Marioneo
Marioneo
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@Coffeecrashing said:
The picture likely means one of the following:
1) When Victor knocks a survivor to the ground, he is forced to continue latching onto the survivor, which kills their ability to slug, and will completely ruin the killer. BHVR would likely tell us this new feature is a buff to Twins, as the survivors won’t be able to pick up the survivor for some amount of time, which would give Charlotte enough time to reach that survivor. BHVR would also likely tell us this is a buff for Twins because it would give guaranteed killer instinct on that survivor, and teammates wouldn’t be able to kick Victor to remove the killer instinct. BHVR would also likely tell us this is a buff for Twins, because Victor would quickly switch to Charlotte if he knocks a survivor to the ground.
2) When Victor knocks a survivor to the ground, they have the option to latch onto the survivor, if they are worried that a nearby teammate might try to kick them.
3) When Victor latches onto a healthy survivor, that survivor gets a timed meter on their screen, and if they don’t remove Victor before the meter runs out, then Victor knocks them to the ground. This would fix complaints about survivors that “hold Victor hostage” and don’t even try to remove Victor. And yes, there are a lot of survivors that do this currently.
I think your 1 and 3 might be the thing Devs are going for
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685563#Comment_3685563
You didn't play against old Skully, did you?
- she had more haste, because it was more likely to have multiple survivors with claw trap.
- her drones were working through floors, so good luck on Midwitch / The Game
- if you vaulted a pallet while having claw trap, that pallet got destroyed
- if you stayed in her drone, you got exposed -> no speed boost and it was like 60 seconds
- you couldn't hack a drone in first 10 seconds -> so if you want to work on gen, either wait or take exposed
- if there was a survivor with Claw trap nearby, you couldn't hack a drone.
- it was near impossible to cleanse her totem, because she can see you, if you ignore the drone and she can see you, if you hack it -> claw trap
Even her chase was better, because of pallet breaking, haste and use of totems. Devour hope, or Blood favor are really strong, when it's so hard to get rid of it.
i did i just can't remember every change they did to her
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685541#Comment_3685541
I don't really get why, she is way easier to play against compare to her OG version.
Everything other than stealth is worse. 3-gen feature made it even easier for survivors.
Issue is many survivors still don't understand how she works and what to do. She is also quite big soloQ stomper, because of her stealth.
Didnt old clawtraps just mark you on her radar not injure or hinder you? If so shes probably worse rn then before
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685530#Comment_3685530
SM's gameplay is pure auto pilot. Singu is on the other end of the spectrum.
I'm down for him being easier to play and less janky feeling.
big agree
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@VomitMommy said:
It's funny to take kill rates seriously, when one of worst killers in dbd right now (Freddy) has 4th highest kill rate (63%).
still goes without saying how ridiculous SM is cause of it making 70% wanna hook suicide against her
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@TieBreaker said:
I think Singularity is much stronger than SM. So many people throw against her that her actually kill rate must be incredibly average.
He's definitely a really strong killer, but reaching that potential requires more effort than any video game should probably ask of a player.
I don't think he needs to be stronger, but if he feels like crap to play then that should be addressed (as long as it doesn't completely cave in his skill ceiling). I do think that QoL changes could be good for him. Changes that make a character feel better to play without lowering their skill ceiling is always a good idea.
Singularity is super strong and does need some QoL changes to appeal to the average players but he requires 10x more effort to get the same value as SM does currently
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685481#Comment_3685481
I doubt she will be nerfed. Changed? Perhaps. But not nerfed.
Skull Merchant isn't impossible to beat. Her kill rates are high just because of hook suicides.
