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Elan

Elan

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Elan
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  • Because medkits, flashlights and toolboxes are insanely overtuned and need to be tweaked to be more in line with other balanced items.

    Medkits

    → Remove ability to self heal, rework add ons

    Toolboxes

    → no longer repair faster but instead reveal the generator and it's progress to all other survivors while repairing, remove sabotage actions from all perks and toolboxes and add ons rework

    Flashlights

    → remove blindness mechanic and make it so shining at killer will reveal him to all other players for few seconds, add ons rework

  • @jesterkind said:

    I'm going to be pretty bold with this one, so I ask that you bear with me and really consider what I'm saying.

    When it comes to flashlights, the problems I'm aiming to fix aren't that the item is too strong or too weak. In that regard, I actually think flashlights are in a pretty good spot- my issues lay elsewhere. For clarity, my issues are as follows:

    • Flashlights have generally pretty useless addons
    • As a follow-on from that, there are lots of variables for flashlights that don't really matter enough to warrant existing
    • Following on from both, flashlights contribute a pretty large amount to bloodweb clutter

    With that in mind, and looking at the streamlining Keys and Maps got fairly recently, I have a series of changes in mind. The goal is to cut down on clutter, preserve what makes flashlights good and fun to use now while whittling away unnecessary fluff, and also add in a little extra utility while we're at it.

    So, let's start with maybe the bigger change: Flashlights should only have one variant.

    I don't think the differences between flashlight variants really warrant them existing, and I also struggled to think of any way to further differentiate them that wouldn't be kinda arbitrary. Asking myself if we really need more variants, I honestly couldn't say the answer is 'yes'. So, only one!
    Green rarity, and probably just named Flashlight, for simplicity. 12 seconds of use, with the accuracy of the blue Sport Flashlight. A lot of the old variables are getting tossed out, so some good middle ground for which numbers to pick would be tested, but that shouldn't be hard.

    After that a simple second change: flashlights get one addon per rarity. Fewer addons here means each one can actually be useful, and results in less clutter for the bloodweb.
    My pitch for what the addons should be is as follows:

    • Brown: Power Bulb, increase the blind's linger by 1 second
    • Green: Battery, increase the flashlight's total duration by 6 seconds
    • Blue: Intense Halogen, successful blinds inflict the Blindness status effect for 20 seconds
    • Purple: High-End Sapphire Lens, successful blinds cloak scratch marks for 10 seconds, reduce maximum battery life by 6 seconds
    • Pink: Iridescent Bulb, shining the flashlight on generators, chests, totems, or the Killer reveals that aura to the rest of the team for as long as the beam shines on it and two seconds after you stop

    You get the idea, a smaller and more potent set of addons which add in a little more utility. I know it seems a lot like a lot is being taken away from flashlights here, but what's replacing it should be ten times more useful than whatever was lost.

    What do we think?

    I'd like to see this rework:

    Flashlights

    → now when aimed at killer, the killer will be revealed to all other players other than who blinded them for 3s

    → ability to blind killer when performing interactions (removed)

    → ability to save teammate when blinding (removed)

    → flashlights now have tokens rather than use-time, start with 3 tokens and each token will allow usage of flashlight for 1.5s

  • Boons are already very strong and oppressive when stacked. It's free perks to entire team that killer has to get rid of unlimited time and mostly has to ignore. They are at very good spot and defienetly don't need any buffs.

  • @nightmared3ath said:

    Hi everyone, I’ve been thinking about The Oni and how he currently feels a bit limited when not in Blood Fury. I wanted to propose a new secondary power inspired by Japanese folklore to give him more map pressure and unique interactions. Here is my concept for 'The Three Shards of Jigoku'—three unique Yokai spirits that help the Oni hunt. Let me know what you think!

    ​👺 Game Design Proposal: The Oni Rework / Secondary Power

    ​Title: "The Three Shards of Jigoku" (Yokai Helpers)

    ​📜 Overview

    ​The Oni is a high-mobility power-hitter, but he lacks early-game map pressure and passive slowdown. This proposal introduces three unique Yokai spirits that act as extensions of the Oni’s rage, providing tracking, stealth, and damage over time.

    ​🕹️ New Mechanic: The Yokai Summons

    ​The Oni starts the trial with 3 distinct Yokai. By holding the Secondary Power button, he can release them one by one.

