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Devil_hit11

Devil_hit11

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  • boil over encourages killer to slug to win the match but it takes too long for killer to punished survivor for forcing them to slug.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665560#Comment_3665560

    Oh okay yeah I see what you mean by AMN and CT now. I was confused at first bc my initial thought was if you used AMN it would disable it, but it appears it does not(good thinking BHVR). That makes it a lot more user friendly. Infinite traps would probably be a bit much, however yeah agree they can remove the timer, and probably put it on a max token system IE you can set like 1/2/3 traps per trail or something so you’d have to use them wisely. I can see more people using it then vs the other options.

    I was just imagining a swf where 1 player runs stake out/hyperfocus/scavenger/chemical trap with engineer toolbox with 2 charge add-on. He uses the toolbox to mass produce chemical traps and set them on pallets then your teammate SWF runs any mean necessary and just pick up all the pallet you drop with chemical trap. I wonder how long it would take you to make entire Gideon map filled with chemical trap pallets. You would almost be trolling the killer with such a build in a SWF If Chemical trap was buffed to be 30% with unlimited traps(no timer).

  • my thoughts on nemesis is that he was first killer to introduce AI to the game however the dev were scared that AI would be too strong, so they went extremely safe with his kit to not make nemesis too strong. Too strong killer for survivor mains is to unfun to face.

    In RE3R, we see the Nemesis mutate common zombies to pose a greater threat to Jill. Even just something like this not only makes zombies less of an afterthought, but gives the Nemesis more room to use the Nemesis-alpha parasite's mutations and more importantly to strategize.

    I believe his gameplay was suppose to be that you infect survivors and funnel survivors into zombie AI that chase survivor down, Similar to Knight except AI is more random. A lot of survivor dislike Knight and his gameplay but I think Knight gameplay is perfect encapsulation of what Nemesis gameplay was suppose to be like. So in many ways, that description is following what lore is meant to be representing. it is just nemesis kit is chronically under-powered. every part of his kit is under tuned from his nemesis mutation levels giving irrelevant bonuses that could be base-kit, zombies being almost irrelevant beyond tracking and infection 3rd health-state system.

    I am sure BVHR want to rework Nemesis and likely will rework nemesis in 2 years however they first need to rework twins and freddy. While nemesis is weak, he's not chronically ineffective/unfun like other two killers.

  • @Astel said:

    1. Requirement to activate this perk can go down to 70%/60%/50% to 50%/40%/30%
    2. I don't think placed chem trap needs timer for disabling
    3. Needs BP score event so survivor can know that killer broke the pallet that chem trap is placed (and additional BP is good)

    i would probably use it if it was 30% and you could build an infinity amount of chemical traps(removing timer). You could go with Any means necessary+Chemical trap and just be a support that puts chemical traps on pallets throughout entire trial for teammate to use. that is kinda cool gameplay style. Could really strong in SWF with perk synergy.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664961#Comment_3664961

    Badham Preschool is called Goddamn Preschool in Japan, but it's still healthier than Haddonfield.

    i think badham is strongest map in the game. I always thought the map was too strong but there were worse maps like... garden of joy which is still very bad, mother dwelling which was way too big but infinity is still problem and old fracture cowshed.

    In my opinion, the most survivor sided map should be around Ormond level. Ormond is still strong, it is just not... badham strong. Haddonfield iis old remnant of dev trying keep infinities windows in the game. It comes with Michael Myer's who has super fast window vault but like even Michael is weak on his own map, so that is good clue to how bad entity block windows are for m1 killers.

  • @MikaelaWantsYourBoon said:

    Haddonfield is confirmed to be looked. But i really don't want it. All of reworks they made turned to be worse.

    Haddonfield rework probably will end nerf to houses. And that's it. They probably will not fix survivor issues, so dead zones will stay as they are. Map will be more fun for killers while survivors will suffer more.

