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Devil_hit11

Devil_hit11

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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864605#Comment_3864605

    I don't consider it to be a particularly huge nerf to maps, how often do you bring a map specifically to track Trapper's bear traps?

    Besides, BHVR have been moving away from things directly countering one specific power over the years, so I imagine it'll change eventually.

    As to traps spawning armed - it's a cool idea but I think it might be a little much for the basekit. Could be an awesome addon, though- if the Iridescent Stone ended up being problematic with the other changes, it'd be a great replacement effect for that.

    trapper's problem is his inability to play offence. he's great killer for defence but has no offence. i think setting traps and webs should be by product of playing trapper but NOT main gameplay of trapper. the fact that it is his main gameplay is why i think he falls short as a killer. you need to be have some sort of offence to take initialize as a killer to be a good killer. playing 100% re-actively is very exploitable and rely on 3 gen and some form of hook camping to be effective.

    i do not think these changes move needle or do anything meaningful to improve trapper. BVHR changes in 2vs8 are much closer to fixing trapper.

    I would change his trap setting mechanic to work like freddy current snares, you hold a trap then throw it down. the trap arms itself after few seconds. When a trap is set, you gain 15% haste for 10 seconds. Trapper would be like Knight, place traps at pallets, survivor leaves loop until they're in the corner of the map →gets a hit. you can carry 3 trap limit so if you manage to make trapper run out of traps to place, you can counter his chase through his ammo system. that would fix his 1vs1 a little bit.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864626#Comment_3864626

    shoulder of burden forces killer to spread hooks which artificially increases game length for the killer allowing survivor to rush gens.

    Aside from the fact that this isn't 'adding two hookstates', it's not 'artificially increasing game length', either. It's resetting it to normal, and only if there's multiple copies of the perk in play in a well-coordinated team.

    the normal isn't balanced. Shoulder the burden will be met with Shoulder the slug.

  • ah yes, hot debated. "Killing yourself on hook". i guess they don't want survivors killing themselves and going next… but that happens on hook very frequently.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864398#Comment_3864398

    i think it's the best perk in the game. adding 2 extra hook states to the team is crazy time loss for the killer.

    How are you this far in and you still haven't read up on what the perk actually does?

    refer coffeecrashing explanation. killers are not spreading hooks because it is less time efficient than tunnel hooking. shoulder of burden forces killer to spread hooks which artificially increases game length for the killer allowing survivor to rush gens.

    i haven't personally experienced much of this perk but i truly do believe that this is strongest slowdown perk for survivor. it's by far best anti-camping perk and potencial best anti-tunnel. a killer that attempt camp people to 2nd stage to kill them will take 2 extra hook stages of sitting on the hook before they can kill them and a tunneler cannot use tunneling in meaningful way to shorten the hook objective. they will be forced into maximum of 3 additional chases or minimum of 2. chases are like 60 seconds so it is 2-3 minutes of extra survival time for survivor before they lose -1 player. massive for gen rushing.

  • your build is fine for new player. i'd recommend coup the grace over bamboozle. clown is relatively slow killer. a better regression would be pain res. Surge is also an option but it is on Licensed dlc from Stranger things(Demogorgon).

    @Aven_Fallen said:

    Unrelenting is really underwhelming. I would recommend using Brutal Strength instead of Unrelenting, Clown forces Pallet Drops, so Brutal Strength can help to get rid of them a bit faster. It also helps when you kick Gens with Pop Goes the Weasel.

    Other than that, Sloppy Butcher is always solid, even tho Clown can also use a Mangled Add On instead. Save the best for last is also an option, but I personally would prefer Brutal Strength, since STBFL requires you to play around the Obsession, which can be annoying.

    The rest of the Perks is fine, but I would personally also recommend to not use Bamboozle, especially if you are a new player. It makes you not learn Tiles and instead just vault the Window every time, which is good for strong Structures like Jungle Gyms or the Killer Shack, but not needed for weak Tiles. (But it is a good Perk and you will have value from it)

    arinad used to run unrelenting on clown. it allows you to gain back your movement speed quicker if you miss. it works in tandem with his yellow bottles. i wouldn't really use it but he says it is better than people think it is.

  • the revert is not confirmed. bvhr was asking open question if he should be reverted. they said if he were to get changes, he would get changes in august-november 2025. so it is very late. i hope they don't revert but give him QOL improvements similar to huntress. very minor number change. tweaks as they call it in the survey.

