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Elan

Elan

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Elan
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  • @terumisan said:

    the game is balanced for the average survivor who are terrible also we already had a play test with the recent blood moon even where survivors had to fill up generators while those generators weren't affected by killer powers/killer perks and most survivor perks and all that did was make most killers swap to hex builds and picking top tier killers since the average m1 killer couldn't compete

    i agree, the game is balance about baby survivors. Good players are nightmare to any killer player. I suggested numerous balance changes to make killer more in line with survivor difficulty in term of escaping/dying. But apart from Blight, Nurse and maybe (huge maybe) Billy… all other killers would need some big buffs to make them more in line with each other, so taking specific killer isn't higher or lower chance of loss.

    FE: PIG

    1. Make her ambush better (2.3s→3s, speed of 6.9→7.5)
    2. Make her traps more meaningfull while less punishing (All survivors need 3-4 searches to remove trap, while the death timer is 3mins to kill only those who mess around)
    3. make her crouch better (TR fade out 5s→2s, TR to fade in 1s→3s, make her base crouch 4m/s, make her ambush attached to swap control, so she doesn't lose line of sight every time she wants to perform it)

    Boom! With those changes Pig would be nice B tier killer, while not powercreeping others).

    Another example: Hag

    1. make hags traps uncleansable, but you can walk over them, not run
    2. give hag haste for few seconds after her trap is triggered
    3. give her faster set up speed
    4. give her secondary movement option (she can teleport to any trap on the map, 30s cooldown)

    Boom! Might be decent B tier too.

  • @Falcao said:

    4.4 speed when? Really, it's not funny that a killer with 5-7 rushes moves like a regular m1.

    Blight is balanced killer that has pretty huge counterplay with line of sight blockers. He defienetly doesn't need any nerfs.

    in Blight Comment by Elan
  • @JustElf said:

    In almost every game, one of my teammates ends up leaving because of Ghoul — and I can see why. He feels overpowered: there’s no real counterplay, and his cooldown is too short. Even when I manage to dodge his power attack, he’s already right next to me and can hit me again almost instantly. He definitely must be punished like other killers when he miss his power attack, even Nurse has bigger cooldown

    Nah, Ghoul is ok as he is. He got some unneccessary nerfs, some reasonable. But if you struggle against Ghoul then try to watch some videos about how to play survivors. He is slightly undepowered at the moment, mid at best.

    Hint: If he breaks pallet, he can't use power for 4s, use that in your advantage.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941509#Comment_3941509

    This is a take I agree with, the system does affect killers more reliant on 3-gens more.

    Though to be fair, around the same time as that change (7.5.0) BHVR have been buffing/reworking a number of the killers worst affected in chase, such as:

    • Trapper getting a basekit stronger version of Coffee Grounds (7.3.0)
    • Myers rework to reduce his start up and can now stalk from afar and shift his downtime after hooks (8.4.0)
    • Bubba got basekit Chilli and Beast Marks as well as improved/reduced collision (8.0.0)
    • Freddy got his rework to be much better in chase and traverse the map a lot better (8.5.0)
    • Pig got her basekit crouch speed and ambush buffs (7.6.0)
    • Legion got their FeralbFrenzy speed, duration, cooldown and fatigue buffs to get more pressure and the ability to close out chases (8.6.0)
    • Demogorgon got reduced recovery on shreds (7.6.0) and better map traversal tools (8.4.0)
    • Nemesis got buffs to his power startup time and his whips slow/recovery improved massively to help him chain hits (8.2.0)
    • Sadako has alot going on here, but she got her lock in on Condemn, faster TV projection movement speed, faster demanifesting movement speed, and longer invisibility duration while demanifested (7.5.0)
    • Dredge got faster movement speed while gloaming, faster map traversal and night charge, shorter cooldowns, and faster locker break speed (8.2.0)
    • Knight got his rework and while his cheese got nerfed, he did get things like the criminally underrated Carnifex which is crazy good (8.1.0 and 8.2.0)
    • Skull Merchant got her laser beam changes to be more chase oriented, which had potential (7.3.0)... then got Old Yellered behind the shed (8.3.0) 🥺
    • Singularity got a heap of changes, but basically his pods attach slipstream better, his slipstream cooldowns are shorter, his overclock is faster, his wake up time is shorter. (8.1.0)

    Other killers got buffs of course, but these are the ones I'd say were more 3-genny, and in (almost) all of these cases the killers got improvements to their chase, encouraging them to actually go for downs rather than having to fall back to 3 genning.

