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Devil_hit11

Devil_hit11

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Devil_hit11
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  • @ReverseVelocity said:

    That'd allow the killer to outplay basically every loop on command. That's like 5 stacks of PWYF and it's basically impossible to evade 3.

    sounds like clown pink+yellow bottle combination except i think his lasts for 2.5 seconds? the idea is already a power but currently killer power is not too effective at timing speed boosts. far from unloopable. that is what I will say.

  • @mizark3 said:

    I've recommended this in the past. It could function on a token system that keeps the current single trap type limits. Snares get 5, and Pallets get 7. This works best with 15 tokens total, and 3 tokens per snare, 2 tokens per pallet. This way the same single use limit is the same, but you can mix and match.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547348#Comment_3547348

    Fake pallets are bad when that is all you have. A fake pallet on some god pallets like the RPD stairwell and at shack is invaluable. The threat of fake pallets is honestly stronger than the pallet itself.

    i mean yeah maybe against really bad soloq survivors. fake pallet do not work vs good players....

  • @DaddyMyers_Mori said:

    Title

    -both from same pool of charges, probably something like 6 default up to 9 with add-ons.

    -definitely rework his add-ons.

    He was simply over-nerfed hard and I don't think this would make him even near meta again, just more fun to play.

    why? i am sure everyone knows fake pallet are bad. why suggest them in base-kit? freddy needs a lot more changes and this change is not one of them.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547294#Comment_3547294

    Forever Freddy was only addon issue. He was over-nerfed hard and that should never repeat again...

    Same as Billy...

    freddy still has not recovered. likely skull merchant will be the same.

  • @Venusa said:

    It's so funny how all Onryo enjoyers asked for was a fun chase power that makes her viable outside of condemned playstyle and the devs took that as "let's make the most dreaded and unfun playstyle the easiest and mainstream way to play her"...

    she is fun to play. i love playing sadako now. ever since ptb changes, she is the best state that she has ever been.

    @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547102#Comment_3547102

    I'm aware what the thread is about. You see, I didn't miss the point of the thread. But it's obvious you missed the point of my message. I wasn't commenting on Sadako's condemn strat, I was amused at your use of the word "tunnel" in an obvious out-of-context sentence to express dislike for a killer strategy; and by extension, the improper use of the term by DBD players (I make no distinction between killers and survivors) to attack anything they dislike. Tunneling refers to hooking someone over and over again and hard targeting them the entire game until they die. If Sadako isn't chasing anyone and just spamming teleport, she is, by definition, NOT tunneling.

    he is using word tunnel in correct context. it is just you are misunderstand what he means by tunneling because what you classify as tunneling is different.

  • @Venusa said:

    Yeah I don't understand it either.

    No reason for me to run any other tracking perk when Ultimate Weapon is available now...

    No reason why anybody should run Boon:Dark Theory when MFT exists...

    So many perks that make another obsolete/out-dated.

    they test balance on iteration of previous perks. if the perk is not really used or sucks, they don't buff old perk, they invent new perk that is stronger then previous one. each perk though has different intention behind them so while they provide similar benefits, they may have different goal behind them but you cannot see goal behind the perk because the perk might under-stated or implemented in a way where it is weak.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546978#Comment_3546978

    You don't seem to grasp the concept of gens-before-friends and how to counter it.

    as peanits said, you might be able to punish gens before friends if you return the hook at the correct time.

  • @AmpersandUnderscore said:

    I thought haste was an unstoppable, uncounterable, instantly game-winning buff. Been hearing about it for at least 3-4 months now.

    You mean to say that movement speed isn't actually as impactful as people try to claim?

    Shocking.

    exactly this.

  • @Orthane said:

    They just need to go back to the drawing board imo. She's bad at EVERYTHING, she's useless at defending, she's terrible in chase, she's terrible at area control, there's literally nothing she's good at. I play Chase Merchant, and them nerfing her Geographical Readout Addon alone was too hard to a blow, but the changes to her drones make them borderline useless. She's just a worse Hag/Trapper now.

    the fact that you lose geographic readout, strobes and advanced movement prediction for all these useless "buffs" to the chase is really sad. those add-on were way more useful then any of her positive changes. just reverting these add-on to their old form would fix half of her chase problems.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546360#Comment_3546360

    no you can't reliably. If you are already running when it activates, then tough luck. If not - you are forced to walk for 10s (reminds you why sprint burst is actually detrimental in low MMR?).

