Elan
Elan
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958813#Comment_3958813
Yes, the increase in Regression is more impactful than the Regression Event-Limit. It happens every time that Killers kick Gens, but you almost never reach the Limit in regular gameplay. I have not seen my games being impacted on either side by the limit. And the removal of Gentapping was asked for a lot.
But we can also revert the changes - Kicks do 2,5% instead of 5% and Gentapping is possible again, but the Limit is removed. Would you like that? If you think, this would be better, you are so wrong, lol.
And to the last paragraph… Why is it that Killers have such a victim mentality?
If Azarovs Resting Place and Suffication Pit don't exist, yes never happens. I wish they bring back the alternative Suffocation Pit because it was so much more fun that the original.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958818#Comment_3958818
6% of 90 is 5.4, so roughly 5.2 seconds.Which doesnt take into account, the free information. Overzealous requires you to find a totem, spend 14 seconds cleansing it, and then only get that boost for as long as you don't get hit. Deja Vu absolutely is better than Overzealous.
Even with that, 5s and preventing gens won't lose you the game. I see Deja Vu as killer multiple times almost every game and I find it absolutely fine. There are defienetly perks that should bother killer way more.
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@SoGo said:
I see some concerning stuff here.
Nerfing Clown's Purple bottles?
The Maps and Keys changes may be very weird. (Although, I am pretty biased because of my own version I'd like to see.)
The Fog Vial being an item with possibly endless use?
It's PTB. Stop panicking, I'm sure they will make sure to push things as welcomed as possible.
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@YayC said:
Why is Deja getting a buff lol. You said you were going to nerf it once you addressed the 3 gen situation back when you initially buffed it, never nerfed it and now it's getting a buff lmao
Generator takes 90s, Deja Vu is 6 % = 3,5s off the gen if repairing full progress solo. Overzelaous is 10 % = 9s. Stop being paranoid. :D
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@Johnt1219 said:
Keep in mind this is just my opinion
Current:
chucky just doesn't feel good to play. not because hes weak or strong or anything but his power in general just doesnt feel good. Hes 110 speed so he is not very good at loops without his power. But the problem here is his power allows him basically 1 hit per 12 seconds.. Let me explain: you find a survivor/use your power to get up to them, hit them with your power, then you chase them as a 110 speed killer with nothing until your power goes off of its 12 second cooldown then youll be able to effectively hit them again. It just feels bad. It just feels like "cool I got a hit, now I have to wait 12 seconds before I can actually down them." I mean yeah there are some killers that are similar in that aspect but they arent 110 speed and they have more to their kit.. this is effectively chuckys entire power.
My suggested change:
- chucky is 115% when power is on cooldown
- illusionary footsteps are louder
- illusionary footsteps are more spread out
- add illusionary laughing
- he can be in hidey-ho indefinitely until he attacks by any means
- decrease his slice-&-dice by 25%
Reasoning:
- the 115% this is just to help him a bit during chase when he doesn't have his power
- I would really like the illusionary aspects buffed and improved on because that is a really unique power aspect that we haven't seen yet (other than the appearing illusions like the doctor). This combined with his stealth is not only really nerve racking and terrifying, but it is also extremely lore accurate to him.
- Hidey-ho indefinitely will just be similar to Ghostface able to having his as long as he wants. The primary reason of this is to go along with his illusionary aspect. Similar to how it goes along with ghost faces stalking ability
- with the other aspects being changed this doesn't need to be as strong as it currently is
While this doesnt completely get rid of what i was complaining about earlier regarding a hit every 12 seconds this does give him more aspects to his kit and a bit extra chase potential without his power. This also encourages other playstyles such as stealthy playstyles or potential gen skill check playstyles due to his more effective illusions. His power cooldown could also be increased since a lot of its aspects are being changed.
Surely, Chucky being most hated killer and now is in good state but needs some skill. Why not bringing back weaker version that would be ass to go against.
All he needs is remove of auto lock and and revert his speed and duration.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958578#Comment_3958578
It has the worst end game gates in the game with the most mobile killers able to play ping pong so easily even a almost complete loss can turn into a win.
Agree on gates. But they never truly changed result of the game from my perspective unless it was 1v1 after hatch being closed.
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@Yggleif said:
I'm going to save the paragraphs about how I feel Nurse no longer fits current DBD game design and go straight to the rework which hopefully keeps her core identity while making her feel more fair.
Nurse gets a manifested and demanifested modes like Sadako. In demanifested mode Nurse is undetectable has no collision and can pass through objects like tiles and pallets. She can also see the aura of survivor's breaths who perform rushed actions and run within 16m of her that linger in the air for 5 seconds and leave a trail to the survivor as they move.
In manifested mode Nurse has collision and has a lunge where they attempt to choke the survivor for a health state and when landed she takes their breaths to partially fill up a power gauge.
When full Nurse can activate it and she has all the powers of both her modes for 45 seconds. The idea being she has the ability to land grabs through objects and tiles for a short duration with increased tracking abilities.
I'm not fan of Nurse rework. I feel like she has some tools in her favor and some in her weakness.
Strenght: Strong ability denying objects, loops, levels
Weakness: Bad map mobility tied to constant stuns (while Nurse can teleport for 32m), if she needs to go cross map, it takes a while, everyone playing her knows how long it takes. :D
My personal view on current problematic things on Nurse:
- Her lunge add on - extends attack range by 30 % after 2nd blink. This add on gave away the precious blinks requirement as every nurse is using it, making bad blinks that would otherwise result in miss a hit. This add on shouldn't exist on her.
- Vertical gameplay - There are killers that can teleport, but are limited in that. On maps like Midwich, Game, Forgotten Ruins… Nurse is just everywhere because her constant ability to play verticaly and appear on place where other killers spend 30s to come or have to tp to some source in an area. Removing her to teleport to different level through ceilings would be a good and fair change to her kit, at least a change where she can attend different lvl within light of sight (mother dwelling main building, main buidling on dead dawg etc.
- She's monster with aura perks (back in time with exposed on top of that), and solution is pretty simple, if Nurse fully charges blink she suffers a blindness status effect (can't see gen aura, survivor aura etc.) That would make her lethalilty with perks like Nowhere To Hide, Darkness Revealed, Lethal Pursuer weaker while still providing her informations as she charges her blink.
