TheMruczek
TheMruczek
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Dead hard is still good, IW is decent as well.
Sloppy and Gift of Pain aren't extremly powerfull, i do not see a reason for them to get nerfed, also Mangled status effect was useless or had little to no value since Med-kits were so opressive for a long time
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@Trollinmon said:
New Eyrie feels pretty fair for both sides.
This map can give you a shack window straight into another pallet, not to mention it is still pretty big
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@Spare_Them_Mori_Me said:
lifeguard whistle should be looked at some point and hopefully they fix demo's animations soon as well
No, it shouldn't. Demo is one of the weaker killers, and his addons are abysmal. I can't believe you're literally trying to get Demoboy nerfed. Its this useless dribble that gets nothing done at BHVR.
Yes what a ######### killer indeed lmao
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@bunnyfengenthusiast said:
Why can Demo drop his portals basically on top of totems with Lifeguard Whistle and have constant info on when someone is on his totem? This build is actually impossible to beat without being on SWF comms and coordinating perfectly to pressure the totem every time someone leaves. Out of all the builds that are terrible to play against, this one ranks one of the highest.
It's not impossible to counter this build. You are going for risky build that can go either way depending on the map as Demo.
If survivors find your totems early it's gonna be really hard to get your Devour stacks.
If survivors are smart they will bodyblock to tank hits to break the totems.
So no, it's not impossible to deal with and Demo player has to get lucky as well as early down
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@Chocolate_Cosmos said:
I think there is good number of Killers who are fun to play but not that much fun to play againts. Examples for me: Nemesis, Legion, Blight, Trapper.
Spirit and Nemmy. Spirit is...i don't think i have to say anything and Nemesis players really like to tunnel with Eruption equiped.
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Do me a favour and you know, stop telling ppl to change their killers just becouse you feel like all m1 killers are trash garbage.
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I think he is decent.
Still it would be nice for guards to be at least 107% and chase for at least 20sec.
Giving us option to use diffrent guards at the cost of each guard having his own cooldown would be welcome as well.
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Dark sunglasses for Wesker. It is so much fun just scaring survivors as Mastermind since he is so silent
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/361225/both-sides
For both sides? lmao
Killers in 6.1.0 received 2 STBFL stacks, +10 seconds gen repair and since then got CoB, Eruption Buff, Nowhere to hide and Overcharge buff.
What did survivors get? 10 seconds of BT? How did it stop tunneling? DS/DH Nerfs?
How is this game miserable for killers?
Yea playing Killer is like the most pleasant and fun thing you can do in DbD.
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@faithfulknight said:
What's your opinion?
No.
Guards are still sluggish and they don't chase survivors for long enough.
Knight can't switch between guards as well.
What a sad killer.
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@HugTechLover said:
Just kidding… run whatever you want, but gahhhhhdammnn every killer is running CoB + eruption. 😂
Eruption...bro...i wish this perk didn't exist.
Honestly Devs should buff more passive gen regression perks like Jolt or Pain Res since their design is for the most part healthy and makes killers focus on chases rather than just kicking gens.
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Or we could just reduce the amount of time Survivor is effected by Incapacitated status effect to like 7sec and then buff the amount of gen regression to 15%
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@johnlikesguns2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302247#Comment_3302247
Haddonfield is not that bad. In some RNGs. The middle of the map is pretty empty with only a pallet here and there. The only thing i can complain of the map is the windows. The rest seems pretty okay and it sure won't be that hard as a killer. Gas Heaven has an okay main building with a very good pallet behind it. Besides that, it's an autohaven map. Pretty good imo. For the Asylum, i feel very neutral.
I mean if survivors know what they are doing buildings are still painfull in Haddonfield. And the rest of the map depends on rng.
Gas Heaven nah i hate it. Big, open with decent main building and shack that isn't too far from the middle.
Asylum is just big, posseses strong window and can sometimes have nasty rng.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302247#Comment_3302247
Are you saying gas haven is not killer friendly?
Yes.
Big, mostly open map with pretty safe main building for survivors and shack isn't really that far from the middle
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@johnlikesguns2 said:
-Garden Of Joy
-Eyrie Of Crows
-Mother's Dwelling
-All Badham maps
-Cowshed
There are most likely a few others that i decided not to put as of right now. And yes i didin't put The Game cause it isn't as bad as the maps i said above.
Asylum, Haddonfield, Gas Heaven yea there are quite a few unbalanced maps
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301480#Comment_3301480
All of those killers are easier than Nurse for sure.
Yea sure dude...go, be stuck in your "nurse is the hardest killer to play" bubble forever
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292437#Comment_3292437
And?
