Avatar

Elan

Elan

About

Username
Elan
Joined
Visits
2,442
Last Active

Comments

  • @XtremeDBD_YT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951965#Comment_3951965

    But they are. Its not even in their stats, but their kits are just way better than his and other killers. He is a good killer don't get me wrong. Top 5, no. Top 10, definitely. He has a big skill ceiling, maybe you just played against a good one, but the key is to also have an EMP on hand to use when you get injured. Thats the best time to clear slipstream and waste alot more of the killer's time. Often they have pods set up in favourable positions that they now have to replace and risk an objective getting touched without surveillance. Thats the counterplay, try it.

    He's top 3 for sure. The fact people are to point out his strenght is that tagging and retagging someone is pretty ez and gives you 6 perks for free and haste on top that, it allows you to delete resource pretty fast (the best scenario is to predrop pallets that SIng destroys in 0,5s). As I said above, he's not Nurse lvl, but he's Blight lv if not better because in the end Nurse can't push entire map from one place and her map mobility is defienetly not as good, she's also limited with range and fatique, neither hard hold 3 gen or gates. Blight has good map mobility but he's limited in what loops he is able to outplay and defienetly good Blight is still limited by lv of survivors that track his movement well so they reposition. And I don't think Singularity is as hard as people give him credit for, not anymore with all the aim assists, autotags and biopods being no longer destroyed when EMPd.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449384/singularity-is-ridiculously-over-tuned

    I think he is fine, but get a bit of time to protect you after using emp would be good.

    Overall its realy hard to play on it. Its realy depend on map knowlege and many things you need to think before you can play on it like top tier.
    This killer is FINE. Like at all. But nerfing him due to his power somethere is stronger than nurce's or blight's ones is ridiculous.

    I disagree, Singularity has two things that should be adressed.

    1. His insane at holding gen, even across map… 3 genning with him is pretty ez even with kick limits, EMPs take a while to be printed while reactivating pods not really not even saying that he can reset them on demand with easy.
    2. His potential to hold gates must be also revisited. Running perks like No way out and remember me makes him able to hold gates longer than the entire game, now even with Haywire being a perk.

    Solution:

    → He deserves retriction to how far away from each other the pods can be placed (similiar to drones, traps…)

    → Biopods close hanging on gates need some downside (been deativated for longer or taking longer to tag…)

  • @Zuiphrode said:

    There's literally no gameplay reason to do so other than teabagging which is toxic behavior. I'd like for teabagging to just be bannable entirely under the poor sportsmanship report reason but that'll never happen so I'll settle for this.

    Surivivors teabagging, killers noding, hitting on hook or do the "movement" above you while you are in dying state that all is in game world since ever. :D

  • @[Deleted User] said:

    Not sure to understand but I believe you point is to allow a survivor to bless one totem per game (which then become dedicated to that survivor), and which can be blessed back a maximum number of 5 times, which are accompanied with a bunch of reworks / buffs.

    The idea is interesting, but I think this is not a good idea. There is already the asymmetry of "Killer's hexes lit up instantly and need time to be destroyed, but are permanently turned off", and "survivors' boons takes ages to lit on and can be snuffed in half a second but can be reused in the game". In both cases, unless you play "Small game", survivors have to find totems by themselves.

    Putting a limit on which and number of times you can bless a totem do not really make sense. In the case where 2 totems get destroyed and the 3 other survivors already booned all totems, your perk would just become unusable.

    I believe your goal is to limit the interactions a survivor can have with his boon, and I admit you are right. Unless the killer brings Shattered hope or your teammates are stupid and break all totems, a boon is always useable in the game as long as a totem remains. And they often provide powerful effects (circle of healing / shadow steps).

    I believe it would be more interesting to have a mechanic like "Once you boon a totem, you cannot boon another one until the previous one is either snuffed or destroyed". It would add strategic play for the killer too, who will have to ask "is that boon truly a danger where it is?" and forces the survivor to think twice before blessing a totem in a empty place.

    Or you could either have a base-kit killer ability that could allow him to take advantage on boons.

    Speaking about your reworks / buffs:

    • Circle Of Healing has already been through a hard time because it allowed survivors to heal themselves very fast in a large radius, and I fear that buff would unbalance things again.
    • Dark Theory is interesting because I think this is one of the few perk I almost never saw in game. But knowing that perk is used by toxic people that want to drive the killer mad, adding vault speed to it will probably make things even worse…
    • Illumination would be basically useless because everyone already plays Window of Opportunity
    • Shadow Step feels a bit wrong because the perk already provides aura-reading immunity, which is pretty strong. Removing pool of blood would simply lead to a zoned Off the Record

    The idea is to make so every survivor with boon perks equipped can bless each totem once, surely we can talk about faster blessing… but it suppose to make boons stronger while giving them limitation.

  • @Marzipan210 said:

    Unfortunately it is kind of a natural consequence of having a killer with a power that is countered with a built in item. Either the power needs to be so strong that it makes up for having easy counter play(which it initiially wasn't) or the counterplay needs to be harder to do so that it can't just make the killer powerless at every step(which it initially did)

    and they ended up both making the power stronger to compensate for the easy counterplay and making the counterplay worse.

    Just listing some changes:

    → Decrease number of cases in trial, increase print time

    → Shorter tag basekit

    → Can now hear sounds through biopods

    → Killer instinct when slipstreamed

    → + 3% haste while overlocked

    → faster recover after exiting biopods

    → shorter immunity to slipstream

    → limit print progress so it has to be manually finished

    → survivors are now bright red when controlling biopod

    → adjust locations where biopods can be placed

    → allow autoaim when controlling biopod

    → Aim assiste to palce biopod, to teleport to slipstreamed survivors

    → Replace stuns with overheat (the red state same when being hit by pallet)

    → Increase overlocked duration by 1,5s

    → Allow to destroy biopods remotely

    → replace destroying biopods when emping them to them being disabled instead

    Those to me seems like reasonable and fair changes.

  • @BugReporterOnly said:

    He was out in the open not even obstructed by the corn and I was looking at him and he exposed me. I never got any indication I even partially tried to reveal him. I think his reveal mechanic only needs some type of rework. I'm over that he can also reveal at such a distance where we can't see him and have no counter as well.

    There is a momentum before you start reveal eventhough it's buggy + GF marks faster than it takes to reveal.

  • @austin795 said:

    Solo queue is rough—especially when compared to SWF. The biggest issue? Lack of information. SWF players have voice chat to coordinate everything. Solo players have silence.

    A simple fix: make Kindred’s aura-sharing basekit.



    Why This Helps:

    - Shows who's saving and where the killer is during a hook.

    - Greatly improves team coordination without needing voice chat.

    - Frees up a perk slot for solo players who feel forced to run info perks.

    - Doesn’t hurt killer balance—just gives solo players what SWF already shares over Discord.



    The Result:
    ✅ Fewer duplicate saves
    ✅ Smarter unhooks
    ✅ Better gen pressure
    ✅ More fair and enjoyable solo queue experience



    Kindred basekit won’t break the game—but it will fix one of the most frustrating gaps in DBD. Please consider it seriously. This one change could massively improve solo queue quality of life.