    But I will ask you this way - why would I ever want bg player to activate on heal or on unhook? It makes 0 sense

    i think you misunderstood the perk so I tried clean-up description. you are already forced to walk sometimes to avoid triggering the perk in certain instances. "why would I ever want bg player to activate on heal or on unhook? It makes 0 sense" this statement just tells me that you lack understanding of proxy camping. I do not want to go in much detail to explain situations where this is useful. that post is simply my suggestion if I was to improve those perks.

  • @MikaelaWantsYourBoon said:

    Mid-chapter is good, i won't complain but it's just funny how lucky Blight is.

    If SM was not problematic like that, maybe this mid-chapter would be about Blight. But at least SM 3-gen is gone. She sounds more interesting to play as and against.

    Anyway good job Blight, you dodged another hit. But how many vests do you have Mr Blight? When hammer of justice will visit you 🤔

    blight does not changes. add-on are strong but not impossible to defeat. blight keeps dodging changes bvhr likely does think he needs any changes.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546161#Comment_3546161

    It does not retain the effect - you will be exhausted when u need it, because you randomly get speed boost when it does nothing. It's a pure nerf. It's a same thing as if IDK pain res randomly activated once gen is finished - you loose token when chances are there's no gen with any progress. Your version is the same principle.

    speed boost is not random. your also not forced to use it as you can walk for 10 seconds to avoid using it. same as you do now.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545947#Comment_3545947

    That would suggest bg player would also speed up considerably your unhook speed. Bg player will barely have enough time to activate, it would 100% not have enough time to get you to safety (I am totally sure of this). You need desperate measures for this at which case you don't need bg player (also this combo will make chasing after unhooker less good then after unhooked - bringing back PTB version complaints + ruining flash/sabo intent of the perk, because you will be exhausted for no good reason). And the fact that you ask if I am joking not knowing the timings of such a basic interactions tells me you forgot how survivors even play.

    As I said previously - your version is nerf to the perk. It could be buff if you add aditional effects to the perk - at which point I think the perk would do too much. I will gladly take +1s (which is useful for me personally as saboteur and meaningless for everyone else) instead of nerfing this niche perk.

    It would make sense to give the perk general buff useful to other survivor playstyles - which would actually raise the usage rate, but at least do not nerf the perk. It's already considered weak so why nerf it even further?

    i am not weakening the perk. I am adding more possible functionalities where the perk can activate. the perk retains the ability to be used with flashlight/flashbang/sabo plays. The additional functionalities are that you can use when killer is proxy camping hooks or survivors on the floor to potentially avoid hit/downs.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545705#Comment_3545705

    for bg player - that's a nerf. I would prefer current version over your version. Why would I want sprint when someone is healed from ground or someone is unhooked? It only causes exhaustion.

    as for furtive chase - that would be beneficial effect, but it would become troublesome with conjuction to M&A - some killers would have no TR. Others would get 8m (16m for wesker) radius - Imagine finding a deathslinger when he's literally 2m behind you? Like GF has no TR - but it's 50% of his whole ability - u want that effect for 1-2 perk slots and 4 hooks?

    on your first comment, i cannot tell if you are serious or joking. in camping scenario's, you are often forced to take a hit with your health-state then unhook someone only to go immediately down. player refer to this scenario as hook trading. with background player, you can unhook someone and potentially run to a nearby pallet after unhooking someone.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544923#Comment_3544923

    I think Background Player was quite alright even before this buff.

    I think it would be really cool if the Perk didn't give you exhaustion at all and had separate long cooldown, but that maybe too much.

    Or it could active the exhaustion effect only if you save someone from the Killer's grasp, could also be cool, and increase the exhaustion effect to like 60 seconds at tier 3.

    both perks should work like this if bvhr is serious about buffing them. who knows, these perk might be healthy perk that promote more fun gameplay.

    Background player:

    You are not usually the centre of attention and in some cases, this can be a good thing.

    When you heal a survivor from dying state to injured state, perform unhook or when the killer picks up a survivor from the dying state, Background Player activates for the next 10 seconds.

    When you start running, break into a sprint at 150 % of your normal Running Movement speed for 5 seconds.

    Furtive chase:

    You lurk in the shadows, eliminating your victims one by one.

    Each time you hook your obsession, you gain 1 token up to a maximum 2/3/4 tokens.