    Midwich however, it's already killer-sided map. So BHVR probably believe it's good map and i doubt we will get changes for it.

    haddonfield infinities are not fun to play as for killer. as much i dislike haddonfield infinity windows, i rather they look at badham preschool. Garden of joy and mother dwelling should also look into removing infinities and adding few filler pallets its place.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664600#Comment_3664600

    Yes, but the hatchet hitbox is sill way too large. Slinger's and Tricksters ranged weapons have smaller hitboxes as well, so huntress should get hers be smaller too.

    huntress hitboxes are balanced around encouraging the survivor to wiggle and strafe. Trickster and Deathslinger are balanced around side-stepping the shot at very last second, flick dodging.

    I would consider huntress hatchet hitbox as part of her core identity. Although I like vsing ranged killer, huntress is probably my least favourite ranged killer to go against because she has most artificial zoning potencial with her hatchets. When the PTB changes get pushed to live, people are going to understand what i mean by artificial zoning in her kit. all that is by product of her hatchet hitbox.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664706#Comment_3664706

    It did deactivate.

    https://us.v-cdn.net/6030815/uploads/OCM01U5P29N8/image.png

    "The next breakable wall or pallet you break"

    PTB gameplay confirms this.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664717#Comment_3664717

    I mean powercreep implies the perk was powerful at any point.

    But yeah, Ultimate Weapon is the definition of spammable. Even with the buff I suggested I don't think it'd get anywhere near the power level that UW has at the moment.

    oh I see, my mistake. Why did i remember this perk as unlimited uses in finite time. maybe I was thinking nowhere to hide functionality with a timer. either way the perk is pretty trash. all skull merchant perks are. I would prefer gameafoot to be buffed over this one.

  • @NomiNomad said:

    The cycle repeats itself once again.

    here we go again. Sounds like billy needs overheat again.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664679#Comment_3664679

    It got buffed actually, it used to have a limited time to activate it after a hook (and it was still one-use). Now it's whenever you next break a pallet.

    It's still a bad perk though.

    The perk was that you hook someone, for next 70 seconds, any pallet forces survivor to scream and reveal the aura. the perk did not deactivate. it was like 100% up time nearly.

  • @VomitMommy said:

    Pallets are already a limited resource, I have no idea why you need to hook a survivor too.

    If you are worried about spamming it, then just give it like 30 seconds cooldown and should be fine imo.

    it used to have 70 second timer in the ptb for skull merchant. they omega nerfed it.

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664477#Comment_3664477

    It's not really spammable when it's reliant on getting Survivors to drop pallets.

    got nerfed from the ptb. no clue why.

  • @Alice_pbg said:

    "without a problem"? no. there are many problems.

    including, a metal spear is heavy as ######### and the power to make that fly as fast and far as it does in game would likely be insane.

    i thought his harpoon gun is fishing gun. It is just that deathslinger is not fishing fish. he is fishing live humans.

  • survivor sided map due to main building with 3 connected windows. vs m1 killer, you can vault singular window, then vault furthered window to left or right depending what side rng singular window spawn. whichever direction killer turns, left or right, you can always make it to singular window looping 3 times until singular window blocks. This is because you have clear line of sight of the killer and the killer has go around window or vault window. if he vault window, you can vault opposite window.

    Main building is like safe T-L loop with no mindgames. Loop needs to be weaker, other than that, the map is ok balanced.

  • Dislike playing the map as killer. terrible map for leatherface with windows everywhere. main boat is annoying with safe pallets.

  • very imbalanced map for survivor. too many god pallets that can easily be chained such as main building, that house of pain, shack. Early game stealth is strong on the map. The map is big for killers because killer have to walk into building then walk out of buildings. The only saving grace of this map for killer to beat strong teams is to hook someone in the main building basement and proxy camp from very start of the game. Other than that, the map looks like 2016 dbd map in term of balance. need heavy tuning down for survivor.

  • @ArkInk said:

    Got a little curious and tried it out a few times tonight. Overall, despite neither Sabo Builds nor Background Player builds being the best options out of the lot, I feel like they compliment each other wayyyyy more than a lot of people give it credit for. It can very often deny a killer a hook immediately, which can easily screw them over at the right moments at stop you from getting hit on the hook.

    I only really see people use this perk with flashlights, are there any other believers out there?

    background player+break out is really good with sabo toolbox.

  • legion power should be able to damage deep wound would next step for legion to get buffed.