    (Also, while we're at it—MMR could definitely use attention too, or at least bring back visible ranks to give players more clarity.)

    Might agree on that one. I always feel bad for someone going second stage while I'm chasing one survivor and those two greed gens. It would be so ez to get that survivor out of game at 4-3 gens left, because his teammates do "gens before friends" strategy.

  • @Defnotmeghead said:

    Instead of potentially nerfing Singu's biopods (I mean, I can get behind pods being destroyed by EMP's rather than just disabled, even if that would only happen once exitgates are powered), a rework that has a similar enough effect to the current perk, but doesnt make it impossible against someone like Singu:

    Mainly mechanically speaking too, because thats easier to implement than a vague concept:
    Haywire:
    Whenever a survivor touches the exitgate, the OTHER exitgate gains a flat -1 charges per second at the exact same time.
    This doesnt apply if the other exitgate is at 0%(because a -99% gate would be hell) or at 100%(mainly because it would look weird for lights to turn off when the gate is already open)

    The impact it has on the basekit game, not considering perks:
    If a survivor 99's 1 gate and go prep the other gate, the other gate gets drained fully.
    If 2 survivors are on gates at the same time, neither gate will progress (because its 1 + -1 = 0 charges per second).

    The impact it has with perks considered:
    If the killer has Remember Me, the other exit gate will drain at -1 charges per second while the gate that is being touched gains less that 1 charge per second(I am assuming thats how Remember Me actually works as of now, I havent seen the numbers behind it otherwise). Meaning that the other gate will drain in 20 seconds, while you're only going to be at around 40% of your own exitgate. That also means of 2 survivors open the gates at the same time, they will actively lose progress.
    If survivors run any perks that increase the speed (lets pick Sole Survivor in a 1v1 for the easy 50% example), you will progress one gate by 1.5 charges per second, while the other drains by 1 charge per second. Meaning that if you have prepped one gate to 80%, you will end up with 1 gate opened and the other gate at 5%.
    It also means if hypothetically 2 survivors could be alive with both having Sole Survivor active, they could both touch the gates at the same time and progress it at 50% of the normal rate, because they add 1.5 charges per second but lose 1 charge per second.

    Another niche thing it does, is give the killer information if someone else is at the other gate, because lightbulbs will turn off.

    Haywire rework:

    When opening exit gates, the progress is hidden from survivor and lights flicker randomly. Any time the gate is not touched, it loses -0.25ch/s up to 50 % depletion progress.

    Pros: Will force EGC which is it primary purpose.

    Cons: Will make holding gates with specific killers less valuable (Huntress, Hag, Singularity, Blight, Twins, Trapper, Billy, Freddy, Demo, Knight, Kaneki…)

    Overall update to the gates: Gates cannot spawn within 90m from each other. (This is QOL for both sides.)

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952334#Comment_3952334

    Fair enough sorry, I'm just saying he is oppressive to go against mainly on some maps, and time and time again he is proven to be a huge issue recently with some content creators creating time wasting builds

    He's defienetly best 3-gen killer with ability to hold gates for quite soem time. I agree on that.

  • @Tipsy said:

    Background on me, I have over 4000 hours on dbd split between killer and survivor. I use to play comp dbd. I value skill expression and balance a lot.

    With that said, I absolutely loathe playing against springtrap. Springtrap is the most braindead and skill-less killer in this game by a long shot.
    Overall i dont think Springtrap is very high on the tier list, top B maybe low A.
    Okay, lets start with the core issues. Springtrap has no punishments for messing up. Springtrap can zone for free with little to no restrictions. Springtrap's power has very little ability to react.

    The biggest issues are that he hardly slows down when holding his axe and barely slows down when throwing it and doesnt slow down at all for canceling it. No slow down at all for recalling while almost all other killers have a very heavy slowdown to reload their power but instead of that springtraps gets a speed boost for missing or hitting to be able to reload for free whenever he wants. He can also pull his power and throw in less than a sec, which is similar to other killers except his power moves much faster than other killers like huntress being 5m/s slower with no charge, allowing for springtrap to be far less react-able.

    Another big issue with this killer the audio cues/visible are way to quiet or nonexistent. Huntress or slinger for example it every easy to tell, when they pull their power and their when they use their power due to audio cues. Springtrap has those but they are very quiet making them near useable.
    When throwing the axe it hard to see it making hard to tell where to dodge at range.
    Teleporting while yes had visible cue via the flashing numbers which is nice and all but the problem is the front of the doors rarely face the gen, making that visible cue useless. and the Audio cue is when he comes out of the door, which he does at full speed giving the survivors only 1s to react which is sooo dumb, specially when compared to all other killers that have teleports like that. Dredge is the closest one to the speed of springtrap but dredge doesnt have lockers at every gen and the lockers can be locked, top it off dredge has a week chase power because teleporting is his main power.

    I like how you guys tried to allow skill expression by making so you can throw up and over high wall loops but you have to realize no one and i mean no one plays like that. There is no reason to play like that since everything else is so free on this killer.

    I disagree only because Knight exists. But he might be second most frustrating killers to go against.

    Knight:

    → You basically play whole game against bots and we know how frustrating it might be, same when zombies are constantly pushing you off gens triggering dms or camping hooks by good RNG. With Knight you literally hold w against bots and while there are ways to avoid them, it's still insanely boring not even talking about the guard one, knight other way for a free hit.

    Springtrap:

    → Has one of most busted add ons ever with absolutely ridiculous rarity (guitar not being iri?, purple add on that grants you one kill every game because of constant 12s bloodwarden to every survivor within exit gate?, haste add ons that increase lunge drastically?, the 15s extra undetectable been blue?, the hard zoning while moving at almost base survivor speed while aiming, the doors touching gens, making it a free gen grab) and I can continue… Worse experience then Kaneki, sadly. And with all that even the killer is not fun to play (at least for me), it's just double iri huntress with no cooldowns that can teleport through map to get undetectable. I wish they'd do more killers like Unknown, Wesker or Houndmaster that are fairly strong while fun to play as well as are fun to verse and offer counterplay.

  • @Hello2099 said:

    Not to sound like a brocken record, as I know there has already been many complaints about these issues I have with the game. However, I feel I must discuss my displeasure with some of the features that rolled out with springtrap to hopefully add more of a push to potential fixes to them. I do want to say, I know the reason why these features are in the game, but they do not fix the underlying issues.

    First thing first, and my biggest issue, the new 4% mechanic. I understand this is an attempt to stop survivors from dying on hook just to leave the match early. This, actually was a mechanic I thought was healthy for the game. That was until the rollout and seeing the little thought that was put into the new 4% mechanic. The old mechanic add interesting counterplay to situation that are hopeless. Seeing situation where your whole team is slugged, but due to pure RNG, you swing things back into motion. Even if it is for a little bit. It is thrilling and adds a slight feeling of hope to situation like this. However, as the mechanic is now, it has little thought to that whole situation. Instead, hope only comes in if your one of the final two survivors left. Still follows in line with this, but the situation very rarly arrises when that situation occurs. More than likly, in that situation, you are already down a hook state. Where 4% thrive the most, are in situation where the killer slugs. As normally in those situations, hooks states may not have been established yet on some.

