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Devil_hit11

Devil_hit11

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  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877086#Comment_3877086

    It's more reasonable to assume it's an oversight, the wake up on dying state is an overall change, it's not targeted at black box add-on because it's not applied with that add-on.

    no. they intentionally nerfed him because he used to only wake people up when hooking them. Now they're intentional punishing killer for slugging because doomgloomer survivors are unhappy.

    it's targeted nerf to his kit. They give you meaningless buffs that you can't use because downsides.

  • @typervader said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876854#Comment_3876854

    the hell do you mean nerfed him from the ptb.

    Pallets were buffed, dream projection was overall more buffed then nerf, snares wont change.

    pallets still suck. dream projection is nerfed and only relevant part for snares that they buffed got nerfed. BVHR often nerf killers from PTB after doing their rework. I think that when freddy comes to live, nobody will play him and they'll likely revert his cooldown nerf for snares.

  • the killer should never EVER be punished for downing survivors. slugging has no extreme situations. it is survivors playing poorly in the chase that enables slugging to work.

  • @ReverseVelocity said:

    I hope it's a footnote change, or a bugfix, because this was a big oversight on the dev's part.

    no it wasn't. they intentional nerfed him.

  • @typervader said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877015#Comment_3877015

    Um…are you blind? Fake pallets got like 2 pretty big buffs

    no nothing change. you can tell which pallet are fake and which pallets are not fake. you also get stunned by your own pallets.

  • pretty heavy nerf for a character that did not need any. 5.0 hinder -7 second is 2 second cooldown +charge time to activate it, so around ~3.5 seconds.

    Edit: They also nerfed garden rake & jump rope add-on, Adjust numbers. Apparently fake pallet got adjust in the most irrelevant way

  • i have seen people break the chains in like 1 second, repeatively with impaling wire. they break the chain, side-step follow-up spawn chains. pretty pointless.

  • people still whine hard enough to get thrill of the hunt nerfed by 2%.

  • fix invisibility duration errors to be 1.2 seconds.

  • it has been 12 months and 16 days since the 3.0 rework. surely the killer will be revived at some point.

  • the other killer would be unfun because you cannot do anything the loops. i wouldn't play them. you would need add-on's 5 hatcher iri head or instant saw billy to make them playable.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876572#Comment_3876572

    I'm hesitant to give my answer for what the win condition is because it's very likely that'll just become what the discussion is about. I'm more interested in knowing what people expect to see for a clear win condition but aren't seeing in DBD.

    you can make irrational win conditions for yourself that do not apply to how other players perceive the game. a great example is hooks.

    you can say you win if you get 6 hooks and lose below 6 hooks.

    Survivors can make irrational win conditions as well such as, you win if you complete 1 gen, gain 8000 boldness points and unhook & heal two people.

    a win is whatever you want it to be but there is standard global win condition.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876360#Comment_3876360

    im in agreement that we should have a 60% kill rate… but doesnt this kill distribution show that its a 0k/1k about 44% of the time, rounded up?

    2k philosophy is a huge part of the balancing point discussion, but if you think 2k = draw then this isn't necessarily poor balance.

    (again, Im in agreement with you, im of the opinion that 2k = survivor win and under that philosophy 60% KR = 50% WR.)

    i count 2k as losses as they break win-streaks so yeah. balancing around 50% means that every killer should be ghostface-level or lower.

    every killer ability would be at best 1 perk slot, like you go undetectable. the power.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876528#Comment_3876528

    Yeah, but that doesn't make any sense, that's the point. Pinhead's chain is just a chase power to help you land a hit on the survivor, just like the Doctor's shock.

    pinhead used to not be counted but they nerf pinhead because of add-on called engineer fang. apparently dev believe that play with your food pinhead was too strong. I do not get it but whatever.

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876528#Comment_3876528

    even though it makes no sense for pindhead more than deathslinger. Still feels like unnecessary nerf to a specific killer that is struggling anyway because he can't teleport walks at 4.4 meters and has terror radius the size of killers who move at 4.6 meters

    i suggested that deathslinger gets buffs where deathslinger gains iri-coin expose base-kit and reduce to 24. So he doesn't need to run stbfl. it saves a perk slot. better 4vs1 gameplay.