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@DPootis said:
Just nerf one sided maps already, eyrie of crows and garden of joy, same with midwich and haddonfield, have been the same for years with little to nothing done to change them. Why is it so hard to change them? You guys never do anything but fix every single thing that ISNT the issue with the game.
Midwich is very good survivor map if your team is doing gens, so many safe pallets. Haddonfield again, depends on RNG, it's not designed to have multiple prolonged chases with limited resources. Borgo, I agree… Garden of Joy really only needs the main building table windown to have some sourt of counterplay because a lot of killers can counter that, but some just can't, apart from the main building, garden of joy is no longer killer nightmare, same with Eeryie, got smaller, tiles worse… I have no problem with this map as killer. More I mind maps like Toba Landing, Nostromo, Hawkins, Lery's, Azarov's Resting place and Suffication Pit. Those maps are straight boring to play killer as. And I had so much fun on the alternative Suffocation Pit, felt no more like hold side map. I wish they bring those maps back.
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@ShanoaLegendaryPlz said:
I don't mean t bagging the killer at the exit gate.
Its something everyone has probably witnessed or experienced atleast once or twice in their time with this game. As i had a round today where we finnished all the generators, made it to the gates, i ran out the door as to avoid sitting their tbagging the killer like most do, and i noticed the rest of the team was still not in the chat. I went to spectate and saw 2 of the survivors holding the third survivor hostage in the corner of the exit gate. Waiting for the timer to get to one split second to run out and cause them to die from end game collapse. At first i thought maybe the new anti collision birds would help them, but they didnt spawn at all, and the killer was somewhere else thinking they were waiting to tbag. So this person was killed by the other 2 survivors because they can still hold them hostage long enough for the end game collapse to kill them.
The other method these bullies use is to line up at the entrance of the door with perfect spacing to prevent you from squeezing through, just long enough for you to be the last person in the area when the end game collapse finnishes.
So the idea that came to mind that couldve saved this person: during the end game collapse if a survivor stands still for 7 seconds without performing a conspicuous action, they lose collision with other survivors for 4 or 5 seconds. BUT to prevent this from being abused as a body gate tech by swfs and such, any survivors who pass through eachother by this method become exposed.
Teabagging, clicking, hitting on hook and bming in dying state is in the game since start and people still feel offended. :D
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I wish they would revert the activation window on the most broken killer perk - Dead Man's Switch and just give buffs to other regression perks. I personally don't like the gen builds but to who does, why not.
Dead Man's Switch - activate for 50s after hooking survivor, no more pocket perk to activate on demand, making 3 genning still viable and disable main objective for minutes throughout the game.
Pop - while it was too strong in it's initial form (4 pop used = one extra generator to be completed, 8 pops = 2 extra generators been completed) made it so killers that can down quickly back in it's fame form (Spirit, Nurse, Blight…) be unbeatable. Paired that with pain resonance and corrupt, you simply couldnt lose as killer. While I still feel that the overcharge, eruption, call of brine era was the most killer sided meta of all time, the current one (Pain resonance, dead mans switch, grim embrace and perk of choice is also pretty much guaranteed win for any killer that can quickly down) just delets any early game progress and the repair truly starts once the killer already has about 5-6 hooks. And the comeback from that is very hard, especially if it's already 3v1.
Ruin - can be reverted back to 200 % and I wouldn't mind, it's a tool to negate the 8 gen kick and is bounded to totem, so… you can get rid of it.
Call of Brine - again, might be 200 % and be just fine.
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@PogbertChamperson said:
Wake up was changed to prevent the last survivor from letting their teammates die to get an easier door escape after the hatch is closed. Sole Survivor is much worse as it's effect only kicks in when your teammates die. Survivors running this perk will often let their teammates die to play for door even when the game is still winnable through normal means. Survivor perks that encourage letting your teammates die have no place in DBD.
I don't Like Left Behind and Clairvoyance for similar reasons. They're used to play for hatch and I really don't like when survivors load into a trial intending to play for hatch. Some folks will argue that they only use these perks as a contingency for when the match goes down the toilet however there are definitely other survivors who will run these perks as their primary win condition.
Survivors playing with these perks are often hurting their own team.Every Laurie perk needs changes:
Object of obsession been nerfed hard and now hurts more than help, Iď remove the 30s auto reading, because against any stealth you get no value while giving away your position to stealth killer at all. And add 30s of aura reveal of killer at the start of the game to have some effect if killer has no aura reading perks.
→ Whenever your aura is revealed to the killer, his aura is revealed to you. You both see each other aura for 30s after trial starts.
Decisive strike as antitunnel is outdated, because a lot of killers can easily catch you and down you in few seconds anyway, slug you and wait it out or just eat it.
→ After been unhooked decisive strike activates for 90s, any conspicious actions cancel the effect. When you are chased by killer they suffer 10 % hindred status effect. Taking protection hit within more than 20s after being unhooked removes the effect. Deactivates in EGC.
Sole survivor - When you are last survivor standing, gain 5 % haste, 1s longer stuns and see the aura of killer for 15s while being last standing.
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@coco_shotz said:
Title. This is mainly just me ranting but this event (and update) has been one of the worst I've ever encountered in dbds lifespan.
Springtrap is dominating every game regardless of how good or bad the survivors are, the event in itself is not bad, but every game has been the same with killers getting super tunnel vision and playing as if there is a large sum of money on the line.
I can count on one hand how many good times I've had in the past month, and before anyone says anything, yes I get that some games go better than others but thats not my point.
I also would like to note for anyone that's thinking it. My skill level didn't suddenly decrease after the update. I was having pretty good games up until the update and then BOOM! it all went downhill very fast.
Idk what's happening but this is something else.
Stop it! :D Be happy there are some events and you can grind for up to 750 % BP bonus. The event might be repetitive and bit killer sided but it's still some alternative mode for a time. Surely anyone has different opinion, but as I know it's better to have some events than none.
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@Cryptikk said:
the event feels really sided to the killers, with the auto hook and constant exposed status. For whatever is planned next year, can you guys please think though the event effects and balance them accordingly, because its really frustrating trying to play survivor as is.
Tbh, singely the remote hook and remote pallet break will make end of event and comeback to normal mode feel like omega hard mode. :D
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@MagicDragon said:
…is an argument to nerf tunneling. You're not meant to consistently win games, you're meant to win some and lose some; to be inconsistent.
edit: a lot of people here seem to incorrectly think i'm arguing against a point i didn't say, instead of the one i said.
