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KingOfDoom55

KingOfDoom55

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KingOfDoom55
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  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460102/dark-lord

    Yeah assigning all of their forms to the d-pad would be best, and far less clunky.

    Agreed

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024032#Comment_4024032

    I think it could be nice if they’ll be able to build specific way of play for console players so using joystick is less overwhelming for ranged killers. However I understand how hard working on such stuff for consoles and it’s pretty fair they gave players opportunity to use keyboard and mouse so yeah I hope one day he’ll be updated better. His new rework is about nothing and he even dropped in popularity, so one day he is gonna be forgotten as Twins and Hag lol… He is already close to level of the Artist and Unknown

    Indeed, it's a shame as well, pyramid head and artist and unknown are unique compared to most killers and its weird seeing such unique killers on the low end of the list, I wanna play PH more but with how difficult his special attack is. With the fact that survivors get the unhook bonus from the cages (idk if those bonuses are still given or if the has been removed) and how his attack is more a prediction than a reaction based attack which makes it worse for console players due to not being able to flick or do fast changes in aim like PC players can

  • @chknTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459892/furtive-chase-doesnt-look-good

    I like stupid perks so i think its neat, but it should NEVER replace a existing perk so many people like, even if its similar to old furtive, they can always add new general perks to try niche ideas like this one.

    Agreed

  • Changes were made to some values and aspects of its kit

  • @tes said:

    So…

    Playing him for that long — his chase power is completely ok. It doesn’t require “buffs” . He is really strong in 1 vs 1.

    But about movement speed, 4.2 feels overwhelming in many places now. As much as survivors complain that he can spam with power, as much as his mains feels the same towards endless shift w and predrop. From both sides it rather encourage not really interactive play from both sides.

    I would rather prefer him slower, as he is now, but maybe trying to increase power travel speed by 50% and make his power longer to recharge, like it was before his add-on rework. His projectile travel is really, really slow. And it was fair thing when his cooldowns and speed in charge was less harsh, rn he simply can’t keep up because has zero mobility.

    I thought about his trajectory trail indication remove (so survivors don’t see red glowing marks literally screaming “move”), because other killers with range power except Artist don’t have this feature. But don’t really know how op it sounds. But… maybe, if devs can make his power more applicable in open field, players would feel the less need to zone and you can make it less spammable.

    But honestly, not “addressing issue” with notifications of uncaging would be already enough. I don’t know why devs enjoy making his power so unnatractive so average players ignore proper use of M2 and cages. They decided to kill his own option for map pressure, and now he is even more oblivious about survivors position rather than average killer. Why doing this for him, when he have no mobility, while teleport killers exist? I don’t know

    Forgotten videotape: increases punishment of the damned travel speed by 6% (was 10%)

    This add-on already showed it barely makes a difference. He is viable only in combo with iri seal or cinderella box, on its own this add-on weak and extremely niche already

    Fair point, just hop they address these issues and how niche certain aspects of his power is

  • The main reason I suggest a complete rework of his infection and how it works is bc 4% hindered doesn't do anything when the Survivors almost never get critically infected and even if they do, it's easy to get rid of, ik his chase is strong but if the infection is pretty much useless, then what's the point of it? It's like saying that the Plagues power doesn't cause people to become broken until fully infected that doesn't go away unless using an item that can be carried and only 2 or 3s of use to get rid of it or when being hooked, this is why I feel like his infection is a pointless addition to his kit and needs a new function or reason for it to be apart of his kit, bc it is underperforming, not just in its use, but also of how easy and quick it is to get rid of it and how little it actually benefits wesker at all, but that's just me

  • We already do, its all the game modes bc of the Survivor and killer grades (bronze, silver, gold, ire) THOSE are the ranked modes you want that we already have, what WE need, is a casual matchmaking back before we got the ranking/grade system

  • @WriteByDaylight_ said:

    @KingOfDoom55

    I play both Killer and Survivor roughly equally—about a 50/50 split—with a slight preference for Killer. This gives me perspective on both sides of the game and an understanding that tunneling can occur even when a Survivor isn’t playing in a toxic or antagonistic manner.