    How successful each of these are is up for debate, and its map mobility that really makes the difference, but you can see a clear trend in how BHVR are buffing killers following the anti 3-gen change.

    So... while I agree with your take on 3-gen kicking in before 3-genning actually happens... I can at least say I do agree with the direction BHVR are going…

    That killers got buffs doesnt mean they are strong. The game is still heavily survivor sided and developers are afraid to do a bigger balance changes. 95 % of killers need way more buffs.

  • Simple buffs would be enough:

    1. Being trapped counts as hook stage and survivor can only escape by being rescued. (Removes option to pick up survivors from trap or down then while being trapped)

    2. Iridescent stone and bloody coil basekit

    3. Increase set up speed and trap camuflage colour.

    4. When any trap is set or picked up, trapper gets 10 % haste for 10s

    5. All traps are carried basekit

    6. Injured survivors suffer deepwound when disarming trap while injured

    7. Stepping into trap when being one hook stage from death will instantly sacrifice survivor.

  • Wouldn't it be simple if they just swap the mechanic, so instead of guaranteed 20 % chance that certain map will be picked it gives you 100 % chance that the map will be prevented from being picked.

  • @Falcao said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941497#Comment_3941497

    underpowered killer against whom no second chance perk works and who flies around the map. funny

    What already other killers can do, even better. What's the complaining here for? He can't down you with his power. He has to use it to catch up, which is limited when breaking pallet.

    in The ghoul Comment by Elan
  • @DeBecker said:

    There ae several things to the Ghoul to be just annoying. My biggest issue is the stupid hitscan. It definitly needs to go, there is no arguing to let it stay. Then they have to fix the bug that he can injure you even when colliding with a pallet. After that they can start to get rid of the stupid fast vaults into hits. After that we can see whats even going on.

    laughable that you want to nerf already underpowered killer.

    in The ghoul Comment by Elan
  • it's add on that rewards you for using your power. Myers power is to stalk, so you should be rewarding for getting enough stalk. As I said tombstone is Myers identity, not the instadown. So if he keeps stalking someone for lets say 40s, he should be able to instamori him.

    in Myers Comment by Elan
  • @champzaza007 said:

    For me, there shouldn't even be a limit in the first place. Meanwhile, perks that boost repair speed haven't been nerfed at all and they keep adding new ones. On the other hand, almost all of the generator slowdown perks for killers have already been nerfed.

    I'm fine with having a limit system, really. But could you please make the regression speed work like it does in the 8v2 mode? Because in 4v1, the regression is extremely suck and slow plus it’s limited in how many times it break.

    That is not true, I have to admit that. Both gen progression and gen regression got nerfed. So the balance didnt happen really. i kinda understand that sitting on gen for 120s would be boring, but if they make so 14 chests with components spawn within map and survivors have to attach 2 of them to every gen in order to start repair, it would be more interactive while helping the base game slowdown. And killers would finally be able to chase someone without losing 2 gens within 60s.

  • To be honest Ghoul is not OP anymore, he is pretty average and only noobstomper. His main part of kit, constantly catching to survivors - as Singularity or Blight can do much better anyway, was gutted massively. He is not perforemed as much as he used to be and it's reasonable. While i think he was close to be S tier on release now he is B at best. The only thing he needed to be balanced was rework of iri mask, but all other nerfs were uneccessary.

    in The ghoul Comment by Elan
  • @terumisan said:

    needs to be removed tbh it limits what perks i can use and mostly affects m1 killers

    Main issue here, perks like call of brine or eruption along with other perks make you run out of kicks pretty quickly without giving you much of perk value.

  • @DeBecker said:

    Sure. We make the most bs addon that still ecist for no reason even basekit. Sad thing is, I could even imagine devs doing such a senseless thing.

    It's not bs add on. It's related to Halloween universe and makes identity for Myers. There are still several ways how to prevent him from getting tomstone kills, so it's not as strong as you say. It being basekit would make his gameplay way more unique and universe of Halloweed related. Don't forget that he is still one of the biggest licenses and sadly still one of the weakest and neglected in the roaster.

    in Myers Comment by Elan
  • maybe if they make so you mori survivors inside it would be much riskier and fun as well. Imagine being moried at start of the game that would be funny. 😂

  • Tunneling is and always was a strategy. There are multiple perks to prevent that. It's same like killer can't prevent gens from being completed. Little, but with current nerfed slowdown perks it's nearly impossible. And as the game is still heavily survivor sided, i would not play with base of game untill balance is finished.