    ​The Three Unique Yokai:

    ​The Four-Armed Hannya (The Slasher): A terrifying spirit with four arms. When latched, it uses two daggers to constantly slash the victim, causing Hemorrhage.

    ​The Choking Yurei (The Strangler): A floating female spirit. She wraps her arms around the Survivor's neck and bites their shoulder/neck area.

    ​The Cinder Claw (The Ripper): A deformed demon that uses long, jagged claws to rip into the Survivor’s back.

    ​⚔️ Gameplay Loop & Interactions

    ​The Hunt: Once released, the Yokai flies across the map. If it detects a Survivor, it screams and latches onto them.

    ​Passive Damage: While latched, the Survivor suffers Health Decay (similar to the Deep Wound timer).

    ​The "Shove" Action: Survivors can only remove the Yokai by performing a "Shove" action (3 seconds).

    ​The Ground Chase: Once shoved off, the Yokai doesn't vanish. It falls to the ground and chases the Survivor on foot.

    ​Cooldown: If shoved, the Yokai must wait 12 seconds before it can attempt to latch again.

    ​Despawn Condition: The Yokai vanishes only if the Oni hits that Survivor or if the Yokai is stunned by a Pallet/Flashlight.

    ​👁️ Strategic Effects (The Panic Window)

    ​When a Yokai is latched to a victim:

    ​Oni Stealth: The Oni gains the Undetectable status for 7 seconds (active if he is at least 11m away from the victim).

    ​Global Tracking: All OTHER Survivors have their Auras revealed for 7 seconds.

    ​Mindgames: For the rest of the team, the Oni is Undetectable, allowing for perfect ambushes while they are distracted by their revealed auras.

    ​🎨 Cosmetic Integration (The "Selling Point")

    ​Dynamic Skins: Each Oni skin will change the appearance of the three Yokai.

    ​Example: If the Oni wears a Cyberpunk/Modern skin, the Yokai become glitchy holographic demons or drones.

    ​Example: If the Oni wears his Armored Samurai skin, the Yokai appear as ghostly remnants of fallen warriors.

    ​💎 Featured Ultra-Rare Add-on: "Mask of the Broken Pact"

    ​Effect: Survivors cannot shove the Yokai off by themselves. They require another Survivor to perform the "Exorcism" action (5 seconds).

    ​Solo Penalty: If the victim is the last Survivor alive, the Yokai stays latched for 30 seconds before dissipating.

    Turning Oni into Knight?

  • @davidfaulkner1738 said:

    I’ve been playing video games since I could move my fingers. There is absolutely no argument on the planet that could prove your game is well balanced. This is most one sided game I’ve ever played. Not only is the killer unbalanced ,but they are SEVERELY BROKEN. I’ve put countless hours into this game and the ONLY time we get away from killer is if HE LETS US. The reason the DBD creators think it’s balanced is FOR THAT EXACT REASON! The killers let survivors crawl to the end constantly so the game developers look at the stats and think survivors are winning legitimately BUT THEY ARENT THE KILLERS AND LETTING US WIN SO YOU DONT REBALANCE THEM !!! Worse game I’ve ever played.

    It's Dead By Daylight, not Survive By Daylight. Surviving or escaping should be extremely rare, however the game is so insanely survivor sided that you are handholded in almost all situations. Survivors have so many stuffs to fight back or overall shield themselves that killer at this point is just the weaker role.

  • I'd remove both houses, push Shack closer to school, chunk of part of the map to be smaller and remove all the w corner stuffs.

  • Ghoul is killer that has everything in his kit and feels pretty boring to play against, but in the end he's truly not in need of a nerf. The few possible adjustmenets might be reducing for how long he can hold his power and tweaking the stun slowdown when grabbed at pallet, but tha't it.

  • @Anti051 said:

    I'd really appreciate it if the team could come up with a solution to the flagrant misuse/overuse of endurance effects. While higher tiered killers have no issues with the current version of endurance, lower tiered killers are completely stonewalled by it. While endurance should be useful, deep wounds should be something that survivors definitely want to avoid. I'd like to recommend that deep wounds carry some form of cumulative debuff effect to discourage the common behavior of running directly into the killer with active endurance.

    The lack of a true drawback to spamming the endurance effect has made it the most effective tool available and has converted the atmosphere of horror into a corny cheese fest. Please consider my suggestion for the sake of a better and more immersive horror experience.