    When I am unhooked and the Killer chooses to tunnel me, they are effectively forgoing generator pressure. My goal in these situations is to extend the chase for as long as possible, keeping the Killer occupied and allowing my teammates the opportunity to complete generators. While being tunneled is not ideal, I can accept it, because it often means I am successfully creating space and time for my team to progress.

    Not every match will be a win, and not every game will feel smooth or balanced. When Survivors perform well, the Killer naturally bears the cost—and the same is true in reverse. Rather than framing this as a divisive “Killers versus Survivors” issue, we should objectively consider why tunneling occurs and its strategic context.

    In my experience, being tunneled in this way is relatively uncommon. Much of the vocal frustration around tunneling comes from players who struggle to accept outcomes that don’t go in their favor.

    I'm well aware bc I play both sides equally as well, and I understand the many reasons why, but most times it isn't necessary when it's not needed, like when there are 4 gens left but only 2 Survivors who are both on death hook, then it isn't necessary, but unless the killer had a bad game with being looped so much without many hooks, then it's viable, so yes, I understand it completely from both sides

    60% of my Survivor matches end up with tunneling, camping or slugging when the killer is forced into doing so when no one is dead or even on 2nd hook when only 2 gens remain or when survivors are just being plainly toxic or continued to be played normally (no slugging, camping or tunneling) but I'm somewhat rare occasions killers I come across do so just bc they can, even IF not forced into doing so, but bc it's the best way to get kills/win, or just to be toxic for no reason (yes, some players are like that on both sides)

  • @WriteByDaylight_ said:

    I totally understand the frustration when it feels like every match turns into tunnel city, but I think it’s worth acknowledging that tunneling isn’t always the “go-to easy win” people make it out to be. In fact, it’s often not even the most rewarding strategy — a killer that tunnels too early can lose all map pressure fast.

    That said, sometimes killers really don’t have much of a choice. When three gens disappear in under two minutes, and survivors are spreading efficiently, the killer is forced into damage control mode. Focusing a survivor who’s already injured or hooked can be the only way to slow the game down enough to have a fighting chance.

    It’s definitely not fun to be on the receiving end, but in many cases it’s a symptom of rushed pacing rather than malicious intent. The match flow just doesn’t always allow for a “fair and fun” chase rotation anymore.

    In short, the problem has always been at the speed of which a team, regardless of SWF or not, can pop multiple gens in an extremely short period of time. This is coupled with the fact that many killers do not have the mobility to protect gens like they used too, i.e larger maps, spread out gens, a lot of killers lacking global map pressure, the powerfulness of toolboxes going unchecked etc.

    You forget that Killers are actual real live people who work hard to win as well and are just as valid to having a fighting shot at 3-4king as a Survivor does at 2+ pipping/escaping. Tunneling despite how unsavory it is, is just as a valid tactic as looping, swarm/chain flashlighting, having man safe pallets, etc.

    Best of luck.

    I agree with this and what op says, survivors have more strategies to use against killers in general, while I hate camping, tunneling and slugging, constant flash chaining and looping and pallet saves need to be looked at too, bc they are also the reason why some killers slug, camp and tunnel, bc most times, it's the only way to win, I do it only when survivors are being toxic (I play survivor as well but im bad at being able to chain flash, loop like many other expert loopers or pallet saving, so whenever I get tunnels, slugged or camped, it mainly bc they can, not because they are forced too, like when some people don't have a single kill but 4 gens are already done)

  • This is somewhat rhe same in what I discussed on my post that points out JCglitchmasters video about it, and I completely agree, these changes and ideas are the most bias and one sided I've ever seen in this games life time, and its genuinely upsetting

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022112#Comment_4022112

    Highly doubt they will ever look at the cenobite again after removing him.

