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Langweilig

Langweilig

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Langweilig
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  • It does already, but only in the terror radius. That’s how I would change it.

    Septic touch

    • Whenever a survivor perform the healing action (was within your terror radius), that survivor suffers from blindness and Exhausted.
    • Those effects linger for 20-30s (was 10s) after a healing action is interrupted by any means.
  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824453#Comment_3824453

    If I’m doing my math right:

    4m/3.8ms - 4m/4.4ms
    Saving 0.14s, or 0.63m gained prior to reaching the destination.

    The skill level and information needed to consistently utilize that outside of it being a placebo is not even expert friendly IMO.

    And you can use John’s Medical File to reduce that to make it (If I’m calculating the +10% right being +0.44m/s to make crouched movement 4.24ms):

    Saving 0.034s, or 0.15m of distance gained prior to reaching your destination.


    By and large I think it would mostly be a placebo change. Only serving to make things a bit muddier categorically.

    I do like tinkering with Terror radii, But think it should be within the realm of addons/Perks for the most part, part of the Power, unless there ane any obvious thematic/mechanical ties.

    Like Wesker’s ego, or Sadako not having super strong chase/not having true stealth with Demanifest due to the lullaby (ironically she can be stealthier while manifested and using Monitor).

    It would still make timing the crouch without the survivors noticing the terror radius easier since you have 4 more meters to play around with.

    In general having a smaller terror radius makes, that survivors notice the killer later. Even 4m would make a difference. Sure not a huge difference, but better than nothing.

    @Langweilig said:

    I hope they move away from standardizing such stuff. It is cool to have killers with different terror radius sizes and it also reflects their character.

    Making pigs terror radius 28m would fine, I hope they do it. It could probably even be 20-26m. I generally don’t understand why some stealth killers have a 32m terror radius. It kinda defeats the purpose of being a stealth killer.

    After you mentioned Sadako I hope they reduce the terror radius and lullaby for her too to something like 18m.

    If I would change the terror radius, I would reduce it more than 4m, but 4 would also be nice even when it is small.

  • @sizzlingmario4 said:

    Honestly sure, give her back her 28 meter terror radius. A lot of existing killers already break that rule nowadays and I don't see a point in maintaining it for the sake of consistency when it already isn't consistent. Even Huntress has gotten to keep her 20 meter TR all these years later.

    LOL. I thought she had a 24m terror radius all the time.

  • @AssortedSorting said:

    Main’ed Pig.

    Don't see too much reason for a 4m reduction in TR range apart from a feel-good “I’m unique, nostalgia, I got a a buff!”, other than slightly better synergy with Monitor and Abuse.

    Her Power already causes her TR to shrink/disappear when she has a destination in mind to use it at, there are other perks out there that can give her undetectable phases, and she’s one of those Killers who you can let get even closer to you until running, with her middling chase strength anyway.

    I wouldn’t be against an addon influencing her base TR to a slightly stronger degree, but see no reason for her base TR to be smaller.

    It would synergies better with her crouch since you can start crouching later.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824431#Comment_3824431

    Because the intent is to use their stealth power for stealth…

    Shure, but having a smaller terror radius wouldn’t hurt either

  • I hope they move away from standardizing such stuff. It is cool to have killers with different terror radius sizes and it also reflects their character.

    Making pigs terror radius 28m would fine, I hope they do it. It could probably even be 20-26m. I generally don’t understand why some stealth killers have a 32m terror radius. It kinda defeats the purpose of being a stealth killer.

    After you mentioned Sadako I hope they reduce the terror radius and lullaby for her too to something like 18m.

  • If they go with 30, what I don’t think, then yes.

    The post on redit was to find out whether or not they should do it and to get feedback on what should get changed if they go back to his old design. It is possible, that he gets reverted with more buffs or that he stays like he is right now. We don’t know, what they will do.

    I’m very certain, that if they revert him, he will get more changes and one of them would probably be that main event requires between 12-24knives. Can’t say how far they would lower it tho. I think 18 would be good and fair to get it.

  • I agree. Give me sloppy butcher back please.

    They should probably give some perks an anti Haemorrhage effect to not make them useful. Your suggestion to only loose progress while running is very good. To be honest I first thought how should that help.

  • @Peanits said:

    For a bit of context, we typically try to avoid setting movement speeds to unusual numbers like 4.5m/s. It's not a hard rule and there are some exceptions, like Killers who aren't meant to chase without using their Powers, but we try not to deviate from it unless we have a good reason to.

