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Marioneo

Marioneo

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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729862#Comment_3729862

    i am expecting very little changes for Vecna as some player said his tool were sufficiently good.

    Then this will be the worst chapter in dbd history cause Vecna is very weak First F Tier Killer nobody will buy this chapter

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729908#Comment_3729908

    Oh every single streamer or YouTuber I watched all said he needed buffs to some degree.

    everyone on the forums and reddit

    @Blueberry said:

    I think most people are expecting some significant buffs to Vecna since most people thought he was quite weak. Ideally some perk buffs as well since they were all very underwhelming and won’t be used in their current state.

    every perk was trash expect survivor gets a new bm perk. Vecna slowed at every power use ball was to slow Fly is slow and short distance Skeletons crouching should not be a thing and Mage hand holding and lifting does nothing

  • Gen efficiency is way to strong just add a 6th gen needed to be complete or give Survivors a basekit 20% repair debuff

  • @ChaosWam said:

    I'd rather avoid another MFT situation on either side.

    Personally I don't think haste outside exhaustion perks is a good idea in general with how maps are balanced. If there needs to be haste, it needs to have drawbacks or mechanics in place to not make it too easy to use. Batteries Included is a decent example, losing gens and gaining haste in a small area where it's most likely a deadzone for killers to even patrol and punish survivors slightly for taking chases to them away from other gens and useful for endgame.

    MFT was busted cause it had an unlimited duration if they just made the duration only last 5-10 seconds like most haste perks and addons it wouldn't have been as big of a problem. Now they're giving status effects perks (Hindred, Blindness, Etc) for Survivors to use against Killers i want the Killer version of (Balanced landing, Lithe, Sprint burst) as a perk already. Imagine the Fear if Nemesis dropped from a second floor window and just mad sprints at you cause he had balanced landing

  • @FrostySeal said:

    Title. When I say exhausting Killers, I mean Killers that are usually very punishing to play and extremely strict with their power, whether it be placement or anything else. From what I've seen and played some of the easiest examples are Singularity and Unknown. Singularity requires constant thinking with his power, and yet despite having a lot of map control and pretty good anti-loop his power can be constantly denied with EMPs forcing you to replace your whole setup and trying to catch survivors all over again with the bio pods making him feel extremely exhausting to play. Unknown is extremely unforgiving with his power, often just one missed UVX can mean the difference between ending a chase earlier or extending it 20+ seconds making him feel very exhausted to play. There's also the fact that his teleport despite being the most powerful part of his kit can be very easily denied by proactive survivors making him sometimes feel like the only thing he has is an M2 that feels at times unreliable and some other times very powerful making him also feel inconsistent.

    Despite all that though no one argues that these Killers are anything but strong. Most consider Singularity to be an A tier Killer and Unknown a B+ or A tier Killer. So, how do you guys feel about these types of Killers? Should they get QOL changes or minor reworks? Or are they fine as is? Personally for me, Unknown is sort of a mixed bag but Singularity definitely needs some minor changes.

    Yeah that's why Singularity isn't a popular Killer you have to give 110% just to get mid results with him and Emps have no skill ceiling they are just a hard counter.

    Unknown is just way to safe hallucinations are easily cleansed and Weakness is just a joke status effect

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729380#Comment_3729380

    Just because something was not intended does not mean it is not a good addition to the game... Looping was not an intended mechanic, Hillbilly curving was not an intended mechanic. Eurobend on wesker was not an intended mechanic, got removed, everybody wanted it back and it got reintroduced basically immediately after. Saying something should be removed because it was not intended is just not a proper argument, you didn't want to create it, but maybe it is a good addition to the character, so why remove it?

    If its a good addition then I want Chucky scamper back

  • Unknown is just a bad ranged killer

  • @Gmoore23 said:

    I hate to say but you're just wrong on every front. Oni is still counterable even if he tries for 180 flicks, or just flicks in general. All you need to do is juke him out, and sometimes you don't get it. That's it.

    On top of that, just because Blight had his hugs removed doesn't mean he's suddenly so much weaker. His counter is still the exact same as before, and is coincidentally the exact same as Oni: just juke him out. That's it. Still.

    The others are correct here. You arguing against it just shows an unwillingness to admit that you unironically are dealing with a skill issue, as many of us have and still do. Let go of the pride man, it's just a video game and sometimes people are better.

