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RubberBrain

RubberBrain

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  • @Annso_x said:

    Tbh I think Ghostface is fine. He isn't "just" a M1 killer with stealth, being able to expose survivors is kind of a big deal. I don't play him nearly as much as I play against him, and he's only easily beatable when the killer doesn't use his power, which a lot of ghostface players seem to do.

    The only thing I think he needs is for the reveal mechanic to be made better or at least more consistent.

    I win more games then I lose but I don’t believe it’s because Ghostface is a good killers (not bad thought just slightly below average) also yes he in an M1 killer with stealth, Although the stalk is a big deal when it works as someone who plays both sides equally there are plenty of time to run before hand to a good loop and with him only being an M1 killer in chase, outplay him the whole time still his stalk meter is down it’s not like the change in suggestions is that crazy it would mainly be used to chase if the stalk doesn’t go well (sometimes because unless you can lean because of the slowdown that even slows you down) or just to get some value of your stalk because really if GF is right next you the survivors fault that don’t mean GF is incredible and if he ain’t usually they can run and get to a pallet on stalk, pre—run if they see you and for sure make it or maybe use a sprint burst to make it no matter what, And in those situations my change wouldn’t make up for it but it would close the difference and every single second matters, also considering other perks such as adrenaline, lithe, MFT, resilience, and many other chase perks.

  • @Seraphor said:

    The only way I could see him getting a mobility power that's fair is by tying it to Night Shroud.

    Maybe once you've marked a survivor, you get +3% haste, as long as you remain in Night Shroud. This would then cancel once you hit them, whiff an attack, or once someone reveals you. This would require teamwork to counter Ghostface, which serves as slowdown, as it's one less survivor on a gen.

    That said, I don't really agree this is necessary. Ghostface is already powerful enough with the ability to expose survivors. What he lacks in chase power, he makes up for in only needing to chase survivors for a single health state.

    I main Ghostface, and while it can be hella frustrating when I can't get my power off and I'm forced to play bare bones M1 killer, it feels super cheap when I get back to back exposed hits on unaware survivors.

    With how the game runs I do believe he need a buff (however it shouldn’t be top priority) I was mainly saying this because GF seems to be a favorite of BHVR and it wouldn’t be that crazy to give him this buff however I agree whatever his speed is should be tied to his stalking or his night shroud for many reasons. What I really wanted to say though is that that constant three percent when getting a stalked and clocked would be incredible in some situations overall I don’t think it would do much thought because of how many survivors already counter GF (assigning one survivor to hover around him removing his cloak) but besides all the ways to remove cloak it would be an amazing change that isn’t that crazy with MFT now existing

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383797/ghostface-buff-suggestion

    ghostface's issue is his inability to capitalize off the marked ability. he lacks the follow-up to his instant down. gf would benefit greatly from having some mobility tool in his kit to gap-close survivors that were marked. prior to wesker's release, I suggested a dash that allows ghostface to dash and down marked survivors. Now wesker kinda has that type of dash ability. Drop-leg add-on is sort of his mini-dash in the form of haste.

    The main issue is homogenization killer powers. Wraith has speed boost coming out of cloak. if you give gf that type of speed to GF, then you get two killers two powers that are too similar to each other. it is same issue where if you give gf a type of dash similar to wesker, it takes away the uniqueness of another killer.

    Ghostface feels to be a favorite for behavior, however even with all the buffs he still feels slightly too weak

    he feels a lot better to play now. GF slight too weak problems is same problem that all m1 killer have issues with. lack of chase power. the wheel of creativity is hard to develop as more type of killer powers get added. I can't think of any creative power that would change him. Maybe he could throw his knife at marked survivors but that is not very original. he is fine where he is at.

    I do not believe he desperately needs a buff (mainly because of more important issues) but as he appears to be a favorite of Behavior (and I agree I find him to be slightly below average, however in the grand scheme of things that makes him a fairly weak killer) I just wanted to suggest something that could be fun for him and he could benefit from.

