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Devil_hit11

Devil_hit11

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  • @LordGlint said:

    Kinda nervous on what they are gonna do to Huntress.

    it would be hilarious if they nerf huntress just to incentive you to play deathslinger and trickster.... i would laugh so hard. yes, play those pointless ranged killers.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/398410/what-will-the-3-gen-fix-be

    Ideal solution would be to even out the curve for gens. My thinking is to take 40 seconds off the last gen, put it on the first gen, and 20 seconds of the 4th gen, and put it on the second gen. Thus.

    1st gen takes 130 seconds, 2nd gen takes 110 seconds, 3rd gen takes 90 seconds, 4th gen takes 70 seconds, 5th gen takes 50 seconds.

    Tweak the numbers, and make it so that when the charges are removed from the gen, it removes repaired charges first, so you can't have like 5 gens pop all at once for example. This also minorly addresses tunneling because 3 people can do the last gen at 50 seconds a lot easier than 90 seconds.

    Most likely though? They will do some horrible mechanic that only nerfs chess merchant but doesn't actually address the problem. Probably something like, gens can't be regressed more than 100% of their total progress, or something. Creating yet another complicated mechanic that forces killers to keep track of yet again another thing while continuing to give survivors a bunch of UI that shows them everything.

    i believe they're not nerfing it because of chess merchant. coconut showed video with singularity 3 gen for 30 minutes with 0 regression perks. Like i said, any killer can stall game on purpose if 3 gen are close enough together. I don't know what they'll change. regression limit is one possibility. adding 4th gen is another one. another idea is making that you can open exit gates at 1/4 speed. I saw otz come up with an idea where he said that what if killer had limit of how many times they can kick gens. he suggested that killer have 30 kicks per game. it could work as well.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595767#Comment_3595767

    I think that has more to do with the medkit nerfs than it does with Sloppy itself. Sloppy often turns into the scapegoat because it’s the only anti-healing perk that’s actually good. Most others have too many conditions to be worth or are too hard to get good value from.

    Since applying Mangled was the only thing Sloppy really did prior to the Hemorrhage rework (old Hemorrhage was useless and pretty much a non-factor, basically not even worth considering) and Sloppy barely got complained about before that (and even before Circle of Healing dominated the meta for 1.5 years), that leads me to believe that the Mangled isn’t the issue survivors have with it. After the Hemorrhage rework I began seeing more complaints about Sloppy even before the medkits were nerfed, so I feel like it’s a combination of that + the medkit changes.

    Either way, I think we’re in agreement that Mangled isn’t actually a problem. (And also to be clear about my opinion on the medkit nerfs: the nerfs were 100% necessary and good for the game.)

    Sloppy often turns into the scapegoat because it’s the only anti-healing perk that’s actually good. Most others have too many conditions to be worth or are too hard to get good value from.

    not necessarily. lots of killer have easy way to apply mangled from sloppy. Wraith has blind warrior add-on. Nurse has fragile wheeze. Huntress has that begrimed head add-on. Clown has sulphiric acid. Legion has smiley pin. Xeno has Kane helmet. chucky has mangled+hemmorhage. deathslinger has two add-on for mangled. mangled is very common effect. Many killer have it. I would say mangled is probably one biggest culprit for tunnelling and camping as well because interrupt a heal from an injure survivor often means that you can tunnel people on higher hook-stages because they're survivor most likely to be injured. Mangled also boost camping because when 3 survivor are injured, hooking camping is fairely efficient because at worst, you get hook trade and at best, you get 2nd stages. Injuring entire team early on is very effective strategy for hook-camping type play-styles.

    In my opinion, i prefer the game to be more about positioning with health-states which why i think stbfl is more necessary evil where as Sloppy is more of old-school dbd approach to trying to balancing health-states. spoiler alert, making everyone exposed because healing takes long time makes stronger killers oppressive and is not that useful for low-tiers because they have trouble hitting people in first place(loop to safe). that is my thoughts on this topic.

  • what did you expect? he is fps character. you need good aim to play trickster in first place. He is just as slow as firing as he is on PC.

  • i think furtive chase is 5% haste, not 18% haste.

  • apparently in his develop, Legion was said to have Michael tier's where he had to stalk you to get his ability. I think that stalking/build-up mechanic are bad design for killers because it add time-sink to the killer who is already had time disadvantage.

    The only time you can justify time sinks like that is on killer that have mori's such Tombstone Myer's and Sadako. This is because Mori inherently is time-save so it makes sense for character with mori to have time-sinks into their kit.

