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Elan

Elan

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Elan
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  • People don't quit because Ghoul is strong, but because he is not very fun to play against.

    Let me explain few situatutions:

    1. Open space: Ghoul hits you while you are healthy with basic attack, then immidiately cancels, land on top of you and hit you in no time.
    2. Hitscan through solid objects been nerfed a lot but still causes a lot of unfair hits.
    3. Pallet - you don't drop the pallet = you get hit, you drop the pallet and he vaults it, while he vaults it he either gets hit on you before you are able to run around or you try to outplay him but there is kidnap mechanic that automatically detects you and down you.
    4. He can get from hook in the corner of the map to the gen on the other side of the map insanely quickly, making every second of healing, repair etc. even harder to pull off.

    Despite that, I think he's ok in current state. The thing is that killer can't be fun to play, balanced and strong at the same time. And this is assymetrical game, so killer primary identity shouldn't serve as entertainment to survivors.

  • @Memesis said:

    Wesker with 3 dashes would be significantly stronger than 2. If we were to get that, it would need to come with a lot of compensatory nerfs. Nerfs to his dash distance, speed, cool down, he wouldn't be fun to play. Wesker already is very balanced imo

    I doubt he would need nerfs to compensate buffs, otherwise it's not buff but more of quality of life changes.

  • @TheTom20 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943188#Comment_3943188

    Was from Otz stream they got to play the new content a day early

    I would guess it regresses back to 0, because on PTB it was 50 % and there is no way they would nerf it. It's pure purpose is to force EGC, so must be it.

  • @TheTom20 said:

    When it hits over 80% does it regress back to 0 or only 80% as seen few people arguing about it?
    Thanks

    https://us.v-cdn.net/6030815/uploads/M3IO2D0HNZ3O/image.png

    Source? Patch notes aint out yet.

  • @CrypticGirl said:

    He's doing fine as is, so he doesn't need any buffs. I could support giving him three dashes, since he gets that in 2v8, but that's it.

    He's decent. Doesn't mean he doesn't need buffs to get in line with other killers that also got buffed while he hasnt received any updates till released.

    At least those three, others are more of qol

    → Increase number of dashes from 2 to 3

    → Adjust collision when performing virulent bound close to an obstacle

    → Reduce cooldown before uses of power from 5s to 3.5s

  • @I_CAME said:

    Is this bait?

    No? This is discussion about potentialy buffing Wesker, what he truly deserves. If you have any other opinions on how to buff him, I'll gladly read to them. :)

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943083#Comment_3943083

    I guess totems don't count as a "must" action, huh? Because SP triggered while I was trying to cleanse the hex.

    You can look up or down or into wall to prevent it.

  • @Skeleton23 said:

    I've always been having issues for how loud Survivors screams are mainly when I hook them or I'm Survivor and I get hooked it's worse. I can't wear headphones because the scream gives me headaches. I don't know if there is a way to turn that down or I'm blind. I don't know if anyone else has this issue. I can't play at times because I turn it down to the point I can't hear the game because it's so loud.

    if you don't hook them they don't scream. :D I'm sure you can lower that in sound section

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943057#Comment_3943057

    Jeez... steady on... 🤣

    A skilled Wesker is already pretty damn scary, and 3 dashes is a huge buff on a killer that is already pretty darn good (if a little power crept).

    A 32m terror radius has at least some merit to it given Wesker doesn't pack quite the same map traversal as the other killers that have been boosted up to 40m... but his map traversal isn't weak at all...

    However in a hypothetical world where he is given 3 dashes, as well as being a frankly ridiculous buff, undoes the very point above immediately, 100% justifying a 40m terror radius... 😵‍💫

    I think the was proven to be very fun to play in 2v8 and that third dash can be easily implemented without making him any busted. Agree on 32m TR for sure.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943055#Comment_3943055

    My fault for running Scene Partner? Sure, I guess. At least I learned my lesson, right?

    Not really. If you do "a must action" you don't trigger SP. What makes Scene partner so obnoxiusly broken is it's use mid chase as wallhacks. Seeing aura in chase should be strictly granted only to killers.

  • @MKO313 said:

    hello, I am new here but I also have been playing dead by daylight for quite a bit, one of the killers I like to play as is legion, and I understand that they have recently buffed him, which is a start for him, but it has been said recently that unbound (if I'm correct atleast) was NOT meant to work for legion's vault or any killer power vault, I understand this. However legion benefits this perk ALOT compared to any other power vault killer due to the 10% compared to its original 5%, and if it ever gets reverted where it wouldn't work for power vaults I feel like it would shadow Nerf legion in a way, because using unbound grants legion better speed in fatigue and in chase.

    That's is what I'm getting at, legion in a 1v1 scenario lacks any resource outside of power canceling, which would take longer than an M1 chase if you can't zone them properly or don't have ire button, I understand legion was meant as 1v4 type of killer, allowing for quick injures and pressuring the team quickly, the issue with that is to utilize this he would need to down, which he can't often because more likely than not as legion, using your power in chase (unless you have certain add ons or perks for example) is more risky and can only get you so far.

