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TheMruczek

TheMruczek

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  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081425#Comment_4081425

    Correction Elusive does protect you from killer instinct

    As far as i tested with Freddy, no it doesn't.

  • @Nicholas said:

    I'll see tomorrow, but not thrilled with another Killer Instinct killer since it bypasses so many perks. Does Elusive work on KI?

    No, it does not.

  • Nah, replace the wheels with squares. Then we can call it a deal

  • Parts 7 and 6 are one of his more beloved designs. Maybe we could get part 2 or a head cosmetic for that potato sack look.

    We'll probably see some original costumes as well

  • Giving her haste after demanifesting would make her too similar to Wraith. Imo base-kit Reiko's watch and removing her lullaby is a good start.

    If they want to tweak condemn, I suggest reworking TV's for them to actually have height range, then buffing their horizontal range to make her viable not just on Rpd or Midwitch + more incentives to hook survivors.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079241#Comment_4079241

    Entertaining the idea of removing turrets, do you actually think that standardising survivor gameplay by removing one of the few instances of killer-specific interactions would be a positive for the game?

    From what I understand, the general consensus surrounding Xeno is that his chase is already rather uninteractive due to the fact that the constant threat of his tail whip leads to having to predict when he's going to use it, rather than reacting to instances of it being used. Incorrect or premature guesses lead to the loss of significant distance in chase when looping. This alone obviously isn't necessarily cause for changes to his power, there will always be certain killers with aspects to their power that aren't looked upon fondly by those playing against them, but turrets are the only thing that survivors have to directly combat this issue.

    Not a fan of the idea myself, I just threw it out there. For Xeno's chase, it depends on the loop and how the survivor keeps their distance. The more distance and the better the loop is, the more xeno will have to brute force the loop rather than trapping a survivor in a guessing game. So a key to winning a chase is to keep your distance and not getting stuck in a low loop for long, which with pallet density it isn't hard. I wouldn't be oppossed to Xeno having only a short lunge or not being able to m1 in general in crawler mode. Obviously then the developers would need to seriously tweak his kit.

    I think in Xeno's current state, turrets shouldn't be removed. Singular turrets are mostly fine on their own as well. I mostly use Lambert's star map cause sometimes i do not notice turrets in bushes etc, so they could be a bit bigger and brighter ig

  • @Lavoonus said:

    I would be fine with double turret setups being removed, just because its a big pain point for xeno players, but basekit nerfs to single turrets on top of this would make them utterly pointless.

    Turrets are part of what makes Xeno's kit unique, and I think reducing them to a non factor would just make them a more boring killer overall.

    Anti turret add-ons are still very popular, so my idea of nerfing the range was to make both setting up and playing around them less sluggish.

    For all i care you can just not nerf the range as long as double turrets are gone.

  • @Royval said:

    I would love to see any dev that works in dbd play against this killer and show me any types of counterplay. A killer needing comms to be tolerable to face is not healthy for the game. Please nerf this killer. It’s extremely boring and dull going against the auto-aim spit too.

    Nerfing her wouldn't fix the issues, she needs to be reworked (like what was done to Freddy all those years ago).

    The only thing you can change rn to make playing as her and against her better is make her head hitbox smaller, faster transition into human form and more cooldowns for her spit attack.

  • Long answer: In my experience a lot of Freddy players do not utilize his kit very well and do not think about the bigger picture when using teleport or neglect fake pallets, so they think he is mid and they drop him for someone with 1 power they can focus on mastering. Still overtuned clock cooldowns and immunity timers do not help as well. Sadako gets screwed over by pallet density, it feels like she needs 3 or 4 add-ons at once, and to play her even to a moderate success you need Megamind's sized brain. Why do that, when Blight or Billy exist?

    Short answer: Both killers are macro based killers and those do not tend to be popular.

  • @GeneralV said:

    Personally, I think it is fine that turrets can be placed so close together.

    Xeno's crawler mode is extremely oppressive in chase. The survivors line of defense against it has to be very powerful and effective because otherwise he will down them way too quickly.

    The more effective a killer is in chase, the more powerful the conterplay against them has to be.

