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Devil_hit11

Devil_hit11

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  • @OrangeBear said:

    Probably won't use the ultra rares again, they take far too long.

    I think i'll just mainly use j.myers memorial + flower add-on, you can tier up extremely fast and the evil is double so you would probably never run out.

    Lock of hair buff is decent you can make your ew3 100 seconds for only 2.5 more stalk points on the first one, although i prefer to have it short so i can go back to having a <16m terror radius.

    I still don't think i would use scratched mirror, as it's the exact same as it is right now. Unbearable to use on outdoor maps.

    Vanity mirror gets a slight boost though, as it's faster to get out of ew1.

    Tombstone piece seems better unfortunately because it uses proportionately less evil.

    i feel like tuft of hair is a camping add-on now because you can play normally hook someone and than just proxy camp from a distance by stalking survivors.

    in general, the myer's update feels heavily sided towards proxy camping hooks

  • in case you don't know little bit about dbd history.

    Decisive strike used to be a perk that had empowering effect on obsession. it used to grant ability to instantly wiggle off if your obsession. this concept was already tried on decisive strike and decisive strike was still overpowered.

    obsession perks are niche characteristic perk for killer to create weak links in the team. At the same, they're fairely unpopular perks. newest one being wretched fate which is hex totem to only trigger on the obsession.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845158#Comment_3845158

    I'm not rehashing a few-months-old thread with you, man, especially if you can barely remember what we actually were talking about in it.

    i am just saying that this version of skull merchant is fairely accurate representation of the skull merchant in thread. you get bad rewards for claw traps and you rely on survivors to play terribly bad for trapping to trigger outside of chase.

    strangely enough, SM is indifferent if you follow the survivors at loops and drop drones. the haste bonuses exist only for manual scans and add-on that buff up scans equate to similar levels of power to old original SM(Vital processing unit+Strobes).

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845128#Comment_3845128

    Went back and reread the thread, since I remembered it was one of mine. We were talking about Claw Traps, you're misremembering. I even state multiple times in that thread, part of the reward she'd still get with that old proposal was global Haste, she just would have to try harder to get global Claw Traps.

    by try hard-, rely on survivor to be bad at the video game.

  • @OrangeBear said:

    Wraith, Hag, Spirit, Dredge, Unknown.

    I'd like more stealth killers though

    i'd want more instant down killers. i hoping fnaf and whatever chapters that appear next year are instant down killers.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844893#Comment_3844893

    I mean… yeah?

    Back in that thread we were still talking about her getting scans, which is what gives her Haste. Removing the Lock On stack by hacking a drone afterwards wouldn't have changed that she got the Haste when the scan happened.

    It's also not even in this list, I was entertaining that as an idea because it was a popular talking point at the time. If they did choose to make Lock On stacks removable, that's still the best way to do it, but I'd rather lean in on stacks being avoidable rather than removable.

    no. the topic was about making skull merchant not get global haste. Our conversion was that you did not like that skull merchant was getting haste rewards through out the map for smart drone placement. The removal of lock-on was an additional change on top of what your initial proposal was. not only did you want trap rewards being worse, you also wanted SAFETY nets in case you DO play bad on top of that. that is why thread was comical.

    current skull merchant no longer gains global combat haste for successfully landing traps and ever since that change, her kill-rate on nightlight has dropped rock bottom. The developer changes are mirror to what you proposed in the thread.

    Skull merchant is no longer rewarded for being trap killer. As a result, she is less fun to play. as mentioned in my previous post, i don't she needs any additional changes other than revert for whenever her rework shows up. if there would be additional changes, it would be improving her add-on's. nothing more.

  • i mean dead hard is still part of the game. the perk does not over-dominate the meta. i think my two problems with it is ability to tunnel people through BT cancels the ability to use dead hard for skill expression and slugging disallows you to use dead hard.

    so i think it would be good if DH functioned like MoM where you ignore hit during BT and the perk triggered every time you are put into the dying state so slugging and not hooking does not delete exhaustion perk from ever coming into play.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844886#Comment_3844886

    Eh? I've never been against global Haste at all, what are you talking about?

    Oh wait, I think I remember that thread, but I never talked about her not getting global Haste, I'm pretty sure. I remember saying that cross-map Claw Traps becoming harder (but still possible) would be fair, and that generally speaking survivors probably shouldn't be tripping drones randomly if they're paying attention outside of the very specific context of the killer hiding traps in those neat spots where the ring is hidden, but none of that would've affected her Haste.

