Yords
Yords
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2105129#Comment_2105129
25. The devs have just nerfed most Demo add-ons do you believe it was justified compensation for his buffed portals?
No, I even submitted my own suggestions to fix this. The compensation is just unnecessary. Demo's base shred speed should be set to 100% without any negative compensation. There really was no reason to nerf the rat liver if the devs weren't going to change his base shred speed. Rat liver could be changed to do something like increase the shred range by a meter or two, same thing for his deer lung addon. Why is his deer lung addon even given a drawback? The only addons that need drawbacks are ultra rares that provide a powerful effect such as the "Judith's tombstone" addon for Myers, not a green tiered addon.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2105951#Comment_2105951
I've managed to use the new actual anti-tunnel DS in almost every survivor game since the nerf, I'm not entirely sure I'm overestimating it when I say it's near enough every game now, enough to make a friend of mine legitimately quit the game for the moment.
If they come straight back to tunnel you, it doesn't matter if you hide. It doesn't matter if you use every pallet. In solo-q you will die because your teammates just do not do generators. And if they do don't worry, Noed strikes, at which point you couldn't have had a chance to do totems due to being chased all game but remember just do bones.
I wouldn't say I'm overstating how often it happens when it is quite literally almost every game
Well that is just weird, in my survivor games lately the amount of tunneling has stayed roughly the same. Sure, it sort of increased because of the DS nerf, but it is still something that does not happen every game. Maybe it is just our different experiences I guess? Who knows honestly, personally my games have been just fine.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2105916#Comment_2105916
cant blame my teammates for being chased on the other side of swamp only for the killer to immidiately drop chase with them to come back to where i was hooked bestie
If the killer comes back then you have time to hide, and if the killer wants to tunnel then by all means use every pallet you can. I still think people are overestimating how frequently tunneling happens.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2105907#Comment_2105907
youd be shocked at how fequently that happens when you dont play peak-time
Usually you can blame your teammates for straight off hook tunneling.
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sure, every single game you have been tunneled off hook
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@Hoodied said:
Oni milker physics pls
Idk what "milker physics" are, but I don't want to know
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2105103#Comment_2105103
True but considering his obsessions and a specific brown add on its not out of the question
I don't want to step into awkward territory here lol, but he probably used that VHS tape to "satisfy himself" instead of the people honestly.
If he even has that (and probably more), then he would most likely have only caught victims for their fingers because he is crazy for them. He is insane (not as much as doctor tho) for fingers and you can tell by the way he treats them. In his mori, he obviously sucks them and then puts them in his box. The box he puts them in has the inside made of velvet or nice silk (I forgot where I read about this in his lore), meaning he treasures them highly. His lore also doesn't mention him "using his victims for pleasure" or imply it either, just that he captures people and takes their fingers.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2105077#Comment_2105077
24. Small game was recently changed to come with a totem counter essentially no to Noed. This has delighted some but angered others who've said this should be base along with other things. Do you believe something like a totem counter should be base or remain a perk?
I agree with survivors getting a totem counter, but not a straight up one like they do for generators. They could make it more immersive by doing something like making all survivors hear a breeze of wind for each dull totem they cleanse, or having 5 candles blow out for each remaining totem left in the match just below a totem. So yes, I believe that some sort of totem counter should be base instead of being in a perk.
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Then they write a forum post about how "tunneling is out of control".
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/242223/where-are-the-more-evil-killers
Clown probably got involved in #########. They don’t have to say it they can just Imply it
I don't think so, he is a crazy psycho and those kinds of people are really weird sometimes with how they murder people. He did drug people, but probably only for their fingers, because that was his sort of way to achieve pleasure.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2103694#Comment_2103694
23. What do you believe should happen to other killers in desperate need of changes?
I believe that they should get changes that buff their power and change it in some ways, such as pig and legion. She needs a total addon overhaul and power rework.
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@A_Creative_Name said:
https://forum.deadbydaylight.com/en/discussion/comment/2103885#Comment_2103885
Yeah and Counter map offerings exist as well as sacrificial wards and not to mention you cant run map offerings every game.
The odds of you getting the maps you want are pretty good, and few people bring sacrificial wards since they are so rare.
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No offense, but the nerfs most definitely do not fix him.
