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Leon_Loves_Cheryl

Leon_Loves_Cheryl

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Leon_Loves_Cheryl
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  • The only reason his power hits you "through walls" is because he already locked on to you before you rounded the corner.

    Let me explain:

    The nature of his power necessitates the hit going through if you're around a corner or behind a gen because it has a travel time. It's like how Huntress hits you right before you round a corner, that's still a legitimate hit, it just doesn't have a delay. Because Kaneki's power has a delay, it LOOKS weird, but it needs to be this way because there are only two alternatives:

    1. He just lets you go after he *already lands the hit* on you because it "doesn't look correct"
    2. He vacuums you back around the corner to "make the hit look better" and make you lose more distance in the process.

    In the first scenario, it feels terrible to play, and in the second scenario, it feels *even worse* to play against than the average player currently perceives it to be.

    The hit is perfectly fine as-is in my opinion. There were concessions that had to be made in terms of "feel" because Kaneki doesn't damage you immediately (again, like with my Huntress example.) He hits you around the corner because he locked onto you BEFORE you rounded the corner.

    It is 100% working as intended. The reason it just LOOKS weird is because after the hit is already confirmed, there's a travel time before it actually happens. It's a technical limitation.

    However, I would certainly be down with reducing the duration of his enrage animation while also reducing the amount of time that the survivor is stationary so it's fair for both sides (since I don't personally feel like he's overpowered - he's the only dash killer where his dash doesn't have the ability to down survivors, so it's actually fair for it to work the way it does. Even Pig's dash can down people.)

    This solution would resolve the janky/stuttery feeling while being power-neutral.

  • @Kamisa said:

    I think he is a bit overtuned and need changes.

    First of is his grab attack. It is a free injure and deep wound when you mark on the survivor, unlike Wesker's power which is a dash or Legion who has to get close to you to injure. Sometimes you hide behind the wall and still get injured, and that is unfair af. Also he can grab you on the other side of the pallet, like what?. So Change his grab into a dash instead of the auto target.

    Second, his fatigue (time to be able to basic attack when cancel the skill) is too short. With blight and nurse, survivors have a bit of window to run away as they are fatigued, but for Goul it is near zero if he dash to a wall next to a survivor instead of into the survivor, allowing him to basic attack them instantly. So makes him fatigue when he use all charges or cancels his power.

    Third, his movement power is insane with little punishment. Blight and Wesker is punished if they mess up the skill with the fatigue, and is wesker messed up his dash he just goes to Antartica. Also his power to traverse map is problematic with the tunnelling, since the moment you unhook he comes right to you. So he need some sort downside with his power.

    So give him a fatigue and makes his grab a dash instead of auto-grab and he will be fair to play against, for now.

    The comparison with Legion makes no sense. They both injure you for free, Legion just needs to walk closer and is slower at it. They both still need to M1 you but Kaneki actually has a chance to be successful because he can use his power to cut off your pathing. It has more interplay than just being pure M1 like Ghostface or Legion. Even Pig has stronger downing potential in certain loops than Kaneki.

    He doesn't need any changes. It's too early to be making claims that he's overtuned because you're not even giving yourself time to make appropriate comparisons (like to Pig, which makes way more sense in the context of his ability to down someone, of which he lacks unless you're in an open area.)

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904100#Comment_3904100

    Does this mean that essentially your counter play is reliant upon map RNG or specific perks? Like if the map has more dead space than jungle gyms, or if the jungle gyms are very spread out and far from one another then admittedly there is no counter play? Do you recommend bringing a map to ensure there’s something to work with?

    I’m still learning how to face him. I think it’s too soon to have an opinion yet. I’ve had about 6 games so far, and around 25 games likely I will have solidified my opinion. Right now it’s at 1 4man escape and 5 4ks.

    I am trying to put on builds specifically to counter him, I have on Sprint Burst, MFT, Windows to make sure I don’t accident go to dead jungle gyms, and Resilience. Do you recommend a different build? Looking to learn.

    Thanks 🙏

    The entire game is dependent on map RNG. That's not something you can hold against the new killer. Yes, your build is perfectly suited to play against him. You want to reach strong, reliable areas and Sprint Burst and MFT help you do that (MFT also helps you loop more consistently with the bonus movement speed after he hits you with his power)

  • I like it personally. It's immersive to me. The red sheen/aura makes it clearer that I'm enraged (on top of the different hand pose) and it also just feels good to have. I feel more intimidating.

