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PetTheDoggo

PetTheDoggo

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PetTheDoggo
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  • @Hanuka5 said:

    "can we nerf the ghoul already"

    Do you have anything pacticular in mind? did you ever play the Ghoul and said "this is too strong" or "this is too weak"?

    Ghoul is more or less like legion, very strong in injuring the survivor but not good in finishing. Hes basicly a m1 killer at that point who closes gaps with jumping instead of running fast (like legion).

    Ghoul is more or less like legion, very strong in injuring the survivor but not good in finishing. Hes basicly a m1 killer at that point who closes gaps with jumping instead of running fast (like legion).

    Yeah, that's getting quite old.

    Kaneki is not anywhere near to being "basically M1 killer". He can easily dash right next to a survivor with fatigue lower than Legion. That's not M1 killer behaviour.
    Also counters safe pallets, because why not…

  • I simply treat any secret offering as if survivor used map offering. That survivor is going to die for sure…

  • I hope they bring something relevant to make hard tunneling more difficult and show killer hook stages of survivors.

    I like to go for 8 hook games and it's just not easy to remember sometimes who is dead on hook for me. Especially if I dropped some chases, or there are same survivors against me…

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982915#Comment_3982915

    I doubt auto aim is fine idea in principle. Looking at this forum and every other social media, majority expect him to be nerfed to the ground. They never will be satisfied.

    When SM was greatly nerfed by kick gen system people dced anyway. Explaining that she is still annoying to go against. They asked for more and more until only few enthusiasts were playing her. Probably, majority just don’t want to see ghoul at all.

    I just wish to have another S tier killer but with skill expression. I don't want another brain-dead B tier. For me going against ghoul already is fine, but if people complain that much, I barely can judge here. And he is lack of skill ceiling, so…. rework indeed needed, at least for me

    When SM was greatly nerfed by kick gen system people dced anyway.

    Survivors give up against her even in her current state… It's very funny to me.

    I just wish to have another S tier killer but with skill expression.

    Yeah, I would be fine with strong killer, who is difficult to play against, if the killer is equally or rather more challenging to play as.

    But Kaneki just fails at this hard. His current kit is just insane in my opinion and skill floor is lower than pure M1 killer.

  • @Memesis said:

    That would guarantee the last survivor escapes. You want every match to end in survivors ratting for the free escape, letting their teammates die on first hook?

    Every match would end in a 3k.

    Not every, you have killers who can make it near impossible and perks to do it. It can become 50/50 at best, if survivor waits on the gate and open asap.

    Killers like Plague, Trapper, Twins, Dredge etc.
    For perks I can think of Whispers and No way out.


    I don't think there is need for it to be maximum distance, but there definetly should be a minimum distance limit. I have had gates spawn on same side of the map, where all I had to do was turn my camera from left to right (Garden of Joy is good at this).

  • Seems kinda funny we have whole Quality of Life Initiative, but to me current state of DBD is one of the worst in a long time…

  • I would rather just decrease requirement to 1 chest. That would let you got so many more uses, but would still cost a lot of time to do so.

    With just cooldown it would become very annoying to deal with, especially if survivors will use them mainly for pallet saves.

  • Yeah, that's just another completely useless perk. Like we don't have enough of them.

  • Your issue is the difference between CoH/Exponential and basically any other boon perk.
    What might look reasonable for trash boon totems, is not for those already good to use.

    Also I still have PTSD from original CoH, so no…

  • I was thinking I can't be less interested in quests, but here we go…

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981476#Comment_3981476

    So what happens when that window finally blocks after vaulting it three times, or after that pallet is dropped? Then you HAVE to leave the loop one way or another. And then guess what happens….

    not like you will regularly get to vault three times anyway
    I have yet to see Ghoul without Bamboozle, or Bamboozle addon (which is actually stronger)

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981610#Comment_3981610

    This was intended that his vault should be faster than wesker, wesker can damage you with his dash but ghoul cant so he can have some antiloop in this form but they missed bug called kidnap tech that made him way more busted then he should be without kidnap his fast vault doesnt make that crazy distance most times it creates 50/50 but only works on long wall safe loops like the one palett on gideon near basement if one is down and other is broken then its free hit. Thats why he hit you free after release he vaulted behind you kidnap tech you and he had bigger hitbox after vault same or maybe litttle bigger than wesker which was free hit.

