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Devil_hit11

Devil_hit11

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  • @UnknownKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578930#Comment_3578930

    So using add ons to make a killer power used corrected? I think that should be basekit.Imagine if Wraith need add ons to have TR and speed as if goes basic

    90% of killer are add-on dependent. they get corrected by add-on's. Singularity is just in the 90% of killers that relies on add-on to have a good chase. you can still use his power but the power is ineffective. the survivor controls the chase at base-kit.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578887#Comment_3578887

    https://us.v-cdn.net/6030815/uploads/Y89P3V6EDMFQ/img-3717.jpeg

    https://us.v-cdn.net/6030815/uploads/BD4EKVQ4TTAV/img-3718.jpeg

    I really don’t know how anyone can say the new maps are just “a bit nicer looking”. Look how bad these screenshots are, of what maps used to look like. I can’t even tell what color most of the objects are supposed to be, because they’ll all drowning in a super saturated color filter.

    dark time macmillan estate. wow that is old. those maps are old art -style. old art-style was not as sharp looking. all object felt repetitive and monotonous. new maps are more detailed and have a distinct features that make each area stand out a bit more. Hawkin is an indoor map. the color filter and upside down rooms are main distinct details of the map. indoor map are straight forward. the color filter does not obstruct vision. it is just add little bit flavor to the map.

  • @UnknownKiller said:

    U actually need 2 surv infected to your power be useful.

    Several surv can cleanse with only one EMP

    Also EMP are done by themselves for more INRI

    Make Singularry cameras to infect surv by walking around it.

    Give 3-5% boost speed to actually make it menacing and duration no longer depend of how many infected surv are.

    If a surv infected pass by a camera gives a killer instinct notification and choose toteleport to it or not like hag does

    There you have a good killer.

    Meanwhile I hope you enjoy SM and Sadako.

    See you in the fog

    you can run soma family photo+kid ball glove. now you only need 1 survivor infected and the chase power works correctly. If you get multiple survivors, it is just bonus.

    If a surv infected pass by a camera gives a killer instinct notification and choose toteleport to it or not like hag does

    something i suggested is that camera within 8 meters of generator near gens show intensity of generators to simulate fact that he is robot that understands technology. this would give him info for when to use camera's. I don't think he needs it to function but it would make him more enjoyable to play because it is little bit of guessing game when to check camera's for infections.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578815#Comment_3578815

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578848#Comment_3578848

    The "neat gimmick" looks cheap and tacky. If BHVR wants to show off the upside down by having spores float around, that's fine. But having my screen alternate back and forth between normal tint and super green glow, makes the map feel like a dance club.

    The random "upside down" parts don't even make sense. In the show, the characters are either in the upside down, or they aren't, and the only exceptions might be the areas directly next to a portal. But this map randomly decides that parts of random hallways count as the upside down, because reasons?

    The worst part of "long ago" DBD are the super saturated glowing effects that the maps were back then. Many maps were literally just one giant blob of the same color glow. We don't need that effect back in the game.

    they still are one giant blob of the same color. the only difference now is that colors are a bit nicer looking. green tint used to be the color of autohaven maps. I don't see any issues with hawkin map. the map bring back great nostalgia.

  • @adam1233467 said:

    In my opinion, she is better at tri gen than before, because she now has 6 drones, more places to deploy drones, more drones to remove, and she can remove then without cooldown

    there was no cooldown to placing drones in first place.... before.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578462#Comment_3578462

    That's what I mean. If they want to bring killers in line, the should specify what that line even is.

    i think the line is that 4.6 killer have 32 meters TR and 4.4 killer are suppose have 24 meter TR. Amanda is 4.6 killer so her default TR should be 32. the only two outliers in my opinion is deathslinger and wesker.

    The other killer that outliers are due to powers. Sadako has 24 tr because of phasing sounds. Myer's has 16 meter because of EV2. Xeno has 32 meter TR but crawler mode reduces it to 24 TR. 4.6 killer with lower TR is power-related.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578422#Comment_3578422

    That's assuming the survivors aren't in a SWF, the survivors aren't running anything that can aura read nearby teammates, the survivors aren't just casually aware of which generators are being working on... and the survivors aren't just running away to hide when the visual terror radius happens. And that's assuming that If a repairing survivor hides while the chased survivor passes by a generator with progress, that the chased survivor doesn't have the common sense to take the chase far away. It's also assuming the killer isn't tunneling, because if the killer is tunneling then they might not care if they see someone else running away from a generator.

    People should also remember the upper floor on this map is sometimes a boil over nightmare for killers, if there isn't a hook on the stairs. And the small upper floor in one of the side rooms (with the generator) can also be a boil over nightmare for killers.

    And there are so many pallets, so survivors will just keep predropping them, and even if the pallets are unsafe, it's still not good for the killer to keep walking around the pallets.

    And when a killer tries to walk a survivor to a hook, and the path to the hook passes by multiple pallets, and the killer wonders if they are supposed to just walk around every pallet along the path.

    i am pretty sure there is hook on staircase as you enter the top floor on the map to do that 3rd floor generator. you do not need drop down to hook survivor. I do not think it is good boil over map. I remember map being dense with hooks. that map has favored gen spread in center where exit gates located. it is pretty hard to not run into teammate that work on generators on that map regardless of aura's. gen spread favours the killer if you ignore east side of the map with 2nd floor. the loop are killer favored if survivor runs them incorrectly but they are survivor favored if survivor knows how to pre-drop correctly and rotate loops in correct direction with proper distancing. you need to know as killer which pallets to break when they are looped correctly and what loops to not break when they are not looped correctly. The more knowledge survivor has on how to loop, the more survivor favored the loops become.

    @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578363#Comment_3578363

    Most loops are the short L pallets at corners. Similar like inside main building of Nostromo, but worse

    https://us.v-cdn.net/6030815/uploads/0JZ6CQS7GXX8/image.png

    Killers can simply walks around it and hit survivor.

    no those loops are infinite's. there is specific way to loop them such that if you pre-drop them when killer is 12 meter or further away, you can loop them clock-wise and killer going around loop will not catch-up. they end up being bloodlust 3 infinities.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578183#Comment_3578183

    All I want to point out is the inconsistency with tr among 4.6 killers.

    wesker being 40 tr is really weird inconsistency. he has no reason to be 40 tr and deathslinger being 32 tr is another weird inconsistency. he doesn't need that either.

