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k3ijus

k3ijus

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k3ijus
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  • @LadyOwO said:

    title

    slow down hook timer whilst the killer is within 24m, and stop it entirely if within 8m

  • @Burniebotss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789948#Comment_3789948

    he’s not “navigating” he has to waddle his stupid ass around the map collecting traps that are in deep corners and has to watch survivors run by and do nothing or chase and never get his power to full potential

    which is why I wouldn’t mind him getting a buff to max capacity of traps he could carry, or fixing spawn logic. The trapper has a higher killrate than hag and in my opinion is more fun to

  • @Burniebotss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789132#Comment_3789132

    well that’s mostly good, but doesn’t hag get all her traps and she can tp to them? Why can’t trappers disarmable traps be in his hand, his power is already seen dull to some and he’s supposed to lock areas. He shouldn’t use an add on to get them all also yes deep wounds on self escape so if you want your off the record you gotta wait for a friend. I did not mean to put two doffemt threes. I like the gen pop but yeah I am regretting the disarm one

    I just feel like itd be more dull to make trapper start with all his traps rather than have him navigate to get them, i wouldnt mind him beginning with all but the gameplay would feel to passive and im scared hed become boring like the hag since her only power is to place traps since she starts with them.

  • @codebibi said:

    https://www.youtube.com/watch?v=HDjJywjWcpQ

    this is exactly why perks that reduces gen speed are too powerful and needs to be nerfed to the ground. with a build like survivors don't stand a chance, they basically lost before the match even begin. and this also show how badly designed legion and plague powers are and need to be nerfed or completely rework. this type of build are extremely disgusting and should not exist in the game. each perk should reduce gen speed by 10% max instead of 33 or 20% it is way too much. or at least make these perks not work together because it make the game for survivors literally unwinnable no matter what they do.

    2 of these 4 perks can be cleansed, and thatnoaphobia can be countered by just having 1 person healed. The hex perks dont even activate at the same time so its not like its a immediate 30% slowdown

  • @Burniebotss said:

    I do believe that we are developed enough to provide funds to upgrade Mr Macmillans bear traps, they are rusty and slow now compared to hie they were back then. I suppose a few small changes to help him be able to continue promoting as the coverboy until he retires

    1: give him all his traps, don’t worry about him camping an area, that’s his whole thing

    2: deep wound should apply when escaping a trap basekit along with mangled and hemmorage to make his traps hurt better

    3: iri stone should be basekit but, it’s a longer timer 40 seconds, when a trap catches someone though it’s on a measly 20 seconds, disarming will make it a solid minute, random on the floor ones are the forty stayed above.

    3: iri stone should now open all traps back up after every gen or make this basekit too

    4: 10% or even 20% haste when someone is trapped so you can get to the trapped person in time

    5: give naughty bear, and krampus some unique sounds they’re fifteen bucks, some Christmas bells for krampus and some crunchy guitar for naughty

    That is all bhvr is you might be reading, pleas treat your boy right they are the poster boy ;3

    trapper main and

    1-Starting with all traps would buff but would make him just less fun to go against and play,(imo), just fix spawn logic and make the addon trapper sack reworked without the part where trapper cant repick them.

    2- deep wound is fine i guess, maybe apply it if they try to escape without a teammates help? I dont mind side effects.

    3-Firm No. Traps are meant to be hidden and if a trapper uses them to negate loops/pallets, its to be expected they will be disarmed. Itd just reward poor gameplay.

    4-ive been preaching for that for the longest!

    5-YESSSS

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786484#Comment_3786484

    False. 60% Kill rate is intended. The killer is suppose to have the advantage. Its a 4v1. They are working ALONE. They dont have comms. Also the game is called Dead By Daylight. Not Survive By Daylight….

    I dont have a problem with the killers having a advantage, but what i do mind is me literally having no counter to it.

    So many playstyles just ultimately negate any chance of me escaping, or more importantly having fun and theres nothing i can do about it. And most killer powers just reward free downs or injuries without any skill on their end.

  • @Batusalen said:

    “Just play as a swf” This is literally all ive been told

    Here's a new one: Play as killer.

