Rokku_Rorru
Rokku_Rorru
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@OPXtreme_ttv said:
Thats sounds pretty unbalanced tbh. You can already get stunned when you're barely even touching a pallet, I don't think any killer wants to be stunned by a shockwave. This perk would also make forever entwined alot less useful since its a direct counter to save prevention.
There is a reason no one uses Smash hit so I disagree, people want survivor gameplay to be more fun and there is nothing wrong with having strong perks, that's why Lithe exists. This just gives an aggressive option for exhaustion, it still uses map resources to achieve this so it deserves to be strong.
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it would be nice if they'd just add a notify when out of focus option.
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It's a callout move now rather than outright anti loop, if the surv tries to hold W and get distance to the next loop or they camp the otherside of the pallet to vault that's the best use case for it.
Otherwise just break the pallet. -
I think it's just because it encourages less interaction an a interaction starved game rn. Though the other day I was laughing coz the hag I was facing deliberatly picked up in front of me and I was like "haha you're so silly" then I screamed when I realised she had lightborn and couldn't stop laughing, coz she was so aggressive.
I personally think it could just go back to slowing down blinds instead of denying them, especially with flashbangs fixed. -
Omg I'd love scooby doo skins, so much. Please consider getting them BHVR or just a scooby doo chapter would be so fun!
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@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916677#Comment_3916677
https://us.v-cdn.net/6030815/uploads/JM5V24APMR2P/img-9008.jpeg
There’s one question about why you took a break from the game or something, and the answer options are all survivor sided like killer power/perks too strong, and nothing about why a killer player might have stopped playing.
It does give an insight into the devs mindset that the killer players are not as important.Killers rn are plenty, and the queue times are long, I can't get games as killer very often at the times I play. So it only makes sense they are wondering why people aren't wanting to play survivor/are taking a break during a 500 percent bonus bp event.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916417#Comment_3916417
I don‘t see the difference to be honest. If a killer has a too high kill rate, it needs nerfs. That‘s what balance is after all. I think it is good to give players a bit of time to let them adjust, but 70% (69) is too much. We don’t know what Freddy currently has, maybe it dropped, but if it is still 70% he deserves nerf.
Edit: I think I‘ve understood your point now, but why doesn‘t trapper overarchieve in the same way (if it is just about m1 skill)?
The funny thing is I know Freddy is most likely just because he is new, the others have been around for a long time and do need dealt with, they have more consistent data.
@lord_of_dogs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916702#Comment_3916702
EXACTLY!!!!!!!!!!!
Survivors keep complaining about every killer instead of even trying to play against them and learn their counterplay! They go next on hook and complain! The worst part is that they actually got some killers DESTROYED! Chucky, Skull merchant and almost xenomorph! The devs NEED to stop catering to the WRONG PEOPLE!
You're just outright wrong, people only complain about S-Tiers, which we've had a lot of recently. They have the data and they must have been performing really well so they took action. Said killers have more interaction (Bar skully who is the only one I'd agree is not in a great place anymore), if a killer is performing super well across the board, they are S-Tier by stats and facts, not by your favourite content creators opinion:
-Dracula is still strong and is in a much healthier place, my secondary killer
-Chucky doesn't win at pallets anymore by default, as it should be, only punishes greed/bad positioning, before he just got hits for free
-Wesker is still strong and fun to use (but needs QoL for controller and needs his techs removed)
-Nurse is flat out broken and needs dealt with
-Blight is flat out broken and needs dealt with
-Xeno's tail tech needed dealt with, and they are still fine to play, even strong on some loops, people were once again getting free hits with their tail drag. People like me who played them casually havn't been effected by the change.
-Ghoul is still flat our broken and needs dealt with so he has interactivity because they have been designed boring.
-Clowns haste stacking has been dealt with, zero interaction.
-Houndmaster is getting more bug fixes and works just fine, I play her all the time.
-Unknown is in a good place, they are my main they have tons of interaction
-Freddy's rework was successful, fun to use and effective too.
