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Devil_hit11

Devil_hit11

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  • @Chocolate_Cosmos said:

    Even tho the feedback section was filled pretty much with most people saying that the chase duration of Guards while near them should be nerfed at the least if not removed and the minimum distance to create path was bit much when you add these two things together, nothing was adress with this.

    So Knight is just basic M1 killer that will camp gens from distance as main power, cool.

    My biggest issue with this update is that it just aimed pretty much on Survivor side to adress their issue with the power while outside of giving cycle button on guards, ignoring the player who is going to play the killer and giving them nothing in chase once you get close enough.

    RIP Knight.

    One of feedback of knight was that carnifex was bad guard to use. I think carnifex becomes pretty good guard at wasting time if you use Knight contract+Sharpened Mount. You can kick gens and start guard chases at same time from distance. that's incredible for gen control. You can down someone with knight. summon carnifex to kick gen with a survivor on it. begin chase while hooking and by the time you finish hooking. the guard will still be chasing the survivor because they weren't able to use banner to get rid of the guard. 3 gen with carnifex guard and stalling gens is great.

  • @Vorahk08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758956#Comment_3758956

    The slowdown from Soma Family Photo will probably still have high utility with the playstyle of tagging survivors mid-chase with a biopod. That's probably what they intend with the change to Soma Family Photo. However, it do agree that it is a slight nerf, given that he receives less haste when teleporting. That said, the hinder might make it easier to tag and then teleport with proper pod placement, given that they move to cover slower. The deep wound could also work as increasing the overall gen slowdown effect of tagging a survivor even if you don't go after them. They now have to find an EMP and mend.

    The add-on pass that the Singularity received is actually pretty huge. Pod cooldown reduction and a range increase are pretty significant upgrades, on top of the changes to the iri crystal and the Nanomachine Gel. The Android Arm buff might also make the spread of pods from one survivor to another a real threat.

    spreading infection doesn't have rewards. They could made it so that every infection reduces the rate at which crates passively print EMP. Like 5/10/15/20% slower. right now i don't see reason to spread infection. I just see more tunneling singularities with this change.

  • you have compare the amount of time that survivor spends

    1. walking to each chest
    2. opening chest

    If say survivor spends 12 second to go to a chest and 10 second to open a chest. it is -22 seconds on doing gens for chests. his number do align if the perk was meant to be + in time.

    If you need open 2 chests, it is -44 seconds of not doing gens. I don't think the perk should fully negate time wasted for chest open but a buff from like 4→8 would be -24 charges. their buff doesn't fix low reward of the perk.

  • @Vorahk08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758814#Comment_3758814

    While the haste has been made basekit at only 3%, Soma Family Photo now gives a 3% hindered status to the Slipstreamed survivor on top of that, without decreasing Overclock duration, so I don't know if the haste change is actually a nerf or sidegrade. They did add the effect of giving a Slipstreamed survivor Deep Wound on teleport, so that is actually a buff to the add-on.

    My mistake about the duration nerf. I didn't remember that. In my experience, though, the only survivor who really stayed Slipstreamed was the one in chase. Normally, survivors who got away with a Slipstream would get rid of it ASAP. So yes, the removal of extra time per slipstreamed survivor is another nerf. However, in my experience it rarely came into play anyway outside of that Iri add-on. The addition of the haste to basekit Overclock probably counterbalances this change, though.

    I didn't know about the cam tech until now, but I'm 100% sure that was a bug.

    Soma photo only applies hinder for 3 seconds. It is only when survivor is inflicted, NOT when you teleport. Deep wound obviously enables tunneling through BT but i don't it is that useful. singlurarity is pretty good at machine gunner through BT because of rapid brutality and his overclock teleport. he catch-up fairely quickly to not need this whatsoever.

    I'll probably be using his green add-on that reduces cooldown when inflicting slipstream+his iri add-on that gives wall-hack whenever you place a camera in 10 meter radius. That is probably his best two add-on's. His iri add-on is like Clown's Cigar box. People used to not use it because 6 meter radius was too small to be used as tracking tool. Now with 10 meter buff, you can just spam fire in front of you and anything in 10 meter radius around placed camera is detected.

    Green add-on is replacement for his Cam tech which was nerfed.

  • @Nazzzak said:

    I just don't bring an item at all. Even dropping in a corner doesn't help as I've had team mates obviously not know I've dropped an item there and been found out, and it happened to me in turn at least one time I know of on an indoor map. Wondered how the killer knew i was there, and ran around the corner to see the dropped item. I found 9/10 times if there's 3 or less items the killer doesn't tend to bring it, so that works for me.

    it depends the map. Lery corner are not good spots. you place it at the exit gate. Hawkin, you place it near portal. Midwich, you place it on 3rd floor staircase.

  • skull merchant isn't that bad. the killer is more engaging than most killer in dbd.

