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Devil_hit11

Devil_hit11

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Devil_hit11
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  • most killer are carried by add-on's to some degree. while dracula is strong with said add-on, he is not terrible without them. I always used Medusa's hair pre-buffs. i used to use magical ticket but they made add-on base-kit so i don't need run it anymore.

    his hellfire is alright base-kit. if it needed to be buffed, i'd reduce its cast time to 0.75 and add 1 more pillar but that would be labelled as too oppressive.

    It is the wolf form that needs many buffs. they need make detection aura detection 32 meters for wolf, make it so that orbs spawn regardless if survivor moves or not, reduce wolf pounce cast time to 1 second → 0.5 seconds and increase dash distance from 5 →6 meters for both dashes.

    If you think these buffs would be too much for his abilities, make his base movement speed from 115% →110% for vampire/wolf form to make him more focused on using his abilities correctly.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806332#Comment_3806332

    I'm not surprised. Day 1 of patch 6.1.0 I knew the killer buffs were too much, because I knew they were going to snowball out of control. Here we are, 2 years later; and the only people defending gen slowdown at this degree are staunch killer mains who have not touched survivor for a single game outside of either tome challenges (where they do the challenge and go next) or killers that do not have enough experience and have 90 second chases.

    like non-sense. killer winning at 3 gen remaining is survivor playing poorly. if you watch some higher level games, for example, take this tru3 game of nemesis. He wins with 1 gen remaining where 1 of gens is 70% but he dominates all the chases except Nancy's first chase which at shack… which… again is a survivor sided loop with little no to counter-play as time-sink. you can win loops but it wastes lot of time if survivor plays correctly in which she did.

    https://www.youtube.com/watch?v=SZ_U-D6fuQw

    Can you guess why he won this game? It is how little friend, the gen defence perk. that is why player use gen defence perks because those perk are what give impact to change outcome of a match from losing to winning. Until bvhr makes other perks NOT named gen defence perks go from losing to winning. there is no reason for player to choose anything else. It is like if you told survivor to use Better than new over running idk, Deja vu. The player is not going to pick perks that are not useful and most killer perk that are not gen defence are better than new levels of irrelevancy. stop being surprised when all popular perk choices for killer are exactly the same type.

  • @Aven_Fallen said:

    Great first post.

    And well, according to your post you want to use fun Perks, but you also want to win most of the time? Do you play for fun or to win? Both might not be exclusive, but if you play for fun you should not expect to win almost all of your games.

    why not both? why can't i have fun and win at same time? If i play well, i should be able to use a wide variety of perks and provided that i use my perk well/perk gives value, i should win.

    that's is opposite for what killer has now. there is very little no variety of perks and most of the perk that do anything relevant are game-delay perks which also get nerfed. I am talking about this in regards SWF/good efficient players.

  • I literally pointed this out in the meta perk around 6-8 months ago where i said that killer meta is ALL slowdown and has NO variation at all in any form of capacity. There is no BEST BUILD that isn't slowdown. it is either 3 slowdown or 4 slowdowns and only difference is some variation is type of slowdown because someone killer have trash mobility not use certain slowdown well.

    In the past, i remember having dialogue with @jesterkind about perks in dbd and how nightlight's stats in dbd for perk is first 10+ perks being slowdown and than a couple information perks showing up as "ok" fillers. So you would see like Pain res pop goes weasel, Sloppy butcher/eruption and than last perk is "Nowhere to hide". filler information. You see Corrupt+Deadlock+No way out and than like BBQ as filler perk. You see hex:plaything+Hex:Penti+Pain res+Grim embrace. It is just literally 4 stacked slowdown, nothing else.

    The only filler perk you see are Bamboozle, Brutal strength, nowhere to hide, bbq, Stbfl before it got nerfed and that is it. you see nothing else. So it is like 2 somewhat lousy chase perks, few solid information perks and then you have your sloppy butcher/stbfl perk. the killer meta is extremely blank in term of perk choice. you can argue that you can run other perks but when talking about perks, we're talking about VOLUNTARY meta choice perks where the perk is OPTIMAL. best in slot. Not, I am running this perk to run something else but the perk sucks/is unoptimal.

    there is suppose to be optimal choices that aren't just same perk stacked with different name but BVHR has yet to balance any of killer perks to create any variety in killer meta. All they have ever done is just look at top perk for killer and just nerf them. over and over. and over again. If something obscure becomes even remotely useful like current weave attunement, straight deletion.

    @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806279#Comment_3806279

    What would be the point of making a "best builds" video for the community if the target demographic was less than 10% of the playerbase? Same thing when Otz made his best all-around killer build a few months back that consisted of: Corrupt, Pain Res, Agitation, and Dead Man's. Now you're telling me Otz and Hens are only making content for high MMR, thousands of hour players? Based on their videos, I would disagree entirely. These builds are intended to be used at all skill levels for maximum value.

