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Memesis

Memesis

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Memesis
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  • Classes aren't the point for killer though. Your killer power is the unique part. Survivors don't have that so their classes serve as the power

  • I really don't. It splits the player base and deviates too much from the normal game.

  • A base-kit kindred (no killer aura) in 2v8 would be so nice, but I wonder if it would be too strong. I say this because in 2v8 there is almost always someone of the 8 currently caged during the match. You would have constant aura reading of your team, and by extension constant knowledge of where both killers are if you watch for chase behaviors amongst your teammates. Maybe that wouldn't be the biggest deal and would probably help queue times, but I don't know.

  • I also hate the map rotation, but I wonder if people would care if the maps they chose were actually good balanced maps. As for variants, I'm actually really glad they canned those. There's just so many maps now that variety isn't a problem, until the map rotation comes back into play. I also don't like variants because it makes it harder to reward newer players with learning map layouts.

  • License agreement issues :( They would probably have to re-negotiate, which makes past skins super unlikely to get chase music. They could probably do it for future skins though, I hope.

  • Tenacity is getting reverted this upcoming patch. Myers? Yeah I'm not really a huge fan either. He is still getting changes to his M2 swing, so maybe a few other changes can come with that.

  • @chknTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027894#Comment_4027894

    Its not really about his Strength, i don't really mind niche characters (I like playing Trapper), but Pinnacle of Balance is a bit much, i don't entirely disagree with the notion, but i think rather than is, i think he has the Potential to be, but isn't right now.

    His Power has the Groundwork, a well rounded chase power with a astronomical skill ceiling, fun gimmicks, and the most interesting in-depth Killer objective in the game, a Objective that isn't just 'Open Chest' / 'Interact with Item', Xenomorph and Singularity are probably the closest to this, but quite far from it, the Problem is simply the Objective, regardless of cool it is, does not see use.

    I am SO glad he didn't release in a strong state, his release is Surrounded by Ghoul and Krasue, who are both S tier on release, having a weaker Killer is such a breath of fresh air, and having a strong release permanently stains a Killers reputation, so him being well liked can be attributed to the fact he isn't that strong.

    But theres a difference between Balance and Power-Design, and his issues arent in Strength but Power Design, many Elements of his Power dont compliment or add to his kit, and lack purpose or have design flaws.

    I think his Fire Axe (Chase Power) is mostly fine, its arguably the best designed projectile ingame, thats why its such a small part of my post, and only listed small changes, main issue is the Grab being just buggy, clunky and inconsistent.

    Battery Mechanic is redundant, so is Altruistic Axe Removal.

    I believe Altruistic Axe Removal is the perfect example of Design Flaws he has, it is technically 'faster' stat-wise (8s to 5s), but infinitely less efficient than doing it normally, 2 Survivors need to meet up, and then stand still for 5s, compared to 1 person taking 8s while moving at full speed, which is better in every scenario, an entire Animation to help a Teammate remove it, that was animated, coded, and put in, but it just has no purpose, simply due to flawed design.

    And as for the literal MAIN mechanics, Cameras are too niche if you aren't in a SWF, They aren't bad, i mean Looping Shack, or another strong building with a door, with permanent Aura read on the Killer is fun, if you can tell your Friend ahead of time and get him to reveal Springtrap, forcing Springtrap to Drop Chase or have a game ending chase, it also wont run out of Battery cause u can hop off the Camera for 10s after every reveal and it recharges, the Battery mechanic is THIS flawed.

    And Doors are barely used even though they are very strong, cause most Survivors don't understand them, this is also why i barely changed Door Teleports in my post, they're the best designed part of the Security System all-around.

    Currently as a Killer Springtrap is at his current Prime, he will never be stronger than he was on Release due to how he is designed.

    There are so many coded mechanics that provide no value to his Kit, the Cameras are entirely Ignorable, they're basically entirely 'extra' you can use them for benefit, or ignore them and use that time on Gen time, it feels like the Undetectable when using a Door was put on just so they had a niche 'use'.