  • Legion is decent killer, he's still slept on. If you play one game of him one year back and now, you'd see how much he improved. I enjoy him. Surely he's not Kaneki/Bligh/Nurse level… but he has so many ways to be played plus build in slowdown and info.

  • I disagree, this map is not small at all - compared to Haddonfield, Dead Sands… is very balanced and fun in vertical playstyle.

  • If we consider game mechanic than there is no m1 killer as they either have way to down survivors - ambush, trap… or they have instadown mechanic - myers, gf…

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939415#Comment_3939415

    So you want to make ghoul a worse legion? And kill all his skill expression and skill ceilling

    Ghoul has minimal skill ceiling, I saw few people try to use leaps mid chase to block the pallet but that's 0,1 % kaneki players. This killer is very simple and has multiple ways to get free hits, which is just not good, considering how balanced the game become, killers like Kaneki, Blight or Nurse should not exist in current version.

  • If they do something about Sadako spamming teleports for condmned play i wouldn't mind

  • @SoGo said:

    I feel like if the aura reveal was like Plaything, where it would reveal itself after a certain time period, it'd be fine.

    Also, not sure why the gate opening and recovery speeds were removed from it.

    I feel like they were "everyone will just rekindle one totem to slow repair and save other totems for later".

  • I agree, Pentimento wasn't really that great before either. I'd like to see…

    — leave the aura in 8m

    1 token - decrease repair speed by 33 %

    2 tokens - decrease healing speed by 33 %

    3 tokens - decrease recovery speed by 33 %

    4 tokens - decrease gate opening by 33 %

    5 tokens - all totems are blocked and additional 20 % penalty to every effect across tokens.

  • Well, then easiest they can do and probably will is regression from 99 to zero, which again seems pretty interesting in some gate defending builds, I'll defienetly give it a couple tries.

  • Big no. Hexes are meant to be high risk and high reward. From your opinion blood favor which is actually very strong perk and grew in popularity being lit after first hit would not have much difference either. Perks like Ruin, Undying, Devour Hope must be cleansable since start game as they have very high impact on the game flow and game result. The nature of hexes like other perks is not to guarantee you minimum value across all games. I mentioned it in one post lately. I love vault/haste builds, but i count that i might end up on Gideon or RPD where you gonna have minimum value from those perks. If you experience early cleanses of totems there are also other options you can run to prevent early cleanses (the dracula perk, undying, thrill of the hunt)… or you can use those cleanses to activate pentimento.

    The scenario you want to pinpoint is where survivors spawn on the lit totem. This will also be shadow buffed be new spawn logic.

    @Host_yu said:

    Hex Changes: I think hex perks shouldn't glow until they're actually activated, kinda like how play thing wont light up till hooked or even how Face the Darkness won't proc till a hit. We just keep all totems dull until activated. Devour lights up at 2 stacks, crowd control lights up at first fast vault, blood favor first hit, undying lights up when you walk past a dull, thrill lights up first hit etc. etc. I just think it'd be a nice change of pace instead of survivor spawning in and a totem pops.

    In addiction to Hex's I think its time to change up the spawn locations and spread them out like the swamp totems and if possible change what we can cleanse. Instead of totems we can have a mix of totems and a different thing like maybe like tree hexes.

    Tiles: I believe we need more "set" tiles a lot of maps lack proper tiles granted it's likely do to rng. I've had maps where I'll get one jungle gym, and everything else was L and T walls. I just think it'd be helpful for both new players and current players, granted most people don't know how to properly loop or chain tiles

    Which brings me to me thinking we need a dbd tutorial update for a basic "how to loop" for newer survivors so people aren't wasting the limited resource that we have. Which feels even more limited these days especially when maps have pallets spawn at the edge of the map

    Adding to the tutorial I also believe adding a vs to every (bot) killer we can possible in at least customs would be a nice touch as well and even if we couldn't get all of them.

    I also believe bots need an update. I understand you don't want to make super bots where its almost impossible to catch them, if not impossible (thinking about it, it sounds fun a little bot challenge of "impossible bots"). But the fact most bots will vault a window then back into you or just crouch and stay crouched needs to be studied. I've seen bots run in circles in the corner of the map. Only reason I ask or say is for the people that do dc and leave a bot. I've been in and have pled with/against people who would just leave bots on hook.