    The only endurance perks I have issue with is We gonna live forever/mft combo… it's cheap and makes swf with flashlights, powerstruggles and sabo builds even more annyoing to go against. Otherwise endurance perks are fine and can't be really used agressively as they are very limited. MFT/WGLF combo makes it so you are in lose-lose situation where you won't get down on either injured survivor no matter what. Surely you can wait it out next time if you have good surroundings, but otherwise you have no indication on what's going on.

  • People complain about Legion being removed from 2v8, but don't realize the issue wasn't Legion but very game of legion/Oni combo, where Oni was nonstop in power.

  • Another example is Krasue where certain perks won't work in head for, there is quite of them. Krasue vault-wise can't utilize any vault perks except for their secondary effects - bamboozle blocked the window but didn't make vault faster, dark arrogance made stuns longer 3s, but didn't make the vaults faster. Now if supperior would work on her head vault we would have her vaults being more busted than on PTB where it was 1.5s, as I think that 2s vaults are too long and should be cut in a little bit I understand that perks working with killer powers might need basekit to be nerfed which would result in killer being clunky to play without them.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057472#Comment_4057472

    I thought it was doing you a favour because all people do is complain that all legions are boring because they run thana and slowdown. make up your mind people Do you hate slowdown or chases?

    In scenario of Legion running up to you so you stay in pallet to get him the hit and not waste the pallet but then you have to stun him because otherwise you go down, stun add on replenishes his power so he vault over and that's endless circle. Worse teammates will just drop the pallet to feed him.

  • @Scrapinator said:

    One of the best factors dbd has going for it is at risk with that spirit fury nerf. Please stop rewording perks to exclude powers, believe it or not that honestly makes perk design even MORE boring and harder having things not interact with powers at all. Let build variety EXIST. Or else killers are generally going to only run slow down and 1 or 2 perks that are only good for the killer they play.

    Tbh, all the Legions with iri button, endfury and bamboozle make the game as boring as possible.

  • @PetTheDoggo said:

    I hate her last stealth change so much. Like she needed to be nerfed…

    It was more of a nerf as the drone best use was to trigger undetectable because SM is one of few killers without any sounds when stealthy.

  • I miss those too. I think it's 3rd year without the event.

  • @skwillexy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057199#Comment_4057199

    Then I would be greatly embarassed as a multi million dollar company. The least I hope for in that case is that they refund the money people spent on the dlc and cosmetics.

    I mean, people still complain because she was insanely boring to go against, but after Ghoul, Vecna 2.0 and Krasue, I believe people wouldn't mind old chess merchant.

  • @skwillexy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057166#Comment_4057166

    I mean if bigger dbd content creators like Pixel Bush for example and from what I have seen larger parts of the community say that she is still very bad I dont think it should be hard for BHVR to recognize that further development is necessary. But yeah, lets wait I guess

    They still keep saying it. But they wasted so much time and resources on her that at this point I wouldn't be surprised if they remove her from the game.

  • @skwillexy said:

    Regardless of whether you disagree or not, I hope the recent buffs are not an excuse to scrap the rework everyone hopes for.

    https://us.v-cdn.net/6030815/uploads/3RRDWLC4I8MM/screenshot-2814-29.png

    They said they won't continue development untill decent feedback from buffs. Now there will be rework for trickster and I'm sure they said that SM rework won't be a thing untill end of 2026 if at all.

  • @dadamek8 said:

    SoloQ players need more ways to play around their teammates' perks, i.e.:

    • When someone is injured and their Clean Break is active, every survivor within 4 meters sees the perk's icon
    • When someone is on a hook and their Deliverance / Wicked is active, every survivor can see their aura in yellow
    • When someone is in a locker and their Head On is active, every survivor within 24 meters sees the locker's aura in yellow
    • When someone activates Plot Twist, every survivor sees the perk's icon
    • When you unhook someone that has Resurgence, you see the perk's icon for 5 seconds
    • When someone is in the struggle phase on a hook and another survivor can activate Shoulder the Burden, the perk's icon is revealed to other survivors
    • Other changes can be implemented like showing dying survivors' aura in yellow if they can pick themselves up or simply show the perks of all survivors on the loading screen and in the match details after pressing Tab

    Again, in lobby all survivor perks can be shown. Clearly someone won't be happy about someone running urban or self care, but people already check hours on steam so it wouldn't be that much different.