Killers acting like the killers are nerfed into being useless, you just don't have unfair techs to grant you instant wins at loops. Saying we have to learn to play? Survivor gameplan has barely changed for 8 years and you still don't know how to chase them with anti-loop powers? I think that says more about the killers crying about survivors complaining than it does about survivors who have to deal with NEW POWERS every chapter.
Skully mains are the only ones who have a right to complain tbh, and there rework is on the way so…. /shrug -
Yeah I'm puzzled too, what did it change?
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@OPXtreme_ttv said:
Im only up voting this cus of that last sentence.
However the game is definitely not killer sided despite the over achieving kill rates. On paper, its survivor sided, its just that making a fumble as survivor could end up costing the game for the rest of the team, leading to these skewed, over inflated stats. S Tiers should and are overperforming simply because their kits are insanely powerful, while lower tier killers also have similar win rates cus of the person playing them (A tiers like Dracula, Artist and Wesker take more skill than lets say Nurse or Blight, since their kits are actually balanced and punishing if used incorrectly)
I'm not saying the game is killer sided entirely an absoloutley, I'm saying it is with the S-Tiers involved.
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I'd love bloody versions of legendaries too honestly, I don't think they mean sweaty, some characters helps them hide better but I personally like them coz it adds to the horror aesthetic of the game.
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p100 is underwhelming in general, hopefully the prestige rewards in QoL roadmap fixes this
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It doesn't help that the servers are utterly trash and need a higher tick rate/better netcode and the recent killer has zero interaction.
I do think your emotions are valid, the game is very very frustrating for casual players right now, which has a huge hand in how you feel too. So most importantly, don't blame yourself, sure you can handle them better, we all can but you're handling it healthy by talking about how the game feels to play too.
It's just DBD rn, the devs need to do more to make Survivor a more fun experience that actually interacts with the killer. -
Because they are clueless when it comes to making survivor an enticing role to play and balance for the 20 percent rather than the 80 of the playerbase.
I'd not care if I was losing if I could actually interact with the killer. -
@Pulsar said:
Any chance we can see some Stats with DC's included and/or some Stats without Hatch Escapes?
Probably not, but it has a HUGE impact on average matches and could certainly help explain why the average match feels so poor.
Hatch Escapes do not count towards MMR and are treated as a tie. It feels like a loss to the Killer but does not feel like a win as a Survivor. It is my opinion that if MMR does not view Hatch as a win, then it should not be automatically reflected as an Escape in these stats.
Likewise, DCs are still present in-game. I would like to see how they influence the Escape Rate, and I believe this is important information that could serve to elucidate issues that would otherwise fly under the community's radar.
I still think the 60% KR is a mistake and we should aim for 55%.
Agreed, not to mention killer queue times are awful half the time and I'd like to be able to actually play the role. Just nerf the high achievers already it's not rocket science and encourage more killer variety by bringing those who underperform up to standard.
Not to mention we have killers like Skully who are probably making the survive rate higher too with how underpowered she is right now. -
I personally find healing is really undervalued against him as a way to stop him getting quick downs (but its map dependant if it has lots of LoS blockers), I've started bringing bond and empathic connection to heal others and get healed faster and also know when I can take a hit for someone who is injured by him to waste more time.
I also used vigil and sprint burst so I can get rid of his hindered faster and get to cover faster if he catches me working on a gen to force LoS.
Of course, it's easier said than done, it's very easy for the Ghoul to just use their charges to get better positioning and this just relies on a very inexperienced player and also getting a decent map too. -
I'd say they hate altruism more these days
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915945#Comment_3915945
My bad.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915946#Comment_3915946
The last few I played against felt fine tbh, but they waited too long to put her in that state.
Yeah, I personally didn't like how easy it was for her to slow you or get haste from scans, it felt like you were punished for team mates mistakes. That said with the haste stacking gone, maybe her at the very least getting 2 scan lines back wouldn't be so problematic.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915941#Comment_3915941
Twins are probably right behind Skerchant in the least fun to play against category.
