Elan
Elan
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- Elan
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Not a hot take, it's true.
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@Kaydo3153 said:
Now there is basically no strong loops any more only 50/50s, the maps should have some strong and soms weak ones
New loops are fine, it's time to adjust top 5 killers.
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Another killer main here and I agree and disagree on few things. Borgo for example was awfull but with pallet desnity I literally had 15 pallets at 1/4 of the mao and all of them were insanely safe. Mother dvelling spawned 3x double pallet around the small building, which was beyond insanity. Could they easily revert the pallets to pre-pallet density? Yeah. But don't forget why this game sucks at balance - 4 slowdowns Ghouls, Nurses, Blights and Billies. How come I can have equal chance to win with Pig when I can just pop on Nurse and get down in 10s with lethal, ignore levels, obastecles and any defence resources? Or play Ghoul, hook someone, injure someone cross map within 5s and then get free hit on them from scamper and so on? Why they buffed the Myers so much, to be extremely good and gave Pig or Ghostface so small changes.
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What new survivor buffs? You mean the 5s extra BT? With nerfed syringe and styptic along with pallet changes this is heavily killer-sided patch, intentionaly should be massive survivor-sided patch. I'm fine with new pallets, I just think Ghoul, Blight, Billy, Nurse need serious changes to stop breaking balance of the game compared to rest of the roaster. As Houndmaster/Krasue main I love the new pallet changes as pallets are HM cryptonit, while Krasue's as well, because her 5m long dash was shorter than those pallet so she was essentially 3rd person Nemesis with way worse antiloop but way better map mobility. And if behavior desperately wants to leave those top 4 killers as they are, then they should think about adjusting game based on what killer you play. Fe. All those 4 slowdowns nurses will now have 1 less gen survivors have to do. I refuse to believe they are even remotely convinced that Pig, Ghostface, Hag or Doctor have same chance to win with same exact build on same exact map as those top tier killers listed above. And even as killer main I feel no mercy to people who play them, sorry. But with those 4 killers with overkill slowdowns build in 95 % of my survivor game playing so competitively, I don't mind people rushing, giving up neither act toxic.
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@dymono said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032003#Comment_4032003
if killer is brain dead to play you are in low mmr hate to break it to you
If I'm losing as killer, it's mostly to survivors doing gens too fast - BNP, hyper etc. So in 60s they have 2 gens done and one about 75 % progress. That is not killer's fault neither anything you can prevent untill you run boring 4-stacked slowdown. I never said tiles are bad, surely some oof maps needed adjustments indeed. But with nerfed tiles I'm worried that the only-gen matter era will be even worse because there will be nothing for survivor to extend chase and fast chases mean faster downs mean less time to waste = rush as much as possible. So I don't think this pallet changes will be good for either side.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032545#Comment_4032545
It's her hair for me its awful and the fact all the survivor legendaries are caked in so much dirt for no reason, meanwhile the new Rick Grimes cosmetic is pristine no dirt on it at all.
I did a really quick fix on blender to show how bad it is (mine isn't perfect either) the one with the oversized wig is her actual onehttps://us.v-cdn.net/6030815/uploads/EK0S6U4L7K63/cybil-2.png
https://us.v-cdn.net/6030815/uploads/DTPTZNCVMQBS/cybil1.png
They never make any sense.I'm afraid she needs full face remodel. She looks nowhere close to SH. She's young fit cop in there, while in DBD she looks like she remembers quite a few of overdoses.
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I am p45 Twins ex-main, because they been suffering a lot of unfun bugs, many perks made them even more punishing to not slug - conviction, exponential, we gonna live forever, made for this… and on top of that pallet density and so on. And once they been discussing antislug basekit feature I knew Twins are just cooked. And I have huge Twins wishlist:
→ Victor now has unique interaction, when he can send them into something like "PH cages" in order to Charlotte doesn't have to switch and waste 50s going to pick up. Might easily put Victor on cooldown if he does that interaction.
→ Silence clothing basekit. Charlotte doesn't have anything and whole game result depend on you doing great with Victor, giving her this add on baseki,t while everyone use it anyway, would make her feel like she also has some tool to do anything about the outcome of the game. She has big … shaking pots that give away her position, so it's not like you can't pinpoint her at all.
