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Elan

Elan

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Elan
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  • @Nathan13 said:

    We all love Steve’s iconic scream, it’s fun to mess around with and I don’t think having the chances increased is gonna work for everyone. So the best alternative is to have his old scream locked to scene partner.

    The problem is that og players like me who mained Steve don't only care about screams but overall og va. It's just not same character and I don't like his new va neither vo. After 6 years of playing him I don't want to play him anymore.

  • 4.4, lose two tokens and remove his speed add ons. That would be enough to keep him still insanely strong while limiting him in lethality.

  • @Trasher21 said:

    Please consider adding the Mind Flayer in the sky while in Worldbreaker mode when playing as The First!

    Should be a thing. Unless we get MF as chapter 3

  • My suggestion to buff Ghostface:

    → Attacks in NS no longer ends power

    → Cooldown is triggered only when GF is revealed (reveal mechanic still needs a lot of work)

    → Ghostface moves 5 % faster for every marked survivor untill mark expire

    → When any survivor is marked GF gets 10 % bonus to attack cooldown, pallet and generator break (stacks up to 40 %)

    → Marked survivor suffers oblivious and 4 % hindred when marked

    → When in NS, GF has 50 % extended lunge distance

    → Survivors that are marked and dead on hook can be morried

    → When GF is revealed by survivor they will get 50 % of stalk meter

    → GF can't be revealed by survivors on hook or in dying state

    → Increase the stalking speed by 20 % when leaining from the cover and by 40 % when not

  • @Mandy said:

    We appreciate that players found the previous audio / vo iconic, with the addition voicelines it was no longer possible - we kept the original scare scream audio in the files as an easter egg of sorts but have increased the chance of it playing during the game. We are not going to move away from the latest voice lines however.

    Shame. Over 10 000 people are dissapointed from it, which is massive number. Guess we just don't play Steve anymore, because it's no longer Steve we loved for 6 years.

  • @bbinks said:

    Good Day,

    Writing this as I normally don't complain about killers, but I created an account just today after having played DBD since 2016, and HIGHLY suggest a nerf to the Knights Ability, Guard Summon. He is able to summon guards WAY to often and makes the game quite annoying and very unenjoyable having to run back and forth constantly between the entire map just to not get hit. I am suggesting a delay in his ability to summon guards by about at least 90 seconds. This way, he is still viable as a killer but less annoying of being able to summon his guards every 30 seconds or so. I honestly wouldn't care so much of his current state, but it's unsurprising I am encountering The Knight about every 3 or so matches.

    Fact n.1 Knight is below average killer = not really strong.

    Fact n.2 Knight has the most boring designed power to play around, you either hold w untill Knight cuts you off and get hit on you or you hold w untill banner spawns or hunt expire. However Knight got huge shadowbuff recently where you can't force guards to double back when touching wall next to window so you now have to hold w even more because guards have no other counterplay than getting hit by Knight, picking banner or hope that you want get stucked on 50 different stuck points on map.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054880#Comment_4054880

    You are allowed to add up what you think should happen, I am ready to hear it

    Nurse, Blight and Ghoul should get some add ons reworked at least. Nurse needs removal of her lunge add on, then I might see her getting blindness when blink is fully charged. Blight needs removal of double speed, become 4.4, Ghoul needs removal of bamboozle add on and deep wounds, then I would make the maximum distance of hitscan kagune mark to maximum distance of 8m, so he has to home on you to get free injury rather than sticking on you from mile away.

    Unknown needs more time before weakend is stared down or shorter power cooldown, Dredge tbh I don't know. His power is just not good overall. I can see his remnant to be set to some position rather than at point but if it would work and wouldn't be ass to go against, who knows…, Sadako needs rework, tapes should increase condemned passively, TVs should no longer spread condemned but rather spectral strikes, additional condemned would be spread by hitting and hooking people with tapes. So basically you won't get stack from active TV but every time Onryo manifests, additionaly when shutting down TV, tapes would cause one stack every 35s and when survivor with tape is injured or downed he gets extra stack and tapes is broken, if survivor with tape is hooked all survivors will recieve one token. It seems a bit too much for one buff so I would start with one step and see how it goes. So we are not in scenario where condemned is spread so fast as currently. Ghostface is decent killer, I know p100 GF that are insane. He just lacks mobility. I wish they give him some form of movespeed when stealthly and out of chase. Demogorgon needs portal recycling, shorter cooldown on teleport and longer range where he can detect survivors.