    It isn't Vecna where the Chests are always used every match cause they have a better balance as a Killer objective, they are appealing and its a bad idea not to with the benefits, with some downsides to Legendary items and the slight mimic risk, its simpler but the balance is there.

    If you are against Wesker or Nemesis and u ignore the cures completely, that's a bad idea, as there's the Carrot of getting rid of your Infection, and the Stick of the Infections downsides.

    Or Pig which probably has the most severe Stick in the game, of literally you die, so probably best to remove the RBT, dying is bad.

    A Good Killer Objective should have both the carrot, and the stick, for the Cameras there is a nice carrot, but no stick exists, and therefor the entire Mechanic can be ignored, and when the Cameras are ignored, it also makes the Battery have even less purpose.

    Some Killers that are Similar to Springtrap but lack these issues: Xenomorph (Turrets), or Unknown (Hallucinations), both have Objectives that are not ignored, and if they are, it benefits the Killer in question, if there's no Turrets, Xenomorph is very strong in chase, and if there's Hallucinations, The Unknown has great Map Pressure via them, and having Survivors use time on these Objectives keeps them off Generators, even if its only a few seconds, and these Killers could still use changes even with that, Turret Stacking is rough for Xenomorph, and Unknown is nicknamed The Harmless but also constantly compared to Springtrap both in Strength and Similarities, Unknown isn't a weak Killer, but he is a High Skill Ceiling Projectile Killer with a boatload of Counterplay and could really use some changes to be less punishing.

    I HEAVILY disagree with stuff like making him 4.6m/s always, it makes him stronger, but its just a SUPER boring way to buff him that doesn't fix ANY of his issues and makes him more boring, and i am just interested in making him more fun to play, while keeping him as interactive to face, and also the Battery mechanic was such a missed opportunity to be super thematic and interesting in my opinion.

    If you could say where i reduced incentives to Cameras in my post that would help, cause i am trying to give incentives to use the Cameras, and even increased the reveal duration from 10s to 15s, to match the Stealth mechanic intervals, i would like to hear your thoughts on it so i can improve it, i try to improve the post when i can.

    What I was referring to there is that you want there to be a set of changes that make power outages occur more often (and even occur entirely without survivors using the doors at all) and apply a new effect that is quite negative to the survivors. This would make using the doors worse to interface with. Survivors would probably never interact with the doors, despite the killer gaining undetectable over time. Springtrap already has lengthy undetectable that survivors are used to it by now and he makes loud clanking footstep sounds to balance this out.

    There's really no easy solution so I see why his power ended up the way it is. If you implement a system to force survivors to use the doors, they will hate it. Currently the doors are not required to use them, and as a consequence Springtrap can get decent value from his undetectable as he pleases. I think it's a happy medium. The power limit is probably there only as a means to prevent wall hack abuse. I mean, there's a reason everyone loves the guy, his design is just that good. I just wouldn't want something fixed that really isn't broken. Again, aside from some nice qol points you brought up.

  • My only hope is that the gen speed modifier per cage and gen completed gets more impactful.

  • This perk does 1 thing, punishes ignoring dull totems for the endgame. It has more than fair counterplay, on TOP of the aura that was given not all that long ago. It's nothing more than a second chance comeback perk for killers.

  • Yep, perma anon mode

  • Except the MMR is VERY relevant in balancing discussions. When matchmaking is poor for example, the trial results can be determined in the lobby. Also, the soft cap is not a myth. Most competent players will hit it, and these players discuss balancing, not the mass of casual noobs that don't engage with DBD content outside of the game.

  • It's not much more fun for the survivor's either. As much as it pains me to say, I don't think RPD should be in 2v8 either.

  • Buff them for 2v8? Buff them for the normal game. Make them decent at finding and harassing survivors. I hate that their value in a game is entirely RNG

  • That's kinda the point though. The chase music clouds your senses and judgement. It simulates your focus being on the threat of the killer chasing you, or catching your prey. It's a pretty important part of DBD's gameplay, I wouldn't want that aspect changed.

