Toystory3Monkey
Toystory3Monkey
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Plot twist but without the ability to do the whole self pick up with full heal and sprintDeerstalker in short range would be nice
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830150#Comment_3830150
even without iri add-on, green apple and yellow apple is 3 uses of power. you can play very passively in early game as plague, walk around gens, infect them. if survivor doesn't work on them, you get like free slowdown. eventually everyone does get sick, you go to fountain use your ability, your instant down ranged killer. playing territorial and camping has very little counter-play for survivor. your forced rush gens as soon as someone get hooked but with all stacking 4 slowdowns that plague can bring, it is not that easy to hook trade vs her ability and it can often lead to cascades slugs and snowballs.
lots of people have like 500 iri add-on on some killers so judging killer on best add-on is not out the ordinary. Myer's only that people hesitate to talk about purely because his regular version and his mori version play so differently that it is almost like different killer.
already addressed that. bad fountain rng = lost game. still have to play around extremely finite resource. still have to go out of your way to get it.
and camping, as i also already said, fell off as a strategy when you cannot facecamp secure stages properly anymore unless you get super good bottlenecks which is also very situational and deniable.
so, as i said, overrated af killer who gets her reputation from stomping players who have zero idea what to do while not taking much effort or specific skill to perform.
plague mains are one of those "high tier killer" mains who you watch being stomped by any half decent lobby unless they bring iri. complete joke of a killer in a desperate need of modernization.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829968#Comment_3829968
it is her iri seal. iri seal+devote amulet is 60 second of power 5 times per match. at hooks, plague is by far 2nd strongest killer at camping hooks. her machine gun purge downs people in seconds when clumped up and she has incredible synergy with many of slowdown perks in the game. The obvious synergy is deadlock with add-on. She also happens to be the best user of hex:plaything because her broken status effect pairs extremely well with oblivious. Due to this, Hex:Pentimento has large opportunity to be effectiveness perk for her because you have to choose between incuring -30% repair speed penalty or a potencial ranged stealth killer with instant downs. All classic slowdown are good for her. corrupt, pain res, dms, grim embrace. even obsecure perks like Hex:Wretched fate or Dying light can work for her.
playing vs iri seal plagues that camp hooks all game is not exactly the most interesting gameplay for survivor end but it works for killer.
yeah, if the killer requires iri addons and specific perks to be considered A tier, this killer is definitely overrated af. especially iri addon(s) THIS busted. It's not that the killer that is good, sorry.
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830113#Comment_3830113
Nah nah nah she obviously cooking she's right we need more status effects on trail of torment
Give it Hindred, Mangled, Deep wounds it is barbwire after all
when they were global nerfing sloppy butcher by adding timer to it, they sneaked this funny change to one of Pyramid Head's addons
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@Akumakaji said:
In a way its like mistepping in real life: you can go down the slippery slope, because its more easy and seems to be scott free at the moment - but it will burden your soul and you will have to pay dearly at a later date. Or you can take the harder and more painful choice by literaly going OUT of your way to walk into harms ways and soak up one of the tough hits that life sometimes throws your way. Pyramid Heads power is quite literally the most lore accurate of them all, and thats so beautiful, yet seldom appreciated.
a bunch of killer powers are like that - they arent exactly straightforward "fitting" but the gameplay they create just perfectly captures the idea behind the character or what it might feel like to deal with them.
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@[Deleted User] said:
Leverage would only be good against casuals who will heal off the hook regardless of the duration.
since resetting under hook is the optimal play with all the existing foolproof safes and heal perks, not really. leverage cancels that out unless they really stack that.
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next week most likely since we havent got any proper news about upcoming PTB or teasers.
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I'd love if they kept her power concept as is and instead tweaked with the way RBTs work.
Would be interesting if devs made it so the timer is set off by something other than repairing generator. Maybe performing a conspicuous action is what triggers the timer.
Another change I'd love to see is timer dynamically change depending on the amount of hook stages survivor has. For example it could have 30 second longer duration when survivor has zero stages, default timer when there's one stage and 30 seconds shorter timer when survivor is on two stages.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829968#Comment_3829968
The thing about Plague that I think gives her such an edge over other killers is that, while she is dependant on survivor actions to get value, she's unlike other killers with that restriction because either action survivors can take gives her value.
