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Elan

Elan

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Elan
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  • Those are pointless changes, I will post my idea about solution to game balance, that will reflect the current problems.

  • @KingOfDoom55 said:

    Man, yall who are down voting are wild, and I have no idea why yall would do so anyways when you know for sure that this IS ridiculous and needs to be stopped and changed for the better, other wise, no one will be enjoying this game much anymore if this attitude between players and the devs themselves continue, like it or not, this IS the truth

    They just acted like they don’t care about killers. Which obviously isn’t true. They did great job with making Myers great, while leaving option to play his old version as well as tombstones

  • @TiSeraph said:

    TLDR: SoloQ is miserable. SWF already get the benefits of kindred through coms. Kindred would give soloQ some of that communication without helping already strong SWF.

    I play mostly killer, partially because killer is more fun, but mostly because my playtime is sporadic and soloQ is an exercise in frustration.

    The devs have been looking for ways to make the game more enjoyable and the learning curve less steep. SoloQ would benefit from better communication tools, but that takes coding. Kindred is already coded and gives survivors a wealth of information.

    The big problem with major changes is that while soloQ is hard, SWF is almost too strong. Comms make the survivor side so much easier. So anything that helps make soloQ viable makes SWFs even easier.

    Basekit kindred avoids this because SWFs already have all of the Intel it gives, so they gain little beyond more specific info about the killers direction.

    Even though this mostly benefits soloQ, it is still a significant survivor buff. To offset it, perhaps we could implement a 'handicap' where if the survivors get to, say, two gens with three hook states or less, hex; blood favor or hex: third seal spawns.

    The major advantages here are: 1) The code already exists and 2)It buffs soloQ with negligible benefits to already strong SWG

    In 194 games as survivor i was left to die on hook without saving 7 times, 4 times with everyone alive, 2 times with 3 people alive and once when the EGC happened gate was opened and the save was possible.

  • @dbd900bach said:

    One of the changes coming to the ptb is all killers getting tier 1 bloodlust after getting a unique hook on a survivor. A common thought about this reward is that its way too little to actually benefit the killers that need the most help, plus the restrictions that remove bloodlust before its duration runs out.

    I think we can definitely afford to give more bloodlust, especially if its lost at the beginning of chase. The simplest answer is giving tier 2 or even tier 3 instead of tier 1 bloodlust. Faster traversal for killers with low mobility, but still inferior to killers with mobility based powers.

    A second suggestion would be to give better bloodlust for each unique hook from tier 1 to tier 3 at max if you keep spreading hooks. Of course if they hook the same survivor back to back they don't get the bonus, and it resets to tier 1 on the next unique hook. I think this could be an interesting way to not only better enable weaker killers, but it also encourages spreading hooks. Yet, it would never be top oppressive due to the 15 second duration and how easy it is to lose the effect, which of course is lost during chase.

    Would it be crazy if they give killer 15 % haste out of chase and power usage when fresh hooking? It would not be abusable, won't be op on top tier killers. Yet will help low tiers.

  • @Emeal said:

    https://us.v-cdn.net/6030815/uploads/PVK56USL6CXA/image.png

    This is from the last PTB, and I think that system as basekit was such a good edition.
    BBQ is a good perk, its a great perk, its probably one of the best perks for Killers in the entire history of the game.
    I might even say its too strong sometimes.

    Seemingly this feature was decarded because it "held the hand of Killers" but I think thats wrong, its merely a suggestion to the Killer on where to go. You dont need to follow its directions.

    This basekit feature was limited to only find people who have the same or less hook states which was really neat when it comes to spreading out the hooks.

    Here is my suggestions:

    1. Include this feature as basekit again
    2. Change is from revealing LESS and EQUAL to only LESS hook states.
    3. High mobility Killers or teleporting Killers do not have access to this feature.

    The reason for the change is that BBQ is a very very very strong snowball perk, which fast killers dont need and changing the reveal requirement to less means its harder to double hook a survivor and much better at spreading out the hooks.

    I think that would be a solid basekit feature and it would help with people who like to hide to much too.

    Please consider it BHVR.