    Sadako has 24 TR but i think it is because she is like meant to be like myer's-spirit type character where she has inherent stealth advantage. from playing sadako a lot, I feel like sadako should be like 110% m/s character but gain like haste effects in her ghost-form where whenever you become invisible, you gain 15% haste. it would give her the illusion of teleporting ghost killer. She's 4.6 with lower tr because her chase-power is non-existent and it is non-existent because mori-based killer.

  • @Coffeecrashing said:

    Why on Earth was this map re-released before being rebalanced? This was one of the most miserable maps, with it's outdated broken loops, and it didn't get updated?

    hawkin is the type of map with infinity pallet loops where you can pre-drop and go in circles. if you tried to play any of the pallets, they were unsafe such that killer could easily hit you.

    what made map killer sided is how claustrophobic the map was. because generator could spawn in rooms and in hallways, it was REALLY easy for survivor that are looping to run into each other on generators. when survivor would play the map, you would see most survivors work on that 2nd floor safe gen on far end while everyone else was experienced bloodbath in the center map. camping hook was deadly on hawkins. I usually start working on 3rd floor gen because it was risky gen that is difficult to complete as you would have ignore any TR notifications from bottom floor. if the killer goes up to 3rd floor then you would almost certainly take an opening hit and fall through the hole making your chase with killer way harder.

  • i hope they buffed demogorgon and revert all his add-on changes. they should revert barb glasses, black heart to 20% and restore his iri add-on leprose lichen back to what it was before.

    judging from peanits description, he says that they added all content back since strange thing left store. that means there is bound to be bugs because it sounds like they went back to an old version of dbd and added all patches/content back to the game. I can imagine some bugs happening.

  • @radiantHero23 said:

    Soooo....

    We have all read about the changes coming in the Ptb.

    We (all) rejoiced about mft nerfs and maps shrinking.

    The changes to trickster seem to be rather controversial from what I've seen so far.

    Most of this is about his movement speed and the changes to main event.

    However, one "small" line made me honestly kinda frustrated.

    Due to trickster being a 4.6 movement speed killer, his terror radius will be increased to 32 meters to keep it in line with the other killers.

    This has happened before.

    Let's take you back to a time where one of dbd's biggest memes was born. Early 2019.

    Patch 2.5.0 to be precise.

    This patch marked the beginning of a line of nerfs for the Pig throughout the whole year.

    From the beartraps to her ambush.

    The nerf that I dislike the most is the one that got introduced first. The pigs terror radius got increased from 28 meters to 32 meters due to her movement speed being 4.6.

    Why do I dislike it? Because of Wesker and Sadako. Both are 4.6 and have either bigger or smaller terror radii.

    Now that Trickster gets the same treatment, this old inconsistency came back to my mind.

    Why do these two killers get the special treatment but Pig and Trickster have to be "put in line" with the other killers?

    In my opinion, the Pig needs her terror radius reduced to 28 meters. Just like it used to be.

    BHVR basing their balancing decisions on this rule seems weird, due to inconsistencies with the more recently introduced killers.

    Justice for the Pig!!!🐽

    What do you think?

    pig has undetectable during crouch. the problem is movement speed in crouch. it is too slow and BVHR has no willingness buff pig because they want keep strength of reverse bear traps as primary source of effective for Pig. pig does not need lower TR. she needs faster movement in crouch. her effective tr is 0 permanently but drawback is too severe to use the advantage.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578124#Comment_3578124

    You use Made For This in a chase; if you are in Deep Wounds, it means you are being chased. Being in Deep Wounds isnt not as much of an issue as people make it out to be since nobody is freaking out about Made For This value while a guy is repairing a Generator, it just isnt realistic.

    Im talking from a build standpoint, the perk on it's own is objectively weaker, but you never saw Made For This by itself anyways; look at the current meta and it's nothing but Made For This + Hope OR Made For This + Dead Hard; I personally think nothing will realistically changed that much and the perk will retain a huge amount of strength when looking at a complete perk build.

    many survivors used MFT by itself. the perk in general was good because it had 100% uptime when it could be activated. it worked in every chase. the new iteration of the perk does nothing for chase 1, only works if killer tunnels you off hook and you must use another perk to activate the perk(DH) otherwise MFT is blank perk slot. your going from 100% uptime to only 20% uptime where you can only use it at the end of chases.

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577985#Comment_3577985

    The reason why jolt is considered niche here is because it has many limitations(M1 only, 32m range, only 8%...) And also, Adrenaline is minor because it is so situational since it activates when the gate is powered. Pinhead is thought to be right under Spirit, since his cube can make survivors waste their time. Or pinhead himself can pick up the cube by using spawn mechanism. Well, almost all the pinhead there are running original pain and Impaling wire. The wraith is worked same here as hit and run killer. He is rated high because he has very good synergy with fearmonger and sloppy. Also, because he has better mobility than other M1 killers, Pop fits him well.

    the reason why jolt is used so much is because it automatically kick gen and it is passive perk like hex:ruin that if you use it with scourge pain res, it buffs pain res. 25%+8% is 33% for 1 hook. If generator regresses for 30 second, you can add 3-4% regression. Sloppy butcher is 3rd perk of choice.

    Some killer cannot use jolt or sloppy because of basic attack. for those killer, the perk of choice is pop goes weasel+eruption. the idea is that if a generator is below 30%, kicking generator does nothing because pop is 30% of current progression. 30% of 27 second is 8.1 second. this is around 8% regression. If you use eruption with pop, you get 8% regression+10% for 18% regression from the perks. When a killer kick gen, he get 2.5% regression. so 18%+2.5% = 21.5% for 1 generator kick. This is very close to old pop goes weasel. If a generator is 80% then pop goes weasel does a lot of damage on generator. for example, pop regress 21.6 seconds from 80% generator kick. 21.6 second is ~24% regression.