Idk i think devs will just heavy nerf her only real way to stop people from complaining
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@Feneroe said:
Consider it the killer equivalent to hatch. Against the majority of the cast who are incapable of instadowning, there's still a chance at a save and four out if the rest of the survivors swarm.
remember when hatch could spawn at 2 gens and everyone could escape i dont miss that
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@[Deleted User] said:
Did someone mention me 😏
OMG Yes
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yes something is seriously wrong with it
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cause i used the perk unrelenting
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685384#Comment_3685384
Yeah, she will be left the way she is for a while. The next roadmap should be released after the anniversary event, if I am not mistaken, and then we'll get an answer.
she does have a 70% killrate albeit from all the people dying on first hook no doubt she will be nerfed just not till next year X_X
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@GeneralSkien said:
I saw the blood moon cosmetic for skull merchant and it looks so cool (I didn't buy it yet), and made me realize I wanted to try out skull merchant, and I really do enjoy her power, design, and aesthetic! however I noticed that alot of survivors just quit as soon as they see me. I feel very annoyed and sad at times so I check what people are saying about her. I feel bad, I really want to play skull merchant, but I don't want survivors to quit instantly, what do I do?
First ive ever heard people liking her design the mask is just terrible
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@okaayletsgoo said:
Good killer design? Yes. Balance changes needed? Yes
More slow down when charging uvx. He should not be able to charge a ranged shot while keeping pace with you enough to cancel with little cooldown and m1.
Shots should not be able to go through floors and walls. I'm not talking like nemi whip hit box where you can crouch to avoid behind short walls. I'm talking being long full size walls. It makes absolutely no sense why those should go through floors and walls.
Change those and I think he would be perfect
shots going through walls absolutely intended as a high skill ceiling mechanic devs are not gonna budge on removing that
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@tjt85 said:
Please do not give BHVR any more ideas to buff Trickster, he's already over buffed in my opinion and a much less enjoyable Killer to go up against (not that he was ever fun, at least he still had some counter play for the average Survivor).
Deathslinger could maybe use some small buffs though. Nothing too crazy, maybe just a slightly faster reload speed (I only run the two reload add-ons when I play as him).
Deathslinger is addon dependent for either reload addons or prison chain and cigar the rest have absolutely no value to him except his iri oneshot kinda
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@Bafugaboo said:
It is odd that they buff the Huntress which did not need it. With that as the status quo they should add buffs to the others. If they felt the one ranged killer that was in a great state needed it then why not the others. My hope is they are using her as a test dummy to see if changes to her would have a large impact. If they are still healthy then they might be adjusted on the others.
i hope thats the case
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@Yippiekiyah said:
He's mostly ok still think the terror radius should be reduced and he needs an add on pass.
Some add-ons i would change
Prison Chain- Increased from 10% to 20%
Hellshire iron- Lets you see survivors aura for 10 seconds after breaking free from spear
Bayshore's Gold Tooth- Increases reeling speed by 20%
Snake Oil- Increases reeling speed by 10%
I think the reel addons should just be basekit buffs Nobody attempts to break the chain anymoe
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@[Deleted User] said:
I'd be happy to see more Blades for Trickster, but Main Event charge should be partially lost each time he misses.
i liked it when old trickster had 60 blades and current main event is far to easy to get i remember everyone back then just wanting main event to be something you held without the timer to lose it and just showed survivors when he had it
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Window vaults in builds need to go if there adding more pallets
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Singularity doesn't need a rework his kit needs buffs and EMPs needs nerfs he also feels terrible to play on controller
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Chucky just became boring overtime his power takes way too long to get back your just a 110 m1 killer for half the game
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680865#Comment_3680865
if we don't consider it to be issue, why should we bring an idea to fix it?
We will just tell you our opinion on your idea, which you posted on forum...
btw your idea is terrible. So many killers nerfed into ground and Legion doesn't need rework. Also fact that survivors can create situations to get into deep wound makes this even more broken.
opinion= wow terrible idea you should feel bad lol forum stain fr
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680865#Comment_3680865
The burden of coming up with a solution is not on me, I don't have a problem with deep wound. This is your thread.
Translation im just here to complain and not be actual help
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@xltechno said:
It's not anti-camp, it's anti-face camp, so please make no mistake. In other words, it is not necessary for the base kit to deal with the normal camping of killers, as survivors are not physically incapable of dealing with them. At least that's what the dev think at this stage.