    His kit just doesn't make sense to me, why he should have better vault than Legion and even Wesker. Especially with how hated thing it was with Chucky scamper…

    Killer who has free injury (better than Legion) should have an issue downing survivors and they give him currently best vault power and one of best mobility powers?

    Then ability to fully cancel his dash, which not even Blight and Wesker can do, while also one of lowest fatigues.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981610#Comment_3981610

    he can vault as the only potential of some kind of anti loop power. That’s simple

    All of his other power with that silly auto aim and leaps are entirely meant as way of mobility around the map.

    Actually, I’m thinking BHVR attempted some vertical gameplay on him. That’s why his auto aim so busted. I’m pretty sure it was created for climbing and sliding, not free first hit scan. And enraged mod probably was for the same reason here. He was supposed to be another S tier probably, but with extreme high skill ceiling. Or maybe it's my simple phantasy.

    But then they realised they need to completely rework many hitboxes on every map and introduce completely different game mechanic. While they simply don’t have resources. And then they just “well, just let him have this free hit and vaults so he’ll stay S tier as we planned”

    For me he is completely same as SM. Great attempt for introducing something new for designing new mechanic /strategy, but it turns out to be just miserable experience. I’m not a big fun of Tokyo Ghoul franchise, but it was my first anime. And I was so disappointed they missed such potential so just refused to buy him. And maybe that's why I feel so frustrated when people complain on something least important as his cheap anti loop. Like… we clearly have something even worse here

    he can vault as the only potential of some kind of anti loop power.

    Why should have have it, when he has free injury? He shouldn't have any antiloop power.
    Such a killer should have difficulty of downing survivors as Legion. Ghoul's kit simply doesn't make sense imo.

    Just free injury and high mobility would make him a good killer.

  • They can't even detect survivors fast vaulting… That's way bigger issue.

    Just act like her drones don't exist and it only gives you undetectable on command.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981404#Comment_3981404

    And Slinger can reload and hit you again before you're fully out of range unless you have Overcome. It's still a gapcloser.

    Slinger is 110% for a reason, yknow, while Wesker probably would be too weak if he was made 110%. So honestly, I've gotta fully disagree with you.

    Wesker has to dash in a straight line at a much slower rate than Slinger. Slinger can hit you through things that Wesker can only dream of.

    Slinger is 110% for a reason

    Because it was a standard at the time he was released? That's the reason…
    That standard is gone after Trickster rework tho.

    I don't believe Deathslinger is strong enough to justify him any nerfs, which this definetly is a nerf.
    It's not like he fully ignores endurance, he just has an option to wait few last seconds.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981560#Comment_3981560

    No info on Wiki about difference in vaulting pallets/windows on both of them. It considered as obstacles and have same duration

    https://us.v-cdn.net/6030815/uploads/4AZ3UGS5XE1K/img-9982.jpeg

    They have an equal modifier of leap/bound speed (14 m/s)

    If u really want to see all numbers… One person already did it here on forum

    https://us.v-cdn.net/6030815/uploads/312734JJ0XTY/img-9983.png

    U also can block prompt for vault and force Kaneki to bite u instead of letting him vaulting, as it was in video I linked. In Wesker case, u cannot prevent his vaulting.

    Again. I’m up to changing him. But his vaults is the least thing u should worry about definetely

    It's not like I asked for nerf for his vault. I have bigger issue with his full mid dash cancel.