Either she gets to be a massively empowered M1 killer because survivors are constantly instadown-able and easier to track, or they cleanse and give her access to one of the stronger chase powers in the game. The only time she's at a serious disadvantage is if the Plague player is outclassed by the survivor players so landing even that one hit with an M1 is hard. Even in that scenario, though, she starts with a free corrupted pool, so she at least has a chance other killers wouldn't have.
Either she's a worse legion (bc she's tall af and cant mindgame properly) or she's op, yeah, except the second half gets denied for a very long time.
it all boils down to resource efficient (one less hit) m1 killer with really controllable power burst.
I dont respect that.
I struggle to see how Oni is as good as people claim (another massively overrated killer in my opinion) for a similar reason, but at least his power is not entirely in survivors' hands. He at least is bound to eventually get the first hit, suck up enough blood to get his power and then it's up to him. Plague, however, is not like that. She still is eventually dependant on survivors making the decision to give her power, rather engaging in whatever interactions (like Oni) that immediately give reward in case of success.
Way too many factors out of her control.
And then we have people putting her in the same tier with artist or even above. Weird.
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I feel like people severely overrate plague.
This killer is classic old dbd killer design where their power is entirely in the hands of survivors and without it they're just more resource efficient powerless m1 killer.
Even after her buffs she still relies way too hard on corrupt pools rng and survivors' actions to have the necessary consistency.
killers like her arent strong, they're just a knowledge check for survivors.
the only way plague can be consistent is by getting a lucky hook to camp when everyone is infected to maybe try to force cleanses and then MAYBE capitalize on that. which isn't even that realistic with the anti camp system they introduced.
mid killer that looks strong because people get scared and feed her infections. plague is one of the few supposed high tier killers whose mains I see lose games in public matches way more often than such players should.
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@Viciusaurus said:
Resurgence is the counter to this
yeah, it cancels it out.
i actually like the dynamic of it, it's a really good way to maintain pressure if they dont have resurgence and if they do, it's a slowdown.
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@danielmaster87 said:
I think you and others are connecting invisible dots to reach this conclusion. If the killers want to see moris so badly, they can just bring an offering for one. I don't think this update magically makes them want to slug more, just because they can mori the last survivor.
finisher mori does encourage slugging for 4k more, but that's about it.
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@MissClove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828746#Comment_3828746
YES it has! It has gotten 10xxx worse. You’re oblivious.
no it's not.
nothing has objectively changed to make it worse except people's self inflicted hysteria about it that's additionally fueled by people promoting this playstyle which is hardly objective.
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@JimbusCrimbus said:
This overcomplicates the solution, isn't a solution, and also doesn't address WHY killers tunnel in the first place.
really, at this point it would've made more sense to just delete the whole elimination thing from the game and rework the gameplay around global hook meter so that macro missplays (not tunnelling/being tunnelled) are less punished on both sides.
stuff like what tru3talent was bringing up in that discussion with otz. i honestly hate the idea of it, but it at least makes some sense.
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Becomes active when the first survivor is hooked.
So the game still hinges on first chase ultra hard because to even get your ######### going you need to get through first chase AND ONLY ON SECOND chase you start getting any benefits.
One Chase Token is earned every 15 seconds up to a maximum of 6 tokens (after 90sec if continuously in chase). If the chase ends by downing the survivor, the tokens are locked in.
If the chase is interrupted (Survivor escapes, etc.), the collected token bar slowly begins to fade (similar to the Trickster's laceration meter). It will only continue to fill up again when the conditions are met again (no chase with the last hooked survivor)
So not only this system punishes you for dropping any chase that doesn't result into a down, it DISCOURAGES you from ending the chase as soon as possible and gives petty bonus for essentially lost chase (90 seconds is insane, that's basically 3 gen chase, not even counting the time to hook a person).
The only thing it accomplishes is slightly pulling the killer back into the game if they're losing the game hard which is surely nice, but it doesn't resolve any of the issues you are allegedly trying to resolve.