    Simple fix to the 4% issue is to add another rule to the list of rules already there. Give survivors the ability to unhook if the whole team of alive players are hooked, or downed. That way, the match still has a possiblity that the match doesn't end early, if the killer slugs.

    Or simply roll back the old 4%, there no need for this if survivors are penalized with the new going next prevention mechanic.

    Next issue, the map offerings. Map offerings went from being a powerful offering, to being nerfed to uselessness. Not only is it consumed, but there a huge possibility it is ignored alltogether. On top of that, map offerings no longer stack. Not only furthering the issue of making it useless, but making accidental repeates a nightmare for those in solo que. I understand the intention of this is to prevent scenarios where a killer gets thrown into RPD match after match, all because survivors always throws down the same map offering. Its an update done in good beliefe, but the execution was too severe.

    For this one, I have an idea to keep the intention of the changes, but not nerfing the offering to ridiculous legth like it is now. What can be done is set offering on a 50-50 scale. The killer map offering should act as a 50%, while survivors, collectivly, should take up the other 50%. If a killer should choose not to play an offering, the chance for a random map should fill that spot. Survivors are the same way if they choose not to put one down. If one survivor plays a map offering, but the others dont, his offering would take up the 50% for survivors. The only difference, is if one plays one and another plays a different offering, then it should becomes a 25% + 25% going against the killers 50%. Still having the odds in the survivors hands, but playing multiple decrease the chance that one survivor map offering is chosen. Overall, this makes map offerings stronger than they were previosuly, adding in the possiblity if one is played on both sides, it guarentees one is chosen. However, if one side opts to not play a map offering, it still gives them a chance to not play the specified map offering played by the other side.

    Thats really it. The solution dont need to be what I purposed, I just have them there as a possible fix to the issues I have with the current state of the game. I really love this game, but quality of life changes like this annoy me alot. Even playing killer, I feel really bad in a slugged situation, that the chance to unhook is not a possiblity. Along with that, if survivors can't unhook themselves, why do I still have to wait for all to hit stage 2 for the map to end. I had matches where I had to wait to win, cause the game still thinks there a chance for them to win, but really, its a wait for them to reach the next stage.

    That is, adios.

    The one thing I don't understand is why they implemented both go next prevention and penalties for going next. There is need to bring something to avoid the go next prevention, that is clear, but why are there penalties then when it's disabled unless you bring perks or luck?

    Simple answer, it's not recognizing any situation or based on any analysis. The go next penalties simply just track playtime of player during match and ban enyone who doesnt exceed the minimum time spent in match. So at this point, it can't work and was poorly implemented. I said, there is very minimal chance, that any system will truly recognize the player "wish" of dying or running 4 % builds as well as being tunneled or running to killer to die asap.

    At this point they should either remove the unability to kobe but leave the penalties or remove the penalties. But at this point, again… imagine your team si getting slugged early and now you get penalized because you try to kobe to possibly change outcome of the game.

    My solution: Survivor has vote system. This vote system will allow survivors to 4 % if at least two other survivors than who trigger the voting agree.

    → If 2 survivors vote "yes", all other survivors will receive ability to attempt to unhook. If they fail and die early no penalty is allowed.

    → If one or less survivor vote "yes" (again, survivor who triggers vote system is excluded from voting), no survivor will be able to 4 % unless:

    → two survivors are left

    → EGC is triggered

    → They are on hook for 60s and been not saved (4 % and one attempt)

  • @Rokku_Rorru said:

    Alot of maps are not designed around how oppressive Singularities power is, and some maps also screw him over royally too.

    Disagree, the only map I have issues on as Singularity are Lerys and Hawkins, but mainly Lerys. All other maps he is good on.

  • @YumYab29 said:

    Hey, I really dislike being the guy that says "the game is ____ sided!!!" and starts complaining about everything, but after playing the event for a bit I do have some complaints about how they implemented the modifiers.

    Both roles have 3 abilities each they can ocasionally use throughout the match, but in my opinion the survivor ones are almost useless if compared to the killer abilities.


    1. Silent mode - Essentially a better Iron Will that only lasts for a short amount of time. We all know Iron Will is good but not very game changing and mostly situational. Very few cases where you actually feel this makes a difference since most of the time the killer will have line of sight and will be chasing you. But if you go against a Spirit this can be very good.

    2. Block window - My favorite out of the survivor abilities, you can block and window and stop the killer from vaulting it for a few seconds. Can make for some pretty funny moments where you block the window in the killers face and they have to go around the loop and waste some time. It's mostly very situational though, and a gimmick that doesn't do much most of the time.

    3. Create party pallet - In theory the most powerful ability you can have, where it lets you create a pallet in any spot a pallet can spawn, but the pallet breaks if it's dropped, even if it stuns the killer. In theory, this can make the killer's life like hell where in each corner there's a pallet to worry about getting stunned. In practice though, you can bring Enduring and now dropping any of these pallets is a bad idea for the survivor and means getting a free hit. I'm yet to see a single killer to not bring Enduring this event, and why wouldn't you? And even if you don't, even the game gives the killer a limited time Enduring as an ability, so this means using this ability is a bad idea 99% of the time.


    Now with the killer's abilities:

    1. Endure any stun - The game gives you Enduring's effect for a short time. It's not very good since it doesn't last long and not always there when you need it, but it's nice when it's there. But just bring Enduring instead.

    Now, for the good stuff:

    2. Break pallets from a distance - This was already a thing before and people already disliked it before for it being basically free zoning, and it is. Any time you use this you are not only saving a lot of time from breaking the pallet but instantly zoning the survivor into a bad position and getting a free hit.

    3. Hook from a distance - If you've played at least 2 killer matches you've realized that a good portion of the match is spent carrying survivors around to hooks. Sometimes you have a Scourge Hook perk but all those hooks are very far. Sometimes you need to hook in a certain part of the map to gain pressure. Worry not, cause this ability gives you the option to send the survivor to any hook on the map as long as it's on the same altitude. Cutting all that time you spend carrying survivors around to hooks is insanely strong, specially when you can pair it with Scourge Hook perks.


    Overall I think there is a clear discrepancy over how the abilities from each side affect the match. I don't really have a problem with the abilities being too strong, I actually like it, since it shakes things up, but if only one side has said strong abilities it makes it a lot less interactive, and I guess I'll be playing a lot more in the killer role this event.

    You can argue "focus on the fun, not on how strong it is", but if most of the survivor's abilities are incredibly situational and/or weak, it also does not make it very fun to interact with.

    I find it funny to create party pallets and use them as mindgame tool, it at least has some impact. Surely it's not as good, but it's still a temporarily mechanic that I enjoy, I actually don't enjoy the killers ones - remote pallet break, endure stun… i love the remote hook changes though (last year you couldnt choose which hook is used by remote hooking)

  • @rvzrvzrvz said:

    Devs don't seem to care if pickrate is very low, like twins it's giga broken but you play against twins 1/50 games if not less.. that being said i'm bad when I play singu

    1 of 500 games seem more realistic.

    I don't think Twins are as broken as people give them credit for though. I played Twins a lot and has most hours on them from all killers. And I'll easily say that they are the most counterable killers.

