Marioneo
Marioneo
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698475#Comment_3698475
That would give him basically Xeno tail forever and remove one of the three actual things he does. Would it be better competitively? Maybe. Would it make him even less interesting and infinitely more braindead? Yeah.
it is xeno tail but worst hes already braindead rework him give him a charge and his rocket launcher
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@squbax said:
Because you can only remove nemesis infection 1 time (if you are not screwing your team that is), while you can remove weakened easily in chase and out of chase any times you desire to as long as you dodge the UVX after getting weakened . Nemesis infection also nullifies stealth which weaken does not.
I am all for nemesis buffs but comparing him to unknown is kinda misaligned.
Do you only think theres 4 cures? And who should i compare him too Pyramidhead? You cant cleanse AT ALL except getting hooked or caged Not to mention Nemesis nullifying stealth aint a gamechanger plus how terribly easy it is to cleanse weakness with that bad buffer
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yeah buff it to 30 seconds
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/410831/its-time-wesker-got-nerfed
Wesker is mostly fine as a killer. When he uses his power and you dodge it, he gets punished enough by losing distance and wait to get power back. Same when he uses his power for mobility. He has to wait until it comes back.
The only things I would change is 1) the infection stops when the survivor is in chase so the survivor gets not the -8% slowdown during the chase because this is unfair. 2) killerinstinct should not trigger when a survivor prays another survivor. The issue here is that this enables wesker to tunnel by knowing where the survivor is. 3) I would also change the instadown effect on his iri addon because it is ridiculous that he can instadown you either with his M1 or with his M2. This is stupid. 4) lastly, year the hug techs are kinda unfair in the way that if the developers remove it from Blight they should also remove it from Wesker, even though they are harder to pull off.
Otherwise Wesker is balanced. He is fun to play as and against which is a good thing. the developers did an amazing job with him and I hope they learn from it yo make more fun killer like him.
takes like 10secs to get his rushes back a hitbox bigger then a huntress hatchet and a recovery so fast it puts scamper chucky to shame
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@vol4r said:
I am actually happy when i go against wesker. As a survivior with a lot of hours I am telling you, he is the most fun.
It's actually very refreshing to go against him instead of all those killers who get hits behind the pallettes and windows :)
it is not at all his power returns way to quick ,Hitbox is way to generous to get grabbed double his cooldown and shrink his hitbox the I'll think its skill
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@SpaghettiYOLO said:
That's when you focus on gens and nothing else, especially if you know Devour is in play. If you have friends playing with you, it becomes easier to get rid of the totem. Basically, one would have to cleanse the totem while another stands behind and body blocks.
I use a build on Demo where killer instinct will trigger automatically when survivors are near portal and the act of cleansing the portal is 40% slower. Can't focus on the portal in that situation. Have to attack the totem. If you don't have friends, then you can attack when they down someone and pick them up unless you're running Calm Spirit. You won't have enough time running that perk.
I'm solo Q the Demo merged the portal so it blocked the totem from being intractable and was forced to cleanse second the demo was downing and hooking before the Totem could be cleansed just a infinite cycle of bs
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@dbd900bach said:
While I understand the frustration you're going through, you are asking the devs to literally kill Wesker. Plus like with Blight, his hug techs are one of the few parts of his kit that require genuine skill expression.
And geuss what they did with blight? They fixed his hugs techs in the ptb cause hug techs are NOT INTENDED DESIGN so Wesker like blight will be fixed soon don't care if you consider it skill Wesker is NOT supposed to be able to do that
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@TatsuiChiyo said:
Here are my opinions.
Skill Expression: I disagree that those are exploits, simply because the devs as stated they are not. And if the feature (crouch tech, hug tech, flick techs) are unintended than it should be on the devs to fix it, which they seem to be with Blight. I also want more interaction between players such as Lightborn plays, and this is a Killer who keeps Wraith in his rotation.
Balancing: I could easily rant why MMR is the worst design choice ANY dev can put into their game that is intended as casual (which again, per the devs DbD is casual) This is especially true when rewards are entailed the better you do. As you mentioned, MMR only encourages optimization, which makes every game functionality the same. The depip removal is a good step though in fixing this, but it should honestly still be loosened in the higher tiers, especially Survivor side.
