Elan
Elan
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955346#Comment_3955346
That loud beeping is the lulluby i was mentioning. Shea also the only killer with a stealth mode that has a lulluby which makes thr noises and shows up like a mild terror radius for anyone with the heartbeat thing on. Before that existed you really had to listen to know she was coming which worked more like chuckies stealth without the footprints. Shes also the only stealth killer without an m2 that helps somehow in chasemaking her the worst for stealth and just has mobility going for her with no chase power - other than spamming tvs
I feel like tvs are only reason i have currently 81 % kill rate on her as I never truly outplayed many chases with the momentarily invisibility, even when running newspaper and watch.
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@ShanoaLegendaryPlz said:
I do miss the old sadako. They could also remove her luluby since everyone now uses the terror radius heart thing even tho they are not deff lol
It's not the problem, she has loud screeching sounds that give away her positions anyway.
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@MadDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953157#Comment_3953157
- Not true. One or two survivors have an EMP, if he goes into a biopod you charge the EMP and counter his pods and any slipstream he got. He then has to play m1 and come over to the gen himself and start chase or move on. By the time this all happens another set of EMPs will already be ready to be grabbed.
- Some top 1% streamers using Haywire on him doesn't make it good. It's a wasted perk slot. In fact one of the main videos that started this whole idea is Otz's video... where he did the exact same thing with Hag WITHOUT Haywire. If you're biopods get nerfed just for endgame then it's just going to be "Oh cool, we're at the climax of the game and my power doesn't work right." He's going to still be good at holding the gate regardless unless there's 2~3 survivor's and they know how to counter his biopods.
You need 2 EMPS to work on gen for 40s before they reactivate, what's so hard to understand? In solo q, it's lose-lose strategy and in teams, it buy them not enough time anyway. I think I can't handle more arguments anymore as you simply don't understand what scenarios I'm taking about.
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@vol4r said:
It makes me so sad, that more and more players that don't enjoy survivior experience. I can't get my friends to play with me ever again, they don't want to be bothered to play it, if they don't enjoy the experience.
It feels like queuing up to be a punch bag for a killer. Every new killer now gets a lot of powers at once, making it more difficult for surviviors, especially the new ones.
I get it, we are hitting the highest ever player count now - but we are not getting people to play survivor.
There will be no game without survivors and we need to finally acknowledge that!
Killers are waiting 7-10 minutes for a game! Queue time is just terrible and I don't remember it being that long like ever (I play since 2019 or 2020).
And the worst part? They are being overly competitive because of that - If they are waiting so long for a match, they will play the worst possible ways just to be succesful in the match. They will especially want to win.
We need to look into that, some of the things I have in mind right now are:
- Map balancing - maps like coldwind should not be so killer sided - map is small, tiles are really bad and NEW tiles are real failure - they are the worst in the game, should be retired, deleted.
There are also other maps like forgotten ruins, haddonfield that are EXTREMELY killer sided.
Playing against some decent to good killers and getting one of those maps means you are just playing for BP, definitely gonna lose. - Some killers are overly strong - nurse, kaneki, blight (even after all those nerfs)! We go against them all the time, because of it. This is not enjoyable experience.
- Tunneling and slugging needs to be finally addressed and it needs to be good, so killers never do that again. It makes the experience the worst and we all know it. We cannot play with our "bad" friends, because we need all surviviors to be good in order to have a chance. Playing 3v1 at 4 gens is not possible.
- We have 40 killers right now in a game! Let us have "killer banning" system.
Not something that would be abused by the SWFs. System that let's us ban 3 killers for a lobby - not each person. Leader choses which killers are being banned so swfs can't ban like 12 killers. That would be too much.
This could also work like information system for bhvr - if the killer is being banned by majority of the people, then maybe we should look into them. - If we don't create banning system, maybe something like before-match banning system would be a good idea.
We get killers pool to choose, 6 random killers are being chose from 40 we have now. Everyone has a turn on banning a killer - Jake bans nurse, Meg bans houndmaster etc… You get the point.
Also do the same with the map.
We could get rid of some RNG - sometimes rng brings us the worst, which is not enjoyable experience.
We could also let killer choose 5 his favorite killers and surviviors would ban 4 of them. To make it less random and people could play their mains.
Please, listen to surviviors feedback.
I bet that they make most revenue when it comes to skins, because they see the skin in the game, not only in lobbies.After all, if we are here, we want the game to be succesfull. We all do.
I was wondering about the killer ban, because jesus I hate Knight so much, despite he's quite weak. I find no fun or interaction in either hold w 30s against bot or getting sandwiched by bot and Knight to the point where you just get hit or downed no matter what. At least with the 3x debbufer to guard despawn if Knight is close you don't get two tapped as much anymore.
On the other hand, this would make Kaneki, Nurse (strongest) or Knight, Trickster (most boring to verse) wait forever in queues, which is not fair imo.
- Map balancing - maps like coldwind should not be so killer sided - map is small, tiles are really bad and NEW tiles are real failure - they are the worst in the game, should be retired, deleted.
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/449797/regarding-self-unhook
Yeah I agree. It's really stupid you can't attempt when you and another person are hooked, especially if there's only 3 of you alive so now you just lose because there's no way that last guy who's already being chased can do anything. At least before you could try for a 4%. Now you can't even take a chance.
Indeed, it just seems that BHVR haven't thought about it enough. It's the same with AFK crows that finally got reverted.
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@conradoo said:
Hey everyone, just wanted to share some thoughts after playing Dead by Daylight for around 2000 hours.One thing that really stands out to me is how unfriendly the game is for new players. It's honestly kind of brutal.
I’ve invited several friends to try it out, and pretty much every time they quit after 2 or 3 matches. They die fast, don’t really get what they’re supposed to do, and just feel completely lost. I’m sure a lot of people go through the same thing. The game just doesn’t explain core mechanics well. Stuff like looping, map pressure, or even the idea of wasting the killer’s time to help the team — none of that is taught properly. You either figure it out by watching videos or just by playing a ton.
I see DBD almost like a speedrun: your job is to keep the killer busy while your teammates get things done. But trying to explain that to someone who just downloaded the game? Not easy.
For example: surviving 60 seconds in a chase and going down on the opposite side of the map can be a great play. It buys your team time. But for a new player? That kind of decision-making isn’t intuitive at all.
Honestly, I think the game could be much bigger than it is — all the licensed content, crossovers, etc. It has huge potential. But somehow it still peaks at around 40k players, which feels low for a 9-year-old game of this scale.
And one last thing:
Even though DBD is considered "casual", I think it would benefit a lot from having separate ranked and casual queues. A ranking system could actually motivate new players to improve and give them a goal to work towards. Right now, getting matched with experienced killers as a newbie just ruins the experience.Anyway, that’s been my experience over the years. Curious to hear from others —
Do you agree? Have you seen the same things happen with new players?Sadly I've been playing survivors this event as killer queues take too long and this is by far the most frustrating time to play survivor. Not only that every game killer massively tunnel lower skill players but on top of that bring the sweatiest thing they can and more than anniversary event to celebrate it feels like finale of tournament and that was every single game to the point I gave up and said that it's not worth the frustration to get enough bloodpoints for prestiging some killer to 100. As a new player I've wouldn't play longer than one day.
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@juciy8717 said:
- Making it slower but the dash is faster
- Ones you scamper you can't basic attack
- Manual scamper into a slice and dice
- Hard hat effect
- Making it an add-on
- Ones you hit a survivor they go into deep wonned only when you hit under a pallet or over a window
- The G.O.A.T scamper
Chucky v.1 free hit at every pallet
Chucky v.2 free hit with 8s cooldowns and 180 flicks
Chucky v.3 free hit with removal of 180 flicks so extremely rarely you were able to dodge it but it didn't matter because the moment chucky recovered from miss, he had power halfway back
Chucky v.4 need strategy to whether u use or don't use power, rather than spamming it all the time, opens possibilty for 50/50, scamper at window is still good and pallets to window scaper as well
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@Hexbadboy23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/449804/vigil-is-way-too-good
You just want survivors to get nerfed. Maybe question your lack of skills maybe you wouldn’t have to worry about vigil so much. I mean you could just run fearmonger, generic limits, languid touch, etc
I play survivors too. The problem with current Vigil is that it break every fundemental killer perk.