Then it clearly needs to become ANTI CAMP instead of face camp TUNNELING AND CAMPING IS THE WORST ITS EVER BEEN
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@Devil_hit11 said:
it is supposedly his counter-play. my problem with this counter-play is that his m1 play is weak. artist has double hit mechanic as well but unlike unknown, her m1 play is good because you can use birds to shutdown loops by sheer existence.
Never liked artist play style way to boring for me
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663597#Comment_3663597
https://us.v-cdn.net/6030815/uploads/Q7LAS6RF3SZD/image.png
You're telling me these 5 changes are nothing?????
Funny you mention this because the head trap timer change didn't even go through, that's how scared the developers are of even mentioning the word nerf and killer together because people lose their minds. So now its just straight up huge buffs and you can't deny it.
Is it pig buffs now yes. is this major buffs? No its more just quality of life buffs pig feels better to play as but doesn't raise her a tier or anything major she's still just the same as she always is still gotta run straps and grease to make her ambush and crouch any good
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@glitchboi said:
Probably because of his difficulty when playing as him on a controller. Not sure if the removal of the recoil was enough to make him playable on controller though, would love to hear from what controller players think who have tried playing Trickster with and without recoil.
Pretty much this least for me Trickster on a controller is a nightmare i can only do well with Huntress cause hatchet hitboxes are trucksized
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As someone who regularly runs Noed even with the Nerf that makes it a glowing beacon ready to be disabled Survivors are selfish they abandon anyone who gets downed and never leave the gate zone until that one guy i got is dead on hook.
That being said i would love it if they reworked Noed to remove the instadown and just give 20%-25% Haste until disabled i wanna be a fast af guy!!!
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huge map needs a size reduction and main building has to many god pallets and a god vault
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Middle of the streets is a deadzone while houses with the 2 window vaults are very busted
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665651#Comment_3665651
If this was the case then people would simply afk and move their character every minute or so, or go and sandbag their teammates to pass their bad time off on others. People will always find a way around the penalty.
Then that's what the report system is for and devs can take action against it
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666773#Comment_3666773
They could also just make the window blocker not be tied to chases, which is the only really problematic part with this.
Why not make it so fast vaulting the same window 3 times within a minute or so causes the window to be blocked, regardless of if you are in a chase or proximity to the killer.
Honestly a good idea don't know why its tied to chases only
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666605#Comment_3666605
20 minutes is misleading. a flashlight lasts somewhere between 20-26 second at most with streetwise with 2 batteries depending on if you use green or purple flashlight. I would not consider this as problematic but more of a build that can bully baby/bad killers that rely on bloodlust to win chases.
Don't forget built to last may not be an infinite flashlight but you sure can waste a whole match worth of time against the killer
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666619#Comment_3666619
why would they change the perk when they could just make the chase requirements different
I do think Devs need to look at increasing the distance to initiate a chase like a 5 meter increase also to make it a chase if a survivor is walking
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most likely will be nerfed WoO is pretty much a requirement for how good it is
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664861#Comment_3664861
Unknown is that popular already?
Did I miss something? Sadly, my expectation is that it's going to be like with Artist, Singularity and Xenomorph. Pretty rare after 2-3 weeks.
oh most definitely people really love the Unknown might be second or third in popularity with wesker being first his power is fun with a high skill ceiling and his instant teleport feels amazing im maining him for the foreseeable future
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In the lore Deathslingers prototypes kept ripping people guts out
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@i_dont_care223 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666330#Comment_3666330
Dont get me wrong the match was boring but it was nice hearing different music for a change
and people wonder why its only weskers
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@Huge_Bush said:
It’ll increase queue times so they won’t do it.
Pretty much this if they add this i genuinely think queue times for both survivor and killer will jump 10-15+ minutes and 30+ minutes when a New killer drops if you want more killer variety they gotta make other killers as fun to play as wesker
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Just to remind people Hens did an indepth guide on the Shift Tech before COL was a thing Now with COL its definitely alot easier to pull off thanks to the fixated + CoL speeds with hinder. Obviously good blights and other Movement killers wont have a problem with this but i can say with M1 Killers is a miserable experience to face against the distance you gain is gamechanging
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665643#Comment_3665643
Okay? Do it again.. Tbh they won't have a choice a few years from now. This game already looks super dated compared to stuff coming out now.
