Avatar

Orthane

Orthane

About

Username
Orthane
Joined
Visits
2,676
Last Active

Comments

  • @poujh said:

    Having 1 person dead is already the best slowdown one can get. Pain resonance should be like ruin that also deactivates when 1 person is dead.

    Maybe pop too? i don't really think it's necessary for pop

    Okay then gen speed should be slowed when all 4 Survivors are alive. Gen speeds are disgustingly fast even without any gen perks or toolboxes. Gen regression is required for killers. If anything Corrupt or Pain Res should be made basekit.

  • @MikhailVictor said:

    her chase is so unbelievably weak compared to how it used to be

    can i ask who's your weed dealer my friend?

    I'm a P65 Skull Merchant who only played Chase Merchant. The gutting of Geographical readout alone made her chase much weaker. I could also lock down loops with drones before, now they're sort of just there to sometimes give you a small speed boost, whereas before I could slap one up to force people to leave loops or give me permanent speed.

  • @dance said:

    With Update 7.4.0, The Trickster received some updates to his movement speed, Main Event, and various Add-ons. We'd love to hear your feedback below on how The Trickster feels after these changes.

    You can read the full details here.

    Well you would expect with these changes that he would feel amazing but he actually feels worse than before. As many others have stated Main Event feels bugged, the throw speed is super slow compared to what it should be, and the 8 knives needed is pretty rough even with the improved ms. I would personally like to see Main Event buffed, and his base knives increased to 50 from 44. His knives also just feel soooo sloowwwwwwwwww. I find myself M1ing more because it just takes too long to damage with knives

  • @sabinianmoonstone said:

    Title is self-explanatory.

    If you haven't watched CoconutRTS's recent video, here it is: https://www.youtube.com/watch?v=s61P7XnFwGg&t=916s

    Some of the gen perks were nerfed, Skull Merchant was reworked (and rightfully so,) but the action of three-genning is still here in the game.

    My only question is what will the devs do to address this issue?

    Gen speeds are already way too fast, 2-3 gens pop within 90 seconds in high MMR, and if people are using Toolboxes hope you found 1 person to tunnel so you can get 1 kill. People resort to 3 genning because the game is still Survivor sided and it's way too hard for most killers to even be able to compete against the abundance of pallets, super strong main building on nearly every map, OP toolboxes, OP endurance and move speed perks, like seriously if a survivor has Lithe and uses it at a TL wall they can just fly across the map and you instantly lose chase because of 1 perk. This is why 3 genning is a thing, because a lot of players feel like they don't have any other way to actually win. Nerf the perks people use for 3 genning I guess, but gen speeds in general need to be slower.

  • Play Killer, particularly killers that aren't OP, so no Nurse, Blight, Spirit. And you'll see why so many people turn to tunneling. Survivors are often super toxic. Constantly typing "zzzzzzz" or "bad" in end game chat, teabagging at exit gates, bringing hyper meta builds with Game/Garden of Joy/Autohaven map offerings so a lot of killers just get frustrated and turn to tunneling. I personally try to avoid tunneling. I tend to just go after whoever I see, but sometimes seeing 3 gens pop when I just got my first down makes me want to afk or tunnel.

  • @LeChonké said:

    PLEASE COMMENT AND ENGAGE IN THE DISCUSSION, AS IT WILL KEEP THIS THREAD VIEWED AND RELEVANT!

    -Remove the overheat mechanic entirely.

    • It is very unfun, for both sides. Its removal will make way for new, fun addons.

    -While chainsaw dashing, increase FOV by 20%. Stacks with FOV perks.

    • Makes you feel like a bullet-train, which is a really fun and exhilarating feeling.

    -Once per chainsaw dash, pressing M1 will increase the turning rate by 5x for ⅕ of a second (0.2s), allowing for a singular, very sharp turn. Immediately after pressing M1, your FOV decreases back to normal, a sound que is played and the chainsaw will only be able to injure healthy survivors for the rest of the dash, but will still down injured survivors.