    So the guy saying that guy is wrong is way more wrong it doesn't matter if its counterable or have a skill ceiling its not intended design Oni is only supposed to attack 90 degrees not 180 hes not supposed to backwards slam you. Thats it.

    Chucky 180 flicks weren't intended either and got fixed accordingly, Hug techs are no exception blight got fixed eventually so will wesker. Devs aint the quickest fixers but it will eventually.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725774#Comment_3725774

    No I don't want hooks suicides to be in the game, that's what my first comment was.

    This playing as Killer theres no way to circumvent the DC penalty i have to playout the match yes i can leave whenever but ill get a penalty everytime i DC.

    Playing as Survivor anytime something doesn't go my way oh see an Artist or i get downed in 10 seconds im first chase i have this ultimate 3rd option hook suicide to circumvent the DC penalty and not playout the match screw over my teammates and i can do this infinitely without reprecussion cause its built in the game.

    How is that fair? It's an outdated mechanic that needs changes just make it you have 3 chances to 4% but the meter doesn't drain when attempting

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729214#Comment_3729214

    But you are forgetting the big difference here. She doesn't lose movement speed because she ultimately is still an m1 killer.

    Also, her drone is not that much of a threat. You leave the loop with her, and she hits you, now you get yourself to killer shack. What happens. She drops a drone? Ok, just keep looping. The hindered isn't enough for you to not be able to get away.

    i will say you need to be marked 3 times to get injured maybe we can balance point if the marks go away over time?

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729163#Comment_3729163

    Clown requires reload, Haste given to both side, and not hide TR when coming.

    Artist is hated by many

    Dredge anti loops drop his speed to 92%, not 117%.

    Knight is hated by many

    I dont buy and play or play against Singu so cant really tell.

    Trapper and Hag require time to go to the exact place, require time to crouch and set. Trapper & Hag can spawn a trap under them without those time is another story. And Trapper's traps do not have a 'hitbox' equal to a tile.

    Artist i really hate shes just the rarer version of SM

    Dredge im sad they can never buff his antiloop cause it would just be a scamper situation needs a rework

    Knight i dont got much a problem with hes just not good especially his guards Ai

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729136#Comment_3729136

    You press M2 and the drone is set. You don't control the drone, aim the drone, or do anything with it beyond setting it. You get undetectable when you set it, trackinf when it scans someone, health states+hindered from it, and haste. And you manage nothing after it's set unless you need to recall it.

    It's free for the same reasons that Scamper is currently free. It's disproportionately valuable relative to the skill it takes to use it (none).

    Skullmerchant is the complete opposite of Singularity while SM gets alot of free Value Singularity has to juggle multiple tasks Pod setup, pod patroling, Infecting, teleporting, chase starting, just to get extremely low Value and get hard countered by the skullmerchant equivalent to a drone the EMP no skill required

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729120#Comment_3729120

    The game is currently "sweat sided", aka whichever side stacks their loadout the most and plays the most efficiently will generally have the advantage.

    very true i have played 60 matches and i have yet to not see a instaheal/bnp in a match

  • @Akeeno said:

    it was in chaos shuffle, on rpd. found survivor and injured them, 1st gen popped

    downed survivor and hooked, 2 gen

    look for survivors they unhook in my face, so i tunnel. get the hook 3rd gen pops

    look for survivors, they unhook again, i go for second survivor , 1st survivor body blocks with endurance, im forced to tunnel again, catch and sacrified them, 4th gen pops

    patrol last gens and last one is 99, boom 5 gens, catch survivor and but the nearest hook is by exit gate. i patrol exit gate and hook

    entire match 7 minutes

    survivors get the unhook and make it to other exit gate by bodyblocking me, and escape

    then the usual trash talk.

    so my point is that at the high level of dbd gens fly like theres no tommorow, and pop and pain res are getting nerfed.

    i have 4000 hours in dbd, killer main, was using slinger, minimal missed shots, bad rng perks, i dont think this is balanced, for matches to end quickly without gen perks

    RPD is an unbalanced mess with 4 God pallets and very low mindgame chance on most pallets since you can always track the killer

  • Crouch teching nemesis whip shouldn't be a thing either its a WHIP

  • This is a hot take but I don't think Chain blinding should be a thing maybe like a 1 second blind cooldown so its not possible

  • @Caiman said:

    I feel like it's gotten worse. Hitting survivors with simple M1s feels a lot more difficult recently and I can't explain why.

    i feel this so hard hits not connecting and auto aiming into a wall or object has become much more worse

  • Major agree needs photo and ball glove to be basekit

    @BlightedDolphin said:

    EMPs can be annoying but they are manageable.