I know for a fact they don't have the time nor the money to be doing that with how many of their other games keep floppin
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@Xyvielia said:
Isn’t this the typical discussion and scenario where someone quickly hops in to suggest a counter perk like, “Just use Franklin’s!” or “Look away from the beam too avoid the 20%!”
Seriously tho, that Blight player had opportunities they failed to capitalize on. Getting BtL to work w CoL like that is silly and avoidable.
CoL is weak
COL is weak against blight because he is a movement killer had this been a regular m1 killer like wraith trapper ETC CoL is kinda op
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@Shaddoll_Serpent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665688#Comment_3665688
Boggles my mind people say Alan Wake didn't introduce anything good when he brought us Champion of Light.
The fact COL hinders the Killer 20% and let's you move basically running speed away while the killer kicks the pallet like how is that NOT good!? Or even busted
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@Man_of_triangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665626#Comment_3665626
If you did that they'd just go AFK and let the killer keep rehooking them. You can't force someone to stay in a match.
Then they can just implement afk kick detection that will kick them at 3 crows and give them a penalty simple
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@biggybiggybiggens said:
New engine...
New graphics..
New code..
Is it really that hard?..
https://www.youtube.com/watch?v=mSbM7B2NwVU
I can't be the only one who wants DBD to be pushed forward into the next generation of gaming.. I want DBD to drop its extremely limiting game engine/code and show us how good the visuals and non-spaghetti code could be.. Is anyone else tired of settling for the way it is now?
Technically they already did do this look at dbd vids from 7 years ago
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@clorox said:
honestly, i think to nerf adrenaline is unreasonable especially if you take into consideration the latest survivor perks we've been getting. i get it's an early game perk but if adrenaline is being nerfed, as a survivor, i feel like i should share some killer perks that should be nerfed.
1) NOED. there is no reason for killers to get a speed increase on top of everyone being exposed. especially for already fast killers, slugging atp is a canon event.
2) pentimento. the ability to relight your hex with no consequence at all is a little broken. "yeah well the killer needs to drop chase to relight the hex" bro it takes less than 3 seconds even with that in mind, there are different times during the match where the killer can spend 3 seconds relighting a hex. and even still! it takes 14 seconds for survivors to cleanse a hex and that's without perks to slow down cleanse progression time.
3) terminus. which, i feel is a counter to adrenaline. in most cases, it applies to the perk but there are a few chances it won't be. but i think it's unfair that we have to get all gates unlocked when there are things like remember me, no way out, and noed put together. with endgame perks like that adrenaline is the least of our issues.
4) friends till the end. ??? how far do i have to be from the hooked survivor to not be affected by it? add that to starstruck and suddenly im in a game of constant noed mindset where doing anything will result in an instant down. how is that fair to me??
5) ultimate weapon. it's absolutely busted. the idea that checking a locker makes you scream makes no sense, the fact that it can still be triggered during endgame is frustrating because if you put ultimate weapon with noed it's like, why even bother?.
i think there are a lot of things that are survivor sided and killer sided, but that's what balances out the game. there are things to counter both of those but as of late, the things that are survivor sided are currently being nerfed which ruins the balance of the game. nowadays the only way a survivor can escape is if the killer lacks in skill but even THEN it doesn't help much because this game is so killer sided.
Noed did get nerfed to remind you not the way we wanted but still a nerf
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@xEa said:
Hello, simple question. When?
shes been reworked like 3 times already? Devs ain't gonna touch her for 2-3 years like freddy and billy
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Suicides on hook to avoid the DC penalty needs to be removed
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Survivor sided map the main building having 4 infinite vault windows on the second floor while underneath has 2-3 strong pallets makes it a miserable experience and consumes so much time