There are NO counters to a good nurse, you see dev's implementing any changes to her? No.
DH is still good against strong killers.
Is it easy to use? No.
But it is great.
As for Nurse...she basicly limits devs im terms of perk design so i say yea she needs a rework.
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@StarLost said:
I'd say that BHVR have an interest pattern for a bit, usually with 2 good killers, then a bad or mediocre one.
Cenobite - decent.
Artist - amazing.
Onryo - awful
Dredge - Brilliant
Wesker - Best licensed killer to date
Knight - Ugh. While he wasn't unplayable on release, he's...just bad? Nice visual design, but his kit feels clunky and pretty useless under the current meta, unless you're going for an extremely tedious campy or 3-genny playstyle.
Not sure if he needs a buff, a rework, or maybe 3 of his addons baked in baseline Ghostface, Pig or Demogorgon style, but he needs something, because this is the fastest I've ever put a killer down since I started.
He's...okay starting out, but the second you face teams that know what they are doing, you just feel like your power may as well not exist, outside a fast pallet break every few decades.
Well, at least Wesker is a lot of fun and Knight has one decent perk.
Basicly they repeated the Sadako situation all over again.
They though that the power would be extremely op to newer player and so they limited it.
I mean Knight is in far better shape than Sadako but jeez, rn we have 2 amazing killers in terms of visual and sound design with very very disappointing powers.
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@Hensen2100 said:
You play M1 killers without bamboozle? Bless your soul. They STILL have not removed some of the oldest god-windows so I refuse to take it off. Grim Pantry comes to mind, the most braindead window in DBD. Or maybe that is Mother's Dwelling? Hmmm. I can't decide, there are so many.
Maybe there are more in the new maps but I would never know, I just vault the window after them and that is that
I believe also Father Campbell's Chapel can spawn one god window...Haddonfield has basicly an infinite on one of it's houses thanks to 2 strong windows...DbD's map design is very fair.
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@Tsulan said:
Someone else noticed, that as killer you only get a gg when you lose? Feels almost like a git gud instead of good game.
Nope, i had plenty games with survivors writing gg after they lost.
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@Sycamore said:
if Nurse so easy to play than why not more played?
Well most people think she is the hardest killer in the game to play so they don't even touch her. Or even if they do, the player will play two games with her, they will lose and they will never touch her again.
As for me, i personally don't enjoy playing as her.
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300675#Comment_3300675
What killers are much more difficult to learn? Im definetly interested. Huntress requires a lot of skill to master, that I can agree with. Then theres killers that require strategy. Blight, Deathslinger, sure. Billy also perhaps. But definetly easier to play than Nurse.
PyramidHead, he is quite hard to get good at. Pinhead, Blight, Hillbilly, Hag...yea
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@Aceislife said:
Nurse does not require a nerf. Nurse requires actual skill to play well. Different playstyle to play as, and against her.
Damn so much skill is needed to play her.
You can get good at Nurse in like 3 days.
Many killers are much more difficult to learn and yet they are much weaker.
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Yes but it won't be easy for sure.
Like take MDR. How can you effectivly nerf this add-on and then keep it's ridiculous speed.
And medkits as well. The game could die if Devs would nerf them too hard
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295118#Comment_3295118
Good stuff dude.
Yeah sure Huntress is already in a good state, but the 20% reload time (if it does not stack) is a nice little goodie, won't do much, but she didn't get much love recently and I really like the idea of crossmap oneshots.
I think Doctors chase is mostly alright his main issue is he does not have map mobility and his passive stuff like the fake pallets or fake doctors don't really have much value, so I wanted to do something with it.
I like Pigs roar so I don't really want to remove it, especially since it allows you to make survivors leave the loop if you use it to fake the dash, therefore I just wanted to make her dash stronger. I don't know about 115% while crouching, why would you ever walk normally then? Maybe just 105%? I think both her modes should have positives and negatives about them.
Yeah I also liked his idea, it's just the main issue of most M1 killers ist map traversal.
Yes Spirit does not really need anything other than MDR nerfed, but it is 3.5 % increase or so during her power and the nerf of her strongest addon, so it is not much of a buff overall.
For Plague I just wanted to give her something back for the nerf to her fountains, but sure, we could as well keep the duration.
18m for ghostface is rough considering how far he can stalk you from, I think you should get rewarded by being able to reveal him if you spot him from very far away. I don't like him being 125% while in his power, movement speed increases just mess with looping so much, he would be guaranteed to get a down once a person is marked and cannot reveal him basically (also the stun recovery is weird since stunning him throws him out of his power).
