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Elan

Elan

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Elan
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  • @nikodemo said:

    Listen, we have to be really careful of "balancing" the game into a boring snoozefest.

    Consider: just let the game be INSANE!

    Sure, give survivors a whole bunch of insane tools and protections! Let them all get up from the ground! No more unhook notifications!

    But THEN, give Killers similarly awesome buffs!

    Give Nemmy more zombies! How about 3 to start and a new one for every dead survivor?!

    Use Merciless / Yellow Glyph skill checks more! How about for Pinhead's Box and disarming Trapper's traps?! Fail and get injured/Deep Wound!

    Make the game WILD, RISKY, FAST and FUN!

    and THEN, you don't have to help Nurse or Blight, because THEY are already where everyone else should be!

    Give Wesker 4 dashes, give Ghoul 3 leaps, remove hellfire cooldown from Dracule, give Huntress 12 hatchets,… I agree with buffing killers for more fun games for both sides.

  • Pig buffs:

    → Increase amount of base RBT from 4 to 5

    → Increase search time from 12s to 15s

    → Decrease attach time to 1.5s

    → Increase ambush speed from 7.1m/s to 7.5m/s

    → Increase movespeed when charging ambush from 0m/s to 2.5m/s

    → Increase ambush duration from 2.3s to 2.5s

    → Ambush destroys dropped pallets

    → Increase movespeed when crouched from 4m/s to 4.4m/s

    Pig nerfs:

    → Survivor gets buffer of trap timer paused while in chase for 20s

    → Hooking survivor with active RBT increase death timer by 20s

    → Pig loses collision with survivor when crouched and idle for more than 30s

  • @jiogo1 said:

    Don't get me wrong, camp, tunnel, and slug are annoying things, but does this elusive state make DBD stop being DBD and look like Fortnite?

    We already have several anti-tunnel and anti-slug perks, and the developers want to strengthen this even more?

    DH, sprint bursts, decisive strike...

    The nerf to the Cenobite is completely ridiculous. Why buy a killer whose power you can't use because the survivor just got off the hook? It doesn't make sense when many other killers can...

    The supposed "buffs" to killers for not tunneling are irrelevant; the impact is practically zero in matches.

    Furthermore, the anti-gen perks continue to be nerfed (even though we've had nerfs in previous patches already). Are the generators firing so slowly that survivors need a buff?

    Note to developers: be VERY careful with the release of 9.3.0, there have been killer strikes in the past that caused survivor queues to reach up to 30 minutes of wait time, a survivor player doesn't wait that long to play, be careful because you could lose players from both the killer and survivor sides.

    The issue is that while there are not that many killers who tunnel, slug and camp most of the games unless they need to create pressure, there are also people who tunnel, slug and camp just because they can, want to make game as miserable as possible and those are even streamers. It's same like with the go next prevention. it's impossible to tell whether killer tunneled because he wanted or whether he did it in urge of some advantage. I defienetly think that people overreact at the antitunnel. Don't forget that it removes when you are healed and how many times it happenes that survivors don't heal under hook? Not many. Unless you proxycamp to go for the tunnel it won't change much and if you want to go for the savior you still can as u used to. The antislug is fine, it will just kill Twins as if they are not already underused and inresponsible enough. The antifacamp is the only thing I have problem with. While it removes Trapper and Hag basement mainly, Bubba can still two tap you from the hook for some reason.

  • @TripleStryke said:

    Let her break pallets, remove the vault and she will be so much more fun for both sides.

    I played a lot of Krasue lately and I must say that she's at good spot right now in term of oppressivness in 1v1 she's significantly weker, mainly to:

    → ignoring obstruction for 0.3s (was 0.6s)

    → wind up time being 0.32s (was 0.2s)

    → pallet vault 1.9s (was 1.5s, then 1.7s)

    → cooldown after spit being 1s (was 0.1s)

    → she has collision in head form (thus survivor can slow her massively by bodyblocking either force her to trasform and infect on hit them three times in head form in which time the infected survivor is already cleansed and they can just swap - best counterplay to Krasue for sacrifice of longer game by negating most of killer strenght

    Conclusion: She's balanced in term of 1v1 with window to counterplay her, and teamwork slows her down massively, therefore she's in good spot where she's nowhere to spot she used to be before but still decent.

    I'd personally do two changes to her:

    → Decrease vault back to 1.7s

    → Decrease flight movespeed to 6m/s (is 7m/s)

  • @Rokku_Rorru said:

    this game isn't survivor sided so long as the S-tiers exist, I'm sorry.

    But that's what I'm saying… It's placebo of game being killer sided because all you face as survivor (95 % of games) is Nurse, Kaneki, Billy, Blight and 95 % of games they have same set up Corrupt, Pain res, DMS, Eruption… So at this point you truly struggle to win, but rest of roaster has significantly lower chance to win even with this meta set up and best add ons. Maybe I might argue that Dracula and Spirit might be close to the group above.

  • @coldflame said:

    given the number of dodges youre allowed the number of maps that youre forced to dodge is getting too high, especially after the pallet spam update

    right now if you want to play something like pig there's probably like a 1/5 chance you just have to dodge because you get an unplayable map, and you run out of dodges too fast

    either the number of maps that are balanced to be high-tier only needs to be reduced or we need to be given more dodges

    Watch the 5s chases of my random teammates in area of 50 pallets.

  • @DrCatinstein said:

    So I just don't get why you wouldn't kill-switch these after announcing a major nerf to them. It should be no surprise people are going to use them while they're still good and it just gets so annoying every single game. The same thing happened with keys back when the hatch got reworked.

    It's both side tradition to enjoy something while it lasts. Wait few weeks and you'll never see it again.

  • Ghoul is in good spot atm. If anything, I'd make the post leap cancel time recovery bit longer.

  • @dirizio23 said:

    So in the last patch they used this phrase im not sure if its the first time but its something i thought about a lot of times even posted suggestions.

    • The Resolve Bar is now visible to other Survivors while hooked.

    Dev note: To help bridge the information gap between players using voice chat and those who aren't, we've added the Resolve Bar to the HUD. This will help Survivors determine if the Killer is camping and plan their next move accordingly.

    Im personally against the whole resolve bar because its a shadow mechanic for the killer to play arround and i dont think its the best way to improve the game but i totally agree with the concept of reducing the gap between swf and solo survivors. I hope the devs take more steps in that direction in the future.

    Some other ideas to reduce that gap:

    Commands to communicate
    Perks shown in hud and lobby

    I agree! The only way to make solo closer to swf is adding in game chat where you can freely type what's going on… fe. don't repair the cinema gen first, i'm going for save, etc. I think wheel with predetermined quotes won't be enough. That's the only thing solo q needs to be both less frustrating and more enjoyable.

