Valimure
Valimure
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- Valimure
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It does work during endgame, you just need someone to stay in the trial to get the unhook option; if you're the only survivor left you're automatically sacrificed.
They shouldn't be running out immediately, they should be waiting by the gate so they get downed and can crawl out to give you as much time as possible.
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I have still never seen BBQ and Chili in there. The last case I found of it appearing was back in 2022.
It definitely seems like some perks are specifically kept rare.
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I'd like to see their effect reversed. Killers have a 100% chance of that map being chosen (to help with specific builds) while Survivors have a 100% chance of that map being blocked when they bring an offering.
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Sorry the person above me was a bit rude.
While I would love to see proxy camping made completely unviable, it's utilized by killer players who have no idea how to create pressure. My advice would be to use that against them.
Especially now that people cannot struggle on hook, it's perfectly fine to leave them for a bit. Do gens for 20-30 seconds and see if the killer starts a chase with someone else... *then* go rescue.
If they're proxy camping, punish them for it. Do the gens, then rescue at the last moment even if you have to trade a hook state for it. At most the killer should only get a single kill this way.
Also, a lot of killers will return to hook even if they are currently chasing someone else. Don't heal under hook.
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There's a 2.5 second window after flying in which he moves at half speed, same as Legion.
That is nothing like Ghoul, who has no slowdown after using power and can attack 2 seconds later.
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When they're the only add ons that are good, of course the kill rate is going to be higher. The people that main her are using those add ons because they're the only ones worth bringing.
The people who don't know how to use her are the only ones using the rest.
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Most of these are… a lot less minor than you think.
Increasing break / damage speeds by 10% would make flashlight hits during those more difficult than they already are.
Decreasing the attack cooldown would disproportionately help certain killers who are more mobile / have ranged abilities.
Blocking gens at the beginning of the match might actually make the match even MORE difficult for killers as it would cause survivors to spread out more / hide at the beginning of the match.
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Map offerings should do different things between survivors and killers. Killers should be able to select a map offering to help out with niche builds, while survivors should be able to use offerings to block maps from appearing.
But that also requires Behavior to do something about these maps that are insanely unbalanced for one side or the other like Haddonfield and Autohaven.
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@YamamuraVideoRentals said:
Ghoul is ten times worse than legion imo.
If anything, remove his free hitscan, and actually make it like a skill shot projectile.
That's because Ghoul is literally better than Legion in every way.
Legion has a fatigue animation where they move slower for 2.5 seconds, allowing survivors to gain distance.
Legion also can't damage from a distance.
Or vault pallets and get a down.
And has a longer recharge time on power.
Kaneki vaults next to you and you're down two seconds later. It's great design.
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950445#Comment_3950445
If all you can do is downvote and not get a quick clip of something thats supposed to be "really easy" it already tells me enough
I'm not paying extra money for licensed characters. Half my play time in this game is killer; it doesn't take a genius level IQ to look at the numbers and see that every single other mobile killer has a delay / slow after using power.
Here's the direct comparison with Legion, who has a power that's essentially the same thing, again:
Legion: 2.5 second fatigue at 2.3m/s
Kaneki: 2 second cooldown at 4.6m/s
You should absolutely be able to use his power to block pallets and windows, that's awesome skill expression. You shouldn't be able to jump next to someone on the smallest loops in the game and still land free downs when you already have a free first hit, slowdown, and top tier mobility.
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@tubalcane said:
"It's only fun whenever I win, so nerf everything so I always win because I don't really want to have to compete."
Fixed it for you.
It's only fun when something has meaningful counterplay.
Kaneki has a lower skill floor than Legion. What you really should be saying is "It's only fun when I can get free downs with a power that requires zero skill or effort to use."
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950204#Comment_3950204
again, all these killers dont have a delay BEFORE using their lethal attack.
? They do though.
There's always some kind of windup / telegraph to help you actually juke or avoid the ability, which usually slows the killer during it. Wesker and Demo are slowed during their windup, which are 1.5 / 1 second, and then briefly slowed after the animation finishes.
Blight cannot attack during his first rush - he has to collide with something first, and he is slowed / delayed after missing an attack. He also has to use his power to break the pallet - Kaneki just jumps over it and hits you before you can make it back around to it. When something has less counterplay than Blight, there's a problem.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950132#Comment_3950132
ok, vaulting back is actually pretty good tip. I will have to try that.
Waiting under pallet works if he used leap to get there, not really if he just pulled his power for it (delay before attack is very small)Keep in mind Kaneki gets a free hit / down if you're near them during a vault. You'd need to have perfect ping and perfect timing to pull that off.