    As for "preference," this is the preference of anyone who wants to get a 3k every match, let alone a 4k. Less than 1% of players are logging in to play jumpscare myers. Less than 1% of players are logging in to play boop the snoot pig. If there were more players with different preferences on what they enjoyed in the game as killer, the community wouldn't be complaining about gen slowdown and Solo Q as much as they are currently.

    nothing in their optimal perk section is anything different from what killer meta has been for last 5-6 years. You really shouldn't be surprised. survivor was like this before 6.1.0 but they actually received actual buffs to perks over last years to make their meta choices more diverse. killer hasn't received any changes relevant to their perks other than nerfs. they have received killer buffs to killer themselves which is great but perk-wise, nothing has changed. the killer meta is probably weakest that it has ever been. impact-wise.

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805754#Comment_3805754

    Let's be honest, that was just because of the nerf change to how it functioned.

    what, the follow the killer? i don't really get the distortion nerf, right. one of reasons why they the perk was that UB countered distortion, but now distortion is dead/useless perk so nowhere to hide which follows killer as well is now just uncontested, right? the perk is almost same strength as ultimate weapon when nobody brings distortion. now they killed all stealth in the game, i bet next chapter for survivor will have at least 1 stealth perk.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805898#Comment_3805898

    I guess it could be interpreted as that, but sadly, even tho in boosts cleansing and blessing speeds, it only does so when the totem itself is lit, so most of the time the bonus speed is useless unless you want to relocate the already lit totem.

    its balance is bad.

    what it should do is grant 100% blessing speed to user. when totem is lit, you can see totems on the map when standing in an area. it would be pretty good if you play 4 boon build. it is designed to be played with 4 boon builds. It is just that boon perks suck and boon:illumination is not good.

    when i use boon perks, i just get no value out of them. you get value out of boon perks like 1/5 survivor games. as a result, i don't see the point in equipping a perk that works 1/5 games. I like using boon shadowstep and dark theory as a perks but they're too inconsistent for any serious build.

  • Make the perk affect killer power missed cooldowns is only way i see the perk being useful. the thing is ever since old tinkerer, bvhr doesn't like killer perk affects powers directly.

    Maybe make it so that your missed cooldown movement speed is 20/25/30% higher.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805797#Comment_3805797

    Having a larger range might help some of the Perks a bit, but that wouldn't really fix those mediocre effects some of them have haha.

    I don't think it's Killers who don't like boons, BHVR probably isn't sure how to balance them at all, seeing all the previous version of Circle of Healing and the dreadful meta it created 💀

    So they probably opt from making new ones, or new good ones at least, seeing that the last Boon we got was from Alan Wake which is the worst boon we have so far lol.

    i think alan wake's boon is suppose to be something hex:undying where it boosts boon perks and by boost, i mean actively makes boon stacking across 4 survivor more common.

    I.e having circle of healing+shadow step+dark theory alongside it. apparently, it is suppose have boon speed as a bonus and it used to show totem aura's allowing your teammate to plant 4 boons across the map more easily as soon as single boon is lit.

  • @RemiMist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805756#Comment_3805756

    I agree, hence why I said it was hard to imagine them being actual entities in the game. It also wouldn’t really fit to see them killing or surviving in the game (despite most of the yōkai and other types of species being dangerous and or deadly to humans). That is why I feel like, if it’s ever considered, the cosmetic route would be the most fitting and likely; Seeing some of the survivors (maybe some killers) cosplaying as Touhou characters are a fitting way to include them, as they’ve done it in the past. The games and literature aside, ZUN is also an incredibly talented composer, with music beloved by many (the series only exists because ZUN wanted to compose for video games, but had no way to, so he created his own games), so, simply having t-shirts of his albums or the games is another avenue that would fit in the game, like Iron Maiden. Examples below.

    https://us.v-cdn.net/6030815/uploads/9LRLURMUW6O9/img-7365.jpeg

    https://us.v-cdn.net/6030815/uploads/FGMO1YIU6KZC/img-7364.jpeg

    https://us.v-cdn.net/6030815/uploads/AQ470TPZYWFS/img-7363.jpeg

    https://us.v-cdn.net/6030815/uploads/P1HMYGQXZ2A5/img-7368.jpeg

    https://us.v-cdn.net/6030815/uploads/HIP2EKPYYH6Q/img-7367.png

    On a side note— I feel like it’s important to clarify that it isn’t ‘anime’ but, I understand what you were trying to get across regardless. In the theoretical chance that they COULD be characters, there is a lot more material they can use for those characters alone than the examples you provided that could definitely fit. For example, Reimu, being a survivor, could very well have a perk that makes use of her barrier spellcard to seal off a vault from the killer for a short time (with restrictions ofc), like the anniversary event. Survivors that could actually work would be Maribel Hearn and Renko Usami for many reasons I won’t go into detail here. There are many killers that could work, as a lot of the characters DO kill or harm humans, but again, I feel like it’s uncharacteristic to see ZUN’s creations explicitly attack and kill survivors, and on the survivor end, be hunted by killers.

    trickster is like closest thing to anime in dbd and when he was first put into the game, it was stated that he doesn't belong in horror just because he's anime art focused. Scarlet flandere is vampire but that is as far you get towards horror in touhou.

    the best i can see is skins like attack on titans. reimu wears red a Japanese shrine maiden costume. marisa wears like black robe costume. Scarlet flandere wears like a white costume. if you would go further into touhou, you could include patchouli which wears a purple robe and Sakuya that wears like kitchen maid costume. I can see skins being possible but not playable characters.