    His biggest issue is his heavy reliance on Soma Family Photo.

  • @VampireHimbo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728747#Comment_3728747

    But you can't. You are not allowed to shoot another camera in the radius of a disabled camera. And if you put a new camera outside the radius, a previous camera in a useful location will be removed. Replacing cameras can only be done if they are not broken.

    https://us.v-cdn.net/6030815/uploads/N9CFWXIXIY93/1716851493482964.jpg

    Shoot the cam directly to despawn it and shoot again to spawn it a new one check out ohtofu vids hes mastered Singularity

    https://www.youtube.com/watch?v=UXKX9gjXjF8
  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728708#Comment_3728708

    I would argue EMP's are fine the way they are right now.

    as much as i want to agree i think they could use a minor slight nerf but mostly just buffs for Singu

  • @Pulsar said:

    Singularity is a very high skill-floor Killer.

    You need so much prior knowledge about the game, maps, generic Survivor behavior etc etc in order to do well it's insane.

    Basically, if you really want to play him, don't be discouraged.

    Pretty much this if you gain the prior knowledge and take the time to learn him Singularity can be god tier oppressive like a nurse However casual to mid players wont get much value outta him cause of his large amount of setup and prep time needed.

    Singu also has some glaring flaws like cant infect a survivor whos 80% visible but 20% is behind a Gen or object. I think singu needs QoL with some addons as basekit buffs also remove some of his frustrating when facing him like his spam teleports add a 5 sec cooldown between his teleports

  • @Legendary_deedee said:

    Are y’all ever going to acknowledge that the pallets are not working as intended and sucking the survivor too close to the pallet. It’s also not stunning killers properly either how it should be and they’re close to it. It’s been like this for over a month and I don’t like it. Acknowledge it and fix it NOW!

    ive noticed this on both sides the pallet sucks you in and keeps you in place for a sec or 2

    in Pallets Comment by Marioneo
  • Yes sometimes chase doesn't activate for some reason even though im 5 meters close

  • i have a vague memory from a Dev stream from long ago talking about No miter was the hard mode perk

  • Thats the first ive heard of it only Killers have a afk DC penalty to stop afk farming Survivors shouldnt have it

  • @Riou2024 said:

    Hypothetically speaking, if Weakness didn't exist and Unknown could damage survivors directly with UVX, but in exchange he was a 110% speed killer, how strong do you think he would've been ? Do you think he would've been too powerful or still balanced ?

    Also this isn't a suggestion to change Unknown this way, I'm just curious to see how strong people think this version of Unknown would've been.

    he'd be as strong as huntress in my opinion

    in Unknown Comment by Marioneo
  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726955#Comment_3726955

    If you reach those times without Slowdowns, it is quite clear that you were relying on them way too much and probably are in an MMR-Range where you clearly dont belong. Because with Gens being done that fast, that means that the Killer was basically AFK the whole game.

    @Topic:

    Not really to be honest. What I notice are more Hook Suicides. I dont see them that often in normal gameplay, so it sticked out to me in Chaos Shuffle, probably because the Survivor got Perks they dont like (which raises the question why playing such a fun mode in the first place when you cannot stand getting bad builds…).

    But what I see is that players are still sweaty with bringing strong Items, Add Ons, Map Offerings and in general more tunneling. And I guess this is what also puts the escape rates down.

