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SoGo
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@YulechkaLive said:
I totally agree. KEEP IT AS IT IS.
You can replace the textures with better ones, but PLEASE don't make the maps brighter. Leave at least a hint of HORROR.
You've already added a brightness setting to the menu, isn't that enough?
I want to hide in the DARK bushes and be afraid that a killer will jump out of the DARKNESS and Fog,
and i don't want to see killer through the entire map.
When I bought the game, it was a dark horror for adults, not the bright catch-up games for children that the game turns into a little bit every year.I'm glad that there are still people who want this game to be more like it's horror roots.
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Eh, maybe a smidge.
The Tier 3 activation speed being the exact same as the normal one is a bit much.
And maybe the potential break speed.
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Even if it was like 5% and a location reveal, that'd be enough.
And as far as the negative incentives go, if they were tightened up (like only triggering the repair boost if a death happens at 4 or 3 hooks), they would be a-okay.
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@Blueberry said:
With the wild amount of busted maps that’s need reworking I don’t understand why we’re touching auto haven of all maps. Feels like very odd priorities.
RIGHT?
I mean, so many maps got their balance shafted, swamp is still in 2017 and we are focusing on Autohaven's color?!
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I like this. Very delightfully evil.
That said, I think it should rather put the survivor in the dying state and show you their location, instead of it being an instakill.
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I say, be glad!
Many people would dream of escaping so often.
And if the game really does seem too easy to you, I might offer a small challenge to spice things up: try on new builds!
Try different combinations of perks, perks that are less used but can still be great, ect.
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@Leon_van_Straken said:
I guess "fun" is in the eye of the beholder…
I think I lost more games to a Stevegul than any other perk, since a bad scream blows cover, prevents unhooks and so on.
Scene Partner is btw one of those perks where i dont understand the Survivor playerbase.
Perks like DS are claimed by so many as completly unplayable cause it only lasts 4 seconds but are willingly to throw whole games because this perk is annoying.
If my memory is right I even think their were tons of chat about the old ultimate weapon where many players claimed the "permanent" screaming gave them headachse but are now running scene partner.
Would be happy to get a feedback why this perks is funny.
There are two kinds of people.
The people who use the funny haha perks.
And the hardcore meta followers.
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Help Wanted could get an additional effect of making pallet breaks 15% faster.
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I don't really think it is necessary.
He controls quite nicely now.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/459112/haddonfield-is-terrible-to-play
Haddonfield is currently the most balanced map that also put some consistency for both sides. The map is decently big but not too much, has enough pallets, maybe i bit too much currently but the buildings aren't super infinites anymore. If you go against Pig, Clown, Kaneki… doesn't matter as no killer is much stronger than others due to pretty safe pallets and mid-sized map. I said they migh add more los blockers - trees, more cars etc. But the map itself is super-well balanced atm. All maps should be like current Haddonfield.
Decently sized?
The map is a shoebox with less props than an amateur garrys mod world.
It's the complete opposite of what the old one was, and equally as awful.
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@[Deleted User] said:
They need to add a big truck or two in the middle so survivors and non-mobility killers can rotate around the map without getting obliterated by the near-infinite LoS.
Other than that the map's always felt kinda empty ever since the rework and especially since they shrunk it down and basically completely gutted all the buildings, forcing most of the play to happen at the generic tiles outside. Say what you will about the original original Haddonfield (and there is a lot to say), but at least that version felt like a unique map with a specific claustrophobic feel in mind. Reworked Haddonfield has always felt like 50% street, 20% Strode house, 25% side opposite of Strode, and 5% random backyard clutter. It just doesn't feel like it focuses on the right things in terms of how it actually plays.
Exactly.
Half of Haddonfield's problems come from the gigantic street in the middle of the map. The long LOS, no lockers, the 3-gens, the lack of loops, the atmosphere (or lack thereof).
The devs should shrink it and maybe extend the map in the other direction, adding a new house or two.
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It's not OP.
You have to find a survivor and stalk them, firstly.
And also, overusing it makes it so you stalk people over and over again.... to just turn off your power so you can see people for a few seconds.
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You want another Dredge community skin situation?
