LordHeXaGoN
LordHeXaGoN
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@MFJohnM said:
People living in Russia in the Republic of Sakha have high ping (especially those with poor providers) and ping pPeople living in Russia in the Republic of Sakha have high latency (especially those with poor providers) and ping over 300+Due to the fact that they connect to servers in China, Japan and Thailand
They just can't.
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@Araphex said:
I just had this happen with the Executioner. Survivors didn't have any fog vials.
Same but i played a few. When they have fog vials i couldnt start a chase.
When they have not, its working as intended.
Im not 100% sure is it fog vial or executioner problem… -
@ThatRyanB said:
This is absolutely a high priority on our end!
This is fog vials. They are causing this issue.
If you enter fog vial radius while in chase and chase ends there, you are unable to start any chase for the rest of the match.
Only way to start a chase is to hit someone, and thats it!
Windows are not blocking, you are not gaining bloodlust surviviors can easelly abuse this. -
I entered the fog vial radius, next 8 minutes i didn't start any chase, windows are not blocking, and i lose in the end.
ITUDAPGJSFar bhvr! -
@Meydix said:
In this post, I want to talk about why Oni’s new flicks on the PTB 9.1.0 are worse than in the current live version of the game. A small introduction…
I started playing DBD in September 2016, and to this day I’ve played over 12,000 hours. Five years ago, one of the best chapters in DBD’s history was released - "Cursed Legacy", and my favorite character - Oni.
From the moment of his release and up to today, I’ve played over 6,000 hours on him, and I’ve fully mastered this killer’s power. I’m saying this because I understand what this character is capable of and what he’s supposed to be. Now, to the point...
For five years, Oni was able to instantly turn 180 degrees by directing his long strike backwards.
To do this, you had to use dpi, which technically was a bug - but that doesn't change the essence.
Over time, many survivors got used to Oni having this capability.In patch 8.6.0, the developers removed the ability to use dpi and added 180 flicks to his base power.
However, those flicks were extremely slow and much weaker than what the community had used for five years - which is why many players didn’t like the change.
Especially those who spent a lot of time mastering him.In patch 8.7.0, BHVR partially brought back the old one-frame flicks, like before.
But the issue was that these flicks became extremely uncomfortable to use due to the overly high sensitivity.
You could slightly move your mouse - and the character would instantly spin 180 degrees.
As a result, most players found Oni very hard to control.All the developers needed to do was slightly lower the turning sensitivity, so the flicks would feel smoother and more manageable. But then PTB 9.1.0 came out...
BHVR finally implemented proper flick sensitivity for Oni - but at the same time made them significantly worse.
Now I’ll try to explain why...As I said earlier, since patch 8.7.0, Oni can instantly turn 180 degrees by quickly moving the mouse and directing his massive strike backwards.
Since this flick happens instantly, the player can turn even when close to a wall or in tight spaces.So, what’s different about the flicks on PTB 9.1.0?
Instead of turning instantly in one frame, Oni now rotates in an arc around himself.
He winds up and swings behind him, doing a smooth turn.
The biggest difference is that this turn now requires open space.
That means if you’re close to a wall or any object, you won’t be able to flick 180 — and your hit will just go into the wall.This greatly interferes with many situations where you previously could land a hit.
And because of that, this change is 100% a serious nerf.On top of that, if you’ve spent thousands of hours playing Oni - this change completely devalues the time you’ve invested.
Everything you learned with this killer no longer matters (at least when we’re talking about flicks and the possibilities they give).What can be done to keep Oni’s flicks just as effective and comfortable?
The developers should keep the ability to instantly flick 180 in one frame if the player quickly moves their mouse - just like it’s worked since patch 8.7.0.
However, if the player moves the mouse smoothly, Oni should turn smoothly too. Simply put, the flick sensitivity should be slightly reduced so the flicks feel more controlled and natural.If done this way, Oni will retain all his potential, and flicks will feel much more comfortable in all situations.
If the player wants to turn 90 degrees, it will look smooth.
If they want to snap 180 degrees quickly — they’ll still be able to.BHVR, just give this character a bit more attention, and he’ll be in a perfect state.
Players like me, who’ve spent thousands of hours on Oni, will be truly thankful that you didn’t limit his capabilities and potential.If you agree with what I said - feel free to share your thoughts.
Maybe this post will get noticed…I’d like to add one more thing...
Throughout the entire lifespan of DbD, the game has had plenty of issues. And right now, it’s far from being in its best shape. On top of that, DbD has never truly aimed to be a competitive title where every character and every mechanic works flawlessly (except for that one time :DDDDDD). So why am I bringing this up?As of now, there are very few killers left in DbD whose abilities have real depth and contain a lot of hidden mechanics. Simply put, these are killers that take a lot of time and effort to truly master. But if a player fully masters someone like Wesker or Oni, they’ll have the opportunity to showcase their skill and everything they’ve learned. I personally find it incredibly rewarding to invest time in such characters and work toward real improvement.
In almost any competitive game - like The Finals, DbD, Apex, and others - if you play one character long enough, you’ll eventually get good with them. And naturally, there will be moments where you outplay your opponent just because you’ve mastered your character and know exactly how they work. That’s completely normal.
In our case, it’s exactly the same. The only difference is that for 5 years since Oni was added to DbD, 180 flicks only worked due to high DPI settings - which was essentially a bug. The problem was that console players couldn’t take advantage of this. But since patch 8.6.0, that bug is gone, and now players across all platforms are on equal footing. And I’m definitely glad about that.
