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Devil_hit11

Devil_hit11

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  • @SimpleTora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536676#Comment_3536676

    1) Turrets are currently a good thing for Xeno. They do very little on their own but waste a lot of individual time of the survivors from doing gens in order to barely counter the tail attack

    2) The average slinger isn't shooting at max range in most cases you have cover and given the latest trend of BHVR littering their map in random junk it's very hard to get line of sight anyway.

    3) Slinger has to reload, Xeno doesn't. If you miss a shot as slinger you are not only slowed from that but reloading also slows you down. Giving a ton of distance to the survivors as a punishment. Xeno miss or hit the survivors barely make distance and if you somehow get popped out of your power it takes barely any time at all to pop into a tunnel and get it back.

    My point still stands that old pre-nerf slinger should be in an acceptable condition if Xeno is allowed to exist the way it does. There's nothing (ONCE AGAIN I CLARIFY IN CHASE) Slinger can or could do that Xeno can't. Aside from maybe a few radical trick shots through very small opening that most players wouldn't be able to pull off.

    xeno can do everything that slinger does at loops. the only selling point that slinger has is that he can damage from 8-18 meters but the long range shots are hardest shots to hit because of travel time of the shot paired with small hitbox of harpoon. factor in the survivor's ability to wiggle on reaction and then shot might as well be flipping 3 coins that all magically land on heads at same time.

    survivor are adamant that deathslinger is balanced killer so I do not see any prospect changes for him.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539049#Comment_3539049

    yea that's how it works, the attack "starts" at 0.2 seconds while the hitbox lasts 0.4 seconds. So the whole attack if you need to hit someone at max range means takes 0.6 seconds

    no. the 0.2 second is delay when the before xeno fires the attack. the attack has travel time but travel time might as well be hitscan. let's just say it is very fast. i am going take a travel time of 2000 m/s. this takes... 0.05 seconds. the 0.4 seconds is how long you can drag your tail strike from up to down or strafe left to right after it is finished. you can do both at same time.

    nemesis has 0.35 cast time and opening time refer to how long it takes for his whip to swing to the floor. this takes 0.25 seconds, so whip explodes the floor in blue after 0.25 seconds. the attack lingers for 0.333 second after you see blue color of whip. the 0.33 can be dragged from left to right but not up to down.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539035#Comment_3539035

    xeno tail take 0.6 seconds to reach it's max range, so i really don't understand where you're pulling 0.7 from. Also, yea it is an edge of the hitbox type hit but that still means it's possible to punish a fast vault with power and that's ignoring xenos ability to curve the hitbox around the window to catch you if you strafe tight.

    Thanks for pointing out my typo with nem power tho, fixed

    i think the attack hits right away after 0,2 seconds. the 0.4 seconds is how much you can extend the hitbox after it is finished. I have feeling that attack does having open time but i think opening time is like 0.05.

  • @TeleportingTurkey said:

    me when im spreading misinformation.

    xeno's attack delay is 0.6 seconds, because "hitting time" refers to the time it takes for hitbox to appear after initial "wind up" animation that is combined with attack delay.

    that is wrong. the hitting time refer to how long the attack is present on screen.

    aka this is how you drag his attack. you can drag attack for 0.4 seconds. Nemesis also has this. it is 0.333333333333 seconds.

    the charge-time = opening time for nemesis in xeno case. Nemesis has opening time of 0.25. this means that after he releases whip, it takes 0.25 seconds before whip shows up on screen. a funny fact is that between demo, nemesis and xeno. the charge-time for attacks has went down.

    Demo is 0.65 ->1 second

    Nemesis is 0.35+0.25(0.6)

    Xeno is 0.2 second.

    demo and nemesis attacks are under-powered. the charge-time gives too much counter-play to the survivors at loops. Xeno has less counter-play at loops, that is why he is stronger. deathslinger/huntress/trickster is another conversation that i will avoid going into.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537431#Comment_3537431

    TBH, i think Artist is more centered around zoning than the Knight (that why i consider her stronger than him).

    I think Knight is more focused around controling map areas, spliting pressure among survs when necessary or focusing all his power when needs a quick chase.

    Long range patrols can be good against low or medium skilled survivors, but yeah, against good survivors its just waste their time. The problem of buffing too much long range patrols is that we can fall into another Skull Merchant problems, where the killer can control a gen and use his power to control another one from distance. That why i think the healthier for the game would be to buff Knight own chase potential while a guard is on the hunt, so long range patrols can get some value while without becoming too much of a hassle

    i think both are equally centered around zoning and controlling the map but they zone and control the map a bit different. Artist has less slowdown when controlling the map because it takes less time to get birds off then to lose guard chase on average but DMS blocks gens so she gets same game delay as he does. The knight also has 5% base-kit kicking but 5% regression is not good enough regression to 3 gen and I am not saying this should be buffed because.... 3 gen skull-merchant but you would need around 12-15% guard kicks to drag out the game to 60 minutes with him. 10% would probably drag out the game to maybe 40-45 minutes vs good team. depending on skill-level of survivor, he can kind of drag out the game for 10-15 minutes. if the survivor team is incompetent at breaking 3 gens.

    of the two killers, artist has better base-kit for chase. this is one of reasons for her perceived strength. Knight add-on dependant while Artist add-on barely change anything. the other reason is that knight has different skill-set that is not intuitive for average player to learn. there are two skill-sets. the first is understanding of survivor pathing. this is how survivor moves in chase. I want to call the hag skill-set with placing traps but at same time, it is not comparable enough. it is like the predicting of pathing that a survivor is most likely to take. trapper also has this to some degree with traps at loops. it is hard for me to quantify this. the other skill-set is spirit phase-walking. I think both killer have roughly same time efficiency in chase as each other if both sides are equal at playing the role. I just think knight is a bit less easy? to play. He requires a bit more outside of the box thinking in my opinion.

