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KingOfDoom55

KingOfDoom55

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KingOfDoom55
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  • You know they won't do this right? They said themselves, their adding ALL killers to 2v8 rather ppl like it or not, it wouldn't be fair if Survivors weren't all available for 2v8 either, so... and besides this just feeds into the idea for a legion rework, no matter how many buffs legion gets, it won't change the Weak but still annoying power they have

  • Bringing in addons in someway for both killers and Survivors would be cool too (as long as the addons that are 2v8 base kit are disabled, bc some addons for killers are base kit for 2v8)

  • Agreed, this needs to stop, weskers dash stops when hitting invisible walls that aren't connected to the wall that some wesker players pass but slides off on fully visible walls that the same players Expect to stop at, this is very problematic, and I can't enjoy wesker bc of this problem

  • @Leon_Loves_Cheryl said:

    I'm actually 99% happy with how BHVR have been dealing with Kaneki as a Ghoul main. Giving his power a cooldown on breaking pallets is absolutely the most fair way to nerf him for both sides, compared to messing with his cooldown fatigue (which would ruin his potential for skillful plays) or messing with his enraged vault (which would make him a weaker version of Wesker.)

    The one and only thing that I dislike about BHVR's changes to Ghoul is the two meter range nerf. I don't believe his mobility needed a nerf holistically, I think it would've been just fine to nerf the survivor grab range by those two meters instead and leave the dash range alone. But aside from that, the character is seriously well-balanced in my opinion.

    I'm actually proud of BHVR for their…well, behavior in adjusting Ghoul. They've been infamous for "gutting" characters and have taken a lot of flak for it historically, and their treatment of Ghoul shows that they are not only willing, but trying to change for the better. Again, I just wish the two meter range nerf didn't happen but the character is still a total blast to play and it doesn't feel like I'm handicapping myself by picking him.

    The only alternatives to giving his power an artificial cooldown on pallet break, would absolutely ruin the character. Nerfing the enraged vault should not happen because Wesker would be better in every way. (The reason why Wesker has a slower vault is because he can M2 you. Kaneki cannot.) Nerfing the power cancel fatigue would also ruin the character because he would be heavily disincentivized to ever use the power during a loop which is the fun part of playing Killer. They don't want his power to just be "I move around the map lol." Swinging around obstacles with the power and cancelling it at JUST the right time is what makes the killer who he is. You CANNOT nerf these aspects of him without ruining him.

    So their solution (and it IS a great solution) is to give a forced cooldown when you break a pallet, which makes 100% perfect sense and is fair for both sides without ruining the killer.

    Honestly I would like to see the forced cooldown thing on more killers and compensate them with buffs. Take one token away from Wesker when he breaks a pallet but give him more range on both dashes. Take both tokens away from Nurse. Take 2 tokens from Blight and let him dash faster. Give Kaneki his two meters back. It's a REALLY good way to nerf a killer while keeping what makes them strong, strong.

    While I do see your point, and I do agree now that I see it from both sides, wesker with this kind of treatment would actually gut him bc his dash is already so easily canceled entirely due to the big hit box it has and that it just stops him dead in his tracks to this slightest touch of an obstacle regardless if it makes sense or not (what I mean by this Is the slight hits from dash collisions from invisible walls or a wall that barely touches him) but characters like blight should Definitely have this like ghoul, wesker is the only exception due to how he stops immediately to the slightest collision when dashing no matter how small

  • But acid blood being basekit should definitely happen, just saying, makes no sense on why it's an addon

  • He was fine the way he was, but now it's just unbearable

  • @BasicDamine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922534#Comment_3922534

    You are right should I remove the ones that haven't been changed?

    Yeah, I'd do that, I think it would make the doc more clear of the actual changes to the addons instead of the entire list lf addons that includes the ones that haven't been changed

  • This is why the xenomorph needs the facehugger & acid blood abilities as a basepower instead of an addon and changes to the turrets and map, bc, even if its close TOO the xenomorph, it doesn't feel accurate enough, I feel like a facehugger mechanic would work like the pig and upon a chest burster, it takes 1 min for the burster to turn into a ai controlled sub xenomorph (like nemesis zombies) that roams the trails with acidic blood as a base ability to when getting palleted or flamed it woulf activate and have a cooldown before reactivation for another spray of acid

  • IIk This shouldn't be added or considered,but thinking of the possibilities for different abilities or sub powers is fun when it comes to killers like xeno or blight