→ When Victor laches onto someone, Charlotte gets 10 % haste out of chase, if she enters chase, the movement speed is lost untill chase ends. This effect is lost when Victor is successfuly crushed. Why? Making someone holding Victor for 30s might make it more of a strategy to leave that survivor hold Victor for as long they wish for the price of slightly better map traversal and eventual intervention onto latched survivor.
→ Now obviously theu unfun 4-man slug playstyle and that's something I've been talking for a while that can't be changed though untill things above are implemented. How I would change Victor?
- Victor now has 100 charges and lose 1ch/s when controled
- Downing survivor immidiately loses 25 charges, if there is less than 25 charges than Victor will automatically perform the "unique hook" interaction
- Missing an attack loses 5 charges
- When Victor is crushed, sends survivor into "unique hooks", gets recalled or his charges elapses, he goes on 20s cooldown.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/461130/ghoul-out-of-control
None of those are bugs and you got the value wrong for "bug" two. Unfortunately that's intentional. grabbing and vaulting hinders the survivor for 0.5 seconds at 50%, you're quite literally losing a meter of distance, way better than kidnap tech. Idk what you mean by scamper speed while enraged, as there's no difference in vault speed unless he grabs a survivor and vaults.
0.5s is minimum 1.5s longer atm. So it feels like bug. When enraged Ghoul vaults faster now. Inconsistently but does.
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@Smoe said:
Remove the Leeching Gland's auto aim splash from the Regurgitate ability, instead make it purely a direct hit thing.
Either that, or make a direct hit give 100% Leeched effect, while the splash effect only gives partial Leeched progress.
Also make Head Form less clunky to use.
Krasue current main here. I think current Krasue is close to be at very good spot. Her autoaim was adjusted ot be a very close to the splash and more narrow, I felt this change immidiately. Her infection currently is in great spot because you can't spam it as much and it's easier to avoid from survivor pov. Head form isn't clunky, the nerfed cooldowns are perfect as her insane map mobility remains the same, the pallet vaults feel pointless to do unless you bamboozle window at shack. But with current pallet nerf I think it doesn't matter as much and she should stay as is. Some tweak to headlong flight might be the only additive nerf for her.
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So you play with replaced bots? Nooo. :D
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@BasicDamine said:
Hyperfocus and Stakeout have been plaguing the game for to long now cause gens to pop way faster than intended. Hyperfocus needs to get it's percentage halved and Stakeout needs to take longer in the terror radius
Hyperfoces from 30 % to 10 % and stake out giving one stack per 50s in TR seems fair.
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@SoGo said:
Simple answer.
Tiffany was made a year or so ago.
Cybil has been in the game for at least 3.
I wish they remodel her face so they did with Clair, Jill and so…
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Those changes are fine to me. That about 4 strongest need nerfs for a while? Yes. But I don't design the game and don't understand the pathetic statement to leave them as they are for another years.
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Anticamp didnt need changes, antislug? You can abandon. But no antitunnel feels awfull. Just make it so no survivor can be killed before 4th hook. Therefore you can still get rid of someone fast, but not by three hooking them in a row.
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@MarylinMonhoe said:
Oh yes, another thread asking for nerfing survivors
My, considering what you ask, survivors might as well start the trial already exhausted and with one hookstate
I do know low mobility killers might suffer but why not ask for a rework or tweak instead of asking for a nerf
Nerfing high tiers is something that's questioned for a while and nothing truly happen with Nurse, Blight hanging up there for eternity. Billy got treatment after being bad for years so he doesn't need drastic changes. I would make the collisions bit better so he doesnt down you through big fat box. Ghoul is avoiding nerfs for a while now, which is something I don't understand when they nuked Krasue in few weeks to be way more balanced.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031587#Comment_4031587
I didnt have 30 seconds. It’s stupid that you can extend a chase for 30 seconds after getting downed for no reason. Is getting hooked for being outplayed at a. Loop supposed to be optional? No, but even the heal condition is so easy. especially if you are in a swf. Its just garbage game design.
Ok. Let's say that someone falls under pallet with power struggle flip flop that is combo existing for 5 years in the same form and is by far way better than conviction, because you get distance, stun and don't automatically go down. They tweaked so it no longer activates on self heal which is the only change it needed. It's very good anti-slugging perk. I count 25 % of recovery progress is about 12s? Which should be enough time to break the pallet and pick up. Might it be 40 % instead? Maybe, but it's not the problematic perk atm.