    Pick a killer, and play long enough to get those survivors that when you don't tunnel, slug, camp, or use 4 regression / slowdown perks finish all gens by your 6 hook.

    Maybe then you will understand the true state of the game right now and why it is important to play both sides to get the full picture.

    I main trapper and huntress and trust me its so easy, most games i win by m1ing and i only ever switch to huntress when im iri 1. Most of the games i “lose” is when i get 8 hooks and just let the surviviors go because nobody likes being utterly crushed

  • @Fluffyxox said:

    Sadako's power simply feels unfun. Survivors disabling your power will no repercussions aside, (lets not pretend Condemn does anything in an average game) there is no real reason teleporting should feel as sloppy as it does.
    It takes nearly a full 3 seconds to crawl out of a TV, and your POV is fixed in the direction the TV faces the entire time; it's disorienting for no reason.
    Every other teleport type killer power is instant, or allows you to look around. Is it too much to ask to have a 3rd person cam as you crawl out so you can orient yourself? Considering you have no agency over where your TV's are, would it really be so broken to get out of them faster than pallet stunning yourself each time you teleport?

    i feel like teleports that apply condemn reward in shorter time for tv to be off,rewarding good play vs spamming .

    and tapes should passively apply condemn to add to it being a “cursed tape”

    Sadoka coming out of tvs should judt be modified to feel better imo, addond can already buff it

  • @pandorayr said:

    Yesterday I was playing with my trapper on the clinic map and there were 2 survivors alive but they weren't repairing none of the last 3 gens, they was hiding and I getting bored was looking for them for 40 minutes exactly in the end I disconnected, obviously got a penalized but I don't care

    Is it fair to the killers? I don't think so.
    I couldn't find either to the 2 survivors to try to finish the game and move on to another one.

    Enough already!
    You've fixed the 3gen issue but now fix the Game hostage.

    PS: the 3 gens were very far from each to other.

    ”grrr I’ve absolutely destroyed the surviviors and they have no other way to win, so they play for a stallmate, nerf hiding in a stealth horror game🤬🤬”

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784924#Comment_3784924

    I would rather have those two killers buffed in more creative ways.

    Yeah, buffing base stats instead of their powers just incentivizes playing without using your power, which isnt a good mechanic. Buffing power instead of base stats increases interaction, skill ceiling, diversity and better overall

  • @Sarrif said:

    Or just… you know use a sac ward if you are bothered by it or your own map offering. It's not like there's a shortage of either.

    sac words quickly run out if you use it every match, even if nobody brings a map offering it will burn which is why they deplete so fast.

    and bringing a map just makes it a rng battle

  • @Royval said:

    they already can get the trap off in one search do this and pig immediately becomes an actual rewarding killer it’s not lore like at all for people to be able to freely run around in traps it looks ridiculous this would also make her iri useful.

    I feel there should be a passive timer that slowly makes it active, and hook stages help increase it and a generator makes it immediateluy become active, a whole killer power dependant on the surviviors input is stupid and only effective against low to mid mmr soloq

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783720#Comment_3783720

    stridor is bugged and does not increase volume. they said they buff the perk but it doesn't work.

    unfortunately dealing with bugs comes with the territory of playing dbd, it sucks but just wait until next patch or dont use audio reliant killers

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783717#Comment_3783717

    While kill rates I can't argue much (although the rise in tunneling is partly to blame) gen regression did take a hit.

    The 7.5.0 update gave a hard-limit to regression, which means that every perks requiring either a kick or that caused remote regression suddenly gained limited value per gen (while 8 sounds like a lot, it can go by fairly quickly if Survivors are decent and thus the only regression perks that are worth running are the ones doing the most damage per events: Pain Res and Pop, basically every other regression perks have faded away or aren't being used together, some perks like Eruption and Undone are now simply counterproductive since they effectively can only trigger 4 times before blocking the gen and their value is too negligible for the drawback). This regression limit, while not unhealthy by itself, should only activate when there is 2 gens remaining since weaker/M1 Killers in particular are now more pressed into getting one Survivor out asap to compensate for limited slowdown.