I honestly think Skully would be a lot more tolerable with the new haste/hindered stacking changes, I'd love a PTB to see how she'd be to play against with some of her nerfs reverted, because I do like the red light green light when it isn't just lol u r slow as turtle vs a f1 car.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915820#Comment_3915820
You make killer variety by bringing weaker killers who struggle up. Not shoving good killers into the Chucky/SM bin
That's literally what I'm suggesting, bringing them closer to 60 if that's their standard, not 70 LOL
Hell even 50 would be better for the health of the game.
Killer queue times are longer than ever rn, and there needs to be MORE survivors than killers who are the hecking majority of the playerbase (you need 4 survivors per 1 killer), logically this game SHOULD be making changes to make survivor more enticing if you want to make killer queues shorter.
People here are very silly if they think 70 percent is where it's at, that's nearly a victory every match, and yes hard to play isn't an excuse for it being so powerful, that's stupid.
S-Tiers can't keep getting away with how awful they feel to interact with, the game needs to be more accessible.
Better yet look at these stats being discussed in general chat, anyone defending these killers are outright out of touch. -
@Cassiopeiae said:
A fundamental problem with Dead by Daylight lies in the disparity between what the community desires and the direction Behavior Interactive (BHVR) continues to take. Players consistently advocate for balance—specifically, an equilibrium reflected in a 50% kill rate and fairness across gameplay metrics. In contrast, BHVR appears to pursue inflated kill rates.
Rather than addressing systemic design issues—such as the speed at which objectives are completed or the growing irrelevance of older, underpowered killers—BHVR frequently introduces overpowered killers. These new additions are not created to enrich the game's depth but rather to artificially compensate for existing shortcomings.
One of the most glaring consequences of this approach is the diminishing importance of the chase. The traditional mechanics of looping and outplaying the killer are being phased out in favor of simple "hold W" gameplay. Players no longer engage in skillful evasion; instead, they are often forced to run in a straight line until they are inevitably and rapidly downed.
This direction undermines the core of what made Dead by Daylight engaging in the first place—tension, strategy, and outmaneuvering. If not addressed, it risks alienating a player base that values depth and balance.
No player genuinely wants to queue into yet another match where a killer like The Ghoul (as an example) is capable of flying across the map, landing a free hit on the first survivor they see, gaining an empower state in the process, and then closing the remaining distance faster than it takes someone to walk into their kitchen and forget why they went there in the first place.
This kind of design does not foster engagement—it undermines it. The encounter shifts from being a tactical exchange of skill and mind games to a preordained sprint where survivors are punished not for poor decisions, but simply for existing within the killer’s line of sight. The moment-to-moment gameplay devolves into passivity, with little room for meaningful interaction or counterplay.
When killers are designed to skip entire phases of interaction, it stops feeling like a match and starts feeling like a cutscene.
Well spoken, this needs listened to.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915818#Comment_3915818
Spirit can be really oppressive just because of how easily she can return to the hook and eliminate people if she chooses to, coz of her mobility.
Should be fixed with anti-tunneling feature then.
Fixing Wesker's tech that was removed off of recent killers is just bringing him inline with the others
I would rather not, it doesn't make him too strong imo and it's just fun to do. Also way harder to do than both Blight and Dracula.
Nurse losing aura reading is one way, but also letting her not dominate on maps like midwich and haddonfield by not being able to just teleport through everything I feel would be healthier.
Now you go into "feel bad to play". This would be so buggy on so many levels.
Removing aura reading on survivors would give you good counterplay on any map, which I would definetly prefer over just screwing Nurse ability overall.low mobility killers cant even break pallets with theirs, so why should a high mobility?
because they can do something else? That's how powers work…
That said they are probably far fewer in frequency than any S-Tiers so
I would love to see real %, but there is pretty good chance it is going to be same, or higher than pickrate of most killers (2-4%), so doesn't really stand as an argument at that point, no?
Possibly regarding spirit since said QoL seems to be targeted at the High Mobility.