I wrote my post because I want Oni to keep the potential for skill expression - so that players who’ve been playing him for years can still use what they’ve learned.
For example, going for stylish plays or doing one-frame 180 turns. Things like that make Oni a very fun and interesting killer - and honestly, there are barely any killers like him left in the game.I really hope that when this update goes live on July 29, the developers will make a final decision and keep the flicks as they are in the current version (9.0.0). All they really need to do is slightly reduce the sensitivity, so we don’t end up in situations where a player moves their mouse a few centimeters and Oni does a full 180.
Thanks for reading…
Agree with you "Huge oni main".
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@dbd900bach said:
So when Ghoul came out, I immediately got him to prestige 6. I love Tokyo Ghoul. It was one of the first anime I watched and have quite a few a good chunk of the manga as well. Kaneki for a long time, was also one of my favorite protagonist so seeing him in Dead by Daylight and being able to play as him is a dream come true.
At first, I had no problem playing him even after the widespread hate against him, and being considered an unfair killer. For a good bit, I haven't touched him because I do feel a bit guilty given how unfun he is to play against, but I do want to play him.
On the one hand, I do know someone will probably tell me I should do what I want. Its a character I love and want to play, plus I obviously paid for them, but on the other hand I'll be told I shouldn't touch the character at all. That I should wait for the next set if adjustments before playing again.
If you like char why not?
But he is a bit buggy now/
If you move left or right while not holding w you will stuck in place while leap. -
One note: Ghoul and Deathslinger can be on D or S tier depend on player i play against.
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@Aven_Fallen said:
And despite them having "insane" Builds, you got a 4K? Wow.
Why dont you show us your build? Any counters against the "Healing Meta"? Or do you even win without counters?
There was nothing to show. Actualy.
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@SomeGuy7000 said:
My brother, the two people with botany would have been just as effective before the buff since they didn't bring a med-kit, and the guy who brought desperate measures died first with 10k points.
Bruh, i said i see these perks every single match, its not depend on points or whatever.
10k cuz all gens were done in like 4-5 minutes, i just couldnt chase everybody as 4.4 on Eyrie of Crows.
I hit, dude ran away, selfheal, sit on a gen. With medkits its busted even more.
Especialy if you didnt bring any antiheal. -
@TheTom20 said:
With such an ever growing roster, I was wondering if there are any players who have never gone against certain killer or killers?
Its funny but sprtingtrapXD
Never saw this dude.
Im not joking…
Im playing him but never faced as a survivior since release. -
@hcvdbl said:
Если память не подводит, то 4:3 убрали из-за того, что игроки с других форматов монитора, использовав этот, умудрялись получать преимущество в игре на убийцах
Выжившие тоже.
У них экран сверху растягивался и позволял видеть убийцу сверху, что делало невозможным фейки во многих конструкциях.
У убийц вроде только FOV менялся.Рад что это убрали. Но то как это сделали другой вопрос. "Всегда выбираем лёгкий путь!" - кто то в офисе бихов.
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@MagicDragon said:
…is an argument to nerf tunneling. You're not meant to consistently win games, you're meant to win some and lose some; to be inconsistent.
edit: a lot of people here seem to incorrectly think i'm arguing against a point i didn't say, instead of the one i said.
Bruh. Sometimes you have to…
But with shoulder the burden and second chance perks you just cant compete.
Hook survivior.
In the last 10 sec they unhook/
Unhooked survivior might have 80 seconds of OFT, 60 sec DS, 30 Sec Babysitter, DH.
When last stage remain there is dudes with Reassurance and STB.
Even if you did -1 with tunnel, it dosent matter.
Good surviviors alr done all gens and escape.I hate tunneling, but the higher you are then likely you will.
Because game wont reward you for chasing different persons.
For hooking different surviviors.
For trying to play for hook stages.
Game dosent help you AT ALL!!!
Devs made safety pillow for surviviors and after implementation of all Anti features idk how killer would be interesting to anyone.
Game is working when threat is real! But there is 3-4 real threats?
Rest are the joke.
Make all killers worth use them, make game rewarding you for playing role, then nerf all S tier killers. Then mb killers become fun to play as, when you dont have to think about 10 things in one match.
1 good/average survivior with some perks = Killer/
There is can be 4 of them.
(I m not taking solo Q for the mark, thats not cool when you are gone after 1-2 minutes of the match, but you could use this and buy time for teammates a lot of time, more than enough. And if they arent doing gens this means they lose right after you.) -
Nothing changed/
2 patches already went live and nope.
They dont think thats an issue.
Welp i bought glitchtrap.
And sometimes i can grab surviviors from a gen LOL.
On springtrap this would never happend. -
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954033#Comment_3954033
This isnt about beginners. Its about MMR and how you can chill if you reduce your mmr, thats all.
Top sweaty squads are everywhere! I have checked it. Ghoul has highest killrate, Wraith is on low mmr, and Legion mid.
They are everywhere!
I can say which mmr im on, due to how surviviors act. I just played on thouse killers differently. On Wraith i usually let surviviors go, on legion i may sarcifice 3 and let one go. Ghoul… Just everybody alr dead when i started the trial.
On low its rarity to meet Squad, but if you played more than 1 hour, its probably will happen now.
Which is absurd! -
@Slan said:
https://forums.bhvr.com/dead-by-daylight/discussion/449557/generators-are-pure-madness
The problem mostly affects the weaker killers. The new survivor spawn allows to pressure all 4 if you guess correctly where are they in the first few seconds. And even then that generator won't be contested because as soon as you cahes one, the others will go back and finish it fast. If you have good map traversal, however, this will be much less possible. But m1 killers will suffer from it nontheless.