    • This feature is most useful against injured survivors, healthy survivors on very tricky loops and when avoiding crashing when traversing confined parts of the map. The primary intention of this feature is to incentivise survivors to heal, since at present, many would rather remain injured against the Hillbilly, seeing as he has the ability to insta-down. An iridescent add-on will apply deep-wounds to healthy survivors.

    -Decrease the sound of the chainsaw from the perspective of the Hillbilly by 50% of what it currently is.

    • Currently can't hear gens, can't hear survivors and it makes your ears bleed, which is inherently unenjoyable.

    -Make the Hillbilly 20% larger.

    • Makes him more visually intimidating and scary. Also, his increased chainsaw dash FOV in addition to this slight increase in height will provide him more information and visual clarity when scouring the map for snipes. It will also make make window hits look cleaner. It might make him easier to see, but the intimidation factor is worth it, seeing as it is a horror-game.

    -Decrease the size and shape of his chainsaw hitbox.

    • A lot of the time it bumps when it feels like it shouldn't. It also sometimes feels like it gets hits when it shouldn't. It is frustrating on both sides.

    -Pretty much rework every single add-on.

    • Most are neither effective nor fun, which hinders replayability and enjoyability.

    -Adjust base-stats accordingly via trial and error in player testing.

    Literally just remove overheat, nothing else needs to be done to him besides that. I will never understand how a killer like Billy who is universally loved got gutted but Nurse who is universally hated is somehow still the most overpowered killer.

    I would also like to see some loop collision changes on some maps like The Game and the swamp that prevent him from using his power at loops.

  • @siro said:

    Clown bottle may need a nerf in how it doesn't affect the killer speed when it is aiming the bottle, when it is doing the throw. Like the huntress f.e.

    It needs a nerf in those.

    Also could be a 4.4/4.5 killer, not a 4.6, because its a projectiles killer basically. Like huntress, trickster, deathslinger. Why just those are 4.4 and clown isn't?

    You're joking right? Clown is one of the weakest killers in the game. Also Huntress can injure you from range, Clown can't.

  • @DrKetchup said:

    ^

    Then Killers against a pre-made of 3 or 4 players should get Pop and Brutal Strength basekit.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393986/skull-merchant-has-a-weaker-chase-than-pre-rework

    they did give you base-kit geographical readout and strobes. when a survivor get scanned by a drone, they are marked on radar for 12 seconds. so for example, if 1 survivor is scanned, you get 3% haste and if you hit 4 lock-on stacks, you get the -10% hindered effect for 6 seconds on that survivor

    in order to get old readout which is 5%, you need have 2 survivors that are marked on radar. in other words, you need have 1 person that purposely gets a claw on them and 1 person that your chasing that gets scanned/has claw trap to be equal to what you were before change. the long story short is that skull merchant is kinda gains similar chase benefits but has extra steps to get there. her effectiveness hedges on survivor misplaying where as before, it was more based around killer using drone at correct time and claw traps were an extra benefit in the end game.

    She does have geographic read out in her add-on. it is her new iri add-on called expired batteries. Expired batteries gives you 25% more haste but the negative is so unbelievably bad that it is hard to consider running it because it neuters a claw traps duration by whooping -50%. if they adjust this add-on a little bit less severe on negatives, she would be a similar in strength with said add-on.

    I still find her fun to play as m1 killer and PTB changes did really help a lot. a lot more then I expected.

    Uhhh no? Geographical Readout gave 2% Movespeed, and 15% action speed for 15 seconds when entering a Drone's active zone. And Strobe was a 5% Hinder for 3 seconds when a survivor entered a Drone's Active Zone. She always had the extra movespeed depending on how many people were trackable, which is also now worse than before since Claw Traps are much less common. The Hinder is stronger, but rarely ever occurs since you need them to be scanned while they have a claw trap which happens maybe once or twice a game at most.

    Strangely almost everything you said is wrong.

  • @Dream_Whisper said:

    Curious Question among the playerbase, on what to do with nerfing Gen Speeds or create passive slowdown to the pace of the game.

