angrychuck
angrychuck
About
- Username
- angrychuck
- Joined
- Visits
- 627
- Last Active
Comments
-
@Elan said:
They truly just support poor survivor players. Handholding bad plays. If I do mistake as killer or do wrong decision, it's over. If they do wrong decision, there are tones of second chances to help them. The current game should be rebalanced simply by:
- Decreasing pallet count per map
- Decreasing size of maps (Haddonfield size feels very fair for both sided)
- Increase the time it takes to complete generator by min. 20s
- Reducing exhaustion perks to 1.5s and the exhasution recovery to min 60s
- Decreasing base BT to 5s
- Decrease hook stage time to 50s
- Increase penalty for missing skillchecks
- Baskit killer perks: Pain res, corrupt, bbq, deadlock…
Idk that there's a point in just addressing issues with survivor, if killers where to get these buffs they should be balanced with survivor also getting quality of life buffs.
-
@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014744#Comment_4014744
Don’t really understand BMing on gates even. Maybe some tbag after really good loop play is acceptable for me and I love such cheecky survivors, they are usually have fun personality
But is it really possible to be changed? I feel people if want so would be able to find a way to taunt by everything what is possible in game if it matches their personal view of winning. Like people BMed me for ties or when last survivor was able to open a gate. I don't know is it issue of the system or people behaviour
I don't realistically seeing anything happening about it but it's nice to put your thoughts out into the world you know. There are always going to be people who are toxic or whatever.
-
I know, next pass we'll get 3 unique skins, 20 recolors and then to top it off, no auric cells!
-
I've been doing my adepts already, so I'll take this opportunity to not have to sweat like crazy to get them.
-
I personally like the hatch mechanic, I just think the biggest pain with the hatch system is that sometimes it just spawns in the weirdest spot and neither you or the killer can find it. I can't count on two hands how many times I've tried to give hatch and just haven't been able to find it so I just let the survivor run around for several minutes and find it. I do think that the hatch does need to be changed in a way where it doesn't make the survivor feel like they've won, because the amount of times I've been bmed just because a surv got hatch before I could close it is silly.
-
@TheGoon224 said:
Where is it?
It's being kept in the secret vault under BHVR headquarters.
-
I think that the crawling idea is cool and I'm surprised it wasn't incorporated in his power on release but I don't think we need anymore dash + scamper killers.
-
@GAMELORD6422891 said:
@kagari I wish it too. The reason they were removed was bc surv mains who dont know how to keep him from getting power as much as possible were complaining so BHVR decided to remove them bc "Controller cant do it". Then they want to do slugging and tunneling reduction which puts far weaker killers at a complete disadvantage, leaving all the viability to S tier killers and then there is the pallet changes. Welp thanks BHVR, guess I'm a surv main.
I really don't understand how you can think that keeping something exclusively for PC, creating a power imbalance between PC and console is in anyway a good idea. Also by technicality you can still perform flicks, it's just not a single frame movement as it used to be, as that simply wouldn't work on console.
-
@DarkDiceXD said:
This is something that most of the community agrees on. Vigil should not make you recover from hindered faster is it directly hurts killers like freddy and clown who rely on the hinder. It also somewhat affects killers like nemesis, unknown and more.
You shouldn’t be able to make one’s power weaker by just equipping a perk with no downsides.
I'm like 90% sure that it isn't supposed to affect killer powers as it never used to up until recently. However I do think that vigil should be changed just because having a whole category of perks that have to be balanced extra carefully just because of the existence of a single perk is dumb.
-
@Alicia_Tried6041 said:
Speaking of strange things theres this pallet at gideon that leads to a breakable door and thats it. lol Literally a trap.
That's an intentional thing that's been in the game for a long time you know. The big wall opens up when the gen behind it gets completed and makes this random pallet a god one.
-
@OmegaXII said:
Before the update it was like instant Survivor queue, and around 1 minute for Killer. But now I have to queue for 1-2 mins for Survivor, but almost instant for Killer. The BP Bonus becomes killer much more often than before.
It's just me or anyone feels the same?
I'm over on Australian servers and it's still the same with killer taking 1-2 minutes with almost instant survivor queue.