The healing meta is ridiculous. We are back to the old circle of healing days, being hurt does not matter when you can heal in 5 seconds or less thanks to the healing perk buffs. Hit and run playstyle has become obsolete once again, and legion especially suffers from it as well since its intended gameplay is hit and run.
The go next prevention also makes survivors actually try when before they gave up over the slightest thing, which now shows who's really in charge of the matches.
They should have implemented these changes one by one to see how they perform instead of releasing these game changing features all at once, breaking the status quo. Killers should be the power role, and it does not feel like that anymore with how fast matches have become.
Flashpoint
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@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953442#Comment_3953442
It's because every time survivors cry to bhvr, they get what they want but when killers do, we get nothing, when i turned off the pc yesterday this post had 12 upvotes and 2 downvotes, now it has 11 upvotes and 9 downvotes, which actually makes no sense, people just wont realize the situation.
They never will actualy/
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@LordHeXaGoN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953475#Comment_3953475
BHVR instead nerfing the source of the issue, will nerf everything around that causing ("or might") that issue. Even if this issue only with either one character or perk combo or all together. Even if by itself its fine.
There is 2 scenarios: 1st they wont do anything, 2nd they nerf Botany and self heal with map spawn.I wanted the 3-d variant where only botany was nerfed first. And then build corrupt if issue will be still there.
Like one step at a time instead of "predicting", like they did with haywire.
I will laugh as hard as i can if they'll nerf Lethal Pursuer, No quater and Coulrophobia(with other anti heal perks) instead of nerfing Botany and map spawns XDWhithout address of the biggest creators, this post will be forgoten for months and even years. Funny to say but spawn logic with the Animationic's doors and the Onryo's tvs they fixed right before 9.0.0 release. They just didnt read the feedback of ony guy who made a post like with 200 upvotes. (Hah, we ll ignore it for few days. 3 or 4 ) Mintskull should make a post here, so his viewers could help to address this issue.
https://www.youtube.com/watch?v=1vUmdbpGqds&ab_channel=MintSkull
Cool theories and opinions from him about what is happening right now. -
@Batusalen said:
Man, who could have imagined that spawning all the survivors in the same spot at the start of the match would cause the first two generators to be done in under a minute?...
Oh wait, I did! Every single time I've said that the community was wrong to claim it's always best for survivors to work on separate generators, or that survivors being able to shave 37 seconds off a gen by just being two has been the game's core problem for years. Add to that the healing buffs, people actually playing thanks to the "Go Next" prevention and the regression nerfs from the past few years, and voilà, here we are.
And since we're here, I'll say it again: BHVR need to nerf base gen progression when two survivors are on a gen, especially when they intend to add even more "Anti-Tunneling / Slugging / Camping" mechanics to treat the symptoms produced by min gen times without curing the disease first.
BHVR instead nerfing the source of the issue, will nerf everything around that causing ("or might") that issue. Even if this issue only with either one character or perk combo or all together. Even if by itself its fine.
There is 2 scenarios: 1st they wont do anything, 2nd they nerf Botany and self heal with map spawn.I wanted the 3-d variant where only botany was nerfed first. And then build corrupt if issue will be still there.
Like one step at a time instead of "predicting", like they did with haywire.
I will laugh as hard as i can if they'll nerf Lethal Pursuer, No quater and Coulrophobia(with other anti heal perks) instead of nerfing Botany and map spawns XD -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/449557/generators-are-pure-madness
And the balance of the game is relative because:
→ Killers have massive strenght gap (Nurse and Pig just can't perform the same way)
→ Perks have massive gap (have you heared about No Quarter perk? how it can be better pick than any other perks?)
→ Maps have massive balance gap (FE. Farms vs McMillans, Haddonfield vs Eeryie of crows)…
To make game balanced you'd need same killer on same maps against same lv survivors, everyone same perks, same RNG etc.
BTW as a killer main I'd like to see big buffs to killers while heavily nerfing slowdown perks. It will result in 4 stack slowdown and no slowdown games to be bit closer to same chance of win.
You gave me an idea for build thank you!
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@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953328#Comment_3953328
This was also suggested by the youtuber MintSkull, which is something devs should take in account, even youtubers accept its a reality.
I watched that video and i wasnt surprised. Ive talked about those problems since day 1 of 9.0.0/ and got downvoted so hard you cant imagine.
Look at this, when you lose after lose after lose and still meet squads like this.
I would have won if A there wasnt Unbreakable (they made a mistake grouped up and i got 2 downs after TP), B self heal with medkits ruined my pressure, C any time i teleport they just ran away from gens to other side of the map.
Sweety squad every time i start a match. What the h with MMR?
1st gen 1 minute
2nd ~30 seconds after 1st.
3d after ~2 minutes
4-5th was on ~50%, they stuck for ~5 minutes cuz i pressured them hard and got one kill and 2 downs (but still unbreakable saved the day).
So 9 hook stages 3 escapes/
And this was my best match today. Exept few solo q trials when i ve got 4k. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953228#Comment_3953228
I'm ok with your opinion. Maybe you just don't face good Singularities. He's kind of twins-like. If you play him in the "chill" way, he's not as opressive while if you play him to his max potential, his insanely hard to beat. I'd say even more than Ghoul, because Ghoul has way more counterplay in looping.