    Note : Legion would need to find the perfect time to frenzy the survivor otherwise he could get looped and get pushed off into cooldown. If he does get his first hit easily said by just hugging the survivor he then gets only half to time to stab the survivor again to apply mending which if the survivor has lithe or other methods in getting away legion ends up going into cooldown. So the survivor has to learn how to mind game the legion by 360, confusing him by vaulting, make him miss of even just running a good loop.

    Legion's fundamental problem is that there is no way to counter-play his feral frenzy to not get hit because of his ability to vault pallets and m1 after vaulting a pallet. A good killer will not miss and will not get mind-gamed by 360 or anything wiggle that a survivor does at base-kit. You can't make a good killer m1 swings. If killer m1 swing, they made huge error in gameplay.

    this leaves legion with fundamental problem. With no ability to down survivors in feral frenzy, he becomes a weak m1 killer that get defeated by regular loop tactics. My suggestion would be to make it that survivor can activate an on-demand 25% haste bonus to wiggle his m1 attack by acquiring an item from a trial. This item has 10 second cooldown to be used. After that, you can buff legion by making him decrease deep wound timer by 1/4 per feral slash. I outline a rework at one point which involved make each feral frenzy slash reducing deep wound timer by 1/4, 2/4, 3/4 and 4/4 for each consecutive initial slash. A follow-up slash reduces timer by 1/4. This means that you can hit Survivor 1, Survivor 2, and then hit 2 times for survivor 3 to go down OR hit survivor 4. The item that provides 25% add counter-play for survivor to wiggle while buffed feral frenzy gives legion anti-loop.

    The rework also included other buffs such as lowering his feral frenzy recharge rate(12 seconds), lowering his TR per injured survivor to encourage people to heal and reworking his killer instinct to be static 40 meters that is unaffected by TR perks, Oblivious and Undetectable.

    If you want to play a version legion that similar, you can play Chucky. Chucky is Legion 2.0 but with special attack balanced around wiggling gameplay. Legion can be something similar but needs rework+a lot of fine-tuning to get there.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595813#Comment_3595813

    Did you even read what I said previously?

    There is a difference between strength and fun.

    Fine tuning means changing cooldowns or numbers.

    Sadako got a full rework that fundamentally changed how she plays. That's not fine tuning that's buying a new car.

    I CAN VERY MUCH PLAY NEW SADAKO. I refuse to play her because first: she bores me so much and second : playing her makes me sad because I think of what I've lost. Of how much more she was.

    yes. they changed cooldowns and numbers.

    here were some of number changed:

    TV area of effect to apply condemn increased from 16 to 128 meters

    TV condemn reduced from 1 to 0.75

    TV cooldown for teleporting reduced from 100 second to 45 seconds

    TV cooldown for taking a tape increased from 60 to 70 seconds

    Added 10 second cooldown for teleporting.

    When carrying a tape, a survivor can no longer be condemned. Removed passive that increases condemn build up every 30 seconds. When a survivor is attacked by a basic m1 attack, the tape is destroyed and survivor suffers from 2 condemn stacks.

    As you can see, Rework for me means that new ability is added and old ability is removed. nothing was added to sadako. nothing was removed. everything that exists in old sadako exists new sadako. Only the numbers changed. that is called fine-tuning.

    I CAN VERY MUCH PLAY NEW SADAKO. I refuse to play her because first: she bores me so much and second : playing her makes me sad because I think of what I've lost. Of how much more she was

    Can you please explain what part you have lost in precise and concise detail?

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595695#Comment_3595695

    I only hated Hard Hat add-on which break pallets. This just removes skill from him but except that, i really enjoyed against him.

    I'd play him more but killer queues are killing me. My only problem is that right now...

    hard-hat add-on nerf his power. he is likely too oppressive for majority of survivors so I would not be surprised if he get nerfed.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595800#Comment_3595800

    Old Sadako was better. She needed tweaks and fine tuning to her power. Not what she eventually got.

    Onepumpwillies did 100 winstreaks as perkless sadako. old sadako is not better then new sadako. Her power was fined tuned. i play her every few days. It is your problem if you cannot play new iteration of Sadako.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595734#Comment_3595734

    Hemorrhage isn't pointless. While I agree Mangled is generally the main appeal of Sloppy, Mangled being there also makes Hemorrhage better and I think that's where most of the frustration with the perk comes from because each status makes the other one stronger. So, reducing its Hemorrhage effect will solve that issue and keep the perk good as long as the Mangled aspect of it remains the same. I rarely saw anyone complain about Sloppy Butcher prior to the Hemorrhage buff.

