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Elan

Elan

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Elan
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  • @dadamek8 said:

    The game desperately needed new items for survivors and when we finally got Fog Vials after 9 years, they got basically destroyed after a few weeks. They really need some kind of buff, for example:

    • The number of charges can be increased from 2 to unlimited again, but each use would increase the cooldown by 10s (let's say up to 120s from 60s) OR
    • The add-ons should be reworked (there is no point to reduce the recharge time when we only have 2 charges now and the iridescent add-on is a detriment most of the time) OR
    • Simply increase the amount of charges, because 2 is not enough
    • They can also be reworked to have the same effects as Void Crystal from the Halloween event (much smaller area, but also granting full invisibility)

    I'm sure killers would appreciate not having to deal with Toolboxes and Med-kits every match and we really need some variety for survivors

    They been out for one week and killers been loud that anything obscuring vision and muffling sound has nohing to do in game. But when people kept shouting for nerfing Ghoul everyone is still defending him, just if I say.

    Let's make killer that:

    → Dashes rapidly up to three consecutive times

    → can istacancel the leap and follow with immidiate m1

    → has best scamper in the game

    → if you try to play around scamper, you will automatically die

    → has deep wound

    → has built in autoaim that injures through obstacles and has hitscan in 16m radius

    → has additional movespeed from three consecutive slides at the end of each leap

    → doesn't lose his power when hooking someone

    → has 90s power as reward for zero effort autoaimed hitscan attack that allows him to land free m1 in 10 different ways

    Yes! I'm Ghoul hater.

  • @Purple_Pony said:

    Most high-ranking games are like this:
    The Killer tunnels one Survivor, while three others repair different generators.
    • Because the simplest and most effective winning tactic for the Killer is tunneling.
    • And for the Survivors, it's genrushing. Moreover, repairing different generators is crucial because repairing a shared generator with multiple Survivors slows its repair by approximately 15% for each additional accomplice (plus, there's a risk the Killer will come and defend that generator).

    But what if we made it so that the Survivors' repairs slow down by every 15% for the player, even if they're repairing different generators? Then, if two survivors are repairing, then from the point of view of the third survivor it will no longer be so critical to allow himself to heal, search the chest, find the totem, or help the fourth survivor running away from the killer. Genrushing tactics will also become less effective and preferable.

    At the same time, the killer should also be punished for tunneling. For example, if killer to sacrifice one of the survivors, the remaining survivors should receive some kind of repair bonus, and the killer's maximum generator damage should be reduced to four (or two if there are two survivors left).

    I think this would be a fair change for all sides and would make gameplay more diverse.
    I could be wrong, and things could only get worse, but I'd still like to see this tested in the PTB so players can evaluate the new system.

    Fact that everyone wants to win in competitive game isn't that crazy and it's pretty common in Asia. If team is good, despite killer tunneling you must have 2+out. Solo Q needs help for better balance afterward.

  • @UnicornMedal said:

    Or they could remove that caveat from anti-fc. Or even change it so the hook timer pauses when a Survivor is close ala Comraderie. If the Killer has been standing there long enough to fill the bar, why are we going to reward them further by punishing Survivor?

    If the survivor makes mistake to jump in before meter fills up, I don't think killer should be punished.

  • @Balrog said:

    I wonder if this is moreso a mechanic some Survivor players aren't aware of. Do you feel like it's intentional that players are hiding in the anti-camp area?

    I defienetly think that HUD provides enough information. Tutorials might improve it.

  • @colossusqw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047661#Comment_4047661

    It would still not fix anything, there are tons of maps that just negate a few killers' powers, having to choose just one just means the other ones will likely still be there to deny half of the stealth killer rooster for example.

    Well that been said, if your opinion is that stealth killers should only play on indoor map then I don't agree.