    Survive by friend is common in west. 4 survivors with adrenaline is 4 instant heals in end game. If you are not facing 4 adrenaline, you may face MFT+Hope instead. end game perk are somewhat common.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577978#Comment_3577978

    We already have one extremely strong anti tunnel perk in OTR. I could agree to DS receiving a small buff in some way (increase stun to 5s, or killer can't use power x seconds after DS), but we don't need any more incentive for aggressive play off hook. Tunneling isn't a problem that needs to be fixed.

    extremely strong? i don't see OTR as extreme strong anti-tunnel perk. I would say the perk is stronger at bodyblocking when killer then anti-tunneling. the same is true for DS. When someone uses OTR or uses Decisive strike, it makes me want to tunnel the person even more because of sunk cost fallacy. I don't know but lately I have been taking decisive strikes and animation feels longer. It feels more like 4 seconds instead of 3 seconds but I am not sure. either way, it is not deterring me as killer from tunneling.

    Current MFT is only perk on survivor side that deters me from tunneling as killer. If I see the loop is too strong and I know survivor has MFT. I will not chase a strong looper using MFT. the chase is too damaging. the dev are making MFT into anti-tunnel perk where if the haste becomes powerful enough, it will deter killer from ever hitting borrow time. Otz talks about this in his perks problematic perk video in STBFL section.

  • the proposed mft is not strong enough deter killers from tunneling. I have feeling they will buff this perk to be strong anti-tunnel perk for killer that purposely hit borrow time to tunnel off-hook and it might become stronger post-ptb.

  • @Frumpf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577291#Comment_3577291

    I don't expect free, uncontested wins, I just think requiring perfect communication from a swf for counter play hurts the solo queue experience immeasurably and perfect communication to deal with something the killer can just spam m2 to do feels pretty unfair in general

    sounds exaggerated.

  • forced hesitation is strong vs For the people+Buckle up if survivor tries pick up in your attack cooldown animation.

  • survivor just want every killer nerfed to have easy games. only killer ask for killer diversity so they can play different killers without being at a massive disadvantage.

  • @FourFingersOfFun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577440#Comment_3577440

    I never asked for a removal of the tagging cooldown, Just a slight decrease in its time so a surv cant get tagged and then just immediately EMP the pod before the cooldown ends.

    that is impossible. according dbd wiki. it says that you have 3.5 second cooldown for using camera and it takes 0.8 second to lock-on teleport. Slightly decreasing cooldown is irrelevant because you take 4.2 seconds before you can interact with camera to complete a teleport. EMP takes 2.5 second to charge. the survivor will always get EMP off especially if they begin charging during initial infection timer. that has 0.6 charge time. you would have substantial reduce cooldown before infection -> teleporting becomes remotely possible. Reducing tag cooldown from 3.5 to 1 second is nearly removing tag cooldown mechanic. Like i said, cam tech glitch allows you to do that but it is a bug.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/6FOU46B67HDV/image.png

    Sounds pretty fair to me.

    No, seriously tho, that's like playing on auto-pillot mode for the Killer.

    midwich nurse is possible to defeat regardless of perks. for as strong as nurse is in the chase, she is not undefeatable. generator efficiency can win.

  • currently the system you describe is opposite to what dev have. there is a big problem in your idea.

    All survivors are encouraged to 99% all gens because you avoid -% repair speed by not completing generators. Assuming nobody completes any generators and your co-op action change from -15% to +8%.

    you get following values for repair speed. 1 survivor = 100%, 2 survivors = 108%(216%), 3 survivors = 116%(348%) .

    3 survivors co-op a 90 second generator would co-op generator in 25.86 seconds. 90/3.48 is roughly 25 seconds. you could 99 all 7 gens in like 4 minutes of gameplay.

    My other comment is that these repair bonuses might as just pause entire game for killer. this idea does not work.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577240#Comment_3577240

    That bug sounds like an exploit and I wouldn't risk anything like that...

    i know it is unintentional bug. I am just surprised he mentions as one of his complaints that tagging cooldown should be removed because he think it is win-win for the survivor yet something like that exists currently. what he is saying that the bug should be base-kit. it is not game-breaking by itself but singularity does get slightly buffed from using the bug.

    My guess to why that mechanic exists is to intentional nerf hux's camping. the two most common form of camping being 3 gen camping and hook-camping. strangely enough, that mechanic hurts his ability to leave hooks because as @FourFingersOfFun talks about it. the survivor carrying an EMP will always erase slipstream and disallow Hux to teleport across map. This prevents you from leaving the hook. funnily enough their anti-camping measures with tagging cooldown makes killer hook camp more. Of course it does not address killer ability 3 gen either because when you successful 3 gen, you are generally patrolling 3 gens and walking back and forth kicking them. with hux in particular, he can fire pod, infect someone and teleport manually using his arm. the whole tagging camera cooldown does not apply when you are manually teleporting. the mechanic only affects his ability to leave the hook. with the bug, you can quickly cross map teleport and leave hooks easier.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577291#Comment_3577291

    Why does expressing an opinion that differ from yours equate to "you have a skill issue" or "you just want free wins"? Is it possible they simply might not enjoy going against SM because she just became another anti-loop killer that doesn't have much skill expression?

    OP post does not say that. he states that killer is imbalanced because he cannot avoid lasers and get tracked almost 100% time throughout entire match. this is not my experience. when i see a drone, I disable it safely and work on generators. I actively avoid the drone area's in chase. I disagree that the chase is skill-less either. the killer is not possible to 5 gen chase but it is not suppose to be. you should need to be generator efficient to defeat the killer while delaying the killer from killing you.

  • @znape777 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577142#Comment_3577142

    Yeah bro, like I said, I'm not just trying to give my opinion, I really think its a general opinion about the killer, so hopefully people start to complain more about it, so that they can actually give her a GOOD rework that people enjoys to play with and play against!

    almost 100% of the match she knows the location of survivors because its pretty much imposible not having marks/tokens so she can search for u in the radar, deactivate a drone is sometimes useless and waste of time because it doesnt deactivate for that long as one may think.

    learn to play better? the drones are not invisible and crouching walking/standing makes you immune to the laser. there is no reason for you to ever acquire stacks outside of chase. On average, i see less d/c on survivor when playing her. so I think this is your problem.