    Pinhead i also suggested buff to his chain m1 and some adjustments to his chain-hunt. slight nerfs, slight buffs.

  • ii is written special attack and not health-state loss. trickster's shot and doctor's shock are coded as non-lethal. deathslinger and pinhead are coded as lethal special attacks.

  • @jasonq500 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876379#Comment_3876379

    What was something you liked about sadako 2.0 besides being a strong killer

    more decision making, focused more on macro play. center more around being observed around the map and survivor routing.

    everything you don't need in 3.0. no decision making is required. you see tv, you teleport. Observation has no relevancy. survivor takes tape out of TV, they will deliver the tape. you have 0 capacity to stop them. Macro play is irrelevant as no one has condemn stacks except for the people that lock-in hooked. memorizing condemn is meaningless. by the time they're condemn, they're 2nd stage.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876080#Comment_3876080

    But why do strong SWFs get to crutch on their role, as in it never gets nerfed or touched or anything, because bad teams also exist? That's bad logic. You're balancing off of bad players, so that good players become completely game breaking, and the same doesn't apply to killers.

    killers get balanced around the best players using them but survivors get balanced around emotional entitlement such as "Killer is unfun vs" , "The killer is boring ", "The killer is too strong for bad players". SWF isn't OP on average. it is that killer are too weak on average because they're constantly balanced around entitlement and worse players. The killer perk also have that problem.

  • i miss 10 second cooldown Chucky and 2.0 Sadako. Now they're only good for pub-stomping weaker players.

  • image.png

    a 50% kill-rate killer will 3k or 4k, 42% of the time. the killer would barely ever win.

  • his add-ons do provide value. it is just that ghostface itself is weak. you missed his iri camera add-on that is decent aura reading. Numerically he is not strong. mechanically, he is average. his numbers need boosting. not these hapzard changes that do very little. faster stalk speed, give survivor -10 hindered for 3 second at the start of the mark, remove the ability to reveal him on the floor and on hook.

  • any aura reading would be good. like maybe if you play soloq, you gain a 36 meter version of bond but if you play group, it does not apply. equipping the perk in soloq grants an extra 12 meters while swf unlock the ability to see teammates.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875873#Comment_3875873

    Of course, the prefered playstyle would still be the same, you can't really change that with some tweaks, but it would also give you more room to maneuvre. Current Hag is basically forced to stay in her web, camp it and shoo people away, or run an add-on.

    lots of killer are forced to play certain ways or be terrible.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437349/i-want-to-go-back-in-time-to-the-really-early-days-like-before-micheal-to-loop-and-confused-killer

    As a time limited game mode, sure. It would work wonders to make some people realize just how far we've come since these days.

    I'd imagine, the survivor queues would be very long though...

    i can just play 5 blink nurse if every map regains all it's infinity. no issues.

  • wow i can run 8 hex perks and run 3 stalk speed add-on's+tombstone piece myer's.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875619#Comment_3875619

    Ever since they got unfairly gutted, Ive only seen 1 person play Skull Merchant while I was playing Survivor, so I just wanted to try them for myself since it had been awhile and they were collecting dust.

    I do hope BHVR's rework comes out sooner rather than later, they need it, really bad, because they are just unplayable at the moment with the nerfs paired with the bugs.

    your little late to the party. you have to wait for her rework/reverts before it is any playable. playing skull merchant now is like asking to get bullied. it's on par with current freddy. luckily freddy is little more usable in ptb but it is still similar jazz.

  • it is not a bug, they buffed locker reload for huntress and trickster awhile back.

  • @Rudjohns said:

    It depends

    Killer coming to slug from the get go, its rare. It was becoming common a while ago
    For the 4k? 9 out of 10 games

    interesting. i'd say 1-2 games/10 for me. it is more common than before but it is not nearly that common. just a little more common.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875826#Comment_3875826

    I want the range to be better to give her options OTHER than camping and 3-genning.