    I do not think that Mangled needs to be changed at all.

    hemorrhage is not main complaint of sloppy. main complaint of sloppy is mangled. I mean this makes sense. Mangled was not complained because survivor had extremely broken med-kit that granted 100%-150% healing speed. it was difference between 16s heals and 20s was almost non-existent. This was even less the case when considered green med-kit would heal you in 13.33s instead of 10.8. Med-kit got nerfed so they're adjust mangled because it is "oppressive" to have 24->30 second healing. Anti-heal perks counter healing? Illegal.

  • @[Deleted User] said:

    They'll probably change Save the Best for Last to deactivate once the Exit Gates are powered. They might also change the perk so that whenever the Obsession loses a health state, tokens are lost.

    Save the Best for Last is really helpful for basic Killers who rely on their Basic Attacks to down Survivors. A little strange to nerf a perk that benefits low to mid-tier Killers, but hey, who knows what they're cooking.

    I don't think so. whenever they weaken killer perks. they're often made useless such as reduced recovery time from 5% to 3%. The only reason why they're doing it is to promote that useless rapid brutality perk.

    Obviously sloppy butcher applies mangled very easily, they'll probably nerf it to something like every time you hook a survivor, mangled status effect is cleared. "This changes promotes spreading pressure and promotes mangled to be used as split pressure tool".

    @sizzlingmario4 said:

    They don't need to murder STBFL to uselessness, but it does need to be nerfed.

    Sloppy/Mangled I'm a little more concerned about. If anything needs to be changed about Sloppy it's the healing regression, not the Mangled effect. But we'll see what they do.

    everyone knows how pointless hemmorage is, everyone runs sloppy for mangled effect. this was true before change and it is still true post-change. so it is obvious they're targeting mangled.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595252#Comment_3595252

    Pig only needs some number changes in regard to the ambush and the stealth. Nothing more needed or wanted. Sadako is hopefully becoming the killer she was and that many dedicated players fell in love with. She will be nerfed for the casual playerbase and buffed for us dedicated players. At least if they do what i think they will do. Blights addons are problematic and you know that they are.

    what are your talking about? i play onryo almost everyday. Onepumpwillies who is onryo main also plays her. He is done 200+ winstreak with add-on and 100 winstreak with no perks or add-on's. your post are make no sense at all. Onryo is better killer all-around. Your inability to play Onryo is your problem. Onryo is not getting buffed. She's going get gutted.

  • @[Deleted User] said:

    Main Event throw-rate feels very slow currently. Wondering if this is a bug? There's a 1.33x multiplier during Main Event, but with the Blade throw-speed at base being 3bp/s, Main Event now throws at 4bp/s. It was much faster on the PTB and on the previous patch.

    it is intended. the old main event was 1.66x. it was lowered to 1.33x because he had modifier from 0-33% ramp up from 1-8 knives. the modifier was removed and put into base-kit. Now they reverted buff so now he has nerfed main event and nerfed throwing mode.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595360#Comment_3595360

    Yeah, you were correct, I was wrong. I really did not expect them changing it in a way that it is worse than it was before on live.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595342#Comment_3595342

    Thank you! What was the reason behind removing the ramp up? If I may ask?

    I was certain at the moment i saw it. remember, this was suppose to be make him a better killer. so much for that.

  • @TheArbiter said:

    But he got buffed overall, he was at 3 knives per second before the PTB so technically he didn't even "change" in that regard

    • 4.6m/s base speed
    • 8 knives to get main event
    • No more knife recoil

    The quicker laceration decay is cancelled out by being able to use main event pretty much in every chase

    Overall he is way better than before and he stomps pubs

    he got nerfed. trickster was somewhat playable before because he had an add-on called iri photocard which gave him exposed for hitting 4 knives and he had fizz soda and autograph for throwing-rate. He also had death throes and +8 knives so he did not need reload at lockers. Now he has no good add-on, a terrible throwing mode and his main event is bad. he got nerfed to the ground. the throwing-rate change and 6->8 knives deleted his kit.

  • @Aven_Fallen said:

    Question:

    • Revert time between throws to 0.33 sec (was 0.25).

    Does this also mean that Trickster will not speed up the throwing rate anymore? Because previously on Live he started at 3 Knives per second (so 0,33 seconds time between them) and increased it to 4 knives per second (0,25 seconds between them). On PTB it was changed to flat 4 Knives per second, and then reverted.

    But does this mean it is the same as it was before on Live? So starting with 3 and going up to 4?

    (Asking here because there is a discussion in another thread)

    i played few games. it is what i expected. it is slower at base and main event is useless. the survivor goes around the corner and i am stuck in main event. if i cancel it, i get stunned. that is my feedback from 3 games of trickster. these changes do not make feel like i am rapid-fire killer.

  • wow they just hard-nerfing killers blight and onryo which are killer is a good spot and I assume they're buffing billy(I assume he is getting his instant saw back. Huntress and Clown i assume are add-on nerfs because huntress has mangled add-on and clown has mangled add-on.