    They could at least make it that when you get fresh hook you either see repair progress of gens by aura intensity (like Legion's add on) or the most progressed gen (jagged compass). Regression as equally peak as tracking, haste on the other hand not so much. People run furtive with friends because it allows you to pinball between people, sometimes even 2 same survivors.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021355#Comment_4021355

    ig pig is just screwed right? or is your biased opinion only accounting for A-S tier killers? also its not about the killer igonring the player its the DS'd survivor going inside the rescuer making the m1 go after the survivor without collision… (wich is why is was removed from the last ptb)

    I have experience that more frequently i get hooks the more likely someone will run to me to force me eat their ds last second. So you eat it while you hooked two different survivors = didn't tunnel. I think they go in good direction, they offer better chance to lose killer going for the tunnel while leaving tunneling as an option. I just feel that they need to bring killers more in line if they don't want to incentive hooks. Tune Ghoul, Nurse, Blight… down and buff Ghostie, Hag, Pig… I find killers like Xeno, Wesker or Unknown as well balanced.

  • @UndeddJester said:

    Interesting. Just cause I'm curious...

    I'm gonna assume 4 games per killer (based on your listing for Pig), which equates to about 180ish games of killer?

    Did you have a specific build you ran for each killer? Or were you using an equivalent/near equivalent build for each killer?

    How many games as Survivor? The same?

    What was your Survivor build?

    Also which region? US I assume?

    I assume you have this all in a spreadsheet? How long have you been running this experiment?

    Also 52% escape rate in Survivor, well played man, that is pretty darned good. 🤘

    Below 200, yes.

    I swapped the perks due to killers fe. dissolution, deadlock, hex: wretched fate, floods of rage (on Alien), Jagged Compass, Eruption, Forever Entwined, Brutal (Houndmaster), Hex: Blood Favor, Save The Best For Last, Rapid Brutality, BBQ (Spirit)

    194. Fe. I ran Strenght In Shadow, Shoulder The Burden, Conviction and Sould Guard (+-20 games), Drama, Finesse, Windows, Vigil (+-50 games), Quick Gambit, Botany, Dead Hard, Deja Vu (-+70) Then I tried a few memes because I was super bored but wanted more data so I ran perks like Moment Of Glory, Inner Focus + Reactive Healing…

    Region EU.

    2.5 days as killer, 3.5 days as survivor. Ready for short break indeed. :D

  • @SoGo said:

    I'll give you one better.

    Hexes now light up only once their effects take place for the first time or after 60 seconds of the match starting.

    Tha is also an option. The fun thing is that totems (dull one) now tell you that killer has undying for free. On top of that you can deduct that there will most likely be at least one additional hex in a play as standalone undying makes no sense.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021099#Comment_4021099

    As if I wouldnt have known this will be your answer. Be as naive as you want. Ignoring reality wont do you any good.

    Send us your videos then. :) The best players even streamers playing Trapper are losing 24/7.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021092#Comment_4021092

    Other killers are viable without scummy gameplay. You just have to actually learn character specific gameplay and not just braindead tunnel the first person you see with whatever character you choose. Ive been playing Trapper since the beginning so I do know what I am talking about. Many other players can do that too.

    If you are able to win as Trapper without camping and tunneling, then you have to go against pretty bad teams. When I verse Trapper, he gets at best 4-5 hooks. And that's the best players.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459389/the-devs-are-bias-they-can-hand-hold-survivors-with-basekit-perks-yet-basekit-pop-is-too-much

    The killers that have ridiculous easy ways to win cause the devs have made this game a killer fantasy simulator? With changes that will hardly change any serious issue? Hilarious. You have absolutely no arguments. Shows pretty well who is biased here.

    I get your frustration from versin Nurse, Kaneki, Billy, Dracula and Blight with full meta set up all the time. I have the same when playing survivor. But other killers should be also viable and currently there is not a big chance to win with them without unhealthy playstyle. They simply can't have luxury from going for hooks as their downs take some time, which isn't something you can efford without losing all gens in 4mins.

  • @ShanoaLegendaryPlz said:

    Does it still injure the survivor when fully scanned?

    Otherwise that would be pointless to fully scan. But the meter would decay so out of chase you would never fully stack up scans.

  • @nikodemo said:

    Why not make it so the person last hooked cannot gain a hook state until they perform a conspicuous action?

    Wouldn't that ensure that tunneling is not optimal?

    They don't want to remove tunneling, but make it harder. It's the point why they introduced elusive.

