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  • As I would never use them and they only took up space, I am pretty fine with even this small refund.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047158#Comment_4047158

    Myers NEEDED a rework

    He’s literally now not D tier anymore

    He’s still Myers he still has his aspects you make it out like he fires a machine gun now

    He is tonally different from his OG state and everyone knows it.

    It's not just the dash.

    It's how stalk became an afterthought. How he has so many audio queues ruining the jumpscare potential.

  • @Yords said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047193#Comment_4047193

    i still kinda disagree. Conceptually her kit sounds nice, but at the end of the day she is still an m1 killer really. It is her ambush that feels really weak. I escpecially dont think RNG works with her traps at all, they could be made to be much more creative.

    I stopped trusting BHVR's creativity with reworked Myers.

  • We will miss you, Mike and Laurie. May the hands of Gun and Illfonic let you from their grasp soon.

    I will not miss Haddonfield, though.

  • @jesterkind said:

    I don't know that Pig really needs a rework at this stage. They've spent five years buffing her power steadily, to the point that her RNG is way less punishing than it used to be and even Ambush isn't that bad anymore.

    At this stage, I genuinely don't think Pig is that weak anymore. A handful more small buffs and I think she'd be just fine, maybe an addon pass in there too.

    She is fine conceptually, and strength wise she is pretty alright too.

    There are several killers that don't have either of those points going for them.

  • @Royval said:

    I really hate her hats they’re horrible and not lore accurate. I hate the fact they can do gens with the hat on I hate they heal with hats on. It’s a joke

    That is their own stupidity then.

  • I think that they should continue with a reduced release schedule. 3 full chapters per year are enough.

  • Some nice QOL, some good perks and characters.

    Unfortunately every good thing is outweighed by a bad one.

  • So far I had no repeats.

    Other players not so sure.

  • Now, if it was put in the way you proposed, it would be very unappealing for the killer.

    Now, a normal 5 player variant, maybe. Potentially make it so the last one standing wins.

  • Well, Pixel Bush had an idea revolving around infecting pallets and restricting the vaulting to them alone. And returning the old numbers.

    So she would require a level of setup unique to her.

    I would like to try that one out.

  • I agree with everyone here.

    Is it cringe? Absolutely.

    Is it ban-worthy? Nope, because it can be circumvented.

  • @Rickprado said:

    Well, i don't think Hag needs a "rework" like a newer power, just some changes, like turning her into a 4.6 killer, make her best addons basekit (range and trap setup speed), increasing the time it takes to remove her traps, removing "S Tech" and removing her camping potential by making traps 12m around hooks to dissipate after x time.

    The best Hag player in the world made a video about her years ago explaining her most critical issues:

    https://www.youtube.com/watch?v=kHZnkrFKYJM&t

    Finally someone who gets my POV.

    A rework is the last thing she needs. Look at Myers. Look at Skull Merchant's rework concepts. Completly tonally different from their OG states.

    I do not need this kind of thing for Hag. Give her some addons basekit, some kind of S tech solution, a restriction to camping and she is good to go.

  • @DBD78 said:

    BHVR should skip a new killer next time for QOL changes..

    They tried, and failed spectacularly.

    Though if they introduced no new things maybe nothing new would break...

  • All of the above + Twins + Knight

  • I would maybe just look into the list of excluded killer addons and reiterate it.

    It's very strange that some addons, like Oily Coil (Trapper) or Spyglass (Houndmaster) are disabled, while Dull Bracelet (Nurse) and Padded Jaws (Trapper) aren't.

    I have also noticed a lot of Exhausted addons being excluded, which does not really make any sense.

  • Or BHVR could just disable all meme addons instead of just random ones.

  • Having a randomise option would be nice.

  • @Jay_Whyask said:

    One finger on the monkey's paw curls

    The Hag's power is now "Catalyst Crash"

    By pressing the active ability button The Hag can perform multiple Short dashes

    And this is exactly why I would rather keep Hag fossilized and a relic of old DBD, than accept a rework for her.

    I don't trust BHVR with it.

  • @saym said:

    Most killers are S-tier, and med-kits are the most popular survivor item. Why not shuffle them as well?

    Also, instead of testing 2v8, you should have tested a true Chaos Shuffle mode on the PTB, where five players are matched and no one knows who will be chosen as the killer.

    Because people care about what killer they play.

    I, for one, would not want to be forced to play Blight or Hillbilly.

  • @Coffeecrashing said:

    Can we get a Chaos Shuffle "select set of add-ons" list, so we know which killers are safe to play?

    Because some killers have really terrible addons that make the killer much worse, and if those addons are available in Chaos Shuffle, then those killers aren't safe to play.

    For example, if Plague randomly gets Prayer Tablet Fragment, or if Hag gets Scarred Hand, then the entire game is ruined before it even starts.

    And before anyone says "what about survivors having to deal with no mither", I would like to remind people that randomly choosing 4 survivor perks out of a list of 155+ perks, is way different from randomly choosing 2 addons out of a list of about 20 addons.

    Found this on Reddit

    IMG_20260114_105340.jpg

    Does it help?