I think just giving Demo two of his probably strongest addons basekit is a bit weird since most of his addons are still not really good and we would need to come up new addons idea. But even if they became basekit I don't really think he would be too strong or so, it's just what else do you run then? He has like 5 good addons xD
I think Onis addons are actually mostly fine, Which would you want to change? I mean sure his passive power gain addons are worthless, but besides that his addons are overall quite good.
The Slinger change seems alright, I think 28 m could also be fine and I like the automatic reload, should work on Clown as well xD
I'm not exactly sure about Nemesis, since I don't know if his cooldown has also been decreased when the basic attack cooldown got decreased for M1 attacks or if his Tentacle is now basically slower than M1 therefore I wanted to give him something, but I totally agree that his addons are godawful, but coming up with new ideas for all of them would be a whole new thing, that's why I didn't really want to over it here.
I would not really buff Cenobite, he is already one of the most succesful in the game, I would however like to reward him for great chain hits, since it is very frustrating to land a great chain but get nothing out of it. That's why the condition was really not easy to reach for that change. I think the problem is more about solving the box when chainhunt has already started because you will just get harassed with chais constantly and it takes so long to solve it, it's just annoying. So sure make the box solving longer but don't let chains spawn while the guy is solving the box, you could probably even increase the solving time more than 2 seconds, because it's not about the time it takes, but more about how annoying it is to finally get to solve it after having to dodge so many chains ...
I don't think making her 110% would change much :/ Like I said I have no clue what to about her.
I don't like turning him 110% while in his power, this will just increase his silly antiloop while not really giving the survivors enough distance to get somewhere. Currently he moves at 3.68m/s and upping that to 4.4m/s would be massive. I would rather make his teleport style better than his antiloop thing.
The problem with it not working while in chase is you might provoke legion backwards chasing playstyle, because then you won't be in chase in the infection will increase again, also it would hurt you when you are not tunneling someone. Because it would only stop after you get unhooked and until you do a conspicious action again I think my solution is more appropriate, but we discuss that further. For the addon sure why not, it's not that much.
As for the Knight I don't really see how that would prevent his current playstyle :/ And turn him more into what he was supposed to be so... :/ Generally yes, his guards need to be faster to be of any use, but he would need a whole new concept to be not as bad from a gameplay perspective as he is right now.
Rn ppl play Knight in boring ways, these changes are meant to decrease the hold W strat against him and make his guards decent.
For Demo yea, after giving these two add-ons into his base kit he would need add-on rework.
I forgot to add that Marked survivors cannot stun him out of his power. Just make his chase way better.
For Dredge i guess the further you go from your shadow the more speed he gets? So in short loops he isn't op but not underwhelming in long loops
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@Archol123 said:
Trapper:
- Traps don't spawn on the map anymore, but can now be grabbed out of lockers similar to Huntress and Trickster, once all traps are either in his hand or on the map he cannot grab more out of the locker
- Trapper can delete traps from a distance, he gets a marker above the selected trap and has a short non slowing animation, so he does not accidentally delete the wrong trap
Wraith:
- Faster kicking and vaulting in his power by default +20% (does not stack with the addons)
Hillbilly:
- Overheat gets removed
- 3 new addons: 1. One addon the lowers his charge time by 15% 2. One addon that gives him a 15 % lower chainsaw cooldown 3. One addon that does both but only 8-10% for both values
- When hitting a survivor that is doing an unhook action the chainsaw gets a 15 second cooldown
Nurse:
- Nurse's Blink attacks don't work with exposed anymore
- Her purple range addon gets a decrease in the bonus range so now 5m instead of 6m
- Her green range addon gets deleted completely
Shape:
- Purple tombstone gets deleted
- While not running his permanent t1 addon he is now 4.4m/s in T1
- Once a survivor is fully stalked you can still stalk him for 50% of the original value (He can now no longer run out of power)
- When leveling up to t3 all "fully" stalked survivors will have their auras shown for 5 seconds
- While holding a second button additional to the one used for stalking he can prevent himself from reaching T3 unintentionally
Hag:
- Hag's traps can now be disabled with a small animation when crouching on top of them, it takes a similar amount of time s disabling Trappers traps
- Hag can delete traps from a distance, similar to trapper, so she has control over which trap gets deleted instead of the oldest one
Doctor:
- Doctors shock therapy gets increased in length by 2m
- Doctor can teleport to a fake doctor with a 4 second delay, it cannot be interrupted and has a 50 second cooldown, you hear a global laugh while he is teleporting
- After finishing his teleport a smaller Static Blast will be activated around him at the moment his teleport finishes, it only has a range of 20 m and the same effects as his normal static blast
Huntress:
- Huntress' Hatchets become insta down if you get hit from more than 40m (could also be a change for Iri Head)
- Reload time from lockers gets decreased by 20%
Cannibal:
- The chainsaw looses charges when within 16m of a hooked person, it looses a charge every 8 seconds
- Loosing charges starts after 5 seconds of standing in that radius
- Charges don't recharge while within 18m of a hooked survivor
- When downing a survivor during an unhook action with your chainsaw it goes into cooldown for 15 seconds, recharge time per charge is doubled after this
- Per survivor you down during your chainsaw sweep you regain an additional charge and 2% bonus movementspeed only for the current chainsaw sweep
Nightmare:
- Freddy has dreampallets and dreamsnares at all times, no addon needed
- Number of Dreamsnares gets increased to 8, Number of Dreampallets gets increased to 10
- Dreampallets can be removed by survivors without having to throw them, it takes 3 seconds (Passive game slowdown, since putting Dreampallets everywhere does not really cost you much as Nightmare)
- Dreampallets now have, similar to doctors fake pallets, a visual indicator that they are not real, it is only visible at very close range, like 5m
- For each survivor in the Dream Freddy has 5% faster recovery from basic attacks
- Full addon change, since they are all useless (Too much to put it into this post as well...)