    Anyway, Merchant was in a pretty good spot prior to the nerfs, save for specifically the lack of information given to survivors making it very hard to learn her power + counterplay just by playing, and a few small issues like drones overlapping + the arbitrary Deep Wound. That's why I'm suggesting only changing those small things, and nothing super dramatic. If you look, most of these changes are just QoL things that'd make learning her power easier with only a handful of genuine nerfs/buffs.

    but none of that would've affected her Haste.

    right…

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844811#Comment_3844811

    Honestly, I probably could, I think about poor Evan quite a lot. He was my first killer main back when I started playing, I do have a big soft spot for the guy.

    when i last spoke to for how skull merchant was problematic for the game. you stated that skull merchant should not get any global haste and that survivors hacking drones should remove lock-on stacks.

    While they did not implement 2nd change. they did effectively implement 1st change by removing haste from her kit and granting haste when turning the drone.

    your last person that i would think would disagree with her changes because exact changes you proposed pre-nerf were exact changes that developer did in fact implement. while i am not shocked that the killer is terrible, i am puzzled by these changes.

    in any case, skull merchant does not need extensive changes to her base-kit. She need revert to how she used to be. She was a good spot prior to the changes. The only aspect i would change on old skull merchant is buff her add-on's, mainly the iri add-on that used to grant 25% stronger haste on claw traps but reduce battery life by -50% & Low powered mode which makes her drones have stationary laser. Lastly the Super charger add-on that increases claw battery life by 15%.

    the way i wanted these 3 add-on changed was following

    Expired battery:

    Increases the total haste bonus by 2% when detected on the radar.

    Increases battery life by 25%.

    Supercharged:

    Increased battery life by 25%(From 15%)

    Low powered mode:

    Reduces cooldown by 25% when placing drone.

    at least now, i can be patient until Skull merchant receives a rework that reverts her changes.

  • i don't really get why they nerfed m1 myer's. i thought whole point of changing myer's was suppose to make him better.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844563#Comment_3844563

    This goes against Rebecca's personality, she cares about the team and helps them and they go to her for help, meaning that she will be there when needed and not the other way around where she makes them self-sufficient.

    As with your suggestion this would be more powerful than the old Boon: circle of healing as they could heal themselves anywhere and anytime they wanted.

    Your suggestion sounds like you're indirectly punishing the killer for using the hook instead of leaving the survivor on the ground.

    what do you think the perk "We'll make it" does. it is perk that punishes the killer for hooking by boosting the team's healing speed. the difference is that we'll make it the player's healing speed that equip it. Better than new in this iteration would buff the other survivor's healing speed by unlocking self-healing which is what current better than new is attempting to achieve. buff other player's healing speed.

    I don't agree that it goes against Rebecca's personality. Rebecca can help the team but how you implement what she does for the team can vary. in another game, boosting another player's healing speed might make sense but in dbd's context, it is irrelevant effect. it is not good implementation that has any impact on dbd's gameplay.

    Dwight's leader perk isn't good perk but it indirectly gives your teammate a T1 botany for yourself. the bonus is too little to matter. If the bonus was something like 75% than maybe it would be worth it as if someone else heals you which is when leader activates, they'd heal you in 9 seconds. it would be like giving your teammate a slightly weaker we'll make it for yourself. i don't think they want buff leader into a relevant healing perk because it can be combined to aggressively heal people off the floor with perks like We're gonna live forever and Botany knowledge.

  • they changed skull merchant exclusively because survivor were d/cing excessively and increasing kill-rate.

    image.png

    The changes were not meant to be successful. all they were meant to achieve is reduction in disconnect rate and reduction to her kill-rate.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844436#Comment_3844436

    The essential difference between Leader and Better than New + my suggestion :
    Leader affects the speed of sabotage the Hooks while Better than New affects the speed of Totem Blessing.

    Meaning, increasing sabotage the Hooks Speed ​​is an effect that Leader can do while Better than New can't do the same effect, however increasing Totem's Blessing Speed ​​is an effect that Better than New can do while Leader"can't do the same effect.

    Also getting Leader effect is very easy but temporary while Better than New is a bit harder but the effect is permanent until they get hit.

    i think minor healing boost is not very good. what if the perk granted you the ability to grant self-care healing action at 50/60/70% to the unhooked survivor.

    So for example, if you are the one to unhook everyone, you can grant everyone the self-care action and help your team be more self-sufficient at healing.

    i think that fits what better than new is suppose to do. it's suppose to be a perk that helps your team heal better but it is currently terrible at doing that job.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844231#Comment_3844231

    I think the devs have hooks in the game for a reason. And people circumventing the literal objective is a problem. There are BP incentives to hook, and BP penalties when a survivor bleeds out.

    It is inevitable, if this continues in large enough numbers (ie, meta), that the devs will have to address this tactic and people will not like the nerf when that happens.

    A similar, but not quite equivalent, result is survivors who swarm the killer with flashlights for rescues. Again, if done situationally (sparingly) this is good gameplay. But if every survivor decided to forego gens for half an hour to simply deny the killer any kind of down, that becomes what people describe as a "bully squad".