  • @fixblitzskin said:

    I played almost nothing except myers for like a month after the buff and I never ran out of stalk. I ran out of stalk before the buffs but right know the amount of stalk points survivors have and the stalking from far away buffs make playing him way better. My problem is that they didn’t do anything to make him stronger during tier 3. I hope they come back to him somewhere this year. Maybe add regenerating stalk points or something

    i have same issue with tier 3 regular myer's. he struggles at pallet loops and pre-running.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435850/shoulder-the-burden-what-happened

    Like most of these types of things that are really strong, in solo queue its a pretty bad to okish perk, but in the hands of a coordinated SWF it is extremely OP.

    i think it's the best perk in the game. adding 2 extra hook states to the team is crazy time loss for the killer. i think only downfall of the perk is that you need multiple shoulder of burden equip to get value from it and it has the deliverence effect where you don't want to use it if your the one that get hooked. that makes it a gamble in soloq. if you use it when another person is on 2nd stage, the killer might tunnel you now but when another person has the perk, the risk of the killer tunneling you goes away.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864130#Comment_3864130

    Alot of killer perks are designed to be niche because of how various killer powers are. A perk that's not very useful for 1 killer can be QUITE useful on another. It's always fun to see when new perks come out and people making new builds like "I wonder how _______ will be when used by _______".

    Your example of Unbound is one such perk. It's pretty meh on alot of the cast, but it fits GREAT on Legion. Not only can you proc it to get from 1 FF stab victim to the next, letting you get abit further than you normally could... you can also activate it when you go for the actual down.

    That's not to say that there isn't perks that are just straight up bad... Hex: 2 can play being so short essentially guarantees the survivor will recover before the killer can utilize that time unless you pair it with enduring and Spirit fury. At that point, it's basically just enduring/spirit fury doing all the actual work and getting a hit that 2 can play didn't really contribute to.

    the forum does not allow inappropriate language but this is one post where i would use some. In any case, i do not agree. the perk that are bad are often bad on all killers. i do not believe that there is any conspiracy theory behind killer perks and synergy. BVHR has no interesting in releasing killer perks worth using. BVHR is purposely balancing new killer perks badly to have little to no effect on gameplay.

    BVHR now a days is like releasing perks to bandaid fix older killer perks. for example undying+face the darkness+thrill is 3 attempt fixes for hex perks. Rapid brutality is fix for STBFL. Scourge hook: Jagged Compass is fix perk for Flood of rage and Gift of pain. It is like half-baked fix for Scourge hook perks. So instead of buffing the perk/mechanic, they're making you spend extra perk slots to get some use out of older killer perk. what i mean by that instead of giving you 15% cooldown reduction base for stbfl, you run rapid brutality. instead spawning more scourge hook, you equip jagged compass. Instead of making totems take longer cleanse, giving 2nd life to all hex totems to improve lifespan, information when a survivor begins cleansing totems you have equip a bunch of plaster fix hex perks.

    The upcoming perk for Fire-up is getting a buff. They're plaster fixing Brutal strength. they probably figured that 20% pallet break isn't very good or not good enough so they'll up number on Fire-up. I have no clue what number will be but they will likely up the numbers in attempt to make those perks worth using.

    TL:DR Killer are not getting new perks. they're getting plaster fixes on old ones.

  • more than half the time, the perks do not do what the perk is be good at. For example, Hex:Two can play is a perk that is suppose to flashlight blind the survivor. It is terrible perk and does not flashlight blind the survivor very well.

    Residual Manifiest perk allow you to apply blindness on a killer. it does a terrible job at keeping blindness on the killer.

    Potencial energy is a perk that allow you to store repair charges. No one uses the perk.

    to this day, I still find it funny that Unbound requires you get a hit, lasts a short duration and than requires you to vault a window to lose distance only to get the most mild haste bonus possible. Maybe one day they'll buff this perk to grant 7% haste for 30 seconds.

    you cannot say that they do not have unique perk designs but the unique perks design are atrocious in balance.

  • part of reason why i used to run the perk is to counter body blocking. ever since they removed the 4% healing bonus, i haven't ever considering running the perk. it is too useless.

  • @Gardhome said:

    I think Gideon should be the first to rework. The amount of pallets on this map is ridiculous. 90% of them should be removed

    you will make most killer sided map. i don't like god pallets as killer either but i don't think the pallets need to removed. i'd say loops need to be made less safe but 3 gen on that map needs to be nerfed. i'd move basement gen a little outside the hallway where the 2 god pallets spawn and i would move the gen that spawns at the bottom on left side of corner stairway somewhere else. i can't describe which gen this is, but it is the one that has dead angle where only 2 people can repair it.

    I would also nerf that drop window area and remove the medal gate for gen because it's nasty spot for killer to just camp hook.

    Badham needs all it's pallets removed in school and the basement cellar(house of pain). the window near school should have a gap but i would move the car pallet on right and make it spawn closer to the school window so it is like mini-jungle gym with an unsafe pallet. All windows in the basement cellar building should be closed except side window on left. The ULTRA long wall near the building should have gaps between each wall.

    the pallets near shack on badham need to be spaced out and redistributed. there is way too many pallets near shack. The 3rd house bottom windows should be blocked and breakable walls should be removed. that house is just time sink for killer to go there to break walls at the start of the match. school breakable walls should be removed. they're unnecessary.

