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Devil_hit11

Devil_hit11

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  • @Alen_Starkly said:

    Yeah, the cooldown is long. This perk is fun for the memes, I don't think people would use it for serious builds. Especially since the effeciency of the perk relies exclusively on what you roll with the D20.

    i am using as serious build now. Deadline+Bardic Inspiration+Stake out is fun. If you were reduce cooldown, maybe if you cancel it, 50% of the cooldown is refreshed. The perk certainly isn't meta or anything but it is fun combination to use. I'd compare the perk to goofy perks of Nic Cage.

  • a lot of survivor mains complained the loss of information on Spirit. As a result, spirit was given a perfect direction audio cue during phase-walk and add-on that take away information such as Juniper Bonsai+Blossom were nerfed.

    I think biggest part that i miss old spirit is her post-phase walk movement speed lunge. I kinda wish they'd buff it to like 1 second and maybe make an add-on for it. Idk, it was fun little gimmick.

  • one perk takes away information in the chase(Red stain) while another perk gives information for the survivor. it is just that chase perk have higher value for survivor then they do for killer because 1 chase perk = 3 survivors gaining extra time on gens. For killer, it is not like equipping a chase perk = 2x faster chases. Usually, it is best at mileage of 5-10 second chase time saved.

    I would agree with @Blueberry on the perk being underrated. Right now it is just meme perk.

  • @VomitMommy said:

    Just no, you would be getting old OoO level annoying with 2 seconds. Just don't touch it…

    the perk is like insidious for killer. it would need 2 second activation+lingering effect of 6-8 seconds to be used. Maybe this is an idea that they buffed insidious to be 2 second of activation+6 second of lingering undetectable while survivor gets this 6 second lingering wall-hack version.

  • @Unusedkillername said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733139#Comment_3733139

    Vecna is very weak and its mostly to do with the fact that he is not strong enough to justify the dnd item boxes.

    When all the survivors have the haste boots he crumbles and 1 suv with the fly aura boots or orb aura boots will be calling out his location to partied players.

    He would be a strong killer but the items cripple him its just right now i don't think people know how to deal with him yet and are not burning through chests to get the best items fast enough.

    one of good things about his item box is that he has immensely good 4vs1 in early game. almost base-kit corruption intervention. the items do nerf him but they have time sink before they can come online.

  • Yui's breakout perk is much better imo.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732845#Comment_3732845

    Maybe, but now they made Chucky a slow semi-stealth killer with a dash. Is there any reason to pick him over any other stealth killer now?

    most of stealth killer have either no chase potencial or bad chase potencial. a growing pattern that BVHR has been showing is that every time they make a stealth killer with chase capacity, the killer gets nerfed.

    Wraith → Nerfed his lunge and All-seeing blood

    Deathslinger →Raises ADS & TR to 32.

    Spirit → Received many negative changes

    and Now Chucky → nerfed scamper

    Pig & GF also received negative changes near their release. (GF lost his ability to stalk marked target to extend mark and his m1 removes any mark progression).

    clearly BVHR hates stealth killers as they always get nerfed. That being said, Chucky's chase still ok… just a part of his kit is **poorly balanced now.

  • @Green_Sliche said:

    Chucky should probably get a movement speed boost. There's no reason for him to be so slow now when his scamper mechanic was nerfed so much.

    nope. chucky is meant to be balanced around 4.4 m/s. His scamper is meant to be usable in the chase. If he is not good, it is balance issue with his power not being good enough.

  • @sizzlingmario4 said:

    Weave Attunement literally warns survivors their aura is being revealed. I don’t think that should be a thing.

    Languid Touch is a good perk.

    Dark Arrogance is okay since they buffed it to 25%, that gives it enough situations where it can be worth over Bamboozle (though Bamboozle is probably still better on most killers). I don’t think the longer stun/blind is a big deal.

    Weave Attunement, another perk ruined by giving information to the survivors. keep in mind, this only aura perk that does this. why….

  • @HexHuntressThighs said:

    Honestly I’d rather they not change it. A change that involves charge time or flight speed would drastically damage the muscle memory of the people who play her. Her flight speed is on a curve so if you throw it in between low and high charge it can fly at 30m/s and so on.

