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KingOfDoom55

KingOfDoom55

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KingOfDoom55
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  • @Orthane said:

    Slinger desperately needs an addon rework like Pyramid Head got.

    Fair, he, alongside many others like xeno or sadako need it as well, just hope behavior does this for these killers that desperately need it

  • I'd love to see a fox/kitsune killer

  • @Langweilig said:

    Dredge

    • Being in a locker counts as searching a locker for perks like ultimate weapon and darkness revealed.
    • Whenever a gen gets completed 5 random locks open up.

    Pretty solid changes for both, I like it!

  • Only nerfs he needs is his ability to cancel mid leap & vaulting speeds, rn, his ability to cancel mid leap is too op bc he gets back control over m1ing almost instantly, if they nerf this he'll be more balanced guaranteed

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451520/killer-changes-revised

    Removing ghouls cancel or making it longer destroys any skill ceilling the killer has, not a good nerf. His vault speed should get nerfed i agree but touching his cancel or removing it is very bad.

    Disagree, his cancel abilities is too strong, increasing the delay woulf be a better idea than to remove it that's why I said Or increase its delay, bc it's too short

  • @Callahan9116 said:

    Dont touch ghoul

    Gonna have to disagree, as of now, ghoul has been nerfed in all the wrong ways, what needs to be nerfed is the vaulting speeds for both base & enraged & remove or increase the action delay before gaining the ability to move at full speed & to m1 again, bc it takes like a quarter of a second to get full control back & it feels awful

  • Ideas seem solid, however, the locker perk seems to op, also, should the meter values be reversed? Like 35/40/45 meters? Also a cooldown for this perk would be needed if the range isn't reduced like 1m & 30s or so, bc that big of a range for no cooldown would cause some serious unbalancing issues

  • Agreed, felt nice to be able to give direct feedback like that

  • I agree with all of this, seems like a good idea to make the game balanced on all side, although, xeno needs a buff, not a side grade, the flame turrets cancels all stealth builds bc the motion trackers still go off even when xeno is undetectable, and, it has a 41m range, if they were to allow undetectable to bypass the trackers or remove them entirely, xeno would be a more balanced killer, bc rn, xeno is a Survivor sided encounter, with the only thing that would get the xeno player to get many kills, is the Survivors knowledge of how the killer works, and acid blood seems useless with only able to deepwound someone & only active for 20s, at most, it should down & last for 40ish seconds at most, or rework it entirely, and maybe a range increase for the tail strike or implementing a ability to curve the tail down or up to hit over gaps easier, but this one is on the meh side but the acid blood buff/rework & the motion tracker nerf/removal is needed, otherwise, xeno will forever be a c tier killer who is heavily Survivor sided to go against & play as

    But other than the xeno, I agree with this 💯

  • Again, downvoting without explaining why you don't like it. Doesn't help us or the devs make changes that we, as the community, want to see, please consider providing feedback, not just to me but to others as well when you downvote

  • More downvotes but no feedback, if your gonna downvote something ATLEAST explain WHY you don't like the idea, like, cmon man

  • Here's one for blight:

    1: when breaking pallets or being stunned by a pallet when dashing, increase the cooldown by 1s for every remaining token the blight has left after being stunned, and then put the power in cooldown similar to the ghouls token power cooldown, however, if breaking pallets with the power, reduce this effect by 0.5s total per token or something like this

  • @HoS said:

    I agree that his addon direction is better than what most killers got. However, there's still some that increases x value of the power by a very small percentage and those addons will always super boring to me.
    People use Wraith as the best character for his addons but he has two addons to appear faster and disappear faster and breaking/vaulting. Why have two? And why just percentage tweaks? Those are really not that interesting imo.

    Agreed

  • Here's one for the dredge

    1: when dredge is the killer for the trail, have all lockers spawn as close to objective as possible & having all lockers equally spread out across the map as possible

  • @MechWarrior3 said:

    While I agree its really frustrating 100% without a doubt, ask any of my friends since I am the one that usually gets tunneled. From the killers perspective, since I play both sides, If I lost a couple gens right off that bat for whatever given reason, I need to flip pressure in my favor. The quicker I can get a survivor OUT the better. I don't have to do this for most of my games and tunneling right at 5 gens is gross. I definitely don't do that, but I will tunnel if I have to.