    He is very weak in chase and while the buffs are a start, they aren't going to be enough, the buffs I want will maybe allow less of a "mending simulator" and allow legion to chase sed survivor instead of a faster hit and run strategy.

    increase legion's speed in fatigue

    legion's current speed is a x0.5 of his base movement speed, while yes this makes sense, you can't enter fatigue while in base speed WITHOUT an add on, so let's increase his speed in fatigue, I do not want his fatigue duration to be lowered because if that was done, even by -0.3, it could cause him to be oppressive overall, and I like 2.5 because it gives enough time for survivors to react while also making sure they act fast against him, if not they will be punished, a speed increase of 2.6 while in fatigue seems to be a good spot, the maximum it could be increased would be 2.7, otherwise it would be just a power canceling game, which isn't fun for both parties.

    The reason I want his speed increased is too allow him to have some anti-loop on longer tiles but for shorter ones to be out of reach, this forces survivors to chain tiles but isn't a guarantee down or injure, yes I do like the current fatigue speed compared to originally, but it still needs a buff to be viable without perks like unbound.

    increase feral frenzy's duration

    this is something that was also done, and if you couldn't tell, what they did was a good start, but his kit still needs buffs.

    The duration should be increased to another second, 12 seconds of feral frenzy allows him to be able to chain hit easier, which is what he was meant for, and also allows more mobility, allowing him to quickly find a survivor, this essentially makes mischief list basekit, I don't think it needs to be nerfed or adjusted to compensate with these buffs because I think 1 second add on for duration seems fine.

    Due to the larger maps and also maps with two floors, this buff helps legion get across maps and he wouldn't be as map dependent on smaller ones compared to before.

    allow legion to see pools of blood during frenzy

    this is a small buff, but it was one that got removed forever long ago, which considering the current perks, should be brought back, I do not believe whatsoever he should see scratch marks at all (if you already see a survivor, scratch marks aren't as helpful in frenzy anyway).

    This should be brought back mainly because it never was an issue with legion, and it could technically help in certain scenarios but is otherwise something that got removed for no reason.

    allow his power gauge to be paused while performing a break action (generators and breakable walls)

    Alot of people have said it, and I'll said it aswell, make frank's mixtape basekit, (well atleast the power gauge pause).

    this gives legion some noticeable utility, and also can consistently be performed, if you're breaking a generator or wall while in power without frank's mixtape, even if sed survivor is quite close to you, the amount of power you would lose would make it an unviable option then just running frank's mixtape.

    Thanks for listening to my rant for the buffs I think legion should get, I do think what they did for 8.6.0 was a great start for legion, but it still needs more tuning before making him a more viable killer, and these buffs could also potentially make people who play him to chase down the survivor instead of running away, if you disagree with me or have different types of buffs please let me know, I do like hearing other people's thoughts on this, and again, thank you for listening in!

    I stated my opinions on how to make legion better (good at least) as this won't make him B or A anyway, but…

    → Increase speed of feral frenzy from 6m/s to 7m/s

    → Increase duration of FF to 15s

    → Reduce slashes needed to instadown from 5 to 4

    → Decrease FF cooldown from 3s to 1.9s

    → Increase movement speed bonus per hit from 0.2m/s to 0.5m/s

    → Give him iridescent button basekit

    → Give him ruler basekit

  • @ProudRinMain said:

    I’ve been running some tests on Spirit’s cooldown behavior since the duration add-on changes, and I wanted to share what I found — not as a balance suggestion, but just to highlight a mechanic that might be worth revisiting or clarifying.



    Spirit’s cooldown now scales based on how much of the power bar is used, and the max cooldown increases depending on how slow the recharge rate is (e.g. Yakuyoke Amulet with -70% recharge speed caps at ~25.5 seconds cooldown).


    The problem is that scaling is based on the percentage of the bar used — not the number of seconds you actually phase, which causes some odd and arguably unintended results.




    This means cooldown is tied more to how big the bar is, rather than how much phase-walk time you actually used. So even if you try to phase efficiently with Amulet, you’re still hit with high cooldowns just because the bar is longer.


    This discourages strategic short phasing and doesn’t seem intuitive — especially since the same duration of phase-walk (e.g. 2 seconds) leads to totally different cooldowns depending on how long the bar was to begin with.





    This isn’t a request for a buff or nerf — just asking:

    • Is this behavior intentional?
    • And if so, could it be clarified or adjusted to make scaling feel more logical?



    Thanks for reading.

    i noticed that too. But at the same point, why not giving her longer phase when she was updated?

    → Increase phase to 12s

    → decrease cooldown to 5s (so she can use it for mobility and chase more frequently)

  • @KingOfDoom55 said:

    Basically the title, would this be a reasonable nerf/balance adjustment?

    Defienetly not. Killers don't any more restrictions. Hopefully they will revert that on Ghoul too. There is already limitation to holding area, tunneling etc. It's pretty unfair to force killers playing one and only way.