EZ solution to anti-tunnel… no one can die before 5th hook, so if you hook single person, they will get extra hook states instead.
EZ solution to anti slug… slugged survivors can help themselves recover from the dying state aka. able to heal slugged survivor while slugged.
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957863#Comment_3957863
are you agreeing with me or disagreeing with me? I was saying that knight doesn't need a nerf, and that his information (while it is one of his best tools) isn't strong enough to warrant a nerf. Knight and Xenomorph are two of my most played killers with xeno on top and knight in second, and when you play with xenomorphs info you really see the disparity. Although xeno's doesn't need nerfs either.
Besides, one of the best skills knight teaches you is patience, why nerf one of his best forms of skill expression.
Suppose to be answer to main thread.
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@Dinorawr said:
I want to propose a rather simple solution to help with the slugging issue, without making the mechanic overpowered or utterly useless for either side (unlike the no self-unhooking change)
Allow survivors to recover from the dying state by default, no perks required.
Players in the Dying State can recover up to 90%. After recovering for 90%, and if the killer is further then 16 meters away, press and hold the interaction key to get up and fully recover over the span of 3 seconds.
In essence, if you maxxed out recovery, you can get up yourself, provided the killer is some distance away.
Naturally, several perks will have to be upgraded as well.TENACITY
Increases your Crawling speed by 30/40/50%. Grants the ability to crawl and recover at the same time and reduces the volume of Grunts of Pain while in the Dying State by -75%.UNBREAKABLE
Your Recovery speed is increased by 25/30/35%. After recovering for 90%, press the interaction key to get up from the Dying State instantly, and receive 5% Haste and Endurance for 1.5 seconds.
NO MITHER
Suffer from the Broken effect. Reduces the volume of Grunts of Pain while either in the Injured or the Dying State by 60/70/80% and suppresses the creation of Pools of Blood. Increases your Recovery speed by 20/25/30%. After recovering for 90%, press the interaction key to get up from the Dying State instantly.SOUL GUARD
After being healed from or having recovered from the Dying State, receive Endurance for 6/7/8 seconds. While suffering from the Cursed status effect, recover 9/12/15% faster. After recovering for 90%, press the interaction key to get up from the Dying State instantly. Then this perk goes on cooldown for 30/30/30 seconds.
BOON: EXPONENTIAL
All Survivors benefit from the following effects when inside the Boon Totem's radius: 90/95/100% bonus to the Recovery speed. After recovering for 90%, press the interaction key to get up from the Dying State instantly.
PLOT TWIST
Whenever you are in the Injured State, Plot Twist activates. While crouching and motionless, press the Active Ability button to silently enter the Dying State with the following benefits:- Suppress Pools of Blood.
- Suppress Grunts of Pain.
- After recovering for 90%, press the interaction key to get up from the Dying State instantly.
After full recovery using Plot Twist, you are healed instantly and gain +50% Haste for 2/3/4 seconds. Plot Twist deactivates after recovering yourself by any means and reactivates once more once the Exit Gates are powered.
DEERSTALKER
The Auras of all Survivors in the Dying State are revealed to you within 20/28/36 meters. Get a Killer Instinct notification if a Survivor starts to fully recover by themselves within 32/36/42 meters by any means.The only killer that antislug will hurt is Twins, because Charlotte has to go pick up and it takes a while.
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@AdamZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957863#Comment_3957863
XD 100%? I WOULD LOVE TO SEE THAT.
10
The Knight
2.35%
100.00%
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@Deadman7600 said:
why swing at such low hanging fruit? its just information, and he has to take the time to fly all the way over to the gen. There are killers with much more powerful information than knight. As for spamming, what spamming are you talking about? if you mean spamming out guards then that already has a cooldown. if you mean information, refer to the second sentence. Honestly, why nerf a killer who's balanced really well. If the guards were actually more competent in chase then sure, this would be fine, but at the current level its unnecessary.
As someone who has 100 % kill rate on Knight… no. It's his strongest tool. Hunts are counterable, so scouting with orb is good way to monitor. Knight doesn't need restrictions.
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@AhoyWolf said:
Currently the Perk reveals the Killer's Aura whenever you either fast exit a Locker (which briefly Exhausts you) or use and Exhaustion Perk, this seems like a pretty good perk so far right?
But all that it boils down to is the Aura reveal duration, which currently is at a laughable 2 seconds, with that you can easily miss the Killer's Aura and get pretty much no use out of the Perk.
I think the duration should be buffed quite a lot to deserve a Perk slot, how about the same length as the Alert Perk? Increase it to 5 seconds and I think we would be golden!
Agree, both Rapid Response and Phantom Fear need buffs in number.
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@AhoyWolf said:
Most modern Killers with dash abilities don't go below this number, The Pig kinda struggles on mid loops, I think boosting her speed would be quite a good change!
Sadly with such a big buff to ambush, her traps would need big nerf as they are by far the strongest slowdown in the game. Pig being not as strong in chase is compensated by people getting secondary objectives - searching itself takes 2.5mins per 4 traps + time spent running between boxes, that's value of 2,5 extra gen time worth.
Edit: I think though that giving her Last Will add on and Workshop grease add on basekit would be nice and the land covered would make difference between getting tip hits and not getting hits.
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@Lexilogo said:
I personally feel this idea leans too much into crouching/Ambush as being Pig's identity, she's a SAW Killer. I'd like crouching & ambush to get buffed of course, but I don't think it needs to be anywhere near as good as Chucky's or etc, I think that aspect of Pig's kit being noticeably weaker as compensation for her having the traps is interesting.
Turning crouch instead into an uncounterable Night Shroud, with a very strong dash instead of instadowning, kinda feels like there's not much Pig left in the rework. I would prefer something like raising crouch speed to 105%, or 110% at the most.
I will say that I kinda like the idea of giving Ambush a special vault. Being able to vault Pallets is feeling a bit derivative IMO, but the ability to simply cancel Ambush with a window vault could be neat.
Bumping her with an RBT triggering chase is also an idea I very much support, it's a great suggestion to avoid the worst potential of RBTs.
Surely, as I stated, both tools need to be balanced-wise because having massive slowdown with too opressive antiloop would cause more issues.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954635#Comment_3954635
I've noticed this. I feel like there's a pallet or window every five feet.
Well not really, I feel like there are very few maps with really connected tiles. FE. Garden of joy, Macmilans, Eeryie.
