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VantablackPharaoh91

VantablackPharaoh91

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  • I don't like how I spent all month in 2v8 having a fun time, but got no reward for my time spent as if I had never played any Killer this month.

    At the least let us Pip a little. It can't be that different from 1v4 in terms of events.

  • Pinhead badly needs love. BADLY.

    • Chains are currently too punishing for not enough reward. They can be finicky to handle, and I'm still not sure why you made the gates not auto lock on or heatseek on Survivors or anything. It's too punishing for such a low reward. He's punishing to play on controller because of this. Shouldn't Chains at least cause Hinder or something? It's a great tool but it needs to be made a bit easier to use, he's already high skill. Don't make him harder by not helping the chains out.
    • Box feels a bit underwhelming for finding it. It's almost never worth it to teleport to the box when it's being done, you could reward some small haste for that to catch up easily no problem. It's basically just Slowdown Survs have to do, which is good, but can't it be made a bit stronger in that regard? Maybe only reveal the Box when a certain time amount has passed? Chain Hunt takes forever to happen and juggling it takes a bit too much time for the Killer. The info on finding the box is nice, but the zapping sound is very hard to hear and seeing it on some maps like Coldwind is really difficult. Maybe add a slight Killer Instinct when within about 8 m of the Box? Otherwise box spawn Logic is good.
    • Some addons are amazing, but others are meh and still others should just be basekit. Some addons encourage tunnelling which is awful design.
    • Why can he walk through his own chains and break them? They're his extradimensional hell-chains, you telling me a Cenobite can't phase through his own chains when his vault animation is literally just phasing through the vault? Remove that entirely, no reason for it.

    Just… general QoL things here. Pinhead is really fun for me to play as and against, but he's so unfairly punishing for the reward of what he can do. He feels slightly lackluster despite his power. Shouldn't the Hellpriest feel more powerful than this?

  • @dbd900bach said:

    Ghostface is the kind of killer that you can't exactly do a whole lot with. I don't see his add-ons getting updated anytime soon so that's out. Realistically his reveal mechanic is one of the only things thwy can adjust since anything else would only be number changes.

    My idea would be to add more effects to survivors being marked. Some of his add-ons already do this but it's still lackluster. Unfortunately a lot of his add-ons already have these affects with some of then being oriented towards him being revealed. Maybe give Ghostface better fault speed and faster pallet break when chasing a marked survivor. Otherwise there isn't a lot to do to make Ghostface more affective.

    I like these ideas. What if something Hindered Survivors on Marks? What about something to make them scream or for info? What about something similar to Myers' Mirror shards or Vanity mirror that does aura reveal on partially Marked Survivors? Something that Exhausts or hinders those who Reveal him close by, or something that punishes following him around/standing as a scout to Reveal him?

    I mentioned Chewed Pen and Lasting Perfume, both of which promote camping hooks and camping slugs. That's not healthy. The Devs clearly want to orient towards more info and more chase, which is good in my opinion. Ghostface has the info but he doesn't really have the chase.

    And would it maybe really be too much to hide his red stain from a Marked Surv entirely? Why doesn't that even happen?

  • @HexHuntressThighs said:

    It's hard to say. I feel like he needs a buff but the stats sometimes say otherwise. We need new official stats from DBD honestly. According to DBD's last official stats Ghost Face has a higher kill rate than Huntress at Top 5% and General MMR. People were outraged when Huntress got buffed and they will probably be outraged if Ghosty gets buffed.

    Do you have any ideas for buffs for him?

    He's consistently seen as a high C to low B tier, it seems odd that this iconic Killer is graded as so weak. Here's some of what they could change:

    • Maybe a power cooldown reduction. 18 seconds isn't too much I don't think, then rework Walleye's Matchbook to do something else. 20 second charge time is very punishing for a Killer that functionally has no other power except crouching and relies on his stealth that hard to do anything. I can't think of many other M1s that have that sort of charge time for a power.
    • Better Reveal mechanic OR a Basekit 3 second Reveal. Let's face it, the biggest thing hindering Ghostface is his reveal mechanic. I think Reveal should be based on actual line of sight of the character, why can a Survivor hide behind a wall and see a bare pixel of him and reveal him in 5 seconds, but when he's right there sometime he cannot be Revealed? And why is it based on Survivor side and their ping and stuff? That seems unfair that Survivors can control his power. Why is there no addon that punishes people who follow him to keep him forever Revealed? Survivors should not be able to control a Killer so much they get locked out of their power like that, countering is one thing but this goes beyond countering.
    • If unwilling to change Reveal, then at the least make it take something like 3 seconds so it isn't so punishing if there is a mistake and he has more time to dodge out of the way. This makes it more forgiving for him - and riskier for the Survivor. Bots can also currently reveal him through solid walls across the map, why can they do that? Make it so when undetectable the bots' wallhacks do not work. At all.
    • Maybe some haste somewhere, ideally on Marking (Drop-Leg Knife Sheath basekit?) - I don't see why he can't have more map mobility somewhere, too many maps really screw him over in this regard and that doesn't really feel right. He shouldn't only be good on a handful of maps, no Killer should be. Marking should be rewarded more, too, especially because he does sadly need to chase sometimes, good Survivors can and will prerun to a loop the second they think they see a flicker of movement.
    • Leaning jank needs fixing, you can lean easily on some things but not others, it's really irritating to try and lean but the game says no and then you get Revealed. Why can't I lean properly around trees? Why only walls? Is this a glitch?
    • This is a copium wishlist fantasy, but… smaller TR? I personally like the idea of some Killers having weird TRs, and I think Ghostface could be perfect for that.

    This is all I think stuff they could address. Not all of it necessarily but at least some. Most of these are wishlist ideas of stuff they could change Ghostface does not need much, but he could stand a little help I think. Now, they don't HAVE to address it, he is okay right now and balanced. But he does feel like he needs… something. Just something. At least a Reveal fix and some map traversal help.

  • By the way here's one more, Myers in 2v8:

    • Two team Killer Powers as standard for everyone
    • Innate Skill - Evil Ascended: The Shape begins the Trial in Tier II with 100 seconds of Undetectable, then loses the Undetectable until he returns to Tier II again. In Tier II, the Shape has a 16 m Terror Radius, moves at 115% speed, Vaults 50% faster, and Lunges 25% further. The Shape gains Evil while stalking 50% faster. When the Shape stalks a Survivor for at least 3 seconds, it reveals that Survivor's aura for 8 seconds. The Shape cannot run out of Evil to tier up with. When the Shape reaches Tier III, he Exposes and Reveals all Survivors within his Terror Radius. He also becomes 120% speed, has a 32 m Terror Radius, vaults 100% faster, and Lunges 75% further. This lasts for 60 seconds, then he falls back into Tier II, gaining Undetectable.

      "Don't underestimate It…"
    • Team Skill - Were Those The Boogeymen?: When the Shape changes Tiers within 16 meters of the Other Killer, the Killer gets the benefit of those Tiers. If the Shape goes to Tier III, the other Killer gets Haste, an extended Lunge, a faster Vault, and sees the aura of any Survivors so exposed within 16 m. If the Shape falls back into Tier II, the other Killer gets Undetectable as long as the Shape has it, and can see the auras of any Survivors the Shape reveals while stalking.

      "Was that the Boogeyman?"
      "Yes… I do believe it was."

    So now, Myers has basekit Dead Rabbit/Monitor, he has basekit lunge and vault increases, he no longer has to worry about Tier I woes, and he also has Mirror Shards/Vanity Mirror reveal basekit. This will help him a lot, it also removes some pain points about the Killer while preserving who he is.

  • Some of how I think Ghostface could work in 2v8:

    • Two team Killer Powers as standard for everyone
    • Innate Skill - Enhanced Night Shroud: The Ghost Face is no longer able to be Revealed, but can lose Shroud by missing an M1 attack, Downing a Survivor, after Caging a Survivor, if he gets too close to a Cage, or from being Stunned/Blinded. Night Shroud recharges in 16 seconds. While in Night Shroud, the Ghost Face moves at 120% speed (115% speed Crouched, 110% speed Actively Stalking regardless of stance). When not in Shroud, moves at 117% speed (113% Crouched, 105% actively Stalking). While in Night Shroud, the Ghost Face is Undetectable, and Stalking Survivors is 15% faster. Marking a Survivor grants 20% Haste for 10 seconds. A Mark lasts for 50 seconds and reveals the Survivor's Aura to both Killers for the Duration. Hitting a Marked Survivor no longer resets Stalk Progress.