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You do know that the survivors are still affected by that bug that makes them silent right?
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Audio in this game in general is just inconsistent and buggy if I'm being honest.
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I mean, maybe? She's a little too young if I'm being honest.
I don't think people would be too happy to kill Clementine lol.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2104028#Comment_2104028
I don't like the idea of having a huge pile of instant down hatchets all game. The distance requirement is great but this isn't a give and take situation, this is a "something is overpowered, and needs to be nerfed" situation.
You could apply the distance requirement for example, and left the maximum required hatchets as it was and they would still be able to use infantry belt and such to have multiple instant downs if they wanted to commit to that.
Just giving an armful of instant down hatchets though I am not really too keen on even with a distance requirement. The idea of more than 1 is fine with a range requirement, but having 5 + 2 with a belt for 7 insta down hatchets is stretching it I think.
I thought it was a good nerf though. There isn't always a time where you can just get a 20 meter shot as Huntress, it happens just not too frequently. It is definitely still strong, but not anything crazy, at least not what the current iri head is, and it can of course be changed to something else. The point of ultra rare addons are to buff the killer using them in a significant way, and I feel this would do just that.
If it makes more sense, we could reduce the hatchets by only 2 instead, that way you could still have stronger hatchets and not have it be overwhelming. Also, you could run it with the soldiers belt to give you more, so would it be better this way? We could also set it to 5, but allow no hatchets to be added, as is already going to be the case with the upcoming nerf to it.
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@Spill said:
Who is this guy? What didgeridoo is he smoking?
Freddy's anti-looping isn't what makes him powerful. It is his objective and map pressure with teleporting.
Fredrick Kruger is the 1 killer who has MULTIPLE abilities.
He is partly invisible when awake.
He has a natural Borrowed Time defense when survivors are asleep.
He can fake pressure people off of gens.
He can travel the map in seconds.
He can waste time by making players travel to an alarm clock.
If you ever watch him move, he travels very fast with a deceptively slow walk animation
The knives on his model don't match his attack distance so he gets hits when players think they are safe.
His teleport wasn't changed which should be his main ability. He can't have 2 strong main abilities. Hence the nerf
You seem really upset by what I wrote. lol
So Spill, Freddy does have powerful abilities, you are right. He also has the dream projection which is very powerful along with all his other passive abilities that he just has. The reason I did not touch on his dream projection is because that it was fine for the most part, it isn't the main reason that makes him unfun to play against and the devs did not mess with it in any way. The devs are nerfing his dream snares which is what I provided feedback on.
- "He has a natural BT defense" - Then don't got for unsafe rescues, and make sure you stay awake. Also, he isn't going to be camping most of the time so you shouldn't constantly worry about this.
- "He is partly invisible when awake" - This is a slight inconvenience, but not completely game-changing or too strong.
- "He can fake pressure people off gens" - Is it really that bad though? You can sometimes predict when he is going to and at most he will stall you for only a few seconds.
- "He can travel the map in seconds" - Yeah, that is part of his power and you know who else can do that? Demogorgon, Blight, Billy, and Oni.
- "He can waste time by making players travel to an alarm clock" - Again, this is part of his power and I will admit that some of these abilities are too much for him doing nothing to get it, but it still isn't even that bad. You know who else can do a very similar thing? Demogorgon and Plague.
- "If you ever watch him move, he travels very fast with a deceptively slow walk animation" - I don't really have a response to this, it seems like you just have trouble guessing how far he is from you. This is not even a problem.
- "The knives on his model don't match his attack distance so he gets hits when players think they are safe" - ...ok?... so he has some funky looking hits sometimes. This is not a strength against any survivor who has played against him before.
@Spill said:
And you think Huntress should be faster without hatchets by default??? This guy is wack. She has a ranged attack that requires skill.
You don't get to have SAFTEY NET if you can't land a hatchet.
Someone give this guy an AI to kill survivors because he clearly wants the game to do it for him.
Any Huntress player will run out of hatchets btw, it is not a "safety net" either, you know why? Because a Huntress with no hatchets is an m1 killer, equal to Wraith in chasing potential. It is meant to give her a little something when she runs out of hatchets, not as a safety net. Not sure why you thought of that. Sometimes on maps, you can run out of hatchets in a chase and be left with nothing but 110% mms. Some maps have bad design too and can make you walk very long distances to reload hatchets.