    And the speed boost because survivors will literally just trigger them and spam S so you waste a trap. They call it The S "tech".

    i mean mint rag is unlimited range and 2 range add-on's work. the issue with hag going map wide is people destroying her traps. you can't defend traps if your half map away with them. that is why hag is 3 gen and camping focused. it is same for other two trapping killers. the traps would need to be immune to destruction or at very least come back like skull merchant drones but even her drones aren't exactly able to be used map-wide but they do have longer range usage in claw traps compare to hag counter-part.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875758#Comment_3875758

    In order:

    1: Absolutely, I don't dictate how anyone should play. That's… pretty obviously not what I'm doing here, though. This thread is pretty obviously some suggestions to make certain elements of the game more fair and balanced, not decrees that other players must follow of their own volition.

    2: "Unpopular" is a misleading way of phrasing it. They'd be ways of increasing the reward for hooking that are unfair and unbalanced, so the only real relevance they have to discussions like this is that they're obviously not viable options. If we wanted to increase the reward for hooking - which, the reward is perfectly good right now so that's not necessary - we'd have to look elsewhere because we can't just make the game unfair and unbalanced on purpose.

    3: The coordination starts with knowing you need to do those things to begin with. A survivor left on the ground for a few seconds could be the start of a killer that's trying to slug aggressively, or it could be a killer kicking a pallet, or a killing trying to harass away someone with a flashlight. If it's one of those scenarios, you going over there makes things worse, it takes someone off generators to give the killer free value + pressure.

    In solo queue, you don't even know you need to start running over to aggressively pick up your teammates for sure until someone else gets downed. From there, you have to gamble on whether the killer's looping back around to their first down or not- if they are, congrats, you're giving the killer more free value + pressure by approaching.

    In addition, you also have the smaller questions. Who's going over to pick the first guy up? Does the first guy have Unbreakable? Will anyone else actually be doing generators if I leave mine to go pick this person up? Is the first guy even recovering right now? None of these are The Reasons to address slugging on their own, but they compound the main reasons above.

    All that on top of default recovery being kinda slow, incentivising bringing perks to make it quicker, makes countering aggressive slugging without preparation kinda hard. Not impossible, but hard enough that it warrants a conversation about whether it's fair. I don't think it's absurd to say it isn't, which is why I thought it'd be a fun thought exercise to come up with a fair way of fixing it.

    4: I don't know why this point is connected to that quote? I was talking about the survivors getting more information so they knew to start countering an aggressive slugging strategy.

    But, as stated, the reward for hooking is more than good enough if you're actively using that reward. It doesn't give it to you for free passively, you have to go chase someone to actually get the reward for hooking.

    Absolutely, I don't dictate how anyone should play.

    adding base-kit unbreakable is dictating how the player should play by removing any alternative.

    They'd be ways of increasing the reward for hooking that are unfair and unbalanced

    That is merely perception. unfair and unbalanced can be in many forms. this is only one of them.

    In addition, you also have the smaller questions. Who's going over to pick the first guy up? Does the first guy have Unbreakable? Will anyone else actually be doing generators if I leave mine to go pick this person up? Is the first guy even recovering right now? None of these are The Reasons to address slugging on their own, but they compound the main reasons above.

    all of these and more are soloq vs swf problems. as i said, i think most of these would be solved by granting soloq base-kit bond. Blindness and Knock out are complete opposite of the problem. they're exaggerate soloq incompetency for slugging and unhooking. I am surprise that third seal does not remove the bubble for when the survivor put on the hook. I think it should consider how it works for slugging. Not that i think these two perk are good design. they're another example of as you would call it "Unfair and Unbalanced".