  • @Philscooper said:

    give each survivor a dedicated colour from red, yellow, blue and green. (hopefully you can change the colours in the colourblind accessability option)

    whenever a survivor is working on an interactable, totem, gens, gate.

    those things will be highlighted and given the colour to the survivor working on it.

    make totems and gate have an limitless range and maybe have gens only have an visible aura when 12-16 meters away.

    that way, survivors know what you were doing, remember it and capitalize on it, in the future.

    if you have any question how this would work, please ask away and ill happily answer your questions.

    I'm defending giving survivors in game chat same as is in lobby. So they can communicate same as swf. FE. hex is in shack, he has nowhere to hide etc. With that we can focus more on balancing killers. Btw I would be also for this chat to be optional to avoid toxicity.

  • @vincible said:

    1. Remove ability to grab-attack survivors while not enraged

    2. Change Enraged mode activation condition for a timer (similar to The Dredge's Nightfall)

    3. When timer runs out, The Ghoul enters Enraged mode for a limited time, which acts like it does now + allows grab-attacks

    4. Grab-attack in enraged mode on each unique survivor reduces activation timer by 7 seconds (whats a 1000-7?) Up to 28 seconds.

    Result: no free hits with deep wound by default, more balanced, lore-accurated power, which requiers effort to get most value out of, while making least amount of changes to the core power mechanic itself

    Possibility of making balancing tweaks (killer instinct on nearby survivors when entering enraged mode, make changing terror radius and movement speed like with the Krasue, adjust enraged mode and enraged activation timers etc.)

    There are only few changes I would like to see:

    → Decrease maximum grab distance for applying mark from 14m to 8m

    → Remove deep wounds from grab attack

    → Remove automatic hit when scampering pallet or window

  • @tanerkennedy said:

    Mind Over Matter
    Your connection to the Upside Down allows you to manipulate the physical world with a mere thought, though it taxes your body heavily.

    • Ability: While being chased and within 15 meters of a standing Pallet, press the Active Ability Button 1 while looking directly at it to forcefully drop the Pallet from a distance.
    • Effect: If the Killer is underneath the Pallet when it drops, they are stunned as usual.
    • Penalty: Using this perk triggers the Exhausted Status Effect for 40 seconds.
    • Restriction: This perk cannot be used while Exhausted
      "I can move things... with my mind." — Eleven

    Stranger Things perks from chapter 2 are the most dismissed opportunity to implement something new and interesting. I mean, Bada Bada Boom is fine, Change Of Plan is somewhat okish, both teamwork perks are boring but mainly both aura perks from Eleven feels like nothing from the franchise. There were so many possibilities.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056832#Comment_4056832

    At least for me, Exhaustion perks aren't such a problem. I just think they are quite strong and free for they effect they have. Limiting it to one use after hook would render Sprint Burst one of the worst perks in the game.
    My biggest issue is with Vigil. Having a 24s exhaustion is something that can't be overlooked at.

    Well Vigil can be still reworked. Or tweaked, let's say it no longer effects exposed, exhaustion and hindred but mainly serves against blidness, oblivious, hemmorage. mangled and can be tuned to 100 %. So people hit by sloppy butcher have shorter time to wait it out, which would keep the perk still viable.

  • @ShanoaLegendaryPlz said:

    Isnt there currently a bug in 1v4 causing way too many pallets to spawn? Heard that somewhere but havent tested it since ive been on 2v8 the whole time.

    Some maps spawn less than intended and some spawn more, yes. It's a bug for a while.

  • I think current Myers is in sweet spot where he's decently strong while has some limitations. He feels like better Bubba, if they don't have pallet or window, they die. My issue when playing against Myers is that you press 50x drop the pallet during his dash and end up shaking on the ground. So the pallets aren't reliable counter as much. Current Myers is still much better than he used to be, because 80 % of people played mirror Myers on Lerys and once map offerings were gutted, they didn't want to play standard Myers, same with tombstones, you got kills without hooking someone just holding m2 for eons. It felt boring on both sides.

  • @SadakoSlay said:

    As a big fan of ring 1998 and Sadako, I chose Sadako as my first killer main years ago. Sadly I stopped playing her a couple of months ago just because she's really weak especially in the current meta. I feel like Sadako needs some kind of buffs.

    I know Sadako has gone through a lot of changes since she's released. I think her current version is quite good (Though her second version where every survivor not holding a tape got condemned when Sadako teleported was my favorite), though she needs a few buffs. One of the changes they made that i really don't like is that holding a tape no longer gives them condemned over time.

