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Elan

Elan

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Elan
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  • @juciy8717 said:

    so a killer main is not allowed to speak about his killer that makes no since it like saying your a trapper your not allowed to talk about your killer and the reason why is because I want my killer to be fun again i just don't understand I'm talking my and if don't like don't speak don't say crap i can i see what your saying but yeah don't do that.

    Surely you are allowed to speak about your favourite killer! I meant why you are doing multiple same threads instead of regreshing it. I said my idea about your Chucky rework and why it won't be good for any side - Chucky would be weaker and more boring to go against, check that. I think that current Chucky is the best one, he might get some tweaks to his lock in at the end of the slice and dice but in the end he's still very good killer. Mainly his tiny model and third person are his biggest strenght since he came out, Slice and Dice is still very strong, you jsut need to understand when to use it instead of spamming it every 8s as he used to.

  • @Eon said:

    I'm a main killer, and I not only hear non stop about this topic and I do also understand it, slugging and tunneling makes the game miserable, and unfun.
    Most solutions I hear are punishments to the killer, and I do not like this, each time you punish a strat killers come with an even more cancerous strat, you killed slug, facecamping became meta, you killed it, 3gen became the new AIDS, you killed that, new slug became meta.

    Reward good gameplay, and punish bad one.

    -Tunneling & 12 Hooks
    Each time a hook is made, all gens should increase their max charges from 100 » 110!
    BUT if the same person gets hooked twice in a row, this would not trigger. This condition is revoked if the survivor becomes fully healed, or does a conspicuous action.
    On the other hand, to deal with tunneling, if a survivor dies, the 120 charges the generators have, get inverted from 120 » 80!. Hook benefits get lost, and then a -20 charges gets applied to all gens.
    Rewarding multiple hooks so everyone has a chance at play, and none feels miserable, and punishes trying to get someone out as soon as possible

    -Slugging & Pressure
    Slugging is the current meta since generates the most ammount of pressure for survivors, and gives time to the killer to go do more. This makes the person on the ground useless, and deactivates perks like DS/Deliverance, making them useless, something none likes.
    To avoid slugging, if the killer picks up someone that has been down in the last 30 seconds, and hook them in those 30 seconds, 2 things will happen. Killer will hear the furthest survivor's heartbeat and gain 10% haste, for the next 10 seconds. Keeping the killer busy to go find that survivor.

    In case the killer decides to slug, the moment 2 or more survivors are on the ground a 30 second Count Down will start, when this finishes, EVERYONE that is in a dying state in that moment will be picked up, and will gain ENDURANCE for another 30 seconds. This mechanic is disabled if only 1 survivor is in dying state. (Dead/Carried do not count)


    Please tell how this could be improved, and remember, Killers are as much players as Survivors are, both want to win and both want to have fun. If you give something to a side, give something else to the other.

    As a killer main I agree that tunneling shouldn't be rewarded in 3v1 senario, but tunneling is a must in some games. I disagree that survivors should be tunneled at 5 gens. I disagree that it should be impossible to tunnel someone at late game. I'm forced to tunnel someone 1/20 games, because I need to create pressure, in most games I have first kill in 7/8 hooks. Same is with slugging and I suggested that survivors should be able to heal themselves up while slugging next to each other. Slugging is sometimes another tool to create pressure, but sometimes killers slug again at 5 gens, and even when there is abandon feature, it's still not fun. Slugging killers like Oni and Twins can simply slug entire team in few seconds and this should be countered by the healing in dying state.

  • @SigmaLord said:

    While I do want a 6.1.0 style patch (and have been advocating for it for a while), I don't agree with most of the things you're suggesting.

    Adding 10 more charges to generators along with a decrease in efficiency when multiple survivors are repairing is way, way too harsh. This in on itself is 2.5 Pain Res procs, and this is assuming survivors are repairing alone. It's too much slowdown for the killer side.

    And you also mentioned nerfing... Eruption? Who even uses that perk anymore? If anything Eruption - with the current 8 kick limit (4 if Eruption happens) - should have it's Incapacitated back, albeit for a shorter duration.

    As for Hexes, I have mixed feelings. While I do think some Hexes should just be regular perks, it would take away what makes them so fun. High risk, high reward. The only problem are totem spawns.

    The fact that after 8 years totems can still spawn next to survivors or out in the open is insane to me. I'd argue that ALL totems should be blocked by the Entity for the first 30 seconds, and Hex totems remain unlit for another 60 (unless already activated, such as Blood Favor)

    Aside from that, I'm BEGGING BHVR for more boldness. 6.1.0 was bold, and it was amazing. I saw so many perks being changed this patch and I thought it would be the same. Nope. Trash perks stay trash.

    I personally wouldn't mind them nerfing hell of gens if they accordingly tweak all gen related perks… but, sitting on gen for 90s is already pretty boring, which they tried to change with perks like Weaving Spiders that ended as massive failure. Agree on big shake ups. But 6.1.0 wasn't really a meta shake up, it was just nerfing the most used perks to make them still most used. Shakeup I would love is to drastically buff or rework unused perks or drastically nerf all the 20 most used perks on both sides.

    FE:

    CUT LOOSE - When in chase your vaults are silent for first 30s.

    Invocation Treacherous Crows - aura reveal is 5s, survivors no longer scare crows, broken lasts for 300s

    Moment Of Glory - After searching a chest, if you get damaged after 60s you get fully healed (bypass deep wounds) if you avoid another damage, this perk no longer deactivates upon entering dying state.

    Scourge Hook: Hangman's Trick - Survivors within 24m of SH are revealed when carrying another survivor, any hook that is sabotated becomes scourge hook and has permanent aura reveal within 12m.

    Septic Touch - any survivor finishing heal within your TR scream and suffer from exhausted, blindness and exposed for 45s

    Shattered Hope - Any destroyed Hex can be revived once, but cleansing it takes twice as fast.

    Teritorial Imperative - Suvivor in the basement will suffer blidness, oblivious and exposed as long as they stay in the basement, lingers for 10s after leaving basement. When survivor enters the basement their aura is revealed and you get sound clue.

  • @Kubui said:

    Regarding tunneling, what I would do is implement a system where each unique survivor gives the killer a unique card (like the Trick Cards from the event). You hook the first survivor? You get a random buff (for example, 5% faster recovery after a basic attack). You hook the same survivor again? You get nothing**. But if you hook a different survivor, you get another card (like 3% extra damage to generators), and so on until you’ve hooked all four of them. This way, the killer is rewarded for playing """the right way""", encouraging spreading hooks instead of tunneling.

    **in case you want to punish the killer for doing that in EARLY stages of the game, maybe it’s bold to say, but what if the system detects that a survivor is being consistently tunneled (the only one with two hooks in the match)? Then a negative card appears, applying a debuff to the killer—like losing 5% basic attack recovery speed, or generators being repaired 5% faster. Some mechanic like that, where if one survivor is being tunneled, at least the other three (doomed to die) have a chance for revenge. The one who dies leaves behind their "last will" lmao.