  • @Orthane said:

    Survivors are just DCing every game now. The worst part is that's barely even an exaggeration, even just watching DBD streams 1v4 has a DC almost every single game against every single Killer it's insane. There's 0 excuse for making DC penalty more lax.

    First dc → 5mins

    Second dc → 15mins

    Third dc → 35mins

    Fourth dc → 60mins

    Each dc point is removed once you play 50 games without disconnecting. Abandoning doesn't count.

  • Trapper, Start with all of his traps and when a survivor escapes a trap they go into deep wound. (Not enought)

    Wraith, When cloaked you break pallets and vault windows 25% faster. (Also would make him move 25 % faster when cloaked)

    Billy, Less collition. (He already ignores solid objects, noo.)

    Nurse, 1 blink and 4.4 m/s (No, Nurse is fine as is. This would make her pretty frustrating to verse while way easier to play)

    Michael Myers, base kit locked hair and 4.4 m/s in stalker mode. (I think 60s of Inc is threshhold. It's very good antiloop and pallet shredder. Myers atm doesn't need more buffs)

    Hag, 4.6 m/s and 5 extra traps. (No more traps, give her teleport to any trap once per 30s basekit)

    Doctor, Shorter cooldown on power. (I think more movement speed when shoking would make him less of "three shocks for free hit", will less shocks to free hit be a good change though? I don't know)

    Huntress, 10 hatchets (Defienetly not. Huntress currently is in pretty good spot and doesn't need to be more lethal on 1v1 and 1v4. If anything, give her bit faster reload speed and soldier putty basekit)

    Bubba, 4 charges. (Bubba can travel about half of the map with his power. The charges aren't the issue. I said, let him break windows, make it unique)

    Freddy Krueger, 5% haste when a survivor is injured in the dream world. (Boring change, wouldn't be fun either. Make pallet shatter faster and it's radius bigger and give him 3 % more hindered on puddles)

    Pig, Trap spawns on the obsession at the start of the game and 4.4 m/s when crouched and you can break pallets when using ambush. (Again, not enough. Pig is currently the weakest killer as she has easily counterable antiloop, struggle to get downs and her trapswn wioutGFwns do nothing. She's all they way down with GF )

    Clown, Sigar box bounses your boltles when throwed. (Not sure what that means, but Clown is in decent spot atm. I would make direct hot increase hindred or duration)

    Spirit, glass shards when in visable and 4.6 m/s at base speed. (You mean, that husk shards will glow when she phase walks? Why would you do that? Her being 4.4 is also fine. She needs better recovery or increased duration basekit. 5s to 7s or 15s to 10s)

    Legion, Make vault speed 0.6 seconds and increase Friendzze speed by 25%. (If they remove iri button I'mm all in, but with current legion scamper meta, I think he's fine)

    Plague, Decrease the range of the throw up. (Nerf? Why? Forever Plague isn't very interesting indeed, but she doesn't need any nerfs)

    Ghost face, 10% haste when in night shroud and when people are hooked or downed they can't reveal you. (Fair, but he needs more)

    Demogorgon, Increase range of dash and increase stealth when coming out of a portal to 12 seconds. (Dash is fine as is, I'd make creating portals instant, teleporting instant and give him ability to cycle through portals)

    Oni, Increase rage speed by 14%. (Oni is fine as is atm. He might struggle with first hit, but he can win with one power use.)

    Death slinger, Increase range of gun by 5 meters. (Not sure, this won't do much. Deathslinger is great in chase but has nothing outside chase. I'd make him 4.6 when not reloaded to give him option to save reload for more map traversal)

    Pyramid head, Increase movement speed to power by 10%. (That was nerfed lately and I think is fine as is. With antitunnel and haste and endurance applied to cages I'd give him torment being applied after punishment hit to compensate for lack of mobility)

    Blight, 4 rush tokens and 4.4 m/s. (Sounds fair)

    Twins, Decrease range of victor by 6 meters and bugs (Range of pounce or range of grunts? Twins need complete rework, expecially with upcoming changes)

    Nemesis, Increase range of whip and rework add-ons. (Whip range is already too good, I'd make it so crouching doesn't counter his tentacle and force his counterplay to be dodging instead)

    Pin head, Fix bugs and give chains more movement. (More range, more movement)

    Artist, Increase range of crows. (You mean the 8m damage trajectory? I think anything further won't really matter. All I would do is remove instant crow replenish when jumping into locker)

    Sadako, Exposed when manefested. (With current Sadako spamming teleport and giving you 5 stacks before you can even make it to TV, especially on indoor map? No. I'd give her spread condemned in completely different way. Whoever holds tape gets 1 condemened in 30s, spectral strikes give 1 condemened, when hitting survivor with tape he gets extra condemned bar, remove condemend from tvs to give her better passive slowdowns while removing the boring teleport spam playstyle. With her current version she sadly can't get much buffs with how easy it is to fully condemned someone.)

    Dredge, Increase movement when in power to 4.8 m/s. (He moved at 3.8, that would be a bit overtuned, wouldn't it as he would get free bloodlust on demand. Faster teleport in day, 4.2m/s when charging remnant, I would change that when teleporting to remnant he always face survivor)

    Skull merchant, are ready getting change. (Not good thoug. If drones every become decent survivors will just force m1 before third scan as it used to be without you do much about it. She needs rework but BHVR invested so much resources to her already)

    Knight, Fix bugs. (Make all guards be able to be spawned at same time while increasing their cooldown and prevent hunted survivor from being detected)

    Larry, Increase range of when tp by 2 meters. (No, Singularity is already extremely strong killer and doesn't need any further buffs)

    Xenomorph, Nef turants and Increase tail attack range by 6 meters. (Nerf turrets? Why? Unless you double the turrets they do nothing and their whole purpose is to counter his power that is active for most of game and you can recharge it undergorund pretty quickly. Increase range? Indeed. I would even bring back the dragging).

    Chucky, Manual scamper and revert slice and speed changes and rework some add-ons. (Nooo. Chucky is not the best but he's pretty decent just needs some decisions rather than spamming his power. Scampering isn't fun neither healthy for the game - reason why Krasue's vaults been overnerfed to point they are pointless. Give him back some cooldown and speed? Maybe. But not reverting it to 10m/s and 8s cooldown as it used to be. He got buffed duration, so that would make him more problematic than he ever used to be.)

    Unknown, Rework some add-ons. (Not enough, He needs longer weakend duration, faster cooldown and less penalty when teleporting to halucination)

    Vecna, Buff add-on. (No reason for more Vecna buffs, he's solid. Rework some add ons? Why not.)