  • @vol4r said:

    NERFS:

    1. Nurse:
      - increase power cooldown by 1-2 sec for each blink
      - Hide auras while holding the m2
    2. Blight:
      - Increase cooldown of each token by 0,5s
      - Nerf speed addons
    3. The Ghoul
      - Increase recharge time of power by 2 sec
      - Make the vault slower - it's still very quick
    4. The First
      - Increase power cooldowns by 2 sec! Don't make it so spammable

    BUFFS:

    1. Unknown
      - Decrease teleport time by 5 seconds
      - Make destroying the clones 3 seconds longer
      - Decrease M2 power cooldown by additional 1 second
    2. Dredge
      - Lower teleport cooldown
      - Make her teleports faster
    3. Sadako
      - Lower cooldown which she can teleport to TV's hat were turned off by survivior by maybe 10 seconds?
      70 sec is a lot.
    4. Ghost face
      - Purple addon that grants him 10% speed for 5 second BASEKIT
    5. Demogorgon
      - Make destroying his portal longer by 5 sec
      - Maybe create a mechanism that prevents surviviors from destroying the portal for 30-60 seconds after openening it?

    I agree Nurse, Ghoul and Blight need some tweaks but those arent it. So are not the proposed buffs. Those killers need way more love to compete higher tiers.

  • You can run secret project with corrupt.

  • @whirlwind931123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054464#Comment_4054464

    Edit: I'll admit that misinterpreted Genetic Limits but mainly because I was playing killers where Genetic Limits is mostly useless, e.g. Plague and Bubba. An anti-DH perk is still needed. Like DH just completely shutdowns Bubba's power. Survivors just stay injured and it's a free escape against his power.

    Languid Touch is fully RNG and the only good counter for Dead Hard currently, as mentioned in hte post.

    Mindbreaker is useless for countering Dead Hard. It only blocks them for 5 seconds after getting off the gen. It's extremely unlikely to counter Dead Hard in this period.

    I'm sure Bubba can hit three times through the speed boost.

  • It's buggy since pallet density. But tbh pallet saves and flashlight saves should be completely removed from the game.

  • @whirlwind931123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054448#Comment_4054448

    Many options ≠good options. Out of all those perks, how many are actually effective at countering Dead Hard?

    Depends on situation, both genetic limits and languid touch fully counters exhaustion perks, mindbreaker is more of disturbing at gens. But there are also many anti exhaustion add ons.

  • @whirlwind931123 said:

    Dead Hard is still the best exhaustion perk with at least 60% of survivors running it in high MMR (based on my match history). I don't think Dead Hard needs a nerf, but I think there should be more perk options to counter it. The current anti-exhaustion perk options aren't good enough. Languid Touch is the best counter currently, but it's pretty much complete RNG with crows. We need a perk that specifically counters Dead Hard. I don't care if it's useless against every other exhaustion perk. In fact, it should be to balance it. Considering we already have Lightborne that hard counters Flashlights, a similar perk seems reasonable.

    Languid touch, blood echo, mindbreaker, genetic limits, overwhelming presence… so many options to counter exhaustion perks.

  • In fact they firstly bump up the amount of pallets then tune it down a little bit too much and after that they pretty much revert it.

  • I assume they said there will be Trickster rework at start of 2026 and later they might revisit SM rework if her buffs don't meet the expectations.

  • @skwillexy said:

    Considering what I myself think and what I hear from other skull merchant players, she desperately needs buffs and/or a rework. Since the killer balancing survey is online, I thought this was the right time to adress this. To my mind, her chase version was wrongfully hard nerfed into the state she is right now. What I would do is keep the haste as it is now (gaining haste after you set a drone or change a drones rotation) and bring back double scanlines and the stealth drones. Since she is thought to be a setup/map control killer to track down survivors, the single beamline which is extremely visible does not give you any macro knowledge within the map, especially against decent survivors. Feel free to drop your thought, just wanted to clear my mind. Just please be someone that also actually plays her and doesnt judge based on how she was on release (chess merchant).

    The main issue of SM v 3.65 was that all the gameplay was to drop drone in loop and bloodlust untill they get slowdown and you move at 135 %. It was insanely boring, uninteresting and uninteractive. I think they have to completely rework what the drones do in order to buff her and make her more fun to both play as and against.

  • While I think Distortion is kinda bad now, I want killers to run something else than 4 slowdowns all the time.

  • That's way how Pig can throw the whole game for guaranteed kill. She's very weak so it might be a strategy to some player to get at least one kill. :D

  • @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053820#Comment_4053820

    Just to clarify, I'm not saying I want speed Clown back.