    Reduces your terror radius when not in chase by 4 meter per token.

    Whenever the obsession is rescued from a hook, their rescuer will become the new obsession

    You can only be obsessed with one Survivor at a time.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545060#Comment_3545060

    Basically they removed the only good thing about her (regardless of whether or not it was fun for anyone) and the "chase buff" they gave her isn't good, because you have to hit them with 3 drones before you get the benefit. So have fun not doing anything to survivors for 30 seconds in a chase.

    i don't know about that. assuming add-on are something like, upon deploying a drone, gain x effects for 15 seconds. she won't be weak at the chase.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545615#Comment_3545615

    I presume that the Haste status effect is being replaced by afflicting Survivors with the Hindered status effect, otherwise the speed difference (without Survivors having modified speeds) would be 10%-20% which I dont think BHVR would do. Also this isnt even considering how the Claw Traps can damage Survivors for a health state anyways.

    Simply put, I dont think BHVR is keeping the Haste status effect on her, which is why I never mentioned it.

    na she still has haste effect. i think every time they try to weaken skull merchant 3 gen. they may have accidentally buffed it. the 3 gen merchant might be undefeatable now. that thing might be 100% kill-rate...

  • current twins is too easy exploit.

    • survivors can hold victor hostage forcing you to be m1 killer. If looper is any good, this is a problem.
    • survivor can spread out and do gens. coordinate teams that heal are very tiresome to play twins
    • survivor can jump in lockers if they observe your far away with charlotte

    Other problems include not many perks synergy with twins. If you down a survivor that is far away, the fact that survivor is so far away means that even if the chase is instant, you still spend like 20 seconds to walk to the survivor to hook them and another 10 seconds to put them on the hook. This leads to slugging problem. Slugging is really unrewarding. you have to really force a play-style that does not work in current dbd. if you got incremental rewards where you progressed bleed out, then it might be worth effort to play twins. because of how ultra high effort slugging is in dbd, you don't get enough reward for attempting to slug. it is why nobody plays them. the game too hostile for killer to enable that twin's type gameplay.

    @Chocolate_Cosmos said:

    I like to play them sometimes for 1 game.

    They are very unique and kinda fun to play but the most clunky and buggy killer in the game. You have to slug and proxy camp if you want to win. Playing her fairly is super tedious. Send victor, get hit, wake up, walk towards the injured Survivor, send victor, get down, switch back, walk up back, pick up and go hook, go away from hook, switch to Victor.

    If you get team that has super healing pick up endurance perks and play together, you will get destroyed and its super frustrating.

    i agree. the proxy camping is also not fun for twins.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545391#Comment_3545391

    we have already considered that, and there will be something in the PTB for it.

    To the topic. Once all generators are powered there's no real objective for the killer to go after, hence camping is more widely considered "acceptable" at this stage - trying to bait in other survivors etc. However, when there's still generators left - there's plenty for the killer to do in pressurising these generators.

    The anti-facecamp mechanic is for those extreme cases where the killer is standing right next to you. It slows down or even stops if you're chasing another survivor in the area for example.

    There's really no need to have this mechanic not work when there's only a couple of gens left, because the killer still has the objective to try to prevent those generators from being powered.

    isn't he suppose be one character where he is suppose to be good at facecamping? arbitrarily, if he hits you, your suppose to try find a pallet with speed boost and haste effect to stop his saw. as long as the player is unhooked, the player has counter-play should the survivor go down given that the player on the floor might be possible to save through bodyblocking on the hook, flashlight saves or sabotaging.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545481#Comment_3545481

    But then why not just skip the middle step and give it a real buff? There’s no point in wasting development time on perk changes this tiny that won’t do anything. I’m not as concerned about Background Player since it was already fine before imo and the extra 1 second doesn’t make it overpowered or anything, but I’m concerned that BHVR actually thinks Furtive going from 4 to 5 meters is a meaningful buff (it’s not).

    it is baiting discussion around the perk. think of like window of opportunity change with tooltip. people said, window of opportunity is getting nerfed but what that tooltip change was about was baiting discussion, "does window of opportunity need changing?". they already know the perk is not changing because they designed stealth killer in the game. they obviously know what a good stealth killer is. they're not giving it a real buff because it would spark controversy. it is more like teaser change.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545399#Comment_3545399

    She is not losing the movement speed buffs, Peanits confirmed this in another thread.

    the concern part is last sentence of the post where is "We have reviewed The Skull Merchant’s Add-ons, adjusting some and giving new effects to others.". that will somewhat decide if she is worth playing or not.