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758810#Comment_3758810

    Oh I know he always had these add-ons. I always use them on him. Its just fun seeing people argue about weave attunement while using this combo.

    many killer have good wall-hack add-on's.

    image.png image.png image.png image.png

    This add-on got nerfed like 2 times, first time it was 16 meters to 8 meters. then they reduced to 3.5 seconds.

    image.png

    Wraith has All-seeing blood but it got nerfed to useless 8 meters, the same amount as PTB attunement and Leatherface has Light chasis but it is 8 meters which sucks and it doesn't work during the chainsaw which further hamper weakens the add-on into irrelevancy.

  • @Vorahk08 said:

    Disclaimer: I'm on console, so I didn't get hands-on experience with the PTB.

    KNIGHT: In theory, it seems like this change should be good for him, but the fact remains that the guards that aren't the Assassin are horrible at getting hits. Hopefully, the banner fix helps with this, but feedback on the Knight rework hasn't been good so far.

    SINGULARITY: A a Hux main, I feel like this was the best of both worlds. He's getting all of these buffs, without the compensatory nerf. I am able to get fast lock-ons even now with high sensitivity, but making the auto-aim activating on button press should hopefully allow us controller users to get more flicks more consistently.

    SPECIALIST: I don't think this change is going to help it much. Time spent getting charges is time that could be spent making normal repair progress on a gen.

    STRIDOR: I'm pretty sure this is mainly to make Spirit playable against Iron Will users.

    CHARACTER SELECTION: I also think this looks like a mobile game UI. Feels like a downgrade design-wise.

    I'm disappointed that the Iron Will changes are going through. It feels like that hurts newer players the most. New killers won't be able to find survivors for chases, while new survivors are going to be caught out for not having it.

    My guess is that Languid Touch (Vecna's Crow Perk) is going to be even more popular now. It was already good for most situations and killers, now it just counters another good survivor perk.

    He's getting all of these buffs, without the compensatory nerf.

    He is getting a nerf. Haste bonus from overclock reduced from 5% →3%.

    Duration of overclock reduced from 4.7+1 slipstream → 5.7.

    Cam tech removed.

  • clown always had these add-on's. advantage of killer having add-on means that they do not need to use perks. i wish every killer had cigar box as add-on so it is easier just stack gen defence.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755869#Comment_3755869

    First of all - no

    Progressing a gen is literally increasing its progress. Removing charges does increase progress.

    Tho there is a problem of immense downside of invocation, and it's one time use. If I can't use BNP on gen I can use it later and/or on another gen. Invocation cannot be redone, you literally loose it's value at the top of all it's downsides.

    If I can't use invocation then maybe I should not be broken, neither gen should loose stacks but next use of invocation should be much shorter.

    invocation is pretty free now. you get off almost every single game. It is just that reward isn't worth it. If it was like -30 charges than people would use it.

  • @VomitMommy said:

    I mean, does Onryo really need a lullaby at all?

    lullaby is outdated design. i don't think any killer should have a lullaby. it should just be a TR and that is it. Victor is probably only exception because he is like small…. although it would cool if there was an add-on that made his lullaby silent. Maybe iri add-on, that silencing cloth add-on? That would be kinda cool.

  • No. People just suck at looking behind and don't understand that he has cooldown for firing. you can remove over 50% of weaken state before he can shoot again.

  • @PogbertChamperson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758370#Comment_3758370

    This isn't a harsh nerf. The killer can still continue to tunnel the uncaged survivor off hook. The survivor is only given a chance to move first. Basekit endurance was added to hooks so players could have some agency before getting hit. Many survivors play solo and this mostly helps them and even then not that significantly. Getting caged will still deny a bunch of perks.

    The bad play will still be a bad play. The 'rescuer' loses a health state and the survivor coming out of cage is deep wounded.

    I would say it is substantial nerf. every little bit of time in this game is massive for killer. pyramid head ability is time efficiency. His lack of mobility, lack of instant down, lack of any 4vs1 is mitigated by his ability to skip entire hook-states. His mori would need to be buffed to work on 1st stage hook for his power-level to remain the same.

  • @PogbertChamperson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758321#Comment_3758321

    pyramid identity = hit survivors out of cage before they can act? I'm not sure if this is what you are trying to say.

    Pyramid head can still chase the survivor who gets uncaged without worry of perks such as DS/OTR. He just wouldn't be able to down them before they have a chance to move, so one could chase the same survivor twice with little consequence.

    P-head staying near the cage doesn't have to be good for it to be unhealthy/frustrating.

    This game isn't exclusively played by good survivors/survivors in a VC. You can't design things with only that in mind.

    This game isn't exclusively played by good survivors/survivors in a VC. You can't design things with only that in mind.

    You can't balance around bad play.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758326#Comment_3758326

    I don't think anyone would mind if the devs brought Lightburn back to Nurse.

    lightburn as mechanic was prototype version of item killers. it was really random because some killer didn't have weakness towards flashlights and others did. an artificial way to nerf killers.