It may work better if the decaying is slow enough to actually enable efficient hit&run with moderate downtime between short chases, but I heavily doubt it can work like that with the numbers you've presented, since it takes a while to accumulate merely one token, let alone 6.
As already mentioned, the regression event is triggered upon hooking and when accumulated locked tokens were available.
This event does not trigger an explosion on the generator, nor does it cause the generator to regress any further. It should basically work like the OG ruin if you only did a good skill check, a small regress without information for the killer.
Since this effect is probably still in the developers' database somewhere, it wouldn't be too complicated to implement.
??? survivors are given a way to nullify the only reason for killer to overcommit to chases to people they won't even kill right away BECAUSE why?
If the killer decides to only hunt a single survivor and wants to hook him 3 times in a row without hooking another survivor, the "Extra Hook Stage" event is triggered.
In this case, the survivor gets a bonus hook stage. This means that he has to be hooked a total of 4 times in order to die.
Otz's idea was better.
Good intention, bad execution. This doesn't "solve" tunnelling, it doesn't give killer better alternative to go for elimination ASAP, it works very poorly as a way to help badly performing players, yet it also takes away from the ability to go for that early elimination, granted it's not significant enough to matter, except just being a mild annoyance and a boring band aid fix to tunnelling.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829089#Comment_3829089
There is a lot of irrational ego in this game's community. They see simple plays due to synergies between multiple perks as being as impressive as Touch of Death combos in fighting games, kill streaks in FPS, Pentakills in MOBAS and so on. The skill expression ceiling in this game is much lower than most genres (especially for survivor,) but they still need to get their validation somewhere.
the funniest part is that there's actually skilled plays you can do, but apart from a few exceptions, people are just incapable to recognize that. they just instantly jump to the conclusion it's something normal and happens regularly and only use that to push their agenda about this whatever thing being op. way too common theme in singularity complaints for instance.
there are exceptions of course, but that lack of recognition is just way too common.
and then we indeed have people praising doing basic plays that look nice.
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@bunbun said:
Everyone has their own opinion
based for A tier
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/431063/when-are-we-going-to-address-slugging
They just nerfed an anti-slugging perk. What do you think they will do about it? Right, nothing as always.
that would imply being capable of remembering more than one iteration of a thing.
watch these (not these in particular, they are survivor biased, same kind of folks with killer bias) people cry how dracula was made unplayable when they roll back one of his buffs or merely halve it.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828746#Comment_3828746
You don't play the game enough, with the nerfs to 2nd chance meta slugging has became more and more achievable as the years since 6.1.0 have went by, why? Because no one uses these perks and they were the backbone of DBD survivor for as long as I can remember.
Casual players arent running DH, Unbreakable, Decisive, adren anymore, not that they arent less effective in these scenarios. but they conditioned killers as a whole to switch targets. it's more the state of the way the game is played by the larger audience as opposed to your personal experience as killer.
I'll always stand by second chance meta was a necessary evil for the casual side of this game and made S tier killers a more arguable concept they were healthy for the game, now IMO not so much with the new higher kill rates.what second chance perks were nerfed that previously prevented slugging? WGLF that simply got half of its buff reverted? Laughable.
Second chance meta hasn't gone anywhere, it simply changed it's face.
It's a joke to act like slugging got stronger because people made arbitrary choice to simply switch to other perks instead of anti slug perks (that haven't got worse and, in fact, had a bunch of newer more powerful additions - Plot twist in particular for example).
Nothing has changed to make slugging better strategy. It's just something I like to call a "you" issue. Subjective self inflicted problem which boils down to the way this game is designed - if you want to win, you play in boring way, if you want to have fun, be ready to get stomped anytime your build doesn't have an answer to your opponent's strategy.
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@TragicSolitude said:
My survivor needs a tamagotchi they can play with while slugged. Let me feed and raise a tiny 1 bit killer while I bleed to death.
they need to copy that system from VHS where your soul became a roaming ghost collecting whatever to come back.
maybe not with adding basekit unbreakable to it, but just a fun minigame to play while on the floor.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828752#Comment_3828752
So yes play in a Toxic BM way so only you can have some fun in an event.
not really, just play in a way that makes you have time for downtime activities on the side that normally doesnt have any.