    Map tweaks or addictions: This is just more so something I would like personally, granted yes this whole thing is opinionated, I wouldn't mind if we got either a random map dropped on us without it being a chapter or even a new map variation. Feels like I play a lot of dbd and I just get the same maps or I'll play for hours and never even see some maps. Can't tell you the last time I've played on Autohaven or Mcmillians and those are some of my favorite maps to play on.

    DBD is by no means a perfect game but I know they're trying which is funny because anything before the 6.0 update we would bash them for not listening to the player base. Can't say I always have fun but I'm always trying to improve even with my little 3-4k hours

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935103#Comment_3935103

    Haywire does not regress the gate progress back to zero, it only goes back to 50% and no lower.

    No it does regress back to zero. It requires 50 % to start the regression, I've testing it with multiple perks.

  • @Emeal said:

    The problem is this perk will force the doors open and it does nothing if you play vs Survivors who already open the door.

    Sure this perk might be good way to ensure Bloodwarden value, but outside of that I dont see why I would run it.

    We will have to see.

    I can see it being valueable when paired with remember me. While the 50 % or more must be open it regresses to zero and with perks like no way out and remember me might make some nasty gate defend meta. Even more on gate defending gods like Singularity or Huntress…

  • Haywire start working at 50+ progress on gate but regress that progress to zero. While people say its not as good because 99 gates is not as good i disagree, starting EGC asap without making sure it's in good will for the team is a bad idea creating situations where you are pressured by time and with forcing people to open gate so they can go for save and escape. People heavily understimate how gamechanging this perk is.

  • @yukiday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933819#Comment_3933819

    The combo with medkits was problematic and a penalty was imposed, so I don't agree with this adjustment.
    By the way, Self-Care and Botany have a heal value of 52%.

    Isnt self care 35 % + 50 % of bottany? If i go survivor and some heal ill pick medkit and built to last instead

  • @Thesctsystemttv said:

    Absolutely hate the new " quality of life updates"

    1 if a play wants to leave the game when you have already implemented bots

    1 example; Some players CANT PLAY AGAINST ATHE clown thet have a phobia why should they be punished. You implemented bots for a reason!

    Even if they just dont like a map or a certian killer they should have the absolute option to opt out.

    OOOR make we can see the killer at the very least!

    Also if thet arent havinf fun then thet should be able.to just leqve.

    You have bots let them be used!!!

    2. Your new mori bs? Makes hatch entirely useless. And removes any ANY incentive to save each other at all. Because I ain't risking getting a mori just to get some one off hook when I am playing the game.

    3. Removing us being able to get off hook? Unless we use perks or offerings? To " keep people from going next" ooor you can just give us our chances to 4% instead od forcing js to change our favorite buimds to use perks we DONT. LIKE. Or offering WE DONT LIke!

    Thes are JUST A FEW comments about tbis " quality of life updates."

    I am a killer/survivor blended but killer main and this makes this FAAAAR to killer sided you are going to have a shortage of survivors because no one wants this bs

    Hatch is not meant to be 50-50 escape for last survivor, if you have problems with that, bring keys.

  • @yukiday said:

    Buffing Botany is a wrong choice.
    It's a T1 perk in Asia and has great potential on other servers too.

    The number value has not been changed. It will only change where you can fully heal from medkit and not. Which is in my opinion fine with one-time heal. Combo of self care and botany (as you said popular on asia) will still be 85 % heal value.

  • @ad19970 said:

    As a Vecna main myself, right out of the gate I just want to warn BHVR about Mage Hand being possibly a bit too strong now, with the bug fix and buff it is receiving. Now that survivors can't punish Vecna's that use Mage Hand on reaction, the mindgame of whether Vecna uses Mage Hand or not, and whether survivors should throw down the pallet or not, could go lost because of this. Since he doesn't have to predict the pallet drop anymore but instead can react to it.

    I think a good compensation nerf is too slightly decrease Vecna's movement speed during his post cast cooldown of Mage Hand, from 3.68 M/S to let's say 3.28 M/S. That would make Mage Hand fairer for both sides, allowing both sides to have some counterplay.

    Also a bit disappointed with the buffs to the items. I was kind of hoping that the other items would also give survivors a small haste effect when the corresponding spell was used.

    Botany allows you to heal self at 16s with medkit.

  • Killers with no mobility will waste time going to that illusion, most likely losing enough time to that. While it has minimal impact to mobility killers, so yeah. The perk is more than strong and doesnt need any buffs.