    Edit: May not be 100% accurate because I did hear something about a double iri Blight, so...

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045559#Comment_4045559

    Thats not the point. I dont care if i get a bad loadout. But then they should allow every addon. Why do they remove certain addons?

    I would get removing meme addons.

    But for example Trapper still can get Padded Jaws, and Nurse can still get Dull Bracelet.

    But meanwhile, Houndmaster is not allowed to use Trainer's Book, and Pyramid Head can't use most of his higher tier addons.

  • Eh perks, kind of generic power, also kind of clunky.

    Unless you really like the character, there is no good reason to play her.

  • Demo is probably first.

    Then Nemesis, Unknown, Twins, and maybe Artist.

  • @Philscooper said:

    Half of these perks dont even need a perk because they are already bad and dont even need a nerf, since no one uses them.

    This feels either such a troll post or a person who never played with these perks before.

    Mind you, this person wants invocation weaving spiders nerfed. Whats next?, no mither because its too strong of an anti-slug perk?.

    Ahem, there is a companion post to this one.

    It's about as ridiculous.

    40% Pop, 200% Ruin, 7% per stack Thanatophobia, 70 second DMS ect. ect.

  • @Dwight_Fairfield said:

    Mikey is just fine the way he is. He is finally viable now while still having plenty of counterplay. You get both audio and visual warnings for his power. You pre drop pallets just like you do against multiple killers in this game.

    He's a sold B tier. He's not even a contender for any changes required. Plenty of other killers out there with real issues, whether being too weak or too over tuned, that need attention. Michael isn't one of them.

    Well, that is arguable.

    The main counterplay you have is stunning him, which is pretty hard considering the speed he has.

    As for the visual warnings.... eh? He gets the glowing knife (awful choice, looks bad), but I would appreciate the pop-up like his old power had?

  • The worst part is definitely how fast he gets to Tier 3.

    In less than 5 seconds, he can go from stealth to instadown.

    The myriad of audio ques helps a bit, but a visual warning like the exposed power had would be great.

    And on the killer side, I hate how you now have to sniff the survivor's hair to stalk them effectively.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044955#Comment_4044955

    Killer queue is so long because too many players queues as killer and there are not enough survivors. If you make the killer stronger, even more people will queue as killer and less as survivor, thus extending the queue further.

    Unless you buff killers across the board, the increase in killer players would be minimal.

    Since killer players who want strong killers can pick any other available ones.

    So I don't think the queue problem would change a lot with this.

  • The normal ways to gain shards are fine enough, I would just like more.

    I made a suggestion a long time ago, about Maps (the items), and I tried expanding it's uses by adding an add-on, which would spawn a single glyph during the endgame. Interacting with it would give you 30-40 Iri shards.

    Of course, this is just a singular idea.

  • @Aven_Fallen said:

    I would 100% agree that the Challenges are a clear Downgrade from before. Not only are the challenges less interesting, but it also does not really feel rewarding to do them. I basically dont even look if new challenges released, e.g. I only realized that there is a challenge to do 20 Skill Checks in one game because someone on the Forums wrote about it. Before that I always checked the new Challenges when a Tome Level opened.

    And while you had to go out of your way to do some of them, it was still fine. Sure, some of the very early challenges were too tedious or required unfun playstyles (e.g. hooking 4 Survivors in the Basement, which can only be done by proxycamping), but I liked that you had to think which Killer to pick for some challenges or which Perks to use. Now it is just "play the game".

    And this is where I disagree with Glyphs - I think outside of the purple one, the orange one and the white one, they were also only "Play X games". Red Glyph was done in one game, same with Blue Glyphs. And green Glyps were X games until you finished it. Purple, orange and white offered something unique, but I found purple quite annoying. I liked orange as an extra challenge, but thats about it.

    Would not hate if they come back, but I hope for more improvements on the challenges to make them interesting.

    There were also yellow and pink ones, but the yellow ones are kind of the same with a merciless storm duct taped to them, and pink ones were rightfully removed.

    But yes, some improvements to Blue and Green ones in particular would be good.

  • @Rokku_Rorru said:

    Nerfing HF because of cheaters, they'll just find a new way to cheat?

    That's like saying they are using toolboxes infinitely so nerf toolboxes, how can you prove it?

    The issue is EAC, they need better anti-cheat, not perk nerfs.

    Yes, 100%.

  • @ShanoaLegendaryPlz said:

    My biggest peeve was when they added one of my favorite licenses they could put into the game, and every single character I REALLLY wanted got thrown in as 'cosplays' for the first time in any licensed chapter. And THEN every time i go to ask them about making Shanoa or Simon Belmont legendary skins for Trevor, all i get are people going "but yui has a shanoa skin?" "They alredy made a simon skin" etc... drives me nuts that they will never be fully added to the game

    I mean, anything is possible if BHVR has the money for it.

    We do have Jill as herself and a Jill cosplay for Feng.

    So in theory the same could be done for other characters.