    Not necessarily, when demo got taken on the market, he still got adjustments, the only reason why they are taken off is bc of the licensing has expired so they can't make money off of cenobite anymore, bc that would be illegal to do when the license is already expired

  • I say purple, we only got a few Survivors who use purple, and seeing more color variety would be nice

  • Chucky is in a fine position, there are other killers who need to be looked at first before him, like houndmaster and and pinhead and Bubba, Bubba hasn't gotten changes in ages similar to demo and sadako, ghosty,, deathslinger, hag and legion, they need changes and buffs bc some parts of their kit is lacking compared to modern killers

  • Agreed, that's why I wanted to share this with others on here, specifically the devs, bc they need to hear this so they can see so more perspective, specifically with someone who understands the community, devs, and the game itself to such a degree that JC does

  • This is true, but most times they just don't understand what they should or should not do, while I do agree, they did amazing with myers and how he plays while still giving the old playstyle to be used through a addon that people would want, but other balances, like maps, pallets or perks are the issues and sometimes with other killers as well, sometimes it feels like behavior both knows and doesn't know what they should do or consider both sides when it comes to changes or even if they do, they tend undermine it in some way, the initial fog vials and pallet density are some good examples

    Sometimes I don't understand why the "quote" feature doesn't work

  • @Rokku_Rorru said:

    I think a lot of my grievances with playing as killer is our experienced is balanced around:
    -S-Tiers existing
    -Gen Regression Meta existing
    -The terrible escape/kill MMR
    -Small maps with no pallets (which just got fixed on the ones it mattered)

    I think playing as any of the A-tiers the game feels where it should be in terms of chase balance, but because killers have no way of getting gens to be slowed down BASELINE, we feel the need to take the path of least resistance (tunneling currently) to make our lives easier.

    the anti-tunnel bonuses were a good start for helping killers have more breathing room for more builds, if they were too weak we could have gotten better bonuses. I personally hate needing to rely on any form of gen regression.

    I do think the anti-tunnel needs to happen for the casual experience, but we need stuff in place for the killer casual experience too, its insane how awful this game is for casual killers who are playing "fairly".

    I agree with this, and you bring up some interesting and much needed points, thanks for pointing these out, you a real one 🙏

  • Man, yall who are down voting are wild, and I have no idea why yall would do so anyways when you know for sure that this IS ridiculous and needs to be stopped and changed for the better, other wise, no one will be enjoying this game much anymore if this attitude between players and the devs themselves continue, like it or not, this IS the truth

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020706#Comment_4020706

    Otz recently posted a video about ideas that seem good on paper but are actually awful once you think more about it and this was one of them.

    It would advantage way too much old players who have THOUSANDS of brown items and could now turn them into hundreds of brand new parts or siringes.

    Thats why I think if they do add it, you only get like, 50% of the bloodpoints back, but I do see your point

  • I was kinda thinking of a refund system for the bloodpoints for offerings, items and addons that people don't want or use, to get back bloodpoints

  • Dracula, vecna and krasue don't vault, they just fly, well, at least vecna and Dracula do when using certain abilities, krasue on the other hand I'm unsure bc I haven't played, gone up against or seen youtubers or streamers player her yet

  • @Macc said:

    I get that but like you can tell from the get go. I play killer too so I get it and I dont do what I complain about. Again not to win or lose but to enjoy the game as it should be played. Granted you will get that toxicity when you do some dumb stuff but if you are having a bad day on killer…. swap. Its just the enjoyment of the game is gone and it makes the game go one sided from killer to survivor and so on. I get it, I dont run meta builds and I toss one stuff because I like to see how things work together. The camping however has gottenr real since and its going to kill the game more than it already has.

    Kinda hard to do when, regardless of which side I play, the majority of the time, I get toxic or god leve players, and gets frustrating, which is why I still wish the matchmaking was the same as it used to be before the ranking came in

  • I'm fine with camping, slugging and tunneling going away so those that abuse it can't do so, but now, I'm afraid of the toxic Survivors that make the match impossible to win that forces some killers to have no other option but to tunnel, slug n camp that I'm worried about, bc some killers, like myself, are forced into situations where tunneling, slugging and camping is the only way to somehow flip the match back into an even favor, specifically with Survivors who a flash, loop and pallet gods that know that they can pop all the gens while stalling the killer no matter what, killer players that go through matches with Survivors like that, is who I'm worried about now, bc now, as far as I'm aware, there's nothing stopping killer harassment via constant flashes, pallets and toxicity from some Survivors

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459199/weskers-infection-rework

    I don't like the idea of a kit having built in gen slowdown. Old Freddy had this through some add ons, paired with certain perks and every game was just Forever gens that wouldn't ever pop, tis the name Forever Freddy.