    Tunneling is only acceptable when get bullied by toxic Survivors or gen rushed, but anything other than this, is not acceptable, but I doubt something will be put into place that will work

  • How much do you wanna bet this will be the ONLY time this will happen until god who knows when, lots of killers need this kind of balance n stuff, some s & a tier killers who are too strong & d & c tier killers who are too weak (prime examples: blight & ghoul whom a S tier, and xenomorph & demogorgon, whom are c/d rank killers)

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451484/some-killer-balances-buffs-changes

    1. Ghoul's changes you offered won't do anything. His strenght is mainly in his cancels and vaults.
    2. Agree, turrets giving away your position while undetectable is a handicap to any stealth builds. Tail attack can be even 8m like Nemesis tentacle. I disagree on prep sound though, it was changed recently because survivors had no feedback on what Xeno is doing and had to guess all the time, similiar to power faking Spirit in 2022.
    3. Wesker, 4 % and he has instadown on top of that if survivor isn't damaged by throw but by colliding. Again disagree on buffing his curving as it makes some skill ceiling on him. More of I'd like to see some changes to his grabs because a lot of time you get teleported back and grabbed or being grabbed when you are behind corner and it feels awfull. Wesker got some buffs to his cooldown, I think 5.5s → 5s recharge/token. They can easily low it down to 4.5s/token. But Wesker is defienetly fine and arguably one of few enjoyable to go against killers (along with Unknown, Houndmaster…)

    Only reason I never mentioned ghouls cancel, is bc that's an obvious one to get rid of, I'm surprised behavior haven't done that yet

    As for the turning rate, I meant like a small amount, not enough to get rid of the skill ceiling he has but also to make it less restrictive

  • I play both sides equally BTW if that matters or not

  • Also another thing I Want to point out is the 15 min matchmaking ban that people have been getting for quote on quote "temporarily banned for leaving in the middle of the last match"

  • Another thing I wanted to point out, singu is a m1 killer with a tping ability, much like nurse, & nurse is way better bc her tps are instead & Manual than requiring time to set pods & tag people first & then tp after words, setting pods up takes lots of valuable time making sure you got the right angle & stuff, & most Survivors use emps to block the pods when using gens si the killer has to manually go over there themselves, even in chase, again. It's takes experience & knowledge to go against & to play as this killer, on both sides it'll always been a 50/50, assuming both sides have knowledge over the killer & how the power works & what set ups can work

  • @WitchWalpurga said:

    My issue with singu is that it's really a 50/50 but not in case of overall winrate, the question is just: has the singu killer a certain level of experience or not.

    When we get a "good" singularity, we (my SWF) usually lose (meaning 4k) with often 2-3 gens remaining. If we get a "bad" singu, it's an easy escape. The problem with good singus is: to stay in chase you honestly need 3 survivors: one chases, one with an emp and one who immediatly prints the next one so that he is ready to use it, when guy number 2 used his EMP, because his power is stupidly broken when he is in overdrive and good singus can stay there a lot of the game. Combine this with less and less good tiles on a map and the experience against a good singu is just horrible. My biggest issue is: Even if you are behind a wall after the cam detected you and fired, it does not matter. You get tagged if the shot is on its way. That is just nonsense for me and my biggest issue with this killer, as this allows him to spam his ability for free without any drawback.

    I really don't like going against singularity anymore due to that binary predeetermination of the game's outcome.

    The fact that this is similar to what I HAVE said & got down voted is insane to me, glad to also see someone who sees it the same way, singu is one of the more difficult to play as killers, not something that you can get behind & get good within a few matches like ghoul or demogorgon, this one takes time to learn & understand, as it takes good experience & knowledge on both sides, that's why it's a 50/50, bc it's the more "experienced" based killers

  • Singu is fine the way they are, just difficult but very possible to win against, trust me, I'm a singu main, and every time i play & go against singu, it's been a 50/50, only difficulty is how to counter & play against him properly, that and the fact that their genuinely one of the most difficult killers to play as compared to most, so, most times, people can't really play him perfectly like most would assume, best advice I can give, as a singu main, always keep a emp on you & only use it once you get tagged when doing gens or mid chase, that way, you won't risk getting tped on or buys you more time for teammates to do gens, I think the high skill level required to play singu effectively easily balances this killer out