    With the creativity of the power I will say that’s something I didn’t consider and is another reason why I don’t think it’s a big deal because I’d rather them take time to make something that’s good and improves him then make a weak for now such as hindering survivors when GF gets revealed. But also to defend my change I want to say wraith has enough else to him to make it a good change such as the speed while invisible and his collection of a amazing addons allowing for tons of fun play styles (And despite what people may say, basekit he isn’t a stealth killer, which also furthers my point that there are enough differences to make this a change). Also I think it would still be a good change for the same reason they gave it to wraith, because without it wraith can’t benefit much from his speed it allows him to overcome the drawbacks from ringing the bell, and I believe it would be the same with Ghostface as he is obviously slower then cloaked wraith anyway Ghostface also has the other slowdowns I mentioned in my post (and some I didn’t) such as getting the stalk, finding a good angle and many things that may make them pre-run such as seeing you or a fat away stalk and if they do pre-run your going to want that speed. Also with this change it rewards you for getting a stealthy stalk which is what he should be good at as a stealth insta-down killer.

  • @JdoHybrid428 said:

    From a killer and survivor perspective I personally think he's fine and doesn't need changes but the movement speed after exposing someone could be cool and fun 👍

    Yea I personally think he desperately needs a buff (only because there are more important things) but Behavior seems to love Ghostface and it would be fun. But to defend why they should do it is just because of how the game works, you are almost always going to get in a chase and he is just an M1 killer if you can’t get the stalk, I find him to be below average so it’s a bit easier to beat him, and because of how many Ghostfaces people find, people are going to be beaten by some which ends up making him look balanced (when it isn’t actually equal skill level most often some of those ghostfaces are worse or better then you and your squad)

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484905#Comment_3484905

    Reveal bullied - I understand wanting to get a chase mechanic for him, but I almost think a reveal revenge mechanic might fix this in a 2 birds 1 stone type of way. They already have some (mediocre) add-ons to do this (10s exhausted), but maybe a basekit Clown strength hindered for the Killer Instinct duration (or the pre-buffed 2s, with the Killer instinct duration add-on increasing this hindered duration instead of both) would be all right. This could also function as a chase mechanic to disincentivize looking back in chase for too long at the risk of being hindered. Also an important mechanical factor is you can't reveal Ghosty while marked (barring laggy frame-perfect reveal+mark timings), so he wouldn't be able to double-dip and have you both exposed AND hindered, at least with his power. Thematically it could be the Survivor scared they ticked Ghosty off, as honestly his annoyed sighs like when pallet stunned are some of my favorite aesthetic aspects to him. It's just so unnerving that you stun this normal sized dude, and he isn't hurt or put into a blind rage like Huntress, he is just like "ugh, now ... you're dead". The main reason this could be bad though, is lower skill brackets might find the lose-lose nature of it unfun. However we already have lose-lose mechanics with Deathslinger and Pyramid Head holding power at loops to zone, or Artist existing at all, so I don't feel like this is a new type of unfun scenario, as the counter is not looking at him for too long, almost Slenderman like. Heck, the 'don't look at the Killer' as a mechanic was already asked for, so maybe this could be how it's implemented.

    Info - Yeah I love Floods because everyone expects Pain Res, but they all too often forget about Floods revealing them. On nearly every Killer I love pairing the 2. I only am not using Floods for the most part right now, because I have Iri cam to essentially do its job in place of it, so I put on Gift of Pain for the lose-lose of instadown without stalk due to injured, or slowed gens and I can still mark and instadown you.

    Not reset stalk on hit - I'm not sure about this being a buff on the high skilled end. I like the idea of counterplay, and the main time people are able to take an unmarked hit is while a Survivor is carried. If you take an hit while carried that just means you're injured near the hook, so he can either take a quick chase with the partial value of a proxy camp (followed by the potential of a popped 99 on the other would be rescuer), or you can follow up on the injured Surv later from stealth unless they get healed. Even then, them getting healed feels like it helps you in terms of slowdown (usually 32 gen seconds, 16s from 2 survs) and injured perk denial (Resil for gens, MfT, DH), and you can easily re-mark them. Overall I think this would be a nerf to Ghosty rather than a buff, at least in my games.