    Wesker doesn't really need buffs per say, the Pallet Density Update just needs to be reverted and he'll be back to his peak balance state.

    Fair point, but the the infection is pretty much useless as it is right now, only providing 1-3s of time to get rid of, on top of the fact that when someone is hooked, all infection progress is reverted to 1% unless fully infected which rarely ever happens

  • I agree with this, something needs to be done for new or returning players, the tutorial is too outdated, too many perks and powers and untold things that people need to discover on their own, something needs to be done for this

  • Seems decent, but I'd personally want demogorgon and xenomorph to get reworks to make them more Similar to their original franchise representations (like demo and Survivors going into the upside down realm to do gens and such while the xenomorph gets a facehugger/xenomorph offspring or a wall crawl mode, these are just examples btw) but overall, I agree with this list by a Longshot

  • You do know this is exactly how it was last year right? Same mechanics and affects, last year I tried to use dead hard in the void and it didn't work and killers were always able to use their powers in the void as well, so I don't see what the big fuss is about it aside from the fact that it's just the same as it was before .-. (And aside from the fact that it's been the same kind of posts that you made that others made during the last years one as well)

    Edit: but I do agree, there needs to be something for the Survivor side to even it out a bit more

  • That and her screams and grunts of pain sound... ugly like Every time I hear her scream and grunt I want her tk be healed or killed right away bc of how ugly they sound, but I do agree

  • Agreed, the graphics need a upgrade to look better

  • Bc if they can allow springtrap to stealth amazingly well, then a creature whose main hunting style that IS stealthy, must be allowed too bc the motion trackers still go off even if the xenomorph is undetectable, which is stupid

  • @Jarky said:

    I know a lot of killer mains are gonna hate this because it's been how the gameplay has been for 9 years now, but this is a healthy direction for the game.

    Removing unenjoyable uninteractive and frustrating gameplay and encouraging healthier playstyles for both sides is ABSOLUTELY the direction they should be taking DBD. If this results in killers needing basekit buffs to their kits, or more buffs to encourage the anti-tunnel/anti-slug playstyles then so be it, do it. The game shouldn't remain with frustrating elements just because they've always existed.

    And no, just use (x) perk is not the answer. Fixing gameplay issues with perk design has always been a negative of DBD imo (and yes, I also have that opinion for the killer side).

    You do know this is just gonna help survivors who are toxic and sweat for no reason right? Why are killers so hated, ik tunneling & slugging was a problem, but sometimes you HAVE to tunnel & slug when people are being toxic & sweaty, thus basically just gives THOSE players a handicap that allows them to get away with it more

  • He's already getting a rework in 2026, I'm unsure what adjustments they should make rn for him

  • @albertoplus said:

    I think it's interesting that everyone seems to be very vocal about that they want the "horror" themes back, but everytime the Lights Out gamemode comes back, which is a "pure horror" gamemode, people doesn't seem to like it?

    Ik, I think people should appreciate what we have right now and wait and see what comes up later down the line, bc I want lights out back, it's fun & it definitely puts the "horror" in the games genre, at least, compared to other game modes anyways

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975626#Comment_3975626

    Ive always found you can currently "curve downwards" the tail over a pallet/window to hit someone crouching. Just requires aiming at said window then dragging down as the shot goes out, has a slight "drag effect" like nemi whip can go sideways a bit"

    Ik it can do that but the angle from where the tail is shot from & the angle your trying to hit makes it unlikely to work, bc the tail is a line shot, allowing to curve would allow it to be easier but still skillful, at least, that's how I envision it

  • @Skillfulstone said:

    Horrifyingly enough, I have trouble seeing Carnage as anything else than a Ghoul skin (slinging himself around while drinking blood/maniacaly laughing seems pretty on point).

    He just does so many things that it would be hard to focus on one thing that is fully different to every other Killers.