  • @sizzlingmario4 said:

    Yep. Background Player didn’t even really need any changes at all, the 1 extra second is ok if you’re using it to get away from the killer but it won’t make any difference for flashlight or pallet saves; it’s not going to let you get any save it wouldn’t before.

    Furtive Chase is a bad perk and will still be bad after the buff, the extra 1 meter per token won’t change a thing. It’s bad because it only works in chase, yet at the same time it can’t be changed to work outside of chase because then stacking it with Monitor would be too strong probably. So it’s a hard one to adjust in a meaningful way, but a simple numbers change definitely isn’t going to do the job for this one.

    i see changes as more. "do you want to us buff furtive chase?". it is like they're teasing. I just wonder what tease for background player is. maybe the tease is not being an exhaustion perk and just being a haste perk? Like it has 40 second cooldown instead of applies exhaustion? I am not sure. either way, both perk are pointless changes.

    edit: I figured what background change is about. 5 second is referring to 5 seconds of sprint burst of old PTB background player that used to work on unhooks. the teaser change of this perk is the idea of re-adding functionality back to the perk. the idea came to me while reading the anti-camping patch notes.

  • @dwight444 said:

    I don't get the endurance nerf requests

    I use MFT but rarely get the value from that part of the perk, how often are people really dealing with the endurance part???

    very situational imo? Wouldn't impact my matches in one way or the other if that gets axed, personally. I imagine if that's the route they choose that people would still call for another nerf to the speed aspect

    they're not dealing with it. they're requesting a pointless change because the actual part that killer are complaining about is first part of the perk. that very same part is also same part that survivor don't want changed because there not many good survivor perks that grant game-changing effect. bvhr has habit of always leaving at least one questionable strong perk for survivor. The rest of the perks they keep tame though they might several other perks with average value on them.

  • @Seraphor said:

    The only explanation is they don't understand the purpose of the perk or how it works, and think "increasing the values" will make it more useful.

    It needs to apply the reduced Terror Radius outside of chase, that's it, That makes it a viable perk.

    very smart buff. I would never thought of that one. /s

    @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545263#Comment_3545263

    I'm guessing they don't want people like slinger or certain other killers to be walking around with a super low TR. Surely players would stack it with monitor and abuse.

    almost like a perk that you would want to equip. what a crazy idea.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545236#Comment_3545236

    Will Coffee Grounds get a rework then? Seems redundant now since it’s the same thing but only 5%

    no. you can stack haste. the goal is to make trapper much better at the chase. it will make using traps more viable to use in a chase.

  • i know you might think i am crazy but they might have just made trapper into A-tier killer. Otz will very happy. I hope they do not weaken trapper add-on's. lots of people think he is not very good.

  • i wish they focused on making more maps on realms that have low amount of maps such as more variation of Ormond or more Variations of Eyrie of crows. the older realms have enough map variations. it is new variations that need more spice.

  • Furtive chase got wrong buff. the perk needed to work outside of chase. increase numbers is pointless. you have beast of prey to go undetectable during chases...

    I suspect that skull merchant will still be able 3 gen after PTB but I don't want to say why.

    one thing i will say is that claw traps are almost impossible for chase skull merchant to get outside of being the corner of the map. I am also little bit concern for how her new chase add-on will function because at least hope that they will be as good as current chase add-on's.

    the most interesting change is trapper one. 7.5% haste for setting up a trap. I wonder how long duration of that is. it could be good improvement for trapper.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544600#Comment_3544600

    Does not matter that comp is tiny, I would say they bring out his full potential though, also his windup is still way faster than that of huntress which makes more viable on certain tiles.

    he still loses at full potential.

    @SimpleTora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543372#Comment_3543372

    He def can't outplay in most tiles now that MFT exist he's FAR worse even without MFT his "outplay" potential in most tiles pre and post nerf was no different than Huntress which is considered a fair killer.

    Yes, he can shoot through tiny cracks with pinpoint accuracy that could just as easily be missed by being a pixel off. Stop using rare occurrences as an example, even Slinger 1 tricks aren't going to hit through tiny cracks (especially not with quickscope) often same goes for 18m shots, it was also something that required a LOT of practice. Skill should be rewarded not punished.