    I hear complaints that increase generator repair time is "lazy change and it make fixing Genators more boring then normal". I want to know what you do to make the game pace more engaging yet fair for killers to have a fair amount of time to have a change to win; if I am making any sense. If it was up to me, I could go for number of alternatives routes such as making survivors move slower then normal so that killer can end chase in less then 60 seconds instead of taking a long time waste. They could rework maps and have a fair balance of dead zones and pallets zones in between, to make chases easy. They could instead, gives Survivors more objectives stuff to do, such as finding specific Generators parts from across the map in order to complete a generator or find a special key to unlock the exit gate switch. There is a lot of ideas that can be done, so that killers don't necessarily need to camp and tunnel to win, and more incentives to chase more for a chance to win better and have more fun.

    Survivors don't like camping and tunnelling, so does killers not liking Genrushing! There might be a way that makes it fair for both sides.

    Imo the thing I have learned recently is that it's not the gen speeds that are the problem, it's all the tools that Survivor's have to make them faster, or to make other things they can do faster. All the best Survivor perks are all about speed, and that's where the main problem comes in, perks and items.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554395#Comment_3554395

    Hyperfocus actually requires you to be good at hitting skillchecks. The meta is nearly always the most low effort high reward set up ppl can find, I personally don't think we'll never actually see hyperfocus be used in mass despite how clearly crazy it is due to that.

    Which is exactly why MFT + Hope is meta. Literally 0 things to do on your part, no micromanaging Exhaustion to 97 or 98 your Sprint Burst and time it correctly, no having to learn how to Fast Vault close to windows to get the most out of Lithe, just get hit/get to end game and boom, you're harder to catch. They are the very definition of a crutch in a video game. Because really, the other Speed perks are actually better (Except you Background Player you just suck) but since MFT requires 0 thought process it's way better. From the literal worst player in the game to the best player in the game, MFT will be strong on both and everyone in between.

    Hyperfocus is on paper OP, but it's high risk high reward. You run the risk of exploding your gen, for the reward of completing it a bit faster potentially, or you could just run Prove Thyself and co-op gens instead.

  • @sizzlingmario4 said:

    The weaker toolboxes are fine. It's mainly Commodious toolboxes + extra charge addons that are the issue.

    Yeah it's really just the green one + yellow addons/BNP. Even after the "nerf" BNP is still stupid strong, in some ways it could even be argued it's stronger, since let's say you use a BNP pre nerf, and someone gets hooked, the killer comes with Pop and kicks the gen. Boom, that BNP progress is gone. But now, Pop is actually less effective, and the extra reduction bar from BNP doesn't get removed.


    Flashlights being disabled gave me a new appreciation for them. It sucks going against a bully squad with them but holy #########, when they were gone and everyone was running strong med kits and toolboxes that was a nightmare. Gens were popping left and right with no counterplay.

  • They just need to go back to the drawing board imo. She's bad at EVERYTHING, she's useless at defending, she's terrible in chase, she's terrible at area control, there's literally nothing she's good at. I play Chase Merchant, and them nerfing her Geographical Readout Addon alone was too hard to a blow, but the changes to her drones make them borderline useless. She's just a worse Hag/Trapper now.

  • @Peanits said:

    I would encourage you to give it a try first. There are a ton of changes in this upcoming PTB and it's nearly impossible to say how things will play out just from reading them alone.

    That said, those suggestions come with their own problems. Preventing a drone's zone from coming within 5 meters of a generator sounds great on paper, but falls apart when you get into a match and realize that 90% of the map is now a no-fly zone. Generators are spread as evenly as possible throughout the map, so the number of places you'd actually be able to place a drone would be very scarce. Moreover, this doesn't make her power any more practical during a chase, so it would be an outright nerf to her.

    Moving drones also does not address the issues with her power. Having them move is all well and good, but does not prevent her from placing them next to and having them patrol generators.

    Okay so we gave it a try and it's awful. She was completely ruined. Her addons are ruined, her power is literally useless she's just a worse Hag/Trapper, and her new Chase Music is super bad. Please try something else without completely changing her, it's actually just unplayably bad. You guys went to fix the 3 gen which you did, but you also butchered her chase potential and her addons. I play Chase Merchant, and this rework makes her unplayable. Now all you can do is spam drones until someone eventually gets claw trapped then chase them. She's almost just an M1 killer with no power.