You take Starstruck and their exposed expire in 17s instead of 30s, you take add ons that cause hemmorage and mangled for 30s and it expires in 17s, you take blidness perks for some meme build let's say baby teeth on Twins that last 20s and their suufer only 11s. There is nothing with skill issue, just one perk completely ruining duration and balance of all other perks.
I wouldn't mind if they do some less exhaustion to perks basekit, but one perk doing all that is too much. When I play Starstruck I don't want the whole build to be useless because I downed one person without Vigil and than both survivors I found had it, not even speaking that they spread it's effect to other survivors and those effects stack. Meaning you can Dramaturgy on gen to get BNP every 12s.
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@Valimure said:
Most of these are… a lot less minor than you think.
Increasing break / damage speeds by 10% would make flashlight hits during those more difficult than they already are.
Decreasing the attack cooldown would disproportionately help certain killers who are more mobile / have ranged abilities.
Blocking gens at the beginning of the match might actually make the match even MORE difficult for killers as it would cause survivors to spread out more / hide at the beginning of the match.
So? Will you add some ideas?
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@LordGlint said:
It makes sense if she had more abilities to switch between, but she only has 2. She could be like Doctor where you just have the 2 buttons used be for their own ability rather than swapping back and forth.
I'm HM main and I like it the way it is. No point in changing that.
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@Star99er said:
If 4 survivors are slugged or hooked you should be able to attempt to unhook yourself without a perk or luck add-on. It feels bad enough when not being able to do anything in this situation, please consider more scenarios like this where survivors can attempt to unhook.
If 4 survivors are slugged or hooked you can just abandon, at his point it's lost game.
Survivors should be able to attempt unhook if:
→ They are 10s from reaching second stage
→ Two or more survivors are hooked
→ If two survivors are remaining
→ During EGC
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@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954799#Comment_3954799
1- not really, and yeah i saw YOUR killrates, have you saw me saying that the average is not that? My dredge has a 83% killrate, does it make the killer less of a medium tier than it IS? no… You could have a 99% killrate on pig, it would not mean that she is good… only that you are… Thats how statistics works
3- 360 only works against killers that are worst than you, yeah… thats what we call outplay, you play better than someone, they get outplayed, wellcome
4- very fair indeed, survivors play as team, it doesn t matter balance wise if surv A or B got downed after some time, it just matter that someone got… it would be a badplay of the urv that lead the killer there and a bad play of the surv that unintentionally or not tanked a hit… the same way a surv can make a good play and tank a hit, a surv can make a badplay and deliver a hit, fair and square
5- the legion addons only work if you mend yourself, and there are more killers whod like this than legion, he was a an option, and he could go for this and use other addon, or use the addon and get other perk, but the existing option is good
The problem with all your suggestions is that you want very big rewards practically for being in chase, which again is very likely to be abusable.
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@Lixadonna said:
They made it so 3 TVs can hit a Generator. So average Survivors think they shut a TV off but still get Condemn from other TVs. Now most of my gameplay is more time reducing Condemn than doing Objective. I thought they were trying to make Condemn kills less common.
That's the point.
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@AdamZ said:
crawler mode:
self distruct bolt should be basekit bc as of rn crawler mode is just a liability aside from the range attack
tail attack:
horrendous range increase it by at least 2 meters,
tunnels:
they are alright, but there needs to be a way to tell which direction the exit is facing, has the same problem as singu had before the qol changes
turrets: they are way too overpowered, they shouldnt detetect her when she has unndetectable or at least it shouldnt give that beeping sound when she is in range while undetectable, and she should get a few second of immunity to the turrets when she breaks one, bc as of rn she cant do anything against double turret set ups.
Xenomorph is outshined by Nemesis who can't teleport across map but has two AI supportive bots that can truly change outcome of the match and on top of that insane chase power (mainly the pallet breakand range that Xeno doesn't). Xenomorph is still very strong killer, but he's just not as fun as Nemesis to me at least. Tail attack itself was slightly nerfed lately for price of more resistence towards turrets. Turrets in my game burnt me out very rarely, however the slight nerf to tail made my muscle memory cry, but he's more forgiving on missing.
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@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954779#Comment_3954779
about kicking, you kinda agreed to me, i said this is something the killers dont really like doing, because its not worth it, but we had time it was worth it, it was the three gen meta.
1- its kinda busted, but for who needs it
2-yeah i agree
3— yeah its powerfull, but its stopped by stuns and 360º
4-yeah… we dont know about vigil too right? just fair… they are the ones that should be afraid
5-its a more situational one, its bad indeed, but id love something like that for my legion/dredge
Top tier killers are killers that IN AVERAGE kill more, along with all MMR and metas… This are nurse, blight… Killer with high mobility that can ignore loops and make extremily fast downs without much agency from survivors
M1 killers are killers that can only damage you through base attacks made with mouse button 1, singularity is a M1, but he is an odd one. Plague has the red vomit
Kicking is still worth it, gives away instantly 5 % and needs minimum to be stopped. it's boring to kick gens, that's the reason.
1 - absolutely busted and completely abusable, perks like thouse have no place in 2025 DBD, I marked my m1 killers kill rates, have you checked them?
3 - 360 works only against bad killers and killer can just respect pallets or run specific perks to abuse that as much as possible.
4 - Vigil needs some tweaks indeed, but your perk idea is beyond unhealthy and unfair. Imagine you playing as survivor, someone is chased for 30s leads killer towards you and you get instadown. Sounds fair?
5 - Legion has add on that makes people broken, Dredge can still utilize the perks that trigger broken status effect. I suggested hex perk that would make anyone injured broken untill totem is cleansed.
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@brunohvs said:
Well nowadays we have a lot of perks, many of them with activation and recharge requirements. If we focus on killers, the most common requirement is hooking and kicking gens, sometimes both of them(i am looking at you poppy goes the weasel). There is a big problem with this requirements:
Gen kicking: its a time consuming action that normally either waste too much time for the bottom tier killers or doesnt really helps enough to be worth the time for top tier ones, also when its good enough to be worth, we end up getting three gen strats what hurts everyone souls.
Hooking: the biggest problem with this one is that botton tier killers take much longer to get a down and because of that they gt less hooks and thus less value from this perks.
If we link perks to no requirement and make them powerfull to help bottom tier killers, the top tier will just use'em to have pressure without doing anything. But there is somethings that bottom tier killers do and top tiers dont, that we could use as requirements
Chase time: bottom tier killers have long chases, while top one have very short ones, so if we tie long chase times to powerfull perks we can give back some power to the bottom tier and if some nurse try to use it, they will have to intentionably make longer chases.
Let me give some example and ideas of perks like this:
1-While in chase this perks gains a token for each second in the chase and loses 1 token for every 2 seconds out of chase. While this perk has tokens it is active. While active, whenever a survivor loses a health state, expend all of this perk tokens and remove an amount of repaired charges from the most repaired gen equal to the amount of tokens expent.
*This perk would mean that if a weak killer takes 30 s to get a damage in the survivor, it will take at that moment 30 charges from the most repaired gen, normally each survivor aplies one per second, ehat means that he will be chasing one surv and will extinguish the work of other one during that time, allowing him to have half the pressure of the team already. This also rewards survivors for winning chases, since if they lose the killer without being hit, he will lose the tokens
2-While in chase this perk gain a token every 5 s, losing all of them over 15 seconds without being in a chase (max 4 tokens). For each token, gain extra 5(at max 20) meters and extra 3%(at max 12%)m to your terror radius size, additionally, gens being repaired in your terror radius are repaired with 4%(at max 16%) less speed and gens not being repaired lose repair progress in 10%(at max 40%) normal repair speed.
*This basically helps the killer slow down the map at long chases, giving a debuff to speed and regressing generators slowly, also if the team tries to help with flashs and body blocking, the killer that cant really teleport though everyone like nurse, will be able to at least use this to regress the generator they left unfinished, allowing him to be almost as powerfull in situations like this as an average top killer, the top killer because he ignores it, and the bottom killer because he pressures the map while he braces through it.