    A big part of this is that the consistency in movement speeds makes it easier to transfer your skills from one Killer to another. If you've played another 4.4m/s Killer before, you could play another and have a good feel for how long it'll take to catch up and judge the safety of loops. This is one less thing you have to worry about learning for each new Killer. The same goes for Survivors, where they can use what they know about other Killers of that speed to determine their next move.

    A good example of this in action is when Haste or Hindered comes into play in a chase. It makes it much easier to misjudge whether you'll make it back to the pallet/window in time.

    That's not to say that it's out of the question, but we try not to break this consistency unless we have a very good reason to.

    I’m very happy to get an answer on this one.

    I find the concept of making killers different (besides the power) very interesting. For example different melee attack ranges (like when you have a spear/big weapon or small weapon, but l see why this would be annoying), different big terror radius (please go more into this and make some tiny, medium and huge), different carry speeds (I think pig once had a faster one, before it got standardized), … and different movement-speeds.

    I like for example, that nurse has 3.8m/s and is forced to use her power most of the time. Playing around killer powers is more fun for me than playing around m1s.

    Back to 4.5m/s: I don’t think anyone would complain about a killer being 4.5m/s, when it makes sense of course and like you said we already have haste perks, so players already have to play around it. Most people would probably adept rather quickly and it would also open up new possibilities for example a 28m terror radius according to your formula. The reason why I came up with it, was that some killers are “too” fast with 4.6m/s and others are “too” slow with 4.4m/s. The difference of being 4.4m/s and 4.6m/s is quite big and there might be killers in the future, where a middle ground might be a good solution, instead of making said killer too fast or too slow.

    That's not to say that it's out of the question, but we try not to break this consistency unless we have a very good reason to.

    I’m happy, it is not out of question and I hope you try out more new stuff in the future, because I like when things are different from one and another.

  • @UndeddJester said:

    Chests

    These have implications for certain killer power spawns such as Plague fountains and Pig Jigsaw Boxes so I wouldn't recommend going too nuts... however 4 chests seems reasonable since there are 4 survivors, with an extra one in basement. That sounds kinda cool.

    Ace in the Hole basekit isn't the worst idea ever, as looter builds are pretty woefully underwhelming, though if we're reworking luck for better items the details in how luck is implemented is quite tricky. I attempted hit here:

    https://forums.bhvr.com/dead-by-daylight/discussion/411194/the-great-chest-luck-rework

    Basement

    There are 2 chest spawn locations in basement, I don't see why both couldn't be there.

    The vault idea is interesting, but in terms of what it actually gives you, that is the real question. Survivors need a reason to do it that is meaningful, and I think you're gonna be hard pushed to come up with something balanced/valuable enough to warrant the time investement.

    Items

    Flashlights

    I get what you're saying for these, though it sounds a little like the old instablind flashlights, which were quite miserable for killers to face. A lot of the time you simply couldn't react fast enough to avoid blinds, and console killers especially would be very susceptible to this change. Killers would have to constantly look down to have a chance to react, which would just be annoying, and with Iron Will being the way it is this opens the door on some potential really nasty and punishing scenarios. For example pre-beaming a killer who has to break a god pallet would get the bonus blind speed as they move towards pallet, and the distance lost as they then still have to break the pallet iwpuld be insane, especially for less mobile killers. So while I understand the sentiment, I think it does more harm than good.

    Medkits

    I do think altruistic healing speeds and charges should be different. For example I don't understand why you couldn't have a purple medkit with 32 charges, but -50% self heal efficiency, so that it's better for altruistic healing for example. Self healing though is a powerful tool that should not really be buffed. The survivors are meant to work together for the most part and having medkits able to heal yourself while your teammates run off to do gens is certainly a strong buff to have that has had to be repeatedly nerfes for how fundamentally game altering it is.

    Toolboxes

    I think are mostly fine for sabos. Reducing the cost to sabo would be a change I'm a little indifferent to, would be happy either way.

    The only thing that irks me is that Commodius the best toolbox for everything. It should have crap Sabo speed to compensate for how good it is at repairing gens. I'd also like to see Alex's toolbox get a small boost to repairs, in case you never get a chance to sabo, you can still use the toolbox to get some value from repairs.

    I'd be reluctant to grant extra charges though because that makes them even more gen rushier than they already are.

    Keys

    I think they'd benefit from a base aura to read chests, since that makes sense for a key that would unlock chests. I'm not sure being able to spend the key to instant open a chest for an unknown item would be too valuable though, considering keys have some powerful auras if you use them properly. I'd probably just open the chest personally.