  • it turns you into m1 killer if you spam search at totems. that is very good way to self-weaken you.

    @sizzlingmario4 said:

    Honestly with old Lifeguard Whistle being gone, yeah she might be. Fatty Meat isn't even that good for much else (maybe for getting Dead Man's Switch) but it's quite powerful for protecting totems and if you have that + Thrill of the Hunt then any survivor detected by houndsense basically can't do totems for 45 seconds since the repeated screams will knock them off.

    demo is still better. you only need hold m2 every 15 second or so to scout totem and you get a free teleport and you don't become a m1 killer. it's strange. they nerfed upside reisin add-on which makes you cleanse portals slower but now new version of devour hope demo is upside reisin+thorny vines. it makes your portal cleansing go from 12 second →16.9(17 seconds). I tried running his green speed add-on+yellow speed add-on. 4 portals is too little for totem defending.

  • i think they should bring back thanatophobia to grant -5% healing speed per injured survivor. repair bonuses stay at 2/4/6/20%.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860785#Comment_3860785

    This is the problem with this game's community. If something is killer-favoring, it gets changed. If it's survivor-favoring, we leave it as is "because you just can't have survivors not having fun!" But you CAN have the killer not having fun. I see how it is.

    not bias at all. i made post about this issue like 1 year or 2 years ago. it never got address or fixed. her puke should not be server validated. she was schedule to get some changes with pinhead but changes were pushed back because of freddy who is arguably in a worse spot. hopefully they fix this terrible validation by removing it

    i love using flame throwers in fps games but her flamethrower doesn't work properly at all.

  • @HansLollos2 said:

    The changes would be fine if, he would run at 115% Speed or if he would get his old scamper back. However right now, he's just a worse Pig.

    Right now the Pig can literally do everything Chucky can do, but better. (Exept scamp under pallets, which is not really usefull without his old Scamper)

    The only "Problem" Chucky ever had was the Rat Poison Addon. All his other Nerfs and the Scamper Removal just happend because he was a new and relatively unique Killer to go against, so it just would have taken some more time until Survivors learn how to play against him, compared to other new Killers.

    Same thing happend with the Xenomorph. He was really fun, good and fair to play, but nobody used the Flame Turrents correctly. So many Survivors just complained that he is OP etc. Then he got nerfed and became trash. After a bit more time Survivors then learned how to use the Turrents effectively, leaving behind a weak Killer that gets kicked out of his weak Power all the time.

    i believe pig has lower dash speed. chucky moves at 200% while pig moves at 170%. her dash duration is higher at 2.3 seconds vs 1.8. charge time of chucky is 1 second. dash time of pig is like 0.75+1 second to crouch(?).

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862463#Comment_3862463

    I think your confusing what "synergy" even means, lol. Dictionary definition is...

    the interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects.

    I brought up the existence of anti-synergy in that various slowdown perks get in the way of each other. You end up with effectively 1 slowdown+1 slowdown=like 1.5 slowdown. That's not to say this happens with EVERY slowdown perk. Survivor gen speed perks on the other hand have no such anti-synergy with each other. They stack giving their full effects on top of each other.

    Also... before it gets brought up... "stacking" is not "synergy" either.

    so what is anti-synergy between pain res, surge and hex:ruin? surge triggers when gens are regressing. pain res triggers when gens are regressing. ruin is always active as long as totem exists. only kick perks have anti-synergy with ruin. you can like add pop or eruption to the build for 4 regressions.

    what is anti-synergy of corrupt, deadlock, grim embrace and dead man switch? corrupt saves 1 gen at the start on average. deadlock blocks gens for 25 seconds 4 times per match. grim embrace procs on every fresh hook for 10 second. dead man switch blocks gen for 50 second.

    All -action speed perks kinda suck. the best one you can run is jagged compass+scourge of hook gift of pain+dying light+Hex:Wreched fate. an alternative is running hex:ruin+wretched fate+Undying+Hex:Pentimento and hoping for hex:penti stacks.

    either way, the perks add about 2 minutes of game time. you get gen-rushed from 5-7 minute to 7-9 minutes and gen-progression perks on survivor go from 5-7 minutes to 4-5 minutes. the obvious problem here is that the game is suppose to be balanced around doing gens in about 8-10 minutes but skilled survivor are finishing game too quickly & gen-rush squad are literally finishing the game in half allocated time. it's base-kit problem with killer balance. BVHR hasn't done anything notable to fix it. their best change was adding 10 second of gen time but it's also a problem between SWF vs soloq. soloq is too time inefficient at dealing with killer pressure where as 4 man swf is speed-running the game as if there is no killer presence.