    He can make weapons to throw around or stab n' drag people to him, we kinda already have several Killers for that. He is hella fast and we have a bunch of those.

    I guess it would be possible to play on the "bloody carnage" theme and give him various passive buffs based on how many Survivors are injured?

    A idea that could keep him balanced would be to make him like a mix of Vecna and Oni. He would have a few different abilities, all of them pretty mid at first, and they would grow stronger as more Survivors are injured at once.

    This would discourage tunnelling to some extent (focusing on one person keeps you weak and getting one person out early would keep you from full potential for the rest of the trial) and would give passive slowdown in the form of Survivors needing to heal in order to keep the Killer from being at full power. The multiple abilities would make him viable in a variety of situation without being too oppressive unless the Survivors never heal.

    Maybe something akin to one-use traps like sound grenades could spawn and could be used to temporarily reduce his buffs and make him 4.4 (sound weakness but not enough to cripple him or take away his power completely like Xenomorph) in order to make Survivors able to even the odds in chase at the cost of time and being blocked from their own items (like EMP, can't carry a Sonic Grenade and a medkit/toolboxe at the same time and dropping the grenade to use the other item despawns the grenade).

    To make him a balanced but still somewhat unique Killer and true to his character, he would need a lot of stuff.

    Agreed, but that's why its fun to think of concepts for characters like this

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974974#Comment_3974974

    I get how you feel about posting a d not really feeling like theres anyone even in the forums to respond. Ive made several posts about stuff like making shanoa and simon belmont legendary skins later on or other stuff but ill get like 1 downvote and a comment saying " but shanoa and simon are alredy in the game?". Meanwhile post anything like "how do you feel playing against ghoul?" And somehow theres over 200 people on this forum to swarm it lol.

    More to the point. Ive mained xeno since their release and his biggest painpoint is definitely how swfs manage double stacking and well placed turrets to make safe zones to run to. Which id say is the main reason its played so rarely.

    As for facehuggers its been quite the missed opportunity. But there could be several ways to implement it. 1 through ai eggs that hatch after a certain amount of generators that guarantee 2 kills unless hit by pallets, which can atleast take a health state with their acid blood. Would be a interesting end game addon. Or even place them on downed survivors like pig traps, but prevent you from hooking them until they die since the xeno wouldnt want to sacrifice its own. The tricky part is how will the survivors remove the embryo, as it would require some pretty high tech, and u wouldnt want to make xeno too much like pig, or give xeno too much extra in his kit as hes alredy a "noob stomper" when it comes to chases. At most the dead survivor would just birth a (chest burster) which crawls away like a mori to avoid overcomplicating it with even more ai

    Fair point actually, but yeah, it's insane how the forum community does stuff like this, they "say" they want reworks, buffs, balances, ect but yet downvote and rarely give their opinions on things, it's getting overly frustrating that it's becoming more & more of an issue every day, ik the facehugger xenomorph is a BIG stretch, but I feel like xenomorph is one of the killers that needs.... refreshment on his kit & addons, to feel more unique, that's why I suggested the xenomorphs Molten skin rework, that adds more skill to the crawler mode while not making it too strong, but for undetectable/motion trackers & acid blood, the motion trackers need to go or shouldn't detect xeno while undetectable, bc that ruins like all stealth builds in the game & acid blood is barely useful as it is, but everything else I mentioned in the rrwork is to give it more uniqueness & make xeno feel fresh while still retaining certain aspects from its current version

    Bc how I see it rn, xenomorph is a Survivor sided killer due to eliminating all stealth builds entirely, how easy it is to utilize double turrets (even tho 1 is always enough when use correctly, but for some reason survivors prefer the easy way to do things) and basically an m1 killer with a slightly good anti loop special attack, but as I said, it's stoll not that good bc survivors can just crouch over the loops to dodge, which is commonly done, hence, the molten skin rework, I can't help but feel like xeno, like many other killers are getting the short end of the stick when it comes to changes/attention for adjustments, I still don't get why many people don't see that xenomorphs main problem is the flame turrets bc those alone makes xeno a Survivor sided killer that only changes when survivors don't know how to play against them correctly & if the xenomorph player is experienced or not, many of my games ar3 skill alone, bc some killers require skill just to keep up with the many modern killers that are in good spots rn, and that is a problem, when skill is the only thing keeping a killer In a good spot, that's how you know that something is wrong, like demogorgon or sadako, they need the same treatment, but that's just what I FEEL like it is