    Hag, Pig, demo, doctor might be buffs? I imagine pig would be biggest buff?

    all killer perk getting nerfed. stbfl, sloppy, ultimate weapon. Decisive strike is likely getting buffed. I see 0 regression perks getting buffed.

  • @Aven_Fallen said:

    Ah yes. All Killers do is running STBFL and Sloppy Butcher and holding 3-Gens from the start. This is all they can do. There is no other chance for Killers to win. /s

    I dont really know what they want to do to STBFL, but Mangled and Sloppy Butcher are really overtuned now. And deciding to hold a 3-Gen from the beginning of the game and only defending this 3-Gen is boring and does not really need any Skill at all.

    But, dont worry, I dont think that their measurements will be effective. Especially because they also have to keep in mind that Survivors can 3-gen themselves (and should be punished for it), I think their solution will be very mild to not remove the need to be careful which Gens should be done by the Survivors.

    stbfl and sloppy butcher mainly helps killer that have no mobility to catch-up after health-states. Sloppy keeps survivors injured so they're instant down restricting health-states and stbfl decreases distance when someone is healthy. nerfing those perks hurt weaker killers that get trashed by health-states.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595051#Comment_3595051

    I am not stupid, I understand you. Dont worry. I just understand their wording different from you. Thats why I said, lets wait for the Update, I will happily accept when I was wrong.

    On current Live it is 3 Blades per second and ramps up to 4 Blades per second. On PTB it was 4 Blades per second and did not increase anymore. And for me, it sounds like they are reverting it to the Live-State.

    my understanding is from previous post:

    The Trickster now throws 4 Blades per second (was 3 Blades per second) by default, and his throw rate no longer increases with each Blade thrown.


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

    First: We are reverting The Trickster’s throw rate to 3 blades per second (was 4 during the PTB). This will give Survivors a little more time to break line of sight before they are injured. The laceration meter will remain at 8 blades like in the PTB, but his increased movement speed will help The Trickster catch up to Survivor to land a few more blades more often.

    they removed throwing-rate increase with each blade thrown and set it to 4. max throwing-rate. now they're reverting that change. new throwing-rate will be set to 3. what last sentence is talking about is that in old trickster, when you throw blades, your m/s would be slowed to 92%. Now because throwing-rate increase does not exist, your m/s will always be static 96.5%. that is what the Peanits is talking about at the end of the post.

  • no that what they changed.

    Old trickster(PTB)

    Regular throwing-rate -> 0.33(3 blades), after 8 blade thrown, you would go to 0.25(4 blades)

    Main event: Increased your throwing-rate to 1.66x. What this means is that your throwing-rate would be set to max and you gain innate 33% bonus for being in main event. 0.1675(~6 blades per second)

    New trickster:

    Regular throwing-rate -> 0.33(3 blades)

    Main event -> 0.25(4 blades) -- Main event still gives innate bonus of 33%. There is no additional 33% because throwing-rate was removed.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595031#Comment_3595031

    "reverting" reads like it is the same as before. But we will see in half a very short time.

    there is no more throwing-rate increase. it is static rate. it was 4. now it is 3. the main event increases your throwing-rate back to 4 for 5 seconds. this was 6 knifes per second in the ptb.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595015#Comment_3595015

    The base throwing rate is the same as before. Starts at 3 blades per second, goes up to 4 blades per second.

    where do you read that?

    "First: We are reverting The Trickster’s throw rate to 3 blades per second (was 4 during the PTB)."

    it is flat 3. what this does is make your main event 33% worse because... your base throwing rate is worse so to get same throwing-rate as before, you need be in main event for what was base-kit in ptb.

  • I still do not understand their post when they said they wanted to make trickster rapid-fire killer but he is less rapid-fire now then after changes because base-throwing rate is worse.

  • @Orthane said:

    It's just so unfun. I just had a guy crouch outside of a Shack door and my Shred misses.... are you serious? People crouching and I can clearly see them but it hits the window instead of the Survivor... just, why? How is this sort of thing still in the game? This isn't counterplay, the counterplay is being able to dodge the attacks.

    I agree. crouch tech is silly. reactive counter-play vs killer power is not good because it allows the player to be consistent at doing exact same strategy over and over.

    counter-play for killer should be predictive counter-play so that the player cannot do same thing over and over again and has to guess what the killer is going to do to make the right play.

  • the perk is good for stealth killers/split off but i wish information was a little less random. Like some consistent when you trigger to know where to go.

  • what is the point of a bottle that speed you up if your slower then normal speed? use your logic.