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@tuttoinunavolta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017933#Comment_4017933
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017946#Comment_4017946
Only on this forum you can post the ice cold take "Ghostface is one of the weakest killers in the game and would benefit from some type of change" and in response get people assume you're playing him as a chase killer and begging for buffs because you're bad.
He's one of my mains, alongside Sadako, Pig and Artist. 3 out of 4 are stealth killers, so I know he's not supposed to be played as a chase killer, Colt45m. I do well with him, but nowadays, after all the more recent changes to other killers, his kit got overshadowed by characters that can do the same things he can do, but better. Changes like the pallet density update also worsen the overall experience with him, even if you do play him correctly. I even stressed in my OP how it's about keeping his kit both in line with the game and interesting in comparison to the competition (other stealth killers that are constantly getting updates) so that he doesn't get overshadowed with time. I often got 4Ks with pre-rework Freddy as well, but the only thing that motivated me to play him back then was his name, because the kit got overshadowed over time due to power creep and it became straight up uninteresting over time.
"lol you're bad and you want crutches" is off-topic and just kinda weird. It's ok to disagree and want him to stay as it is but this is just a childish way to put it
Fun fact!
Most of the other platforms are even worse.
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@tuttoinunavolta said:
Ghostface was already one of the weakest characters in the roster, the new Myers rework overshadows him completely both in terms of stealth and in terms of instadown.
Ghostface definitely needs a buff, but I think that a number change buff wouldn't cut it anymore, and he now needs something more to his kit to make him interesting enough to be chosen over Myers. Obviously, just for being Ghostface, he will always be an iconic character that people want to play, but power creep made his current kit too outdated and uninteresting.
Thematically I think the current Myers Strike would have fit him better (with Myers instead getting some sort of Dredge remnant-like anti-loop) but at this point I don't think making both of them dash killers at the same time is a good idea.
What changes/updates/reworks would you like to see for Ghostface?
Or, a mad idea, don't just add a dash to every killer?
Ghostface could get number buffs and fixes to the reveal mechanic so it works right and that's it.
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Haddonfield's main problem is how ridiculouly small and barren it is.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017490#Comment_4017490
They say that Myers is so op that you need exhaustion perks to even have a chance in chase. Which is a ridiculous statement.
But with that reasoning bugged mindbreaker would have great synergy with shape.
Bugged mindbreaker has great synergy with every killer, does it not?
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Ruin entirely disables gen kicking while it's active.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017415#Comment_4017415
Exactly they even overbuffed Shape (you have to predrop pallet or ur dead so boring) so he can run mindbreaker and instantly use insta down on you without giving you chance to run, apparently devs still deff about state of soloq survs where stealth killers is just their curse, mindbreaker too
P.S thanks for instant downvoting killer main with 0 braincells
Myers has exactly 0 ties to Mindbreaker being bugged.
What are you on about? How did you get to that conversation?
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017241#Comment_4017241
Not fun at all! You have to predrop pallets now similar to Pig/PH, there is no room for cool mindgames, or greeding pallets just another boring ass overbuffed killer (for those that have 0 braincells) we have to go against🤬
You can still stun him while he is lunging.
The only thing you can't do anymore is avoiding him by taking 2 steps to the right.
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@[Deleted User] said:
I think Evil Incarnate keeping the pursuer bonuses is fine. I think you can make the argument for/against it either way, and I don't think that it's realistically going to make much of a difference in the average chase, especially given how maps are right now. If they wanted to get fancy with it they could've added the bonuses to Fragrant Tuft of Hair and kept it out of the basekit, but that's probably unnecessary.
What I don't really understand is the pursuer mode terror radius reduction given that stalker mode exists with undetectable on demand. Yes tier 2 was 16 meters before, but you couldn't get undetectable on demand with old Myers, and I think pursuer getting that buff detracts from the value of stalker mode and the incentive to switch between modes as the situation demands. Personally I would rather just have a 24 m terror radius in pursuer mode and then have Memorial Flower (4.4 m/s stalker mode) basekit. But maybe that's just me.
Besides that my initial impression is that Slaughtering Strike feels a lot more usable on controller and might be overall stronger than running Fragrant Tuft of Hair now (even though it's really goofy how fast you move with it now). So that's pretty sick.