-
@[Deleted User] said:
two hit and run killers:
if the legion misses just once during his power, he gets stunned and receives a full cooldown before he can reuse the power.
if the ghoul misses during his power, he gets free retries with generous time to do so. he also has shorter overall cooldown (no addons).
i think i may know why. one of them can be bought for 4500 iri shards, the other one is from a huge anime and requires 500 auric cells.
I honestly think they just need to remove ghouls ability to scamper and then from there the rest could be number changes that make him feel better to play whilst not being incredibly powerful. Also I just want to say that Tokyo Ghoul isn't this huge anime, like it's one of the most hated animes out there because of its poor quality, inconsistencies, and just overall rushed pace and I say that as a massive Tokyo Ghoul fan.
-
@killer_hugs said:
Why not allow players to choose if they want to play with his old school power or the reworked power? It shouldn't be that hard to do and his old build has been part of the game so long that it seems crazy to just get rid of it now.
The only problem here is that new players would struggle with differentiating the two apart, how would they know what myers they are versing.
-
Yeah no offence but this has been in the game for such a long time it's just an accepted normality, not really an exploit.
-
I don't know that this would be the best idea. Honestly the whole shrine of secrets concept is outdated and needs to be completely changed.
-
2v8 coming out every few months is enough, especially when it's mostly out worn the initial excitement. The very thing that made it exciting was playing with friends but 30-minute queue times do get old.
-
It genuinely sucks to see you go, you seemed to be one of a decreasing number of people who actually cared about the games state and saw it from an unbiased perspective. Wish you the best.
-
I hope it doesn't, I mean it's been a staple in most of my Wesker builds so that'd be sad.
-
Currently I don't believe the strength of his power to be as oppressive as it seems, especially when compared to the likes of blight, nurse and hillbilly. The part that annoys me about him is the absolute lack of skill required to play him, if he at least had a higher skill floor and even skill ceiling I don't think he would be anywhere near as annoying. Unlike nurses and blights how often do you see a bad ghoul?
-
@cosmicvolts said:
The Knight is so strong with brain dead survivor teams esp in solo q….need to make it so youre undetected at walk or crouch in ring or shorten circumference depending on summon.
Knight is currently not very strong, so adding a means of counter play to his ability as easy as this would be weird.
-
@Anniehere said:
I heard that Calm Spirit stops survivors from screaming, but it doesn't stop the Killer from seeing their aura.
Is that true; for example, with the perk Face the Darkness?Yeah if by aura you mean the scream bubble.
-
Yeah MMR sucks, tis the dbd experience.
-
It'd probably have to be shadow step, just hate not seeing the scratch marks.
-
@XackerV said:
INLately, my internet has been crashing, and I'm getting disconnected while playing, which is causing me to get kicked out. I've already been banned from playing for 5 minutes. The question is, is it possible to obtain a serious limitation in the end in this way?
You won't receive any permanent bans, only matchmaking penalties. That means that the more you disconnect the longer before you can play again.
-
@MuffinPuffr1 said:
SUMMARY OF THE ISSUE:
Did all the steps in order to get the Achievement Evil Incarnate and it is saying I didn’t earn it.
PLATFORM:
Xbox One
Did you kill them will the Judith's Tombstone add-on or did you just sacrifice them?
-
Reminds me of a thread from earlier this year where someone thought this isn't happening was a girl holding a pregnancy test.
-
@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001614#Comment_4001614
That's is all I got when I went against him before they gave him his yellow bottle so it isn't his worst add on people just aren't learning the best way to use it.
You understand that he got given yellow bottles numerous years ago and in that time pinky finger has been nerfed several times.
-
Man I wish I saved that gif of dwight shooting trapper now.
-
@bookie said:
I was thinking of this too, It would be a lot like Team Fortress 2 where they would have map contests and the winners would have their maps added into the game instead of developers working on unbalanced maps that takes a lot of development time and could be disliked overall by the community. Not only that But Team Fortress 2 has a huge bot/cheater problem like DBD does, but in Team Fortress 2 community servers they regulate themselves and developed their own anti-cheat systems. Also custom map authors could remake old DBD maps which is something the community seems to really want.
I think the difference here is that team fortress 2 is completely open source, meaning that literally everyone has access to all the files which I heavily doubt BHVR would want for dbd.
-
@Pepper1518 said:
I just bought the ghoul 20 mins ago for 500 Auric Cells but now I saw the DLC and I like it more and want to get it but I dont want to buy it for the same price.