  • @Blueberry said:

    I like it on Legion. It’s for fun though, not if I was actually wanting to win. Most hex perks in general, including blood favor just aren’t scaled to be good enough for how easy they are to remove. Most of them instead of being high risk/high reward as they’re supposed to be are just low-mediocre reward/high risk. Which is basically why no one runs them other than pentimento/plaything or noed since they just fundamentally work different than normal hexes.

    I used to run hex: blood favor on wesker. Why legion though? Isn't iri button just better?

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663501#Comment_3663501

    Legion is a prime example that after a proper rework, the community would accept or even like a certaint killer. They just messed up now twice (thanks for correcting me, it would be indeed a re-re-rework). Time to make it right.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663488#Comment_3663488

    Agreed. SM is misserable to play against and i dont even care what anyone else says about her, which is really rare. She feels exactly like the old Legion. Only hate for that killer, sorry.

    they might nerf her but i don't expect any rework. Probably by making the drone beams a slower like ptb state and double cooldown.

    @Chocolate_Cosmos said:

    I love how almost every disscusion that involves SM makes her sound like God tier SS+ killer with no counterplay and Nurse and Blight are like summer wind compare to her.

    i think bvhr left 3 gens and impossible skill-check merchant for too long in the game.

  • 3 gen on bottom of the map could use slightly weakening. perhaps adding more pallet density in the bottom right corner of the map away from shack could be good. I also do not enjoy breaking breakabe walls in the main building on the map. unnecessary time sink.

  • one of the few killer sided the map. The map could use few more pallets on each side. maybe a some buff to cabin loop, more windows?

  • my big issue with ormond is the god pallet setup near main building. there are 3 pallet that most killer must break in the game. those are left pallet on 2nd floor, right pallet pointing towards shack and snow plow loop.

    It is annoying playing against a survivor that goes to these 4 pallets at the start of the game and makes you lose 3 gens for what are almost uncounterable pallets.

    At the same, I use MT ormond as the most middle of the road survivor favor map.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662160#Comment_3662160

    I think occasionaly forcing Survivors of Boxes is totally fine. But outright making sure that they cannot do Boxes while using Tampered Timer, a Scream-Build and Crate of Gears is not really fine. Sure, it is a strategy, but it is not really playing Pig in the way how she was intended.

    And there is evidence that she was intended to use her Power as Slowdown, the Devs went out of their way to make Headtraps not activate once all Gens are done, because you are supposed to use them during the game and not just in Endgame for Headpops.

    And I think the general way of powers like this is the correct way. Same applies to Sadako - something which can kill Survivors before they were hooked twice should not be overly lethal. It should be a way to slow down the game and it should also kill the Survivor if they ignore it. But it should not result in consistent Kills.

    Sadako games feel just as fast vs strong teams. whatever slowdown is, it is not working. I barely get any mori's with new sadako. Most of the time, All the kills are with 3 hooks. If I do get a mori, it is because survivor new/not good. there is no point in having status effect that says you can mori but you can't ever mori. currently, I am using videotape copy+bloody finger nails, so you can't say i am not using condemn add-on's because i am. It is just not working apart from playing indoor maps like Gideon's. or weak teams.

    Pig being game-delay makes more sense because 12 second x 12 boxes+walking time per box. 1 second insertion times for tapes on other hand is not much game-delay.

  • i doubt this counts as horror. Master chef as survivor with cortana and Arbitrator as killer would make little sense. Just doesn't fit.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662484#Comment_3662484

    Honestly, I would be happy with they would just allow Victor be recalled earlier, so people aren't purposely just running around with Victor because they think it's fun to force the killer to be stuck as an M1 killer for extended periods of time.

    indeed. that is one of the worst mechanics ever. one the major reasons to not bother playing twins. picking a killer that swf can abuse is not interesting. twins is as simple as split up and do gens, stay healthy and hold victor hostage.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662107#Comment_3662107

    Considering what BHVR did to Sadako and Pig, I think it’s safe to assume that when BHVR says they want to address slugging on Twins, that Twins will get a massive nerf to slugging, might get a few weak buffs, and will be overall much worse off than before.

    that what i assume as well. massive nerf to slugging, some buff attempts to incentive hooking. Something like Sadako's lock-in condemn on hook. that type of change.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662128#Comment_3662128

    Killers should win against teams if killer is better. If both are equal skills, whoever plays better should win. But if survivors are obviously better, they should win.