  • @VibranToucan said:

    Originally Wesker had a 40 meter terror radius as the only killer. I didn't really think about it much, just a quirk of the character. But now Wesker has a 40 meter terror radius in addition to Hillbilly, Ghoul and Blight. And he really feels like the odd one out.Lets see how fast each one can move.


    Hillbillys Chainsaw allows him to move at 10.12 m/s until he hits a wall, meaning you can clear 40 meters in under 4 seconds.


    Blights Dash allows him to move at 9.2 m/s, with 3 seconds each dash, with up to 5 dashes. Realistically you will need to bounce earlier, but you can quite easily make 40 meters in under 5 seconds. And have ton of movement to spare, while being able to change directions after each slam.


    Ghoul has 3 Leaps in enrage mode, each one allows him to move up to 14 meters with a speed of 14 m/s and slide for 0.8 seconds with a speed that, from what I can find varries. It starts at 28 m/s and drops over time, sadly I cannot find the exact values. However, even without sliding he can clear 42 meters in 3 seconds. And with sliding way more, in slightly more time.


    Wesker has 2 bounds. Moving at 14 m/s. The first one is 0.5 seconds, the second one is 1 second. Meaning he can clear 21 meters in 1.5 seconds once. Before going on cooldown. The remaining 19 meters he has to clear by And dont forget the cooldown after using bound, which gives him a speed of 2.3 m/s for 3 seconds. So using your power, from a pure mobility perspective, lets you move 27.9 meters in 4.5 seconds before returning to normal speed. For context walking forward at 4.6 m/s for 4.5 seconds takes you 20.7 seconds. So using your power gives you less than a 2 second advatange in mobility terms.


    If Wesker uses his power first and then walks the remaining distance, it takes him longer to clear his terror radius then it takes Trapper to clear his own terror radius by just walking.


    Sure, you could say that "Well, if I Bound later, I don't need to count the penalty towards the distance, since I can use that to hit the Survivor." And that is true, but it goes against what the terror radius is. The terror radius is supposed to tell the Survivor "Hey, the Killer is coming." The reason behind higher mobility killer have a bigger terror radius is that the Survivors need to have more time to react. If you cannot close that distance quickly, you don't need a bigger terror radius. Deathslinger, Dracula, Houndmaster, Nurse, etc… all fall into the same category.

    All killers with a 40 meter terror radius have high mobility abilities that can start being used outside the terror radius and still end up reaching the Survivor. Except for Wesker.

    The only argument I have heard for the 32 meter terror radius is that the 21 meter bound would be OP with a 24 meter terror radius from monitor and abuse. People comparing it to instant scope Deathslinger with Monitor and Abuse. But I don't think that comparison is warrented.

    The Deatherslinger can shoot you from anywhere in his range as long as he has light of sight. He can shoot over low obstacles, through window, up ledges, down ledges, through holes in the wall, etc… In addition to that, the terror radius from slinger doesn't get that much louder as he approaches, as he hits you from a distance. There also isn't an audio cue unless the Deathslinger has already fired. None of this is the same on Wesker. You'd need a long open area, which means the Survivor has easy LOS on you, with a rapidly growing terror radius and other sound cues.

    For comparision. Billy used to have a 32 meter terror radius. He also has an add on that mutes the chainsaw outside of his terror radius. And even if that was used, it was like never used with Monitor and Abuse.

    So that is why I think that Wesker does not fit a 40 meter terror radius, and it would bring him in line more with other killers with similar abilities if it was 32 meters.

    On top of that, I'd give him 3 dashes basekit.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942995#Comment_3942995

    Yep, Scene Partner screwed me over. I was once cleansing a Devour Hope totem, while one teammate was blocking the doorway (in Hawkins, BTW), the only way in and out of that room. Blight came, and then I screamed, interrupting the cleansing. Needless to say Blight downed and mori'd both of us. I never ran Scene Partner again after that.

    That is your fault.

  • That's not true, I meantioned thsoe he need it

  • @SoGo said:

    So, some time ago, I proposed some changes that the devs could do to Houndmaster to make her a better killer.

    I'd like to redo them in this post. Constructive feedback is appreciated.

    Here they are:

    Chase Command:

    • Make Snug's pull cycles faster. In short, this makes Snug have more pull strength.

    Search Command:

    • Polish it up so it snaps to stuff better. This is my only wish.

    Houndsense:

    • It NEEDS to do more. Currently it only highlights survivors (which is helpful), applies Deep Wounds (which also helps a bit), and increases the volume of survivor sounds, but only when hitting them (which does not help)?
    • The easiest thing to do would be to make the tracking effects apply at all times while it is active.

    Bugs (please fix them asap):

    • The Houndsense bug that makes it vanish from everyone when a survivor dies or is unhooked.
    • The model bug which causes her to have that weird smile.
    • The missing voicelines (she is supposed to have stun voicelines).
    • The bug where Snug gets stuck on things.

    Add-ons:

    Sticky Pitch (Rework):
    • Decreases the Slipstream decay speed by 40%.