    @Frumpf said:

    Many aspects about her are definitely frustrating to me. The almost constant undetectable status on top of her zone control is frustrating. I especially don't like that claw traps don't go away over time, making drones in tight spaces like a hallway essentially unassailable without becoming injured and broken, or without becoming hindered while connecting from one loop to the next. Especially when you factor in how her drone will damage you even if you're looping her well and not getting hit and eventually hinder you, you're looking at a killer that can essentially sneak up on you, get a free hit, zone you and hinder you all due to the ability to hit m2. I'm not a top tier survivor so I'm sure there is good counter play but again I think it requires near perfect coordination. As someone who regularly swfs I can say it isn't something just being in a swf can counter. We all have to be playing tip top and have better map knowledge than we all possess to give proper callouts.

    As someone who regularly swfs I can say it isn't something just being in a swf can counter. We all have to be playing tip top and have better map knowledge than we all possess to give proper callouts.

    you sound like your expecting free uncontested wins. if i am playing well with the killer, i expect you to have to put effort to win.

  • Allow a slipstreamed survivor who gets hooked, to keep their slipstream. It makes no sense that multiple other killers can have their infection/traps etc, remain on a hooked survivor, but singularity loses his when hooking a survivor. This would increase the whole "dangerous to work together" aspect and also maybe prevent people from healing under hooks and force survivors to use emps in a smarter way.

    the slowdown on camera's paired with infection loss on hook mechanic looks like mechanics to attempt to singularity less effective at tunneling off hook. strangely enough, you end up being fairly effective at proxy camping hooks regardless of the mechanic.

    1: When using a pod to tag someone who's working on a gen or unlocking a chest etc, they shouldn't be able to pop an EMP before the tagging cooldown is over. If they dont want to be tagged and teleported to, they can pop an EMP before they start working on the gen and disable any pods near them, to allow them to also just disable a pod in your face with no effort is ridiculous and makes using pods even weaker than they already are and puts any surv in a win win situation everytime with no possibility of making a mistake.

    There is camera bug/exploit on singularity that allows you to skip your tagging cooldown. the way you do it is you tag a survivor to put your camera on cooldown then you switch to a camera that has been EMP'd then quickly switch back to camera you were using. when you switch back, your cooldown will be reset. I don't know if this intended or not but the mechanic has been existed for around 2 months.

    Should this mechanic be a feature? Does singularity need a tagging cooldown? either way, you can use this feature until they fix the bug or they keep it as feature. it allows you to outplay the situation your describing regards to the win/win situation that survivor gets if one of your camera's is disabled.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577126#Comment_3577126

    My problem is I don't understand if "address slugging" refers to buffing Twins so they aren't forced to slug as often, or if "address slugging" means nerfing Twins so survivors can't be slugged as often.

    i imagine that if they're approach is to not make twins slug, they would add some ability like switch teleport idea that makes it so that they do not need to slug because they can teleport to the slugged survivor and hook them. that would be a technical buff because you spend less time walking to the survivor on the floor to hook them. alternatively, they can keep twin's current game design and then work how to make slugging work so that twins does not play in what survivors would describe as an tedious gameplay loop(tunneling, camping and slugging). most killer player do not really slug unless the survivor gives them a crazy opportunity to do so. Like they are not looking to slug. It is unwanted killer interaction. that is why killer complain when something like Boil Over is strong because it forces slugging, an unwanted interaction from killer end. most killer players generally rely on strategic proxy camping and strategic tunneling more so then anything else. as a result, survivor meta revolves around chases perk to "counter" said tunneling.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577051#Comment_3577051

    I'm just super worried about the whole twins rework. BHVR said this rework is supposed to "make Twins more fun to play", but they also said they want to "address Twins slugging", and I'm not sure how both those statements are supposed to happen at the same time.

    BHVR might nerf slugging, buff some other part of Twins, and tell us "Twins should be more fun to play", even if the rework clearly makes Twins less powerful than they currently are. Or the other fear is BHVR will fix Twins, but there will be so many survivor complaints, that BHVR will backlash with nerfs, and Twins will end up being less powerful than they currently are.

    BHVR said this rework is supposed to "make Twins more fun to play", but they also said they want to "address Twins slugging", and I'm not sure how both those statements are supposed to happen at the same time.

    yeah that does not make any sense. Like i said, they could just scrap the whole idea of pure slugging killer and just give twin's ability to switch victor's position with Charlotte position. With that, you can chase someone and when you down someone, you switch Victor with Charlotte like a teleport. After that you hook like a normal killer. with that type of change, twin's just becomes your average killer with chase power that hooks people.

    BHVR might nerf slugging, buff some other part of Twins, and tell us "Twins should be more fun to play", even if the rework clearly makes Twins less powerful than they currently are. Or the other fear is BHVR will fix Twins, but there will be so many survivor complaints, that BHVR will backlash with nerfs, and Twins will end up being less powerful than they currently are.

    That is a possibility to nerf slugging. I do not think they will do that. one of issues with survivor is gen-rushing. coordinate swf-teams can finish all 5 gens in 5-6 minutes. Slugging is one only ways for killer to comeback from 4 swf man 5-6 minute gen-rush with no perks or items. gen-rushing on survivor is really easy and very reliable. Slugging on other hand for killer is opposite. It is unreliable strategy with a lot of risk associated with it. So even if they nerf it by giving you base-kit unbreakable, you simply lose any chance to comeback vs high-tier teams as killer. your probability to slug 4 people are already not very high to begin with but now those teams become a 100% loss.

    I don't think twins has power-level problem. I do not think killer needs any changes. Maybe you could improve some of add-on's but twins has some decent add-on. they have toy sword which rare charge time reduction add-on and they have two of those movement speed add-on that increase victor's m/s. they also have that weird iri silencing cloth add-on that gives you undetectable. that is at least 4 usable add-on's. functionally i do not see any issue with them. their problem is that the gameplay strategy(slugging) behind twins is not fun for killer to play.

