dbd900bach
dbd900bach
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All I can say is that it's not just you. Everything about Myers seemed like a buff in terms of numbers. 20% this and that, when in reality it wasn't a lot at all. Thats on top of the nerfs he actually did receive to certain parts of his kit when nothing should have been nerfed at all. Especially his terror radius in persuer mode. Heck, even if they didn't nerf anything he still wouldn't be all that good still. His slaughtering strike is just too slow and survivors don't have to actually respect it because its easy to pallet stun him out of it.
Even if you brought bamboozle and/dissolution to deal with tiles better, he's just too slow to keep up map pressure. On average he just can't finish chases near fast enough, and it doesn't matter how fast he breaks pallets. Myers is struggling more than ever.
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...they did though? If you equip the fragments tuft of hair then you can play as old Myers, and Scratch Mirror still does the same thing. The tuft isn't perfect from what I saw but its something.
Plus I do care less about how thematic a killer is and more about how good and fun a killer is. Thats why TCM couldn't go past a year without dying.
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@DeBecker said:
Did you play ghoul?
I love Tokyo Ghoul but it hasn't been fun in a good while
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I personally don't see an issue with the movie comparison. We see him rush people down with surprising speed so the slaughtering strike isn't a movie issue, but a feel issue.
He feels really good in chase because he brute forces his way through everything but can still disappear at a moments notice. Its just that slaughtering strike not feeling very great to use.
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I think it should definitely be a toggle feature. Not just because it can lead you to unintentionally miss, but because there survivor players who know how to intentionally exploit it to make a killer purposely miss.
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Just because the community created these terms that does not make the actions and circumstances they are associated with not real. Acknowledging that the terms were coined by the community and not the developers does not change or add anything.
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@GillyBeannn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000035#Comment_4000035
That's exactly it. even if some killers don't give a damn about the new 3k reward system, that's where Altruistic sacrifice comes in, either take your kill or the survivor will choose to off themselves to give the last person a chance.
the Anti-slugging mechanic as a whole is just a way for swf to abuse their saves with, where no matter what the killer does, they can never pick up, and if this was applied in a 2v1 scenario, the same stalemate problem will occur because the killer wants the 4k, survivor, slugged survivor keeps picking themselves up and probably going down in under a minute, and to me, that's just worse overall.
The killer sometimes does not have a choice of leaving someone on the ground for too long, cuz like I said in a swf scenario, they force themselves to go down under a pallet and everyone's swarming for the save. What exactly is the killer supposed to do? I believe now because Knockout got reworked and there's now an abandoned feature so the killer can't bm 4man bleedout anymore, slugging doesn't need to be a basekit mechanic now and just be tied to perks. Bill is the only free survivor that comes with Unbreakable, so I don't believe it's an issue for newer players.I think this issue has more do with a majority of the killer roster being on the weaker end. Like I said before, if the survivors are trying to abuse the mechanic as a bully squad, they're still not doing gens and are taking a risk against killers that are more mobile. Generally in that situation, take advantage of their altruism and instead go after the weaker link, or someone not exactly in the right position.
The killers who struggle with this are the one's with no mobility or range, but its only a losing situation if you let it be.
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Even if the 3k was made as valuable and rewarding as the 4k, people would still go for the 4k. Plus, a survivor having the ability to sacrifice themselves still only works in this specific scenario. It doesn't account for every other scenario, especially the more malicious instances of slugging for the sake of slugging, and not strategy. These sort of ideas would certainly help, but they aren't universally helpful.
Another issue is the idea that a problem could be solved by just using the right perks. Anti-tunnel and anti-slugging perks have the detriment of being useless if a killer does not tunnel or slug, plus you have to have access to them to begin with. Not everyone has every dlc, every character leveled up or gets lucky with the shrine. Its a bandaid fix that isn't fair to ask of every person to use. The devs have been releasing perks to solve major issues for a long time instead of actually addressing the issue itself.
The last point I wanted to make was that a survivor shouldn't be slugged for more than 90 seconds. There isn't any plausible situation where its even justified to keep someone slugged for an extended period of time. If someone actually gets up after 90 seconds, its because the killer made a choice. Even if the whole team is trying to bully you and "abuse" the system, thats still time where gens aren't being done or are being done at a much slower pace.
