KingOfDoom55
KingOfDoom55
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- KingOfDoom55
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I've ran into a match where the killer allowed a Sable live but was purposely hunting me, and I was the 2nd to last Survivor, I was hiding in a locker, got crows bc the killers was camping the gen I was trying to work on, situations like this, needs to. Have a exception in some way
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He's what xenomorph would be if the flame turrets never existeed, except, a better version of xeno anyways
He's b tier at the least & a at the most, just learn how to go against him & you'll see that he isn't as op as you claim
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@KingOfDoom55 said:
Let's be honest, springtrap does everything xeno does but WAY better with no built in counter to their direct power aside from being revealed, unlike the xenomorph who gets the stealth element taken away due to 41m motion tracker despite having undetectable & having that same thing kick the xeno players out of their power, springtrap is literally just a better xenomorph, so, that comes to the question, how would yall make the power for the animatronic or xenomorph different from eachother?
My Idea (don't take it so seriously please, people do that for no reason), is a add a facehugher that kills a Survivor, and spawns a ai controlled new born xenomorph that roams the trail, but doesn't hook or use tunnels or damage anything
Or
Get rid of flame turrets altogether
Or
Give xenomorph the acid blood addon as a base ability with a longer duration & the ability to down or something, that would at least set them both apart in someway while making a seemingly low pick rate character more viable to choose (increasing their pick rate) those are the ideas I have, but what about you guys?
Do yall have any ideas or suggestions that you'd do if you could make the too different & not just a "this guy can do whatever I can but better" situation?
This Would also count for sadako & demogorgon as well, as they are also in the same boat as xeno
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943774#Comment_3943774
sorta? if xeno didn't get nerfs he'd be stronger than springtrap
More like if he never got a built in counter ;-; but that's also true, buffing xeno or reworking them is literally the only way to set them apart now, and I & probably more xenomorph players feel the same way because of this, I love springtrap and his different use of the abilities that demo & xeno have, but springtrap literally feels like an upgraded xenomorph now than it's own character in terms of power/killer abilities. Just hope they do something about it...
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Same, it feels off
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@terumisan said:
i don't play xeno how was he powercrept?
Springtrap has a better special attack that covers spaces that the xenomorphs special attack did but WAY further distance & less restricted of certain walls, like boulders or high walls, better stealth, getting undetectable after exiting the doors, which, xenomorph has no stealth at all due to the flame turrets beeping to a 41m radius regardless if xeno is undetectable or not, and a way faster map traversing ability (at least I think its faster) that's why I feel like he got powercrept
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Batteries included also got a haste nerf as well unfortunately
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943046#Comment_3943046
That's not how it works. Ghouls first hit goes over pallets and can only injure with ridiculous range but is only partially the reason his power goes on cool down since its so easy to hit a survivor with it. The biggest issue is distance and Ghouls M1 after canceling his power. Killers like Nurse, Blight and Ghoul can instantly catch up despite being stunned, so if they pallet break, the survivor actually gets value in distance rather than immediately being punished for using a pallet. Before his nerf Ghoul can just break and land on top of the survivor seconds later. It was even worse with pallet breaking perks like Brutal and Fire Up.
Exactly why I suggest this, bc nurse & blight are just as bad bc of this reason of being able to catch up with little to no problem
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943088#Comment_3943088
I think the was proven to be very fun to play in 2v8 and that third dash can be easily implemented without making him any busted. Agree on 32m TR for sure.
Agreed, plus, I think wesker is just getting more & more power crept as time goes on, still insane how they didn't fix the fact that barely touched walls or corners stop weskers dash but hitting full ones from time to time slides him off as well
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@Memesis said:
It is pretty bad, but if it were stronger it would be obnoxious. You can't reasonably expect an addon that hard-counters pallet stuns to be constantly active.
Not necessarily, for example, if it would down instead of deep wound or be active longer then it would be better but not too op
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942297#Comment_3942297
Im guessing this is about the killer items and chest issue. Which does it fixing tbh.
If this IS the case then this IS huge and good news in deed
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Also, the reason why I mention this, is bc I'm trying to be reasonable and logical by giving some examples that I thought of at the time, like some others here did
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/447734/leave-the-ghoul-alone-for-a-bit
Ghoul needs 3 changes and he would pretty much be perfect
1. Enrage vault is too strong compared to how easy it is to do. Enrage vault should be more like weskers vault for save pallets/godpallets.
There are other ways to play pallets with ghoul that take a lot more skill to pull off, like bodyblocking
https://us.v-cdn.net/6030815/uploads/SRD39382EA97/1000025879.gif
2. Grab range and leap range should be different. Grab range should be between 8-10 meters while his leap should be reverted back to 16 meters.