Pig:
- Dying to a reverse bear trap takes an additional 30 seconds
- Crouch state transitioning speed gets increased by 30%
- Dash attack movementspeed gets increased by 6 %
- Pig can use her dash attack while standing
- When using her dash attack from a crouching position its duration is increased by 20%
Clown:
- Clown gets Jack in a Boxes spawn similarly to Sadakos TVs close to generators, he can teleport to them
- Survivors can lock them similar to Dredges lockers, but not limited to once, it takes 10 seconds
- Normally his teleport takes 4 seconds, when locked it takes 6
- When his teleport finishes slowdown gas gets spread in a wide area (14-16 m radius maybe?)
Spirit:
- MDR movementspeed gets decreased to +25%, scratchmarks can still be seen
- Spirits Base movementspeed in her power gets increased to 180%
Legion:
- Legion can take off his mask and pretend to be a normal survivor running around, he looses his terror radius and takes the form of one of the survivors that is currently in the game, cosmetics included
- He gains controll over everything a survivor can do, he can also fake repair gens, they will show the red bar normally, but not increase for his part
- Putting on his mask again will make him go into feral frenzy normally
Plague:
- Plagues Fountains can now be messed with, it takes 10 seconds to do
- If Plague tries to use a fountain the survivor has messed with she will take an additional 2 seconds to use it
- The duration she has her power normally gets increased by 5 seconds
Ghostface:
- Survivors get a crosshair in the middle of their screen to properly reveal Ghostface
- After fully exposing someone Ghostface gets an increase in movementspeed of 5% for 5 seconds
- While holding a second button Ghostface can prevent himself to fully exposed a survivor on accident
Demogorgon:
- New Addon: Demogorgons Shred now gains an additional 25% range, but it takes 1 second longer to fully charge
- Demogorgon can remove portals at will (same as Trapper and Hag)
Oni:
- Oni can end his power at will, but it will loose xy% until the next step (steps being 75% 50% 25% and whatever number that it is currently at that is below 25%), allowing you to cut your losses
Deathslinger:
- Terroradius gets decreased to 30 m
- Deathslingers gains an additional ability: sharpshooter
- With a 2 second animation he can switch between his normal harpoon mode and a sharpshooter mode, in the sharpshooter mode his projectile will have unlimited range,
- targets hit by it from more than 40 m are put into the dying state,
- targets that get hit between 18 and 39 m will only loose one health state or put into mending when healthy
- When getting hit by it while being in range of his harpoon it cannot down people, but will put them in mending like it would if they broke the chain
Pyramid Head:
- Full addon rework, since most of them are not worth using (too much to write in detail)
Blight:
- Alechmist Ring only recharges 2 charges
- Iridescent Blight tech gets reworked (no idea how exactly)
Twins:
- Charlotte can recall victor at all times, he then has a 6 second cooldown
- When Victor gets kicked he does go on cooldown for 15 seconds
- After downing someone with Victor you can already switch back to Charlotte while Victor goes through cooldown
Trickster:
- Main Event can be hold for a minute
- Survivors have the option to remove knives one by one, each taking 5 seconds, does need to stand still for it
Nemesis:
- Implement an audio queue for when a Zombie is chasing someone
- Tentacle now has 6m Range in all tiers, but 5 % faster cooldown in T2 and 10% faster cooldown in T3
- When in T 3 survivors will go from healthy to injured and infected in one whip of the tentacle (Big maybe about this one in particular...)