  • @GonnaBlameTheMovies said:

    I have no issue with Spirit because a lot of her counterplay involves just knowing she can't see much while phasing. I agree 100% she could get some addon pass or something, her power kind of is outmoded in modern DBD and despite her speed she really has almost nothing else. She's also super addon reliant in that the addons she needs to be high A tier are REQUIRED specifically because they are unhealthy. I wouldn't even call her high A tier anymore unless you do use those addons.

    with mdr speed nerf, skilled survivors can run outrun her phase distance. this was already a problem with 40% MDR but this problem is worse. a lot of the time, you can just hold-w and spirit is unable to get into distance. now a days, i think that cherry blossom is too expensive to use. I just use her yellow speed add-on+mdr for 35% haste. spirit can counter shift-w and has anti-pallet potencial but her cooldown is very high for those two things. it's 15 second cooldown.

    for me, she feels like a stronger blight at loops with ability to hit people between loops but has +5 second cooldown for having both elements in her kit.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435766/i-kinda-like-slugging

    You make valid points for sure, it just takes SO long for them to die. xD

    yeah but many people take this route because it wins vs all bad players and they ignore good players because they figured that good player are too difficult to defeat so there is no point in trying.

    for example i play slugging wesker because hooking punishes me for his infection mechanic. resets it. so my slugging games take forever on wesker.

  • @GonnaBlameTheMovies said:

    The issue is Trickster is a ranged Killer that feels super easy to play and makes chase a liability, you HAVE to hide from him.

    no way is "feels super easy to play" a true statement. tru3 has background in fps where he played pro cod and otz has poor aim. tru3 doesn't do well with trickster and otz plays trickster poorly. if he was so easy to pick up, someone with fps background would do well and otz would also do well even if he is bad at fps. there is clearly skill-cap to play trickster.

    An example of easy pick character is Myer's. Most people can hold m2, look at people and press mori button to instant kill survivors. This isn't hard concept to execute properly. Legion is power that runs faster, vaults pallets, m1's people in the power. again, injures everyone. again this isn't hard concept to execute or understand. Hard-core FPS track aiming is hard concept execute. Very few players will be able to FPS track consistentently, especially for long time as TTK or this case "Time to down" TTD is very long for dbd. So any time people say trickster is easy, the evidence does not support it. the stats also support that he does not do well on average when a new player/less experience begins playing him.

    generally, only player that main trickster do well with him. i'd say trickster *slightly under-tuned. at least people that main him say he could some buffs. his normal throwing mode is too add-on dependant and the 8 knives is just tag too much. he just needs huntress QOL tweaks. I hope they can give trickster few tweaks to make just tiny wee little bit better. i get like 70% win-rate on him so overall, i don't have trouble playing him but i also don't main or specialize in trickster. i just enjoy his gameplay.

  • i can deal with lower speed changes and scamper but i think his cooldown should go back 10.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863029#Comment_3863029

    I see, that makes way more sense. I'd be open for making some Medkits do something else, like maybe one can also fix Broken once or something.

    @Devil_hit11 I agree, I just wish they wouldn't have nerfed Mangled and Hemorrhage so hard. It only hurt Killers like my main and did nothing to Killers like Dracula or Nurse at all. I genuinely don't think either status needed a hard nerf.

    nurse got affected. her mangle add-on was best mangled add-on in the game. dev are now pretty restrictive on mangled. they were already ULTRA restrictive on instant down.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863250#Comment_3863250

    Took a look at the video, even watched the whole thing so I wasn't missing context. I'm not seeing what this has to do with these proposed medkit buffs, I gotta say.

    Could you elaborate?

    med-kits cannot be buffed weaker killers are too time inefficient at the chase vs healthy survivors. in fact tru3, even had opinion that survivor healing should be nerfed further by making them unable to heal after x amount of times.

    while i do not agree with his view point, i do agree that balance of low tier being bad vs shift-w play and gap-closing is point of contention. it's one of main reasons why perks like self-care, circle of healing and just about all form of self-healing have been nerfed, nerfed, nerfed over and over. arguably med-kit are still over-performing but i think the way dev are attacking the problem is not correct. instead of nerfing self-healing to the ground and healing as hard as possible, there should be solutions to buff lower tier killers to be more time efficient in the chase. healing shouldn't be like an instant win button but it is vs good half of the cast. med-kits buffing would not help in any form.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863044#Comment_3863044

    To make the tiers more different from one another.

    Just buffing them in that way ends up with the same outcome, the only difference between tiers is a slight increase in one number. If we want them to be more interesting, they need to be more specialised than that.

    Also, I'd argue neither of these are nerfs overall. More charges is flat out just more appealing than the increased altruistic heal for the green, and the purple is absolutely buffed overall in its new niche.

    only if you remove self-healing action from both med-kits. bvhr is far from making any of c-d killers better so med-kit can stay where they are until bvhr base-kit lethality of weaker killers. the item is nearly free these days and it's among most popular item in the game.

    https://www.youtube.com/watch?v=SAu7WyJO62U

    tru3's video is perfect example of why we cannot buff med-kits until we address shift-w problem for weaker killers. skip to last 2 minute of the video for his explanation.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863240#Comment_3863240

    BHVR literally tried to update this perk to modern standards, by turning it into an endurance perk, and completely removing the custom status effect. If the perk were ever to be changed again, it absolutely should be to changed back to endurance, so that it doesn't stack with other endurance perks, and so it deactivates on a conspicuous action.