    Dracula, add-ons (Add ons what? Buff? Nerf? I think his add on pass is good)

    Hound master, dog more controllble. (The main issue of HM is the free counterplay to camp pallet to get free stun on dog, completely negating her antiloop. I'm P100 HM and I always run some antipallet builds as it's must on her).

    Ghoul, Increase vault speed rage 1.3 seconds, not raged 1.9 seconds. (Ghoul only needs more penalty when canceling leap, otherwise he's fine)

    Springtrap, Increase range of axe by 10 meters and streamers base kit. (Not enough, he needs more buffs)

    Krause, Decrease range of spit. (I think Krasue got nerfed pretty hard to the point she's ok - weak. Her main weakness is that survivors can hold her power hostage pretty effectively and with increased vaults in head form and less autoaim of gland they can cleanse and circle to truly slow you down. You will have less people on gen, but hard time downing someone. If I nerf anything on Krasue, then her fly speed and partially revert vault nerfs.)

  • @Vittiori said:

    Well, maybe I will shock you, but I always had a feeling that game is killer sided and guess what, I have a good prove for that.
    I am surivor and killer player, both rank 1. You see when I choosed my killer, I wasn't loking on his lore or from which movie or not he is, I picked this one, which was easier to play for me.
    As a survivor, well, no matter what I pick, always my chance are the same.
    About proof?
    My friend who never before heard about Dead by Daylight start playing this game, in first month he choose killer role and he easily hit rank 1 (I say again, he didin't know anything about game, loop spots etc. and he did it) after first month he decided to check it as a survivor main (then he knows a little about game from 1st month), guess what, he didin't hit rank 1 and he was so frustrated.
    Cause killer is working only about his points - even on rank one, you don't have to kill anyone to make 2 pips. Is enough if you hunting, destroying gens, playing long game cause you have the power to decide how long this game is.
    As a survivor main, (I am not saying about SWF) - you don't have any power, to hit 2 pips you have to actually let your team being hooked, isn't it weird? It's game 1 vs 4, but in truth way it's 1 vs 1 + 3, it's not fight team vs killer, it's a game when you fight with killer to not let him catch you, and you fight with other survivors for points to make pips. Even if you all as a team play well is not possible to hit 2 pips if killer don't hook anyone, so at the start you are in loser state, you have to let someone being hooked which probably make you less chance to escape.
    So no, game is not survivor sided if fresh killer can make rank 1 in one month, but surivor main can't.
    + devs make an anti camp mechanics, which actually killers know how to cheat
    + survivor have no way to counter tunneling, cause even Decisive Strike id blocking your actions if you want to counter tunneler
    We ending in the game when many killers camp and tunneling cause they never checked that they can make 2 pips with only good following survivors and destroying their gens. Trust me, you can! I'm doing it all the time, without camp or tunneling hitting rank 1 cause it's so easy to do it if you know how to make points in game. As a survivor you have to do this points before others do them, cause not everyone will do 2 gens or 2 totems.

    You can't say that game is killer sided just because 90 % of games are Blight, Billy, Nurse or Ghoul with full meta set up and best add ons. People always run best they can and it's not secret that Kaneki has low skill ceiling while being pretty strong. Nurse unless she has collision with enviroment will always be top one. Blight just get free hit unless you have good set up, average to low skilled Blight players have some sort of counterplay. Billy and I hate it, isn't truly that fun to loop as i get hit mile behind corner, through solid objects and with overdrive you barely have time to react. Not even mentioning that all of those are insanely good at catch up, tunnel and slugging. But rest of roaster is quite cooked when facing good teams.

  • @BlackRabies said:

    Cause blanket changes that covers all killers isn't gonna work. %5 blood lust after a hook is useless, %10 haste is good for some killers while busted on others almost no matter what changes you make it's going to either be useless for some killers while being too strong for others. So i'm just going to throw some ideas out there see if they potently could work? Every killer placed into 1 of 4 groups based on their mobility. There could be other groups as well but i'm just making one based on their mobility.

    • (A) Zero mobility
      • Trapper, Myers, Doctor, Huntress, Bubba, Pig, Legion, Plague, Ghost Face, Death Slinger, Pyramid Head, Trickster, Nemesis, Artist, Knight, Skull Merchant, Twins
    • (B) Some mobility - killers that can speed themselves up somehow
      • Wraith, Clown, Spirit, Oni, Wesker, Good Guy, Lich, Dark Lord, Hound Master
    • (C) Teleport mobility - killers that can teleport in some way but still has some restrictions
      • Nurse, Hag, Freddy, Demogorgon, Cenobite, Sadako, Dredge, Singularity, Xenomorph, Unknown, SpringTrap
    • (D) High mobility - for the insane
      • Hill Billy, Blight, Ghoul, Krasue

    %10 Haste after a unique hook lets say 10 seconds but it works differently for each group. Group A gets the full benefits, Group B if they use their power it drains 2-3x faster, Group C gets full benefits like (A) but if they use their teleport power, they immediately lose the haste and Group D won't even get the haste.

    There could be other rules as well for each group like base kit corrupt intervention for (A) while (B) and (C) gets half. Gens for (A) could have slightly more charges to repair and less charges for the others.

    Now i'm drawing a blank and can't think of anything else. If killers are in certain groups with their own rule set it could make balancing the game a bit better to help close the gap a bit between the weaker killers and the high tier and you can make changes for certain killers without it affecting all of them.

    The only way to incentive fresh hooks is to give killer basekit mapwide gen regression per hook. Like pain resonance per each gen. To start it safely I'd give it 15 % total progress lost and if that's fine I wouldn't increase it. So if you get the fresh hook, every generator with it least 1 % of progress lost 15 %. Might argue to give Nurse, Blight, Billy and Kaneki 10 % instead.

  • I defienetly want. I just said what would make game equally balanced for both sides.

  • I can see them do this:

    → Increase undetectable to 45s each time he tps

    → When TP he gets 15 % haste for 30s

    → Decrease wind up time, increase movespeed while aiming, decrease retrieve time, increase hitbox

    → Replace KI from area to aura reveal

    → Make tp speed faster

    → make grab distance bigger

    → both iri basekit

  • They need to adress:

    → Drastically nerf all gen progress perks

    → Drastically nerf all healing perks

    → Drastically nerf toolboxes

    → Drastically nerf medkits

    → Drastically buff all killers except from Nurse, Blight and Ghoul

  • Buffs:

    → When in stealth he moves 25 % faster

    → When at least one survivor is exposed he can't be revealed at all

    → Missed attacks no longer end NS

    → Hooked and downed survivors can no longer reveal GF

    → When marked survivor is downed GF sees mapwide auras for 20s

    → Decrease stalk time by 50 %

    → Decrease NS recovery by 75 %

    → Crouching gives you 5 % haste

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026969#Comment_4026969

    I really like to play against Billy, Wesker, Unknown, Dracula, Huntress, Animatronic, Deathslinger, PH.