    Another thing is you are comparing vault actions itself, which may seem same/similar, but you ignore how quickly killer can prepare their power and how quickly they reach pallet.

    Kaneki definetly is better than Wesker at those, he pulls his power faster and he actually hold survivor in place during the leap for a moment. Wesker doesn't have that.
    Wesker have an issue of vaulting pallet when survivor is dropping the pallet. Often bounce from pallet and needs to use another dash to vault → even slower. Also survivor is free to run away immediately after dropping pallet against Wesker/Legion, which is not true for Kaneki.

    I mean, but overall with his kit I don't really understand why he has vault in first place. He can bite over objects/pallets/windows, so unlike Legion he doesn't really need to get on other side.

    I would love to see stats about how often survivor is downed within 8 +/- seconds after Legion, Chucky, Wesker, Kaneki performs their special vault. I would expect Kaneki to win by a lot.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981527#Comment_3981527

    Same with windows. They all stuck in same position after vault.

    Ghoul in loop playing as wesker, but without dashes. Same bodyblicks, same cooldowns, same counterplay.

    Taking free first hit? Yes, that’s his actual problem along with kidnap tech. Antillop? Pure skill issue from survivors

    Pure skill issue from survivors

    Well, issue is you want from survivors something you don't want from ghoul. I would say difficulty of playing against and playing as should be equal, but that's not the case.

    Right now ghoul can counter windows, safe pallets, hold W, protection hits. Also has free hit, one of best mobility on top of it and is very easy to play, because he simply doesn't need to know where to target his power.

    So either there should be easier and better counterplay for survivors, or ghoul should become more difficult to play as.

    I want to remove his ability to cancel dash, because that actually gives a counterplay for survivors (double back) and ghoul will have to know, where to target his leap to end near survivor.

    I think it would be hilarious to see ghoul zoom past me, because he dashed too close.

    Same with windows. They all stuck in same position after vault.

    But how fast they start vault is different for each of them (Ghoul is fastest), Wesker also often gets blocked in front of pallet instead when survivors drops it.
    Legion has by far weakest vault, you can't be serious trying to say they are same…

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981517#Comment_3981517

    https://youtube.com/shorts/CJ9so53XdEE?si=NjkHMWfrMeYi2Et2

    On this video u clearly can see that their models finishes vault animation at the same place

    https://youtube.com/shorts/ias1FOYVDAo?si=6jGvUmzFr9Lc_xzr

    On this video u can find some tips about how countering it, maybe u’ll struggle less in loops after this

    https://youtube.com/shorts/Mzta0vI86rY?si=iw3NlFOGa778ukYl

    Another tips

    I don't really wanna discuss it anymore because any counterplay of this killer I provide here is countered by “but that's hard”.

    How I supposed to answer on this. “Learn how to counterplay?”

    On this video u clearly can see that their models finishes vault animation at the same place

    I said window, have you ever trying to window tech Legion? It's so easy and he can't down you.
    Also as I said, Kaneki has by far best window vault out of all of them. They just don't work same.

    On this video u can find some tips about how countering it, maybe u’ll struggle less in loops after this

    Not sure if it was under your comment, but tip 2 simply doesn't work. He is able to pull his power back against and will down you at least on god pallets anyway unless you have something else nearby.

    I disagree with tip 1 unless you have perk for healing, it's simply not worth it. Thing is Kaneki is going to bite you anyway, even if you are injured to keep him enraged.

    Tip 3 works to some extent, but that doesn't change the fact those are limited and can often be just mind gamed. Kaneki is not 110% killer, so he doesn't really struggle with those like Huntress for example.

    I provide here is countered by “but that's hard”.

    Well, I am fine with his counterplay being hard, if he would be equally hard to play. But he is not, he is very easy killer.
    I think counterplay against all top tier killers is hard, because all of them are unique compare to classic M1 killers, but those killers also need some practice (Nurse, Blight, Billy, Wesker). I just can't say same about Kaneki.



