you could have 0m TR EWII Myers with this, M&A and Dead Rabbit, but you would have a red light and would be detectable with object etc.
-Lock of Hair: adds 40s to EWIII for +2.5 more stalk points (instead of 5.0)
-Mirror Shard Addon series: The most useless add-ons. Just rework them.
3. Buff Stalking. Multistalk, make it distance independent (like GF). Let Myers (as well as GF) have collision while stalking. Bubba, Billy, Plague and Oni all can trap you in a corner and insta down you. Why not our Stalky Boi?
Damn this looks really good, by the way survivors can pass trough Ghostface when he's stalking , that never happens but hey they can.
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@TragicSolitude said:
I don't want them to get rid of tier 1. I love tier 1. Maybe the devs could decrease the amount of stalking it takes to get out of tier 1?
Also, he should be immune to Spine Chill while in tier 1 like he was back in the old days. He's slow, he has no lunge, he doesn't get bloodlust; he shouldn't set off Spine Chill.
As I said in previous comments, they can keep scratched mirror
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@TreSen said:
https://forum.deadbydaylight.com/en/discussion/comment/1617158#Comment_1617158
No thank you. There are enough killers for sweats in this game. You can have a lot of fun on tier 1. Leave my scary mikey alone.
They can keep scratched mirror
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@DarKStaR350z said:
I honestly think just making his traps spawn closer to the centre of the map would make a huge difference.
His main issue is having to waste time walking to corners of the map to pick a trap up, or accept that you have 1 less trap all game.
If they spawned closer to the centre then you would often be able to pick another up when travelling between gens/hooks etc.
That would make things much much easier and quicker
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@gibblywibblywoo said:
I'd like to add that having played him a lot recently. You have to pick your zone and lock it down as fast as possible so the survivors dont spread out and ruin you gen set up. Having traps spawn on the opposite end of the map to him means that he may have to simply write off those traps due to the risk of losing a gen while gone.
Yea that's true, if you really want to 4k with trapper you have to be extremely territorial, which sometimes means that either you camp or you lose
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1618196#Comment_1618196
It would be nice if they could find a way of keeping the "ambush" aspect and make him stronger and more skillful. Wraith has just been this "why would I play this dude" killer since back when I started. It sucks because I like his design a lot and his cosmetics are cool.
I would appreciate Clown getting a rework first if given the choice, however.
Yea totally agree
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1618157#Comment_1618157
Being able to 1-shot and vault windows instantly is power in the chase! With how maps have been redesigned with a cap on pallets, so many dead zones, you shouldn't be having an issue. The new buildings are now even killer sided because killers refuse to break down the walls, and all the windows are closed! You want to talk about fair, we can talk all day about that. The Ghostface has no counterplay to his close proximity. Every ghostface tries to catch people off-guard in an injured state with NO TERROR RADIUS, and kill them. They also use it to have a huge advantage. That's the only thing making ghostface better in my opinion because that aspect of him is grossly unfair. Not every killer needs to be able to get to the other side of the map instantly, with BBQ, and other perks, this is too much advantage. I think killers are spoiled by Freddy and Spirit.
Personally I never found the Ghostface to have no counterplay at close range, but that's my experience anyone can have a different one. Vaulting windows faster helps a lot by the way I completely agree with you, but that's not that strong imo. Then again you made good points
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/191363/buff-wraiths-base-kit
Eh. Those are all almost entirely just band aid fixes. Wraith cant be good with his current kit because of how low his skill ceiling is. Everything he does other killers do way, way better. Stealth as a main power is not and will not ever be viable against good survivors. He needs mobility and the ability to use his power in a chase. And I mean properly. Not just with faster decloak add ons.
Basically an entire rework... Mh that sounds good actually, but hey I thought of a buff not rework, but yea you're right
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@4scoreand7skinsago said:
Wraith is in a wierd spot cause with his better add ons he's actually a pretty good killer but without his add ons his base kit is pretty pathetic, he's probably the most add on dependant killer in the game, namely windstorm giving him like yellow or green windstorm then just changing those add ons completely would be a real nice change imo.
IMO even with his best addons is still not that great of a killer, but yea not unplayable by any means.
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@GodDamn_Angela said:
Personally I am terrible against the wraith and always get dominated by any I go against. He's probably the killer I find the hardest to play against. I'm not even sure why.
I would loathe to see him buffed but I know he needs it.
For me it's the exact opposite lol. I found very easy to win against him
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@StibbityStabbity said:
Honestly, just making him uncloak faster and buffing his base speed would be enough to make him more competitive with the other Killers.