    Edit: most of my posts for killer buffs, nerfs & balances are mostly downvoted, which just furthers my how pointless it feels, bc it just makes me think that everyone who downvotes hates the ideas, specifically when those who done vote, never seem to respond as to why

  • I always try to make ot balanced in some way the best I can but when people don't respond it doesn't give me much help with what to change/remove/add, which makes me feel like I shouldn't bother posting bc what's the point of posting if people won't give feedback right? I wanna try making reasonable & balanced ideas but without people's input I can't exactly do that, so I really appreciate that you responded

    As for the facehugger ability, it was more like a experimental idea, bc other than that I'm not really sure how a facehugger would work as a mechanic that just a flat out mori or something, but thinking about that now, as you kill a Survivor & spawn another xeno on top of that would be too broken so ig that's not a good idea tbh, but the creative & uniqueness was there tho, I think

    Oh well, I guess making a Xenomorph rework thats good & balanced is wishful thinking, I do tend to over complicate things and make things worse so ig I can see why this wouldn't be a good idea, but it was worth a shot tho

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452684/xenomorph-rework-feedback-wanted-please

    I replaced my firts sentence due to respect. First I consider you dedicate a lot of time to make this, it's quite similiar to something that other people already offered. I'll be hugely criticizing here though. Xenomorph is a solid B tier killer with a lot of strenght, high mobility and barely dodgeable antiloop. If anything is done to Xenomorph then:

    → Being undetectable disables motion tracker

    → Starts trial in crawler mode (I still feel you can take it anyway as you move across map, but whatever)

    → rework acid blood iri add on

    Note: Alien doesn't need aditional powers (acid blood or facehuggers) as he's fairly balanced atm.

    Now add ons:

    I only like molted skin, which can be easily added basekit as Xenomorph has similiar antiloop to Nemesis with bigger downsides, he doesn't destroy pallets in the process and has way shorter range. Other add ons don't seem as good changes at all. Molted skin current effect is pretty powerfull though, which I like. To people who don!t know, molted skin gives you 40s exhaustion upon deploying turret.

    Note 2 to people who don't want to read whole paragraph as I did because I love Xenomorph. He offers:

    → Xenomorph has one additional new power tool (Acid blood) that cause to get injuries and downs anytime you leave tunnel or gen is completed whithin 8m around any source of stun. With iri add on you would replace that with AI bot(s) that will chase, kick gens and destroy resources.

    → Seperate turret into two items (motion tracker and flame turret) forcing you to chose one of those and then causing cooldown.

    → Crawler mode gives you perma 5 % haste, tail can't be seen over loops and you can't hear tail to be used as now but quiter.

    My feedback is 2/10. I'll leave you particular comments.

    → 5 % permahaste in crawler mode will completely desincentivize you from using tail at all, it would be smarter nad way more braindead playstyle.

    → Turrets are currently underpowered to force Xenomorph of cooldown. The only way is to double turret at this point if he desperately wants his tail, he can just recharge it in course of few seconds.

    → 6s of burning to stuns sounds crazy, turret burns you out in about 3s, this scenario is straight impossible and would make turrets completely useless, forcing people to put only motion trackers, which again, less interaction, more braindead, worse for both sides.

    → Adding additional power would cause him to receive nerf to other part of kit to compensate for overall balance (aka Kaneki, aka Dracula, aka Vecna etc.)

    → Burning him dealing 4 % hindred would do absolutely nothing as again, turrets are not that good.