  • @MikaelaWantsYourBoon said:

    Even if they remove this penalty from perk, i doubt Calm Spirit will be popular. It never was and it never will.

    And they are curious why nobody is using these garbage perks. Who will want to use this perk for small reward but with big penalty.

    the negative is specific there for you to not use the perk. it is same with pharmacy change. they buffed both perks but put negatives to discourage you from using them.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538256#Comment_3538256

    An excellent suggestion, but I have an amendment: Vaccines will still be available, but they require a key that you may find when you take a gun

    The gun can be used against Nemesis to slow him down or stun him

    being hindered as killer is annoying and stunning killer is out of the question. I don't want invent some new advanced form of body blocking that can be exploited. you can however use guns to kill zombies that chase your teammate.

    the vaccines are not available because the idea is that something like the plague where the infection spreads and it becomes epidemic. the nemesis can capitalize on the infection if he chases healthy survivors that are infected. something that I forgot to write was that the infection is cleansed when you get put into dying state. This was just a playful idea I had for nemesis where I wondered what it would be like if there was killer where the M2 felt like playing vs a killer that has machine-gun type m2.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538232#Comment_3538232

    You really don’t think it’d be an issue that Doctor had the following basekit:

    Effectively no TR to signal his approach, because a map-wide TR becomes meaningless for indicating distance.

    Map-wide pings on a cooldown of a minute, for free. Increasing madness by 1 tier for every hit, allowing for even more tracking through add-ons. With the only counter being hiding in a locker immediately when you hear the very low and quiet wind-up.

    Effective incapacitation at tier 3, which admittedly doesn’t last too long but that’s besides the point. It happens every three minutes, too.

    The ability to force survivors to let go off gens across the map, regardless of where he is or what he’s doing, meaning guaranteed DMS value, only countered by a really contrived game of prediction on the survivors’ end.

    Effective on every map. Not just the Game. Every map.

    Whilst still allowing him the luxury of having a full build without the need to dedicate anything to expanding his TR??

    AND the fact Doc still has his anti-loop M2 ability?

    Mind you, a Doc that has a map-wide terror radius by default does not need to run perks or add-ons to increase his TR. Hell, Distressing and M&A are then completely useless on him. So what’s a Doc gonna run? Coulrophobia, Overwhelming Presence, Unnerving Presence, DMS, Jolt, Starstruck, Ultimate Weapon, Infectious, etc.. Only players actively handicapping themselves would not run perks to abuse the fact that his TR is map-wide. Hell, he can forgo information perks entirely, because he gets map-wide pings every minute.

    You really don’t think that’s an issue?

    I guess he is too strong.

  • they should put brutal strength instead of monitor&abuse. that would be a good meme build.

  • @Raccoon said:

    Anyone happen to have a link to the devs discussing this?

    Currently on mobile and searching is a pain :(

    yes they do. like 2 years ago, there was a dev q&a twitch stream that described how MMR works. basically your MMR goes up and down based off whether you escaped through an exit gate. dying on floor is not escaping through exit gate so your MMR is decreased. there was only 1 exception. that exception is the hatch. if you escape through hatch, you get no mmr increase or decrease.

    The emblem system is its own separate system. it is mostly bloodpoint gain system for playing the game over time. it tracks some events in the game and gives you pip or depip. I would just call it morale system. if you do a lot of good morale stuff for entity, you get bloodpoints. nothing more.

  • @KaTo1337 said:

    !title

    I would love to know your opinion on the state of my boy. Would you rather see a return of OG Freddy with some QoL-Changes in addition of a little Buff to the current Freddy like Snares/Pallets Basekit?

    After playing current Freddy for hundreds of hours while watching every single OG-Freddy-Video I could find, I am very convinced:

    I would LOVE to see a return of OG Freddy with Adjustments.

    To be honest, the only thing that hurts my eyes was watching Self-Care-Wake-Ups all the time and being powerless in the endgame.

    So my conclusion would be: Survivors are asleep when Exit Gates are opened (or powered) and cannot wake up and for the Dream Transition, just make Survivors Incapacitated while falling asleep.

    Thats it. OG Freddy would not be A-Tier, but fun and strategic.

    i mean they could legit just combine old freddy and new freddy.

    For example, they can just make him a stance character where if you press control, you lose the ability to m1 but you can pull people into dream world from a distance by clicking m1. M2 allows you to teleport to gens. Pressing control again brings you back to regular freddy with snares and m1.

    after that, just revert some of changes.

    such as terror radius reduced from 32 -> 24 meters.