    Vitorio that guy from Knight chapter, he has a perk called potencial energy and it has magical circle type effect, so maybe they could more magic perks with magical circles with some effect. Like for example, a magical circle trap that a killer set off and this makes them 5% slower when they're in circle. Perhaps another Magical circle perk could be that a killer walking into the circle is flashlight blinded for 2 seconds for next window vault they do. The final perk inflicts blindness on the killer for 30 second duration.

    If they were making perks, it would likely be Patchouli's magical book, like spell-caster themed. Like I said, touhou is way anime-focused which is not horror focused.

  • killer player don't approve of boons, they think mechanic is busted. i don't see them buffing boons any time soon. i'd increase their radius to 32 meters. and see if the perk are any better.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805747#Comment_3805747

    Have not looked at it that way. Good that you bring the m1 and m2 aspect to the table.

    from ptb, i knew that he had big potencial to be strong killer but his initial numbers were too poor to showcase his strengths. Now he is showcasing some of his strengths as a killer. i honestly considering writing as post about dracula to be 4.4 m/s killer where his hellfire ability would be slightly improved and his wolf form pounce be improved but his m/s reduced. scent orbs would no longer grant haste but would be more focused on long range tracking similar to how Oni's blood orbs work.

    I think he'd be higher skill-floor and skill-cieling spirit since you'd have to optimize and use his bat correctly to make up for his lower m/s on wolf and vampire form.

  • @Laluzi said:

    Now that you mention it, I haven't seen Nurse's Calling in months.

    I think it - Discordance too - has just been outclassed by the aura perks we've gotten in recent years. Nowhere to Hide trumps Whispers in most situations, just like BBQ was power crept by Friends 'Til The End (though BBQ also fell off mainly because it lost the bloodpoint bonus.)

    I rarely see Ruin anymore even though Ruin used to be very popular in the same state the perk is now.

    i hope they buff nurse calling one day. i would like to see 32 meter nurse calling back.

  • straight anime would be difficult. Reimu doesn't really fit in dbd. like the ability would be a giant blue bowling ball marble or Rainbow color explosive magic. it just doesn't fit. The same can be said for Marisa rainbow giant beam or Flandre.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805600#Comment_3805600

    Thats fair, I was tempted to add something else, but I got a bit lost in maths world and was a little concerned about overstacking it. 😅

    Status recovery would be a nice buff, maybe 20%?

    i think it would be better if it just gave 5% repair bonus, 10% vaulting speed and 50% altruistic healing speed after completing a heal on healed survivor.

  • you could say same in reverse if dracula was worse. what is point of playing dracula if he is worse spirit? Dracula is m2 spirit whose two special abilities are hellfire and wolf pounce. Spirit being an m2 killer with m1 attached at the end. in practice spirit can use instant down perks and m1-type perk like sloppy butcher/surge but a lot of these perk are not good or were nerfed. both killer have pro and cons.

  • Chucky was 4.4 m/s because he could vault pallets with scamper. His slice & dice can universally be used on any loop in the game. Blight's rush cannot be used everywhere, especially not with removal of his hug tech being removed.

    @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805278#Comment_3805278

    You asked for an example of a weak 110% killer. I was simply stating that if there was one to list for you, it would be changed so it's no longer an example of a weak 110% killer. Bringing up Legion was just an example of a weak 110% killer that wasn't left as is.

    he had guaranteed down every 3 hits with frank tape. if anything, legion is weak 4.6 m/s killer now and he is remained like that for over 4 years.

  • @[Deleted User] said:

    But you don't know always know if they have weave "in the first 60 seconds" as you say. How the hell would I know if Laurie half way across the map got hit with weave?

    because there is icon when your in weave attunement area…. and survivor have ability to manually drop items…

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805351#Comment_3805351

    Thats exactly my point, the weaker killers NEED that anti gen.. The stronger ones, who spend less time in chases, dont really need it…

    So punishing longer chases even more would just make the already weak killers worse off.

    As a former killer main, with the killers i ran anto gen on was purely on a need to basis, since it's way more fun to experiment with perk synergies than feeling that you are playing with "locked perks slots" for gen regression.

    The stronger ones, who spend less time in chases, dont really need it…

    But they use the same gen defence perks more effectively because their time efficiency is superior. they don't need it but they still use it because it yields highest advantage.

    in practice, weaker killers should be using 4 chase perks but because most of dbd chase perks are meaningless, the weaker killer also use gen defence because their best form anti-loop is literally bloodlust and pallet breaking/deadzoning. it is why dev keep nerfing gen defence because they're trying make gen defence perks to standard of chase perks when the problem is that those chase perks aren't good enough.