    It's nice

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904250#Comment_3904250

    And I said that they should consider doing that because the experience of playing against it is currently horrible.

    What am I supposed to do to avoid getting injured? I can stun a legion. I can block a plagues vomit with pathing and environment. On top of this, these two killers have to chase you down with m1 as a trade of for the free injure.

    Im sorry, but how can you defend this?

    He is already balanced around having a strong, guaranteed injure. The tradeoff is that he cannot down with the power directly. He is unique in the way that he can use his power to facilitate his ability to down people with basic attacks, but only in niche angles in some loops. It's primarily a mobility power. You aren't supposed to avoid being injured against this killer, you're supposed to avoid going down by looping him naturally.

    You're angry and upset that you don't have two health states but you have no sight of how much the character has to pay for that compared to Dracula, Nurse, Blight, etc. Even Pig can down with her dash ability. I can defend this because I comprehend the game's mechanics at a high level. Kaneki DOES have to chase you down with an M1 as a "trade of" for the free injure. Your own reasoning applies to this character yet you don't realize it.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904197#Comment_3904197

    How it is right now is not aceptable in my honest opinion. It feels worse than Legion.

    Why does the first feel horrible to play? If the survivor got behind cover, then they should not get hit. Simple as that. It makes the Ghoul harder to play, but keeping in mind, that injuring people is literally FREE right now, I dont think thats a bad idea at all.

    Also, Its not around a corner. Its straight up through walls, platforms and, from what ive heard, even different levels of elevation. If im behind a wall at a jungle gym, I SHOULD NOT GET HIT THROUGH A WALL. Huntress cannot hit you through a wall. She hits you around coorners because of ping and hitbox. I know that.

    If thats working as intended, then why do I have to still play around walls as slinger? just make me hit through walls now. Free deep wound every time. Because hes slow, the second hit is justified to be a "bit" harder to get right? Slinger is slow but can injure for free and Kaneki is fast and can injure for free. You see how this sounds?

    His dash downing survivors would make him rival Twins on ptb. You can catch up on people in an instant and traverse the map as fast a blight. That in itself is a power some killers could only dream of. Pig has to crouch down and then charge her ambush. Shes also 115 and hhas no mobility at all. This comparison makes no sense at all.

    What I would like to see:

    • Hits should not go through walls or ceilings. That is straight up wrong and feels incredibly cheap-
    • Cooldown after using a leap to catch up should be increased to allow a survivor to make it LITERALLY ANYWHERE.

    Everything else is absolutely fine imo. Strong but fine.

    I literally just explained why the power needs to hit through obstacles in some situations in order for the killer's power to actually function. It's just how the game works. It only looks weird because he latches on to you and deals damage to you after a delay (between the period of locking on to you and landing next to you.) They can't make it "look better" without unbalancing the killer.

    This is how the game works.

    Like I said earlier, they could make his enrage animation shorter (so he can act faster) and reduce the amount of time that the survivor is stunned to promote a smoother experience on both sides, but you CANNOT prevent his power from hitting you when he's already locked on to you. He already caught you before you lost sight of him, you cannot break his power in that situation because it'll feel terrible

  • @radiantHero23 said:

    Id just like to not get hit through walls. Thats it.

    This is intended because of concessions that had to be made due to the power not dealing damage instantly.


    Let me explain:

    The nature of his power necessitates the hit going through if you're around a corner or behind a gen because it has a travel time. It's like how Huntress hits you right before you round a corner, that's still a legitimate hit, it just doesn't have a delay. Because Kaneki's power has a delay, it LOOKS weird, but it needs to be this way because there are only two alternatives:

    1. He just lets you go after he *already lands the hit* on you because it "doesn't look correct"
    2. He vacuums you back around the corner to "make the hit look better" and make you lose more distance in the process.

    In the first scenario, it feels terrible to play, and in the second scenario, it feels *even worse* to play against than the average player currently perceives it to be.

    The hit is perfectly fine as-is in my opinion. There were concessions that had to be made in terms of "feel" because Kaneki doesn't damage you immediately (again, like with my Huntress example.) He hits you around the corner because he locked onto you BEFORE you rounded the corner.

    It is 100% working as intended.

    However, I would certainly be down with reducing the duration of his enrage animation while also reducing the amount of time that the survivor is stationary so it's fair for both sides (since I don't personally feel like he's overpowered - he's the only dash killer where his dash doesn't have the ability to down survivors, so it's actually fair for it to work the way it does. Even Pig's dash can down people.)