Waiting on your well-written and civil response, Spill.
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@[Deleted User] said:
That's a hard pass for me, I would still take the current BHVR change over that personally.
Which one, and why?
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2103861#Comment_2103861
I think you underestimate how far away 20+ meters is along with how many tall walls/structures can spawn there.
This was just one match I had where there were plenty of times where I could get some snipes or shots further than 20+ meters.
https://www.youtube.com/watch?v=9zs0XYPlLvo&ab_channel=Yords
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@Sluzzy said:
I can't believe there is no mention of fixing Huntress hitboxes?! "Don’t panic: We have not changed The Huntress’ base kit". Well, her basekit was beyond broken Devs. Play against her if you don't believe me. Impossible to dodge the hatchets.
It's still a good thing Iri-Head is finally nerfed. That's a celebration :) But the nerf isn't enough. The main issues with Freddy and Huntress are the gigantic and uncounterable hitboxes. Freddy wasn't nerfed enough, a killer shouldn't teleport directly to an objective using unfair perks like Tinkerer and BBQ. That's just broken. So the borrowed time change was actually good but why is the time being nerfed so much? A compensation for killers again? A compensation wasn't done with DS when it was slaughtered. Lucky Break also nerfed for compensation. Soul Guard nerfed. OOO nerfed too of course. ZANSHIN TACTICS killer perk buffed. Demo being buffed. Way too killer biased in every update.
Her hitboxes are fine, it's latency that makes the hits seem wack.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2103844#Comment_2103844
The issue is literally getting 20+ meters of unobstructed LoS/No tall structure or walls and actually catching a survivor with a projectile which most maps realistically don't allow on most of the map.
Remember the skilled huntress achievement aka the long range downs achievement is rarer then every single nurse achievement.
I think you are overestimating the number of times you can get these kinds of shots though. On maps like macmillian, coldwind farm, or autohaven there are plenty of times where you can see survivors out of position. Perks such as bitter murmur or BBQ are also very helpful towards this.
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Discordance, BBQ, surge, and STBFL
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@A_Creative_Name said:
Good luck getting 20 meter ######### snipes on indoor maps or highly congested maps......
It really isn't that uncommon though, there are plenty of situations where 20+ meters shots are capable of happening, and yea indoor maps like lery's would suck, but they suck already for her just in general.
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@bjorksnas said:
I think the 20 meters on iridescent head should be increased to 24 just because that would put it directly inline with the skilled huntress achievement
And my opinion on the putee is either your change or increases huntresses movement speed by 0.04m/s for every missing hatched under 5 hatchets (so extra hatchet addons have no effect) basically 5 hatches is at 110%, 4 is at 111%, 3 is at 112% ect
I feel that wouldn't have enough impact and BHVR probably wouldn't code something like that in, just trying to keep things simple so BHVR is slightly more inclined to try these ideas out.
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@Warcrafter4 said:
Stop with the long range requirements they fundamentally don't work with how DbD is designed which is why Iri coin is an utter design failure.
The problem with Deathslinger is that he doesn't have unlimited range like Huntress, so he has to get survivors at just the right distance. Huntress on the other hand can literally snipe survivors on most maps. It would work on Huntress for sure.
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@indieeden7 said:
Both of these changes seem much better than the ones that will be on the PTB however I feel as though Iri Head should maybe decrease carried hatchets by 2, being able to carry 7 insta down hatchets would be crazy on Huntress players who know how to snipe.
It is pretty hard to get snipes though, any decent survivor will make sure you never get them. It is also pretty hard to hit survivors past that 20 meter mark and I don't think it would be crazy. Like I said, it would buff her zoning ability and ultra rare addons are supposed to be pretty beefy.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2103452#Comment_2103452
22. With the three killers with their add-ons reworked and updated the only killer left with an oddest of add-ons left is Michael. His power itself is outdated but many say his powerful tombstone add-ons keep him afloat should Michael or another killer be top priority for changes? And if so how should they go about this?