3- While in chase, gains one token every second in chase. Missing an attack makes you lose all tokens and being stunned makes you lose 30% of tokens. If you are not in a chase, lose all tokens. For each token, gain 1% haste.
*not much explanation needed, a-train trapper
4- While in chase this perks charges for 30 s, when charged it activates fortifying the killer(fortify new status: M1 hits puts survivors into dying state directly almost like exposed, but this one the survivors need to guess if its there or not). If the killer down someone or gets stunned, this perk and its effects deactivate.
*More lethality to m1 killers, also brings some joy to my eyes a perk that for once, the survivors are the ones that have to guess if its active or not, mostly ones like this are totem ones that are shown when first used and then the survviors know they are still there.
5- While in chase this perks gains a token for each 2 seconds in the chase and loses 1 token for every 2 seconds out of chase. While this perk has tokens it is active. While active, whenever a survivor loses a health state, expend all of this perk tokens and apply broken to all other injured survivors for 1s for each token expent in the activation.
*Great for killers that can apply many injures but suffer to get a down, principally against heallin
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If there where perks like these, that reward killers for different interactions, it would make different styles of killers be more efficiente and appear moreDisagree on both, kicking gens is unpopular among killers and mostly they will bring perks like corrupt, deadlock, pain res, dms etc. Rarely u see killers kicking gens with pop. Second, don't know what low tier killers mean in your opinion, but let me tell you my kill rates on killers I consider you think are low tier.
Trapper - 70 %
Pig - 77 %
Legion - 67 %
Sadako - 81 %
Dredge - 67 %
Skull merchant - 65 %
Clown - 60 %
Chucky - 72 %
Shape - 40 %
Ghostaface - 50 %
Doctor - 69 %
Just to make it clear I'm not fan of tunnel and slug so I win less games that I potentionaly could, on top of that I'm hatch giver to nice player.
Now to the perks…
Perk 1 is completely busted, would be immidiately top pick perk and on top of that I can see myself purposely prolong chase to constantly get rid of gen progress. Btw 30s chase isn't good from survivor side. Each chase take less and less as less resources exist and map becomes smaller with done generators.
Perk 2 idea sounds better, sort of killer version of quick gambit. This version is not as good with the TR, would make it so while in chase survivor get 10 % speed debuff. The second part should be different perk as it's effect would be too good for a second part of a perk, for example, while in chase all generators not been worked on regress at normal regression speed.
Ok… perk 3 is the most busted so far here, for 10s in a chase you get untill hit effect of furtive chase? Damn, that would be worse than old -10 hindred + 10 haste Skull Merchant, on top of that there are several haste perks you can use effectively in chase - game afoot, play with your food, battery included… what will be the cap? Because if chase takes 60s, theoretically, will you move at 175 % speed? This is the most busted perk idea I've ever seen. :D
Perk 4 again, completely busted… you purposely chase for 30s which is not that long really and purposely instadown without survivor even knowing? Yikes.
Perk 5 seems terrible. Forced penance in baby version. Would be in bottom of pick rate with perks like Shaking Thunder. :D
Now the other question what is M1 killer? Is it killer that needs two hits to down or killer that can't down you without M1? Because at this point strong killers like Singularity or Plague would be also M1 killer.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954600#Comment_3954600
That could work but it seems very tricky. Idk that I'd want to affect what perks they want to bring that strongly.
I don't trust that can work either. Look at go next prevention which was expected to do some analysis of what survivor is doing through the match and instead it seemed to be some sort of time limitation that you need to spend in game otherwise you got banned (etc. if you die in 4mins, u get banned)
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954595#Comment_3954595
They were adjusted because they were oppressive before being strong AND readily available, denying singu his power too often. Now they are strong and reasonably available. EMPs are fine, they just need to be used in a more efficient and conservative manner with some coordination to deny singularity his power at good times for maximum impact to his chase ability or to disrupt his ability to guard gens.
Alot of people just dont grasp how to use them well, while teams that do can be really oppressive to a good singularity disrupting much of his power throughout the game. Because thats what the killer items are supposed to do, disrupt, and buy time, not deny the killer everything constantly, which is what survivors want.
I still get plenty of teams that make EMPs hell for me because they know what they are doing.
He has one of the best, accessible and most interactive built in counter play of any killer for survivors
Again. That's not the point. It's ok that he is strong, no one wants his direct power to be weakend. Problem is that it can be used in some unhealthy gameplay that is boring for both sides and were adjusted on any other killer but Singularity. There are plenty ways to win every game as Singularity with most teams not having much to do.
- He's extremely good at slugging (slugs spread slipstream further), paired with some add ons you have slugger that can down people while teleporting across map in no time.
- He's too good at holding three gens (if you set two biopods in just enough distance from the gen, they will need minimum two EMPs to buy them 40s to work on that specific gens in the most coordinated scenario, this is only not viable on Midwich.
- He's insanely good at holding gates down, in 4v1 scenario. With remember me, terminus and no way out, you just won't escape, comp people played against that strategy and struggled. There is another build that grants 100 % winrate that I won't even name.
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@jdfghvbcstr said:
Title. Him being 4.6 and moving at 4.4 with power is such nonsense. he is just a powercreep of huntress, she moves 4.4 without power, 3.08 (!) when winding up, and 3.74 when she is ready to shoot. Springtrap should have speed lower to that of huntress, considering he has one of the best teleports in the game for insane mobility either way
Springtrap has limited unforgivable chase power. Not sure he needs any nerfs really, apart from some add ons.
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@TheGoon224 said:
that’s the whole question, axe grabs are so damn satisfying to hit to where I just wanna know. How do I make it more consistent because it’s too damn satisfying :)
Defienetly follow survivor in straight line, because running in straight line is the only possible way to counter grab, because unlike Huntress Spingtrap is faster while aiming, faster in cooldown and turns into 115 % so even more speed. Theoretically you can run perks that hindres, but a lot of them only works on basic attacks.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954449#Comment_3954449
The hell are you talking about? There's literally nothing you can do because it takes like half a second or less for the thing to lock onto you.
And keep in mind, if you completely throw the chase just trying to miraculously avoid the pod camera or completely leaving the tile, not only are you just giving singularity a free M1 hit, but he can just put down yet another camera to slipstream with you.
No, this isn't a "skill issue" on my part, this is overall broken killer design.
I think he meant that you can stay close to window so he tps on place, but at this point he can just m1 you for free. Best scenario you can do against him is to predrop pallets so he brute forced through them and that's it. As I said, I don't mind him being oppressive at chase, but him being able to be oppressive at chase, hold down gens and hold gates with his pods is bit too much. Question is what to do about it, whether revert change that emp disable biopod instead of destroy it or at least give emp back bigged AOE. I literally can playce biopod in middle house at dead dawg and reach half of map and they can't do much about it. If they go there to emp, i have another placed biopods that can't be disabled in the same AOE and can just pressure eveyrything from everywhere at any time.
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@[Deleted User] said:
Something that I thought of quite some time now.
When you play solo q and you are dying anything other than last, why can't you see the killer build in the postgame lobby? Sometimes stuff happens and you want to check what the perk or addon was.
You basically would have to wait the whole rest of the game while you as a solo player certainly cannot tell anyone in this round the perks and/or addons of the killer as there is no ingame voice chat. Which is the basic idea of hiding them, I get that.
But a solo player is exactly that: solo.
So the suggestion: Make killer builds in solo q visible for the player who already died so they can check and just play their next round. Thank you. :)
I was thinking about it, but seeing killers in lobby, killer perks etc. would just cause people to consta leave lobby. Can't imagine a single mentaly healthy person that would go against Nurse with 4 slowdowns rather than leave and go different lobby.
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@Tormenter78 said:
What hope do you have versus a killer who is like 3 in 1. most op killer since skull merchant.
I think he's decently strong in right hands but very far away from being any close to OP. I'd say he's like low A or high B = alien/nemesis lvl. However if you are not good with him you will struggle a lot, similiar to Twins when you miss Victor across map and have to go there now.