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@Yggleif said:
So much fun seeing the same 3 horribly balanced killers of Nurse, Blight and Ghoul over and over. Insane to me BHVR sees no problems with any of them and we're doing things like touching Artist add ons or almost nerfing Xeno into the ground.
Nerf these 3 and start buffing the weaker killers like Trapper and Ghost Face so we can have some actual variety in a game with 40 killers where you only run into 4-5 consistently because as long as these top 3 are allowed to be as ridiculous as they are there should be no hint of any of other killer being touched unless it's a buff.
And you'll notice I left out Billy here because I don't see Billy much. Why? Because Billy takes actual skill and work to play and herein lies the problem of BHVR's misconception of some of these killers. We all recognize Ghoul's skill floor is in the basement but Nurse and Blight are nowhere near as hard as people within BHVR seem to think. Nurse having to look down at lot is annoying but it's not difficult to deal with or offset the massive advantage you get off of just getting to ignore the core looping mechanic the game is built around. Same with Blight, yeah the curving is a little tricky at first but once you acclimate you can be everywhere at once and most loops arn't as hard to deal with than they first appear and "run fast" isn't a hard concept for a person to rap their mind around.
Meanwhile take Trapper who has to have map knowledge, herd survivors into correct pathing and plan ahead to perform well. You're telling me he can't start with all his traps because he's just the default killer for new players to get used to the game with like Wraith isn't right there and much better for that while being much stronger than Trapper.
Or take Ghost Face who has to skulk around and watch people and plan out his kill in a game where time is against the killer. Ghost Face is a really fun concept there's a lot of enjoyment in sneaking up to someone unnoticed to take them down and finding no angles and peek holes to fill up the meter but it gets stressful when you don't really have the time to do that because you know the gens could be popped at any moment. And why take the time to carefully plan all that with no chase power for a plan B when you can just be so fast nothing matters or teleport through any object?I get some killers are always going to be stronger than others but I refuse to believe the current variance has to be as wide as it is or that easier killers should be so much stronger than killers that take game knowledge and skill.
The point is that their power is fundamentaly broken that nerfing them wouldn't really help and I kinda like the easy-to hard modes depending on what killers you pick. I don't play any of those three you mentioned. But my highest kill rates are on killers like Sadako and Pig, which are considered as weaker. Also over the time whole killer roaster got multiple buffs meaning that D tier killers like Trapper or Skull Merchant (SM is exception now), are far not as weak as they used to be, but all killers got so much better that they are still weaker than them.
Trapper had hard time, sabotagable traps, no traps at the start, rng number of traps, bigger maps etc., trapper himself is not good killer but his traps are one of best lockdowns and antiloop in the game, it's just if they step on them. And trapper kind of suffer from not being buffed again because, 1) everyone runs double iri, which makes him very strong, 2) his basement playstyle, which is pretty common is hard to beat even by good teams. This is why he has still insanely high kill rate (I have 71 % on him atm).
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956642#Comment_3956642
Indeed, I understand her flaws, you didn't need to use her drone rotation switch aspect of her power because the double scan lines already did a huge amount for you, and as you say, she could just walk you down with bloodlust. The fact she could just poop a drone at a tile on demand to create this scenario was what people didn't like... however, as I say, this is not unfixable.
The changes you're proposing are quite drastic changes, and present their own problems, and my point is that she didn't need anywhere near as drastic to resolve a lot of her issues.
Some changes you could consider any or all of: -
- Make her scouting drones a single scan line (keep stealth with 2) with a faster rotation speed, so the survivor isn't overwhelmed with a damned if you do crouch, damned if you don't scenario.
- Switching of drone direction has a short cooldown so when SM uses it is a mind game in of itself.
- Remove the haste buff on scans, perhaps make it stronger (say 10% flat), but only grant her the haste buff when she's not in chase, so map wide scans/claw traps are things she can capitalise on/apply pressure on.
- Switch her Undetectable to be on her radar usage instead with a cooldown, so she can remove her red light in chase for mind games, which is directly synergistic with her radar tracking.
- Remove broken from her claw traps, so that Survivors can make the choice to heal/not heal while also accounting for her Undetectable, faster across map traversal and her radar detection, increasing interactivity.
- If fast drone deployment is a problem, make placing a drone by SM slow her similar to Huntress throwing a hatchet, and make the drone take a second or so before it starts rotating, so you have the lazer tag skillshot on SM with a meaningful and jukable interaction that can give survivors distance, that also reduces the pressure of "poop a drone" playstyles.
These changes are much all reasonable and increase her skill ceiling, while also reducing her cheesy elements.
I don't know… like the problem with your idea is that she would still be pretty bad. Look at Freddy rework, while he's now in way better spot, he got a full pack of powers. And simply SM having only her drones and radar isn't enough to be good killer. Tbh I loved playing the chess merchant era version of SM the most, not because 3 genning, I've never done that, but she had multiple chase-reliant drone add ons that were reworked. Examples:
→ See survivor within drone zone
→ Within drone zone you vault and damage 40 % faster
→ survivor with claw trap break pallet upon vault
And more… I think that droning to buff her chase was the only fun time I had playing her.
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@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956636#Comment_3956636
that sounds great dude. i'm tired of doing 3-6 hooks while playing fairplay without tunneling or camping, and then watching gates being teabagged and reading "ez" in chat, as if survs players did something incredible and didn't just LBM clicks on generators while having toolboxes and a bunch of perks to speed up repairs. this is a bad meta, it's worse than the old dead hard meta
So this is ragebait about losing games? Dude… as a killer you will reach mmr where you simly won't be able to win, same with survivors. Check your stats and you will see that your kill rate is much higher than you think and getting two awfull games isn't that impressive. Anway if you want help…
→ What killer do you play/played?
→ What perks did u use?
→ What map you played on?
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@Falcao said:
Toolboxes should not repair gens. Let them break hooks, but not affect gens. Here is my guess. BNP can be left, but the toolbox should be spent immediately after using BNP
US OG killers remember when toolboxes had 320 charges on it's own, I think current toolboxes are fine. The only two good toolboxes are Alex's for sabotaging or Mechanic's for repair, others are quite bad.