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@SoGo said:
The only nerf I agree with is the one of Vigil, and even then it should be 40% as it was supposed to be.
Otherwise, no.
I think that exhaustion perks cause issues to none-meta killers and meta killers should be adressed rather than keep things overtuned because of those 4-5 killers.
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@crookedAbe said:
Ah yes gut exhaustion perks without doing anything to the high tiers that surely is a good choice.
We can't be baid aiding things because of high tiers but tune high tiers a little bit down. I stated that Billy, Nurse, Ghoul, Blight and maybe Twins are the killers that need to be tweaked more in line with lower ones so the rest of roaster don't suffer from their existence. :-)
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No. I still don't understand why they decided to scrap the change to him applying torment by hitting you with punishment. Biggest weakness of this killer is map mobility and this will make his heavy-tunneling orientated kit a lot more healthy and his overall performance much better.
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@[Deleted User] said:
I was playing against a survivor who had this perk. She got downed on the other side of the pallet while dropping it ( i was playing pyramid head). Then i broke the pallet. I walked up to her, was about to pick her up and then she stood up with the broken status effect. She also had soul guard so she just ran away as if she didn't get absolutely destroyed moments ago. Guess which perk this is.
I am very curious to see how this horrific game design exists.
If you read closely, you will see that I didn't even slug. i literally broke the pallet between me and her so that i could grab her. I am not even sure how she managed to proc it that fast. Perhaps unbreakable? I didn't check the perks. Either way it shouldnt be possible to pick yourself up alone in front of the killer in a few seconds after being downed.
Guaranteed down in 30s? Had to heal first to activate it? What's the problem? Plus this perk is getting nerfed to work only on altruistic heals.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031242#Comment_4031242
Easy is not the point of this post. Its to address frustrations and try to adapt his kit to a modern DbD while still keeping his identity.
BHVR stated, that they have plans to update his kit while leaving him as a beginner-friendly killer. I would argue, when I go against trapper it's 99 % double iri camping basement and either stupid solo q or he get 1-2 kills. But on lower mmr i can see that being somewhat viable strategy. It's kind of why he didn't get buff enough, because when you play against him you count with iri stone and bloody coil and basement is also a place where you don't want to be and this won't be changed with anti-camp adjustments that didn't go through.
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I don't feel that Scream is a horror movie at all. But I'd agree that GF might need some buffs as he's very hard to play and only people dominating with him are those p100s who play exclusively just him. And going against good GF feels terrifiyng
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I'm fine with current Vigil as most killers get awesome buffs. The only thing I hate about Vigil is it's affecting exposed perks that are already very time limited. Looking at perks like friends, strastruck, ravenous etc.
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If they want you to tunnel them, then tunnel them. Ez.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031028#Comment_4031028
They said they are reverting her stealth length nerf and making the stealth based off recalling drones rather than plopping them.
So overall it was nerf, as SM main strenght was being undetectable multiple tims while setting lines, allowing for free first hit. Now she will have to recall them to get undetectable, which is not a good change.
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@Emerald_42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030933#Comment_4030933
I didn't say it should stop being a hex, plus what does Rapid Brutality have to do with this? The idea was just to make it consistent instead of taking a long time to activate.
Rapid grants 5 % haste for 10s after basic hit right from start of the match, Nothing but misery makes same movement speed differencial for extra 5s but is tied to hex totem and needs 8 basic attacks to activate which already makes it pretty bad choice on 75 % killers who rely on their power.
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I still believe my suggestion was easier:
→ Trapper starts with 8 traps
→ Instead of manually setting them, trapper click a button to instantly place them or instantly reset them
→ When survivor is caught in bear trap, trapper gets 15 % haste untill survivor is rescued, not in chase
→ Traps can be manually sabotaged (similiar to wipe on Hag) and takes 25s to do so, after that Trapper gets trap back into inventory
→ Disarming traps take 10s
→ Survivor who steps into trap need teammate to help them, otherwise after 20s they will enter dying state
→ Trapper can remotely reset a trap once every 30s
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The counter to drones was to crouch and force m1 before third scan and was common and made her already bad but she was boring and with one scan line no counter was needed anymore and hacking was pointless. All this small buffs will do is that people will crouch tech if needed again but the stealth rework will make her weaker than she is currently live.