3. Minimum leap distance should be 3 meters down from 5, this just makes his power feel clunky on indoor maps or when youre trying to bodyblock.
These are also good ideas, like some people said which I probably should have said in the post originally, is that he's been nerfed in all the wrong ways, reverting those and making the correct nerfs like some of you mentioned should happen, if he were to get nerfed again, reverting some of the changes he got before should be done bc as some say, the "unnecessary nerfs" were not needed, so, if behavior does finally nerf him the right way, hopefully they'll revert some of the previously nerf changes from before as a compensation buff since, most of those changes from before were not necessary, aside from the enraged duration nerf & pallet cooldown nerf, those are good ideas that actually make it fair
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Yeah, agreed, I missed the fog, that's what made the game a but more alive, not too difficult to see but not too easy to see either, it adds that sense of... erieness to the game, no?
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942170#Comment_3942170
i wouldn't compare to SM as she was never fun to play and always insanely unfun to play against as all her kit was deploy drone at loop and either get free injury or leave the loop, not saying that survivors got - 10% hindred, why SM got +10 haste. It was just insanely unfun not even mentioning the old 3-gen chest merchant. She was gutted yes, but they hard work on big rework on her. She got 80 % kill rate, because no one wanted to play against her.
Fair point
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Elan, Thanks for providing a decent idea, ideas like these is what I'm talking about, there's better ways to nerf a killer than just nerfing everything about them or getting unnecessary nerfs like the ones you mentioned
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@RJoyYourJoy19 said:
Yeah, we should definitely leave S tier killers alone, they are so fun and interactive to play against
At the worst, he's b tier, at best is A tier, all IM saying is a reasonable nerf, bc the way how killers get gutted IS BECAUSE of constant nerfs, ghoul is getting the skull merchant treatment, with getting multiple nerfs in a row, that's what killed skully, the same will happen if this continues for ghoul, all we need is a proper changes with compensation buffs if the ghoul were to get any further nerfs, why? As I said before, constant nerfing is what guts killers, a reasonable change would to get rid of the reticle when leaping & reducing the range to grab attack people, but in return, revert the range from the ghouls leap from 14 back to 16 & revert a few addon changes as well, that would be a reasonable balance change to the ghoul instead of out right nerfing him 3rd time in a row, just saying
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@Flawless_ said:
I love how you argue that there are better ways to address the killer and then proceed to give zero ideas and feedback on how to do it.
Just because I CANT give aby ideas, doesn't mean that there aren't possible ways to do so
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No, he isn't, he's been hard neefed TWICE, a 3rd nerf will just gut the killer entirely, then the community will demand a buff, then the cycle will start all over again, it's best if ghoul is left alone for now until a actual reasonable nerf comes by, with a few slight buffs to make up for all the mis treatment this killer has been getting if they do nerf him again
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Can we just leave the ghoul alone please? He's already been nerfed hard TWICE now... anymore, then ppl will start complaining about a buff, then a nerf again. The cycle won't end
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At most for acid blood, I think it should be increased to 30 or 40s or doesn't go away after it being used or it allowing people to go down instead of deep wounding, bc as of now, acid blood is kinda useless due to it giving little to no value, and even if it does, like I said b4, ppl will start predropping more
In general, acid blood needs a buff so it's actually worth Being an Iridescent addon, not too powerful, but still useful to make a difference like most other Iridescent addons do
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@CatInDisguise said:
I agree with Mr.Headache in his video. The changes he proposes seem reasonable while not overtuning the Xenomorph. While im all for buffing acidic blood addon, i dont think adding it as basekit will improve expierience while playing Xeno. It will only add frustration for unexpierienced surviovors (which already struggle against xeno) while being situational at best (at least from my expierience while using the addon without having a whole build centered around it). However im all for the undetectable change for xeno. Making the turrets dont beep while xeno is undetectable will actually make him the ambush killer he was supposed to be since hes undetectable in tunnels and will enable some funny builds with undetectable perks.
I feel like acid blood needs a buff bc 20s is a short time & once ppl know that you have it, it becomes impossible to use due to people predropping on xeno
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Glad to know that someone has a similar rework idea that I do :), I suggested a rework like this before, and I hope they decide to go with it rather its the one I made or yours!
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Tone down the volume, and it would be perfect!
