OrangeBear
OrangeBear
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057894#Comment_4057894
Thanks for making it clear.
Isnt it better than first version because I think he needed 7 and than they nerfed it to 8 after they made him 115 speed.
It was originally 8 however he had an add-on that reduced it by 1 making it 7. Then his first rework reduced it to 6 basekit and the add-on was reworked. The 2nd rework made it 8 again but made him 4.6m/s.
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@TheArbiter said:
Could be doing A B testing like when they did it for perks in the lobby
is it not showing up for you?
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It's also showing for survivor
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We probably won't know until next tuesday.
From the videos we were shown though, aiming a blade seems significantly faster, so, i'm thinking he will probably be 4.4m/s. -
I like the sounds for attatching the kagune to the environment as ghoul as well as when the tentacles burst out of him.
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Trickster update is exciting at first glance but its gonna be very dependant on the numbers and how it feels in practise.
He seems like a pretty similar killer, after all. I don't see anything that's gonna make pre-running less effective and i also don't see anything that will make people find him less frustrating to against. He seems more skill dependant and better designed, though. -
Just watched the community stream. Map looks so so good…
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@Skittlesthehusky said:
wowie i have the memory span of a goldfish. i forgot to post my thoughts here
so i played myers for a little bit and tried different things, including perk-less and addon-less. i think my thoughts about him still hold true, maybe a bit less when he has nothing for perks or addons obviously. his snowball potential is still quite good and he still can keep immense chase pressure slowly just by forcing survivors to either burn pallets or zoning them.
to me he greatly resembles bubba with pig dash. the second survivors don't have an immediate resource to go to, the chase is in myers' favor and they almost always die to slaughtering strike unless the myers misses. the only time ive seemed to be given a really hard time is with survivors pre-running me, stealthing me out when i have tier 3 up, and preventing me from zoning them with good pathing, which seems to be on-par with his counterplay.
i definitely was able to force a lot of 50/50 situations at windows and tiles that i was able to take advantage of breaking line of sight on.
based on what i've learned, i think he's still fine. even in higher level matches he seems to do alright in my perspective, so i still believe the pallets are good enough for the type of killer he is currently.
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/464203/too-many-pallets-for-myers
the fact survivors never seem to run out and can drop 3+ pallets before going down is very frustrating
This comment here makes me suspect you are not using his Stealth to get up close to survivors before activating Evil Within.
If you top it off you cant be stealthy anymore.I did play him again but approached him like old myers in the sense that i would only pop evil incarnate when i know it would gurantee me a down and i had a lot more success. But i guess i just don't really like that he still has to be played this way. I find the addition of the pallet breaking power to be misleading, so i found the lack of intuitiveness and guidance frustrating. I also don't really enjoy his early game since it's mostly just breaking pallets with pursuer mode which i don't really enjoy but he's always been like this so i guess myers just isn't really for me.
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@HoodedWildKard said:
Add henry and demo. That combination would such a vibe. And one more special survivor skin for the stanger rhings cast so we can run a full set of 8 unique starnger things survivors against the 2 killers.
I think is practically confirmed because during the live stream they pointed out they almost have enough characters to fill a 2v8 lobby and then dave winks at the camera
The remaining character could easily be Max as a legendary for Eleven -
Very excited to see everything that's coming up. I really feel like this is what people wanted 5 years ago
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His timer pauses when carrying hooking so that he isn't incentivised to slug. It's a good mechanic.
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It's weird for me. I got into DBD because of All-Kill. I like Trickster.
I'm excited for the map because i'll be able to enjoy it regardless of who i play.
But i don't know if i'll be able to enjoy trickster. I've always wanted to but i've always found his gameplay irritating. Nowadays i really want killers with mobility and chase power. If you don't have both, you have to play defensively around hooks and gens and i don't like doing this. Currently trickster's lack of mobilty and large lullaby means he does have to play defensively. He can punish altruism hard and this is why people get unreasonably salty against him. Pretty weak killer yet extremely hated. So im excited to see what they do but i don't expect it'll stick for me. -
@WalterBlack said:
Probably the removal of the gamemode, given the complete destruction of 1v4 while it's active.
I also agree with this but sadly it seems like majority of players flock to the mode, probably because of the bonus bloodpoints. But as a long time player, 2v8 is just not very enjoyable. The design is not very good and refined like 1v4 is. They update it less with each iteration so my interest is steadily going down.
Even the whole appeal of playing with a 2nd killer is being stripped away. The way classes are designed now don't encourage teammwork like they used to. Killers like Dracula and Wesker can down survivors on their own because they are mega buffed for some reason. -
- Remove Unlockable Skills, because it incentivises tunnelling
- Rework Green Tonic effect for survivor
- Rework the override mechanic when nemesis and wesker are together = currently the antitodes make both killers worse
- Rework brute and buff fearmongers team skill. Again. They have made them so weak.