    Most killers for me are in "ok" category, where it can be specific playstyle annoying, but not really whole killer.

    Then you have killers where I will rather go next, which for me are Ghoul and Krasue.

    Current Krasue is pretty much a bully material. Ghoul, idk the only thing unfun about him is the instant cancel after leap. I hate going against Billies as they chainsaw you 5m behind corner ignoring any surfaces. I like going against Houndmaster, Pig, Nemesis, Pinhead, Unknown, Spirit…

  • I mean there are plenty of options, make dog vault 10 % faster, make houndsense detection range somewhat larger, make dog rescue time longer, make dog faster on search. So many options.

  • @Rokku_Rorru said:

    Yeah it needs a rework, reducing basic attack is one thing maybe give haste after hitting the survivor instead

    Haste is tricky on her. I haven't used rope since p1 untill p100. She has great chase where haste would be a bit too much. I think with her current counterplay you might get damage bonus hen dog is stunned. For example.

  • @PetTheDoggo said:

    I really don't consider her weak at all. I am so happy I don't have to deal with her that much.
    She is direct contestant with Ghoul for the title of most boring killer to play against.

    Name killers that are fun to go against. Luckily the fun is more on the killer side.

  • @Yoshirama said:

    No, she was busted at release, now she's gine and she should stay like that

    She was busted mainly to her obctuction ignoring and autoaimed gland. Both been changed drastically.

  • @WalterBlack said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026272#Comment_4026272

    Thanks for the detailed response, bit confused about all the downvotes. People on this forum ironically dislike discussion.

    I'm sure they decreased fungi from 10 to 6. I still think it's quite a lot to fact that you create them on your own. 4 are way more reasonable it's like if every Nemesis tentacle spawn a chest with vaccine.

  • @Zuiphrode said:

    >new killer gets released
    >survs scream endlessly for nerfs
    >new killer is nerfed into irrelevance
    >new killer never gets picked

    A tale as old as time.

    That is not true. Every killer in past years was buffed from PTB by a lot. Only killer that received nerfs that make him weaker than post-PTB version was Ghoul every other killer got either gigbuffs or small tweaks but still let them stronger than PTB version.

  • @WalterBlack said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026272#Comment_4026272

    Thanks for the detailed response, bit confused about all the downvotes. People on this forum ironically dislike discussion.

    Agree, her chase is way weaker than people think. And with more pallets even worse. Prenerfed Krasue used vaults to cut of people at pallet which still wasn't guaranteed hit - like Kaneki has, but atm you don't want to vault at all and transforming to break pallets is ass. Still I believe that her vault on pallet and less hits in head form to infect is only buffs she should get.

  • @UndeddJester said:

    Hi BHVR,

    I've noticed there is this general tone lately of "calm down, don't get mad" in your communication with the community. Now there have been some pretty sizable disasters that have led to backlash, but there is one consistent problem you've always had, even in regards to your more recent renaissance of making big changes and having a much more open door for the community... This will hopefully be constructive criticism to help address the barrage of anger and push back regarding announcements you tend to get both for changes in the PTB and for live releases.

    I've listened to numerous content creators, had discussions with many players of lots of different skill levels and experience over the 2 and half years I've played this game, and listening to and gone over the posts and streams many times with keen interest. One thing repeatedly sticks out in occasions where patch notes have gone well, and when patch notes have gone bad... It is simply a case of does the community feel heard and their opinion respected?

    As 2 polar examples:

    • Hillbilly in 4.1.0 getting his overheat mechanic for example is a case where the community doesn't feel heard... the issues there were his instasaw add-ons, but instead of addressing that, he got a new mechanic that didn't address the problem, and brought a load of new ones. This made no sense and the community didn't feel heard or respected at all...
    • Hillbilly in 7.5.0 getting his overdrive mechanic, undid this and with his instasaw add-ons already changed, these changes went very well, as they addressed the very talking points the community had about Billy... in fact I don't think I remember a more glowing period of where the community felt more heard than this PTB.

    Now the important distinction here is, just giving the community what they ask for is not the point... the point is, even if you don't give the community what they are asking for, they still need to feel heard...

    I've heard I few times in streams the phrase "we hear you" or "its on our radar", but the problem is a lot of the time, we get a very high level, vague description of your thought process... and that thought process often is riddled with logical holes, and missing huge amounts of talking points with big repercussions elsewhere in the game.... More often than not, the devil in the details, and we as a community need to know that you've considered them...

    Now I am known for being verbose on these forums... I'm sure there are several people who think "oh God here's UndeddJester with another reader's digest post", and I wouldn't blame them tbh, but... I have always held the belief that you need to take as much time as needed to say what you need to say, even if you have to be a bit pedantic and boring sometimes... However in a lot of your updates and discussions... explanations of your thought process rarely have more than a single sentence or a short paragraph.

    What am I referring to? Well for example, in this PTB going by, we have a lot of talk about tunneling and slugging and camping and how they're not fun, and survivors are quitting in droves... However these things are complex, there are so many layers to these things that have effects through the entire game... this is why the "evil killer" thing didn't go down well... it's fine point the griefers out, but you need to acknowledge the mid ground, where even reasonable killers sometimes do these things... it is actually mahority of the time not a result of innocent Survivor persecuted by mean Killer, but often hand forced by going down under pallets, and other such aspects. The Game and everyone screaming "pallets" for example, kinda showed your hand you hadn't considered this...

    And thisnis the issue... the biggest problem is when we have concerns and issues with things, we never hear the talking points we would raise and expect come back at us. Now no one expects you to reply to every possible talking point and every person... but we never get an idea of the big picture, what factors you've considered, and where your overall conclusion came from... and when you miss something like that, we never get a follow up to that effect…

    I have no idea how you go realistically about gathering your feedback, but however you do it, when we don't hear the talking points we expect to hear, it makes us question if you've listened to us at all.

