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  • There is a reason why BHVR intended for a 90 degree turn angle limit. It's important for survivors to have enough counterplay against killers as well. Fixing this bug that would ignore the 90 degree turn angle is more than welcome.

  • I definitely agree that BHVR is way too slow with changes, and just don't take any risks really. The newly anti-facecamp mechanic is a perfect example. We get a mechanic that could have addressed the frustration of camping for survivors, but all it does is counter the most egregious form of camping, facecamping, and that's it. Barely any actual improvement in that regard.

    The same goes for tunneling and gen rush. For 7 years people still have the same complaints as it seems, and it doesn't seem like that will ever stop.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608091#Comment_3608091

    Agreed, and I think the only way to do that is to adjust the power scaling of the game.

    The 4v1 is currently fairly Survivor-favored. The 3v1 is massively Killer-favored. Those two need to be closer together. That'll also help close the gap between lower-tier Killers and high-tier Killers.

    Definitely agree with that. BHVR just can't overdo it to the point where it's not beneficial to keep everyone alive at all, or some survivors will not even care to unhook the first hooked survivor anymore.

  • @ShinobuSK said:

    He is not fun to play against though

    Some do find him fun to go against. It's subjective.

    Personally also find him fun to play as though.

  • @Pulsar said:

    There can only be a punishment for tunneling.

    There is NOTHING the Devs can implement that will be stronger than removing a player from the game in the first two minutes. Therefore, there is no way to encourage spreading pressure. Even if you made PR basekit and 25% for every Survivor not hooked twice in a row, people would still tunnel because removing someone from the match is STILL STRONGER

    The game needs both. Spreading hooks needs to be more viable, and tunneling and camping much less viable.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607404#Comment_3607404

    When survivor drops the pallet, the killer can vault under it and uses the power. Its similar to Wesker but with the benefit that Chucky is able to attack.

    When survivor dont drop the pallet, the killer can zone the survivor away from the pallet and there is no way to get to the next loop or back to it, unless its a very short filler. And short fillers are deadly anway.

    The flick gives him the opportunity to hit at probably every loop. I can not confirm everything of course, but so far, it appears to be that way. I think the flick is okay, it gives something to the killer, but S&D should then be changed. If that is no option, i agree, the flick needs to go.

    It is one or the other.

    I am positive the 180 degree flick is not intentional or? I know I don't play with it. I really do think that needs to go. It should be a max 90 degree flick.

    As for scamper, in my experience, it's sometimes not fast enough to get you a hit after you use it. But I do think the time of scamper should be increased to 1.6 seconds, from 1.4 seconds.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607494#Comment_3607494

    If you want to make it into an us vs them go ahead, but I'm not going to engage with this mindset.

    You are trolling me now right?

    Where in my post did I turn this into an us vs them argument? Hello?

    Way to avoid the discussion completely.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607482#Comment_3607482

    Camping isn't an actual issue. Hooks are an objective and killers are allowed to play defense against unhooks.

    To you it isn't. To most survivor players it is an issue however, because again, getting camped is not fun at all. Just because you don't care about the survivors fun doesn't mean their opinions are less valid.

    In a better game that was more fun for both sides, killers would be more motivated to spread hooks by having that strategy be more viable, and camping and tunneling would be much less of a problem because those strategies would be much less viable.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607398#Comment_3607398

    Isn’t improving in any noticeable way?

    • Base kit borrowed time
    • buffs to killer base kit break time, pick up speed, base gen regression in kick, weapon hit cooldown.
    • Several perk changes over the years
    • Graphical improvements
    • Killswitch feature
    • Dedicated servers from peer to peer
    • Constant map adjustments
    • Unique Killer chase music and TR themes
    • Improved Survivor UI elements
    • Accessibility features
    • FoV slider (coming soon)
    • Base generator repair time increase
    • Med kit nerfs
    • Meta shake up (needs to happen more often though)
    • Restoration of the Stranger Things license

    I mean I could keep going but feel free to add any I’ve missed. Possibly some big ones but those are off the top of my head.