Reworks and Priorities: This one is more of a disconnect between players and devs, and isn't that black and white of an issue. Take tunneling for example, no one (except actually toxic players) WANTS to ruin another players game, but with gen regression bring nerfed, gen speeds having the capability to be so quickly repaired, and other playstyles such as camping (the anti facecamp is a great feature, this was a change for the better) bring nerfed, players turn to what optimization they can which is tunneling. And no, not a Killer main defending tunneling, but just accepting that its not a black and white issue like so many players want to believe.
Content Creators: Fog Whispereres are cheerleaders and nothing more. Numerous have confirmed it, and its pretty sad BHVR parades thrm around so much just to show off cosmetics.
Anonymous Mode: Agreed.
Community: If people really want things changed it comes down to the players. If you don't care for tunneling, don't tunnel. If someone plays a Killer you don't like, or uses perks you hate, just play the game, move on and don't get butthurt enough to send messages. To many members of this community take it upon themselves to police other players.
I agree with everything except your take on techs the devs have changed there minds and considered techs as unintended exploits which is why there very slowly fixing it(example chucky flicks and blight hug techs fixed) there next target is Wesker hug techs then I'm assuming Oni 180 flicks
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@Ayodam said:
Someone correct me if I’m wrong but I want to say during the PTB it could mark survivors if even a small percentage of their figure was on screen. That was changed because the killer could basically continuously teleport on top of the survivors. There was no counter play so it was tweaked, IIRC!
If that's the case then that's ridiculous
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@not_Queef said:
Three streamers, one of which was a year ago, another will actually keep playing the game anyway.
Truly a crisis for DBD.
For real
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/410592/no-wicked-things-chapter-buff
Unknown is a relatively strong killer and besides his "gen regression" perk I can't think of any major changes
Buffer for cleansing weakness needs tweaks breaking LOS and get 3 seconds of cleansing still is ridiculous needs to be like ghost face reveal
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@Chocolate_Cosmos said:
Invocation needs big buff for sure.
However her other two perks are fine and good even.
As for The Unknown, I consider him better B tier and he is fine as well. Only real buff I would maybe give him is bit extra time on the effect to have at least two shots to try injure the Survivor with the power.
As for his perks, that one with skillchecks is horrible and needs big buff as well.
Thank you really good take actually I agree with this heavily
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@ArkInk said:
I thought the general consensus was that Unknown was A-B tier (I still lean heavily towards A) without being op. My only wish for him is my hyper specific want for an Addon that disables UVX and massively buffs Hallucinations.
Invocation definitely needs a buff, but I think the devs are too scared of overturning it, especially now that the Twins rework blew up in their faces, I imagine they currently have a lot of other things on their priority list.
I haven't seen anyone playing unknown anymore just Weskers and Blights his Uvx just sucks compared to other ranged killers cause you have to hit twice with no misses easily last place
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@HexHuntressThighs said:
played over 200 matches since he released and have seen 3 so far. I don’t think people like the fact you can’t miss at all or else they remove weakened.
Basically why nobody is playing Unknown having to apply weakness just to damage Survivors out of all the range killers he's easily in last place
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@BlackRabies said:
Breaking a wall and bumping into a wall at the same time must've caused it and was lost after using the chainsaw sprint. That's something that's gonna be really hard to replicate and then quickly lost. Really not something I would consider kill switch worthy.
aint that hard to replicate and if i dont chainsaw again you keep the speed so 180% m1 billys
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694962#Comment_3694962
So do I, my friend.
The very reason for me to be here.
Same we weren't powerful back then but being all seeing was fun and the dream world meant something
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Trauma very much still trauma
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694032#Comment_3694032
If I had a nickel for every time BHVR made a change that's worse for both sides of the fence, I'd have…
I was gonna do the Doofenschmirtz meme, but I think we're past 2 instances of this now, actually.
bro has a jar of nickels
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i miss old freddy
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694159#Comment_3694159
Hopefully you are right and it is bugged. An extra second would be enough I think. If it is they should make an announcement about to stop people stressing about it.