      "Now isn't this a helluva headline? 'Mass Murderers Stalk Eight!' The Press will eat that one up." - The Ghost Face
    • Team Skill - They Stalk the Shadows: While Undetectable, the Ghost Face also grants Undetectable to the other Killer within 16 m. When Stalking a Survivor for at least 3 seconds, that Survivor has their Aura revealed to both Killers for 5 seconds.

      "Nowhere to run… and nowhere to hide…" - The Ghost Face

    Is this too much? Probably. Is it fun? Oh Hell yeah. Basically, an extended Wraith. Leather Sheath, Philly, Drop-Leg Knife Sheath, and Matchbook have all been made basekit here. This turns him into a stealthy info-based Killer that has the ability to keep Survivors permanently Revealed AND Exposed, creating a situation that any Killer with range or speed can use easily. He may not be able to traverse maps super fast, but he can be an amazing support class Killer that simply feeds a more aggressive one near constant info. Since he's already good at tracking and downing Survivors fast, this becomes dangerous quickly.

  • They really badly needed to be fixed. There are multiple perks that hide, eliminate, or reduce duration of scratch marks for certain conditions. There's also just… not running.

    Killers are supposed to track and chase Survivors. You're not supposed to be able to hide all round from the Killer indefinitely by having such faded scratch marks the Killer can't find you. That's not healthy nor the natural flow of the game, it's as unnatural as facecamping a hook or holding a three gen indefinitely was. We don't want or need to have games where Survivors can't be found all round, nor Killers aren't chasing.

  • They will give it like 6 tokens that don't recharge and call it a day. Devs want to encourage chase, and hiding with Distortion means effectively only the people without it get tunnelled.

  • @Peanits said:

    Chocolate_Cosmos beat me to it, but typically when we create a Killer with multiple powers, they each tend to be weaker or more situational to compensate. In this case, although he has three forms with their own abilities, there's a right time and a wrong time to use each one. The added flexibility of having various powers to adapt to any situation is offset by their strength being slightly lower than traditional single power Killers.

    We definitely don't want to give a Killer several full strength powers. Power creep isn't something we want either.

    Is this why Killers such as Ghostface and Trapper have one singular pretty strong ability, but lack in everything else? Is this also why Freddy is currently in the state he's in (though I saw there was a buff planned maybe)?

  • I noticed that in customs, I played a round with some friends a few days back. I was on Hawkins and we had two BillBots. The Bills could somehow reveal me through solid walls, behind obstacles I was crouched behind, and from way too far away in the upper part of the map by the gen despite me being on the bottom floor near basement. That shouldn't have happened.

  • Seems to be any button. I want Dredge's remnant teleport button to not be B, but I need it to be B for Ghostface's crouch.

  • I feel like everyone was so overhyped for 2v8, it sunk the mode before it got the chance to shine. It needs another test run under more favorable conditions, but before it gets that it really needs more Killers, more maps, and a few more Surv classes and things for Survs to do.

  • Beginner mode could help people learning new Killers for the first time, too. I would love a space to practice Huntress without being shoved into the SWF wolf pit just because I am really good at Ghostface and Pinhead, and that drags my Baby Huntress MMR up.

  • I tried Trapper in 2v8. I liked him a lot in 2v8, the gameplay loop is satisfying of trapping and herding, it's funny to watch Survs stumble into traps.

    But why on earth does he not just get MORE traps in 1v4 and why can he STILL be caught in his own traps? That doesn't seem all that fair. Why aren't his traps preset either? That also seems unfair. He wastes so much time in setup and it just doesn't help him at all. I don't see why some of his addons couldn't be made basekit/partial basekit and others reworked. What harm would that do to Trapper?

    I would like to play him more. But he's still so painfully weak, he's even worse than Myers. And that feels bad, because I like discount Jason Voorhees. Please devs, take another look at Trapper.

  • Please, please no. The Killer queue times have been so bad across the board this month that between 2v8 and the glitches, I haven't touched Killer outside of 2v8 all month. Thankfully I am patient and had a friend willing to queue in as Killer with me for 2v8. But the wait in 1v4 was bad too, and I just didn't have the patience.

    I miss my Mains. None of them except my backup "brain off" Killer Wraith were in 2v8. And I got very tired of just Wraith. I did learn though I am an OK Trapper and Huntress is too frustrating for me, so there's that.

  • I play it for the achievement or because I was really angry last round and knocking heads is very satisfying. But it's not my preferred way to play as Myers. I prefer low/no TR. Tombstone addon is very rare for me and I wouldn't miss it if it got reworked.