    To be fair last video is actually good. Especially the way you can prevent kindap tech and force him to bite instead of vault. I would say this supports the idea of staying injured imo, because you can force him to bite you.

  • @YayC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453384/by-far-my-biggest-kaneki-gripe

    Last time I checked, Kaneki still can't injure with his 2nd attack.

    Wesker can, so while Kaneki's first hit is free and Wesker takes more effort, kaneki then can't use that power to directly cause the second hit unlike wesker so it needs to have more forgiving times because it's less universal.

    Wesker also doesn't need to grab onto the environment while ghoul does just to use the power in the first place which can take time to align unlike Mastermind meaning you need more time to do it.

    His power is also less precise compared to mastermind, when you dash on wesker you know exactly where you'll end up if you have knowledge with him making the follow up much easier to know where to pre-aim. Kaneki slides along the floor, bounces around like a pinball and does whatever the physics engine decides making it much less predicable to use and therefor, much less reliable to get a follow up immediately.

    Also if Ghoul fails to grab onto something, they get put into a mini cooldown which happens ALL THE TIME because the grab mechanic on the environment is extremely janky just like apparently half the kit. So if they made the time short like Weskers, you would constantly be getting grab validated whenever you tried to use the skillful part of the power and make him extremely frustrating to play (a reason he has to auto aim as stated by the devs).

    Also I don't know what Kaneki's you're playing with who can walk around the entire shack while moving slowly between power grabs but if you want to make a point, massively exaggerating things doesn't lend well to your whole argument.

    Last time I checked, Kaneki still can't injure with his 2nd attack.

    Nah, but he can fully cancel his dash whenever he wants and has really low fatigue.
    So basically Spirit also can't down/injure you with her power, but doesn't really matter when they are right next to you after their power.


    Kaneki definetly has power to down survivors, he is not "M1 killer" who has an issue of downing survivors some people would like to claim.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981243#Comment_3981243

    U can vault the same pallet after his vault, so basically it works same as against wesker/legion. If he is not in enraged mode he always plays as m1 in every possible loop, so his core powerf is eating distance between loops or in open field. And many, really many survivors just used to shift w. Because it was always the wisest counterplay for killers. But he is just created different and requires some positioning knowledge. Or good map rgn…

    Both him and Wesker vaulting for 1.5 seconds and has same cooldown after. After infection Wesker also applies permanent hindered, Ghoul also applies hindered after biting but for 0.5 sec. He is not special in terms of vaulting. Idk why u sincerely believe, that he can auto put you down. If he use his power

    His cooldown after vaulting shortens only when u have LOS while he is in enranged mode. Not all of the time. And this LOS for targetting is 3-4 metres, not really a lot until u directly stay on. And the trickiest thing u can abuse it but standing in right position after his vault to immediately go beside him and vault on opposite side.

    I don’t play ghoul myself and still against buying him because I’m greatly disappointed about how buggy he is, but I encountered ghoul many times as survivor. Not some baby killers, a lot of had p20- p50. If u have good loop and u are injured he have to play as m1 killer. Without bamboozle and his centipede addon he has pretty pathetic anti loop, and the only reason why he is so op in solo is his mobility and free first hit scan. His anti loop isn’t problematic a lot and provides counterplay. He literally the first killer who lose tokens of his power after breaking the pallet.

    I lost against him by many reasons, but definetely not because of his vaulting. And I’m not extremely experienced survivor even. U just need to follow simple

    1. Keep distance in loop even
    2. Never mindless shift w against him, because he has free mobility

    I’m not telling here ghoul is extremely easy to go against and that he shouldn't be reworked (for me they need completely rework his autoaim) . But people claiming he is unloopable and providing his vaulting as arguement to this…. just, how u play against wesker then? While Wesker has even greater potential for outplaying in loop, and only one thing that makes him weakier is poor mobility and actual skill involved requirements…

    Remove kidnap tech and he is the weakiest antiloop killer that was presented since last chapters. Many people trying to point on his vault as the main problem, devs listening them, punishes him by losing tokens and etc. But I bet it won’t fix the actual ghoul issue. He should be addressed and reworked in completely different way

    U can vault the same pallet after his vault, so basically it works same as against wesker/legion

    It harder than Wesker and Legion is not even possible comparison. Legion vaults way further from window and can't down you with it, it's very easy to vault back.