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It has a good bases and some of the changes are legitimately good. However, they need tuning and a lot more thought has to be put into making sure survivors don't abuse the system. That includes killers with unique powers that bypass hooks.
You're not the one who spent weeks on end trying to make this system so of course its easy for you to say throw it away.
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The devs did express concern for killers like Pig or Sadako who had additional ways to kill survivors without hooking them. I suppose they thought by not excluding them that it would defeat the point of the system to reduce tunneling, but both killers are already so weak that I don't think it really matters. Neither of them are even remotely good at tunneling, and if a survivor dies to a bear trap or condemned, thats sorta of on them.
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I think in some form Myers will have something similar to scratch mirror because its such a beloved gimmick. Its a gimmick though and while fun at first, it quickly becomes unfun because Myers breathing is too loud and the scare factor wears off after the first couple time.
I think it could stand to be buffed in this new iteration, but because of his ability to switch modes, it should not have its aura reading ability. If it does, then similar heavy restrictions will be placed on his power. For the sake of being at least viable, the aura reading should be restricted or removed for even more enhanced stealth. Perhaps silent steps and breathing with no terror radius when in stalker mode, and maybe slow the stalking rate as well for a trade-off, but it might now be necessary given Myers more visible figure in open maps.
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Given the detail in the paycheck notes and not all details being revealed, plus certain killers being limited in the base kit aura reading, I heavily doubt that the devs just outright ignored killers who bypass the hook stages.
Plus, I feel like this is highlighting the issues with Sadakos weaker kit which needs to be buffed and changed anyways after so many reworks. The new system was not designed for just Sadako, and it shouldn't be disregarded just for her. It can be tweaked to account for her ability to kill survivors without relying on hook states, but reacting this way is kind of freaking out over something we don't remotely know enough about until we actually test it on the PTB servers.
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I would like to counter on the opinion that the dash and quick burst of speed doesn't thematically fit Myers. While its not a core attribute, we have seen him rush people down before in surprising burst of speed so it isn't unheard of.
To address his add-on versatility and tombstone, his ability to kill survivors outright will be available base kit, but only to survivors on death hook. This is similar to Pyramid Head who can also Mori survivors on death hook. While Myers certainly has some transformative add-ons, simply changing up the gameplay still doesn't mask the inherent flaws with Myers kit as a whole.
Currently the only viable way to play Myers is the 99% Stalk tech. You chase a survivors or sneak up on them, pop the Evil within and insta-down. Its a little boring on the killer end, and on the survivors end its not fun to go against. The only aspect thats fun, is the stalking because it remains thematic to Myers. The Infinite Tier three is just an underwhelming lesser version of the rework, and Scratch mirror while initially fun against super casual survivors, it is extremely and I do mean extremely underwhelming to experienced players.
You can counter him with good headphones and the add-on falls short because of his breathing. His other mirror add-on is just as underwhelming because Myers is still an M1 killer and it doesn't matter if he can see your aura. The survivors can still track him as well as he is tracking them.
I understand being attached to keeping Myers thematic, but truthfully anything is better than what he has right now. He is weak, underwhelming and his most efficient playstyle is unfun to go against. His tombstone even more so because it ignores hook states. Kinda fun a couple times but then its just annoying.
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@KMD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986497#Comment_3986497
respectfully, this take is very tone deaf
i dont want to call you bad at the game, but proper usage of the remnant is pretty much REQUIRED to win on this killer facing well equipped or skilled survivors on maps that aren't in your favor
also, the remnant is the part i enjoy the most, removing it, removes the killer for me
Its really all he has on his bad maps. If Dredge wasn't so map dependent then we'd have a far better baseline to work with when asking for adjustments.
I think his remnant is just fine and will remain fine if Dredge can get more lockers and better locker placements, then he'll be tons better and then remnant will feel less of a requirement
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Dredge, like most killers, performs extremely well against most average survivors because he has several mechanics that can confusing and challenging. If survivors are not locking lockers correctly or at all, Dredge suddenly becomes one of the most oppressive killers in the game. Add Nightfall on top of that, and survivors may as well be headless chickens. His remnant can sometimes make survivors feel as if they don't have a choice in the matter.