  • I don't personally care about FNAF in any way but congrats to everyone who wants it. Big win for you all.

    I hope the map that comes with it is a new fun indoor map. We haven't had one of those in forever and I think BHVR has learned enough now to try and make a balanced one for everyone. I wanna stalk people in a pizzaria.

  • @ttvbeaniebellini said:

    2v8 is literally completely different then normal game play… I’m talking about 2v8

    Run Escapist.

    Now you don't run like a snail anymore. That's what the class is for, running.

    You're not supposed to, as Survivor, be able to outpace a Killer let alone two on your own. You are supposed to use teamwork to help with that. The default isn't that you're supposed to run the Killer for 8 gens in 2v8 or 5 gens in 1v4.

    Survivors are supposed to inevitable go down and possibly die. That's because like it or not this game's survival horror themed. It's supposed to be hard to survive in a survival horror experience.

  • @Deathstroke said:

    Just dropped down to 150% maybe they're testing if survivors play it a lot because big bonus...

    But that really not good bonus why 1vs4 does not have 100% back now? You still earn likely more bp in 1vs4 as normally there is 2-3 cakes in matches. Meaning 200-300% bp bonus. They should definetely keep it at 250% bonus minimium.

    I am not in game right now, have queues improved at all? I'm ngl, if they wanted accurate data they should have made this mode NOT be during a new player weekend. That clearly skewed it.

  • The last time they gave Survivors a massive speedboost chase perk it was MFT, and it led to the worst Meta since the old DS meta.

    Absolutely not. if you want to run fast, put on Sprint Burst, Lithe, a chase build, or Background Player and go to town. You aren't supposed to be able to forever outrun a Killer. You are intended to go down sometime. You're not supposed to run a Killer for five gens. That's just not how the game works.

    The average chase per BHVR's own data is that a chase is on average one minute. Why do you believe chases need to be longer than this on average, and how would you buff Killers to compensate for that length of chase? Because they'd have to be buffed to compensate.

  • The problem is everything they add to help new Survivors, just makes SWFs and strong Survivors much stronger, and that much more able to smash the weaker half of the roster. That's not fair to THOSE Killers, and it shouldn't be the way the game is balanced.

    The Devs added more pallets and windows, that was a mistake and made playing lower tiers very hard, ruining Killer diversity. They're only just now course-correcting to fix that grave error.

    They added a HUD and there's people who still want more info. They added beginner friendly perks to help like Deadline but they're locked behind paid content. They added everything but comms, and they should not add comms IMHO.

    They added an AFC and genkick limit, and that didn't help. They buffed sabotage. They gave us tons of generator speed perks to help. They gave us chase perks, aura perks, antitunnel. Half of them are locked behind paywalls.

    There's visual and audio cues, and nobody teaches them any of that. Nobody says to the noob, "look for yellow fabric on windows, those are vaults and those mean safety", they just go "just slap on Alert and WoO, you're good" and then people never learn how to properly loop. That causes people to demand MORE loops that are safer so they can win easier, MORE filler pallets, bigger maps. That hurts the weaker Killers for no reason, and so more people play the stronger ones that are harder to counter.

    Then Survivors win when they group with their strong friends in SWF, get boosted, and they get Killers they can't handle and get MMR locked. None of that helps.

    And almost ALL of this is stuff advanced Survs can use to make life miserable for the weaker Killers and new Killers. Look what everyone did that was good with the billion pallets, big maps, and crazy boosts in 2v8, they rapidly realized what it was and took to it like with the old versions of maps with 10,000 pallets. In a mode with two M1s, an M2 that was nerfed, an M2 that takes some practice to use and has many counters to her M2, and the lone superpowered Killer of the bunch Nurse.

    What more can BHVR give to help at this point? What more can they give that doesn't give Killer players the shaft and unhelpfully boost newer Survs to where they do not belong? At some point you can't do bandaid fixes anymore. You have to have something to help train new people or lock them into a beginner's queue with other beginners, period. No MMR, no Killers above a certain hour threshold allowed, only newbies. And a better tutorial. Problem is IDK how you'd do the former without strong players going into that mode to stomp.