    Im not saying every change they’ve done has been good or perfect, but I was watching some of my clips from 2018 and the game has MASSIVELY changed since then. To state that the game hasn’t noticeably improved is factually incorrect.

    I mean yes, fair enough, the game has seen improvements over time. And the game is arguably in the best state it's ever been. But the main complaints that I have seen, camping, tunneling and gen rush, are still problems nowadays, with plenty of people complaining about them. I would just love to see the devs actually taking more risks, making spreading hooks as killer more viable, and making tunneling and camping much less viable.

    The improvements we did get until now all feel so slow and minor in comparison to me.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607477#Comment_3607477

    People were complaining about facecamping before the system was put out. Now that facecamping is practically non-existent, people are just moving on to the next thing to complain about.

    People were complaining about camping in general. Because being camped in general isn't fun. Has nothing to do with just looking for the next thing to complain about, like come on. This game just has a lot of unfun stuff to it and the devs are either clueless how or unwilling to actually address these issues.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607398#Comment_3607398

    Thats because the other forms of camping (notably proxy) are considered legitimate strategies. Between the AFC and the removal of hook grabs, the devs have made their stance pretty clear on facecamping specifically.

    Yes, I get it, the devs have made it clear that this is an anti-face camp mechanic. I am just saying that it's ridiculous to create a system like this just to counter facecamping and that's it. It clearly barely has any impact on increasing the enjoyment of the survivor experience.

    And normally, you want to change a game in ways that improve it noticeably, making it more fun for the playerbase. Clearly this feature has failed to do so, because getting camped normally and tunneled isn't much more fun than being face camped. BHVR is just way too timid with the changes to actually push this game forward in a healthy way. It's ridiculous in my eyes.

  • @Astel said:

    I think kindred revealing survivors aura part should be basekit for Soloq's sake, but not killer aura revealing part.

    Why not though? SWF already has this information as well, so why shouldn't solo survivors get the same information?

  • Wasn't she considered weak on the ptb of her rework? I feel like they just overbuffed her way too much from the ptb to live.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606858#Comment_3606858

    A non beginner killer will never give you the pallet side. They zone you out and get the hit either while trying to loop the pallet or trying to reach another loop. Normally zoning out of the pallet is not a big deal since against other killer that can reach you in time (Freddy or Clown for example) you predrop the pallet. That does not work tho since you can just ignore that with your S&D.

    You 100% can not dodge his attack, the killer is missing. We tried it at many tiles but there is no way.

    Predroping, as i said does nothing. Not even shack is safe. It of course depends on the distance, but if you are in range, he can get the hit no matter what.

    I mean, if survivor runs away from the killer to a pallet, then they are at the pallet. And that's it. I am not sure what you mean with killers zoning survivors away from pallets when they are already at the pallet.

    Also, my experience has been different. I have seen loops and other places where Chuckies Slice and Dice is dodgeable. Again, the 180 degree flick is problematic, but without that, the ability seems very dodgeable to me. It's like Onis dash, which is also dodgeable sometimes.

    Same goes for predropping. Especially at certain loops that are big enough, predropping can help in my experience.

  • @[Deleted User] said:

    It’s anti-facecamp, not anti-camp. Proxy camping works if the killer is not too close to the hook but still allows survivors to attempt a save against most of the Killer roster.

    The feature was never intended to deter camping altogether, just the most obnoxious aspects of it. Seems to be a general misunderstanding.

    They put all the effort to create a system that only helps against the most egregious forms of camping, and that's it. In my opinion that's just laughable, and the perfect example of why this game just isn't improving in any noticeable way.

  • Never really have had a problem with this perk so far, and haven't gotten a lot of value out of it either. 20 seconds just seems to short.

    I wouldn't mind swapping out the exposed effect for a different effect though, never been a fan of exposed.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606049#Comment_3606049

    Agree to disagree on new maps/tiles in general. (Although I would agree more with you if you said 'efficient' Survivors instead of 'good', as soloq is nearly never 'efficient' even if there are individually 'good' players.)