  • He couldnt be balanced to be strong with his old basekit. He has much more to go for now than he used to. I guess people were so used to run tombstone on him that they actually were not used to hook with him at all. He has no stalk limit, very strong antiloop and much more interesting add ons. I like him.

  • @Emeal said:

    There is no hand holding in ensuring all players get a chance to play other things than being chased and on hook for 4 minutes.

    https://us.v-cdn.net/6030815/uploads/Y3HLV0NZ8L1C/image.png

    There are the goals they have, if you have a problem with their solution you gotta show why the goals or the solution wont follow.

    You didn't get the point. But the thing is that we (most killer players too I'm sure) are absolutely fine with the changes done to survivors. I didn't mind the hook UI cover, neither unhook info delay. The main issues are that survivors will now get more info about hooked survivor for free (still not as bad), but mainly that killers that don't want to tunnel or slug will be losing to lackluster hook incentive while top tier killers will still dominate because neither the pallet density neither the elusive effect will hurt them. You get down, now a survivor with flashlight will be harrasing you, so you can't pick up because of background player, so you go for the chase that against decent survivor and on weaker killer might take easily 1-2 mins, which will now grant survivor basekit unbreakable for rest of the trial. And all what's gonna change will be more BP (20 % of players care about them) that don't change the frustration from constant losing on 65 % if not more killers. They can leave the antislug, antitunnel… but they need to give killers something too, BP dinner isn't it, neither BL for 15s that will incapacitate you. As I said, they should give the killers incentive from last PTB. If they don't want to make game predictable, they might as well stop reducing options on both sides (lightburn, 3 genning, meta variety etc.) Why I play as survivor against same killers over and over again? Because most of them are weak, and congrats, Clown position was now taken by Myers who I had 5/10 games. If they want the game to be fun and fresh they need to stop releasing garbage perks for both sides and nerfing killers that don't need it.

  • @colossusqw said:

    I've been playing the hag a bit recently, as well as facing a few hags as survivor, and i feel the killer is really pidgeonholded into going for trigens and camping still, while not having enough general utility to hold it's own on more varied playstiles. For this, i've brainstormed a few simple changes, many that have been suggested already, and compiled them in a single list:

    For starters, the buffs:

    • The hag should be a 4.6 killer. Being 4.4 really impacts her versatility, and frankly, overall fun factor. It also forces her into a less dynamic, more static playstile.
    • The hag should have full range for her traps. Again, the current range really makes her focus on a single area and pushes her towards 3gens.
    • The hag's traps shouldn't disappear when ran by. The volatile nature of the web is part of what dissentivizes people from spreading the traps around, and pushes them to clump them together. There is an option to remove the traps as is, but having someone dedicated to just running past every trap and dismantling a web is way beyond that.

    Now, the nerfs:

    • The hag should not be able to place traps less than 12 meters away from eachother. Mostly meant to stop hags from spamming traps around generators and making sure the generators are impossible to untrap.
    • The hag should not be able to place traps within 8 meters away from generators. As well, an attempt to decentivize directly trapping gens and protecting them indefinitely.


    Honestly, I'm not sure if i 100% hit the mark with these ideas, but i'd like to hear what people have to say on them. Are most of these interesting? Do they seem like healthy changes for the killer?

    I would like to see those changes:

    → Hag can now teleport to chosen trap (iri add on basekit) has 20s cooldown

    → Increase range of teleport to 96m

    → Traps cannot be wiped, but crouching or slow-walking over make them not triggering

    → Increase her base movement speed to 4.6

    → Traps cannot be placed 12m around hook and traps within 24m of hooked survivors will dissolve after 15s (this mainly prevents basement Hagging with putting too many traps down the hook as well) Second option is that crouching over trap would grant survivor 100 % movespeed when crouching as an alternative option if setting around hooks should be untouched.

    → When Hag sets trap, she gets 7.5 % haste (there should be add on for additional 5 %) to make it more reliable as Trapper currently

    Idea for iri add on:

    → Hag can no longer teleport to traps, phantasms will automatically damage survivor but capacity of Hag's traps will be reduced by 40 %

  • @Adam_Francis_Main said:

    This combined with pallet density, I hope the killer population leave in drones if these change goes live.