  • Predictions:

    • Finisher Mori was discussed, I think it's fine depending on HOW they implement it.
    • Skurchent and Unknown will be tweaks to their kits, probably to make Skurchent not be a bag of fifteen statuses and to make Unknown's staredown and UVX a bit stronger. The latter could be a shadow Ghostface buff because they seem to use the same code; Unknown has the same jank as Ghostface.
    • Hillbilly nerf. No way it's not. He's a bit overtuned and it's a little too easy to spam chainsaw.
    • Twins is probably getting something to make them worse at slugging and better at chase-down.
    • Leverage will be buffed. So will Blood Rush.
    • Hex: Crowd Control will become no longer a Hex, but something timed, since Hexes are weak (even with Drac's perk that guards totems) - or it will shift totems somehow like Face the Darkness.
    • Distortion's being nerfed, it counters way too many things and the Devs definitely wanna focus on chasing, which aura read facilitates, by giving Killers harder to counter aura read. It's also currently an unfair perk to Survivor teams, because one person will hide with it while everyone else gets slaughtered and tunneled out because the Killer can't find this person. This will be to discourage "ratting".
    • Pharmacy will be buffed to give better medkits.
    • Scene Partner will possibly be given a cooldown because it currently activates a bit too often.
    • Weave Attunement is either getting hard gutted (for no good reason, perk is fine IMHO) or it's getting a range reduction and/or shows the aura of any dropped item to the Survivors (the only change I think it SHOULD get). People really need to learn to deal with not relying on Items always being reliable, it's part of the game for items to be limited; nothing should be foolproof including items (which you can always, let's be frank, get more of anyway - we get showered in BP and we just had Masquerade and everyone still has scads of items from that).
    • Shadowborne will be reworked. I'd like to see it be a sort of Lethal Pursuer for Undetectable, or for it to show auras every time the Killer becomes undetectable. It could also be made into Distortion for Killer - now Survivor Aura read is not useful, and since there is so much of it… once again, no tool should ever be uncounterable. Surv aura read isn't an exception. However it would have to be limited if it did that, probably by recharging tokens per hook or something like how old Furtive Chase did.
    • Plague will get QoL, some power tweaks to make her better, possibly be made 115% speed, and have some items partially basekitted. I don't see her getting nerfed, but her infection may be changed the way Wesker's was to make her less frustrating and punishing to play against - especially for medkit users.
    • Cenobite is getting QoL, possibly some tweaks to chains and the box, and very likely some items basekit or partial basekit with some addons reworked. It's likely he will be made more rewarding to use, I think he could use a "lockon" or "seeking" feature for his gateways to be particular that tracks the Survivor. He's already tough to use and even tougher on console. He needs something. His chase can also be somewhat weak if you miss your chains, so perhaps that will be addressed.

    I overall think these will all be good, healthy changes - and this is just what's shown here, it's not a full roadmap as Mandy said.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755452#Comment_3755452

    "Just never bring add ons bro, idk what the issue is." See how dumb that would be if the roles were reversed?

    Irrelevant critique is irrelevant. You know an addon isn't anything like an item or a power, there IS no role reversal and Survivors can be plenty viable without items, I have lost to people good enough who brought no items. Stop strawmanning.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755428#Comment_3755428

    The killer would have to engage the bot beyond just making it run away if the bots were more active in doing gens, especially in this situation. That is the whole point of this thread. Its literally to prevent matches from being dragged out forever so the killer can get 1 more kill.

    That isn't what I asked. I asked HOW you'd make the BOTS "repair gens better" without making it a perfect AI companion the Killer can never touch.

    Newsflash also: Survivors are sometimes supposed to die. Killers are intended to get "one more kill" if they think they can. I'm sorry you're upset you can't just hide and toxically drag the round out for 20 minutes at the end because the Killer was smart and used the bot's AI to their advantage, but it's no more problematic than a Dumbtech which also isn't intended. Or do you agree that using something that isn't intentional but can be useful is a bad thing, even on Survivor side?

    What was your opinion on the flashlight locker glitch fiasco, I wonder? Still unfair, or was that glitch somehow "not an exploit and fair" while a Killer simply using the bots as a tool is "an exploit"? The answer of course is, neither are exploits. They're like bunny-hopping, ultimately harmless.

    You don't need to draw a round out. You don't need to win as Survivor to get results in Grade, BP, etc. And I think we're done here because literally nothing you have said has amounted to more than "I don't want Killers to have any ability to stop me from drawing an already lost round out for a 4k because petty reason #120."