    For the secret passages, can the killer interact with these? A bit like breakable walls, their use seems very niche and potentially difficult to account for in map design. My main issue with maps and keys is they are add-on dependent and it's pretty much use the iri or bust.

    I'd like the common version to have similar value to the iri, but have slower hatch opening times.

    Maps

    Similar to keys, maps are actually quite decent if you use them to their fullest. They would help out newer players a lot if they were more available. I'd like your WoO ability on maps.

    Firecrackers / Smoke Bombs / Axe

    I'd like to see these as usable items, though the drop flashbang inside the killers model needs to be fixed.

    There is potential in a smoke bomb. The event shows them to be pretty cool. I would however ask for a shorter duration, I've had a few smoke bombs that straight up have had me lost and stuck in terrain before, and really struggle to get out.

    Axe is funny idea... still has that certain maps have problematic breakable walls issue, but assuming that wasn't a problem, that'd be fun... if not as items, as a perk 😅

    6 Chests

    Of course there should be added more chest spawns and the killer belongings should be prioritized to not mess up with them.

    The vault in the basement

    They are meant to work like the keycard on nostromo, which you can search for and doing so grants you a purple or better item. I think it would also be cool if there were special items findable inside.

    Flashlights

    I can’t say whether or not my suggested numbers are too high, but blinding the killer while he is moving is almost impossible and with the buff the killer can still just look away.

    Medkits

    I think medkits are for both healing others and yourself. I really despise the nerf they did to medkits. The old ones were so much cooler and more fun and they just nuked them.

    Survivors are meant to work together

    That’s not how soloq works 90% of the time, but I’m also not a fan of being forced to use them for teammates. If I want to heal teammates faster, then I bring perks. Therefore I suggested having the purple one that does heal (you and mates) fast and has many charges, green that is for (self) healing 2times fast and yellow one to heal others fast since this is the lesser wanted effect.

    Toolboxes

    The only thing that irks me is that Commodius the best toolbox for everything

    Well my idea was to make the other toolboxes better, so commodious isn’t the obvious choice anymore. It would still have many charges and be a bit of an allrounder, but not the best for either repairing or saboing.

    I gave the yellow one a unique effect to not make it just a worse variant of the others and I gave Alex’s a new unique effect to give it a real advantage over commodious. I also increased the charges a bit since 16 is literally nothing.

    Keys

    “Base aura reading for chests” I think that is a good idea and I add it up there.

    I'm not sure being able to spend the key to instant open a chest for an unknown item would be too valuable though

    We all know the feeling of finding a key in a chest and most of the time we just want to get rid of it, which is basically my suggestion; Getting rid of the key fast to get a different potentially better item and if you got not what you wanted the first time, you can just use the key for the next chest to get a quick look into them.

    Passages

    My idea was to open up some Easter egg rooms or to unlock a STONG window for survivors or to get a beneficial shortcut for survivors. I haven’t added an interaction for the killer, because it should benefit the survivors and right now I have no idea why the killer would want to open them for example. Therefore I didn’t add an interaction for killers. Another reason for the idea with the black looks is that this could be way to integrate stronger windows/loops (not OP ones or infinites) into maps without making them always active. For example the window in the garden of joy main building window could be blocked that way, but be unlockable with the purple/iri key. Maybe the killer can do something to close it again and then you need to open it up again or so.

    I think keys are meant to be something, that you need to modify to get the effects you want, that’s why I’m fine with them having no base effect. Maybe a nice base effect could be; when holding the power button, your scratch marks and pools of blood are hidden. What do you think?

    I'd like the common version to have similar value to the iri, but have slower hatch opening times. 

    I’m not against that, but what would be the point of the purple key then?

    Flash bang

    I'd like to see these as usable items, though the drop flashbang inside the killers model needs to be fixed.

    Isn’t that the only purpose of flash bangs? Aren’t they meant to be able to be dropped in the killers face to blind them while they look at walls.

    Smoke bomb

    I love them so much, hopefully they integrate them to the normal items.

    Ax

    still has that certain maps have problematic breakable walls issue

    That’s why I made it only slow vaultable.


    What do you think about the potions, ace in the whole rework and the other items ?

  • @GeneralV said:

    I don't think a middle ground of 4.5 m/s is necessary, to be honest, I think 4.4 m/s is healthier for the game.

    @pa4n said:

    I hope he stays at 115% i like him that way :)

    Thank you for answering the question. You are the only two, who responded to the speed, which was my actual question.

  • Do you have pictures or anything? I haven’t played back then. They could probably make the normal world like it was back then and keep the portals and the void.