    Overall I personally really like where Ghostface is right now, and I just don't want to see him buffed to the point they nerf things about him that don't need to be nerfed. That's why I partially pushed against the 24s->20s CD on his power. Honestly if they do add the 'reveal revenge' hindered concept, I'd hope they pre-emptively bump his CD back up to 24s to be on the safe side.

    I agree with many of your points but with how the game is played you can get only hidden downs, you are not invisible and survivors will see you even if you lean, and if you stalk from far a way then just pre-run, you say sprint burst is the only thing that can really stop that (as well as a really nice window or pallet which could also lead to lithe) but then you mention fearmonger, sprint burst is not an uncommon perk and if you need fearmonger to get downs there’s a problem. Even then I don’t think my suggestion would be that crazy for that playstyle with how some maps and angles are on gens or survivors it could allow to close the gap easier if you mark from far away or if they’re just about to make a pallet

    Also as you mentioned there may be one survivor constantly removing your stalk, luckily with GF it shows who removed your power, however in that situation you would need to get into a chase.

    Also of course downs equals pressure, there isn’t a person that doesn’t know that, it’s why nurse is so powerful my point is he doesn’t have passive slowdown or movement so he needs to apply pressure with those downs, allowing him to get downs a little bit faster wouldn’t be crazy (along with all the other benefits i mentions and some I didn’t). And no matter what unless you are facing really oblivious survivors you are often going to get in more chasing then your going to get hidden downs and when those chases inevitably happen then you don’t really have a power. And to pile on top of all this something I didn’t even mention is if you face a bully squad; you can’t play your stealth playstyle and you may have three or four all around you taking hits, and such again with only being an M1 killer it makes it much harder to outplay them (I never found problems with bully squads so it may be fine but that’s just something I remembered) But even if you don’t have a problem with something some newer players might, I don’t want this game to continue to be something that you much start off incredible at to play is, and often time it isn’t however because of how their powers very a newer killer may give up while trying a weaker killer, people might use the excuse that he’s paid as to why people won’t play him immediately but people forget he might be the reason people are playing at all, to play as their favorite Licenses. Now I want to say I do not believe Ghostface desperately needs a buff, there are plenty of other issues that deserve more attention such as Twins, Myers, Freddy, the top two killers, and survivors as a whole, I more made this post because Ghostface seems to be a favorite of Behavior (Probably because it’s only partially a license and they have full control over it) and it would still be very nice to get a Ghostface buff as he’s someone who, although not desperately, still probably needs one, so I was just suggestion one he would benefit from without being too crazy

    Lastly I wanted to say you said only pain res is a good slowdown perk on Ghostie but I’m just going to defend another perk saying that Jolt is still amazing.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484984#Comment_3484984

    that hindered idea is similar to add-on idea that I had where a survivor becomes automatically marked whenever they reveal ghostface. if you pair both add-on, you could expose someone for a weird reverse GF build. That idea might be funny if it was meme bloodpoint add-on that disables stalking.

    lose-lose mechanics. lose-lose mechanic are not inherently bad in my opinion. you can have situations where there is lose/lose but what matters is how well you mitigate situations that put you into a lose/lose. a skill-cap of a lose/lose mechanic can be how well you manage to avoid/mitigate the effects of a lose/lose mechanic. I imagine if you gave -15% hindered for 2.5 seconds, inexperienced survivors would reveal at times where they would be punished while experienced survivors would reveal you in places where they will not get punished.

    That's why I partially pushed against the 24s->20s CD on his power.

    my assumption on the change is to reduce down-time to go into night-shroud after hooking a survivor. The change as side effect avoids those awkward situations where someone is near fully stalk and you can m1 hit the survivor but your power is on cooldown so your just waiting for cooldown to get the expose hit. I agree. I like his state in general even if it is not super strong.