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755559#Comment_3755559

    Im mostly playing with meme builds or with one or twop perk only while not trying to tunnel or camp. With Pig or Sadako.

    When I win, its mostly in end game or with one gen remaining. Im fine with that. I have enough experience in dbd, but that does not mean, that Im gonna be consistent. Games are supposed to be fun (I know that this is something that many people in this game tend to forget). Me stomping my opponent isnt fun for me. A close game where both sides have a good chance to win is a lot more enjoyable for all people involved I feel like. This is certainly something you can get behind. Survivors that have no chance of winning tend to give up fast. Thats presumably why I rarely see quitters in my games. Of course this is just my opinion and everyone can play however they want.

    My last comment on the matter: A lot in dbd in terms of winning does not come down to player skill or even hourcount to soome extend but the loadout that they bring to the table. I could send myself to Midwich all the time while using jigsaw sketch and crate of gears combined with lethal, corrupt, stbfl and surge to win almost all my matches. Is this fun? Not for me for sure.

    I'm in the same boat here.

    I went through my sweatlord era where I had to win really hard to feel good. I have hit Iri I and gotten the cheevo for it both sides. I have everyone in the game at p1 or higher. I have my Mains and perk loadouts I like. I get more than enough BP every month to get what I need done and maintain my Mains. I have everything I want barring some cosmetics. All I have is tome challenges and trying to have fun, what else do I really need? Why would I ever wanna hardcore sweat all the time for a less fun more stressful experience when I can play it like an actual horror film and have more fun with it?

  • @Insertcoolnamehere said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755436#Comment_3755436

    In my experience, at least 80% of survivors will attempt an unhook. Even if they get chicken and run away once the killer resists, they still try at least once. The bots have been programmed to not try at all

    I'm gonna need actual statistical evidence for that 80% besides just your experience. Anecdotal results are not evidence.

  • It's really easy to bring perks over items, IDK what the issue is.

  • They get cocky because they believe they have already won. They have not. The game is not over until those exit gates are open and everyone's out, this is why endgame builds exist.

  • I'm very casual so here's how I define winning: I had fun. That's it. I just had fun and wasn't bullied or hardcore shat all over today, that's a win. It is WILD to me that some people define not only a 4k, but a 4k and the gates never open as the only way you win.

    If you really want further definition, then any of these also count as a win to me.

    As Survivor:

    • I Escape
    • I help someone else Escape
    • I pip
    • I got value out of a weird perk
    • I got the Killer to do something silly with me, tamed them, etc.
    • I got a lot of BP
    • I progressed a daily or tome challenge

    As Killer:

    • I get anywhere from 1-4k (To me 1 kill = 1 win, and you can thus win up to 4 times a round)
    • I scared the hell out of you guys and you tell me so
    • I did something really cool
    • I pip
    • I get at least one Mori, if I brought something to Mori with
    • I got value out of a perk, such as Rancor or a weird pick like IDK… Shattered Hope or something
    • I got the Survivors to be silly with me, tamed them, etc.
    • I got a lot of BP
    • I progressed a daily or tome challenge
  • IDK, most of the time the remote hook was limited by if I had charges of my event power or not, if I could even do it, if the event power was on cooldown, etc. If you actually used event powers, I think there were enough limits that it was fine.

    Was it OP? Yes. It was a touch too strong and if and when it comes back somehow (and mark my words, it's gonna because BHVR likes to reuse mechanics), it needs adjustments somehow.

  • That's literally the only definition of tunnelling, anything else is moving goalposts.

  • Ignore this, I messed up a quote and it didn't post.

  • So can someone explain to me why a) it's so hard to just set your item down or not bring one, b) Killers aren't allowed to have strong info, c) you can't just run Distortion?

    Stop crutching so hard on items and maybe Weave won't be an issue. Franklin's was no problem before, just annoying. Weave is not a problem, just annoying with Franklin's. It really isn't any worse than Nowhere to Hide is and you can literally ALWAYS get more items, they're in the bloodweb right there.

    Leave this perk combo alone and stop getting stuff nerfed so hard the only viable perks Killers cna use are four slowdown. Because I promise, as someone who plays both sides, I and most likely anyone who plays any amount of Killer REALLY doesn't wanna run just the boring meta of four slowdown. Period.

  • Friend, IDK what to tell you but they're programmed like the average Survivor plays.

    The average Survivor isn't very good.