    They have shown their colors plenty of times with their surveys and their lives.

    They don't want to make game too predictable so they don't want to incentivize hooks, but survivors getting protection of hook and disabling every strategy killers had is truly upredictable.

  • @SoGo said:

    So, with the November PTB, we are getting the second variation of Anti-Tunnel.

    Here is the summary of what was changed:

    • The removal of colision after an unhook is no longer. (This is good, as it didn't fulfill the role it was supposed to)
    • The aura reading now works through Undetectable. (Big nope, this is OOO basekit, remove this)
    • Immunity from Instinct removed. (Good.)
    • The hook states are no longer hidden (good, it was unnecessary) and the unhook notification is no longer delayed (bad choice, this would be very good)
    • The reward gen regression was removed (a shame, since even a small help would be nice, like a 5% pain res?)
    • The basekit BBQ was removed (an eh change, at least the perk stays untouched)
    • The Haste was reworked into (apparently) 15 seconds of Bloodlust 1. (I mean, it's good it doesn't work with powers, but 15 seconds? Really?)
    • An additional BP bonus per unique hook was added. (Good.)
    • Both punishments for tunneling were removed. (I would say they should've stayed in some form, but since the rewards are so miniscule, I say good.)

    What I would change:

    • Remove the aura reading survivors get.
    • Return back the delayed unhook notification.
    • Give the killer a small gen regression boost as a reward for unique hooks.
    • Improve the Bloodlust slightly.
    • Maybe readd the repair speed buff as a punishment, but only if a death happens at 3-4 hook stages.

    My issue here is that no reward for hooking will mean nothing to Ghoul, Nurse, Blight, Billy or Singu while it won't help killers like Pig, Ghostie etc. I feel like old idea of the PTB was good just needed some number tweaks. I personally don't mind unhooked survivor to see aura for 10s, it's fine for me. I just feel that the bonuses for the killers should come back as they were without the penalties as they were tied to them.

  • @MarbleThrone said:

    I think this would be an interesting bit of information for anyone who likes to keep track of matches and doesn't necessarily have the means to record their gameplay. Something for one's administration, so to speak!

    You can find that in match details during and after game, even the variant of the map.

  • @SoleDread04 said:

    Hello! So, I have ideas for anti-tunnel snd slug that won't be as punishing to killers while also being helpful to survivors. Please hear me out before coming at me, if you disagree please leave your ideas in the comments below!

    Anti-Tunneling:

    The best incentive for Unique Hooks would be extra bloodpoints. I think if you got so many points (say like 200) for each Unique hook, it would make players want to get these Unique hooks more.

    If someone dies before 3-5 gens, give a slow increase to the repair progress depending on survivor deaths. This would make it so survivors would still have an opportunity to get gens done, while also making the killer feel like they can still get kills.

    My reasoning behind the repair progress is that 3-5 gens is incredibly hard to get anything done with 3 survivors. Im suggesting that it be an increase per survivor dead, to pick up the slack and make sure that some gens can still get done. 90% of the time, when 1-2 gens are left with 2 survivors, they both hide and wait for the other to die, or they feel pressured to stay away from gens (completely understandable). I suggest reducing at what speed the generators regress at 1-2 gens. That way, pressure is still able to be applied by the killer, but still allows survivors to attempt to work on gens. Completely blocking the gens from being kicked is only appropriate in my opinion, at 1 gen, with certain requirements being met. 2 survivors left, prevent the gen from being kicked. Anymore than 2, its unnecessary because they have plenty of opportunity to pull the killer into chase while the others work on a gen or multiple gens.

    Anti-Slug:

    I think the base-kit unbreakable would be great, but again, certain requirements should be met. If a Survivor is left in the Dying State for 20-25 seconds (that seems appropriate to me based upon the fact that killers could be threatened with a save or bodyblocked from picking up), and they are picked up from the dying state twice, they should be able to use unbreakable to get themselves up from the ground. This should be a process though, they shouldn't have unbreakable infinitely the entire trial. After using unbreakable once, survivors should fully fill the recovery bar, and after 10 seconds, they recieve the option to use unbreakable again. This gives killers the opportunity to chase off potential saves and pick up, while also making sure slugging killers are being punished for leaving a survivor for too long. In addition, survivors will feel less hopeless against slugging killers.