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You do know that this is how some of the community reacts to killers right? I guarantee this will be the same for springtrap, the Killer after, and the one after THAT one
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GGiving Xenomorph the ability to use undetectable (and not have the turrets go odf when undetectable) even when it's tunnel undetectable, would be nice, bc the turrets take away all stealthy away from the xeno, who is meant for stealth like ambush playing styles, if they won't remove the trackers they should AT LEAST allow undetectable to be, well... UNDETECTABLE to flame turrets motion trackerz
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If they do rework it, I hope they keep the rain, I loved the different weather on than map than just "misty"
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This would be nice to start with instead of cosmetics and stuff, making the game stable is more of a priority than a another Feng weekly skin
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It's annoying yo deal with this, specifically on maps with multiple levels, withkiller items spawning on the lower level of the gen that its supposed to be by, like xenos tunnel, I keep having at least 2 tunnels spawn on the first level, underneath the gens that both tunnels are by, it's annoying
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Not sure if this would qualify, but I was thinking nightmare from fnaf 4 as a Freddy skin, it's literally the perfect idea
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In all honesty, what I don't like, is that the hex replaces a totem, which makes it easy to identify possible rekindled totems are, which already makes it easy to find, hex near shack that I cleanse? Yeah just go back to shack and cleanse it again, unlike other hexes where you have to look, this one was just muscle memory, which already made it more vulnerable compared to others bc Survivors will probably remember where a destroyed totem would be incase of pentimento, but what really gets me, is the lost of its unique effects that made it stand out from other perks
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@Langweilig said:
This is so true. Hitting skill checks on controller is much harder than on mouse and keyboard.
Actually, it's not necessarily mouse and keyboard, as I use controller on pc, I think it's something to do with the game or something, bc I got done with a console match shortly after a pc match anf even then, I hit more great skill checks/normal checks in general on the pc version than i did when i was playing on console version, but I do agree in someway that playing on controller does something to contribute to this in someway but I feel like there's something else that's causing the abnormal skill check line speed & delay aside from just controllers anyways
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@coldflame said:
TUNNEL VISION -
when you bite down on your prey, you don't give up
disables the endurance effect when survivors are unhooked
grants aura on unhooked survivors for 8/9/10 seconds
RELENTLESS DEVOTION-
you will ensure the entity recieves your sacrifice, no matter what it takes
disables the ability of survivors in your terror radius to unhook themselves
survivors within 6/8/10 meters of a hooked survivor have the exposed status effect
SADIST-
when your prey is hurt, you make it suffer
disables the ability of survivors in the dying state to recover themselves
slows the interaction speed of healing dying survivors by 80/90/100%
While I like the ideas, this would make many builds completely unstoppable and make the game killer orientated than a balance between both killer and Survivor
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@QuestionMark220 said:
Shiny Pin shouldn’t even be an add on it needs to be basekit. ZERO reason for Huntress to move at 77% when holding a hatchet. Nurse moves at 86% and is the strongest in the game. Huntress has loops in the game where she can’t even use her power no matter how good you are.
But survivors puked and threw a fit when they tried to increase her speed. Even though they shadow nerfed her because she used to move at 110% while readying a hatchet and would drop to 77% when it could be thrown. As proven by a user on these forums who was promptly ignored.
Her belt add ons are even worse. 3% haste for 5 seconds after landing a hit? Which is actually 3% for 3 seconds because it takes 2 seconds to recover. It’s a joke.
Agreed, bc this is the same thing for xenomorphs acid blood, there's literally no reason for it too be a useless, little to no value, addon, it should, by ANY means, be basekit with a longer duration & activating when gens are completed ontop of exiting tunnels
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Dude, he IS a stealth killer, with a limited weakness to it that the Survivors has that goes away when the battery runs out, he gets undetectable when entering & leaving doors, no warnings if he jumpscares you in the office, he's WAY more stealthy than the xenomorph, who, in their lore and franchise, IS supposed to be stealthy like that but isn't due to behavior gutting him upon his debute with the 40m motion tracker that's in the flame turrets that goes off regardless of undetectable or not, taking any stealthy away from a creature whose primary style IS stealth & ambush, much like how springtrap is rn in the ptb
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Include acid blood, it's close to useless with little to almost no value potential
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@KingOfDoom55 said:
Can we address the Motion tracker for the flame turrets? Ik xenomorph is a stealthy killer & all, but undetectable doesn't prevent the turrets from beeping, which should allow it to stop since it makes the red stain, aura and terror radius silent/disappeared, I feel like the turrets beeping should also count to this by not beeping when xeno is undetectable or get rid of the tracker entirely or reduce the range at it detects the xeno to 20ish Meters, bc the 40 meter detection range, even in tunnels or undetectable, takes away the stealth element & ambush like play style the xenomorph in its own series (alien) is known for
This also kills and makes any and all stealth perk builds useless as well, making a creature whose meant for stealth, ambush and surprise, in a very loud killer in the game, with, basically, a 40tr instead of a 32 (which should be a 24m and atheist 16m in crawler mode bc the creature is MEANT for stealth)
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And before people say "well, it still gives the xenomorph some surprise because it doesn't give away their direct location" yes, I know this is the case, but that's not the reason for this, it's the fact that it gives away the general location of how close xeno is and how constant it is is why xeno. In game, isn't stealthy much as it should be, now that they allowed springtrap to pull this off, it's only fair xenomorph gets to have the stealth, by taking the Motion tracker from the flame turrets away or implement it as a separate item with reduced range for detection that puts control stations on cooldown just as it would with taking flame turrets
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And even so, turrets have been one of the main reasons why the xenomorph is a low pick rate due to how easy it is to kick xeno out of power, due to it being a build in counter to it, that's why I suggested those flame turret nerfs on top of crawler mode buffs, the make the xeno more fun & accurate to play as and against, bc the turrets are too op and easily used, specifically with 2, to counter xeno, also, it wouldn't be impossible to kick xeno out of power, as I said, it would take more skill & strategy to use
Just edited the post to make it balanced a bit more
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@yukiday said:
-5% basespeed increase during crawler
I don't really agree with this. Combine this change with the turret nerf and no one will be able to stop Xeno.