Cenobite:
- Make it less likely to be conitnously harassed by chains while holding the box and trying to solve it
- Chain gets unlimited range, but the movementspeed will not go over a certain amount, hitting a survivor from more than 40 m will remove one health state
Artist:
- can't really think of something easy to make her more bearable to go against...
Onryo:
- Hitting Survivors with an M1 attack will spread 1 stack of condemned
- Invisibility Duration after Manifesting gets increased by 33%
- Duration of intermittent visibility phase after manifesting gets increased by 2 seconds
- While demanifested Onryo vaults windows faster by 10% and breaks pallets faster by 10%
Dredge:
- During Nightfall a locked Locker does not delay Dredge coming out of it, the lock will not get broken though
Mastermind:
- After getting unhooked infection does not start growing passively until a conspicious action has happened
- Iridescent Uroboros Vial makes it so 4 additional charges of First Aid spray are in the game (the addon will now only delay the survivors in the beginning without also making them burn through all First aid sprays faster)
Knight:
- No clue where to even start with this mess...
Feedback is always welcome, some changes might not be enough but I wanted some smaller changes at first.
Huntress doesn't need any changes. She is in really good state.
Doctor should have yellow range and green shock delay in his base kit and he would be fine.
Pig's traps are mostly fine, it is something just very cruel add-ons and big maps that make survivors die from them.
So i would say nerf add-ons, allow Pig to break pallets with her dash
remove the roar she makes while she charges her dash
increase speed to 115% while crouching
lift her camera so she can see more things while she crouches
make her dash longer.
For Clown, yea Scott's idea is pretty great.
I would also add extra bottles to Clown and buff his yellow bottles (they activate 0.5sec sooner, last 2sec longer and allow him to break objects faster)
Spirit doesn't need buffs.
For Legion, just make it so for every injured survivor he gets 6% extra speed to breaking objects and 5% faster recovery from pallet stuns and he is fine.
Plague doesn't need buffs.
For GF the crosshair idea is good.
I would remove the stupid effect they added to his reveal mechanic where it doesn't reset reveal meter when u hide behind object as well as decrease distance needed to reveal GF to 18m.
Add when he is in his power:
10% movement speed
20% faster breaking speed
30% faster recovery from pallet stuns
For Demo, add Barb's glasses and Black heart to his base kit and he is fine.
Oni needs only add-on pass.
Deathslinger get his brown add-ons for reloading, recovering from missed shots base kit. His TR is decreased to 28m and he reloads automaticly after he hooks a survivor.
Nemmy only needs add-on pass.
Cenobite's box takes 2sec longer to solve and he gets extra 6m to his gate range.
Artist i have the same issue. I guess make her 110%?
For Dredge, yellow add-on for exiting lockers should be base kit. While using his power he moves at 110%.
For Wesker, allow his brown add-on Uroboros Tendrill to be base kit.
Infection does not charge up while survivor is in chase.
Knight...Carnifex and Jailer are now 107%
All guards hunt for 26sec, green orb is invisible to survivors.
Gurads disapear when they come within 8m of hooked survivor.
Knight can switch between guards.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295076#Comment_3295076
- Badham is on my 'ancient maps that have needed a rework since forever' list. Cowshed...sucks, but it was just reworked so I don't think there's much hope of that.
- I agree Self Care didn't need to be nerfed. Basekit Kindred, even without the killer aura, is a bit too strong to be baseline, unless they are going to give killers baseline CI or something.
- MDR is fine, honestly. 3 Blink - yeah. Myers needs a rework (also, please make SM and VM yellows). Haven't played enough Wesker yet to have an opinion on his balance.
1. Well we can all dream of that one day where Badham won't be a horrible map.
2. It won't make Swf any stronger and it will help SoloQ. My point still stands altho i like the idea of base CI (i would give only 80sec CI and then perk CI would extend the duration of blocked gens to 120sec so set up killers can still use this perk)
3. MDR makes Spirit busted (hens333 won with Spirit MDR without perks i believe on Mother's dwelling), so while using this add-on her power recharges slower and Spirit has no passive phasing so this add-on isn't as busted and survivors can know what they are up against.
I basicly main Wesker, yes, Iridescent Uroboros Vile is extremly strong if you know what you are doing.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294678#Comment_3294678
- The only maps that really need help are Eyrie (too big for the amount of god loops), GOJ (holy crap this map is old Haddonfield levels of busted with certain window spawns) and maybe Mother's Dwelling. But a lot of maps could do with a rework, if only for the sake of shaking things up.
- Yes...but aside from the status icons I can't think of much that can really be done outside of native voicechat (hahahaha) that wouldn't make SWF stronger.