    Furthermore, nearly every regression perks was later nerfed to varying degrees, while the nerf to Pain Res was manageable the nerf to Pop was harsh and I see it much less than pre-nerf even if it's still fairly present (Grim Embrace has since semi-replaced it).

    Also, I think everyone has witnessed that in the recent months there's been a big increase in Survivor giving up early for many (most of them petty) reasons and effectively dooming the rest of their teammates. Especially for certain Killers (Dull Merchant, Blight/Nurse etc.) their killrates are inflated by Survivors going next on first hook.

    i would like to remind you the reason why the 8-hit regression limit was added is because most games it barely hit 3, 8 is generous considering that the “tap gen” meta was gone and it always did roughly 5% while regressing? Gen perks did take a nerf i wint argue that but ill explain that later. Also the reason the limit can’t activate when only two gens are left is because some killers go into the game with intent to 3-gen, your perk argument was fair and some perks shouldnt activate or increase the limit.

    And like you noticed, surviviors have been giving up because of tunneling/camping, so increasing gen times would indirectly make the game more miserable

    “Tunneling/camping is a tactic to combat fast gen speeds”It really isnt, i dont even regress generators anymore purely for the fact the surviviors will usually die at 4-2 gens. If you camp or tunnel you lose the pressure you could of had. It might also because of use of a weak killer- but thats more of the killers abilitys fault than gen speeds

  • ill never get over how flicks for killers are broken but flicks for survivior are encouraged to the point the skill ceiling for them should be non-existent

  • I dont think its the fact their against the idea of adding other flags, but its probably more to the fact the pride flags are so well received so their more incentivized to include it, and the game is very lgbt friendly,

    Your concerns are valid though but the game doesn’t listen to much to streamers because they center around the average player experience rather than experienced players, its impossible to find common ground between a 5 hour player vs 5000 hour player

  • @HolyDarky said:

    The Perk is currently the fifth most used Perk on the survivorside because it is a really strong Perk and players know this. Beeing completly silent gives you so much advantages when you're in chase but also when you need to be stealthy. You are quieter than a healthy survivor which is already paradox and means you get rewarded for getting injured - they nerfed Pop because it was too powerful while the requierement was too low. The exhaustion part is not really a problem - see the high pickrate - because you can pair it with DH or no other exhaustion perk because you don't need one in the current metagame. Many killers need the sound information to better track survivors while killers like Spirit, Knight, or the upcomming Dracula rely on them to find survivors. Stridor is not very helpful - same situation back then when they introduced Shatered Hope as a solution for boons. Exhaustion Perks and Addons also does not work reliable - a similar situation like old MFT.

    Either nerf it to 90%, remove the exhaustion part and put it back to 75%, or change it in this way that injured survivors make healthy breathing sounds. But don't keep it as it is right now.

    Just bring stidor if you need audio cues badly? Lol

  • @Jim_Tonic said:

    As of right now every generator regression perk has been nerfed really hard, while on the same time we dont only have mutch higher gen speeds but also hook sabotages are far easyer to do now.

    Often 2 gens get done before even the first hook, forcing killers into strategys that noone likes. There needs to be more time added to generators to give killers a little more time to breath.

    i love how you say this whilist there havent been any significant nerfs to gen regression, and kill rates have been at its highest for a long while. 60-72% kill rate

  • @Ayodam said:

    Doesn’t this kind of match what the devs have shown? Trapper specifically is said to perform extremely well at low and mid MMR, which is why he isn’t being buffed. It’s killer mains on this forum (and on Reddit) who think he’s weak. The data does not however bear that out.

    He only does really well because the only players who do play him are new killers matched with new surviviors… which is always a bloodshed or a really experienced player. His whole power takes time to build compared to hag, SM and other killers who just begin with their power, just imagine a huntress who has to collect hatchets from lockers one at a time. And he has the most counters as literally just run past or disarm to negate his entire power, he has no secondary power at all.


    And even if the killer plays perfectly, if one survivior tails them his whole power is negated.