Edit: I stated elsewhere that I'd understand arguments that he's not as fun to play against (for me to play neither), his free hits from doors if the panel isn't touching your face and massive zoning is just nothing very enjoyable. And being able to go through the doors as survivor is practically the only fun interaction when you load into Springtrap match.
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@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953976#Comment_3953976
You straight up don't have any knowledge about the game, dont even know what this post is about and don't even know what your trying to convince someone on. Plus how do you know if im high MMR or not? Look at my stats if you want, will be surprised:
https://us.v-cdn.net/6030815/uploads/1V5I6UN8QJ3U/image.png
I have 400h in the game and im winning more than the average.
Well, that means that statistically you kill 2,5 survivor every game, where's the problem? I'm og killer player with 2,5k hrs and my kill rate is 73 % (bit higher in reality as I give hatch quite often and sometimes when they give up I become friendly). :D
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@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954272#Comment_3954272
Well if we removed Camping, Tunneling, Slugging completely to the point you can't slug anymore then how are Killers supposed to be able to win or at least get a Kill if games goes by in 2mins. Sabo Squads, Flashlight Squads, SWFs are already difficult to handle as they are so if Slugging is removed from the game then how we counter these play styles. How is the Killer supposed to Keep up with out tunneling. How is the killer supposed to Secure a Kill when there is nothing else they can do. Not all Killers should have the same difficulty on handling Against. If we nerfed every killer into the ground then Killer Mains will leave making Survivor Q times go up forcing Survivor mains to play Killer just to get a game going.
Reworking Objective for survivors would make playing Survivor more interactive and Killer more playable.
The game is not as it was when it first came out and mechanics are becoming outdated. Reworking Gens would make games Long meaning more blood points per Game. More interactions with the Killer and will remove the Just Sit on Gens doing Nothing
Losing gens early is pretty common and in favor of the killer. You simply can't defend 7 gens. With less gens remaining and resources used the game becomes slower and harder, map to patrol smaller. I play killer since 2018 and I think that currently killers have the best time from term of fun and balance. It happens a lot that i get first hook with three or two gens remaining and still 4k without tunneling and slugging. Healing, going for saves, doing the last gens is the longest slowdown of the match + there is EGC where killers can still turn loss into win and it's not as rare. And if you struggle towards end, getting someone out of game is pretty common too.
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@Skeleton23 said:
The more I'm playing this patch the more I realize how long Gens take to do. Gens Fly like paper if it's near a fan. I know players are cracking Gens because of Missions but how are Killers supposed to win against this type of playstyle.
Even if ur pressuring Gens they still get down for how long it takes to do them.
Killer is beginning to be unplayable and if the Anti Camp, Anti Tunneling and Anti Slugging is what I think it is this is gonna make Killer miserable to play.
I know I'm probably over reacting but I feel that Gens need a massive rework for the new changes coming up
There's already this thread.
Facts:
→ Gens been nerfed in the last 2 years muliple times, arguaby buffed too when people liked to play one game for 40mins
→ New killers are less and less fun to go against therefore not much incentive to mess around (namely Ghoul, Knight, Skull Merchant, Chucky, Springtrap, new Sadako, buffed Nemesis with finally working AI, Hag, Twins,, Trickster…
→ Everyone wants to win (genrush, tunnel,…)
→ Every match is completely different and negates options of overall stable balance (map, map rng, killer perks, survivor perks, tiles spawn, gens spawn, lvl of killer player, lvl of survivor player, soloq vs swf…
→ Game mechanics that came into game or were in the game are gone or outdated
→ Maps become more balanced (smaller, worse loops, less chained between others etc.) so time to run out of resources is way faster
So maybe offer any opinions?
For example mine was to spawn chests with generator components to be attached to start repairing for price of pretty much deteting regression and blocking perks.
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@Skillfulstone said:
Pentimento shouldn't have been gutted in the first place.
I understand it was rough on newcomers (and BHVR knew that with the FNAF chapter, a wave of newcomers would arrive and they had to do what they could to keep some of those newcomers) but the nerf was way too harsh.
20% only on the first rekindled totem, with only a measly +3% per extra totems, is a complete waste when Survivors don't even have to really look for it.
Dying Light and Thana (depending on the Killer) are arguably better gen-debuffs since even if their debuffs are lower, it will be active almost all the time. Especially since they don't require another perk to even work.
I'm not sure about it being bad when it's fully stacked thana value for 0.2s interaction at totem. Thana doesn't affect healing, penti does. On op of that it's a passive slowdown too as totems need to be searched and cleansed for the effect to come off. It's biggest issue always was that 1 totem did it all. No one cared about healing that was just bonus but recovery and opening was never a thing. No one played penti for 5 totems out throwing game fr memeing. It was always about keeping one totem lit at time and it melted solo qs especially when paired with plaything, wretched fate etc, darkness, two can play…
Edit: Dying light is a meh perk as it's most strenght comes in the endgame where you practically already won, mostly affecting only one player as obesession is not only immune but it boosts her healing speed.
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@TonyHasToes said:
With all the generator perks such as hyperfocus and stakeout being so potent there really isn't much to do against certain loadouts aside from slugging. Survivors are unchecked by comparison to killers. Killers have received massive nerfs with no comparable such nerf to survivor known OP perks.
Killers are getting buffs via last 3 years, huge buffs. Overall killer role as well as particular killers. Maybe you can share some examples so it's more clear where's the problem coming from?
I'll stick to gens as you mentioned gens, in last two years gens got those changes:
→ Take 10s longer than they used to (80s→90s)
→ Damaging generator cause immidiate progress loss (0 % → 5 %) 40 % max by only kicks per gen
→ Generator needs minimum repair to stop the regression (previously survivors tapped gens mid chase)
→ Gens can take 8 regression events (exceptions are perk that don't give away immidiate progress - ruin, oppression…)
→ Multiple slowdown perks been added over last years, us og killers had ruin and pop and that was it. Now we have corrupt, pain res, by me so hated dms, grim, surge, eruption, call of brine, pentimento…
→ In recent patch spawn logic was changed, meaning that early gen or gens will be faster but overall spread of progress between particular gens will be much smaller and survivor are more likely to 3-gen themselves = best late game killer scenario
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954156#Comment_3954156
I would just put a cooldown period of 10-15 seconds where a freshly-placed pod must wait before it can infect a survivor.
This is not good idea as it would pretty hurt mid chase. I just feel that pod tag range and proximity range should be adjusted so Singu can still pressure gens while not having three pods at each of close gens that are 20m from gen and each other meaning that to do that gen survivors need 6 emps without interuption.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954080#Comment_3954080
Okay.. disable all relevant pods and THEN carry an EMP in hand always?
So… let's say we spend 5 seconds collecting an EMP ready to go, then spend 30 seconds printing the next one. Once that's ready, we take 10 seconds to run to the gen we want to do, disable the pods. Then we spend 10 seconds running back to the printer, and about another 12 seconds to run back with the other EMP.
We tap the gen for 3 seconds, and in the best case of all scenarios, Singularity has only begun to chase us now. He shoots a new pod near us, instantly tags us with slipstream. We use EMP, get rid of our slipstream and disable that pod. He puts down another pod and again instantly tags us with slipstream ….
So basically we've wasted like 52 seconds for nothing.
Yes, that's why I'm saying that pods near gens should be more restricted or the emps overall should be mroe effective. You need 3 EMPS to do a single gen solo without any interuption by the killer which is mostly unlikely.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953773#Comment_3953773
Yea, but what you do (Which also it's your entire fault if you get three genned anyway, but still winnable) is disable all relevant pods and carry an emp in hand always, when he sees you through a disabled pod then bait him to constantly come and kick the gen. If you're all doing that, he can't overcommit to a chase and will constantly be looking through disabled pods to get feedback while manually traveling across the map. I've done this and have had this done against me.
You bait and bait, if he chases he would need to place down a pod to tag you as the others should be disabled, so the emp in your hand is then used to remove splipstream when you so choose so he has to tag you again. It takes cooperation from Survs and understanding his power and what it can and cannot do, where to loop. Again, it just seems that the people who take issue with him, are people who really don't know how to play him.