    All that on top of default recovery being kinda slow, incentive's bringing perks to make it quicker, makes countering aggressive slugging without preparation kinda hard

    I disagree. I would argue opposite. 4 minutes to bleed out someone with 32 second recovery times is 30 x 6. you need 6 downs to bleed someone out to 1 minute. that is twice number of downs compare to hooks. that is extremely long. it is no wonder that dbd gameplay for killer in relation to slugging is unnaturally slow. hooking itself, 10 hooks is like 12-15 minutes games. now if you need double downs, your looking at nearly 20-25 minute games. 25 minute games is like old skull merchant 3 gen games. it is way too long. survivor games are like 8 minutes and killer on average win in 8 minutes but because of end game and hatch, that pushes game time by 2-3 minutes for average of 11-12 minutes. The math does not support your claim. slugging is too slow. not too fast. many survivor even claim that they would like to self-suicide on the floor because of how slow it is. they want kobe mechanic for slugging, similar to how hooks allow you to kobe and you can self-suicide on hook. they want that, for slugging.

    But, as stated, the reward for hooking is more than good enough if you're actively using that reward. It doesn't give it to you for free passively, you have to go chase someone to actually get the reward for hooking.

    Absolutely not. hooking is least rewarding it has ever been in dbd history. this comes from both systematic base-kit changes such as base-kit BT and higher hook times alongside a massive laundry of survivor perks that activate after being unhooked or during unhook aspect of the game. it is no wonder that killer are not hooking less. hooking now needs upgrade in reward for killer because of massive list of hand-holding mechanics that have stacked up against the killer. It is to the point that every killer player is now only tunneling off-hooks because of how punishing hooking has become. Tru3 for example just slug and tunnel 1 person. I don't slug, i hook 1 person, chase another person. down them than just tunnel player #1 till death. Hooking right now is literally 0 or negative pressure and the only reason to hook right now is to tunnel people out of the game.

    Hooking rewards need revisions now. Slugging is by product of hooking reward being ineffective.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875747#Comment_3875747

    I have a couple of issues here— the first is that I think it's kind of debatable whether aggressive four man slugging is fair gameplay. It definitely does have counterplay, but a lot of that counterplay is locked behind either specific perk picks or coordination, the latter being effectively locked out of solo queue games.

    Regular slugging is unambiguously fair gameplay, but as more survivors get knocked down, the less fair it becomes. In solo queue it's often not obvious to any one player that they need to be aggressively trying to pick up their teammates until the second person's knocked down, and by that point the killer's already looking for the third.

    I am sympathetic to the idea that the solution should be some kind of information instead of a more potent effect, but personally speaking, I think that's too much of a half-measure. Basekit Unbreakable is a scary proposition because of the ways it could be abused, but if potential abuse is properly removed from the system, it's a perfectly fair way of addressing the issue while maintaining the fair gameplay. It's best to just, try and fix the problem outright if you can.

    The rest is stuff I know you and I have gone over before, so I won't belabour the point too intensely. Suffice to say, hooking is supposed to be rewarding because of the opportunities it opens up for you, not because it's supposed to generate the value for you the way regression perks like Pain Res and even arguably Pop do. When you actively capitalise on hooks, the time spent doing the hooking pays for itself and then some.

    Many killers may feel that hooking isn't worth it in the current state of the game, but they're wrong. That feeling may be relevant to conversations, but it shouldn't be considered an unquestioned truth.

    Also, even if hooking weren't worth it in the current state of the game, you wouldn't fix that by reintroducing old problems like no tunnel protection or easier camping.

    Many killers may feel that hooking isn't worth it in the current state of the game, but they're wrong. That feeling may be relevant to conversations, but it shouldn't be considered an unquestioned truth.

    No, your wrong. your the one that is complaining about my gameplay or other killer's gameplay to slug. Your not in charge of dictating how i(Other) should be playing.

    Also, even if hooking weren't worth it in the current state of the game, you wouldn't fix that by reintroducing old problems like no tunnel protection or easier camping.

    Enable tunneling to be stronger or easier camping is increase in reward for hooking. it may be unpopular way to boost reward of hooking but it is still metric to be considered.

    I have a couple of issues here— the first is that I think it's kind of debatable whether aggressive four man slugging is fair gameplay. It definitely does have counterplay, but a lot of that counterplay is locked behind either specific perk picks or coordination, the latter being effectively locked out of solo queue games.