Also, I feel like having a sort of tertiary affect when going BING BONG near a Survivor would be neat. Right now, it's an alarm to run, but maybe add something if they are within a distance. I dunno.
Sounds cool actually, maybe they could make that whenever you hear his bell you get the oblivious effect for 4 seconds
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1618079#Comment_1618079
I saw now, but it's really difficult to see the first one because its mixed with other sentences.
Ops you're right sorry, I corrected that
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@4scoreand7skinsago said:
https://forum.deadbydaylight.com/en/discussion/191267/buff-trappers-base-kit
Don't think many would disagree with this tbh, hes definitely been a massive victim of power creep with more and more good perks and killers being added to the game and trapper remaining mostly unchanged base kit and is now probably one of the weakest killers in the game, he definitely needs a bit of a touch up pretty badly.
Totally agree with you
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@KingFrost said:
Give him 2 traps by default, and let him summon disarmed traps from a distance. He shouldn't have to walk all the way across the map just to get his traps.
That also sound like a good idea, it could be a secondary power.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1618137#Comment_1618137
4.9 is probably a bit too much, I was going for incremental numbers. But I don't think 4.8 would be too crazy. Basically Myers with one stack of Play With Your Food for reaching Tier 3. I feel like Myers in Tier 3 should be one of the most terrifying things in the game.
I don't know man, I'm no expert at balancing things but that sounds a little too powerful, PWYF is a token perk, if we make myers a 4.8ms killer while in tier 3 which has full movement controll and mindgame potential (moonwalk etc) I think that it would be broken. Then again I don't know it could also be fine
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@preston159 said:
TL;DR: Read the first set of bullet points.
When the game was first released and had only 45 perks, 4 survivors, and 3 killers, the tier system made sense, and it held up for a long while after as well. In addition, the changes which have been made to bloodwebs in the past has made them easier to deal with, but not perfect.
25 survivor perks at 3 tiers each for 4 survivors = 300 total perk purchases to complete survivor loadouts. 20 killer perks at 3 tiers each for 3 killers = 180 total perk purchases to complete killer loadouts. If we assume 4000 bloodpoints per purchase on average (which I'm sure neither is or was entirely accurate, but for the sake of simplicity) that's 1.92 million bloodpoints to purchase all perks, excluding the rest of the bloodwebs. A lot, but reasonable for new players (which everyone was at the time) to get what they want where they want it.
In the current game, there are 23 survivors, 21 killers, 83 survivor perks, and 75 killer perks.
In my experience, the average level 50, 4/2-perk bloodweb seems to cost about 55,000 bloodpoints to complete, and I'm usually pretty good about gaming the entity to take as much of the bloodweb as possible. This equates to 27,500 bloodpoints per perk tier. Since the majority of the bloodpoints of someone trying to max out will be spent on level 50 bloodwebs, I'll use these numbers for calculations; I believe they should suffice at least to serve my point. I'll also round down to 50,000 bloodpoints per web, or 25,000 per perk tier.
23 survivors * 83 survivor perks * 3 tiers = 5,727 perk purchases. At an average of 25,000 bloodpoints per perk purchase, that equates to 143.175 million bloodpoints. 21 killers * 75 killer perks * 3 tiers = 4,725 perk purchases. At an average of 25,000 bloodpoints per perk purchase, that equates to 118.125 million bloodpoints.
To max out all killers and survivors would cost approximately 261.3 million bloodpoints. (Note: these numbers cannot be directly compared to the aforementioned 1.92 million bloodpoint number, as I didn't take into account the cost of the rest of the bloodweb when purchasing perks.) At a maximum of 32,000 bloodpoints per game (excluding offerings and events) one would have to play 8,166 perfect games to earn that many bloodpoints. At a near ABSOLUTE maximum of 230,400 bloodpoints per game (assuming only perfect games, double bloodpoint event and 5 4th year cakes every game, which is extremely unreasonable) that's still 1,134 games.
In my 1546 hours, I've earned a total of 143 million bloodpoints, averaging ~92k/hour. At that rate, it would take me approximately 2841 hours to max out all characters, if I didn't prestige anyone ever. And using OhTofu as an example, he's earned a total of 812 million bloodpoints in nearly 7000 hours of gameplay, averaging 116,000 bloodpoints/hour. This is likely significantly above average, but even so, it would take 2,253 hours at that rate to have earned enough bloodpoints to max out all characters, ignoring prestige. The large majority of the playerbase will never hope to play that many hours, and those who do/can will likely be prestiging characters anyway. And with the DLC train seemingly stopping no time in the near future, this problem will only get worse, not better.
To be clear: I'm not saying everyone should be easily able to have all perks on all characters, but I do not think it should be so far out of the realm of possibility for a casual player to get the perks they want.