    That would be a fun addon but there is no way they would do it sadly with how strong it would be. Also I believe if they were to add the hindered effect it wouldn’t do much and woks just bully newer survivors (Also giving the killer speed instead of slowing the survivor seems a lot more fun for everyone in my eyes) but more experienced survivors would be in control of when you get your boost and if it’s done during a pallet stun or if your revealed at a pallet, it either wouldn’t do anything or very very little, and those are to fairly common places to be revealed, also if another healthy survivor reveals you that wouldn’t do much either because you were likely chasing a stalked or injured survivor and that hindered would be made up for with the boost of speed when injuring and any exhausting perks they may have (which again this is a very likely occurrence)

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484905#Comment_3484905

    Reveal bullied - I understand wanting to get a chase mechanic for him, but I almost think a reveal revenge mechanic might fix this in a 2 birds 1 stone type of way. They already have some (mediocre) add-ons to do this (10s exhausted), but maybe a basekit Clown strength hindered for the Killer Instinct duration (or the pre-buffed 2s, with the Killer instinct duration add-on increasing this hindered duration instead of both) would be all right. This could also function as a chase mechanic to disincentivize looking back in chase for too long at the risk of being hindered. Also an important mechanical factor is you can't reveal Ghosty while marked (barring laggy frame-perfect reveal+mark timings), so he wouldn't be able to double-dip and have you both exposed AND hindered, at least with his power. Thematically it could be the Survivor scared they ticked Ghosty off, as honestly his annoyed sighs like when pallet stunned are some of my favorite aesthetic aspects to him. It's just so unnerving that you stun this normal sized dude, and he isn't hurt or put into a blind rage like Huntress, he is just like "ugh, now ... you're dead". The main reason this could be bad though, is lower skill brackets might find the lose-lose nature of it unfun. However we already have lose-lose mechanics with Deathslinger and Pyramid Head holding power at loops to zone, or Artist existing at all, so I don't feel like this is a new type of unfun scenario, as the counter is not looking at him for too long, almost Slenderman like. Heck, the 'don't look at the Killer' as a mechanic was already asked for, so maybe this could be how it's implemented.

    Info - Yeah I love Floods because everyone expects Pain Res, but they all too often forget about Floods revealing them. On nearly every Killer I love pairing the 2. I only am not using Floods for the most part right now, because I have Iri cam to essentially do its job in place of it, so I put on Gift of Pain for the lose-lose of instadown without stalk due to injured, or slowed gens and I can still mark and instadown you.

    Not reset stalk on hit - I'm not sure about this being a buff on the high skilled end. I like the idea of counterplay, and the main time people are able to take an unmarked hit is while a Survivor is carried. If you take an hit while carried that just means you're injured near the hook, so he can either take a quick chase with the partial value of a proxy camp (followed by the potential of a popped 99 on the other would be rescuer), or you can follow up on the injured Surv later from stealth unless they get healed. Even then, them getting healed feels like it helps you in terms of slowdown (usually 32 gen seconds, 16s from 2 survs) and injured perk denial (Resil for gens, MfT, DH), and you can easily re-mark them. Overall I think this would be a nerf to Ghosty rather than a buff, at least in my games.

    Overall I personally really like where Ghostface is right now, and I just don't want to see him buffed to the point they nerf things about him that don't need to be nerfed. That's why I partially pushed against the 24s->20s CD on his power. Honestly if they do add the 'reveal revenge' hindered concept, I'd hope they pre-emptively bump his CD back up to 24s to be on the safe side.

