Nazzzak
Nazzzak
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- Nazzzak
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@Wampa1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992671#Comment_3992671
Your probably right,just read about the update over the weekend and it was probably just a knee jerk reaction on my part.I guess we’ll just have to wait it out and see,it probably doesn’t help that some of the bigger DBD content creators are being harbingers of doom about it.
Honestly, this is why I avoid content creator clickbait videos. Once you realize their motivations are view$, the appeal is no longer there. Ill hop on Twitch and watch their live streams when theyre trying out the PTB, but before then I just ignore whatever they have to say. Ill make up my own mind.
I'm also a lot more petty than BHVR is, because in the devs shoes I'd be re-evaluating any creators in their creator program that are purposely posting ragebait about an update before it even hits PTB. Talking about your uncertainty and concerns from the update notes? Absolutely fine. Dramatically carrying on that everyone is gonna leave and the game is gonna die now? Well, i'll open the first door for you.
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I always ignore people trying to go next. I walk around them, or if theyre persistently getting in my face wanting to die i leave them on the ground to think about what theyre doing and keep going. In my experience, the vast majority of the time they eventually start playing properly. And before someone points out that they can pick themselves up now, that's also fine because 1. Their team has been a 3v1 for 90s so I've still gained ground, and 2. Once they start playing normally i have no reason to leave them on the ground to pick themselves up again.
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They haven't done anything yet, only released a concept. You've uninstalled over something that hasn't even happened yet..
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I dont have twitter, did they confirm her power?
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Yeah, if her power interests me. The new changes are a buff for me (I don't slug or tunnel) so no changes wouldn't bother me.
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@CompetitifDBD said:
It needs alot more users and more of a sample size. Forums could be the perfect place for changes to be recommended if so many others would agree.
Forums like this are, I think, an older (and probably dying) form of online communication. Social media has kind of taken over. This is actually the only place I socialise online as the only social media i have is Bluesky, and i only joined that to follow DBD so I dont miss out on news, codes, etc. I'd love to see more users here but there's a reason the devs took over the main DBD subreddit not long ago.
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In times of big changes, it might devolve because of knee-jerk reactions. But other times it's fine
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As someone who plays "weaker" killers, it's kind of annoying to see people try to use them as an excuse to disregard these proposed changes. Get rid of tunnelling, see where these killers land, then buff them from there. That's all I want to see. The devs will never give anything more than mild buffs so as long as tunnelling is the path of least resistance.
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@Memesis said:
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?
Her neck is cut weird in the teaser, so i think that's further evidence that it detaches
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@BlackRabies said:
Is there another source other than tik tok?
I know it's on Bluesky. I'm not sure how to share the link sorry
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Yeah, i get some nice freebies for playing like i always do anyway lol so I'm looking forward to it
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Dont have TikTok but, wonders never cease, i found it on Bluesky lol she looks lovely, yet terrifying
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@Nazzzak said:
The devs said not long ago that the game has evolved past stealth, so I can't see them adding this effect to perks. This looks like purely an anti-tunneling effect.
Adding to my post, I double checked the main post and they are planning to add to relevant perks. I dont think it will be all the effects though, it'll simply be the status effect showing on the screen when one of those effects are active.
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The devs said not long ago that the game has evolved past stealth, so I can't see them adding this effect to perks. This looks like purely an anti-tunneling effect.
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I'd prefer Pop
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@SoGo said:
The Tunelling solution has some flaws for sure.
For the Slugging one, they only need to make it so every self-pickup takes 90 seconds, not just the first, as it seems atm.
Since bleed out still takes 240s, you'd only get 2 pick ups total in that case. Probably not much of a disincentive to slugging.
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There isnt anti-slugging or anti-tunnelling yet. Just proposed changes that may or may not go through as is. Until the actual update, there's no saying what the future holds. Anything is possible.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991997#Comment_3991997
But Going Next does.
Mandy confirmed awhile ago that they could distinguish folks going next just fine. This was back when people were questioning if Skull Merchant's high killrates were because of folks letting go on hook.