  • @Michael_Afton12 said:

    Lately I've seen there's a ton which can be improved in the SoloQ experience, such as the communication with YOUR OWN TEAM. Let's be honest:

    1. It makes no sense I can't even see MY TEAMMATES' auras during the whole game. Whenever I jump into a SoloQ match, the games feels like I am playing a 1v1 against the killer instead of a 4v1, I have no idea where my teammates are and therefore I can't heal without carrying a medic kit (which isn't infinite at all).
    2. There is NO WAY TO COMMUNICATE. It is incredible hard to play this game when I have no information about the killer's location or any other important stuff. What the hell am I suppossed to do in the middle of a chase if I have no information about which zones are unsafe and which zones are safe? Whan can I do against a stealth killer if I have no information about his current location? How can I protect my teammates without chasing them across the map, losing a ton of time, if I can't see their auras nor communicate with them?
    3. The MMR system and the RANK system is simply useless. Why do you guys even wanted to change the RANKS system? In the past it used to work way better than it does nowadays. I am in the lowest rank possible and yet I have to play a match against a killer whose skills aren't in the same level I am playing on. There's no way I am forced to play against The Ghoul using META builds when I am starting at the game and have no knowledge about perks and my teammates are in the same situation than me.

    IMPROVEMENTS:

    1. Make it so I am able to see my teammates auras during the WHOLE game, it is not fair I got to use certain perks to have the information of something as simple as knowing where my teammates are.
    2. Add some kind of communication, such as pre-written messages which I can use by pressing number combinations. ("The killer is…", "The killer has…", "Do not rescue, focus on generators", "I need a heal", "Tank a hit for me", etc etc.)
    3. Remove MMR completely and bring back the old rank system, it was way more effective and didnt force you to play against 5000+ game hours people every match.
    4. Force killers to play as survivor every 3 matches, and so the same mechanic forces survivor to play as killer every 4 matches. This will help killers to be more conscient about how unfunny tunneling and camping actually is, and at the same time it will make the survivor mains realize going as killer is not as easy as they think

    it will sound crazy, but I would just introduce ingame chat. In that way survivors will be able to communicate like they are calling and call out situations that HUD and pointing can't do and then we can start buffing those 30 killers who desperately need it.

  • I would personaly disable everything except for specific endgame options so the EGC feels more unique, might be even 1min longer. Let's say exhasution perks, hook perks and so won't work but perks like noed, remember me, blood warden, hope, no one left behind would be more interesting to use.

  • Personally I would change map offerings to prevent specific maps. it's doable and would be way less competitive strategy.

  • @CrazyMage said:

    idek how midwich has that high a kill rate, it's like stupidly easy to win on for me as survivor

    Well, I only face Blight Ghoul and Billy with all the meta fun things. Narrow corridors, now pallets removed. It's statistically one of deadliest maps since it's campe out. Now the highest is Fallen Refuge because the map is so bad that you can as well just comp corner because you won't break those three gens around main against any mid to up killer.

  • Yeah, there are so many barely functioning killers that I believe they just don't care.

  • Why? Getting tunneled might feel bad, especially multiple times in a row. But mostly you can hold killer enough for others to escape. I'm mad when I truly hold killer for eons yet no one have done much still. Like getting into solo q games where there is one gen popped 6mins into game and then when you pop in as killer, you barely cross the map and 3 gens are done.

    Though removing dc penalty would result in old problem. Survivors don't like the killer, they dc. Killer doesn't like the map, he dcs. It would just bring back the old frustration where you pretty much can't have a single normal game. You can fight against tunneling, you can somewhat fight against genrush. But I understand that going the Toba Landing 3x in 5 games or facing Ghoul 5x in a row isn't fun. But it's fault of design, not game health.

  • @adam1233467 said:

    When I read the invocation change I stopped reading.

    People think WS is bad perk because it causes permanent broken status. But for trade of that you bring back old gens from pre-balanced version.

  • And I would like to see every killer having add on that gives them their own perk effect aka. old summoning stone, Freddy's iri box etc.

  • I posted thread about tuning down everything progressing gens to make games more enjoyable, but people nowadays prefer rushing gens than looping killer, which on the other hand makes sense as 60 % of killers are so boring to go against that you just wanna go next.