Im okay with your opinion too. I met good Singularites and even if i died, at least i ruined their day with empsXD
So i think "Give a bit of immunity like 2 seconds after using EMP" is good idea. This wont make a HUGE difference between now and then, but give you time to dodje the tag. Without tag its just 4,6 killer without ability. And even slipstreamed you can loop him as usual killer if you have some space to mindgame or window. -
@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953139#Comment_3953139
Literally the reason i created this post.
I think they should built corrupt into basekit, and nerf healing builds. Where is altruism? Where is teamplay? Everybody now is by themselfs healing. Before you should have a teammate, which can heal you faster then medkit does. Now you can do it yourself. So gens fly fast, everybody heals by themself which is economy of time. Saver just come to gen after unhook or heals you in 2 seconds and then do the same.
You no longer can just hit and run to buy time. Which is sad for me… personaly. I was so glad when they nerfed heal and made it altruistic, but now with botany buff its ridiculous. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953044#Comment_3953044
He's top 3 for sure. The fact people are to point out his strenght is that tagging and retagging someone is pretty ez and gives you 6 perks for free and haste on top that, it allows you to delete resource pretty fast (the best scenario is to predrop pallets that SIng destroys in 0,5s). As I said above, he's not Nurse lvl, but he's Blight lv if not better because in the end Nurse can't push entire map from one place and her map mobility is defienetly not as good, she's also limited with range and fatique, neither hard hold 3 gen or gates. Blight has good map mobility but he's limited in what loops he is able to outplay and defienetly good Blight is still limited by lv of survivors that track his movement well so they reposition. And I don't think Singularity is as hard as people give him credit for, not anymore with all the aim assists, autotags and biopods being no longer destroyed when EMPd.
It was never in the top three, in the top ten yes, but not in the top three. Bruh, I'll put Kaneki, Nurse and Blight in the top 3, the fourth will be the Hillbilly AND ONLY THEN maybe Singularity due to skill ceiling.
Singularity is more Fair to play against, than other's. And i have so much fun when outplay this AI. Biopods and sleapstream are not an issue, while you can print EMP, and you have a guy who runing around a map and turn them off.
This Killer have direct counterplay to its power. So definitely its skill issue. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953147#Comment_3953147
I disagree, Singularity has two things that should be adressed.
- His insane at holding gen, even across map… 3 genning with him is pretty ez even with kick limits, EMPs take a while to be printed while reactivating pods not really not even saying that he can reset them on demand with easy.
- His potential to hold gates must be also revisited. Running perks like No way out and remember me makes him able to hold gates longer than the entire game, now even with Haywire being a perk.
1st wont be an issue after 8 gen kicks. Do you know you can get rid of 3 gen before you reach 1 gen remaining point?
2nd this inst Singularity's fault. Haywire + Remember me is broken with teleporting/high mobility killers. (No way out is fine)
Why you dont want to use Emp and want nerf Singularity to the point Emp no longer needed? -
@Memesis said:
Tell me again why we nerfed EMP's? Why can survivors infect each other when it's brain dead easy to reinfect someone in chase? Why are pods not removed when shocked with the EMP when they are again, brain dead easy to replace (like hag)? Why are there so few printers that can also be easily trapped with a nearby pod?
His chase power is too strong to be so strict in countering. Despite all the feedback following the giga buffing of singularity why has nothing been toned down? You can leave the extra time required to take an EMP and the hindered when charging it, but the rest is too much.
I think he is fine, but get a bit of time to protect you after using emp would be good.
Overall its realy hard to play on it. Its realy depend on map knowlege and many things you need to think before you can play on it like top tier.
This killer is FINE. Like at all. But nerfing him due to his power somethere is stronger than nurce's or blight's ones is ridiculous. -
@Rokku_Rorru said:
This patch and event has conditioned players to just slam gens and leave with all the initial changed to the AFK system, all the nerfs to altruism over the years, since the killer powers are really strong especially when paired with on hook perks.
if we want to slow gens down, Behaviour need to make interacting with killers more fun, and legion is one of those uninteractive ones (not strong, just not a lot of interaction playing against them).@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953120#Comment_3953120
That's true, maybe improving gameplay can really help the game, also the nerfs to altruism, is no longer valued to even try saving a teammate, its easier to hit a gen then go for a quick unhook.
Do you think devs realy might do that? Due to surviviors no longer cant hide or waste time, they need to do something or they are revealed. And if they will be sucraficed too fast its go next issue, so they get banned even if this wasnt thier fault.
Just imagine you are 4,6 without mobility.
Suviviors are spawn all together on over side of the map, so you just cant reach em in time to stop 2 gens which is probably on 50-70%.
When you get your first down its 3 gens remains, so you no longer need to try hard, just let em finish.
When you get back to the hooked survivior they are already saved and healed due to Botany buff and next 30 seconds will be unreachable due to Babysitter.
If you are god forbid camping, there is dudes with soulder the burden, and reassurance for help.
So engame remain, they just leave.
(Dont take solo q in this example) -
This is no longer the case it's how it supposed to be. No longer gen defence and early game. No longer hit and run.
No more fun. -
@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950863#Comment_3950863
Okay so no offense, but that was a lot of words typed that said nothing about what I posted. The post is about why this particular killer feels quite oppressive (and mind you I didn't even say they camp or tunnel frequently since I havent seen any more out of spring than the average killer) not a breakdown of why killers engage in certain playstyles.
Furthermore, this killer has a kit that I wouldn't deem overpowered or something fresh and new since he plays like 3 other killers in one. The issue is that he consistently is destroying matched with little to no effort and I'm trying to get opinions as to why. Not a breakdown of why the game is "survivor sided."