  • @RootsofDredge said:

    He has to have one of the worst early games out of all the killers. Survivors will play really safe making it very hard to get your power.

    And once you get your power, it's not even that great. People say that it's game over for the survivor team once he gets his power. But be honest, how many downs do you get with Blood Fury? Usually two at best.

    Finally, he just feels bad to play. I feel stupid when trying to maneuver with demon dash.

    I'm just not sure why you would play him when Billy seems like the better option overall.

    haha someone with same opinion on Oni. the time it takes to get his ability too long and the fact that you get punished -7 second duration per down punishes your ability to slug which is main redeeming aspect of his ability over other killers like billy, like blight, like chucky's S&D etc.

    @Eleghost said:

    because unlike billy you can flick his demon dash hit to behind you or around stuff. You can also skate around obstacles unlike billy and it's very easy to snowball as him. It takes some getting used to with demon dash but once you get someone injured or multiple injured it's very hard to not keep getting your power.

    having more control in the chase is good but it is not game-over. Oni needs at least 3 demon fury's vs component teams to win. a lot of players have impression that 1 demon fury = game ending and that is true if you don't play vs it properly but vs good teams, it is unlikely they'll play bad enough for 1 demon fury to end the game on the spot.

  • @Aven_Fallen said:

    I think everyone should see the Aura of the Item. Because the counterplay is currently really bad, since you have to perform some way of triangulation to find out where the Item is. So even if you want to bring it to the edge of the map (which is still a HUGE value for the Killer), you first have to find it and you cannot possibly keep track where every Survivor got hit and might have dropped it due to Franklins.

    i find counter-play extremely simple. it is same counter-play as franklin demise. vs franklin only, you drop item on gen. vs weave, you drop it away from main traversal points in the map. all of this can be done in first 60 seconds of the match.

    Plunderes instinct shows auras of items. it is just that nobody to equip it. SWF doesn't have any problems vs the perk because they can tell where item is dropped.

    BVHR will just turn the perk into human-greed level of bad then you don't need to learn how to counter it because the perk will provide low value.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805309#Comment_3805309

    Bloodlust is countered by every single pallet the killer needs to break. - it removes the bloodlust effect completely.

    Here is a killer tier list made by OhTofu 2 months ago.

    https://us.v-cdn.net/6030815/uploads/2SELYGZUHWR4/image.png

    All the top tier killers are high mobility killers, while all the low tier killers are low mobility (with legion being the exception).

    yes and more gen defence you have, the more time you have to break pallets which in itself is anti-loop because no pallets on the map = easier chases.

    what in common is all weaker killer at bottom use bloodlust while all high-tier killer don't use bloodlust but use their ability which is better chase and time efficiency then bloodlust. The stuff in middle uses bloodlust sometimes but other times not.

  • pinhead is on the road map. they'll probably buff his m2 and likely change something about his chain hunt. i know i wrote a post on him awhile back.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805042#Comment_3805042

    killer is suppose to be punished for long chases.

    That would only widen the gap between fast and slow killers, making it even harder to balance the game. And killers are already being punished for long chases with more gen progress and less hooks.

    most of what separate good killer from weaker killer is long chases vs short chases. generator game-delay is not that good for weaker killers however many player use game-delay on weaker as pseudo chase perk. what perk you may ask is that? That perk is called Bloodlust. this perk that OP suggests buffs bloodlust because it reduces time sink of bloodlust by 5,10,15,20,25,30%.

    The more you bloodlust, the more rewarding his perk becomes. why gen defence perks over chase perks? The irony is that a lot of chases perk are worse then bloodlust like enduring spirit fury because time sink for other chase perks is worse than time-sink of bloodlust.

    That would only widen the gap between fast and slow killers, making it even harder to balance the game.

    the opposite is true. gen defence perks make it HARDER to balance low tier killers from high tier because gen defence perk on say Nurse or Blight or whatever top-tier you deem as strong are more powerful on high-tier killers then low tier killers because time efficiency of their chase is greater.

    Who do you think is stronger?

    Freddy with Pain res, Pop goes weasel, Hex:plaything, Hex:Pentimento.

    OR

    Blight with Pain res, Pop goes weasel, Hex:Plaything, Hex:Pentimento.

    Both killer have roughly same opportunity to use the perks however one killer's chase efficiency is far superior than other. 20 seconds for freddy /= 20 second for blight. Blight uses 20 seconds much more effectively then same 20 seconds that freddy does.

    "overpowered chase perks" closes the gap between weaker killer and stronger killers because the killer's time efficiency become closer. an example is stbfl for how stbfl makes weaker m1 killers able to double-tap survivors out of position more quickly while blight already has capacity to double-tap without the perk. I am sure we could think of other overpower chase perks that would make m1 killer closer to m2 killers, like say battery included giving 7% on all gens or spirit fury enduring with only 1 pallet break requirement.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805046#Comment_3805046

    I'm talking about the skill check hitting as my finger is coming off the button. Like split second stuff, before the prompt even appears. No time to react.