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Because the best way to farm this event as killer is to first ensure survivors cant end the game asap.
You get an early tunnel out, ideally two kills and then spend next 5-7 minutes farming event on helpless survivors. If you bother with event while you have everyone alive, you're betting too much on them being bad and not using that as an opportunity to gain too much momentum for you to stop.
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@TheDavidKingMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828715#Comment_3828715
Nope, I mean slugging in general! Slugging for the 4k just happens to be a specific instance of it.
then your take is incorrect and i hope you play this game enough to understand that.
nothing changed recently to make general slugging a better strategy, especially new basekit mori addition.
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Please call things their names.
In particular, you're talking about "slugging for 4k" rather than slugging in general.
It should be addressed, preferably alongside cheap hatch/gates mechanic.
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Boring and repetitive.
Chaos shuffle is this, but better.
Nobody can choose what perks they bring and they play with the cards they were dealt and variety is insane compared to normal snore mimimi same perks meta games.
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Killer instinct reveal on other least hooked survivors, maybe an increasing global regression/gen block for every consecutive "freshest" (least hooked) survivor so killer is encouraged to repeatedly go after different people and actually afford to do that more.
But I doubt this will really help. The moment game starts to go even a little south, it would be unlikely any fair amount of reward for getting those hooks will make it possible for killer to make a comeback. And people don't really enjoy playing out already lost matches.
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P2W complainers when they learn nurse and billy exist
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828468#Comment_3828468
Felt like they were worth mentioning.
they are not because they affect game in drastically different and incomparable ways.
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10 second hook increase didn't change anything of significance in terms of hook pressure value or reason to play fair. It's too niche to matter.
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@GeneralV said:
Neither gens nor hooks should've gotten the 10 seconds increase, imo. Things were fine the way they were.
These affect the game in completely different ways, why are you even comparing them? Because it's the same time increase?
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828384#Comment_3828384
https://us.v-cdn.net/6030815/uploads/Y6VWZDLKW38L/image.png
This was across all MMR. Nurse is not even close to the top (55%). For the majority of players, she is not a problem at all. She is just a "problem" for the veterans who refuse to learn how to play around her power.
Instead of wasting your time asking for nerfs, ask a good nurse to teach you.It is funny because I have a way easier time destroying lobbies on Singularity than Nurse. Yet nobody complains about him, I wonder why. Maybe it is because all the survivors need to do to try to counter me is to pick an EMP, even if it’s not really effective. Not much effort compared to Nurse.
🤣
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828382#Comment_3828382
Skull merchant winrate was good. You are wrong.
🤣
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828374#Comment_3828374
I don’t need to convince anyone. Wa have the stats and they don’t lie. Ton of them btw, low MMR, high MMR, everything.
You can still believe whatever you want by the end of the day, Nurse won’t be balanced by the extreme minority playing the pro scene. And even there, she is not broken.stats are the most unreliable BS source of data in this game and Nurse&Skull merchant are the glaring proof of that.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828318#Comment_3828318
I’m not sure what you’re on about, I mentioned both. She has had the highest pick rate for 8 years and one of the lowest kill rates for 6 years.
please re-read my comment, i have not mentioned the killrate which has always been low due to how high huntress' skill floor is compared to other popular killer.
it doesnt mean the killrate cant go even lower with her random buffs attracting more people to try her out.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827993#Comment_3827993
That point is moot because she has been in the number two spot for 8 years straight for pick rate. And she was number one for a year straight. She has a low kill rate because something is wrong, end of story.
very convenient to look at her "placement" than the actual pickrate number
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>killer with relatively high skill floor gets overbuffed
>people flock to an already popular character made even better
why did stats drop i wonder
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@Sandt1985 said:
You can see auras in tunnels when playing as xeno
yeah, thats kinda niche but really huge when it helps you locate the exact survivor running to the control station about to incapacitate themselves
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827205#Comment_3827205
i am just proposing a simple add-on buff for a maybe buff to legion's power-level.
and im explaining to you why your simple addon buff is a bad idea.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827179#Comment_3827179
Clarified the post. Frank mixtape is a chase add-on. it gives legion a chase power but chase power is fairely poor. I am suggesting a different chase bonus to allow legion to have little more power in the chase.
the 5% hindered penalty or any hindered penalty for so long would be mandatory to run.
it's a bad design for the same reason Soma's photo pre-8.1.0 was a badly designed addon.