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@Wiccamanplays said:
First of all, the steady increase in player numbers suggests that people have not been leaving the game "in droves"; while I'm sure there have been Survivor players who've left because of not enjoying the game's current state (in spite of the bufs Survivors have rightly received), it doesn't help discourse to exaggerate.
Second, kill rates have been inflated across the board by the changes to Endgame Mori and the Abandon feature, as well as the Go Next phenomenon in general: I've had many more games where Survivors have just peaced out of entirely winnable scenarios, and I don't really see the point in letting bots escape, especially when they're usually worse at the game (this does raise the question of how much merciful Hatch escapes were influencing kill/escape rates.
Third, kill rates as a blunt statistic are not very informative by themselves: I just checked my stats and my highest KRs are on Wraith and Trapper, because I played them as a beginner and got a load of 4ks against baby Survivors who didn't have any perks and didn't know how the game worked, before I reached the MMR cap and those Killers becoming effectively unplayable. Meanwhile the more 'accurate' average of around 60% for my mains does not come from usually getting 2 sacrifices per trial with the occasional 3rd, but from having a rough split between 3-4k matches and 4 man escapes complete with teabags at the Exit Gate. My experience may not be universal, but then neither is the experience of the pro DBD player who gets ridiculous win streaks on S-tier Killers (I suspect the problem there is with the Killers they play, not with Killers in general: I've not seen someone complete that challenge on Skull Merchant).
Finally, few of the changes proposed will actually affect the status quo. While I'm generally in favour of the anti-slugging changes– though the specifics may become problematic– the anti-tunnel changes will not bother the best Killers in the game and not help the worst. It doesn't matter that gens become unstoppable and Survivors get a buff to repair speed if a cracked Nurse or Blight can still kill everyone at 4 gens. An Onryo does no better with basekit Pop and BBQ if Survivors can still effectively ignore her power and clear 3 gens before she gets her first hook.
If these changes do go through as described, and the numbers are actually meaningful, it probably will cause a drop in kill rates, but only in the Killers who already struggled to secure kills without tunnelling (who also tend to be the ones more accessible to newer players, players on console and players with disabilities). In that case, I hope it prompts BHVR to have a deep look at those Killers, the flaws in their designs, and the changes that could be made to them and the game more widely to close the gap between top and bottom tiers, so there's actually an incentive to play anyone other than the top 5.
Just FYI, hatch escapes and DCs dont count towards escape rates
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He was the dev who used to camp the hook with iri hatchets right? and just hook trade all game
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@Firellius said:
It's 90% killer buffs and 10% killer nerfs, and that 10% is setting them off, big time.
It's becoming clear that it's less "I'm forced to tunnel" and more "I want to tunnel". Because BHVR are not only giving buffs to incentivise not tunnelling, but removing tunnelling means it can no longer hide any shortcomings from weaker killers and they will likely receive necessary changes as a result
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I have no issues pipping, and I dont tunnel. Best reference is the wiki page, it lists all the points details there
https://deadbydaylight.wiki.gg/wiki/Emblems#Emblem_Types
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991751#Comment_3991751
Because survivor skill levels vastly change between MMR levels. So your wins against mediocre survivors aren't due to game balance, but because of survivors messing up.
You'd be alot more aware of survivor mistakes, and learn to capitalise on them, if you developed more game awareness instead of relying on tunnelling. No one plays a perfect game.
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You're assuming that team collaboration is a given. As someone who played survivor for years, it is not. You can try and force team cooperation, like the devs did with healing changes a couple of years ago (making it more efficient to heal each other than to heal yourself), but the recent healing buffs show that clearly didnt work the way they planned. There are plenty of lone wolf players and there always will be. The devs cant tell survivors they need to rely on their team mates when they cant guarantee that.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991732#Comment_3991732
60% KR (ya know, the devs goal number) so probably mid range. I get great teams and bad teams. My matches are often long and grueling actually. I'd post the 20-30 minute times but the match history part of the stats page hasn't worked for me for killer matches in some time.
I'm not sure why MMR is always where this discussion goes. What's even the implication? That the tiny fraction of killer mains in the top 5%-10% are the only players that should be considered when changes occur and all the low, mid, and casual players who make up the vast majority are just screwed?