    I believe the last real change she needs is base kit shiny pin because there is still zero reason why she is slower than walking nurse when holding a hatchet and is beyond outdated. There’s a reason why shiny pin has an insane pick rate lol. And then after that I don’t think she would really need anything else, she would be comfortably mid A Tier and slightly better on some of the worse maps for her.

    Xeno is 115% when holding, Plague is 110% when holding, PP Head is 110% when holding, Trickster is 96% when holding, Slinger is 92% when holding, Artist is 92% when holding and Huntress is 77% when holding. It’s outdated and should not be that way, she doesnt match any other killer on the roster and has her own special slow speed. Honestly her and Slinger should be 115% as I believe no killer should be 110% without a movement speed ability, but that’s for a different day.

    the whole point of 77% m/s is to time your throws at opportune moment. the killer that have faster m/s have faster m/s because they either have no timing OR they have different restrictions to their ability. Like plague has 110% m/s because her projectile is not 1000 m/s and she doesn't have ability at 100% up time. Artist has more m/s because she need to hit people twice and she needs to place birds before being able to fire them. Trickster has higher m/s because he takes more hits = longer time to damage. Xeno has 6 meter distance tail. Slinger is only that has comparable stats but he has additional drawbacks such as 1 ammo and a tiny spear hitbox that believe or not matters a lot in being able to side-step projectiles. PH has somewhat restrictive turning in his ability and his attack has slow travel time.

    So no, her M/S when holding hatchet is in line with other killers.

  • @Marioneo said:

    out of 4 powers mage hand is his only strong offensive power Devs took a hard stand on keeping flights of the damned useless cause you can crouch em for .5sec. FLY is not good mobility tool and orb is just lowtier detection

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732383#Comment_3732383

    fly and orb are decent. Vecna is a killer that punishes greeding. Both flight of the damned and Mage hand are abilities that punish you for greeding. vs m1 killers, the general gameplay is to go around loop as many times as possible and drop the pallet at very last second. With Vecna, the gameplay is all about being far enough ahead of him. I think people are playing against him as if he is m1 by over greeding and then getting punished for greeding.

  • you pre-drop pallets well in advance. that is not exactly a guaranteed. You can also chain two pallets together in some case. Adapt.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732553#Comment_3732553

    You can still do a regular window vault during hidey-ho now. But it’s not silent anymore and it takes the regular 1.7s.

    I have been playing Vecna for the entire day but i did read patch notes. I misunderstood patch notes then. Does that mean that his green yard stick add-on no longer gives aura reading for window vaulting? in any case, Chucky's change idea is good but his execution is poor. the number balancing for S&D and Scamper needs number tuning.

  • @Dustin said:

    I'm tired of balance changes that happen 6-12 months or even longer unprompted under the guise that it was a bug fix without prior word that it was a bug.

    I don't care what anyone says - it clearly wasn't a bug. You just can't leave a "bug" in the game for almost half a year or in some cases years and then change it without any communication and claim it's a bug so you have an excuse.

    it is a bug because they changed rules for hide oh which is that you cannot vault without using slice & dice. you have to cancel hide-oh then vault. The real issue is that slice&dice scamper is ineffective until something is changed.

  • @Chocolate_Cosmos said:

    No Windows And pallet for you but here you have shorter cooldown So you can spam dashes. Here you have Dash/lethal Speed Attack And thats it.

    he needs better turning-rate after scamper. right now what end up happening with scamper is that you go way out and are unable to turn.

    image.png

    he needs more changes.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732384#Comment_3732384

    You just named my exact build haha, those 3 plus Iron Will are very solid together.

    you could take overzealous+iri map with 2 detection add-on. With all 3 perks active, you'll have 25% repair speed. a walking old pre-nerfed commodious toolbox.

  • Deja vu+Resilience+Weaving spiders. survivor getting more perk variety. a valid gen-rush build that is practical to use in every game.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732220#Comment_3732220

    I don't see it. I definitely think he is still effective even if the survivor knows what he is doing, you just have to outplay and outmindgame the survivor.