    I also disagree on gen speed in general, as leveraging pressure is the main way to make gens slow down. The Killer's skill in chase and setting up a snowball is directly opposed with the Survivor's skill in awareness(for stealth Killers)/chase and reacting to snowball setups (healing injuries instead of pumping gens, leaving to rescue for hooks earlier for the time needed for stealth if need be, breaking a potential 3 gen early, and so on). 1 person on hook provides 75% gen slowdown (hooked->healed, unhook->heal, chased, working gen). Being skilled in micro/macro provides 2.5x Pentimento, and that's arguably the best slowdown in the game.

    Well I play a lot of Singu, gens on stronger killers are of course not as much of a deal. But in my experience, well organized survivors can definitely pump out gens very quickly. It's true that a hooked survivor slows the game down noticeably, but the time to unhook a survivor and get them healed is often shorter than the time it takes for a killer to find a survivor, down them, and then also hook them.

    I've also have had my fair share of solo games with efficient survivors if you ask me. But I get that solo queue can also be quite the challenge sometimes.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606782#Comment_3606782

    You might enlighten us with the "counterplay" please. I mean it.

    I hear on the forum so often that there is counterplay to him, but i have not seen anything of that neither did anybody even provided an example. Maybe you are the one.

    Cant find anything on youtube either. The only videos i have seen so far with the titel "counter" are all against extremly bad chucky players. Yeah no shoot you can "counter" a killer that plays just really bad and has no idea how his power works.

    Played against very strong chuckys that are already min-maxing the character, and believe me. There is not a single loop you can realy do much, no matter if the pallet is droped or not.

    But as i said, maybe you have something we don know.

    If you are at a pallet, and Chucky uses his Slice and Dice, you can throw down the pallet and get a stun against him, if you can predict which side he is coming from. This is often a 50:50 mindgame.

    There are definitely also tiles where survivors can turn sharp enough to dodge a Slice and Dice, at least when played normally. The 180 degree flick can take some of that counterplay away though, which again is why that should be addressed. They simply need a hard cap so that Chucky can't turn more than 90 degrees during his lunge.

    Predropping pallets, at least on some loops, can also be helpful, depending on the form of the loop. In general it can be quite loop dependent whether a survivor has counterplay against Slice and Dice or not.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/398946/balance

    This also comes from someone who plays both sides and on survivor solo and group.

    DBD changed from very survivors sided back in 2016 to now killer sided - on all levels of skill. The numbers (K/D ratio, winstreaks and even pro scene) speak a very clear language to the point that killer mains can only justify those facts with "Yea but the killer should be more powerful" statements.

    Talking about what is good in the game is a nice thing, and there is plenty of that. But as the devs have already made clear: Critical feedback helps more then praise and only positive feedback.

    I have serious doubts that the game is killed sided at every level of play, considering how fast gens go. At the highest level of play, survivors are still very strong.

    Unless you only count Blight and Nurse and a few others, then maybe the game is killer sided.

  • Disagree. I have been playing as and against him quite a bit, and honestly don't even find him that strong. His map pressure is garbage so he needs to have good chase potential.

    I do not see any problem with Slice and Dice, I think it's fine, and definitely has quite a it of counterplay. The 180 degree flick needs to go though. I also think they should increase the scamper time from 1.4 to 1.6 seconds, and decrease the cooldown of Chuckys ability from 18 to 15 or 14 seconds.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605023#Comment_3605023

    The tiles that spawn on the space maps include the normal L-Ts, Short and Long wall JGs, 4 lanes, the new pseudo short/long wall JG (that spawns both on autohaven and macmillan as well), but they also have the bizarre worthless loops diluting the spawning pool. I think I've seen a 4 lane where the pallet and window are on the same side. Another is similar to the Ormond maze tile with a middle window on the south and the pallet on the east or west, but they deleted the maze wall portion of the middle that made the tile playable for Surv. They also have a bunch of weird tree branches and hooked walls (not actual hook hook, just something to catch someone running around it), so people get caught on the walls all the time even when looking ahead of them.