    Right now good survivors will just grab a tape asap as then hold onto it until their condemned is high. Survivors aren't punished for doing this, they can just hold onto a tape for the entire match. I think holding a tape should give survivors some kind off debuff. It doesn't have to be condemned, but maybe something like blindness or obvlious. I think blindess and/or obvlious would already go a long way.

    I also think that one of the biggest frustrations of playing Sadako is getting a survivor fully condemned, chasing them and the survivor just dropping the tape off in your face. Sadako can't counter this at all. I feel like there needs to be a change to make it so survivors can't do this. I have a couple of ideas to solve this.

    My first idea is that if a survivor who's fully condemned drops off their tape, the condemned sticks around for a couple of seconds. This would make it so if a survivor drops the tape off right in front of Sadako, she has the time to get the survivor on the ground to kill them with her power.

    My second idea is that if a survivor is holding a tape when they get fully condemned the tape breaks or dissapears. i think this change would be good because it punishes survivors for not getting rid of their condemned in time. Right now good survivors know how to play around condemned by just holding onto a tape the whole match. This change would make it so this strategy isn't as powerfull, since if they aren't carefull they'll lose their tape.

    My last (and favorite) suggestion is one that I think would fix a lot of problems with the Onryo's kit: bring back breaking tapes. In Sadako's second version if Sadako hit a survivor carrying a tape, it would break. I think this should be brought back (ideally with blindness and or obvlious while a survivor carries a tape), because I think this would give Sadako an actual defense against survivors just hoarding tapes. It would also make it harder and more risky for survivors to only drop off a tape if they are fully condemned.

    Powerwise I would like to see those changes:

    → Survivors holding tape are getting stacks passively over time - 1/30s

    → Replace spreading condemned from teleporting via TVs to spectral strikes, every time you manifest and attack survivor in short time spectral strike event occurs, this would cause 1 stack. If survivor holds tape, extra stack is applied.

    → Demanifested Onryo can pass through pallets, windows and breakable walls - same like upside down Vecna

    → Onryo no longer triggers visual lullaby

    → Fully condemned survivors suffer exposed

  • If I would rebalance Nemesis I would completely remove tier one. Make it so he can break stuffs with whip right from the start. Survivors need to be hit three times and have 4 extra health states in vaccines. Next I would either add extra zombie or make his two zombies move min. 50 % faster at base.

  • @Rickprado said:

    I'm not sure about nerfing exhaustion… but if they do nerf, they could reduce the speed % and increase the exhaustion timer. It would make exhaustion much more balanced against low tier killers.

    Also, they need to gut Vigil ASAP. Vigil turn exhaustions even stronger and break the game in so many aspects that its surprising how current Vigil is still on the game.

    Vigil mainly hinders killer perks that are already not very popular - hindred and exposed as well as some killer powers. If you run Hubris, Friends or Starstruck, but the perk does nothing because survivors grouped up and one of them decreased timer to everyone else in range so everyone that supposed to be exposed for 30s is exposed for 14s, same with hindred, perks like forced hesitation, knockout etc.

    To exhaustion perks I think that they should be limited by hooks like dead hard is. We can argue that they can be activated by safe unhooks or some other requirements to make them less spammable when paired with Vigil.

  • @[Deleted User] said:

    Why nerf exhaustion perks when every killer coming out in the past couple years is another power creep with high mobility, area control, and killers can still try to slug and tunnel as soon as the match starts.

    -Former Killer Main with xxxxx hours.

    Because those powerfull killers don't care about them but old powercrept and outdated killers simply can't compete them. And the last thing we need is every killer to be dash-slop with zooming map traversal.

  • @MashedBroccoli said:

    he doesn’t need more zombies, he needs base kit marvin’s blood. I would give up all zombies for base kit marvins blood.

    He received Marvin's blood basekit while ago. He needed way more hits to get into tier 2. So he got more range on whip, better cooldowns and so on.

  • Agree. Main purpose of surrender is to make time spent playing valid. If you lost all gens and you wanna go next without trying to get one kill or something you should be able to. I abandon almost every game as killer if the survivors are bots or last survivor abandon after hatch is closed. If I want to play against bots or stand still and wait 3mins then I'd go custom. Makes sense. But it's only one thing there. I don't want to see free abandons because one or other side doesn't like the map, killer, etc.

  • @Callahan9116 said:

    Trapper in 2v8 is really fun give him this in 1v4. He will still be an at best B tier no where near S tier, but a lot more fun to play.