    The coordination is not any different than holding m1 to recover and healing someone of the floor. there is knock out and third seal which remove the UI info from soloq survivor and that is questionable design within in the game but swf vs soloq is separate problem that many player talked about. take away information is likely WRONG way to balance dbd. they still have no aura's to find healing survivors. they still have no auras to see where survivor are working gens to lead killer in efficient chase paths. there is no aura for-co-op gens. there is still no aura for pallets are used. it's separate issue to slugging.

    As right now, BVHR believes that taking away information is good design and so we are here with said perk designs to nerf soloq so that killer can 4k more easily by bad plays.

    I am sympathetic to the idea that the solution should be some kind of information instead of a more potent effect,

    game-delay perks just some of possible thing to add to hook to increase reward. other ways is to invent 6 perk slots and every time a killer hook all 4 survivors, they unlock perk slot. that is another potencial reward. the problem is, if your reward sucks or isn't good enough for that "slugging" killer player where they say, who cares 6 perks, they'll just continue slug until you present them with solution that is stronger then what they're doing.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875716#Comment_3875716

    I don't think we'd see less aggressive, four-man slugging if you made slugging stronger. That's going in entirely the wrong direction to address the problem.

    aggressive four man slugging is fair gameplay. the whole premise is that it is on the survivor to go down and be put into the dying state. it is entirely survivor fault for being put into dying state. they are also at fault for being put on the hook.

    being put on the hook is intermediate step towards an optional killer objective where you are suppose to be rewarded for completing this objective. The default reward is suppose to be killing survivors faster however due to changes such as increasing hook timer from 60→70, it has made unhooking unrewarding. Survivor are also suppose to be put in vulnerable positions for hooking however this is largely mitigated by perks such as Base-kit borrow time and items like stypic agent where you unhook, pop styptic and than you get to move 30 meter in any direction.

    as result of these type of nerfs to hooks, many killer feel that the rewards are not there and more of drawback as you waste 10-12 seconds on hook+give up position map advantage. as a result, they slug.

    the way to fix slugging is to make hooking more rewarding such as reverting 60→70 second change and removal base-kit borrow time. other alternatives are to look into perk that reward killer for hooking. we will be looking into game-delay perks.

    these perk being

    Pop goes weasel

    Grim embrace

    Scourge hook: pain res

    Scourge hook: Gift of pain.

    Instead of removing base-kit BT or decreasing hook timers, you may choose take one of these perks and put them into base-kit. they give game-delay to the killer which cancels out the delay for hooking. Pop goes weasel to kick a gen, easily worst one out of 4 as it wastes time kicking gens unlike other 3 which are automatic. Grim embrace block all gens, it's very mild but does cancel it perfectly. Pain res hits 1 gen. it is reward would be over-time regression to cancel 12x3 progression bonus. Gift of pain grants -16% repair and healing after healing. this does incentive spreading hooks but the amount of charges remaining in the game varies from # of gens needed to complete so it has early game syndrome problem. survivor may also choose remain injured so there is that problem.

  • no thanks. i as killer will never agree to be punished for slugging in any shape or form. the only feedback i have towards performing slugging is that 4 minute bleed out timers in isolation are too long and drag out the game. that is why for awhile, i always suggesting that survivors when picking a survivor up have 10-25 second bleed out penalty for picking up a survivor from dying state to injured state.

    this rewards me as killer for successfully downing a survivor and artificially lowers bleed out timer for survivor that repetitively are put into the dying state.

    All these suggestions of 45 second unbreakable and 4→5 minutes and Your power as killer goes away upon down(Like freddy) is all complete non-sense. These idea are not good health and should be eradicated.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875646#Comment_3875646

    Agree. It's insane how many killers perks are being held back by silly and unnecessary restrictions. Even more sad is how many long years devs need to understand it and change perk from garbage to just okish state. Like we all know, for example, that Thrilling Tremors will lose cooldown some day just to become very mediocre perk, but how many years devs need for that? 6? 7? 8?
    Or who said to devs that Dark Arrogance while having a completely mediocre effect at best, it should have a downside effect that brings more to the survivors than main effect of the perk to killer?