    This solution would resolve the janky/stuttery feeling while being power-neutral.

  • Agreed. In the meantime you can open up the Options menu and it mutes his voice without suppressing his theme song so you can still vibe to it.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904111#Comment_3904111

    He would still have possibly the best map mobility in the entire game, plus free injuries, plus the ability to close the distance instantly regardless of how far a survivor ran. He completely nullifies most exhaustion perks since, they're all based around making distance with the exception of Head On and Background Player. He doesn't care about Sprint Burst, he doesn't care about Lithe, he completely shuts down Overcome, he eliminates the distance aspect of successful Dead Hards.

    He'll still force survivors to have to play tiles instead of trying to buy time by holding W, which is something most killers, even good ones, struggle with. And that's a good thing, since pre-dropping and holding W is probably one of the most boring and frustrating things to play against in the game.

    He can even still use power to vault windows quickly and even vault downed pallets, which is situationally useful.

    The only thing he would no longer be able to do is glide past you to the tile you're trying to run to so you can try to loop him, cancel power, and then M1 you. That's what puts him over the edge, in my opinion. It eliminates the only counterplay he actually has. At the moment, unless two tiles are directly next to each other, the moment the pallet goes down, he wins the chase. The survivor will not make it to another loop.

    I'd rather Kaneki be his current design (needing to intelligently slide to cut off/block paths to get downs) rather than what you're proposing. Kaneki puts a unique spin on being an M2/M1 killer. It's also fine for there to be a killer that punishes holding W.

    He's fine as-is.

  • @ChuckingWong said:

    Yea the jank on his skill hitting places it shouldnt was another thing that saw no work on it. I have no idea why you are getting hits over pallets/through walls. Had someone get hit through a level actually on midwhich not sure what the heck is going on.

    Because it's intentional. Concessions were made.

    Let me explain:

    The nature of his power necessitates the hit going through if you're around a corner or behind a gen because it has a travel time. It's like how Huntress hits you right before you round a corner, that's still a legitimate hit, it just doesn't have a delay. Because Kaneki's power has a delay, it LOOKS weird, but it needs to be this way because there are only two alternatives:

    1. He just lets you go after he *already lands the hit* on you because it "doesn't look correct"

    2. He vacuums you back around the corner to "make the hit look better" and make you lose more distance in the process.

    In the first scenario, it feels terrible to play, and in the second scenario, it feels *even worse* to play against than the average player currently perceives it to be.

    The hit is perfectly fine as-is in my opinion. There were concessions that had to be made in terms of "feel" because Kaneki doesn't damage you immediately (again, like with my Huntress example.) He hits you around the corner because he locked onto you BEFORE you rounded the corner.

    It is 100% working as intended.

    However, I would certainly be down with reducing the duration of his enrage animation while also reducing the amount of time that the survivor is stationary.

  • @dayflare said:

    Just wait until Behaviour nerfs the killer. Lots of people are complaining about it being unbalanced. And frankly, it is very unbalanced.

    It has been less than a day.

  • Okay so, here's a breakdown of why Kaneki's pounce attack looks and feels the way it does:

    The nature of his power necessitates the hit going through if you're around a corner or behind a gen because it has a travel time. It's like how Huntress hits you right before you round a corner, that's still a legitimate hit, it just doesn't have a delay. Because Kaneki's power has a delay, it LOOKS weird, but it needs to be this way because there are only two alternatives:

    1. He just lets you go after he *already lands the hit* on you because it "doesn't look correct"

    2. He vacuums you back around the corner to "make the hit look better" and make you lose more distance in the process.

    In the first scenario, it feels terrible to play, and in the second scenario, it feels *even worse* to play against than the average player currently perceives it to be.

    The hit is perfectly fine as-is in my opinion. There were concessions that had to be made in terms of "feel" because Kaneki doesn't damage you immediately (again, like with my Huntress example.) He hits you around the corner because he locked onto you BEFORE you rounded the corner.

    There were indeed concessions that had to be made in terms of "feel" because Kaneki doesn't damage you immediately (again, like with my Huntress example.) He hits you around the corner because he locked onto you BEFORE you rounded the corner.

    It is 100% working as intended.