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@beerey said:
Hey, so the movement speed modifier applied to Springtrap whenever he carries a survivor got reduced to x0.8 when it used to be x0.83636 prior to the 9.0.2 hotfix. Normally this is only meant for killers moving at 4.6 m/s, and that's not the case for Springtrap when he has his axe equipped, this change practically makes him move slower than every other killer in the game while carrying survivors whenever he's a 4.4 m/s killer.
I believe it was because of the bug with haste add ons that made him move at insane speed while carrying. That paired with "backpack" perks allowed you to slug people cross map. It was weird bug.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956588#Comment_3956588
True enough, though the reason everyone SoH themselves against her wasn't because her gameplay was boring. Artist was more lethal than Skull Mercahnt and better at zoning off loops, and she didn't get the same treatment.
It was all because of the legendary Chess Merchant game against team Eternal that people hated her. Skull Merchant players came out in droves to abuse that strategy to grief and troll people, and after that, anything short of putting her under the guillotine was never gonna succeed.
BHVR did a decent redesign with SM 2.0. She wasn't by any means perfect, she still had some pretty glaring flaws, but she was certainly on the right track with that rework... you could go quite a few directions with fixing her, and the 10 or so people that were actually willing to talk about her had LOADS of good suggestions in doing so, depending on the flavour you wanted her outcome to be... but... everyone else just wanted blood...
Every discussions was flooded with "just delete her" and alike, and players continued to SoH vs. her. So, in the end the loud voices won out and she got butchered. But SM 2.0 was not capable of any of the nasty strategies people hated her for anymore, and as I said above, there were several killers that could do something like what old Skull Merchant did far better than she could... but that didn't matter, the mob had made up their mind, and anything short of putting a shotgun to her knees was not going to sate their bloodlust.
I disagree, SM 2.0 was far away from being perfect and while some people enjoyed playing her, playing against her was same as playing against old knight. YOu got to loop, she deployed drone and bloodlusted + gain 6 % haste per scans and you get 10 % hindred. It was all the interaction with her and despite her being still insanely bad killer, because smart survivors crouched the last scan forced you to hit them the playstyle of her bloodlusting and scanning to get max speed while injuring and hindering you from holding forward was just not good design. Surely same hates from chess merchant remained, but from her holding games forever came to her getting hits and down passively by pretty much just holding w in circle, and if you wanted to do that more miserable you could bring some haste perks on top of that.
SM rework that might her be better while more fun to play:
Power element 1: Scouting drones
After you deploy drone, draw scout path that the drone will copy. If any obstacle is in the way the drone will go as further as he doesn't collide with the solid obstacle. The drone has invisible AOE (same size as released version of drones). If any survivor is caught by drone, they receive claw trap. While claw trap is attached, if they vault any pallet it will instantly break, if working on a generator with claw trap the generator will be revealed on radar. Claw trap can be removed by two options: 1) before 60s passed, 2) sooner. If survivor decides to remove claw trap sooner, they will become injured or deep wounded.
Power 2: Exploding drones
While controling radar, you can take control of a drone. When the drone is at least 12m away from you, navigate it to any zone around map, get access to destructing drone, creating AOE. This AOE causes immidiate damage to any survivor caught inside and lingers for 5s.
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@Kaitri said:
about 18 hours ago i played against a guy who ran into me, t'bagged literally in my face. then off'ed themselfes on hook (brought in a luck offering).
RIGHT NOW i played against the same dude doing the same thing again.
so yeah i feel very confinced that the systems punishement doesnt work.
Because the system banned people who died too early for several reasons:
→ Were tunneled
→ Were new
→ Had kobe build that failed
→ Entire team died too fast
This is why a lot of people got banned multiple times for early loss without anything that tide to go next.
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@SkeletalElite said:
When moving you gain AFK points at 25% of the speed and it takes 180 seconds to get enough for 3 crows while not moving. So now, by just moving, it takes 720 seconds or 12 minutes to get 3 crows. At that amount of time you can just abandon if the survivors are "extreme hiding" You've shifted too far in the opposite direction now.
This feature didn't need any changes in first place. It happens extremely rarely to me that survivors are hiding when two of them are left and they are sure that it's impossible to finish their objectives. And if they hid I always found them, and as I don't slug for 4k to hold game for another 8mins, I just take the 50/50 of who finds hatch first.
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@UndeddJester said:
So Vigil seems to be making the rounds recently, and I wanted to start off by saying, I don't think Vigil is overpowered and in need of a nerf... but with that said, I do feel a good change for opening avenues of game balance might be:
TLDR
Vigil (as a keeping watch through the night perk) now: -
- Affects Exhaustion.
- Affects Exposed.
- All other status effects are removed from the list.
- Gains some kind of effect as compensation (any ideas?)
Why? (Go with me imagining a world here)
Currently Vigil does counter quite a lot of killer status conditions... and whenever I'm building around it, most of the status effects are things I tend to ignore; more often than not, the 2 effects I often care about are exhaustion and exposed for perks such as: -
- Any exhaustion perk (obvs) or Fearmonger
- Dramaturgy
- Shoulder The Burden
I do also use it time to time with Plot Twist for an anti-broken effect to be able to heal through things like Deliverance and For the People... however blind, oblivious, haemorrhage, mangled, they're not really effects I'm ever really factoring into a build and are just kinda there... useful with Resurgence maybe, but I'm not really gonna take Vigil just for that...
The fact that this one perk covers everything status wise, it does make it so other perks can't really be buffed to also counter these effects, since they could be stacked to make statuses even weaker (and they are already not really meta in vast majority of cases)... can you imagine say a 80% recovery speed for mangled/haemorrhage?
What could be?
If Vigil had these statuses removed however, it gives some possibilities for lesser useful perks to gain a niche. Off top of my head, some examples could be: -
- Visionary could gain a Blindness 50% recovery effect.
- Alert could gain a Oblivious 50% recovery effect.
- Self Care and Better Than New could get Anti Hamemorrhage/Mangled ignore/recovery effects.
- Mettle of Man could gain a broken recovery effect.
Doesn't have to be these, but you get the idea.
For the new effect for Vigil, I dunno, maybe lean into it's lookout for the team thing, could be it reveals the killers aura for 4s to the whole team when the survivor enters chase. But any suggestions I'd be happy to read.
Vigil is crazy atm, and at least it shouldn't stack. You have Starstruck as killer and two people with Vigil together are exposed for 80 % shorter, which is insane, not even saying how boring it is paired with sprint burst and prerunning from gens all the time, which is extremely viable option. I'd make two changes:
→ Vigil no longer stacks
→ Decrease value from 40 % to 25 %
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@UndeddJester said:
I have been saying throughout all the Skull Merchant hate that Singularity can do the same thing but better...