    The middle Nostromo pallet may give a rotation or two to buy time, like all filler pallets, but the value for Survivor comes from standing and faking a drop for another rotation to buy more time. That isn't any stronger than any other filler pallet in the game. I will say most people don't have the timing down yet, as you are supposed to run the center console then the small wall when you won't make another rotation, so most people get hit greeding another loop around the center console or don't risk anything and insta-drop it. Again though, most my soloq Survs insta-drop it and the Killer simply walks around and hits them before they can reach anything.

    I don't know, both as playing killer and survivor I haven't really seen any problem with most of the loops and tiles on those maps. Good survivors can still make use of a lot of these tiles. But killers definitely do have fair counterplay at more of the tiles, it's not all about getting the pallet dropped and then having to break pallets. Which is a good thing because of how fast gens can be repaired.

    We need more maps like the new ones, or the newly added macmillan maps for example, if you ask me. As they actually allow for more counterplay on the killers side.

    I do agree that random geometry obstructing the paths of survivors is frustrating and shouldn't be in the game.

  • I would argue they should shift some of his power from his box to his chase power. This way he would be less harsh on solo queue players compared to swf survivors.

  • I would argue some of both is ideal. That's why Wesker is generally a very liked killer by survivors, except for his overpopularity.

    Singularity is probably another good example, who has good chase potential, but also a good amount of counterplay. But he also has a bit of slowdown with EMP's, even though you could make the argument it's not enough.

    I would also argue that instead of slowdown, giving killers a good balance of chase potential and map pressure is also good. I very much believe Blight would be a much liked killer by survivors if he didn't have all his oppressive addons for example.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604358#Comment_3604358

    To be clear I didn't say it spawns with 2-3 pallet in total. I said it spawns 2-3 pallets on the opposite side of shack (most of the time). My most common spawns are the Harvester (no pallet), the Jungle Gym in the corner's pallet (if it isn't an L-T wall), a tent pallet somewhere, and if you are lucky a circular hay pallet (as opposed to the long H hay pallet) on the opposite side of the Harvester from the Jungle Gym. So I guess that's more accurately 1-3 pallets. Also I don't know what is with my luck on that map, but I nearly always get a hill on that side of the map (as both Killer and Surv), which does nothing for Survivors other than hinder unhook attempts.

    As far as Nostromo and Toba they mostly get the new Jungle Gyms, which are weak at best, or confusing and free Killer hits at worse. I think they often spawn pallets and windows on the same side of the loop, so that severely limits their usefulness, and leaves the opposite side as a complete deadzone mid loop. Even Nostromo's unique structures are basically a free hit for Killer. The secret room window is a free hit, the middle side window is a delayed hit (since they can't reach another loop or go back up to the window due to the stagger), the main pallet only prevents a hit with a stun same as both side pallets (so they only have value standing and faking a drop), and the window near the back gen is essentially a z-wall window. The small crashed ship has only one of those stun only pallets (no windows), but it is even less value as you have to approach from the back end to allow for the stun to get you to another loop. The main strength of Nostromo and Toba is how easy it is to hide, because no pallets or windows provide value.

    Fair enough. You might be unlucky with the RNG on Rancid, but I do agree that map does spawn too few pallets on average.

    As far as Nostromo and Toba goes, I just can't share those viewpoints. I do get that those maps spawn with some tiles that are weak, but I also always see enough tiles that survivors can work well with. I definitely wouldn't call all the main tiles of that map weak in any way, especially the jungle jyms, even if they do weirdly spawn the pallet and window on the same side. In fact, there is one tile unique to Nostromo that can spawn a pretty nasty window.

    The pallet in the main building is also very strong in my experience, never once did I need a stun to get usage out of that pallet.

    When it comes to safety, Toba and Nostromo are on the lower end of maps, but that is needed, considering how fast gens can still go. Survivors shouldn't be safe at a bunch of tiles where the killer is forced to break pallets and that's it. That's why maps like Badham Preschool are so problematic.

  • @Tsulan said:

    Only way to bring solo to the same lvl as SWF is to introduce voice chat.