    Kaneki can down/injure you and it's harder to time it than against Wesker. While Kaneki is on top of it pallet, if you are anywhere close to it at that moment, it doesn't matter how far you run it will down you, so you need to actually run away and then turn around to vault back.

    That's basically last resort if you know you will get downed anyway, but not really something you can do everytime.

    And many, really many survivors just used to shift w. Because it was always the wisest counterplay for killers

    Well, sometimes you have to reach another loop. Especially when Kaneki blocks your window with Bamboozle…
    And because how easy kaneki is with his full cancel, you can't even double back against it.

    Idk why u sincerely believe, that he can auto put you down. If he use his power

    because he can, you will be downed on majority of safe loops… Wesker doesn't hold you in place with his vault, it takes longer to prepare and slower to reach the pallet. Those two are not even close to be the same.

    His cooldown after vaulting shortens only when u have LOS while he is in enranged mode. Not all of the time.

    Oh right, because it's so difficult to be in enraged mode as Kaneki and definetly not something you can keep whole game….

    Remove kidnap tech and he is the weakiest antiloop killer that was presented since last chapters

    He wouldn't be anywhere close to be weakest antiloop killer in general, but he should be considering free injury and high mobility. That's the whole premise for it.

    My main issue is his full cancel, because it makes him so easy to play. Get rid of that and I am fine with him, but I am not going to be bothered to play against him now. I will gladly take all Blights/Weskers/Nurses in the game over game against Kaneki.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980848#Comment_3980848

    The fact people downvoted you when u clearly provided actual counterplay is so sad :(

    Do they expect killer having counterplay they wish to see?

    Slight issue is it simply doesn't work… Basically none of it.

    Ghoul has no chase power besides fast vaults.

    Yeah, that's just not true, he can use his power on larger loops to get down with how low his fatigue is and it's kinda easy when he can just cancel his power next to survivor.

    Smaller loops you can simply mind game, because he is normal movement speed. People are acting like he is Huntress and actually struggle with rock loops… No, he doesn't

    If he does fast vault, dont be out of position.

    What does that even mean? If survivor drops a pallet when he has LoS, he can just vault targeting survivor and survivor is just dead unless pallet is unsafe. Nothing to do about it. If it is safe loop and he is nearby, then you usually can't even greed it.

    Funny is I can tell by animation when he cancels his power (how tentacles move), so I try to wait under pallet for cancel and then drop it, but he does it so fast he is actually able to cancel and pull out the power again to vault anyway…

  • @UnicornMedal said:

    To be totally honest, I don't really think he makes that much of a difference in the majority of trials. He is unfun and makes chases feel pretty pointless unless you know how to punish him, but Kaneki players tend to make really bad plays and he overall doesn't camp/tunnel/slug better or worse than most of the roster. If he's nerfed into oblivion or stays the same, the quality of trials will be unchanged (at least from my perspective).

    Kaneki is very good at tunneling…
    You could say PH is better if nearby, but Kaneki can return to hook from basically anywhere on the map and then easily force Mending on survivor, which disables OTR and DH.

  • Main issue is he got free injury in his kit, where whole premise is issue of downing survivors. But he simply doesn't have that, not even close.

    I would say his lethality is better than majority of killers and one of best mobility powers on top of it. I have no idea who designed this killer.