The glaring issue with all of this though is that Dredge becomes kind of gimmicky once you figure him out. You learn how to maximize double locker value and Nightfall is just an annoyance because Dredge is so loud and the maps aren't as difficult to navigate. It's easy to tell what locker he's in, and his teleport isn't actually all that useful in chases.
So yes, Dredge does need some help, but if he's given the wrong kind of buffs, he'll be a nightmare for average survivors and will be received very poorly.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966804#Comment_3966804
survivors already don't use cameras. I'm the only one that does in all my survivor matches and killer games.
springtraps already get angy and try to find me; how is that not interactivity? after enough reveals they are trying to guess my camera. if you want survivors to do something you have to throw them a bone. they're not gonna play a rigged game.
You have a point. The risk of using a camera and the reward isn't all that equal, especially when aura reading perks are involved. A survivor will try to use the cameras, but end up getting grabbed more than once in a game because of perks alone. The risk just isn't worth it, and its not fun either. Its always better to just do gens and not interact with his power at all.
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@calem said:
he literally just came out and then got some add-on changes and you're already asking what's next… let's just see how it goes for a while
Its already been quite awhile. I'm asking what's next because Springtrap has already settled in a consistent spot, and he is one of the best selling characters in the game.
From a certain standpoint, something does have to be done either from a sales or development perspective.
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Then the issue is not being broken, its the basement perks themselves not offering good value for the tradeoff they inflict. Removing the broken status effect is just something that doesn't currently fit into the game
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954740#Comment_3954740
Survivor DCes because the game is hopeless anyway. Survivor rejoins the same match they just DCed from 2 minutes later just in time to see the last gen pop.
A game can't be deemed hopeless on if you're first on hook. We're talking about the selfish type of players who get bent the first moment things don't go their way.
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Dbd isn't like Call of Duty where you're shoved into a game mid match to fill in for the player that left. If someone leaves, you're stuck with a bot that will always be a detriment. You might as well not have a fourth player which is how most people feel when saddled with a bot, and the game is essentially over already. Does it always mean immediate loss? No. Is the bot useful and sometimes better than the player you had? Definitely. Yet, most average players will feel like the game is over. Its not a good feeling.
I personally think the Devs should take notes from a game like Overwatch who allows someone who prematurely leaves the game to join right back. Its still the same character they came in with and the same perks/items.
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@Qinshi1 said:
After playing multiple matches with The Unknown, it’s become clear that he struggles heavily against experienced survivors. His power is too easy to counter with simple line-of-sight, and the pressure he brings is almost non-existent compared to most other killers.
Survivors who know what they’re doing can avoid his blast effortlessly, and the teleport is predictable and doesn't create much map control. Right now, The Unknown feels fun conceptually, but his overall effectiveness is way below average.
Please consider giving him a meaningful buff – whether it's making his blast harder to dodge, reducing cooldowns, or improving his mobility. Against sweaty survivors, he’s almost a free win for them.
I think you should consider checking out some videos of high level Unknown gameplay. Its been a minute since I've heard anything about Unknown but a lot of players are quite comfortable placing him in A tier. Top of B tier for above average and C for below average. Some of the best Unknown mains will swear he's S tier.
Unknown has an extremely high skill ceiling, and while he does have some weaknesses, he does have perks and add-on synergies to give survivors an extremely difficult time.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948758#Comment_3948758
That's honestly a point I think alot of killer mains fail to appreciate. With such a huge roster it's alot to ask of people to be aware of all those different powers and how to counter them. Not to mention any addons they have that changes their power drastically. Whereas most killer mains only really play a handful of killers. Not many are familiar with the entire roster and all their quirks.
That's why killers like Twins have an unusually high kill rate. They appear so rarely so no one really knows what to do when they encounter one, and on top of that Twins is still regarded as a very strong killer disregarding her and Victor's bugs.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949071#Comment_3949071
I'd argue normally he's B-low A, but theres a gap in his skill range where you go from Low A to low S due to the weight of the axe. You can ignore some loops if you're good enough.