"You're new/get bad survivors/low MMR" is always used to dismiss the experiences of other killers by people who dont like what you have to say. They have no more proof that you are low MMR than they have that they're any higher.
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This is a weird question. Why do you need to know their identities? If youre feeling depressed then step away from the game for a bit
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@crogers271 said:
When AFC and 3 genning came around people were all about 'you don't understand how good 4 person SWFs are, they'll find a way to abuse this! all the killers will quit or play S tier!'
This falls into the similar problems of not being realistic, as others have mentioned. If someone throws themselves at you, they can't do gens while they are slugged. If the survivors get to a 3v1 no realistic gen boost will make up for being down a survivor.
It's interesting to me that there's actually fearmongering around survivors handicapping themselves into a 3v1 intentionally lol id love to know which content creator is pushing that ridiculous narrative
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Good post. I play Pig, Myers, Freddy, Chucky, and (to a lesser extent) Wraith, Demo, and Xeno. A few of which are generally referred to as weak in the community. I dont tunnel, and I win most, draw some, and lose some. Of course I get very difficult games at times, of course it is disappointing to lose, but the better player/s come out on top and that's simply what it comes down to in a game. When you acknowledge this fact, it's actually incredibly easy not to tunnel. It doesn't even cross my mind. The game is not designed for folks to 4k every single game, so yes, you are going to have strong opponents every now and then.
I hope the devs do see these changes through to live. I hope that they help highlight any flaws or killrate discrepancies that strats like tunnelling have helped hide in "weaker" killers.
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@ChaosWam said:
I'm going against the grain as well and saying the update isn't nearly as bad as some people claim, even if I can see Sadako being negatively impacted.
That said, there are VERY good arguments against it if you dig deep enough. SWF sacrificing solos for repair speed, early Mori's for bad survivor plays being negatively impacted, lose/lose scenarios if survivors find hook deadzones, etc.
HOWEVER, for the overall health of this game? This is an update that should have been done years ago, before a lot of the current meta was established. We're more up at arms about it because we're so used to playing specific ways, and even I am worried about gen speeds outpacing methodically choosing and picking chases as to not kill before 6 hooks, but it's a step in the right direction.
Now, will BHVR make the needed adjustments based on the PTB? That worries me given their recent track record."HOWEVER, for the overall health of this game? This is an update that should have been done years ago, before a lot of the current meta was established"
It's funny, I was thinking to myself earlier that it's kind of odd that we are looking at this sort of update so late in the game. We are literally in the 10th year and only now have they decided to address probably the most frequently complained about strat since the game's conception. Why now and not years ago? The only conclusion I could come to is that maybe people are dropping survivor at a faster rate than they're being replaced. Kind of like how update 6.1.0 is considered a response to people dropping killer, i wonder if this is the flipside happening.
Obviously that's just my theory, I have no actual evidence to support this.
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Deadzone trolling? I thought survivors were too busy genrushing
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I play alot of Pig and I'm not concerned. Head pops aren't a factor in my playstyle, they're just a pleasant surprise on the odd occasion. I do tend to use the trap specific add ons (Tampered Timer is my favourite, I've gotten the most pops with this one) to try and sway the odds in my favour, but i never take it as a given. The usefulness of traps comes from their passive slowdown.
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This is one of the changes that I wouldn't be surprised gets dropped before going live
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In this update? No. In a future one? Always possible
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990352#Comment_3990352
The recent sound clip seems to sound like someones head detatching from the body so it might end up that way lol
Yeah first thing i noticed too lol maybe there is something to this Krasue business
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People are making videos on a change that hasn't even hit PTB yet? Cashing in early
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@Rick1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989577#Comment_3989577
livestream Q&A session on twd release.
I watched that stream and was pretty sure they said the mmr improvements were coming early 2026? Unless i dreamed that?
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@Birdy335577 said:
If someone ubhooks in your face the survivor can basically walk through you with the new speedbuff and just take a hit they normally never could have taken.
Like being faster than the killer and having no collision definitely gives you waaay more options to take hits for teammates
It's no collision with the killer too. So they cant take a hit after unhook.