    → If you loop Victor around very small object, he will never be able to hit you (trees, stones)

    → Plenty of healing meta and endurance meta completely denies their pressure

    → Predroping pallets against Victor makes him useless

    → Knowing distance to use locker as free Victor kill

    And way more… Victor is very strong, but when you know what you do, he is way more managable

  • @Memesis said:

    Tell me again why we nerfed EMP's? Why can survivors infect each other when it's brain dead easy to reinfect someone in chase? Why are pods not removed when shocked with the EMP when they are again, brain dead easy to replace (like hag)? Why are there so few printers that can also be easily trapped with a nearby pod?

    His chase power is too strong to be so strict in countering. Despite all the feedback following the giga buffing of singularity why has nothing been toned down? You can leave the extra time required to take an EMP and the hindered when charging it, but the rest is too much.

    The answer is pretty simple. Because he is and I believe everyone agree, one of the most multitasking killers in the game. So they tweaker couple things to make him not lose as much valuable time during game (fe. disabling biopods instead of removing them, have to print last 5 % of EMP). Those are changes that are fine imo. What I think they should revert or tweak though is…

    → Revert distance of EMP effect

    → Using biopods in close proximity to gates will result in longer tag time

    → Giving him base haste while overlocked should be reverted to him being 115 % instead of 118 %, as it already gives him (brutal strenght + fired up, supperior + dark arrogance, Spirit fury + no stun)

    Other that that, he is fine. Surely he can destroy all map resource fast and with easy and require a lot of teamwork, but at the same time I feel like he is one of the most interactive killers that has real counterplay (along with Xenomorph, Skull Merchant etc.) where you feel that abandoning gens and give some time to weaken killer actually does something. Because even when the biopods are disabled instead of removed, the Singularity still has to go there and replace it otherwise it will be useless for 40s.

  • @Hexbadboy23 said:

    I think rapid response is kinda useless tbh because what’s the point of entering a locker just to do a rush action out of the locker just to see the killers aura for 2 seconds and it causes exhaustion. I think the rework would be best fit if it was used as an exhaustion perk. Instead of seeing the killers aura for 2 seconds. You should exit out of the locker fast and get a full sprint out of the locker for 10 percent movement speed for 3 seconds and causes exhaustion. Now that’s a real perk

    It's very underrated perk. Offers Lethal pursuer for survivor and potentialy wallhacks mid chase. 2s is bit too low for sure. 4s-6s might be reasonable, as well as tweak to phantom perk.

  • @Aven_Fallen said:

    Yeah, I have no idea why there is no Abandon-Feature. If the Killer wants to waste time for a game they already won, at least the person on the ground should not have to deal with that.

    Some killers don't consider 3 kills and one potential escape through hatch a win. Also I kinda understand, that some people care of their kill rate, therefore I don't care about 4th kill and I have kill rate about 73 %, but if I do slug for 4k, I believe it'd be much higher and there are a lot of competitive players that want the best result possible.

  • @Lexilogo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951347#Comment_3951347

    Yeah, I'm curious what they'll do. I was personally in favor of removing Haste stacking in theory, but when it became clear it was deleting fun for characters like Clown it wasn't gonna work, even though I still agree with the sentiment that adding so many Haste perks is going to backfire unless some kind of limitations are added.

    I'm wondering if Haste could be split between stackable and nonstackable versions? Eg. "Speed" stacks, several Perks like Dark Theory or Rapid Brutality become "Speed", Haste no longer stacks. I know they tried applying this to some things like Overclock before walking back the Haste rework.

    And to be honest Play with your food + Game afoot is one of best chase combos as you swap obsessions and get haste mid chase multiple times, moving constantly at at least lv 1 bloodlust

  • @Lexilogo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951347#Comment_3951347

    Yeah, I'm curious what they'll do. I was personally in favor of removing Haste stacking in theory, but when it became clear it was deleting fun for characters like Clown it wasn't gonna work, even though I still agree with the sentiment that adding so many Haste perks is going to backfire unless some kind of limitations are added.

    I'm wondering if Haste could be split between stackable and nonstackable versions? Eg. "Speed" stacks, several Perks like Dark Theory or Rapid Brutality become "Speed", Haste no longer stacks. I know they tried applying this to some things like Overclock before walking back the Haste rework.

    It's more of lose-lose sitation that doesn't seem to one side at least. Surely, I ran buffed unbound and I got hit in every loop that i would otherwise not get. Springtrap is pure example of having busted add ons that completely change "balance fundamental" of chase. More of they being sorted I would like to see them being particulary buffed. But at the same point. How would you have fun as killer with Boon: Dark Theory being fe. 7 % while playing Huntress? Not much fun. Haste is and always was risky to balance and imo shouldnt have so big outcome on game result, same with haste on survivor side or regression and blocking perks on killer side.

    Fe. perks that I found completely unfair atm.

    Survivor: Dramaturgy, Finesse, Scene Partner,, Breakout

    Killer: Dead Man's Switch

  • @Lexilogo said:

    Haste is in an awkward situation at the moment due to BHVR walking back the nonstackablility recently. I'm not sure what their overall plans for Haste are right now, but I can say in its current state, Play With Your Food feels extremely powercrept by alternatives like Batteries Included, Rapid Brutality, Unbound, Machine Learning, etc. PWYF made sense back when it was Killers' only option for Haste, but nowadays there's better options.

    Here's an idea for a change, with the new bit in bold:

    Each time you chase your Obsession and let them escape, Play With Your Food gains a token, up to 3.

    Gain 3/4/5% Haste per Token.

    Performing Basic Attacks, or Special Attacks that can damage Survivors, consumes a token.

    Whenever Play With Your Food's token total changes, it goes on cooldown for 10 seconds. During this time, Play With Your Food's token total cannot change.

    This means that if you gain a PWYF stack then quickly transition into a hit, you keep that stack. Meanwhile, if you hit the Obsession and let them get away with their injury speed boost, you only get a stack out of that if it was your first.

    More importantly, after you consume a PWYF stack with an attack, you have a window when you can attack more times without stack consumption, which should widen the roster of Killers that can use PWYF.

    The overall point of this is to hopefully better reward skilled play- It's now possible to end a chase with the Obsession with a down and all 3 stacks, which was previously impossible, and if you get in any situation where you get multiple hits quickly, PWYF now essentially rewards you by letting you keep a stack or two.

    Would like to hear if anyone has a hole to poke in my rework or if they have their own ideas for PWYF that could be better. Or maybe I'm just out of touch and PWYF is still good, I confess to being a Batteries Included glazer.

    The problem with haste perks is that it gives no chance to one or either side.

    → Looping killer with Blood pact, Power of two fe.

    → Looping survivor with battery, game affot, pwyf fe.

    I wish they take step back, remove the haste stacking and buff particular perks.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449195/buff-the-unknown-behaviour

    Unknown is honestly fine. He definitely doesn't need any changes, nerfs or buffs.

    I agree, he's well balanced atm, as well as fun to play and fun to play against. So I don't many reasons to change him for no reason, making him hated for no reason.