  • @nodforkiss said:

    gen speeds needs to be 100 second and toolboxes repair speed needs a nerf, killer got gen regression and blocking nerfed 100 times yet gen speeds are unchanged for 2 years

    This would be miserable to play with and I don’t think the game would survive that

  • It is so sad, that when I play killer no survivors go into the void and when I play survivor the killer doesn’t follow me there.

    Another suggestion for next year:

    • Transferring the void energy in the well as survivor is very slow, please make it a bit faster

    I want to get them while the killer is nearby, but it takes ages even when I’m far ahead of the killer.

    I love the wooden planks. The amount of times, where the killer or survivors fell down there… It’s amazing🤩

  • I think on bigger and stronger maps this could be a way, but it would be overkill on the others.

    I would rather have something added to gens, what makes them more interesting. For example you have to search for fuel to power the gens or something like that, but it shouldn’t be too complicated.

    About the 2vs8 hook stuff. I would remove the unhook notification, but leave the rest as it is.

  • Thank you for this very helpful answer and I don’t find anything problematic in here

  • @Grigerbest said:

    Hmm.. A new killer with a void ghosts power?

    Artist?

  • @AggressiveFTW said:

    I would love for it to become a permanent item. If it detonates too quickly for it to become problematic, then just make it take a little longer to detonate.

    How should a smoke bomb become problematic?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/430341/what-do-you-think-of-reverted-trickster-with-4-5m-s

    No. BHVR asked players to give their opinion on whether or not current Trickster is more fun to play as, because a few people were claiming there was a giant consensus that pre-rework Trickster was more fun to play as, and BHVR wanted to check if this consensus was actually true.

    And if you check the comments on that Reddit post, you can notice that the number of people saying that 4.6 Trickster was more fun to play as, is way higher than the number of people saying that 4.4 Trickster was more fun to play as. This means there never was a Trickster consensus. You can even see Reddit comments where other Trickster mains are clearly saying they want Trickster to stay at 4.6.

    I didn’t say anything different, so there is no need to explain anything!

    Cool that nobody is able to respond to the ….question.

    On Reddit the major complain was about returning the speed to 4.4ms not about the power!

  • @SoGo said:

    I'm not a Trickster player, so my opinion doesn't matter as much here....

    But why is Main Event not a thing you can start willingly once you get it? Why are you on a time limit with it?

    I don’t know. Maybe, because behavior does not want him to start a chase with it. They could remove the timer, it is unnecessary.

  • You have enough time to pick the survivors up and they can’t fully heal in your face in time if you don’t let yourself distract and commit to other chases. It is fine. It only works when you slug, which the perk is supposed to counter.

  • @SkeletalElite said:

    I think the bloodpoint gains are kind of poor for the event this year. The offering bonus should be stackable and event score events should see a base increase to their amounts.

    That’s not really a problem for me. I hate spending bloodpoints, but I don’t disagree with you.

  • Hopefully they make them an item in the near future and add an addon for firecrackers and the smoke bomb, which increases them to 3

  • @CrossTheSholf said:

    Agreed. The changes to STBFL, Sloppy butcher, and mangled and hemorrhage have screwed over m1 killers and hit and run playstyles

    Sloppy was my favorite perk. I was so sad as it got nerfed.

    Back to op. The % decrease from 5% to 4% was fine for me, but that you loose stacks for hitting the obsession with a special attack is so terrible. Trickster looses all stacks without even injuring someone, what is this!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822990#Comment_3822990

    main event is not being spammed. it is being utilized as asset to his kit. the problem is getting to main event requires to use normal throwing mode which feels underwhelming. the result is creating dependency to use main event to perform with trickster. main event is suppose to be a bonus that makes trickster as good if not better than other ranged killers when he has it but his regular throwing mode should still be somewhat feel good/rewarding to use. Normal mode feels unrewarding to use while main event feels over-relevant in his gameplay.

    mind you, the previous version of trickster was that main event was irrelevant to his gameplay, completely irrelevant and normal mode still felt bad to use or has dev put it "Trickster did not stack up to other ranged options.". He stacked up to other ranged options now but killer is not just about power-level. it is about fun factor. the killer has to be fun to play. right now trickster is fun around 50% of the time. he's fun when you are using his throwing-rate main event and less fun when you are using his regular mode.

    That’s why they asked about feedback, because most people found old trickster more fun. If they revert him, I don’t think they will make main event 30 knives again, which I found too hight too and it made it irrelevant in most cases. I think 18knives for main event sounds fair for getting old throwing mode back, which was a lot better or not?

    Do you think they will ever buff his normal throwing mode with current main event and current speed? I don’t think so.