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I'm reserving judgement until PTB, but as someone who plays alot of both Myers and Pig, I'll be a bit disappointed if they wind up feeling too similar in chase (that gif in the pinned post just seemed like a copy of ambush). Myers felt so good after his last update, and i know we can keep old Myers but having to use an iri add on to do so kind of sucks lol
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990776#Comment_3990776
Lol. "Buffs." Unless it's like 40% regression on kick and a minute of 25% Haste, those "buffs" are useless for most of the cast.
At those numbers it sounds like you want a buff that will just win you the game. Base-Kit Pop Goes the Weasel, BBQ & Chili, and haste on hook aren't meaningless no matter how much you turn your nose up at them. Hell, I usually run Pop & BBQ - now I have 2 free perk slots to fill with whatever the hell I want.
Casual killers aren't going to keep playing if they get punished for playing the game. Whether you think that's "right" or not, it's just the facts. They're already struggling as it is. Haven't you seen all the posts about how killer is feeling "harder" and "less fun?"
I've seen some posters parroting the party line after some content creators and influencers posted their 'killer is hard' complaint videos (usually over gameplay footage of them continuing their win streaks on the very killers they're complaining are weak). This doesn't negate my own personal experience of killer not being that hard where 3K + hatch and 4Ks are the majority of matches.
Plus, haven't you seen all the posts about how tunneling is unfun?
Killer queues have dropped dramatically since the anniversary, and I'm seeing BP bonuses for killers quite often.
I've seen killer queue with a blood point bonus ONE time right after TWD's release and it has since gone back to a permanent BP bonus for survivor and long queues for killer in all but a couple of hours in the middle of the night. Killer queues are miserable - not 2v8 miserable, but still longer than I'm usually willing to wait for.
If this update goes live, the script is going to flip. You'll see large swathes of survivors sitting in queues for a long time, only to get yet another sweat lord Nurse or Blight.
I disagree. I think that's little more than fearmongering designed to protect a tactic that killers have come to overemploy to the detriment of the game.
"Hell, I usually run Pop & BBQ - now I have 2 free perk slots to fill with whatever the hell I want"
I dont run Pop but I use BBQ on Freddy because nothing sucks more than wasting a teleport on a gen that no one is touching lol I'm thrilled about having this basekit so I can use something else
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990650#Comment_3990650
It's actually wild to see everyone complain about about this and loudly announce that they're bad at the game yet refuse to learn how to play better. Like it's super embarrassing to be upset about this. And yet I still see the "camping and tunneling aren't that common" argument. Then what are all these people crying about?
I've actually always maintained that tunnelling isnt as frequent as people claim it is. I tracked 420 survivor games a couple years back and averaged a tunnelling killer about 1 in every 12 games. But, in the 5 years I've played it has most definitely been the most complained about aspect of the game I've ever seen. I think negativity bias is a big part of that.
I think certain popular content creators, who rely on things like winstreaks for view$, give their audience the impression that that is just how killer is meant to be played. It's not. I actually dont think the majority of the killer base will be that negatively affected purely because I dont think most tunnel. It's the rapid online content consumers who become obsessed with 4ks that will feel it most. Especially since their content creators will not be happy. Kind of like the Wicked Witch sending out the flying monkeys
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@SnakePVP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990877#Comment_3990877
But none of these changes really address the issue of why many killers feel they are forced to tunnel to win a game. If you play a weaker killer and try to play fair often you find yourself 2 gens down by your first 2 hook. Thus, the pressure to get someone out of the game comes into play with all the gen rushing in this game. I dont feel that this minor buffs for killer which I think will only be for 5 or 10 seconds will even out the force play these changes will bring. Thus I think it will force many killers to play S rank movement killers so they can get enough pressure in the early game not to worry about 6 hooks.
They know why people feel forced to tunnel. This is a post from a dev a couple years back.