    Solution to tunneling is pretty simply, before 5th hook no survivor can be sacrificed. Therefore killers can still focus two people as a lot of killers do but they can't hard tunnel 1 survivor. How would it work, killers have two hooks on you and two hooks in his possesion. Now he needs another two hooks before you can be sacrificed. If he hooks you before 5th hook, he won't receive any hook progression apart from passive slowdown.

    Next thing that should be buffed is the anticamp meter. Must be part of UI HUD. Additionaly it's range is too small. Killers can stand 15m away from the hook and you won't be able to unhook within 70s. Same with shack, killer can stay at the door and you get no progression because it's based on distance. Going from 16 to 24m would be fine. Standing 24m away from the hook will grant minimal progress, but will result in some. A lot of killers have powers that allow them to get into hook or damage hook in literally no time, making the anticamp absolutely meaningless.

    Scenario: Wesker is standing on the rooftop of the main building next to the playground. As this is range about 20m, you will get minimal progress, but will be eventually self unhooked before reaching second stage. This is mainly to prevent killers from proxycamping. They are still able to do so, but if they want to tunnel the survivor they have to wait there untill they unhook.

  • @Samura1Jack said:

    The meta has been the same for over a year, and the changes we got so far isn't enough. Even this is an asymmetrical game, every other game that has a decent player number has a balance patch with better meta shake ups. The players should be sick of seeing the same perks/killers over and over again but others perks/killers are down in the dirt when they need more love by the devs. There are perks to be nerfed/rework for both sides and game system change for better balance.
    The following are the ideas.

    Gen related change ideas (If toolboxs has no changes)
    1. Increase the gen charges to a 100. Meaning 1 charge requires 1 sec on default (Currently 90)
    2. More Efficiency penalty when repairing with multiple people
    3. More chances of skill check to appear and more bonus when hitting a great skill check, but decreasing the size of good skill checks.

    ※There are definitely more perks that needs a change, especially a buff/ rework, but since there are so many, I'll mostly list the problematic perks that needs a nerf in my perspective. Maybe I'll list the perk list that needs buff/rework on this discussion if anyone's interested.

    Perks needs nerf for both sides. (If the gen change idea works)
    Survivors: Windows of opportunity, Deja vu, Sprint burst, Lithe, Balanced landing, Deliverance, Resilience, Built to last, Shoulder the burden, DS, Off the record
    Killer: Pain res, Pop, Nowhere to hide, Deadman's, Deadlock, Grim embrace, Eruption, Surge

    Changes for both totem perks.
    Killer: Rework hex perks as a normal perk, but nerf/rework all the high usage (i.e. Ruin, Plaything, Devour, etc), and make it into a decent. Buff all the bad ones. I get hex perks are like a high risk high reward perk, but it is relied on luck and totem spawns and most survivors will hunt the totem as soon as they know there is a hex in the match. It feels hex are outdated mechanic atp. Since boons are a thing, making totems only a survivor thing could be better.
    Survivors: Shorter blessing for boons but has a cooldown a token system.

    Change for killer gameplay in general
    1. 10% faster M1 cooldown, break, vault speed
    2. 20~30% faster pick up, putting down and hooking a survivor

    Change for Survivors gameplay in general
    1. Revert the speed boost duration when injured to before 6.1.0 or even longer but has less speed.
    2. Ables to see the other teammates build when in the lobby.

    Game system changes
    1. When each gen is completed, all gen regression event counter will reset
    2. More chest on maps without offerings.

    Killers balance changes on their basekit
    (The orders of each changes shows the priority of which killers needs the changes faster)
    ※All killers will be assumed and listed when not using any addons. There are some killers that are rework/buff in the future but I listed them.
    Nerf: Nurse, Blight, Spirit
    Rework: Skull merchant, Twins, Trickster, Hag
    Sidegrade: Wesker, Xeno, Chucky
    Buff: Trapper, doctor, Onryo, Ghost face, Knight, pig

    100s gens (sure, why not)

    more penalty when cooping (sure, why not)

    more reward for great skillchecks (no, I'm good at them and paired with hyper and stake out is already good combo)

    faster m1 cooldown (no, stbfl died because base change, recovery is reduced overall to 2.7 to better fit among entire roaster)

    revert boost upon injury (it's outdated and pretty much affects half of killers only and the main point was to combine 2.7s cooldown with 1.8 boost duration to close gaps mid chases faster, so no, this would make the balance of maps, tiles and some nerfs to killers pretty much meaningless)

    See teammates perks in lobby should be in game long ago

    Regression events (no, your proposal would make it so you are rewarded for holding 3 gen untill those three gens are remaining)

    More chests (sure, why not)

  • @juciy8717 said:

    • The good guy

    (Base kit)

    • Hide Ho 14 seconds (was 12 seconds)

    [Change] Lullaby 20 meter only in power

    • Footfalls colour change to red (was) white

    (Power)

    • Slice and Dice 9 (mps) (was) 10 (mps)

    • Charge time 1.4 seconds (was 1.3 seconds)

    [Change] Scamper Chucky can scamper now without using a slice and dice attack

    [Change] when chucky scampers he exits (Hide Ho mode) (dose not effect windows)

    [Change] you can see chucky aura when he scampers (does not effect dash scampers)

    1.6 seconds (was 1.4 seconds)

    1.1 seconds (was 1 second)

    (Add -ON)

    • Hard Hat

    2% Haste after scampering under pallets only (not windows)

    • Iridescent amulet

    Same effect

    removes exiting the (Hide Ho mode) after scampering under a pallet

    • Piles of nails

    removes laugh effect after exiting (Hide Ho mode)

    6 seconds (was 3 seconds)

    • Mirror shards

    When a survivor steps over your (Footfalls) they scream and their aura is revealed for 3 seconds

    • Yardstick

    14 meters (was) 16 meters

    4 seconds (was 3 seconds)

    • Running shoes

    4% haste (was) 2% haste

    Why are you copying the same post over and over again? If it is not commented then people don't want to or you can add comment yourself to put it back in top threads.

  • @juciy8717 said:

    press 1 for yes or 2 for no

    choose wisely i would love to here some ideas

    I don't understand why people so desperately want scamper chucky back. Not only that he was boring for both sides, but he was weak, weaker than now. If you have fun being powerless killer for 20s to scamper and get hit and repeat that process then I don't get it.

  • @Johnt1219 said:

    he is balanced. hes the only killer in the game that is punished for simply breaking pallets, and his one free hit is just the same as legions. You cant mindlessly hold W against ghoul like other killers, you have to actively loop.

    Big disagree, Legion has counter to his free hits, you can bluff pallet, stun him, outrun him… he can't down you by traveling right behind you and down you 1s later. Ghoul leaps onto you from 14m and automatically injures you. Comparing him to legion makes no sense. And legion atm is also in pretty rough spot in term of game health as everyone runs iri button, bamboozle and play the scamper style.

    The breaking cooldown made it so he doesnt leap from loop to loop giving you absolutely no chance to make it anywhere. He still has multitool kit and excels at all of those.

  • @M0mmy said:

    I love the collaboration with Tokyo Ghoul, it's great. Sadly, I cannot find myself having any fun when playing against this killer. Any exhaustion perk against him is useless because he can just catch up and he always gets a guaranteed first hit? When you manage to outplay his power with some obstacles he gains it back immediately, no reward for the survivor.