    Creature's Bone (Rework):
    • Every time the Dog gets stunned, your lunge increases by 20% for 20 seconds.
    • This effect deactivates after a successful Basic Attack.

    Smoked Snapper (Rework):
    • Increases the radius of Houndsense by 20%.

    Barley Meal (Buff):
    • Increase the bonus distance to 30%.

    Belaying Pins (Buff):
    • Increase the duration to 30 seconds.

    Knotted Rope (Buff):
    • Increase the Basic Attack reduction to 8%

    Training Bell (Rework):
    • Snug now always pulls survivors away from pallets, regardless of your location.

    Waterskin (Rework):
    • After the Dog gets stunned by a pallet, it will break after a 2 second delay.

    Spiky Collar (Buff):
    • Increase the duration to 70 seconds.

    Leather Harness (Buff):
    • Increase the duration of its effect to 60 seconds.

    Gunpowder Tin (Buff):
    • Increase the duration of its effect to 30 seconds.

    Ship Figurehead (Change):
    • Now also decreases the range of the Dog's Lullaby by 50%.

    Torn Novel (Rework):
    • Allows you to Redirect the Dog twice.

    As first step nice. I love Houndmaster.

    I'd also like to see this:

    →Remove break free action by other survivors

    → Increase Snug speed in chase by 50 %

    → Increase search circle by 50 %

    → Increase speed when walking over trail to 8m/s, this lingers for 3s when leaving trail and can be restored when touching line again

  • @dabadee said:

    I love DBD and the Xenomorph, but his abilities are obnoxious. Survivors have too much freedom to disrupt the killer. It's just not a fun experience.

    Please remove the flamethrower, I don't think this is an unreasonable opinion.

    There been qol recently, that give him increased resistence. Therefore, if you target turret first it will never burn you out. Plus you can quickly restore your power under ground.I don't think this is an update that will result in better experience. Hint: destroy turrents with tail, ther is limit of 4 of them that can be deployed on the map.

  • Rework ideas here:

    Bloodhound: Remove scratch marks, you will see survivors in bright red while they will leave a temoparirily blood trail.

    Friendly competition: Each time you complete at least 50 % of generator with someone else, get a stack. For each stack, your repair speed is increased by 4 %

    Hangman's Trick: When the survivor is hooked on a scourge hook, Hangman's trick activate for 60s. For that duration, each survivor within 24m radius from a scourge hook will be revealed for 8s each time they enter or exit that radius.

    Huntress: I actually think those perks are fine as they find uses in specific builds (I'd remove range requirement from teritorial imperative.)

    Bloodpact is more than strong atm.

    Weaving spiders: simple change along with treacherous crows, while broken, you will be able to pick yourself up from dying state at - 20 % speed. I'd also like to see a qol that you see basement at the start of the game when invocation is equipped

    Trecherous crows: Again simple change, 2s→5s, survivors will no longer disturb crows while out of chase

  • @Daniel_Silva04 said:

    I don't think it's terrible, but it's a very inconsistent addon. Most of the times I've used it, it hasn't worked, because survivors usually don't drop the pallet in front of you because you were going to take the hit anyway...

    My question is how harpoon gun is not iri but acid blood is. Gun beloved.

  • @Langweilig said:

    According to the roadmap keys will get some changes soon, so that are some things I‘d like to see.

    Two new base key functions and one buff

    • You can instantly open chests at the cost of losing some charges.
    • Fully charging the key makes you lose collision, which would allow for some funny plays.
    • Reduce the time it takes to fully charge the key.

    New stealth/chase addon:

    • When charging the key fully your grunts of pain, breathing sounds, scratch marks, footstep sounds and pools of blood are suppressed.

    A new addon that imitates sadako’s flicker when you fully charge the key would also be cool.

    Buff to the purple key, because it is really bad.

    • Increase the charges to 20 seconds. (Was 5s)

    Thanks for reading and have a good day!

    My ideas for perks, killers…

    They stated that it's update will be focused around tracking killer and interacting with chests. Losing collision while charging key is a thing since ever.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942484#Comment_3942484

    Ok, fine. You got me there. Some of these are genuine counter-picks. (Not all of them by any means but too many to just say you're wrong.)

    Still, Maps making Trapper, Hag, Demo, Skull Merchant and Singularity much worse just by existing is not good. They are weak, yes, but being weak doesn't automatically erase the balance issue.

    The biggest issue here is that a lot of balance been done, and some reasonable - fe 2 survivors escaping via hatch with 2 gens left. But look at keys, they are just inherently awfull, apart from blood amber add on that is suveriouly busted, while at least burn key twice as fast for the price. My opinion on that is that items should have impact on the match, and belongings are part of that, othwerwise any survivor with 100hrs in the game will know the totem spawns, gen spawn etc. I'd like to see some shakeup and that is just not good direction. They annnouced that they have plans to rework keys and maps in the future, untill then I can't say if those changes might change my mind. But for now having items helping with killer belongings is not anything bad. The direction of it gives some counterplay, remove it is just not right and I'm 3k hrs killer main. There are other paths to go.