    If they were to buff him of course I pray to god that they don’t nerf him as well but I do think he needs a buff, I find him to be below average slightly in killer strength and in the grand scheme of things against survivors that is very weak, people like to forgive or give backlash to weaker killers or blight or anything else in the game because of games they win or lose, them winning the game against a blight doesn’t make the game survivor sided, a legion winning a game against a SWF doesn’t make the game killer sided or make legion a strong killer, all those games come down to skill and maybe a bit of luck, however if you were to pair an equally skilled SWF with someone just as skilled with Ghostface then the SWF would probably win under most circumstances. Personally I believe there are still a lot of balance changes they need to go depending on where they go to balance it because personally I see the game as either balanced between two killers and an equally as good SWF or maybe with two killers being slightly stronger then the SWF (Nurse and Blight, Nurse maybe still a lot stronger)

    Done talking about balance but I wanted to say that I really like the idea of punishing the survivor for revealing Ghostface. However I do believe it would have too easy of a counter with no enough downsides if you don’t look at him, much like not healing or cleansing against a Legion or plague, Personally I believe it could work however it may just bully newer players wish I’d never what a power should be for.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383797/ghostface-buff-suggestion

    ghostface's issue is his inability to capitalize off the marked ability. he lacks the follow-up to his instant down. gf would benefit greatly from having some mobility tool in his kit to gap-close survivors that were marked. prior to wesker's release, I suggested a dash that allows ghostface to dash and down marked survivors. Now wesker kinda has that type of dash ability. Drop-leg add-on is sort of his mini-dash in the form of haste.

    The main issue is homogenization killer powers. Wraith has speed boost coming out of cloak. if you give gf that type of speed to GF, then you get two killers two powers that are too similar to each other. it is same issue where if you give gf a type of dash similar to wesker, it takes away the uniqueness of another killer.

    Ghostface feels to be a favorite for behavior, however even with all the buffs he still feels slightly too weak

    he feels a lot better to play now. GF slight too weak problems is same problem that all m1 killer have issues with. lack of chase power. the wheel of creativity is hard to develop as more type of killer powers get added. I can't think of any creative power that would change him. Maybe he could throw his knife at marked survivors but that is not very original. he is fine where he is at.

    Yea so many killers need some sort of chase powers, I would love Ghostface to get one mainly though because he’s popular, I find him fun, and he seems to be a favorite of bhvr anyway. But there are plenty of killers that probably need a buff more then him, such as trapper (although not lacking in a chase power he’s lacking in too much else), legion because he can’t down consistently and is nothing more then an M1 killer (with Ghostface still having some chase stealth that every now and again works), and Sadako who I overall believe is getting a nerf with this next PTB and if they are going along with this change she desperately will need a chase power

  • @nars said:

    how to see if someone plays solely survivor:

    they want basekit SWF

    HEEELLLLLLL *N O*. I would rather play twins than have basekit swf in the game.

    Dawg what I’m a killer main ☠️☠️

  • @RubberBrain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452232#Comment_3452232

    I chat wheel would definitely be necessary, however toxicity already exists. The voice chat doesn’t need to be stuck on, of course you should be able to mute your entire squad but (a good example is apex if you’ve played that) but I wish when you open setting in a game there was a menu that have you info on your teammates (Perks, Items, Etc. but in that menu you could also do a solo mute) I know all of this is a stretch but it’s still nice to dream

    thank you for this, from these responses I disagree with my original opinion on VC however I stand by in game chat with a chat wheel to help console players

  • @JPLongstreet said:

    They've said many times they have no plans to add voice chat, citing language barriers and the availability of outside comms as their reasoning. I also suspect they want no part in having to moderate that as well.

    Typing won't work either, it would take me fourteen minutes to type out something with my controller.

    Yea that’s fair but for the texting thing if not a voice that if they were to consider mid game typing they could add A chat wheel

  • @mikewelk said:

    I'm sorry but my teammates cannot hit skill checks and I worry about their typing ability. I don't want them wasting any time off generators, even if they only do a little bit. Controller players would be struggling as well. I'd suggest making Rocket League style preset texts that you can use like 'I'm going for the unhook' that you can use with the press of a button.