    And with 4 abilities, I would argue his skill floor isn't too low either.

    in my opinion, this killer is just pre-drop pallet and hold-w. it is like playing vs a killer that has enduring spirit fury active the entire game. In term of strength, he looks around xenomorph strength. Little bit above average. has nearly same tools as well. orb for killer instinct vs tunnels, turrets vs his items, mage hand vs xeno tail, tunnels vs his fly move. He has that weird skeleton move but that thing is pointless anyway.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732034#Comment_3732034

    I thought part of the reason Chucky's flick got removed was due to it not being possible with a controller? Should we apply that logic to everything?

    do you think Oni flicking for 180 is possible on controller? You need extremely high sensitivity to pull it off. Something that controller doesn't have but you can somewhat cheat the exploit by looking up. For a long time, Blight on controller was also unable flick and i want to argue that controller players probably weren't able to hug tech either. they eventually changed sensitivities for blight specifically for controllers to be able to flick. I remember reading this in one of the patch notes.

  • @ad19970 said:

    But what if you just drop the pallet a bit earlier? So that he doesn't get stunned?

    Honestly I think Mage Hand still has counterplay, it just depends on how much distance you have to Vecna when you reach the pallet. If you have a bit of distance to him, you can still participate in the Mage Hand mindgame that is similar to a Huntress mindgame. It's only when he is right behind you that he gets a free hit. That is without the interloper item of course. With the interloper item you need less distance to Vecna when reaching the pallet.

    Vecna is everything i expected from changes. ineffective when player knows what he is doing vs every ability and a pub-stomper when the player does not. the difference between ptb and now is that Vecna can punish poor play where as PTB, he could not punish poor play even when survivor made a mistake.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732131#Comment_3732131

    I mean he'd still be able to do it with a normal one it just wouldn't be as long with distressing. The claurophobia distressing unnerving sloppy can be fairly annoying to face against on smaller end maps.

    i just played wesker with distressing/coulrophobia today. Another day of complaining about killer perks.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732045#Comment_3732045

    Probably 30-40% of perks do basically nothing, as they have barely an effect or are too situational. 10% of perks can probably be considered meta and the rest is somewhere between "okayish, but there are better options" and decent.

    They really need to buff almost half of the perks in the game to make them worth the slot.

    When i was playing killer, I'd get perks like Undone, Thrill of the hunt, Unnerving presence and Thwack!. It is like, what the heck are you suppose to do with these perks? it is just pointless.

    They really need to buff almost half of the perks in the game to make them worth the slot.

    I don't see it. the last perk was like what, ultimate weapon? They're unable to re-balance simple perks to make them usable.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731880#Comment_3731880

    Only buffing and never nerfing overpowered stuff would create power creep.
    and nerfing doesn’t need to mean making them terrible, the world isn’t just black and white, you know that right?

    the dev avoiding power-creep is one of main reason why the perk game is stale. The other reason is that community has no desire to play against varied perk strategies. All that Chaos shuffle has shown me as gameplay experience is that half the perk in dbd are empty perk slots. Sometimes they're even worse then no perks. I got no mither for like 6 games. Yes my luck is that bad.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731889#Comment_3731889

    For Oni I would say if it is not broke don't fix it.. The wiggling works for what it is supposed to do and trying to change that in best case will give us the same mechanic on a different key and in the worst case it just won't work…

    I don't see why the movement slowdown would need to be changed? Isn't that like the only "buff" he got out of having his collision butchered?

    For Oni I would say if it is not broke don't fix it..

    Shouldn't this logic be applied for Chucky's flick and Blight hug tech? /shrug

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731561#Comment_3731561

    Yeah Parental Guidance is definitely a bit underwhelming at 7 seconds. It’s not bad, but it could be better without being too strong

    idk, i'd make it activate after throwing any pallet.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731555#Comment_3731555

    I heavily disagree. I think that would be way too op. Not to mention terrible design, since survivors would just have to hold w if Vecna chooses to use his Dispell Sphere at a loop. I really doubt that's ever going to happen.

    Dispell Sphere is for information and disabling items, it's good enough the way it will be.