  • @omathijs said:

    When going up against the animatronic when he is coming out of his security doors he does so by having the door open and then being invisible for a second or two while he materializes. Often because of the angle of the doors and it's close proximity to generators this results in survivors getting hit before they can even see the animatronic. I think it'd be much better if for a second or two before he actually emerges some kind of animation plays with him getting out of the door so that survivors can at least have a chance of getting away without getting hit.

    It's not the invisibility. Once that's fixed, he will get the first hit for free if door spawn close to gen.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951227#Comment_3951227

    I am the opposite. I love the dog, although a Doberman would be dope too, but the HEAD PIECE to me is ugly. I wanna be able to swap out certain cosmetics. I'd love to see a German Shepard too. Big fan of those breeds. <3

    Her current dog is what? Mastiff? Pitbull mix? I am not sure. Not the best with dog types.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950710#Comment_3950710

    Her chapter felt rushed for sure. She needs QOL in her power already to be honest. Likely a small buff with her houndsense. A major amount of bug fixes. The best parts of her are the unique voices lines for Mori's as well as stun and we don't even get that. :(

    She is REALLY unique so I feel like if BHVR really took some extra time with her and QOL, she would being shipped out to sea in no time! Well, shipped out to the Fog. :D

    She's fine, surely she needs some improvement and finally they will do something to junky dog movement.

  • @Qinshi1 said:

    After playing multiple matches with The Unknown, it’s become clear that he struggles heavily against experienced survivors. His power is too easy to counter with simple line-of-sight, and the pressure he brings is almost non-existent compared to most other killers.

    Survivors who know what they’re doing can avoid his blast effortlessly, and the teleport is predictable and doesn't create much map control. Right now, The Unknown feels fun conceptually, but his overall effectiveness is way below average.

    Please consider giving him a meaningful buff – whether it's making his blast harder to dodge, reducing cooldowns, or improving his mobility. Against sweaty survivors, he’s almost a free win for them.

    Really?

  • @SpringMyTrap said:

    I find it so annoying how everyone acts like only Singularity could do that gate hostage thing and HE is the reason we cant have nice things©.

    Any killer with mobility or presence could pull it off on ptb and it took way more skill to break apart. Even Springtrap with good enough door lineup.

    Now even singularity can't hold gates hostage with it, at least not for long.

    Haywire is just fundamentally flawed perk design and people need to stop deflecting the blame on fine killers to justify it. This kind of mechanic should've never been a perk and instead a basekit feature that is implemented with consideration of existing gate perks and defence strategies.

    Someone in otz' comments had a funny idea that haywire makes opening gates open the other gates instead. That'd be funny and strong enough for a perk and not causing much problems.

    It's Singularity this time. Most of the time that perks are nerfed or changed is caused by Nurse. :D

  • Yeah her model is not very well-worked. Might receive some updates in future though, lady pirate. :D

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950632#Comment_3950632

    To be honest I think her previous version (before getting nuked) was easy to salvage. She would be fine if they simply removed broken and nerfed hindered…

    I don't think so… the main issue behind her reworks were the massive hates towards her. She was just boring to play, boring to play against and had kit with practically non-existing skill expression and interaction. Was kind off alternative Knight who back in the days just instapopped guard at every loop and hit you for free. Not that current version of Knight would be more fun in any ways I kinda feel that 90 % of the game you don't play against Knight but bots.

  • @ShanoaLegendaryPlz said:

    I think they are more likely to give her regular outfits before another 30$ power swap outfit - before any of the other killers get a new power swap outfit. Most of her skins would also end up being so expensive that noone buys them due to not very many dedicated mains.

    I like the legendary but i don't like the poodle. I like the bloody moon one but didn't buy it in time.

  • @Rudjohns said:

    Self explained title

    I decided to only offer maps the whole day. Apparently I got the map that I offered after about 13 tries, and it's not even possible to be certain that the map we got was because of my offering or if we were going to there anyway.

    I don't want to spend my bloodpoints on useless offerings. Even the clear reagent is more valuable to me because my PC is not running great, so removing a bit of fog actually makes my game run a bit better

    Remove the offerings, refund us some Bloodpoints

    OR

    Rework them to map bans. I would gladly offer RPD or Midwich every time I play survivor.

    Thanks

    I would prefer map ban, getting Midwich and Nostromo every second game made want to offer some map again. Didn't work though so… if you are on Toba Landing 3x per 6 matches that happened too, just offer map you want to avoid.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950603#Comment_3950603

    It waste so much time for little effect. Basically does nothing outside of chase.

    The change that killed her most is you are not detected even on fast vaults.

    You can easily have better results by using drones only for undetectable and play oldschool "machete man".

    I know but at the same point she really needs rework simply by how passive she was and it was main reason i never found taste to play her more than once in a month.

    State 1.0 Holding 3 gen effectively, keeping game hostage, but have nothing for chase.

    State 2.0 Holding 3 gen effectively, keeping game hostage, have minimum tool in chase

    State 3.0 Having chase tool that is completely passive, deploy drone, gain haste, give hindred and hold w untill you get hit or follow survivor leaving loop and reset the progress

    State 4.0 Having bad chase tool that must be actively manipulated to become better, giving her main strenght in stealth

  • @Orthane said:

    As someone who has mained her since she released, that honestly sounds even weaker than she is right now lol. So many people don't understand that Skull Merchant has to have that Haste, she has no way to down you outside of M1, Trapper can with his traps, Wraith has invis and mobility, Hag has mobility and cutting off loops, Freddy has always had his snares on demand to help him catch up and now also has his pallets, Clown has his bottles on demand etc.

    2s to set up a Drone is just…. awful like unless she gets a way to down people without M1 that would actually make her unplayable unless you also remove the ability to hack them which would feel terrible ont he Survivor side. Removing undetectable would make her feel a lot worse, it's an invaluable tool for mind games and getting closer to people in gens as an M1 killer. Removing Broken when Claw Trapped is whatever because Claw Traps should not be your focus, people who focus on getting Survivors Claw Trapped are often wasting their time. It's nice to get people trapped yeah, but if you're hard focusing on it you're often extending your chase, not shortening it, especially with how easy it is to counter rotate spams at loops. Stealth Drones were kinda unhealthy imo, it never feels good to get randomly hit with something you couldn't even see. Her TR was already reduced to 24M a little while back.

    By the way I saw p100 SM players mainly focusing on either changing rotation or playing with the stay still add on and they did pretty good, better than people give SM credit for.

  • @UndeddJester said:

    I know a lot of people played her in very toxic ways... but I loved to play her as a trap/set up killer... I know she will never come back, but if I can dream....

    What if her 3.0 chages were:

    • Now takes 2s to configure and deploy a drone to stop pooping a drone at tiles to shut them down, and make her a set up killer.
    • Gave 2 additional drones to facilitate a more set up playstyle.
    • Removed Undetectable and instead scans/claw traps apply Oblivious for the duration because drones should be for deliberately deploying to shut down a loop, not randomly thrown anywhere for Undetectable. This also gives the duration of the scan on the survivors HUD
    • Removed Broken when Claw Trapped because getting deep wound is meant to cause a slow down and make healing take longer, while broken prevents healing... having both is redundant. Additional scans while claw trapped reapply deep wound.
    • Gave her 1 scan line on a Scouting Drone that rotates faster so she has to use her direction switch ability meaningfully and poses a challenge for survivors, but no overload.
    • Keep her stealth drones and buff them to remove the ring on the floor, and still have 2 scan lines so that the threat of an unseen drone is more dangerous, and the drone rotation is more reliable for Skull Merchant pushing survivors into her Web.
    • Her haste boost from scans was made a flat 4% per scan up to 16%, but only applied when NOT in chase so that she has more ability to far off capitalise on scans and deal with hold W.
    • Reduced her TR to 24m to help her set up without being detected as easily and off set the non immediate threat of getting scanned.