    In-game voice chat probably won't exist in a game like this because we all know how endgame chat turns out to be and I think the devs confirmed it won't be added any time soon for that reason.

    I chat wheel would definitely be necessary, however toxicity already exists. The voice chat doesn’t need to be stuck on, of course you should be able to mute your entire squad but (a good example is apex if you’ve played that) but I wish when you open setting in a game there was a menu that have you info on your teammates (Perks, Items, Etc. but in that menu you could also do a solo mute) I know all of this is a stretch but it’s still nice to dream

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448491#Comment_3448491

    It's about same playstyle as picking trapper instead of nurse. The difference is, that picking killer is ALWAYS a choise. Having or not having friends available is NOT ALWAYS a choise. Also comms is probably the least differentiating fact between soloQ and SWF. The biggest benefit is, that you can play with friends that are about as strong as you are - so you don't have someone dragging you down. Your friends will also not throw the game for a challenge. Your friends will also not take sole survivor or don't leave everything for someone else. Your friends will not let you go 2nd stage if possible and so on. Comms is just one variable and not even the biggest one. And soloQ is by far hands down THE weakest role in whole game.

    Who said friends don’t do that too? 💀 The addition of comms will greatly increase solo q especially with how the ranking works, also the difference is someone may find Trapper much more fun the nurse but not every killer is the exact same. Just like you don’t have a choice whether or not you have friends you also don’t have a choice whether or not you like a specific killer

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448444#Comment_3448444

    What about weaker killers is same as what about soloQ. If you want to go that way, then ALL killers need nerfs - some more, some less...

    Also solo Q is a play style within survivors if killers need nerfs to help Solo q (Or if the alternative which is buffs) then Killers would also needs buffs if your taking camping or tunneling

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448444#Comment_3448444

    What about weaker killers is same as what about soloQ. If you want to go that way, then ALL killers need nerfs - some more, some less...

    Solo Q is easy, just add voice chat the difference with solo q and swf is communication

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443217#Comment_3443217

    I'm genuinely curious now, what sort of compensation would you suggest for the camping nerf? Killers will already have the compensation in that the mechanic will be disabled in the endgame. And they've already received all kinds of basekit tools to help pressure Survivors: Faster pallet breaking, faster gen kicking, 2.5% instant gen regression when kicking, longer gen repair times, Survivors getting shorter speed boosts when hit, nerfed Dead Hard...the list goes on.

    Those changes didn’t give Killer advantage, I haven’t seen the game so balanced in a while (But also it not activating at endgame should be enough)

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443213#Comment_3443213

    And I don't understand how standing beside a hooked Survivor, doing literally nothing is considered fun for Killers. Is getting the kill really that much more important than having fun? Or are you only able to have fun when you get kills?  

    So your response to people complaining about camping is "learn to loop, don't get hooked, get gud." Well, the same applies to the other side as well: Learn to interrupt multiple Survivors, learn to spread pressure, get gud.

    Multiple survivors? What about the weaker killers? What about them just splitting up? Maybe you’d rather people only play killers like blight and nurse? The difference with killer and survivor is that every survivor is capable of the exact same gameplay while not every killer may like the gameplay of nurse and blight.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447962#Comment_3447962

    Its not, but Your fun should not be more important than his either.

    There are certain actions that makes some players having fun but other not:

    Killer camping and tunneling makes killer feel fun because they won the game, but survs not having fun because they do literally nothing in a game;

    Survivor having fun because playing the game while killer not having fun because they loose the game.

    Then answer Your own question: Why Your fun should be more important than his?

    The difference is that survivor is not having fun because they are forcefully removed from the game they payed to play for. While killer is not having fun, because survivors are PLAYING better, not because they are not playing.

    I think this is more important than either side fun.

    If there would be a mechanic that remove killer from the game, or petrify him for X minutes, and survivors would abuse that to win it would also be considered as "not fun" and "not healthy" and lot of players would vote to remove that mechanic. Would You defend it as "valid strategy"?