    In fact, the response to this in the past was base kit nerfs to prevent it. This is exactly what happened with locker flashlight saves, and why killers get a base kit lightborn for a couple seconds during a locker grab.

    I'm almost 100% certain no one, including you, would describe that as "a change in the default" to try and justify it. In that sense, excessive slugging is the killer BM'ing and avoiding the objective in a way that is merely an abuse of game mechanics, instead of the survivors.

    the objective is to kill players. the player is not circumventing the objective. the player is choosing alternative form of winning.

    people will not like the nerf when that happens.

    who said that they have to nerf slugging? perhaps increasing hook time from 60→70 second is over-nerf to hooking as OP describes.

    In that sense, excessive slugging is the killer BM'ing and avoiding the objective in a way that is merely an abuse of game mechanics, instead of the survivors.

    i do not agree that bleeding out survivors is bming or avoiding the objective. i am more on the side @danielmaster87 where the killer should have a say in how they choose to win. hooking and slugging should be valid tactics to win.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844201#Comment_3844201

    Or maybe this perk has two issues, low range and affecting unhooked survivor, which can be solved.

    the perk activating when it is suppose to be is an issue? a perk does not need to be one dimensional. the perk can be good for proxy camping. i am asking for the perk to be more reliable within slugging gameplay.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844186#Comment_3844186

    I'm personally of the opinion that camping tunneling and slugging are situational tactics. There's a correct time and place to do them, and typically that situation is going to be rare or at least sparingly.

    Doing one thing in every situation is simply incorrect. And being better at the game means at least knowing when those things should come into play.

    So yes, always picking up immediately or always hooking in every case is not always correct either.

    But that isn't what people are taking about with this "strategy". It's just "always slug in every situation". It's lazy, takes no game sense or thought, and, like I said before is nearly maximizing BM to your opponent.

    it is called having defaults. the defaults of hooking wasn't working. always slugging in every situation is a strategy… i think your devaluing the killer gameplay because you do not like how killer is winning.

  • @fussy said:

    I'm keep saying it since release: make it 24 meters and give unhooked survivor immunity to this effect for 10 seconds. It's really used only for proxy camping now, because it barely has use in any other situations.

    ah yes, the dev balance where they can't buff something, just buff something, it has to come with some negative.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844165#Comment_3844165

    This isn't "situational slugging", this is the latest "lazy killer" strategy of just doing one thing in every situation no matter what.

    It used to be camping and tunneling, until someone realized they could do even less and just never pick up survivors at all.

    It's an "always slug, all the time", which requires no situational awareness, game sense, or nuance. It's the latest "slam your face on the keyboard" for low effort games, with the added bonus of usually pissing off your opponent because you're basically BM'ing all the time.

    you realize that hooking all the time is no situational awareness, game sense or nuance. personally, i don't have a problem with killer gameplay being pushed towards slugging. it just means that hooking doesn't have enough of a reward. the killer trying to win is not BMing.

  • @MechWarrior3 said:

    I think forced hesitation shouldn’t trigger if anyone is around. Isn’t there a cooldown or am I thinking of something else?

    yes cooldown is 30 seconds. i can understand cooldown as minor drawback to the perk but the fact that even when someone is around, the perk activates and you still don't get the perk working. it feels bad. overall i think i am still running it but it is little ti bit… under-performing in real gameplay.

    personally i don't find third seal or knock out useful at all in slugging vs competent swf but this perk sometimes helps. inconsistency is rough though :(

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844080#Comment_3844080

    the risk is well worth the reward.

    guaranteeing basically 2 tap on the unhooked survivor despite the trade or getting really easy second down in crowd is extremely oppressive effect that should be kept in check, including by the perk being inconvenient to use.

    this isn't a "im constantly slugging" kind of perk, it's a "i slug once and make it count" kind of perk.

    this isn't a "im constantly slugging" kind of perk, it's a "i slug once and make it count" kind of perk.

    shrug. in the context, i am trying to make the perk work on every killer so that i can increase reward for slugging for myself. at this point, i would say it is more pretty please buff the perk to be good choice on all killers.

  • @Memesis said:

    This perk is nasty when used for the sole purpose of downing a hook trader and using the perk timer to know when basekit borrowed time is up for the unhooked survivor. It even has the courteously of preventing the unhooked survivor from making it to a safe area by hindering them so they can't reach any nearby resources.

    If that aspect is addressed, id be fine with forced hesitation being buffed to be map-wide.

    radius does not matter if your teammate hook trades near hook. your right next to the survivor. both of the post complaining about proxy camping have zero relevancy on its radius.

    @Toystory3Monkey said:

    It's good enough as it is.

    Really nasty for hook trades and devastating when you play snowballing slugging killer like Oni, Plague, Twins or Singularity that cuts into a group of survivors.