There are also other problems with the perk tier system, in my opinion at least. Some perks are almost not worth running at all until you get them to tier 3. Examples are: Autodidact, Iron Will, and (less so, depending on circumstances) Stridor, Blood Warden, Whispers, Lightweight.
And some perks have nearly no discernible gameplay difference between their tiers. Examples: Better Together, Borrowed Time, Breakout, Mettle of Man, Self Care, Devour Hope, No One Escapes Death, Infectious Fright, Lightborn, Monitor & Abuse. If you include the perks which function exactly the same in-game with the only difference being the amount of bonus bloodpoints you receive, this list gets even larger.
Some perks are better in some (or all) situations at tier 1 than at tier 3. Examples: Discordance, Make Your Choice.
Creating perks for a tierless system would also be easier. With the current perk tier system, perks essentially must be based on a number in some aspect in order for it to differ between tiers. Without this restriction, many more perks become possible additions to the game. Many games function just fine with a perk system like this, in which you either have or don't have a perk; there aren't any levels.
So, for a short list of benefits, a tierless perk system would:
- Make it easier for new players to get into the game in its current state
- Significantly open up the possibilities for future perks
- Open up possibilities for reworking perks
- Entirely eliminate the problem of some perks being useless until you buy them 3 times
- Entirely eliminate the problem of some perks having nearly no differences between tiers
- Entirely eliminate the problem of some perks being better at tier 1 than 3
- Make the bloodweb RNG less infuriating without taking away from the game
- Improve overall game health (in my opinion)
That's not to say there are no problems with this system. I'm sure many veteran players may complain that they spent bloodpoints buying something they didn't need to buy / future players won't need to buy. Personally, as someone with 1500+ hours (which I know in the grand scheme of things regarding this game isn't a ton) I wouldn't mind a change like this going into effect, even if it means I spent bloodpoints newer players won't need to spend, as I see it as beneficial for the game and community. I also believe this logic is flawed, as the health of the game should trump all else. However, I don't believe it would be outside the realm of possibility to give all players bonus bloodpoints based on the perks they've purchased. For example, a possible reward system could look like:
- 1500 bloodpoints for each tier 2 perk owned
- 2500 bloodpoints for each tier 3 perk owned
This would result in a maximum compensation amount of 4.77MM (23 survivors * 83 perks * 2500 bloodpoints) + 3.94MM (21 killers * 75 perks * 2500 bloodpoints) = 8.71 million bloodpoints for someone with all tier 3 perks on all characters.
Altogether, I truly believe that getting rid of perk tiers in DbD would be good for the long-term health of the game, and may even be necessary if DLC continues to get released. New players are frequently overwhelmed by the sheer number of perks and the feeling that they may never have the perks they want where they want to in order to experience the game to its fullest.
What are your opinions? Do you think the perk tier system should go? Should it stay? And why?
Completely agree with you.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1618071#Comment_1618071
I think that is outdated, nobody complains about oni getting fed by the same person all game long either while he has more map pressure. It just gives incentive from people to hide from myers and deny him the power which is what you do against him anyway.
🤷♂️
You're right I didn't think about that
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1618129#Comment_1618129
That's fair because he gets so much more powerful later on so it balances out. He's a well designed killer as-is. He is fair to play against, something most new killers are missing.
Myers is fine, but he's weak right now, good survivors will beat you in situations that with Ghostface you could have won easily. Myers unfortunately at high ranks is not that good, is not terrible unplayable or anything, but playing Ghostface is clearly the best option there, so why not give myers some buffs?
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@Sluzzy said:
No killer needs buffs. You are not supposed to 4K with your eyes closed.
As far as GF is concerned, he should be nerfed to give the sound he once gave when nearby.
By the way you can hear Ghostface when he's near, you can clearly hear his clothes moving into the wind, they make a clear swoosh sound
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@KingFrost said:
Buff his Tier 1 movement speed to 4.3 m/s
Survivors gain evil by doing generators. Reducing the limitations The Shape has now.
Buff his Tier 3 speed, too, to 4.9 m/s.
Giving him extra movement speed would be too much. He already vaults faster, also 4.9 man that's a lot.
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@KillScreen said:
And i disagree. Tier 1 its the most fun of them all. To play with or against as a fun factor point of view. The jump scares on coms are just priceless.
Yea they should keep the scratched mirror I agree is so fun
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@Sluzzy said:
No killer needs buffs. You are not supposed to 4K with your eyes closed.
As far as GF is concerned, he should be nerfed to give the sound he once gave when nearby.
Excuse me what? Eyes closed? What are you talking about?