    ======

    If i were attempt to try to improve slugging for killer. these would be my 3 major idea's.

    #1

    -When a survivor is picked up from dying state to injured state, they gain 10 second of haste and 10 seconds of endurance. The corresponding perk "Soulguard" increases duration by 8 seconds for both effects.

    Reason: This is prevent killer from hitting the survivor when your teammate pick you up in front of the killer.

    #2

    -When a slugged survivor is healed/pick up from dying state to the injured, you lose 10% of total max bleed out timer. If your bleed out timer is less 24 seconds. it is set to 1 second after being picked up. as long they are being healed, their bleed out timer will stay paused at 1 second. A survivor who is put into dying state at 1 second will automatically be mori'd by the killer.

    Reason: The idea behind this is that when a killer downs multiple survivors, survivors performing healing action gradually lose their bleed out timer depending how many times they have been downed. On average, i would expect you to need to go down survivor around 3 or 4 times before you reach critical state where your bleed out timer is less then 60 seconds. Similar to hook-states, when you have less then 60 seconds, this will be intense moment for survivor where you might die to bleed out should you reach this point in the match for slugging. This is very similar to being on Death hook on survivor for slugging. This change also bring an insight to how I would incorporate mori's into the base game for killer. You can still use regular offering to mori survivors on 3rd hook-state.

    #3

    -Scourge hook is now a base-kit mechanic. When the match begins, 4 random hooks become scourge hook. When a killer performs a hook action on scourge hooks, the highest progress generator explodes and regresses for 15% of the total progression. This does not begin regression the generator. The corresponding perk "Scourge hook: Pain Resonance" regression value decreased from 25% -> 10%. The perk retains old functionality. it consumes 1 token to deal an additional 10% regression and begins regressing the generator.

    Reason: One concern I have with attempting to make slugging more relevant for killer is that I do not killer to always slug. In order to keep killers to still continue hooking survivors. there need be some change that makes killer want to keep hooking survivors. one way to do that is to increase reward for hooking. a very popular perk that is often used by killer is pain res. When a killer sees a scourge hook, they will be more likely to perform a hooking action because it rewards them with generator regression.

    that concludes end of my major ideas for how i would approach slugging. I would likely also perhaps add something like an mid-game collapse where if all remaining survivors are put into dying state, a 40 second timer begins. when timer reaches 0, all survivors in the dying state are mori'd by entity. if a survivor uses unbreakable, no mither, soulguard or boon:exponential, the timer disappears. This has little significance in terms of gameplay. the goal is to skip killer from having to find all survivors on the floor to hook them and to end match quicker.

    =====

    I have no clue what BVHR strategy with twins and slugging. One of the idea they have had in the past is to make survivor's recover slower but give them base-kit unbreakable. that idea likely works but unbreakable would have to be much slower then what was tested. they tested 45 seconds unbreakable. I would recommend 60-80 seconds. their idea does work however it makes survivor gameplay very slow because survivor will be on the floor for a very long time. I am not sure how fun it is for survivor to stay on the floor for that length gameplay period. I do not think that many players that play survivor enjoy being on the floor for that long. it is up to bvhr to figure how they want to conduct that gameplay. from the changes they have done, I think they want to avoid this gameplay. that is why twin has received no changes yet as they have not figured out how they want this gameplay to work.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576826#Comment_3576826

    https://us.v-cdn.net/6030815/uploads/PYIDQFVR7ZL1/image.png

    Hysteria and Sloppy are to let me be rewarded by injuring multiple survivors.

    I dont use Hysteria for instant down healthy survivor, Dark devotion and Plaything are there.

    https://us.v-cdn.net/6030815/uploads/CXB2BBGSRSWW/image.png

    Beside, its the fixed build, I dont change anything on my loadout through the whole challenge.

    oh wow. that is even worse then i thought. I only tried that perk on release when nemesis came out on twins. your right. my bad. regardless. it is a bad perk. i would not use it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576209#Comment_3576209

    1) The biggest problem is that if Victor knocks someone to the ground, BHVR forces killers to wait 8 seconds if they want to switch back to Charlotte, instead of slugging. So BHVR heavily punishes Twins if they don't slug.

    2) And sometimes Victor knocks someone to the ground, and Charlotte is so very far away, that Twins will be heavily punished if they wait 8 seconds so Charlotte can move, then go through the whole process of walking all the way to that survivor, picking them up, carrying them to a hook, and hooking them.

    There should be an acknowledged difference between "Twins are slugging just to be rude" and "Twins needs to slug or they're basically wasting a lot of time, which can throw the entire match". And Twins especially needs to slug if Victor knocks someone to the ground, and a teammate is somewhat nearby, because it can take so long for Charlotte to get there, that the teammate can heal the survivor off the ground faster than Charlotte can get there.

    ...It's almost like instead of an addon inflicting broken when Victor latches onto a survivor, it really should be inflicting broken when Victor knocks a survivor to the ground, so Charlotte can actually get to that survivor before they are healed off the ground.

    well yeah, survivor can hold-w from charlotte. once they're past 40 meter radius. The chase could be 20 second long but because killer has to walk 25 seconds to get to the slugged survivor. your wasting 45 seconds+10 extra seconds just to put the survivor on the hook. If your chases are like 40 seconds long then every hook is like 70-80 seconds. that is incredible time inefficient for the killer.

    they could change her design by giving her special ability where you can switch positions with twins and victor. that would solve problem however i almost feel like their design with twins is intentional such that they want killer to perform slugging gameplay with twin's. The problem is that pure slugging is impractical in dbd because survivor takes 4 minutes to die. an optimized team can constantly pick each other for 5+ times before anyone has any risk of dying and finish all gens. hook is such superior form of killing the survivor that almost no killer bothers to kill survivor that way. it is too high risk of strategy. you will either 4k or 0k's if you only slug. as a result, even twins has to hook because of how inefficient slugging is.