    "Trickster did not stack up to other ranged options."

    That’s why I suggested making him 4.5m/s, a middle ground and not 4.4m/s. He would still be a bit slower, but not as slow as the stronger range killers.

    About the revert in general. You know the redit post was to find out the flaws of old trickster and to find out whether or not they should do it. He is basically work in progress, which’s outcome the community can influence. They said themselves if they do it, there might be more changes to come. The major complain was only 4.4ms not the other stuff, that’s why I suggested 4.5ms.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822962#Comment_3822962

    That’s the changes they plan to do, there is no nerf to his ability other than main event requiring 30knives and laceration delay, which got reduced to 12s (was 15s).

    that is a nerf to his ability. facepalm. I am saying they should adjust and slightly improve main throwing mode to make feel less bad while slightly reducing power of main event throwing-rate increase. the current problem with trickster is that you completely rely on main event to be effectiveness killer. Main event is suppose to be aiding tool in his kit. right now it is defining tool in his kit.

    revert trickster to his old self makes main event completely irrelevant and still has many nerf on his regular throwing mode. Many trickster player feel like base-kit throw mode is too underwhelming and his main event is only satisfying aspect of his kit. they need re-balance his base throwing mode so it feels less underwhelming to use so that your still a killer even when main event is not active.

    I am saying they should adjust and slightly improve main throwing mode to make feel less bad while slightly reducing power of main event throwing-rate increase

    So what do you think this would do? I did also say that I don’t want main event to be at 30knives→ 18.
    8 is too little and having it at 8 will guarantee, that normal throwing mode will never get buffs. There is a cost for making his normal and main event throwing rate better, which is logical. Many trickster players also say, that constant main event spam dumbs down his gameplay.

  • @Devil_hit11 said:

    he doesn't need any revert, he needs edited changes to his existing kit for what trickster player dislike about his kit(8 hit to get a health-state) and poor base-kit throwing mode. trickster is like pre-buffed huntress where huntress used to rely on green wind-up add-on until they made green wind-up add-on base-kit. now trickster relies on memento blades and all his other add-on got over-nerfed.

    His old throwing system was better and they wouldn’t remove the buffs they gave him.

    That’s the changes they plan to do, there is no nerf to his ability other than main event requiring 30knives and laceration delay, which got reduced to 12s (was 15s).

    The Trickster

    Reverting to previous version:

    • Revert base movement speed to 4.4 m/s (was 4.6 m/
    • Revert Terror Radius to 24 m (was 32 m)
    • Revert Laceration Meter to 6 (was 8)
    • Revert time between throws to 0.33 (was 0.3)
    • Revert Throw Rate multiplier for Main Event to 1.667 (was 1.33)
    • Revert Main Event requirement to 30 (was 8)
    • Revert Main Event activation window to 30 (was 24)
    • Re-instate per-throw modifiers (Throw Rate +
      Movement speed while throwing)

    Revert addons:

    • Fizz-Spin Soda
    • Ji-Woon's Autograph

    Then some adjustments:

    • Increase Laceration decay delay to 12 seconds (was 10)
    • Move Fizz-Spin Soda's current effect to Memento
      Blades
  • @SoGo said:

    Unpopular opinion:

    The Tombstone mechanic should be implemented into his basekit. With a reasonable activation condition of course.

    I think they should stay addons and not removed like most people want. Basekekit would be too much in my opinion.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811827#Comment_3811827

    Hopefully soon! I don't have a date to share since we're looking to share it as soon as it's ready, but it is already well underway.

    I might be a bit annoying, but are there any news about the roadmap?

  • I wish I had killers, who slug, so my we’re gonna live forever would finally do something instead of being a wasted perk slot.

    The only time I experience slugging is for the 4k, which I dislike.

  • Why would you use those over the others?

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822862#Comment_3822862

    i didnt mention harm or confusion…

    But some arguments for my proposal are getting rid of unnecessary clutter in bloodwebs and inventory as well as easier balancing in the long run.

    It would probably also be better understandable for newcomers what the Items are for and no need to ‚justify‘ the price differences when there is almost no directly noticable difference.

    Also, if they add new items it would again be better for balancing and reducing clutter

    Agree and we don’t need 5 items, which have literally no difference

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822852#Comment_3822852

    So you would be cool if all the toolboxes were Mechanic's Toolboxes and Engineer's Toolboxes?

    Dos anyone even use grey and yellow toolboxes?

  • I think for toolboxes we should keep, commodious for charges and both sabos and repair, engenier’s for repairs and alex’s for sabos. They all have their unique purpose.