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as 50-60 ping killer who gets consistently matched with 20 ping gamers, i'd say i wouldnt want to get it any worse, especially since i have no control over my ping and it's the best i could have.
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When you hit a survivor with deep wound status effect, they go down because they're already injured.
So I suppose you imply that hitting survivor with feral frenzy should trigger the effect which by itself is an incredibly lengthy slowdown, especially for the survivor that will go down on next actual hit.
the addon would be must-have to run because it would give legion chase power. it's a really bad addon design if it's not optional.
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what was the point of overbuffing it in the first place?
the perk was good already, it just needed to not require a stupid activation condition.
it was a mistake to buff it so much in the first place, especially with the community that has memory of a gold fish and can only remember the previous iteration of the perk.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826803#Comment_3826803
That would be way better than the first suggestion for sure. Although I really doubt mending getting change for legion benefit. Whatever be change about it is likely for survivors
yeah, sadly.
deep wound is the killer of bad players, so i wont be surprised they give it some kind of stupid buff that ends up breaking it in hands of good players.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825788#Comment_3825788
That would absolutely be diabolical for solo q
make survivors see the auras of deep wounded person & deep wounded person sees everyone else's auras to get the mend, ez fix.
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I'd imagine it would be located in the same realm as Crotus Prenn and Father Campbell's church and it would probably be the blackvale catacombs where Twins were set up for a sacrifice until they escaped, though Victor died in the process
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@KaTo1337 said:
Peanits already said that we WONT get OG-Freddy, sadly.
So, the best what I can think of in his current kit would be:
- Snares + Pallets Basekit
- Dream Projection Cooldown reduced
- Addon-Pass
- Remove the Possibility of waking up by failing skill checks (Ability 2 of Paint Brush Basekit)
I do hope they surprise us with a banger and not just put useless things like hearing things louder into the Basekit or something like this
I'd be really disappointed if all we get is buffs and both abilities at the same time.
I really hope they give freddy more accurate dreamworld.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826235#Comment_3826235
I would not expect the Cooldown to be back at 20 seconds, but I guess it will be longer. Because the reduction back then was very huge, so I would guess it will be something like 16 seconds.
it was never 20 seconds as far as I remember, it was 18 seconds at worst (though admittedly lower bc of the cooldown starting early bug).
I think they'll roll back the last buff and maybe really nerf it to like 14-16 seconds + make some other adjustments. like nerfing the stealth mode duration or reducing S&D range/duration/speed.
I dont believe they'll do something good for him, manual scamper is a dead end in terms of skill expression (just cool flavour and situational tool if they try to balance it) and they probably won't let them do the flicks or rotating 180 after scamper like he can now due to a bug even though all of that would've made him much more skill expressive character.
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Chucky's getting gutted lmfao
They couldnt figure out how to add more skill expression to him so they'll just nerf his CD back and leave him in the dust purely for license lovers to tolerate.
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@Dudewithname said:
it specifically says “Update To Status” rather than “tweak” so it seem a bit more substantial. Imo i think the change would be “removing the self mend” and require a second player to mend the deep wound
that would be nice. make it so survs can see their auras (deep wounded sees everyone, everyone else can see only deep wounded) so it doesnt destroy solo q and it would be a nice change to make it more powerful without outright increasing mending time.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825759#Comment_3825759
I think it's disappointing that people can think of a giant laundry list of HUD improvements for survivors, but with killers it's "meh, they don't really need anything" or "let's just give them a hook counter, because it's such a minor thing that it's not really meaningful or impactful".
Maybe there really isnt anything more killers need to track in HUD apart from this.