Singularity was also the best Knockout slug killer.
Singularity was also the best NOED/Terminus/Remember Me user for holding gates. I saw this build once... it was pure evil.
Singularity has been capable of some of the nastiest strategies I've ever seen and is highly oppressive in chase... and yet, no one has issue with him... meanwhile Skull Merchant gets taken behind the shed 😅😅🤣
But Skull Merchant was never nerfed because she was too strong or oppressive, she was nerfed because she was so insanely boring to go against that people rather killed themselve on hook, leaving her with 90 % kill rate, which is crazy. They stated her rework is on the way and meanwhile they want to tune her down, which was fine, I still get good results on SM but defienetly not because her power but because chase perks I'm using or luck I'm getting.
Was same reason why Knight was reworked, gameplay of killer press m2 at loop to get free hit was just boring - trapper and hag for example can still push you from the loop, but SM was so much faster with scans and you so much slower that she just hit you no matter what, they bloodlusted most of time which was just boring, same with knight, he dropped guard in loop, you had to hold w and guard go other way and either two tapped you or injure you.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951965#Comment_3951965
Nurse was always and will always remain the number one ez mode killer, as long as she will exists in her current state. Blink hit blink down hook repeat… You obviously dont play singu if you believe he beats nurse on her ability to down ppl fast… Full aura nurse is queen. period.
Singu is strong, A tier, but that statement of yours is complete bananas ;) I would even dare debate that exploit blights are still better than singu on average, but I won't. At least a singu you can outplay and counter some…
In a chase defienetly beats Singularity, no one doubts that. But Nurse still has pretty average mobility with fatique on every use and is the slowest killer in the game. SIngularity doesn't ignore game elements completely, but he can start chase 1s after hooking someone with overlock already active, has macro which alows him to be everywhere on the map all the time, Tp across long distances and is the only killer who has haste build it power without other requirement than TP. If you ran Rapid brutality, which is best pick on half of the killers who don't need bloodlust, you can move 8 % faster in chase all the time, which makes significant difference in you getting hits or not. So while with Nurse you get faster downs when you spot someone, with singu you pressure and get into chases that are in your favor. You pretty much control entire map, if smarter half of the map. Is he better than Nurse though? I don't know, I don't go against him enough to judge, but I might be convinced he's better than Blight. Good Singularity is almost impossible to beat. While I like the killer design, because I somehow enjoyed the "Meet Your Maker" game when it was alive, I still don't engage him being Android who's power is to teleport with bubblegum.
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@Real_RUBB3R said:
Why were so many of his add-ons nerfed in the recent 9.0.2 bugfix? Bonnie's Guitar Strings I can at least understand but the others make no sense to nerf, in my opinion.
But Bonnie's Guitar Strings are just problematic anyway, they shouldn't even be a Rare add-on. I say revert the effects back to the PTB release (no penalty on the undetectable duration), or at least reduce the penalty significantly, and then swap its effects with the Faz-Coin. What the Faz-Coin does right now is so weak in comparison, it does not deserve to be made a Visceral add-on, it should at most be Very Rare, if not Rare.
The reason I think it should be Very Rare at most, but preferably Rare, is because The Huntress gets an add-on (Wooden Fox) that gives her 30 seconds of undetectable when opening a locker. Compared to this, Springtrap only gets 10 seconds when throwing his axe, meaning he must retrieve it before being able to apply the effect again. The Huntress is able to just activate hers with the Wooden Fox by simply opening any locker, with no cooldown.
I could at least understand making it Very Rare however, because Huntress benefits from Undetectable much less, considering she has a Lullaby, whereas Springtrap does not. Her add-on also does not apply a terror radius to anything, whereas Springtrap's does.
With this in mind, if it were so necessary for the effects of Bonnie's Guitar Strings to be of Very Rare rarity at minimum, then I say move Bonnie's Guitar Strings' effects to the Faz-Coin, move the Faz-Coin's effects to the Access panel (or maybe some other Very Rare add-on), and then the effects of the Access Panel/alternate add-on can be moved to Bonnie's Guitar Strings.
And another thing to note is that the add-ons other killers that reveal the progress of generators are of Visceral Quality. On top of this, both of them make use of this effect pretty awkwardly. Wraith must be cloaked, which means he has to uncloak before attacking survivors, and Legion has to be in Feral Frenzy, something they won't have access to 24/7, and when they do, must either multitask while chasing survivors to use the add-on, or waste it just to see the progress of the generators. And both of them still need to travel the distance to the generator they wish to go to.
Springtrap is able to see the progress simply by using his security doors, and is able to teleport directly to each generator in at most 3 seconds by using his powerEven if it's iridescent, it's downside is reasonable. It's global information about total progression and pinpoint at any time. Wraith has that add on, while cloacked so he still has to go there, but Springtrap can TP across map with no cooldown very quickly. What doesn't make sense to me is a nerf to "streamers" as I though that add on was fine.
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@Rick_Grimesss___ said:
Hello, im a survivor main 100% and I tried to play killer and 5 minutes into the game every generator pops and they escape. As a survivor main, survivor is way too easy to win because of how fast the generators complete. It would be great for the community and for killers struggling to win to increase the time it takes for generators to complete because the generators complete way to fast. Also survivor gets really boring when you win every time with 0 effort.
My win rate as killer in last 30 days is 73 %, my escape rate as survivor is 36 %. Both equally played.
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@Frost139 said:
I think mangled is still a very strong effect, I don't think the heal perk buffs would warrant a reversion of the mangled nerfs
It's more about buffing some anti-healing to compensate those changes, to make those types of builds still a good pick.
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Yo some of those are pretty busted, but I don't really care as it is a must to finally destroy current meta. I defienetly don't agree with some of them but the idea of flat buff to all perks on both sides is what the game needs.
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@Suggestionator said:
He should be reverted to his release version. The manual scamper wasn't a problem at all, and if it was, all they had to do was make it longer
You are wrong for multiple reasons:
→ Scamper had no counterplay = free hit at every pallet, that was adjusted on Vecna too.
→ Chucky had 20s cooldown, so all his gameplay was scamper pallet, follow survivor for 20s and repeat. He was very bad killer back then, because while he had guarenteed downs, it took ages.