    Forced hensitation triggers half the time with no one around. when it does trigger, it often does not affect the survivor because they're able to easily space out the perk. the perk is great when it works but the counter-play is far too severe.

    I have been running infectious fright+forced hensitation on killers and full on slugging teams so i can avoid hook-related anti-tunnel perks & healing perks that every many survivor teams are utilizing. I am using the perk because you save time walking to hooks and the effect gives you leg-up in next chase allowing you to chain-hit healthy survivors from a down.

    I simply wish the perk was slightly better for general killer use.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843937#Comment_3843937

    I'm not saying they're the same thing, I'm saying it would make the same amount of sense.

    Some information is intentionally hidden from both sides. For example, survivors don't know they're exposed from Devour Hope until someone gets hit. Showing when a survivor's aura is being read to that survivor would completely destroy Scratched Mirror Meyers as well as severely reduce the viability of stealth killers, who depend on the element of surprise.

    A huge part of skill expression in this game is knowing what perks exist, figuring out what perks the other side has, and then playing around them. This is a problem that can be solved with some situational awareness, not by adding more stuff to the HUD.

    the killer perk are easily deductible through player experience. it is to the point where if you don't see a killer a perk immediately, it's aura perk and most of the aura perks tend to obvious because of player behaviour changes. perhaps hardest perks to detect on killer side are perks that highlight gens for killer such as Discordance, Surveillance or Gearhead as behaviour shift is not immediately obvious.

  • myer's is exactly the same. every single perk that he is using now is identical as good as previous iteration.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843733#Comment_3843733

    Patrolling gens is a bad thing to just do by default even without aura perks, that's the point I'm making.

    Aura perks make things easier, but they aren't The Reason that you don't "need" to patrol gens. Patrolling gens is not active or efficient gameplay either way.

    because of 400% regression speed. generator regression needs buffs because it is currently noob-trap kick gens unless you build entire build around kicking gens.

    the newbie tip in game for patrolling gens is a tip for new player to find chases because a lot of new players don't know how to find any chases.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843371#Comment_3843371

    "They can be fun but in all honesty it’s mostly used for bulling from either side."

    Yeah this is pretty accurate. Rarely is some guy just wanting a map for his build or because he enjoys it. The vast majority of the time it's a squad just wanting another stacked advantage on top of their swf and bnp's/syringes/styptics. Like 90%+ of the offerings are all for the same few busted survivor maps. Rarely do we see variety here. I'd love to see a statistic on map offerings for not only how often they're thrown but also which maps are getting thrown the most. It would be ridiculously lopsided for the same few over and over.

    maybe you should learn to play against with killer. there is something to be said about weaker killer though because a lot of reason why these maps are problematic is because they exaggerate the imbalanced mechanics against weaker killers such as safe pallets, infinity windows and god pallets.

    Macmil offering is fishing for god windows like growning storehouse. Badham is god pallets with buildings and eyrie of crow is like outside gideon's with safe pallets everywhere. these maps just make you never want to play m1 killers that are mediocre which is like a good half of killer roaster.

    At the same time, sometimes survivor use a map offering and it is like soloq baby squad that you demolish anyway.

  • dbd balances killer based off what survivor like and dislike to play against. Killers that survivor dislike to play against are nerfed ruthlessly and preemptive perks that survivor might not like to play against are released under-powered and ineffective. Survivor perks that are disliked are also nerfed immediately and often face same issues as killer perks.

    In term of swf, they're essentially not account for as if they don't exist. As a result, killer power are often under-powered in fear of them being too oppressive for poor play. In some cases, killer power are also shamed, ridiculed and labelled.

    as you can tell, this is not objective balance. it is developer favored balance(the dev who pick winners and losers on each killer) and the survivors community that picks winner and losers.

    Encourage fair play without over-penalizing strategies like tunneling or slugging, which are often necessary responses to coordinated survivor efficiency. Design changes should reflect what’s feasible and fun for all players while maintaining the core asymmetrical challenge that makes DBD unique

    Read your second sentence to understand why tunneling or slugging or camping are being penalized. design changes that penalize tunneling, camping and slugging are directly affecting the fun for all survivor players. there is no assumption that it is unfun for killer player to be penalized. by directly punishing killer in these strategies, they are removing the extremes for killer which survivor deem as imbalanced.

  • it means that your very close to the best killers in the world on that killer.

  • to me, it looks like a mechanic that artificially pushes killer to tunnel and actively punishes them for not tunneling. They should change Yui Jin's fast track perk to this effect where every time killer hooks someone, you gain 2.5% repair speed bonus. Now i kinda understand what Yui Jin's Lore character is about. The idea of surviving yourself so that you can become stronger while your teammates die. that is such backstabby type character.