    -lullaby is only present outside of dream world.

    -survivors aura reading is shown when outside terror radius.

    -freddy snares no longer slow him down to 100%. he maintains 115% m/s.

    bring back some of old pre-reworked freddy add-on's.

  • Here's an overview idea what I would change with on nemesis to make a more complete killer. The changes will be broken up in 4 parts. each part will be brief summary of the idea.

    1) Zombies

    2) Infection & supply cases

    3) Tentacle strike & tier system.

    4) add-on adjustments

    Zombie system changed to work like Knight's guard system. Zombies will wandered around the map, When a survivor enters the zombie detection range for 3 seconds, the zombie will sprint for 150% m/s for 3 seconds which is gradually reduced to 100% m/s.

    Zombies unlike Knight guards do not damage health-state but only infect the survivor. The zombie chase lasts for 45 seconds. The zombie is automatically killed when it hits a survivor or when the chase timer expires by any means.

    Zombie stat changes:

    -Added new detection radius to be 12 meters.

    -Zombie walking speed increased from 50%(2.0) to 75%(3.0).

    -Zombies may suffer 6 gunshots to be stunned for 5 seconds.

    -Zombies hit by thrown fire-arm when stunned will die.

    Infection:

    -Infection no longer grants survivor extra health-states.

    -When survivor is hit by tentacle strike or a zombie, they become infected.

    -When a survivor is hit by tentacle strike attack when infected, survivors are cleansed from infection. the survivor are also cleansed from infection when put into the dying state.

    -Survivors suffer a 25% hindered penalty for 2 seconds when hit by tentacle strike when infected.

    Tentacle strike:

    -Increased tentacle strike attack distance from 5->6

    -Added pallet break to Tentacle strike

    -Movement when holding tentacle increased from 3.8 m/s ->4.0 m/s.

    -Tier 1/Tier 2/tier 3 system removed.

    Supply cases:

    Supply cases no longer spawn vaccines. supply cases now spawn fire-arms pistols. Pistols have 6 shots. The pistols have auto-aim and work similarly to ghostface reveal mechanic. When you are able to shoot, a red dot icon will be visible on the zombie. Pistols can be fired while running but you must be facing in the direction of the zombie to fire. Your camera must also be facing the zombie. Survivor that have mastered moon-walking will find it easier to take out zombies.

    -Press R key(Drop item button) to throw pistol fire-arm. Zombies that are stunned will be killed.

    -Supply cases search time reduced from 12 seconds to 6 seconds.

    -Open supply cases will remain open for 10 seconds with unlimited fire-arm picks ups. The supply case will close after 10 second

    Few sample add-on changes:

    Iridescent Umbrella Badge:

    Survivors infected by umbrella virus are put into the dying state when hit by a zombie.

    Shattered S.T.A.R.S. Badge:

    All entity supply cases are blocked by the entity for the entire trial.

    Licker Tongue(Purple add-on):

    Survivors hit by the tentacle strike have their aura shown for 8 seconnds.

    Depleted Ink Ribbon(Purple):

    -Reduces chase activation time from 3 seconds to 2 seconds.

    -Increases zombie detection radius by 1 meter.

    T-Virus Sample(Purple add-on)

    -Survivors hit by tentacle strike automatic consume the infection on-hit.

    -Hindered penalty reduced from 25% to 10%.

    NE-a Parasite(purple add-on):

    Upon being inflicted by umbrella virus, survivors suffer oblivious for 60 seconds.

    Marvins blood:

    Tentacle strikes apply the mangled status effect.

    Tyrant core:

    Tentacle strikes apply the hemorrhage status effect

    Zombie heart:

    Decreases zombie respawn time by 5 seconds.

    --bonus meme add-on:

    Adrenaline Injector:

    -Zombies no longer infect the survivor on hit.

    -Injured survivors hit by the zombies are healed from injured to healthy.

    -Grants 25% Bloodpoints gains in all Categories.

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

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538154#Comment_3538154

    I mean, Doc can do that now with a dedicated build, sure. But it's only really effective on 2 maps (Gideon and Midwich), and takes up 1 perk slot at the very least to achieve.

    Imagine if he did all that by default, and then still gets to have a full build to go alongside it. On every map.

    why are we even arguing about this like its ever going to happen this is so silly

    Imagine if he did all that by default, and then still gets to have a full build to go alongside it. On every map.

    this is a problem why?

  • @GentlemanFridge said:

    A map-wide Terror Radius would be busted for various reasons.

    He would get a map-wide ping every minute, through his Static Blast. Less with add-ons.

    TR perks would be hilariously effective if it was map-wide. Coulrophobia in particular would just shut down healing almost entirely.

    You'd have no way of knowing how far away he is. A constant TR is effectively no TR, information wise.

    His passive Madness increase was removed when his power was overhauled years ago. He must zap or use Static Blast to increase madness.

    gideon's doctor confirmed to be busted. /shrug.

  • @Milo said:

    ... Nerf Hope+MFT (make so hope cannot stack even or smth) instead of buffing something for Killer that then unbalances it for someone without that combo.

    noed used to be like hope. it lasts for 2 minutes and there was no totem.