    Medkits, personally I want one for fast self heals, one for fast altruistic heals, one for many heals and fast heals in general

    Flashlight/maps: We pretty much only need one, but the event ones are cool.

    Keys: I actually like the green key with the killer aura reading addon, but it takes so long to finally see the aura. The purple key is pointless and the iri is fine.

    I like the event variants

  • Ghost face he always appears out of nowhere. Sadako probably too if there weren’t those Tv auras.

  • Your writing is incomplete. You need to add the loud noise notification, this explosion thing that killers hear and see.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822663#Comment_3822663

    What do you mean with “pause”?

    sounds exactly what you think it is. you pause the game for killer. the killer has no plays to make. he is just pallet breaking every pallet and running forward. the more safe a map has, the longer pauses are.

    Sometimes pauses are so long that you can win entire game off the pause on maps like… Gideon's meat plant because entire map is just filled with must break pallets. if you aggressive chase survivor's, your killer game will be paused for so long that you'll lose all 5 gens in like a single chase.

    on other maps, the pauses are less long because there is less # of safe pallet resources to pause the game but some maps spawn god windows… windows where you have no play to make other than vault window. Vaulting windows with 0 possibility to mindgame is pausing game for killer. an example is like…. growning storehouse where there is a window where you can just go round and round and round until you vault 3 times. there is no real plays to make, there is no mindgames, it is just follow the survivor until window blocks.

    Chucky at very least can remove a lot of these poorly designed loops, so there isn't any loop where you get free pauses. you have to play 100% of the match rather then… like 50% of the match.

    Is the new scamper almost guaranteed if you play well? Then it is probably not going to stay.

    It is guaranteed hit if you don't make any mistakes as killer. yes. the survivor has to outplay killer to make chucky miss. I have always considered chucky to be a nurse-level killer but no one else thinks so whatever.

    sounds exactly what you think it is. you pause the game for killer. the killer has no plays to make. he is just pallet breaking every pallet and running forward. the more safe a map has, the longer pauses are.

    And you think it is fun for survivors to die instantly and have no room to do anything, because everything favors the killer. This game is about chasing and I don’t want to die instantly or get a down instantly for free, this isn’t fun for me on either side. Pallets/windows are supposed to be survivors resources and to help them not the killers, in return killers are faster and have powers, that’s by design. Otherwise we could just make survivor and killer the same speed and remove pallets and windows all together. What you want are pallets/windows, where the killer always has the advantage and gets easy hits.

    It is guaranteed hit if you don't make any mistakes as killer. yes. the survivor has to outplay killer to make chucky miss.

    We will see what happens, but this sounds like it is going to get removed soon.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822656#Comment_3822656

    Same with windows, survivors should not only have windows, where they have to play perfectly while the killer has to do almost nothing, this is simply not fun and fair.

    What do you mean almost nothing? The killer is playing same game as survivor. the difference is that survivor can "pause" the game by not playing the game through poorly designed pallet loops and sometimes, poorly designed windows.

    Back to Chucky. I originally meant, you argued the worst way to make behavior keeping it. With your argument they will rather remove it. I still don’t know how strong the scamper bug is tho, but you know the complains about old scamper and what happened.

    it is very strong. it is same strength as old scamper because there is currently bug where you can scamper and then cancel dash. this isn't what OP post is talking about though. it is more talking about how you can 90 degree turn after a scamper so survivor aren't invincible after scamper and can physically get hit if the chucky makes right read. he is asking to put as feature… because… it makes scamper viable to use as opposed current one that is almost irrelevant.

    Is the new scamper almost guaranteed if you play well? Then it is probably not going to stay.

    Let’s take for example the weak windows on nostromo (main room and those with the extremely short walls) or the window in the cinema map (bathroom and in the entrance), which are extremely short to the left/right side, so they are pretty much unplayable. You can basically also say that about a lot of pallets.

    What do you mean with “pause”?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822652#Comment_3822652

    that where you and me will heavily disagree. i don't think any pallet should ever be force break. it is like saying windows should be vaulted 3 times by survivors. that is how you should outplay windows. Just force survivor to vault window 3 times to block it.

    windows and pallet should be mindgame tools, 50/50's where either side could win the interaction. with current chucky, chucky can make any loop into 50/50 where 50/50 is the m1 swing that easy or hard to hit based off survivor's movement. currently, a lot of pallets are freebies for survivors and they're designed to be freebies because of Bloodlust I & Bloodlust II.