  • That rework would make him unhealthy, remove his identity. If you are at least remotely trapper main, you should get that.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942473#Comment_3942473

    Ok, give me examples. Most of these "counter-pick" things were removed, aside from MfT making Legion's and Deathslinger's lives a lot worse.

    And, maps don't need nerfs (as in plural), they only need this one, singular nerf so killers that are already weak/hard to play aren't countered with a single item. Once that's done, we can buff them all we want.

    And that exactly is not true. There are several perks to counter quite a few killers, let me give you examples:

    Twins - unbreakable, exponentional, circle of healing, we gonna live forever, power struggle

    Wraith - any sort of healing perks

    Legion, Deathslinger, Houndmaster, Ghoul - Made for this

    Knight - any exhasution perks, to prevent damaging by bots

    Spirit - irown will, lucky break, bite the bullet, quick and quite

    Legion - head on, shadowstep

    Nurse, Blight - dead hard, dramaturgy

    Hag - urban, dramaturgy

    Doctor, Clown - calm spirit, hardened

    Named many of them.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942317#Comment_3942317

    Maps needs some love anyway, and all setup killers getting screwed over by a singular item is not healthy.

    This was the reason why Lightburn was removed, why Adrenaline no longer works against Freddy, or why Luck doesn't help against Trapper's traps anymore. Perks/maps that counter certain killers are not healthy or particularly good, so why keep them?

    For the record, maps should still track hooks and totems, as they did before.

    You're absolute wrong, there are multiple killers that are counter by specific perks and as you don't know who the killer is, you can't abuse anything to get advantage. Maps don't need nerfs.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942464#Comment_3942464

    Settle down there, champ. No need to get nasty lol.

    First of all, Skull Merchant wasn't OP before her nuking. She was a C tier killer, B tier if you're being generous. She was, however, utterly obnoxious and unfun to play against. I loved playing SM, but there's a reason everyone DC'd against her.

    Her gameplay loop was:

    1. Go to loop
    2. Press M2
    3. If survivor stays, they get injured and hindered
    4. If survivor leaves, use the haste to try to catch up and get a hit
    5. Rinse
    6. Repeat

    Your proposed Trapper changes are:

    1. Go to loop
    2. Press M2
    3. If survivor stays, they get trapped and downed
    4. If survivor leaves, use the haste to try to catch up and get a hit
    5. Rinse
    6. Repeat

    It's the same freaking killer, except the haste would be more powerful and the consequences for staying would be more severe.

    I, personally, don't think Trapper needs many buffs at all. Maybe standardize trap escape length and give him haste to reach a trapped survivor, and give him ready access to his traps so he doesn't spend the entire early game running around trying to find them. Tar bottle actually making traps blend in would be a great buff, too. He's a weak killer, and that's okay. I only offered my "rework" as an alternative to yours and Pally's absolute destruction of the killer.

    You're right. Trapper is a relic of old DBD. He lacks the mobility and anti-loop to keep up in the modern game. However, the only way to fix his anti-loop would be to turn him into Skull Merchant, and the only way to give him maneuverability would be to give him an entirely new power. The same goes for Hag. Should we give Hag some haste effects, too? Place a trap and get a 15% haste for 10 seconds! Voila! Hag is an A tier killer now! Sure, it flies in the face of everything the character is built on, but now she's strong in chase. Yay.

    The fact that you would have Trapper still waltzing around the map trying to collect his traps shows me that you don't understand the killer at all. That you think that walking 100 meters to a collect a trap from a gen on the other side of the map instead of to a locker 20 meters away is somehow better is honestly baffling to me.

    And no, managing your traps isn't difficult. As the match really gets under way, they're getting disarmed (or hopefully stepped in), you're picking up randoms, and placing new ones. Once you're in the midgame, there's always a trap somewhat nearby if you truly need one. The problem isn't managing traps in the mid-game. It's getting them set in the early game. Even the video you're referencing understands that better than you, as he would have you just collect traps from a distance while also picking up the ones you can easily get to.

    Or maybe I'm just a natural, because I've never found trap management to be difficult at all.

    What you want is for me to pick up the ones I can easily get to, point at a distant trap, then traipse to a locker to collect that trap. It's the worst of both worlds lol.

    Finally, you seem to misunderstand how to play Trapper on a fundamental level. Trapper is an M1 killer that can sometimes get free downs via his traps. He's not a chase killer. He relies on survivors making mistakes. The trick to buffing Trapper is making sure that survivor mistakes can be capitalized on and if they can't be fully punished, at least don't make them free. The video that you're referencing understands this. The only buffs I fundamentally disagree with that he puts forward is the haste buff and I also don't like the idea of reclaiming traps from a distance. I think that these two things combined just make him a better Skull Merchant, and it would probably make him a killer that nobody likes to play against.

    I think that keeping the haste as-is, while making his traps readily available but not too easily so is the best way to solve the problem.

    At the end of the day, Trapper is an area denial, zone holding killer. It's what he does. Just like Hag, he sets up a web of traps, then uses those traps to punish survivor mistakes and hopefully snowball his way to a win. Sometimes that involves holding a 3-Gen or Basement. And, yes, good swfs will still take him to the cleaners. That's just the way setup killers work.