    BVHR balances around bad survivors that whine that x killer perk is too strong/overpowered. I have been waiting for like a year for them to change gameafoot text line from Longest chased survivor to Basic attack/attack.

    by changing the line so that every basic or just every attack changes obsession, the perk would have stand-alone capacity to activate and would synergize with Brutal Strength+Fire up, Obsession perks such as Remember me, Dark devotion, Furtive chase, Rancor and Play with your food.

    you would be able to run some end game builds, stealth and chase builds. BVHR and Survivor likely believe that many of these killer perk are OP and should not be selected.

  • third seal is hex perk. it can be cleansed. knock out is counter by bond or SWF.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875433#Comment_3875433

    That's not what i mean i know the update is on jan 28th im talking about ptb to live changes and if there isnt a dev update they probably dont have a lot to talk about.

    their update are mostly always released on the day of the release. sometimes it is 1 day before. i do not think much will change from PTB. My wish list for freddy is that he does not get punished for putting survivor in dying state where you magically wake up from dream world. Maybe they'll slightly improve him, maybe not.

  • @OrangeBear said:

    I guess it's not happening. Probably not a lot of changes then.

    dev post said jan 28. maybe few people didn't read the fine print.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875016#Comment_3875016

    From the killer's perspective, I care about Legion mainly. Deep Wound is already basically a non-threat and having your screen go dark if you let the timer elapse was a potential downside for not mending urgently. Now that's gone there's not really much reason to not do ~15s of a generator before you mend.

    I'm not saying Deep Wound should be lethal, but it should be an urgent thing if you're not currently being chased.

    The overlay also looked really damn cool from the Survivor side and I'm genuinely going to miss it. I really hate it when cool bits of flavor are removed from the game like this, it takes away from the horror feeling just that little bit more.

    i think legion should be able to damage deep wound by hitting you with feral frenzy.. that would make it more of threat. to balance that out, i would invent an item that works like key where you can drain the item to gain 35% haste for 3 seconds or invent an item that grants iframes for 0.75 seconds vs his m2 feral frenzy. the item recharges when you are in 16 meters of legion location. This would work similarly to old distortion. it does not activation time. the activation time is instant(No mind channeling).

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875091#Comment_3875091

    "He is amazing at tunneling with cages"

    Brother he can't even ######### see where you end up, and it's guaranteed to be across the map. Half the time they're immedietly yoinked and healed before you can make it halfway to the rescue notif.

    that is pretty good. the value of cages is being able to chase survivors 2 times consecutively without any fear of perks. i am not joking when i say that safest place that survivor can be when being tunneled is on the hook.

    that is why 60→70 second change is huge deal because it nerf tunneling. you can't tunnel people that are on hook. they need to be unhooked first. that is why i don't really agree with @jesterkind opinion that hook = pressure. if anything, the best thing for me as killer is that i hook someone and that they're immediately get unhooked so i can chase them again.

  • @fussy said:

    There are a lot of things going under radar in dbd community, but how I see ZERO complains about him, it just blows my mind. I know the reason, but anyway. And no, I'm not gonna talk about tunneling at all, it's chase.
    PH is my second most hated killer to go against. Why? Well, there are two ways.
    1. PH player is going for constant m2 snipes and then it's fine, you can predict and react on most of them and it's pretty fun. Most PH players are like this and I know it's the reason why PH is going under complain radar.
    2. PH player is patient m2 holder. Holyyyy, just pray you won't go against player like me on PH. Wanna use window? Hit. Wanna use pallet? Hit. Wanna fake it? U r welcome, I'm patient > m1 hit. Predrop and prerun? Yeah, you kinda can, if you already have enough distance.
    And guessing on what kind of PH player you go against now already makes me panic.
    And nah, it's not "oh nerf PH he is op no counterplay" post, I'm doing fine against him and PH is completely fine basekit wise, it's more about how community complain about completely okish things, while things are much worse exist in complete oblivion. Like I don't understand how people complained about Xeno, while PHead is his x10 times stronger version and nobody even remember he exists.

    he''s boring to play. he is amazing at tunneling with cages and it is hard quantify how valuable tunneling unconditional out of the game is. it depends on how how easily survivors let you set it up.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875051#Comment_3875051

    Idk, thats a pretty sizable buff. It'd make him even better than pyramid head and i think he already is. It'd allow you to pressure a survivor trying to vault or pallet drop from even further away. I think if they are at this range you are expected to use wolf form pounce instead.