- Nurse...yeah. She just needs a top down rework. I'm fine with most items and addons, with the possible exception of medkits (but CoH is a bigger problem imho - how this got a pass while SC got gutted...I'd love to know). Honestly, a lot of killers need a complete addon pass - PH, Hag, Artist, Slinger, Blight, Freddy...and that's just off the top of my head.
1. First of all, did we all forget about Badham and Cowshed? Many maps should get a rework or change in some way (Groaning Storehouse for example should have at least one of it's two pockets removed, Blood Lodge should be slightly smaller with more LOS blockers).
2. Well having base kit Kindred without killer aura part of the perk would be sweat. Self-Care being good would also impact really dumb players to not throw a match by healing for 40sec.
3. I hate medkits. I don't want them to be nerfed into the ground but healing by yourself in 13sec? Are you kidding me?
Boons are badly designed in general but that's discussion for another time.
As for add-ons, some of them are just too strong and not very healthy for the game (MDR, 3 blink Nurse, Recharge Nurse, Insta heals, Tombstone piece, Iridescent Uroboros Vile, and many add-ons that Blight has).
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1.Rework maps
2. Add improvements to SoloQ
3. Nerf items/add-ons and Nurse.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293909#Comment_3293909
Lol. Guards are terrible campers. You'd know that if you'd ever played for him. The survivor ALWAYS succeeds in getting another survivor off the hook, so the guards do literally nothing. Maybe the opposite can happen only in extremely specific hook locations.
And always be able to take away 10% of the gen without any conditions and cooldowns? U good, bro?
Nah, obviously Carnifex would have the biggest cooldown, then Jailer than Assasin.
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@MrKrabsArgArgArg said:
So a few changes I would suggest, whether some or all make it are as followed:
- Guards should damage all objects in their patrol path, whether this means kicking a generator, a pallet, or a wall, guards should still be able to be ordered on one object, however
- The Carnifex and Jailer should have a movement speed between 4.2-4.4 m/s and at a minimum tying them with the slowest killers, and the Assassin should be increased to 4.4-4.6 m/s, at the maximum making him the speed of the Knight himself
- Picking up the standard could still carry it's current effects, however, each time a survivor picks up the standard of the particular guard, they receive a unique buff each time, upon being maxed out, that guard will no longer drop standards; those buffs being the carnifex gains increased hunt times, the Assassin picks up more speed gradually through his hunt, and the jailer gains increased vision angles (Default being 180°)
- By allowing the Knight to pick which guard is being sent out, this would allow three reworked addons which could be as follows (Carnifex addon assumes my first addition is also added), these of course can receive your input, these were just my ideas that matched the style of each guard
https://us.v-cdn.net/6030815/uploads/PWU93T58I93C/assassin.png
The "breaking everything on their patrol path" seems a bit broken.
I would rather have his green Orb invisible and Hunt duration as well as patrol range of Guards increased instend of your first point.
Further more i believe all Guards should have diffrent regression loss % (Carnifex 10%, Jailer 7%, Assasin 4%).
This way it ties ti your third point and makes Guards usefull.
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@fussy said:
I really didn't like the Knight on PTB. But after the release, I fell in love with him a lot. These small changes really made him better, but not perfect.
The problem is that it's ONLY good with this addon.
https://us.v-cdn.net/6030815/uploads/2ZBJBGA6G1JK/image.png
I watch a ton of dbd content while I'm working, and literally all streamers agree that without this addon, Knight feels much worse.
Another problem is that he has terrible addons below purple. And there are only two addons that somehow make his ability better. The aforementioned one and Dried Horsemeat.
Dowsey literally did his winstrike only on these two addons, because the difference with and without them is huge. Almost all good players on Knight play only with these two addons.
My suggestions to make Knight enjoyable and playable:
Basekit:
+3 meters Vision range of Guards on patrol
+2 seconds of Hunt duration
Addons change:
Map of the Realm: +3 meters to the Vision range of Guards on Patrol
Dried Horsemeat: +3 seconds to Guards' Hunt duration
Broken Hilt: Guards inflict the Haemorrhage and Mangled Status Effect when damaging a Survivor
Chain Mail Fragment: +5 seconds to Guards' Hunt duration
I really hope that you, BHVR, will bring the Knight to the ideal, and not abandon him, as it was with Sadako. This is really one of the best killers in the game. But he needs a some love <3
Knight should get a rework. He is just a great camper and very boring killer in general.
The brown add-on for range should be base kit and green Orb invisible.
The Guards are so sluggish and only good for camping.
Guards should disapear when they come within 8m of hooked survivor.