    I think that would be way too op. Not to mention terrible design, since survivors would just have to hold w if Vecna chooses to use his Dispell Sphere at a loop. I really doubt that's ever going to happen.

    right….survivors respecting the spell and playing around it is bad design… like ok. Almost like spell does something.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731029#Comment_3731029


    First of all - I agree Bubba will be much stronger - I get it. But they should listen a little to Feedback they received and make couple changes that would make Bubba perfect for another 2-3 years.

    They increased his movement speed from 132.25% to 133.75% at base kit - so it's 1.5% - not 2%.

    Additionally - they nerfed Speed Add-Ons and if you put Speed Add-ons the speed will be almost the same compared current Bubba.

    And your 5.8 m/s with double speed - I don't know how you got these numbers.

    Double Speed will be 138.42% - almost the same as current double speed.

    They just added Purple Chili base kit.

    And Depth Gauge Rake - your move speed will be 131.07% - it's a massive nerf and 18% charge time penalty also is kinda heavy. How many times you'll use this 4th charge tho? But penalties are constant and that's a problem.

    I hava massive experience on Bubba and I know how his Add-Ons work. Four Tokens on New Bubba will be better, but still you can run single Beast's Marks and it will be better than Depth Gauge Rake & Primer Bulb, because without additionall speed you can't outplay loops - you'll just eat Pallets. Eating Pallets in 2024 DBD? YOU LOST.

    it is not as much of reduction of speed as previously 130%. it has upside of very long chainsaw with small enough pallet recovery. I could be wrong but i have feeling that you can pallet break→down if there is no loop nearby with 3 charge chainsaw post pallet break. what made this ineffective before is bubba chainsaw had too little duration. he couldn't run award chili, depth gauge and primor blub. he could only run 2/3 making the add-on bad. You don't need to outplay the loops if you instant break pallets. If the survivor cannot make it to next loop, it is effectively outplaying previously loop. that is one of the reasons why blight is good. who needs to outplay tiles if you can't connect the tiles.

    I got numbers wrong as i added the buffed base twice. my point being is that double speed add-on bubba is still stronger then before.

  • I would take this except 30 seconds to every gen would make bad killer players win. A good game to analysis is Tru3's Knight game. This is issue with current gen speed.

    https://www.youtube.com/watch?v=PtjuihFURac&t=713s

    You can have 4 survivor that are atrocious at looping but if the team is efficient enough, you will lose all 5 gens as killer. A team that plays this poorly should not be completed all 5 gens. The team had 0 gens perks, 1 guy is doing adept. 0 toolboxes and the killer is on the backfoot.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731397#Comment_3731397

    Hahahaha

    So the same duration of ghost face exposed for the price of shooting out an orb? Come on

    gf is underpowered anyway. limited kit design. some killer are destiny to low tier i guess.

  • I'd say perk probably need a bit of buff. Maybe lower duration on action speed penalty to 15 seconds and 5→4 skill checks like PTB.

    Another perk that was nerfed before release was Parental Guidance. The duration in the PTB was 10 seconds and it got nerfed to 5/6/7 seconds because somehow this perk was going to be game-breaking. Stun a killer to lose scratch marks for few seconds.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731397#Comment_3731397

    Exposed for 60 seconds would be way, way too much, especially considering how easy it is to hit survivors with Dispell Sphere.

    Personally I think it will be strong enough.

    I don't think so, he would still be beatable. i don't think it would be easy at all to hit them. that is because… when your healthy, you might as well just run away from sphere. The sphere would chase potency in the sense that survivor would "zone" themselves to hold-w with sprint burst then take exposed as running forward prologues chase. Survivor can see sphere when acquiring sphere item. Right now sphere has no chase capacity.

  • otz said this will be an S-tier perk.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731403#Comment_3731403

    The regression event number is 2.5%, not 5%, for the record.

    i'd raise it to 5% because 2% surge is a little bad.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731387#Comment_3731387

    Base regression of 200% and a built in pain res would work. There needs to be things that reward the killer for getting new hooks on different survivors base kit.

    i don't know if they'll give any perks to killer base-kit. they did add base-kit BT for survivor though. the 10 second of gen repair is helpful as it gave killer soft-version of corruption intervention without disrupting the survivor gameplay.