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@Stibfa said:
Kaneki needs his enrage vault to get nerfed, i honestly dont mind playing against him because he has to play tiles as a m1 killer, the vault just feels very cheap right now
How i try to play him is by body blocking instead
https://us.v-cdn.net/6030815/uploads/UVFBXJ6R8DQK/1000025880.gif
As you can see in this clip he has absolutely no movement speed reduction during his cooldown after power.
Ada had absolutely no chance to do anything here because he can cancel power faster than you can make it around even the smallest loops.
A killer with free first hits should not also be getting free downs. His design seems like it was intended to mimic Legion - they wanted him to go get those free hits / slowdown by hopping around the map to find other survivors, but then just made it so utterly easy to down no one even bothers with that playstyle.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949110#Comment_3949110
because they can attack out of their power without an awkward cooldown.
billy, demo and wesker collide
blight, chucky, oni and nurse get a restricted m1-like special attack.
ghoul gets a 2 second delay before being able to attack. the only comparable killer is Vecna who gets crippling 2.75 second cooldown and you can see how bad it is to use in chase, except Vecna has two other chase abilities to spare.
All of those killers have a delay after using their ability when they miss.
You're rewarded as a Survivor for avoiding their abilities with extra time to make it around the loop / make it to another loop.
Ghoul jumps near you and you have approximately 1.5 seconds to get over a pallet or window (since you can still be hit during those animations.)
Vecna also has one of the highest kill rates in the game right now after his buffs, by the way. :P
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@TsukiYurei said:
Stop asking for handholding off mommy behavior Jesus.
It’s getting ridiculous at this point.
I play both sides and vs/ played ghoul many times.
He can be steamrolled very easy, You just need to be sneaky, Gen efficient and actually loop/mindgame.
His first nerf was fine, His second was unjust, Honestly you need to really give time when a new chapter comes out.(Not nerfed in a week, Hello we have a ptb for this reason)
Play both sides and you can over come and predict/ mindgame any Killer or Survivor.
Stop with asking for more handholding, Chucky got nerfed to ground.We are allowed strong killers not just Nurse/Blight.
Keep the horror, And stop listening to popular survivor main opinion.Play both sides, Enough with asking for more handholding.
I'm nearly a perfect 50/50 split between Killer and Survivor, thanks. Maybe try responding to the argument and not blaming the person.
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This type of stuff is much more difficult to change in a competitive PvP game than it is in single player or co-op games. While accessibility is great and I encourage it whenever possible, unfortunately there are going to be cases where it's just not possible to make things that are going to be accessible to everyone, especially in the video game industry.
How would you suggest changing something like Plague to make it more manageable for you, without changing the core animations?
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@Orthane said:
It's crazy how even after being nerfed Ghoul still often feels impossible to counter much of the time. I genuinely despise the killer. I'm so sick of dash based killers.
Yeah, the problem for me is that it just doesn't feel like you're avoiding anything. There's not a skill shot or anything required, he just lands near you and unless you're immediately next to a window or a pallet you're down.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949099#Comment_3949099
No. His enraged vault speed is not a problem, you can literally see him charging power, wait for him to cancel and smack him with pallet, all it takes. What he really needs is removal of kidnap (automatic hit when you are in line of sight, touching object when he is valuting, sometimes even when you are 8m away.)
I might be misinterpreting but I think they were referring to two different things: the first being the fact that he can quickly vault and immediately cancel power before you can make it back around a loop (which is my biggest issue with him) and the fact that he can "grab" you from halfway across the map with virtually no discernible hitbox.
Seeing as his power is similar to Legion I don't mind the easy first hit. It's annoying but whatever. What I don't like is it feels like there is no meaningful counterplay for avoiding a second hit as you can not make any distance no matter what you do.
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@AhoyWolf said:
I don't think that's the thing that should be nerfed, what should be nerfed is his enraged vaulting speed which pretty much deletes any mid ranged loop and his easy first hit, for a killer with such an easy power and best mobility in game he shouldn't be getting first hits for free with no effort.
Honestly this could be fine too. The token recharge on breaking a pallet was good - it gives you time to actually get to another loop if he breaks the pallet, but yeah the fact that after he vaults you can't even make it back around the loop is just dumb.
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@CrossTheSholf said:
His cancel is part of his skill expression. He shouldnt he stuck in cooldown and guarantee survivors making it to a loop
So then why does every other mobile killer have it?