  • @Chocolate_Cosmos said:

    Remember back in very very old days where Nurses was 32m range and got nerfed and still was pretty meta perk? Yea... well that perk wasn't changed since (not counting for Doctor interaction with madness - it used to reveal you because it counted as healing) for X years.

    The perk is still pretty good, especialy on Killers who can hit & run and sneak up on Survivors. Yet I never see this perk. Why?

    people used nurse calling because it was only aura perk in the game. the perk wasn't very good but there was nothing else. once BBQ came out, nurse calling got phased out. Only stealth killer had any use for nurse calling but they don't really care for it.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537448#Comment_3537448

    If you played much killer, you'd know there is a large difference between proxy camping and facecamping. One allows a reasonable opportunity for a successful unhook while the other does not.

    And you can't be a successful killer without at least occasionally proxy camping. You can be a great killer and never facecamp.

    Also, trying to punish proxy camping would be nearly impossible without creating massive opportunity for survivors to massively abuse the mechanic. You simply can't compel the killer to leave the entire vicinity of a hooked survivor and expect them to be able to win against any competent survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537467#Comment_3537467

    Bubba is a singular facecamping problem who needs a solution specific to him.

    If you played much killer, you'd know there is a large difference between proxy camping and facecamping.

    I am pretty sure only difference is distance around hook. both forms of camping have same objective which is prevent unhook/intercept the unhook. either way, they're only nerfing camping 16 meters near hook. you will still be able to camp. Just not as easily.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537445#Comment_3537445

    It won't even do that.

    • Get hooked
    • Leatherface facecamps
    • Unhook yourself
    • Leatherface chainsaws you twice in one sweep
    • Get hooked again
    • Why am i on the hook?

    On bright side, you got off the hook.

  • @Aven_Fallen said:

    Not really a fan. I used to run it when it got the latest Buff, but IMO only the Aura-Blocking and the silent grunts are really useful and I dont really use a Perk Slot for this. The Endurance does nothing, because every Anti-Tunnel-Method resolves around Endurance. Which makes Off the Record bad for Anti-Tunnel.

    Because while you say that the Killer will wait out the Base-Endurance, if they want to tunnel, they can just hit after the Unhook. This removes the Base Endurance, potential BT, potential OTR, potential Styptic/Syringe... With just one Hit.

    perk got nerfed from PTB with endurance stacking change. tanking hit is not useless but BT does the job well enough already to not need it.

    if you want to use as endurence anti-tunnel tool, it only really works if you use sprint burst+OTR and the survivor teammate does not to unhook you in front of the killer. you have to get unhooked a little bit away from the killer. that requires team synergy that can sometimes be non-existent in soloq. you also rely on killer tunneling you off-hook which might not happen on every single hook. the perk shines is very specific times otherwise killer can easily outplay endurance and it becomes a perk that is only good for distortion/iron will effect.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537726#Comment_3537726

    The thing is, they could remove the death hook requirement and keep everything else and it would def see play but it wouldn't become super meta overnight. It'd be like Plot Twist, a situationally really strong perk with limited uses. It'd be easy to just waste it if you're not good as survivor

    i am not so sure about that. you could use MFT+dramaturgy+blood rush. you can proc dramaturgy twice for 25% haste for 4 second or another way to say it, you get 50% haste for 2 seconds on command. SB would also be pretty strong since you could use like on command DH for distance once per game though SB and MFT would not synergize. it would not main stream meta but certain next best thing after MFT. from chase perk perceptive, it is like... enduring spirit fury for survivor. resetting exhausting while running is really good. who needs decisive strike stuns when you can just can spam 50% haste perks...

  • @artblizzard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537703#Comment_3537703

    A good idea of a rework about that perk would be that you can use at the start and after all the gens are done, with all the other requirements BUT you don't get back that health stade after 20 seconds plus it doesn't work with more than one exhaustion perk in your build

    as I said, I don't think killer are sold on double exhaustion perks in chases. I remember this because of a post regarding vigil to recover exhaustion while running. it was something like that. I was just explaining to @Brokenbones why that perk has many conditions and why dev are scared of bringing a perk like that.

  • @Sadako_Best_Girl said:

    They really need to add another status effect different from endurance that can be "pierced"

    Let's say hard endurance and soft endurance.

    Hard endurance only works for things like getting unhooked and can't be surpassed.

    Soft endurance can be pierced by using your killer's power or using certain perks/add-ons.

    already exists. MoM is hard endurance. you cannot ignore MoM by any means regardless once MoM is activated. Normal endurence can be pierced if you can apply deep wound. Pinhead for example has add-on called Original pain. It applies deep wound therefore allowing to ignore DH, OTR and any form of endurance. Other killers have deep wound like legion and deathslinger but only on-hit.

  • @Brokenbones said:

    Blood Rush is a fun perk idea marred by heavy limitations

    Needing to be on death hook is already a very steep cost; think about the implications of it for a moment and it makes sense why. As a survivor you want to avoid being hooked as much as possible, so having a perk that requires you to be on death hook is already knee-capped

    But it also has the requirement of needing to be healthy, which means against a bunch of killers or fresh off the hook; the perk is also useless.