It'd be extremely rare though. You'd throw a lot of chases and games trying to reach that level, more than most other skilled based killers.
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@YamamuraVideoRentals said:
He still has practically no cooldown when hitting a survivor with the fire axe. AND THEN he becomes 115% speed! Too overpowered. And his stealth ability when exiting a door lasts for too long.
Otherwise I think he would be okay.
He's B tier at most, very low A at high level. Especially after the next hot fix scheduled for this week. What you have to consider is that there are a fair few killers who are WAY stronger and way more oppressive.
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@cogsturning said:
Forty killers is a lot and the game is overstuffed. There's only so much you can do. You can also only ask survivors to learn so many different abilities too. If you only play killer, you can learn one character and nothing else, if you want. If you play survivor, you have to learn forty characters' powers. If all of them are drastically different (and all of them have as many abilities as these more recent IP characters), there will be way too much being asked of survivors.
I'm guessing it also comes down to money. You can play some simple killer that throws hatchets or turns invisible for free, or you can pay 5 bucks and have 5 killers rolled into one.
I feel like the two many killers to learn is difficult for survivors is kind of a meh point. Even if you haven't purchased the character or dlc, every killer still has their ability free for reading in game or online. There is also plenty videos online that help people learn how to face these killers or be a better survivor in general. That being said, this information should be much more available in a more advanced tutorial which the game lacks.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947295#Comment_3947295
Problem is if you make a classic version, you're going to butcher queues.
Survivors will go back to the classic where the game was better for them.
And killers will stay here where the game is better for them.
I don't see how they could reliably do that, or maintain it because quite frankly I think people take current dbd for granted and have completely forgotten just how abysmal old dbd was.
Its kind of a weird discussion to me because what exactly is classic Dbd? We're talking about a decades worth of changes so where exactly does the classic dbd fall onto? Does it fall into an version from eight or nine years ago? Maybe seven? If people got a classic mode back, it would be nostalgic for a few games and then the extremely glaring issues and lack QOL changes we're use too would bleed through like an open vein.
People like to remember the good but forget the extremely scummy bad that a lot of people hated more than anything.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946386#Comment_3946386
Hard disagree he is a clunky slow shell of his former self
But still viable and capable of some interesting and crazy things.
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Pop, Pain Res, Bamboozle, and BBQ
Security Badge and Bonnie's Guitar as add-ons.
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@Valimure said:
It's definitely the power creep / lack of new ideas showing through again. I think Vecna was the last truly unique killer we got - everything else has been mashups of other killer powers, for better or for worse. Dracula is just Spirit, Demo, and Nemesis rolled into one. Houndmaster is a budget Twins. Updated Freddy is Clown + Onryo. Kaneki is Blight + Legion. Springtrap is Huntress + Xeno.
I'm hoping that part of Springtrap's stealth issues will be solved when they actually fix the bug of him not being visible coming out of doors. There definitely should be an animation there, and that extra second of reaction times makes a HUGE difference.
I would like to point out that before his release to live servers, Sprintraps add-on Foxy's Hook was literally half of Clowns power. It was 10% haste to both killer and survivor for a ridiculous amount of time until it was nerfed. A lot of killers abilities are becoming obsolete and need updates to stay relevant. Why play X killer when another does what they do but way better?
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@indieeden7 said:
I definitely agree with you but he hasn't really got all that good of a range on his power. If anything I wouldn't mind it if he had better range but remove his stealth.
His stealth is technically essential to his character so its not exactly something to be removed. Losing track of Springtrap is the whole point as he ping pongs around the map and its not clear where he'll pop up next. Just like in the games.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945829#Comment_3945829
Bro forgot the gutting of chucky
His scamper was a free hit at most loops and he had his power constantly. His current version also isn't gutted in the least.
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@MauriceMaverick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945815#Comment_3945815
Not being able to tell which camera a survivor is ising is good and all, but if both killer and surv teleport springy gets a grab no matter what door was used so thats a moot point. His undetectable being removed is nice and all, but stepping inside a door and leaving it again cancels the aura while teleporting resets the undetectable. But i agree that the full blocking of his teleport is a bit much so i remove that.