    They might as well put Alien turrets for every killer power that is perceived to be too strong.

  • @VomitMommy said:

    Not sure if burning was really a skill expression. You need around a 1 brain cell to do it…
    I can agree it could have stay on Nurse. That was actually difficult to do and something you could call a skill.

    Remove from Hag was in favor of survivors in the end.
    Wraith definetly didn't need it.

    Not sure about Artist… She is decent, but not really popular already and burning definetly wouldn't help.

    a good middle ground if dev want these mechanics is making chest items for each of these killers similar Vecna chest system or maybe wesker's chests. you can search chest and get normal item but you can also get a killer item that counters killer ability.

    This is major nerf to a lot of killers. Flashlight burning was a mechanic specific invented for 5 blink nurse. The idea is that nurse blinks on first blink then shine a flashlight preventing her from blinking. The problem having abilities that nerf killer power is

    1. Most killer don't need nerf or want nerf that create annoying weaknesses
    2. It adds rng to the game which a lot player in the past would talk about "Loop RNG" on maps. This creates Item rng where a killer is too weak due to items being rolled.
  • strength of pyramid head is being able to farm out hook stages with cages. Deleting that would remove his entire identity as a killer. Facecamping/proxy camping cages doesn't work vs good players because they can ignore cages, let person completely die and finish all gens.

    On average, i see cages more as the ability to chase same survivor twice. survivor can chain loops if they are close enough each other to avoid being tormented. I don't consider pyramid head good because he has no ways to force torment. He also loses torment when survivors unhook caged survivors. His add-on are really bad.

    The only add-on that do anything are his manquin foot add-on(add-on to increase trail duration) and range add-on's. He needs more add-on variety. Maybe manquin foot should be base-kit alongside that other yellow add-on.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757854#Comment_3757854

    Isn't billy better for camping than huntress, especially when there can be like 5 survivors swarming a hook

    yes but billy is faster killer and can get more muti-downs compare to huntress. Huntress is slow killer so hook camping and putting people onto hooks that billy down is more appropriate.

  • massive overpowered? Does that mean survivor gets massive buffs? Maybe we decrease base-kit healing time from 16→12 seconds and increase pallet stuns from 2 second →3.5 second.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756966#Comment_3756966

    These are my thoughts exactly to be honest. Sadako still gets a lot of consistent feedback for the Devs because there is still this variation of her that just doesnt completely "Sit" right. Still too many flaws that need to be addressed. Are they big flaws? No, not really, but the sheer number of them is what is adding up to making her still feel clunky and not fun against swfs at all.

    i think it is because she is fun to play that is weak. it is like billy. Billy is fun killer to play but was weak for awhile. killers that are fun to play and weak get a lot of feedback.

    You don't get a lot of feedback on generic killers on like dredge, unknown, artist etc.

  • @jesterkind said:

    I see this suggestion crop up a lot, which has given me a lot of time to think about it. I've never liked it, and I think I can elucidate why a bit better these days. As many of my explanations do, I'm fully aware, it comes down to two broad reasons. We'll go over the more simple one first just to get it out of the way, then move on to the one I have more to say about afterwards.

    Reason 1: It doesn't apply equally across all killers.

    While this might seem like a sensible and straightforward buff for killers like Freddy, Legion, or Clown, it'd be obvious overkill for killers like Nurse, Blight, or even lesser-but-still-top-tier killers like Plague or Wesker. This wouldn't be a simple buff to implement, it'd be a radical overhaul of many different things at once, which already makes it not all that appealing from anyone's perspective, really.

    There's also the small element of the way it pushes you to play - or, rather, the way it pushes you not to play. Trapper, Hag, Myers, and Ghostface all have their most thematically evocative method of playing (setting up extensively, and stalking unaware survivors, respectively) made either much much harder, or outright impossible, with Corrupt in play. That's not to say it can't still be a good idea from a strategic standpoint to bring the perk, but I think players should still have the choice to play those killers that way.

    Reason 2: It's aiming to fix a misunderstood problem.

    The typical reason given for why Corrupt Intervention as a basekit addition would be a good idea revolves around early gen speed being too fast, or gen speeds in general being a problem. To be blunt, a huge percentage of that is just an unironic skill issue. Gen speeds aren't, currently, a huge problem.

    …Except for specific issues.

    When there actually is an issue with gen speeds, especially early on, it stems almost entirely from two sources: Toolboxes, and survivors being all spread out individually when they spawn. It would be more impactful and healthy for the game to address those two sources themselves, rather than playing whack-a-mole with symptoms and also getting collateral damage in the form of every single other match that anyone ever plays, lol.

    In short: Macro gameplay is poorly understood and needs some real effort put into community guides sometime, and separately, the only problems with gen speeds can be fixed directly instead of slapping on a band-aid with Corrupt Intervention.

    gen speed is absolutely problem. SWF is really what shows this problem more then anything. you have games as killer where you hook someone 1 minute, 2 minute, 3 minute, 4 minute, 5 minute. aka 1 minute per hook and you lose all 5 gens.