Again, I mean no disrespect but this feels like a different thread altogether
Mmr is broken now, so i feel i cant destroy matches with springy.(Its too high for some reason, every 2nd game 4 100.) But i literally bought him few days ago. Just dudes hold W before i walk out from door and i cant do anything about it.
He is solid B tier thats it.
And he is new.(Thats the MAIN reason why)
But even now people alr discovered how 2 play against his axe and doors. (Doorscreen is blinking if someone is teleporing or in there and audio becoming quiet, against axe just press emote to dodje the grab and force him to pick you up as normal)
So he feels opressive but its just now. Give people more time, and you ll see that springtrap is on Xeno/Demo level.
And complains about he is OP is absurd. Bruh, Ken was OP, this guy will never be.
His tools defenetly not enough.
I just overdid it when I wrote it, you know? I do not deny other people's points of view. -
@Unequalmitten86 said:
I am on console and I can’t vault or pallet with an Axe in my back. So of course I get slowed down with that. He is for one camping with the trap doors using the stealth, invisible, and teleport 20 feet from a door to their advantage. The doors are placed by gens and that gives him a huge advantage. Most are camping and tunneling big time
Door Screen is blinking when he is teleporting or in the door, such as an audio will become quiet before he walk out from the door. So you can say he is in/teleport or he isnt.
You cant vault because you are holding m1, or whatever to remove the axe. Against Artist can you drop a pallet while removing swarm? Or while removing Victor against twins? Or while remove the Houndmater's dog?
Against Ghoul, Billy and blight are you after unhook sitting under the hook and heal? Welp tunnel issue i guees. killer shouldnt go and check for the Saver. And let you go where you want. -
@coco_shotz said:
Springtrap doesn't seem like a very overpowered killer in terms of his kit, but he seems to be erasing survivors left and right with relative ease. His hatchets are annoying but not overly powerful, his tp is annoying when he has his add-on (paired with the hex: blood favor) and his random stealth is so inconsistent that half the time you can see him coming.
So what it is that is making this killer get 3-4k every game with 3-5 gens remaining? Am I so out of touch that I can't tell what's op at this point? Are survivors just not playing correctly rn? What do you guys have to say about it?
1st thing surviviors think- gens, 2nd- unhooks, 3d… there is nothing(gates?).
Surviviors have so many 2nd chances i cant blame devs why they did that. But Game just stops entirely when someone is keep unhooking as fast as they can.
Just game for hooks for killer, and even that is something hard to do, just because surviviors can bodyblock and sabotage."Soulder the burden" is saying hello/
So every survivior now is equivalent to 4.4 m/s killer, and thats FROM PERKS! Killer is punished for doing their job and they cant keep up to party gamers.
If you arent fast, you are probably alr genrushed.
Its funny that every Strong killer is a killer with movement ability.Ghoul Nurce Blight Spirit.
You are alone, 1v4. With limited tools, and for some people you are not threat anymore. It dosent matter who/what you are playing.
Horror is working when threat is real.Dbd lost it long time ago.
The difference between party and solo q, are too large.
When you want to play normal as a Killer you need to ask yourself twice:"Should i bring gen perks? Mb something that would help me in chase? Mb some info? Or try something for the endgame? Haste?"
Surviviors have a lot of tools to keep Killer busy long enough to fix all gens. I m sad that even with solid tools you cant compare with squad and their info.
And then you start loosing one trial by another.
And then you meet again people that cant spread and do what need to be done to win.
They just spend time before sit on a gen. So you have enough time to chase, to down, to hook, find another, repeat.
And Animatironic is too fair, like demo. Has solid tools, but limited as hell. 10 second cooldown aftrer axe hit? Is that a joke? Huntress (No cooldown), Deathslinger(No cooldown), Trickster (No cooldown), Unknown (Its short and you are 4.6 m/s), Plauge (No cooldown), Cenobite (Short)…
Fair, but not Shtrong enough to compete with S and A tier.(I forgot one thing, devs forgot to make doors something surviviors should rely on to outplay the Animatronic)
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No… Op killer should have a downside, like less bp after sucsessful match.
@CoolerBleend said:
Almost all of his power interactions with the Axe give BP in the Brutality category, with his only Devious score event being if you catch a survivor in the security room for 1000BP. He is effectively 1 category short of BP
*Sarcasm*
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@poujh said:
i don't know about your opinion but your math is wrong.
negative effects are multiplicative and positive ones are additive
so self care + botany is NOT 35% + 50% = 85%
it is [100% (base speed) + 50% (botany)] * 35% (self care) = 1.50 * 0.35 = 0.525 charges/second
so now you divide default heal duration by this speed: 16 / 0.525 = 30.7 seconds (self care + botany)
and now for medkit + botany, it is NOT 100% + 50% - 33% = 127%
instead it is: [100% (base speed) + 50% (botany)] * (100% - 33% (medkit debuff)) = 1.5 * 0.67 == 1 charges/second
so you divide default heal duration by this speed: 16 / 1 = 16 seconds (medkit + botany)oke glad you showed it right, but still we are in the HASTE/sabo and Heal meta now.
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@Coffeecrashing said:
Is anyone surprised by their official stats?
https://stats.deadbydaylight.com/
Maybe your escape rate is more or less than you expected? Maybe your kill rate is higher or lower than you expected?
Hmm after all that time i think i know why Legion is my main/
But still dont get it. Why hillbilly is 3d? And wesker is 2nd?
During 2024 i played ONLY on billy. And still he has a highest killrate possible. And still 3d :( -
@SoGo said:
The problem is that it makes sense why one's loud and the other isn't. Yet it's still an issue.