    What’s the point of having pallets, when they are a 50/50 before dropping? The killer can just force the drop and after that, it is a free hit, which isn’t skillful at all and pretty unfair, when every pallet is like that. Same with windows, survivors should not only have windows, where they have to play perfectly while the killer has to do almost nothing, this is simply not fun and fair. Like you said we will probably disagree, so I think it is best to agree to disagree here.

    Back to Chucky. I originally meant, you argued the worst way to make behavior keeping it. With your argument they will rather remove it. I still don’t know how strong the scamper bug is tho, but you know the complains about old scamper and what happened.

  • @Devil_hit11 said:

    I agree. i have been playing chucky and i am doing challenge right now. I am breaking 0 pallets every game. wow… imagine if every pallet was skillful interaction between killer and survivor where killer can outplay every pallet and the survivor doesn't get freebies.

    current Chucky can now play every single pallet and loop in the game. The killer no longer needs a pallet break interaction button because all loops are finally balanced… for chucky. when will they do this with every killer?

    Pallets are for the most part supposed to be broken by the killer. They work like a window/wall the killer can/has to remove.

    You basically argued perfectly, that behavior should remove this and not make it a feature. I don’t know how strong this bug is, but if it has 0 counterplay, then it needs changes.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822093#Comment_3822093

    It disproportionately buffs slugging so its a slugging focused buff. It doesn't do much else there are better buffs to make. Not losing stealth when injuring a survivor I can see it because it allows you to chose between a exposed down or hitting someone sooner to push them off objectives while potentially leading to a stealthy chase without having to wait for the cooldown on maps with low los or when hitting survivors through windows or around corners. Not losing when downing a survivor doesn't feed into any other gameplay loop besides slugging.

    They spruce up the numbers every year or so but as long as he only plays 2 notes its not like he is gonna be a very in depth character.

    3.0.1 buff

    3.3.1 buff

    5.3.0 buff

    5.7.0 buff

    7.0.0 buff

    And while its about time for another coat of paint idk if a slugging buff should be it.

    While I don’t think it would be a problem, keeping his power by injuring and loosing it by downing is fine to me.

    They spruce up the numbers every year or so but as long as he only plays 2 notes its not like he is gonna be a very in depth character.

    Please explain to me, what you mean with that?

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821977#Comment_3821977

    Interesting take

    But again if the idea is you don't lose power when getting a down allowing you to chain multiple downs in one power use…would that not equate to buffing his slugging ability?e

    If you want to see it that way, then yes. I just want to play him as a killer with permanent undetectable and since ghost face has no real power, it would be fine. Revealing him is also easy af.

    But honestly you can call every killer buff, a buff to slugging as long as it makes downing survivors easier, so I don’t consider this a solid argument.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821534#Comment_3821534

    Well the thing is in any of those scenarios based on distance and what happens afterward its gonna happen anyway

    If you down a survivor they will reveal you during the blade wipe

    If you hit a survivor with any amount of los they will reveal you during the blade wipe

    Scenario 1 is just senario 2/3 but less specific so theres only 2 examples

    And realistically with these buffs not much happens. He could chain downs while undetectable on 99ed survivors but seeing the slug kind of nulls that point. He could hook someone sneakily?. Franky most of the time it just avoids some cooldown that a normal ghostface would spend hooking and buffs slugging power which isn't the most fun gameplay.

    If you down a survivor they will reveal you during the blade wipe

    Not if they don’t look at you, because they panic or if there is stuff blocking line of sight while they run away.

    buffs slugging power which isn't the most fun gameplay.

    This is such a stupid take. According to this argument every buff to a killer power, buffs slugging. We already have trail of tourment and other undetectable perks and they don’t increase slugging.

    This also only the major buff I want, I can list more if you want to know them.

  • @I_CAME said:

    Why would you expect otherwise? They aren't even hiding who they make this game for anymore. They've made their intentions clear and even the event balancing shows it.

    Sad truth

  • @Ziemniaczana said:

    Ghostface is such a weak killer. Why is nobody mentioning ghostface? This killer deserves some love ❤️‍🩹

    Give him some good buffs, bhvr!

    I have already suggested buffs for him multiple times. The main thing I want for him, is that he won’t get kicked out of power by hitting/injuring/downing someone.

  • @PreorderBonus said:

    Blight has his double fatigue bug for... at least 3 years now.

    Leatherface still has the bug where he randomly loses all charges during his chainsaw sweep, even after they changed him.

    Nurse still has the bug where during fatigue, your camera swings in a nauseating way.

    Twins has the bug where Victor bounces off survivors, doesn't deal damage, and lands next to them ready to be kicked.

    Plague's visual vomit and its hitbox got desynced a few years ago. Still remains unfixed.