Wesker should though, he is awful to play on controller, they could easily find a middle ground like they did for Oni, they could make him fun to play and more accessible this way. He shouldn't have such a high reward tech that gatekeeps the majority of the playerbase (Console) from using him to his fullest, it also reads awful on survivor side.
Nurse has had it good for too long, her addon already shows it's possible for such a change to be made. Survivors shouldn't suffer just because someone wants a power trip. Literally one of the worst characters designed in any video game and it's a wonder she has been allowed to stay like this for so long.
Low mobility can't close distance and get hits for free because they smashed their face off a pallet, Blight being forced to use brutal etc would bring him more in line with other killers build wise, not being able to stack full slowdown and creating one sided games. it's just stupid.
It is an arguement, because you just combine all the S-tiers and compare it to high mmr SWF play rate. easy to do, it'd still be higher, I've tried making discussions about dealing with SWF's everyone agrees it's very hard to do in a way which doesn't harm Solo/Duo/Trios or casual 4 mans. 52 percent kill rate against them still is quite a high chance for a kill, especially for such a low part of the survivor playerbase.
So IDK, this is the only way forward to make the game more consistently fun for all MMR's is to target the high performing killers who just dominate and to encourage more killer variety by buffing the lower tiers. Streamers doing win streaks on killer 50+, hardcore challenges, you never see that for survivor unless its a 4 man hardcore even then they lose a lot of survivors. -
@dbd900bach said:
I don't like the mentality of needing to nerf top tier killers to bring them in line with the obviously not top tier killers. It should be reversed. What can be tweaked, buffed or reworked to be bring other killers in line with the top tier?
Lol no, 69 percent is nearly 10 percent higher than the goal, they need dealt with. I'm sorry, we can have both the lower tiers brought up to standard and the higher tiers brought down at the same time.
That way we can achieve killer variety. -
@PetTheDoggo said:
First of all, where did the Wesker come from? He is not listed among top killers at either MMR range. It wouldn't be smart nerfing killer, just because he is popular among players.
Spirit is there only for high MMR and I really don't feel like she needs a nerf. I would say pick rates matter too and she is not really high, of course she will have higher kill rate, when you have basically only mains playing her. Same for Twins…
I think there are quite easy nerfs for Blight and Nurse, which would make them more managable for survivors without making them feel bad to play.
Nurse - she can't see survivor auras while charing blink
Blight - reset his tokens to -2 his total whenever he breaks pallet (unless it's lower than that)
I would love to see lowest kill rates too tho…Fixing Wesker's tech that was removed off of recent killers is just bringing him inline with the others so if he needs help via buffs he can get them, that's what I was saying. Doggo dracula lost them and Blight too, plus he can get controller QoL too while it's done.
Spirit can be really oppressive just because of how easily she can return to the hook and eliminate people if she chooses to, coz of her mobility. I think that's reflected in her stats honestly.
Nurse losing aura reading is one way, but also letting her not dominate on maps like midwich and haddonfield by not being able to just teleport through everything I feel would be healthier. She is just really boring and uninteractive when in a skilled players hands.
I agree that Blight having a longer CD on pallet break could be the answer, but low mobility killers cant even break pallets with theirs, so why should a high mobility?
that said, I agree we should see the lower kill rate killers, they should get buffs. If we are gonna say a 60 percent kill rate is the aim, we should be aiming for it.
And SWF's being 48 percent again I agree, that's something they need to do to bring them closer to Solo Q/Duo/Trios without harming the others. That said they are probably far fewer in frequency than any S-Tiers so :))) -
@lord_of_dogs said:
High tiers are usually quite difficult to use, which brings down their kill rate. The easiest ones are brought down like the chucky gutting. Nurse is really the only game breaking one too, the others are fine since they are difficult and need a lot of practice and skill to use (yes, blight too, he is strong but limited to the game’s mechanics like windows and pallets which nurse bypasses completely). I agree low tiers should be buffed though.
Nurse with aura reading is not hard to use at all, that's part of the issue too, she just synergises with too much and she gets those perks nerfed too (predator rework for example.). She could also have her ability to teleport through walls be made an iridescent and still remove a blink, she should only be able to teleport through windows and pallets. It would solve a lot regarding her.