I know one is a virus, and other have metal parts/ Still dont get it, that some killers are loud in undetectable. If i remember correctly that after dredge QoL buffs they made them quiter?
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Comparison:
18 seconds · Clipped by HeXaGoN · Original video "Springtrap's Glitchtrap Skin is Actually Pay to Win" by Hens333Springtrap footsteps are loud compare to LEGENDARY skin.
Why should i buy a skin, when i want to play base Springtrap/
Its like with Demo Nemesis and Dredge. When you can hear directly where they are going, in undetectable/
This wont help you to be quite stealthy you know?
This isnt a bug, it's a character design mistake, that is affecting my matches. -
I see that devs dont see that as an issue/
Cuz i cant answer how they still didnt react to the post which is on top for few days.
😪 -
@YayC said:
The Issue Explained
This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.
The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:
https://www.youtube.com/watch?v=s0G9U2B-Ctc&
Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.
https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png
The door beside me and the door in the distance infront will be useless for the entire match.
https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png
The door off in the distance is so far aware from main that there is never a reason to use it.
https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png
Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.
Why this is Such a Problem
This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.
Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.
I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.
How We Attempted to Fix the Issue
We had 2 ways to try and deal with this problem
- We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
- We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.
Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?
Potential Fixes
The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.
- Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
- Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
- Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.
Final Thoughts
Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.
What if they cant deal with the chest spawns cuz they are very deeply connected with a map generation code.
And if they mb touch it, it will breakes the map generation. XD
Just dont want to create Bug by Daylight, dont you think? -
@YayC said:
The Issue Explained
This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.
The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:
https://www.youtube.com/watch?v=s0G9U2B-Ctc&
Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.
https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png
The door beside me and the door in the distance infront will be useless for the entire match.
https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png
The door off in the distance is so far aware from main that there is never a reason to use it.
https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png
Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.
Why this is Such a Problem
This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.
Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.
I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.
How We Attempted to Fix the Issue
We had 2 ways to try and deal with this problem
- We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
- We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.
Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?
Potential Fixes
The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.
- Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
- Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
- Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.
Final Thoughts
Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.
Cool that someone try to warn devs, that this isnt fair! Mb this isnt a bug, but something that affect many killers who with this thing cant even use thier power effitiently, which is silly in my opinion.
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@TsukiYurei said:
How about nothing it’s not necessary, You need to just learn to loop, mind game and stealth.
Gen rush The Ghoul and stop asking for more handholding from mommy behaviour jeez.
We are allowed strong killers it shouldn’t just be Nurse and Blight.
I’ve beaten The Ghoul before any nerf happened just fine in solo q many many times, His first nerf was fine but his 2nd has been nothing but unjustified.
Just play both sides and get better, You can outplay any killer if you do.Stop asking for more handholding it’s a horror game.
This shouldnt be neither blight nor nurce nor ghoul nor anyone else.
Every killer should be like a trapper, so we have balance.
And then nobody will complain that killers are so shtrong.
Dont care, soon we will have only chase anyway.
One survivior at a time. -
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927290#Comment_3927290
the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.
Why should I be a clown in that case?
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@SeriousRain said:
I think he is rare, on the weaker side Killer who needs some help. I think he is so cool and creepy killer but his power is hard againts decent Survivors.
I would love if locked lockers would not work or only half duration during nightfall. Add more lockers on some maps too (helps other killers too).
It moves with survivior speed while holding his ability. (4m/s)
So loops become very risky.
We got another artist that shutdown any loop if surviviors decide to loop.
Ability, cacel m1, if keep holding W survivior wont have much distance as before and you will catch em.
If Dredge teleports to double lockers and one locker is closed, when exiting, breaks both locks to prevent using 2nd time.
This will limit locks usage from double lockers, and help it in map pressure or chase for a bit.
Its is fine as It is, just not for everyone, and its ability need in some tweaks to make its trials smoother to play as.
Alternative, make remnant slowdown surviviors if they'll go through. (Exposed, or blind for a short duration, last is funny) -
@MechWarrior3 said:
Is this back again? Survivors are permanently stuck on his shoulder?
It was funny, after first grab i stuck for a whole match. Comedy that gf win that one in solo)
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@Twiggsy said:
Since Legion recent cooldown buffs legions have been using these short cooldowns to vault windows and pallets cancel and get hits before survivors can react or make enough distance even more so paired with iri button.
Iri button should be reworked to be similar to be like Kaneki iri to require it to get 2 to 3 frenzy hits before pallets can be destroyed.
Dude, kaneki is a problem.
Legion while kaneki exist are not OP.
They cant just force you to drop every pallet on a map and still play around them like they arent exist like Ken does.
Your post makes no sense at all.
Iri button is fine! So tell me, are you dropping every pallet while legion is in frenzy?
"O no we cant spread out against legion! So i will drop a pallet to make it useless!" Even if legion have Julies tape this is still Legion. They cant keep up as Kaneki, and cant recover as fast as kaneki and EVEN WESKER does after vaults.
Questions? -
Yo! i forgot i made that post lol)
@LordHeXaGoN said:
Hello fog travelers in this post i want to discuss an Abandon system which works against one side and forces them to lose mmr, or stay like it is.
Killer
Scenario #1 – If all Survivors Are Bots:- The Killer can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.
(Ok, now when we must play against a bots why this is should be draw? Its boring, unfair etc etc… Dudes can leave to force you to play Dead by bots.)
Scenario #2 – If the match has continued for 10 consecutive minutes without a generator being completed or regressed:
- The Killer can Abandon the match without receiving a Disconnection Penalty and the match is considered a LOSS.