    There are always going to be moments that are unfun for both sides it’s either, people just gotta suck it up.

  • @MrMori said:

    Not sure if this really is "Feedback and Suggestions", but Unbreakable is currently the 7th most popular survivor perk according to nightlight.gg

    https://us.v-cdn.net/6030815/uploads/WPIY4X4ZWWW6/image.png

    But I agree that I don't actually see it super often in my games. I feel like there's about 50% chance that there's a single unbreakable. Sometimes more than 1.

    yes I know it still is a popular perk, but I more mean dead hard levels of popularity pre-nerf

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445707#Comment_3445707

    If you look back at the old meta before the shift last year - if you ignore DH, it was unbreakable/ds/bt. if the killer wasn't camping or tunnel right off hook, you'd get no value, if the killer didn't tunnel, ds did nothing, if the killer didn't slug unbreakable did nothing. They were meta because the value you'd get from them when they came into play was much greater than the risk of them being dead perks if the killer didn't slug, camp, tunnel, etc.

    I personally only really ran bt because I needed a build a bit more.. tangible in value that got consistent value every match, even if that meant I couldn't completely change the course of the match if those things came into play.

    To the op, I think I would still consider ub to be part of the meta. I see it still quite often in my matches and it can still be a complete game changer, as it always was.

    Yes, I think it would be so much smarter to instead of giving basekit unslug or anti tunnel they should try and morph and change the meta. There will always be a meta so might as well and have control over it to make it as healthy as possible

  • @dbd900bach said:

    The issue with unbreakable is that it doesn't guarantee value in every single match. Dead hard was so good because it had minimalistic requirements but major value in offering a free second chance to extend chases.

    Unbreakable doesn't do that and requires you to be slugged in order to work. Sometimes you'll run into a killer slugging, or will just end up in a situation where you're all slugged in which yes it works, but that doesn't always happen. Most times you're picked up instantly which negates the perk entirely.

    It’s for changing how the killer plays not getting value each game. Dead hard did that but in an unhealthy way without it even being that good of a perk. We need perks like Unbreakable to be really meta because it stops things like slugging to happen as much

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443105#Comment_3443105

    The fact that it's a strategy is exactly why this kind of change needs to be implemented. No strategy should completely grind the game to a halt, and every strategy should have an answer on the opponent's side. If you fully and wholeheartedly believe it to be a strategy, then you should support it being balanced like it's a strategy.

    It is during endgame or as you are watching multiple survivors go for the unhook, it allows for the killer to get a lot of Pressure on those survivors and maybe even get a kill with the survivor on the hook

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443324#Comment_3443324

    Isnt that what devs said in stream? That anti-camping mechanic is disabled during endgame?

    Idk I didn’t watch it 💀 but if that is then thank you

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377463/killers-need-to-be-compensated-for-camping-nerf

    No, camping is boring and lazy strategy, not to mention that does not work in higher mmr and in swfs especially. Camping also makes killer to be lazy and do not make them to actually play the game - chase, track, pressure.

    Just because people do that, does not mean its good in any way.

    If we would talking about tunneling then yes, killers should have something in exchange against swfs, since only way to win against coordinated squads (not only swf, but being coordinated in non swf needs much more skills and thus should not be as bad) is to tunnel, but tunneling is unhealthy strategy, so yes, killers should not tunnel but should get something in exchange.

    But for camping nerf - no!

    Camping is very unhealthy for the game, it causes killers sometimes to use it to be toxic and overall slows down the game making it unfun for everyone playing. However I believe the anti-hook system should be turned off when it is in end game because sometimes killers need to camp to get a kill, and sometimes if your smart it can end up with more then one

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377542/new-tasks-for-actions

    Despite what people say,

    I actually liked both the knight and SM, they were more defensive strategy based killers and the "planning" aspect of their powers seemed promising.

    The real shame was that trying to make "clever" uses of their powers always ended up in sadness and misery due to wierd and clunky limitations which in turn, made the "best" way to use their respective powers... the most brain dead ones.