Blight also is pretty good at destroying pallets, and I think that ability to break them should go back to being an addon, he shouldn't have that and it would immediatley make him more bareable to play against.
Wesker's hug tech and his ability to turn while dashing needs limited, then he could get more meaningful buffs if he underperforms.
Twins will be dealt with when anti-slug happens so that's okay.
Killers just need to be made more interactive rather than taking all survivor agency away. -
Yeah more killers need to be designed with controller in mind.
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@Emeal said:
Oh I wanted to report this to, Yeah its really annoying and seem very un-necessary for the Ghoul.
As well as the Hindered for 1 second he gives Survivors. Its absurd and Ghoul is very much able to Kill without it.You can also use it to freeze a Survivor in place past the vault, and then vault into them, causing a loss of health state.
Its aggressively unfair as it requires no skill from the Killer and the Killer isn't denied anything in return.
https://us.v-cdn.net/6030815/uploads/N3KWLIM8TZDX/medaltvdeadbydaylight20250403154156.gif
There is no other Killer made so far that makes a Pallet this unsafe.
I think the Community wants Killers with less BS unfair tricks, I know I do.People will say, "Oh well you should not have been near the pallet or dropped a pallet right in front of the Killer"
But Ghoul can do this THE NANO-SECOND your are done with throwing the pallet. Its not fair then is it?https://us.v-cdn.net/6030815/uploads/NCN6DQT8LJVC/desktop-2025-04-19-13-47-18-04-dvr.gif
I'm convinced the lil Mobility Goblin has some glaring flaws and the recent nerfs will only discourage lower tier Ghouls.
Yeah this alone should have gotten him killswitched, but he is a new killer so that wasn't gonna happen. It's crazy how little interaction this killer has for survivors, it's awful to play against in the right hands.
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@TieBreaker said:
All BHVR has to do is bring back the variable gen speed mechanic from 2v8, and appropriately tune it. Even if it only kicked in during the most one-sided matches, it would be a huge win for the game's health. Solo survivors would disproportionately benefit from the system, which would also be a massive victory.
this is the sort of back and forth we need I feel, but it definately needs some work as you could potentially work on several gens at the same time the extra speed.
But I'd also like to have something akin to sole survivor but you gain more gen speed as survivors are eliminated, to discourage tunneling someone out and spreading the pressure more. -
@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915410#Comment_3915410
This perk doesn't hurt s tier at all. Just makes f tier have a worse time
That says more about the S tiers needing dealt with than anything else.
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I would love Pyramid Head to become a more interactive killer, like maybe you could sacrifice a health state at a save point to remove his corruption, I think he needs to feel better to control, maybe his corruption could be a guage which also injures if a survivor steps in it too many times and P.Head could use the save stations to teleport around the map mayhap for some Macro buffs and to keep survivors guessing.
Maybe addons that give him stealth when he teleports between save points or the like.
Also where is our Bubble head nurse skins or Mannequins etc -
One of the things this game has needed to address for an age since dedicated servers, and they make it worse every patch.
The amount of times I swing at windows and hit survivors who have long stopped touching it is insane, I've been swinging at windows greedily more and more.
Fix it, pallet/windows interactions especially. -
BHVR Doesn't nerf S-Tier killers to be the same as the rest so why should they not be giving survivors S-tier perks (albeit one which is being over reacted to as well) lol
I don't understand the logic of having to balance Survivors around the worst killers making that side miserable to play against S-tiers especially when they are the most commonly played.