  • M1's have always been in a bad spot but this takes the cake, might dip from dbd for a while due to this insane power gap between overly weak Perks/balanced Perks that overly buffed or nerfed and broken Perks & powers that just get stronger, I might return for the 9th anni/fnaf chapter but as of now, this is just completely unbalanced that I've ever seen the game in ever since i first started playing (which is year 1)

  • I agree with this, ngl, I might just dip from dbd due to how bad the state of the game is, over nerfing balanced or alresdy weak things, overbuffing already broken things, and completely ignoring m1 killer buffs/reworks (legion mainly, he's so far behind)

  • What do you mean by a big sacrifice for the Killer and greater for surv? Shouldn't it be the other way around?

  • @bazarama said:

    Turrets are horrendous on console reducing killer to m1 for the majority of the game.

    They should rotate 180 not 360 so you can get past at the rear of the turret.

    I've said before wasted licence. Alien should be a terrifying killer. Fast, wall/ceiling crawling acid blooded stealth killer. It's like behaviour never watched a single movie.

    While I do agree the xenomorph should be handled better (acid blood should definitely be a basekit ability not an addon, like, cmon) but climbing on walls and ceilings would be bad as most maps don't have many walls or ceilings for chases or regular traversal, even if they do, only certain Mapes (like the stranger things map where its in doors) would benefit from this but others would make this ability pretty much useless

  • Most of the addons on the pdf are the same as they were before

  • @Suei said:

    Wesker is already in a good state, I don't think he needs a rework

    Hes definitely not in a good state while his hit boxes stay the way they are, they keep hitting nothing and slide off of something that actually should stop his dash, and his power seems to be lacking a compared to the rest due to powercreeping like Narko said

  • Dredge definitely needs help, that's for sure, his power is good, however, his chase lethality is kinda lacking as he's a basic m1 killer with a traversal power that can be prevented for a short bit

  • Also, I think xeno getting a lowered terror radius when in crawler mode would make it better and more accurate to being a stealthy & brutally killer, offering more surprise attacks and encounters entirely

  • Only thing ghoul needs, is a killswitch until the "wall passing" grab attack is fixed, bc that attack is bugged and goes through walls when it clearly shouldn't (unless jts over a low enough wall like a pallet or a loop wall that isn't as tall as a door way)

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442289/masterminds-uroboros-infection-is-lacking

    I firmly believe that not every killer has to have multiple different powers/backup powers to be fun or balanced. Wesker is absolutely fine. Passive killer powers are not good either. IMO. Wesker has to work for his injuries and downs, or he can use his power to force survivors to eat through their resources (sprays) and play the long game, which is 100% possible because I've encountered this type of Wesker before, and they always get a pretty solid result. His passive power forces survivors to stop doing gens and run across the map to find a spray, or they greed the gen instead of spraying, and you get a free M2 insta down! I genuinely think you should just spend more time playing Wesker to learn how to maximise value from his power rather than calling for buffs that, to put it bluntly, just aren't needed. Wesker is the type of killer where you get good results if you put up a good fight. Doesn't need buffs though.

    Ik he Gets an m2 insta down but the point being, it doesn't need fully infection anymore to pull this off... that's why I think his infection needs a bit more since that has changed, even tho hindered is a good thing to have on your prey, but with the statues changes to both haste and hindered, it probably won't do well, and the only real benefit you get for infection is really just the insta down which doesn't require full infection anymore which is good! But that just leaves the infection almost useless, that's why i kinda want the infection to have a better use than hindered

    Also, I'm a wesker main since he was released, so ik how he works, thats why im mentioning the infection rework/buff, also ik killers don't need 2 powers, I just think his infection needs tuning to be more useful than 4% hindered, even if that's already useful as is, I think buffing that Value or making it do something else that isn't hindered would probably be more worth it. But that doesn't change the fact I think his infection needs tuning

  • I like the ideas, but needs a better implementation/tuning bc some of this seems like a nerf to an already low rated killer, I think the tunnel is cool and fun, but needs a better use, and I think acid blood should be a base ability than a addon, but I agree with these ideas, (probably not the evasdropping and all the speed debuffs bc the xeno is fast and all this would probably move away from that)

  • In short, his infection needs a rework to be more useful

  • I've noticed I rementioned what I said 3 times, then again, I was half asleep, but my Point still stands, it's needs to be reworked for a better use to make the wait and effort to infect people worth it than just a none noticeable change that barely does anything at all

  • @LordHeXaGoN said:

    I cant argree with 3-d, 4-th and 6-th, points.
    3-d: There is another solution rather than his slowdown, just increase recovery time. 2,5 sec like with legion instead of 2 sec, this will make a huge difference, like you grabbed the survivior with first leap, but you still can slide, so slowdown will work like it was on ptb. 0,5 sec you can slide while cancel, when 2 seconds of slowdown as intended. (Just try to use new Apron, he has slowdown, but it isnt work due to slide)

    4-th: This will make him clunky to use and he will just leap, slide, and cancel no accuracy or prediction you know?