    Opressive is not the word i would use. There are many killers with far better anti-loop, Xeno can just put you in lose lose situations more often at close range.

    Even if turrets were removed, I am not sure he would end up as an A tier. So no, turrets should just be buying you time in chase, not kicking the killer out of power with no way for the killer to actually do something about it.

  • Pyramid Head's projectile needs to be faster and he himself shouldn't be this clunky overall, not just in 2v8.

    For 2v8, since every time you try to use his m2 survivors hold W to another loop that's 2m away, i propose wider projectile and less cooldown for shooting it.

  • Maybe finally buffing Shred, instead of doing nothingburger changes to portals

  • @Jay_K said:

    Maining Vecna going for p100 because i find him very fun to play but wouldn't say he is the "best in the game". Yet if i don't get a 4k im hit with this.

    https://us.v-cdn.net/6030815/uploads/A24S4DP44DDX/image.png

    Obviously because this one claudette player sais this it must be true right?

    I was under the understanding that he is mid at best but curious. Does everyone else think he is the best in the game.


    PS playing vecna on swamp is torture with the elevation differences….this is your warning if you play swamp as this killer lol

    No, I'd say he's fairly good maybe in the top 8-12 portion of killer roster. Still gets countered by holding W and has to have very fast and well thought out chases.

    I would ignore that comment as you geniuenly cannot please these people aside playing as a wholesome perkless bubba.

  • @AnimatedAaron_ said:

    I might be the only one.. but I always kind of hated playing against trickster. But now with him only needing what 6 blades? There's like nothing you can do it seems. Super annoying.

    The killer is one of the worst in terms of core design but the couterplay just got easier, he is now 4.4 afterall.

    All you have to do is play smart, split, break LoS, try not to loop in the open and hold W half the time. You can also try to zig zak to dodge a few knives when you are further away in the open.

    He can run out of knives faster compared to before, once he does, just again hold W and force him to reload and again hold W to make distance.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066677#Comment_4066677

    Killer perk diversity is underwhelming compared to survivor and they don't have freedom to run silly perks, unless one wants a 5min game.

    This is because killers have killer diversity.

    Killers get to choose from 42 killers, and while they exist in groups, you have quite a few unique options to play with. In addition to this, some killers have addons that allow them to be played in unique and distinct ways.

    Survivors are just different skins. Survivors major way to define themselves is via perks, with items being a lesser impact as outside flashlight/fog vials they are mostly duplicating perks that already exist.

    A side effect of killer diversity is that if a unique perk idea is broken on any killer, then its a broken perk design. So if its broken on stealth killers or trap killers its broken, or, more frequently, a perk design can't work because Nurse exists.

    So the killer players loses out on one aspect of diversity in setting up their character, but ultimately have far more options on what to play than a survivor.

    Killer power diversity justifices bad perks? So Stbfl got nerfed cause Nurse exist? Unbound was good then they nerfed it. Too strong on Nurse? Both good chase perks btw which lower tiers use more. So this arguement isn't even consistant with how devs balance the game. We haven't seen a good exposed perk in a while despite the Nurse nerf and no, Friends till the end is not good.

    "Some killers have add-ons that allow them to be played in unique ways". Not every killer has one, you don't have an infinite amount of add-ons and not every single one of these are improvements over the base-kit power. This isn't 2020. We don't have Huntress with 3 Iri hatchetes or Alch ring Blight that can win with one hand and closed eyes (that's a good thing btw just saying).

    Via perks that you can share with every survivor. Putting that aside i don't know why would you change this? If you give survivors even small individual additional boost like vaulting 3% or cleanising 10% faster then you are going to just see the ones with the best effects, and i do not think we need less diversity in DbD.

    What side effect? If a perk is overtuned it means that the perks simply needs a nerf, killer diversity has nothing to do with it. The only side effect is that strong killers make use out of perks better than lower tiers.

    If perk is broken on a stealth killer then it will be probably unfair for the rest and deserves a nerf. Even if you create one that only buffs stealth killers, then maybe it should stay considering it affects such mediocre killer archetype, depending ofc on how good it is.