    Personally i find the penalty for missing hellfire is manageable. There's times where you can just hold it out without casting it and then un charge it and just m1 them. I feel that missing pyramid heads attack is also more penalising.

    I just think Dracula outclasses so many killers right now, i'd be surprised if he was to receive any buffs. I am hoping what happens is other killers get brought up to compete with him rather than him getting nerfed though.

    There's times where you can just hold it out without casting it and then un charge it and just m1 them. I feel that missing pyramid heads attack is also more penalising.

    Sure. part of reason for this gameplay is how punishing the attack is to miss combine with his short range. The ability does not encourage long-range risk shots. my goal is to encourage long-range use of pillar of fire where your not always going for absolute safest play.

    i'd be surprised if he was to receive any buffs. I am hoping what happens is other killers get brought up to compete with him rather than him getting nerfed though.

    Oh, I am sure we have had many times where player have asked other killers to be brought up to other killers. for example, other killers be brought up to old Blight power-level but the reverse has always occurred. Blight got nerfed. Other killers stayed the same.

    I personally think he is replaced blight as 2nd best killer in the game but i don't think a lot of people have catch-on to that.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875044#Comment_3875044

    How so? I don't think it should be casted faster as the OP suggests, 0.9 second charge time is what it is currently with a range of 8 meters, that's pretty powerful already in my opinion,

    i think it's range is too low for its commitment. i'd maybe add like 1.5 extra pillars. maybe like 10-10.5 meter range. I am not sure how much each pillar scales the range on it.

    the punishment for missing is fairely severe so i think it deserves a little bit of potency buff.

  • @OrangeBear said:

    Dracula definitely doesn't need to be buffed, he's easily one of the best killers right now.

    he doesn't need buff as a whole but his hellfire could be slightly improved.

  • @ReverseVelocity said:

    https://us.v-cdn.net/6030815/uploads/A6CKNFQJBFAI/bafkreihh5tbwt3omxjriv3mx47p7klzjm4yuqpmzbu2janm25nb4wmfajq.jpg

    Removing the darkening overlay entirely kind of makes it less obvious, while also reducing the little spark of flavor that it had. Having your screen get darker over time made it feel like bleeding out.

    It's pretty hard to miss a big screen overlay, but a small bar in the middle of the screen seems far less obvious. The bar should stay, but the vignette probably doesn't need to go.

    I have impression that over-lay is related to Dredge tunneling. If you hit someone in deepwound as Dredge during Nightfall, the deep wound+Nightfall stacks. your screen would be near pitch black. Now Nightfall and Deepwound darkening will not stack into making the survivor nearly completely blind.

    it's nothing burger change unless cared about dredge nightfall+deepwound stacking.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874904#Comment_3874904

    "pretty low skill at loops" not sure what you mean by that. You think there is not so much he can do with power in loops?
    Speed addons are literally his anti-loop. Without speed addons (at least without crow) he will rarely land a hit in most loops against good survivor even with perfect bump logic and instant flicks. You still need to understand in what loops it worth to use your power, instantly analyze RNG to build bump logic for further rushes and feel your mouse pretty good to almost instantly rush after bump, because 0.2-0.4 seconds where you turn camera to realize where you need to bump next can be (and will be in most cases) a difference between landing and not landing hit.
    So idk how he is "oversimplified in loops", when bump logic is whole science and what different bad Blight from good Blight. Hugtech was useful and could help you in most loops, but you needed bump logic in first place anyway. You always need to think 5 steps ahead on Blight, especially if you are going for some crazy and unusual things with him, that's why I love and main him.
    Blight definately doesn't need any basekit buffs or nerfs, but his speed addons were overnerfed too much and purple addons became completely dogcrap lame addons for 1st rush, Vial went from OP addon to nerf-yourself addon. But honestly they better don't touch him at all, we all know what happening, when devs touch killers. Same with my second main Artist, she has low kill rate and pick rate, but I would prefer she left where she is, because I simply do not trust them.