- Add Springtrap and Ghoul
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056942#Comment_4056942
The long-awaited neon city map, perhaps?
I think most likely cuz in a recent reddit q&a someone asked them about different maps types and they hinted that we could expect something urban at some point. The teaser image is most likely a puddle of rain in a neon city, all-kill has that neon city lobby. Devs have been hyping this map up a lot, everyones been asking for this map since all-kill… yeah i think it's definitely it.
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I pray the new survivor is all-kill related, the map is all-kill and we also get the trickster rework : 0
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@Ylak said:
Overbuffed Myers player crying about pallets... smh.
I would take his previous iteration over this one.
In the rework he lost
- Instant Tier 3 activation
- Stalk speed add-ons with no downside + huge duration add-ons with only an initial downside
- Basic attack perk synergies
- Faster vault speed in tier 3
He gained:
- Break and lunge bonuses in tier 2 (useless)
- A pig/chucky/leatherface style special attack…
- Requirement to be in stalker mode to stalk -
@Skittlesthehusky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056725#Comment_4056725
oni's counter is to deprive him of as much information about the survivors as possible and to force him to play m1 as frequently as you can during chase if he is in blood fury, either by taking him through congested sections of a map, camping pallets, or breaking line of sight. effectively his counter is the same thing as myers—he's just able to dash at you longer, curve his power more, and do it all a bit faster depending on how much blood is on the map.
oni heavily relies on being able to keep his power resources on the map, which you can easily deprive by healing as often as you can and stealthing him out or playing safely to delay hits and downs. that's typical of gameplay for killers that are capable of dashing.
myers is in the same boat where survivors have to play safely against him as a dash killer in power. the time to kill is not very long otherwise since he's able to transition between dash and m1 easily in interactions, while also forcing 50/50 situations more frequently through vaulting and pallet control.
i think for what he's capable of, he is in a decent spot even though he's personally not my favorite killer to go against or play. depending on your build, you're also able to further restrict survivors from gaining access to pallets, so weakening pallets further risks throwing the matches heavily into his favor.
I think myers is much weaker than you think. There are no 50/50's you can do with this killer. They either drop the pallet and you break it or they just go down. He moves too slowly whilst charging for the survivor to feel like they have to stay at the pallet and he also has a 180 degree turn limit. Exhaustion perks are also horribly effective so even if there is no pallets his time to down is pretty subpar.
Also you're kinda just proving my point with how they both have similar counters yet Oni just gets rewarded more. Oni can also pressure survivors at the same time as building his power.
Also i have no clue what perks you are talking about that restrict access to pallets. Seriously i can't think of any that are good for him. None of them really synergise with his slaughtering strike. -
Dead Hard is not perfectly balanced. The unhook restriction is a desperate counter measure. Even so its still pretty frustrating to play against.
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@Skittlesthehusky said:
i think it's a trade off. survivors need some way to counter myers' ability to gain his power quickly and his chase pressure potential. he is no longer a basic m1 killer, as he can use his dash to close the distance, zone, take away resources, etc. given he also has buffed movement and action speeds when tiered up, he needs something to counter that as well. the only way you can really do this is through pallets or preventing him from taking certain actions.
it's quite similar to bubba in that your ability to stay alive against the killer heavily relies on having as many objects between you and them as possible. pallets force them to lose the amount of distance they gained on you.
technically, the gameplay you're experiencing is correct for his archetype. he is one of the killers that are capable of chewing through pallets, and the lack of resources can easily cause a snowball effect if luck is not in the survivor's favor. that's why you have to expect survivors to play very safe against him.
Well i think his counterbalances are just far too effective. What is the point of his power if survivors can just deny it. If he boils down to a killer where you have to create a dead zone, then leatherface, trapper or hag are better doing this.
When it comes killer that power up… just play Oni. He practically has no counter in blood fury and he has mobility. -
I would really like to see this. I know there is a background max frame rate on Nvidia control panel but i've never got it to work with DBD for some reason.
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Green Tonic is just too strong for survivor. On top of the torchbearer class being added… the ability to deny and even undo hooks can be miserable to deal with.
Also i dont get why killer classes were overall nerfed and made less synergistic. Shouldn't teammwork between killers be encouraged? Whats the point of mode entirely otherwise -
Social media in a nutshell
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I only agree with reduced axe cooldowns. Everything else is unnecessary.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055474#Comment_4055474
I would disagree. They should be including all survivors. One of the biggest complaints is that the less played characters get forgotten.
Take for example Jonah, he didn't get anything at all last year. I don't see in what world that is loads of cosmetics.