    As some examples:

    • The slugging changes: anyone with any experience will look at the slug changes and immediately an alarm goes off in your brain to say "what about Oni and Twins?". We hear nothing of these killers at any point. What about sabo squads, or teams repeatedly going down under pallets? These things are big enough to factor into your decisions, and yet we hear none of it... we don't know if you thought about it at all, and often the concluding changes seem to suggest no...
    • The tunneling changes: you talk about not weaponising the anti tunnel changes, so you add no clip, but then have to revert cause survivors can clip in the killer and force hits, so remove it... but we never talk about this talking point again? Are you looking for another solution? Are you gonna compensate somehow?
    • Skull Merchant or any rework on any killer: we get asked for feedback on their changes, but we never get any idea what your objective is, we never know what points you've considered in your rework. We get given a preview, we react to it, and then either none of what we said is mentioned or seems to feature into the rework whatsoever… a breakdown of the parts you want to retain of the killer and their identity, and the reasons changes don't fit into this idea would be great to hear... if we raise issues with something and things change, hearing that reasoning come back and what youre trying to achieve, or at teh very least a "it wpuld be nice, but we have this problem" response would go a lot way to making people feel heard and respected... heck we may even come up with a solution for you!
    • Last minute changes on the PTB or rapid changes before anything settles: far too many times we give feedback on the PTB or issues in the game, and everyone thinks we've put in meaningful feedback... only for a whole heap of big sweeping changes that are completely untested get thrown in last second/suddenly to live. Some examples include Sadako, Krasue, the Fog Vials back to back double nerf, Dracula and Chucky constantly flip flopping buffs and nerfs. These things don't make sense, with many things feeling like they come way out of left field.
    • No explanation why things aren't done: Even if you have to give the answer "we can't think of a good solution", that is a fine response, but you have to explain it… such as the Self Unhook to die issue, that was a hard issue to solve, and understandable why it took a long time to come up with the solution...However you never gave us the talking points we expected to hear, such as "we want self unhooks to be in the game, but we can't keep allowing people to continue subvering the DC penalty", "the DC penalty is necessary because the game doesnt function without 5 players, if you agree to play, you should honour that agreement", "we're reluctant to remove self unhooks, because it removes player agency", etc.

    The overall point is, we as a community don't really know where a lot of your decisions come from, and what factors you've considered in making them. This allows people to form their own conclusions, that usually results in saying you don't know what you are talking about, or are "whatever" sided, or don't care about the community and just do whatever you want, etc.

    While you don't owe us an explanation for every little detail, if we could understand/see the factors that went into your decisions, got mentions regarding our concerns (maybe even state you know something is an issue for <splot> killer or perk or survivor gripe, and ask for suggestions about that very issue), it'd make us feel much more heard...

    Even if the changes don't go our way, it's a much easier pill to swallow, if we at least get to plead our case and feel it will actually be taken in.

    Unfortunately opinions are like buttholes, everyone has got one, and some people are biased and only oit for themselves... so I dont know how you achieve that with the mountains of feedback you receive, but if you can manage this, help us understand the factors you're considering, I do believe believe on the whole tempers would not flair anywhere near as often or intensely.

    We aren't your enemies, on the whole all of us here want to help, even if we do end up bickering like children sometimes.... but it's because we care, and want the game to do well.

    Saying "we hear you" is not enough, we need to actually see it.

    P.S. the Legion 2v8 situation is a great example of understanding your thought process would be appreciated... do you ever intend to bring them back? Are you looking for suggestions? Are they gone for good?

    Cheers, and best regards

    UndeddJester

    The only reason why the new ptb is a problem is that killers are so unbalanced to other that are extremely underwhelming to point where 8 killers won't care, 12 will struggle massively and rest will straight up lose. The main issue isn't the content but how lack of buffs some killers get. how come Myers got so overbuffed and Pig got some ridiculous tweaks? How they can compete each other?

  • @LordLazeris said:

    The nerfs they gave her were overkill. Now she is at the top 6 lowest killer pickrate in the game. I am already beginning to miss her terror radius music.

    Give me something else than the blight or ghoul in my games bhvr.

    Krasue was pretty busted in 1v1 before people realized that the bodyblock slows her so much that 1-2 people doing gens and rest running around with fungi and take hits against head form is the most viable play that makes her very easy to counter. The flight to catch up and the dash attack is still pretty good. The pallet vault takes so long that unless it's super god pallet you have to break it. So yeah, against people that know what to do, you will struggle with Krasue a lot. Not even saying a lot of people are pretty good at dodging the "autoaimed" gland and react to dashes perfectly. But it's not the problem, people dodging dashes and glands are fine for me. But I don't think they should revert the nerfs. I'd do simple tweaks:

    → Buff pallet vault to 1.7s (so unsafe pallets are still good, but good and god pallets aren't infinites)

    → Head attack deals 50 % leeched (bodyblock would be still viable but won't be such a "I'll hold the killer power hostage"

    Rest of nerfs were completely deserved and should stay as they are.

  • @Zuiphrode said:

    What

    Easy, two scenarios:

    → You are chased by Krasue. who moves at 7m/s therefore (not now on most maps because pallet density) you can't make it anywhere and if she will block you off.

    → You are chased by krasue, get infected, someone comes and force her in lose-lose situation where she either transforms back and infect the other play or hit the blocker three times and they switch and it continues leaving her completely in control of survivors.

    Both those scenarios aren't very funny.

  • @mizue said:

    Is it even still in development?

    Possibly make it decrease the time it takes for survs to break free as a tradeoff even just make it do something.

    2 % is still a value they said. At this point it's 0.5 stack of save the best for last that is not noticable by any chances. I hope they would revisit her overall. Still few buggs, inconsistency etc. It can easily add 1 more second to rescue other survivor from grab as this interaction is truly way too fast.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025170#Comment_4025170

    An issue is when lines are always visible it just means drones are completely useless outside of chase.
    Stealth drones made it that you had at least a chance for survivors to run into them. Instead of completely removing this, they should have just remove broken, so it's less punishing.

    Drones doing nothing out of chase is fine for me. I said they can make lock on decayable and return the claw trap on hack so you have more infor through game.

  • Some of those ideas are good. The problem is that her issue was that survivors had too less of a information what is going on. Current Merchant is ez to understand. If she deploys drone, she's stealthy for the moment and if you get scanned three times you get injured, therefore you have to crouch to force m1 before third scan.

  • @AmahlF said:

    Y'all need to do something about the auto lock on nature of the grab for their power. How is it remotely okay for the killer to literally grab you and go enraged through walls, rocks, window vaults where they can't even see you. The ghoul should not be able to do quite frankly half the BS that is allowed and shouldn't be considered "Skill".

    I don't feel Ghoul currently has issues out of instant cancel to follow up with m1 hit.

  • @Atsuka_Anarchy said:

    Reverse Bear Traps are the core of Pig's power and game-play identity and I'll ALWAYS stress this; the primary focus shouldn't be Ambush. Amanda's most unique and crucial tool for controlling the tempo of the trial? RBTs. I don't understand how this isn't talked about much. Her RBT kit isn't meant to be an insta-kill mechanic; no, that's not what we (The Pig community) want. They are supposed to be a vital gen slowdown tool that effectively has survivors scrambling and not hard focusing on generators with no sense of urgency to remove the RBT until AFTER their generator is completed. In the current state of the game, it's too easily managed by survivors, failing to provide reliable game slowdown.