Small misconception. Springtrap has to actively target the door the survivor is using to teleport or the door they're teleporting too. Fun fact, if a survivor teleports while Springtrap is using the doors, those doors are highlighted yellow which means he knows exactly where to go to intercept. That's why its not recommended to use the doors at all unless another survivor is being chased or carried.
BBQ & Chili is very popular in him right now as well. I saw a survivor going towards a door on the other side of the map and used the opportunity to grab them. Basically, don't use the doors unless you know its safe.
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@Inosennatoki said:
In the PTB Springtrap felt balanced.
After his release all his add-ons were nerfed in to the ground.
I don't really know why people always assume a killer is going to get gutted. Skull Merchent is a unique case of extremely bad killer design and people being unable to let go of Chess Merchant who stalled games for literal hours. She is the entire reason that "go next" is a term in this game despite technically not even being a strong killer to begin with.
Springtrap can't stall the game for hours. He doesn't cause any issues similar to that of Skull Merchant and is at best a decent killer. He's not Blight or Nurse level.
Ghoul is probably stronger because he has a better chase ability with a free injure, but he wasn't nerfed until after a few weeks of being released and even then the nerfs were relatively light. It was only after when he received more significant nerfs, yet still remains a fairly strong killer.
Before that Dracula and Houndmaster were repeatedly buffed after release and both only caught minor nerfs after a good while. It took months to even nerf Weskers infection mechanic despite being the most played killer ever over a long period of time.
I do not see Springtrap being gutted or heavily nerfed whatsoever. His kit is not problematic save for a couple bugs currently affecting his gameplay.
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@MauriceMaverick said:
1. Give his teleport a starting cooldown. Now he can from the start of a match straight up teleport to the other side of the map and find 4 survivors. He doesnt even need deadly pursuer to do so. Bhvr has made that specific change previously with sadako, so if he wont get a general cooldown for the teleport, at least give him a starting cooldown.
2. Make a powered down door also deactivate his teleport. That would be a genuine counter to his teleport like the ones that sadako, hag, demo and dredge already have.
3. Make him visible during his exit of a door. Im not asking that he has an entire animation for the full duration of the teleport, like demo has. Obviously bhvr went with more of a dredge approach on that. But the fact that he comes out invisible and can hit people right infront of a door while invisible for 2 seconds after exiting is weird.
4. Either nerf or remove his undetectable. This is more of a personal opinion because i main demogorgon but the fact that this killer with no teleport cooldown can teleport and have 20 seconds undetectable while also being able to have an insta grab during teleport is just too much. And unfair for the puppy.
Of course they should also fix the god damn headset audio for his doors but thats a know issue.
The invisibility and audio issues are bug specific issues. They are also a counter to his undetectable because he can be revealed for quite awhile with the cameras. There is no telling which door a person is using unless he has a specific add-on. His undetectable is a part of his identity and is a core element to bringing the Fnaf experience to dbd. Springtrap disappears a lot and is fairly difficult to keep track of in the games unless you're using the cameras.
In terms of the other parts of his kit, I would say its somewhat touchy to nerf any aspects of his traversal minus the bugs. It feels good to use and makes him a very exceptional killer. Limiting that would make him extremely weak if done wrong. I believe he should be slowed down when using a door near a hooked survivor since he easily bypasses the camping meter and can tunnel fairly easily.
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Springtrap can be extremely aggressive with the security doors, and with good placements, has the best teleport in the game excluding Singularity who can place their pods wherever they want. The fact being there is no cool down which makes it feels so good but also oppressive. I don't think locks are the answer, but I do think Springtrap needs to be slowed when coming out of a door near a hooked survivor. Singularity and Dredge have something similar given that their powers are far less restricted compared to Freddy who has a lengthy cooldown or Sadako who also has a cool down and can have her TV's disabled outright.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943657#Comment_3943657
Yeah, but all it takes is two healthy survivors to take hits and it is nullified.