The Duty of Care user will be vulnerable, go for them, if the others bodyblock it defeats the point of the speedboost and you get your down anyways. -
@Neaxolotl said:
Hiding in locker is absolutely risk free beside iron maiden, if anything we should nerf it
No lockers dont need nerfed lmao
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@Jtflorencio said:
Why? Would a Haddonfield rework really be fair? because why nobody talks about others
https://us.v-cdn.net/6030815/uploads/4L8AWKKLVFAH/my-image-285-29.png
If each offering had "2 variants"
1- side survival
2- side killer
There would be less crying, or just remove the offerings mapColdwind farm should be at the bottom too
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@xCakeStick said:
This post literally screams you're bad at survivor, the Ghoul is quite simple to counter. He can't even down you without an M1 hit or unless you just don't mend for some reason, this is his biggest weakness, and if you're good at looping it doesn't even matter about this first hit that unavoidable. And why does he always keep downing survivors? As they constantly hold W or run mindlessly around the map becoming victim to his lunges or grapple. During his cooldowns after using his grab attack on you, this is when you can hold W and attempt to get to another safe loop which is easy to chain together with each other, you don't hold W if he isn't in his cooldown otherwise he will just catch up to you and down you.
So all these in bullet points:
- First hit is always unavoidable, but he can't down you from it making it from there a basic chase. All you have to is avoid mistakes and falling for his mind games.
- You need to use good pathing and avoid holding W without having a plan and always hug all loops tightly to maximise distance
- Use windows and pallets, and always attempt to switch between loops in his cooldown to avoid him catching up in his grapple
- Avoid being in the open, once you hear his terror radius don't continue repairing a generator, attempt to gain some distance and find a tile that's strong enough to loop him on
- Be weary of his mind games and use your check spots
- And always split up across the map on different generators to keep your pressure against him, otherwise if he wants to he can just slug or camp
- Bodyblock his grapples at windows and pallets before vaulting it (This can also be very beneficial if you see they're using his power to tunnel from the mobility of it)
In a solo queue situation, he is absolutely an S tier killer due to his mobility, hitscan injury and just because most survivors don't know how to loop efficiently and general lack of communication overall. In higher MMRs, and particularly groups with more game sense and communication, this is where he is not an S tier killer. And this is shown from V1's recent streams.
Your advice is helpful but as a solo queue player a killer like this simply cannot exist without more interaction, or tells at the very least.
When he can just gap close and m1, all of your statements are like ######### you if you are a casual player, learn all of this killers specific jank just to play against him.
His tells are really bad, the red reticle doesn't achieve much as its not where he will end up, it's just a suggestion of where he is going. It doesn't help he can still hit through elevations and walls due to his hitscan nature and the terrible servers (the bane of DBD as per usual is latency and how the netcode is)
What would you change if you could make him more readable and intuitive to learn to play against?
Also I'm starting to think Coldwind/haddonfield is outright impossible against him. -
That would be nice, if they can start punishing those who lag who play killer more.
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Anybody who thinks recent killers are unplayable are utterly delusional. So sick of seeing threads like this, people are still doing win streaks and are still doing hardcore challenges etc as killers…
Out of touch Killer Mains anonymous here. More people need to play both sides -
I'll list a few simple fun ones:
Killer:
-The ability to drop pallets and stun survivors for fun
-Mirrored illusion for killer
Survivor:
-Throw my equipped item at the killer like a huntress hatchet
-Jump up to elevations (Hill Height) exhaustion
-Rebuild Pallet -
@TieBreaker said:
Sorry man, but Choy's already released a video saying things are so bad he's probably done playing killer.
Let the hysteria begin.
Why are Killer content creators so toxic lol they just had an event where a single killer has been destroying the fun for survivors, and they act like a single perk which isn't even on live yet is ruining their lives
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I agree I want the lion hoodie for felix
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913705#Comment_3913705
I joined basically on the same month original Circle of Healing was added, often regarded as one of the worst times to play killer, and I played and enjoyed killer throughout that meta.
I played through Dead Hard for distance.
I played through Overbrine Eruption.
I played through Made For This.
The Ghoul is the most unhappy I've ever been with this game.
Literally.
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@AngryFluffy said:
I really hope the nerf to his Tentacle range will get reverted. The short range feels absolutely terrible now.
Reducing the range for grab attacks on survivors would have been enough. But nerfing the general Kagune range to 14 meters is just sad. Especially since we can't even get the original reach of 16 meters with using the Handkerchief add on now.