His power needs to be updated for sure, but I am not sure whether or not to change his tombstone addons. His tombstone addons fit with his lore and make him unique because he along with the Pig and Pyramid head are the only killers who can kill survivors without actually sacrificing them through the use of hooks. The tombstones are also VERY strong, but also just as counterable. So no, I don't think they should be at top priority for his changes.
He needs a rework, and then his tombstone addons should be changed with them as well. I also think it would be cool to keep the effect of the tombstones (killing any survivor instantly), he is a licensed killer after all, he needs to be special from the other killers (not saying the others aren't special in their own way of course). They need to update Michael to meet the modern standard of a DBD killer while keeping the tombstones and changing the addons to work with his new power.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2103269#Comment_2103269
20. Do you believe the devs should look into giving the last three killer their own map?
21. Do you believe going back to new killer changes Freddy should get a rework instead?
Yes, I do. Blight, the Twins, and especially the Trickster really need to get their own map. We haven't had a huge amount of content come into the game since the silent hill chapter where we received a full chapter. Giving us a new map for the killers who don't have one is definitely what is needed and players would love to see new maps.
Freddy is a bit weird. He sort of needs a rework again, but he doesn't. I think he needs changes to make him more skillful and even more deadly in the dream world. Having his skill rely in keeping survivors asleep would make him less boring and more fun while still keeping him strong.
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@Huge_Bush said:
I believe it will be meta. It'll be great to use against Spirit and with the Freddy nerf, lots of bad, lazy killers, will switch to Spirit.
Playing spirit does not make the player who decides to play her bad or lazy.
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Spirit doesn't really have good map mobility unless you are using MD ring or/with the yakuyoke amulet.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2103207#Comment_2103207
Okay might come back to it.
19. Trickster has upcoming buffs he was lauded as the worst killer of the game and many ideas were stayed to improve him. But they didn't do it on release once more showing the devs lack of communication with the community. Do you believe the buffs will no longer make him the worst? And should the devs make it top priority to listen and communicate with the community better?
The buffs will definitely help, but I am pretty sure that he will still suck. He needs a rework or a few changes to make his power more lethal.
I agree with making clear communication with the community a thing. Just simple communication would help everyone out.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2103241#Comment_2103241
no, you guys don't play twins correctly then smh
lol then how do you yourself play the twins?
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@IlliterateGenocide said:
uhh , yeah no, twins main here, unless ur playing scummy, this wont affect you at all
tbf the only effective way to play the Twins against good survivors is to play what is called "scummy" such as slugging, tunneling, and camping.
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Being able to instantly down a survivor is always a good thing to have. It is better than any other status effect because it helps you as a killer do your job much faster.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2103120#Comment_2103120
18. Was gonna plan something else but we're gonna go to the announcement of upcoming changes. First question reaction to the Freddy, Demo, Huntress and Twins changes?
I actually was just about to post an in-depth thread about this upcoming patch. But my overall impression of all these changes was that they were good except for Freddy's with a few other questionable changes, and you can find everything else I say in the post here in just a second.
It has already been posted, this is just in case anyone doesn't see it.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2100672#Comment_2100672
With the map changes have come breakable walls some have all the issues and some don't mind them but they're only truly interactive with the killer deciding to break them or not. There's been an idea to bring a hammer or mallet to break or rebuild them from the survivor side to make them more interactive. In a past comment you said an item like that would be OP on Dead Dawg Saloon. Are you opposed to an item like that? Or that an item like that would be more dynamic on some maps then others?
Currently, breakable walls are merely pre dropped pallets. This means that the killer has to spend their already precious time to get rid of them. The idea of a hammer breaking them is not a very good idea because it would create an infinite on the dead dawg saloon specifically. Against good survivors you can end up wasting loads of time breaking them.
Then there is "The Game" map and the breakable walls on it. Definitely a pain in the rear to deal with sometimes, for both sides.
What I think breakable walls could be changed to are something that survivors could actually spend their time to build, and then the killer would have to break them. It would be more balanced because a survivor has to spend their time building one. It could be one of the new mechanics we have been wanting for a while now. Of course, the devs will have to rework them a little bit to be fair, but having a new layer of strategy would be great. I forgot where this idea came from though, I think it was scott jund's, but still. This idea would be a great addition if done right.
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@apathyinc said:
The Small Game change is good enough, the totem count does not need to be free info. SWF is for people who want ultra easy mode, once you make that stuff base kit, you take all the challenge out of the game.