    In this configuration she'd have more a configuration a bit like Trapper setup mixed, a bit of Freddy sneaking around, with a little bit of Clown anti loop/map traversal...

    Would she still have been just as hated? 🥺🥺🥺🥺

    Personally I think she really needs complete rework but I'm not fan of what they suggested either.

    1. Drone can be remotely controlled to scout the area (no longer has scan lines but detection zone), if any survivor is found by the drone they will get clawtrapped and locked on.

    Clawtrap - survivor has to manually remove clatrap by inserting the right buttons, but there is a choice to be made. If survivor removes clawtrap they will lose healthstate when healthy and broken for 60s while injured suffering deep wound, if they retain the clawtrap any pallet they vault is broken. There is limitation that the scan must happen outside of SM TR.

    Locked on - lasts 30s, it sets timer before survivor is able to remove clawtrap.

    New ability: pathway

    SM can create scout path that drone will be flying back and forth, any survivor that comes in contact with the drone will be highlighted on skull merchat radar and suffer scouted status effect for 30s. Scouted status effect grants SM undetectable for the timer.

  • @aehhh1finskiy said:

    First of all, I don't think Hag is a weak killer, BUT...
    she is very much outdated, with her lower-tier addons doing the same thing and most purple addons being useless. She it prone to survivors simply triggering her traps around the map and kiting, she also has no info on her traps being wiped away.
    She can also be a problematic camper / 3 genner, especially for newer players.

    So, while my rework idea can't possibly consider every aspect, it fixes some of the problems, at least partially 😭

    BASEKIT BUFFS

    • Her lunge after teleport is increased by 20% (?)
    • Mud Phantasms now have collision

    Those changes increase traps' lethality - better lunge allows Hag to punish survivors for triggering traps mindlessly, and collision on traps allows for better chokepoint control. She is a setup 4.4 killer, afterall.

    BASEKIT NERFS

    • Wipe away action now takes 2s instead of 4s
    • Hag cannot place traps right under a hooked survivor (6m radius?)
    • Hag cannot place traps near already placed trap (4-6m radius?)

    This would help survivors if Hag chooses to camp / 3 gen. Also these nerfs are mandatory because of the following change:

    HAG'S CURSE

    A new effect with a timer around survivor's icon. Survivors see each other's timers, Hag can only see them after 3-5s, with the curse icon slowly appearing on the UI.

    • Survivors who wipe away a trap receive Hag's Curse effect for 15s Survivors triggering a trap outside of terror radius are Cursed for 10s.

    Afflicted survivors will trigger traps even when crouched, and will be revealed with killer instinct for 2.5s when triggering traps. Hitting survivors in this state inflicts Deep Wound.

    ADDON CHANGES

    As I already said, most Hag's addons are either boring or useless, so I wanted to give them unique effects, while keeping it thematic. Some simple addons are slightly buffed or tiered down, because there is no same effect stacking possible anymore.

    • Bog Water (brown 1) - "meme" addon, which kinda nerfs Hag. However it can be useful with the Curse in mind, making it difficult for survivors to avoid traps. (maybe it needs more of a downside)
    • Powdered Eggshell (brown 3) - funny little thing to confuse survivors or apply some perk effects
    • Cypress Necklet (green 2) - maybe it should be oblivious, but it's a green addon, could be too powerful..?
    • Pussy Willow Catkins (green 5) - mandatory Mangled addon, with shorter duration. Could be useful to better punish survivors for stepping into your stuff
    • Dried Cicada (blue 2) - helps at the start of the match, when Hag is at her weakest
    • Disfigured Ear (purple 1) - this addon doesnt do much, but i kept it simple just because the effect is unique. PLEASE BUFF DEAFENED
    • Scarred Hand (purple 4) - some fun anti-loop with a downside. Could be problematic, let's discuss!
    • Waterlogged Shoe (iri 2) - i love speedy teleport-less Hag, but i needed to nerf this addon, because of collision being basekit. I reduced the hindered, maybe it should be nerfed even more... It also could have nice combos with new addons, with Bog Water for example (increasing trigger range means more hindered), or with increased phantasm duration.

    https://us.v-cdn.net/6030815/uploads/V4EOZERAY02A/untitled-design.png

    I don't think your suggested buffs are very good. Afterall Hag is one of the hardest killers to win in soloq and teamwork and agressive triggering is kinda the only way to slow her down. I have kind of a lot of time played on Hag and really all you have to do is equip the add on that reduced trigger range and spam teleport button asap. The proxycamping with on hook set traps are kind of the only way she has and it already has counterplay, not the best but has. Hell is to get out of basement with Hag having 5 traps on the way out, in that scenario it's just trading. I think she needs little different tunes:

    → Hag now has passive ability to teleport to chosen trap, has 40s cooldown (give her map mobility).

    → Add ons that increase set up speed and lower trigger range are base kit.

  • @poujh said:

    Title. It really was only during 2v1 that there was "extreme hiding" as the only feasible way to get out was the hatch so that's where most of the "ratting out" and hiding came from. Otherwise there weren't such egregious cases of extreme hiding so i think the old afk crows were just fine for everything other than 2v1. But in a 2v1 this is a good addition to solve "extreme hiding".

    this way i also think almost all the backclash against the new system would be gone.

    I was spectating friend yesterday and I'm not sure why sometimes they are able to try to unhook and sometimes they don't (didn't have any perk per unhook or luck). So the random teammate couldn't unhook and then kept missing skillchecks. SO he got 3 crows before he even died while kept moving to get them as long as possible. I'm not sure how this is programmed, but after reveal that the entire "go next prevention" detection AI system worked that it banned anyone who died within 4mins, I'm not sure whether to beliebe in proper balance on that. From killer perspective it gives me time to not slug and search for last player, so it supports healthier and more fun game for killer side but at the same time survivors have keys that they can bring on their will so I don't think the crows really need to be reverted.

  • @MissMischief99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948173#Comment_3948173

    We have stats now, please, go ahead and post your 100% escape rate. Otherwise you can stop posting nonsense as a killer main who is likely sub par.


    killer_bg.png The Twins

    The Twins

    83,5 hrs

    10.84%

    70.67%

    2

    killer_bg.png The Pig

    The Pig

    67,1 hrs

    8.61%

    67.80%

    3

    killer_bg.png The Artist

    The Artist

    51,2 hrs

    6.76%

    63.61%

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950068#Comment_3950068

    All he got was faster tp speed and faster placing portals still not enough.