  • @AlphaYandere said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546028#Comment_3546028

    the killer (blight) and his hug tech are fine but his addons must be changed

    I disagree with this sentiment, his base kit is still OP. He should be a 4.4 killer not a 4.6. With that much mobility he needs to have a weakness to just W chasing.

  • @Spirit_IsTheBest said:

    In my opinion just wait until her changes hit PTB tomorrow, it could be a lot better gameplay wise then on paper, I'm excited for them. Please check back on here and tell me how you feel when you test her tomorrow, I'll do the same.

    Yup I was right, now she has literally nothing and is one of the worst killers in the game. In her current state on PTB not only is she extremely boring because she has literally nothing but she's also just super weak and honestly? Weaker than Trapper since he's getting some nice buffs.

  • @kibbehnayeh said:

    Hello,

    I am grateful for the small buffs that Blastmine and Wiretap recently received in patch 7.1.0 to make them more worthwhile, but I am confused why their activation requirement was changed. You have to stop repairing the gen when it's 50% and stand up near it for a few seconds until you can prompt the activation. This feels clunky and takes a bit more time than how we could activate it while repairing before.

    Admittedly, being able to activate them near a gen and not having to be actively repairing can be useful in some situations, but then why can't we also have the option from before to activate it while repairing? That way, you can decide for yourself if you activate it while on the gen or when near it. For me this would be a quality of life update because there's already some interactions that are awkward and clunky that take up a few seconds like having to position yourself a certain way, having to wait a bit for the prompt before you can heal/cleanse/bless, being careful to not accidentally enter a locker while in a chase or to not drop the palette on the wrong side etc.

    I think it was to give it some sort of "counterplay" if you will. If you go to chase someone off a gen and see them tap it there's more than likely a Blast Mine on it so you have to make the choice to kick it and waste extra time recovering or just let it go.


    At least that's my theory, I could be completely off who knows.

  • Lol this is like a Killer complaining they can't get a 3-4k every single game. Oh no the game is only slightly Survivor sided now instead of heavily Survivor sided. Overpowered Kill perks? Like which one Lethal Pursuer? Windows is infinitely stronger, Pain Res? It can only be used 4 times max, Pop? Have to actually hook someone first, so still gotta catch someone (Although it could be tuned down to 25% and that would be fair instead of 30%), other than that I actually don't even know what perks you would think are OP on the Killer side. Survivors have wayyyyyy more OP perks than Killer does.

    Undermining Survivor perks? Like Made For This, Adrenaline, Windows of Opportunity, Resilience, Hope, Prove Thyself, We'll Make it etc?

  • @caipt said:

    Okay, okay! Look, I KNOW how this went last time it was NOT fun. But hear me out! Eruptions design, at its core, is PERFECT. its a perk based around rewarding skilled plays and making decisions for the macrogame with regression and information. You need a down to activate it, and you need to spend time kicking gens and lose distance on the repairers for it to activate at all. It was 100% broken before and needed to DIE, but we're at the point where we've seen it be trash, less trash, then overpowered and below average. we have seen every single side of eruption EXCEPT it being a strong and balanced perk. I say we have it block every gen for 20-25s along with the 10% and info. And yes, that genblock is different from the incap because during that time you can still heal or go repair a different gen etc etc instead of being forcefully removed from the game for 25s. The issue atm is that eruptions value is disproportionate to its conditions. The ~9s it regresses for you is almost pointless half the time because most often you cant act on it. At least a third of it is eaten up while you are still in your hitcooldown, then the rest while carrying. Compare this to old pain res. Its a 5% difference, about 4-5s. except old PR's regression wasnt repaired while you were carrying someone because it activated on hook. you could efficently act on it. thats not the case for current eruption; its 10%, but you need to kick each gen and you cant act on that regression, it just makes up for the time spent carrying. If it blocked the generator for roughly the time spent carrying, that would not be the case. You could hook the survivor and still have time to go over and act on your eruption, and since its not incap those survivors can still do something efficient, just not relating to that gen. eruption should really get a touch up.