My bad. I genuinely thought he got at least a few, but you're right, he didn't.
I agree they should include all survivors but they've never really been able to do this. They are always going through periods where certain survivors are getting loads in a row, leaving others to go long periods without any. And it objectively does not make sense for the popular survivors to be in this category, ever. -
@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055474#Comment_4055474
No one plays those characters? I'd wager your opinion isn't as valid as BHVR's facts, as we ALL know they dont do anything unless its making money.
Seems like it is.
These are the top 10 most selling outfits for survivors.
They are all survivors you would expect: very popular original females and the two most popular licensed females.
I'm convinced what they've been doing is pandering to the minority of people that complain about specific survivors not getting cosmetics. Because i think some of them lead BHVR to believe they are underplayed because they don't have a lot of them. I'm hoping that they will soon realise this is not the case and catering towards the unpopular survivors at the expense of the popular ones is just objectively not what they should be doing. -
I need springtrap in 2v8
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Uh… no. Honestly thought this post would be a complaint.
I don't get "eldritch nightmare" vibes from the new collection at all.
Tortured souls is also a joke. They are way too softcore.
Also a problem for like 2 years has been the characters they are choosing. Skull Merchant, Haddie, Gabriel, Jonah…. nobody is playing these characters but they are getting loads of cosmetics for some reason meanwhile their most popular survivor sable recieved one original outfit in 2025.
I liked Party Hard collection but was pretty disappointed that it didn't include Springtrap, hopefully in the future. -
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/464025/lobby-dodging
yes many people do and they openly admit it in lobbies. lots of times i have been in a lobby and a random survivor has said what the killer is and who the actual player is too. when i ask how they know they say they have a q program that tells them how long the q time is, who the killer is and who is in the lobby including the killer player and specific killer they are playing as.
that really sucks and it still cant even be used as proof. I also realised my suggestion wouldn't work because im sure their software bypasses penalties too.
Just a sad situation and theres probably nothing that can and will be done about it without investing in a much more advanced anti-cheat. -
Not if it's gonna blow dwight's arm off
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055447#Comment_4055447
Because he will recover 2 pretty fast
Still way better than now... Should be often enough to reach pallet/window. You pretty much set it so it's same as when he uses his power to destroy pallet, which seems good enough for me.
Thing is you often can't really avoid destroying pallets, especially when it really likes to destroy the pallet even while survivor is vaulting it.Well it depends on the map and i don't see 2 being enough on the average map
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I would rather there only be only one change : All tokens are lost when breaking a pallet. Because he will recover 2 pretty fast and he is faster than ghoul short term because he has no power to charge and no perceivable acceleration either.
Not a huge fan of making him 4.4m/s but i can see why people want it. I just don't want him to feel helpless when he's not using his power. -
In 1v4 it's Ghoul with 76hrs and 86% kill rate. Do i enjoy playing them, yes but they are starting to fall off for me because of pallet density and bugs.
In 2v8 it's Oni with 5hrs and 75% team kill rate. Most of my playtime is after Legion was removed. I played them a lot because of the Murderous Grizzly skin. I do enjoy using blood fury it's just being pure m1 outside of that is a bit boring for me. -
Mhm its gone for me too. However they reached the max amount of pfps they could add. They only added up to singularity iirc.
I want a sable or springtrap pfp D : -
I have been wanting a perk like this for a long time!
@Elan said:
You can run secret project with corrupt.
For now yes but 2 perks for this effect is pretty expensive. The suggested idea is different enough to be its own perk entirely
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054403#Comment_4054403
Don't you find that even predropping most pallets does very little? He can destroy it instantly or dash around unless it's a decent tile.
I find it more frequent to be caught out by an instadown on him now than I did before.
I mean at a lot of loops if you don't pre-drop you'll get instadowned shortly after. He is gonna shred through pallets if you pre-drop but it will delay the down, even if downs you at the loop anyway it should still delay him a little bit.
I get downed by him more often too but the difference is he's now designed with tons of warnings to give you time to react. Old myers could 99 tier 3 on a different survivor, sneak up to you with a 6m terror radius and expose and down you in the same second. This is how you would have to play because he lacked chase tools. -
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054696#Comment_4054696
I just want to mention that SBMM (Skill Based Matchmaking) and EBMM (Engagement Based Matchmaking) are 2 different things
They both use the same system of using a hidden number to determine your skill and match people, its just how they match people thats different
SBMM tries to put people of equal skill against each other, while EBMM will purposely put you in a streak of lobbies that are either heavily in your favor or heavily against you. An example of a game that uses the latter is Marvel Rivals
Oops, i thought the e stood for escape in this context xD Thanks for pointing this out
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@Classic_Rando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054696#Comment_4054696
Where did BHVR say that a rework to MMR was in development? I haven’t seen any sort of announcement that they are actively working on this, which is why I’ve long since given up hope that matchmaking and the scoring system for how “skill” is determined will ever be fixed.
it's been on the quality of life roadmaps
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Since late 2021, yes. There's factors to it though and also a rework to mmr is in development.