    I appreciate you're honesty, thanks for the feedback, the facehugger idea is more like a suggestive idea, to give it more uniqueness, as for the flame turret stun, it only applies when your out of crawler mode already, but then again, 6s is a bit too long

    Turrets in general are a mix, but if a Survivor is smart enough, they can utilize 1 turret to burn out the xenomorph if placed & used correctly, it's only double turrets that are most commonly used bc people prefer the simple way

    Only reason I suggested 5% haste in crawler is bc the xenomorph is meant to be fast & right now is only fast due to Tunnels, applying a little bit of haste would make it a more of a threat but then again I see where your going with the haste part

    As for the molten skin addon, currently it's 30s I believe (I could be wrong rn but last I've seen it, it was 30s), I've reworked it because I feel like as of now, the tail attack could be a bit better while still offering more skill to use it (hence the curving)

    As For acid blood: it stays active for 45s, but as soon as acid blood is used once, it's put into cooldown, hence why if it's never used it'll simply be deactivated instead, but with no cooldown to wait for it, but thinking about it now, it seems to op to have no cooldown when it deactivates regardless of use or not

    Also you misunderstood the flame stun, it's 6s of stun when the xenomorph player ignores the flame turret when not in crawler mode thats when the stun is applied, so the turrets would actually be more useful than just burning the xeno out of power, bc many xeno players ignore the flame turrets when not in crawler mode, this little mechanic would punish them for ignoring it if they do

    As for the tail, not that it can't be seen over loops, it just makes it easier to hit Survivors overloops, that's why the Molten skin addon rework puts more use into the tail attack

    But for starting in crawler mode

    Acid blood addon rework

    and undetectable disabled motion trackers are the main things that I do agree that must happen, as of now, you cannot utilize any form of stealth build due to the turrets motion trackers having a 41m radius that detects xeno even if undetectable, as for acid blood addon, the new ability could be the a buffed acid blood addon instead now that I think about it, but even still, the xeno could just hit over thr pallet, so I'd still say yeah. It needs a rework

  • I'll be doing demogorgon next

  • @Ohyakno said:

    I don't think conventially attractive women are interesting as killers.

    It's a disguise that kumiho uses to lure people to kill, it's a tactic to use not necessarily their own true form, ofc, it doesn't have to be a beautiful women, but that's just what kumihos commonly shapeshift into to lure prey

  • Care to elaborate on which bug it is?

  • As a fnaf fan, I approve of these ideas, but you forgot to mention 1 thing between xeno & springtrap

    Xenos built-in counter, is a literal FULL counter to all of his power, from tunnels/undetectable (motion trackers) to losing the special attack,

    We don't want another counter for a killer that completely makes them a worse legion, reason im saying this is bc with the motion trackers going off even when xeno is undetectable, that make like 40% of total killer builds useless, the undetectable gained from tunnels useless, and basically no power when it comes to double turrets or effective turret placements, this has been a known problem that's been happening ever since his major nerf since his initial release, and, like springtrap, this is something that NO ONE talks about either, I just don't want another killer to get a complete gutting due to their build in counter.

    I do agree with these ideas tho, I just hope that behavior doesn't make it a Xenomorph situation where it counters the majority of builds, and almost everything that is apart of said killers power

  • These are all valid tbh, just hope the devs do something for these killers, although, to clarify for xenomorph, the only changes I'd like to see done, is a rework or buff of certain addons (like acid blood or cat carrier) acid blood doesn't down Survivors, and it last 20s so it's not good for an ire addon. And cat Carrier is useless bc turrets motion trackers detects the xenomorph even with undetectable, so, other than reworking those, or nerfing the motion trackers to no longer detect the xeno when in undetectable, would be the only changes/buffs xeno really needs tbh, if they go through with the motion tracker nerf to allow undetectable to not activate the trackers, then cat carrier will be fine to keep it the way it is but either way, I only see those things needed to be buffed/reworked, as for demo, there's way too much to go into so I'll probably make a rework post for them later

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967486#Comment_3967486

    The 1% off hook change was a good change, because the problem you had before was, Wesker players could (and would) just return to hook every time and tunnel. If the Wesker was not very good and the survivor was able to run them for any decent length of time, their infection would build and then hit them with the 8% hindered, basically ensuring Wesker could catch them pretty much for free. This made it so the pressure Wesker could maintain was boring and unfair... because getting a heal off and removing the infection were things you often just could not do fast enough to prevent a damned if you do, damned if your don't situation for survivors.