    Nah as a Killer main Eruption is fine. It's actually still a solid perk tbh.

  • @Melinko said:

    I don't think they can or should ban people for something that is a break on the devs side. It isn't like they've done something to their game client to get an advantage.

    It's like the Blast Mine bug where you go out of body sometimes. Invisible and able to unhook and open gates. I didn't plan for it to happen but it was funny as hell.

    I disagree, the Blast Mine bug can happen on accident. I've done it twice by complete accident, but the locker exploit won't really happen without purposefully trying to do it.

  • I just hard tunnel the person using FTP+Buckle Up off hook. You wanna play using something unfun and too strong so will I.

  • @truthserum21 said:

    alien is the most unfun and oppressive killer to play against in dead by daylight history. this game used to be designed around mind gaming killers to evade chase and using resources to do so. i admit that the bugs and some of the old mechanics made it extremely survivor sided but its as if we are paying for it now.

    almost every killer in the last 3 years has been designed around any combination of the following, tracking/locating survivors with ease, monitoring or cutting off whole sections of the map(3 gen strat), almost completely ignoring all resources(pallets and windows), camping or monitoring hooks and gens, brutally slowing down the game for either extremely fast 4Ks or long, drawn out, cat and mouse gameplay.

    Again, we may agree to disagree AND I understand that on a competitive level the game still leans towards survivors(slightly, at least). What percentage of games played does anyone think are 2000 MMR or higher with full, coordinated 4 player teams using voice comms? If I had to guess, Id say 20% at best, and that's being extremely generous. Even top MMR teams who are not communicating in voice chat to coordinate perks and sharing knowledge are severely hindered against even mid range killer players due to things like map design, killer perk build strength, and how strong recent meta killer base kits have been designed. Not even the OG Borrowed Time was as oppressive as the killers ability to slow and stop game progression with minimal effort today.

    Can a window or a pallet save you from Nemis tentacle, Tricksters blades, Pyramids damned strike if you bait or fake? Yes, of course. Can you reroute a loop to evade a crow or a remnant, absolutely. Can you split gens in an effort to minimize guards and drones, sure. Was it a thing to regularly take a hatchet in the back when you didnt fake a vault, it was indeed. But every new killer has a new counter play to learn while survivors stay the same.

    With the number of players being higher today as well as killer perks being far more oppressive to players in that class(new to moderate) the chances of a killer landing a lobby of a team they can not only beat but annihilate, torment, and embarrass if they wish to is exponentially high. Something has to give because the game is becoming extremely unfun on a far more than "you win some, you lose some" basis.

    I get that the devs hold onto their 60% kill rate for dear life and how important that statistic is to them but its not really an accurate representation true game play or experience. At the highest MMR survivors escape a lot more but at mid to low MMR the number of 4Ks is much higher which makes for a perfect imbalance.

    I don't know where I am going with this and I don't have the answers to solve this enigma and assure myself its all a dream but I think that some subtle changes to improve overall QoL and player experience are needed. The only thing I worry about is trying to find the root of the "problem" like was done with the healing nerf. What I mean is I think a massive change to any single mechanic could have a dire effect and instead analyze all the "little things" that create instant wins on either side while also taking into account how often these "little things" occur in 4 player lobbies as oppose to players not working directly together.

    I get that this kind of feels like reading word soup but as someone who has loved this game since it's first day available on console I'm just not having fun as much as I did year 1-3(for console). Don't get me wrong, when it is fun its still a shot of that "good dope" but those days are few and far between now.

    Anyway, if you got this far thanks for riding my bozo bus to nowhere.

    Anyone who thinks Xeno is somehow worse than Nurse or Blight is insane. Xeno needs the tail attack tuned obviously but you're really going to sit here and say that a tail attack is somehow worse than literally teleporting through the entire map, breaking the entire game, or mad dashing from across the map in 4 seconds?