    Another concern is, if survivors pick themselves up and the killer Is camping their body, then they're just immediately going to get downed again. To combat this, I suggest giving survivors a small bit of protection from a hit right after picking themselves up. This gives slugged survivors a chance to get away from the killer and continue to play.

    Now this is one Ive seen mentioned alot, which is camping. I very rarely encounter hook camping killers, personally, and anytime I have, the system has done its job. What Ive had an issue with is Killers camping slugged survivors to bait someone to coming to pick up. I suggest adding a speed boost to recovery progress, similar to the camping bar, while in the Dying State if the killer is staying to close to the survivor without being in chase and other survivors being around. This way, there's less slugging and camping bodies as well.

    Again, these are all my opinions and suggestions, if you disagree or would like to add something please put it in the comments. Thank you and Have a Great Day!

    As someone who plays both roles I know that both sides must be rewarded, I'm completely fine with haste, endurance and elusive for 30-40s if the no collision stays. But killers should be rewarded for going for chases and hooks instead of tunnel and slug. This again is a problem between strong and weak killers and players who increase kill rates by just tunneling and slugging and players who decrease kill rate by not tunneling and slugging mostly ending up with 1-2 kills with non a little tunnel.

    Survivors should be protected after unhook by:

    → 10 % haste for 40s

    → endurance for 40s

    → elusive for 40s

    → increased speed boost when hit under those effects

    Killers should be rewarded by unique hooks by:

    → new "thrilled" effect which lasts 40s after hooking = 20 % bonus speed to damaging and breaking

    → 10 % haste for 20s (bloodlust 1 is just too small of a reward at this point ftte and furtive would be a better pick)

    → next gen you damage loses 15 % total progress (Blight, Nurse, Billy, Spirit, Dracula, Singularity and Kaneki would cause 10 % damage instead)

    → when each survivor is hooked once, you can see intesity of repair progress for 30s

    → BBQ basekit should work early game and be less effective or non-existing in late game to make some stealth and comeback element for survivors too

  • @Macc said:

    Ever since you did tunnel the killers just camp. Can we try and do something about this maybe before it kills the game more than it already is? We at least have perks to stop tunnel but the camp is real.

    The core issue of tunneling is that spreading hook takes more time than completing survivor objective (if survivors do so), so killers try to get rid of player asap because if you don't have a kill at 2 remaining gens, you will mostly lose. And hooking is one of the best passive slowdown of the game as it forces survivors to rotate. But in the end, only a very few killers are capable of chance to get 12 hooks and just because they are fundamentaly broken and make huge gap between each other. (Tell me how Pig and Nurse, with 2 slowdowns and 2 info perks on Gas Heaven are suppose to have same chance of winning.) I'm not saying that every killer has to be equally strong, but there should be "ha, he plays dogs*it killer, we won" And with killers like Pig, Trapper, Skull Merchant, Hag, Ghostface, newly Krasue you will trully struggle against mid to high mmr lobbies.

  • @sizzlingmario4 said:

    Meh, basekit pop was in a way a limitation on playstyle and didn't benefit some killers as much as others. I also don't feel that it would be balanced now with the tunneling penalties being removed, that was very much a package deal imo.

    You could maybe avoid the first issue if it was a basekit Pain Resonance instead, but frankly that would probably be too strong just in general.

    Nah. I'd make each unique hook to regress most progressed gen by 25 % for 1st hook, 15 % for second hook and rework pain res to passively regress all non-worked on generators.

  • @Langweilig said:

    Because permanent undetectable is obnoxious on a extremely silent killer

    As I said, permanent stealth would make her throwing to spamming drones.

  • @NotJared said:

    I think it's really oppressive for a Killer to be able to stay undetectable for the entire of a match, and they nerfed the Undetectable as compensation for the Drone placement cooldown so she cannot delete her Terror Radius for the entire match. Otherwise she'd be Undetectable for longer than the Drone placement cooldown.

    It¨s truly not as you think. To do so, you would have to spamm drones and recall them entire time. Each 6s, which imo would just lose you game by itself. SM is one of few killers who's completely silent when undetectable and is currently the only strong part about her. Sure, you can run stealth perks but the rest of kit isn't truly that good either. All SM use rotation add on and it makes no difference, so having it basekit won't change much. I'd prefer them bringing back two lasers and slow the rotation instead. In the end all her power was about popping drone in every loop, making speed difference which was boring but at least she had something.