    It's also only once per trial, which imo is the fairest of the 3 conditions

    I get that the effect of resetting your exhaustion on the spot is super strong and does need some kind of condition or activation requirement but does it really need 3 highly specific ones stacked on top of each other?

    I get that the effect of resetting your exhaustion on the spot is super strong and does need some kind of condition or activation requirement but does it really need 3 highly specific ones stacked on top of each other?

    exhaustion perks grant 50% haste for x seconds. the dev put exhaustion on perks because they did not want survivors stacking haste effects. they did not want survivors using balance landing, sb, lithe, dh all in 1 build. blood-rush as perk resetting exhaustion means you can stack two of same exhaustion perks in 1 chase. i remember peanut comment on this a long time ago. it was something along lines that he said killer greatly dislike the idea of exhaustion recovery while running. that why blood-rush has so many conditions so that nobody uses it.

    what i find funny is that they do not want survivors to haste stack yet the irony is that MFT opened gateway of haste stacking. MFT+Hope is haste stacking and technically DH+MFT is also haste stacking. it is minor amount of haste stacking yet there has been complained about that. Blood-rush has all those conditions because the perk design is inherently haste stacking by nature of resetting exhaustion.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537334#Comment_3537334

    • It depends on the situation, it can be braindead for either option. theres skill in the decision making based on the situation, ex choosing to kick the gen and apply eruption instead of immediately chasing the survivor because you feel you dont need to commit right now and applying it is a better move for later.
    • I know, thats what I was saying in the post. i could have worded it better to be more clear.
    • Mostly because incap is an unhealthy status effect, but also because 10s wouldnt be enough. It was below average back when it was ~15s of incap. I feel like gen block is the most healthy form of slowdown, becuase its temporary and you can go do something else while its happening.
    • fine with me. 10% is about 9 seconds, so thats at least like 30s of time lost of that gen.

    that is kinda of issue. your not suppose to be doing anything else during gen-blocking otherwise it becomes ineffective effect. also the incap and blocking effects are not suppose to be instant win. their objective is to slow game down by x amount. they may aid in the win but they're not 100% guaranteed to win.

    a buff that could be good for eruption is removing cooldown from 30->0 similar to jolt. adding 10 second incap instead of aura reading could also be additional buff in 3 meter area when the gen explodes. incap is another one of those controversial effects.

  • @Kingjaffad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537618#Comment_3537618

    Honestly, I did consider that. But I'm also trying to think about the otherside, I'm not entirely sure how oppressive the full effect is, considering how difficult it is to get to activate.

    it is certainly interesting.

  • @DEMONANCE said:

    I'd nerf the blindness part perhaps it's unnecessary.

    also this is probably a bug but it shouldn't make Survivors scream in lockers.

    someone uses window of opportunity a lot.

    @KaTo1337 said:

    Of course it is.

    Made for this is getting nerfed soon (as planned for months I guess), so the devs needed to make sure there is another hot topic to keep the game in discussions and advertisements.

    "Hey, you heard about this new, broken, perk for (Survivor/Killer)? You must play now."

    6 months later, it gets nerfed and the cycle continues with another one.

    It was Deadhard, PR+old DMS (45sec), then Eruption, then Made for this, now Ultimate Weapon.

    Marketing bro, Marketing.

    community is pretty hypersensitive to perks. i thought the game was not competitive.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537459#Comment_3537459

    Precisely why i think movement speeds should be kept pretty sacred and we should stop giving ways to increase or decrease it outside of killer powers that are designed to work in that way (I.E. clown bottles), and very limited things like exhaustion perks that give a quick burst of speed.

    sounds boring and restricts chase builds on both sides. maybe that is good thing. not sure.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536862#Comment_3536862

    It's more about how lunges work. Lunges work by increasing your movement speed to 6.9 m/s for 0.9 seconds. But doesn't allow for any bonus movement speeds. So a lunge max range is 6.21 meters. But, the survivors are also moving forward during that 0.9 seconds based on their movement speed, so if they are moving faster, they effectively decrease the killer's lunge range on top of also increasing the time it takes to catch up to them.

    yes. I know. m/s for survivor is cross for lunge distance and lunge speed for m1 killers. vault speed for survivor and raw m/s is other cross. strangely enough, survivor have resilience but there is no perk for killer that increases base m/s by a very small amount. either way, they're strong chasing stats that should be little careful with those.

  • Better than new: increases their Action speeds in Repairing Generators, Vaulting speed, Healing, Unlocking, Cleansing, and Blessing by 12/14/16%.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537289#Comment_3537289

    Just try to avoid corners...

    It's not really his thing only, Artist does same thing, but both are countered by hold W.

    It's really not lose lose situation in middle of the map, you can just leave, without add-ons guard won't catch you, which is really annoying and knight lost lot of distance with it.

    that is why i dislike playing vs artist. the killer just seems based around corner-killing. i am aware that you can use her power for range... but i feel like her range is wildly ineffective when I get chased by artist players. it is same thing with knight's guard at range. long range guards are ineffective vs hold w, very good at zoning at corner killing play-styles.

  • @Coffeecrashing said:

    Are we really not getting an update on the FoV slider?

    So we're getting reassurance that anti-camping and anti-3 gen mechanics are being developed, but zero updates on the one and only announced quality of life change designed for killers?