  • @Boons123 said:

    When you play as a survivor and play with their perks, you get additional effects

    This will help make the survivors more than just skins for each other

    Example: Jeff

    Breakdown

    -When Jeff rescues a survivor, the hook will break immediately after his rescue

    Aftercare

    -Survivors affected by this perks see other survivors if Jeff sees them

    Distortion

    -The blood and Jeff's pained voice are suppressed

    It is worth noting that perks retain the same effects if you play survivor with their perks

    Massive no

  • The "Fixed" fast vaults were extremely overpowered. Simple as that.

  • @Neolakis said:

    So was I supposed to just wait for myself to bleed out, while the nemmy just stood there and whipped my corpse on the ground? Cause it seemed like the time out indicated I did something wrong.

    I'll admit, the timeout out was only 60 seconds, but I still stand my original question. What did I do wrong? Why does leaving a match early when you are the last survivor matter -- at all? Is it because the game needs the last survivor to run around, so the killer can complete his "close hatch" quest? Okay, then if I leave early, just give him the quest. (he went and closed that hatch anyways before coming back to stare at me bleeding out).

    I think if the last survivor of the match wants to leave, just let him. What even is the "gameplay" left for the last survivor? Find the hatch? Okay sure, run around, win the coin toss, you find the hatch and escape. Yay! lose the coin toss, killer closes the hatch. Now what is left to do in the game? Well you can open the gate. There are two gates. Killer goes back and forth between the two gates. If the gates are far apart, and the killer is slow, maybe you can get out. If the gates are close, well you just jump on a gate, and hope. Oh the fast killer zooms over, downs you, and then lets you bleed out for two minutes.

    I know the game has quests that having the last survivor leave early would hurt, but I don't think that's a good enough reason for the crummy last survivor endgame experience. And I don't think "removing all the bad manners players" is an option either.

    If the match sucks, and the last survivor should just get the option to leave, no penalty, no judgement for not wanting to sit there and bleed out while the killer whips their dead corpse.

    P.S. option 2, make the last survivors healing while bleed out speed 4x. Now the killer can stare at you on the ground, but at least its a little bit quicker.

    Yes, just alt tab and watch a Youtube video or something. Waste their time instead.

  • @Seraphor said:

    Is there any reason why any killer would opt in?

    Well if you gave the opt in a permanant +50-75% more BPs earned I'm sure they would. I would.

  • @Zaydin said:

    And if they get snuffed out the boonj is gone for good, just like Hex totems if they get cleansed.

    As a Killer main, no. Boons aren't even that big of a problem, the only one I hate is the one that hides Scratch marks, just because I think removing the one way for Killers to track healthy survivors is a bit OP. I just think instead Shattered Hope should be made baseline, and then you can revert the nerfs to CoH if that happens since now there's real counterplay to them since each totem can only be used once. I also think if a Hex Totem is boon'd then the Hex should simply move to a dull totem.

  • @mca240 said:

    The new is way too unsafe. There is no singular loop or pallet that cannot easily be mind gamed. No shack with a God pallet, no jungle gym which is closed off. It is like Garden of Joy for killers...

    I disagree, it is very slightly Killer sided, but there's like 4 jungle gyms and main has some good loops. It's probably the first truly balanced map in the game.

  • @UnavailableName said:

    Tunneling was seen once in a while some years/months ago, today, tunneling right at the start in pretty much every trial.

    1. it is unbearable
    2. the game is clearly not designed around tunneling as there is literraly no good counter to it, especially with the anti-loop killers we get now
    3. it entirely kills the fun for the whole survivor team

    I don't know how this major flaw has never been adressed for years but it has to go now.

    Tunneling is only manageable in SWFs, every other survivors setup cannot deal with it at all.

    Only if we address how fast Gens can pop if people tunnel them. I have had way too many times where I'm forced to tunnel because 3 gens pop in less than 2 minutes during my first chase.

  • Honestly just make the Dream World his unique thing. Everyone is in it all the time, forever. It's not like that would make him OP, he's still just a weaker Clown.

  • The same way MFT is apparently balanced which is why it's still unchanged. The ability itself is fine, what needs to be toned down is his movespeed when you miss. It puts him at 2.1 for 3 seconds, it should be 1.5/1.6 for 3 seconds instead.