    This happens to me at least 2-3 times per play session.

    good news for you, you can be lucky attendee of Corrective action! If your teammate bring a perk, you can now avoid chance to regress gens.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805006#Comment_3805006

    Our experience seems to differ wastly. I play Sadako very differently to much success. I never chase people too long and excessively tp to build up condemned. Its always poking at every corner of the survivor team until something breaks. Then the game ends.

    my experience is similar to YayC. you can poke at every corner of a the survivor team but there won't be anything that breaks for her ability vs a strong team on most maps. it is too safe. you can only win with sadako's ability with large war of attrition where survivor doesn't optimize gens alongside tapes. her mori and invisibility ability is too dull. the gameplay is not sharp enough. it would better if they buffed television condemn to like -5 condemn on TV's so the war of attrition was survivor sided but improve ramp up of condemn. anything to elevate her ability would be more fun for the killer. Unfortunately, i do not want to argue about her position in the game. I have already lost that argument.

  • @TheRealChessBoy said:

    Slow Burn

    For every 15 seconds spent chasing survivors, gain a token, up to 6

    When you down a survivor with a special or basic attack, lose 2 tokens

    Each token decreases survivor repair speed by 5%.

    Here's the idea. Killers nowadays are HEAVILY punished for committing to chases. If 1 survivor gets on a good chase (for like 1.5 minutes), the game is pretty much over. This incentivizes killers to not chase a lot of the time and only go for people out of position. Personally, I enjoy committing to chases and expressing my techniques without getting HEAVILY punished for just 1 bad chase which loses me like 2-3 gens. A perk like this would be very nice because it doesn't punish killers TOO badly for losing a chase that went for a minute.

    Some survivor mains might be like (but killers should be punished for being run for 1 minute?) yes, true, but honestly not to the extent right now. even with a perk like this, killers are still punished a lot for it, its just not game ending enough to make the rest of the trial more interesting.

    killer is suppose to be punished for long chases.

    @Firellius said:

    The idea isn't bad, but the numbers are overtuned for something that is extremely passive. This would basically quickly become a permanent, global -20% repair speed, like a fully stacked Thanatophobia that never goes away.

    agree. the player should consider running 4 chase perk builds to shorten their chases if they think the risk of chasing is too high. that is what killer chase perk are suppose to be. they're suppose reduce risk of committing to chases by giving quicker downs but i think a lot of killer chase perk fail to do their job. Like Unbound and Fire up etc.

  • dead by daylight had a system called finisher mori system where if all 4 survivor were put into dying state, the game would end with killer being victorious. survivor mains said that was too killer sided. so we're left with screenshot situation.

    the game immediately ending likely was a bit too harsh but implementing a system where end-game timer shows up, it lasts 32 seconds to end the match. I think this would be good compromise to said system.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804626#Comment_3804626

    Most people do understand this. Condemn can be a viable way to kill someone but it relies on survivors not shutting off TVs.


    My 2 biggest issues with her. The poor stealth ability which I think we can all agree on at this point, and there are no downsides for holding a tape. Only upsides for the survivor .

    my current problem with sadako is the fact that survivor can consistently play flawless vs every aspect of her ability, from television teleport's, her non-existent anti-loop invisibility and her entire condemn passive.

    The current only way for sadako to gain value out of her ability is to drag out the game for +10 minutes to activate her condemn ability but vs efficient gen teams, games won't last 10 minutes. they'll be long over leaving the killer with no kills or 1 kill at best.

    @radiantHero23 mentions pyramid head. Survivor can make mistakes vs his torment & cages and ranged attack. other killers are never power-less because there is opportunity to make plays. Sadako, there is no opportunity to makes plays with her power. most of my wins when i have played sadako in regular maps are just m1 killer wins. I am winning faster by optimizing my m1 play then optimizing her ability. that what i find problematic.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804947#Comment_3804947

    Solaire Legendary after he has gone mad from the head crab?

    Fantastic 😏

    no i want to shoot lightning in dbd like this.

    https://www.youtube.com/shorts/Wurg9fYfG3c?feature=share

  • @UndeddJester said:

    Ahahahaha that would be hilarious... he has to be killer... cause I honestly feel like literally every killer can't harm him xD

    He saw Mikaela light a boon, and the Entity told him all survivors are filthy magic users... thus Havel's murder spree begins...

    Lore done. Ship it.

    i would laugh if they gave me Lightning spear. Now i can kill survivors by throwing lightning spears at my opponent. Maybe it would be cool if there was like a water-type power where you put water on the floor and than you ricochet lightning projectiles off objects to hit the water on the floor.