In my opinion Chucky at current state is the best, he needs some thinking about whether to use power or not, rather than spamming it every 8s for a free hit or waiting 20s to get free hit from scamper. All I would do is to adjust his lock in on the dash end to make it more consistent.
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@Suggestionator said:
https://forums.bhvr.com/dead-by-daylight/discussion/449886/knight-is-woefully-bad
I think all he needs to be decent is for the AI to be fixed. Thats really all he needs to sit at like a high B tier imo. All guards serve their intended purpose, other than Jailer, bro is the worst guard easily
Jailor purpose is to find and hunt survivors for longest, what he does. His detection is huge, travel speed is faster and his maximum hunt is 48s.
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@Rapid99 said:
This is like a sadako situation where remotely decent survivors, can just make you have no power and turn you into a basic M1 killer. The a.i for the guards is so easy to manipulate and then you can just grab banner and cut the hunt in half essentially, so hunts do nothing. I'd be happy with completely removing the entire banner grabbing thing and lowering the hunt durations. Cause right now you spend more time setting up the hunt itself than the duration the actual hunt will last.
And for some reason, using your power punishes you. There's zero reason why knight shouldn't be allowed to use guards to break objects while a hunt is going on.
Also, I fully believe carnifex should be able to use gen perks if it kicks a gen. There is zero reason to use guards to kick a gen. It does nothing, you waste time setting it up, and you won't get value out of your gen perks if you do it.
Have it genuinely just be a command you can do without needing to do the whole sword into the ground thing. If carnifex is off cooldown, you can aim at a gen (obviously within a certain range) and just point at it and have him appear and kick it.
Fact : Knight is the least fun killer to verse and most inconsistent due to his fully AI designed power. While the AI works pretty well - no stucking, weird pathing etc. it's just not enough power for a full kit. Survivor plays 80 % of the game by holding w against bot or getting gangbanged by guard and kilelr which is also not very interactive.
Solutions that would make him much better, yet still pretty boring to go against:
- Guards can hunt all at the same time, cooldowns adjusted.
- Guards hunt untill Knight spawn different guard or the guard gets hit, stunning guards despawn them.
- Knight is reverted to his instapop guard at every loop state to guarantee free hit all the time.
As I said, he's fundamentaly not strong enough. Either he get's completely different power to his kit or just making him insanely boring at price of him being somewhat decent.
Forgot to mention, Knight had the only regression when damaging gen (2,5 %, then 5 %), but efter gen overhaul order has no extra damage. I don't think that Jailor and Assasin need so long time to perform order either. But it's the only thing Carnifex has, so maybe make it that Carnifex regresses gen by extra 2 % and jailor and assasin bot perform order in 2s.
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@DNet89 said:
Judith's Tombstone and Tombstone Piece should not be able to Kill Survivors until they are death Hook. Actually I would rework these add-ons and make Tombstoning Survivors base kit like Pyramid Head with Final Judgement. Just get into Tier 3 while Chasing a Survivor on death Hook to Mori them. Also because of this change rework the Achievement/Trophy
You could make the add-ons give haste, faster vault speeds, or even longer lunge attacks while in Tier 3
- Getting tomstones take ages (holding m2 for minutes) is pretty boring for both sides and offers minimal interaction.
Rework:
Each time you down survivor within evil within 3 those effects are applied:
Judit's Tombstone - upon downing survivor, all upright pallets and windows are blocked for remainder of the EW3
Tombstone piece - when entering EW3 all injured survivors will suffer broken for the remainder of the EW3
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@AmrHanyONI said:
Core Idea:
Implement a separate, killer-specific rating system called Adaptive Generator Repair (AGR). This system dynamically adjusts generator repair speeds for Survivors based on the player's recent performance with that specific Killer, decoupling it from overall MMR. The goal is to balance matches around individual Killer strengths/weaknesses and player skill, reducing frustration when playing weaker Killers or against high-MMR opponents.How AGR Works:
- Killer-Specific & Player-Specific:
- Each Killer has its own independent AGR value for each player.
- Example: Your Huntress AGR is different from your Nurse AGR, even if your overall MMR is high.
- Based on Hooks (Core Metric):
- AGR tracks your average hooks per match with that Killer over recent games.
- Target Baseline: An average of 6-9 hooks per match is considered "neutral" (standard gen speeds).
- Dynamic Generator Speed Adjustments:
- > 9 Hooks Avg: Generators become slightly easier (+1 speed modifier) for Survivors in your next matches.
- 3-6 Hooks Avg: Generators become slightly harder (-1 speed modifier) for Survivors.
- 0-2 Hooks Avg: Generators become significantly harder (-2 speed modifier) for Survivors.
- 6-9 Hooks Avg: Generator speed remains standard (neutral).
- Interaction with MMR:
- MMR: Controls who you match with (Survivor skill level).
- AGR: Controls generator repair speed during the match.
- They are separate but can interact. Example:
- A high-MMR player trying a new/unpracticed Killer starts with neutral AGR (baseline). Even against good Survivors, gens start at standard speed.
- If they perform poorly (low hooks), AGR drops quickly, making gens harder next match, compensating for the Killer's weakness or lack of practice.
- If they perform well (high hooks), AGR rises, making gens slightly easier, preventing steamrolls.
Key Benefits & Problems Solved:
- Balances Killer Weaknesses: Makes weaker Killers (e.g., Trapper, Freddy) significantly more viable. Players aren't punished as harshly for their choice.
- Reduces "Must Pick Meta" Pressure: Players can experiment with diverse Killers without guaranteed losses against competent Survivors. Strong Killers (e.g., Nurse, Blight) won't always dominate if the player struggles (low hooks → harder gens).
- Fairer High-MMR Matches: Prevents scenarios where a high-MMR player using a low-tier Killer faces impossible gen pressure. AGR dynamically adjusts the challenge.
- Improved New Killer Experience: Starting a new Killer feels less punishing, as gens aren't instantly flying against your high MMR.
- Dynamic Match Pacing: Gen speeds become an adaptive mechanic, reflecting the current performance of the Killer player, not just static Killer strength.
- Reduces Stale Win/Loss Streaks: The system self-corrects faster than MMR alone, preventing endless wins or losses by adjusting the core objective difficulty.