Yeah, so unfortunately you can't really refund things and with how BHVR has been historically stingy on giving refunds on anything (even inaccessible skins) it is unlikely that you would be able to.
-
I think they should give Victor a tophat.
-
Well trapper could probably break dance better, so I'd say he's the best.
-
@Zuiphrode said:
For whatever reason when killers have multiple parts to their kits BHVR is super paranoid about overbuffing any particular part of the kit, but this unfortunately tends to mean this ends up with the killer becoming extremely mediocre overall (Drac)
I don't even think so, this is simply the weakest part of vecna's flight, which mind you has been buffed to the point where it is a really good mobility power. Also what part of dracula is mediocre? He's quite good.
-
I'm so glad that I got that skin, I put on the bald dwight head and call myself V-Sauce.
-
@mooasis said:
with the conceptualisation of killer being limited in their ability to kill a survivor as quickly as possible, we also need to standardise the survivor objective and reduce their ability to finish each generator as quickly as possible.
my idea is simple and doesnt have any bells and whistles: a generator cannot be completed in any less than 70 seconds under any circumstance (except for if a survivor is considered to be tunnelled out i guess). there are probably more elegant solutions changing things across the board, but maybe this is a decent bandaid for now
I saw volatile in the title and thought that this was a dying light killer concept, however it appears that it is not.
I would, however be inclined to agree with you on this. I don't think that gen times need to be extended but if there was some sort of limit put onto killers ability to tunnel, such as the recent ptb, standardized gen times (meaning the full 70s) could be an idea to balance it. My main problem with this is what is to happen with toolboxes and all the generator perks if this is the case. -
@anatony863 said:
I’d love to have Pinhead back, I just missed him when I started to play him and I’d really love to be able to buy him.
Unfortunately, it is a licensing issue which means that it wasn't behaviour's choice to remove him, instead the hellraiser IP owners decided to remove him most likely due to the new upcoming hellraiser game.
-
@LotusDragonX said:
So normally I don’t think that DBD is survivor sided or killer sided, but I’ve noticed a running pattern that anytime killer mains complain about a survivor perk or mechanic it gets nerfed and when survivors and killers alike complain about something it gets delayed everytime… and I don’t mean the delay on the anti tunneling update cause I watched those lives and that would just be HORRID! But more so how anyone that’s not a Ghoul main complains about him being able to hit through stuff that is otherwise completely solid to all other killers that even have similar skills. I don’t expect any perk buffs because perks aren’t a problem nor his his skill itself- just the fact the skill is clearly buggy and they deny to fix it along with similar traits that are seen in other killers. Also the camping update is NOT what it should be. The camp meter doesn’t even extend past the huntresses BASE throwing range- meaning they can have the huntress base build with no add ons and when partnered with a perk like Insidious it makes it IMPOSSIBLE for a survivor to know that your teammate is being camped until you are actively being hit with her hatchet from NOWHERE. At that point it’s not a skill issue when the survivor has no way to counter the killers invisible aura or their incredible range.
I just want 1 overall mechanic change with anti camping counting when the killer has clear line of sight- not just when they are within your camp meter range, and for mutual requests to be taken into consideration even when a main whines about their favorite killer being buffed. And no, I’m not gonna deny that this has happened with survivors before because it has taken a while for some BROKEN survivor perks to be nerfed- but some of those perks have been nerfed now and there are some killer mechanics that even killers complained about around the same time that have STILL been delayed.
The whole portion that you've written on the camping feature being useless makes sense because it's not designed to stop camping, it's actually an anti-facecamping feature.
-
@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999347#Comment_3999347
I'm not suggesting another perk for auras. I'm not suggesting inflated numbers for BASE speed. I'm just suggesting making this perk something useful for slow killers who are already having a hard time. And you're telling me about Kaneki and tunneling. You don't even know what I'm talking about. Suggest something of your own before you criticize.
I firstly never suggested tunneling and instead stated that simply because something may not be strong on c tier killers doesn't mean that the effects shouldn't be considered on s tier killers. I mean we've had so many fine perks be nerfed simply because nurse gets too much value out of them.
@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999347#Comment_3999347
I'm not suggesting another perk for auras. I'm not suggesting inflated numbers for BASE speed. I'm just suggesting making this perk something useful for slow killers who are already having a hard time. And you're telling me about Kaneki and tunneling. You don't even know what I'm talking about. Suggest something of your own before you criticize.