    I like playing against a good blight (or even nurse) which both are S Tier Killers because there is some skill involved and you can outplay the killer if you know what you're doing, but this? No fun. The more I play against him the less I want to play this game.

    Hope this gets better or different.

    Sadly he's pretty simple to play and has kit to everything. Free injury across 16m, free cancel to follow quick m1, scamper ability that either freeze you or autohit you and so many other things. I feel people defend him, because they want some really strong killer that doesn't require so much effort. Sadly, they can't make him fun to go against without reworking his kit. They nerfed him twice, but didnt really matter because they didn't nerf the correct part of his kit. He didn't have slide on PTB and was completely fine. Everyone shouted for slide basekit so here we are.

  • @rvzrvzrvz said:

    New perks are always lame, 6 upcoming perks with walking dead and they are all meme or SWF perks useless in solo, it's so bad i'm skipping all recent survivors they are pointless

    I disagree on that. New perks are more likely to be usefull in swf but they are defienetly not pointless in solo q. Mainly Michonne perks. As I said a lot of people complain about rebuilding pallets, but searching chests to get sparking pallet with big X on it doesn't make much sense. This single perk is very bad, but other perks are decent, teamworks can be usefull in solo q too. It's only problem of that you still don't see other survivors load out. I don't consider "but people will leave if they see your perks" as good argument.

  • @letmeworkatbehavier said:

    right now there is no reason to p100 any character so for all the players who spent hours on this game receive nothing except for a number that players can’t even see until the match ended. And the reason why they won’t add cosmetics or even something as simple as a badge/banner is so bullshit.

    There would be issue with licensing, while on survivor side I have P100 on Steve and Yun, only Yun might get P100 skin reward. That's why I feel they don't want to do skins but just drop some badge or charm in the future. Luckily my prestige in killer side is mostly on nonlicense so it's promising.

  • @WeirdHexButOk said:

    They need to remove his ability to use hellfire while near the hook. They've already removed other killer's ability to use their power to injure survivors immediately after they've been unhooked; so, how is this still in the game? This camping strategy is especially horrible when combined with DMS and Pain Res. What's worse is that cheesy killers never even use hellfire in chase (which is what it is meant for), they only ever save it for camping and tunneling. Therefore, this playstyle needs to be removed effective immediately, plain and simple, please and thank you!

    I feel they should make anticamp meter visible for teammates, showing in HUD.

  • @juciy8717 said:

    Hi behaviour I found the balance to chucky

    • Hide Ho

    14 seconds (was) 12

    • Slice and dice

    9 (mps) (was) 10 (mps)

    Charge time 1.4 seconds (was) 1.3 seconds

    • Scamper

    chucky can scamper with out using a slice and dice attack

    • Scamper

    1.7 seconds (was) 1.4

    1.1 second (was) 1 second

    • Add-Ons

    • Hard hat

    after going under a pallet and break it you gain 3% haste

    • Amulet

    it removes the ability to manual scamper and decrease your scamper time back to 1 second but you can break pallets in (Hide Ho mode) and a 12 second cooldown in (Hide Ho mode)

    • Piles of nails

    removes laugh effect from the end of (Hide Ho mode) and exiting out

    undetectible for 7 seconds (was) 3 seconds

    • Running shoes

    5% haste (was) 2% haste

    It was multiple times when people wanted Chucky's scamper to come back and let me explain why it wasn't good for any side.

    Scenario: You as Chucky go for chase, they dropped pallet, you scamper and get hit on them… now you run to different loop and scenario happens again. It's like only mage hand Vecna. Not only that it makes Chucky pretty boring to go against but on top of that it gives him limit to only use this as a power to counter loops.

    Chucky is still pretty good killer, but he needs some tweaks in those things.

    → Slightly buff the end lock animation to allow him a little bit more curving

    → Reduce cooldown to 10s (rework rope and drill)

    → Increase the base duration of hide ho mode

    History of Chucky:

    Chucky 1.0 - had scamper and then 20s cooldown. So it was all around come to loop, take free hit, leave the loop and wait 20s untill you can do this again. His slice and dice was pretty good, but everyone used the lazy and simple free hit scamper.

    Chucky 2.0 - cooldown down to 10s, with add ons about 8s, tuned the slice and dice so it was a guaranteed hit every 8s unless they predropped pallet, he could 180 in dash.

    Chucky 3.0 - removed 180 flicks, which in 90 % still resulted in free hits and insanely short power cooldown.

    Chucky 4.0 - most healthy version, allows some 50/50, while giving him more map mobility. Defienetly not the strongest version, but overall most healthy.

    And you can also see that always the easiest killer is most played because the lack of effort to win. With Chucky you pretty much couldn't lose if you knew what you are doing, survivors just went down no matter what. It was similiar to current version of "Scamper Legion" = iri add on, bamboozle, cancelling power all the time, most boring but effective way to play legion currently. After Chucky got nerfed the next easiest killer to win as is Ghoul, and you can see that he is the second most picked killer 4 months after he came out and was 1st most picked killer untill Springtrap came out.

  • @KingOfDoom55 said:

    Ghoul:

    1: remove the ability to latch onto Survivors on the first leap

    2: revert the distance from 14 to 16

    3: make the max distance for the m2 attack only 6-8 meters max otherwise, itll be a normal leap

    Xenomorph:

    1: buff or rework acid blood, it's almost useless & extremely situational and could use a buff or rework, like, automatically destroying pallets if hit by one within the time limit of it being active

    2: increase tail strike form 4.8 to 5/6.8 meters or have the tail have the ability to curve up or down to hit over or under things easily, and so Survivors can visually tell when the tail is being used

    3: slightly turn down the tail prep sound

    4: reduce/remove motion trackers or allow undetectable to by pass the motion trackers, all stealth builds are nullified due to the motion trackers going off even when undetectable by anymeans

    Wesker:

    1: rework the full infection to do something else aside from a subtle 3% hindered or have the hindered increased to 5/6%

    2: increase the turning rate slightly during bound to allow easier bound dashes to land

    3: fix the hit boxes of the bound so it doesn't stop on invisible walls that are barely or not even touched & to continue dashing on purposely hit walls, sometimes the hit boxes hit invisible corner hit boxes and stops completely but sometimes continues, in short, fix or tune the collision of the dash hit boxes

    Legion:

    1: allow feral slash to down someone if they are hit while deep wounded but take legion out of power

    2: allow legion to see scratch marks and pools of blood while in feral mode

    1. Ghoul's changes you offered won't do anything. His strenght is mainly in his cancels and vaults.
    2. Agree, turrets giving away your position while undetectable is a handicap to any stealth builds. Tail attack can be even 8m like Nemesis tentacle. I disagree on prep sound though, it was changed recently because survivors had no feedback on what Xeno is doing and had to guess all the time, similiar to power faking Spirit in 2022.
    3. Wesker, 4 % and he has instadown on top of that if survivor isn't damaged by throw but by colliding. Again disagree on buffing his curving as it makes some skill ceiling on him. More of I'd like to see some changes to his grabs because a lot of time you get teleported back and grabbed or being grabbed when you are behind corner and it feels awfull. Wesker got some buffs to his cooldown, I think 5.5s → 5s recharge/token. They can easily low it down to 4.5s/token. But Wesker is defienetly fine and arguably one of few enjoyable to go against killers (along with Unknown, Houndmaster…)
  • @ralecgos said:

    The 1 biggest thing I would change about Ghoul is- his cooldown to M1/hit you after canceling power needs to be longer.