  • Neither is putting on Bardic and 1234 on one teammate, giving the other teammate the usual genrush perks plus a cracked toolbox, and fixing gens fast by yourself while the teammate contributes elsewhere (on a different gen, healing, chase…)

    SWFs can make even Slippery Meat or Still Sight seem OP. Does not mean that they are.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044005#Comment_4044005

    They stack, which makes them insanely overpowered. You can play with friend and utilize those speeds:

    Base - 15 % debuff

    Teamwork 4x = 20 %

    Deja Vu 2x = 12 %

    Prove = 10 %

    Resilience = 9 %

    etc.

    So you can repair gens in pair with 40 % + permanent speed. It's absolutely overtuned and will make gens being repaired shorter than heals.

    One thing though, it requires 2 survivors to fully commit to this build. If one is occupied, it goes to waste. If one gets tunneled out, it goes to waste.

    Sure, it's simpler than Hyperfocus builds, but it requires you to be glued to your teammate at all times.

  • The three notable problems I noticed from people playing him were this:

    Worldbreaker is active 50% of the trial at least. Since you need only 2 hits to activate it.

    The vines are very, very spammable.

    Some of his most impactful addons are common.

    Problems 1 and 2 can both be resolved by just solving one of them.

  • @YukariTheAlpaca said:

    The new killer (Vecna 2: The Vecaning) can attack through walls and has a mobility tool; an actual reason to be 110% (4.4 m/s) in my eyes. Huntress and Deathslinger have literally nothing that would warrant them being 110% (4.4 m/s) in the current state of the game. Huntress and Deathslinger cannot attack through walls (making them much more map dependent) or a mobility tool (making them terrible at patrolling or initiating new chases quickly). I am not new to Huntress or Deathslinger and I have main'd both of them for about 2500+ hours at this point combined. Huntress and Deathslinger are clearly being powercrept as the devs are learning how to make stronger killers to try and compete with the survivor meta. Huntress and Deathslinger being 110% (4.4 m/s) back in the day was fine; but with the newer map layouts having more debris in addition to these killers' lack of mobility options compared to similar NEWER killers, I feel that they should be normal killer speed at this point.

    Please keep in mind that while I don't play survivor that often I feel that I have a pretty good understanding of both sides (at least I would hope so after 5000+ hours).

    Huntress, no. 110 is the right speed for her.

    Slinger is debatable though. Not only is his range limited and his projectile can end up doing no damage, but he also has to reload after each shot.

    I think making him 115 is an option. Not the best or the worst but an option indeed.

  • Not Huggy.

    Catnap is the best option if we want a character from Poppy Playtime.

  • I have no idea why 2v8 needed a PTB.

    They never did this before, why do it now?

  • Honestly I can see why people hate him now. He is almost always in Tier 3, and there is not a lot you can do there.

    Plus the immersion is ruined by the many audio ques, the glowing knife, and the fact he has to come closer to stalk you.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042564#Comment_4042564

    i only want it nerfed because i hate slugging on both sides in the game. on killer, you’re at a lose/lose if someone else is nearby and on surv it doesn’t feel good being on the ground for extended periods of time cheesing the fact that the killer can’t pick you up. same with sabotaging. the only counter to sabo is slugging and it’s boring on both sides to be in a slugfest game.

    Power Struggle has the issue of being an annoying one trick pony.

  • Some nice ideas.

    2 small problems I see, though.

    Apocalyptic Ingenuity being just permanently active could be dangerous. After all, what is stopping people from just endlessly rebuilding every dropped pallet? We saw in the aniversary event that even fraglie pallets can be too much.

    And Road Life... still seems bad.

    I heard an interesting change that could be done, that being that after unlocking the perk's effect, it would allow you to self-care at the normal healing speed (16 seconds). Currently you need a medkit or Self-Care on top of Road Life.

    Also I agree with removing the not being Broken condition, it's pointless.

  • @TheVarietyKiller said:

    I’m a bit of a newer player, I joined after the added Kaneki and I have come to love one killer over all: The Skull Merchant.

    So I was a little shocked to learn she is the most hated killer in the game. So please tell me, why? Is it gameplay? Because she isn’t too difficult to deal with. Hell, she has half a power so she isn’t going to give you trouble.
    I am genuinely curious.

    Well, NOW there is no reason to hate her.

    Her initial design was: drop a drone that makes a 16 meter radius death zone where you end up instadownable until you leave and get revealed. Disabling it also damages you and reveals you and she can just drop in a new one.

    Then she got her better design, the only issue were the many status effects she could give you and herself.

    And now she is here, swapping places with Trapper on the regular.

  • @colossusqw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038866#Comment_4038866

    There's like 2, maybe 3 twink or twink adjacent folks rn, i'd count that as an eggregiously low amount. Besides, Twink Sable would correct the universal imbalance by giving us a goth dude.

    Tbh, I'd appreciate an actually goth dude.

    Sable actually looks like a goth in very few cosmetics. It's mostly thirst trap outfits.

  • She really deserves some attention. So many bugs and clunky parts of her power....

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039019#Comment_4039019

    but gun isn’t working on the game Illfonic and another company have been working on the game way before gun abandoned TCM

    The only saving grace the Halloween game has is the story mode/single player mode

    Gun is involved apparently.

    Therefore a bad omen has been brought upon it.

  • You are repeating yourself.

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