    Anytime anybody brings up comp i'm almost inclined to ignore them. Comp is the less than 1% of the playerbase that spends more time playing DBD in a day than they do worrying about personal hygiene in a year who play with a specific set of rules and limitations.

    Old slinger was strong in 1v1 i'll give you that but he had the massive downside of being horrible in the 1v4. He couldn't pressure gens. He couldn't pressure multiple survivors. He couldn't traverse the map quickly. All his nerfs did was make him worse at the 1v1 without letting him do anything else better.

    deathslinger could pressure multiple survivors if deathslinger won every single 1vs1 chase extremely fast in relationship to generator speed but that was extremely hard to do because even 2-3 shots missed or sloppy play could make him lose very quickly. that is butterfly effect of dbd. you had way greater odds as survivor to outplay his 1vs1 even little bit then he had to succeed perfect game. As a result, he was balanced.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544433#Comment_3544433

    They didn't act on the feedback of 2 or 3 people. They acted on the feedback of a lot of players who were not happy about this killer. Killer's fun cannot come at the expense of alienating an entire playerbase from the game. Xeno was way too powerful out of the box, and in my opinion its ultimate weapon perk is still way too powerful. Its possible to make fun killers without having them be insanely overpowered. Fun but fair abilities is the key.

    strange, i consider xeno to be fun and fair. in some sense, xeno is most balanced killer. I was just trying understand why you dislike ranged killer gameplay. over-time, i imagine xeno is going to be an addicting killer for killer to play but not favoured by survivors.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544125#Comment_3544125

    No. Facing a ranged killer is unfun. If survivors are pressured and isolated too much, the game becomes pointless to play. It isn't fun at that point. Running from the killer should be a chase encounter, not a dodge ball competition on top of the chase.

    comments like these is reason why xeno received that negative change. killer really enjoys playing pre-changed xeno. your comment shows dislike.towards the killer.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544001#Comment_3544001

    Maybe perk synergy could work well with the cages! mostly cause I don’t have any ideas for what a potential scourge Cage addon.. I just thought of this concept randomly and thought it sounds fun but yeah maybe perk synergy wouldn’t be so bad like maybe an addon that makes a cage turn into a scourge cage

    you mean add-on that give different reward for putting someone into a cage? he has 1 single add-on that has mini scourage: flood of rage effect where torment survivors have their aura shown. it is that weird iri seal omegatron add-on that nobody uses. it is good idea for add-on rework.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391615/why-was-blastmine-and-wiretap-activation-changed

    I think it was to give it some sort of "counterplay" if you will. If you go to chase someone off a gen and see them tap it there's more than likely a Blast Mine on it so you have to make the choice to kick it and waste extra time recovering or just let it go.

    At least that's my theory, I could be completely off who knows.

    i think they were trying to buff it so that you could put wiretap on non-kickable gens but they end up severely weakening wiretap. blast mine got a duration buff so you could put in generator as you work on gen but issue is that you cannot build another blast mine while your working on it.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544071#Comment_3544071

    It's clear you really don't understand how strong she is because you are not playing her anymore.

    People who plays her know she is still 3rd strongest killer.

    I think he is understands the types of mindgames that he can pull off in chase to make spirit a less effective killer. that why he does not consider it as strong.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543827#Comment_3543827

    Or I can play killers that are map agnostic and have fun while I play DbD. I understand the thought process, but no amount of learning Lerys on Singularity prevents survivors from running around a corner and blocking LOS on a biopod.

    on lery's, singularity is kinda like playing hag. you need to place bi-pods in places where the survivor is going to go. you have to understand survivor pathing and how they loop/transition to tiles. singularity is not as versatile at gap-closing in that map, but he can still use overclock in creative ways. the maps that i dislike playing singularity is rotten fields.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543955#Comment_3543955

    I mean, now boons are mostly useless (although they can offer surprising value for SWF teams and in multi-floor maps, even nowadays when I SWF with my friends we regularly get good value from Exponential or sometimes Shadow Step, COH is only ever used if we bring specific map offerings) since the COH gutting but before they were essentially 4 perks for the price of one since the whole team could benefit from it.