    He uses his power to slingshot into you, then cancels it, then he can essentially immediately M1/hit you. It is too fast. He is too mobile to be able to just slingshot across the map from miles, catch you out of nowhere, ride your behind, cancel power, and bam you're hit. This is ESPECIALLY frustrating when going against the perk Friends Til the End. Going into a locker every time someone gets hooked is not good gameplay.

    Honorable mentions to the perks Blood Favor, Dissolution, Bamboozle which don't just compliment his killer power and mobility, but almost supplement it entirely in a way that feels like it breaks the mechanics of chases and the game. Making the experience of getting chased by him extremely boring really.

    The fact that his power stops survivors in place is extremely, extremely boring and lame. This burns your exhaustion perks like Sprint Burst and Overcome. Ghoul has so much mobility these perks are not nearly as punishing to him as other slower killers. So, it feels like a total FREEBIE.

    And finally. The fact that his power puts survivors into mend feels almost completely unnecessary. He's already so fast it doesn't make sense to me that a survivor is forced to mend after every chase or "hit and run" from him. Feels like extra slowdown on a killer that zooms around the map anyway. The ranged "auto aim" hit wouldn't be nearly as annoying if the mend wasn't a thing on top of that.

    I don't want the killer to be gutted and made super weak like Skull Merchant had done to her. I just want him to be less annoying. That's what his whole design feels like. "How to make the most annoying experience for the survivors in a match" feels like the goal when Ghoul was designed. It should not be that way. Not to mention rude players and trolls realize how annoying this killer is to face, and double down on the frustrating parts of his kit to make the survivor experience absolutely miserable on purpose.

    I'll copy my answer in different thread:

    Kaneki is a hot topic for a while. I as killer main find him too versatil and powercreeping any other killers except Blight, Nurse and maybe Billy. I understand people have fun using his leaps. But his multitool power granting him free hits and downs by 20 different ways is just too much for a single killer. I kind of don't think killer design like this belongs to 2025 DBD and anyone who argue but Blight and Nurse, again… those killers don't belong in 2025 DBD. Just about Ken himself:

    → You get free injury + slowdown from mending

    → You get free downs by canceling leaps mid fly

    → You get free hits by kidnap tech (is a tech where 2nd and following leaps stuck survivor in place after ghould vaults, giving you free hit or down)

    → Free automatic down after performing leap over pallet when survivor is in trajectory of Ghoul, and the trajectory is quite generous

    On top of that…

    You can travel cross map and injure someone 2s after you hook someone

    Me who plays variety of killers (always focusing more on one but changing them) find Kaneki just way too powerfull and fact that when you play survivors 60 % of your games are ghouls, 20 % are springtraps and rest are some variety says it all.

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965611#Comment_3965611

    oh yes...it is certainly possible to heal with resilience, but the more you stay healed, the less resilience value you get in a match. objective fact. so a healing + resilience meta is an oxymoron and the dumbest play style I could think of. killers are just calling whatever perks survivors bring that they lose to "the meta". but there's no consistency to this claim, because in reality survivors are just bringing varied builds and it's all "op" to killers that perform below average. being injured is "op". healing up is"op", doing the main objective called doing gens is "op", bringing decisive to counter tunneling is "op"...in the average killer mains noggin, every unique strat that breaks their win streak is "op" 😂🤣

    That's fine. I don't find antitunnel op neither healing. What is making me angry is the agressive bodyblocks from unhooked survivors to unhookers forcing you to eat their OTR and DS. On killer side the only broken perk is Dead Man's Switch, it's extremely overtuned in it's current form. On survivor side the most broken perk atm is Vigil. I don't mind it working with exhaustion, there are several antiexhaustion perks, I mind it working against everything, making killer perks losing it's full power. For example I have Starstruck that causes 30s exposed. Now two survivors with Vigil on gen will be exposed for about 8s. I bring sloppy butcher to slow down healing and now they get rid of it on own in 40s, with other vigil teammates in like 20s. It's just not fair at all. And those particular two perks should be nerfed or at least tweaked.

    Dead Man's Switch - starts timer upon hooking, no longer a pocket 50s granting slowdown (= 50 % regression, = 2.5 pain res tokens…)

    Vigil - decrease the value to 30 %, no longer works against exposed, no longer stacks (and it would be still insanely good perk)

  • @ralecgos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965585#Comment_3965585

    Every time they try to, like with the walking dead chapter, content creators scream bloody hell and act like it's going to break the game. This causes normies to join in and complain and BHVR caves and nerfs the new perks on release.

    Scavenger from Gabriel anyone? Ironically, they released Made for This unbalanced and eventually nerfed it and made it more balanced after a while. But Scavenger is still in the gutter.

    Now people are saying the mini-unbreakable on Michonne is going to blow up the game basically, so I assume that perk gets nerfed on release too.

    Basically all this to say, the meta stays the same from like 2018 because everyone complains about new perks on the PTB. So they get nerfed or have so many activation requirements that people don't BOTHER.

    This is defienetly true. But Conviction is a bit tricky one. While it can be one of best antislugging perks it might punish killers in general. Twins for example, you down someone with Victor, don't want to slug, but they can pick themselves up, kick Victor and reposition. I know not many people play them, but they have insane amount of counterplay and this might be the last nail into their coffin. If you play any killer and survivor purposely die in a pallet, forcing you to look around and now can pick themselves, drop pallet on you and waste another 30s is a big handicap for killer pressure overall. While I think they should add strong perks, some perks are just not right. Currently for example the most broken killer perk - DMS is extremely unhealthy. I can defend some perks, I did with the vault stun perk, but conviction needs to be changed indeed, minimum to trigger at 50 % so you have some window to do decision as killer.

  • @SigmaLord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965615#Comment_3965615

    Bringing DS to bodyblock and waste the time of a non-tunneling killer is op.

    Healing in 4 seconds after an unhook IS op.

    You can complain about Kaneki injuring in 4 seconds but think it's okay to heal in 4 seconds?

    Kaneki is a hot topic for a while. I as killer main find him too versatil and powercreeping any other killers except Blight, Nurse and maybe Billy. I understand people have fun using his leaps. But his multitool power granting him free hits and downs by 20 different ways is just too much for a single killer. I kind of don't think killer design like this belongs to 2025 DBD and anyone who argue but Blight and Nurse, again… those killers don't belong in 2025 DBD. Just about Ken himself:

    → You get free injury + slowdown from mending

    → You get free downs by canceling leaps mid fly

    → You get free hits by kidnap tech (is a tech where 2nd and following leaps stuck survivor in place after ghould vaults, giving you free hit or down)

    → Free automatic down after performing leap over pallet when survivor is in trajectory of Ghoul, and the trajectory is quite generous

    On top of that…

    You can travel cross map and injure someone 2s after you hook someone

    Me who plays variety of killers (always focusing more on one but changing them) find Kaneki just way too powerfull and fact that when you play survivors 60 % of your games are ghouls, 20 % are springtraps and rest are some variety says it all.