  • @Nikolaifly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532790#Comment_3532790

    Ima be honest, anyone who complaing about fast vaults is anoyying and needs to play both sides. I play both sides fiarly evenly, and I can say never ONCE did I think fast vaults where bad. They are hard to hit! And its completely fair if you w key for a long time to jump and keep your speed. This new update is uncanny!

    The normal fast vaults are fine, when they "bugfixed" them they become OP af in a game that's already leaning Survivor sided.

  • @saintjimmy456 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530602#Comment_3530602

    All of your comments on other threads are toxic insults towards survivors, so I imagine you are a killer who loves Xeno because it is a powerful killer, and you are pretending to be a player of both roles to make it look like your opinion is objective.

    Lol, I literally just made a thread about how Blight needs to be nerfed. Also you yourself say you play almost exclusively Survivor so.

  • @Biscuits said:

    This killer is quite strong, I keep statistics and so far her kill rate is almost 90%.

    There appears to be some protection frames when she exits a burrow, making turrets placed near the burrow useless. Prevent turrets from being able to be placed too close to burrows.

    Turrets also feel quite week, a good killer can tail hit turrets well before they knock them out of their power. Increase the speed or distance for turrets.

    Missed tail hits don't seem to be effecting the killer at all. They are able to hold people in one area and guarantee a hit. Increase the cool down or slowdown of her tail attack.

    The red stain feels awkward in crawling stance. Idk what to suggest, it just doesn't feel right.

    Xeno is actually balanced. I've played as and against Xeno a lot, and from my experience he's perfect. A tier in terms of power for sure, which means he's balanced. He needs 0 changes, no buffs and no nerfs, simple as that.

  • @Brokenbones said:

    Yeah in the lobby I noticed this but i think it's the lighting?

    Is this in game as well for you or?

    It's mostly the lobby yeah, but in game I noticed it too.

  • @DatNasty1216 said:

    I agree, they always cave because of shithead streamers like coconutrts, they make jokes about the chase themes sounding like machinery and their bandwagon followers just regurgitate the same things.

    2nd time a good chase theme that fit the theme of killers got changed to generic trash.

    You're joking right? His chase was God awful, the TR was nice, but the chase theme actually gave me a headache.

  • @Wolfganguntoten said:

    Alien is ridiculously broken. Fix it or me and everyone I run with all agrees we aren't playing anymore. He hits through windows through pallets and even when crouched BEHIND a pallet. This is the most broken toxic killer I've seen in this game over the years. He sees you and there is no escape, no dodging only 10 seconds until he beats you down. I made an account just to say how much this ######### sucks.

    SWF group complains they can't just bully every killer in the game. Xeno is fine. If anything, the flame turrets need to be nerfed.

  • @Clockwork_Enigma said:

    Unlike the other beasts of the Fog, you have adapted to the light.

    After being blinded by a Survivor, Lightborn activates and the following effects apply:

    • Blindness duration is reduced by 50%.
    • Stun duration caused by blinding flashes of light are reduced by 50%.

    When a Survivor successfully blinds you by any means, their aura is revealed to you for 8/9/10 seconds.

    Changes in Detail

    • Buff: Added the effects of reduced blindness and stun duration from certain blinding scenarios.
    • Buff: Tiers 2 and 3 of Lightborn are longer.
    • Change: Lightborn no longer grants immunity to blindness by any means.
      • This benefits the Survivor team by granting them the ability to still blind the Killer in crucial scenarios.
      • This also benefits the Killer by giving them more opportunities to use the perk as Survivors will be more inclined to use it.

    "I'm upset my 4 flashlight bully squad gets countered by a perk that exists only to counter it"


    Lightborn needs 0 changes.

  • @GensByDaylight said:

    Knock out is a perk from Bubba that prevents other survivors from seing your aura when downed if not within a small radius.

    This perk is outright unhealthy for the game, its almost like eruption, as it does nothing to SWF but hurts solo q. It also has the "wait it out" feeling where you have to sit there and wait for 1-4 minutes.

    There is no reason for this perk to exist. No one would complain if it was removed and DBD would be slightly healthier if it was changed.