    The fact that you have this as a game as killer is alarming. It is even more frustrating when it happens on maps where you have 0 CHASE input. Badham is great example of that. breaking ton of god pallets in early game only to lose so badly in gen efficiency is awful. especially for low tiers killers.

    spread out isn't an issue. it is just expected gen speed. there is nothing at base-kit for killer that push-back gens for doing well. You can play chases very crappy and win. The only time killer push back is gen defence perks like Pain res+Grim embrace but this creates another problem which is…. killer having 0 perk variety. If you have to run 4 gen defence perks and proxy camp in case you get SWF that does gens in 6 minutes, that's not exactly interesting. The spreading out problem is countered by 3 gen but as we saw in old meta of 3 gen kick perks, this is not fun solution for survivor. that is why it got nerfed. a solution should be provided where killer goes for chases and when he wins chases, he doesn't lose 5 gens in 5 minutes or 6 minutes. These gen-rush's should be happening when i make mistake with my ability for long chases make poor game choices or make macro decision errors.

    you just don't notice the issue because 60% of games are 4 soloq players that often crumble with few injuries and basic map presence. poor play makes you believe that killer has no gen problems or chase problems for that matter. lots of survivor don't loop that well even when it is like gideon or some map filled with good resources in said area.

  • Better bittur mumur. power-creep version. it counters distortion and gives free kill in end game.

    @Laluzi said:

    It's not exactly good, because it's one of those perks that's worthless unless you're losing and it doesn't extend the game like No Way Out… but it is loads of fun. You can combine it with obsession changing perks to have it proc on multiple survivors - Nemesis is the obvious one, you bait a pallet stun and Oops, All Moris.

    One annoying side effect of Rancor is that it tips off the obsession that you have it - very obviously once endgame procs, but during the match they'll see your aura every time a gen is finished. So SWF will call it out and any obsession who isn't completely clueless is going to be ready to hide from you once endgame starts.

    One of the killer that always trips me out is Ghostface. I always think every Ghostface has rancor when I am the obsession.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757772#Comment_3757772

    Survivors found a way to juice in My Little Oni I'm sure they'll cook something up :P

    8 vigil+Sprint burst = 10 second sprint burst cooldown.

    A killer strategy that might be common is 1 killer camping hook/hooking, 1 killer chasing. Given that only first 5 killers are available, you'll see Billy get played every match+Huntress who proxy camps and face-camps hooks. Machine guns anyone who tries to save.

    When they allow you to use all killers, you'll probably see Legion+Oni every game Or Mori killers like Sadako+Myer's.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419719/hag-is-still-unpopular-because-she-has-terrible-chase

    her iri addon which allows her to teleport to traps should be basekit while still maintaining the ability to teleport to traps. This effectively solves 2 of her problems with one stone

    -encourages hag to spread traps out

    -encourages hag to chase

    -nulls the need for a hit and run

    obviously, add a sound cue and a cooldown before hags can teleport to their traps again. But would be a good implementation tbh.

    i can agree with this. if not 4.4 m/s, add-on being base-kit would be good. the issue is that certain hag's like to spam teleport on their mousewheel. mint rag disables that play-style and forces you to play strategic but hag in general is strategic killer. you have to calculate a lot of positions.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757564#Comment_3757564

    Weren't we arguing just now that this design makes Skull Merchant too strong and uncounterabke at tiles? I was literally arguing why she wouldn't be too strong with this setup...

    I mean I am a believer that Skull Merchant is in a good place now, and I've said a few times in other threads I dunno why she's so hated, as to my mind she is basically the good trap killer.

    One thing I will agree with is the cognitive load playing vs. Skull Merchant is far greater than the Cognative load playing as Skull Merchant. That is a fair criticism.

    I'm mostly playing Devil's Advocate right now and exploring this idea, and ensuring I give it a fair shake. 😅

    i just assume that you could shock with no claw trap and that claw trap only enables tracking. Didn't watch the video. Only read post. the doctor shock traps is not a good idea. explanation can be found on above post.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757493#Comment_3757493

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757505#Comment_3757505

    I see what you're both saying, but the shock isn't triggered by the scan immediately, it's triggered by the Skull Merchant using her radar, and can only be triggered within a set time frame.

    In the scenraios you describe, you've got a survivor claw trapped and now you block off a window or pallet with your stationary drone to ensure they hit it. You cannot neuroshock the survivor until they are scanned and when they are scanned you only have a set time frame you can shock them… if their input is buffered they pull the pallet or vault anyway before you can shock. Pallets are a little easier to for Skull Merchant, but vs. Windows you've got to account for input buffers.

    If you counter rotate to get the survivor scanned and the survivor guess it while blocking off a route (such as shack), the survivor can eat the scan deliberately and continue around the loop counter to your roatation, now with a scouting drone instead of a stationary silent one. The shock is only available for a set duration so if the an now dodge the scout drone for the duration of the shock timer, they can still freely use the resource...