    And we still have zero information on whether or not the anti-camping and anti-3 gen projects will be 100% killer nerfs, or if killers will somehow get basekit help finding survivors to chase, so that it doesn't feel as necessary to camp or 3-gen? Why are these projects always portrayed as 100% nerfs for killers?

    base-kit finding survivors. well there is mechanic... like that. it is called the birds. spies from the shadow? the issue is that a lot the maps lack birds and killer are not going to use spies from the shadow.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536862#Comment_3536862

    The 20% number is just bullshit. It's just a way to make a pitiful 3% increase sounds scary so it gets nerfed.

    In order for this to actually be a valid number, the killer has to deliberately get rid of bloodlust on cooldown *and* never use their power, ever.

    You can not break chase with MfT unless the killer is playing the game with their monitor turned off or the survivor is vastly outplaying the killer.

    Either way it's a gigantic skill issue, not a perk issue.

    Edit: spelling.

    i do not support the perk becoming weaker but I agree that the perk is the strongest chase perk on survivor. the dev decide how strong they want their chase perks to be.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536259#Comment_3536259

    Considering that they deactivate on a lost health state, I don't think that'd work all that well.

    you have to be joking on last sentence. "we'd might see them somewhat regularly."

    those perks will still be very bad with those changes.

  • @Clockwork_Enigma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531956#Comment_3531956

    More like this:

    Tentacle Strike

    • Nemesis no longer has access to the Lunge Attack ability, but still has access to the Basic Attack ability.
    • Tentacle Strike replaces the ability to Lunge Attack, now being charge-based (1 second) with more charging increasing its range. Once fully charged, it can be held but slows Nemesis down when being held.
    • Tentacle Strike can still hit Survivors over pallets and certain areas, but due to the highly telegraphed start-up this should not be an issue.
    • Tentacle Strike still counts as a Special Attack, preventing it from being stacked with perks such as Sloppy Butcher or Save the Best for Last.
    • Tentacle Strike still requires the Survivor be Contaminated before being able to injure them.

    Contamination

    • Contamination now builds up over time upon a Survivor being hit by Tentacle Strike and can be further increased with more hits.
    • Contamination now has a negative downside of the Infected Status Effect, which causes Survivors to continuously cough loudly and allows Tentacle Strike to put them into the Dying State in one hit.
    • Vaccines can now respawn over a period of 60 seconds per Supply Case.
    • Vaccines now stop the progression of Contamination and cause it to decay over time, but if the Survivor is hit by Tentacle Strike or a Zombie again, the progression will resume but they will not receive instant progression.
    • Vaccines fully decontaminate any Survivor that is afflicted with the Infected Status Effect.

    Mutation

    • Mutation is now a progressive system similar to Blood Fury.
    • Mutation requires a total of 15 points in order to reach Maximum Mutation.
    • Maximum Mutation grants the following effects to Tentacle Strike:
      • Increases Tentacle Strike range by 1 meter if held for an additional 0.3 seconds after fully charging.
      • Grants Tentacle Strike the ability to break pallets and walls upon fully charging.
      • Grants Tentacle Strike the ability to damage and contaminate Generators.

    Rocket Launcher

    • Rocket Launcher replaces the Tentacle Strike ability as the Power Button attack.
    • Rocket Launcher is another charge-based attack that slows Nemesis down by a significant amount (-75%), but allows him to send out a singular projectile towards an unfortunate Survivor.
    • Rocket Launcher isn't loaded at the start of the Trial, instead taking 30 seconds for the first one to load.
    • Rocket Launcher missiles take 60 seconds to reload after being fired, but this can be shortened using Tentacle Strike.
    • Rocket Launcher missile cooldown can be seen on the launcher itself.
    • Rocket Launcher has a laser sight that indicates where it is going to fire, allowing for Survivors to possibly counter it.
    • Missiles can break pallets and walls, or damage generators, on direct hit with them.
    • Survivors and Nemesis can hear Nemesis roaring when he brings up the Rocket Launcher.
    • Survivors directly hit by a missile (or within 1 meter of the blast) will be injured by the attack.
    • Survivors within the splash zone of the missile will be Hindered (-20%) for 5 seconds and be revealed by Killer Instinct for that duration of time.

    Zombies

    • Zombies now have a new ability to those that are Infected. When within range of an Infected survivor, the Zombie will dash forward up to two times in order to try grabbing at and biting the vulnerable Survivor, which damages them.
    • Zombies can also further increase the contamination progress of a Survivor when they hit them.
    • Zombies can be notified to go to a specific location by the explosion sound of the Rocket Launcher.
    • Zombies have AI pathing improvements and animation changes to make them feel like they do in the RE games.

    Pretty much a change that could redefine how Killers can be made, and gives Nemesis more identity as himself with the addition of the Rocket Launcher. (The Rocket Launcher might be hotly debated, but it's one of his most defining features as a horror antagonist and is very easy to balance in a game like this.)

    inventing rocket launcher is too much work. your inventing a premier camping mechanic that is similar to trickster's main event or leatherface chainsaw at the hook.