    Aaaand the community is deadbound against it.

    Well of course, who wants to get constantly screamed at by some random kid? There are other ways to buff solo queue to get them closer to swf though

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604102#Comment_3604102

    https://us.v-cdn.net/6030815/uploads/3R0KE79AEJIR/3genthompsonhousedeadzone.png

    Yep, farm maps spawning logic certainly not changed for the worse. A literal triangle of gens and no pallet or window within that triangle. Nope, perfectly fine map design right here. /s

    This was just one particularly egregious example. Nearly every Rancid Abattoir is pretty much this bad by default. So you ask which universe? This one. I guess you must play 1 match a month to not see this butchering of maps.

    Also the majority of newer maps don't even place usable windows. Near every window on Toba's Landing and Nostromo Wreckage are as useful as the window near the one exit gate on The Game. It seems we either get the equivalent of Z-wall windows, or triple vault windows, and nothing in-between. The triple vault equivalent windows eventually get fixed, but the Z-wall equivalent windows are left to fester.

    Rancid Arbattoir is the only map I can think of that spawns too few pallets. All the other maps that were changed still spawn more than enough windows and pallets. I can't think of any other map that has been butchered.

    Also, in my experience Nostromo Wreckage and Toba Landing also still spawn more than enough usable windows, that's for sure. They do also spawn a fair amount of weak windows, that's true, but there are enough good windows as well.

    I have been playing a lot of DBD recently, and have not seen any map butchered in any way, except maybe for Rancid, admittedily, and even that map can be rng based. But saying that Rancid only spawns with 2-3 pallets is such an exaggeration as well.

  • @mizark3 said:

    In old DBD, Killers wanted Survivors to use Stealth because it was the weaker option. There was no entity block on windows, and you could blend in with the dark environments mid chase even.

    With the map changes butchering most maps (see Rancid Abattoir with only 2-3 pallets on the non-Killer shack 50% of the map in about half my games), Survivors want to use Stealth because chase is the weaker option. What is the new farm tent and 2 short boxes loop supposed to do against any Killer?

    Plus all the stealth perks are in nerfed states (other than Lightweight), with Iron Will being worthless against headphone users, and Calm Spirit slowing actions down. Calm Spirit is sadly a required anti-sweatlord perk like Unbreakable used to be, due to Ultimate Weapon. The problem there though, is UW needs the full 4 Survs to bring CS to be properly countered.

    I fail to see how most maps are now butchered? In what universe? They still have enough pallets and windows for survivors to use, that's for sure.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597884#Comment_3597884

    It's the Scamper + Slice and Dice for me personally.

    They are both versatile on their own but together they are difficult to deal with effectively.

    You mean that he has both at once, not the scamper while using slice and dice right? Because the latter is almost always useless if you ask me, but him being able to scamper and then use Slice and Dice after that can be very strong. They should probably nerf Scamper to a duration of 1.6 or 1.8 seconds.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597633#Comment_3597633

    He can Dash under pallets multiple times, so it doesn't really matter if you drop it

    He forces you to play EVERY pallet for a stun

    In my experience Scamper wasn't a problem anymore. However, if it is still too quick, then they should nerf Scamper one more time for sure. I was more thinking of his Slice and Dice ability, which allows for a good amount of counterplay.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597561#Comment_3597561

    Not really.

    Pretty much every loop is unsafe against him and with the ability to flick, he's not able to be juked easily.

    So the counterplay is to hold W and M1.

    Definitely disagree with that. Depending on the loop, you can definitely dodge his dash if played correctly. Often you simply have to predict where he will be coming from, you can't just react to him. Which is what makes these interactions fair for both sides. If you could just react to his dash and dodge it, it would be bad.

    Also, if you are at a filler pallet loop, and he uses his dash, it's pretty much a 50/50 mindgame. As a survivor, you have to try and predict from which side he will dash, and if you predict correctly, you mostly get a stun against him. This often works at windows too.

    The only exception I guess is his 180 degree flick potential, which can make certain situations undodgeable that should have been dodgeable. Surely not every situation, but some, and that should be fixed.