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@crogers271 said:
Lots of talk about the survivors getting handheld with the recent release notes, but it far more looks like the killer's handholding is being removed
Nothing is certain until we see the numbers, and like a lot of recent BHVR changes they went big instead of trying more simple solutions first, but let's look at a few things
Getting a survivor out and creating a 3v1 will still be to the killer's benefit, but hopefully it doesn't so frequently mean the trial is effectively over and the 3 others will still have a chance.
Removing the unhook notification is an excellent change. This is has been a simplistic basekit method that allows killers to tunnel without requiring much game sense, instead the game just tells them 'go here now'
Free benefits for spreading hooks is exactly what has been asked for in trade for anti-tunnel. Even if you eliminate a survivor on the 5th hook and the survivors get the increased gen speed, you get free boosts off the unique hooks (anywhere from one to four times-plus you still get increased benefits from your hooks here on out).
Survivors are losing the ability to body block off hook, again something else that has been requested for a long time and makes it easier for killers to get that next unique hook if they are pursuing the unhooker.
Slugging might be the only thing that is just a straight nerf, but 90 seconds is a long time in DbD. It's not like slugging suddenly can't happen anymore, it just hopefully eliminates the strategy of slugging one survivor and focusing on tunneling the others.
It looks like the patch is encouraging the exact types of play that should happen, those that require more game sense and award adapting strategies to the circumstances, and punish the simplistic strategies that have been overpowered for far too long.
At least until BHVR backtracks and none of this actually makes it to live.
Agree with all, but especially "until BHVR backtracks and none of this actually makes it to live" lol
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Yeah, i dont think it'll be as bad as people think. The devs still want a 60% average killrate (and let's be honest, most regular players have higher than this - new players who try a killer once or twice then give up likely bring the overall average down) and that wont change. This will give them the opportunity to better address individual killers and adjust as needed. Some people claim they "need" to tunnel, well, if that's universally true then the devs will see the falling kill rates and your killer of choice will get buffed. That's a win.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990698#Comment_3990698
You're misunderstanding. Once they've been on the ground for 90 seconds, they unlock the ability to pick themselves up INDEFINITELY. It's not 90 seconds, use the Unbreakable, slugged again, 90 more seconds. It's 90 seconds, then you can use the Unbreakable every time you're downed. Once the bar is full, it's full, and that survivor can no longer be slugged.
Thanks for clarifying. Even then, after the first pick up you've got 150s left until bleed out. So that's about 4-5 pick ups. If a survivor reaches that, then it sounds like the killer is excessively slugging, which is what this update is meant to address.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990685#Comment_3990685
They actually buffed it. Now you can use Michonne's perk to run off into neverland, wait out the 90 seconds, and then have infinite unbreakable for the rest of the match. And every time you use the basekit infinite unbreakable, you recharge Michonne's perk.
Isn't full bleed out like 240 seconds? You'd pull this off maybe twice no?
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The update hasn't even happened yet lol and if you've been playing for as long as you claim, youll know changes rarely go through as is after a PTB. People are being a tad dramatic.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/454912/sometimes-all-it-takes-is-kindness
why would anyone downvote this?
This is indeed a wholesome interactionThe developer update has put alot of people in a grumpy mood.
Love the positivity OP
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@cogsturning said:
Pretty thrilled to be buffed as a fair-playing killer. If anything, I'll be playing the role more now.
Hear hear. We got some nice freebies thrown our way just for playing like we usually do lol can't complain tbh
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The anti-tunnelling and anti-slugging looks great. As someone who does neither, I will say ill enjoy the killer benefits that come with not tunnelling. It's a nice freebie lol
As a Myers enjoyer I'm a bit unsure of these changes tbh. I play a lot of Pig and it kind of feels like if Pig had to earn her ambush? I dunno. I get that the game has evolved to the point where dash or transportation is prized, but i liked Myers uniqueness. Ill reserve judgement until I see the PTB though.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989379#Comment_3989379
The karasue has a body and exists as a normal person in the day time. It hides the body away and sperates from it at night to go feeding. It's sort of vampire-like. The body is it's weakness. I'd assume a killer like this would be whole and detaching the head would be the power. As I said above, it could be like Victor, and maybe if a survivor finds the body they can cancel the power or something.
That sounds pretty good