    This whole time you as Skully have still be 4.6, and the survivor has still been 4...

    I dunno, I just don't see the no option here, and that's excluding the idea that there are still mind games available to the survivor where they bait a shock running to window and running to pallet instead...

    First of all, the time requirement to get claw trap will make skull merchant chases too long because she has m1 killer with no power with that design.

    When she does get her power, there isn't anything that survivor can do to prologue chase in any meaningful way.

    You should likely play doctor for said ability. there is no need to clone doctor where your worse in trap build-up sense and stronger in the chase.

    Skull merchant is fine where she is at. She's stealth clown killer that looks ambush survivors and track survivor like predator. it fits her lore. I believe one of the dev wanted her to play like this. was it Dave? I don't remember. This was like her intended design from the start. the 3 gen for 60 minutes was not an intended design. it just happened to work that way due to BVHR's poor balance of perks & game mechanics. The killer works fine as is and balance is also alright. it is just that them creating that 60 minute merchant gameplay creating a very big D/C stigma problem. hopefully the problem passes over time.

  • soloq aura reading buffs, Bond/Kindred/Window of opportunity adjustment.

    Freddy rework

    Demogorgon buffs to portals

    Pyramid head add-on rework/adjustments

    Nemesis rework

    Dredge rework

    Killer perk changes(10 perk changes) x2, 1 for July, 1 for august/october.

    Survivor perk changes. (10 perk changes) x2

    ===

    Maybe Sadako+Myers changes adjust mori power-level.

    Deathslinger changes.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757505#Comment_3757505

    Aren't you trying to argue with wrong person?

    I said I am not a fan of shock mechanic...

    I think those changes decrease her skill ceiling quite a lot overall, which may sound crazy for most players and she would probably be very miserable for survivors.

    I think that aspect improved a lot compare to first version, so it's bad idea to make it worse again…

    i agree. it is funny because it takes like 2 seconds to look at idea and see its flaws.

    It was same with twin rework. it only 2 seconds to see its flaws. if you have enough experience in the game, you can almost immediately tell full scale implicates of changes in dbd even without implementing them.

    Although I will agree that some killer that very complicated are harder to spot than others.

  • @Objectively_speaking said:

    Do not play base singularity, you need soma family photo if you even want to play a game and get a hit. BTW without photo your power runs out before you can hit with singularity every single time unless the survivor makes a mistake. If the survivor holds W you will not be able to get a hit in your power.

    they technically nerfed sing by reducing m/s from 5% →3%, reducing amount of overclock you get so it can time out easier and lock-on time is longer.

    They also nerfed cam tech and now force you to use a green add-on for lower cam cooldown instead of…. you know… buffing cooldown base-kit. like an actual buff.

    @Nazzzak said:

    All I've seen so far is the auto aim has been dropped, as feedback from Singularity players was that it took skill expression away from him. Other than that I don't think we've heard anything.

    I suspect that less people will play singlurarity because he is strictly worse and has more perk dependency. Like before rapid brutality was not required. in new iteration, you RELY on the perk.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757336#Comment_3757336

    I am overall not a fan of most of those changes. I think it would make her even more annoying to play against and only buff hold W counterplay which is boring to me.

    Drones in stealth mode do not rotate

    I want that yellow addon to work this way....

    Scan immunity and deployment

    That will let more reliably injure survivors with her drones, which is really not going to make her more popular for survivors....

    Stealth Mode Drones have their yellow marker ring removed

    For this you would need to remove broken, so survivors are not as punished for getting claw trap. It would become even more noob stomping power otherwise.

    Skull Merchant now gains stealth when recalling a non-disabled drone

    It would make it less reliable. Simply because you don't have direct feedback of drone is disabled or not. Yes, you can notice drone getting disarmed and it gets slightly higher, but that's just impossible to track on most maps when you need undetectable fast.

    Undetectable on drone placement is way more reliable in my opinion.

    Remove haste completely

    Remove hindered completely

    When scanned with a claw trap, for 6s SM can pull up her radar and press the attack button to shock the targeted survivor, expending one claw trap charge.

    That's the moment where I think it becomes worse for both sides. Thing is haste makes her gameplay feel way better, but it's not as oppressive and you can definitely play against both haste and hindered.

    Removal will make survivors just holding W better against her and prerun is already very annoying for her.

    Shock on demand without slowdown would become really oppressive. With hindered you can still play the pallet as against Clown quite easily. Shock is going to lead to hits where there is simply nothing survivor can do about it.

    the changes transpose her from clown to doctor killer with traps. doctor and clown have different type of skills required but doctor traps are easier to use then clown one.

    image.png

    You get this problem where when any pallet is dropped, you just run around loop and survivor is forced to go through the scan which disables their ability to vault the pallet. In other words, there is no decision making between survivor vaulting pallet and running forward. It is just run forward for killer and survivor gets hit after X time.