    If the killer is 4.6 and you get slowed for 15% for 2.5 seconds. 0.6*2.5 second is 1.5 meters of distanced gained compare to other killers

    If your 4.4, you lose 0.2 m/s every second. your better off being 4.6 with no ability then having an ability that gives 1.5 meters of distance temporally. clown is not slowed because it is counter-intuitive towards... the function of the ability.

    Sometimes i just wonder whether survivor mains want killer to have blank ability slot.

  • @CrowVortex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593826#Comment_3593826

    I would look at it this way, it's a perk that can do a multitude of thing's;

    • It's a 10 second aura read on the obsession when hooking non obsessions, so that's information of where to go or to plan your next move.
    • It's a perk that can change your obsession to someone else and make them scream when hooking the obsession, handy if you have perks like PWYF, Remember me or DMS for the scream interrupt.
    • 20 seconds of the expose effect, sometimes you'll get use out of it on altruistic teams, but mainly on a mobile killer if obsession is a fair distance away.

    It's a perk that can fit into a lot of builds and playstyles, that's the way i see it. Whereas the other two perks are more restricted in terms of what they can do or very niche at best.

    obesssion is as much of weakness as it is strength. see most aura perk do not reveal themselves directly to the survivor. you can try guess that a certain perk is in play but it is never full definite. With Friends till end, You know 100% it is in play once it switches obsession. This makes much easier to play around aura effect by going into a locker to deny the detection value.

    When you deny the perk's detection value, it is only left with 20 second exposed. Most killer that are mobile have special attacks associated with their mobility. this makes it hard for anyone to take advantage of exposed effect. Like blight is special, Oni in demon fury is special, Nurse is special, Billy is unlimited instant down. top-tier don't care about this perk because they're not going to use it over game-delay and info perks but non-mobile killers that m1 would want to try to use this perk to get exposed hit simply cannot use it because duration of 20 second is too little.

  • that idea does not work because fundamental problem with legion is that on a micro-level, there is no way to avoid being hit from feral frenzy once you are say.. less then 30 meters near legion due to legion's pallet vaulting. you cannot fundamental loop legion to avoid being m1 hit.

    legion feral frenzy is m1 attack and until survivors gain ability to wiggle an m1 attack and make killer miss, you cannot impose any threat-level in downing potencial in ability because there is no way to prevent imposed threat.

    The hitting 4 survivor is only imposed threat that is possible in current legion because that particular type of threat can be avoided by spreading out on macro-level. this threat has particular issue that can be exploited by 3 gen with legion and remove its weakness however this is more of global issue rather a legion issue.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593775#Comment_3593775

    You wish for more variety, but you want this perk to be buffed.

    I think its fine to have perks that work very well one some killers and not that good on others. Hoarder was a great example of it before they got rid of its synergy with pinhead. If a perk becomes too good, you will see it one every killer. That means less variety overall.

    Could it be buffed? Sure. Is it fine the way it is? I think so, yes. I feel like its similar to make your choice. Good in some build on some killers but not great if the killer doesnt fit.

    Nobody that plays killer seriously will use friend till end over regressions and gen-blocking perks. I just want a viable exposed perk that is as good as regression and gen-blocking. the perk design has potencial but expose number are too bad.

    The other two perks are so far from good numbers that they're useless. hex perk and that battery excluded perk are dead perks on arrival.

  • xeno dragging is only thing that differentiates a mediocre Xeno player vs the very very best Xeno player. It is unfun to nerf killer's skill-ceiling.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593152#Comment_3593152

    Correct, you can't wait out OTR, that's why you smack them and leave them mending. And if you don't, and tunnel further, than MFT haste will hit you, sure. But that's not any different to now! Reworked mft is strong in tunneling situations, that's right, and great also. But, it's STILL just as strong as current MFT in that situation, and drastically weaker in others.

    As if styptics are rare on live. But still, it's only one time use, and has short duration, so this one CAN be waited out in may situations. And even when you manage the styptic play and get the MFT haste, that's STILL just the same as chasing an injured one with MFT on live.

    It all comes down to the same: When you manage to get into deep wound, you get the powerful haste effect. But that effect is the same as on live, it is not stronger. But the activation is way more situational. And that alone makes the rework far weaker than the live version. Justified imo. I just don't understand why so many ppl here try to frame the change as a buff in some situations, is it some kind of coping mechanisms?

    yes, it is coping mechanisms. the styptic needle is just to get deep wound effect on chase 1. After that, DH and OTR will provide necessary deep wound effects to activate MFT. If DH was usable in first chase, then styptic needle would be not be needed.