    Obviously some perks cannot be designed becouse they would work too well on S tier and yet you can just nerf them like they did to Nurse to prevent her from using Starstruck and Awakened Awareness. Still no buff to either despite that.

    It all depends. If you want to goof around or play interesting builds then Killers have bigger pool of interesting perks and builds. If you want to win, Survivors have bigger pool of good and stronger perks.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066677#Comment_4066677

    Anti-gen isn't necessary at all. My killer matches run 10-15 minutes generally and I don't use any antigen. I only even stop to kick gens to trigger NtH. I still mange to win much more than I lose. It's honestly sad to see people going so hard for these boring, unfun builds all the time and thinking there's no other option.

    And nerfed Franklin's works out pretty well for me:

    https://us.v-cdn.net/6030815/uploads/CH4HVUCYCKQ7/screenshot-20260324-194356.jpg

    I didn't even start using it until after the nerf.

    I'm gonna be straight, if someone can win such matches without play a high tier then simply their survivors were not good or just one got a very favourable map/rng.

    Not saying that you need slowdown for every match, hell the one that i played today on Dead Dawg Saloon survivors just gathered around me for no reason and i didn't even pressure them with ruin. Not a single gen popped. The thing is, that they were just not even decent. They struggled a lot and i got many free hits. Matchmaking is the biggest issue in DbD imo.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066612#Comment_4066612

    Except they are still the most used perks in the game on killer side? Far from shadows of their former self with a new regression perk being added

    So what's wrong with that being the case on the other side? Scared to have a taste of the same medicine lol That's all I hear

    If gen regression can exist, so can gen progression.

    Am i supposed to run no quarter or dark arrogance? Maybe nerfed franklin's demise or sloppy or Stbfl? AGAIN, just becouse smth is used a lot/ a little it does not have to reflect its strength.

    Killer perk diversity is underwhelming compared to survivor and they don't have freedom to run silly perks, unless one wants a 5min game.

    So we are just going to ignore pain res being nerfed like 3 times? Or corrupt going away when a survivor is downed? Etc etc. Turn back the clock is the newest one we had in years and it isn't a gotcha moment that you think it is. Every single one, except it and surge, got nerfed. You could argue that stacking them is problematic on high tiers making them harder to balance.

    I am not against gen speed perks existing, putting aside how fast track screws over the killers that spread hooks, it is too good and i see no argument in favour of survivors actually needing such a strong one just becouse Blight and Nurse exist.

    Gen regression perks were and still are a band aid fix to stop games from being over in 5min, like BT was a band-aid to protect your unhooked teammates. Game itself isn't balanced around the killer not running these perks.

  • @SOULWARRIOR71K said:

    If 4 slowdown Blight that wins 2k games in a row can exist, I don’t see why this can’t. This game has never been 100% balanced and I don’t think it was ever intended to be.

    If we are gonna be using this "well if THEY have this, then that means WE can keep this" argument, we'll get nowhere.

    This is a crazy concept but you can recognize unfair things on both sides.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066622#Comment_4066622

    Not really, you still need something else to finish the heal.

    Yeah, another player.

    Besides I don't remember last time i had a lobby without a medkit.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066618#Comment_4066618

    Not because of heal speeds. Because of the capability to self-heal. That is what was strong.

    And Resurgence doesn't give you that?

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066596#Comment_4066596

    I think Ressurgence was a slept on perk, at least in my pov. I'm only recently seeing people using Resurgence. Fast track, by the other way, is being far more used now than Resurgence after buff, having at least 1 or 2 people with the perk in matches evey time.

    A high usage rate doesn't always idicate a strong perk. So many survivors use WoO but it's not extremely good or anything like that.

    I expect fast track to go down in usage rate a bit as well.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066614#Comment_4066614

    Because completed gens are permanent, health states aren't. Lots of killers don't really care about health states.

    "Most killers", yeah Plague, Legion and maybe Ghoul.

    Medkits and OG CoH were reworked for a reason.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066596#Comment_4066596

    I've never had a problem with resurgence. In fact i never really had a problem with heal speeds, they just not comparable to gen speeds at all.

    Fast track is really bad for the game. I think even if they just halved it to 1% token instead of 2% which they increased it to, it'd probably be fine.