  • i still think soloq should have bond base-kit. it would improve reliance of med-kits in soloq for self-healing, hook save optimization and the direction that survivor loops killers. i don't think survivor itself needs buffs outside of that but many survivor feel that proxy camping hooks and killer tunneling is too effective in average game, so perhaps adding 60 second of borrow time power-up and doubling the proxy meter system like Light Out would be strong base-kit buffs for survivor. these would reduce reliance of anti-tunnel perks. Anti-tunnel perks like decisive strike and exhaustion perks might need some changes to potentially accommodate anti-tunnel and proxy camping changes.

  • No i disagree. Most aura reading perk are garbage/not worth the perk slot. for example Nurse calling has been a perk that read aura for ages and who uses it, I almost never encounter the perk. I'm all ears is very old perk and who uses that, again no one. Ultimate weapon, still haven't seen this perk get used after the change.

    weak aura perk are irrelevant. strong aura perk are impactful.

    that is the ones you typically see. BBQ, Nowhere to hide, Weave attunement, Lethal pursuer(?). Maybe you can make a case for Scourge hook: flood of rage. Zanshin tactic might have some potencial but it might not. The only thing you can argue is whether these more popular aura perk are too strong or just right.

  • what better way to bully a new killer player than to move 19% faster in the end game, faster than the killer. the funny part is, a new player won't even understand why he is unable catch the survivor. if someone plays like Scratch mirror myer's in midwich, the survivor can infinity loop the killer because 105% with 0 bloodlost vs 112% m/s, long hallways is an infinity.

    Not saying anyone go against it but there is possibility for such interaction.

  • @radiantHero23 said:

    This post feels like it originated a few months ago, when mft was still bound to just being injured.

    Haste stacking is not good. I agree on that. However, saying that stacking hope with mft to get a clutch in end game is too strong is like saying that wake up is too strong because it opens gates faster or that left behind is too strong because it shows the aura of the hatch for a easier escape.

    It's extremely situational and results in the survivor running 3-2 perks the whole match. Therefore it's a trade of, which is fine by me.

    Perk does not need a nerf.

    for the people+blood pact+power of two+hope in end game has potencial to be strong. if both survivor have this build, they can move at 19% haste. that is faster than the killer.

    at the same time, i don't know how many people will run this build with a med-kit. I am expecting to see this build on bully swf that just want to bully baby killers with 19% haste in end game. SWF will just go to strong loops like shack or growning storehouse infinities and just loop with 19% haste.

  • @UndeddJester said:

    Jesus... This is the very dangerous precedent that gets set by such a thing...

    agree. suddenly other killer need "SM" treatments. definitely don't need more freddy-level characters.

  • on average, i still see more med-kits than toolboxes, so i think med-kit need more nerfs if they were to nerf items. i don't think they'll nerf items though.

  • the perk is schedule to receive changes in next update after this one.

  • @WeaverReaver42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803714#Comment_3803714

    This exactly. I want to like singularity, for example, but it's not exactly a friendly killer to people learning. Not to mention their power is countered so easily and for so little reward- there isn't much point playing them. (seriously, Hux's power is just breaking pallets and vaulting windows faster. I could do that with perks without having to set up ahead of time)

    he has teleport but i think his overdrive duration is too low. another aspect i do not understand for hux is why his power does not disable after 1 hit because his overclock prevents him from teleporting so it would be buff for him to hit someone and than lose overclock. I'd personally increase his overclock duration to like 12 seconds but make his overclock turns off after successfully hitting a survivor.

    A lot of player rate singularity as strong killer but i think he is one of the most overrated killers. To me, he feels like m1 killer with big speed buffs that he can't use in chase to zone or mindgame windows. his current design suggests that they're trying to make him this weird version where he is suppose time teleport at specific points to get hits but if survivor knows these points, it is very hard to get hits when survivor understand the counter-play to his overclock teleport.

    @justadreampallet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803714#Comment_3803714

    it’s a negative loop, people play fun but weak killers, they get wiped by one too many bully squads then they choose a strong character (whether or not it’s still as fun) to counter it, then a normal group meets the sweaty killer and get mad and become a bully squad.

    I think veteran killer players don't really enjoy going into a match where their odds to win are like skewed on 7:3. they'll load into a match where the map is badham preschool, lose and than just not want to play that killer because they got automatic L on the map out of their control. the player will play what they feel comfortable with.

  • image.png

    according to nightlight, he has some worst stats in the game. he is not hitting 60% kill-rate. he is received some buffs not to long ago but none of them have proved to move the needle. i am still surprised that they have not reverted his terror radius to 24 meters. he is only killer in the game to be 4.4 m/s but not be 24 meters.

    he does not need lullaby to get this buff. he should be 24 meter with regular TR. the game already has perks like unforeseen and trail of torment to put killer into undetectable status effect. I don't think it would be crazy for deathslinger to just be able equip monitor&abuse as his stealth perk slot.