Player should have an option to switch between Guards.
Carnifex and Jailer have at least 107% movement speed.
28sec should be default Hunt duration for all of them.
If Guards don't apply perks then make it worth kicking generator by Guard.
Allow Carnifex to deal 10%, Jailer 7%, Assasin 4% regression loss.
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@BlueHorkew said:
For the first minute of the match, survivors repair speed should be lower 30% (Yeah, people just want base kit Corrupt. The idea is similar. The early game is too important for killers, as they they are the weakest at early game, so an early game buff for killers is needed);
Reward killers for hooks, so after an unique survivor hook (think of NWO or old BBQ) the next gen kick regress for 20% instead of the default 2.5%. Again only after an unique hook. So it wouldn't work if you are tunneling a survivor.
Removing gen grabs and slow the survivor hook timer if the killer is within 20m of a hooked survivor if the end game hasn't started
After a survivor dies all other survivors receive a 15% repair speed bonus (punishing early kills or making early DCs or suicides less punishing for other survivors)
If all survivors are downed, hooked or dead, the killer sees the aura of all survivors
BNPs no longer give progress to a gen, now a BNP can be installed in a gen that has more than 50% progress, that gen can't regress past 50% progress
Better information for survivors in what their team is doing, either by basekit aura abilities or UI changes, those basekit auras would make blindness a good status effect, idk xD
I mean...
In my opinion aside base kit Kindred, removed ability to unhook yourself unless there are only two survivors in the match and maybe base kit Corrupt...items, maps and Nurse need to be rebalanced before any other base kit changes are made. Remember that one Wesker perk being nerfed cuz of Nurse? Yea me too.
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@jwill1197 said:
This is the most killer sided meta to date. Kill rates are at 60%+. Killers do not need any more buffs.
That is mostly do to ppl giving up.
You see it all the time. I bet it is close to more like 50%
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Ex Machina would be very broken unless you make it so only it can be triggered by exposed status effect that comes from perk rather than killer's power.
Obstructive Healings sounds like Hemorrhage but in perk form.
Hunting season would make it so killers just try to bloodlust survivors in every chase just to gain extra slowdown on top of better chance at catching survivor.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291821#Comment_3291821
And from survs POW - stacked slowdown, overtuned slowdown perks, not enough info for soloQ, camping, tunneling, bad maps, lack of resources, desynch hits 5m behind the window (laggy killers are absolute nightmare, you have shorter time to react to changes and killers look like they can throw their weapons).
Umm thats what i said. Pushing killers into slowdown perks.
SoloQ obviously needs help...men does it feel bad to play without good teammates
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@Redrum411 said:
Put perks into categories and only allowed to pick one perk from a category. Like a skill tree. It would be easier to balance game.
It would also restrict what perk combos can be ran together.
Or only allow killers to use their own 3 perks and pick any one other perk to run. So if you play freddy you can only use his 3 perks and 1 perk from a different killer. Would go the same for survivors.
It would be alot easier to balance the game.
No. Just no. It would kill many builds and we would see the same stuff all the time.
Bad map design, strong items, playing safe with killer powers/buffs by Bhvr, pushing killers into using only slowdown perks (look at how many survivor perks are strong against aura reading, lack of amazing chase perks for your average killer etc).
These are things that hinder Dbd's balance.
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The 2 changes that Eruption needs in my opinon is decreased time of Incapacitated status effect from 25sec to 7sec and to off set this we buff amount of gen regression it gives from 10% to 15%.
This way perk is not very annoying to face yet killer gets a good reward for downing a survivor.
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@DBD78 said:
Yes time for another killer vs killer. Same two questions:
Who in your opinion would you class as the better/stronger killer of these two and why?
And which one of them is most fun to play?
So Knight is new and changes comes to all killers sooner or later, but this question is about right now.
Mhm. Knight can waist survivors time and get decent chases while Clown can end chases quicker than him if there isn't a lot of pallets, yet his base kit yellow bottles are meh.
Knight is great camper too and ignores pallets thx to his guards while the best counterplay to Clown is predropping pallets.
Knight is stronger i think overall.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280807#Comment_3280807
You cannot really mess with her blink cooldowns without making it way harder to catch up to survivors... I already did the math for it and at 10 seconds she literally cannot catch up to survivors just holding w... You really overestimate her mobility without any addons....
https://forum.deadbydaylight.com/en/discussion/comment/3280810#Comment_3280810
Great you have now removed line of sight breaking as counterplay... Walking now is basically the same speed as one blinking so she will just follow until she can safely one blink you or until she needs to use it because you vaulted a window or pallet... Not a good idea at all.