    I have feeling that if they ever do buff gen defence significantly, they'll give survivor something crazy like base-kit DS because apparently tunneling an issue, not survivor's skill level in the chase.

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731387#Comment_3731387

    Global surge after a down seems like it could be an interesting concept. Question is would it use one of the regression events on the generator or not?

    no. it would be 4% regression event which is below the 5% number. to get other 4%, you run the surge perk.

  • sphere disables haste item from survivor. haste item from survivor is strong for making mage hand completely useless even vs a total beginner.

    I would like see sphere grant Exposed status effect for 60 seconds but I understand BVHR is too hesitate to oppressive vs casual survivors.

  • @Blueberry said:

    I do think gens go too fast but I don’t think just adding gen time is the answer. Gen slow down shouldn’t be required but it general speaking is. The gens need to take longer to finish and gen regression perks should be gutted in the process. Currently survivors can be completely trash at looping and go down very fast yet still win the game just because of gen speeds. That shouldn’t be a thing. It’s the same thing as if the killer is bad at chasing he shouldn’t be getting a 3-4K.

    Rather than adding gen time I think we need an early game collapse. Think something like Corrupt Intervention. I also think there should be a small gen repair penalty if injured. This encourages healing and makes just ignoring healing and gen rushing more difficult. Something small here like a 10% slow if injured.

    i don't think early game is issue. it is regression/passive game delay over time that is the issue. killer's regression is too weak and the killer have not a single base-kit regression perk for successfully winning chases. there is nothing that punishes the survivors in term of gens when you do well.

    what killer need is 150%-200% gen regression and one of the regression perks base-kits that works off downs which could either be

    1. global surge after a down
    2. Pain res
  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730921#Comment_3730921

    Same. I think map offerings as a problem are vastly overblown. I've had too many cases where I've either decided against an offering, or been met with a sacrificial ward, but still ended up on the same map anyway, and/or played on a favoured map and lost/non-favoured map and won. That it really doesn't bother me in the slightest outside of freak instances of full boil over-sabo squads on Badham.

    It's more of a psychological issue, and could be helped by making map offerings hidden. Additionally keep adding variations to realms so that no offering only includes one single map.

    i think it is more that map offering from survivor = SWF. It comes from SWF using badham, doing gens in 5-6 minutes and suddenly you just hate every single badham offering.

  • they don't reward it despite actively creating perk like decisive strike and sabotage to punish the killer for actively playing the game.

  • i use it on 4 killers. wraith, xenomorph, freddy and blight. i don't see myself moving away from nowhere to hide+pop+eruption+pain res on those killers. so yes i'd still probably use it.

    On other killers, i prefer pain res+grim embrace. corrupt and deadlock would be my 3rd and 4th choice if I run more game-delay.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730706#Comment_3730706

    Movement speed is more important than duration on Bubba. Depth Gauge Rake decreases move speed and increase charge time. Two big penalties. That's why many Bubba Players suggested to simply remove one of these two penalties to make this Add-on viable.

    they did. bubba in new version is 2% faster. that is exact amount that depth gauge puts negative on. statically, it is bubba best duration add-on because 0.35+0.35+0.35 = 1.05 second duration but depth gauge rake is full 2.5 second duration. It is nearly double duration.

    Purple base-kit chili is huge buff because gives bubba an extra add-on slot and allows him to use depth gauge with only -18% charge time penalty. the difference between beast mark 12% and -18% is only 6%

    in summary, you'll able to go near a loop around with chainsaw. let's say you use 2 charges. They drop the pallet, you wait about 3 second and now you have 3 charges with base-kit purple chili. The pallet break in front of the survivor will be so fast that they won't make it to next loop. That is something that only Blight really excel at.

    —

    If you want to run speed bubba, it might be viable to run beast mark+knife scratches. i do not remember exact numbers but i think number were 2% and 1.5%. 2+1.5+base-kit 2% is 5.5%. You do take a 24% charge penalty but 5.5% speed is like really good. 5.35 will become 5.8 m/s. 6.0 is 150% m/s which is survivor sprint burst. bubba will be moving at 140% m/s for 5 second. 140% m/s for last 5 second of chainsaw is solid.