    The other buff that would be good for him is to increase his recovery time to put away his gun to 1 second but to decrease his wind-up of his gun to 0.2 seconds. before we get to this buff, they should work on terror radius buff first.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803501#Comment_3803501

    Why do killers need almost a 60% win rate defined as 3 kills or above. Just another example how killer has become the "easy mode" role in this game. Also how is 2 kills not a draw. Like 2 escapes is literally a draw for both sided if you are thinking of the survivor side as a team game. (Since I play solo que I consider if only I escape as a win for myself still but I know a lot of survivor players don't think that way. )

    the vast majority of killer have below 60% kill-rate with many killers having a much lower win-rate then 50%. the stats don't suggest that that killer is easy mode. if anything, they seem suggest that killer is harder than it has ever been before.

  • i think people play killer that are fun. part of the having fun as killer is the killer power being strong and fulfilling to use. lots of killer powers are not fulfilling to use.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803474#Comment_3803474

    Botany alone is enough to neutralize and still provide value through Mangled. Killers perks should provide ~4 times more value than survivors ones, but somehow perk which provide less value than almost any perk in this category on other side is getting nerf. And Botany isn't even strongest healing perk.

    We either nerf healing, or bring in line all perks in this category.

    And obviously stacking something on both sides always will be a thing, synergy is always good design, it make game more fun and flexible, just some synergies need attention sometimes.

    no, they should provide == value to a killer bringing a perk. the problem is that killer perk are hot garbage for -healing. They also DON'T HAVE any good -healing perks to stack. The first form of -healing to acquire is mangled. this got nerfed. sloppy got nerfed to the ground and gift of pain comparatively now became better.

    The second perk that killer have to stacking healing is leverage. this perk is trash and it even got nerfed in 8.3.0 PTB to not be global anymore. I am going skip thanatophobia as this got nerfed long time ago. The next perk is dying light. this perk adds -3% healing boost but it also provides +33% healing for obsession and obsession ignores it. also a very bad perk. ironically it is now 2nd best anti-heal now that leverage got deleted. last but not least, we have hex:pentiomento, this perk provides whomping -30% healing when 2 totems are up. first of all, good luck trying get 2 hex:penti to stay up in first place and the perk requires you to run other hex perks to get cleanses. coulrophobia is -50% within tr but tr for all killer is way too small and the perk isn't consistent on anything other than double calm doctor with distressing.

    survivors easy accessible ways to stack +healing but killer option are all bad and not very good. i am not sure why it is ok for SWF to stack instant-healing builds that heal in seconds but it is bad if killer tries use perks to counter them. classic bvhr balancing.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803439#Comment_3803439

    Thanks a ton for getting the right spot!

    And I think you're right, it's far too high to expect anything above a 62% KR imo, considering the original plans was 60%. And I have to agree with you on SM, I am almost guaranteed a DC or Hook Throw when I play her. It makes me wonder if this is something that only happens at a certain MMR and most casual players don't do it on the lower MMRs. Wouldn't know unless I had access to that information myself.

    As for Billy and Twins, I would agree with his assessment on Twins. Billy though, I can't say me or many I play with had issues but if his KR is barely touching 70% that's something I can't argue against.

    I think the main conclusion I draw from this is BHVR shouldn't go above the 60% KR range, but also don't just gut killer powers like SM's. I think the sweet spot is somewhere between 58% to 62%, but perhaps they have more information on why they chose 60%-65%. I think Billy's alterations may help, but I don't play enough Billy to make a conclusive opinion.

    i think 60% KR is pretty kinda low. i can only speak my own opinion when i play killer but i don't consider 0, 1k and 2k as wins as killer. i consider them as losses. I also don't sugar coat my losses or down-play my failures as killer player. a lot of player do like they'll say 2k is a draw, which i just see as downplaying losses which is fine if it makes you feel better.

    I agree with his analysis that 65% is sweet spot for killer kill-rates.

    image.png

    Vecna here shows what is close to 65% kill-rate. 38.76+19.88 is 58.64%. i would aim for 60% win-rate for killer so it would be around 66% or 67%. I think most killer generally content with that type of win-rate if they one-trick the killer or have lot of gameplay experience with said killer.

    Most killer are nowhere near that. as a result, the game is primarily considered survivor sided for most killers unless your like a new survivor player. you can look at ghostface's stat distribution.

    image.png

    he is nowhere near 60% and win-rate is like 45%. keep in mind, these all small sample sizes and not actual defined kill-rates. I do not think that it is realistic to expect every killer to be strong numerically but i think most important part about killers is them feeling good to play. If your having fun with a killer, you won't mind losing games as much because the killer is fun to play. a lot of these killer with disastrous stats don't really feel that fun or special to play. as a result, there isn't a whole reason to go out of your way to play a lot of weaker killers to lose.

    I think the main conclusion I draw from this is BHVR shouldn't go above the 60% KR range, but also don't just gut killer powers like SM's.

    I love playing as current skull merchant but i don't enjoy having to skip 1/3 of my games for d/c/give up ######### on hook. gutted skull merchant is not going to be fun to play for killer because the main appeal for skull merchant was the long over-time haste effect for landing successful claw traps onto the survivor. reaping said reward by chasing other survivors then ambushing the survivor with claw trap as it expires. Unfortunately survivor d/c vs the killer so it is whatever at this point.