    6-th: Billy are 4.6 oneshot killer 40m terror radius with map mobility with no cooldown; Blight are 4.6 40m terror radius with insane map mobility with short cooldown, there is more simmilar things with Ghoul. Does it seem that he must be 4.4? Chuky is short, Spirit can be invisible, Nurce are not that map independed or map traversal as Kaneki, she is pretty slow compare to others, but she ignores basics…


    40 m Terror means this guy is DEADLY, you should stay away, hide, or at least dont make mistakes in chase, gen repearing, while running on the map, saving, or things that you doing usual as a survivior. (If you are not fear him that means, you are possible sacraficed; if you are saving your teammate while Ghoul arent either in chase or in cooldown and you are heal next to the hook, this will be the tunnel issue, if you dont use DS; if you let him 3 gen, this will be either for a long time, or for a short…)

    This is what i noticed when played AS and AGAINST, more against.

    This wont be like with Legion or anyone else who has simmilar power as Legion that cant help in chase:"O yeah i can take your hit and stun you, then looping like 4.6 with no power"

    You know who has the best map mobility? Char that could be on one side of a map, and then just appear on another in literally 1 sec? Nightmare? Wrong! This is Hag/ Then tell me that kaneki should be 4.4 🤣

    By this Speech i dont say he dosent deserved nerfs, i say that he deserved Tweaks, that should make him fair.

    I very much agree, but I think his power may need a cooldown increase just to make more of a gap for Survivors and killer alike so there's more Breathing room for Survivors and more strategy and skill for the Killer to use than just using the power over and over again

  • Or just get rid of the detecting completely to even it out, bc it's completely one sided and unfair to the point where skill sometimes doesn't matter anymore on the killers side, basically making the xeno an m1 killer with a special travel ability

  • I like the idea of getting rid of double turrets, however, removing the ability to m1 them is gonna be way worse of a decision than you may thinking, bc that would force xeno players to ONLY use tail attacks for everything until out of crawler mode, I feel like some kind of penalty for m1ing the turrets would be better than getting rid of m1ing all together, like, getting hindered after destroying a turret using an m1 for 3 or 4 seconds but not at all when using the tail attack to destroy it

  • The only reason kaneki was added is bc the anime he's from met the criteria of horror and series killer, deku and goku ARENT horror OR serial killers, it'd be a terrible idea

  • My Main idea for the acid blood in my vision, woulf be a 10-15s cooldown when coming out of a tunnel, and being active during the entire time in crawler mode that can down (injuring deep wounds Survivors on first impact if health but downs if already injured) Survivors, and activates when burned (before losing crawler), pallet or blind stunned, with the tail shooting out the acid in response, and losing crawler more deactivates it and reentering crawler re-enables it after 10s (or the normal cooldown if recovering via tunnel), and, as for Survivors pov, their screen will get splashed with green acid on the sides of the screen but that's just how I'd see it working if it becomes a base ability than an addon (and ofc a ire addon replacement As well)

  • I feel like a buff to his first dash via distance may be needed too, it seems a bit too short if you ask me :/

  • I like these ideas, hope they implement it

  • The main reason for this suggestion is due to the idea of trying to make acid blood a base ability than an addon while making more useful and get more value off it while giving the xenomorph more stealth outside the tunnels with more vulnerability to being burned and losing the power energy, the addon and mode were personal ideas I came up with, but I definitely think that the acid blood should be a base power with better tuning for better usage and value to use

  • Seeing how latest 2v8 iteration was. Some of this can be tweaked, but these were just base ideas to what can be added or changed for introducing new killers to 2v8