I don't mind the other nerfs, but this one really hurts the fun in playing him. 💔Nah he is still oppressive even with this, people just want DBD vs AI.
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It literally would take to play ONE MATCH to see that this didn't fix anything, actual bonkers considering this is the THIRD TIME they've failed this event. I'm only mad coz I like the event gameplay, but killer queues are already long and this is just gonna make it worse LOL
And yeah these event cosmetics are cool, I love the vittorio one. -
@RpTheHotrod said:
The glowly effect is actually kind of useful. You can hide in them and the killer often thinks you're just a fake, ha.
it would be if the killer couldn't just face check it and rid of it like it was nothing. Now killers are experienced enough to know
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@DeBecker said:
The thing is, facecamping in general was never such a big issue, but camping in gerenral is one of the biggest issues. Devs have just a super poor understanding of their own game.
what's more insulting is they didn't even make the mechanic solo Q friendly by displaying it to other survivors on the HUD. So half the time your team mates just enable it and pause the time waiting for the right moment trying to be helpful.
Really, really badly designed. Just like Ghoul. -
Wesker is one of the killers who can return to the hook really easily currently, on particular maps which are open. Much like the other High mobility I don't think this is exclusive to the event and more an issue with high mobility killers in general right now.
It's just too easy for them to return to the hook and keep the pressure on currently, Ghoul inparticular is proving this as of recent, a new step into this terrible design philosophy.
Is high mobility fun? Yes! Is it bad for the current hook design? Yes sadly -
@tech said:
I'd like if it could be done with lockers aswell like if the killer reaches x distance of that Locker with the illusion it plays the animation of the survivor slowly entering.
Another is to have more charges, like a token system of maybe 2? So you could have one out while charging another (believe this was a bug when it first came out), this could also lead to if all gens are completed gain a token so you could make plays of the illusion on an exit gate.
Besides all that it's just the basic make if more life like, actually doing the animations and not just a still frame, making sounds of whatever it has been placed on.
Could you imagine if you could make multiple, I love these ideas I hope they read them!
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@Inosennatoki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913167#Comment_3913167
Is that more than the killer side?
Killer' power like Clown, Skull merchant, Singurality, Freddy, Dracula ( wolf form ), knight and Trapper. ( All have basekit about haste and hindered )
Add-on like : Ghost face's Leather kinfe sheath, Legion's Bffs.
Perk like : Play with with your food, Rapid brutality, Battery included, No one escape death, Machine learning, Forced hesitation and Game a foot.
Oh I'm not saying it's more, I'm just saying they have stuff too, one of them is one of the more complained about sometimes which is MFT + Hope
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@XDgamer018 said:
Hex: two can play
REMOVED: hex part and 2 pallet requirements
BUFFS: now stuns the same amount
Dev note: this perk wasnt as usefull so we made it so its an alternative to lightborn now you can give the survivors the middle finger as you are both stunned for the same amount. (yes this does stack with dark arrogance)
NGL I'd die of laughter if I stunned the killer and I got stunned for 10 years like they do from dark arrogance.
I was running dark arrogance with that awful glyph challenge that slows you, and someone stunned me and I was stuck for like 5 or 10 seconds LOL
Not like they can't stun survivors, Ghoul gives us a goofy stun animation, so why not this?
It'd also be funny to be able to stun survivors with pallets hahaha -
@SkeletalElite said:
Don't make it do the shimmer effect unless you're literally touching it, make it indinstinguishable from a survivor including repair sounds/cleansing sounds if a killer hits it it explodes in a flash of light, blinds them, and applies a major hinder for like 2 or 3 seconds similar to singularity when you hit him with a pallet while hes overclocked.
I'd love for any of these, I loved seeing the mindgames people would do using calm spirit and iron will with totems and chests.
maybe it could make your interactions silent while it is active until it is dispelled? -
Made for this
Hope
Blighted Serum
Power of Two
Dark Theory
Blood Pact
Fixated
Champion of Light
Chem Trap
To list a few off the top of my head, which is quite a lot tbh