    And it doesn't matter what the previous version was designed to do, because many other perks have been nerfed even though they did exactly what they were designed to do.

    it's designed to stack with other endurance perks. nobody is running the perk. it is just there to be there. if they made the perk gain stacks by unhooking like original iteration in the ptb and did the change in my previous post, it would be in a stronger position but i think bvhr does not want to buff the perk due it's release iteration. i imagine that a lot of player in new player of dbd have no idea what this perk used to be.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863241#Comment_3863241

    Exactly why his power is unhealthy if that is his supposedly only way and your proposal is irrelevant since it's only related to his iri addon rather than his base kit.

    In the end, bhvr is not gonna bring it back and for that, i'm happy knowing that.

    i think they should bring it back as joke iri add-on with severe drawback's. kinda like huntress iri head that nobody uses.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863236#Comment_3863236

    Disagree, also if spamming it was the only way his power could supposedly have an impact, then the power itself was never healthy to begin with.

    I'll take improving his other aspects any day over bringing back old issues.

    he was designed to spam, zone and bait his shot to be effective.

    my proposal to rework his iri coin to decrease zooming time by 40% but put a drawback that decreases the harpoon spear travel time by 60%. this would make his projectile a 400% m/s from 1000% m/s projectile making it slower then a unwinded huntress hatchet.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863221#Comment_3863221

    The effect is "endurance with zero downsides". The trigger condition is "earned by taking multiple protection hits". Effects and trigger conditions are two very separate things.

    endurence was in the game long ago before mettle of man was added to the game. the perk was specific designed to counter any and all hits in its first iteration. it got shadow nerfed. it's only counter is suppose to be machine gun and nothing else. still it's pretty bad perk.

    it would likely be better if it triggered on 3rd hit even if that hit would down you. for example if you have 1 stack and you take 2 protection hits. the second protection gives stack & allows you to tank that hit. that would likely make the perk stronger.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863129#Comment_3863129

    Because you think people should just be able to "react" to anything the killer can do, like the slower scamper Chucky change they did before they got rid of it altogether, and then his most recent change.

    People should have enough time to react to when things are about to happen, it's basic game design logic.

    Also what slower scamper change? Chucky's scamper speed remained the same until manual scamper was removed entirely, after which his scamper speed was made faster.

    Everyone saying, "Good changes! Good changes!" because it makes him, the killer, slower and easier to react to. It's the exact same case with Spirit and Deathslinger's nerfs.

    People like you would have killed this game, if you had things your way and the fact that you even entertain the idea that Spirit's nerf wasn't completely justified just proves that.

    There's a reason why Spirit was as high up as she was on people's tierlists in terms of strongest killers in the game back then and why so many people complained about her for so long until she got nerfed.

    It sounds like you don't even have a refute to instascope Deathslinger. You cite fear of casual complaints more than anything of substance.

    I literally cited the fact that Deathslinger could spam his zoom speed with no consequence for easy chase wins. Multiple times in fact. How is that not a refute?

    Fact that so many people took issue with Deathslinger's zoom speed to begin with just proves that the majority of people playing DBD are in fact casual players and not comp players.

    Also you talk about skill in your other reply, if anything Deathslinger's change makes landing shots with him more skillful compared to before.

    How is any buff you're gonna give him gonna matter if he can't aim good and hit his shots? He's got Huntress's shot ready-up time, with about 1/30th of the hitbox.

    You know why he didn't get any buffs to his other stats back then? It's because his zoom speed was as fast as it was, that it balanced out the other aspects of his kit. Now that his old zoom speed is gone, buffing other parts of his kit can be justified.

    Having his other aspects buffed would make missing his shots less punishing without being able to cheese chases like he could before.

    it doesn't matter what qol change you make for deathslinger. they have 0 impact on his power-level. heck, you can make all 20 add-on for deathslinger base-kit and he'll still be ineffective. at this point, it is about making deathslinger be less bad as possible.

    @DancewithmeKate said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861682#Comment_3861682

    If they add lullaby to his base-kit, i am fine with 24m TR. But if not, then that's big no. They changed his TR for a reason, all of Slinger mains used Monitor before.

    We do not need buff + nerf bvhr bad balancing, aka demogorgon portal balancing. it's buff or nothing. you either buff character or you change nothing. so far, bvhr is changing nothing for slinger so there is nothing to talk about for him.

  • that's largely been case for 8 years for myer's. his most defining aspect is instant down in tier 3 but billy and bubba have instant down without setup+better chase potencial which myer's does not have. Billy even has map mobility where as myer's does not.