  • MYers already got a buff,, it doesn't need another

  • I Hope you know this would encourage toxic behavior right? Majority of survivors I encounter, I have to slug bc all/Majority of them would body block, flash and stun constantly so much so its pointless to continue, some rounds I've seen killers give up entirely bc ofmy survivors random teammates for doing exactly this, because their skill gap from the Killer is so vast that it discourages people from having fun as killer, and this may just cause the toxicity in survivors to worsen, ik there's plenty of killers only do it to toxic players or as a last resort, and others do it bc they are tired of toxic survivors (or do it bc they AREone of the toxic survivors), adding this would just make the game survivor orientated again. If this does become a thing, it should only allow 1 unbreakable per survivor while granting endurance and haste (like an unhook situation) but even so, I still think it's a terrible ide

  • @bm33 said:

    No to add ons. The killer adjustments for 2v8 have made a bunch of killer add ons basekit for the killers, they don't need more add ons on top of that. Plus the additional balancing that would be required for not only between the add ons and killer ability but also with another killer thrown in - that'll be a ton of time/resources used to make sure nothing ends out broken for what is currently a limited time mode.

    For offerings only the BP offerings would be fine, but right now BP is the only incentive for the queue issue so until that's fixed even those offerings should not be allowed.

    Gen amount currently doesn't need to increase. In my matches killers were atleast getting 4ks. If they got less than 4k it had nothing to do with the amount of gens and more to do with the killers just not playing well. Also using the excuse that there's double the amount of killers/survivors is not a good enough reason when not everything was doubled in 2v8 - survivors still only have 2 health states and 3 cage states, exit gates only increased to 3 not 4.

    The obsession does not matter in 2v8. The obsession only matters in 1v4 because there are perks associated with it. There's no reason to add more obsessions.

    Allow last two survivors to be mori'd? OK, but what's to stop one killer from killing both survivors? Instead of "I missed out on mori because there's only one" it'll be "I missed out on mori because my teammate didn't let me kill one of the 2 remaining survivors."

    Besides there being 3 hatches I don't see the point in having hatches open with 3 survivors left instead of 2. I think it'll just lead to killers trying to slug more survivors at a time to prevent hatch escapes.

    Ig I forgot that first part with the addons, and my only reason for obessions is bc all matchs I've been in, I've seen the obsession get teamed on by both killers at the same time whenever found (with me being on the receiving on some of these occasions), so that's why I thought way not 2 for 2, as for the mori, you do bring up a good point (same with the hatches part as well), im pretty sure there might be something to assist with that or prevent someone who moried already go mori again but I'm unsure of how but there's most Definitely a way to get around that, as for the generators, the majority 2v8 I've been in, I've since at least 3 to 4 gens go off before half or more of the lobby has been caged, not bc of the killers being bad but just bc of amount of body blocking, stunning and flashing I've been experiencing and witnessing throughout both 2v8 iterations, so it gives more play and pressure for Survivors while giving the killers who aren't as good more time to potentially get cages or kills without getting full rushed and blocked, I've done well in a few killer matches, but in 1 of 3 matches as killer I've gotten flashed, stunned and body blocked like nonstop

    Looking at this now, I guess I forgot to put a LOT of things into consideration with addons and hatchs

  • THis is what I think that should be added and changed, I've also got the same opinions from other players as well,

  • @fussy said:

    "Make killer, who counter by predrop, 4,4 and without lunge" sounds more like "please destroy my main"

    Agreed

  • @Shinkiro said:

    Undetectable is kinda bad on Xeno, the turrets give away your rough proximity, any decent survivor will know you're coming.

    The only thing that really hinders Xeno is the flame turrets, so the best things to take will always be things to counter them.

    Yeah thats kinda true, ig I forgot about that part, my recent few matches with xeno people didn't use turrets so ig I forgot about that lol but I still think the xeno should get a few addons that assists his tail power or the tunnels (at leasts something a bit more since we have a few already for the tunnels) for its power other than turrets, bc most of the addons focus the turrets, and the last 2 quarters of the addons focus on tunnels and misc things, but not so much for the tail itself (and I still this both iri addons are useless considering the timers and unlikely it is to get value)

    But what did you mean by "the best things to take is the things to counter"?

  • TBf, the killers were very undermined before the kill system for the basekit, bc that would just make Survivors toxic and basically saying "HA you suck, and you can't kill Me no matter what you do so I'm just gonna waste your time" I've seen and experienced too many matches of this situation on both sides and it's just not fair or funfor the Killer, but when it was added, the toxicity dropped bc I've seen less people tea bagging, wasting time on pointless chases, or just don't right toxic in general

  • I Like the ideas, but j don't think the charge sound, lung change and speed reduction is needed

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