    (I have said multiple times that Items, Add Ons and Map Offerings should not be a thing in this mode. This will not make people less sweaty, but them being sweaty has less of an impact. And IMO some people REALLY take this mode too serious… I had a Survivor complain that I got them with NOED in Endgame or a Killer DCing when 2 Gens were done or a Killer complaining that the slugged Survivor got a lucky Hatch escape… Nothing out of the ordinary, but things like this happen and in the end, it should be a fun mode. But all this proves is that an actual casual mode in DBD would not work)

    Mind you I'm talking from the survivor side my escape rate has doubled thanks to chaos shuffle talk about MMR all you want ain't gonna matter when the killer gets looped by a decent looper gens fly thanks to slowdowns being nonexistent the big gripe is every killer just tunnels and camps now to get the best value

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726955#Comment_3726955

    Not true at all. Well, unless you are facing a comp-level survivor team, but for the most part in my experience, matches have lasted at least 10 minutes on average

    10 mins... now what's not true at all 4- 5 mins at most if your matches are lasting 10 mins there's a major skill issue on both sides

  • @Phasmamain said:

    Haste before was relegated to very specific perks that did not apply it often (Hope, Noed, devour and exhaustion mostly)

    But for the past 2 years or so we’ve gotten an insane amount of new perks/add-ons using the effect.

    My main issue with this is that most of the haste effects just aren’t readable in normal gameplay and can stack to create pretty inconsistent chases. I don’t have much issue with haste when it is very clear that it is active like with clown’s yellow bottle. But stuff like MFT, huntress’ add-ons and Skull merchant’s claw traps it just becomes very unpredictable and annoying to keep track of

    That’s not even accounting for the killer perks. Game afoot, Unknown’s window perk, rapid brutality etc all give haste for different things that aren’t clear and give haste in different numbers and for different times. To be clear I’m not saying these perks are super strong but that having so many just adds too much variables to chase gameplay that don’t need to be there imo

    Movement speed is essentially DBD’s time to kill so having so many unclear variables to me just muddies the gameplay and makes it hard to read. This isn’t even to mention subtle speed hacking. The main fix for this would be to simply make haste not stack and just take the highest number. Then you could buff the perk numbers as need be if they are too weak.

    So this just me being an old player of the game but all the killer addons that were turned into haste usually before gave useless status effect like Blindness for 30 seconds at least we got a better use

  • With Chaos shuffle going on the Survivor escape rate is roughly 50%-60% since meta slowdown is somewhat gone matches end in 2-3 mins ive had it so frequently you never seeing the killer or getting in a chase with them as long as the survivor is semi decent looper its pretty much over like Survivor is the power role in that mode. I think its just pretty telling and sad that Killers have to rely on perks more then their skill or power to get good results

  • without meta slows matches end in 3 mins

  • i genuinely dont think they plan to tweak her for year 9 a nerf maybe, a rework definitely not after the huge Twins rework backlash i dont think there gonna waste anymore time (3 months) on Killers reworks for now

    @Pulsar said:

    Here's hoping they actually rework her instead of just tweaking her power

  • @Nos482 said:

    It would change players goals from focusing on gens and escaping to attacking the killer. When killing Jason was the win con. People felt punished for playing him. VHS failed and TCM is failing because of this, playing Monster/Family is not fun playing against an experienced team. The horror movie concept is thrown out the window. Where as DBD has survivors who can escape where the killer can't and the killers can eliminate the opposing side where killers can't.

    Lets not forget Predator hunting grounds

  • @Shaddoll_Serpent said:

    I never thought he was that good tbh, and he's definitely not fun to play as.

    The projectile's too easy to dodge, you have to hit them three times with it, weakened goes away quickly leaving little room for error, the bouncing of the goop tends to be more harmful than helpful, there's no real reward for a direct hit with it, etc.

    Same thought tbh

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415047/pretty-much-all-recent-haste-perks-for-killers-are-trash

    People forget that haste is better on survivors that it is killers. Yes, 5% haste TECHNICALLY gives the killer more movement speed than 5% haste on a survivor, but what is important in DBD is not the absolute movement speeds of either side, but the differences in the movement speeds between either side.

    For example, imagine this scenario where there is just an infinite straight line, and the survivor and killer start 20 meters apart. The survivor runs in an infinite straight line for both hits. How long does it take the killer to down this survivor in these different scenarios? Lets do the basic math:

    With a 4.6 m/s killer and a 4.0 m/s survivor, the math works as follows.

    • The killer closes the gap at a rate of 0.6 meters per second.
    • The attack hitbox of a killer extends out about 2 meters.
    • A lunge, increases the killers movement speed to 6.9 m/s for 0.8 seconds, and during this time the survivor is able to move 3.2 meters. So a killer can max range lunge a survivor at 4.32 meters away.
    • Post-hit speed boost lasts 1.8 seconds at 6.0 m/s for the survivor
    • Post hit attack animation is 2.7 seconds for killer, in which they can move 0.46 m/s

    Knowing those, it takes the killer:

    1st hit: to close a gap of 20 meters (with the 4.32 lunge factored in) takes 26.1 seconds.