  • @Psycho_ said:

    in 1v4 the issue comes. you have 8 traps. realistically the first survivor you find has no option and dies because you have 8 traps to kill every loop or escape option. given the killers we have maybe it would be fine.

    If I'm not mistaken we have the trapper sack that gives you all traps but you cant move them.

    I've always thought give him a bunch of traps at the beginning, like you said 8 or w/e. he gets that first oppressive down, but then he can only carry up to 4 or w/e the default is.

    Even with 8 traps theres no way it would cover every loop, and surviviors with common gamesense know if they initiate a chase where the trapper began chasing them, it would probably be trapped so they should go to other way

    And the problem with trapper sack is the fact because you cant move them, if a survivior calls them out then its practicially useless, so its only value is to trap 8 pallets or vaults, which is boring

    I wouldnt have a problem with holding 4 traps but the nature of rng spawns with how big maps are now is really annoying, Ive grown to hate any map with platforms or a second story

  • @TieBreaker said:

    Because there's a risk that players will just go straight to the three gen and layer the area with traps. It would be crap to play against, and would reward Trapper for using zero skill expression.

    Three genning will always exist, but it is much weaker now; Saying 3 genning is the reason is more of the games fault rather than the trapper. Also other killers can three gen so what exactly is the issue with a weaker trap killer with a weaker power doing the same thing?
    Also im not justifying 3 genning but literally the trapper is barely as good at 3 genning compared to other trap killers, if you disable the traps they wont randomly become active again (without addons) and they physically have to be picked up or activated again which takes a lot of time, Compare this to other killers and youll see its barrely as opprressively

  • @ElodieSimp said:

    Right now, her hatchet throw takes no skill, aim in a direction and you'll hit 99% of your shots, even blindfolded. Before, it was awesome to see Huntress skill shots because, it took skill to hit, and you were massively rewarded for it.

    Hell you can even have it where she carries 12 hatchets before reloading if you just make hitting shots take more skill/aim.

    its not so much its not skill but more of the fact even if she makes a mistake, she can try again, and again, and again, …..x3 more times

    Its more of the fact she has SO MANY hatchets which makes it unskillful, because eventually she will get a shot with 7 hatchets.

  • @Slan said:

    Kinda a hot take but here we go.

    The endurance given to a survivor when they are unhooked is supposed to be for dissuading the killer from focusing on that survivor and ignoring the rest. However survivors use this mechanic recklessly to protect others, thus encouraging the behavior this feature is sought to fight against. There are perks that already work with protection hits so why not use that to fix this and make the mechanic work as intended? After all a survivor should be punished for actively endangering themselves. I would make this affect only the basekit endurance, leave it on with perks such as Off the Record and such, as using a perk slot for doing certain things seems to be an affodable price for an action such as this.

    what if there was a killer perk called “wait 8 seconds” in which case if a injured survivor is taking protection hits, if you wait 8 seconds the endurance goes away?

  • @dark9087 said:

    omg, how can such a horrible designed achievement even be in the game, first killer dependant survivor achievement, how is this even a thing? what if I don't face vecna in 5 months? I just can't get it because I'm unlucky?
    So, I have to hope to face vecna, hope to roll a 20 and hope that my team is competent enough to win? Can we not make achievements that rely so much on hoping?

    The dice roll isnt based on luck, the chest with 20 will have sparkles on it,and iit has a guaranteed spawn

    And lich is a killer many use,played against one last night.

  • i like the idea and concept, its fair as it takes 4 minutes for a survivior to bleed out, slugging under no conditions should take more than 4 minutes so this mechanic shouldnt even be present in most trials.

    Though i feel the conditions put on the survivor were a bit hard, but the aspect of it was really amazing

  • @Devil_hit11 said:

    Title.

    I wouldnt even need to name killers. I could name perks

  • @bleep275 said:

    Let’s ignore the usual “it’s toxic”. This time it’s about the growth and player retention.

    So through this event I got several people to play the game and try it with me. About four. At first they were loving it. They were terrible, but having fun despite their mistakes. There was laughter.

    And then the tunnelers came.