  • Trickster could have a visual glitch that caused strobing lights to happen. This can trigger an epileptic seizure in some people.

    It absolutely was that serious.

  • I never had an issue, never saw DS not work this event either. It wasn't faster than DS. It WAS overtuned and probably should have some limitation if and when it comes back… because we all know it's probably gonna return in some way if not next Masquerade, then certainly as a perk or something.

  • Good, this was life-threatening.

  • How can you make Bots better at repairing gens? All they KNOW is loop and gen, dude…

  • Also noticed this, PC playing on Steam.

  • This seems related to the bug where Unknown's shadow persists in the environment after it teleports.

  • Oh I can run a Killer for like four gens and get nothing but if my friend genjockeys and takes no hits and escapes he gets more BP.

    It's not okay.

  • Just make BP gains be larger for everyone, especially Survivor. Period, end of.

  • I keep telling people this game is SO AGGRESSVELY NOT about winning no matter what they put in it for people who wanna be competitive, and I keep getting slapped down.

    Games are supposed to be fun. You don't necessarily have to win or dominate the other side to have fun.

  • I am sorry, but I've never not once, either side, met a Kate who wasn't extremely rude and liked to BM. Not once.

    Kate Mains, please do better. Kate's lore says she spreads joy and hope; you're being the opposite.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743802#Comment_3743802

    I like Ghostface but he can be taken out of his Night Shroud to easily why I play myers more.

    Myers loses stalk access. Ghostface does not. Myers' addons are all powerful but Ghostface's are more balanced and overall useful. Both have pretty good build flexibility. Ghostface can pressure more than one person at once via Stalk, Myers can snowball better.

    It's kinda apples to oranges here IMHO, and I say this because I play both.

  • Apples to oranges, @ReverseVelocity. They're different playstyles. Legion may excel at keeping Survs wounded but they CANNOT catch Survivors vulnerable while healing. Nobody heals against Legion because that denies their power, and nobody groups up against Legion either because that again denies their power. Against Ghostface you WANT to stay healed, which is a form of passive pressure, and can create a situation where at least one or two Survivors are vulnerable to being downed or stalked for later. You can even get multiple downs this way. Smart Survivors don't stay injured against Stealth Killers and don't heal against Legion.

  • Spirit is consistently ranked a High A tier, she's considered in the top five by most players. I'd argue she's like third or fourth strongest in the game played well. She is anything BUT weak.

    Definition of Exploit, from Dictonary.com:

    image.png

    The bots are intended to work this way based on their AI. This is not a flaw, bug, or glitch. The Bots just have AI that can be gamed a bit, to make them fair, because they have LITERAL WALLHACKS at loops. They are not supposed to be good, perfect, or win you games. Using the AI like this isn't an exploit because Bots are programmed to seek other Survivors out for help, therefore it's not a bug. It's a feature. Blame the Devs, not the Killers. Nobody doing this is, by dictionary definition, exploiting anything, so it's not an exploit. And is it honestly, REALLY NOW, any worse to have a bot doing this than it is for a human player who is realy bad? I sure don't see any difference when I am saddled with a bot at the end.

    I do not think this discussion is going to go anywhere, KateMain…

  • People are saying "viable" a lot here.

    The problem with saying "Killer [x] is viable" is that, depending on MMR and game level you're playing at, "viable" means different things. For the average player at low-mid MMR or casual MMR, ALL Killers are viable and some are overwhelmingly too strong. For higher MMR, only about half the roster is viable. For Comp, which has serious restrictions on what people can bring, nobody at D tier is viable which is why you never really see Comp Myers or Comp Freddy, but do see comp Ghostfaces and Legions - the definition of "low tier killer" is different there.

    So depending on your definition of "viable", either only half the Killers in the roster are, they all are, or nobody is except the absolute strongest and it also depends on your style of play and goals in the game. Do you wanna win? Do you want to have fun? How casual or comp are you? That changes how viable a Killer is too.

  • @ReverseVelocity said:

    I think he's pretty bad. The worst of the stealth killers for sure. He just doesn't really have much going for him, he's a pure m1 and that's pretty much it. No mobility, still a pretty long cooldown, janky stalk and reveal mechanics. I WANT to like him but he's just… bad.

    At least Legion can consistently make people one shot with their power.

    In my experience Legion getting a 5 hit Frenzy down against semi-good Survivors is way more Rare than Ghostface pulling off a marked down. They are much less consistent.

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