    Here's what we often talk about amongst ourselves in our Pig community:

    Guaranteed Gen Slowdown

    • Forced Secondary Objective: RBTs are what's supposed to force survivors off of gens and onto a different, specific task (searching boxes). This pressure is her fundamental source of map control.
    • Wasted Time: Even if a survivor gets the trap off on the first attempt, the simple act of having to run to a box and perform the search animation buys Amanda invaluable time. The current balancing often minimizes this wasted time, making the payoff of the down/trap insignificant.

    Map and Information Pressure

    • Split Focus: Trapped survivors are generally supposed to force survivors to abandon gens until the trap is removed if active. This should split survivor's collective attention and allows Pig to focus on pressuring the remaining unprotected generators or Survivors.
    • EG Threat: A survivor with an active trap cannot leave through an Exit Gate. This can force desperate plays, but in its current state, and with the update coming, recent changes will have made applying and activating traps in the late game unreliable, removing her endgame leverage.

    The primary issue is that the RBTs are currently a "low ceiling, high variance" tool, meaning their effectiveness is highly dependent on luck (RNG) and they offer minimal guaranteed time-wasting against skilled teams. RNG mitigation is needed.

    • Low Lethality & High RNG: When RBTs are removed quickly, they fail to apply meaningful pressure. A buff should aim to increase the average time it takes for survivors to remove the trap, reducing the punishing RNG of a "one-tap" removal.
    • Add-On Reliance: There's specific RBT add-ons (like Tampered Timer or Crate of Gears) to make her traps a meaningful threat, limiting her build variety. A buff should bake some of this utility into her base kit.

    Buffing RBTs and making them the primary focus instead of Ambush would directly address a lot of Pig's struggles with game-long gen slowdown and map presence, restoring her unique identity as a Jigsaw's Disciple who wins by forcing survivors to play her deadly game, rather than simply being the basic dash-focused killer (came with Ambush in 2018, but is miles behind killers who just do it much much better because that's not who Amanda inherently is) with a non-threatening side ability.

    The goal of these suggested buffs is to reduce RNG and increase the minimum time invested by survivors to remove an RBT.

    • Reduce RNG and Increase Search Time: Guarantee a minimum number of unsuccessful box searches before the correct key becomes available.
    • Increase the Timer's Baseline Effectiveness: I've always suggested that the timer often feels too generous, especially noticeable on larger maps. Slightly reduce the base active timer length (2:30 to like 2:15) and/or increase the travel time between boxes (like hindered status movement speed impacted when wearing a RBT); A tighter timer makes the trap feel like a more immediate threat (Again, Amanda's lore is that she is a VERY HIGH threat with her traps) and forces survivors to prioritize removal, while increased travel time ensures the act of running to boxes consumes more overall trial time.
    • Improve Late-Game and End-Game Leverage: RBTs lose significant value late in the game, specifically in the EGC, which still boggles my mind that her RBT effectiveness was REMOVED during that time-frame. Reverting changes made allows her traps to be placed and active on a survivor even when ALL gens are done, as it makes sense to be active considering they are reactive only when gens are being completed. Gens being ALL completed should auto set off the timer making EG much more thrilling and exhilarating. This is particularly crucial against skilled SWF, and still gives Amanda a useful tool to regain control.

    These changes would make the RBTs more reliable for gen slowdown and map pressure, allowing Pig to compete more effectively in the current fast-paced meta while preserving the core "Jigsaw Killer" gameplay experience. Feel free to make any suggestions and feedback that could potentially be considered and implemented into the game itself (here's hoping).

    Why RBT used to be very strong and now they are not?

    → Pig could spawn up to 6 boxes and saw their aura (now she has 5 boxes basekit, but 4 searches is max)

    → Tempered timer used to chunk down 30s (now it's 20s)

    → Add ons that increased search time both got nerfed to max +-15s (was 21s)

    So overall with old RNG based traps, Pig if got lucky could force survivors up to 24 searches that each took 12s or she could force them up to 16 searches but they took 21s to complete. Now Pig has 12 searches guaranteed = no longer happens that less searches happens what used to be possible.

    = Pig now has to down more to utilize her slowdown while she used to get less punished for slower downs and Ambush got buffed in like 2.5m cover range with 3 seperated buffs which also isn't enough. So I believe that current Pig is way weaker than old version (post-endgame Pig).

    On the other hand, Onryo can spam teleport to give you 5 stacks before you make it to TV which is close to instant mori with not interaction with the killer at all. How is that fair? Fe. I played against Onryo on Midwich and before I ran down to shut down TV (2x per match) I got 4 stacks and it happens a lot that you are in radius of multiple TVs, even in outdoor maps.

  • @vol4r said:

    So you want to nerf surviviors yet again.

    NO to everything.

    Those are pretty reasonable nerfs. It would still make gen be repairable within 70s but won't be popped in 30s.

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023293#Comment_4023293

    I'm just calling you out on how ridiculous this post is. Expecting players to play like they are in lower MMR after increasing rank is silly. If you want all easy matches just lose intentionally and stay in low MMR.

    Again this post isn't about me, but while game system. I don't mind losing, I do lose sometimes and that's okay. I'm going for some fun builds, lately I been playing Help wanted, machines, save and rapid. I also played some very rarely seen perks on survivors too. As changing perks is what makes me play this game sometimes, otherwise i would just got bored.

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023285#Comment_4023285

    So you think if you win games and climb MMR you should face worse players? Sorry you can't steamroll every match there.

    You are pointlessly aggresive, it's threat towards people that talk about games being hard and me responding with it being nature of mmr.

  • @UndeddJester said:

    ⚠️ Sound the alarm! Pig Nerf!!! ⚠️

    Fun fact, Pig's Jigsaw boxes do not count as a Conspicuous Action, meaning OTR and Decisive Strike stay active while doing a box.

    This also applies for Borrowed Time ofc, but obviously this is usually too short to matter. However with the new anti-tunnel changes coming in, Survivors coming off hook with an RBT on their head, even at base speeds can take a quick heal, and still have time to hot foot it over to a Pig Box with their 10% extra haste and get quite a headstart on their headtrap timer.

    Now because it isnt a conspicuous action, this buff won't disable, so if they have Resurgence, We'll Make It, or something similar, there is a good chance they can complete a box and then carry the 10% Haste for a short time onto the next one as well...

    Needless to say, whether you're a believer head pops should be a realistic outcome, or if you believe that head traps are purely just for slowdown... either way, Pig's headtrap pressure is inevitably hurt by these anti tunnel changes, and hey presto, we've got a nerf to Pig... even if she isn't tunneling. -🐽-

    Compensation pl0x?