  • Give Pig this basekit:

    1. Iridescent videotape
    2. last will
    3. workshop grease
    4. combat straps
    5. both plans
  • Mirror Illusion is already heavily oppressive perk with minimal requirement to activate. Defienetly no need for any buffs.

  • @Jtflorencio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446108/new-patch-notes

    Anatomy Superior no deserves Buff? Are you kidding?

    The perk is useless, and even if you use it correctly, it will only work once. Survi will know that you have superior anatomy and will go straight to the pallet (play it super safe). It will know what moves you're going to have thanks to the jump perks (which is why Bamboozel will always be better than these perks). Survi will continue to jump over the window. Right now, these 3 perks are useless, nobody uses them (bamboozel is far superior because it closes de window. not because of its jumping speed)

    Superior Anatomy: Should have 50% jump and a 15 second cooldown.

    https://us.v-cdn.net/6030815/uploads/1DRV3LJTT1SO/image.png


    Fire Up: The perk should be active from the start of the game and maintain 6%. If not, reduce it to 5%, but start with 1 token.
    5% / 10% / 15% / 20% / 25% / 30%
    6% / 12% / 18% / 24% / 30% / 36%

    https://us.v-cdn.net/6030815/uploads/4SVY2BWTXRKE/image.png

    Dark Arrogance: Should lose or lower the negative effect (+ stun time) and increase the 25% to 30% vaulting

    https://us.v-cdn.net/6030815/uploads/2EJ6BPJD6QIR/image.png

    After all, they're useless perks. No one uses them, and then you complain that they don't deserve buffs?
    You are Main Survivor or do you experience these perks? It's your fault we're seeing 3-4 Anti-Gen Perks in every single game.

    You mean solo SA is not as good as Bamboozle, get it and what? There are builds that make game fun and if every perk is fundamentaly strong why would you go for a specific build where you can have hybrid build that is jack of all trades? No, SA is good as is.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932207#Comment_3932207

    Decent? Seriously?

    1% Haste? 5 extra seconds on hook? 3% faster action speed? 2% faster vaults?

    Those values are decent? Each of these effects are outclassed heavily by a single perk, even if only a single person runs it. Resilience alone outclasses half of these.

    1. Those stacks with other perks.
    2. It's spread between team, so everyone will get better value than base.

    Those are reasonable numbers for fact that it's 4x1 %, 4x3 %… The fact that resilence gives you 9 % is a bit outdated and should be towned down a bit in my opinion.

  • @SoGo said:

    At first, I thought this post was sarcastic. It probably is, and some people just didn't catch it.

    Anyway, I have an Invocation idea right here:

    Invocation: Protector

    When in the basement near the circle, press the Ability Button to begin the Invocation.

    Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

    Once the Invocation is completed:

    • You lose one Hook Stage.
    • The timer of everyone's Hook Stages is increased by 9/12/15 seconds.

    If a survivor joins the Invocation process for more than 15 seconds, the resulting effect is increased by 3 seconds.

    Completing the invocation disables the perk for all survivors.
    Getting hooked for a second time disables the perk.

    Why sarcastic? Those are some decent values among the team. Don't see any sarcastic element on it.

  • There are 2 invocations currently. One could be great with some number changes and the second one is mediocre.

    Great one is treacherous crows, yes! Time it reveals killer is too short but having teamwide mapwide tracking of killer is kinda crazy for a perk. It's killed by chasing survivors and the short time it reveals, even with eyes of belmont.

    Bad one is Weaving spiders, it's basically weaker BNP on every gen, while BNP itself is not game breaking as it used to be and is timewise relevant to compare to gray toolbox, but trading 50s fater progress between gens, 10s per gen for being perma broken = useless to save, bodyblock, being reasonable target of tunneling is not worth at all.

  • Bringing a specific load out is alway a risk. And it's how the game works. For example you bring full vault build and end up on Gideon or bring overcome and face the instadown killers. There is no guaranteed use of a build every game. And as a killer, the only boon I bother snuffing is shadowstep, apart from that it's waste of time because other boons are meh.

    Edit: If any change is done to the boons, rather than shattered hope being basekit i would like to see the boons been limited to use once per totem, 5 times total. That would make it that you can deny booning specific area anymore.

  • That stacked with charge add ons and wind up add ons, which created the no skill scenario of huntress at her PTB when she got the 10 hatchets and spam. Not fan of that at all as killers already have a charge add ons. Not sure why shoud huntress wind up at 0,5s or Billy rev up even faster.