  • Demogorgon is very good killer, he's just powercrept by new killers who do same but better. But last thing DBD needs is to make every killer dash-slop with zooming movement.

  • It's when you hit someone within certain amount of demanifestation.

  • I'd like to see those buffs:

    1. Xenomorph

    → Removal of motion tracker so the turret's purpose is to help survivor slow Xeno down and potentially end his power

    → Increase tail range to 6m

    → Crawler mode has slightly increased vault speed

    2. Sadako

    → Condemned is spread via spectral stike, no longer through tvs

    → Holding tape gives extra stack when hit and the tape is destroyed

    → Holding tape gives passively one stack over 35s

    → Increase speed from tv to 4s

    → Decrease manifestation and demanifestation time to 2s

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044226#Comment_4044226

    One thing though, it requires 2 survivors to fully commit to this build. If one is occupied, it goes to waste. If one gets tunneled out, it goes to waste.

    Sure, it's simpler than Hyperfocus builds, but it requires you to be glued to your teammate at all times.

    Which might be no problem in swf.

  • @adam1233467 said:

    It's only 5% and you need to have someone working on the same gen with you, both perks are trash.

    They stack, which makes them insanely overpowered. You can play with friend and utilize those speeds:

    Base - 15 % debuff

    Teamwork 4x = 20 %

    Deja Vu 2x = 12 %

    Prove = 10 %

    Resilience = 9 %

    etc.

    So you can repair gens in pair with 40 % + permanent speed. It's absolutely overtuned and will make gens being repaired shorter than heals.

  • @Rodakowski said:

    Least obvious killer only player

    I play both sides

  • @Chrarcq said:

    Apple and orange comparison, I'm afraid. Chucky is a good spot right now in terms of strength and so is Myers.

    There is no way where you can say that thay are both at ok spot. Myers got overbuffed in on patch. Chucky is him but bad in every aspect without additional stuffs and poor add ons.

  • @BJJpanda said:

    yes!! Either bring back scamper or allow Chucky to turn similar to the oni. Chucky needs a buff so bad.

    I think he needs secondary dash that allows him traverse map as he's 110 %. Make it faster than normal dash, but it wont do damage.

  • You mean the perk-related charms, don't you? Agree.

  • Exhaustion perks are fine, but questionable when paired with Vigil. Sprint Burst on it's own require some timing to be used effeciely, unlike lithe where it automatically triggers once you vault.

  • Changes I'd like to see on DS:

    → Increase stun duration to 5s

    → Pause the duration when slugged

    → Now every hook disables all active ds, meaning if survivor is saved by someone else is hooked meantime, their ds will be deactivated

  • @VortexVentamy said:

    There has been some—unreliable cases—where the exit gate blocking from Ghoul biting actually does allow me to down the injure survivor and pick up. However in most cases the cool down is too long to actually grab a survivor.

    What is the point of it blocking the exit gate? Does it worked better for survivors already marked?

    Killers who have it, but it's too short - Twins, Houndmaster, Wesker, Ghoul

  • @Alen_Starkly said:

    I think that this perk should 100% guarantee you being the obsession at the start of the trial (only exception is if there is more than 1 person running this perk, then 1 person running OoO becomes the obsession randomly). Right now, you could run this perk, and someone else could be the obsession, so you don't get half the value of this perk. And if the killer doesn't have an aura reading perk, you get 0 value during the match.

    I don't think that any other survivor perk depends so much on the user of the perk being the obsession. I don't think guaranteed obsession would be too much - it would simply allow for more consistency of use.

    Tbh, OOO is just not a good perk. It's only good when you are not obsession and killer has full aura build.

  • My solution was easier:

    No survivor can be sacrificed before 4th hook, if survivor is hooked 3 times in a row his 3rd stage will be ignored.