Batteries is a bit different as it relies on a small area of effect compared to what you are describing meaning you can get value out of it, just not very often. Batteries also has the downside of needing to be near completed generators, which requires you to leave your control zone and chase where survivors just won't be.
-
@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999311#Comment_3999311
but once surv is unhooked the effect disappears. that would be worse than chucky's perk. so i don't see any imbalance.
What chucky perk are you talking about? To my knowledge there isn't one that gives an effect that's similar to what you describe. You say that it's balanced because the survivor can just unhook and it's 24m so you have to move out of that range, but on a killer like kaneki he can launch himself across the map and benefit from perma 5% haste for 30ish seconds on average.
-
@murgunstrumm said:
So I've recently started playing Dead by Daylight and have been enjoying every minute of it, the reason I started playing is because of YouTuber, John Wolfe.
Well, I started watching content by YouTuber, SpookyLoopz, because he was in a couple video's on John Wolfe's channel. I've been watching a mix of older and newer content by SpookyLoopz and noticed something odd that I haven't experienced myself and I'm wondering if this was something that used to be part of the game in 2023, or if the content creator was cheating: In some of his videos as killer, you can hear the hatch sound before the hatch has been opened.
One of the video's I'm referencing ishttps://www.youtube.com/watch?v=LYfbkb_TezA
Not accusing or alleging anything, I'm just wondering if killers could hear the hatch before it opens, when there's multiple survivors alive?Thank you.
If I recall correctly, I do believe there was a period of time back in the day where the hatch would be physically on the map collision and all but just invisible until it was supposed to open. It could also be a bug as those happen a lot in dbd cause the code sucks, especially regarding hatch.
-
@Falcao said:
sorry, i forgot to offer my vision of how it could be. maybe the killer gets a movement speed bonus to his base speed of 3/4/5% when he is more than 24 meters away from the hook?
Love the thought that's been put into that but there is no way this could be implemented as it would be simply too powerful, devour hope currently has a similar effect but even that has a timer on the effect.
-
I mean he functions almost the same as 1v4 with the only real buff being that he gets into power slightly quicker because more blood, I don't think a killer that is limited to m1 often should be nerfed for being powerful in his powerful mode.
-
Why are so many people replying like this post isn't from 2022 :(
-
@FernanDoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998828#Comment_3998828
Yes, I understand why you would consider it an overwhelming advantage, especially for an add-on. However, it has always been one of Myers’ signature traits, and I wouldn’t say it was unbalanced, since the Tombstone had several counters, as I mentioned in the post. In my view, it would only become somewhat problematic when combined with Judith’s Tombstone from the PTB, and if any adjustments were necessary, that would be the main concern.
Besides, for a Tombstone Myers to perform well in a match, the early and mid game must be nearly flawless—making full use of Corrupt Intervention, securing stacks of Play With Your Food, and so on. Calling it unbalanced feels almost impossible to me, because if survivors know how to respond, they won’t struggle against it: denying stalk, forcing him into lockers if needed, etc. To me, its removal feels unnecessary. It’s not something I will desperately miss, but it has been part of many of my matches as a Myers main, and losing it takes away a unique element of his gameplay.
Now, on death hook, it has basically turned into a “light” version of the Tombstone. Which isn’t necessarily a bad thing—it will definitely help newer players achieve Myers’ 4K Tombstone achievement more easily.
Sorry when I meant unbalanced I was meaning tombstone piece far more so than Judith's tombstone. Judith's is much more obvious and as such counterplay is present whereas tombstone piece can go undetected and you can just out someone who doesn't even realize it.
-
Good on ya. You have far more dedication than I ever could.
-
If there was one thing I'd loved to be added to this game, it'd be a skinwalker, because although it could implement the mimic power there is also a lot of creativity that could happen with the power. Yes I understand that unknown is pretty much a skinwalker, but I'd like a more faithful adaptation of one, especially when concerning power.
-
@FernanDoo said:
The proposed rework has good intentions, but in my view, it strays too far from the original essence of the character. The new dash ability, while fun, does not align with Myers’ identity in Dead by Daylight. As someone who mains this killer, I believe a faithful and balanced rework would be much more deserved. Below I present my thoughts and suggestions:
Slaughtering Strike
The implementation of this ability as the core part of Myers’ kit does not feel appropriate. Ideally, it should either be removed completely, or at most, incorporated as a mechanic exclusive to Pursuer Mode, without applying the Exposed status and breaking pallets more slowly than Evil Within does now. However, in my opinion, full removal would be the best option, as it would be more lore-accurate.