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965363#Comment_3965363

    im an m1 killer, finess has single handely denied me more hits on windows than any other perk, and res requires you to be injured meaning u are in danger, this thing just activates while u are healthy and cannot be denied or countered by anything and since its not an exhaustion perk u can mix it with other exhaustion perks , and if the effect was weak it wouldn't be the top 10 used perks tbh

    If it works while injured as well and has higher number I'll be all in. But Finesse is defienetly not a perk I have problem facing.

  • @Bad_Medicine said:

    If someone DCs borderline immediately, the Abandon option should become available for everyone.

    It's a 3v1 at 5 Gens.

    The match is over.

    Bots are better than no one, but they're still terrible, and four people shouldn't be stuck slogging through several minutes of (hopeless, in the case of the Survivors) gameplay to a foregone conclusion. It's not fun as Killer. It sucks as Survivor. The BP incentive to stay is abysmal. Just let people skip the drudgery and queue up for a match they might actually be able to engage in instead of mentally clocking out of.

    Killers shouldn't be punished for survivor dcs by playing games against bots (yes they can abandon too, but it gives them - 100 % kills to killrate and mash up the stats). Dcing is a will and abandon is not a feature to replace dc with no penalty. Surely if you don't dc too often, you can dc without penalty too.

  • @BoonRainDice said:

    Why Clown, Knight has to be nerfed in some way when they are allready bit struggling compare to any A+ tier killer? Why Trapper sits still in bottom toilet tier for almost a decade?

    Why Pyramid Head just gets direct buffs (very small nerfs) when he is allready great killer? Why Blight and Nurse, Kaneki just sits S tier without being nerfed?

    I don't understand balance of killers in this game.

    If killer is mid, they are mostly fine and don't need many changes. If killer is weak (Pig, Trapper, Dredge…) indeed might get buffed without nerfs to compensate.

  • @Masive_Gore said:

    Imagine a killer that can disguise as a survivor for as long as they want and it’s THE ENTITY! 

    https://us.v-cdn.net/6030815/uploads/NYL8KUJYN4QU/img-6853.jpeg


    New Killer: The Impostor (True Form: The Entity’s Fang)

    Description: The Impostor thrives on confusion, paranoia, and mimicry. It becomes a survivor, wandering freely until the moment it strikes. Every interaction is a gamble. Who’s real and who’s the Entity in disguise? 

    Masquerade Form: At any time, The Impostor can disguise itself as a random survivor. While disguised: 

    -It can block the first 2 vaults (window/pallet) used during a chase, triggering Entity Blocking for 5s. This resets per chase. 

    -It can interact with generators, triggering a fake skill check that causes 6% regression and blocks the gen for 10s if hit successfully. 

    -It can steal an item from a survivor by interacting with them; if consumed, The Impostor gains 10s of Haste and faster actions (vaulting, breaking, etc.). 

    Performing any of these suspicious actions will forcibly reveal its true form, a grotesque, towering spider-like mutation of the Entity.

    True Form – The Entity’s Fang: Upon being stunned or disguising again: A fog-like explosion erupts and the Impostor is teleported to a random hook. All survivors’ auras are revealed for 5s. The survivor who triggered the effect suffers Oblivious and Blindness for 25s. If within the k1llers terror radius after it spawns to one of the hooks (does not affect the stun initiative survivor) will teleport that one survivor to another random hook with the same fog like smoke effects to throw off other passing survivors with a 60s cooldown. Every stun or disguise triggered transformation increases Entity related blocking effects (pallets, vaults, gens, exit gates) by +5s per instance, stacking indefinitely, including with other perks with those related effects.

    Thoughts?

    I see this just been a meme hit and run killer. This idea is here for ages.

  • @wesleyrobertsimpson said:

    There needs to be some larger punishment for tunneling, since Dracula came out, the amount of times I have been tunneled has tripled, at least.

    Half of the killers this past week have just been camping the edges of hooks, so survivors can't unhook themselves and then instantly attack whoever comes to the rescue, and if the hooked survivor is saved, they get chased.

    This crap is getting ridiculous fast and the only way to combat it, even on the first hook of the match is to have all three survivors taking hits to rescue one.

    If the endurance and haste timer won't be buffed in a big way, (I'm talking at least another 20 seconds at least) than survivors should have the endurance and haste timer on pause until the killer is at least, let's say 36 meters away from them. Following that, the unhook self meter should definitely get an expanded range, as more killers than not will simply wait just far enough from the hook to make it progress.

    I mostly play killer, and I'd rather lose a kill or two not trying to tunnel, it's not fun for survivors, nor is there any current way to combat it, so playing survivor with every other cheap dimwit coming out of the woodworks this past week has been very infuriating.

    I'd rather see these changes on both ends, and have to deal with major delays to killing unhooked survivors than to keep playing survivor in the current state of the game.

    Tunneling is a tool to split pressure and comeback when the game is not going in your favor. There are plenty options how to counter tunneling. The only think that would make sense is that no one can die before 5 hooks earned, so you can target two people but can't hard tunnel a single person. Otherwise I think it's a way to play same as on the other side.

  • @PigWithTvs said:

    always thought it was yet for some reason its not

    you as a killer literally can't counter this, not to mention the fact its bugged and give way more speed

    a 60/50/40 cooldown just like every exhaustion perk makes sense to me (maybe less)

    an ideas because tbh this is just giving me deja vu to balanced landing

    Are you having problem with Finesse? It's literally only working when healthy and has a cooldown. Resilience gives you way more value but doesn't have the changed animation. I defienetly think that the effect is too weak to be exhaustion perk. If it's 40 % or more, lets be so, but current 20 % not really.

  • @kmq2713 said:

    The mmr is brocken i losse almost all my games and still get matched up with people who have are higher then me

    Let's explain how mmr work, this is by far not precious for DBD.

    No MMR - 0-50 points

    Low MMR - 50 - 200 points

    Mid MMR - 200 - 500 points

    High MMR - 500 - 800 points

    Survivor get points for each escape and lose one point per each death.

    Killer gets point for each kill and loses points for each escape.

    Example:

    You are killer with 720 points and your aveeage killrate is 50 % = your MMR doesn't go down neither up.

    You are survivor with 700 who dies 2 of 4 games. Meaning that you lose about 2 points per 4 games, 100 points per 200 games, meaning that to go lower MMR you need to lose 200 consecutive games to leave top mmr but once you win you go back to max MMR.

    Conclusion: To lower your MMR you would need to purposely lose hundreds games which is just dumb. Why would you ever do that?

    in Mmr Comment by Elan
  • @letmeworkatbehavier said:

    there’s a lot of perks in this game but it seems like there’s almost no reason to not use the same 4 perks that you find are the most efficient for you. Instead of switching up the meta every couple months they just release a bunch of useless perks that are either just worse versions of other perks, or just overall not useful. I think that they should do what they did back in 2022 when aot came out and they shook up the meta. Like how dead hard got reworked to require more skill and a bunch of other useless perks became very useful like how Deja vu was getting people to realize how important 3 Genning was. it would just make the game so much more interesting because of how you have to figure out what perks work best in this new meta. But now it just feels like perks are becoming less interesting because there no reason to ever switch them with other mediocre perks.