    Not only that it would be SM 2.0 but it would remove whole his zoning and area denial identity and turn him into SM/Knight hybrid, unfun to play agasint and doubt that fun to play either.

  • @Elan said:

    As stated lately here's mine idea of buffing trapper to get him more in line with other killers.

    1. Trapper can set and reset trap in 8m range, while holding the power button press the atack button to set or reset trap instantly.
    2. When survivor is trapped, trapper gets 10 % haste untill survivor is rescued or picked up. (this doesn't work on either set up or reset as it would be abused mid loop to get old SM treatment).
    3. All trapes are hold from start game and no capacity exists anymore.
    4. Every 60s one random trap becomes set basekit.

    Alternative 2 = traps become set, once disarmed they will reset after some time.

  • Like I said yesterday, this guy lives in his own world of "buffing trapper in wrong direction" at cost of being absolute ass to go agasint. But surely, make more killers the survivors will dc against. Health of the game is pointless.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942335#Comment_3942335

    What are you talking about? It's not ragebait. I'm not going to load into a match where my already weak power is considerably nerfed because of one item. That's not an opinion. It's a fact.

    Maps counter Trapper's power.
    Therefore, I don't play against maps.

    I don't see why this offends you so much.

    Because you are overreacting, item that needs to be specific rarity or have specific add on attached to it, it burns out in 12s, so it shows 1-2 traps and then it's gone for rest of the game. Remove unbreakable then, because it counters Twins, remove made for this because it counters Legion, remove hardened because it counters doctor. Is it clear now? I'm Houndmaster main and never been whining because made for this exist. If survivor gets lucky and bring in russian rullete, shouldn't be punished for that. Maps are bad and in no universe don't need any nerfs, so if you don't want to play against map - which from my pov is pretty ridiculous, then leave the lobby but don't ask for removal of mechanic that potentialy makes a very bad item somewhat usefull in very short burst of time. i don't get it why people still do that. Trapper is zoning killer, he denies areas and play around set up, same as Hag. If he gets buffs, he needs something to get more in line with other killers, not by removing specific rare counterplay.

    I suggestes:

    1. Give him all traps at the start of the game so he doesn't need to collect them.
    2. Make his set up faster.
    3. Make his reset faster.

    He has unique mechanic that other killers don't. Completely shutting down areas. And if you struggle with Trapper or don't enjoy him because of maps or whatever then go play someone else. In my opinion trapper is fine and needs some small improvements for sure. But that's number tweaks and small basekit changes. Rework would give away his simple and trap-orientated identity as well as beginner-friendly difficulty.

  • @SilenceIsDeafnin said:

    I would like to suggest that any time a window has been vaulted three times within 30 seconds that it be closed off. Killers with less than 4.4 m/s can technically never be in a chase and the survivor will be able to vault continuously and endlessly.

    (And this doesn't even take into account the toxicity of survivors vaulting to create noise.)

    Honey… if you struggle with windows I'll offer you tips:

    1. Use bamboozle (even best players play this perk on killers that don't have the best antiloop)
    2. Try to outplay them instead of holding w (at shack as you see that they are running to the corner, double back and cut them off - doesn't always work)
    3. Decide whether that chase is a must. Killers are forcing to make desicions whether it's good to stay in chase or abandon it and cause chaos somewhere else (fe. someone leads you to corrupted part of map with a lot of pallets, forcing to long chase might cause you loss of a few gens)
    4. Identify their movement (imagine that you play survivor and what would you do in that scenario)
  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942330#Comment_3942330

    1. So what? That doesn't change the fact that it actively guts my power.
    2. Again… so? Let them use that map against someone else.
    3. Again… so? They can use their map to find someone's totems or something. Not my traps.
    4. Oh, so they can remove all my traps, but only for about 30 seconds of map usage. That makes it so much better!

    Why would I load into that match? Give me one good reason why I would look at a match that has a map, knowing that a map actively counters my power, and say, "Yep, this is a match I want to play!"

    I'm not asking to nerf maps. I want them to work exactly as they do against any other killer. But making maps actively counter my power, then shaming me for not playing against maps is certainly a take.

    Ok. So it's ragebait or moking from your side. Get it. Thanks for answers. No reason to keep the discussion as you live in your world of "Only opinion that is right."

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942327#Comment_3942327

    Is it? So you're telling me that one survivor with a Rainbow map can't see every trap I've placed? That they can't relay this info to their friends, either through comms or the addon that allows ALL survivors to see the auras that the map user sees? That they can't just… follow me around and disarm every single trap I have? Because they can.

    Why would I load into that match? I'm already playing one of, if not THE weakest killer in the game. Why on Earth would I willingly load into a match where my already weak power is essentially useless?

    I'm not sure wheter you it's a joke or you are trully complaining.

    Facts:

    1. Maps are least used items in a game, I see one in 100 games.
    2. Survivors don't know the killer, meaning that it can't be used to counter specific killer.
    3. Only rainbow map has option to track killer stuff (add on that does that exist).
    4. Maps are limited item, same as every other that burns quickly.