    I could go on but I think you can see the pattern

    How and why should this make it any better?

    They said, they buff her and it actually was nerfed. When you say you buff something, you should do so and not shadow nerfing something, without even talking about it.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821444#Comment_3821444

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821441#Comment_3821441

    Ugh this is just too saftig, I'm sorry.

    If an ability is designed to irritate people, even if it's fun for the side doing the irritating (hello, Legion!), that is fundamentally poor design. This is a video game. The single most important thing is for it to be fun.

    I keep making the "strong =/= bad to play against" point as a reminder of something that should be obvious rather than to try to convince you that it's true; I never dreamed anyone would try to deny this. Would it be fun for the survivor if the killer didn't exist and they just got to do gens all match and leave? They'd win 100% of the time! Weakest killer power possible! And yet the game would be mind-numbingly boring. The killer's power needs to be both fun to use and fun to interact with as survivor or it is fundamentally a failure, as this game is only fun because of the interaction between the survivor and the killer.

    If you disagree, and this is also the opinion of the community, then yes, the old DBD I loved that is actually fun to play is dead, and instead all we have left is a toxic pit of addiction that at best is fun for one side some of the time. The devs have clearly lost the plot on killer design and balance, so maybe they legitimately don't know or care how horrendous most of the killers released after Oni are to play against (which again, is mostly unrelated to of their strength) or that survivors don't enjoy losing most of their matches any more than killers do.

    Thank you for admitting you don’t like it, instead of claiming it is unhealthy, was it that hard?

    About the invisibility being unfun to go against, you are the only person, who is saying this and many other’s obviously disagree with you. Otherwise they would join in and support you.

    Maybe this game just isn’t for you anymore and it’s time to move on. (I really hated when someone said this to me, so I’m a bit sorry for saying this)

    I found old dbd more fun too, but there is nothing I can change and running behind a leaving plane won’t make you catch it. You will only get unhappy. I don’t like the direction the game is going, because the balance changes (especially maps) are clearly favoring killers and I don’t enjoy survivor anymore, but I would have never started to complain about sadako’s invisibility, because to me it is the least unfair thing in the game.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821417#Comment_3821417

    For the fourth time, strong =/= bad to play against and vice versa. I'm going to stop replying at this point because I feel I've already sucked up all the oxygen in this thread.

    This does still not mean you are right!

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821394#Comment_3821394

    I am not saying it is poorly designed because I dislike it. I dislike it because it is poorly designed. Killer powers should have ample room for skillful play on both sides; waiting at a strong window and or pulling a slot machine lever is not skill.

    She does have a lullaby while demanifested, but it's relatively subtle and can get overwhelmed by the other game sounds, especially while in a chase, in a way that other lullabies don't. Even with good headphones, I can tell the general direction, but the sound doesn't change linearly with distance so I only have a general idea where she is. And the glitch VFX compound with the invisibility effects to make it tough to figure out how from sight where she actually is.

    Yet again, I do not dislike this because it is too strong. I find it irritating. It is easy to use and hard to counter unless you have good tile luck when she shows up. I would prefer to play against a stronger killer that I can actually locate than to take easy hits because passive stretches of invisibility and flickery eye candy make it easy to misjudge where the killer is.

    I have yet to see you make a single comment from the survivor perspective on this forum, so it does not surprise me that you enjoy how she feels; the part you are interacting with more feels fine. I usually end up commenting from the survivor perspective on this forum, because it is disproportionately populated by players who only care about the opposite.

    I have yet to see you make a single comment from the survivor perspective on this forum, so it does not surprise me that you enjoy how she feels; the part you are interacting with more feels fine. I usually end up commenting from the survivor perspective on this forum, because it is disproportionately populated by players who only care about the opposite.

    You are funny. Most people think, I’m heavily survivor biased and that you say that, shows you haven’t read much of what I post here on the forum. You should not accuse me of the something if you don’t know anything about it!!!

    This ability is supposed to irritate/confuse you, which is an interesting power and better than getting yet another boring anti loop killer. You simply don’t like it, because you struggle against it, but that does not mean, that the majority does or it is unfair. Just be honest, you don’t like it.

    Not to be rude, but you shouldn’t talk about stuff, when you lack a major understanding of it.

    Killer powers should have ample room for skillful play on both sides; waiting at a strong window and or pulling a slot machine lever is not skill. 

    Then you are playing the wrong game. This game is majorly killer sided and the devs want it to be that way. Sadako’s flicker is one of the more skill requiring powers in the game. Like 3/4 of all powers in the game require less skill than this one does.

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