  • So once everyone is hooked once, you can get rid of one person by mori. Great! Now why should Nurse get the same treatment as Pig who worked for the 4 hooks 1000x harder? The problem in tunneling is that it's efficient on strong killers and mostly not against good teams with bad killers. Why all the comp Blights with 4 slowdowns tunnel at 5 gens? Because they have best chance to win every game like that. If you manage to do the same with killers like Ghostface or Dredge than yeah just the team was bad. But the overall balance can't work untill strenght difference between killers is that high. Do you feel like Ghoul who ended on Badham and managed to obtain 4 hooks at 4 gens left deserves the same treatment as Pig that ended on Badham and most likely won't be even capable of hooking everyone once?

  • I wish they give her some love and get rid of the boring teleport spam playstyles.

    What I would like to see:

    → Remove condemned spread by teleports via TVs

    → Introduce condemned spread by spectral strikes (hits shortly after manifestation, teleports)

    → Switching of TV results in holding tape which passively gives you one stack of condemned every 30s (further switching Tvs grant instant half condemned)

    → Reintroduce the movie played in TV if any survivor is within 16m

    → Being hooked while holding tape causes all survivors holding tape receive one stack

  • @ShanoaLegendaryPlz said:

    For ghoul i can understand removing the scamper as he alredy has the mobility of blight, the easy first healthstate of legion, and addons that would make nurse jealous. Krasue on the other hand i believe shes been decently nerfed lately, as she cant even hit over pallets anymore in the head form so shes forced to play around them now.

    From what ive seen in these discussions many chucky players want to bring the scamper for chucky back in atleast a weaker form, and most disagree with it saying it was free hits, but i don't remember having that much trouble with it, even looped a chucky for a whole 5 gens and didnt go down during his first week. Maybe the higher mmr was more problematic. It certainly made him more comfortable to play as and its removal is probably why there arent more chuckies than myers these days. I hope they can bring it back someday in a fair way or do something to make him more comfortable to play again.

    Now for the Krasue, I truly believed that they overnerfed her a bit. She needed some nerfs indeed but they just nerfed everything.

    What I believe that needed to be nerfed and was nerfed:

    → Hits over pallets, obstacles, making her overall whip hitbox much smaller

    → Leech off hook been as an attraction for tunnelers

    → Whip wind up been nerfed to get more time to react to

    → Gland autoaim homing in laughable angles

    Now what I think was nerfed and shoudn't be nerfed:

    → Window scamper and pallet scamper to 1.7s and 1.9 up from 1.4s making them pretty useless as chase tool when all things mention above been nerfed to lower the oppression in chase

    → Pallet stun in head form having extra 25 % duration, again she can't deal with pallets as she used to so long stuns make no sense

    → Curving duration from 0.6s nerfed to 0.3s when it's already 2m long lunge power

    Now as I mentioned in different post, people quickly realizes that Krasue got massively overrated as they learnt the distance, when to w when to bodyblock etc. To anyone who thinks that Krasue is anything above B tier I'll drop few hints:

    → When Krasue's heart starts glowing, she's about to wind up her whip

    → At any predrop pallet you can w around loop as she can't get bloodlust untill you are forced into 70:30 situation in your favor because you now have to to revault before her whip reaches you, that itself makes her time to down so long that you can't lose to her

    → Each time Krasue uses flight on you, you have enough time to drop pallet, vault or keep holding w around loop

    → When Krasue uses whip on you, after 0.3s you can dodge without being hit, but have to outwait this timer

    Now as Krasue player I hope that you won't make my games miserable as I did to all the Krasues who rage quit against me.

  • @ShanoaLegendaryPlz said:

    For ghoul i can understand removing the scamper as he alredy has the mobility of blight, the easy first healthstate of legion, and addons that would make nurse jealous. Krasue on the other hand i believe shes been decently nerfed lately, as she cant even hit over pallets anymore in the head form so shes forced to play around them now.

    From what ive seen in these discussions many chucky players want to bring the scamper for chucky back in atleast a weaker form, and most disagree with it saying it was free hits, but i don't remember having that much trouble with it, even looped a chucky for a whole 5 gens and didnt go down during his first week. Maybe the higher mmr was more problematic. It certainly made him more comfortable to play as and its removal is probably why there arent more chuckies than myers these days. I hope they can bring it back someday in a fair way or do something to make him more comfortable to play again.