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@kunanabanana said:
This was a suggestion from a friend, is this possible to be looked into?
- Teleport snug to about 0.25 meters in front of Houndmaster whenever you use power (assuming snug is off cooldown.) Make this a blanket change so that, no matter where Snug actually is, you can still use your power because he'll teleport to you. Do not make exceptions for the teleport. It will look janky, but it will make her power more consistent. It also allows you to basically get around not fixing the dog's pathing.
- When you enter slipstream (Read: use search command, walk along the search path), replace the base movement speed increase with a haste effect of equivalent speed. This will kill the dreaded "slowdown" bug. The slowdown bug operates based off of a false assumption the game is making about houndmaster's base movement speed. Because we're changing this to haste, you don't touch the base movement speed at all. The haste will always allow houndmaster to increase to top speed and, in the event haste doesn't trigger, doesn't slow Houndmaster's base movement speed down when she leaves slipstream. Is this technically a buff? Yes. It lets her do things like pallets, walls, and gen kicking faster. Oh well. This allows you to fix a gamebreaking bug without actually needing to look into the code itself. (edited)Friday, November 21, 2025 11:15 PM
I've been thinking for a while on how to fix houndmaster's bugs conceptually without looking at the code and I think I know two workarounds that allow you to eliminate her major bugs while also not needing to fix a good amount of the code. - Teleport snug to about 0.25 meters in front of Houndmaster whenever you use power (assuming snug is off cooldown.) Make this a blanket change so that, no matter where Snug actually is, you can still use your power because he'll teleport to you. Do not make exceptions for the teleport. It will look janky, but it will make her power more consistent. It also allows you to basically get around not fixing the dog's pathing.
- When you enter slipstream (Read: use search command, walk along the search path), replace the base movement speed increase with a haste effect of equivalent speed. This will kill the dreaded "slowdown" bug. The slowdown bug operates based off of a false assumption the game is making about houndmaster's base movement speed. Because we're changing this to haste, you don't touch the base movement speed at all. The haste will always allow houndmaster to increase to top speed and, in the event haste doesn't trigger, doesn't slow Houndmaster's base movement speed down when she leaves slipstream. Is this technically a buff? Yes. It lets her do things like pallets, walls, and gen kicking faster. Oh well. This allows you to fix a game breaking bug without actually needing to look into the code too much.
I'm not having issues with Houndmaster out of the iritating search marker. Her biggest weakness is camping pallet for free dog stun and that's something that will never truly make her competitive killer.
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Rapid exists. There is no way to buff this perk without removing it being hex or bumping up the hindred value.
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@YayC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030671#Comment_4030671
This would render game afoot useless.
Haste stacks, so you can have 17 % haste when chasing obsession. Aka bloodlust tier 3, aka Clown double add on antidote speed.
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@jesterkind said:
…I'd make it so being downed in the exit gates blocks you from leaving for about five seconds.
Long enough that if you're being a nuisance on purpose to troll, the killer can pick you up and gain some satisfaction from punishing annoying play, but short enough that waiting it out is trivial if the killer actually wants to let you go and all the teabagging is actually in good fun.
Is this a huge pressing problem? No, certainly not. It'd certainly raise my quality of life, though, that's for sure.
If you teabag in exit gate, both exits will be blocked for 40s for all survivors. If you are downed in the exit gate, you can be morried by hand.
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Syringes shouldn't affect exhaustion at all.
Rework:
After being healed your aura will be hidden from killer for 25s.
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Reasons why this antitunnel change isn't truly changing anything…
→ Killer can still hit you off hook, removing endurance instantly
→ Killer can still bodyblock stairs in basement to wait out your endurance
What they could do?
→ Remove collisions while having endurance and keep it up to 15s
→ When survivor is one hook from death and killer has 3 or less hooks, random survivor with least hooks will recieve hook state instead (disabled when two or less gens are left)
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The problem is the gen speed. Literally every game popping 3 gens in few minutes. And with all pallets being there, abandoning strong area chases, you can't truly compete out of the unholy 4 killers up there. Not against lvl of survivors i play against.
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It wouldn't reach lvl of Resurgence.