  • it has insanely busted effect. it massively nerf slugging from game.

  • @Marc_go_solo said:

    Freddy has a lot of potential to be one of the most creative and fun killers around because of the dream power. Unfortunately, he's been hurt pretty bad by the reworks and his power hasn't reached its potential.

    One aspect I feel they could have brought in - which falls neatly into the remake - is to introduce a "micro sleep" aspect. I wasn't a fan of the remake, but one thing I actually really thought was great were those moments where the protagonist fell asleep for a second and Freddy would attack. That scene where he tries to slash at Quentin at the school for that fraction of a second was a fun moment and it could be enhanced.

    There's so much which could be done when survivors are fully asleep. However, the micro-sleep could be a fun alternative mini-game. As a rough idea:

    Whilst survivors are awake, Freddy cannot interact with any survivor or object (except gens). However, he is also invisible and undetectable. He can hear survivors with a built-in Stridor-lite mechanic and can see movement in vegetation, and can see scratch marks.

    Survivors have "Micro sleeps", where for a few seconds at a time they briefly appear in the dream world. Freddy sees them for these moments and, during this time, he uses a mechanic he had at the start where he sucked people into the dream world. Survivors can see Freddy for those moments too, and once "zapped" the Survivor has a few seconds and a brief Haste effect before they are sucked in permanently. Micro-sleeps occur more often the closer Freddy is.

    This aspect brings back an alternative version of his original power. Once in the dream world, add-ons could be made to create an array of powers, from Snares and pallets, to new periles such as harmful generators/totems/chests, disorientating status effects, hallucinations and such. A faster gen teleportation would also be good.

    Basically, go nuts in the dream world and make the micro-sleeps anxiety-inducing for Survivors, whilst not making it so Freddy can get cheap hits.

    they already have that. some people forget, but freddy has a mechanic where when you are awake, he is invisible past 32 meters and than between 0-32 meters, he has a mechanic where he phases in and out of reality.

    there is also an add-on called black pill bottle which makes him fully invisible up to 24 meters and than he phases in and out of reality from 0-24 meters. the problem is that even a single instance of seeing killer is enough to deduct that the killer is there…. and than he has regular tr in 32 meters… which you can reduce to 24 meters with monitor&abuse or use undetectable perk like unforeseen or trail of torment but stealth freddy is gimmick. Supposedly, it is there to punish you for using alarm clocks and waking up but abilities so weak for regular freddy that i don't even see point of waking up. I'll be in games with freddy where i am asleep entire game and when your asleep, freddy has lullaby… so none of tr perks have any effect.

    prior to his rework, he had lullaby when you were outside of dream and his tr was 24 meters by default so M&A made a little bit more sense. dream world had passive effects of making you a better stealth killer. now it doesn't do anything outside of dream world and your actively rewarded for staying dream world by making his stealth ineffective. it is like opposite of cannon. you get weaker for being in dream world.

  • i don't know why his chains break at all. environment one is the worst because skilled survivor manipulate chains with environment and break all chains instantly. so they either don't care to dodge my chain and render ability ineffective or they just stay in the gateaway so i can't shoot them anyway.

    apparently pinhead was on the list for changes but Myer's and freddy changes coming in first.

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843233#Comment_3843233

    And I understand the mechanic is lore accurate and everything and yes his power is still bad in general but no other killer has a mechanic that makes them unable to use their power, they need to change something about it if not remove it because it's just way too detrimental atm n (Not to mention how it was originally but at least it was more engaging)

    the reason why i played freddy in the past was twofold. first, I liked being able to do macro gameplay decisions by seeing aura's cross map and second reason why i liked freddy is that i dislike playing against body-blocking. His -action speed penalty punished survivors that body-blocked because it would take too long to heal making bodyblock ineffective. additionally, survivors would be more incline to stay injured allowing him to function as pseudo instant down after the first hit. Current freddy doesn't have any of features that i value or enjoyed using in the past. the dream world exists as mechanic because it activates some semi-strong passive abilities for freddy. after his passive abilities were removed, one by one, the dream state became drawback to his abilities as his active abilities were never strong.

  • this argument is like saying, "Remove Oni's Demon fury mechanic", This single mechanic makes Oni ineffective. the whole point of freddy is that he is strong when your asleep and weak when your awake. The problem with current freddy is that freddy is weak when your asleep and has no ability when your awake. the reward doesn't meet drawback. in fact, you could remove freddy entire awake/wake mechanic and he'd still be among worst killers in the game because there is no potency in his ability.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843088#Comment_3843088

    I agree about Trickster.