    Now they quit. Now they won’t get back on. Because “how can I play and get better if I’m hunted off hook”.

    Yes there are perks to help but the thing is. They don’t have them. They don’t have any DLC they’re new.

    Now with experienced players. It’s a big reason not to play survivor. I typically refuse to play unless I’m begged or a challenge.

    Tunneling is not only detrimental to game health, but also to player retention. Something desperately needs to be done to minimize the effectiveness or something to heavily punish it. So NEW players can have a chance and have fun too.

    What are your suggestions to minimize this issue?

    Mine would be: point penalty, heavily increasing length of endurance, heavily increased haste upon endurance activation off hook

    Tunneling itself isnt inherently bad, but the way a killer can proxy camp a hook and immediately go back for the survivor before they even have time to fight back is whats bothersome. Id recommend a time delay before the survivor hud changes to unhooked, and maybe delete the notification?


    It would also be nice if killers were further rewarded for not tunneling, like everyone is moriable if theres 8 hook with everyone alive,

    I think it just comes down to not making tunneling as accessible and adding benefits towards not tunneling

  • @Pop_Goes_The_Gen said:

    For the half year or so I have been getting a friend into this game and it has been reopening my eyes to how bad this game is monetized. Seeing them have to go through this has literally just made me feel like a bad friend for suggesting them this game. Like them picked this game up because they wanted to try out the Xenomorph yet after buying the game I get the grand joy of telling my friend to spend more money to buy the Xenomorph. Then they start asking questions about perks and I now get to tell my friend that "oh yeah you're prolly just gonna wanna buy the characters for the perks you need" As if spending more money on this PAID game was just what they wanted to hear after buying a game and some of its dlc. They of course decide to just use the shrine and now I get the joy of a discord screenshot of the shrine every Wednesday and a "bruh…" right under it.

    Then survivor is worse because if we are playing serious then they would usually die first due to a combination of being new but also not having self preservation perks like decisive strike or deliverance. Then we can never really meme around because its hard to convince your friend to level up Ace for a luck build or grind iri shards for Elodie and level her up for a chest build when they are busy leveling up like David for dead hard or Feng for lithe.

    Like the new player experience is frankly awful. Like we already have cosmetics why in the hell are killers and new survivors not just free updates. Sure licensed killers might need to be paid but then why cant like perks just be free for all. Why do paid only chapters have exclusive perks that more often then not have a meta perk shipped alongside them that wont be nerfed until it enters the shrine 8 months later. Why is the shrine only 4 perks once a week, which is frankly pathetic and scummy as it clearly only exists so the devs can say its not pay to win and all perks licensed or not can be bought with iri shards which is just disingenuous.

    Like this is a PAID game and we have literally THE worst monetization in everything. All new chapters must be paid for with either the premium or grindy currency with the licensed chapters requiring premium currency, overpriced cosmetics: $15 cosmetics for a $20 game, and making the grind for free to play players as long as possible maybe even infinite if you never let a licensed perk they want enter the shrine. It feels like behavior wants new players to suffer and just either get on the buy every new chapter ride or uninstall

    I joined earlier this year post dredge release and when the horror aspect of the game ended and i actually began learning what perks to use- I WAS MORTIFIED. Literally half of the good perks were behind a paid wall, and the others still costed4.5k-9k iri shards to buy the characters themselves, which i tell you now to gets piece by piece is horrifying, i still dont have all the characters and i have 1k hours.Never used shrine unless it was paid for max efficiency.

    So i feel SO bad for your friend. Seeing as theres literally so many more surviviors and perks, its gonna take a year at minimum to get with the meta without paying

  • @Tyler3 said:

    So, 2v8 has been mostly fun, chaotic and pretty much like everyone expected. One not so fun thing however is when you're being chased by both killers at the same time. There's essentially no counter-play and chases rarely last longer than 15+ seconds. In other words, you're dead and there's pretty much absolutely nothing you can do.