    My main issue is his ability to fully cancel his power mid dash, that's just shouldn't be a thing, because it makes it so easy to use with no counterplay. Why killer, who is supposed to have low lethality, can fully cancel his power whenever he wants and has also one of lowest fatigues…

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980076#Comment_3980076

    I'll have to try adding Coup to my Deathslinger build.

    I always liked Surge on Deathslinger because you can drag speared Survivors back into Surge range or pull them to where you'll be hitting multiple gens.

    I play Surge, Surveillance, Pain res, Coupe.

  • @gerolau said:

    i feel like this cucks knight in specific if they go to pincer

    And 2v8

  • @NightWolfsFury said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979936#Comment_3979936

    Omg, wait, I never realized Coup would work on Deathslinger’s swing after his shot… ☠️☠️ I have quite literally never seen a Deathslinger run it before, but that sounds fun!!

    Yeah, I think it's very good perk for him.
    Another thing is it helps you on those short rock loops, where he can otherwise struggle as 110% killer.

  • Legion → Enduring (I love instadown under the pallet)
    Deathslinger → Coup (It let's you shoot survivor over pallet and reach around even on bigger loops)
    Oni → Unforseen (Easier first hit and fun surprise when angry)

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979651#Comment_3979651

    Honestly introducing charges is something that's going to further discourage use for me.

    Toolboxes I'll use right away because what am I saving it for anyway.

    Med-kits are for when I'm wounded, not in chase, and not around a fellow solo queue player that can heal me.

    Fog vials with charges will just have me stuck in a permanent state of 'well, it might be better to save for later' paralysis where I don't even use the charges I have because the 'right' time to use a charge is much more arbitrary and vague for this item.

    well, it might be better to save for later

    I have feeling you play a lot of dark souls games :D

    All items have charges and are limited. You decide yourself when is best time to use it and sometimes you miscalculate, happens…
    I would personally prefer good effect that can help me lose the killer few times (2-3) than bad effect infinite times. But I guess that's just personal preference.

  • Yeah, they completely missed with this one.

    Main issue was how the item was used, not the effect… Just give it charges and it would be fine.

  • @GeneralV said:

    Leverage or Gift of Pain.

    That doesn't do anything, if you leave a chase. Those works only if you down and hook survivors.

    It simply does something completely different than Franklin's.

  • I wish I could play it even when it's on cooldown…

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453316/when-will-you-buff-deathslinger-and-fix-the-chain-bug

    Difference between 4.4 and 4.6 killers is 1.5s over 126m of path traveled. He got instascope and they addressed it to give him some skill ceilling. He got 24m TR and everyone used monitor and abuse on him so you got shot before even hearing tr, they increased it because he's only range killer that doesn't have lullaby. The overall Deathslinger weakness is his mobility (same like Pyramid head, Pig, Myers etc.) those killers will always be weaker when all newer killers have both great map mobility and strong antiloop.

    He got instascope and they addressed it to give him some skill ceilling

    Yeah, it did quite the opposite. Do you know what was/is easier than hitting with instascope? Faking…
    Well and with slow ADS, you have to fake to find out how survivor will react and if they keep dodging, just do that. It's most boring way to play him and they made it mandatory to do it.


    And from ranged killers Trickster is now 115% killer, no? So I fail to see the issue with giving it to Deathslinger, his range is limited... I think that's easiest and safest way to address it. I really don't want any major changes for him.

  • I would like if there would be 5 chests by default at least. Pharmacy would become actually valid perk imo.

  • I don't think it would change much in reality, simply because majority of players will turn it off.
    I wouldn't play soloQ, if I wanted to with other survivors…

    I think soloQ should have more information, but chat/talking is not a good way for DBD in my opinion.
    I think best way would be chat wheel with some predefined commands (like Vecna), that's easy to use and would be good enough. Also can't really be abused for toxic reasons, if you give it few seconds cooldown.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453176/nurse-should-have-only-1-blink

    Nurse needs two changes:

    → remove the lunge add on that makes skilled blinks meaningless and gives you hit that would not land otherwise

    → make it so once she has fully charged blink, she can't see auras

    make it so once she has fully charged blink, she can't see auras

    That wouldn't do much, when Nurse usually teleport in chase before full charge blink. It would make more sense if it worked the other way and she can't see survivor aura until she fully charged blink.