    Examples: AI pathfinding on the Knight's can't be TOO good... therefore best way to use them is as an early warning pickets by gens/hooks

    SM's drones are numerous and provides much information... but CAN'T have that killer quick enough to actually act on those information! Therefore SM ends up baby sitting gens.

    In the end I feel the killers design is getting back on track with the singularity.

    Make the killer teleport, see the survivors through cameras and do all that cool stuff that makes the survivors tremble with FEAR, THEN and only then, figure out the counter plays at their disposal to maybe, just maybe... make it out alive.

    There is no point in releasing a new killer that isn't "over the top" imo, it just makes everyone mad.

    Same applies vice-versa to survivors perks to an extent.

    You shake up metas by adding to it... not rehashing old content and nerfing current one.

    I agree I actually did enjoy the knight a bit actually, I stopped playing when SM came out and only came back for the singularity.

    However speaking as someone who only came back for the killer but mainly played survivor in the PTB; he is honestly very weak if you know what your doing just a bit

  • @Emeal said:

    The way idd buff Trapper is:

    1. spawn traps open in good places/ on pallets or make an addon that does that.
    2. Trapper gets a speed bonus every time a Survivor is trapped for some time.

    Yea if anything at least that first one but he’d still be a very weak killer

  • @MikaelaWantsYourBoon said:

    They already got a lot base-kit buffs.

    And you can't buff killers universally while Nurse, Spirit and Blight exists.

    Those killer’s definitely need nerfs however I know many people who don’t find them fun to play. I think a fairly simple change that will stop the actual rushing would be a vary small basekit deadlock

  • @Boons123 said:

    This perk was a great choice against the tunnel

    But now this perk is weak and against some killers this perk does nothing

    So these are my thoughts

    -It will be activated twice even if you successfully hit the skill check

    -Increase activation time to 80 seconds

    -Survivor gains 7% Haste for 10 seconds and gains Endurance for 5 seconds (so that the Survivor won't get hit by zombies or guards)

    -Increase the stun duration to 4 seconds

    This makes the tunnel fraught with danger

    Oh right, you can leave the survivor on the ground and not pick it up (but we have unbreakable)

    It should go back to 5 seconds but I also think it should give exhaustion

  • @Adjatha said:

    Ruin is dead. Let it go.

    They want no one to run it and the degree to with it has been massacred means they never want to see it equipped ever again.

    Ruin is a perk that was very oppressive but was a fun perk to run nevertheless, If they never wanted to see it again they would remove it. I never used it while it was in its prime and recently the perks have been far worse, eruption was bad but they didn’t kill it, same with call of brine.

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440614#Comment_3440614

    Because kicking gens without actually kicking gens is very strong.

    Just by chasing people off of a generator you're undoing their progress.

    Hex are high risk high reward, take a perk like devour hope for example, if the survivor don’t find it it’s crazy powerful but often times the totem is just found; the point of the Hex perks is that they are really strong but can be removed by cleansing the totem there is no other hex that a part of the perk is getting rid of the perk, either that secondary function shouldn’t exist or it should be a hex perk

  • @Dark_Alex said:

    I think it's pretty well balanced. Nothing special, but saves time spent on kicks. The second part doesn't really matter. The benefit from the kill outweighs the loss of the Hex.

    Yea I guess it is fine but totems aren’t that hard to find or remove and sometimes just spawn right next to the survivor so why not just make it a regular perk

  • @sizzlingmario4 said:

    The self-destruct function is fine imo. I’d rather see its regression speed bumped back up a little (just not back to what it was before) as it’s a little too weak now.

    I agree one or the other changes would be fine but I have a problem with this second feature because why not just make is a regular perk at that point

  • @Technature said:

    If you kill someone, the game immediately shifts heavily into your favor.

    The perk is fine the way it is.

    I would agree but then why not just shift it into a regular perk. Totems aren’t that hard to get rid of

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