    Myer's is closer to these killer now because 2 stalk add-on is almost permanent instant down but leatherface 1 second pallet breaks while billy has map mobility over him. both killer have better anti-loop capacity. Billy has curving, leatherface has anti-shift w with his chainsaw+forces pallet drops.

    to make up for all stuff other killer have, he gets mori as add-on but his kit not have merits in his base-kit form without add-on.

  • @Shroompy said:

    Dramaturgy if used correctly is like OG Dead Hard and Finesse allows you to greed a loop even more.

    Been saying this from the start, Dramaturgy is slept on, HARD.

    yeah i am kinda surprised that i don't see med-kit+dramaturgy on every survivor.

  • i'd say pop should go back to being max regression perk with a values of 10%/11%/12%. pain res should go to working infinitely but base regression is reduced to 5%. Instead, it increases the base regression speed by 100% indefinitely until regression event is stopped.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861970#Comment_3861970

    The survivors are what allowed the killers to drag out matches. You're telling me the killer has all this time to just go around kicking gens, and not lose any time advantage or pressure?

    i think it's problematic when other side can exaggerate a part of the game in an unhealthy way. for example i don't like that survivor can hide in lockers in end game, stealth around and extend games for 30+ minutes if not more depending on their stealth skills. it's not broken of course but it is not fun gameplay. it is same with 3 gens. was 3 gen broken/unbeatable? no. but 50 minutes of gen-kicking wasn't fun.

    gen-kicking should be rewarding. in an ideal balance, gen regression would be meaningful like 200% base-kit and a killer equipping the perks would add 50%+50% on each perk. maybe killer would have like surge base-kit that begins regressing of all gens on the map when they down a survivor. if a killer stacks all gen perks, they can counter 4 toolbox squads with gen progression perks but they're not forced to use said perks unless they believe that they should equip said perks.

  • perk 1, buffs hex:pentimento perk

    perk 2: face the darkness 2.0

    perk 3: face the darkness 2.0 v2

    perk 4: undying 2.0.

    perk 5: buff dying light perk.

    If i was to make new hex perk, i'd make new hex perk that allows killer to teleport around the map, like Vecna map, you enter a portal and it teleport you to the other side. only killer can use said portal. disabling hex disables the portal. it opens 4 portals around the map in a box formation

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

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

    The portals go clock-wise.

    Name of this perk?

    hex:disintegration?

  • Sadako was stronger on release than she got series of bad changes and now she's probably among worst killers in the game. Dredge was mediocre at the start and now he's above average, among stronger killers in the game. a little sad since i find dredge somewhat dull to play but i like sadako's wacky power.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862439#Comment_3862439

    They introduced anti-synergy with slowdown perks for that very reason. Regressing gens can't be kicked with Pop. Blocked gens don't regress, even if something like ruin is in play. They ALSO can't be kicked.

    Gen SPEEDUP hasn't really gotten anything similar yet.

    pop+eruption+pain res has synergy. surge has synergy if a gen is already regressing. ruin in theory does not need regression because it is suppose to be the best regression perk that doesn't need support. One of the reasons why current ruin doesn't hold up on it's own is because base regressions is extremely bad but again, this is nothing new, it hasn't been updated for +6 years and big part in that is well… the 3 gen meta problem. so i disagree, i think all killer perk that slow gen down have synergy within their own archetype. all gen-block perk synergy with each other and you already stated that all action speed perks work with each other although not really true considering thana being based off injures and dying light gives free 33% healing speed but anyway. if we removed some negatives from dying light on balance level, it would synergize.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861975#Comment_3861975

    I wasn't talking about multiple ppl running quick gambit, just that multiple gen speed perks can stacks. That's why Freddy's Slowdown addons were gutted back in the day. Their individual effect is minimal, but combined with Thana, dying light and other action speed slowdowns... it added up.

    sounds like every game-delay perk genre. corrupt, deadlock, dms,grim embrace, surge+pain res+pop+eruption. you can counter mutiple gen speed perks by stacking gen defence perks. they're about as effective as each other.

    i don't agree with slowdown being removed entirely from his kit and deleting entire genre of the perks. the freddy changes make him severely weak. apparently freddy is listed for changes but we will have to see till than for what changes.

  • most survivor self-block window by you going left than right on right side of the vault. it's virtually their only option to self-block window otherwise they leave window into some other loop. the big thing is to make sure that their 3rd vault is inwards and not outwards. because than you can go around and they can't go back through. it's kinda free hit if you know what your doing.

    is it worth protecting top gen? Not really. the only reason you ever go top gen is to hook survivors in the basement and camp. it's pretty good spot for Hag or Trapper to just turtle the basement. a lot of my wins on leatherface on hawkin is just camping that basement. it's not worth my time to break 40 pallets on that map in my opinion.