    With haste and hindered, the survivor can camp pallets and try to bait skull merchant into swing.

    image.png

    On undropped pallet the problem is even worse because…. you put a drone on the pallet and the pallet is effectively blocked as if it was affected by hex:blood favor.

    This doesn't raise skill-floor. it makes skill-floor as low as possible. there is like 0 ways to use drones poorly at loops with this design.

    @fussy said:

    Also "signal-boosting" it, devs should pay more attention to players who put a ton of hours into killer when we talk about changes/rework to this killer. Do this 3 times a day and you don't even need to waste 2 years on pre-flopped rework like Twins anymore.

    twin is slugging killer. BVHR had no intention to buff slugging so their rework was going fail. In fact they want remove slugging entirely from killer which doesn't make any sense. They didn't even bother to remove 30 second cooldown on Victor hostage exploit on killer itself. This rework isn't any better. it would be just as bad.

  • the reason why the game lacks comeback mechanics for survivor is because it punishes killer for killing survivor, much like old keys where survivor would escape through the hatch.

    For example if sole survivor granted you

    • 100% healing speed for each survivor dead
    • 33% repair speed bonus for each survivor dead.

    These bonus are comeback for survivor but they punish killer for activating.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756765#Comment_3756765

    Yeah, they are almost equally easy to find...

    I believe totems should be hidden so survivors actually have to try find them, not do it by accident or spawn next to it.

    i think that is pretty much impossible. especially when you consider maps that shrinking in size, the accident spawn is more likely to occur and it is easier to check hex spots.

    If anything, i would say that hiding hexes is bad because it creates exponential value instead of consistent value. You might have games where survivor spend like 9 minutes to find a hex and they still don't find the hex even after all that time. it creates larger extremes.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756610#Comment_3756610

    I am curious what is % chance that when a killer uses hex undying and another hex(two hex), how many games does this hex stay for entire game. I bet it is something extremely small like 5%

    Depends on what hex. Blood favor / Ruin? Probably not much, survivors are motivated to cleanse those and find about them fast…

    Devour Hope? That number is probably going to increase, because it doesn't have warning and when it comes to effect, the game is likely to end.

    there is only so many places to put a hex. eventually a survivor will find it

    There used to be more locations where survivor had to actually check it to find the hex. I would put as example those spawns in The MacMillan Estate. Where you have like hook shape from boxes next to those bigger square structures. It's nothing really there, no reason to go there other than checking for hex.

    I would want way more spawns like this. Put more totems on map edges too.

    Also wouldn't be so difficult to think of a hex spawns when designing a map, no? But they ignore it completely and then put them literally next to a wall in open with no cover...

    i see hexes more like pig boxes, if you had to go to every pig box, it still consumes time, even if you know where hex is. It is just that right now, most hexes have 1 life so it is not much time wasted.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756724#Comment_3756724

    I think there needed to be more emphasis on breaking tapes and less emphasis on teleportation

    I‘m on the opposite side: I think you should be able to play her in both ways like in her first version, where you could basically play her without condemned or go full in with condemned. Her first version just needed some buffs. I think the current version with 28m on TV condemned, passive condemned and no TV auras would be very strong and most of her addons would automatically become better (because of passive condemned).

    Her third version is a weird middle ground. It is basically her first rework in weird. Still some form of global condemned and still survivors are forced to shut down all TVs. The one thing they brought back was no tp cooldown. But I like the idea of condemned lock in even tho it isn‘t really that great. I don‘t think this version got a good teleport, because TVs are constantly turned off, but against noobs you are probably right. There you have free mobility.

    Agree with 3.0 having no skill ceiling. It is all about wether or not the survivors do the counterplay and double floor maps.

    the main problem with ring drawing was survivors were able to 99% heal themselves then use their med-kit to self-care. the slugging nerf just removed gameplay depth from Sadako. It is just another change that campaigns against killer slugging. 

    killers should have as much gameplay depth as possible with their power. Not as shallow as possible.

    Agree, slugging was fine as her and she is one of the weakest killers you could slug with. If they really wana do something against it, then give survivors a faster bleed out ability by pressing a button, where they also crawl faster.

    this version of sadako is best version of sadako when not playing condemn. you get better tv teleports, lower cooldown tv's and better invisibility(once they fix the bug). those were all worse in 1.0.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756529#Comment_3756529

    I‘m 50/50 with you. Probably there is not much more skillful on the killers side, but I still don‘t like the condemned on hit. It did relatively fast snowball you out of the game as survivor and there wasn‘t much you can do. For example you grab a tape get hit, grab the next one get hit….. This was really unfair most of the time. Even as m1 killer you will eventually hit the survivor and it‘s not that difficult, especially since maps are becoming weak.

    the mechanic was intended to snowball you. it is the killer getting rewarded for using their power correctly and you getting punished for playing chases poorly.