  • @Hex_Ignored said:

    Invocations are a failed concept and should just be left alone.

    Failed concept isnt true. Are they designed well? No, but that is subject that can be eventually changed. I would not burry a mechanic just because it's current state.

  • @pigslittlepet said:

    can we please stop screwing with all the base functions of the game please? killer and survivor side both. stop buffing speeds and repair speed. let there be something predictable we can work with. it's bad enough already.

    Surely, let's just make every game feels identical and boring instead of bringing options and paths to play through. Aint that an argument at all my dear.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932008#Comment_3932008

    Having those perks as basekit for Killer is literally a gigantic buff tbh. Unless they're reworked so they are balanced, but other than that it will just buff the killer side significantly.

    They don't need any changes. Their currecnt form is very balanced and it would make killers more consistent overall and open path to other builds without being at 1 gen at 4mins into game. If not, at least make time to repair a gen about 120s, so the game overall feel more consistent for killer players that actually want to play in a normal and healthy way.

  • There are more perks I'd like to see basekit on killer - corrupt, noed, nowhere to hide, pain resonance, dead mans switch, grim embrace, pop goes the weasel, no way out, sloppy butcher. Don't make game perk reliant when killers are on rough spot of being extremely underpowered.

  • I fully disagree on that. There been done quite some nice things to adress that - basekit borrowed time and speed boost, proxycamp meter allowing self unhook. Killers are thus already limited in that, which gives away the competitive playstyle. Along with limitation to defending part of map due to limited regression to gen. I don't feel like there should be a way to play killer, but few options and players chose which to go.

  • Sadako needs basekit buffs rather!

    I'd like to see those:

    1. TV will turn on after 20s when survivor switch it off
    2. TV wont turn off if Sadako projects through it
    3. Prejection spreads condemned mapwide
    4. Condemned per teleport up to 2 stacks
    5. Fully condemned survivor suffer from exposed
    6. All condemned stacks are now locked when hooked
    7. Hooking a survivor with a tape will now inrease all others condemned by 1
    8. After projecting, Sadako retains the speed boost for 6s
  • Absolutely agree! Killers been always a bully target and only Nurse or Blight stood on point to be both balanced and strong. Other killers been buffed but still not enough to get to the level where you need to even try as a survivor, but win for free.

    Needed changes for killers:

    1. Perks basekit - corrupt intervention, deadlock, sloppy butcher, pain resonance, dead mans switch, noed, grim embrace, save the best for last (no stacks), no way out, bamboozle, surge
    2. basekit changes - cooldown after attack down to 1.9s
    3. basekit - movement speed for each killer increased by 0.2m/s
    4. basekit - time to kick pallet and gen down to 1.2s

    Needed nerfs for the survivors:

    1. Perks to be nerfed - dead hard, ds, unbreakable, all boons, all haste perks, all exhaustion perks
    2. basekit - self heal up to 40s, heal up to 30s
    3. basekit - gens up to 120s
    4. basekit - regression on gens up to 2ch/s regresses if not repaired
    5. basekit - stage on hook down to 40s
    6. basekit - hooks needed to sacrifice from 3 down to 2
    7. basekit - maps rng will generate 2-3 pallets per 1/4 of a map, reducing the chained loops that cause issues

    With all those changes the game might become somewhat balanced for underpowered killer role. Think of new players that will come, will they play so insanely survivor sided game? No, no matter the license as it happed to tokyo ghoul, where the kaneki was unreasonably nerfed to the ground just because he couldnt be bullied as one and only killer since blight.

    in How? Comment by Elan
  • Not another nerfs pls. If anything done to ghoul he deserves buffs at least.

    1. revert pallet break cooldown
    2. revert hindred from vault
    3. revert leap distance to 16m
    4. revert iri mask to revel mapwide, apart from lockers
    5. give him ability to down survivors with power if survivor is injured and no longer in deep wound
  • Let's buff Ghostaface.

    1. Exposed lasts 120s
    2. Whever someone is marked, GF has undetectable
    3. If the mark expires before GF can instadown, the survivor will lose healthstate
    4. Marking someone grants GF 20% haste for 10s
    5. GF cannot be revealed if any survivor is marked
    6. Marking takes 1.5s
    7. Revealing takes 8s
    8. Cooldown od power is 5s
    9. When the GF is revealed, he has lingering undetactable for 30s

    With all those changes GF might be solid C tier

  • Ghostface a D tier killer? F tier at best

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