    The issue with Chucky was that his scamper was damn fast. 1s with him having access to iri add on that broke it at same time aka current iri button legion. It wasn't strong but boring. Then he got cooldown where you couldn't scamper anymore but could spam his power all the game and get almost guaranteed hits every single dash. Then they lowered his dash speed and increased cooldown so he had no much left. Low map mobility, slower dash, longer cooldown, way easier to juke. So at this point he was mostly slow m1 killer with advantage of being small and third person. Then they chunked 2s of cooldown (12s currently), but it wasn't the issue. If you compare current Chucky to current Myers there is no way they been balanced by same team.

    Chucky:

    → Is 4.4 with dash that lasts almost same as Myers and is slightly faster with huge turn restrictions. Apart from that he's just M1 killer that notifies survivor every time he enters stealth. Has pretty mediocre add ons that shouldnt exist for a while.

    Myers

    → Is 4.6 (4.2 in stealth mode) who has 4s cooldown on instadown dash with no restriction, that can also break pallet, has superior anatomy, brutal strenght, partial enduring and partial coup de grace basekit, can remain in stealth without letting anyone know untill he's almost able to access his dash. Has insane add ons - forever tier 3, forever entwined, 6x stronger brutal strenght…

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461967/chucky-existence-in-2026

    Chucky hasnt been touched in a long while. Not majorly atleast. Meanwhile myers was a recent full rework where the community kept yelling to change things in other directions so we ended up with the myers we have now before his removal.

    They seem a bit reluctant to buff chucky due to his size and better mindgaming being able to turn his terror radius/red stain off mid chase within loops without sacrificing speed. The dash is harder to use but it can also be chained with vaults to last longer. I think if it were too easy to control itd be a guaranteed hit all the time, even after vaulting.

    I think it doesn't have to be harsh buff. Some minor tweaks. His cooldown being 12s with him being 4.4m/s, having no map mobility is a bit underwhelming when he already got powercrept with Myers. I'd like to see those few changes:

    → Cooldown on ability down to 10s (was 12s)

    → When Chucky is undetectable by any means, illusionary footfalls will appear

    → When Chucky uses Slice and Dice when out of chase, the power cooldown will be 8s (this would help him with map traversal)

    → Restore manual scamper at 1.3s per window, 1.5s per pallet (was 1s), ending Hidey-Ho mode instantly (Just to mention there are currently multiple killers with scamper ability, Ghoul and Vecna's whose scamper is overtuned, Legion who's scamper is somewhat fine, Wesker who's scamper is situational, Chucky who's scamper is very weak, Krasue who's scamper is like nonexisting

    I'd personally remove Scamper from Ghoul and Krasue, give Krasue ability to break pallet and disable her flight for few seconds after she breaks any.

  • @GoDoTheDshes said:

    I keep seeing killer mains complain about survivors I can see where some of them are coming from but the tunneling out and slugging have been on such a rise lately and it's been making it difficult to even have a FAIR and FUN match. Everytime I report for tunneling or gameplay abuse nothing is done. I was even put with the same killed twice and was either tunneled or bled out on the ground. PLEASE do something

    Toxicity is on both sides and ever been. As killer you gonna see survivors mocking you for playing low tier killers with fun builds because they think how they outplayed you while you don't care because you just played weaker killer you enjoy with perks that are far from meta and mostly have some nieche situations (backpack build fe.), on the other hand you get Blight, Nurse and Ghouls with 4 slowdowns and best add ons, tunneling at 5 gens. Bming you on the ground, slugging at 5 gens. It's something that been in the game ever.

  • @LiunUK said:

    I would make it so when a portal is activated the upside down area of affect (oblivious/killer instincts) around the portal will expand over time up to 16 meters as well as making it so when demo is walking within the area of affect his footsteps are silent then give him the ability to teleport to any portal from anywhere in the map but if he was not standing within the upside down when he teleports the cooldown is increased.