    I'll trade you Knock Out for Made for This

  • @UndeddJester said:

    Cmon bhvr... I'm not expecting the ability to floss or something, but just some basic emotes for Killer would be fun.

    I mean more emotes in general for all would be welcome... but even just 1 or 2 for killers I'd be happy... say Weapon Wipe and a Character Specific emote.

    • Bubba tantrum raising his chainsaw
    • A cutthroat gesture from Trapper
    • Pinhead solving the box
    • Huntress 1 hand juggling a throwing axe
    • Pig booping her nose (obviously)
    • Trickster striking an MJesk pose
    • Alien with the air duct jazz hands.
    • Myers doing absolutely nothing.
    • Plague doing her Jesus thing

    There's so much untapped potential here... for a real laugh.

    No, but messing about aside, a lot of the non goofy animations I've mentioned exist in the character select lobby. Would be cool to just trigger them when we feel like it. Maybe as a goodbye at gate.

    A point wouldn't go amiss either... get that "you" energy going xD

    Man I can't wait for the day a SM sets up a 3 gen and just stares at Survivors flossing.

  • @Thomasb211 said:

    Seriously?!?!?! 0,5 seconds!?!?.

    At least 1 second or 2. Dead hard now is impossible to use.

    Not like 2020.........

    Oh no you actually have to have some skill to have 3 health states now, THE HORROR

  • Most of the time they have some huge drawback or requirement. Honestly most of them are fine, the only one I have issue with is Iri Hatchet Head because it's just boring to play against. There's a reason you honestly don't see them too often, because yeah maybe you will get 1 or even 3 insta downs a game with it, but other addons often provide consistent and constant benefits. I don't think they're an issue. And it's like Tombstone, but not as problematic, once people know you have it they're going to play differently and much more safe.

  • Gonna say a maybe hot take here, the game only having 1 queue is ideal. It means it's often the wild west out here, you could get the sweatiest Nurse/SWF you have ever seen, or you could get a Pig that just wants to give everyone hats and then walks around crouching and nodding at you. It just makes the game so much more fun in my eyes. The last thing we need is a ranked mode like this.

  • "Head On is a really fun perk"


    Survivor moment.

  • My favorite part is "Killer" is often censored. This is a game about murdering people and sacrificing them to an evil God, how the hell are there so many censors. BHVR is just too lazy to go through and manually implement a censor for things like slurs and instead use this dogshit system that would have censored about 40% of this comment.

  • There's way too many addons that need to be base kit. I know people hate Skull Merchant, but if you want to play her as a chase killer you literally HAVE to use a purple addon called Geographical Readout. Knight NEEDS Map of the Realm, Deathslinger NEEDS at least the brown reload addon so on and so on. Pyramid Head NEEDS at least 1 range addon or hitting your power just feels way too difficult in most situations. It's super annoying that addons that feel required for killers to feel good to play get nerfed because of statistics without BHVR trying to figure out why so many people feel the need to use them all the time regardless of build or playstyle. It's the same thing with gen regression perks, without them gens just fly by so everyone has to run at least Pain Res or Pop Goes the Weasel or it feels awful to play killer.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512122#Comment_3512122

    most of the time they are not missing their shots, its server delay and hit validation, connection that sometimes takes the shot away from you.

    That's true, I had a game just yesterday where shots that should have missed hit, and shots that should have hit missed, it was extremely frustrating.

  • @DaddyMyers_Mori said:

    Resilience: why the hell remove vaulting instead of gen speed?

    MFT: just do Otz suggestion. Remove endurance and haste stacking (that will save trouble in future). Some visual display of the perk would be nice, so killer can act based on it.

    Buckle up: yes

    WoO doesn't need a nerf. It's just an information perk.

    I actually think WoO does need a nerf. It completely removes dead zones and it becomes super obvious when a survivor can always just happen to get to another pallet right before you can hit them. There's a reason it's used more than any other perk in the entire game. A Killer version would be giving a perk that allows you to the intensity of Generators depending on how complete they are, yeah it's just an information perk, but it completely removes the idea of having to patrol gens and you'll always go to the right one. That's OP in my eyes.

1 … 5 6 7 8 9