    My only issue with the Ghostface change is, as you eluded to, it makes him very similar to Wraith. Maybe keep the "issue" we're talking about but just buff him in a bunch of other ways to compensate.

    i think what keeps them different is exposed vs fast traversal/movement speed. some killer player heavily over-value moving around the map quickly. says that it boosts their map presence or something.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842960#Comment_3842960

    I agree that is a good point. There is a conflict between how his expose works and being stealth. This is why I run Drop Leg and PWYF to offset this design issue. Drop Leg base kit?

    And before we ask this and then get Drop Leg nerfed to 5% and 5% base kit…lol please no, let's end this trend of nonsense.

    i'd say that survivors should be hindered for 10-20% for 2-3 seconds to have slight difference between wraith and ghostface. i run pwyf and drop-leg as well but a killer being completely reliant on a perk to function is not great.

    the problem that i have with playing vs tricksters as survivor is that there a lot of trickster's that don't use his ability and rather m1 than use his ability. i suspect reason for this is that trickster's knives are too difficult to use and the time gained from not using his ability vs using his ability is not significant enough for players to use his ability. for example i watched tru3 play trickster and he'd just m1 with him for entire game. I was like, wow, i don't really play trickster like that at all and i don't think dev want you to m1 with him. that is why i think that reducing his knife count by -1 (Old malicious murder base-kit) and his main event by -1 would be sufficient changes for him. I think he just needs little bit more reward in regular throwing mode. Memento blade base-kit would also be good for him but i think they would need slightly lower his main event throwing bonus so that main event throwing bonus is same.

  • @Blueberry said:

    It helps.

    Honestly with Ghostface my biggest issue is how the breakout lingers ridiculously. Like you break line of sight and still get busted out a couple seconds later.

    After that not having m1's remove your stalk meter on them would be a big help, or at least reduce it drastically, like 50%.

    On Ghostface you feel a bit more locked into extra slow down perks because of how much slower he is to get things going. IE having to go roundabout ways to get surprise stalks. He needs the extra time more than other killers because of not only not having map pressure/mobility but also having to "go the long way" if you will. It would be nice if he had some "small" slow down built in to help with this. Maybe something like a "Fear" debuff that reduces gen speed by X% if they've revealed Ghostface for X seconds. Or maybe it applies on Exposed survivors. Limited use I know, but something. Potentially a passive that just makes his non-Exposed m1's apply an X% repair debuff for 60 seconds or whatever. Just spitballing ideas here.

    While more just QoL and not really much of a buff, Chewed Pen and Lasting Perfume should be base kit.

    Either way with a kill rate that drastically below the other killers and what is balanced for it's clear they need significant improvements whatever it is.

    i think his issue is that ghostface is unreliable at getting exposed first hits. the time it takes for him to stalk is time that survivor can go to loops in which ghostface has inadequate chase. the character requires you to be near melee range to confirm downs with hit ability and otherwise he is a character with exposed ability that conflicts with his stealth. the two need to synergize for him to be good. i don't think philly and matchbook on the ptb will fulfill that goal.

  • @Blueberry said:

    I can't think of a single perk that deactivates after the gates are powered that needs buffs. All of those perks deactivate once the gates are powered for a very good reason. Nearly all those perks are currently meta even in their current state.

    blood rush is 0.34%.

  • i wish they would change to be on-hit.

  • Why aren't they used?

    Keys a number of problems that makes them unappealing to the newer/soloQ players who would actually benefit from them.

    • They are only available as green or higher items making them hard to acquire.
    • They are inconsistent in their behaviour between rarities, making them awkward to use.
    • They are add-on and perk dependent, making them fiddly.

    The aim of the rework is to make keys more accessible and generally more useful for newer/soloQ players across the board, and give keys a clear purpose.

    none of these reasons are why it is not used. For soloq, a med-kit is infinitely stronger because unlock self-healing action saves so much time in soloq that a key is pathetic value in comparison. For swf, an instant-heal from red syringe is infinity more powerful for chase extension than a key. Even for soloq, an instant heal inside chase for a good looper extends chases by a lot. med-kit outshines key in chase.

  • fixing maps makes killer totem builds more irrelevant than what they already are. you'd need to bring old undying back where hex takes 5 times to die. even than, map that detect totems around the map will decimate any hex build within 30 seconds of the match. maybe if a block effect is put where hex totems have protecting blocking effect for 30 seconds every time a hex gets cleansed.

    toning down radius of maps makes detective hutch to 4 meters makes detective hutch stronger without changing anything related to it nuking hexes.

    I think sole purpose of maps is to find hatch in late game because hatch was super strong before since you could finish 4/5 gens, have one person suicide and then just spam map to find hatch super quick. a key had no counter-play so everyone would instant jump through hatch in the killer face. now they're kinda bad because hatch is bad.

  • @ReverseVelocity said:

    I think it'd be fine to reduce the cooldown by 15-30s now that it doesn't have the lingering effect.

    bad change. increase duration to 60 seconds. maybe than you can open a locker and gain alerts before people unhook. idk. still seems like a bad perk.