  • Blight & nurse are the same, they are unfun & yet they don't get nerfed, why? Bc unfun & nerfing are too separate things,

    You can have fun with a underpowered character when you have skills to pull back (sometimes tho even that's not enough) but you can also play a op character & not have fun eith it, having fun is all personal playstyle & interpretation, nerfing is regarding something else entirely, just bc it's fun or not doesn't mean it needs a nerf/buff, just saying

  • His power was buffed but in return many of his addons were nerfed, so it balances out

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948886#Comment_3948886

    I stated opinion about Demo above. Sadako is hard to balance because most Sadakos spam the buffed TVS and spread 5 stacks of condemned pretty quickly before you even get to tv to turn it off rather than using it for mobility. She got her invisibility which is weird but fun antiloop tool that needs some timing and practice but works against best players too. With her it's always something being taken for something being given. But overall she's kinda underrated and is by far one of the killer with highest kill rate for a very long time. Xenomorph got some buffs recently while also some nerfs. The problem with him is that his simply worse Nemesis, yes… worse. While ha has step ahead at map mobility and first hit damaging he can't really rely on any stealth as turrets are beeping crazy when he's close. I played a lot of Xeno and while I think that he is defienetly a decent A-B tier killer, he's just not as fun to play or play agianst. Why I said that Nemo is better when he has no mobility? 1) He has slowdown from injection, 2) he has AI support that might be gamechanging and overall is doing a lot of passive slowdown and pressure, 3) Nemo shreds through pallet with his power, keeping close distance all the time, while if Xeno misses he has to break pallet and catch up again. But again, none of them are bad killers, they are both actually pretty strong… just for me it will always be Nemesis over Xenomorph. They all (Sadako, Xeno, Demo) got a lot of buffs, a lot a lot, which makes question if they should be rebalanced when they are currently pretty balanced?

    Agreed, but that's also why xeno needs buffs too, alongside sadako & demo, xeno's tail attack is better than nemi's tenticale strike due to vertical & horizontal angles the tail strike can have, but has shorter range & need to manually break pallets, just hope behavior buffs them all in the right places, xeno is a worse version of springtrap, with a less powerful special attack than both nemi & ST, this why sadako & xeno & demo need the buffs, or they'll keep getting powercrept as time goes on, I think a reasonable buff for xeno would be to get rid or reduce motion trackers radius, buff the range of the tail strike & maybe make acid blood a base kit or buff it, for demo, silent traversing & maybe a slightly less shred cooldown, sadako can have a less time to charge the guarantee mori

  • I feel like demo, sadako, & xeno need buffs, they do be lacking a bit, with each new chapter that comes out

  • That's why springtrap has loud footsteps, to combat the stealth he has, at worst he's b tier & at best he's a tier, just gotta learn how to counter him, besides his axe makes him a m1 killer for a good while, more difficult to hit due to having fall off, since it has a similar hit box to huntress hatchets, treat it like them, trust me, it'll be easier to get away from if you do, minus the trick shots, those are always hit or miss

  • Also the fact that so many ppl down voted this despite it being true, is outrageous, and probably are survivors who wants the games to be unbalanced, that's what it feels like when good & actually balanced ideas come in & get down voted for it for no reason, this post is a prime example of it

    Had to make this aware bc it's been something that I've been noticing recently, which, isn't healthy for a community when regarding balances for a game that the community is based on, like this one

  • @Munky said:

    Xeno has one of the best chase abilities in the game, and yet… as a 2016 veteran with a stupendous amount of hours, I still can't get myself to play Xeno. He is way to easy to bully by half decent lobbies. The turrets for me is the only problem about Xeno. If they nerf the turrets I would play Xeno. Any other changes in his favor would be a bonus, not necesary.

    The turrets need a much longer timer for respawn, cause in some lobbies I feel like I'm doing nothing but destroying turrets, non stop. It is absolutely miserable to play Xeno.

    Also… remember BHVR wanted to nerf Xeno even harder by making turrets even more miserable… They rly don't play their own game.