  • @PhantomAtom96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862111#Comment_3862111

    he def does not need buffs since he has op ghost powers. he needs to be deleted or change the ghost so that they reveal your position when you are in their circle and not make you lose a health state if they hit you. He can literally be at 2 places at once with this stupid power.

    for reference, knight's power used to have green orb that would show where he is using his ability. it is still there but green orb fades away the further you use it from until it becomes completely invisible. Knight is far from being good killer.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862146#Comment_3862146

    In a perfect world yeah Freddy will get a way more creative power that is completely fresh and new that takes advantage of his dreamworld by adding some really creative illusions or something on Freddy Kruger can have like in the movies. But we are talking about 2024 BHVR they don’t have new powers to be giving left and right. The twins rework was a disaster, so was the trickster rework. And skull merchant was gutted because they didn’t like the rework they gave her. I highly doubt we’re getting an overhaul. At most we will see basekit pallets, teleport to completed gens, and red paint brush basekit. I can also see them reusing mechanics from OG Freddy like pulling survivors in the dreamworld and make a combination with the current Freddy. I am still excited if they go with bare minimum since he can take anything

    bvhr releases brand new killer powers every 3 months or 4 months. you think they can't release a completely new freddy? they're 100% capable of brand new killer powers, including existing killers if required. judging from The king interview, I imagine they are hard at work to make best possible freddy that will fun for as many killer players as possible. i do wish there was…maybe little bit more info on what is exactly is changing or maybe some hints but that is the fun in waiting.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862142#Comment_3862142

    These guys are opposed to Killer buffs on principle

    What are you even on about? I literally said that their issue is their macro-game and that they need buffs to their macro play. I literally even proposed buffs.

    They'd argue against buffing Burger King Myers because "it would make him too strong."

    Burger King Myers has not existed in a long time since BHVR made changes to the addons of Myers. Even if, you could consider it a buff anyways since you dont move insanely slow with the addon combo that made BKM exist to begin with.

    If people are having fun playing a Killer, because they're winning, then it must be a bad thing.

    What does that even have to do with this thread? This is about buffing or reworking a character, not about playing or having fun.

    they made new version of burger king myer's. it's tuft of hair+judith tombstone. Ultra slow stalking where you take a century to activate the ability.

  • he's likely receiving total overhaul on his gameplay.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862048#Comment_3862048

    This is another thing y'all don't understand. "Spam." The killer cannot just take tons of misses or fake outs, no matter how quicky they recover, and not be punished for it. If they're still winning after that point, it's on you. And you seem to want the survivor to be in a favorable, max value position no matter what. If they stop dodging, the Deathslinger can shoot, and if he's shooting they can counter by dodging. It's interesting that way, because like unnerfed Spirit, it's all about whoever can make the best read/mindgame, like you see in fighting games. We call those skillful in those games, yes? So why doesn't that apply here? Why is a killer not allowed that same potential, assuming the survivors have equal counterplay, which they do?

    What you have now is unequal counterplay. If the killer zooms in, they lose time before they shoot which allows the survivors to dodge, even if the shot was spot-on. Then, if you miss your shot, you go on a lengthy cooldown, and then your reload slow, at least without add-ons. Add-ons shouldn't be there to bandaid fix bad design, especially when they don't even truly solve the issue. Green Tin Can and Warden's Keys are all I run, but I still feel punished, more than I should on misses, for how difficult it is to land a shot. The buffs the devs gave him on his "movement speed while aiming" add-ons are not enough. It doesn't solve what I've brought up in the slightest. This isn't even diving into the inconsistently small shot hitbox, which alone justifies this killer's buff.

    I have to wonder, what's with the pushback to a Deathslinger buff, even one similar to what I've suggested? Are y'all afraid that Deathslinger will suddenly be Nurse/Blight tier? I doubt it, because again, he didn't see play in tourney or high MMR at his strongest, and had a low kill rate. If you're gonna argue that that version of him wasn't fair, "Because the killer could down me," every killer in this game has had that potential. He just has a (slightly) more direct approach, unlike Unknown who relies on tricky bounce shots, or Singularity who relies on los in scanning, or Skull Merchant who has to scan you three times. What's the harm in buffing a weaker killer for a short time anyway? We all know the devs won't make it permanent if people like you levy enough complaints. And those shall be quantity over quality, as usual. That's the real skill issue here.