  • @Vishlumbra said:

    Really? 5 minute games, unlimited pallets, unlimited unbreakables, no injuries, no hook placement strategies, 3 hatches, 2 gens less, no slowdown, no perk selection, no add on selection, not a big killer selection, etc, etc.

    Have fun with the arcade crap mode while it lasts I guess.

    Btw yeah I play both sides, every month iridescent religiously, I complete every challenge and tome on both ends, the game at 1vs4 has a lot more depth and it’s balanced like it should be, this one, is a mess.

    to be fair, the mini-modes are not necessary meant to be balanced, they're usually there to have fun playing killer or survivor. despite the game being harder for killer, i don't dislike playing killer in the mode. i feel like most of killers besides deathslinger and maybe to some degree trapper are ok individually but the game is seemingly more fast then original mode. So the killer you play as don't have much time to be fun.

  • sounds like troll post. deathslinger's tr is already 32 meters. bvhr 2vs8 mode buffs deathslinger and it gives all wrong buffs that don''t matter.

    faster walking while chain does not work because chain durability is cut by 50% when colliding on an object.

    faster reload is minuscule time efficient increase.

    BVHR is so disconnected from killer changes sometimes.

  • the games are speed-run for survivor. the killer gets like 2-3 hooks and everyone or almost everyone escapes. that is my experience with 2vs8 mode.

    overall, i don't find survivor loop engaging. i like playing vs hyper strong chase killers as challenge but i think casual player just decimated in the chase. the gens are somewhat of an after thought in the mode. when you add more player to the game, the game feels like some kind of action quest adventure game of players doing random actions to complete greater goal. the goal of finish all 8? gens and powering exit gates might be too simple to the point of boredom.

    in 1vs4, the simple objective works because killer engages enough with survivor that there is tension between your survival and completing the objective.

  • @MechWarrior3 said:

    Probably an unpopular opinion - but the cooldown when using this power to break a pallet should be slightly shorter than "Holding" a pallet to prevent a stun. At least when you have the addon equipped of course.

    The soon to be 40 seconds seems like a lot for break a pallet off in the distance.

    vecna doesn't need any nerfs. it is weird that they're giving him negative changes…

  • @PinheadGlazer said:

    https://us.v-cdn.net/6030815/uploads/CVDHWA6IE4F3/pin.png

    Like cmon, this should be a hit but the chain's hitbox is like an atom, sometimes I wonder if I'm actually tripping or of the hitboxes change at times. But this small is just ridiculous :/

    i hit the chain like 80% of the time but everyone instant breaks chain at my level of killer. when will pinhead get changes? they can't come soon enough.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841543#Comment_3841543

    Maps doing their job fine, I don't know what else they can do. But extremely short range is my problem with them. I think it should be 16 meters by default, so you can run something else except double range addons. I would also increase Ultra Rare map's charges to 30.
    Maybe they can make it so you interact with every thing which is tracking on the map 10% faster.

    so just nerf all survivor items? stypic needles and red syringe have 0 requirement to be used and produce high impact without negligent downside. i think i'd remove downside of destroying your item and add downside that med-kit loses its self-care functionality. the add-on is consumed on activation.

    the other stuff is more hazy.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841563#Comment_3841563

    You've made accusations against BHVR but yet you have made 0 constructed feedback on your own post as to how you would solve this "issue" you are experiencing. How am I suppose to take your seriously?

    Yeah - let me go to youtube as a form of "Data" I am being realistic and because it doesn't align with what you believe to be true about Nurse I am being "Disingenous" I didn't deny she was strong or annoying to go against…But your claim is that she is Overpowered. I feel that is a false claim. She isn't going around the map one shotting everyone instantly hooking survivors. She still has to get 2 hits. If she was that OP as you claim BHVR would have made changes to her by now….

    Oh wait. They did. They nerfed her blinks, they nerfed the lunges, the fatigue was barely noticeable, they nerfed the addons..What more do you want? Honestly.

    read his first sentence.

    Why is every killer subject to balance changes, nerfs, buffs,

    He is not saying nurse has not received nerfs. he is ask why do OTHER killers receive negative changes when they're worse than nurse? For example… Why is deathslinger instant scope not ok but nurse is ok? Why is Onryo's get her condemn gutted when nurse exists? Why does Demo receive iri add-on and lifeguard whistle nerfs but nurse exists? why does pig get nerfs? Why does wraith get nerfs? Why does knight get nerfs? why does trickster need +2 blades? the list goes on.

    other killers become worse and worse while nurse stays the same.