I am pretty sure that giving survivors a totem counter would definitely not make solo too strong.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2102779#Comment_2102779
That's the thing you spend that 40s on a chase just to lose them that's 3 gens half and you got nothing off it ontop of everyone can use that
It was an exaggeration, but I still think it is not going to be useful without a med kit or some form of healing on that survivor.
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I honestly think it won't be as strong as people think. It only lasts for 90 seconds and if the killer is good then it will not matter, and then again it's only 90 seconds. About 40 seconds could be spent being chased before losing a decent killer, that is already a huge chunk of the perk gone. Also, it is a one use perk, it will be useful in the early to mid game, but that is it.
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lol I really don't think it matters, he can just use iri flesh to make up for it, or go for the other person going for the rescue.
In fact, I think at base he is able to catch up to a survivor after hitting them when they have the endurance status effect.
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@GeneralV said:
Unpopular opinion: solo queue is fine as it is.
I somewhat disagree with that claim. It is pretty crippling at times to not have any sort of communication with your teammates. It is fine for the most part, but it should definitely receive some improvements. Not completely game-changing improvements, but something to give solo players something to communicate.
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You can't.
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@DoritoHead said:
You seem pretty wound up. Take some time off. Have some relaxing jasmine tea. This is nothing to get worked up about.
He should probably sit down with a kind stranger and have a nice chat, and have some nice relaxing, delicious, jasmine tea.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2101166#Comment_2101166
Don't substitute the concepts please.
In any other game daylight wouldn't be an issue.
But in game where one of core things is that the day NEVER starts this is a huge issue and people ignoring it just don't care about the lore.
Isn't the lore constantly expanding and growing though? I really don't think that THIS is something to freak out over.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2101153#Comment_2101153
I can too make ######### words plays to justify daylight map in a game where daylight shouldn't be by definition, but I'd be just justifying ruined lore in that case.
What's wrong with daylight in a horror game? In the daytime in horror is usually seen as safe, but now it won't be. Is this bad?
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Dead by Daylight = You are dead by the time daylight rises - This means that you can die in the morning or technically daytime, thus the game still makes sense with the title "Dead by daylight". This means that the name of the game still makes sense and fits.
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@immoraldemise said:
Please stop comparing Trickster who is ranged to Stealth killers and their powers. Its already a well known fact that Myers needs a buff and has for years.
I guess Killers have a problem with SWFs. but Solo, Trickster is demolishing everything. If i use Trickster, half the Survivors typically DC or first hook suicide.
Laceration Decay is fine, because of how badly the killer community tunnels the snot out of one person. If you don't do it thats you. You cannot speak for the rest of the community who's sole intention is to ruin the game for other people, knowing full well they wont get in any sort of trouble for being toxic.
Buffing him too much will make him P2W, and he's not exactly in a terrible spot with how often he gets 2+ kills per game. I'm sure if you ask BHVR they'll gladly post the stats. But i'm sure they will soon anyway, as they typically do after some time has elapsed when a new killer is released.
Decay starting after they're healed is kind of an oxymoron? that's like if I went to the hospital and got patched up, but i'm still bleeding profusely.. They could treat it like mending, but halved timer that if it runs out causes Broken Status. But being healed should remove the decay all together. As it is, his knives don't trigger BT. That alone makes it OP and folks are abusing TF out of it.
Doubling the damage from a single knife throw would be OP and heavily abused. Or it will be wildly useless. It depends! There are way too many inconsistencies with their crappy servers. The only thing I 100% agree with is being able to store his power. I really wish you guys would rail BHVR to fix the QOL aspects of the game versus buffing specific killers. The servers are the biggest problem with the game, crossplay coming in hot at an extremely close 2nd.
"I guess Killers have a problem with SWFs. but Solo, Trickster is demolishing everything. If i use Trickster, half the Survivors typically DC or first hook suicide."
You lost me when you said that trickster is "demolishing everything" in solo queue. This is just not even remotely true.
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sounds pretty good
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2100878#Comment_2100878
Shouldnt be a problem, youn will spot Survivors full Map away with that brightness.
Not through that thiccness of corn, rotten fields just got even worse.