A niche scenario for an already niche perk for a niche build.
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I think its a nerf and buff. The minimum threshold was increased, but in return the regression rate was increased to 100%
If the exit gate is let go at all then that is instantly lossed progression.
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@angrychuck said:
As cool as it would be that just won't happen due to license holders not wanting to work together.
Given how closely guarded Scott is with his IP for Fnaf and the legal hell that would follow suit, the fruits of such a crossover would not worth it by any measure.
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@Coffeecrashing said:
No. Ghoul has this restriction because he has a long-ranged hitscan grab attack. He doesn’t have this restriction because he has a dash.
That's not how it works. Ghouls first hit goes over pallets and can only injure with ridiculous range but is only partially the reason his power goes on cool down since its so easy to hit a survivor with it. The biggest issue is distance and Ghouls M1 after canceling his power. Killers like Nurse, Blight and Ghoul can instantly catch up despite being stunned, so if they pallet break, the survivor actually gets value in distance rather than immediately being punished for using a pallet. Before his nerf Ghoul can just break and land on top of the survivor seconds later. It was even worse with pallet breaking perks like Brutal and Fire Up.
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@Goth_Furry said:
Is there any plans to add these pride charms and/or badges into DbD? Gaysper the LGBTQ+ ghost, A unicorn version of Maurice, Intersex-inclusive Progress Pride rainbow flag, Queer flag, Pomosexual flag, Omnisexual flag, Bear flag, Otter flag, Pangender flag etc. and a pride rainbow banner?
The charms are already in the game. I forgot what code it was, but enter it in the store and you'll get what you're asking for
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@Grigerbest said:
In all honesty, why this is not a thing yet?
When Nurse is charging her blink - she should be able to cancel it with a press of a button, just like any other killer can do. Especially the newer ones.
The fact that once you pressed M2 and now you just have to blink, lose 1 stack of a blink and suffer the fatigue in order to just cancel your power - is just bad and feels off.
Imagine you're playing Huntress and once you charged your hatchet and now you just have to throw it in order to cancel your power. Or Artist? Or Dredge? Many killers (if not all) can just cancel their power, why Nurse can't?
Even from the part of a common sense - player should be able to cancel a charging power, when they changed their minds about using it.
Edit: For example:
When charging a blink, you can now press the "Ability button 2 (Lctrl)" to cancel the power — but you still lose 1 stack of a blink and put it on cooldown. Similar to Pinhead.
The biggest flaw about this argument is that its about Nurse. Aside from maybe quality of life, she is never being adjusted unless it is to rework or nerf her. She breaks the rules and is the strongest killer in the game still.
One of the counter plays is doubling back if she charges her blink too long, thus she has to miss or aim at the ground and suffer fatigue. The survivor gains distance because of their play and the killers mistake. If you make it so she can cancel the blink, then it removes the dynamic entirely and makes Nurse stronger which is a no no.
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As skins, yes. As characters, no. 99% of these animatronics were at some point children murdered by Afton. Even as they're trying to kill you in the games, you are supposed to feel for these characters and the horrible fate they're condemned to.
Its not particularly fair to force them to be killers in the entities realm, even if it would be easy from a lore perspective. They are suffering children at the end of the day. I don't want them in the game.
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It's not easy making maps, and its extremely time consuming. Given the state of the game at the time and the multiple projects going on at once, there is simply not enough time whatsoever to make maps for every killer. I
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We know from brutal experience that giving survivors control over a killers power does not end well. It would be abused so badly if it could be disabled by the cameras.
The second idea isn't bad per say, its just not plausible. Its easy to forget that sometimes what we're asking for is entirely new mechanics/animations for an already finished project thats officially releasing in a few weeks. Realistically they probably have already brought up Phantoms multiple times through the design process but Scott likely said no.
The chapter needs more changes before release without a doubt, bug fixes included, but it needs to remain in the scope of being possible.
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@jesterkind said:
That doesn't actually happen that often, is the thing.