That's why i said somewhat what Wesker has and not exactly as Wesker. Maybe only give her 10% slower recharge on her second blink.
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Well just like Sadako, Bhvr went safe and gave us killer that got every limited becouse the devs think survivors are idiots.
Cool concept for Killer, i love his heavy footsteps and sounds of his armor. Too bad he is so boring.
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@furret534 said:
I’m curious how people want her nerfed. I do agree she’s powerful, but I also think she’s totally fine base kit, so I believe her add ons need to be nerfed. However, most people seem to think that Nurse needs to be nerfed in a multitude of ways, whether that be her base kit, her add ons, her power needing a complete rework, etc. and I’m curious what people think could be done to make her more fun and balanced.
A good start would be to make her blinks attack count as special attacks. Let her attack only from second blink, just like Blight's rush attacks.
Recharge to her power should be slightly slower. Somewhat what Wesker has.
Maybe give her Blindness while she charges her power so aura reading perks can finally be buffed without fear of being op on her.
At last rework some add-ons and she is good to go.
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@Aztreonam78 said:
https://us.v-cdn.net/6030815/uploads/9JSIN2VY5MJ2/image.png
What Survivors brought:
- 2 Circle of Healings.
- 3 Medkits (2 styptics).
- Eyrie of Crows offering.
They instantly gave up when I started camping when some were running around and others were doing totems.
Imagine I played anyone but Nurse or Blight.
Feel good that whatever Survivors bring, Nurse can always win.
Yep.
Dbd in 2022.
Two sides sweating with best items and offerings.
Killers play Nurse or Blight cuz Bhvr can't design good maps nor balance survivors' items and perks.
Survivors are bringing ridiculous ######### just to try win against these two with their strong add-ons like Alchemist Ring.
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@Spirit_IsTheBest said:
Playing survivor, and I versed a Freddy, and his dream world is so dark to the point I couldn't see anything, was this a buff I didn't know about? Can somebody confirm to me the real reason why his dream world is like this?
The only change he got is that he can place snares over walls.
Dream World is bugged rn
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@DredgeyEdgey said:
I know there's nothing wrong with nemi but this is just a cool idea I had when nemisis reaches t3 he can hold ability 2 button to enter a lethal purste letting out a massive roar and revealing the obsession aura for 5s
granting him a dash like Oni for 45s his attacks deal single healthstates and give 10s extra to his time limit per a hit if he fails to down someone ge will go back to t1 mutation downing someone will let him save 2t or he can continue his pursuit and allways go back to t1
Rework his add-ons, decrease the speedboost after infecting survivors by like 30% and add some sort of system that kills zombies whenever they are stuck.
Maybe give 10% cooldown reduction when you hit a survivor with your tentacle in tier 3.
Still there are killer that are more important then Nemmy to get some reworks-Freddy, Sadako, Myers just to name a few.
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@Unimatrix00 said:
Is Nemesis even working correctly? The reason I ask is with other killers, I have NO issue catching up to Survivors, but with Nemesis, I feel like I am chasing them forever, trying to catch up. He has the same top speed as the other killers I like to run but seems slower for some reason, and no, I am aware that he runs slower when using his powers.
Simple. Giving speedboost to survivors twice a game makes you feel very slow.
Doesn't help that his zombies are sluggish and for the most part bad.
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Well i think he needs more changes to put him from c tier to b tier.
1. Survivors do not see orb you control while you are using your power. The distance needed for guard to be placed near window/pallet is decreased.
2. You can switch between guards and they hunt survivors for extra 8sec.
3. Guard are improved and are more diffrent. They spawn faster and touching banner doesn't guve survivors endurence status effect.
When they kick gens they can detect survivor near that gen and guards apply:
1. 10% reduction-Carnifex
2. 6% reduction-Jailer
3. 2.5% reduction-Assasin
Carnifex, Assasin have their detection range increased by 4m.
Jailer runs at 110%, Carnifex 107% and Assasin at 113%. Assasin breaks objects in 6sec, Jailer in 4sec and Carnifex in 2sec.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3265769#Comment_3265769
Well, Twins still aren't really strong, the only thing they have going for them is slugging, and even then, at least imo, they're mediocre at best
Well aren't Twins used in tournaments? I am pretty sure they are.
Twins aren't amazing S++ tier killers but they are solid.
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Well i more so thought about strength of killer not how fun they are to play or how fun they are to face (altho i probably should mention Pig, Clown and Wraith earlier as well...).
Like men would i love Pyramid Head to be smoother and have better add-ons.
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Big, decently open and very safe map with amazing main building. It also basicly doesn't have dead zones...
Ormond 2.0 but sandy...