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It's kind of easy to counter any killer on The Game, dude. There's like 80 pallets.
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@Zuiphrode said:
The vast majority of tunnels happen either when someone goes for the unhook while the killer is too close, or because the unhooked surv is just dumb/unlucky.
This is pretty spot on.
And for the love of God stop healing under hooks.
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@sizzlingmario4 said:
The Overcome case is actually really weird and not consistent. With Genetic Limits, Overcome takes priority and still gives the longer speedboost. But with Huntress's exhaustion addon, Overcome doesn't work. I feel like either both of them should counter it or neither of them should.
As for the Jagged Compass conversion priorities, this was something I specifically asked about before and Mandy said the interaction was intended.
Ah interesting to hear about the difference on Genetic Limits. Might be a bug after all then if that is proccing differently than Huntress hatches or Springtrap's axe.
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I think the only two nerfs I could potentially see him getting would be:
- Slight movement speed nerf / cool down after throwing an axe like Huntress has (she slows to like 3.8m/s for 2 seconds or something along those lines) to allow people to actually make a bit more distance without getting immediately grabbed
- Inability to teleport to doors near hooks, like Dredge has
Overall once the bugs are ironed out I think he's actually one of the more balanced killers they've released in awhile. Once people learn to do gens where doors are facing away early on and also use the cameras to reveal him, he'll be much more manageable.
We should really still be talking about additional nerfs to Ghoul; *that's* something with very little meaningful counterplay.
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tl;dr: Overcome should still work through exhaust on injuries as it's visually proccing simultaneously to the injury and exhaust occuring, not after. But that's not how the code works.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947471#Comment_3947471
and what does AFK system and go-next have to do with you losing connection to the server. The new systems have nothing to do with you getting DC penalty of losing connection to game server twice.
Because I've never gotten a time-out before when it's their servers causing the problem. The system seems much more strict.
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5 minute penalty because I got DCed from two matches due to the servers - once last night, and now once today.
Both the AFK system and go-next need major reworks.
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Just had this happen on Steam as well.
It was against the Glitchtrap skin, and I was exiting the security door when I was grabbed - he was invisible when it happened.
My camera was then stuck for the entire rest of the match.
Attaching my log here.
There was an error displaying this embed. DeadByDaylight.log -
Hey, add this to the pile:
Just got grabbed by a Glitchtrap as I was exiting a door and he was invisible. My camera was then locked in place for the rest of the match so I couldn't see where the hell I was running. 🤡
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This was a game changer for me: you can see when he's in the security room. If the green light on the door handle starts blinking, he's en route to that door.
Position yourself so you can see it! -
@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946529#Comment_3946529
Practice is the best advice for any survivor who struggles against killer. Learning to loop is the second best advice. Some people simply expect a 100% reliable solution to the problem and get upset that such thing may not exist.
Regarding Legion - he can use M2 to land a first hit, maintain the frenzy bonus and continue chasing the same target. If target is in bad spot, Legion can simply disable the power, wait for recovery and land the second hit right after. Don't tell me you expect every Legion player run around for every survivor before landing the 5th hit for a down?
Legion has
- less mobility
- a longer cooldown on power
- a longer cooldown when canceling power
- a slow on losing power
Kaneki isn't like Legion; Kaneki is like Blight and Legion were combined. It's not fun to play against, and the counterplay is so minimal it basically doesn't exist.
I don't think people understand just how small his cooldowns are. Survivors move at 4.0m/s. In that two seconds you can move 8 meters - the average lunge distance for killers is about 6 meters. If you are not immediately next to a pallet or window when he uses leap, there is nothing you can do.
2 seconds isn't even enough time to make it around most loops which puts him on par with Nurse for his ability to just straight up ignore pallets. -
It sucks but I can play with the audio bug. They 100% needed to killswitch that specific costume, though. It's bullshit.
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@Kweh said:
Shall we auto place demo protals around gens too?
I mean, Demo gets slowdown with his portals as well as a dash attack in his kit but I'd agree he could use a little love tap to help out with some of the recent additions - Dracula having Demo as one of his three forms kind of made poor Demo irrelevant.
@CrimsonMothKing said:
I thought about that, having special lockers just for Dredge that spawn near gens. But then I thought it might be too strong, especially during Nightfall.
The main concern I had was if the Lockers worked with Darkness Revealed, imagine the insane value it could give, nearly guaranteeing aura reveals on survivors working on gens. But that's just my conclusion.