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I think the antislug was only good part, but got scrapped. They could just remove the multiplier and leave 120s to pick up so only killers that purposly slug entire game are hit by it. Styptic couldve stay as is as it's not as easy to get use of.
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@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029420#Comment_4029420
That's the thing, if she runs dissolution or bam its the most non-interactive thing because she has a manual vault, but if she doesn't have it, having to swap to get rid of things she physically cannot play around because she can't break pallets feels bad, especially when you're dealing with bodyblocks and such. Having to switch to break pallets also means you're dropping another mushroom, when the "mushroom economy" is already out of balance because you lose Leech off the hook.
There were 10 fungi before, now it's 6. But surely Krasue's way weaker now with 0.4s longer vaults, cleansing off hook, shorter dash with longer wind up and not ignoring collisions as she used to.
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@Zuiphrode said:
tbh the changes to her infection made her complete crap because you will rarely every get anyone to stage 2.
It's not true. Reaching lv2 takes 100s, which is enough to find fungus. The amount of fungi and gland aim assist nerf made it way worse. So you don't hit people of wall as easy as it used to be while there are still a lot of fungi around map, up to 6 I think. So everyone can hold fungus and 2 fungi are still there. I don't blame every Krasue from running chicken head as early bodyblocks mostly cost you victory. I don't know how faster leech and eventual passive injuries like Plague has would work for Krasue as she has strong chase power.
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So I played about 20 matches of Krasue lately and here are my opinions:
→ Infecting someone is way harder, the autoaim only home onto you and a lot of time it should hit but didn't. I even watched some replayes of streamers I played against.
→ There are too many fungi around map, with the big nerfs whe received her 1v1 is significantly weaker. Therefore there can be easily 4 fungi on map as they are created whenever killer uses power and can be placed strategically as it takes 90s for them to relocate.
→ Vault over pallets is completely useless. While I am kind of hater of any scamper "ya looking at you Ghoul", I feel that her being unable to break pallet and vault so slowly at same time just forces you to switch and break every pallet in body form - and that's so hindering, especially with more pallets now, that you just can't do that, fake it at best which won't work against better survivor.
→ Infecting someone in head form is too long. Krasue's biggest weakness is combating someone in head form when they are not infected. Fe. survivor that has gen 95 % and if you switch you lose the gen and mostly cant reach the m1 or you interup them with whip but they can still finish it before they are hit again. Bodyblocking someone is by far pretty tuned against her. As long as one person has fungus, they can tank hits switch position and repeat. I defienetly used too see more bodyblocking before, but I think there is less now, because she's not as oppressive in 1v1 so survivors give away more hooks for faster gens. If you get bodyblocked, you are forced to whip 3x or switch, lose a lot of distance, then infect, which is harder now, then switch back to head. While I understand that 2 hitting someone to infect them would force people to play only head mode, the gland projectile might be slighty reverted.
→ As a survivor, you can hold w around loop as she's 5 % faster than normal but can't get any faster. At this point you can waste a lot of time due to slow scamper, that she eventually just needs to switch to human form and break the pallet. The whip being longer to wind up now gives decent reaction time to dodge it, more of 50/50 when in open.
→ Headlong flight is the only truly tuned part of her kit, you just zoom around map. And she might have the best mobility of any killer in the game, and you can even increase fly time with add ons to the point where you just zoom around for like 30s.
Overall conclusion: She's in the spot where she can be either fine or feel weak when facing coordinated teams. No more nerfs are needed but also no buffs should be done. If anything changed, number of fungi migh be adjusted as well as they regrow time if Krasue doesn't create any for brief period of time to prevent intentionaly spawn all fungi in basment to prevent survivors from picking up the fungus. From survivor pov I played against her about three times, and while we got out with her having about 6 hooks, it felt nothing interesting or entertaining to play against her other than blocking her head. Would rate her down in term of interactions and overall satisfaction from getting chased.
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Just curious. Why would you make him stealth killer when he get's tracked with turret? What's the point of scamper when it suppose to be "slow." If it's Krasue's vault speed on pallet then it doesn't need to exist at all. I just don't get it. This proprose rework wouldn't make him any better needer more fun to play. He just needs some quality of life changes. If he's not double-turreted he can't be burned out unless he hits someone as he get's burned. I think he needs:
→ Longer range on tail attack (about Nemesis tentacle, would be ok to make sound cue louder)
→ Decrease motion tracker to 32m, down from 40m (this would allow him to get closer before been exposed)
→ Motion tracker doesn't track him while undetectable = underground or using stealth perks as he's only killer whose undetectable does nothing if turret is set
→ Make turret staggering stronger, so solo turret still isn't good to exit him from power but to slow him a bit
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@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029884#Comment_4029884
No, I play for 2 sides. And why trapper if your post is about Bubba?