    Given that her timings are pretty dependent on numerous factors, such as map size, box spawns, survivor speed, etc, etc... all of which have gotten progressively worse for her over time.... her 150s base time with no changes isnt gonna cut it. Just cranking down the number seems a bit of a problem (and definitely supporting a headpop playstyle)... so what to do?

    Personally I vote for Ruleset Number 2 basekit to compensate. Would make a number of her add-ons better passively (such as Jigsaws Sketch/Annotated Plan, the Gears Add-ons and Amanda's Secret), and actually mean Pig has a much better time tracking her headtraps in your average game to work out her pattern and play around it accordingly. ^🐽^

    Btw, I don't know if you catch it, but the antitunnel system says:

    "If you are healed to full, haste, endurance and elusive deactivate".

  • @UndeddJester said:

    ⚠️ Sound the alarm! Pig Nerf!!! ⚠️

    Fun fact, Pig's Jigsaw boxes do not count as a Conspicuous Action, meaning OTR and Decisive Strike stay active while doing a box.

    This also applies for Borrowed Time ofc, but obviously this is usually too short to matter. However with the new anti-tunnel changes coming in, Survivors coming off hook with an RBT on their head, even at base speeds can take a quick heal, and still have time to hot foot it over to a Pig Box with their 10% extra haste and get quite a headstart on their headtrap timer.

    Now because it isnt a conspicuous action, this buff won't disable, so if they have Resurgence, We'll Make It, or something similar, there is a good chance they can complete a box and then carry the 10% Haste for a short time onto the next one as well...

    Needless to say, whether you're a believer head pops should be a realistic outcome, or if you believe that head traps are purely just for slowdown... either way, Pig's headtrap pressure is inevitably hurt by these anti tunnel changes, and hey presto, we've got a nerf to Pig... even if she isn't tunneling. -🐽-

    Compensation pl0x?

    Given that her timings are pretty dependent on numerous factors, such as map size, box spawns, survivor speed, etc, etc... all of which have gotten progressively worse for her over time.... her 150s base time with no changes isnt gonna cut it. Just cranking down the number seems a bit of a problem (and definitely supporting a headpop playstyle)... so what to do?

    Personally I vote for Ruleset Number 2 basekit to compensate. Would make a number of her add-ons better passively (such as Jigsaws Sketch/Annotated Plan, the Gears Add-ons and Amanda's Secret), and actually mean Pig has a much better time tracking her headtraps in your average game to work out her pattern and play around it accordingly. ^🐽^

    This is not something that will hurt Pig. Tunneling people with traps is time waste and power waste. I feel like Pig needs a bit more.

    → 14 searches per traps (was 12)

    → 2.5s dash (was 2.3s)

    → 2.5m/s charge movespeed (was 0m/s)

    With that, she would feel way more smooth.

  • @Colt45m said:

    Complaining because you can't bully better players?

    There is nothing about complaining or bullying. :-) The post is about you can't truly avoid frustrating games on both sides if you do the best to win every game as you climb up the mmr ladder. I don't teabag killers, I don't BM survivors… but if players do that on purpose multiple times I sometimes lost mood to be nice player tbh.

  • @SoGo said:

    I think it's already awesome and people don't run it simply because they are allergic to creativity.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023219#Comment_4023219

    Reactive Healing would be great, if it actually healed you after 3 times or so.

    I feel it's more of Autodidact becomes mroe popular die to Vee's new perk and Autodidact doesn't work with Solidarity and my main issue is how quickly you can heal teammates but how slowly you can heal yourself. I still believe that it should be a bit more in line, fe. 16→22s on altruistic heal, 24s→22s self heal. Because you can't truly heal yourself very quickly but you can heal other insanely quickly in a very few seconds.

  • Killers shouldn't lose 2-3 gens in 3mins. If killer can't rush objective survivors shouldn't as well. Let's say that each generator takes 10s longer. 1st gen 90s, 2nd 100s, 3rd 110s, 4th 120s, 5th 130s at least this basekit change.

  • @Leonardo1ita said:

    BHVR, I'm sorry to say, but the most recent Dev stream was the most "one sided" stream I've seen in a REALLY long time, for real. I cannot express my frustration more.

    Subject: tunneling (also slugging).

    If the previous PTB at least had a compensation to killers not tunneling. It was small, but it was there. Now, in this PTB, it's "mask off", completely. Insane measures against tunneling, with almost NO COMPENSATION for not tunneling.

    No mention whatsoever of the reason why killers are doing it and why sometimes it's necessary, no mention about reducing "gen rushing" perks or Medkits, nothing at all. No deactivation at 1 gen left even.

    If this goes live, this is gonna be the most one sided thing I've seen in a VERY long time. For real.

    Tunneling is gonna be killed for good, and good luck if you're ever forced to tunnel in an indoor map, because survivors will 100% lose any killer.

    Slugging, also, is gonna be made impossible, in those scenarios where survivors just die under pallets, sabotage, Flip Flop power struggle, etc etc. Essentially a free gift to insane teams with insane builds.

    Also, the anti camp might be quite bad vertically on some maps like Midwich.

    Almo2001 already told you: this might actually "kill" the game, like VHS, no joke. And this time, for real. Lack of agency indeed.

    To fix this, a lot of killer compensation buffs when NOT tunneling are needed.

    I can't agree with that:

    → Killers can still tunnel and slug but will be way more difficult (except for Twins who was nuked by those changes)

    → Killer can still facecamp but survivor will have easier time to unhook themselves, yet you can tunnel them

    → Slugging will be still option, just when you have 3 alive survivors and 1 gen remaining, slugging won't be way to win anymore

    → They removed UI change, 25 % bonuses punishment, blocking punishment, removed the hook aura, delay notification etc.

    → They keep working on killers pretty well - Myers, Trickster and Skull Merchant's rework

    I don't agree on the only bloodlust incentive that is limited by conspicious actions for killer though

  • There are several very underrated perks - Solidarity and Reactive Healing are one of them. I feel the unpopularity of solidarity is mainly caused by popularity of antiheal perks - Gift of pain, Leverage, Sloppy are commonly used.

  • I think Myers is decent top B now. His counterplay feels very close to Bubba atm. I defienetly don't think he needs buffs or nerfs. The only thing I found a bit stupid when playing him was iri tombstone, leaving me in Inc. mode entire match when paired with friends and furtive with not much option for the other side. Who loved old Myers can burn one add on to play his older version mostly. So there is no reason to be disatisfied about his update.