  • @SapphireDagon said:

    Scourge Hooks as they are are powerful, but feel incredibly underwhelming on games where they all clump up in one corner of the map, and unless you run Agitation, can be very frustrating to try and secure. This means that you can often have games that feel like they're effectively wasting a perk slot (which feels very frustrating), but unlike hexes (which have a similar design philosophy), there is no way to prevent this from happening once the game starts. I think scourge hook spawn logic should take the proximity of other scourge hooks into consideration, and attempt to place one hook in about each quarter of the map, or at least to prevent hooks from clumping near each other. This is especially an issue on maps like The Game and Raccoon City Police Department (both wings).

    They gave me downvotes but haven't say anything. Running scourges is like running hexes, it's risk for reward. I personally don't struggle utilize scourge hooks, but if I don't run pain res I pop on jagged compass and I can create 100 % scourges around map.

  • Jagged compass beloved.

  • @XDgamer018 said:

    so what should i do after 3 gens popped in my first chase bc i got pallet city (every map nowadays) as pig? should i just forfeit or lick their toes or some #########?

    Get better gaming chair I guess. Or play Kaneki, Nurse, Blight or Billy.

  • I would make Lethal, Corrupt, Deadlock and No Way Out basekit and give away the bloodlust bonus for unique hook.

  • The skull merchant buffs won't do much in the end as her stealth will be singificantly weaker and the drones in the loops are just boring. I don't know. I hoped they will gather the main points of feedback - leave her as trap and don't give her range attack. But currently the main issue of SM is how ez her drones are to counter and those 10 % faster rotation won't do much difference.

  • Midchapter? New content suppose to be in January at soonest.

  • @jesterkind said:

    As the title implies. I've been thinking about who the most balanced killer overall would be, and I'm curious what the rest of the forum community thinks- though I do personally have an answer, so let me make the case for that too, just to keep things interesting.

    To me, "the most balanced overall" should be a question that considers multiple angles before answering. The killer would need to be strong, or at the very least not weak, but they'd also need to have their strengths be in fair and balanced areas, they'd need to have a well designed kit, they'd ideally have a good addon spread, be good on most maps, have high perk variety…

    With all those criteria, my answer is Wraith. He's a very solid killer, not weak and not overwhelmingly powerful, everything he does is reasonably honest and he doesn't have much unfair cheese, his addons are very good overall, he isn't tremendously map dependant (for the most part if Wraith struggles on a map, every killer bar Nurse does), he's an M1 killer with a balanced design so most perks work on him…
    Wraith's a good model for what a balanced killer would look like, in my opinion.

    I'm curious, though- what do you guys think?

    To killer mains - Blight.

    To survivor mains - perkless trapper.

    To me? Probably Xeno, Huntress, Unknown, Houndmaster etc.

  • @SoGo said:

    I say, be glad!

    Many people would dream of escaping so often.

    And if the game really does seem too easy to you, I might offer a small challenge to spice things up: try on new builds!

    Try different combinations of perks, perks that are less used but can still be great, ect.

    Agree. Both sides want to win as much as possible, this is how competitive games work. And if someone is tired of winning then I guess mix of perks can make it trickier.

  • As long as I know only two of your maps were touched by density update rest of maps are as they always been.

  • It's common since game's out. Both sides try to rush their objective to win. Neither side being punished for it. So where is the problem? If killer can't tunnel, survivors should be punished for repairing too fast.

  • He's now decent B+ tier, with particular add ons and build. Much deserved after being in top 5 worst for eternity of dbd.

  • I don't like the only in chase weakend removal, but rest seems good. I'd might also give some love to his post-teleport cooldown movement speed and make the UVX bubble linger for about 0.15s longer.

  • @Steakdabait said:

    They doomed this killer by giving it scamper. There really just isn't a way to actually tune any unconditional scamper in a way that will feel good for both survivors and killer

    I feel that the scamper wasn't problem. It was mainly lack of survivors to play around dashes after vault where you are locked in the dash and have enough time to react and dodge it. But most survivors I played against don't even look around when I played Krasue, which was like if you play against Nemesis or Xenomorph and just hold w without any attempt to survive. The only nerf Krasue needed was faster cleanse time and cleanse off hook. Not even saying how frustrating it is to play against bodyblocking survivors that will force you to even hit them three times or go through the forever switch animation to infect bodyblocker and eat the hit, which again won't work if the other guy has fungus in hand.