  • @Pulsar said:

    I'm not a massive fan of his power counterplay, which is to say very little.

    Overall, I think he's ambitious and I'll support that.

    Really? He has quite a bit of counterplay if you ask me.

  • I think we should wait and see what these 3 gen changes will be before jumping to conclusions. Might really only nerf those situations that have games drag on for half an hour or more and that's it.

    Of course, if 3 gen were to nerfed in any impactful way without giving killers a compensation, thing will look very grim for survivor queue times, I am positive. But we don't know the changes yet, so we should wait and see.

  • @Firellius said:

    "I'm concerned because it seems like the mindset they're adopting to address pain points in the gameplay loop is all stick and no carrot."

    Carrots don't work. Killers will gravitate to the easiest, highest return strategy, and will continue to do so. Overpowered strategies (yes, chess merchant was plainly broken) need to be nerfed down, since you can't provide an alternative without breaking the game's balance even further.

    Carrots work in conjunction with sticks. Ideally 3 gen would get nerfed, but killers would see a different kind of buff to make 3 gen less necessary.

  • @NomiNomad said:

    Considering Chucky can do the same kind of stuff... I doubt it.

    Chucky's ability to slide off walls is intentional though, and more in line with Oni than anything. Blight's Hug Tech is confirmed to be an exploit.

  • @Gastongard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597031#Comment_3597031

    The nerfs you mention for chucky and xeno are .X seconds on an action if im noit mistraken, and in the case of xenomorph it was because there wasnt any counterplay to his tail attack, how can you think thats fair? And the STBFL nerf is just pure hipocrisy, ist on the last spots of most used perks, they killed or are going to kill every survivor perk in the top 3, but they just start on the last one on the list for the killer side, instead of nerfing pain res and pop. Again, if you are a killer main, you are having or will have a blast, because you will have the easiest matches ever as this trend of survivors killing themselves will continue to grow over and over

    I really doubt pain res or pop need a nerf. Especially pop, considering it's the healthiest slowdown perk in the game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596931#Comment_3596931

    This is why DS should stay nerfed. The detection mechanic doesn't exist currently. The game can tell protection hits, and as a crude workaround, DS could activate on protection hits (regardless if the survivor being bodyblocked is injured).

    Maybe the game, in the future, could tell which survivor the killer is primarily chasing. Like, if a killer and 2 survivors are going in the same direction, that the game would assume the primary target is the farthest of the 2 survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596937#Comment_3596937

    No. We really don't need to accept this. Let's be honest that the perk was popular because it doubled as a weapon.

    I mean, yeah, you probably will have to accept this. I doubt the upcoming change is going to be a nerf to DS.

    Again, it won't be a problem if they compensate killers in a more healthy way.

  • I have played a lot of Chucky matches today and haven't had one game where someone gave up.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596583#Comment_3596583

    And this is why it's for the best that DS has been weak for so long. People like you just want to weaponize the perk, to punish killers regardless if they are tunneling or not. If DS is supposed to be an anti-tunnel perk, then it should be anti-tunnel only, and we shouldn't have this weaponizing garbage where survivors try to force the DS on the killer.

    Tunneling should be nerfed as much as possible. Byproducts like using DS as a weapon are something we need to just accept. Instead, killers should be buffed in different ways so that weaponizing DS wouldn't be much of an issue anyways.

    The game should move in a more healthy direction for both killer and survivor.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596226#Comment_3596226

    Most people would call DS a crutch.

    Unless DS is now a killer perk and no one informed me.

    Most people certainly would not call it a crutch. It's an anti tunnel perk, I fail to see how that is a crutch in any way or form, if anything tunneling is a crutch for killers. And yes I get that tunneling can be a necessity. But the answer to that is to not make it a necessity, not keep tunneling as an incredibly viable strategy that ruins the fun for countless survivor players.

  • @MikaelaWantsYourBoon said:

    All killers are tunnelling since 6.1.0

    Do you remember they needed add obsession to all matches just because of that. Because nobody was using DS anymore and when you use it, you would not do so much.