    Due to the serie, you would make preset portals and create unique area similiar to Xenomorph where Demogorgon moves superfast and exit portals. But his ability to set portals wherever he wishes is what makes Demo unique.

  • @KingOfDoom55 said:

    I feel like the shred should be a dash thing, like you break into a 4 legged sprint and then leap to do the shred attack and it could be a mode or something that can be used when fully charging the abyss but this is only an example, but I like everything else in this rework

    It already is a dash thing. Portals might seem some love but Shred itself is well balanced.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038248#Comment_4038248

    If you read my post again, at the end I say "unless the game doesn't end when a Killer DCs or Abandons".

    If BHVR made it so a Killer DC/Abandon would instead replace the Killer with a bot, like with Survivors, and like they did in 2v8, then problem solved.

    Killers no longer have to wait out the EGC if they don't want to see Survivors t-bag at the gates and don't care about going around bp farming or tabbing out while waiting.

    Survivors can get their achievements/quests AND the trials will be still be able to be played to the end.

    Killer bots should be only available in custom games. It would need a lot of time to improve them to the point where they can replace real player. You know you can't mindgame bots, but any bot is absolutely predictable and you know exactly what they gonna do. If the same is with killer, no mindgame, everything expected then it would be acceptable only is very endgame replacement.

  • Sorry but there are insane amount of very good aura perks and tracking that negates stealth, I'll leave you some of my favourite:

    → Scourge hook: Floods of rage

    → Barbecue and Chilli

    → Phantom Fear

    → Thwack

    → Nowhere To Hide

    → Darkness Revealed

    → Face The Darkness

    → I'm All Ears

    → Friends Till The End

    …

  • I feel like Torment Creek is the good one. On the other hand other Coldwinds are not crazy good but just some tiles rng adjustment might fix it.

  • It's two sided coin, the outcome of game truly matters on how often survivors sit on gens. As I play both sides I know that some games we split and min. 2 gens are done within the first chase, mostly 3 if the survivor can hold the killer for at least those 70ish seconds. But then sometimes no one does gen anymore, sometimes yes. So it depends. On the other hand it happens that I get chased for pretty long time and no one is doing gens at all. So the consistency is pretty meh. So it goes match by match. I mostly also am getting genrushed when playing killer. At this point you have to make decisions to get advantage. Best tactic atm is to focus two survivors and pinball between them. Friends till the end with Nemesis is also nice way to get from chase to chase, however there are limits for it being successfull.

  • DC penalty can be just adjusted:

    → 24 timer before reset

    → 1 dc allowed before penalizing

    → 2 dc = penalty of 15mins and 15mins for every other dc

    On top of that I would adjust some abandon features:

    → Survivors can abandon when left in dying state for more than 100s = lost

    → Survivors can abandon if there is at least one survivor dead and no gen repaired = lost

    → Survivors can abandon if the gate is powered for more than 5min and not open = draw

    → Killer can abandon once gates are open = lost

    → Killer can abandon if no generator is repaired for more than 5 consecutive minutes = lost

    → Killer can abandon if he gets 4 downs without hooking anyone = lost

  • Apart from Ghoul, Nurse, Blight and Billy other killers are fine. Neccessarily not super fun, but okish. In term of fun, yeah half of the killers are not it, but you can't make killers both fun to go against and strong without drastically nerfing the survivor side. After short period of pallet nerf we are back to game being more survivor sided.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037934#Comment_4037934

    Scratched mirror is a meme build played for jump scares. It's not in the same category as survivors burning maps like Badham and Eyrie. When survivors or players in general burn maps like that they are playing for maximum advantage to win.

    The scratched mirror add on doesn't work without an indoor map. So to compare it to map offerings in general is silly because generally map offerings are used to get extra advantage. If Myers players want to win they're not going to be turning to scratched mirror. You play that for the memes and fun of jump scares.

    YouTube is loaded with videos of players' reactions to getting jump scared by scratched mirror Mikeys because that's why people play it. For the laughs. Something that's rare to see in this game any more sadly.