    So yeah, nerf worst item in the game even more so it ends up in the bin with keys. :) I'm killer main, but some "wishes" of other killer mains drive me insane. Guess we will end up shouting for nerfs to medkits too, so it no longer works for self heals. Or better, we can ask for removal of flashlights too. Anyone up for it?

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942325#Comment_3942325

    You're right. I should totally load up into a match where one survivor bringing one item makes me a powerless M1 killer. That sounds like LOADS of fun.

    That's pointlessly dramatic.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942317#Comment_3942317

    How is that unfair? No other killer has their power taken away by survivor items. Wraith and Nurse no longer get burned by flashlights.

    As a Trapper main, if I see a map in a lobby, I just lobby dodge. There is literally no point in playing a match where one survivor can see all of your traps and relay this info to his buddies.

    Map is related to tracking killer belongings. Not sure whether nerfing maps further is a way to go as they are already pretty bad. If you dodge lobby because of a map then something is wrong on your side. I called for killer buffs, but not in this direction. I'd much rather see both iri being basekit than removing another "potential gameplay" from the game, goign more towards hold ,1 at gen is the only thing you do as survivor.

  • Not sure, whether removing traps from map tracking is fair. Other than that agree.

  • @coldflame said:

    there is no universe where ths community would tolerate it if killer attack hitreg was half as bad as pallet hitreg, but killer players aren't people i guess

    You get hit when already standing on the other side of the pallet? Me too. A lot. Why? Dedicated seervers. You don't see killer in proper position, so that's why we get hit by the corner.

  • @deaded98 said:

    I found out the awesome news that this issue is being looked at! I look forward to happier Sadako, Alien, Plague, and future Springtrap mains!

    Hm?

  • Skull merchant and Knight are the only killers I understand people don't want to play against. other than that is just unreasonable.

  • @KingOfDoom55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942112#Comment_3942112

    At the worst, he's b tier, at best is A tier, all IM saying is a reasonable nerf, bc the way how killers get gutted IS BECAUSE of constant nerfs, ghoul is getting the skull merchant treatment, with getting multiple nerfs in a row, that's what killed skully, the same will happen if this continues for ghoul, all we need is a proper changes with compensation buffs if the ghoul were to get any further nerfs, why? As I said before, constant nerfing is what guts killers, a reasonable change would to get rid of the reticle when leaping & reducing the range to grab attack people, but in return, revert the range from the ghouls leap from 14 back to 16 & revert a few addon changes as well, that would be a reasonable balance change to the ghoul instead of out right nerfing him 3rd time in a row, just saying

    i wouldn't compare to SM as she was never fun to play and always insanely unfun to play against as all her kit was deploy drone at loop and either get free injury or leave the loop, not saying that survivors got - 10% hindred, why SM got +10 haste. It was just insanely unfun not even mentioning the old 3-gen chest merchant. She was gutted yes, but they hard work on big rework on her. She got 80 % kill rate, because no one wanted to play against her.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942120#Comment_3942120

    This works with BOTH sides, you know.

    Killers being all 5% faster with NO prerequisite is about as broken as the old MfT.

    Also, Haste stacking can be problematic on either side, so not sure why only survivor perks are targeted here, and all of these have a condition to trigger (get to the endgame, be in Deep Wound, be not Exhausted and do something as well, and be in the boon), as do all Haste perks.

    You have to count that there are 14 perk slots on survivor side, while only 4 slots on killer side. So cap is a solution, but killer must have higher cap than survivors. Let's say, that haste over 10 % won't stack on survivor side, while killer can stack up to 30 % haste.

  • Indeed, Ghoul is not fun to go against, that's why people complain. He got unnecassary nerfs while some reasonable

    Reaonable: hitscan, iri mask

    Unneccessary: pallet break cooldown, range nerf

    What he should get nerf instead: scamper, kidnap

  • @SoGo said:

    There is a good reason why add-ons that give killers a speed boost at all times have some of the biggest downsides attached to them (Watterlogged Shoe on Hag, Matchbox and Spasmodic Breath on Nurse, MDR on Spirit…).

    And a good reason why MfT broke the game.

    And a good reason why the devs wanted to stop Haste stacking.

    It's because even the smallest change in movement speed has a massive impact on the strength of most loops and chases, and in result, game balance.

    TLDR: Movement speeds are fine as they are, DO NOT TOUCH.

    Then they should rebalance survivor haste perks:

    FE:

    1. made for this: 3→1%
    2. Hope: 7→4%
    3. Boon:Dark theory: 3→1%
    4. boost from exhaustion perks: 150→125%

    etc.

  • @Skeleton23 said:

    I'm gonna say that the thing that drives New Killers away is Bully Squads. There a situations where the killer is forced to use play styles like Tunneling, Slugging, Camping just to get a single kill and remember you won't be able to do these strategies in the next patch but maybe Slug but that pretty much it.