    Old COH was one of the few things holding SoloQ together since it made self-healing possible (albeit in a small zone) without needing to hope a teammate takes the time to heal you and made randoms a potential asset to the team without meaning to. This and MFT are mostly to blame for the enhanced gen efficiency and lack of healing compared to before unless they run perks specifically for healing (self-healing now simply takes too much time in nearly every match to be viable).

    Time in DBD is gen time, one person spending a bit of time to give self-healing to the whole team still left 3 people to do gens. Even nowadays boons are a hard-counter to Pentimento since booning Hex totems don't break them even if the Killer snuffs them out (it also adds insult to injury and doesn't give a noise notification to the Killer even if it takes a bit more time).

    Boons are now useless for SoloQ but they can still see some use in SWF teams that aren't just meta addicts.

    i agree with your assessment on COH. it made healing more achievable for soloq. once that perk became impractical to use in soloq, survivor were stuck playing injured in most games. that is why they added MFT to make soloq survivor not miserable to play and to give soloq an opportunity to carry the match with their chasing skills. it's kinda issue of second chances. they wastes a lot of killer time by survivor running forward but if healing is too inaccessible, then your playing instant down the entire game. only swf has reasonable time healing because they can find their teammates easily and group heal.

    I always say: a perk that requires another to be useful isn't reliably good. Especially when Survivors can spawn infront of them at the start.

    the game is based around perks combos. hex:undying somewhat decides whether hexes are good or not because the variability for how much risk the hex has is directly associated with how potent hex:undying is at keeping totems alive. If it keeps totems alive long enough, then hexes are good perks provided their effect is good. right now, hex:undying is just ok. it was really strong on release with 4 possible bounces. now it is only 1 bounce. maybe if it was 2 re-lights instead of one, it might pushes hexes to be strong. I am not sure if hexes being strong is good or bad thing. many people like the idea of secondary objectives on survivor and totems are secondary objective that empower killer if you ignore the totems. I am indifferent about them because of how i play against hexes. i find hexes too timing consuming to disable in soloq so I just endure any hex and just do generators faster then hex hurts me. the main two hexes that i noticed more impact from as survivor is hex:plaything and Hex:NOED when killer is competent. other than that, i don't really care too much of its effect. I imagine survivors dislike enduring the totem effects so that why most hexes are not game-changing strong.

  • @dbdthegame said:

    On survivor side, I've had a lot of luck recently with dodging the tail on reaction, it seems as if it's slowed down quite a bit (forgot to clip these, only game I had against a Xeno since the patch).

    On killer side, there is no universe where any of these hits, where my tail hitbox runs straight through the survivor's hitbox, somehow miss, with an open time that is somehow longer than Nemesis. Nemesis hits any of those hits any day of the week. How in the world do these miss? Can we please get a dev to review this footage and comment on it?

    https://streamable.com/ddgqyd

    https://streamable.com/kay91z

    same impression. i have been playing some alien and it feels like Alien tail is not register a hitbox hit on survivor until i finish entire alien animation. it means that if survivor is like near a wall or something, you cannot hit them. you just hit the wall. I am pretty sure i am suppose have a hitbox on the tail as soon as i start tail strike animation, not after it is completed.

    On leon, you hit the floor. the game register you hitting left side of leon's feet as there is yellow spark on left of leons feet.

    in clip #2, you hit the bush.

    in both cases, you hit an object first instead of hitting the survivor. either way, Xeno tail needs bug fixing. it feels terrible to use. it was not like this on last patch.

  • @[Deleted User] said:

    Half vent/half suggestion, but I'd really like to see some sort of map ban feature for killers. I've played 7 games of Singularity between last night and today. I got Lerys in 3 of them and RPD in another one. Players shouldn't have to burn map offerings to ensure they have a trial where they can use their power effectively. It wouldn't break anything to be able to ban the worst map for a killer. You could even have offerings take precedent over bans so players wouldn't have their offerings lost. Just have something so that a player with a specialized killer power isn't stuck on a super unfun map repeatedly.

    Again, for the people in the back, I am fully aware that map offerings exist. I am saying that players shouldn't have to use them to AVOID maps. This is a basic QoL and fun consideration. The devs have stated in writing on these forums that they know some killer powers are not good on some maps. So let those killer players avoid those maps. Why force players into bad trials? What does that add to the game?

    your suppose adapt and learn to play on said maps with singularity. Maybe burn some lery offerings and try to work out a strategy to win on the map.