    The buff they're talking about is that you can use DH->MFT and it counts as if you were using two exhaustion perks because MFT was an exhaustion perk previously. It is just that current MFT is good for DH because it takes away weakness of DH which is not being able to use DH in first chase while reinforcing the greed pallet gameplay of DH to trigger it. Now your kinda forced to use DH sooner rather then as last resort to chase extension to consider this a buff. Either way, I don't know. Like I tried in the ptb for 10 games. the MFT felt like empty perk slot. DH alone would done virtually same chases after it triggered. That and I am not really enthused in wasting perk for OTR so that killer "hit me". It just feels like a lot of wasted resources and effort to trigger the perk. Even using Boon:Dark theory might be less effort to use then MFT.

  • i don't want to go into situations like Wraith and Sadako into maybe capitalize off it. I am just saying overall, the perk needs buffs so you can use exposed on more then 2 killers. I just wish there was more variety in killer builds.

  • You cannot vault pallets when killer vault pallets. only 1 player can vault pallets. vaulting back results in you getting hit by an m1 hit. There is no such thing as "transitioning" pallets for Chucky because he has Slice & Dice dash to attack you during any transition.

  • don't think 28 meters enough. Maybe if it was 32 meters.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593532#Comment_3593532

    Friends to the end is really good, no?

    I'm really excited for chucky. The voice lines are awesome, the power seems fun as well. I love the way he just screams, stops screaming to vault and starts screaming again.

    The dash is really strong. Using it correctly is definitely the way to go.

    The buffs to the slice and dice are very welcome and the nerfs to cooldown and vaulting seem logical to me.

    I'm curious about the other addon changes though.

    He seems to me like another Wesker. A really good designed killer that is fun to play and fun to play against.

    Last but not least, he's 3rd person camera. That alone makes him stand out and change up the monotony of killer that many are feeling right now.

    I'm definitely giving him a try when he releases in 2 days.

    friends to the end is not good enough of a perk because duration of exposed is too short. 20 second is not enough time. the perk at least need to be 30, Maybe 45 second to capitalize off the exposed.

  • they need revert his throwing-rate back to from 3.0->4.0.

    the predict problem with their changes is that trickster's throwing-rate will be too slow for his 8 knife limit. the survivor is going to be able face-tank knives and then LOS which will result in all your knives regressing. It means you will have to constantly farm main event for that 33% throwing-rate just to get 1 health-state than do that all over again. That is way too slow of a 1vs1.

    image.png image.png

    you can use these add-on to bring laceration decay to old 15 seconds. you mention that as being a problem. it is just that using add-on to fix drawback = weak killer.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589689#Comment_3589689

    How do you ban this if your monitor or GPU driver can do similar stuff? You can't ban the use of hardware. And detecting if Reshade, Nvidia or AMD Adrenaline runs in the background would turn dbd into Spyware like @Zenislev said. No way they do this.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589979#Comment_3589979

    Not only can you see traps better but everything is brighter too because shadows have less quality. You really noticed that in the main room on GoJ before they fixed it. There was a corner right of the window where you could hide in complete darkness if the killer had the game on high or ultra.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592744#Comment_3592744

    What do custom icons do, that you think people need to get banned for them? Are you on console and just envious that you can't do it? They literally do nothing.

    And the Devs have said multiple times that using them is OK because they don't change anything important besides some minor UI stuff. I would be in favour to have an in-game workshop like this so that console players could use them too.

    Filters like those of AMD Adrenaline Edition DO NOT CHANGE game files. They change how your whole screen looks once you boot a certain game. Like if you change your monitor settings every time you play. TV's can do it too btw. Even those big ones which still have the funny colorful cables from over 20 years ago.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592772#Comment_3592772

    How would you differentiate an OBS filter for the viewers of the stream from a filter applied to the game?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592801#Comment_3592801

    Finally. Thanks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592804#Comment_3592804

    Morals=/=legal issue.

    I think any type of toxicity is amoral, but it is part of the game whether I like it or not. I can restrict myself to not to be toxic to others, but then I have to accept that others might not follow my own rules. Same goes for filters. You can be against them and not using them, but as they are allowed (whitelisted) by the devs, you have to accept that some people might use them.

    I also think those comp red filters are ridiculous and unfair, but as it is allowed I have to accept that people use it. And for people like me who have problems seeing anything remote on Autoheaven or other maps and therefore use slight filters to make up for it (I have asked other players and they don't have the problem, so it's my vision) are not cheating in any way. We just don't want to have a disadvantage against normal players who don't have the problem.

    If something like filters falls off the Whitelist, I guess BHVR would put a big announcement everywhere before they actually start banning people. Everything else would not be fair to the consumers.

    that is exact problem. you cannot ban anything but you get advantages for using filters.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593360#Comment_3593360

    It's a great argument for why STBFL is not the best on Demogorgon. It's not at all an argument for why it's bad.