  • Let me introduce you to Beast of Prey in the upcoming update (given it doesn't get nerfed too heavily)

  • Probably because of bugs/inconsistencies. There's too many maps now with varied lighting, it might be taxing on the devs to account for all of them for a gimmick offering. Look at fog vials for example, decent on some maps and horrifically pointless on others.

  • With experience you will find Knight's guards to be useless in damaging you, just good at wasting your time. Knight really only gets lethal value out of the guards when using the "pincer" technique, chasing the opposite direction of the guard to corner you in a loop. However even this technique has been nerfed by reducing the guard's chase time based on distance to the killer. I would recommend finding a tutorial on kiting the knight's guards. Their AI is exploitable.

  • I wouldn't hate some buffs to afton, but he is the pinnacle of balance. Qol would be nice like the loud reveal sound, but I would leave his power as is, especially not even further reduce incentive to use the camera system.

  • Not a perfect solution, but with Nvidia settings you can set an app to run at a minimum of 20 frames any time you tab out of that app. It's nice cause you can just hit the windows key when in the lobby. Not sure how to do this with amd though, I'm sure the option is there

  • Instead of power creeping the killer role I think they should just roll back some of the pallet spawns on maps that don't need them, like asylum for example.

  • Deliverance deserves to be gutted skull merchant style. Ridiculously unhealthy perk with a crazy strong effect that only procs if the killer DOES NOT tunnel. It's as bad if not worse than old knock out. It's insane to me that this perk still exists in this original state.

  • Can't have both. Pick shorter queues with stronger survivors (worse genrush), or weaker survivors with infinite queue time. its not appealing to play as survivor if you're guaranteed to lose and the novelty of co-op killer is the other option.

  • Like they would ever nerf toolboxes, give me a break

  • @Cassiopeiae said:

    I’ll never understand why people playing Pig completely waste their power and tunnel. The whole point of the trap is to take someone out of the game for a while, create slowdown, and shift focus, not to chase them down right after putting it on. You’re supposed to use that time to pressure others, not erase the slowdown you just earned.

    If that were the case there wouldn't be so many add-ons that apply debuffs to trapped survivors, specifically the exhaustion addon

  • I am getting fatigued in playing nemesis from his complete lack of mobility. Zombies SOMETIMES make up for that weakness in gen pressure, but it gets really old being countered by W and lithe or sprint burst

  • I just want jacketless Ashley Graham

  • This is an awful idea and I hope the devs never even consider it

  • If you're comfortable sacrificing a perk slot try running infectious fright or forever entwined. Otherwise you need to pay more attention to your surroundings in chase

  • @cogsturning said:

    The village would be rad. So would the castle. Prison from RE5 mercenaries would also be neat. Any locale from RE8 as well.

    A man of culture. That final re5 mercenaries map is my favorite. I heard a long time ago that it was cut from the main game, which makes sense. Prolonging out the final fight with wesker after the plane crashes in the volcano with the prison as the final section would have thrown the pacing. What a shame :(

  • It would be absolutely valid to list the complaints "Generators are too difficult to defend/ they are competed too fast" and "I lose too many hook states to pallet and flashlight saves". Both reasons that make the game absurdly unfun for newer killer players

  • @Reinami said:

    Us vs them doesn't make the game better. Play both sides, and learn what other players are experiencing.

    Why bother?? The killer queues are constantly 15 minutes for months. That should speak for itself.

  • Good times. Hard to believe that was from like 15 years ago now

  • Lmao, all of this "why am I being punished for making the game an early 3v1????" Nothing is stopping you from doing that. Take advantage of survivor mistakes, but they now will still have a chance at winning. 3v1 early is not an instant win anymore.

  • Is this the floating girl head thing I've been seeing images of on the forum here? The teaser doesn't make it super obvious other than the gory face. Does anyone know for sure?