I give up. You opinion is your opinion. There are people that think that Pig is D tier, so I let people keep their minds.
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@rvzrvzrvz said:
yeah so I checked it's confirmed nightlight treats survivors abandoning the match as an escape when we know it isn’t, sample size is way too low anyway, more nothingburger… my bad you can't criticize the great otz
There's plenty of friendly killers, AFK killers etc. I don't think that kill rates can be taken too seriously.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953924#Comment_3953924
I don't really believe them, tbh. It's not really possible to take away someone giving up on first hook in 30% of matches and have the kill rate stay the same.
It wasn't their stats but NighLight's, just to make it clear. I think that when they kill-switched the go next system, survivor kept throwing untill they can.
Edit: Most of games where people gave up ended and will end in loss anyway, so I'm not surprise in that specific stat.
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@rvzrvzrvz said:
What's wrong then, I played clown and wraith game earlier and yes it was miserable only got 2k, but it's not like m1 killer were good before update right ?
if you care about the minor botany buff you can go Plague, completely destroy all heal perks and medkits
I don't think it's the healing perks. I as killer see on 99 % of survivors this set up 1. exhasution perk, 2. antitunnel or antislug, 3. windows or resilince, 4. iron will, deja vu,…
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@rvzrvzrvz said:
Is killrate dropping yes or no ? it's dropping according to Otz but I don't trust him, he's already crying for killer buffs
Kill rate dropped because system doesn't track abandons. BHVR stated that the kill rate hasn't changed.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953780#Comment_3953780
But is slamming out the first gen you see in the furthest corner of the map worth it in the long run? Probably not….
Congrats, you just 3gened yourself in record time!
That's my point too. If survivors rush close gens early, they pretty much lower the size of map for themselves.
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@SoGo said:
I think the reason is the new healing meta.
Botany being the tipping point, with a ton of perk changes like Sloppy Butcher nerfs and Resurgence buff culminating into this.
I'm confused a bit on that one. Every era of DBD had it's healing meta (COH, Strenght in shadow, We'll Make It) etc. Resurgence from my pov is fine as it lowers the odds of being tunneled. I feel that Do No Harm is a strange one and someone explain me, is there still cap of 200 % max heal that can't be exceed? Meaning that two stacks of do no hard and we'll make it makes max healing value?
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@Memesis said:
After playing tons of back-to-back matches against ghoul I can no longer fathom how the devs felt it would be fair or necessary to give the ghoul the free hit mechanic.
Why doesn't the hit scan attack just give the 3rd leap charge without injuring the survivor? Ghoul has, I would argue, perhaps the best mobility of any killer including teleporting killers. This mobility power (without the free hit scan attack) can be used to get hits at and in-between loops. You can use this power to vault pallets and windows faster than Wesker, leap to cut-off resources similar to wraith, and quickly leap to mindgame shack for example.
Ghoul does NOT need a mechanic that grants him a free first hit. He is powerful enough with the rest of his kit to use his power to get hits.
My opinion was different when ghoul released because I did not see the potential of his mobility as a chase tool. At least I can admit when I'm wrong.
Being forced to be constantly injured against ghoul takes what would be an exhilarating and fun killer to face and throws that balance completely out the window. Honestly, I think it's pretty fun to loop as and against ghoul with his leaps as a chase tool, but the experience is soured when you only get to do that for one health state.
If you think Ghoul needs a free hit, you are a scrub crutching on a flawed design.
There is a big issue of killers been having free injuries on the one hand and survivors able to heal in few seconds on the other hand. FE. against Ghoul it's always better to heal, against Legion, never unless he has thana or someone goes for save.
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@TimberGoingDown said:
It's absolutely the spawn logic. The first two gens get destroyed in the first minute of the match, leaving the killer behind the 8 ball for the entire match. That and heals are so fast these days. I injure someone, they're healed and back on gens within 20 seconds. Hit and Run is dead, and things like Sloppy Butcher don't help.
You have to commit to chases and get fast downs, or else all of the time you spent getting the first injure is undone in about 10 seconds. Only a handful of killers can really do this, and even then it's a struggle.
I agree that altruistic heals become pretty fast, mainly to perks like Do no harm and desperate measures, while self heal is still pretty bad.
Edit: To healing, just saying that there was always healing meta that shifted. When medkits been nerfed a lot of survivors ran autodidact, bottany, COH. Now you mostly see Do no harm or We'll make it.
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@Memesis said:
I am getting a ton of value out of Prove Thyself thanks to the spawn rule changes. The first 2 gens get absolutely cranked if the killer chases the first person he sees rather than check the gens near the spawn.
Losing 1-2 gens early is pretty common. At this point you most likely do close gens which will make the game significantly harder later.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953365#Comment_3953365
Have you played him? A lot of what your issue is, is typical when players don't know what to do, but if you played as him, you'd quickly see how Survs avoid everything you listed above and just reduce him to an M1 Killer. Since I've mained him, when I face him in SoloQ, I always know what to do and how to loop or bait.
Whats is so hard about understand my post? You as singularity go for three gen, put two biopods there while range of EMP won't be able to disable both and you will constantly pushing people from those gens with massive passive slowdown and across maps, pair that with DMS and perks like surge and you can't lose as killer, it's impossible. Same with gates you put biopod on one side, second biopod on other side, so they again need two emps, you tag someone, tp there and either replace biopods or down someone, pair that with remember me and terminus and again you can't lose in that scenario, not even saying that gates can spawn in same corner, which is just a bonus because Sing is macro killer.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953375#Comment_3953375
reworked is a strong word, more like sidegraded.
it got way more consistent for both parties and the duration is just right for singularity to run out of overclock before hitting the survivor so they can stun him or vault and force another TP.
people think he got stronger because they read about haste buff but dont understand anything about singu's chase timings to realize the corresponding nerf gave them more counterplay than they had because singularity always plays with the minimal duration compared to previous iteration.
not even to mention that old singu was just playing with 5% haste addon 24/7, literally nobody used anything else, it was unironically basekit for him at that point and it was genuinely so much more oppressive with bigger haste and duration.
Him having overlocked for each survivor slipstreamed was a stated bug. He now has stronger 1v1 than he used to because his based overlocked duration was buffed by almost 2s, while him having all 4 survivors being slipstreamed won't give him 4x base duration.
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@XtremeDBD_YT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953345#Comment_3953345
He had his overclock reworked, he gets killer instinct when tagging someone for a small amount of info if they instantly clear slipstream, Reduced Biopod deactivation time, emp range reduction. The whole point of a buff is to make something easier. There were alot of QOL changes like the sfx when you can teleport, auto aim on pods, but these are buffs to his kit, not QOL's. He struggles alot against altruistic play, and thats why you always carry an emp and help someone out if you can.
Which makes no difference because on top of two people not doing gens you can retag someone pretty easily. So what's the point here? Why you desperately try to force him being not top tier?
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@XtremeDBD_YT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953162#Comment_3953162
... no, just no dude. He really is not as strong as you think. If hes so strong, why was he buffed last year? He plays like any other killer, the other 3 survivors can do gens freely while one actually gets chased and doesn't last long since its a chase power. He sits at a similar strength level to Vecna post buffs, both not top 5, but top 10.
He got QOL to be easier to play, not really to be stronger.
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@idi_007 said:
Good morning. I've played the game since 2018, watch Dbd content creators [with 10.000 hours] on a daily basis (JRM, Ayrun, Hens333, Otzdarva, Tatariu, D3AD PLAYS) and I like both roles, killer and survivor, equally, which is why I never grow tired of playing it over these years, so, no, I'm not a killer main. However, there are issues regarding the health of Dead by Daylight, regarding both survivor and killer sides, but today I want to focus on one specific character: The Legion. But before that, I want to show why this killer deserves more attention and reworks.