    From my POV for example it was just boring hit and run playstyle with wallhacks. Not strong against smart survivors and not meme.

  • Turn off light when you leave. TYSM

  • Best would be to remove basekit borrowed time at all. It pushes farms and braindead saves and unhooked survivors blocked your way for the duration and then they are suprised that they got tunneled. There are also quite a few killers ignoring borrowed time, so… Removing it entirely and instead pushing survivors for more skillfull gameplay would be more interesting.

  • @UndeddJester said:

    Surprise fix list: -

    • Nerf Nurse - Blinded status while charging blink/blinking.
    • Nerf Blight - 4.4m/s base movement speed.
    • Nerf Both - Stuns reset tokens.to 0, these do not start recharging until the end of the stun.
    • Buff Pig - Ruleset Number 2 basekit.

    https://c.tenor.com/U5AH_g2btLsAAAAC/tenor.gif

    I think Nurse might need two fixes:

    → Removal of lunge add on so precise blinks matter again

    → When blink is fully charged, auras are hidden from Nurse

    I think Blight also needs two adjustments:

    → base movespeed down to 4.4

    → rush tokens reduced by 1

    Don't agree on Pig though, her traps are slowdown and it's their purpose. Headpop era is dead for a while.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037230#Comment_4037230

    I would hardly say that dash = 100% healthy design, but I already know your exact opinion on this topic.

    Also when there are so many possible designs, but killers gets either zoning, dashes or mix of both.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036417#Comment_4036417

    Myers was different from other killers purely because of how stupidly basic he was. Unique =/= good, and guess what, he still is unique for being the only dash killer with variable distance based on charge time

    Well I'm happy for you being satisfied with current Myers, but you won't convince people of him losing his identity of stalker and traded for being 15th dash killer in the game.

    Dash killers - Nurse, Blight, Wraith, Billy, Myers, Pig, Spirit, Legion, Demogorgon, Twins, Wesker, Chucky, Houndmaster, Ghoul, Chucky. So he become 15th dash killer along with being 23rd zoning killer.

  • @azaxydbd said:

    You realize how annoying that is? is not even a game, is pure wallhack cheating built in game to torment players, why wallhack is even a thing, should just run oOo i guess, those wallhacks is out of control, people not even learn to play good, they just have wallhacks(literally!), there is no way to justify a wallhacking killer that can teleport behind walls and 2tap everyone, and i forgot to ask, when are u going to address the no terror radius bug? the killers coming without terror radius at times.

    I stated before that killer that has access to ignore entire trial enviroment including levels is a nightmare with aura perks. Especially when the player is really good, you just gonna die without much options to fight back other than rush asap. I personally don't think that Nurse shouldn't be able to use aura perks, I just think that once she fully charges blink she shouldn't be able to see auras anymore. This would still pinpoint you where to teleport without exposing the target entire game.

    Nurse's skill ceiling already went down with the lunge add on that no longer rewards or punish good or poor blinks and that add on I see every Nurse game.

  • To anyone who thinks that Skull Merchant buffs did anything, you just crouch before 3rd scan and negate the entire power of drones. I'm kind of surprised that they just don't push the rework anymore. Not only that skull merchant is still uninteresting to play against but as well she's still super weak, now even weaker with some buffs to pallet density. All her reliable power is to get 5 % haste from rotations, but at this point it won't matter as you are already losing distance. There are just so many options how to rework her and keep her trap playstyle.

    → Bring back clawtrap basekit pallet break

    → Bring back the stackable haste whenever someone is scanned

    → Bring back the drone being removed when hacked

    → Bring back claw traps being attached to disarming drones

    → Bring back the option to remotely activate drone, any survivor within drone is revealed by killer instinct

    It's not something that would make her A tier killer, but at least she would feel like she has some power rather than nothing, the only thing about SM was her being silent when undetectable and being able to spamm the undetectable, now when she can't do it, she's practically M1 killer with traps that do nothing. My suggestion wouldn't be even hard to implement as most of those are her previous versions.

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