    He got:

    → Minimum charge limit to trigger Shred (you need about 33 % of the power bar to be filled, otherwise you would basic attack instead)

    → Massive buff to teleport speed

    → Faster movement when charging Shred

    → Faster cooldown after breaking pallet with shred

    → Faster cooldown after hitting survivor with shred

    → Faster portal set up speed

    → A lot of basekit add ons

    → Better killer instinct around portals

    …

  • @Leandralan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950070#Comment_3950070

    The bonus speed is the same for both sides, it does not increase the movement speed to overcome the loop during the chase. You're welcome.

    It does affect your lunge, meaning your attack has longer distance plus it's much more to get hit with mindgames at smaller loops. So don't convince me about it.

  • @beerey said:

    These changes are meant to incentivize Springtrap players to go for his most fun playstyle (in chase) and to disincentivize his most boring one for both sides. I'm not imposing the design/balance team over at BHVR to fully implement these changes, they are mere suggestions that would (in my opinion) be nice for the health of the character.

    Buffs:

    • Increased the Fire Axe's maximum range to 18 meters. (was 16 meters)
    • Increased the Fire Axe's launch speed to 35 m/s. (was 30 m/s)
    • Decreased wind up time to 0.8 seconds. (was 0.9 seconds)
    • Decreased Recall duration to 1.25 seconds. (was 1.5 seconds)
    • Decreased Teleport duration to 2.5 seconds. (was 3 seconds)
    • Decreased Recharge time for missing the Fire Axe to 6 seconds. (was 7 seconds)
    • Decreased Recharge time for successfully hitting Survivors with the Fire Axe to 8 seconds. (was 10 seconds)
    • If the Fire Axe is aimed higher than a 45 degree angle from the first-person camera's initial position, the following benefits are given:
      • The Fire Axe's launch speed gets progressively faster and its launch duration gets shorter, up to 2x and 1/2 of their respective amounts. (which would be roughly equal to 70 m/s and 0.125 seconds respectively)
      • The Fire Axe's survivor detection hitbox gets progressively bigger the higher it goes, up to a maximum of 2x of its initial size. (which would be roughly equal to 1.1 meters)
      • the Recharge times for both missing and hitting a Survivor are progressively reduced, up to 40% of their initial lengths. (which would be roughly equal to 2.4 seconds and 3.2 seconds respectively)
    • The Fire Axe loses collision with the environment if it is above a certain relative height from the Killer player (and gains its collision back upon re-entering that radius), to allow for orbital shots on indoor maps or enclosed structures and to avoid unnecessary obstruction from the environment at high elevation on outdoor maps.

    Keep in mind that the maximum benefits for aiming at an angle above 45 degrees can only be attained by aiming all the way up.

    Nerfs:

    • The Animatronic starts out at a movement speed of 3.68 m/s when initially charging up the Fire Axe and progressively slows down over the course of 3 seconds to 3.08 m/s.
    • The Fire Axe is automatically put away (forced cancel cooldown) if The Animatronic decides to hold it up for more than 9 seconds, preventing The Animatronic from being too oppressive at long range proxy-camping to account for the previously mentioned buffs and tone down his mid to close range zoning.
    • Increased the cooldown duration for cancelling an Axe Throw to 2 seconds. (was 1 second)
    • Decreased movement speed for the aforementioned cooldown to 2.76 m/s. (was 3.68 m/s)
    • The Animatronic's aura can always be seen even with the Blindness status effect when its aura is revealed through Security Cameras.
    • The Security Door that The Animatronic will come out of now plays a loud SFX, giving Survivors better awareness if they're near Security Doors.

    The Animatronic's Add-ons

    Restaurant Menu (Sidegrade)

    • Reduces the Recharge time for hitting Survivors by 10%. (was for missing survivors / was 20%)

    Security Guard's Badge (Nerf)

    • Increases teleport duration by 1 second. (Added Effect)

    Streamers (Nerf)

    • Increases speed while teleporting by 12%. (was 20%)

    Bonnie's Guitar (New Effect)

    • The Animatronic gains Killer Instinct on Survivors who are interacting with Security Doors for 4 seconds.
    • All survivors scream and have their locations revealed for 3 seconds when The Animatronic's aura is revealed to them through Security Cameras.

    To be honest, buffs are fine but those nerfs are not reasonable. Springtrap main strenght is zoning (it's still worse than on demo or pyramid head), so limitation to how long he can hold axe is not good. At the moment he has some bug that makes him look different direction that he is aiming, which will be hopefully bugged along with the gigaagitation exploit. But he doesn't really need nerfs. I feel that zoning killers will never be as fun to play against, but he at least has fun counterplays and decent cooldown for follow-up actions.

    KNOWN BUGS

    → invisibility when leaving door

    → exploited speed when pairing agitation with haste add ons

    → missdirections when aiming axe

  • @Leandralan said:

    I don't understand you developers, did the Ghost Face PTB situation teach you anything?
    Why does Animatronic have addons that give bonuses to the survivor? Bonuses received from the killer should not exist. These addons are garbage.
    Moreover, in the case of the Animatronic, the survivors receive exactly the same bonuses as the killer!
    What is the point of these addons then? Consider that they literally do not give anything.
    I remind you that you have been developing this game for 9 years.

    For example that it massively increases your lunge, making it much easier to outplay loop. :) You're welcome.

  • @Abbzy said:

    This killer needs some buffs most to his teleport (weakest teleport in the game) he is in top 10 least played characters according to nightlight and it doesnt suprice me he is so outdated to most killers with simular power like wesker,dracula,chucky in terms of dash power and alien,springtrap,sadoko, dredge in terms of teleport mobility. Shread is solid power but unlike other dash abilities its lacking in loops because many loop structures are rounded or have some random stuff that can block shread or make survivor just crouchtech him (he is weakest and almoust powerles to crouch tech more than any other dash killer). Another bad thing about shread its camera lock, for some reason that camera lock is so long survivor can bling you with flashlight with ease even with one of his strongest addons barbra glasses and for some reason when you charge shread and fall from any height (it doesnt need to be big fall) your charged shread resets idk why imagine killer like wesker,huntress or springtrap have same problem. What he needs the most is his teleport ability buff, I know it got buffed with travel speed but the payback was some of his better addons were butchered. His teleport set up is long, it can be destroyed by survivors and his stealth is almost nonexistent, when you teleport everyone on the map ges sound warning and your stealth duration is 5 seconds basekit like what is it 5 seconds killer like springtrap gets 15 basekit and can teleport right at the start of the mach. Another annoying thing is you cannot replace placed teleports like hag or singularity can their traps,biopods. Thats being said this killer needs some love he iis bee gone few years back then we got him back but in curent meta he is lacking so much, if I forget something you and this interest you more about his weak addons then watch this video

    https://www.youtube.com/watch?v=t0ISAuH5Mgc

    Another Demo take. He is played not as much because despite being pretty simple to use, he's outshined by other killers that have similiar or better power with additional tools. Demogorgon got huge buffs to his basekit cooldowns and teleport, huge buffs. But it ain't matter, because he is just not popular. Twins are also insanely strong but no one plays them, does it mean that they need buffs? No. I love Demo, but he doesn't need any buffs, I might argue at most that he might get some qol to setting portals, but he already has one of best antiloop with insanely powerfull zoning tool on top of map mobility and infor from charging off the abys, the cooldowns are already fine. But if they allow him to instaset portals or remotely activate them, I might not be as mad, personally I don't play him as much, but when I do, I don't even bother using perks.