    Yea cause survivors reseting in 5sec doesn't give them amazing efficiency right? God why people give pass to these perks is so odd but the second a gen speed perk is introduced everyone loses their minds.

  • @Rokku_Rorru said:

    How does the killer even know if it's being ran? Survivors are being tunneled all the time regardless anyways.

    Nothing has changed at all like you said, killers need to hook to get their gen regression, fast track is nothing compared to what's available on killer side.

    People stop doomposting challenge impossible.

    Yes, every gen regression being literally shadow of its former self being better than fast track. Are we even playing the same game? Vigil, Shoulder the burden, Botany, Five moves ahead? Base kit buffs?

  • Fast track is going to stay, at least for a while.

    It is in the same boat as Resurgence-overtuned perk that makes tunneling the better play while not being overpowered when brought by only one person. And Resurgence wasn't changed ever since it got buffed in july 2 years ago.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054348#Comment_4054348

    I find it weird how players let dms get value after the first 4 procs, Id assume once you see the killer has it you just let go before a hook, like its simple at least to me and my swf.

    This game is 10 years old and people still immediately rush the gen on the main building of Grim Pantry.

    Don't expect much.

  • @TheDavidKingMain said:

    Ghoul on his own is already an extremely poorly designed killer but everyone already knows that (except the devs apparently?) Regardless you can make him even more ridiculous with the new perk, secret project, which makes the killer undetectable for 30 seconds anytime a gen has been blocked.

    Ghoul has an iri addon called yamori’s mask that makes survivors scream after hooking in enraged mode. Basically the ghoul can combo this addon with dead man’s switch and secret project to get 30 seconds undetectable after every hook, since the addon will interrupt gens and proc DMS which will in turn proc secret project.


    Something needs to happen about this. This is one of the most unfair combos I’ve seen.

    This is an average combo for killers at this point. If this is unfair then i don't know what to call Nurse anymore.

    Ghoul doesn't really benefit from undetectable due to how loud his power is and it's not that hard to counter DMS. Imo if the ghoul had Grim Embrace, he probably would get more value so I'd appreciate Secret Project if I were you.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054123#Comment_4054123

    They made him fast but billy is one of hardest killers to control so its actualy harder for controling his sprint and longer charge time makes this balanced, still I dont get this billy hate he is very well done killer, strong but fair because he needs skill and experience to get some value and isnt that busted as blight.

    I don't hate Billy, I dislike Blight much more and he's clearly the more problematic one. I just dislike the add-on. For the "hard to control becouse of speed" part, imo this applied to Engravings when Billy rework hit live patches. After few tweaks to his overdrive, extra speed is more manageable.

  • A serpent of some sort. Could be even a giant larva smiliar to a graboid.

  • @TheGoon224 said:

    honestly I’m just curious because my games have just been terrible recently

    Depends. If I am playing against not so experienced team nothing really bad happens. Minor inconvenience here and there.

    If the team is somewhat knowledgable, the last 2 years of Bhvr balancing around A+ tiers really pushes one's patience.

  • @kaneyboy said:

    so kaneki hits me around corners, through walls and over pallets? I actually don’t understand how to even counter that? Even with losing sight he can just get a free hit?

    You can delay it by breaking LOS but aside that there isn't much you can do to prevent free injury. It's baked into his core design.

  • @Moodyy said:

    The issue isn't engravings. It's the lack of addon variety he has. Here are my suggestions of addons that he can have.

    Tuned Carburetor:

    • Disables Overdrive
    • Decreases chainsaw charge time by 20%

    Lopro Chains:

    • Reinstate Lopro Flicking

    Mothers Helpers:

    • After being stunned by a pallet, Decreases chainsaw charge time by 15% for 20 seconds
    • This effect does not apply in Overdrive.

    Ragged Engine:

    • While sprinting for more than 5 seconds survivors within 10 meters of you either scream or have their aura revealed for 5 seconds (If aura is the choice).

    Counterweight:

    • Increases initial turn rate timing.