Example Scenarios:
- New Player (Huntress): Starts avg MMR/avg AGR. Wins 3 games → MMR rises, gens get easier (Survivors better). Loses badly (0-1 hooks) → MMR drops slightly, but AGR drops sharply → Next match: Slightly worse Survivors (lower MMR) but significantly harder gens.
- High-MMR Player Switches Killer: You dominate as Nurse (High MMR/High AGR → gens slightly easier). Switch to The Ghost Face (High MMR / Neutral AGR). First match: Against strong Survivors (high MMR) but standard gen speeds. If you get few hooks, AGR drops fast → harder gens next match.
- Mastering a "Weak" Killer: You main Trapper. Consistently getting 6-9 hooks? Gens stay standard. Start consistently getting 10+ hooks? Gens get slightly easier, acknowledging your skill but preventing easy 4ks. Have a bad match (2 hooks)? Gens get much harder next time, giving you breathing room.
Implementation Notes:
- Clear Thresholds: The hook ranges (0-2, 3-6, 6-9, 9+) and speed modifiers (-2, -1, 0, +1) are placeholders needing tuning.
- Transparency: Players should understand AGR exists and its basic impact (e.g., "Generator Difficulty Adjusted" in lobby).
- Survivor Perception: Frame gen speed changes as "adaptive challenge" or "Killer pressure influence," not direct punishment.
Conclusion:
The AGR system offers a dynamic, player-centric approach to balance. It empowers players to choose any Killer without facing inherent disadvantages tied solely to the Killer's power level, while adding strategic depth through adaptive match pacing. This could significantly improve Killer satisfaction, roster diversity, and overall match health in Dead by Daylight.Problems are the queue, I'm already waiting 10mins for killer game, not sure that 30mins queue would worth slightly easier games as I'm doing decently currently.
- Killer-Specific & Player-Specific:
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@Suggestionator said:
https://forums.bhvr.com/dead-by-daylight/discussion/449384/singularity-is-ridiculously-over-tuned
Hes still worse than Nurse, Blight, Ghoul, Spirit, Dracula, Lich. I don't see him as much of a threat compared to these killers who are stronger than him. Maybe if these killers got nerfs, a Singularity one would be acceptable, but then again his pick rate is super low so who cares.
I disagree, I believe a good Singularity in term of chance of win and presence of game-pressure might be better than Blight, simply because even Blight cannot macro and their chases against very good survivors are similiar lenght.
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@MadDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955490#Comment_3955490
Never said high MMR or comp. I'm no where near high MMR and I certainly don't play comp lol. But I do know his counter play and so do my friends, who play even less than I do. Doesn't even take a SWF or anything crazy like that. He's probably the only really strong killer than has room for individual survivor counter play part of his kit. I hate going "hur dur skill issue" but this just sounds more and more like one.
If it was skill issue I would lose as him, never happened to me.
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@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955435#Comment_3955435
its hell of fair, in that 30 s chase, supposing you down exactly on 30 s and take another 20 seconds to hook and find someone else you have two options:
1-the three guys were on the same gen, with the increasing speed debuff all three with no perks would have applied 70 of the 90 charges to finishe the gen, it would lose 30 going to 40, and now without debuffs they would apply the remaining 50 charges in 16 s, as we estalished before, the killer would find then at´20 seconds, so they would finish it at the killers face and begin next chase and save, sure, not considering any other perk item or power.
2-Each where in a different generator and during chase each one of then applied 26 charges to their gens, when the guy gets hit one of them gets their gen back in 0, during the search the one that regressed will save and the other keep on going, both the remaining gens are at 46 when the killer finds one of them and the guy is saved and healed, on another 30 chase, both saved and savior go to the gen that was being work and each apply 26 charges on a total of 52 charges, but the gen only needs 44, so they end the generator before the chase end, and the go help the guy that was alone he applied 26 to his, that had 46, being at 72, the guy falls and the gen takes less 30 going to 42, but all 3 together they apply 60 charges before the killer goes to then and they finished it right before the third one begins a chase… So they did 2-3 gens in 2-3 hooks, they win finish their objective at 5 gens and the killer at 8-12 hooks… very fair indeed
Ok. :D Lucky then that you don't work on game balance. :D
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955087#Comment_3955087
Wild idea. We make EMPs good at countering 3 genning and crossmap mobility, by upping their availability and range.
And, as I've said, the basekit systems work on the majority. The minority need to be brought in line one at a time, and Hux is a great example. EMPs were useless pre-buffs (their intended goal was to prevent Skull Merchant 2 and they failed miserably, a fact you agree with me on at least partially.)
TL;DR: EMPs should be a tool to deal with 3 genning. They aren't. So we have to fix that.
They may just revert the changes to biopods not being destroyed without affecting his chase potential and map wide presence.
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@MadDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955423#Comment_3955423
Remember the part where I said "survivors who know how to play against him"? You didn't get that lol. No discredit to them, if they're newer than they've just never seen Hux before. Any killer you're unfamiliar with will be pretty easy for the killer themselves.
Killer should be not updated just because top tier coordinated teams can counter that, I'm sorry.
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Yes but you basically offer perks that would reward bad chases or on will prolonged chases.
If you combine your perks then…
You get chased by killer, after 30s he moves 145 % so he doesn't even care of breaking anything, he instadown you for free at zooming speed, all survivors working on gens suffer 10 % penalty and most progressed gens loses 30 % progress. Does it seem fair or fun?
Edit: I would abuse hell of that.
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@MadDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955344#Comment_3955344
I main Hux and have since he came out. Breaking a 3 gen against him isn't a full loss. You just need to have some people know how to play against him. If the Singularity is able to wait the full 45s for his cameras to come up and no one's taken chase or worked on a gen together then there's some other issues besides the killer here.
Also 2 survivors with emps = 90 seconds of EMP time. 2 survivors on a gen don't even take 90 seconds to complete it, more so with perks or toolboxes.
You still don't get the point of what I was saying.
To hold gens you pretty much need…
→ 3-4 close gens
→ set 2 pods at each at distance that tips the gen but can't be both destroyed with same EMP
At this point survivors need two emps to work on a single gen for 45s before the pods are reactivated. And at this point you can easily reset the pots resetting whole effort they've done.
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Okay, as showcase is the best example, I've done it myself.
Hint: I have 2,5hrs played on him, so I can't even be called a good Sing. They were P52, P9, P1, P11
Video →
https://youtu.be/NPvtWsSnt1I