If they wanted to be fancy with it they could've added the bonuses to Fragrant Tuft of Hair and kept it out of the basekit
Yes. They could have done that.
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I thought it already did work like that.
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There is a reason killer has 60% kill rate and why most low MMR matches are utter stomps by the killer.
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They do.
If I remember right, they quadruple the skill check odds, from 8% to 40%.
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?
His break speed with his strike is the exact same.
Or do you mean him breaking pallets normally (+Hairbrush add-on)?
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This is obviously killswitch worthy, right?
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@DEMONANCE said:
he has turned from awful to play to awful to play against they absolutely overdid these buffs omg you cannot make any distance now almost nothing you do matters in chase and it's gonna be worse once they completely remove his sensitivity cap or whatever.
I don't think that the sensitivity cap is the issue here.
I think that your problems come from the overall speed increases he got.
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@Xray said:
i dont understand why they just didnt buff him instead of this dash rework. Why not just give him basekit coup on tier 3 if you wanted him to have a long melee. I want Halloween Ends Michael out of here give us Full power Classic Michael back.
By this point, I'm not sure.
Before, I'd say: Oh it's likely because they know people like dash killers so they made him one.
But now? The dash is very much like a lunge, so I don't see the point.
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I could agree on point 1. It does kind of make his Strike break not that good.
But the duration is a great buff and was really needed.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017134#Comment_4017134
I don't understand why Monitor and Abuse is still nerfed, if Myers had the terror radius reverted.
There is still Pig and Skull Merchant who would like to use it but can't.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017174#Comment_4017174
Why are they adding Camera Sensitivity to the dash if they then immediately note it's going to be removed later??
Aside from that, solid. Let's him keep the Swap Stance of the Rework whilst reverting all the awful nerfs they made to his attributes. With the addon that removes Slaughtering Strike he should be buffed Old Myers in concept.
We'll have to see how this plays and what adjustments should be made afterwards, but this does look promising.
I just played with him.
He definitely feels better now.
The movement speed during the entering animation being normal is a great thing.
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So, an update with a Myers BUFF is here!
And it covers some of the bases very nicely.
This helps with several awful parts of his power, like how it's so short and easily pre-runable, and you don't lose out on the Pursuer bonuses anymore…
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@adam1233467 said:
I'm sure they cannot revisit him any longer since he is not officially in the game rn.
Didn't Demo get balance changes despite being in the same state?
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@Defnotmeghead said:
I do consider it a bug, because last year the event dowsing rod was common, last year, the halloween items were common, in fact, the halloween related addons are still common:
https://us.v-cdn.net/6030815/uploads/91TBV641RGZ8/image.png
https://us.v-cdn.net/6030815/uploads/FHCU81R85CAO/image.png
https://us.v-cdn.net/6030815/uploads/Y7RZ3M7EQ0H1/image.png
Since those have kept their common rarity, and the offerings+items are the only things that changed their rarity, I consider it a bug.
Every single other event item or offering is still listed as common. Its literally just the Arcane Dowsing Rod, the All Hallow's Eve Lunchbox and the Will O' Wisp that have changed their rarity from common to rare/very rare.
Event offerings are consistent, Dowsing Rod is the inconsistent oneIt's very dumb, I agree with you on that.
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If he is that broken, then what are Krasue and Ghoul?
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Honestly, that particular quest can be done 3 ways...
- What you did.
- Throw games until you get to a low enough MMR and then throw further once people start using the void by going after them every time.
- Play a lot and hope for the best.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/458883/event-products-having-different-rarity
Unfortunately, it's not a bug. The devs intentionally made each event product have a different rarity based on their stats equivalent counterparts, like the rare flashlight being the same cost as the halloween flashlight since they have the same duration and other effects, same for the uncommon medkit and the lunchbox.
Dowsing Rods for some reason sit at a unique and very high cost of Very Rare when they used to be uncommon. Idk why they don't just make this offering basekit, since it now has no effect on gameplay outside of BP gains. Event offerings are also inconsistent, because the Bloodshot Eye, Mistletoes and Coconut Scream Pie are all commons, while for some reason the Dowsing Rod is super expensive and useless.
This is the first time they have done this.
And I HOPE it will be the last.
Especially since the Dowsing Rod sucks.