    my experience vs blight in soloq is that most of blight that try anything at loops end up breaking the pallet. i have played vs what i would refer to as snap-bump blights that just spam bumps in like 0.1 seconds but i am not really threatened/enthused at loops. With removal of hug tech, I think blight needs turning-rate buffs especially for indoor maps such as Lery and other tight corridor maps.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874889#Comment_3874889

    Hugtech did nothing with me running in circles around one rock with insane turn rate. Yes, without hugtech Blight can't use his power in every loop and require more skill and more precise bump logic, but there are still ZERO reasons to give him addon, which allows him to make a full circle around loop like Spirit without any bumps. It was really stupid and there was no skill at all in turning your mouse around loop into survivor just to land a hit. I don't know why I even need to explain this.

    dunno, i think blight is pretty low skill at loops now. i don't really see blight use his power at loops and when they do, they miss, than break the pallet. often they just break pallet without trying to use his ability. i think blight is very over-simplified and a bit too weak at loops. i still question to this day if billy is a better killer because he has options to use his power at loops over blight even though i feel like blight's more consistent at getting hits between loops.

    if it were me, i'd be slightly buffing blight but i know that the popular consensus is that blight is "too strong".

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874705#Comment_3874705

    All of these actions take minimal time investment

    Yea… because they cost resources.

    If you stun a zombie with a Pallet, that Pallet has been used, it can easily be broken by Nemesis, so you’ll almost never see anyone do this outside of very niche situations. Technically you can use Any Means Necessary to pick it up but the pick rates for the perk are so low that you’ll almost never face off against it while playing Nemesis.

    Blinding a zombie with a Flashlight consumes the Battery Charges. They reduce the total amount of plays and actions you can do with the Flashlight, and depending on the quality of the Flashlight, addons, or perk build can easily result in them being dead weight really fast.

    Zombies do have their flaws, but your argument of “they don’t waste because these actions are quick” completely ignored the fact that those quick actions have costs and consequences that players have to actively weigh and measure.

    i use pallet all the time to destroy zombies and i escape most of my games in soloq vs nemesis. As long your entire team is doing gens and isn't crouch in bushes, the pallet resources barely mean anything in many cases. there is obvious times where not using pallet is better but in a lot of cases, just rush gens works. there should be more effort required to escape nemesis but it is the regular BVHR weak killer balance at play. buffing his zombies would make him a lot more challenging to escape but right now i'd say he's on easier side. at least for me.

    A really good nemesis player is pretty difficult to loop but it is fairely easy to rush gens vs him.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874545#Comment_3874545

    LMAO, I still rewatch my recordings with Blight doing 4 circles around rock on Ormond, it was by far most fun experience in this game. But yeah, such things should be left on PTB.

    during that ptb, Blight still had hug tech so when we saw these add-on, it was like what the heck is this BVHR? He doesn't need these buffs. Now that hug tech is erased, he needs these add-on to get hug tech or some semblance loop play as his power is too difficult and too impractical to use at loops without hug tech.

    C33+Adrenaline vial could bring back some skill back into blight as the skill tp play blight is quite low at the time. there is not that much you can do with blight atm.

  • @Smoe said:

    I don't think people would be happy about experimental PTBs, seeing as the few times they've actually tried that, people thought it was awful.

    i think it is because they don't state that "this is experimental PTB". a lot of the PTB are often near or near complete product of what goes into the game. Sometimes there are minor changes from PTB so barely anyone consider the ptb as experimental. A lot of player see it as final product or close to final product.

    if they did more experimental PTB where in bold letters, it stated, "These changes are not subject to go live". They are purely experimental and may show up in future in a finalized PTB. they need distinguish between Testing PTB vs Finalized PTB that will be pushed to live. Behaviour mostly does latter and rarely does the former.

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