In practise it does not feel dynamic at all though. If you lose a lot on either side you are not suddenly gonna get an easier match. It often feels like though winning a small amount increases the difficulty greatly. So it's probably designed to not be abusable but it's also just wildy inaccurate anyway. -
I prefer to pick the things that i think are the best so that i can consistently have the best experience. I have all achievements i've given every killer a good go, at this point i know what i like so i'd rather just stick to it.
I love playing chaos shuffle when it's on for the variety -
its always been inconsistent i think. It's not really a functioning item all things considered
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im enjoying the game more cuz of 2 of the new perks
Turn Back the Clock is breathing new life into a lot of weaker killers for me like chucky. It feels great to use.
Sadly vecna has fell off for me but it was fun whilst it lasted.
On survivor side i am really enjoying Extrasensory Perception. It solves all my frustration with finding anything and also enables stealth plays. -
@Defnotmeghead said:
Dead Hard isnt the best exhaustion perk. Sprint Burst has been, and always will be, the best exhaustion perk.
The main reason why DH is being ran? Just look at all those players and see the most common perk next to DH. It's DS. Which is because tunnelling is so common.
Once tunnelling becomes less common, DH will become less common. Will it completely vanish? No, but once tunnelling will vanish, Overcome is likely to reappear more often. Overcome isnt used a lot anymore because of tunnelling too.
As for the best exhaustion perk right now? It's Lithe, no question. It puts an obstacle between you and the killer, then gives you a 3 second haste. Sprintburst can do the same if you have it on 99.9% recovery (fast vaulting isnt running, so it recovers exhaustion, with 99.9% recovery, you can vault and trigger Sprintburst directly after the animation finishes), but the main problem with Sprintburst right now is Kaneki.I don't think dead hard is only strong because of tunelling.
It's strong for the reason it always has been strong. In terms of chase duration it's latest possible form of distance that can be granted. This makes the killer risk overcomitting or cut their losses. With Sprint Burst and Lithe, the risk is lower because they are used much earlier in the chase.
Lithe is an inbetween of Sprint Burst and Dead Hard. It's not as effective against top mobility killers, very strong against non mobility killers.
Dead Hard is good against every killer when it lands -
I agree. It's different for every killer, but i find it a big problem as Chucky. At they very least killers that are affected by it like this deserve more potent exhaustion add-ons.
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@IBlamemyTeam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054567#Comment_4054567
His undergate is soooooo bad and awful to use. I rarely use it other than to traverse map if needed. Thing gets even worse if you use it near a hooked survivor. It becomes 10x slower.######### is that about?
yeah the super aggressive anti-camp is another thing that bothers me with this killer. Survivors are practically running to hooks as safe zones. His mobility isn't even fast enough to justify leaving the hook immediately.
Why do similar killers not have such restrictions (Dracula, Unknown, Pyramid Head, probably more that im forgetting) -
yeah the rabbit and roller skate feel pretty mandatory to account for the weaknesses of undergate attack.
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maybe it doesn't apply to bots?
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The right play is to pre-drop.
Old myers was uninteractive. He crutched on sneaking up on you with no terror radius and instadowning without warning. Tombstone piece was also just very overpowered and didn't fit the game.
New myers is much fairer to against. A pretty basic and straight forward killer but more reasonably designed than before. -
Eh… Undetectable on Ghoul is really not that good. Loud and visible killer as it is.
When it comes to DMS. You need to let go of the gen before they hook. This is a common thing you will have to do anyway because of pain res dms. -
yeah, i think blight is probably the only killer that i really want nerfed atm. nurse - a rework.
My main frustration is when i play against him it just feels like he doesn't have a turn limit. Looping him is also frustrating because you can't use loops that are too long, because he can rush around them and if you drop the pallet he'll just rush straight afterwards. I mean yeah you could drop the pallet whilst he is rushing but then comes up another problem - his token based cooldown. He can do a lot with just 2 tokens and recover those 2 tokens very quickly.
Admittedly i don't have much success with him when i play him myself but that's because i don't enjoy him. I don't like rushing into walls, the annoying collision, the way his hitbox is on his rush attack. But i have always found him frustrating to play against. Removal of hug tech was good but the add-on appears to have just been a sidegrade.
So yes… Nerf Blight. Especially when they've nerfed Ghoul and Chucky for similar problems.