    We need anti-tunnel perk which makes this happen less. Right now tunnelling has no risks at all.

    I can't believe it's going to take them until at least April until they possibly finally buff DS again.

  • @WorthlessBeing said:

    Entity forbid you actually try to win

    The point is that it's not fun to go against. That's the problem. It's the opposite of fun.

    7 years and tunneling is still as much of a problem as it has always been. It's getting ridiculous.

  • @Chaosrider said:

    I dont see where that little puppet is fun to play against. Just another shrimp Blight.

    I would say he resembles Oni more, with his dash being very similar. And Oni has counterplay as well.

    There are definitely some interesting mind games possible, but it's too early to say whether Chucky has enough counterplay or not.

  • @Grigerbest said:

    I'm not sure if he is fun to play against, but definitely fun to play as.=)

    He definitely has some mindgame potential which can be fun. The only question is whether he has enough counterplay or not in the end. Too early to say, though my guess is that he has enough counterplay.

  • In the end we have no idea yet what this solution will look like. Ideally they would nerf 3 gen but add further changes that would help killers a bit with gens in general, making 3 gen not necessary in the first place. We'll just have to wait and see.

  • I enjoy it, at least most of the times. But it's not for everyone. Also, even though I do enjoy it, I am disappointed with how little the game has improved within 7 whole years.

    I just really wish gen rush, camping and tunneling would all be looked at in more impactful ways, to really bring this game into a much healthier state in general. But after the rather weak inclusion of an anti-camp feature, I am not very hopeful.

  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587919#Comment_3587919

    He deserves to be Hillybilled much more "then" Billy did. People claiming that basekit Blight is fine really don't activate much of their neurons when they say stuff like this.

    Lmao love the insult towards anyone who doesn't agree with your opinion. Not ridiculous at all.

    Also, what exactly are the problems with Blight's basekit? What changes does Blight need ?

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587864#Comment_3587864

    i cant wait for that either, but I also cant wait to see all those chucky "lovers" telling themselves how this killer would be the one they'd love to see every game change their boots and call this killer a new reincarnation of spirit that tops old legion in terms of boredom to verse and therefore must be nerfed/reworked/deleted.

    Every single time a new powerful killer with consistent reward for high skill expression comes, it always goes the same exact way: first people say how fun and balanced this killer is because they play against babies (on either side), then this killer hits live, diehard killer mains figure out how to play this killer, this killer is in every second game because it's a popular character (that also doesnt suck to play against) and now this killer is hated by all survivor mains.

    same thing happened to xeno, i remember how everyone was praising this killer and now people do nothing but cry.

    I don't think that will happen, people have already been voicing concerns about how Chucky will be unfun for survivors if he hits live the way he is in the ptb. If they address those issues, I believe many people will be happy with Chucky.

    In the end it's not about how strong a killer is, but how much counterplay they allow survivors to have in chase.

  • @Caiman said:

    I wish he wasn't slowed down while using his M2.

    It's absolutely needed or his chase ability would become too oppressive.

  • @xEa said:

    Somebody may show me those god loops. They hide from me so well, i cant find them since 2021.

    Almost every single map is full of 50/50s and very bad filler palets. Complaining as a killer that palets/windows/loops are safe nowadays is a little bit absurd. I would argue that we need more safe pallets at this point.

    Wait what? Which maps are full of 50/50s and bad filler pallets? The only maps I can think of are Hawkins and Dead Dawg Saloon.

  • @ElodieSimp said:

    I've noticed most killer mains don't want an actual challenge unfortunately, they want to feel powerful and unrelenting, aka "power role". Chucky will come out of the PTB broken and it will be radio silence for a while.

    Just how it is here and won't change.

    What the actual frick are you talking about? Just because people want MFT nerfed doesn't mean they don't want a challenge. Killer can be very challenging.

    I also have no idea why you would assume that Chucky will release in a broken state. Which killer in recent time has released in a broken state so far? Xenomorphs cooldown at release was a bit too good but that's it.

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