  • @fussy said:

    I was against 24 seconds healing then, but nowdays I think healing 100% should be 20 sec by default, ESPECIALLY after hook stage became 70 sec. I run Botany + Emphatic connection a lot now, sometimes with CoH, and healing literally doesn't exist, it's almost instant.

    In swf we built some insane builds with healing and killers dc'ed and called us cheaters when saw us healing for ~5 seconds whole match. Hit and run killers have z e r o chances against this, hits means nothing.

    But most survivors don't understand how strong healing perks are, there were no healing perks in top-15 even when Sloppy wasn't useless garbage, so I still don't understand why it was nerfed to begin with.

    maybe because your stacking so many healing perks that it becomes non-existent. that's kinda trade mark of stacking perks. some people debate whether stacking perk is good design and have often ask bvhr many times to create perk restriction or point systems or all kind of ideas to prevent stacking 4 gen defence perks, 4 gen-boosting perks, 4 anti-tunnel/exhaustion type perks, etc. etc.

    the short answer is they nerf med-kit and then nerfed mangled to be almost irrelevant effect because they deemed mangled too strong.

  • @ChaosWam said:

    Did they devs state they wanted killrates higher than 60% now?

    https://youtu.be/wGzorWsnd9s?t=1203

    At 20:00-20:40, the developer states that they aim for 62.5% kill-rate to 65% kill-rate with minimum threshold of 60%. Skull merchant is said to have 72% kill-rate and when account for first hook death which i am curious to how they calculate this because a player can "give up" in the a game on 5 minutes into the match on 2nd hook but any case, he says that that she has 3% first hook death ratio accounting for 69% kill-rate which is too high. as someone that plays a lot of skull merchant, i can say for sure that the amount of time that people disconnect or kill themselves on hook is a lot higher. If i had to wager what her true kill-rate is without survivors giving up, i'd say it around ~62-64%. The changes that they're doing are by not mean small and are true gutting of her kit and the killer itself. that's ok because the ######### on hook stuff has to go down anyway but hopefully the rework that seems to be implied to be around Mid-next year will be some refreshing changes.

    Billy he says has 68% or 69%. He also stated twin's win-rate but i skimmed over what he said. All i remember is that he said that Twins is labelled as weak but stats are very high(maybe because only playing twin are twin 1 tricks). For reference, Twin is strong but their play-style, slugging is not very strong. it is very tedious to play as and SWF tend to counter the play-style very harshly where it takes full 4 minutes to bleed out to win which very long but vs soloq, you are very likely to slug entire team because of poor play.

  • @ReverseVelocity said:

    Would probably end up being problematic, even at the cost of a perk slot.

    Addons are generally balanced with the two-per-game condition in mind, and that kind of breaks that philosophy entirely. It would be cool to see though, but I doubt it'd be remotely balanced.

    maybe it could be a hex perk. the perk allows you to select a 3rd add-on but when hex is cleansed, the add-on is disabled. it will be really funny watching michael myer's J.Myer's Memorial+Purple tombstone with their 3rd add-on being Memorial flower. so double stalking add-on's with mori or infinity EV3.

    I feel like BVHR unlikely to do something like that because difficult of coding it, needing to make UI for it, etc.

  • @glitchboi said:

    Yeah I don't know how to feel about the new Zanshin, seems like it'll be too powerful and remove the need of mindgaming most tiles. I liked the old one on killers like Clown (knowing where to throw bottles prematurely), Knight (quickly pathing through windows), and Chucky (charging S&D prematurely towards a window to extend duration w/ scamper). I also loved it on trap-based killers.

    you can mindgame better now. killer like blight, clown and chucky already have add-on's for this. blight has compound 21, clown has cigar box and chucky has rat poison. it is not useful on these killers because they already an add-on for this but now other killer that don't have an add-on like that can use it. so yay, trapper can now see aura' at loops.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803167#Comment_3803167

    This isn't correct, Trickstom is correct

    Otz's guide even backs that up

    i wish there was difference between writing killer power recovery time and cooldown referencing the time before your able to take an action.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802224#Comment_3802224

    i read the both add-ons’ descriptions in-game and it’s as follows:

    Clock tower gear → reduces the cooldown of shapeshift ( how often you can use the shape shift ability )


    traveler’s hat → how fast you transform into other forms.


    that’s what i understood from the wording.

    the wording in-game is confusing. this is where wiki kinda helps here.

    image.png

    reduces the cool-down duration after shapeshifting by 10%. this is the cooldown in which you cannot m1 and suffer m/s slow decrease. most games that have this type mechanic often use word recovery frames but BVHR uses cooldown which is confusing with other cooldown which is how long it takes to recover a killer power.

    image.png

    this add-on used to be bugged and do nothing. the reduced the duration of the penalty applied after performing a shapeshift is recovery time to shapeshift between forms. for reference purposes.

    image.png

    the add-on used to read this and again the reduced post-shiftshape special abilities penalty refers switching forms. thank otz for his videos where he reads all add-on descriptions.

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