    However, I would certainly be down with reducing the duration of his enrage animation while also reducing the amount of time that the survivor is stationary so it's fair for both sides (since I don't personally feel like he's overpowered - he's the only dash killer where his dash doesn't have the ability to down survivors, so it's actually fair for it to work the way it does. Even Pig's dash can down people.)

    1. Try to predict him. Is he going to cut you off with his leap or is he trying to catch up behind you?

    2. He's an M1 killer. He cannot down you with his power. He can injure you with it, but he's even less efficient at it than Legion. Yes, Legion, while simultaneously sharing their inherent weakness against being ran around loops (no way to hit through or over them.)

    3. His power is only nichely usable when looping, so position yourself safely (be near buildings or tiles that reliably waste time for the Killer.)

    4. If for whatever reason you cannot reliably position yourself properly, Kaneki doesn't typically use Exhaustion perks which means perks such as Lithe and Sprint Burst will help you connect safe tiles (or reach them in the first place) efficiently.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903831#Comment_3903831

    Its usually because it takes time for people to learn how to play against a killer and as a killer. Rather than immediately nerfing something a week after i comes out, give it some time to marinate and see how things go. Once people start learning, then changes can be made as needed.

    I come from an era of gaming where you just dealt with the fact that magneto was the best character in MvC2 and you figured out how to beat him, rather than calling for nerfs right away.

    The killer has not even been out for a day, people are still figuring stuff out. Give it some time.

    Exactly. Sensationalism is par for the course here though.

    Just give it time. Figure out counterplay. He's an M1 killer, just one with a lot of mobility. He needs to use it intelligently to get people down with his basic attack.

    Asking for knee-jerk reaction changes to a Killer less than 24 hours old is petulant.

  • @Roco45 said:

    Experience as a Survivor is he's pretty cringe, op, and overall lame to go against. As others have said, he's hitting from the other side of a rock, tall debris, or walls so I'm not sure if this chapter is just badly coded or the Devs just decided to give him legit wallhacks, idk.

    His map traversal is just the latest addition of BHVR not knowing how to actually balance their game; this Killer is on top of us 2 seconds into every match and traverses these small maps with ease after hooking, they're also great at proxy camping. The only way to win against this Killer is to get a person who's having their first match as them

    Also side note, this killer really isn't scary and doesn't really seem to fit in the game; when they're chasing me I'm not feeling the least bit tense and honestly, watching their tentacles, it just looks like I'm being followed by a Pokemon lmao

    The nature of his power necessitates the hit going through if you're around a corner or behind a gen because it has a travel time. It's like how Huntress hits you right before you round a corner, that's still a legitimate hit, it just doesn't have a delay. Because Kaneki's power has a delay, it LOOKS weird, but it needs to be this way because there are only two alternatives:

    1. He just lets you go after he *already lands the hit* on you because it "doesn't look correct"

    2. He vacuums you back around the corner to "make the hit look better" and make you lose more distance in the process.

    In the first scenario, it feels terrible to play, and in the second scenario, it feels *even worse* to play against than the average player currently perceives it to be.

    The hit is perfectly fine as-is in my opinion. There were concessions that had to be made in terms of "feel" because Kaneki doesn't damage you immediately (again, like with my Huntress example.) He hits you around the corner because he locked onto you BEFORE you rounded the corner.

    It is 100% working as intended.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903344#Comment_3903344

    Genuinely, like GENUINELY crazy how you're gonna keep saying I'm being irrational and that I need to get overmyself, when I've done nothing but debunk everything you've said and you just resort to being a child saying "but the devs said so" "i'm right you're wrong." Guess I shouldn't expect more from a supposed dredge player but just, wow

    We're getting way off topic. Personally this will be my last comment on this tangent (can't speak for anyone else)

    You said Windows of Opportunity is a "convenience" perk and using it doesn't "correct" for anything, it just helps. Like any perk, it's an aid. What we're trying to tell you is that if you learned the game and memorized tilesets, you won't need it as much. Memorizing and learning tile sets is absolutely a skill, it's an aspect you can improve on just like 50/50's and looping and whatnot. No one was judging you for using Windows before you preemptively tried to justify it which just betrays a sense of insecurity. Nobody's attacking you. Clearly you subconsciously realize the nature of the perk.

    Anyway guys. Legion changes. They're good and I like them. I'd like just a tad more of a reduction on his fatigue but overall I'm incredibly happy with these changes (I dreamed of a changelist like this ever since his fatigue was 4 seconds long at base.)