Kaneki was nerfed, sure, but if we go down the list of recent releases prior to that…
- Houndmaster was buffed multiple times after release, with a few small nerfs here and there
- Dracula's been changed in only two patches post-release, one of which was exclusively buffs (the first one, in fact) and the second of which was half and half — two buffs, two nerfs
- Vecna's received a few changes to cooldowns mostly, most of which were buffs (not counting the current changes obv), with a few nerfs here and there
- Unknown's barely been changed at all, one change and it was a buff (according to the wiki, I actually don't remember this one)
- Chucky could count as a character that got nerfed after release, though it's important to note that also came with buffs every time. Still, power overall went down, so we'll count him as our second killer this actually applies to
- Xeno got a small nerf after release, then a buff-and-nerf patch
You get the point, I won't keep going back further. Killers being noticeably nerfed on release is not common, and most recent killers have gotten buffs after release. You're not actually in serious danger of the killer you paid for being noticeably nerfed… unless the killer's obviously overtuned like Chucky and Kaneki.
It's just live balance stuff, it's not really targeted or biased or anything.
People are still stuck in 2017 when Freddy was nerfed to the ground after his release and was outright the worst killer in the game for several years before his current rework. Yet that hasn't happened since then as most of the recently released roster have been buffed after PTB, and only caught nerfs because they were deserved. Kaneki was genuinely overtuned and making survivor matches miserable. Weskers hinder infection was genuinly overtuned and allowed for extremely easier tunneling. Dracula was weak in PTB and was buffed to A tier after release, same with Houndmaster who's knotted rope add-on was literally the best add-on in the entire game.
Chucky and Xeno caught nerfs long after release. If anything is nerfed after release or PTB, it's because it was genuinely too strong or extremely unfun to play against and even then Ghoul didn't see any changes for almost a month before he saw any nerfs. The nerfs were light handed too so I have no idea why the nerfed after release mentality is still so prevalent.
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@LordGlint said:
Been seeing just about every content creator on the PTB running this addon on the various videos I've watched. It looks fun, yet weirdly fair since survivors can get the effect too. I'm just wondering if this will become another knotted rope, a super popular addon on PTB that will get gutted on live. Thoughts?
Knotted Rope was nerfed into oblivion not because of its popularity but because it was insanely overpowered and when mixed with stbl it was a very broken combo. It was genuinely the best add-on in the game.
Foxy's hook on the other hand isn't. Its more like a Ghouls coffee add-on that let him slide post release before it was made basekit. Behavior likes to make these sort of add-ons baskekit since its dramatically improving the characters kit without breaking the game like knotted rope did.
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He definitely leans on the stronger side of killers. Its too early to really say where he really lands, but his ability to get easier downs at loops with his fire axe already puts him head and shoulders above most killers. He has a higher skill ceiling with the creative ways you can utilize his axe given its unusual throwing arc. His grab is more of a gimmick than anything and you're better off just using the axe to down, though it might bypass certain things if times right so I'm not sure.
The survivors don't really have a great incentive to use the security cameras, especially when quite a few perks do a better job of keeping track of the killer.
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Isn't Scene Partner the equivalent?
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@HandHoldSimulator said:
if survivors cry enough their going to get what they want. Every killer leaves the game.
They also removed spawn rules from the quality of life updates list which was the only killer buff in the entire list.
Also enjoy the survivors lobby dodging when everyone can see survivors loadouts.
https://i.redd.it/20w4jfguxrze1.png
Enjoy your dead game lol phase 2 its gonna be another TCM situation.
All you're making is a blanket statement based on whether the changes made negatively affects one side more than the other. I'm extremely tired of people thinking that just because one side is changed, the other needs to be changed as well. The devs are not survivor or killer sided and quite honestly I don't even know where that idea comes from all patches have been diverse in adding something to both sides.
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FOMO is such a weird thing to me, not because I don't understand it, but because its technically been around since forever. Games have done it before and businesses have done it WAY before anything digital existed.
I have zero sympathy towards FOMO because its oddly centered around people having poor spending habits, and companies taking advantage of that. On the other side I do understand people wanting event or rift cosmetics to be more available for those who missed the event or simply didn't have time. However, sometimes that diminishes the value of those events and their rewards. Why bother when I can just get it later for so much less hassle?