    But problem is that, killers want to get 3-4k against all teams. Even if the team is so much better than killer.

    Killer want to feel that they're losing because they played bad. The problem is that most of killer losses often come from survivors exploiting a killer weakness leading to the killer to believe that they lost due to lack of tools rather then lack of skill.

    It is not so much that killer want 3k-4k against all teams, more so that they want the possibility to win against every type of team. you don't want to pick a killer, go into a swf match and then lose on loading screen.

  • @MikaelaWantsYourBoon said:

    For balanced game, yeah. Decent team should make it 2 escapes. But i doubt killers would be happy with that because you know, they need to make it 4K all matches. Even against teams so much better than them.

    i think most killer want 3k's, not 4k's. 2k's are losses so no i don't think killers would like to lose more on average than win.

  • @VomitMommy said:

    I would like to keep current Twins gameplay, just polish it with fixes and some QoL changes.

    We also definetly need better skins for Twins :D

    So judging from Sadako "rework" to remove slugging, I think twin slugging is going to be removed because it is unfun for the survivor. The biggest thing makes twins slug currently hold-w by survivor when using victor. If the survivor is running forward and is 30 second away from being pick-up, the chase could be 10 second long but if chalotte has to walk 30 second to pick-up survivor and spend 10-15 second to hook the survivor, a 10 second chase is 55 second chase. there is lack of killer time efficiency in twin's general kit gameplay style that needs to be resolved for Twins to not slug.

    Alternatively, they could make bleed out slugging more effective so then twins does not need to hook as much and naturally wins by successfully down survivors over time. I do not think that this will happen for twins.

    Overall, I do not think Twin will be a popular killer because they are not a forgiving killer to play. Missing with Victor then getting kicked is like playing an arcade game at level 30 and you go back to level 1.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661507#Comment_3661507

    It did need a change, it's not fun to go up against watch any content creator who plays often its usually complained about even still and it was easily exploitable with some killer powers. Its the one perk which cuts the most time off of chase, you will see less of it when survivors can actually heal again with the fracture changes.

    DBD currently suffers from snowballing on both sides, the last thing it needs is anything to catalyze that matter.

    You don't play both sides, I never agree with your takes lol

    killer is all about snowballing. survivor is suppose to be about preventing slowdown, not going down, delaying the killer etc. STBFL is not good change because it is further dividing killers with in-chase mobility vs killer with no mobility.

  • @Xernoton said:

    This is normal. The perk was recently changed so that you would lose stacks on hits on the obsession no matter if it's basic attacks or killer powers. For some reason the shot actually counts as a special attack already. So you lose 2 stacks for hitting the shot and another 2 for the actual M1 hit.

    it is because you don't lose stacks on chain-break, it counts special chain break as you fire, instead of after chain breaks and then you obviously lose stacks for basic m1.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660916#Comment_3660916

    I mean, you'd still get all of those benefits at the endgame as well. It's just to give it more uses outside of builds that leave everyone to die.

    I would just make it work in 32 meter radius when the killer is nearby when not in a chase. the effect works for 90 seconds then disappears. that is what low profile is suppose to mean, right? be stealthy near the killer when not detected.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660477#Comment_3660477

    See I don't know about that... Because if we look at the addons we have like 50% decrease on live and 55% on PTB, if they stack entirely.... But otherwise we have like 30% of 1 second, making it 0.7 and then 20% off of that making it 0.56 seconds on live. On PTB we have 0.8 base, taking off 20% makes it 0.64,taking off another 15% makes it 0.544. If I didn't make a mistake here the difference is reeeeeally low and I don't believe that there is any issue here... Think about it, the show delay difference is 5.6/100 second... I just don't think that this is big enough of a number to even notice.

    doctor's ability to facecamp two survivors was removed long ago. it used to be possible because you could shock 1 survivor and play hook-grab game before but they removed hook grabs for hooks

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660581#Comment_3660581

    It only matters if you can shock them before the shock effect has worn off. The shock affects survivors for 2.5 seconds. In that time you can easily shock them again. So they basically never get rid of the shock's effect and therefore cannot unhook.