    @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532097#Comment_3532097

    I'd take his sprint ability over the rocket launcher as it doesn't really belong in this game.

    i don't think direct sprint mechanic would be good idea because of homogenizes killer powers. if you are going add mobility to nemesis then the mobility should be unique. a unique idea could be something like a grapple hook mechanic where you can tag his whip on objects. you pull yourself towards object similar to how wesker's virulent bound works. something like that would be major rework to how whip functions. i would not be opposed to the whole idea of mobility but I don't think they were going for that.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536489#Comment_3536489

    You realize it isn't nonsense right, it literally increases the injured chase time by 20%. The problem with MFT is not the absolute increase of movement speed, but the differences in movement speeds between survivor and killer.

    Normal killer is 4.6 m/s

    Normal survivor is 4 m/s

    MFT survivor is 4.12 m/s

    That means that MFT reduces the DIFFERENCE in movement speeds between survivor and killer by 20%.

    That isn't all, but people forget that movement speed increases are more powerful on survivor than they are killer. For example, lets say an injured survivor is being chased by a killer in an imaginary infinite straight line. How long does it take the killer to catch up to them and hit them?

    Base 4.6 killer/4.0 survivor = 47.5 seconds

    3% extra movement on killer = 38.6 seconds

    3% extra movement on survivor = 58.9 seconds.

    This means that

    • 3% extra movement on a killer, reduces the chase time by 8.9 seconds, or 18.7%
    • 3% extra movement speed on survivor, increases the chase time by 11.4 seconds, or 19.5%

    3% haste is 20% total catch-up for survivor. the haste has similar effect on killer but killer are always playing catch-up. survivor are always ahead of the killer. that is why killer's take longer catch-up because every meter of distance that survivor gets is compounded by itself.

  • i have been saying for long time. the changes they did to slinger were not good changes.

    @SimpleTora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536417#Comment_3536417

    My argument isn't that he needs buffs because Xeno exist, my argument is that he doesn't deserve to keep his nerfs because xeno exist. He couldn't do anything that Xeno can't currently do that's my entire point. If it's ok in BHVR's eyes for current Xeno to exist then pre-nerf Slinger should be considered perfectly ok

    I think they're testing community with xeno by giving you old slinger gameplay at loops. chases with xeno are really thrilling. it is been while since a killer like that was released where killer power has technical skill-cap for survivor to do well and technical skill-cap matters unlike... pinhead for example.

    @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536446#Comment_3536446

    Deathslinger and Xenomorph are different killers. Xenomorph existing does not justify reverting Deathslinger nerfs.

    Don't be surprised if Xeno gets deathslinger'd in the future. All you need to do is increase tail whip cast time from 0.2->0.45, runner mode tr increased from 24->32 and linger duration of tail strike reduced from 0.4->0.1. So as they say, Enjoy it while it lasts killer mains.

  • it is terrible add-on. both the downsides makes not good. it is meant to be a pallet zoning add-on where if you use 1 charge to break a pallet, you still have 3/4 charges left, so you can use purple chili with depth gauge to do a 3-charge chainsaw to hit people between loops. Just downsides of charge increase+m/s decrease make it not a viable option due to chainsaw being too slow in both fronts.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535917#Comment_3535917

    He can't move as fast as a survivor while dragging tail. If a survivor had very good reflexes and was relatively well focused on Xeno, I'd venture to say they could achieve semi consistency in dodging his tail.

    Either way, that's entirely beside the point. My point is the tail is reactable, as evidenced by the fact you can DH it by reaction. I would argue that being able to dodge it on reaction is problematic.

    it is easier for survivor to complain killer OP then learn to play against the killer.

  • i feel like it would been better to buff xeno's successful cooldown movement speed over his missed cooldown movement speed. it is little bit like they gave xeno base-kit unrelenting. I have still escaped xeno in soloq but the missed movement speed is giving survivors wrong impression on him.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534715#Comment_3534715

    The problem with basekit BT is it came at the price of all other forms of anti-tunnel. DS was deleted, and OTR is disabled if the Killer activates the basekit BT. If anti-tunnel Endurance could stack, it wouldn't be a problem, but BHVR saw meme videos from content creators that couldn't happen in real matches, and took that as what would happen in every match.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534940#Comment_3534940

    If you are talking about the 2 per surv +12 on all version then I completely agree it is trash. The normal complaint however with M1 Killers is MfT is too juicy for them, and people are staying injured to greed gens because it (alongside Resilience) is so juicy. I also agree that Thana's slowdown is meant to encourage healing moreso, but the current version only encourages healing when ALL are injured. The old/good version of Thana encouraged healing at all injured counts, but didn't require it either. I don't like the idea of Thana slowing down healing though, because the counter to Thana is healing. I feel like it is bad design to have it be a lose-lose. This is one of the times I agree with the dev logic on a perk. (As Thana used to also apply to heal speeds.) Like I said though, the Myers Thana/Plaything/Penti is a juicy (non-Tombstone) build, but it takes getting used to.

    the perk is still lose/lose. it is just that % of repair are too irrelevant for it to matter. the game-delay from that perk suppose to come from the longer healing times. generator delay prospect of the perk is ineffective in current form. when it was improved, it immediately was made worse.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534471#Comment_3534471

    That's why I would at least recommend a nerfed 4.5% instead of the butchered version we have now. I would view that 4.5% value with 90s gens to be as fair as Pop and Pain Res.