    I am not sure which bubba style will dominate his play but both of them have merits. the big issue is that they still have not fixed eyrie of crows bushes. they're still infinities vs bubba because hitbox is so bad on those bushes. I only played bubba for 1 game in ptb and 1 game i did play. His chainsaw bugged. it had 0 charges and it crashed my dbd client. As a result, i could not test him.

  • For SWF, it does nothing. they just call out the person on the floor. Bond directly counter it because it shows aura's of anyone within 36 meters.

    Only third seal slugging is an issue for soloq but it is hex that nobody runs.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730573#Comment_3730573

    Those two perks have very different uses. Also, not saying it will be meta, just better than people think. While Alert also isn't meta, it's also a lot better than people think.

    it won't get used because it is -1 on gens. what made object so powerful was that you could eliminate mindgames while staying on gens in swf and it also enables pre-running to be stronger. If survivor do use this perk, it will be the best gen defence perk in the game for killer. a free 3vs1 for entire match.

  • @sizzlingmario4 said:

    I feel mostly the same way. I’m a bit worried Mage Hand is gonna be too strong and lead to too many unavoidable hits, IF you don’t have the item that counters it. And on the other hand, the item that counters it is by far the strongest one (other than the Vecna items). On the PTB when playing survivor I always chose the item that countered Mage Hand over any of the other ones if I was able to find it. If anything I think both the Mage Hand itself and the item that counters Mage Hand may need to be toned down.

    But everything else seems to be pretty good changes, the spell cooldowns being lower is good and Dispelling Sphere definitely didn’t need to slow down Vecna nearly as much as it did on the PTB. I’m not sure how Flight of the Damned will be now, it can still be crouched but Vecna doesn’t lose as much distance for using it so it might be harder to crouch it without just giving up an m1. We’ll see.

    mage hand counter item+seeing sphere is best item combination. The other two items were under powered and in my opinion needed rebalancing/buffs.

  • @ays12151 said:

    So many players made Feedback to BHVR about Bubba from PTB and what? Nothing? Really? I thought at least 10 or 20% of suggestions BHVR would implement to LIVE Version, but not. They just totally ignored it. At least Leatherface will receive a Buff, but still he needs just a few small changes that would make him perfect.

    What things Buffed Bubba needs?

    • Adjusted time required to reach maximum speed with a Chainsaw (Buffed Bubba has more duration and his Add-Ons apply even longer acceleration and that's why it should be changed).
    • Slightly increased movement speed with a Chainsaw (buffing it by 0.5 or 1% would be perfect, because it would make Bubba better in chase and Bubba wouldn't require The Beast's Marks Add-On in every trial…)

    And that's all what Bubba needs exept his Add-Ons that are useless or the effects are too small:

    • The Grease, Long Guide Bar, Homemade Muffler, Chainsaw File, Chilli & Award Winning Chili.

    It's kinda sad… but at least he will get the Buff… Sad 60-70% of his Add-Ons will be completely useless…

    primor blub+depth gauge rake is 10 second of bubba chainsaw. I'd say he got buffed heavily. Beast mark+Yellow speed is also big buff. I am not sure which add-on combination is the best but bubba is going to be miles better.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730405#Comment_3730405

    To me the Vecna buffs look amazing, I really doubt he'll just be mid after all those buffs.

    he has map mobility. His fly in ptb was by far his strongest skill. Now that cooldown are 38 seconds from 50 and that fly lasts longer and has less recovery, he might be able to do some hit & run type gameplay with it. They also for some reason nerfed the weakest survivor item vs him which was fly item that gave aura. so item that supposedly does something vs fly == does nothing and the ability is buffed.

    I imagine killer will use that fly recovery add-on+vorpal blade

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728814#Comment_3728814

    Sorry, but this is quite boring and otherwise very ineffective. Having to use Hex and others perks to make the killer viable is not the best idea.
    Hexes are very weak, specially Devour. If they break your totems (considering you are bringing Undying too) its two less perks until the end of the game.