    But it's really not much of an issue because it requires you to shock them before they actually start the unhook animation. Once started, it doesn't matter if you interrupt them. The other survivor will still get off.

    his video is showcasing two survivors unable to save on the hook which is not true. you can spread out, let doctor shock one of two people and then unhook. one person can start the unhook, he get shocked, 2nd person unhooks.

  • @OneAutumnLeaf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659830#Comment_3659830

    has nobody played against shadow step on indoor maps???? go against shadow step on leerys and tell me its not a problem...

    you can use blood pools on indoor maps to track survivors. shadow step is ineffective perk like most survivor perks.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660332#Comment_3660332

    I mean if they do that, it will be Self-Care but weaker. You can use SC anywhere while this perk is only working in basement.

    i don't think the condition matters because strength of self-healing is the fact other survivor don't need to walk to you to heal you.

  • @ChurchofPig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657972#Comment_3657972

    Not to mention Feng has better teachables for newer players. So newer players might be drawn to her over Sable.

    does she? self-healing yourself is one of best tools for a new player to acquire. I am pretty sure that strength of the shadow is going to be a popular perk. It might be a meta perk with like 10% pick-rate. that is my prediction. i am hoping the perk doesn't get nerfed but i would not be surprised if the perk ends up being weakened to 35% healing speed like current self-care in 1 year or 2 year time.

  • oh please. the patch for doctor buff is not even out. I was expecting this type of post after patch.

  • @humanbeing1704 said:

    Not sure if it would be considered overtuned but I really wish it allowed you to follow up with the 2nd dash

    make it base-kit. I don't wanna run iri add-on.

  • bloodlust fails to help killer at hold-w play because you need waste time to gain the effect only for safe pallet breaks to disable the functionality.

    so it is not good for countering pre-running because the survivor can calculate distance of the pre-run and null the mechanic through badly designed pallets.

    the mechanic does not help with infinities windows because killer vault windows slower then survivors and when your enough ahead of the killer, you have enough time to repeat this 2-3 times.

    Overall, bloodlust is failed mechanic because it doesn't help fix the problems of m1 killer in chase. those two problems being pre-running and infinity loops.

    what current bloodlust is good for is punishing survivor for over-greeding safe 50/50 windows and make unsafe pallet into free hits after x time has passed. Empowers tunneling.

  • @theholiestkirbo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659515#Comment_3659515

    yeah but if the portal is anywhere except directly underneath you, its still useless. removes the stealth aspect of it entirely

    you can use monitor&abuse to reduce your tr to 24 then use red moss to extend duration of undetectable as you walk to the gen. this makes it that you can place portals 25 meter away from gen then use portal to ambush survivors

    the real issue is that in order for demo to use his portals for both functionality, he needs double portal a gen but he only has 6 portals so the most he can double portal gen is 3 gen at base-kit.

    Spoiler Spoiler Warning ▲▼

    the buffs that he needs is something like

    -portal count increased from 6 to 11

    -Lifeguard whistle base-kit, Add-on reworked to give 80 second of Mangled and Hemmorhage.

    -increasing portal cleansing time from 12 second to 20 seconds[Upside Resin base-kit]

    -Reduced Upside down Resin from 40% to 12%,

    -Reduced Thorny Vines from 11% to 8%.

    Now he can get value out of his portals which would grant him stealth capacity, a secondary objective for survivors to do and reliable map mobility.


  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659609#Comment_3659609

    Moris don't counter endurance. Moris are targeted at survivors in the dying state while endurance can't be on such survivors.

    Michael Myer's grab mori hard-counters endurance. soft counter to endurance is stbfl or machine gun builds/mechanics.

  • @Seraphor said:

    Can killers get a perk that ignores Distortion or makes survivors scream even if they have Calm Spirit?