    I don't think she should be able to see survivor aura while charging blink in general.

  • That would feel really bad and seems as massive overnerf to me.

    Only thing Nurse needs is to make her not see survivor aura while charging blink.

  • Oh, good to know. I am not touching him until this is fixed then.

  • Yeah, I think they kinda fail to see what's the issue here.

    I think the effect should be strong, but it simply should not be infinite number of uses.
    I would personally prefer 2-3 charges of strong effect, than infinite charges of bad effect.

  • "We are keeping an eye on it"

    Wel, that's kinda useless for players…

  • That's a good idea, I am definetly going to bleed them out for it.

  • You can't really blame this one even on killer mains…

  • Don't worry, I will lower his killrate...

    He is my like second worst killer. Pinhead is worse for me.

  • It's easy to see someone who panic-pops it in your face.

    I mean, if you play against this type of use, then they would definetly seem weak.

    Issue is if you have survivors pop it basically while you are like 15 +/- meters away them when you try to approach gen, then it's definetly not easy to find them.

    For many dash killers it's quite pain to deal with it even during chase. Simply because you often lose LoS on survivor.
    I hate to play against them as Deathslinger, kinda annoying when I am not able to use my range and if I don't guess correctly where they are running, then I can as well drop the chase…

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976767#Comment_3976767

    There's a whole paragraph up there about me trying to use them practically. It's possible to have fun AND do well.

    Tell me your nerf idea though.

    I wouldn't nerf the effect, but they should have either limited charges (2-3), or make survivor do something to recharge it.

  • Most likely yes, you can very easily activate it basically every game. Killer just needs to do whatever else rather than picking asap.

    The most annoying thing is it becomes kinda lose lose scenario at that point for killer. You are chasing survivors kinda for nothing, because they will get downed anyway. But you also can't leave them alone, because they might have plot twist.

    Fact you can activate it by picking yourself up is kinda silly in my opinion. First of it should require healing someone else instead and I would limit the use same as plot twist (1 during and 1 end game)

  • I would definetly like to see more monster like killers in DBD.

  • Ghoul and Bamboozle….

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976384#Comment_3976384

    It was confirmed on the Livestream that they will address the friction points of Kaneki basically making tweaks to his kit no big rework.

    Kaneki will always be hated to die how simple and powerful his design is unless he gets a full rework he won't be fun to face against unfortunately.

    I don't think his kit needs to be fully reworked. It is possible to make it work for both sides imo.

    Issue is if they keep him in his state too long, then basically you will get Skully effect and no matter what they do, players will still hate him.

  • @Skitten56 said:

    In their defense, maps are probably the hardest thing for them to balance in the entire game. A lot of thought and effort I'm sure has to go into tile spawns and how strong certain loops / main building will be in respect to those possible spawns given the map size. Not to mention how various aspects of map design all affect the killer roster in different ways.

    That being said, they do seem to be especially bad at it. Just looking at the most recent Haddonfield rework is eye opening. That map did neeed changes but BHVR went over the top and did too many things at once. They made it smaller, while also nerfing the houses, as well as removing houses among other things. Now it is probably the most killer sided map in the game. I guess it is no longer survivor sided anymore though so mission accomplished for them.

    In their defense, maps are probably the hardest thing for them to balance in the entire game

    I don't think this is the case here. I really enjoy Unknown and Springtrap maps, those are great imo.

    Main issue here based on what they claimed about it, I think not even devs expected it to become map. So they treated it based on that.
    It's definetly worst map in DBD right now.

  • not really curve like he can do it now

    I have played him quite a lot and I think it feels great to use.

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