Right now it’s not really that big of difference and 1 extra second would be great.
and fix that poor excuse of an animation
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@Nazzzak said:
Yup lol this is what so many killer mains have been freaking out about. A total nothingburger as usual.
They gave us two top buns
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692389#Comment_3692389
That's hexes, they are very different than boons.
Boons are the hexes for survivors
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@ChaosWam said:
I was worried about it starting issues with other perks combined, but putting that aside this baffles me more.
Aside the animation looking bad, I chalk that up to PTB jank, the stun being 5 seconds on the killer and the reward still being a 2-3ish second window escape feels weird. If it were 4 seconds I would at least accept that, but being stuck for 5 seconds as killer while the survivor doesn't get a whole lot of distance at the same time? I dunno, that feels strange.
worlds first lose-lose perk
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i think devs know survivors intentionally die on hook against her alot so they dont know what to do with her
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@crogers271 said:
I think one of the core problems with boons is that the survivor can run multiple boon perks combined. This creates an awful scenario for balancing. There is no way you can balance the idea of something like Dark Theory being strong enough to run on its own at the same time as balancing it to be run with three other abilities.
If I was looking at reworking it: I'd limit survivors to a single boon perk if they run one and balance perks around that. This could also mean each boon could have more variables - a weak effect might have a larger area or a quicker set up, for example.
i disagree cause that is limiting builds a killer can run a full hex build with 10x stronger effects the way its balanced is it can be destroyed boons need the same treatment and shattered hope should be basekit
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I never see plague
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@Ayodam said:
A killer could be tunneling, hit/down someone trying to protect the tunnel, then leave them slugged to continue tunneling that one survivor on death hook now. Ask me how often this happens.
It should be when another survivor is hooked
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@Peanits said:
First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.
Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.
For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"
To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).
Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.
People want a Solution to tunneling if you can disable some powers around hooks such as teleports but not instant downs or even hag tp traps your already inconsistent and two steps in a confusing mess and Dbd twitter and reddit is pointing out all the flaws in this bad take statement.
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i say test this in a limited time gamemode
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rework the sound soft chimes my hiney
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@Blueberry said:
Boons are kind of flawed in concept. They waste more of the killers time to go out of his way to snuff than it's wastes of the survivors time placing it (1 killer second is x3 or 4 seconds to the survivors). So you want the killer to waste time snuffing over and over, rather than snuffing being an "actual" counter play to them.
So yes I'd be down for buffing boons overall, but there would need to be more changes to them as well so that it's less detrimental to the killer snuffing them or much more time wasting for the survivors placing them. I'd personally like if the Shattered Hope effect was base kit for crushing them. Then we can feel free to buff nicely as they're a limited resource and not endless.
People also tend to forgot that it's one perk slot for four people, there is inherently a lot of value in that. By this I mean the perk should be weaker than a perk that does something similar but is only for that survivor since this one is for everyone and one perk slot used instead of each survivor using a slot.
This is why i suggested shattered hope basekit for killers so infinite snuffing wont be a problem
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691349#Comment_3691349
Its not like she needed the Buff she received to begin with. She was one of the most popular Killers before and I have seen nobody claiming that she needs Buffs.
But even IF the Devs thought that she needs a Buff, it was just wrong to keep her Belt-Add Ons untouched.
idc bout huntress dont know why they touched her im way more interested in clown buffs cause these are good buffs
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We need a Mori shop already
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For Clown this rework his huge hes gonna be a speed demon but huntress its a pretty big nerff
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@Hexling said:
We can see the april fools in the description before even clicking on the thread.
Malding and devastated
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@lifestylee said:
30-40 seconds power disable is absurd. Even 10-20 would be too much. Maybe around 5 second power (when the survivor hits the ground and can run) disable with them being stunned like others aswell. Ideally you wouldnt buff ds to 5 seconds, keep as is now or make it to 4 seconds and add this condition.
5 secs absolutely not a nurse or blight can easily catch up in time with one charge of their power 10-15 secs is a fair punishment for hard tunneling someone or maybe Ds can just give endurance instead of turning killers power off
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/409916/why-otz-says-buffing-ds-is-bad
Disabling a killer's power for 30-40 seconds? #########? I don't always agree with Otz, but never have I heard him say something that makes me say ######### is he thinking.