Legion is one of the most played killers (partly because of their low skill ceiling, but mostly because they're fun to play as) in the game, coming in 5th place between all killers and in 2nd place between non-licensed ones, according to the site Nightlight.com, and is the character with the most skins, proving that they're a very important part of the videogame and gets a lot of dedication towards that part of the design. But, despite all of that effort put in making those skins and inciting players to play them, they're still a D tier killer which very little going for them against good survivors. They might be good against a group of survivors that doesn't play well, but that's only because of childish hate towards the Legion, since most of the players either give up or don't know how and don't want to know how to counter them. So, my proposal is to buff their basekit in order to make them more competitive at a higher level and make them more fun to play as and more rewarding to outplay against. That's why I propose three types of changes, including smaller patches, intermediate ones and more extensive modifications: Fundamental, Medium and Extensive changes. If you want to know how to counter the Legion, be aware that they have several counters to their ability, all of which are super simple to do, including as follows: Baiting the killer to miss their attack (by going into a locker, running into them to mess with their POV, vaulting after they just vaulted a window or a pallet, aka, window tech or using exhaustion perks); Pre-running to prevent being inside Legion's reach (this will allow the survivors to stay healthy and counter Legion's way of downing a player using their power); Stunning the killer out of their ability (whether it's by a pallet stun, Head-On or blinding the killer); Using any exhaustion perk to gain distance from the them (Right now, Legion moves at 5.2 m/s, while most exhaustion perks make survivors move at 6 m/s, meaning the player actually gains distance from the killer); Preventing the vault by vaulting back and forth the survivors themselves (This prevents, for instance, the usage of the addon Iridescent Button for breaking pallets); Bodyblocking for a non hit survivor. For more Legion's counters, please watch the following video by Otzdarva:
There are also more videos about countering Legion, like these ones from the most skilled Legion main, Tatariu:
• Fundamental changes:
* Increase Legion's movement speed while using their power from 5.2 m/s to 6 m/s. Making Legion's base movement speed while using their power 6 m/s will allow you to use their ability more variously, for instance using their power to close the distance with a survivor after breaking a pallet, pressuring a generator on the other side of the map and, the most important reason, to be able to chain hits more consistently, which is a good thing for the game, since it encourages Legion's mains to bother multiple players instead of focusing on one specific survivor and killing them as fast as possible (aka tunneling). Although this might sound strong, I need to remind you that Legion has the slowest killer ability among killers that can boost their speed, with lots of other characters boasting faster movement velocity while using their power (Vecna: 8 m/s; Oni: 8.3 m/s; Blight: 9.2 m/s; Chucky: 10 m/s; Hillbilly: 10-12 m/s; Wesker: 14 m/s; Kaneki 15 m/s and many others)
PS: If there're complaints from survivor mains about the higher consistency of hitting feral downs, let me bring up that, if you and your teammates are giving the Legion consecutive hits even though there are several ways to counter them, maybe you must think back to yourself that maybe it's a skill issue.
* Every action performed by The Legion during Feral frenzy (vaulting, kicking generators, opening lockers, closing the hatch, interacting with the gliff, snuffling boons and opening gates) should stop their power's gauge. Legion's ability has a very short duration, which is why is very important for them to use their time with caution and that's why this change is something a lot of Legion mains yearn for. If the power gauge were to stop during evey animation they do, they'd be able to multitask (kick a generator while chasing a survivor and still be able to get the hit, for example) and it wouldn't feel so punishing doing the objectives of the game while using their ability.
* During Feral frenzy, Legion can see scratch marks and pools of blood. Allowing Legion to see where the survivor went, specially if it's the first hit and they can't see the killer's instinct, will make playing them more smooth and won't shoulder such a burden whenever the player is using their power. For the sake of understanding, The Lich has the ability to "Fly" in which he moves at 8 m/s (faster than Legion, even after the buff), can go through pallets and windows really quickly (just like Legion), doesn't have the drawback of not being able to see scratch marks and pools of blood and isn't even his full scope of abilities, so why should Legion have that downside? If they're gonna have that disadvantage, at least give them an upper hand at the same level (fox example, The Spirit has the same drawback as Legion while using the Mother-Daughter Ring, but she can move at 7.04 m/s. The argument that she can't see survivors is flawed because survivors can't see her either). These changes are mandatory and of extremely importance to Legion's QOL gameplay. The following modifications are just as necessary, but less urgent, so they can be put on hold after Legion gets the attention they deserve. Some arguments that I had in my previous post were that Legion doesn't need scratch marks, since they have killer detection, but I say they're wrong, since this one argument doesn't apply to other killers that also have killer instinct and can speed up - like: Wesker, Vecna, Spirit and Kaneki (with a certain addon) and Chucky - so why should it apply to Legion?
• Medium changes:
* Remove the black blur of the screen during the fatigue of the Feral frenzy. During the fatigue of Feral frenzy, Legion has their camera severely obstructed by a black blur, which is worse than Nurse's and Blight's (Legion's drawback is worse than the top 1 and top 2 killers in Dead by Daylight, without any positive rewards for it). This affects the killer's ability to concentrate on various parts of the screen at the same time because it prevents you from seeing what's happening on that part of the screen (PC and mobile players have it worse, since their screen are smaller than console players). Moreover, this disadvantage doesn't come with a benefit worthy of its effect, unlike Nurse or Blight who can, respectively, blink through objects and run really fast for a long period of time.
* Remove the pitch lock of the screen during the fatigue of Feral frenzy. Just like the black blur on the screen during the cooldown, Legion's camera is prevented from moving up or downwards, which is also a disability, since looking up or down is a major thing, specially in double floors, so being able to do so while wait for the fatigue to end is a timesaver.
* Picking up a survivor shouldn't deplete the power's gauge. Depleting the whole power gauge when performing a pickup action means, right now, that the killer will have to wait 15 seconds, minus the time taken to hook the survivor, to use their power again, which can be critical at some occasions: Getting flashlight/pallet stunned after picking up and not being able to punish the survivors is the worst case; Hooking a player within less than 5 seconds and having to wait another 10 seconds is really punishing for a killer who doesn't have a lot of mobility without their ability.
* Undetectable shouldn't affect the killer instinct detection. Because of this detail, Legion can't use undetectable perks properly, since it hinders their ability to detect a survivor's heart beat. If this is changed, it'll open a lot of possibilities for builds you can use with them.
• Extensive changes:
* Every time Legion hits a survivor during Feral frenzy, their cooldown and fatigue duration after canceling their power decreases by 1 and 0.1 seconds, respectively. This modification is not mandatory, but it encourages Legion's players to go after multiple hits and not just focus on one survivor. Also, it encourages the killers to hit as much survivors as they can, trying to achieve the 5th feral hit. Also, it wouldn't make their power more oppressive, it'd only make the killer feel smoother to play, since, if you get the 5th hit, you will probably hook the downed survivor, so having to wait only 2 seconds is nicer.
* Increase Legion's fatigue speed from 2.3 m/s to 3 m/s. The greatest weakness of Legion is their inability to chase survivors with their power. While The Ghoul has a walking speed of 3.68 m/s and can easily get on top of a survivor in a chase, even holding them in place while he vaults over a pallet or a window, Legion doesn't have the same ability, so making his fatigue movement speed close to Kaneki seems only fair.
* Increase the vaulting speed from 0.9 to 0.5 seconds. Legion's power was unique when they came to Dead by Daylight, the ability to vault windows faster and vault pallets was unprecedented. However, in 2025, this power is not solely theirs, since there are other characters who can also do that (like The Mastermind, The Ghoul and The Good Guy), so it's only natural that this characteristic of Legion's power should be better than everyone else's, since it was the pioneer. Legion's power is not strong, so this change will make them a lot more threatening in chase as well. Also, remove the exploit that makes survivors get hit whenever they pass through a window while these killers are vaulting: Chucky, Wesker and Kaneki. It's only fair that a survivor would try to outplay the killer by any means (in this case, window teching) and this mechanic prevents this. Also, if Legion doesn't have that exploit, no one else should.
* Feral vaults counts as normal killer vaults and, hence, get influenced by vaulting perks. The majority of META (Most Effective Tactical Available) perks revolves around gen slow down perks, so why make other perks not work when the killer is in their power? I understand that Chucky, Kaneki and Wesker are strong killers, so making them stronger would be bad, but what about Legion? Make so that their power vault counts as a normal one and trigger perks that influence the vaulting speed like Superior Anatomy, Bamboozle, Dark Arrogance, Fire Up and a lot of others. Also, make so that Unbound triggers whenever Legion vaults a pallet or a window, just like Wesker.