    Can you explain how he works in 2v8? I'm not big fan of this mode.

  • That sounds very cool. However it would require some team outfit so you can actually know who's who. But it's very interesting idea. I might even see removal of gens and make it some sort of flag capture or something.

    in Teams Comment by Elan
  • @jesterkind said:

    What's the idea behind giving the ebony mori basekit?

    I understand the intent behind the rest of these changes (though I do disagree with a few), but that one feels a little arbitrary. What did you have in mind there?

    The idea is to make moris more prominent without making them strong, serving as finisher rather than tunneling tool - what was main use of old moris. This would allow you to use your mori multiple times per game if lucky, without spending offering that can be replaced with BP offerings.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056625#Comment_4056625

    Honestly I have no idea by this point.

    Sluzzy the second, perhaps?

    Not sure what you both are talking about tbh

  • Would've remove it from 4v1 too honestly. He doesn't need counter-items as his power is already not super good.

  • Her speeds are fine as they are. However she deserves a little bit longer duration and faster recharge, because she's now powercrept by Dracula's bat form.

  • @dadamek8 said:

    Reassurance could be one of the most useful perks when the killer camps someone in the basement, but it's basically impossible to use it there due to its low range of 6 meters. And when you're at it, can you make so that Camaraderie can activate two times per match (one for each hook stage). The range is already great (16m) compared to Reassurance

    I believe Reassurance needs huge downside due to how strong perk it is.

    → Increase range to 16m

    → Survivor performing Reassurance will recieve hook state

  • Killers should be able to abandon once exit gates are powered. At this point it's up to them whether they want to try a luck in engame or just go next. Survivors will receive points from leaving, so there is no issue.

  • A lot of killers slug because then they are saved from:

    → Decisive strikes

    → Dead Hards

    → Off the record

    → Bodyblocks with endurance

    → save time from going to the hook

    It makes sense to me. I'm not saying it's anything fun, but waiting as killer 10mins during 2v8 event to get genrushed in 2mins is also not fun. I tunneled and slugged two games recently and survivors felt extremely oppressed. I asked them if they think that it was because I'm toxic slugger or tunneler or if that was because they switched last second to full flashlights with background player and 3 BNP the other game. You simply can't expect killers to keep up the chill wave if you try to make their time playing feel irrelevant.

  • @Royval said:

    I agree and I do believe that Uroboros should have an secondary effect like blurry vision or doing gens slower.

    Indeed. Full infection can easily cause exposed, rather than only instant grab. And infected survivors can be hindred and suffer incapacitated.

  • True, Wesker fell down massively. I'd even go further with new killers being so powerfull.

    → Give him 3rd dash

    → Make slowdown 8 % again

    → Off hook there is 30 % infection

  • Now when three gens are resolved they can go back to original skull merchant so…

    → She creates area that exposes

    → can remotely activate drones

    → claw trapped survivors break pallets upon vaults

    → shes undetectable inside drones

  • @Dinadin said:

    Yeah, just make those perks useless. Great idea.

    They would be still very strong but require it's activation like many other perks do.

  • @pallet_muncher said:

    The Nemesis need more zombies in 1vs4. His contamination should do more than giving suvivors the occassional cough.

    4 zombies in 1v4 would be fine as they are extremely slow.

    The infection should do way more. I can't see much implementation other then debuffs, which is boring. Nemesis needs secondary power. I can see rocket launcher that creates aoe that instadowns survivor. It can be like 30s cooldown or something.

  • He's B tier killer, come one. There are killers that might see some nerfs, but not Vecna. He is boring to go against yes, feels too spammable, yes. But that doesn't make him strong at all.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055776#Comment_4055776

    Do you find it hard to get AxeGrabs on Survivors? I always seem to get like 2 to 3 per game, is that too little?

    Indeed. You have the prompt but perform melee instead, it's very inconsistent.

  • @Emeal said:

    What exactly do think Springtrap is missing and what these buffs fix?

    Interactivity. It's buff to his unique grab system mainly while making doors more interactive and rewarding.

  • @Royval said:

    60 seconds of undetectable come on man be realistic.

    It makes whole door system more important while there can be more changes done, longer reveal, increased range so on.

  • In game chat would solve the massive gap between swf and solo. Then we can tune up killers.

  • If I'm not mistaken they revert everything to before density states and even further. Some pallets no longer spawn and some windows are no longer open. It can now happen on Midwich that the whole side has no pallet at all.

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