    One idea I had to potentially make chases in these situations a little bit fairer for the survivor is this: Whilst you're being chased by both killers simultaneously, you receive the Endurance Status Effect, allowing you to tank an extra hit, meaning both killers can't just instantly down you. The Endurance Effect will dissappear if the 2nd killer leaves the area of chase, or if you escape. Also (only whilst both killers are chasing you), you have basekit Overcome, allowing you to get a little extra distance from the killers if you're hit, potentially discouraging one of the killers from maintaining chase.

    I feel like this would help out the survivors a little bit, as currently, being chased by 2 killers (unless you're a godly survivor), pretty much means you're dead.

    Its chaos not meant to be balanced

  • @Ohyakno said:

    I don't agree. His chains are incredibly low impact for how punishing they are to miss. He stomps bad survivors and is worthless against good ones unless you're able to keep constant chain hunts up. Against good survivors that's his entire power: keep chain hunts up. It sucks.

    Id disagree, his chains can be very punishing and the skill ceiling for it is massive, the best pinhead players dont need to waste any time and make the chain summoning hit the survivior directly instantly.Its only high risk high reqard for noobish pinheads.

  • @IIITweedleIII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774342#Comment_3774342

    That's the thing though, isn't it. In 2v8 if one only killer DCing, the rest is given a Bot. But that doesn't go for DCing in main mode. Once a Killer DCs game is over.

    Once the game gets going, any time a Survivor DCs they given a Bot. And to be fair, that Bot is given hacks that makes it seem much of a better player than the player IRL. And if a Survivor DCing at the loading screen before game even starts, everyone is halted by a wasted waited lot of time for a trial to begin again. (Which I believe will be fixed soon, but idk)

    If you go against a Bot because of DCers. What then will the fun be if these bots have Hacks that make the trial 10x harder than going against a real person?

    Wrong, the killer bots in 2v8 were so much more better to face. If this was put into the real gamemode it would mean no toxic gamestyle or gameplay

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774302#Comment_3774302

    Game ends when killer DC and it definitely is annoying if they do it in first chase.

    It's simply pathetic for anyone to queue into game just to throw tantrum and DC, because game didn't start how they expected.

    You find it annoying when killer dcs? I thought that was a universal “haha- i made them dc moment”.. and i dont really even mind them dcing, still a escape for me.


    and 2v8 showed the killer dcing and being replaced with a bot is still fun if not the same experience- without the tunneling and camping.Lol

  • @Iron_Cutlass said:

    Winning is not everything, some players want to have fun, and having players give up can easily ruin that fun and sour a good match. One of the many reasons could be because of bloodpoints or because of how it affects the flow of the match.

    I dont tunnel or camp or play in ways that the general community finds "distasteful" (I play both sides, so I play in a way that I think is fun for everyone), I normally try and pull off gimmicks and niche builds or set small goals for myself to accomplish, and having someone give up kind of kills that fun for me.

    Obviously not everyone is the same, so keep in mind that I am only speaking for myself here.

    I addressed the fact surviviors just giving out without reason isnt what i defended, and you can test your builds;most of which i can promise 99% of surviviors will not dc and prefer your creative perks over meta so thanks for your creativity and playstyle, surviviors mains appreciate it

  • @yukiday said:

    Huntress is not OP, just highly used.
    There is no need to remove the buff.

    7 hatchets weakened the counterplay to wait until the huntress out of hatchets or wait until reload, as in 5 hatchets was still really oppressive

    Ive noticed after the change huntress mains never really bothered to go refill their hatchets unless they were entirely out, as you would still have plenty of hatchets

    Even with 5 hatchets thats still 5 possible health states, no need for 7.

  • @HexHuntressThighs said:

    The Pig has a crotch mode?😳

    sorry if im confusing the terms im not as fluent in english😓

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422587/every-single-buff-nerf-or-rework-to-every-killer-i-propose-i-guess

    Artist/wraith/nurse/hag... should get lightburn back. Unknown and knight could also get light burn.

    Deathslinger having a higher range sounds good and about the reload addons, I don‘t know.

    Doctor is fine. You ONLY NEED TO DODGE.

    Dredge: He needs multiple things. He needs a way to unlock lockers, so that not all lockers are locked at the end of the match. Nightfall could reset the locked lockers to unlocked again. Also that you always automatically to into the locked locker in a group of lockers is so stupid.