    I'm saying Clown was better when the Antidote activation times was 2 seconds for 10% haste & the Tonics actually Hindered survivors that ran through the cloud for a notable amount of time.

    I understand Clown isn't the most engaging killer to play against, unfortunately, issues related to Clown oriented survivor gameplay aren't going to be resolved if the Clown himself is in a bad spot.

    And I think the opposite. Clown now incetives using both bottles while the purple are unnoticably weaker while the yellow is much better to use them both and increase possible skill capof the clown. Yes indeed Clown is one of most boring killer to go against, but I don't think that it matters because half of the killers are super fun to play while being super unfun to play against. As killer main I don"t care, but I don't want the specific killers that are already pretty oppressive to because unreasonably stronger.

  • Genrush and tunneling been in the game since ever. Genrush is the most common reason why tunneling happens. Both sides want to win and it's competitive pvp game. Where's the problem? Don't want to be tunneled, hold killer for others to do gen.

  • I think Clown is now in very good spot where both bottles serve it's purpose. He still has insanely good antiloop with afterpiece tonic while way better map traversal with antidote. A lot of nerfs to add ons were deserved because he was already too boring to go against even without them. But having 17 % hindred for 4s was overkill, so was 22 % haste for 10s

  • @juciy8717 said:

    1. Death slinger
    2. Chucky
    3. Demogorgon
    4. Sadako
    5. Unknown
    6. Nemesis
    7. Wraith
    8. Huntress
    9. Trickster
    10. Skull merchant
    11. Hag
    12. Hound master
    13. Trapper
    14. Ghost face
    1. Agree
    2. Agree
    3. Some might be changed (somewhat agree)
    4. I think her add ons are very well designed unless she gets rework (disagree)
    5. Also well balanced add ons for multiple options (disagree)
    6. Some that do the same might be changed and reworked (somewhat agree)
    7. It would be kinda hard to redesigned all the add ons with such a simple power (agree but don't see solution)
    8. Soldier putee, begrimed head and rose and iri head might be reworked (agree)
    9. Trickster has very good add ons that got redesigned multiple times but I expect some changes with his upcoming rework (disagree)
    10. Heavily agree, most of add ons are "claw trap" and they won't do anything most of the games
    11. Hag got add on pass last year and her current add ons are very good. I just think that manual dismantling killed her as she was weakend by flashlights but now it's like everyone has flashlights (disagree)
    12. Knotted rope might see some change finnaly, otherwise I'm very satisfied with her add ons (disagree)
    13. Trapper has one of the best and strongest add ons (disagree)
    14. Ghostie has pretty good add ons as well (disagree)
  • @FxLoys said:

    This new Vecna ​​killer you've introduced can deal damage from a distance with just one M1, even through walls. And that's not all; its range is terrifyingly long. Even if you jump out of a window and use your Agile perk, it can still easily deal damage. Please nerf this killer; I keep encountering it lately, and I'm really not enjoying playing it.

    Nerf:

    Flashlights

    Sabo

    Toolboxes

    Second chances perks

    Genrush perks

    Exhaustion perks

    Tiles

  • Kind of, but at least the item would have it's own purpose. It's simple, medkit is for healing, flashlights for blinding and those items are effective for those purposes. But fog vials are mix of use it for this and that but truly don't shine at anything. You pop it to lose killer but fog is so meh that killer sees through it with ease. The only truly viable way to go is to make it anti-aura item. Surely you can say it can serve as anti-sound tool too, but I truly find it hard to utilize due to how bad it's overall effect is.

  • I'd personally would love to see infinite charges coming back but leave fog very tiny and aoe very small so the item purpose is to juke aura perks, at this point the item would have some specific purpose and identity while not be oppressive neither useless in chase.

  • As a killer main… going next prevention was defienetly in favor of survivors. Many times it happened that i downed someone and they just killed themselves for no reason, 3 gens popped after that and I was left in 3v1 with 2 gens left which was mostly a guaranteed win. Same when I played survivor, we had someone went down within 10s of the game, they killed themselves and pretty much ruined the game for every player left in the game.

    Things that are healthy and shouldn't be changed:

    → DC penalty and no abandoning for killers or survivors (this clearly is good, because a lot of players insta dc because of map, killer, fast down,… it just wasn't fun).

    → go next prevention (mentioned above)

    → basekit bt in EGC (while EGC is heavily in killer favor I was never fan of free kill or hook grabs and I'm glad this is gone)

    → EGC slowed downed when anyone is hooked or downed (this clearly makes options to adjust the decision on both sides)

    → 8 gen kick limit (while it might be a bit tricky, it still removes the old games where killer sat on three gens 5m next to each other and kept kicking it and rotating around giving very hard counterplay to that strategy, not even speaking of eruption brine meta.