    It doesn't have to actively hinder you to be bad, but it does have to do very little. It's actually not enough for there to be better options - there are better tracking options than BBQ, that doesn't make it a bad perk. Same with STBFL on Demo; it'll do something, something noticeable, and something desirable. It's just not the best option.

    what do you think is the best 4 perks for demogorgon in descending order? i.e best perk, second best perk, third best perk, 4th best perk.

  • I believe next chapter for dbd is paragraph. I suspect that a new meta perk will show up to replace current MFT. I do not know what the perk will be but i suspect that current chase perks for survivor will insufficient for survivor meta players. Look out for January 2024.

  • I believe argument is that strong survivors will not give you opportunities to m1 therefore you will not build any stbfl stacks because you will only get shred hits. The argument than goes to say, If your not building many stacks of stbfl, another perk would do more for you.

    what i would say is that if your facing such strong survivors that perfectly loop everything for no m1 hits, then your likely facing generator efficiency that you would lose regardless of what perk you select.

  • @CountOfTheFog said:

    I'm not taking any position on this yet, but have two questions for the community:

    Do you consider survivors who use the visual heartbeat feature to be 'cheating' if they're not deaf?

    Shouldn't killers get a similar visual to indicate when they are approaching an in-progress generator?

    Please discuss.

    no because it is part of the game legal settings. I am sure some player use it for as visual indicator. there is nothing wrong with being visual UI player in video games instead of using audio cues.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592916#Comment_3592916

    Sorry, but that is BS.

    First of all, just to activate the haste is considerably more difficult / situational with the reworked mft. Getting injured is no challenge whatsoever, just get hit, that's it. Getting into deep wound requires you to get hit while having endurance. To get endurance, you have to get unhooked (max 2 times per match) or use perks (max 2 times with OTR/DH, situational with other perk effect) or a styptic (one time use). And endurance can be waited out by the killer, if they expect you to have it.

    Deep wound also reduces the "active duration" of the haste effect massively. You will only get the effect for a long time when the killer continues chase after endurance hit. But when they drop chase, you have to mend eventually to proceed with the objective, or be useless keeping the deep wound. That's not needed with current MFT, you can just stay injured and have the haste the whole time.

    The only positive change MFT will get is the removal of the non-exhausted condition. So you get some more synergy. But the most effective exhaustion perk in this context, DH, worked with MFT before already, with the new MFT just changing the order of activation (first Dh, then MFT).

    So summarized:

    New MFT is harder to activate. It can be denied by the killer (waiting out endurance). It's not active as long, unless tunneled / hard-focuses (and even than it's just the same as old MFT). You cannot keep it active when not chased. It gets some more synergy, although not really changing anything for MFT+DH. It cannot be deactivated by killer perks /add-ons anymore, but that's honestly irrelevant, since the effect is dependant on deep wound now.

    So how on earth is this BETTER in any situation than the current MFT, even in comp setting? Current MFT is universally active, new one will be situational.

    you can't wait out Off the record. it is 80 second of endurance. the perk is more situational but in the situation where your tunnelling off-hook, it is going to trigger. you might see a lot of stypic agent med-kits post-changes for MFT.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593096#Comment_3593096

    Theres a reason old billy, current blight, huntress, etc are played so much is because they have short cooldowns which is obv fun to use. A shorter cooldown doesnt make a killer oppressive all of the sudden, chucky could have a 15s cooldown and he'd be so much more fun.

    killer recharge rates for their power should not be bigger then 15 seconds. the ideal recharge is 8-12 seconds base-kit however a lot of killer tend to have recharge-rate type add-on so they tend account those as possible add-on choices. that is kinda of the case for chucky. chucky had 18 second cooldown but he has two add-on that reduce it by 14.4 and 15.3 respectively. it depends if you miss or hit the power. that cooldown is roughly spirit's default spirit walk cooldown. ideally killer should not need to use specific add-on every single match to use the ability in a time efficient manner but lots of killer in dbd are add-on reliant.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592923#Comment_3592923

    I don't care about audio warnings, like Wraith's heavy breathing. By the time survivors can hear those noises over generator noises, I'm close enough to them, that they didn't have enough time to pre-leave the generator to hide. I'd even pick Myers, with his 6 meter terror radius, over Chucky for stealth, because Myers can also get to generators before the survivors have had enough time to hide, if there is a broken line of sight.

    he is not meant to overshadow stealth specialized killers. it is just that if you get an opening hit, you only need successfully your power once instead of twice. it cuts your chase by half. that is how you get better chase efficiency with him. Start every chase with injured survivor. He is more designed for chasing/anti-loop then stealth but stealth contributes to his chase time efficiency.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592888#Comment_3592888

    I’m going to skip Chucky. He’s a killer with limited stealth, that warns the survivors when he’s in stealth mode. I use stealth to find survivors that like to pre-leave generators, and Chucky is sort of useless there. I’d rather play new Skull Merchant if I wanted a killer with limited stealth.