  • i would like that her underworld invisibility be reduced to 0.5 seconds and her invisibility duration reduced to 0.75 seconds but her linger invisibility duration increased to 1.5 seconds with her visibility duration increased to 1.2 seconds. some chase capacity would go long way into making her worth while to play.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841419#Comment_3841419

    I'm trying to pick up what you're trying to say, but I'm struggling. It sounds like you're arguing against the fundamental design of Billy as an instadown killer with map mobility. If I take your Oni analogy, we're saying Billy has high mobility at all times, and then just m1s a survivor with an instadown?

    That's not how Billy works, and we have over 7 years of gameplay to pull from to see that map mobility with a spammabale instadown doesnt make Billy OP... when he still had overheat, it was such a slow penalty to bulld up, it was mostly non existent and no one cared about it, and Billy was consider B tier tops.

    The fact is, landing a hit with Hillbilly's chainsaw is not easy against survivors who know what they are doing, it's not the same thing as landing an m1 as you describe with your Oni example. As I've said already, his chainsaw is highly telegraphed, easy to misaim, and cannot be corrected once his direction is locked in, nor can he flick at the end of his rush, all of which makes him quite predictable and easy to dodge...

    As Xernoton points out, his Overdrive gives him the boost he needs to score a number of hits he otherwise simply can't, and without Overdrive, he is simply old Billy; too difficult to land hits with reliably to be in the top flight of killers. It's his overdrive that pushed him up there and why he needed nerfs.

    What you seem to not be considering is yes, Billy is dangerous with his instantdown... but once you are injured, if Billy is chasing you with his chainsaw, there is effectively no difference, and if he's not using his chainsaw, he's an m1 killer. If he M1s you, if he's trying to use teh chainsaw, the m1 hasn't really changed anything about the dynamic of the current chase. He still needs to hit you with his hard to hit chainsaw in order to down you, so his m1 hasn't really helped him much.

    Rulebreakers closing assessment highlights their point:

    We disagree with the injury thoughts due to Billy being able to stop nearby to simply whack a survivor down, but we see a point in that it needs to be a threat. We're unsure if having, say bubbas CD, would immediately kill his threat though.

    Their issue seems to be that Billy can miss, recover fast, then just go for an m1 quickly afterwards, but I don't believe this is a problem, since this is often the case with Blight and Chucky as well, and their chance of missing their ability in the first place is way lower than Billy's is, so they have even less reason to often be able to land a hit.

    This isn't a problem to my mind because Billy doesn't have the ability to win a hit and then follow up with his power to get a relatively quickand easy down like Chucky, Blight, Spirit, Dracula, etc... Billy has to hit his chainsaw for a fast down, and getting an m1 doesn't help him at all with that.

    kind of. most player are unlikely to mindgame a pointblank chainsaw hit. evidence to that was twin's rework victor where people see victor as not loopable. I don't agree but logic is same for billy chainsaw.

    It's his overdrive that pushed him up there and why he needed nerfs.

    what was first thing that got nerfed in billy rework? Missed cooldown add-on's. Like they don't apply to over drive and than they also nerfed %'s to be irrelevant and in 2nd iteration of nerf's, higher missed cooldown. notice that it is not overdrive that keeps getting nerfed, it's missed cooldown.

    it's not the same thing as landing an m1 as you describe with your Oni example. As I've said already, his chainsaw is highly telegraphed, easy to misaim, and cannot be corrected once his direction is locked in, nor can he flick at the end of his rush, all of which makes him quite predictable and easy to dodge...

    all of which doesn't exist or doesn't matter when billy is out in the open.

    What you seem to not be considering is yes, Billy is dangerous with his instantdown... but once you are injured, if Billy is chasing you with his chainsaw, there is effectively no difference, and if he's not using his chainsaw, he's an m1 killer. If he M1s you, if he's trying to use teh chainsaw, the m1 hasn't really changed anything about the dynamic of the current chase. He still needs to hit you with his hard to hit chainsaw in order to down you, so his m1 hasn't really helped him much.

    His chainsaw creates sunk cost fallacy in healing. you healed but you got instant downed so why i did heal, maybe i should stayed on gen.

    That's not how Billy works, and we have over 7 years of gameplay to pull from to see that map mobility with a spammabale instadown doesnt make Billy OP... when he still had overheat, it was such a slow penalty to bulld up, it was mostly non existent and no one cared about it, and Billy was consider B tier tops.

    because map mobility and instant down is pretty average by itself. anti-loop/ability to outplay tiles is more important however billy's map mobility and instant down allows him to strategy within killer meta strategies when his chase is decent. one of those being proxy camping→tunneling and other being slugging.

    i am not saying that @Rulebreaker is right or wrong about said ideas but that largely what he thinks about billy being unfair. instant down with no preparation and mobility with instant down. if you want my opinion on it, i think billy is good power-level while Myer's/Oni/GFs being under-powered instant downs. they should get buffs.

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