  • They should decrease number of pallets further, less pallets than before density update. Half killers that don't care about pallets or have strong antiloop will make no sense in term of resource counterplay and the other half that suffers from every pallet will suffer even more. There are about 15 pallets currently on Borgo and i feel that 10 would be balanced. Gideon has about 20 pallets, they can lower it to 10 as well and maybe add more windows to make it less of "suck your vault perks".

  • @UndeddJester said:

    IMO, her dash is OK as it is; it's strong in the right scenarios, yet weak enough to still give meaningful counterplay/mind games (something sorely lacking in a lot of dash based killers where they can brute force hits)

    Learning when you can and can't use it is a big part of playing Pig, and a major skill component to her is learning to use all elements of her kit together, not hyper focus on one aspect.

    If Pig were to receive any further buffs... I'd prefer something other than her dash…. Like ruleset number 2 basekit.

    The problem with Pig dash is different though. It got buffed twice but resulted in about 1m more ground covered. The biggest problem is the slow setup to perform it. She has to crouch -0.8s, charge -0.8s, loses los and completely stops moving while charging. So in the end she loses both los and strategic distance to her setup for counterplay of leaving loop that she can't counter because she can't see where survivors are and if they abandoned the loop (unless you run Amanda's letter, which is currently only truly viable add on to boost Ambush strenght).

    Also survivors can predrop the pallet to make Ambush unsusable, which will be case if they buff her Ambush to the point where it'd be reliable antiloop.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018470#Comment_4018470

    Honestly, the gate should just regress to zero at the same speed you open it. With this perk's current effect, it can't even stop 99ing that well if the opening survivor has wakeup or sole survivor. If it at least goes to zero, survivors will know they need to choose between opening the gate and starting the EGC, or delaying the gate and only opening it once all survivors are in a better situation for escaping, or you be a useless teammate and keep tapping the gate switch

    Sadly because of Singularity pairing with Terminus and Remember me, it would be a guaranteed win combo.

  • TBH, I feel like perks are good, they just need number buffs:

    Help Wanted: Increase attack cooldown by 32 %

    Haywire: Once the exit gates are powered the switched will regress from 99 % to 50 % once it hasnt been touched for at least 10s

    Phantom Fear: Decrease cooldown to 40s and aura reveal to 5s

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018193#Comment_4018193

    Decently sized?

    The map is a shoebox with less props than an amateur garrys mod world.

    It's the complete opposite of what the old one was, and equally as awful.

    I mentioned more los blockers.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018319#Comment_4018319

    she has auto aim so it’s not hard to infect survivors and she moves at 4.8m/s in head mode and has a long dash attack, you can pretty much get hit on every tile in the game besides dropped shack with her power if you use headlong rush on loops, it’s not that crazy.

    You can now dodge the spit as it autoaims in the degree. I saw a lot of survivors really good at dodging this autoaim perfectly. I like the theme of the killer and the design but she defienetly dropped a few tiers with the nerfs. But as I said she's now in better state towards health of the game, which is fine for me. I main Houndmaster and played Krasue for like 5hrs total and it felt refreshing.

  • I think they nerfed her a bit too much in wrong part of her kit. You can now dodge her dash pretty easily, they can vault back once you vault as your bodyblock with increased time don't stop them anymore, same is with dashing around loops. She's just not that great against good survivors anymore, but I think it's fine. I just hope they won't nerf her further as they annouced and if, they might just tweak the cleanse time as I think she's currently in balanced state. I started playing her after 2nd nerf and I can defienetly feel the difference from PTB version, where she was weaker in dashing over loops but overall didn't feel so slow while changing her kit which now feels very slow - the post-fyl cooldown, post-vault cooldown, transition etc. But as I said if they leave her as she is now I'll be fine with it. They might give her some tweak in the future if we see her not being as oppressive as she was after release, which was mainly why I didnt want to play her - especially due to the free tunneling.