    Also, smart survivors will use the "S tech" to break your web, which is slow you down (and sometimes even make it impossible) to get a down to start the snowball with Make Your Choice.

    Anyway, if Hag needs perks, addons and the trigen strat to be viable, there is a problem in her kit that needs to be adressed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728697#Comment_3728697

    But you still can bait Hag in chase if you trigger a trap, specially when near a pallet or a window. The issue is, if you don't get a hit after a teleport, you probably won't be getting a hit anytime soon because of her 4.4 speed. In the video the Hag a comparison between her and a 4.6m/s killer, and you can see she get a hit much more later than faster killer if she doesn't teleport instantly.

    your 3 gen with hag with hex:devour hope in the middle of 3 gen. you can pressure the entire map until survivor go to your 3 gen, then when they go to 3 gen, you'll be stuck defending devour hope in a 3 gen. they shouldn't be able to cleanse your hex if your near it, guarding it. Hag's traps can be crouched so they are not alert system like trapper is but you can teleport to the trap if they're near a trap and the survivor starts running.

    Like I said, Mint rag is what removes counter-play for hag. It is on 10 second cooldown which is very low. With that, you can just teleport on hex directly.

    Anyway, if Hag needs perks, addons and the trigen strat to be viable, there is a problem in her kit that needs to be adressed.

    Hag will never be able to pressure a team globally. She has no mobility and her trap setup time is negative time investment on top also being a 4.4 m/s which has zero chase capacity. She's design to be territorial defensive killer. All the trapping type killer are tri-gen, camp hook killers. Hag doesn't rely on devour hope but it is one of her better perks because Exposed+Trap trigger = strongest hag can ever be.

    Also, smart survivors will use the "S tech" to break your web, which is slow you down (and sometimes even make it impossible) to get a down to start the snowball with Make Your Choice.

    Again Mint Rag disables hag's counter-play because it allows her to teleport on command. if your anywhere near a trap and not like 10 meters within a loop, you just instant teleport then walk then a hit. anywhere where this is no loop is guaranteed hit if hag calculates the walking distance between loop and trap teleport. it is why she is 4.4 m/s. I still disagree with this but her 4.4 m/s is somewhat balanced by mint rag. I think she should be 4.6 m/s but anyway.

    MYC requires survivors to somewhat play poorly to trigger a trap on hook save. with mint rag, you just place it in some obscure corner. the save happens, teleport, hit into instant down. rince repeat until hex devour hope 5 is active then it is just free mori on any down. assuming you play defensively, your hex shouldn't be cleansed without at least 1 mori happening.

  • @Szakally said:

    They nerfed Bardic inspiration what a joke.

    not a nerf. 60→90 second duration is significant. it means you'll get buff for entire gen if you are near it.

    ====

    funny. they buffed every single spell and he is likely still going to be mediocre after 10+ buff changes. I think flight of the damned is still probably his worst spell. the crouching aspect will make that spell mediocre/bad for high-level. Maybe they buffed his iri add-on to not have -3 skeleton drawback then it could be ok. the patch notes does say: [CHANGE] Balance adjustments for an assortment of Add-Ons. I suppose how good he is will be based off what changed here.

  • @Blueberry said:

    I think most people are expecting some significant buffs to Vecna since most people thought he was quite weak. Ideally some perk buffs as well since they were all very underwhelming and won’t be used in their current state.

    i am expecting very little changes for Vecna as some player said his tool were sufficiently good.

  • it does help her because it forces survivor to work on generators injured while she has tracking. It makes her stealth strong because a survivor is encouraged to work on generators where they can get stealth-1 hit downed.

    It also helps with 3 gen because it is common for survivor to take hits to work on generators then reset but if your broken for 45 seconds, then you cannot reset heal which slows game down for skull merchant.

    Broken is also strong for anti-body blocking. Load of comp players have noticed that Forced penance perk+tunneling is powerful because you punished bodyblocking. survivor cannot repetitively heal > body block a tunneler. Skull merchant drones have anti-bodyblocking base-kit.

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