(Imagine situation where all surviviors want to hide to make killer lose, in that case surviviors are wining without doing their OBJECTIVE! This should be DRAW!)
In the next bugfix surviviors can force killers to lose just by simply hiding and holding killer hostage to win!
Survivor
Scenario #1 - When all other remaining Survivors left alive in the Trial are bots:- The last Survivor can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW. (Okay its fine)
Scenario #2 - When all Survivors alive in a Trial are in the Dying State:
- The Survivors can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.
(This should not work for last 2 surviviors, because we are end in sitiuations when 2 loss 2 draws. But now all survivors can just walk to the killer if they dont want to play and this is GO next but worse. And when they should get loss they get draw/)
I mean Abandon system is good as idea but as always devs dont play their game and judje from stats, if all these scenatios will be draw then its fine.
Even now im not playing Dead by daylight, this is Dead by bots which is horrible 🤨
(This is my opinion you may disagree with it…)Welp as i thought. 3 of 10 games i just walking around a map and find that NO SINGLE GEN DONE.
After 10 minutes, surviviors either still wait until i leave, or just walk at me to be downed to leave without penalty.
Cool game nerf legion - The Killer can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.
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https://www.youtube.com/watch?v=d2gkC4azKSQ
Cool opinions from this guy.
-
In the next patch surviviors can win just simply hiding lol!
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@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915303#Comment_3915303
Why are you talking like it's a bad thing that his anti-pallet grief can down someone? That's the whole point. It doesn't count as a power that can down you if you need to disrespect the killer at a vault for it to work. The mechanic literally only exists to prevent griefing. Complaining about getting downed by a vault power is ridiculous. Don't disrespect the killer at the pallet/window and you'll be perfectly fine. Don't play dumb and you won't be downed by the power.
I mean you drop pallet or you vault it, you die. Thats not how it should work. Pallets exist to give distance for surviviors, and when 1 killer breaks this game logic, thats not good. He will be nerfed.
Wesker suffers from longer cooldown after vault, but still can punish some pallets, chucky cant turn 180 so you can run a side one or another to prevent getting hit by s&d/
Legion cant down you.
This guy dont suffer at all, which means this is a problem. -
@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913992#Comment_3913992
His pallet vaults still a problem/
Any reduction to the vault speed would be detrimental to the character. He needs to vault fast because his power is nonlethal. If you make him slower he's just a Legion that injures far more slowly and moves around the map more quickly.
Let's take Wesker for example.Wesker can down you with M2, Kaneki cannot. So the compensation Kaneki has is a faster vault in order to M1 you since he can't M2 you at loops. It just takes time to adapt and learn which loops he can catch you at by doing this and which he cannot. It's actually quite binary unless he's Hasted or you're Hindered. It takes time to map it out.
It just takes time to learn where to kite him towards. If the enraged vault means he can catch you with the M1, that just means you can't run that loop while he's enraged and while he can see you to vault at you.
There ARE loops wide enough where his enraged vault does not lead into an eventual M1. My point is just that it takes time to figure out which loops you should or should not run while he is enraged. The vault speed is the way it is because he needs to M1 you. Wesker's vault is slower because he can M2 you, so they slow down his vault to prevent him from just abusing it to catch you with an M1 if you're outmaneuvering his power around a pallet.
It wouldn't make any sense balance-wise if Kaneki's enraged vault was too slow because you'd just play Wesker instead. There are fundamental reasons why Wesker's vault takes longer and Kaneki's is shorter.
If Kaneki's enraged vault was any slower there'd be no reason to use it most of the time. Just play Wesker instead. They don't want to make another Legion where the power is 99% useless in the loop itself. They don't want to make another C or B tier killer.
If you want to reduce Kaneki's vault speed, what are you willing to give him back in return? How would you compensate his kit? Because right now after his latest changes he's fine. We don't want another killer like Legion who is only able to use their power (you know, the fun part of playing Killer) outside of chase. They already took away Kaneki's ability to hugtech around walls from the PTB. They already nerfed his power's chase ability before he went to the Live servers. The compensation they made for removing the hugtech was speeding up his enraged vault.
The vault speed is not an issue. He needs to be enraged, and needs to have direct line of sight on you, and needs to be directly on the other side of a pallet or window. It has counterplay. You can loop in such a way to deny the vault by staying out of sight or just making you aren't directly opposite of him. People are complaining because of a failure to adapt - people are used to the Killer being directly opposite of them being a good thing. Which, again, is what Kaneki is meant to shake up. New character releases are meant to shake up the status quo of the game. As I said earlier, it takes time to learn which loops he can vault and eventually catch up to hit you at, and which he cannot. The only variables are whether or not either of you are hasted/hindered (and that's fine because those mechanics exist for that specific purpose anyway, to make the game less predictable.)
Keep in mind the vault also takes all of his power tokens, so you can chain the loop if there's another one close enough because he won't have cooldowns available to chase after you. If he Enrage vaults on you, at a small loop where he can M1 you, and there's no tile close by that you can run to before he catches up to you…well, he gets you. He's supposed to. There are other killers that are also deadly when you're out in the open.
It's either "he can vault and hit you" or "he can't vault and hit you".
The character feels perfectly fine now. I think it's fair for both sides and no further changes are needed.
Dude, wesker can and will punish you if you did a pre drop and in that moment he used his dash.Kaneki dc, he'll vault any way.