  • @Colt45m said:

    Its not a fun map to play anymore by no means. Idk how they managed to turn a fair map into a killer sided map? lol

    When it was fair? You mean the 20 houses with 50 windows and 20 vaults with 20m long fences? It's most balanced it ever was. They should keep map strenght like Haddonfield to truly give both sides equal chance to win. The only thing I'd give to Haddonfield is few trees and some more cars to make going from one side to other being less of an exposed pathing for both sides.

  • @KingOfDoom55 said:

    Please give feedback, specifically if your someone who down votes, it helps people understand perspectives of others better to make more universally agreed upon changes

    Rite of judgment:

    increase base movement when first using rites from 3.68 to 4.0m

    Increase normal rite speed from 4.2 to 4.3m

    Punishment of the damned:

    Increase its base travel speed by 6-8%

    Increase its width slightly

    Addon:

    Forgotten videotape: increases punishment of the damned travel speed by 6% (was 10%)

    Reasons for this:

    While the addon pass was a great change to fresh up the killer, it's main problem is still an issue, that being the speed of its first and normal power use and M2 is that the executioner is still slow and with the recent addon pass, it got even slower according to the changes, which makes the killer even more sluggish to use for chasing, even though it's primary play is for zoning/area control, having increased speed would make this killer better but not too op, so it can keep at least some level of chase when managing trails or vise versa, because as of right now, it's either

    A: zone/map controlling killer with little to no chase pressure

    Or

    B: full chase with little to no map control (due to focus on getting hits and downs with m1's & 2's)

    This would make pyramid head a bit of both without making it too much back into what it was before, but while still making it a mainly map control killer with some slight adjustments to it's chase potential but without it being too strong or unbalanced/unfair

    I believe PH chase power is good. It's mainly his map pressure and they might either make that punishment inflicts torment or that walking over trails give you boost like Houndmaster.

  • I had idea that you would be able to self unhook from first hook after hanging for 40s, in scenarios where no one is coming, you won't will anticamp etc. And make it one time attempt with higher chance, let's say 12 %.

  • @Xord said:

    While pig definitely deserves a bit of love, I feel like it's not really fair to compare a killer power that needs to be charged and is limited to a duration, to a power that can be spammed with no condition.

    I can see the point. Pig has RBT too. But problem with her dash is big. 1) She needs to crouch which takes almost second, 2) she loses los which gives her no feedback on what's going on, 3) she completely stops moving when charging. So yeah, while her Ambush is available 24/7 it's effectivness is nowhere near Myers + Myers hase base bonuses (lunge, vault speed, smaller TR). And Pig against semi-decent team? If she gets one kill I'll call the player a master of her as she truly struggles to get downs. She's like Clown her kit has to be equally good to not be oppressive yet not too weak. That's why I said that they should buff either attach trap time and search time or ambush, not both.

  • @DxveWolf said:

    Since both Kaneki and Krasue got a scamper mechanic, can the Chuck get his manual scamper back, please?? just give bump up his manual scamper under pallet time slightly, like an extra 0.01 secs, so his scamper is on par with kaneki's and krasue's, since to be fair, he got it first and he is also more good looking, please, also can he get an 8.5 m/s dash speed, the good guy must always win

    Krasue's scamper got nerfed a bit too much, 1.9s on a pallet is two survivor vaults and give them enough time to make a move. Same with windows. Kaneki is currently bugged to get 50 % hindred, but once it's fixed his scamper will be also pretty meh. Chucky has much stronger antiloop than Kaneki and Krasue. But he has no mobility. I can see them giving him also like 1.7s manual scamper but make it so it ends Hidy-ho mode. Because going against iri add on scamper Chucky was one of most miserable eras of DBD.

    in Scamper Comment by Elan
  • @BooperDooper said:

    There are many maps where there are few lockers and not evenly spread out. With a killer that has a power that is all about lockers, I'm surprised to see still how bad the locker consistency is across all maps.

    I like dredge, I would love to play him more. But it seems to be more about what map you get with him rather than your skill, with maps lacking in lockers or locker spread, it's almost impossible to do well as him. I either just have to deal with not doing well, hope rng is on my side, or I have to bring a map offering.

    Please revisit maps and make sure there is a decent amount of lockers and that they are evenly spread throughout the map.

    With Dredge a lot of lockers were added. I think that people focus too much on his mobility rather than his true weaknesses.

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