    Agree:

    Killer side - corrupt, dms, pain res, surge, lethal

    Survivor - windows, resilience, ds, lithe, off the record

  • @TheDavidKingMain said:

    It is absolutely ridiculous how easy this killer is for how strong his kit is. His ability to injure alone is better than Legion’s and on top of that he gets arguably the best mobility in the game, incredibly strong catch up in chase, a vault that is essentially old scamper, and addons that make his already brainless kit even more brainless (centipede, mask).

    The small “nerfs” (if you can even call them that?) have meant nothing, this killer is fundamentally broken and these small number changes BHVR keeps making aren’t going to fix it. This killer genuinely needs the skull merchant treatment ASAP

    Isn't it ridiculous that my Piggy get so ridiculous "buffs" remaining top 3 weakest killers, while killers like Kaneki, Billy, Nurse and Blight exist? Pyramid Head got buffed while he really didn't need it as his weakness is lack of mobility making him miserable to play against people who just prerun.

  • @DragonMasterDarren said:

    This was a a thought I've had since reading Knight and Clown's changes with the upcoming Walking Dead chapter, and while everyone was busy overhyping Conviction and Last Stand (You cannot convince me they are anything other then niche at best) I was looking at the changes to Knight and Clown with a raised eyebrow and a "Why" on my lips.

    For those who aren't informed on the concept, Macro and Micro play are a Strategy Game term meant to describe two things, your individual decision making, and your overall strategy, as an example, in a Battle in a Total War game, your Macro is your ability to analyse your army composition versus the enemy's army, as well as your formations and overall battle strategy, whereas your Micro is your ability to manage individual units and their abilities. It should be noted that you can absolutely get away with being deficient in either Micro or Macro if you're good with the other, I am pretty bad at Micro due to my tendency to fixate on one unit instead of keep a eye on the entire army, but my Macro is pretty good, I can make up a strategy on the fly and execute the plan fairly well, however, mastering both Macro and Micro will be how you truly master a Strategy game.

    Why do I bring this up? Well, Macro and Micro are a part of DBD, if I was to put a numerical value on it, I'd say it's 70% Micro, 30% Macro. Micro in DBD is your individual performance, how well you can loop a Killer or how quickly you down a Survivor and use your power, whereas Macro is your strategy for the match, how well you as a Survivor manage the resources on the map, How you as a Killer deal with those resources and manage your chases, what perks and items you bring to the match, etc. While this is a lot of different things that fall under Macro, at the end of the day DBD's Macro-play is stuff you don't really think about, you don't load into a map like The Game and think of how you're going to handle things, you're going to load into The Game and immediately shut your brain off because it's just 30 God Pallets, A lot of DBD's Macro play is ultimately in the background and is stuff most players don't really think about.

    That being said, there is a good chunk of Macro Play in DBD that players DO have to engage with, mostly down to what Killer they play, this is how I would split them

    https://us.v-cdn.net/6030815/uploads/SZHHDVXU7XDP/image.png

    Killers that lean or are heavily reliant on Micro are the Killers who have minimal to do or think about outside of chases, Killers like Demo, Xeno, Springtrap, and Unknown have things to manage as part of their Power, but ultimately every one of these cares more about and focuses on ending Chases quickly, Killers that care more about Macro are those with a lot of stuff to manage, Sadako for example has to manage her TVs for her teleports, and keep a eye on how much Condemn each Survivor has as well as if they're using Tapes, Freddy has to try and force people to go into Dream Pallets to get value out of them and keep a eye on who's Awake, who's Asleep, and who's protected by a Clock, Dredge has to keep a eye on where he can teleport as well as how close it is to Nightfall, etc.

    You might also notice that all of the very unpopular and most of the weak Killers are dependant on Macro and all of the popular and coincidentally strong ones are dependant on Micro, and the simple conclusion I came to is that the player-base just doesn't like Macro-based Killers, people care more about what a Killer can do in chase versus what they can do to win a game, and while I could very easily put on a smug face, push my glasses, and say it's because the player-base hates thinking and would rather play a Killer that ignores all decision making with 4 aura reading perks to minimalize required brainpower and maximise dopamine…actually no I'm 100% going to do that.

    Look, lets be real here, the DBD player-base has had a pattern of disliking or outright hating every Killer release if their power isn't something that can ended chases in 5 seconds, and BHVR has seen this and acted accordingly, Trapper has been the worst killer in the game since launch, Hag has been left in the dust for years, Twins were almost turned into a completely braindead chasing machine, Skull Merchant got her legs cut off and has been left in the dirt for 2 years, and the most popular Killers have always been some variation of "Move Fast" because people like moving fast, which, by the way, is completely fine, I'd be lying if I said I didn't also enjoy the Dash killers or play with End/Fury in most of my builds because I just don't want to think when I get home from work. But at the same time…it is nice to be rewarded for putting in some brainpower, which is why the Clown and Knight changes just irk me so much.

    Clown is not a Killer that requires a lot of effort to play, but the nerfs somehow managed to make him require even LESS effort to play, instead of making the Pink bottles the best choice in most cases with Yellow being used mostly for flexing, BHVR made the Yellow bottles the objectively best option in almost every case by making them give more Haste and making them activate faster, making Pink give less Hinder for less time, and then nerfing all of Clown's best addons, if you hated Clown because he just made you slower I hope you're prepared to hate him even more when the patch drops because now he's going to be running at 127% at every single loop in the game before even considering stuff like Rapid Brutality, STBFL, or Nothing but Misery.

    And Knight? Knight's changes are not only completely unwarranted but also completely backwards, the basekit Call to Arms and better pathing is nice, but everything else? Carnifex does not need a Standard spawn time of 8 seconds because nobody ever uses him for Hunts, and nobody ever uses Carnifex for Hunts because his insta-break is more valuable for Commands and he moves at 105%, and Jailor? Jailor having a standard spawn time of 4 seconds is one of the dumbest nerfs I have ever read, Jailor's entire purpose is finding someone quickly and then Hunting them for a long time, he is designed to either keep a Survivor busy for a very long time or set up for a pincer attack, that is Knight's entire game strategy, use Carni for Commands in chase, Assassin for Hunts to score hits outside of chase, and Jailor for Patrols for Slowdown or pincer moves, That is how Knight is designed, that has been how he has been designed since his release, this nerf takes out all of the decision making of leaving a Guard to chase someone. The Carnifex "buff" is never going to come into play because leaving a AI that moves at 105% to chase someone for 8 seconds minimum or 12 seconds at most is not going to do anything, and Jailor might as well not be in the game anymore for anything other then dropping him in a loop and pincering someone, because all of his value for slowdown (Which, coincidentally, means more Knights are going to be running more Slowdown because they can't rely on Jailor anymore, meaning less build variety in favour of more slowdown) has been removed in favour of letting anybody with a braincell remove it almost immediately, the changes were supposed to make Knight less reliant on Pincer attacks, right? Because all these did was make him MORE reliant on it while getting rid of most of his macro-play and decision making.