That's definitely a valid concern. Darkness Revealed already has a very short range - only 8 meters - so I think it should be possible to put most lockers about 9 or 10 meters away from the generator.
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It's definitely the power creep / lack of new ideas showing through again. I think Vecna was the last truly unique killer we got - everything else has been mashups of other killer powers, for better or for worse. Dracula is just Spirit, Demo, and Nemesis rolled into one. Houndmaster is a budget Twins. Updated Freddy is Clown + Onryo. Kaneki is Blight + Legion. Springtrap is Huntress + Xeno.
I'm hoping that part of Springtrap's stealth issues will be solved when they actually fix the bug of him not being visible coming out of doors. There definitely should be an animation there, and that extra second of reaction times makes a HUGE difference.
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I've yet to see a Kaneki even need to break a pallet.
He's able to catch up to me after vaulting before I can make it back around to the pallet to vault because his cooldown is literally non-existent. 1.25 second cooldown… half that of Legion's. It's ridiculous.
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This would drastically increase wait times, and also potentially block people from playing against killers that they do like going against just because they're unpopular with the community.
Think of it this way: as a survivor, you're one of 4 people. If 25% of the community is blocking Nurse, statistically speaking there will always be someone in a lobby who has her blocked and she'd be pretty much impossible to play.
It also greatly benefits SWFs, who essentially have 8 bans they can now spread out accordingly. -
I have more of an issue with how Endurance / Decisive Strike have been weaponized by SWF groups rather than them being used for their intended purpose of preventing tunneling.
I really wish they were deactivated when taking a protection hit, but it's so hard to make the game realize when they're actually being used like that and not just someone getting tunneled off hook because someone else was near them.
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The origin of the game was hide and seek. Looping became a thing much later.
Chases can be fun but being jumpscared by a stealth killer is literally peak DBD.
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Badham is an automatic loss on pretty much any M1 killer. Just way too many good loops that don't even require pallets.
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Matchmaking is... Interesting sometimes.
I was against a group last night where two of them were very clearly brand new to the game (hiding in a locker vs my Dredge)
I could technically have ended the game at 3 gens left but let all four escape. Tried to give them some more experience learning chases and the tiles.
Only way the game keeps going is if we make it at least somewhat welcoming to new players.
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I play her occasionally and yeah, her add-ons are all pretty mid-tier when compared to some of the stuff other killers get.
Nerfing the Hindered effect on Untitled Agony is hilarious. It already basically only made you break even considering Artist has to slow herself while both placing and launch crows… This change just made it absolutely worthless.
If they actually wanted to change up her playstyle, then change the perk itself:
"Removes the ability to damage Survivors with crows during the initial 7.5m flight. Survivors who are Swarmed suffer from a 15% Hindered effect for 2.5 seconds."
Now players suddenly have a different playstyle open to them and there's a reason to take that Add-on.
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People don't realize how over buffed Singularity is because he's actually rather difficult to pick up and thus not seen too often.
But my God playing against someone who knows what they're doing on him is just a miserable experience. There is no real counterplay to his power - EMPs give you maybe an extra two or three seconds in chase since he can just put another pod right back on you. The combined power of making pallets worthless, fast vaulting, and a movement speed buff on top of it all (that's all easily spammable) means that if you're even remotely out in the open it's basically just a free hit.
EMPs need to actually destroy the pods and / or disable his power for a bit if he's in range. They're not as readily available as people make them out to be.
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As a Dredge main, the only change I need are some additional freaking lockers that are actually near generators. 🥴
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Been wanting this for so long.
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@Retro_Gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900375#Comment_3900375
Unfortunately, many people play almost or not at all as killers.
It seems to them that there should be no resource balance.
As a result, there are more and more toxic survivors using the almost unlimited amount of resources provided to them by the game.
I'm honestly pretty close to a perfect 50/50 split with my playtime - 48% survivor, 52% killer. Fully aware of the struggles of both sides, I promise.
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The only things I agree with here are on the flash bangs and syringes.
Flashbangs work because killers lose collision during any kind of pickup animation which makes no sense.
Syringes just need to be changed to a flat heal time and be unaffected by other perks.
The rest are just... Not that big of a deal.
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Killers are actually at some of their lowest killrates in this game's history right now.
The problem is that the game is very unfriendly to players at lower skill levels, especially survivors; there's also very few new players coming in to play killer / survivor so the matchmaking is… pretty terrible, to say the least.
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Do killers get to ban Survivor perks?
I'd love to stop seeing Dead Hard and Windows on 3/4 people in each lobby.