Obviously these times aren't final just a number thrown out there realistically devs would probably just make it 10-20 seconds to be more fair but currently Ds does absolutely nothing against these top killers even if made 5 seconds
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@solarjin1 said:
if nurse have to float around the map for 40 seconds without blinking she gonna lose. I like his idea of it being a universal perk but that about it
Obviously these times aren't final just a number thrown out there realistically devs would probably just make it 10-20 seconds to be more fair but currently Ds does absolutely nothing against these top killers
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Gen kicks has a limit now so i think it could be a fair thing
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690404#Comment_3690404
how about buffing regression rate to 200%? this means that ruin regress gens at 200% and kicking gens become more rewarding.
200% i thought was the balanced for regression perks 300% was overkill and 150%-175% was a nothing burger
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i mostly play killer and i do not get the hype about jolt. Some Killers will on god say jolt is some lowkey godtier perk when in reality its heavily map dependent and only 8% regression 8 seconds well you can at least hook someone THEN watch the gens pop
@Blueberry said:
I run it for the dopamine hits of when I down people but realistic it's one of the worst slow down options compared to everything else available. Like it's worse than PR, Pop, Deadmans, GE, Deadlock ect.
Tbh I'd like if they just removed the basic attack requirement to give it a little more flexibility since it is worse than the others.
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whats Bs about flashbangs killers lose collision when picking up so even when facing a wall a Survivor can merge into the killer and drop a flashbang for a guaranteed uncounterable save.
its completely ridiculous and devs needs to give killers collision for doing actions
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Brutal strength
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687614#Comment_3687614
Have you seen the animation?
no but i know devs and there patterns
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687614#Comment_3687614
I mean, yeah, you will only get around 3,7 seconds of distance. But before it was only 1,7 seconds, so there is still a plus of 2 seconds.
Unless they make the new stabbing animation longer than before, lol.
would not doubt it lol
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687598#Comment_3687598
I've red it again on steam and I think until he's crushed the survivor can't be picked up? His duration is 20 seconds at max (so it's the max duration of the haste) and it's not clear how long it takes to crush him.
i think it will be the same as kicking him
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yeah its a placebo effect your still only getting 3 seconds distance awhile alot of people think your getting 5 seconds of distance
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686295#Comment_3686295
Probably, hopefully they do something to improve the twins as well because the reason slugging is "strong" is because hooking takes so much time. In the optimal situation you have to:
- Chase the survivor as charlotte, hit them
- Wait 2.7 seconds.
- Put victor out, which takes like 4 seconds
- Chase them with victor
- Down them with victor (which is sometimes easier said than done
- Wait for the hit cooldown
- Switch back to charlotte which takes several seconds
- Walk over to the person
- Then pick them up (3 second animation)
- Then walk to a hook ~7-8 seconds
- Sit through the hook animation for 1.5 seconds.
There is so much time that is spent by switching back and forth, and then walking over to the person, and then hooking them. It makes slugging more viable because you just don't have time to do that.
i would enjoy if they made Switching between the two quick like Singularity or unknowns tp
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@Dustin said:
My honest guess is once Victor downs someone they stay attached to the survivor so that way if you're across map another survivor cannot heal the downed survivor until they forcefully remove Victor.
I actually enjoy Twins gameplay so if this makes them relevant I'm all for it - It wouldn't solve all issues but at least it wouldn't fully punish Twins for downing someone across map.
Maybe on down it will auto switch back to Charlotte giving her a speed boost if Victor downs far enough similar to how Trapper gets haste when setting traps.
I still feel slugging should be an option but I hope that any changes makes it so that isn't the only option or forces you into one situation you have to commit to.
i like the idea if Victor is on someone Charlotte gains haste that way it turns away from people holding victor hostage and can get to Victor quicker
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@Blueberry said:
Those addons are only coming into play if the survivors are terrible honestly. The stalk takes so long no actual good players are getting punished by them. If these addons are an issue, it's a skill issue.
For updating Michael. Remove the stalk limit. Make him have faster stalk at longer distances instead of reduced. Give his T3 a built in Endurance/Brutal Strength.
Yeah those stalk changes are good idea