    → NOED totem being highlighted (i hate all noed users as this perk is 99,9 % of time run by killers that have one hook per entire game while playing pretty decent killers and I hope it's reveal never gets removed)

  • @Yoshirama said:

    Is ridiculous how he can make distance and cancel his power to M1 very fast. He needs to have longer cooldown before doing any action. He needs to have a less time to hold his power to mark a survivor. This killer is a joke and I can't believe you have done nothing to fix him for almost a year.

    Ghoul got some decent tweaks. He's noe in fine spot.

  • Has anyone noticed that apocalyptic ingenuity no longer marks fragile pallets? The sparks and X on the pallet? I think the best way to buff the perk would be that it still only works on rummage and searching chest but you can rebuild standard pallet.

    Better than new is just too weak overall and numbers won't really change much. The perk used to give 6 % repair speed bonus but it was removed and since than you never seen the perk out of chaos schuffle.

    Camaraderia might see this buff, it's pretty old perk that hasn't seen much love yet.

    Clean Break is tricky, because you can just pop it mid chase with swf. I kinda wish it was buffed, but the buff might be scary.

    Come and get me is just bad perk. You can run multiple bettwe options.

    Deadline - the random skillcheck positions are holding the perk off, even the 10 % when 1-2-3-4 exists.

    Duty of care is currently bugged when it only triggers on basic attacks, for a while. The perk itself isn't bad but provide one player just constantly healing and bodyblocking what's not very effective.

    Last Stand can defienetly be 60s, it's already countered heavily by killers with smaller TR, stealth killers and stealth perks. Or it can stay on 90s but be used more than once.

    Mettle of man isn't it. It can be truly frustrating from killer pov when you have to get more hits than now. While I think it's interesting perk, once killer finds out you have it he will ignore you or tunnel you out.

    Spine chill should just be reverted to it's prenerfed state. It was never op perk and stealth killers and perks got huge buffs by this nerf.

  • Everyone who thinks that this killer is A tier or higher shouldn't truly comment on any killer-related topics. Complaining about B tier killers when Ghoul, Blight and Nurse exist.

  • Aura = less regression. No point in incentiving more regression perks. You can run fog vial, distortion, extraordinary perception or avoid auras in locker. There is enough fighting back and that's why aura perks are not very popular, to the point where i would make BBQ and nowhere to hide basekit.

  • I don't think it bypass basekit endurance and if yes so be it. Survivors already have enough tools to fight back so I don't really care if he has some unique counter to agressive abusing of antitunnel. :) Finally someone who can fight against last second switch flashlight squad with at least this mini mori that feels very rewarding for good gameplay. And if your find yourself in a trouble then equip ds and hop in a locker like most players do.

  • @Yoshirama said:

    lmao no, he needs nerfs

    Nah, he doesn't need any changes. He's perfectly balanced. Not fun to play against, maybe but so are not 70 % of the killers. At least they are fun to play as which matter to me the most as a killer player.

  • There will be soon no reason to play old killers because new killers are very strong and need way less effort to have the same results as old killers sweating as much as possible. I'd personally buff every killer escept for Nurse, Blight, Kaneki, Dracula, Oni, Billy and Singularity.

  • First is perfectly balanced killer. I understand a lot of people hate the guess counterplay and holding forward for half of the game. But at least it's not guaranteed down in x amount of time like Ghoul and Krasue.

  • @Daniel_Silva04 said:

    Krause received a nerf that made the survivor lose their infection upon getting unhooked, but this was a very bad ideia. This nerf basically made the mushrooms mechanic useless, as well as all of her addons that affect mushrooms, as survivors don't need to use mushrooms anymore after that nerf. I know the intention of this nerf was to reduce her tunneling potential, but you guys could nerf it by other ways, her mushrooms are really useless now.

    As p100 Krasue no. Leech off hook was bad idea if headlong flight is kept as is. They might make leech grow faster and revert pallet vaults to 1.7s so survivors dont run 50m away before your animation ends. That's all otherwise Krasue is in good state where she's fairly tweaked.

  • Sitting on gens is way more valuable than giving wallhacks. Out of shack you shouldn't really get use of it. I kinda wish they give him infinite undetectable when leaving door and using door disable his undetectable for like 40s.

  • Unknown needs shorter cooldown on power on staring him down should last longer. So he actually has more time before weakend is removed.

    Slinger needs to be 115 % and that's it.