I also play both sides. That's why I know how cringe ez survivor is atm and how underpowered most of the roaster is. And tbh, seeing Ghoul, Billy, Nurse and Blight 95 % of games isn't entertaining anymore. It feels like most killers are killswitched. occassionaly i got some Wesker. And despite the escape rate is pretty damn high, I just don't have fun playing survivor anymore because it's just dominating simulator.
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@Falcao said:
I read a few of your posts, and frankly, they should be classified as "off-topic." It's like asking a 5 year kid what they'd like to see in a game so they can always win.
Seems like you are survivor main, thinking that no perk trapper is the most balanced killer.
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@bjuffin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029714#Comment_4029714
Sure, Legion can still be okay and the ones you mentioned are for sure worse but i don't play them and Legion was my most recent example. Hardest has to still be Trapper though. Why does he need to walk across the map to activate his power wich isn't even that good?
Simple buffs, give him all traps at start, make bloody coil and honing stone basekit, increase haste from setting traps to 15 % and increase it to 10s.
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@sirlemonhead said:
How about… no.
May I hear your constructive opinion? No is flat and non-saying. What you don't agree with and why?
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@bjuffin said:
I agree, however i wouldn't say that the game is entirely survivor sided. I think that the game is just extremely unbalanced and that it's survivor sided if you're trying to have fun. Since, as you said, it's basically impossible to have a rewarding match with a killer that isn't at least B tier. What is a Legion supposed to do against 4 DS, 4 DH and and and. It's just not fun, so instead you switch to Nurse which sucks for the survivors since shes so stupidly overpowered. They need to balance the game better, making outdated killers like trapper actually playable without wanting to smash your monitor.
I wouldn't judge legion with their current iri scamper meta. He's still okish. Try to play Pig or Sadako, 1 gen left before you get first down.
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They might leave this:
Antitunnel
→ Decrease haste and endurance from 30s to 10s
→ Increase elusive from 30s to 40s
→ Increase aura reveal from 10s to 20s
→ Remove linger after being healed
Antislug
→ Remove multiplier for additional slugged survivors
Anticamp
→ Revert the distance to 16m
→ Remove the 50 % slower head up
→ Keep the multiplier when in close proximity 6-10m
Perks
→ Wicked - remove the instant healing progress bar, offers kindred-like effect when anyone is hooked in basement
→ Breakdown - remove the healing bonus, revert the destroy hook timer, leave surpressed unhook
→ Babysitter - when you unhook survivor, your aura is revealed to killer for 30s (was killer's aura)
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@SoGo said:
Thes are just small changes to her worst add-ons, so they are a bit better, and she gets a bit of variety.
Wakizashi Saya (Extra effect):
• Survivors in a 2 meter radius of the Husk are revealed with Killer Instinct (Mother's Glasses former effect)Furin (Change):
• The phasing sound for survivors outside of the TR increases and decreases in volume randomly.Yakuouye Amulet (Buff):
• Removed downside.Mother's Glasses (Rework)
• Survivors injured by a attack from a Phase have their grunts of pain volume increased by 50% until healed.Senko Hanabi (Buff)
• Increase the radius to 8 meters.
• Increase the duration to 10 seconds.I would like to see rusty flute and day cap basekit.
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Manual scamper isn't good for health of the game - notice krasue's and Ghoul's vault nerfs.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029441#Comment_4029441
It's not a placebo, it's an option killers have to use and they will use it, just because you don't or I don't (I dislike playing as them) doesn't mean everyone else isn't using them.
For the record I want to buff the low tier killers, GF's 2v8 movement speed in 1v4 etc. That said, the S-tiers need brought down to Wesker's level, no ifs or buts. I feel Wesker is the perfect example of where hyper mobility should be.I feel like the sweet spot is ghoul in term of how strong the killers should be, so 38 killers need big buffs to be on decent lvl. We can then talk about not nerfing survivors too much.