  • @Ricardo170373 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903933#Comment_3903933

    i dont care dude, i think he is much boring and i dont want play against him. i dont need to play face things i dont like it. u should blame the game to make things where people dislike

    When you load into the trial, you are consenting to playing against whatever killer shows up.

    Why do you think the game doesn't tell you which one it is?

    You're entitled. Face it.

  • @RFSa09 said:

    I think he's at the same level as wraith, the "cancel mid power to insta m1" thing is game breaking and should be fixed

    That's his skill expression though. It doesn't need "fixing"

  • @LockerLurk said:

    Lettuchia?

    This game is not about winning. That doesn't mean that a casual player should just have to tolerate losing 9/10 games with their SWF and consider that a "fun night" of rounds, nor does it mean that they can't be annoyed the game's MMR makes that the case just because they won the last ten rounds the night before. The fact, like it or not, is that regardless of your mindset in the game, losing due to things you can't control like MMR mismatches or getting a bad map for your Killer is not fun, and losing repeatedly is extra not fun. Is it fun for you to lose just because you take winning seriously? No?

    Then why do you assume it's fun for a chill SWF who runs non-meta to also lose? Why do you assume it's fun for someone who rolled in with Trapper for a daily to lose? Why would it be fun for a random SWF who is just vibing to suddenly get that 10k hour multi slowdown HellBlight and barely get a round they die so fast? Why would it be fun for someone who casually mains Pig to get slapped around by strong team after strong team just because of the time they logged on, the maps they got, or having won the last few games? Why is it okay that I can be Memeolas Cage and get a Nurse who wants to four man slug and thus no game, how is that fun?

    It's not, obviously. And you're asking people to be OK with these heinous mismatches and never ask for anything to make the game better for everyone just because "You're casual, so stop whining and feed yourself to the grinder"? Come on, now… like, be so for real, friend.

    Losing isn't fun. Thinking that losing becomes fun just because someone takes the game less seriously is a really tone deaf take, considering this game caters more to the casual experience of "you win some you lose some". You're intended to lose some, not win forever, but for some reason this community has decided winning is the end all be all. So now, "casual" is a filthy word that some use for "bad", which means, Lettuchia, what you're actually saying is "if you're bad or choose any character/perk that's not meta, you deserve to have a crappy experience by losing to alpha chads who win a lot, like me." That's what you're saying, that the casual experience in this casual-minded horror tag game does not matter and you want things to be MORE competitive with stricter MMR.

    I don't think you would like your games much if you always forever played against people that were exactly at or above your skill level, though…

    Having to tolerate occasional losses is part of the game but the idea that you should not care about something that feels bad AT ALL if you're casual makes no sense. I can get bit by mosquitoes in my backyard in a place known for lots of mosquitoes, that doesn't mean I have to tolerate the fact that the mosquitoes are there and can't ask that my county spray for them. A curbstomp mismatch is the same, it sucks to experience no matter how seriously you take this game or what side you prefer.

    There's no spin here except the spin you're giving, this argument is so pointless and tiresome. Because losing isn't fun, period. You lost the debate, you have a bad take, let it go.

    Well said. Too bad you didn't quote her so she won't get a notification. But everything you said here is on point.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901799#Comment_3901799

    Do you hear yourself right now? Why do casual players who say they only care about fun have any reason to care about winning? It's just copium excuses to try and get killers that don't take any skill buffed so they can win without putting in the effort. If you want to win games then play a killer that takes skill, and if you're just playing for fun then don't complain about losing games. You can't have your cake and eat it too, but sure, brush off my point as bait just because you disagree, that's mature

    Being casual about winning doesn't mean needing to tolerate losing constantly. Your logic is not conducive to any kind of argument.

  • @MrMori

    Like I said in an earlier comment, it would just need to be playtested. Comparison in paper to Nurse and Blight makes 2.25 fatigue duration make sense. It could be overbearing but it would need to be tested around loops and pallets and the team would need to collectively come to the opinion about whether or not it's balanced.

    I'm just putting forward a suggestion, that's all.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901713#Comment_3901713

    If you're a casual player you shouldn't care about winning and therefore shouldn't be asking for buffs, and windows just corrects for having to memorize things which is more of an inconvenience than skill

    Windows allows you to not have to learn tileset layouts to know where possible pallets may spawn. That's not "convenience", that's not "luxury", that's quite literally dumbing the game down with a perk. You're coping.