    I will admit, I didnt understand why his hinder was reduced from 8% to 4%. 8% seems a reasonable deterrent to not removing infection, especially gievn it takes longer off hook... that time difference kinda gives credence to it being the stronger 8% if survivors ignore it. The nerf to his tunneling capabilities (via waiting out infection) was already a good change that did the job it needed to... the additional hindered nerf wasn't really necessary.

    However, in the same breathe, a good Wesker never has to rely on the Hindered anyway. Survivors still have to remove the infection because the threat of it is more the instant pick up instead of the slow, so it does mostly work the same as the passive slowdown/info tool it did before... just not the giga tunnel tool it used to be.

    Fair enough, never thought of it this way tbh, but I still think the hit boxes should be fixed bc it is somewhat an issue still

  • Fr, when ever Kate's or Mikaelas get teleported to a hook or grabbed by any means or tp grabbed by springtrap, their skirts freak out until god who knows when

  • @Langweilig said:

    Demo needs an addon pass. His addons are all boring or copies of one another.

    For Sadako I‘d like some addons buffed. Most of them have an interesting concept but are way too weak and other just don’t fit her current version.

    Agreed, the only "original" one they had was the gaurd whistle, it being killer instinct activates when survivors are near portals without charging the abyss, but was changed into what it is now

  • @Langweilig

    Man you really thought this through! These changes would be a big rework for her and im all for it!!

  • @UndeddJester said:

    I think a key part of defining a change for a character is to first decide exactly what is wrong with that character.

    There are multiple ways you could Buff/Nerf many characters, but what is more important really is defining the problem and thus what the actual goal of any changes would be.

    For example to pick Wesker out of your list, what problem with Wesker are we trying to fix? Is it that he's buggy? In which case, yes absolutely his bugs should be fixed... however if he needs an actual.buff/nerf, what about his design exactly needs to be fixed? It matters because from my perspective, design wise Wesker is fine. Decent strength at all levels of play, relatively easy to understand and get into but a high skill ceiling to master.

    Wesker main problem is that he can still sometimes grab people when dashing from other side of pallets when they get dropped or when survivors are not near the dash or in other words, just out of reach but still gets grabbed somehow, and I feel like his infection is pretty underwhelming for the amount of time to wait for someone to fully get infected just for 4% hindered, bc survivors, like, 80% of total matches I've played & witnessed as wesker & survivor, people barely get fully infected, bc they get rid of it before hand or doesn't seem to care enough to get rid of it, bc other than insta carry, there's really no benefit for it, maybe a slight buff to the infection rate process or make the infection do something else could make it better & more needed tk get rid of it as a survivor or hope that survivors get fully infected for the Killer, bc it gets reduced to 1% when hooked, but yeah I agree, he's mostly balanced but his passive infection is not... worth the trouble at all, and could use a very slight buff or perhaps a different use instead, but the hit boxes still need a fix/reduce, from both a killer who uses wesker & a Survivor who went against wesker many times

  • @RedRabbitGX said:

    Definitely Skull Merchant or they can just revert to her 2.0 state because survivors nowadays seems to not be bother by crouching or standing still

    💯, she seems to predictable now and its pretty underwhelming for most players that use her

    @ShanoaLegendaryPlz said:

    Sadako id love to see change again so she isnt "spammy"

    Xeno could use a change as his counter and power are things that just flatout work too well or dont work at all lol no in between. With frustrations on both sides.

    Nemi still needs his addons changed as they are mostly just like pyramid heads currently are until the change.

    Trapper could also use some addon changes and basekit buffs

    Draculas iri addons need reworks. They are both worthless compared to even browns

    I'd say the only problem, I could be wrong here, is that his counter/flame turret takes too much from xeno, undetectable doesn't seem to work at all for xeno bc the flame turrets motion trackers still go off, and his acid blood addon could have a different use or something, as for nemi, drac, & trapper, & sadako? These are all extremely valid changes, many killers addons need reworks or changes similar to the executioners addons got

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