  • @Night5523 said:

    pls nerf vecna because the killer is not beatable, not dodgeable, lets say im dodging the vine, he reloads it in milisecond and gets me, behavior team, PLEASEE nerf vecna i just cant play against it. Or change the ability to smth else.

    Any killer that can't be looped for 5 gens with survivors teabagging in exit gates is op. Get it.

  • @Seeayzee said:

    Even with interacting with the clock he still has 55 seconds of his secondary power, this is way too long for how easy it is to get. Either make his power need four stacks or shorten the length of his power.

    Again, this killer can't catch up. he spends half the time holding w. If you struggle against him it's nothing else than skill issue. Get better and stop whining. If survivor can have 50 chances to die and still survive so the killer can have 60s power. It's absolutely fair and balanced. If you wanna face the same three killer over and over again then yeah, let's nerf all balanced killers so we face the same three. Get better.

  • @dbd900bach said:

    Ghostface is among some of the weakest killers in the game. All he has is an inconsistent stealth ability/mechanic, and an instadown.

    I think a teleport power on top of his own would be perfect for Ghostface. Ghostface was always meant to be a parody of slasher films in the 90s, and one of the best clichés was a killer seemingly teleporting in front of the victims despite there being no plausible way for them to be there.

    Perhaps give Ghostface the ability to set his own portals around the map so he cam freely teleport. There is a lot of ways a telepott can be interpreted, but anything would Ghotsface at this point given how weak he is.

    I'd give him hitscan instadown through wall. There is nothing much else to make him any good in any other way.

    Power would work.

    Press power buttong to perform a hitscan mark within 12m. Mark is filled with 3 stalk points. Once stalk points are filled survivor automatically enters dying state. Power has 8s cooldown. When survivor doesn't receive additional stalk points within 20s, for each 20s one stalk point is lost.

  • With addition of so many new healing stuffs hemmorage and mangled can be unlimited again and easily leverage can be buffed to 50-75 % for 60s.

  • @MorAdam213 said:

    ​Subject: Deep disappointment about Steve's voice and my lost investment

    ​Message:

    ​"Hello Dead by Daylight Team,

    ​I am writing this with a heavy heart. I have been a loyal player for a long time, and I truly love this game. However, the recent change to Steve Harrington's voice has completely ruined my motivation to play.

    ​I spent my hard-earned Auric Cells on Nicolas Cage specifically to use his perks with Steve’s iconic screams. I spent weeks grinding for Bloodpoints to Prestige him. I even gave up on buying Vecna just to experience this fun interaction. Now, it feels like all my effort and money have been thrown away.

    ​To be honest, I feel very discouraged to even open the game anymore. It feels like the personality of my favorite character is gone. If the original voice isn't coming back, I feel cheated as a customer. Please refund my Auric Cells so I can at least buy Vecna and try to find a reason to keep playing.

    ​Please don't let a loyal player down. I just want the fun back." (NickName: Mor Adam)

    Sadly, this change dissapointed a lot of people. Steven, Nancy and Johnatan didn't need new voices. The only reason to do so would be if they actually manage to get voices by og actors, which isn't the case.

  • No, he's perfectly balanced and shouldn't be touched for some time.

  • Killers that need nerfs: Ghoul, Bligh and Nurse

    Killers that are balanced: Oni, Vecna 2, Dracula, Twins, Billy, Singularity

    Killers that need huge buffs: Every other killer not mentioned above

  • Changes he needs:

    → Much faster zombies

    → Third zombie basekit

    → Tentacle now contamines and injure on first hit

    → Nemesis has only two tiers now

    → 1st tier = current second tier - can break pallets and has better cooldowns

    → 2nd tier = current third tier

    → Vaccines cure over time, let's say 60s, not instantly

    → Crouching at windows and pallets no longer negates whip hitbox

  • I think the perk is very good! It is even more nasty in some builds but even standalone grants a lot of information.

  • He's probabbly most balanced killer in the game. His counterplay might not be entertaining for some people, but that doesn't mean he needs changes. After Ghoul and Krasue it's actually nice to have strong killer with fair counterplay and set up for the power to be strong.

    in Vecna Comment by Elan
  • Give him 15 % haste when out of chase and undetectable. Ez solution.

  • Vecna doesn't need any changes, he's fine as is. No buffs or nerfs are needed.

  • Vecna is of of most balanced and fairest killer to date. If anyone hate him or struggle it's nothing else than skill issue. Learn the counterplay rather than whining about another killer. I understood the Ghoul and Krasue complaints. But Vecna is nowhere near that point to be even remotely overpowered or unfair.

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