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@ToxicMyers said:
i have already made a thread about removing tier 1 but i like all the ideas yall putting forward
The real problem here is convincing the devs.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1618058#Comment_1618058
Like, once a month.
Recently, I ran into a weird team as Doctor on Midwitch, all 4 were Laurie with Object. I lost. I was just confused the entire game.
That actually sounds really scary
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@AggressiveFTW said:
Umm, where's the movement speed change to his base kit? It's pretty much the only change he really needs?
Lol it's the first thing I wrote
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@DBD78 said:
Yes Trapper is Clown level, in the absolute bottom.
Oh cmon clown's not that bad
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@C3Tooth said:
Here my buff ideas, said a long time ago in multiple topics
- Survivors get Hindered effect for 5sec after escaping trap, can be increased by add-on
- Remove escaping RNG, change it into fixed skill check. Hard as Calm down from madness skillcheck. Fail will do nothing, success 3 times will ensure escape, success 2 times in a row will ensure escape. Greenstone increase to 5 time success (or 3 times in a row). Skill check spawn every 3sec, affected by Trapper's perk Unnerving presence.
- Disarming trap also spawn a skill check like escaping trap. Success the skill check will disarm trap, failing will get trapped. affected by Trapper's perk Unnerving presence.
- After finish setting/resetting trap, keep holding M2 will make Trapper get into an animation that allow him to make his trap much harder to see (only the claws above the ground), can only do it on grass terrain.
Damn dude, these are some crazy good ideas and I love all of them.
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@Endstille said:
I think it would be great to remove his stalk limit on survivors. GF doesn't have that afaik, why should he?
Because people would complain about perma tier 3. If they also rework his addons they should remove stalk limit.
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@JohnShark said:
I haven't heard anyone talk about them for a while now. Are they performing well, so you enjoy play as/agaisnt them. I'm a little curious. (I used to main legion)
If you play smart with him during the match he's actually an OK killer. Nothing special though
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@LiunUK said:
considering he is one of the two killers whos addons dont fit the formula that the devs want (huntress being the other) he is very likely to get a addon rework and will most likely have his power changed as well
Oh you're right I didn't think about that
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@Chilidawg said:
https://forum.deadbydaylight.com/en/discussion/comment/1617204#Comment_1617204
Yeah, basically something like that. It wouldn't be OP i don't think personally. Hopefully they do something with him soon. I used to main him a while back but he's just kinda old.
Yea that sounds like a good idea I like it
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If they buff him of course, the buff MUST come on 31th october. Also I want to add a small thing. Give myers his little stalky theme while stalking a survivor, the one that was also in the films. I loved that thing so much, they could re-add it maybe with an option to turn it off.
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@EvilJoshy said:
Stupid idea I had a long time ago but I'm drunk right now so here it is. Let us drop a trap without making an animation. Like a land mine that slowly arms itself. That way we can drop a trap while moving and they won't see us bend down to plant it.
Looks cool. Maybe with a cooldown it could be a very good ability
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@DailyDemo said:
Honestly is it a little bit too much to ask for a secondary ability on him? Just to give him more viability in chases or map pressure when he doesn't have a trap equipped.
Like what? Do you have any idea because that actually sounds like a good idea
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1617158#Comment_1617158
This. What's the one thing holding back 90% of killers. Mobility. Having him so slow at match start can lose him the game simply by checking the wrong gen first.
Keep the lunge so theres a reason to level but let him be 115% at start. Heck maybe make him risk reward and give him 120-5% in level 1 but no bloodlust or lunge.
That's also a solid idea. If we removed tier 1 we could keep him undetectable for like 2 mins while still in tier 2. I think that it would be good. But yea I like your idea
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1617161#Comment_1617161
Taping stalk for the first time regardless of where they are just turns you to Tier 2 as a base. Tier 1 being a button press to leave at the beginning for people who don't want to spend a second in psuedo stealth slowly at 105% - letting survivors get gen progress while you slowly walk across the map and stalk for a few seconds to turn it off... while those who want to approach stealthly for their first hit and not reveal who they are immediately to the survivors can still do so. Leaves the current options open for addons as well without having to change too much since Evil Within II would still act exactly the same.
Honestly Meyers having a 16m Terror Radius at EW2 with Monitor & Abuse reducing it to 8meters still makes him extremely fun in many scenarios that just solving EWI wasting time would instantly raise him up in most people's Tier lists.
I think that if we remove tier 1 and make him stealth for 2 minutes while already in tier 2 would be the best choice here. Anyways many things you said are right
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@Heartbound said:
I do feel like the game left Myers behind, which is kinda sad because he was the first licensed character.