    With that said, I don't think Windows of Opportunity is overpowered but it is annoying that it prevents you from needing to learn tilesets and pallet spawn locations which should be an element of mastery for both Survivor and Killer. Memorizing the layout of maps is a learnable, practicable skill that makes you a better player whether you want to admit it or not.

  • @sizzlingmario4 said:

    I think I would want to see more of how he plays with the 2.5 seconds before we talk about reducing it further. 3 → 2.5 seconds is already a significant buff, and this is coming with a higher movement speed during fatigue as well, the duration isn't the only thing that changed here.

    I'm not opposed to revisiting Legion later if the fatigue still feels underwhelming with these changes, but it's too soon to make that determination imo.

    The fatigue duration primarily affects which pallets/windows Legion can potentially get a free hit at when vaulting. Like I outlined in the first post, you have to be careful with the duration because if it isn't long enough, then you just get hit whenever he vaults with no counterplay. But Nurse's is only 2 seconds and Blight's has always been 2.5 despite being infinitely more lethal than Legion. Therefore 2.25 doesn't seem like a big deal on paper but it would obviously need to be playtested on windows and pallets to see if it's balanced.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441188/legions-upcoming-changes-are-a-great-step-in-the-right-direction-but-it-needs-just-a-bit-more

    I would suggest that Legion have less fatigue for each hit in Frenzy. So, if you hit one person, you get a 0.1s reduction in fatigue, two people 0.2s, etc. This would make chaining hits more rewarding even when you not get the 5th hit.

    That's not going to do anything. There's no point reducing his fatigue for each hit since the fatigue is supposed to allow survivors time to reach a pallet or a loop, which doesn't matter if they're the 5th hit down. Sure it'll buff him but it's not necessary. We should avoid implementing power where it isn't needed. Just make the fatigue duration always 2.25.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441188/legions-upcoming-changes-are-a-great-step-in-the-right-direction-but-it-needs-just-a-bit-more

    blight without addons has 2.5s fatigue in basic and 2.0s with the addon, I don't understand why legion with its much weaker power has 3s or will have only 2.5s and has tons of restrictions like the inability to see blood
    So yes, legion need a little bit more love

    Agreed completely. 2.25 fatigue duration is legit all he needs. He won't be A tier, maybe not even B tier, but definitely B tier in good hands. It will also raise his skill cap via knowing which pallets to vault and when to do it in order to get a down. He won't completely invalidate loops or pallets at 2.25 fatigue. Why does Blight get to have 2.5 fatigue while also having a lethal power? Why does Nurse have 2 second fatigue despite not giving a single ######### about loops anyway?

    Legion at 2.25 fatigue duration will be perfectly fine imo. I'm down to being wrong of course, but obviously I do not have the means to playtest the suggestion myself.

  • Can't the same thing be said about Killer perks? The amount of times I got Hangman's Trick, Zanshin Tactics and Nemesis is criminal.

  • @Musxussu575 said:

    What's your opinion on the upcoming perk Forever Entwined?

    Would we presume that a majority of the approach and philosophy you used for Fire Up can be at least marginally applied to this similar perk? Or is Forever Entwined better than Fire Up? Or worse? What would a meme-y build that runs them together look like?

    It's a diet version of Fire Up which is already bad. At least it can scale much faster and without risk since it's not tied to generator completion, but what it provides just isn't worth the perk slot. Killers would need one or two more perk slots to afford being able to slot in these luxury/"just for fun" perks. Gens are too fast and most loops are too safe so you're always better off with 2 chase perks and 2 regression perks or some combination of the two.

    The game's current balance doesn't really allow for the kind of weak output (especially lategame oriented output) that perks like Forever Entwined and Fire Up provide. Their numbers need to either be much higher, or the base game needs to be much more balanced before perks like these can be taken in only four perk slots.

  • @Bodark said:

    Agreed PWYF is almost completely garbage. The Devs actually has a really good idea a while ago to make it to where you had a small haste boost as long as the obsession was injured but because Plague exists they never did it.

    Making it to where you lose a token when a survivor loses a health state would be best so that way Trickster and Nemmy could use it.

    But honestly survivors generally hate any haste on killers for any reason at all so it will never be changed. I remember when they complained about Huntress’s new belt add ons that effectively gave you 3% haste for 3 seconds. Literally her worst add ons she’s ever had and will never make a difference ever, but people still complained about it.