    With the old 5% and 80s gens, the timers were 80/~84/~89/~94/100. (0/1/2/3/4 injured)

    With the 6.1.0 patch 5.5% and 90s gens, the timers were 90/~95/~101/~108/~115.

    With the proposed 4.5% and 90s gens, the timers would be 90/~94/~99/~104/110. This more closely follows the old pattern of +10s at each injury level that the basekit gen change was meant to effect. (80/90 84/94 89/99 94/104 100/110) This way Thana is only a problem if it was prior to 6.1, and I would argue it problem wasn't back then, especially if they were planning on buffing it.

    I've always been a fan of Thana, because of the free hits it gives you when Survs try to greed a 90%+ gen. I can't tell you how many times prior to 6.1 that I got a down because of Thana exclusively, then got to Pop it from the free hook they gave me. Right now the only possible users I've found for Thana to be Legion, Plague, and Myers.

    (Non-Tombstone) Myers can use current Thana only because it works on 2 fronts. The first front is everyone stays injured against Myers since you can just pop T3 whenever, so this forces the slowdown on whether they heal or not. Secondly it pairs well with the Plaything/Pentimento combo, as when you fully stack Thana with Penti, you get 50% gen slowdown, with 180s gens due to how the stacking works. Yes, it only leaves you with 1 more perk to work with, but it is the best build I've found for Myers thus far that doesn't use Tombstones. It does require hooking the first person you find to start the ball rolling ASAP though, instead of stalking a bunch of people a little or hitting and running. Its difficult but fun when you learn to make it work for you. There is a learning curve though, I lost about 3-5 matches before falling into a groove and won ~10 in a row (across multiple days).

    the problem new thana is that you cannot build any injure pressure with majority of killers to make an impact in mid-game with it. the only good usage of current thana is to play Nurse Midwich with distressing+coulrophobia+thana+darkness revealed. the other killers don't have enough chase to justify using the perk over regular regression perks.

    I saw thana -action speed on generator as more of incentive to heal then actual main effect of the perk. the perk felt more supplementary anti-heal perk in the previous iterations of the perk. i preferred old version more. the only minor issue with thana in old version was that 4 people injured was not that great of penalty so people powered through it. i wish perk was more hybrid where you get 5/10/15% slower healing but on final stack, you get 20% repair penalty. more incentive to pressure entire team. these small % are too irrelevant to use the perk.

  • the cooldown is a bit much for restriction. other than that. the perk has some unique uses.

  • FTD has different design motive behind it as opposed to UW. design motive behind why FTD is a hex is because hex is suppose to be wall-hack type hex where you can see aura in loops. the restriction of needing to be outside of terror radius and 25 second interval makes not a good perk. scream makes creates a problem where hex is not possible cleanse if the hex was improved to a lower interval.

  • @Archol123 said:

    I also never found it to be rather one sided, the table thing with the pallet is quite annoying and the jungle gyms are alright, I didn't play it often enough to tell if it has god pallets, but also god pallets are terrible design because the don't allow to apply skill unless on certain killers, the killer only has the option to break it, because it is basically impossible to get a hit if the other player is sentient.

    completely agree.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533623#Comment_3533623

    IK her addons. And actually that iri is used by some huntresses. But it's true you will "never" see it used without iri head :)

    the add-on is terrible regardless of what you use it with. huntress is all about m2. even with iri head, it is not a good add-on because i rather have 1 hatchet with instant down then be m1.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533507#Comment_3533507

    I said what my post said. They're not dodging those if that killer mirrors their side to side movement even a little bit.

    it is called prediction. it is what meg did in farm map. the attack is not meant to have any counter-play out in the open because m2 is replacement to m1 attacks for xeno. your only meant to do predictions in the loops.

  • @Emeal said:

    That would make a great addon, if it was 5%. 15% is just too much.

    there is add-on like that. it is called shiny pin. it gives 5% movement speed when holding a hatchet.

    @Gandor said:

    Huntress. New speedies killer and best adept for pwyf. You have 5s of more then 140% speed not even using any ability! That's more then sprint burst btw.

    (But those 5% could work as an addon)

    you have a cooldown to cancel hatchets. raw 5% is add-on... it is soldier putee. the weird iri add-on nobody uses.

  • @Nos37 said:

    Gens are done and the survivor is injured = free escape??

    The other survivors were too afraid to bodyblock for Cheryl Mason or commit to opening the gates (left at 99), while I chased her from tile to tile and cornered her. Nothing worked, not even bloodlust (line of sight blockers end chases). I could never catch up. She even had enough speed to gain enough distance to open the gate herself and run right out.

    The "machine gun" build for killers back in the day was gutted and not allowed to stack. Why can survivors stack haste effects??

    i don't know if you noticed, but rapid brutality+stbfl is old machine gun build. rapid brutality is 3 stacks of stbfl+8 from perk alongside 10% base-kit changes on less speed and less base-kit cooldown. you get roughly 12 stacks of stbfl.

  • @Seraphor said:

    It doesn't incapacitate survivors or increase the difficulty of their skill checks.

    doctor's power has been kidnapped by hex:blood favor and ultimate weapon.

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