    to solve that 25 second of walking per hook+10 second of hooking someone, the way to slug with twins is to reduce the number of hook-states to 3. that way, you only need pick survivor 2-3 times and put them on a hook. the way to do that is to scouting the weak-links on the team and tunneling weakest link on the team. once you get the game into 3vs1, you only have injure all 3 survivor then use victor's bloodhound find all survivors. in 3vs1, it is harder for survivor to pick each other because you can intercept the pick-up and if successful, you get 2 survivors on the floor. Survivors have 1 less person that can heal and you have 1 less person to keep track of. once you find 3rd survivor, you win by just chasing survivor last survivor and 1 hooking everyone. By 1 hooking everyone, you skip 25-35 seconds of manually hooking survivors. Twin's has inherent advantage that they can be in two places at once, so once you down 2 survivors, you can camp with victor on one survivor and use Charlotte to camp other survivor until remaining player shows up. it is super stressful to play because you are playing on thin ice. your early game is atrocious because you have terrible time efficiency with hooking and your late game is super stressful because you need chain your downs just right to close out the match before survivors finish last gen. This is a summary of Twin's gameplay.

    to answer why nobody plays twins. you have to look at gameplay. slugging has no gradation. it is way too high risk vs reward. As a result, you need improvise the gameplay by tunneling and using hooks then slug at the correct time. I assume people dislike discrete tunneling off-hook gameplay that twins has to do in early game and they dislike the whole slug remaining 3 survivors to net wins. If the slugging gameplay was more stream-lined, then you would not need to tunnel. you would be able to play the game normally by chasing survivors normally. after one particular survivor get put into dying state 3-4 times then the survivor would be at risk of bleed out where you would get 1 kill from bleed out. Eventually you would naturally get a 3vs1 without hooking such that you could slug remaining 3 survivors to close out the match. This would result in much smoother twins gameplay experience now that your not focused to hard-tunnel to make your slugging strategy effective. Unfortunately, i do not think that they want this type of bleed out gameplay to be effective so they're hesitating to change anything regarding slugging for twins to play properly. you can guess that when slugging is stream-lined for twins, other killer might try to slug as well. Slugging is not suppose to be better than hooking. Hooking should always be more rewarding and fastest method to kill however the way slugging is now is that it is far too ineffective to slug to the point where you are forced to use hooking system to make slugging system effective. they need to make partially effective to slug. slugging should not be dominate strategy. slugging should be more of side-strategy that you can do to get bleed out but it should be worse then hooking itself from time-efficiency standpoint. you need to be good enough that twins can use it to win but not too strong that every killer just slugs everyone and ignores hooking. that tough balance task for bvhr. it is a big gameplay change.

  • @jesterkind said:

    It's not a strong perk largely because it doesn't really do much.

    Windows of Opportunity is an info perk, so the assumption is that it gives you information you wouldn't have access to otherwise. However, Windows just shows you... map resources. That's information you do have access to without the perk, Windows just eases the burden of remembering where they all are. It's nice to have it, I won't begrudge or condemn anyone for running it, but you can hardly call it strong on those merits.

    The one thing it does do is show you which pallets have been dropped by teammates, that's info you wouldn't have otherwise. That's decent, it's perfectly serviceable, but I wouldn't call that 'strong' either.

    doesn't do much? WoO makes you never run into dead-zones. it is definitely top 5 perk for soloq.

  • @Lixadonna said:

    The point of my post is feedback on Survivor perks becoming unusable. Not to discuss perks I named as examples and debate those.

    thana is not usable. it is completely dead. all -action speed perk are completely useless. I would even argue penti to not be good perk because the uptime of penti is so small that it is not worth it. Pop is major nerfed. Pop is only being used because there is nothing else left for killer either.

    It is only PTB. MFT might not stay like that. my biggest fear of MFT is that they might buff this perk to be like 7% haste in deep wound and it will become decisive strike 2.0 where killer never want to hit a deep wound ever again.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576689#Comment_3576689

    Try that at low walls. And if you crouch, he will just M1 you.

    That s the problem with spam abilities.

    why would you crouch vs spamming trickster? with ranged killer, you wiggle to make shots harder to hit. low wall loops are more favored loops for ranged killer regardless of their length compare to high-wall loops. you almost have no reason to use them because there so many other better loops to go that you are unlikely to ever use these loops. you will only use low-wall loops if there is no other loops to go and the game is dragging on.

    it is possible to outplay trickster and empty all his knives but doing that in 1 go is very difficult. it should be difficult because killer is losing chase. you almost win on the spot because killer loses like 2-3 gens for that. long chases are possible against trickster. this just sounds like learn to play issue.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576784#Comment_3576784

    The only change I would like for Hysteria is injure a healthy survivor will make everyone Oblivion. I dont think duration is short, its just too much restrictions

    • Injure a healthy one, no instant down them.
    • Only affect already injured one, not healthy one.

    I believe hitting a healthy one may be strong (Bubba instant down then slug and go for others). Make everyone Oblivion would be enough.

    Other than that Hysteria is to make you injure multiple survivors to make it work, which is why I use Sloppy for extra rewarding time. And Dark devotion is scary when you're in tier3.

    you did not read perk. it affects everyone when you put someone into healthy state->injured state. that is why i was trying to use it on Twins because the idea was that I use victor on healthy people, they take victor away for 30 seconds but I become stealth killer with m1 Charlotte until victor comes back because people like to.... kidnap victor and be annoying for 30+ seconds.