    Low Kickback Chains

    • Increases Chainsaw MIss movement speed

    I disagree, they are problematic. Sure, he could get a small add-on pass. The ones that delay the Decay are straight garbage. Assuming they are even successful with it i still doubt anyone is gonna choose over Engraving, just becouse of how they make Billy so oppressive.

  • @supersonic853 said:

    It and boots are a necessity pm to play him even as someone whos p100d him and played all his versions. Engravings were always the route. They solved that a bit with making him a bit faster basekit. But its still nothing major.

    I agree about Boots. Still not a fan of Engravings.

  • Not much besides dumbing down DbD for survivors. Some positive changes like Krasue not being able to turbo tunnel or the anti-camp bar being visible for your teammates being the only positive highlights i can think of.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460276/nerf-s-tiers-already-please

    Wants S Tiers nerfed but mostly lists high A tiers. You can expect a nerf to these killers when gens aren't flying anymore and there aren't a ######### ton of pallets, cus that's way more unbalanced than the already chance based system of what killer you face.

    If only i had said that all these terrible changes are caused by S tiers' existance.

  • There is a lot of bangers it terms of chase musics. For my favourite, I need to go with Slinger. Great TR that sounds both creepy and as if he's about to jump you. Chase music meanwhile is kinda chaotic and makes the chase feel like both sides didn't anticipate the chase and need to improvise a bit just like with shootouts in old wild west movies.

    My least favourite has to go probably to Skull Merchant. TR is great but chase music fails, at least for me.

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010394#Comment_4010394

    Not true, and even if it was, that doesn't make it "barely worth running", it is above literally every other perk in the game on every killer across the board. It is the best perk in the game, not barely worth running.

    "It is above every other perk in the game on every killer" I wonder why Killers use Pain Res so much, maybe becouse the rest of the killer perks suck. Let me be clear. It is barely worth running as anyone but top tiers, and even then you don't see it as the only gen regression perk becouse the numbers are so mediocre

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008969#Comment_4008969

    pain resonance is barely worth running

    It’s best in slot on every killer 😂

    Yeah becouse it's the only gen regression perk that is decent on any killer. Ruin might take it's place though, i've been seeing it more lately.

  • @BOJIK_102RU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008969#Comment_4008969

    Pain res is barely worth running, that's why it's top 1 used killer perk on NightLight. And I DIDN'T say that it deserves a nerf, I don't think so, I ONLY pointed out that devs wanted to nerf it, but they didnt, while nerfing survivor perks that shouldn't be nerfed (I also forgot mentioning Tanacity).

    I also didn't say that Ruin shouldn't be buffed and I didn't compaint about it. Again, just pointing out how unfair survivor perks nerfs are. You're just making things up at this point.

    I play both side, thanks.

    That's slippery thing. If Pain Res got nerfed 3 times why toolboxes are still how they are? Blight exists so ig Insta heals are fair. Like you get my point. OMG YOU CANNOT NERF A BECOUSE B EXISTS. You can point Behaviour flawed balancing without comparing things of both sides every times something happens becouse at the end both sides do still have some things that deserve nerfs at least to some degree.

  • @BOJIK_102RU said:

    Also killers are only getting buffs the last two years, the only exception I can think of is Blight, and he deserved everything.

    Anti-camp mechanic, nerfing every best killer gen regression perks on DnD chapter patch, 70sec hook states, nerfing Stbfl despite it needing small tweaks, adding debatebly broken survivor perks (vigil, conviction, hyperfocus 1234 stake out combo, resurgence, botany knowledge, shoulder the burden being the best examples), adding anti-3 gen mechanic just becouse of OG SM and Eruption (which that one i can get behind), nerfing Mangled for no reason and I am sure i am missing something.

    And to top it all of, now more pallets spawn in more realms. I mean have you played new Blood Lodge? I did yesterday. That map is so cooked for killer I don't remember the last time they added double Crane into one map with this many fillars that AREN'T weak like some like to say.

    As for Blight thing. I mean he's dbd golden boy. Can do no wrong.

  • @BOJIK_102RU said:

    And Ruin STILL GOT BUFFED! How is it fair? You're just bullying survivors at this point.

    I ask for OTR and Hope nerfs revert.