    Killers can only kick a Gen so many time while Sabo Squads can Sabotage hooks Infinity and can blind and stun the killer to the point they can't do anything and forcing them to DC with a penalty along side it. I know trolling is a bannable offense but this doesn't stop players from abusing the system

    Why give Survivors basekit stuff but the killer can't get anything basekit like we shouldn't need to bring Anti bully Squads perks just to counter bully Squads if we added basekit LightBorn or even after a certain about of stuns the next one doesn't work make it do survivors can't abuse mechanics in the game to ruin the game for new players

    It's not a bad idea. For the health of the game, the following would be good:

    1. replace flashlights with new item, killers can't be blinded, flashbnag would remain as distract tool (flashlight saves also causes a lot of potential hooks loss, which again is frustrating and unfair)
    2. remove pallet stuns, replace them with - 1% hindred to the killer for 3s isntead (there are almost 25 pallets on some maps like "the game" or etc. so replacing old mechanic which is outdated would result in more fun and fair experience.
    3. crouching more than 1 times in a 5s will result in 40 % hindred for 60s
  • DBD is defienetly not killer sided, not even in the most remote dream.

  • They can at least make that killers out of chase have 15 % increased sped, while inside chase have no movement bonus. At least make it a perk.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941871#Comment_3941871

    Yeah, there are nurse and blight. And then we have ghoul. Billy and dracula are not as strong as ghoul. And the thing is his kit is just annoying as hell.

    i will agree with you on "ghoul is not fun to go against". 100 %. But problem is, you can't really keep killer strong and fun at the same time. Ghoul is defienetly not as strong as Billy or Dracula, he is just easier, not stronger.

    in The ghoul Comment by Elan
  • @AhoyWolf said:

    Bubba is the clearest candidate to get The Unknown treatement, his charge bars overlap constantly, due to him having different charges for Tantrum, Chainsaw charge and the duration of the sweeps.

    There already is a special secondary icon when Bubba is in Tantrum, maybe that could be visible at all times as a secondary power icon for the tantrum itself.

    He deserves way more than that. Despite multiple reworks and buffs he is still pretty underpowered. I wish he would have infinite chainsaw upon he downs someone or bumps, could be use for mobility as well as antiloop, while keeping him average. If he has basekit lopro would be also cool. Love for Bubbas.

  • Yes, underpowered. I'm sorry but there are way stronger killers than Ghoul. Why nerfing him when other killers will remain be stronger? If Nurse, Blight, Billy, Dracula… get nerfed for some weird reason then yes, nerf ghoul… untill that no reason.

    in The ghoul Comment by Elan
  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941582#Comment_3941582

    Hmmm... its an interesting idea, has a lot of subtle implications, such as building into the specific current map pool, which sounds kinda cool. Lots of nuances where one might see a map combo that favours/encourages a few killers over others, so might see some killer/survivor build variety... 🤔

    Only problem I can see is who is in charge of creating the map pool and ensuring it is "balanced"? Cause if course an automated system with ratings, that will favour lower levels of play with majority of the playerbase over high level play, which may lead to pretty damned imbalanced map pools at higher levels. 😏

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941659#Comment_3941659

    Ah... well there are a couple of minor issues with that:

    • It doesn't address the problem that map offerings don't really have a place in the game... maybe with the map rotation suggestion above it might work, but on its own, such an offering would basically do nothing. You exclude one bad map for yourself, and are still quite likely to get a different bad map for yourself.
    • It favours Survivors much more than killer, as Survivors can exclude 4 different maps to the Killers 1.

    I kinda struggle to ever see a reason to give up any other offering for a map offering to exclude 1 realm out of the 21.

    I mean I don't like using map offerings myself, but I like the system as a level selection option... and tbh outside of a few really abusable and obnoxious builds on certain maps, I don't really mind them being used against me for the most part... I just feel if they are gonna be in game, they do need to have a reasonable purpose to exist, while also limiting their reliability in giving a huge advantage to one side over the other.

    Map rotation isn't really that good. It happens a lot that out of 10 games I have 4x same realm, no map offerings.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941780#Comment_3941780

    No ofc not, but, that doesn't change the fact that all of these killers did get buffs to their chase and/or map traversal, which in conjuction with the 3-gen change does appear to indicate an intent to push these killers away from relying on this playstyle and committing more to chasing survivors.

    If you have all these killers with these buffs without the 3 gens changes then they just get better at 3 genning, whereas doing this in conjunction with the 3 gen change is the kind of change you make if you want to shake up the game...

    The argument is always these killers have to 3-gen, but if you take it away as a steadfast strategy, you can then start buffing them since you no longer have to worry abuit excessive 3 genning in your balance changes. The principle is short term pain, for long term gain.

    Whether or not we all agree with every change BHVR makes, you can't deny that BHVR have been taking a lot of steps to shake up the game lately... and they've been listening to their community more than ever for the last 2 years.

    Anyone at this point who claims BHVR are only listening to one side is just flat out wrong, because there have been a lot of sizable buffs and changes for both sides.

    Big agree! Small steps, but it's happening.

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