    All of this just leaves me a bit baffled honestly, while I have a good feeling the Knight and Clown changes will not make it off of the PTB just by virtue of how many people have complained about it en-mass, the fact that they were even considered and thrown onto a PTB in the first place just…why? That's really all I have to ask, why? Clown and Knight aren't even that particularly strong, they can do some pretty cool stuff but against a stacked team they struggle really hard, why change them in a such a way that completely removes most of the decision making behind how they play? Who were these changes supposed to appeal to? Because they aren't going to please people that hate these killers and they sure as hell aren't going to make the people who play them happy.

    These changes to me at least demonstrate that BHVR doesn't really get what makes Macro-play in DBD special, and why removing it sucks, it's nice to having each individual decision work towards the end-goal of winning over just picking Kaneki and winning through nothing but raw chase power, what would be nice is having killers with more Macro focus, over having killers that do rely on Macro being either changed to have it removed or being bad.

    G'night

    The list makes no sense. If you mean macro = map presence, eventually good 4v1 and micro = having no map presence then your list makes no sense. Pyramid head for example is decent in 1v1 or Clown but they can't do anyhing against prerunners, along with trapper, pig… while killers like spingtrap, kaneki, blight, billy have so insane macro that you pretty much never escape as last survivor.

  • @MangaMania said:

    I think Myers deserves a buff or an additional power like that.

    • P1: Myers could have a secondary power that allows him to disappear for 2 seconds into a fog, leaving a clone of himself. When a survivor sees his clone and looks at it for too long, it disappears.
    • P2: The same as P1, but only for one second.

    When Myers is invisible, he can exit this effect by performing an M1 hit. When he is invisible, he can continue to see normally only within the clone's field of vision. Let me explain. When a clone is placed and Myers is invisible, everything that is not in the clone's POV is fog. When a clone is placed and hasn't disappeared, if a survivor passes through his POV, they can see their aura

    Myers need buff. Every survivor has stalk meter, once filled they can be tomstoned. Stalking once survivor takes 30s

  • @Tactrix said:

    I understand how blood warden functions but having 60 seconds gate blocking when it only takes 90 seconds for the entire team to die is way WAY OP. I've just watched an entire team die because the person that was hooked was hooked after the initial 30 seconds when the gates were opened, and so no one got out at all. This is a very stupid problem to have, but it is a problem, because having 2/3 of the timer run down to get out is unrealistically OP.

    Instead of Tier 1, 2 and 3 being 30/40/60 seconds, it should be 10/20/30 seconds.

    It deserves buff not nerf.

    Rework:

    Freshly open gate is blocked for every surivor for 120s. Each gate has seperated timer.

  • @TakiFrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961713#Comment_3961713

    I see. I might not get any answer on this but, is there a sneak peak or a hint at whats coming for P100 rewards? if not, I entirely understand

    Most likely badge or banner

  • @Philscooper said:

    the killer everyone forgot even existed, the wraith

    aka the guy you can sprint-burst away out of his uncloaking power
    aka the guy you can 4 secound stun while in power
    aka the guy thats a stealth killer but you can see 24 meters away, if not that, hear him from 8 meters away from his loud ass growling

    and now gets power-creept with each new killer release

    kaneki is a much better chase and micro killer then wraith ever will be.
    dracula has better mobility and chase better then wraith ever did
    even the older killers are way better in chase or mobility like spirit or blight, even after nerfs

    why is it that i need more then one uncloaking addon to garantie a hit after uncloaking behind a survivors butt?.
    why is he so slow and takes such a long time to uncloak when kaneki has a much less cooldown for a way more oppresive power.

    if bubba another killer that relies on one chase power and bamboozle, he got a buff
    trapper, arguable the worst killer in the game, he got a buff too
    but wraith only gets cosmetics as a constelation price.
    even skull-merchant, the killer everyone hated at one point, is getting a rework and a buff.

    wraith players have to deal with, exhaustion perks, alturism perks like bodyblocking, pallet saving, flash saving, ect, which most killers can deal with their power.

    tunneling is impossible, slugging is possible but a losing strat, he sucks at camping
    the micro, possibly the only thing he excells at, other killers do way better like springtrap, dracula, kaneki. even houndmaster has better micro then springtrap. due to her addons and dog, highlighting and giving off status effects while the killer gets a speedbost.

    wraith isnt really that good in chase, he isnt going to be able to always bodyblock noir might not be fast enough to get that far.

    unless i missed something important in m 1000hrs+ experince with him, im losing with him consistently, even against soloq squads, because i didnt run 4 gen-regression.

    Wraith is well balanced atm and has no reason to be changed.

  • @Alen_Starkly said:

    Please make the keys for entering the door, and letting go of the door the same for both survivors and the Springtrap. It is incredibly annoying to have them reversed. You get used to the keys being one way by playing one of the role, and then when you play the other one, you press the wrong key, because it does the opposite thing.

    For example, you accidentally enter the door as a survivor, when you actually meant to let go - and that's only because you got used to that same hotkey making you let go of the door, when you play Springtrap.

    If they buff him why not. he's pretty bad atm. His axe could easily instadown as he has only one, but dev feel too afraid of making strong killers. I don't understand why survivors can go through doors either. Should be only to killer. And why he suffers wallhacks mid chase… so many questions…

  • Clown is very strong in 1v1, but apart from his antiloop he has nothing. :D he basically force pallet drop, 50/50 but then he has nothing else. All i see Clown using yellow bottle for is carrying to hook.

  • @OmegaXII said:

    Devs you never played your own game do you?

    Purple are used more because it's Clown's CHASE TOOL! You NEED MULTIPLES of it to injure and down survivors in loops, and slow down is just better than speed up in most cases.

    Whereas Yellow bottles are use mainly for mobility, just to get around the map faster. 1/2 bottles are already enough. Unless you're really good with Clown, you don't really use it in loops, just because it can BACKFIRE as Survivors can also benefit from it too.

    So number-wise purple is ALWAYS used more, and there's no problem to it at all. So why would you feel the need make changes based on the bottle used ratio??

    My guess is that they will revert the numbers (hinder 15→10 %) and haste from 10 % to 15 %

  • @AssortedSorting said:

    I used to play PH a lot (Now Pig/Drac). One of the safest methods to play him was to use Rites in a loop to force a hit at an animation lock or zone into M1. Kinda felt a bit boring, so hopefully some of that zoning is being offloaded onto more persistent Judgement Trails and a Hinder addon (although I'd much prefer a small Hinder being base-kit when running across Judgement Trails, useful to "Trap" certain loops).

    I also never really bothered to pre-place Judgement Trails before as they fell-off too quickly for my taste.

    Don't know how much addons are going to help him going forward (can't wait to read the patch notes), but I would agree with no addons it does seem like he's going to be made more difficult.

    I agree. I feel that more add ons tied to punishment of damned and longer lasting trails will be not only more interactive and viable to play but will make PH feel better. I love playing him and it has always dissapointed me that no one is going for snipes but only zone. From me it's 10/10 change and people who love PH will realize that he will be in much better state for both sides.

  • @Langweilig said:

    I think it only needs to activate from the start. The hindered could be buffed, but I‘m not a fan of hindered itself, because it is very unpleasant to play against.