Evil Within
The best approach would be to keep the current version with 60 seconds of duration, which applies the Exposed status effect to Survivors, but with some additional improvements. Upon fully charging his power, Myers could receive a moderate bonus to Brutal Strength and Endurance, carefully adjusted so as not to be excessive, as a reward for activation. I noticed something similar already exists in Pursuer Mode, but I believe including this benefit also in Evil Within would add more value.
Another essential point would be to preserve the 50% increased lunge, which currently exists in the Tuft of Hair add-on. This trait strengthens Myers without breaking his originality, making the dash unnecessary.
Switching Between Tiers
This was by far the best change of the rework. For a long time, I had hoped for the ability to freely switch between tiers, and seeing it implemented was exciting. This update removed the need to hold power at 99%, making the gameplay smoother. Additionally, the buff to Myers’ lunge in Tier 1 (Stalker Mode) was excellent, finally fixing the infamous “T-Rex lunge” issue the character had for years.
Power Activation
One negative aspect is the slow knife inspection animation when activating the power. Previously, the transition was instant when the power was at 99%, which created fluid gameplay. This delay adds nothing and only hurts the flow of the match. Fixing this would not make Myers broken, just more functional.
Add-ons
In general, the rework of the common and uncommon add-ons was very positive. For example, the Flower Memorial turned out great by giving Myers 4.4 m/s movement speed while stalking, finally making the Scratched Mirror viable without needing closed-map offerings.
Among the uncommon add-ons, I think the Glass Shards could be reworked: instead of providing buffs to the dash, they could slightly increase Evil Within’s lunge (5%–10%), creating synergy without relying on Coup de Grâce. Another good one was the Hair Brush, allowing Myers to break pallets 50% faster, which works well in certain builds.
As for the rare add-ons, I have no major criticism, since they are situational but functional in the right builds.
Very Rare Add-ons
Lock of Hair: It became nearly useless, since the power can now be stopped at any time. With the faster stalking, there is no real benefit to interrupting the ability midway for only 50% of the remaining duration.
Tombstone Piece: Giving 20 seconds of Undetectable is almost irrelevant, considering how many perks already offer this effect. The better option would be to bring back the old Tombstone, removing the basekit mori on death hook when equipped, but allowing Myers to instantly execute survivors during Evil Within. This was the defining feature of the character: the constant tension of Survivors not knowing if they were facing a Tombstone Myers. This atmosphere was lost in the PTB.
Ultra Rare Add-ons
These could be redesigned to be more versatile in other builds, such as by using the old Tombstone Piece. For example, Judith’s Tombstone could remain as the PTB version, where Survivors are forced to hide in lockers to avoid direct death, which would in turn recharge Myers’ power. In this way, the Tombstone Piece could be nerfed beyond the current 300% to 375%–400%, just like it used to be. This would preserve Myers’ unique impact without making him unfair.
And the Fragrant Tuft of Hair, instead of being the old power, could be the current Slaughtering Strike, applying Exposed, usable in Evil Within with a 60-second duration, while removing the Exposed effect from basic hits. This way, both Ultra Rare addons could be combined while keeping everything balanced.
Conclusion
Myers’ rework brought some interesting ideas, but it strayed from the essence that makes him iconic. The removal or implementation of Slaughtering Strike only in Pursuer mode, the emphasis on Evil Within with the Exposed effect, the fixes to power activation details, and the return of the tension created by the original Tombstone would be much more faithful changes while remaining balanced and fully enjoyable.
Thank you for taking the time to read my thoughts. I really appreciate your attention and consideration!
I do love everything that you've stated in this and I completely agree on all fronts but the tombstone piece. Whilst I understand you wish it to be implemented to keep the tension alive it is still quite an unfair advantage to be gained from an add on. I think the basekit mori is a much better version as while it's keeping the character faithful it is also balanced.
-
Well, that may have been the best writing I've seen on the forums, bravo!
-
I'm so sorry that you have to be in that situation. Stay safe.
-
Yeah, the stat sight still has quite a few kinks to work out before it's actually worth using.