    This is another thing y'all don't understand. "Spam." The killer cannot just take tons of misses or fake outs, no matter how quicky they recover, and not be punished for it. If they're still winning after that point, it's on you. And you seem to want the survivor to be in a favorable, max value position no matter what. If they stop dodging, the Deathslinger can shoot, and if he's shooting they can counter by dodging. It's interesting that way, because like unnerfed Spirit, it's all about whoever can make the best read/mindgame, like you see in fighting games. We call those skillful in those games, yes? So why doesn't that apply here? Why is a killer not allowed that same potential, assuming the survivors have equal counterplay, which they do?

    i agree with so much of what your saying. I think average survivor does not understand skillful interaction in those games and often labels the gameplay as 50/50, coin tosses. You even see in fighting games like Throw looping where the gameplay is bee-rated unskillful or what not. I do not think it is worth pursuing a more complicated looping gameplay for him. it has been labelled as unfun, easy-to use zoning by survivor mains without understanding the intricacy of such gameplay.

    perhaps is better to look at ways to improve slinger in different ways that are hopefully less controversial.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862119#Comment_3862119

    Okay, but in this case, it would turn a chase that would take two hits into a chase that takes a single hit, and it would change how Survivors play against his Redeemer shots since Survivors will be less inclined to take distance, fundamentally changing how their power is played against.

    That is objectively a buff to their anti-loop.

    most of the time, your already playing injured vs his gun because if your healthy, deathslinger can raise his gun and shoot on reaction on any pallet drop, pallet slide or window vault. it doesn't matter that his chain breaks because it injures you and put deep wound on you. I don't think the changes fundamentally change much about his anti-loop/chase interaction because your generally injured vs his gun.

    i am looking to more make him a slow hit & run range killer.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862086#Comment_3862086

    I didnt buff his anti-loop

    You want Iridescent Coin basekit… that is literally buffing his anti-loop by giving them the ability to insta-down where as before they wouldnt have it.

    yeah? it is not making his power anymore reliable to land. that is what anti-loop is. it's buffing reliability for killer land hits. i am looking at buffing his map presence and his 4vs1 gameplay.

  • @VibranToucan said:

    Knight has a slowdown ability that can also kind of be used in chase. Knight forces you to run away from his guard, meaning you can't do a gen. If you want to take a risk you can run closer to the knight to make the guard disappear sooner. If you really need to do something you can take a hit and finish it.

    It's like the pigs head traps. The head traps are supposed to make you waste time by searching through boxes. If you refuse to do that to focus on generators or something you die. Similarly, knights guards are supposed to make you waste time by running away from gens or other points of interest. If you really want to tho you can take a hit and continue doing your stuff.

    it doesn't work because you can pick up flag and end the chase early. also being m1 killer isn't exactly good slowdown. Knight needs buffs after his tweaks that nerfed him.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862056#Comment_3862056

    Deathslinger already has one of the strongest anti-loop abilities in the game, I dont think the anti-loop itself needs a basekit buff, I just think they need better tools to deal with the macro-game/4v1 as opposed to the 1v1, which is where they tend to suffer.

    Id love to see his Redeemer get some interesting QOL changes; maybe shooting Generators could break them instantly from a distance (with the downside of needing to reload) and them being tweaked to be 115% if their gun isnt reloaded could help a lot with it.

    It also would be cool to have alternative ammo types considering how (lore-wise) his Redeemer is a modified Rail Spike Gun; It could be a good idea to give them some ammo that provides information, like Trip-Wire Spikes or Aura Reading Spikes that can be applied near loops, important structures, or Generators.

    i didn't buff his anti-loop. the dev are clearly poised to not give him his instant-scope back. i am suggesting that he gets better snowball pressure by allowing him to down survivors quicker for the purposes of slugging people on the floor to slow the game down.

    to counter-act said idea, survivor will not want to heal and rush gens even further because healing is pointless so to introduce a pressure element to his gameplay, His TR is being reduced back to 24 meters to mirror 4.4 m/s of other killers. he will have more opportunity to sneak up on survivors that are injured and choose to brute force generators over heal.

    at least from my observation for about year and half, i have low faith in them changing slinger because he's clearly on the "unfun survivor list" and dev are unlikely to buff him to have any relevancy in the game.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862036#Comment_3862036

    Stacking its effects with other effects isn't mutually exclusive with using it as intended, I'm not sure what you're getting at there. It's both, the perk is being used as intended and its effects are stacking with other perks' effects.

    i don't see anything wrong with this. the killer need base-kit regression buff changes to their kick and base-kit gen defence to better balance the progression perks but that has been a problem since like….. day 1 of dbd. 5% base regression on kick's isn't good enough.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861682#Comment_3861682

    Lower Terror Radius to 24-meters

    No.

    I like running Starstruck on Deathslinger and I hate being forced to use Agitation to get value, I love the increased Terror Radius because of this, it really works into his kit well.

    read 2nd change. all your redeemer hits will be exposed hits. starstruck is pointless perk. you get base-kit exposed. it would set him apart from other 2 ranged killers.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861975#Comment_3861975

    The three that are on gens would be able to stack it, though.

    Nothing stopping the people doing gens from having, say, Deja Vu on top of benefiting from Quick Gambit. It's not that unlikely in solo queue, even, Deja Vu is fairly popular.

    yeah that is not stacking the perk. that is using the perk as intended. the killer get punished for having long chases.

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