    @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391626/please-let-killers-ban-maps

    Imo, a system that prevents killers from being RNGd to maps that directly conflict with their powers should be implemented.

    For example, ghostface and myers shouldn't be sent to ormond / borgo because the maps are very open and there's no stealth.

    110% speed killers like trick,huntress, slinger etc. Shouldn't be sent to maps like red forest or any other overly large maps.

    Or singularly getting sent to extremely indoorsy maps like RPD and lerys that turn him to an M1.

    Of course offerings could still work as normal , but the goal would be to reduce the auto-loss via RNG that some killers are forced into via map.

    (As a sidenote, screw badham and all its 5 itterations that feel horrible to play as a whole.)

    Of course offerings could still work as normal , but the goal would be to reduce the auto-loss via RNG that some killers are forced into via map.

    if the killer is losing to map rng and it is not skill issue, then killer should be buffed to not have unavoidable losses or alternatively... some say to nerf the map. weakening map can buff stronger killers that don't need any aid.

  • to some degree. they somewhat trying to balance killer's fun and survivor's fun.


  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543741#Comment_3543741

    I thought the turrets where more of a secondary objective for Xeno to buy more time. That's what I think BHVR is trying to achieve with all this extra survi or stuff recently. But it all backfires because it makes the killers balancing difficult.

    no. the turrets are there to make power worse. if survivor complains a lot about xeno, they buff turrets. if they love xeno, the turrets stay weaker. tail attack has long cooldown and big m/s decrease to keep turrets strong.

  • @Brokenbones said:

    I think BHVR has been slowly phasing out 4.4 killers as a base because they consistently are some of the weakest killers in the game killrate wise and new players struggle to learn them. 4.6 killers are useable by newer players even if they have a complicated or skill expressive power like Blight

    Whereas all 4.4 killers and Nurse, all require you to be constantly using your power otherwise you're at a huge disadvantage in regular chases

    i highly doubt that. they're not phasing 4.4 killers. it is just that there hasn't been a reason to make any of killers 4.4. closest killer that they could made 4.4 or slower is pinhead. If he had engineer fang base-kit, he could easily be like 4.0 m/s killer.


  • @Libervita said:

    In my experience, when Hex faces experienced survivors, It often cannot survive the first minute.

    hex are meant to be high risk, high reward perks. the only thing you can do to increase their lifespan is make take more totems to cleanse. a perk that does that is hex:undying.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542859#Comment_3542859

    So survivors are getting a huge buff in the form of a new anti-camping mechanic, and the killer perk that makes it easier to find a different target to chase is getting a major nerf?

    If the survivors are excessively hiding, and it feels like a waste of time to patrol the map to find someone new to chase, then killers should just continue face camping, regardless of the consequences, because at least they'll know where a survivor is. Yes, I very much would like to leave a hooked survivor to find someone else to chase, but BHVR refuses to give killers any reliable ways to find someone else to chase, because they want survivors to have so much counterplay to killer tracking perks. There's been so many times in the past, where I did try to leave a hooked survivor to patrol the map, and I found zero survivors because they were all hiding, and the survivors got a free unhook while I was away. That is a much worse situation for the killer, than face camping and accepting the consequences.

    I'm afraid killers aren't going to get any compensation for the anti-camping mechanic, that helps killers find someone else to chase, so it doesn't feel as necessary to camp survivors.

    ultimate weapon is amazing tracking perk. how are you not finding survivors with ultimate weapon?

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543473#Comment_3543473

    But why does any of that matter when this is the only thing they "nerfed"? He's literally the same killer. I don't see how he sucks now that he has a penalty for missing his attack... like any other killer in the roster.

    https://us.v-cdn.net/6030815/uploads/X8D8H1Z3VP04/image.png

    read @dbdthegame post. "You now have a killer that has a very difficult attack to hit with one of the skinniest hitboxes in the game, that is VERY punishing to miss, that can be kicked out of his power, that is forced to lose distance to break the turrets that kick him out of his power. He's basically a worse version of Nemesis".

    tail attack cooldown movement means that turret make you lose distance and end up with passive unlimited free health-states which diminish the time efficiency of the killer. the turret diminish xeno's stealth, ambush tunnel opportunities and reduce his chase time tail strike effectiveness. Alien is better than Nemesis and Demo when turrets are not hard-counters. Alien is worse when turrets are effective.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543440#Comment_3543440

    ^ this.