  • Problem with m1 killers arent the pallets but their weak design compared to newer killers. They keep reworking older killers to be more in line with newer ones, but the fact that each new killer has great antiloop, amazing map traversal and build in info will never let killers like Bubba, Pig, Ghostface or Trapper to be on same competitive level unless they are completely redesign. And to be honest, if every killer has antiloop, traversal and build in info they will powercreep each other with every update adjusting them. Truly the one who suffers is Ghostface, the Clown can slow, Pig can ambush, Onryo can utilize invisibility, at least something but Ghostface just has nothing, same with Legion and few more killers.

  • @juciy8717 said:

    The ghost face base kit

    You have 10% haste when in night shroud. To make you more sneaky

    decrease night shroud cooldown to 15 seconds (was 17) This should have been the cooldown when he got his buffs

    When survivors are hooked or if their downed they can't expose you. I think it makes no sense because a survivor shouldn't be able to get you out your power when their downed or hooked

    The ghost face add-ons

    Drop-Leg knife sheath: You gain 5% speed boost for 10 seconds when you marked a survivor (was 10% haste for 5 seconds) Sense you have 10% haste when in stealth so it makes sense why

    The good guy base kit

    Increase Hide-Ho cooldown to 15 seconds (was 12) People were complaining about the cooldown being to short

    Increase movement speed when in Hide-Ho mode to 4.6 m/s (was 4.4 when in Hide-Ho mode) you still are 4.4 m/s at base. To give chucky better map pressure

    Increase slice and dice movement speed to 9.5 m/s (was 8 m/s) sense some chucky mains were mad about his speed being Nerfed I think this is the best speed just 5% slower

    Scamper speed 1.6 seconds but your automatic scamper is still 1 second. I think keeping the dash scamper kept at 1 second is fine, and your sprinting at the vault, manual scamper your walking to the vault it just makes sense

    Pallet scamper can be done without the need of a slice and dice attack but you automatically exit Hide-Ho mode when manually scampering under a pallet. The problem with manual pallet scamper was that he could scamper back and fourth and that could slice and dice after words

    Window scamper can be done without the of a slice and dice attack but when you manually scamper leave a footprint at the window you last vaulted. So it easier to track him in loops

    The good guy add-ons

    Hard Hat: Same effect, Increases your manual scamper speed to 1.8 but you don't exit Hide-Ho mode. It make sense

    Iridescent amulet: Increase Hide-Ho duration to 80% (was 50%)

    you can see the aura of gens with progress. For better map pressure

    Mirror shards: Same effect, when a survivor steps over your footfalls they scream and their exhausted for 20 seconds. Just a better version of plastic bag

    Pile of nails: Increase undetectable to 6 seconds (was 3)

    removes your laugh effect when manually exiting Hide-Ho mode. To be more stealthy and this was his worst add-on

    Plastic bag: When hitting a survivor with a slice and dice attack they are exhausted for 15 seconds. Counters exhausted perks

    Automatic screwdriver: When hitting a survivor with a slice and dice attack your Hide-Ho cooldown reduces by 7%. Power drill just worse

    Electric carving knife: Your slice and dice is increased by 15% after scampering (slice and dice wise) To go for more of the longer scamper hits

    Power Drill: When slice and dicing into a window or pallet and hit a survivor your Hide-Ho cooldown reduces by 10% and automatic scamper aped is reduces by 25%. I think this would make the add-on more skill exspresive

    Thank for 2025 of dbd and thank you for giving me your opinions

    Biggest issue with Chucky wasn't truly the scamper only. It was same as with Legion, he scamper, broke the pallet and hit you 1s after. Next version of Chucky had 8s cooldown with insane speed which was almost 100 % guaranteed hit. I'm not saying the current Chucky is top tier, but he's in healthy spots for both sides while being still strong but also being able to dodge. I'll give him longer base hidey-ho mode and a bit shorter cooldown. And that will be enough. I saw p100 Chuckies playing crazy flicks with dash scamper so it's still possible. It's less of spamming ability and more of strategic ability, which I like. I don't enjoy Chucky as much, because he's power is just not my taste.

  • @unavoidablevoid said:

    https://deadbydaylight.fandom.com/wiki/Scourge_Hook%3A_Pain_Resonance

    The rework proposal:

    On every hook (up to 12 ) the Generator with the most Progression explodes and instantly regresses by 10/15/20 % of its total Progression.

    If the same survivor is hooked twice in a row, the perk deactivates for the rest of the trial.

    I included same idea in my post. I would keep it on fresh hooks to not drastically limit it. The idea was to make it more powerfull regression for weaker killers while not so powerfull for well performing killers.

  • @VibranToucan said:

    I recently played two Houndmaster matches and I won both, but I just didn't like it because it felt so frustrating. She has been out for one year, I can't believe she is in this state.

    In both game my dog got stuck while pathing in Search Mode at least once each, and multiple times each when I was just walking around. (Why can't you make it just that tje power just works if the dog is considered to be with you?) Didn't help that both were maps with generators at different elevations which makes aiming search an absolute pain. I haven't played her all year tbh but I thought you did at least something to make her feel better, but she still feels as buggy and frustrating as she did on release.

    True frustration comes in high ranks, when every survivor camps pallet to get free stun or dog or you. :-D

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022788#Comment_4022788

    With all due respect friend, anyone who tries to claim basekit 30s of endurance, +10% Haste, aura read on the killer, iron will, no blood pools, and no scratch marks as insignificant... while still having their anti-tunnel perks in tact, just sucks at the game.

    Sorry to be blunt, but there isn't really any other way to say it.

    I said it multiple times. The main issue of DBD is how different killers are and how impossible they are to balance to be somwhat equally strong. I cam with idea, you might check it out.

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459466/bhvr-im-sorry-to-say-but-the-most-recent-dev-stream-was-the-most-one-sided-stream-ive-seen

    ARE YOU KIDDING ME RIGHT NOW??????????????????

    We are witnessing developpers, ONCE AGAIN, siding with hard tunneling killers by REMOVING ALL PENALTIES FOR TUNNELING and yet you complain because, as a hard tunneler, you won't benefit from the very small advantages killers will get for playing normally as intended?

    This is absolutely insane.

    Learn to play the game or uninstall, tunneling is disgustingly toxic behavior.

    You don’t get it. Killers that tunnel for no reason are toxic, I agree. But some killers don’t have luxury like Blight, Billy or Kaneki to get quick downs and insane map traversal. If you play low 60 % of killers you will lose 2-3 gens at first chase and I dont think that running multiple slowdowns should be a must. To make game fun and balanced for both sides the main focus should be on closing gap between killers. I have huge idea I will post soon. But you can’t be surprised that Pig will tunnel you because you are the only one hooked and last gen is in progress. Killers need perks diversity. I also find it boring to go against same 6 perks all the time. But untill main issue - strenght between particular killers are resolved we can’t blame for doing hard to win in pvp games.

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