Revert the turret nerf and tail attack. I think this is enough for now.Double turret setups have been a major problem for the xenomorph, I might revert the flame firing distance, but the distance at which turrets can be setup from other turrets should be added, bc most players I play with & against (either as the xenomorph or when I'm playing against the xenomorph) people always use Double turret setups from what I've seen, also it's a +5% base movement not a -5%
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932356#Comment_3932356
That‘s why I wrote he gets compensation buffs.
Ik that, but the main point of the hindered, is because the flame turrets are heavy and block the footsteps from being seen by the xenomorph while in tunnels, so the hindered is fine bc it prevents detection, also, I'd recommend more suggestions to compensation buffs than just one so it gives more of an example by what you mean about compensation buffs, but that's just me
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Dude, xeno has been terribly handled recently, adding those changes would completely kill his character, I feel like they need to increase the tail strike range a bit and increase the distance at which turrets can be placed between eachother, on top of what they have planned rn In the next update
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Honestly, part of weskers problem that adds to this, is the fact that he stops at places aka walls, thay they don't run into but slide off of those that they do, doesn't happen all the time, but this is what makes wesker no fun to play as bc of hit box hitting on things & sliding off of other things that should do the opposite interaction, bc I dashed into a wall and I slide off, completely ruining my big play I was gonna do and completely stopped on a barely even touched corner that I didn't even dash into, I run into this like almost 50% of the time I'm either playing as or against wesker, and it needs to be addressed
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@Alen_Starkly said:
Legion does seem to ruin 2v8 matches, playing against them sucks. I too hope you consider removing Legion from 2v8, before too many people get fed up.
They won't do that, they said their gonna add all killers to 2v8, I think they need tk change his power with how it works in 2v8 than get rid of em or rework them like they should have done ever since 2020
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928510#Comment_3928510
Yes, if they insist on including them then they definitely need to make changes. But as I said, at the very least you should not be able to combine Legion and Oni together. So sick to death of this combo
Agreed
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I like these ideas, hope they take inspiration or decide to implement them
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@QuantumEcho said:
Hey everyone, with the recent 2V8 event featuring Ghostface and the Oni into the mix of the killer roster, I thought it'd be awesome if we got more original killers that people love.
Killers like The Dredge and The Unknown would be fun additions to a future 2V8 event. Both of them are widely loved by the community and i think that it would add more variety to the 2V8 killer roster, I'm not exactly sure how the Dredge would work in 2V8 if he is paired with a killer like Huntress but I'm pretty sure that BHVR can figure something out to make it work, but what do you guys think, do you think that Dredge and Unknown should come to 2V8 or not?
Behavior did say they'll add all killers to 2v8 eventually so it'll happen
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928492#Comment_3928492
The problem is, not every killer is suitable to be paired with a second killer. I would think it should be patently obvious why Legion, a killer that gets cheap hit for free, should never be paired with Oni.
Apparently this isn't obvious to some, including BHVR it seems.
That's why I say they should make changes to their powers than just nerfs or buffs to compensate for this reason entirely
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I think yours just complaining that you can't win against a killer who is now more balanced than ever (not to sound rude but someone has to say it)
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Agreed, ghost face was a pretty decent killer but 2v8 butchers him, they should also remove the ability for downed or caged/hooked Survivors from pushing ghost out of his shroud, it doesn't feel fair that they can do that while ghost can't do anything to avoid it when forced into situations that its unavoidable (which is most of the time)