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992430#Comment_3992430

    It depends on what the pop will be set at, if pop is like 15% then pain res should be 10% or match it with pop value.

    Again were waiting for ptb changes

    I would be fine with 10 or even 15, but most aspects of actual pain res would have to not occur. For one it would be incredibly irritating for every match, regardless of perks, killers, etc, if every time a nonconsecutive survivor is hooked the gen you're working on, which will most likely be the one with the most progress, explodes and interrupts progress, makes you scream, blocks the gen.

    I would make this basekit "pain res" simply instantly take 10 or 15% from the highest progress gen without making it explode. Instead, it would just do the little electrical buzz and lose progress the same as it would if no one were working on it.

    Then, I would think pain res would be fine over a base kit pop. It would absolutely be better for weaker killers without the mobility to get to the gen they would need to kick, so I hope something like this comes with the anti tunnel changes.

  • If it were a pain res proc, what value would you set it as?

  • I agree. I'm personally excited to see what stays, is changed, or removed before live. This is a healthy direction to take and I'm confident that BHVR will buff killers in other areas if they under perform due to these changes.

    As a p100 nemesis main with only about 65% kill rate, I'm super curious to see what changes in my games. Thankfully, I'm sure enough cry babies will quit the game giving me back instant queues so I can practice again more.

    It won't stop me from throwing the game to tunnel out stars members however

  • Are you saying these upcoming changes are all just to stir up controversy and publicity for the game, just to be nerfed before live?

    It's a possibility I suppose

  • They're killing cheap tactics that guarantee a cheap win. We all know underperforming killers and perks will be rebalanced if necessary. These are healthy changes to make the game more fun. No, not having fun because you can't abuse the cheap tactic counts.

  • Except the game wasn't in a good spot? Killer queues have been 10+ minutes at all times even during peak swf hours since before ghoul. How can anyone claim the game is survivor sided when they have permanent insta-queues??

    These are good changes that are probably targeting new player retention, a likely high priority following the fnaf and walking dead releases.

    If you can't win a game without tunneling out a new player then git gud.

  • I was hoping for a model update and proper licensed lobby music. I don't understand why this rework was so high priority without any of those included. Most would agree Myers was in a good spot after his recent buffs (minus the iri nerf)

  • @4thdslip said:

    Going to get downvotes for this, but what do you want nerf wise for the Ghoul? List issues and solutions to it, just to show that you're serious and can actually point out what makes him worse than Nurse and Blight.

    I think ghoul also needs the free hit removed. His power as a mobility tool is more than capable enough to get the killer in position to get hits like wraith and blight combined. I would buff the range of the leap back to release value and change the chain marking action to simply not place the survivor in deep wound but still grant the bonus leaps while marked.

  • So? How many times have you actually lost after sacrificing someone early at 3 4 or 5 gens? Trust me youll be fine not being able to kick gens from that. God forbid the survivors have a chance if someone gets tunneled out. Also, God forbid the killer queue be below 10 minutes!

  • THANK YOU. I can FINALLY PLAY KILLER without having to wait 15 minutes for a match, while the game will be more enjoyable for the opposing team. Win-Win. Feel free to rework Nemesis's addons please.

  • I think there should just be better in game communication of who is running what. Each class should have like a glowing symbol at their feet or something visible to survivors, color coded. So you know when there is a medic or other class without having to look for the tiny symbol in the HUD, or the buff logo in the corner.

    No need to punish people just trying to do the objective and earn points. I'm sure most of those people who greeded unhooks wouldn't have done so if it were immediately obvious a medic was nearby.

  • Legion needs to be limited to 1 free injure with frenzy then be immediately put into fatigue and cool down. Too weak? Then just delete him.

  • Well if your teammate DCs, congrats you got your bot killer pair up

  • Might I suggest skull merchanting legion

  • I was a big hater of 2v8 because of the queue detriment. This feature solves it. If play while you wait came to 1v4 too I think 2v8 could be a permanent game mode option

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