Even his grab for some reason can stuck you in place if you dont have kagune mark. SO HE CAN DOWN you with m2. Right now with these "nerfs" HE CAN. Before he just injure you, now he can vault after you and in that moment you STUCK, if you are a bit away from a pallet you droped.So there is a decision, stay in and get injure, and possible wont get downed, or walk a bit away and STUCK in place when ghoul trying to bite you and get downed any way.
Even with MFT you barely have distance to make it, if he vault after you. If you are not injured you are cooked.
This guy dont have any sence to stay in the game like this.
He must suffer like every other killer does.
Kaneki wasnt made with sence, he was rushed. Easy power to get value. One "Gang/band" had the simillar problem.(Legion)
Even hillbilly, my boy have some hard things to learn. You just cant pressing m2 over and over again, overdrive can ruin some things. But he is still beter than kaneki for me.
Because Kaneki was born to be skullmerchant, his kit is doomed to be nerfed until he will turn into trash. Sad to admit that. Ehh… bipolar forum there you can offer your suggestion, but there is 1000-7 mains, that will downvote you for it, and say that you re on one side or another, even if you opinion was liked, in another post same opinion will be doomed.
He wont stay like this for long. No one will. Game should be about surviviors who's escaping. And another player as a Killer dont need to be there. Waiting when killer bots will be added… -
@joeyspeehole said:
Can someone please explain to me how a complete rework of The Ghoul's second consecutive leap survivor attack is not warranted, yet nerfing Boon: Circle of Healing was?
Just make a second fillable ability Enrage. Like with oni.
Kagune mark PROTECTS survivior from geting injured by the ghoul for a short period of time. (While downed or hooked timer is stopped. Can prevent tunnel by the power.)
So he should injure 2-3 surviviors first before he will be unstopable.
2 perfect, 3 unperfect grabs. (Every perfect grab adds 5 sec to enrage timer. 40 seconds still)
Its short easy to do. And idk why people dont like it.
Ghoul wont change, but will have only 2 leaps before he would just make and make mistakes before down you. -
@Atom7k said:
There are a few key issues with this killer:
1. Mobility around hooks:
I have never seen that many campers since the facecamper Bubba ages. With his leaps the Ghoul can interrupt any unhook easily without loosing too much pressure. His power should not work without downside around hooks. The dredge for example get's a short cooldown when using the remnant around hooks and can't enter lockers beside hooks. So I suggest leaps either have a cooldown around hooks where the Ghoul cannot attack or the Ghoul cannot leap at all in a 16 meter radius around the hook. Also if the Ghoul enters the 16 meter radius his enraged mode should be canceled.
2. Canceling power
I think this part of his power was not thought through well.
The Ghoul can leap very far distances, even leap in front of a survivor enabling a bodyblock from a ressource and if he then cancels power the survivor has nothing to work with. Now this may sound like an tech or something you need to learn but it is not hard to do at all. So basically you cannot run him on weak tiles and never in the open. The fact that he can cross that much distance possibly bodyblock and instantly attack makes it quite impossible for most players to make a play.
Here I suggest a longer cooldown after canceling power before the ghoul can attack again. Much like blight cooldown. Simply seeing that the Ghoul is comming your direction with the visual indicator is not much help.
3. Hitbox
The hitboxes or action windows of the Ghoul are very forgiving. A lot of hits I have seen so far were beyond reason. Either a wall a pallet or entire buildings being in the path the Ghould still hits its target. You don't even really need to aim for a survivor because the window is just that forgiving.
I suggest decreasing the action window and decreasing hitbox possibilities.
If dbd is about skill then the Ghoul is bypassing this a little bit. People with thousands of hours getting killed fast by low experienced killers is a strong indicator that the system is tilted.2. Cant agree with cooldowns, this will affect him very badly, change to Enrage itself will solve his issues. Like make enrage something he should earn? Like oni's ability? Oni can and possible will came back to the hook if someone rescue while he is in power, billy and blight can do this too to interrupt the survivior.
But as i see 3 dashes is a bit too much for him.
Enrage should be earnable to make him fair, not just im comming, press secondary power and you die. (No ma how and what you are did)
Ghoul with 2 dashes is easier to avoid, rather than 3.
Ghoul can make a mistake but shortly can erase it while Enraged.
His pallet vaults still a problem/
1. But camping is that you should prevent, if you face the "right" ghoul.
Im just ended in the situations like, i hooked someone, travel throgh map, dont see anybody, dude that was hooked was rescued after short period of time, i came back because i dont want to waste time to find someone else and: (THEY ARE HEALED RIGHT IN FRONT OF THE HOOK!) "O no you are camper because you didnt allowed us to heal! GKYS!" (Guys and girls! Ghoul have free injuries, he have great mobility, just when you just got saved, dont waste time RUN AWAY from the hook as far as you can!)
As a survivior same picture dudes just refuse to came with me after rescue :(3. Hitboxes, reducing time to make a grab with his indicator have its effect, sometimes i miss just because i cant react with 0,18 sec to hit the button. And just lose lose, or even if i hit and kagune just breaks off at corners, or obstacles. (AND ITS FINE THIS IS HOW THIS HAVE TO BE!) This change need more time for players to learn how to use its advantage.
(Yep still ghoul just got nerfed, but it didnt change anything. Devs dont have time to tweak him again, and i think its useless to write here something about him. Mb after or even in FNAF release we ll get his last nerfs…)
(This is my opinion you might disagree with it, its fine. For the record IM NOT a killer nether survivior main. I play both. For a long time.)
K:"Love the ghoul love his playstyle, he was changed but it affect only console players."
S:"Devs need more time, to tweak or rework him into something different. I hope his playstyle will be changed into something more fun than this."