    Nemmy wouldn't be able to use it in that case because Zombies would take away his stacks when they injure survivors. My suggestion of just preventing stacks being lost from missed attacks would be better for Nemesis.

  • You haven't been looking closely enough (or haven't played the killer.) I don't appreciate people attempting to gaslight me. Just look closely at his hand when you do anything (attacking is one example.) When the attack animation is finished, the hand resets as if it's about to go into the correct pose (as referenced in the OP) but instead instantly "snaps" to the incorrect pose (again, refer to the OP to see what I'm talking about.) That "snap" is because there is no proper transition animation, meaning his hand isn't animated correctly.

    I'm just guessing that it has to do with the Rize legendary skin. Which you didn't even know existed. So I kindly and respectfully ask you to leave my thread or stop gaslighting me because you've added nothing helpful or useful (in fact you have done the opposite.)

  • You shouldn't need to kick the same gen more than 8 times to win the game. It's perfectly balanced in my opinion. If you're struggling with the 8 damage limit, the issue isn't the limit, it's your lack of ability to win chases efficiently.

    I will say, however, that they should have compensated this change with a heal limit to survivors (maybe maximum of four heals per survivor) so that they cannot infinitely extend the game either.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440638/ptb-bug-report-kanekis-hand-model-is-bugged

    The Rize legendary skin? I was under the impression it hasn't been shown yet or is in the PTB. It's not even showcased on any platform.

    It was announced in one of the news pages when Kaneki originally was revealed.

    This wouldn't be the first time we have an animation getting overlapped by a Legendary skin, which is why this is my initial guess towards the cause of the hand bug.

  • He has many bugs with his power's animations (especially when grabbing/slamming survivors) that I would like to see fixed.

  • I misposted, could a mod please move this to the Bug Report forum? Thank you in advance ♥♥♥

  • I wouldn't have the Graffiti Legion skin (the old green one, not Never Stop Slashing) if they weren't rerunning Rifts right now. Granted, it was the ONLY item I wanted in all of Rift 2, so I basically spent $40 for just a recolor, but honestly I don't care. I waited 5 years for that skin. I would've gladly spent even more to finally have it. I'm thankful to BHVR for rerunning Rifts.

    Veteran players also aren't scammed either since they've already been playing with the rift content for a very long time, plus the fact that everything that used to be acquired for free has to be purchased in the bundle, so it's fair for everyone imo.

  • @PetTheDoggo said:

    I really like the killer, sadly not really any new perk to use.

    Yeah all three of the perks are quite weak.

  • @hermitkermit said:

    Statistically speaking, yeah. But it’s intentional. Killers are/should be in the power role. That means that survivors will, by design, lose more than they win. Which in my opinion is good for the kind of game it is, but if you want players to be okay with being expected to lose, it should be fun. It’s not losing itself it’s how you lose that should be looked at.

    Most sane comment in the thread.

    DBD is supposed to be Killer sided. The reality is that it's SWF-sided. If you're playing Survivor, you need to be okay with losing.

    Wait, before you strawman, I didn't say (nor do I mean) that Survivors should always die and Killer should always win. It's called Dead By Daylight, not Survive By Daylight. The Killer is supposed to be a scary, oppressive force that you aren't likely to escape from. But you can if you're adaptable, smart, and have good gamesense.

    I believe a lot of the game's inherent flaws and issues can be rectified by buffing solo Survivor up to the level of SWF (with more info, bsaekit info perks, ping system/text chat etc.) and buff Killer to compensate.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439921/can-nurse-and-blight-please-get-a-longer-cooldown

    Just make the other killers better, and they won't seem so strong by comparison. THAT is what the devs should've done years ago. But they keep nerfing like Pig, Freddy, Chucky, Demogorgon, and Xenomorph. They have no idea what they're doing.

    I agree with this 100%. The disparity between the top killers and the bottom killers is way too wide. Killer is the power role though, so instead of nerfing the best, we should bring the others up to their level. Any high MMR Survivor understands the pain of constantly seeing Nurse and Blight every single game at that level of play because they are the only Killers able to compete. The game at the highest levels of MMR is awful for both sides because of lack of variety. Since DBD is inherently meant to be a killer-sided game, it makes way more sense to buff weak killers to make up for the ridiculous disparity between the S tiers and the D tiers.

  • @LockerLurk said:

    None of the perk names appear to outright be Hellraiser references. I'm just curious how the icons will change.