    P.S. If you think that Hope should be nerfed because of 110 killers, how about we nerf all killer haste perks so they give less bonus to 115 killers? This only be fair in your point of view, right?

    OTR and Hope nerfs are very questionable and should be reverted, especially OTR since anti-tunnel changes didn't go through. As for the killer perks:

    It’s becouse Pain Resonance is barely worth running. It's 20% which is 5% more than the value of the OG Pain Res. Any nerf at this point to Pain Resonance would make the perk unviable for anyone aside Nurse, Krasue, Billy and Blight and it's still the best killer slowdown perk which just shows the state of the killer meta perks.

    Ruin got got buffed becouse using it would make you miss out on base-kit Pop effect on 9.2.0 ptb. I am kinda surprised the buff went to live but ey, it’s a perk that makes you actually focus on chasing survivors instead of kicking gens so again, why complain? Chase is the most fun aspect of the game for both sides. The numbers are still lower than 200% Ruin and I wouldn't be surprised to see a buff to it in future ptb with new anti-tunnel changes since the perk was not worth running on the last ptb even with the buff.

    Nobody is bullying survivors and the majority of the changes in last 2 years shows that killers are now getting the short end of the stick. I advise playing both sides.

  • @vol4r said:

    New video just dropped.

    https://youtu.be/zYK3caBGgyE?si=OEyDv4ZLz1mwwP1U

    Hopefully we will get to the points when people don't have a reason to DC.

    90-95% of the time it's the surviviors that are DCing, I think we all can agree on that

    What I believe we should do, is getting rid of the reasons that people are DCing, which are:

    • Unfun killers! Making krasue better then nurse and blight doesn't really help the game's health.
      Killers should go live as strong as this one. It's better to buff them later, so people would not feel angry first.
    • Unfun killers no. 2 - There is few killers that "shine" more than the others.
      Blight, nurse, kaneki, singularity, clown - they are just not fun to verse.
      They make people feel powerless sometimes, which isn't healthy at all. Sometimes you just can't do anything.
    • MMR - we need better system. There is nothing more miserable than random meg doing all the chest, totems - not doing their objective. Don't let such inefficient people in a good lobby - make system that don't skyrocket bad people into high mmr, esentially.
    • Bugs - there is just too many. Content feels like being pushed without proper testing.
      Like a week ago I had a match which I got stuck in a locker with my friend who tried to somehow help me.
      We both had to wait until killer DCed after 10 minutes of gens not being done - we both didn't want to lose our pips.
    • Balancing doesn't feel right for some time now. Which goes back to killer design - some of them are really too strong and are not getting changed even tho we frequently ask for changes
    • HIT DETECTION! why do we get hits that we shouldn't?
      Killers are getting stunned and we still get a hit
      We vault the window and killer hits us after the vault animation finishes
      Kaneki still hits people through a wall
      Huntress still gets weird hits that shouldn't register

    I really believe that we should be able to ban killers - 3 killers per lobby
    This would take away some pain points.
    Some people can't play against plague, it makes them feel sick - espacially with the worms skins.
    Some people can't play against dredge, because makes them feel nauseus.
    Some people don't enjoy wesker, nurse, singularity, clown, the others don't enjoy trapper.

    We have 41 killers now!

    This would also be information tool for developers - if people would be massivly banning singular killer then they would know that they need to look into it!

    One thing to note is that newly released killers should be excluded from the system for a period of time, week/month.

    Can you tell me why are we supposed to please these crybabies? Some things need to be adressed for the survivor role obviously but I am not a fan of pleasing a crowd of people that dc becouse they got hit 20sec into a match. Dcs should be punished, not encouraged by the game or it's content creators like Scott Jund and Ayrun.

    What do you mean get rid of "unfun killers"???

    This game would literally have like 4 killers If we go with this idea. So many survivors don't like the majority of the killers so that's a terrible idea. Couple of days ago I literally had 2 games where a teammate of mine dc at 5 gens against a Springtrap and Dredge out of all killers. You putting Singularity in this category proves my point.

    I agree on MMR being improved. Nothing pisses me more than seeing a Nea urban evading across the map. And this should be a priority number 1.

    All bugs should be adressed, no disagreement there.