    I disagree, I have fun playing and playing against non-slowdown builds. Feels bit fresh.

  • @VibranToucan said:

    The way he can just run behind you, and M1 you if he gets close enough or M2 you if you try to use a pallet or window is stupid. He is also already easily a top 10 killer, he shouldn't get any buffs without compensation nerfs.

    Indeed. It will make people zoning less and use power more. I always felt like the only one who tries despite he got some cooldown buffs. His zoning will be weaker not nonexisting.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959319#Comment_3959319

    There is a response, 2 comments under mine, from BHVR.

    It said this: "It has a single rechargeable use on a cooldown."

    Ok, haven't seen that. I assume that it will be void crystal on about 90-120s cooldown.

  • @まうっす said:

    I am an Executioner prestige level 90 player.
    I think that weakening the cage is unavoidable as a countermeasure against tunnels.
    I have also been waiting for the add-on changes for a long time. Thank you.

    However, please cancel the other changes immediately.
    Slowing down movement speed while using abilities is an incomprehensible change.
    Users who play Executioner do not want such changes.
    His abilities are already easy to dodge, and it takes a lot of practice to land them.
    Please reconsider.

    As someone who loves Pyramid Head I hardly love the changes including the nerfs. It's really sad when I go against PH that don't use Punishment at all and just hold it for zoning. I feel like this will incentive more using of the power rather than just zoning. It's great change. If anything can be changed, but doesn't has to, I'd keep him 110 % while drawing rites when out of chase. maybe even 115 %.

    Edit: There will be add ons that modify Punishment too, not just boring range add ons. Si I'm really curios for the wider or shapeable power.

  • @UndeddJester said:

    It always averages 3 searches per trap.

    So:

    • 12 searches at base overall.
    • Amanda's Letter gives 6 searches overall.
    • Jigsaw's Sketch/Jigsaw's Annotated Plan gives 15 searches overall.
    • JS/JAP + AL gives 9 searches overall.
    • JS + JAP gives 18 searches overall.

    Thanks.

  • @XxViperxX_117 said:

    Well, I would like to comment on the return of Dracula's skind, called Dracula True Form, at the time it was released I didn't have time to get it, then I saw that it left the store and I think that not only me but other people who loved it and didn't have the chance to acquire it are anxious for its return, please bring it back

    It wasn't in the store but in the rift and most rift skins are in the store after some time, every but deep rift ones. Meaning that the blue version will be available only to those who bought the pass.

  • @TripleStryke said:

    The Demogorgon used to be regarded as "the most balanced killer", but as the average killer has gotten stronger, he fell behind significantly. I believe he needs a bit of love in all aspects to make him more viable again because his design has room for improvement without being too oppressive; especially in comparison to the strong dash powers in this game. Here are the changes I would make to him:

    Shred Changes:

    • Shred Speed: 20.7 m/s (was 18.4 m/s)
    • Adjust the damaging hitbox if possible to remove the "crouch tech" without altering the collision hitbox

    This takes the base speed multiplier from 4x to 4.5x to give a bit more lethality around corners and 12.5% more range overall.

    Additionally, the crouch tech in the context of Billy or Blight is perfectly fair because these are some of the strongest killers in the game. Demogorgon is nowhere near this strength, wouldn't be with these changes either, and as such should have his damaging hitbox adjusted to mitigate this.

    Traversal Changes:

    • Upside Down Traversal Speed: 36 m/s (was 32)
    • Cooldown after traversing the upside down: 8 seconds (was 10)
    • Demogorgon can remotely seal portals while standing on a portal.

    In comparison to a lot of map traversal tools in the game, even with the semi-recent buffs, Demogorgon is still just lacking slightly. He has to place his traversal manually, it can be taken away, has a global audio queue, and they cannot be replaced once useless.

    As for how to accomplish the 3rd change with the limited binds I think it can be done by fully charging a shred on a portal and holding the secondary power button with a portal selected to start a short interaction. It feels a bit odd that Demo can't seal his own portals considering it happens in the show.

    Addon Changes:

    • Deer Lungs and Rotten Green Tripe to 20% and 10% traversal speed respectively
      • Deer Lungs reduces the number of portals by 1 (was 2)

    These changes are just to adjust for the traversal buffs, and make deer lungs more appealing with less of a downside.

    I really enjoy this killer, but he has been power crept by so many of the recent releases to the point he needs more than a fraction of an addon any time he gets changed. He is also fundamentally a pretty liked killer to go against, and I don't think a bit more potent m2 and map traversal is going to change that.

    I disagree on buffing Shred as it's very strong antiloop as well as best zoning in the game, but portals…

    → Putting portals down in instant

    → Opening portal immidiately activate it (this will serve better as info tool when charging of the abyss)

    → When teleporting you immidiately emerge from targeting portal

    → Portals can be recycled (same as biopods, hag traps…)

    → Increase the range of oblivious when near the portal

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958691#Comment_3958691

    It has infinite uses.

    The only thing stopping it is a cooldown between uses.

    Which may be an issue.

    Never stated it has infinite uses. Might be add on reliant, be like two charges on the item. Wait and see, people are panicking and calling end of the world every time something bigger is changing. We got a lot of qol as killers as well as some improvements to make the game more fun. So now let them do something for survivors too.

  • @jasonq500 said:

    Will her previous preview design be entirely scrapped?

    Cause I really didn't want my favorite killer to be removed and become another dash/mid range killer that removes aspects that I like about her from her 2.0 variation

    I'm sure they stated that Skull Merchan't rework would be out by end of the year with some improvements from preview 1 into preview 2. I personally hate the buddy drone idea, make her shoot darts from her mechanical weapon. Listening to drone up your shoulder whole game? Jeeez. Also I don't really find the global detection very usefull unless they drastically change how it works or give it ridiculously short cooldown. :D

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959135#Comment_3959135

    I thought Deja Vu got a temporary repair speed bonus, to help with anti-3-gen?

    But we now have an anti-3-gen mechanic in the game, so Deja Vu no longer needs the repair speed bonus?

    Current form of DMS with some other perks still allows you to hold 3 gen long enough to win, it's just no longer holding game hostage for 50mins. So I'm ok with Deja Vu, it happens a lot in my game that survivors 3 gen themselves, mostly because of new spawn logic.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958661#Comment_3958661

    i quite literally said why she would need a rework in the comment you're quoting, because she's unhealthy and has little skill expression

    Absolutely disagree. Pig's ambush has very high skill expressions when used in particular loops, sadly everyone plays Pig as M1 killer holding W whole game completely ignoring part of her power.

  • @YukariTheAlpaca said:

    No way you guys actually nerfed Clown. Ain't no way.

    The purple bottles aren't "good", they are just less mediocre than the yellow ones.

    I think it's fine change.

    → Will make Clown feel fresh to play and a bit different.

    → Opens options for more gameplay (I assume purple bottles will be 15→10 % hindred and haste will be 10→15 % haste)

    Overall this is defienetly a buff to Clown, if survivors want to utilize yellow bottle they already give you hit and will result in same speed difference anyway. I'm actually looking forward to as I always ran STBL and Rapid on Clown.

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