    What about "attacks bypass the Endurance effect"?

    attacks that bypass endurance effect. Mori. Michael Myer's Tombstone.

    i do not think they will put counters on top of counters.

    Gatsby is a perk. the perk is called Hex:Plaything. It just has default Hex drawback.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653651#Comment_3653651

    Oh, so now nurse needs to get her justice? Ok, she'll get her justice when they massively nerf survivors as a whole again. Maybe increase gen times another 15-20 seconds.

    Obviously i'm being ridiculous on purpose and i don't think that should happen.

    But the point still stands, nurse is, per the data, one of the worst killers in the game. So now you have to reconcile this belief:

    • Do we balance the game around high level players or average players?
    • If we balance the game around average players, you'll need to explain why nurse who has nearly 10% less kill rate than the devs are balancing for needs any kind of change other than MASSIVE buffs.
    • If we balance the game around high level players, you'll have to explain why nurse and blight are the only viable killers in the game and why that is not a problem.

    Unless of course your belief is that we should only balance the game around high level KILLER players, but average level SURVIVOR players. In which case you are extremely biased. And at that point, you may as well just remove the killer role entirely and make it a bot.

    mangled change is nerfing nurse fragile wheeze. Personally, I never had a problem with hemorrhage effect so I do not see why it is getting nerfed.

  • i wish they buffed radius back to 32 meters. With sloppy being nerfed, Nurse calling could use a buff.

  • The logic is that when you beneath an active portal, the survivor suffers from oblivious status effect which suppresses heartbeat.

    The obvious problem is that survivor can disable portals and this is far too time efficient compare to demo placing the portal. Demo's portals being cleansed remove his map mobility. cleansing mechanic makes his stealth and map mobility weak. It is currently only good for 3 gen which acts a little bit like the old skull merchant drones where killer can pressure other areas but gain automatic surveillance on their pre-determined 3 gen.

  • Billy's zoning and faster chainsaw remain nerfed following the "unfun survivor main status quo" however they lower skill-floor to use his curving alongside buffing his curve through overdrive. Still, I would say his rework is relatively successful for what it was trying achieve, improve fun factor of the killer.

    Trickster's design is complete however his base throwing mode could be stronger and some of his nerfed add-on could be buffed but for same reason as Onryo, His base throwing mode and add-on were "nerfed for unfun reasons". This rework is successful because it brings Trickster closer to his identity then what he was prior to the change.

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

    Onryo got nerfed for "unfun reasons". Her condemn design was complete. the part that was not complete is her flicker design(chase) and how TV TP should be having synergy with flickers. now the condemn design is incomplete and dysfunctional where it only works vs brand new players/noob stomping.

    Pig's head-traps got the "unfun nerf" but they massively improved her ambush dash and stealth. her m/s in stealth could still be boosted further to 4.0 and ambush dash related add-on could also be made base-kit. She is more well-rounded as a character.

    Pig & Sadako have incomplete kits due to poor mori-balancing. I would say Sadako suffers more from changes while Pig will probably be same strength or potentially stronger with an increased skill-ceiling.


  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/406185/singularity-qol-changes

    I support this and agree. I’m only p18 with him but enough to realize this myself. He needs love for sure.

    Singularity sits as of yesterday with the lowest kill rate in the game, but he’s been the lowest for several month. At one point before tricksters buffs\Rework he was sitting at a whopping 45% kill rate.

    https://us.v-cdn.net/6030815/uploads/638JMLWQS7UM/img-1723.jpeg

    BVHR is nerfing one of his best perks. sloppy butcher. from playing against him, i think two aspect that could be buffed would be removing his camera cooldown for infecting and teleporting. The other aspect is decrease his wake up time to lower value like 1.2 seconds.

  • @Chocolate_Cosmos said:

    Buff chase perks then. Buff other weaker perks and make them GOOD, very strong. Not just "okay/decent" make them A+ tier and watch perk variation sky rocket.

    there was stbfl. that was pretty popular perk. Apparently it was too strong.

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657538#Comment_3657538

    They'd have to be massively OP for them to dethrone regression perks.

    Like 50% brutal strength and 10% per fire-up? Superior anatomy on every window vault?

  • i have feeling it will go live.

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