    Balancing doesn't feel right becouse Behaviour either overbuffs or overnerfs perks and items. Then throw in MMR so bad that the teammates you get cannot even beat a Skull Merchant and you have your answer. For killers they play it too safe with the changes for lower tier killers and barely touch top tiers. Freddy's clocks still have immunity timers and their cooldown is so short that a used clock is back before the survivor will fall asleep again.

    Hit detection and hitboxes overall are broken and should be tweaked. I don't want to get hit from outer space and I would like a killer power to not get screwed over by a survivor crouching in front of my face.

    No. 3 killer banned per lobby? Again getting back to my point. Survivors hate majority of the killers and I wouldn't want a Legion player to wait a 20min queue becouse survivors refuse to learn their counterplay of not healing after all those years. Sure some killers are overtuned-Nurse, Blight, Krasue to name a few BUT not a single killer in this game makes survivor matches unplayable so no. Again a terrible idea.

  • @juciy8717 said:

    I am chucky main and I had this topic in my head for 2 months and why do we keep nerfing chucky he just does not feel fun anymore so here is the story of chucky in dead by daylight.

    Patch 7.4.0

    The good guy was added in dead by daylight people thought he would never be in the game but he came

    chucky was considered an S tier killer even the 3rd best killer in the game chucky was different his slice and dice speed was much faster and his scamper was a lot different because he could do it manually and he could do 180 flick that would make wesker mains cry but they were removed shortly after he came out

    In the 8.0.0 update after 6 month after chucky's realise he got his manual scamper removed and this turned out to be a very controversial change also when the manual scamper was removed some chucky mains are hoping it will come back but in a balanced way like myself

    In the 8.4.0 update chucky got a buff and nerf they made the scamper time from 1.3 seconds to 1 second and increased his Hide Ho cooldown from 10 seconds to 12 seconds and nerfed rat poison because considerd a very strong add on

    When chucky turned into a trash In a hot fix of the 8.4.1 he got his slice and dice decreased to 8 m and they increased his slice and duration to 1.8 seconds and his cooldown to 14 seconds which made him very bad

    When got buffed in the 8.7.1 patch I think chucky just got buffed they made his slice and dice speed not to clunky and they decrease his Hide Ho cooldown back to 12 seconds and he now starts with his power

    sadly chucky at the moment is high c low b but i have a way to make him more fun and balanced here are my changes

    The good guy medium update

    Increase Hide-Ho cooldown to 13 seconds (was 12)

    Increase slice and dice speed to 9.5 (mps) (was 8m)

    Scamper can be done without using a slice and dice attack but you scamper you exit your power when scampering under a pallet (manually) does not exit you when scampering a window

    Scamper time 1.6 seconds

    Increase scamper time to 1.1 seconds (was 1 second)

    Add-ons

    Hard Hat, increase scamper time to 1.8 seconds but you don't exit your power when breaking and scampering under a pallet

    Piles of Nails, removes laugh effect when exiting Hide-Ho and your undetectable for 6 seconds (was 3 seconds)

    Mirror shards, when a survivor steps over your foot falls they scream and there aura is revealed for 3 seconds

    Running shoes, 3% haste for 4.5 seconds (was 2% haste for 5 seconds)

    Power drill, reduces your Hide-Ho cooldown when slice and dicing into a window or pallet by 10%

    Behaviour if you read this pls try to do this change it would make so much more fun and balanced also better

    Manual scamper being removed in exchange for a better power cooldown was a good idea but then still people complained becouse OMG HOW DARE A 110 KILLER HAVE A STRONG CHASE POWER. He was good then got butchered then got buffed a bit. All chucky needs right now is better speed for his dash and an add-on pass to be at least somewhat strong again.

  • @BbQz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998385#Comment_3998385

    Also best way to find a survivor? Hook some one you will see their aura problem solved again..

    best way to find the least vulnerable survivor. See I don't think you understand killer macro gameplay becouse you wouldn't raise this point if you would.

  • @BbQz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998385#Comment_3998385

    Literally said make pigs and sadakos power not trigger the penalty that solves the problem... I know you really want to buff your list with reasons but that one isn't it. Period.