    2nd hit: survivor gains 13.158 meters of distance, to close that gap takes 14.73 seconds.

    Total: 26.1 + 14.73 = 40.83 seconds.

    Now lets do the same math, with the killer moving 5% faster:

    So a 4.83 (which is 0.23 m/s more) m/s killer against a 4 m/s survivor.

    1st hit: to close a gap of 20 meters takes 18.89 seconds

    2nd hit: to close a gap of 13.158 meters of distance it takes 10.65 seconds

    Total: 18.89 seconds + 10.65 seconds = 29.54 seconds

    Now lets do the same math, with the SURVIVOR moving 5% faster:

    So a 4.6 m/s killer against a 4.2 m/s (0.2 m/s more) survivor.

    1st hit: to close a gap of 20 meters takes 39.2 seconds

    2nd hit: survivor gains a bit more distance of 15.12 meters, to close that gap takes 27 seconds exactly

    Total: 39.2 seconds + 27 seconds = 66.2 seconds.

    So you can see that:

    Base: 40.83 seconds

    5% faster killer: 29.54 seconds

    5% faster survivor: 66.2 seconds.

    • So a killer moving 5% faster, reduces the length of the chase by 11.29 seconds, or 27.6% faster chase
    • A survivor moving 5% faster, increases the length of a chase by 25.37 seconds, or 62.1% longer chase.

    So a survivor moving 5% faster, is much more significant, than a killer moving 5% faster. This might not make much sense, but its because the thing that is important is not that a killer gains 0.23 m/s movement speed and the survivor gains 0.2. It is about the DIFFERENCE in the movement speeds between both sides. So a killer moving at 4.83, is gaining 0.83 m/s of distance on the survivor, which is only a 27% increase. But a survivor moving at 4.2 against a 4.6 killer, has a difference of 0.4 m/s which is a much higher increase in movement speed. This is compounded by the survivor gaining this movement speed during their speed boost, which increases their speed boost even more, whereas the killer gains it during that post hit attack, which is basically nothing already.

    This is why killer haste effects feel so underwhelming and why perks like MFT for example were SO much more powerful than people realized.

    So testing haste in my opinion 10% haste for x amount of seconds is the perfect balance for killers cause its gives real Value compared to those ######### 5% haste ones and I want all 5% changed to 10%

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723355#Comment_3723355

    I would say like basekit Bamboozle block after a vault for 5 seconds and Brutal?

    That'd be about equivalent to a 3 second DS basekit, maybe a little stronger.

    Well the problem is they want ds 5 seconds basekit and second basekit bamboozle for only 5 seconds wouldn't do anything unsafe vaults sure but vaults like ones on garden of joy house heck no 15 seconds normally is just barely enough time.

    I'm gonna have to say just make Brutal strength basekit so kicking so many pallets feels better at least

  • @xoreyna said:

    I don't agree, no. The entire reason there are Killers that are 110 is because they all have powers that help them tremendously in chase so they need to be slower so they're not too oppressive. For example, ranged killers. However, there are obviously some ranged killers that aren't 110 like the Unknown, Artist and Trickster because they require several ranged hits (and in Trickster's case, many) to deal damage and you can lose pressure in chase when the laceration meter against Trickster starts going down, the Weakened state against Unknown depletes or the crows against Artist are repelled. So it makes sense that they're all 115. But for the most part, no, I don't think we should retire 110 killers. I think the current list of 110 killers is completely justified. The only other case I can understand is the Hag. I understand why people argue she shouldn't be 115 anymore, but I think she's fine. Especially since her QoL buffs.

    With that being said i believe Blight should be 110 and Chucky should be 115

  • 110% just causes horrible balancing

  • The year is 2025 Gamers in mass groups are getting sent to prison for SA cause they Teabagged in a video game. Know how ridiculous that sounds?