    With myer's, the perk has no synergy. you instant down people in tier 3 so the perk does not trigger and your Tier 2 is 16 meters. I agree that healthy -> injured condition is another silly drawback of the perk. It should just work on all basic and special attacks but i still think duration too low. it should be like 45 seconds. Dark devotion is also pretty bad perk all-round. It is obsession perk so it only works 1/4 survivors and experienced players will immediately catch onto the perk.

    this is why I recommend using tinkerer and trail of torment. while these perk are not very good and could further buffs. they are a lot better then hysteria and dark devotion. this is just my opinion if your deciding to play stealth tier 3 myer's.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576765#Comment_3576765

    Tinkerer only usable 5 times per match, which I cant control because its up for survivors to nearly complete a Gen, I could mid chase/going for hook at that time. Its also make me feel "note: a Gen is nearly done" while I cant do anything about it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576655#Comment_3576655

    This is match 20, with my own subtitles for you to know what I was thinking in the match (there are alot of English mistakes)

    https://www.youtube.com/watch?v=Q98UYmIZsD8

    https://us.v-cdn.net/6030815/uploads/QK5OWUU2DPVO/image.png

    it can activate up to 7 times. most survivor will not expect you to have that perk. it can mask myer's in evil within 3 really well. those two perks are better stealth perks then hysteria and dark devotion. Hysteria could be a good perk but the perk has too little duration. I tried using hysteria on Twins at one point. it is ok perk but needs better stats.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576697#Comment_3576697

    I dont have the DLC, plus using UW would totally beat my game sense.

    i see your using 3 stealth perks. I would recommend using tinkerer and trail of torment over dark devotion and hysteria. I also recommend using memorial flower over grey blonde hair add-on. all those evil within 3 add-on that increase duration of EV3 for more stacking is not worth it. If you do use one, only use green hair add-on. it is only one that makes sense.

  • @novak15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576391#Comment_3576391

    I feel like it could work with the same numbers as it does now, so every time it activates, it would take away 50% of the charges needed to heal. It definitely would buff the perk but at least it would feel like an usable perk.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576246#Comment_3576246

    And I definitely agree that it could be applied to every other perk that gives healing progress in a similar way.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576175#Comment_3576175

    It could be that this was very much a design choice by bhvr, but I would add that these perks were introduced when healing in general was in a much stronger state. Maybe the numbers could be tweaked, but personally I wouldn't still use this perk if they just gave it some small numerical buffs and I doubt that many other people would either.

    i disagree. i would definitely use reactive healing if the distance to trigger substantial bigger/infinity. Like suppose you double distance from 32 to 64 meters. I would use this every game with self-care.

    The issue with current reactive healing is that you need to wait for the killer to naturally hit someone within 32 meters or waste walking time to heal. the perk is not consistent. a luck based perk. remove luck based component and I would use it.

    if you make it work on total progress, then you don't even need self-care. it would be complete meta perk like COH where you would just see 4 reactive healing every game. that is probably too strong in my opinion.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576452#Comment_3576452

    First of all Wraith is a bad example since using his increased lunge around loops requires some skill. For Trickster hitting the knives is not that hard because you throw like 50 of them anyway... You can correct your aim while throwing, not like Huntress.

    taking more knives to down is drawback. your conflating adjusting aim as advantage when there is little to no advantage to adjusting aim. it is always better to throw 1 projectile and get a quick down from killer time efficiency stand-point. secondly, wraith is basic m1 killer at loops. learning wraith makes you good at like half the killer. the depth in killers comes in knowledge and experience, not mechanical skill. he requires both. that is why the average does poorly as trickster and only people that main him consistent do well with him. with wraith, anyone can do well with him. he is often a common killer suggestion to begin learning dbd. no hard feeling to Mr. Trapper.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576426#Comment_3576426

    Trickster might not be that strong, but he will be even more annoying to go against.

    Dodging his knives always feels so... unrewarding. With Huntress you dodge an axe it feels good because now you can run a bit and get behind cover for the next. With Trickster you don't get that breathing room. He just spams you, which is boring.

    your not suppose to dodge all knives. it is a ratio of knives you dodge. for example if he throws 12 knives, you dodge 8 but 4 of them hit. the goal is to extend chases. from avoiding knives, you get into cover and then he cannot fire anymore. Trickster's gameplay plays in volleys. He volleys few knives until you get to an LOS blocker and then he stops. with current form of decay, decay takes 15 second so it is very rare that survivors heal in chase vs his power. with new changes being 10 seconds, you will regularly heal in chase vs ability. you can tank more hits so chases will naturally take longer. If he does not land 8 knives, you just fully and automatically. So even though it says you take 16 knives to down someone, it will be more like 20-24 or something along those lines to down someone. The decay had a longer timer because.... even without the decay, trickster's chase time was not very good. your opinion states that you think his unrewarding to dodge knives so they're buffing his counters. supposedly, these changes will make him a better killer.

  • @Zeidoktor said:

    So we're all on the same page: Clairvoyance is the Mikaela perk that isn't a Boon. It basically gives you a hands-free Rainbow Map.

    Clairvoyance activates when you Bless or Cleanse a Totem:

    When empty-handed, press and hold the Ability button to unlock your full Aura-reading potential, allowing you to see the Auras of the Exit Gate Switches, Generators, Hooks, Chests, and the Hatch within 64 metres for 8/9/10 seconds.

    I've seen videos using it in endgame builds to good effect.

    except it omitted most important part of the map which is totem aura's. it used to show totem aura in ptb but it got removed.

  • I would like to see renewal get buffed to work automatically after being rescued from a hook without requiring to heal another survivor. that would be my wish.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576244#Comment_3576244

    Technically the truth, doesn't change the fact that the problem with it is not how much it takes away by itself, but that it takes away it on top of the time the base progression takes.

    Again, that means your problem is with the base progression, not PT.

    But I tell you what, if you are able to explain to me where I said that two survivors repairing one gen should take the same time than if they were only one, I would try to answer any of that *word I can't write as is not allowed in the forum*.

    You really want to try and claim that you were arguing from any other position? Saying it's not a co-op penalty to take away 37 seconds of a gen?

    37 seconds compared to what, Bat?

    i think he is complaining that prove thyself exaggerates base progressions because it encourages people to be glued on generators. that is why i said it was really strong perk that people underrated.

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575767#Comment_3575767

    Whenever I dare suggest that SWF mains whine that no killer would ever play against a full SWF, almost like SWFs are not fun for Killers to play against. They don't appreciate it when you point that out to them.

    have you seen any SWF specific balancing in 6 years of dbd? I have not seen anything. It is safe to say there is no plans to nerf SWF or change SWF in any conceivable way. If anything, your more likely to see information-type aura perks show up on solo to make solo and SWF a lesser divide.