    I think biggest pitfall of 2.0 Sadako was actually that passive condemn was too high. This made the killer too easy to play vs average lobbies. I think there needed to be more emphasis on breaking tapes and less emphasis on teleportation. The other issue with 2.0 Sadako was tunneling condemn. ideally i wish killer was more focused on spreading condemn (4vs1 aspect) and less about tunneling 1 person to condemn them. that was the 2nd pitfall. No clue how would approach to fix tunneling.

    3.0 Sadako did exact opposite. it put ZERO emphasis on tapes and put ALL emphasis on teleporting. 3.0 Sadako has no skill-cieling to condemn.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755768#Comment_3755768

    I agree with this idea. I like either condemn on hit when there’s a tape on them, Ring Drawing base kit, or no lullaby when holding a tape. These give some risk to holding a tape. I like these better than passive condemn as they’re not free, the Onryo has to earn them.

    I don’t think they needed to get rid of old Ring drawing. The condemn on heal was fine as an addon, especially once they made it not apply on slug pick ups.

    the main problem with ring drawing was survivors were able to 99% heal themselves then use their med-kit to self-care. the slugging nerf just removed gameplay depth from Sadako. It is just another change that campaigns against killer slugging.

    killers should have as much gameplay depth as possible with their power. Not as shallow as possible.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756545#Comment_3756545

    Dramaturgy is only usable when healthy and it is only a slow sprint. DH was like a very fast jump forward.

    yes. it is balanced. if it gets buffed, it would likely be buffed to be something 100% haste in 1.5 second which is very fast jump forward and work on any health-state.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756604#Comment_3756604

    Not really. It would still be worse than Trapper since stepping on a Trapper trap is an instant down (injury at minimum) whereas Hag still needs to chase them for the hit. Trapper also gets speed boost from setting traps.

    in practice, most trapper set traps to corral survivors into a trap. it is very rare that trapper places traps to get downs from half across the map. This play-style. Honing stone is add-on that puts survivor into dying state from half across the map but this is not viable at all vs swf because…. they'll just save each other. Even in soloq is smart enough to save survivors in traps. it is also gimmicky and very very random. I am sure there is some big brain casual trapper that runs honing stone and place traps in the middle of nowhere to get random downs but like…. most trapper that i play against put traps on loops.

    I'd say exposed on hag would in practice be a better trapper. you don't need pick up traps. they auto-refresh and you have… more of them? assuming you hit them with m1…. it is same thing.

  • Hillbilly had a reload. It was called overheat. this mechanic was changed many times after eventually being removed.

    Blight has a cooldown.

    Mastermind has a cooldown and his map traversal is not very good. I think it should get buffed.

  • it goes against design of hexes. hexes are suppose to be secondary objectives for survivor where when a survivor does not do their secondary objective, they get punished with hex effect. the issue is that time needed to do said objective is too low on average. a single hex cleanse is too little time opportunity cost for survivor to remove the perk.

    4 hexes gives a proper secondary objective but the killer is perkless. the cost is too high.

    @VomitMommy said:

    Main issue are spawns. Totem spawns are just terrible, the people who designed it had to be terrible at hide and seek growing up...

    Totems next to generators, fully in open visible from half of the map etc.

    there is only so many places to put a hex. eventually a survivor will find it, especially since hexes both glow and have distinct sound. I think survivors are suppose find hexes but destroying 1 hex shouldn't be the end. they should need destroy more then 1 totem to remove its effect. Hex Uindying does ok job at this but it is still a bit under-powered at keeping hex alive.

    I am curious what is % chance that when a killer uses hex undying and another hex(two hex), how many games does this hex stay for entire game. I bet it is something extremely small like 5%.

    The other stat i am curious about is. What is % life span of a hex in time that a hex survives? How long on average does it take for survivor to cleanse hex undying and the other hex if two hexes are used. I would wager 3 minutes-5 minutes. On average my hex when i use it feels like it goes away after 3 hooks. 3 hooks for me sounds about 3-4 minutes. in general, i think hexes need stay alive for around 6 minutes to create an impact.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756530#Comment_3756530

    she has chase power.

    I say she has no chase because it's so bad for chase that's it's effectively no chase power.

    It is just bad and inefficient. Hag as chase killer is worse artist and worse knight and both of those killers are 4.6 m/s.

    Agreed.

    Waterlogged shoe hag is like a better m1 freddy. worse traps, no tp but has better movement speed.

    Yep, but the extra 2.5% ms is practically negligible. It's worth mentioning that Waterlogged Shoe is much worse than Freddy since Hag can only place traps where she is standing. This is extremely bad because she has to be standing far away from the pallet to get enough slow down duration to hit before the survivor reaches the pallet. The problem is that survivors will be standing at the pallet if she does this, so they can just pre-drop or run away.

    which is why you pre-set traps like your playing trapper. i'd honestly just buff her traps to give exposed for 30 seconds if they want to make this actual build. Of course this makes trapper look terrible but whatever.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756073#Comment_3756073

    I mean Pop and Pain Res are still meta worthy.