The Shape needs some love. Same with Demogorgon.
I agree I love myers as a character, he's a cinema icon that made the story upon horror movies and he definitely needs some love. Right now the only good stalky killer as I already said is Ghostface. I love both them I even had a Ghostface costume when I was a kid, but yea the shape needs some love.
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@OniWantsUrLocation said:
According to the Q&A stream Devs are monitoring PH. Most likely PH will get "minor changes" (still getting nurse flashbacks)...
Let us remember what so many people have complained about. I personally can only remember two specific things:
- Canceling Rites of Judgment (switching from M2 to M1) has a cooldown of 0.5 seconds. According to many people here this is much too low, because PH can simply fake his M2 without any punishment (0.5 seconds is not really noticeable). The legendary "get hit or get hit"-Situation was born.
- PH can negate a lot of perks because of his cages. Especially DS and BT users are NOT happy about that.
So what could they change to make people happy again? Increase the cooldown from 0.5 to 1 second? 1.5 second? 2 seconds? Yeah.. I don't know what they're planning, but a higher cooldown most likely means that he can no longer fake his ability. Since this is his TRUE STRENGTH, such a change would make him drop from tier A to tier C in no time (since I am not a friend of tiers this is only to illustrate that he would lose much of his viability).
So if the cooldown should be increased, then he should get something in return. I don't know what that could be, but just increasing the cooldown alone would kill PH. I don't even want to talk about the scond point. He has a unique ability and that is a good thing imo. But that alone doesn't make a good killer and I really hope that they don't mess him up.
What do you think about it? Will I soon be a sad PH main or will they find a good solution without ruining it completely?
In my PH experience cages are not supposed to be the anti ds or anti BT hook. You use them to speed up things and get into action quicker, they're more a mid-late game utility. As his power nerf I don't care, the fact that he can attack trough walls would still be strong (even more paired with I'm all ears) and the skillcap would be even higher. So yea I'm ready to play the nerfed pyramid!
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@C3Tooth said:
Since this year, Trapper got some decent buffs. Able to re-set trap, grass is more dense, no more trap sabo.
Though he's really need more buff. Not a straight up buff, but some little QoL would great for him.
Traps spawn 30m away from the edge (I hate when they spawn at the very corner in Blackswamp)
Still start with 1 trap, but able to carry 2
I have alot more buff ideas for him, but these 2 are the easily to change.
The new grass on reworked maps is terrible for traps actually :(
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@Jakojo said:
Agreed. Especially when something this simple can be done so quickly. He's been in this 'somewhat viable' limbo for almost two years now.
I am a very dedicated trapper and I'll be honest, unless you're not very smart about your traps placement and a good killer in general... He's not viable, a buff is essential. He's not unplayable but he's terrible. Also dead harding through traps should NOT be a thing
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@Quol said:
I agree he needs a buff. Unless you have 500 IQ he is difficult. Trapper's early game is abysmal and bigger maps hurt him even more than the average killer. Old ruin was his saving grace but that's dead.
Giving him 2-3 traps default would help but even then I doubt that would help his viability much.
I think that 2 is the best option and then the add-ons would give him 1/2 more traps
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@GhostyyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1617161#Comment_1617161
Too bad.
I guess scratched can be changed to give you the tier one effects.
But yeah, removing or buffing tier one is a great change for myers.
I would love it, honestly removing tier 1 looks like a good idea to me, maybe myers could have no terror radius at the start of the match for 2 minutes while still in tier 2? I don't think that it would be broken or OP
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@Chilidawg said:
Yes, remove his tier 2. All they would have to do is give him a lunge in tier 1 and give him back normal movespeed 115/ms. Just make it the same required stalk that it would normally take to get to tier 3. This way he can be stealthy and wouldn't have to rely on Monitor and abuse and dead rabbit to sneak up on people as much.
I didn't get you, so you would remove tier 2 and keep only tier 1 and 3 am I right?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1617165#Comment_1617165
Stalking from afar with Myers is so sad, especially if they are on a gen. On the point you get to tier 2 they are did 50% of it lol
Yea that's more a Ghostface thing
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@[Deleted User] said:
I think he is ok, he's definitely underrated with his longer lunge in tier 3 and his sinergy with Bambozlee. I just wish his stalk didn't rely on you being basically kissing the survivor (which never made sense to me, isn't stalking something supposed to be done from afar?)
I kind of agree with you, You can get some good stalk from a far (even if Ghostface benefits from that MUUUUCH MORE) however yea stalking from close distances works better with myers
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@Maníaco_da_garrafa said:
Remove tier 1?
But keep the scratched mirror I love it :D