    When will that happen? No clue. Nobody necessary hyper requesting it. It would be nice to see dropped pallet aura's from any mean necessary passive and see your teammate's aura's so you can play closer to SWF efficiency for certain gameplay actions like healing. Only time will tell if any changes occur.

    I also do not agree that no killer would play against a full SWF. Many killer players play against full SWF without knowing it. In general, if your killer has decent balance to win vs SWF, you will generally be fine playing killer against SWF.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576380#Comment_3576380

    I don't think that is how it works... I would rather say that people that currently play him only do it for dailys or what not and barely put any effort in, sure there is some stuff you need to learn, for example when to pull out the knives and such, but there is really not much to him... He is a fairly simple killer with not much to get good at.

    I do not agree with your statement on players barely putting any effort in. most of killer in dbd are can be played with like 2 buttons. hold-W and m1. A lot of killer in the game have a very low mechanical skill-floor to use the power effectively. it is like set a trap, ring a bell, run fast with legion and press m1, you know? trickster's blades requires mechanical aim. the average player is not doing well with him. as a result, the public opinion of trickster is very low.

    if you want my opinion from playing vs him as survivor, I find him easy to loop because he is extremely slow and his weaknesses towards LOS are easily exploitable so much so that I am pretty sure given a decent map layout, I think you can easily do 60 second chases with his current form even on your worst chases. The player that say he has no counter-play and that you cannot loop him is severe learn to play problem on survivor in my opinion. trickster deserves whatever buffs he gets because he is not good from my survivor point of view. Looking at numbers I don't really see much improvement from him other than him being a better m1 killer but I guess we will just need to play PTB to see.

  • the last time trickster got buffed, people said he would be too strong and he was not strong. this is will be same thing. it is painfully obvious that there is learn to play issue on survivor end.

    one thing i am curious about is that if trickster's changes are successful, huntress and deathslinger might become 115% m/s killers one day. that could be really interesting.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576304#Comment_3576304

    It's fine for a killer not to be strong, especially if they're extremely dull and too rewarding for the amount of effort taken.

    Hasn't bhvr learned anything from Freddy?

    according generic statistics at all mmr. he had 2nd worst kill-rate only 1% behind nurse. He was 53% kill-rate and Nurse was 52%. So when you say he is easy to play. 95% of player-base severely under-performs with him. When a top 5% MMR player plays him, he gets nominal kill-rate with other ranged killers. only one-trick trickster player perform optimally with him. this proves he is not an easy killer because only people that main him do well with trickster. these stats are 1 year old from 2022 september but trickster has no changed since then so it is safe to say that nothing has really changed for trickster.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576185#Comment_3576185

    And it might not be. But it doesn’t matter whether it is popular or not. The point is those killers get punished by the perk more just because deep wound is part of their power and it’s not something they can avoid using. Personally, I don’t think that is fair, nor is it reasonable to expect the killer to go chase a different target just to counter MFT. It should revolve around avoiding endurance hits as killer to counter it. Not be an “I hate Legion” perk.

    why does it matter if you see perk 1/20 games? Vigil is a perk that reduces hindered effect by 30% but almost nobody uses it even though freddy's snares applies 15% hindered for 3 second. I don't know what usage rate of this perk will be after change but i imagine it will be under 4% because of how situational it is and how low 3% is.

  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575844#Comment_3575844

    Their map track record has not been good at all and the visibility issues are still just getting worse so I am of little faith.

    I dont get the attitude of "this perk was OP so it being absolutely garbage now is fine". I want more usable perks in this game. We have enough terrible perks. Should never settle for garbage instead of strong. i.e Ruin.

    mother dwelling is terrible for killer. that map for killer is my most feared map to get strong survivors on. Garden of joy has the most ridiculously main building in the entire game. both of those maps contain window infinity loops in main building.

    MFT is a perk that has been widely complained about by many killer players. killer do not want attempt to the perk so it is getting changed.

    Trickster is now completely overbuffed and has even less consequences to missing,can build up his camping focused main event in less than a health state and zones you completely for free now with 4,6 m/s.

    sorry but no killer main believes trickster is a good killer. he is rated as C-tier killer. get good. As for his camping, he could already camp with his normal throwing mode. main event is a trash ability.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576168#Comment_3576168

    No, it's meant to say that the update will make an already extremely uninteractive killer to go against even easier to play, further lowering his skill floor (already not that high anyway). I didn't say it takes *no* skill, but it doesn't take *much* skill anyway

    your entitled to your own opinion but as far killer player go. he is very unpopular killer and almost nobody has ever considered trickster to be a strong killer. Otz for example rates trickster as C-tier killer which is trending to be among weakest killer in the game. For the most part, I tend to agree. long chases from easy to use counter-play.

  • i said turrets are most broken drawback ever for killer. gaining an unlimited source of second chances is likely why xeno is not being played as much. you feel obiledged to run emergency helmet add-on for Xeno so you can m1 turrets to avoid the missed tail attack cooldown. the other reason is that xeno is not that easy to play because you have to understand how to utilize tail strike correctly.. Xeno has no game-changing add-on. all add-on are mediocre or attempt curb drawback of turret. some of them feel like they should base-kit like Yellow Crewset add-on. Don't get me wrong, it is nice add-on but it does not feel like it is doing any particular game-changing.

  • can we stop spoon feeding survivors information for whenever a killer uses a perk? Can I get an Icon for unbreakable or decisive strike with UI when i get prompted to pick someone up with nice image when i play killer? that would be much appreciated so i can avoid and perfectly times perks as killer. I also need one for deliverance while we're at it.

  • @Phasmamain said:

    Either that or they're not happy with what they currently have. These trickster changes were left field though especially considering his low pick rate

    i do not think it is that they're not happy with what they have. it is that twin is designed pure slug killer and because none of other killer are pure slug killers, they're likely pondering how to make twin's viable and fun to play. the issue is that what makes twin viable is slugging but from what i have seen from dev point of view. they do not like slugging. as a result, it becomes difficult for them to make any changes to twins.

    I don't think it is that there are no twins changes, more so that they are unsure on how to approach a pure slugging killer. that is why the changes are taking so long. Slugging is complex problem for BVHR.

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