    I'm pretty sure Springtrap is going to get a nerf soon. There is no way they will leave em like that… On the other hand, this dlc brought them a ton of new players. Meaning they will probably prefer looking at their wallet before quality of gameplay… Currently I am at the point where I just don't want to play survivor anymore. I just got myself to IRRI1 and I'm done, cause the game is likely to take away ranks the more I play survivor :D I alrdy had it happen at IRRI2 with 4 pips… 'Back to IRRI3 u go!"

    Ik, xejo is the only one with a hard counterplay that makes the killer itself Survivor sided, the only thing that makes this somewhat irrelevant, is the experience from playing xeno itself to being a very good xeno player but even that doesn't do much when a Decent lobby, which, is more than HALF the time when playing killer, tends to bully xeno alot, so, I keep saying reduce or get rid of motion trackers as they don't care if undetectable is in play or now bc they activate regardless of it & the flame range & activation is way to powerful, since not many ppl play xeno, behavior is most likely oblivous to these problems

  • @johntec said:

    For me it would be enough to remove the motion sensors tbh. At least then you could play the supposed stealth killer as an actual stealth killer. And they should add counterplay to the double turret setup

    Agreed, the motion trackers just ruins stealth builds for xeno entirely, with or without undetectable, they HAVE to go, tbh, it's one of the reasons why xeno is a low pick rate bc, xeno is Survivor sided killer, due to losing the 24m terror radius, special attack, & almost half of the addons that requires crawler mode, even if the motion trackers weren't in the game, the flame turrets itself would probably still make this killer a low pick rate due to what I said about most of the half of the addons being useless when burned out of crawler mode, ect ect

  • Also, I will be making a demo & sadako partial rework posts so they aren't in the same boat as well, bc even before ST came out, they already were tbh

  • Exactly why I say sadako, demo & xeno needs a partial rework to make them better but also more different from eachother to make them a fun & more of a viable choice to use than a "this guy is me but does everything I can but better" sort of theme that's been going around recently

  • Bruh this what I was trying to say, springtrap is a better xeno, the motion trackers needs to go, they ruin the stealth & ambush style that the xeno is known for in alien, that & his acid blood is too short & doesn't down anyone which sucks as well and I think they should buff the tail attack range to 6.8 meters as well, 4 meters doesn't seem that good at all

  • Never gonna happen, bc they still haven't made the wereelk skins humming loud like the rest of the huntress skins, basically, it's so quiet, the were elk has no terror radius, it's been out for a long time & they having fixed it

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945279#Comment_3945279

    Xeno has a heartbeat while going through the tunnels and the turrets to alert you before coming out.

    No, he doesn't, he had a motion tracker that bypasses undetectable, that's what gives xeno away, even in tunnels

  • Do you know how unbalanced that would be & how Long it would take to make the game balanced if they did that?

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945445#Comment_3945445

    honestly I don't think even that'd be necessary. The turrets should counterplay the xenomorph and the xenomorph alone. Another killer shouldn't be punished for being in the same match as a xenomorph, especially since we have spirit, ghostface and likely we're going to have dredge in the next 2v8. Those killers have a certain level of undetectability in their basekit (ghostface even relies on it). the beeping will just screw them over for no reason.

    I see why you'd say this, I mean having a turret warn survivors about a stealth nemesis sounds cool on paper. but the turrets should be a problem for the xenomorph to think about. I think killer counterplay should be self contained, (except nemesis and wesker because they're both the same license and have similar counterplay anyway).

    That's why I keep suggesting on different posts, even a support ticket to behavior to allow undetectable to not activate the motion trackers in turrets, it's completely dumb that it does detect xeno even in undetectable

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945417#Comment_3945417

    what i'm saying is they are different an arguably better than what he has when you start listing the pros and cons to these powers and his will always be worse than the alternative since survivors can also use them

    Fair

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928779#Comment_3928779

    I think the turrets should only be an obstacle to xeno. like how other killers can walk over Trappers traps but trapper himself can't.

    Essentially turrets should only be interfaced with by survivors and the xenomorph. That goes for the beeps too, ghostface shouldn't have to worry about turrets at all.