* Decrease Legion's cooldown from 15 to 10 seconds. I'm very well aware that Legion just got a buff, but if I'm being honest, this buff isn't enough, not when there are killers * cof cof * (Chucky) * cof cof*, that have a 10 second cooldown power (faster than Legion) that can go under pallets and through windows quickly (just like Legion) and right afterwards down the chased survivor (Legion, but only after hitting 5 consecutive hits in Feral frenzy) or when there is a killer *cof cof * (Kaneki) * cof cof * who can move at 15 m/s after grabbing onto an object up to three times and has his power back after a 7.5 seconds of cooldown. Legion's buff? Not even close enough. To prevent the usage of the addon Scratched Ruler and have a 5 second cooldown power, nerf this addon to decrease 2.5 seconds instead of 5.
* Change Smiley Face Pin's effect. Make it so that this addon has a bigger impact on Legion's power, since Blindness is not very good. My idea for a new effect, based on the rarity of the addon, is to reduce the cooldown after hitting a Feral slash and show the distance of the lunge during Feral frenzy. This effect is not very good, since the cooldown is already short, but it's better than what it is now and it serves like a training wheels for inexperienced players.
* Change Etched Ruler's effect. Same as Smiley Pin, this addon isn't very impactful, so instead of the 60 seconds of Obliviousness, make so that this addon increases the vaulting speed from 0.5 seconds to 0.4 during Feral frenzy. This will not only make some room for fun builds of perks, but it'll help newer survivors who often don't like the Oblivious effect.
* Change Mural Sketch's effect. After the Legion's buff, this addon felt mediocre, since it'd only gain 0.08m/s of speed boost per hit. So, my idea is that this addon affects players during chase, like, survivors that are in the mend state have a slower vaulting speed (maybe 1.5% slower) until they mend themselves. This will help Legion in chase and make them more threatening.
* Change Defaced Smiley Pin's effect. Its effect is pointless, since the Mangled debuff only works if you're healing, but, against Legion, you should practically NEVER heal, since they can injure you again and that's it, they're a normal M1 killer. In order to address that, its effect should be something in the lines of receiving an Undetectable status and their breathing is now completely silent after hitting a Feral slash. This will make room for fun Undetectable builds and force survivors to have a good coordination to prevent consecutive hits and, consequently, the 5th hit down. Quick reminder that Legion will not be more oppressive with this addon, since all of their counters will still exist.
* Change Never-Sleep Pills' effect. This right now is mostly a meme addon since its drawback is worse than its buff. I still think that bringing a negative status for the killer is a good idea, but it should be more like this: Legion's base movement speed while using Feral frenzy is boosted to 6.5 m/s, but they lose 0.1 m/s after each hit (meaning they'll only gain 0.14 m/s per hit) and, at the end of Feral frenzy, their fatigue is now the original pre-buff 3 seconds and removes the reduced fatigue bonus after each successful Feral slash (the fatigue cooldown will be 3 seconds, no matter how many hits Legion gets).
* Improve Julie's Mix Tape's effect. The recharge of the power gauge is a fine outcome, but it's really restricted. To fix that, make it so that every time the killer is stunned (by any means), the power gauge is completely restored. It could also trigger whenever Legion breaks a pallet.
* Change Joey's Mix Tape's effect. It's not an exaggeration to say that Joey's mix tape is Legion's worst addon. Hemorrhage is not a strong debuff, so instead of that, its reaction could be that every survivor being revealed by the killer instinct screams every 5 seconds and interrupts their actions. Also, since it's a rare addon, it could receive the secondary addition of increasing the detection radius of Feral frenzy by 10 meters. This might sound strong, specially with impossible-to-cleanse totem builds, but that won't be the case for Legion because they don't have enough map pressure to prevent survivor to either: power through the totems or cleanse them.
* Change Stolen Sketch Book's effect. This is not a bad addon, but it's not good either. In order to make it better, it should make it so that survivors hit will a Feral slash get the Hindered status until they're fully mended and, thus, make less distance then they would be able to. I think maybe 3.5% is good enough.
* Change Stylish Sunglasses' effect. It's reaction could be that Legion doesn't need to hit a survivor to reveal their killer instinct. While it's not a strong direct result in the in-game experience, it could change the way Legion uses their power, since it could be used to find hiding survivors.
* Change The Legion's Pin's effect. It's the same problem with Defaced Smiley Pin's outcome, survivors playing against Legion should NEVER heal, so it'd be pointless to make them Broken since they wouldn't heal anyways. This addon has some gimmicks, fox example paired with Thanatophobia, but that's it, not good for a rare addon. In other to fix that, it's result could be similar to Chucky's power, where he confuses survivors with random steps during Hidey-Ho mode, but, for Legion, it could trigger random heart beats sounds all over the map when they use Feral frenzy, confusing survivors and making them unaware of Legion's presence.
* Change Susie's Mix Tape's effect. While is not the worst addon, it's power is really lacking since it was supposed to be a blue addon. So, instead of increasing the detection radius of Feral frenzy by 20 meters (since Joey's mix tape does something similar), it should be a weaker version of Frank's mix tape, giving a 10% boost in every action performed during Feral frenzy. It wouldn't count vaulting, but if you, the developers, think it wouldn't be so strong, then it could influence vaulting.
* Improve Frank's Mix Tape's effect. The boost in kicking actions' speed is good, but it should be stronger, since it's a purple addon. So, make it so that the 20 % boost is included to all activities performed during Feral frenzy, just like Susie's, but with a stronger effect (it wouldn't affect vaulting speed, only if the devs find it balanced, since the fastest vaulting speed possible, pairing this addon with the Etched Ruler one, is 3.2 seconds)
* Improve BFF's effect. This addon is not completely bad, but is very underwhelming for a super rare addon. The haste status is a nice idea, just like the gaining stacks to activate it, but it's mostly unused throughout the game. So, first, make so that Legion gains stacks for each successful hit during Feral frenzy, making it so that the first hit gains 2 stacks, the second 3, the third 4, the forth 5 and the fifth 6. When Legion gets 5 stacks and a generator is completed, they get a permanent speed boost of 1.25% movement speed (0.05 m/s). To illustrate, if the Legion charges the addon with 5 stacks before the first generator is ready, when the gen pops, they move at 4.65 m/s at base movement speed and at 6.05 m/s during Feral frenzy and the 5 stacks are consumed. When the second generator is completed and they had another 5 stacks, they move at 4.7 m/s at base movement speed and 6.1 m/s during Feral frenzy. When all of the generators are finished and the killer managed to get the 5 stacks before each completed generator (25 stacks total), they now move at 4.85 m/s at base speed and 6.25 m/s during Feral frenzy. The top speed Legion can get, using BFFs and Never-Sleep Pills, after 5 consecutive hits and after all the gens popped, is 7.45 m/s (6.5 + 5*0.05 + 5*0.14), with 3 seconds of fatigue (due to Never-Sleep Pills' results). If you think that's overpowered, remember that Kaneki can move at almost double the speed and has a 2.5 seconds fatigue cooldown throughout the entirety of the match.
* Change Stab Wounds Study's effect. For a super rare addon, its power is not very impactful on the gameplay, so I'm proposing a massive change. Make it so that it has the combined and improved effects of both Mural Sketch's and Stolen Sketch Book's effect. It'd go probably like this: Survivors put in the mend state after a Feral slash have their vaulting speed reduced by 3% until they mend and players hit with a successful Feral slash have the Hindered status of 7% until they're fully mended. This will not only make Legion's power deadly in chase, but will open their possibilities of play styles and creative ways to use their ability.
That's all of the changes that I think will help improve Legion's performance and promote them to a C tier, maybe even B tier. They won't be a strong killer, not when there are characters that can teleport through objects, but they'd be at least an average killer. Thank you for you time and for further information about Legion, check @Tatariu 's videos and ideas for this beloved killer.