    It doesn't matter if they directly reference Hellraiser or not. The names of the perk are part of the license which they no longer own the rights to. The perk names HAVE to change. It doesn't matter if the perk's name is Raise Hell or Cute Kittens, it's part of the contract which ties it to the license

  • @Langweilig said:

    I would like that, but you probably won’t convince killer mains with this one.

    Playing with goofy perks isn't a side-exclusive concept

  • @DrHyk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893511#Comment_3893511

    I think we lost the whole "Seriousness" of the game when they included the goofy run and Nic Cage, not to mention in mobile they have an outfit of cardboard T-rex along with dances and emotes, so I don't think they've really taken the game seriously for too long.

    Not sure why you're downvoted. DBD was dark and gloomy some time ago, and in a lot of ways it still is, but it has embraced its humorous side (and rightfully so.) Nic Cage's voice lines are hilarious

  • Are there any actual reasons why we haven't received all the great features that DBD mobile had? What exactly is stopping/preventing BHVR from implementing all those improvements and emotes and cosmetics etc.?

  • the guards only function as intended if the survivor is able to move at least 4 m/s

    Says who? It's called synergy. By your own logic it's "unintentional" that Legion works so well with Thanataphobia because he can injure multiple people consistently. Knight being able to Hinder survivors to give his minions an advantage is a perfect example of Power and Perk synergy.

    Frankly I'm glad and happy to see movement speed being used more as a mechanic. We need more unique ways to slow down Survivors and make them more chaseable and this is a good, creative way of doing it while also punishing a mechanic that doesn't have a large amount of counters to it (pre-dropping.)

    The real issue is that they played it really safe with the numbers. 5% for 5 seconds is just a tad bit too low. It's on the cusp of being good. Even if both of those values were just increased by 1 (so 6% for 6 seconds) it would be viable without being overpowered.

  • I find it ridiculously backwards that if the survivors don't do a gen for 10 minutes, the Killer can choose to lose. I really hope someone in the dev team elaborates on the thought process here.

    While keeping in mind the fact that it only takes one crow to give noise notifications, shouldn't time be on the Killer's side conceptually? The Survivors need to GTFO, ASAP. That's kind of the point, isn't it? Why give the Killer the option to lose when the Survivors aren't playing the game? 10 minutes is an EXTREMELY long time to be avoiding the Killer, and since it's a Killer loss if they surrender, it's incentivized.

    This needs to be looked at. As soon as possible

  • You have correctly pointed out that Wesker's map mobility is NOT tied to his kill potential, thus there's no real justification for his 40m terror radius. Billy and Blight's map mobility are inherently tied to their lethality whereas Wesker becomes an M1 killer for a while when he arrives at his destination. His power has significant tradeoffs when used for mobility compared to other killers so I agree that a 40m terror radius is not justified.

  • The devs aren't backtracking. At least not yet.

    1. Changing Knockout doesn't mean they're going full anti-slug. The dev team has killer mains that comprehend the purpose of slugging as a mechanic and strategy in the game.
    2. Adding a surrender option is simply to combat toxic situations where sadistic jerks bleed you out for 4 minutes. Now, there SHOULD be some kind of grace period to allow for things like Unbreakable to have a chance to play in (because people are quick to give up in this game for some reason) but in a vacuum the change is fine.

    The real problem I'm seeing is that they haven't fixed flashbangs yet. The bug where the Killer loses collision when picking someone up is the main reason why flashbangs are such a big issue right now. It doesn't take as much timing or skill as flashlights and it's really oppressive to play against as Killer.

  • @oopiejoopie said:

    It's your job as killer to kill them. If they give up just get their game over with and kill them so you don't have to waste the other survivors and your time

    That's fine in your trials. But not everyone thinks like you do, and it's narcissistic to believe otherwise. The way you play your trials as Killer isn't the way everyone else enjoys. Every Killer has their own Trial and the way they prefer to run it.

    So speak for yourself.

  • @H2H said:

    The fact that BHVR clearly identified the issue years ago and still haven’t fixed it is a travesty.

    It's been such a long time too. Ridiculous.

    It's even an easy fix. Just make it so that when aim dressing is triggered, since it only triggers when the game believes the hit is guaranteed anyway, the hit will go through even if the killer's weapon is dragged into an obstruction. Again, aim dressing only procs when the game feels like the hit is already guaranteed, and it was designed to be just a visual dressing. It shouldn't have negative gameplay drawbacks (or any gameplay effects for that matter, it's cosmetic)

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