    I originally meant it too mean that the turrets only fire at the xeno but starts beeping when either one is near, I'll probably word that better when I make the new one

  • Looking back on this, this would be a massive buff, I'd Definitely revise this, but I'm not going too, least, rn anyways, I'll make a more reasonable one later on

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945187#Comment_3945187

    ah you reminded me about the downside of his doors it has wallhacks that bypasses insidious

    the thing about getting caught while traveling is easily fixed by not going through doors when springtrap isn't in chase so it's completely avoidable and also with the axe unless your using the loot bag add-on you're better off m1ing the survivor since you're in melee range anyway

    the difference between them especially between xeno where the cooldown is drastically lowered in tunnel since tail is strong (not as strong as before) and sadako can kill people w/o hooking anyone if survivors are in range and with demo he can travel faster and place them almost anywhere and he has the same downside as demo with loud footsteps

    I'm just saying that the core part of their powers needs to be changed to make it somewhat different compared to eachother is all im saying ;-;

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945370#Comment_3945370

    Sounds like one of you was dying regardless is my point. It was either you or the sable. In this case. It was you. Regardless as well, the devs will adjust the system. They are trying to see what works and what doesn't.

    Fair point

  • TThe Turrets still beep even when in tunnels and undetectable unfortunately...

    Also, adding some sort of facehugger ability or making acid blood base kit would make this killer more unique than just another sadako/demo/springtrap

  • Xeno is in a bad spot bc of how much better springtrap is, also the fact that 10 down votes on trying to make a low pick rate killer with a hard counter to literally everything about their power from traveling ability to special attack, is insane, the flame turrets itself is WHY the xenomorph is a weak killer that had a low pick rate, get rid of the flame turrets, things will get much better for it

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945193#Comment_3945193

    I get that for sure, but if he is concerned about that Gen and Sable why not just pop out real fast to make a run for it. Go to the gen thats on the other side so sable can do the gen he was camping.

    He can only go after one of you at a time.

    That's what got me killed, if I stayed, I would have been killed sooner bc of the crows, if I ran, (which I did) I would have been caught eventually (which happened) & got killed

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945042#Comment_3945042

    Curious question, 🙋🏼‍♂️

    Why not go to a different Gen? Most survivors would just pressure a different one if this is happening… unless if y’all 3 genned then of course that’s on the survivors.

    That's the thing, I couldn't, there was only 3 gens to choose, 2 of which in very close proximity of eachother that the Sable was doing & I was cornered into a locker bc the killer wouldn't leave the gen I was working on beforr, which was away from the other 2 ;-; so I was quite literally trapped completely regardless if I moved to a different gen or not

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448284/if-yall-could-change-rework-sadako-demogorgon-xenomorph-or-springtrap-how-would-yall-do-it

    springtrap is the worse version of these guys since unlike the others survivors can just teleport while he's in chase so he can get gen rushed faster than the others

    While this IS true, it doesn't happen as much as you think, many things to understand:

    Doors have a battery life that only affects the Survivors ability to find & use doors

    If a Survivor accesses a door the same time as springtrap, they get insta carried, same thing for the axe, if it's embedded in them

    Survivors don't use the door as much (personal experience from both playing as & against springtrap) that you think, even YouTubers & streams presented that only a very small amount of survs use the doors, bc of the risk they give

    But in any case, this is true, the only main problem, is bc these 4 killers have the same power that just is implemented differently in some small way

  • @Falcao said:

    I play the Demo and I think it doesn't need any changes. Don't touch what works

    Completely ignored my entire point, all 4 killers powers are too similar, ik it works well, but what I'm saying is, how would you make it different so it's not a copy paste

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945042#Comment_3945042

    1. Pretty sure you would have gotten crows there with the old AFK system too.
    2. What exactly do you want the game to do? If you make it so crows can't spawn in at all while the killer is nearby, then it makes the last two Survivors execisively hiding a problem again.

    Just saying that unfair killer behavior should have some exception to afk crows, idk how, but there should definitely be something in places, so unfair behavior like this can't screw over one person, like for example, if the killer is nearby for a certain period of time, while a Survivor is hiding in a locker, the crows won't give them away, therefore somewhat causing the killer to leave, and give the Survivor space, bc 1 Survivor can do nothing but hide like the situation I was in, something has to be in place for it but that's just what I think

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