PPS: For an extensive research of improvements for the both sides of the game, check the site otzdarva.com
I agree, Legion needs buffs because current Legions running iri buttons, bamboozle, cancelling powers 24/7 are not very fun to verse. Sadly base Legion is still pretty meh.
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@Contrationer said:
Playing as killer is no longer fun, im a killer main for over 4 years and in the last 2-3 weeks that i came back to the game im feeling oblidged to straight up tunnel, face camp and slug since the match starts, in the last 3 games i played, the first 3 hooks were from the same survivor, this has to end, if the anti tunneling mechanics come, all killers will leave the game, im telling u, same fate as other games, cause it makes no sense for 3 gens being already done before the first chase ends, so i suggest delaying anti tunneling update and increasing gen time from 90s to 120s, and i asked the devs to listen to feedback because this game is survivor sided, and anyone that say otherwise is because they are novice people that maybe even haven't tried killer, and A+ killers feel like B-.
https://us.v-cdn.net/6030815/uploads/A77AB92QPYR6/captura-de-pantalla-2859-29.png
1 minute after the game starts after i made a succesful legion frenzy, all healed and 2 gens done.
https://us.v-cdn.net/6030815/uploads/8LLTSVBSY55Z/captura-de-pantalla-2860-29.png
3 minutes into the match.
https://us.v-cdn.net/6030815/uploads/Q8XA7MW0CRRR/captura-de-pantalla-2861-29.png
I had to face camp in the endgame to rather get a single kill, notice that before they left, all of them were fully healed, they just weren't feeling altruistic to poor leon.
Thank you for reading <3And the balance of the game is relative because:
→ Killers have massive strenght gap (Nurse and Pig just can't perform the same way)
→ Perks have massive gap (have you heared about No Quarter perk? how it can be better pick than any other perks?)
→ Maps have massive balance gap (FE. Farms vs McMillans, Haddonfield vs Eeryie of crows)…
To make game balanced you'd need same killer on same maps against same lv survivors, everyone same perks, same RNG etc.
BTW as a killer main I'd like to see big buffs to killers while heavily nerfing slowdown perks. It will result in 4 stack slowdown and no slowdown games to be bit closer to same chance of win.
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@Tong said:
PLaying legion ? + add-on ?
Either you suck or they cheating or you're trolling. You can't tell anything about images. Also you're playing on this special mode ….
Personally, I don't do kills on this mode because I'm not a petty enough.
This is why the dev should have add match replay, but for some reason they wouldn't. It's likely 2 of them were the cheaters.They don't have to be, might be using BNP with prove, bardic, hyperfocus, toolboxes… he didnt show endscreen so it's hard to judge
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@Contrationer said:
Playing as killer is no longer fun, im a killer main for over 4 years and in the last 2-3 weeks that i came back to the game im feeling oblidged to straight up tunnel, face camp and slug since the match starts, in the last 3 games i played, the first 3 hooks were from the same survivor, this has to end, if the anti tunneling mechanics come, all killers will leave the game, im telling u, same fate as other games, cause it makes no sense for 3 gens being already done before the first chase ends, so i suggest delaying anti tunneling update and increasing gen time from 90s to 120s, and i asked the devs to listen to feedback because this game is survivor sided, and anyone that say otherwise is because they are novice people that maybe even haven't tried killer, and A+ killers feel like B-.
https://us.v-cdn.net/6030815/uploads/A77AB92QPYR6/captura-de-pantalla-2859-29.png
1 minute after the game starts after i made a succesful legion frenzy, all healed and 2 gens done.
https://us.v-cdn.net/6030815/uploads/8LLTSVBSY55Z/captura-de-pantalla-2860-29.png
3 minutes into the match.
https://us.v-cdn.net/6030815/uploads/Q8XA7MW0CRRR/captura-de-pantalla-2861-29.png
I had to face camp in the endgame to rather get a single kill, notice that before they left, all of them were fully healed, they just weren't feeling altruistic to poor leon.
Thank you for reading <3You need to realize that gen-efficiency and higher gen-progress is mainly done by the game balance overall:
→ Chases are shorter than they used to be, my longest chase was 3min 11s… since 2023 my longest chase is 2 mins 3s. It's mainly because of nerfs to the survivors basekit along with some counterplay of killers being removed (simply saying: "To win we need to genrush asap because any down or mistake is hard punish now") On top of that a lot of killers are just not fun to go against, therefore why would you chose messing around and getting chase if you rather want to do gens and escape asap and with go next prevention there will be more incentive to rush asap if you face killers you don't like and everyone hates some or other. FE: Bubba used to have 4s chanisaw, so he has to close distance on you to chainsaw you, with buffs along the last years he now chanisaw across map which really limits you on how long you will be able to hold him without all resources being gone.
→ Survivor perks got buffed, namely Vigil, Resurgence, Healing perks etc. allowing you to use mechanics more than used to (Sprint + Vigil fe.) Which again affects low tier killers but make no much difference at higher tier killers.
→ Abandon feature
→ Players just being bad. I saw multiple time people giving up when I downed two people very early in game or when killer lost two gens in first chase because he was hard commiting towards chase (again as long killer main, getting 2-3 gens done fast is not as a big deal, it's nature of the game with map to patrol becoming smaller and pressure start growing)
→ There are a lot of new or less expirienced players
→ Maps been nerfed with tiles
→ People adapt to killers running (Corrupt, Grim, DMS and mostly Pain Res), my most favorite and most win rate build is scourge build (Pain Res, Jagged Compass, Gift of Pain and Floods Of Rage - it gives you everything, slowdown, tracking, regression, infos)
Note: Stats are way lower on kill rate than ever (however this is caused by abandon feature, counting abandons as escapes for some reason)
Tip: Check your stats on BHVR account to track your succesfful build, killers etc.
I have 73 % kill rate on Twins (I used to play them in their weakest version) with perks Opression (weaker version), Call of brine (stronger version), Corrupt (same version as today) and BBQ
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@LordHeXaGoN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953162#Comment_3953162
It was never in the top three, in the top ten yes, but not in the top three. Bruh, I'll put Kaneki, Nurse and Blight in the top 3, the fourth will be the Hillbilly AND ONLY THEN maybe Singularity due to skill ceiling.
Singularity is more Fair to play against, than other's. And i have so much fun when outplay this AI. Biopods and sleapstream are not an issue, while you can print EMP, and you have a guy who runing around a map and turn them off.
This Killer have direct counterplay to its power. So definitely its skill issue.I'm ok with your opinion. Maybe you just don't face good Singularities. He's kind of twins-like. If you play him in the "chill" way, he's not as opressive while if you play him to his max potential, his insanely hard to beat. I'd say even more than Ghoul, because Ghoul has way more counterplay in looping.
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@LordHeXaGoN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953157#Comment_3953157
1st wont be an issue after 8 gen kicks. Do you know you can get rid of 3 gen before you reach 1 gen remaining point?
2nd this inst Singularity's fault. Haywire + Remember me is broken with teleporting/high mobility killers. (No way out is fine)
Why you dont want to use Emp and want nerf Singularity to the point Emp no longer needed?You got that wrong!
- 3 genning with Singularity is still insanely viable even with kick limits, because:
→ he can control those gens everywhere on map and can have too many pods very close to each other
→ he's able to create dead zones around those maps pretty fast as well as constantly using Overlock (brutal strenght, fired up, dark arrogance, superior anatomy, rapid brutality, spirit fury completely for free)
→ DMS is still a perk that even I as sometimes too temperament killer main point out to be completely busted. Blocking gen for 50s with a pocket perk is insane, it equals 50 % regression value in term of time saving = 2,5 pain res tokens multiple times per game and by far the best 3-gen perk
Trust me, he's still insane 3-gen killer.
2. But Singularity particulary can hold gates even without those perks, even in 4v1
EMPs are hot take. I defienetly don't want to nerf Singularity himself. As I said restriction to how far from each other the pods can be placed and reverting the initial EMPs range would be fine - you need 2-3 EMPs to disable pods at one gen for 40s I think it's 40s. Which is again in term of three genning massive passive slowdown. Is it clearer now?