    And Chucky’s M2 just reminds me of what Blight could do before they heavily nerfed his object sliding. It sounds great, until the survivors realize object sliding requires the killer to be stuck at the loop, and the survivors start leaving the loop when they think the killer is going to slide.

    And I’m expecting the scamper nerf to allow survivors to often escape getting hit.

    every single stealth killer except for skull merchant has audio warning. I agree towards dumb design however your not necessary using stealth to grab people off-gens. Your only using it to get close to the survivor to land a hit. Like GF stealth or Wraith stealth.

    Chucky’s M2 just reminds me of what Blight could do before they heavily nerfed his object sliding. It sounds great, until the survivors realize object sliding requires the killer to be stuck at the loop, and the survivors start leaving the loop when they think the killer is going to slide.

    I agree with blight comparison. So one of reasons why Chucky had low missed cooldown was because you could loop-wide. the whole point of him not having faster m/s cooldown was so that if you go very outward towards loop, you will be out of position where he can m1 you. They're nerfing that. I don't know how smart that is because that was ptb Slice & Dice weakness. The other counter/outplay was standing still at certain corners so he runs past you.

    I think if you want avoid his "smart" counter-plays by survivor, you need to use his short dash like billy's chainsaw. short-dash in front of you means that survivor has less time to go wide and they cannot use any LOS tricks if your dashing right in front of them. I suspect that scamber nerf might not do anything. the number looks so small that i have feeling that you can just run Running shoes green add-on+Iridescent amulet and still get m1 hits by vaulting pallets over and over because Hide-oh duration becomes 28 seconds. You have enough duration to hit bloodlust 1 while vaulting pallet for free until you hit survivor. Windows likely are not going to do anything especially for how easy they are to counter with bamboozle. that is my take on that change. it will not do enough.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591858#Comment_3591858

    That's terrible idea. This will stomp solo teams even more. All killer will need to keep hook weak line.

    the game is team game to some extent. for killer to tunnel 1 survivor out of the game, you can leave survivor on the hook for whooping 6 minutes. When all your hooks have been used, killer still ultimately needs to down you to kill you out of the game.

    This makes it harder to tunnel people out of the game because when you find a weak link/bad survivor on the team, it is much easier to tunnel them out of the game to create early 3vs1. Often when this happens, killer can sometimes have like 3 gens remaining for entire 3vs1. The only bad part is that if your teammate suicides on hook, then you'll lose all hook-states however survivor might be less likely to self-suicide on hook. At that point, if your team suicide at 5 gens, your probably not suppose to win as survivor anyway. if you hook all 4 survivors, everyone dies.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592583#Comment_3592583

    I have a bunch of bloodpoints that I was saving up, to buy Trickster addons… but I’m just going to spend it on Blight instead.

    And I’ll just continue to play Huntress if I want a useful ranged character.

    i think i will try trickster out but i don't think he will be any good. so probably not worth playing. I am mostly waiting for chucky. it is going feel good to have a killer that activates ability and has potencial to get a hit at every single loop. there has not been a single killer like that since release Spirit, release Legion and Nurse.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590116#Comment_3590116

    It is a base function with modern grahics cards as well as monitors in general? It is build in in basically every system. It is not cheating in the first place if the devs themselves say it is not bannable... How hard is this to understand?

    Nurse perfectly tracks you after fatigue because she has ears and can hear you moaning...

    stretch res was also base-feature. it provided unfair advantage. red filters are the same problem.

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591317#Comment_3591317

    it made sense with the increased throwing rate, but not with old throwing rate WITHOUT acceleration, as it seems.

    also, batteries included are "too strong" with noed, but hope is fine and dandy.

    last time trickster got changed, he got buffed when he was 4.4. after ptb, they nerfed his throwing-rate to 2.5x and reduce knife count to 44 with laceration+add-on nerfs. After 3-4 weeks, they reverted some of changes. they'll likely do something similar.

    I would likely just wait on trickster until his he goes through his usual "phases".

  • Yes, it is almost like killer has control in the 1vs1. what is the point of instant down if survivor is already injured? A survivor carrying the spray from very start of the match is unlikely to ever be fully infected in isolation towards regular gameplay. Instant down is not threatening enough because it would be possible to just stay injured entire trial and entirely ignore the passive.

  • just revert change or ideally make add-on base-kit.

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