  • Two hooks before two gens is a crazy take and not an ez win i mostly play killer and never considered two hooks was an easy match for me even when i play survivor if everybody on first hook then sure but not two hooks like cmon that says more about you then anything

    @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723780#Comment_3723780

    As a rule of thumb, two hooks before two gens = ez win for the killer.

  • @Shuma said:

    Well, there are no come back mechanics for survivors. Most times a minor mistake does end the game for survivors. Survivors pretty much have to play close to perfectly or they lose.

    It’s like chess, when you know you’ve lost, you forfeit, you don’t keep playing a lost game.

    if Survivors get comeback mechanics i want the same for killer when 2-3 gens pop in one chase

  • @WolfyWood said:

    Why is it that survivors giving up on hook is such a hot issue right now (has been for awhile) and yet I don't see the same energy for killers cherry picking lobbies?

    I feel as though the rhetoric used to denounce going next could be easily applied to profile inspecting and lobby dodging and yet I feel as though there's not as much buzz.

    How come?

    I'd assume it's because the negatives aren't as apparent as someone going next in the middle of a match but I'd argue it's equally as damaging.

    I also believe that if survivors should lose the ability to die intentionally on hook then killers should lose the ability to inspect profiles and leave lobbies without eating a DC penalty. And before anyone says Us Vs Them keep in mind this change would apply to survivors too.

    This to me would be a fair implementation of 'playing the match you queued for."

    The major difference is one is in lobby and the other is mid match you claim cherry picking lobbies does the same damage as mid match is simply not true Killer sees 4 p100s they leave 30 seconds later a new killer comes and readys up. Meanwhile mid match baby dwight sees [insert any killer here] hates them he gives up on hook denying the rest of the team a chance to escape and also denying a bot to takeover and dodging the DC penalty. Imagine Killer if they was losing could just open the gates at anytime and just leave the match ruining the match and avoiding the dc penalty

  • @Riou2024 said:

    I'm talking about Huntress, Deathslinger, Trickster, Plague, Artist and Unknown.

    I don't count Pyramid Head, Nemesis and Xeno as ranged killers cause they have much shorter range on their abilities than the killers from above so I consider their powers more as antiloop than proper ranged attacks.

    So how would you rate the 6 proper ranged killers from most powerful to the least powerful ?

    Artist, Plague, Huntress, Trickster, Unknown, Deatslinger. Only reason why Unknown beat Slinger is cause he has a TP that makes up for his terrible UVX without it hes dead last

  • @Percival_nxs said:

    I've just played a Chas shuffle match, and it gave me no perks, was it a bug?

    Mandy confirmed its a bug

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724104#Comment_3724104

    I'd imagine he'd have a rage mechanic, maybe the ability to swap weapons with different properties and hotboxes, his tendency to disappear and reappear at the most opportune moment, his stealthy way of navigating through each cast individually before they even realize it.

    He does also use bear traps btw, not that it really matters. There's things he can do. I'd almost bet on him being designed as a killer that starts as an ambush Ghostface like killer and slowly progresses into a more enraged, pallet muncher like Nemesis as the match progresses. It represents his tendency to pick people off quietly whilst also eventually unveiling his inner rage and headon rampage. I'd get hyped for that.

    Jason rage mechanic would be sick how would he build it up? And what would he get from it? I would imagine getting hits, chasing destroying walls and pallets would fill it and when its full its permanent he becomes an unmovable tank gets full immunity to stuns pallet stuns break the pallet increased action and break speeds no instadown/instakill like myers does keeps it fair and Jason fog teleports would be epic

  • i think Devs just want SM to be that easy killer anybody could play with no skill needed the braindead character like every pvp game has that one

  • in VHS rip that game Mid match a little capture the zone appeared whoever got it would get Aura reading for like 60 seconds maybe dbd could try something like that? Killers could get Grim embrace and survivors Aura reading

    @ArkInk said:

    I'm definitely agreeing with the secondary objective, maybe an item of sorts that buffs whatever team holds it and there's something each side can do to steal it back. That would maybe slow matches a bit and give players more chances to interact before the trial is decided.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723127#Comment_3723127

    So then one must ask, would we be removing flashlights? Because they'd serve no purpose at all.

    Also, those buffs aren't equivalent. Basekit enduring is psychotic.

    Gonna have to agree with this basekit lightborn is just deleting flashlights for killer side it would have to be something more QoL like Basekit Fireup or brutal strength

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