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Yeah, I noticed that too.
There should be at least a few excess ones, so you can bypass doing some really stupid ones.
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Both sides want to use the new thing but since it's an even bigger timesink than before, they rush their objective to compensate.
The result? Killers are tunneling, survivors are genrushing, and using the void feels like a throw.
Add into that the awful BP related changes (less BP from everything, more pricey event items, the offering is STILL personal, ect. ect.) and you have a bad event.
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No, it's bugged and won't progress.
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@Colt45m said:
He is perfect now. Hats off to BHVR for getting myers perfect. With right perks hes very strong.
Good for you.
Sadly, I am unable to find this perfect Myers and the only perks that help him are either the usual meta gen regression ones, or the stat buff perks like Bamboozle, Coup, Enduring and Fire Up, so you get super fast at everything while in Pursuer Mode.
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@MrMori said:
Not a fan of the slaughtering strike, though I guess it can work in a way even if it doesn't suit him. But he feels underwhelming, they took away several things that the old version had that the new one doesn't. I don't think he's very fun, and he certainly feels less like Myers, even if he may statistically be slightly stronger
- Instakilling off hook isn't possible anymore since there's a 5 or so second timer on death hook survivors where you can't grab and mori them. In fact the whole mori can be completely avoided by just jumping into a locker after you get unhooked as long as you have DS, which defeats its purpose of letting him bypass DS and stuff.
- Stalker mode is 105% while Tier 1 used to be 110% after the 8.4.0 buff, not sure why they nerfed that, even with the lunge range increase I feel he deserves 110% Stalker mode movespeed, 105% feels awful
- You can lose stalk progress, so approaching with Stalker mode and then activating Evil Incarnate isn't that viable, plus it has a transition time which makes ambushes even less effective. It can be played around but it feels punishing for no reason
- You don't keep any of the bonuses from Pursuer mode in Evil Incarnate mode aside from vault speed, but the Evil Incarnate vault speed is still slower than Tier 3 used to be. Why do you not keep the other bonuses? Powering up with your next "Tier" is integral to the feel of the character but other than slaughtering strike, Pursuer vs Evil Incarnate don't feel like a true powerup
- The slaughtering strike has a 6 second cooldown which means even if you try zoning someone and breaking a pallet with your power, survivors can often still get to another pallet before you can instadown them, especially with the pallet density update
- Evil Incarnate is only 40 seconds which feels terrible
I'm sure they'll buff some of these things but come on, what's with all the caveats and cooldowns and restrictions? It ruins the feel of the character.
It really does ruin him a lot.
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@THE_Crazy_Hyena said:
As someone who plays a lot of Scratched Mirror, I do like that he can actually lunge, and move faster now.
Makes him quite a bit scarierYeah, as far as Scratched Mirror goes, we won pretty much, except for the odd rarity increase.
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@coco_shotz said:
He feels very clunky, and I don't think they really thought the rework through. He really just needed to lose the ability to instantly kill healthy survivors. Aside from this one addon he wasn't really overtuned or busted, just had a really annoying and unfair build on occasion. The full rework makes very little sense to me as it doesn't fix any of the issues that players had with him already.
Not only that, it creates MORE issues.
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I circle between Hag, Artist, Houndmaster and Plague.
I played Myers before his rework, and occasionally I boot up Wraith.
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@QwQw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016912#Comment_4016912
2% mathematically does absolutely nothing, what are they smoking?
I mean she already has Smoked Snapper, that also does very little so...
What's one more right?
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They forgor.
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I feel like Legion has a good enough selection.
But, there are other killers that would be good for this kind of change....
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/458617/hook-15-survivors-in-the-void
Its not that hard, it literally tells you as killer when someone enters the void and if they do it injured they are broken, it also takes them twice as long as killer to obtain their rift item from the void.
Why is everyone treating the quests like they need to be completed in a day, you have like 2 or 3 weeks, just play the game and you'll get it done. I have 10 void hooks already cause every now and than when someone goes in it, i just pick a random void, enter it, find them and down them.It's true.
It's not nearly as difficult as one might think at first.
It just takes a lot of time, since may people avoid the void like a plague.
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I don't think a lot would change.
He would just gain a bit of time he usually wastes on reloads.