    Made for This is still pretty good but not really meta. It has great synergy though.

    pain res is still good, pop is meh.

  • @Langweilig said:

    I basically want a lot of nerfs reverted, but mostly I want circle of healing back, boons buffed and hexes buffed.

    DH for distance without immunity would be awesome.☺️

    Dramaturgy exists as dead hard for distance. Only works when healthy. Has no immunity. rng exposed instead.

  • This is a bug. I am surprised they did not patch out in previous Vecna nerf patch. It is has been bug since PTB release. Don't expect this to stay as flight of the damn is clearly intended to be special attack.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755641#Comment_3755641

    You have to be very naive to think that. It saved tons of time, not having a killer spend 10-20 seconds carrying a survivor to a hook is huge. Remote Hooking also denied pretty much any form of altruism related to hooking or saves. Also if you caught 2 survivors close to each other and downed one quick, you could just immediately chase the other one after spending 3 seconds to remote hook. Not to mention you could easily remote hook into basement if you knew what you were doing.

    They were absolutely strong and to say otherwise is to turn a blind eye.

    the 10-20 second is terrible design for killer. the killer are already in time crunch to hook faster opponent does generators. Adding game-delay for them to complete action is one pivoting reasons for hook vs gen balance being so bad.

    The only balance comment i have for how mechanic worked in the event is that i don't think you should be able to walk for 14+ seconds, half across the map then press remote hook button to hook people in the basement. If I was to make a change for it, i'd make it that killer pick up the survivor and then is paused for like 0.75 second extra then immediately after perform remote hook animation. Basically you can't walk with it. only use it immediately.

    ===================

    If you ask me, i think there is some dev on dev team that really really HATES slugging in DBD. like demises slugging. This remote hook feature is possible solution to removing slugging in dbd. If this mechanic was put into base-kit dbd. it would need some changes to system.

    Survivors obviously receive base-kit unbreakable, unlimited get ups, recovery time would be 45 seconds similar to old PTB.

    Killer would receive remote hook function. they no longer carry survivors to hooks. they simply pick survivor up, 0.75 second of pause is given to do flashlight save/pallet save and then killer immediately hooks the survivor.

    It would remove a lot of nuance between leaving survivors on the floor and hooking, like the game is less strategic and simplified but it does remove survivors whining about slugging. A lot of lot players have said that they do not like the game being simplified as Blight's tech being removed as removes skill expression from the game but I am indifferent those type of changes.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756316#Comment_3756316

    Hag has been one of my mains for years, and I still think she needs chase power. For experienced Hag players, large maps are a major issue due to the map being too big to effectively create a web. The only ways to fix this are to give her many more traps or chase power, so she can chase properly on large maps.

    she has chase power. it is same power that knight has. You drop guard at loop, the survivor runs away. You draw a hag trap at a loop, the survivor run away. They run to corner of the map, you draw a trap in the loop, If they don't push into the trap → hit, if they trigger the trap →hit.

    It is just bad and inefficient. Hag as chase killer is worse artist and worse knight and both of those killers are 4.6 m/s.

    Waterlogged shoe hag is like a better m1 freddy. worse traps, no tp but has better movement speed.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756194#Comment_3756194

    True but twins is still definitely better than they were before the rework and still strong, twins with 10 second recall was pretty ridiculous

    i think they're no different/no better than before. Nothing changed. Twins rework just proves that BVHR has no interesting making slugging gameplay viable in dbd. Not only does it take long time to kill anyone through bleed out but the fact that killer has abusive mechanic purposely put in place to hinder's ability to win further cements that point.

    I also suspect that Oni's drawback where he loses -7 seconds for downing a survivor is same type of drawback put in place for no other reason because killer is slugging. So if your slugging killer, you're getting nerfed/hamper for no other reason other than label.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756237#Comment_3756237

    Suffers from the same problem I described:

    1. you set trap
    2. survivor runs to next loop immediately
    3. repeat

    Waterlogged Shoe Hag is also just a worse Clown.

    did you consider playing it like trapper where you set traps at loops and m1? when the survivor goes around loop, the trap triggers and you hit them due to speed difference? that is my guess for how they want you to play chase hag.

  • conclusion: buff deathslinger. there is no way that spirit and chucky are going 115%.

  • @GolbezGarlandGabrant said:

    But according to those numbers her kill rate is right where the devs want it.

    Hag isn't a chase killer. Asking for her to be 115 just sounds like a want for less reliance on building a web of traps and using them to anti-loop…basically a Trapper clone.

    no the difference is being forced to use traps vs situational using traps when it makes sense to use traps. Hag's power is not always useful. a 4.4 m/s killer need have a power that is always useful in every situation and entirely carries the killer's gameplay. hag struggles to do that.

    Mint rag is only add-on for hag that justify her 4.4 m/s existence and even then, add-on has some flaws.

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