    Deciding to crawl or heal isn't some great decision making in 9/10 situations the results are the exact same.

    Ultimately I agree the solution to tunnel ng is add abandon feature to survivors if a death happens at 5 hooks "excluding killer death powers" this will allow all players to decide if the killer is just playing or doing something they disagree with. Tunneling ends over night and everyone is happy

    My whole post is about why people saying that these systems could work with number tweaks are wrong, that I don't like this system and that at least I hope they will change it a lot. Obviously the Sadako/Pig situation can be fixed but not through number tweaks like many other problems with these systems, i didn't say it they couldn't be. On the side note, I don't think Behaviour would have enough time to code this for Pig and Sadako with all this stuff in ptb even if these systems went live.

    Crawling or recovering. Decision making, nobody is forcing you to recover, it's up to you.

    I don't have real opinion on your solution on tunneling.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456272/ptb-exists-to-test-out-the-changes

    So the Twins rework that made them Nurse 2.0 was acceptable becouse it hit PTB first, right? 

    1: The Twins example is one that was universally loathed. Survivors, Twins players, they both hated it.

    2: People were rightly angry that BHVR said they would give a major update to Twins, presumably spent a lot of time on it, and the end result was 'Sorry, nope.'

    Anti-slug removes any decision making from survivor. You can both crawl and recover at the same time.

    Okay, I don't support crawling and recovering at the same time, but this is over the top as a statement on overall survivor decision making.

    The system rewards bad survivor positioning, dying in corners, power struggle/background player pallet save situations

    How are those examples of bad positioning? These seem to be examples of good positioning.

    punishes any snowballing from killer

    It makes it more difficult, sure. That's different than punishing.

    Can someone explain how number tweaks save Sadako?

    Change: Condemned kills do not trigger the anti-tunnel mechanics.

    There, done.

    On live survivors either choose to first either crawl or recover. That is decision making by it's definition.

    On positioning. I made it too general. Apologies. Bad positioning as in grouping up for no reason against like an Oni for example. You as survivor should split. Dying in corners is just annoying as killer and you cannot leave them anymore. For the power struggle back player pallet save- it just puts the killer in lose lose situation where a survivor will be picked up no matter what they will do.

    Snowballing. No, it is punishing. You cannot slug for any decent amount of time to create pressure since survivors will crawl and recover. Finding survivor on the floor even after 30-40ish sec is difficult on the ptb not to mention Deerstalker getting a rework.

    That Sadako change. That's not a number tweak/change, you have just changed how anti-tunnel works with Sadako. Number tweak would be like making the haste duration smaller or repair boost going from 25% to 30% for example.

  • @Pulsar said:

    Delayed, not canceled thankfully. Canceling would be a massive mistake.

    Needs some number adjustments and the whole PTB centered around it, but the system was well-intended and easily fixable.

    This anti-tunnel system being so complex yet excluding sadako and pig is so funny. I really don't know how they can tweak it without killing these 2 and harming other killers that slug becouse their power is designed this way (Hag, Knight, Twins).

    Personally I wish we could go just back to the drawing board but as long as both punish slugging and tunneling at 3-5 gens without being abusable or killing any killer power is good enough for me.

  • You are acting as tunneling and slugging never existed before and now they will kill the casual scene. No they won't, calm down.

    These new systems were abusable and problematic. Even if we disregard the fact that it throws both types of tunneling and slugging into one and kills it, even players who didn't slug or tunnel did get punished and the reward for playing nice were mediocre at best for most killers.

    So maybe just maybe it's actually time to play both sides becouse anyone complaining that these changes didn't go through never played a killer match against good survivors.

  • @MechWarrior3 said:

    They do play the game. Good lord. Lets be so for real. Lets also give the changes a chance. If they don't feel right or don't work out they can be changed, altered, reverted whatever.

    Im not shocked about this doom post. Killers are flying off the handles right now, and I am literally a killer main. Just relax guys.

    I am not waiting for them to iron things out after a year. And by ironing out i mean barely changing it.

    So many things are wrong with this update it's unreal.

  • Rest in peace Pain Resonance, the only universally good slowdown perk. You will be missed.

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