    Nobody asked for this buff in the first place and if they just would not have buffed something which did not need a Buff in the first place, there woudl have been no discussions.

    discussions are positive. your being too negative.

    @Venusa said:

    So let me get this straight... Xeno was considered very good during PTB somewhere like A-tier. Then they buffed an aspect of him that nobody complained about. Then two weeks later they reverted that to the same values as PTB and now he is C-tier?🤭

    xeno was roughly average. they gave xeno a buff to make turrets less effective. this gave opportunity for xeno to be a stronger killer if the killer player was competent. since then, they have reverted change so turrets are effective. xeno is not garbage because... it is not like survivor have 7 turrets with no cooldown's but at same time, the effectiveness of tunnels, stealth and tail strike are mildly less effective.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543402#Comment_3543402

    So flicking is not a thing? How would you anticipate a shot when he is pulling his weapon up every few seconds to make you juke or shoot you if you don't? It's just loose loose... Nothing more than a guessing game...

    there is always going some forms of blatant risk taking in running forward at very particular points where finding LOS blocking is not present. at most, pulling the gun makes you wiggle little bit to left or right. sure you lose a little bit of distance... like 5% m/s for 2-3 seconds but your still mostly running forward. there is no reason to sway very hard because the gun harpoon hitbox is not very big. If you are swaying very hard, it is because you don't care to lose a lot of distance because your really close to pallets or tile-set line of sight blockers. distance loss is less meaningful when your further away from the killer because once you lose line of sight, you get temporary safe-zones vs range.

    flicking shot..... I am going reword this to something a little bit less FPS like. I will call it shot leading. shot leading is when you have a projectile weapon and you shoot where opponent is moving to rather then where the player model is on the screen. the whole idea is that your opponent wants to side-step shot but your anticipating the shot so you shoot where you think the opponent will side-step such that he side-steps into the projectile instead of dodging the projectile. it is counter-tactic to wiggling.

    your not wrong that it is a guessing game. there is some points of lose/lose as you say but the mini-game in itself is to attempt to avoid the so called lose/lose.

  • @HugTechLover said:

    I’m jealous of how much y’all get blight. Everybody seems to get him over and over again. I see him maybe once every 10 games.

    Wish I could go against him more.

    your joking, right? like 30-40% of matches for survivor is blight.

    @Reinami said:

    My games as survivor so far:

    1. Blight
    2. Blight
    3. Wesker
    4. Wesker
    5. Trapper (unique i guess)
    6. Blight
    7. Blight
    8. Spirit
    9. Blight
    10. Nemesis

    Its a good thing only 3 killers are viable at my mmr, otherwise i'd have to learn to play against so many different ones!

    Its a good thing only 3 killers are viable at my mmr, otherwise i'd have to learn to play against so many different ones!

    i know your not trying to be funny but I cannot help but laugh at the statement.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542552#Comment_3542552

    I mean how do you outplay someone that just gets the hit if he is patient enough? I don't necessarily think you need to make a mistake against current slinger, if there aren't line of sight blockers he will hit you eventually... Not all maps have high walls...

    by anticipating shots? I see line of sight as means to mitigate risk. your perception of line of sight blockers is counter the killer power entirely. "hit you eventually part" will be too slow for 5 generators of the game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542745#Comment_3542745

    Alien's M2 is now unreliable, where sometimes the tail looks like it directly hits a survivor, but the hit doesn't connect. And the M2 tries as hard as possible to collide with the environment, so that it can cancel itself. Why pick a killer, if it's a random dice roll to whether or not the attacks will connect? Unreliable killer powers are not fun.

    And the turret placement logic should be changed so that the turrets can be placed close to the environment, but not close to other turrets, because double turrets is much more powerful now, because they can be placed close together and because Alien is massively slowed if it attacks a turret.

    I'd say this is a message to players, that Alien is garbage now.

    BVHR likes to make survivors feel like they are really good vs the killer and that they are outplaying the killer with turrets. hopefully survivor is less complacent towards playing against xeno.

  • clap clap. your finally understanding what i was talking about when i said that double stacking turrets and using singular turrets to hold-w makes killer unfun to play. they fixed that from ptb to live by changing movement speed from 1.2 ->2.0 so you do not lose as much distance but it has been reverted due survivors dislike of the killer.

    you just have to accept unfun games as killer if the survivor uses turrets well.

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