  • I'm sure, that if someone uses shoulder the burden on you, you will still be able to use it.

  • @IamtheMilkman said:

    Gen perks should not stack, they are already to fast.

    You mean survivor perks i guess?

    Suggestion suppose to be, that prove + resilience, that now gives you 19 % speed would give you 10 %? I mean all perks synergizes. Haste perks, regression perks, repair perks etc. I don't think limitation would make those perks usable without them being particulary gigabuffed.

    Also, you have to think off that repair speed buffs are not as crazy as it sounds, surely they must not get out of hand. But if you chase someone as killer with quick gambit and he doesnt get injured for entire gen being repaired, it will give 3s reduction on a gen, which isn't really as engaging. Dejavu is 6 % faster gen, which will make gen take 85s instead of 90s without any interuption, regression or penalty perks. So I'm not sure those perks cause any problems atm.

    in Gen perks Comment by Elan
  • @ad19970 said:

    I think he is fine. Mid A tier killer, pretty much perfectly balanced if you ask me. Fly is definitely good, but there are tons of killers with good mobility, killers like HIllbilly or Blight still have better mobility than Vecna anways. Fly still has a 20 second cooldown in the end, it doesn't cover as much ground as Blight's rushes for example, and the cancel cooldown is quite lengthy allowing survivors to gain a bit of distance after fly ends.

    I don't really think any part of his kit is oppressive at the moment. Mage Hand is the only ability I am still a bit worried about, but even that ability seems fine at the moment.

    Mage hand is bugged atm. So we'll see.

  • @okaayletsgoo said:

    He's way too oppressive now with that extra flight time mixed with friends till the end or bbq. He's on you before you can even think and often paired with the addon that makes his terror radius super small in flight.

    He's absolutely fine. He has massive limit before he can hit after flight. Plus you can outplay his flight by various ways.

  • I have literally the sweatiest survivors. :D Maybe just you have some problems making right choices throughout the game.

  • @TheoZinho said:

    It would be really cool if we had a ghostface skin from the series, with the Brendon James mask and stuff. I don't know if Behavior can do that, if they have permission or anything like that, but it would be really cool. I personally love that ghostface desing.

    Seems like they have good relationship with license holder, so it's possible.

  • @OPXtreme_ttv said:

    This rises at such a slow rate, and your teammates are completely unaware of your progress towards saving yourself. So heres the changes:

    • The range of the Anti-Camp Meter beginning to build up is based on the killers base terror radius, relative to their movement abilities
    • The game will recognize add ons and powers like jenners last breath, dredge remnants, Xenomorph tunnels and wazisashi saya and will still count anti camp
    • The game will recognize when the killer is on a second floor and still build up at the same rate, ignoring verticality
    • Survivor teammates can now see your Anti-Camp meter on the HUD
    • Survivors can now hear their terror radius on both stages of the sacrifice process, as well as correcting the bug with the visual aid disappearing on second stage
    • The rate at which Anti-Camp builds up is now based on the killer's base terror radius. First layer: 1%/s. Second Layer: 2%/s. Third layer: 4%/s. All layers are slowed down by half while the killer chases a survivor near the hook
    • Killers with insta down basekit through M2's only (Billy, Bubba, Oni in power) will not be allowed to use their chainsaws and kanobos if they are within 16 meters of the hooked survivor and not in chase

    Note: With the new TR based gain rate, killers can still patrol around the hook at the first layer without triggering the system to let survivors unhook themself, but will punish them alot more if they . Certain killers can't garuntee a down and prevent the would be save anymore just by camping with their powers, they will need to M1 first to give that survivor their opening to save, and then its a trade rather than a slug on hook. Killers who try to find methods of camping and surveillance will be punished for camping still. Some solo queue frustrations are corrected now, so your teammates no when to get lost and so you can help yourself.

    Lemme know your thoughts, I have a concept for anti tunnel next

    It's not fair to restrict any killer playstyle force them to play in "only correct" way.

    → 3 gen was limited to 8 kicks making a lot of perks less apealing (eruption, overcharge, call of brine, trail of torment)

    → Tunneling was limited by baskit borrowed time

    → Camping was limited with anti-camp meter

    → Slowdown was nerfed with almost every slowdown perk being nerfed a lot

    …

    I don't know if the game feels too repetitive why would people stick in for longer times?

  • @TsukiYurei said:

    Stop asking for handholding off mommy behavior Jesus.

    It’s getting ridiculous at this point.

    I play both sides and vs/ played ghoul many times.

    He can be steamrolled very easy, You just need to be sneaky, Gen efficient and actually loop/mindgame.


    His first nerf was fine, His second was unjust, Honestly you need to really give time when a new chapter comes out.

    (Not nerfed in a week, Hello we have a ptb for this reason)

    Play both sides and you can over come and predict/ mindgame any Killer or Survivor.


    Stop with asking for more handholding, Chucky got nerfed to ground.

    We are allowed strong killers not just Nurse/Blight.


    Keep the horror, And stop listening to popular survivor main opinion.

    Play both sides, Enough with asking for more handholding.

    Chucky wasn't nerfed to the ground. He had unfun playstyles of hit at every pallet into hit every 8s into slower but more balanced version, he's just not broken in 1v1 anymore and opens options. I got a lot of very good Chuckies that demolished teams.

  • @ImWinston said:

    It's also true that M1 killers are rare, Trapper and Pig I see very rarely. All my games are Blight, Wesker, Oni, Billy, Kaneki, Huntress, some Nurse, some Spirit... the only M1 I see played consistently is Myers (with Tombstone) and Legion (I guess because it's fun to play). I mean, the norm in this game is to play against strong killers, not weak killers. So I think the game is generally balanced around the most used killers, rather than the "niche" ones.

    And why? Because Blight and Nurse, Billy and Kaneki are absolute top tier with way higher chance to win. So those people who want to win as much as possible will always pick Nurse with corrupt, pain res, dms and grim embrace over Pig with much needed chase perks. It's in every game where two sides compete, they are tend to pick the best they can.

  • @IamtheMilkman said:

    The fact that people have to play nurse or blight at top tier mmr shows how unbelievably unbalanced the game truly is. Whether it’s map design, gen speed, or the thousands of second chance perks survivors have. The state of the game is dog water because devs refuse to balance at the game at high mmr.

    By the way they explained the MMR points, I will missinterpret it but just to imagine.

    To get to max mmr you need 800 points, you get some every time you escape or kill someone.

    → Survivor gets 1 point per escape (1 max per match)

    → Killer gets 1 point for kill (4 max per match)

    0-100 no MMR

    100-400 mid MMR

    400-800 Max MMR

    So it's kinda hard to get off that max mmr and much easier to get into that mmr therefore it's most likely that once you reach it it will be super good survivor squad and top killers with 4 slowdowns and best add ons most of the game. It's just how MMR works and if you are so tied to winning, then don't be surprised of survivors you go against. I checked my stats on BHVR account, and my kill rate overall atm is 70+ %, so I don't even expect to have bad players in lobbied unless they play with friends.

1 … 31 32 33 34 35 … 39