    Huntress: Agree she should get her buffs reverted.

    Legion is fine.

    Freddy is the only killer, who needs a new power. I found his first power in the past way more interesting.

    Sadako/Onryo: I wish we would get her first version back, she was so much fun back then. I really loved this killer.

    Pig: Limited crouch is unnecessary and I‘m all for reducing the timer of the traps, but I would test 140s or 135s first. I wish they would give her traps a lot more love.

    Myers doesn‘t need a rework he just needs some buffs and small changes.

    Trapper: Unpopular opinion, but I don‘t think he is bad. The only time I really have problems is if survivors decide to follow me and disarm all traps

    Trickster should be reverted to his old form.

    Ghost face: Maybe a better reveal mechanic could help, but if it‘s to nerf him, no thx. I want him to not loose his power and stalk by hitting someone and there should be something against people constantly following to reveal you.

    Twins/unknown/xeno are fine in my opinion.

    recommended limited time stealth because with reduced death timer pig mains would be rewarded to crotch and follow them without activating chase;basically ensuring a 2k.

  • @VomitMommy said:

    I disagree with most of it, but Shape would be absolutely broken...

    Its sounds stronger than it is, but its probably more complicated to write out, so ill make it simple

    COUNTERPLAY

    -dont like urself get fully stalked

    -hide in t3 if you know shape has good stalk on you

    -disgress the stalking meter by doing objectives

    -outlast tier 3

    Now, as for the mori itself;

    -The shape cant just instantly pop t3 and mori, the stalking points for survivior and stalking meter would have to be perfectly aligned, so the shape would have to fully stalk one survivior, stalk another; get t3 and find the original survivior to mori them (if they didnt disgress stalk points already)

  • @KatsuhxP said:

    How exactly should you play unknown then lol? You don't always have cover and his power is useless then because it runs out the second you can charge the shot. I never even thought he would be to strong in any form even with stalemates.

    Besides that why him from all killers?

    Nurse is able to do that to some extent, spirit is able to do that, chucky is able to do that, twins is able to do that, knight was made for that before the rework, vecna is able to do that, blight is able to do that, bubba is able to do that.

    I just can't tell why it's a big problem on him specific xD

    uhm actually good example idk what i was cooking with unknown u right 😭 mighta been salty ive won only like twice againdt unknown

  • Wrong, i use stealth almost every match,If im deathook or in a situation where i really cant loop or the killer is just to oppressive, its in my and many other survivor’s best interest to hide

  • @nodforkiss said:

    please, no. last thing we need is buff for hiding survivors that does nothing whole game. they already have distortion and iron will please dont make the game more unfun for both killer&survivor.

    Was this game not built on stealth? Your yapping OP idea would be fine to implement.

  • @shiiroo said:

    No incentive is going to change anything. You made the incentive so high that survivors are just playing it like a BP farm. I know because I did whole weekend although I'd prefer to play regular mode.

    This is HURTING THE REGULAR MODE, because killer queues in normal mode are even worse, which makes no sense in general.

    If survivors are needed in 2v8, why does regular killer queues suffer as well? Put the incentive back in regular mode so at least we can play normal games…

    I can't imagine having 9 more days of those abysmal queues in normal DbD… there's a larger issue here and no incentive is gonna solve it and make more survivors play 2v8.

    It's either this or matchmaking is broken is some way because it makes zero sense that both killer queues are this bad.

    Your opinion is valid, but you dont get to halt on other players and blame them for not wanting to play regular gamemode. If queue times are that much of a issue play custom or wait untul auguest 5th

  • @Atos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769772#Comment_3769772

    I main Killer and play 2v8 as Killer, I only played a few games as Survivor in 2v8 and in one of those games our entire team was slugged by a Huntress and a Nurse before being caged and there was nothing we could do. It doesn't matter if you refer to some other streamer, or how someone else including yourself try to do this and see if it is a problem. The fact that it CAN occur an DOES occur because there are no self-inherent counter-mechanics to it pre-death cage IS an issue, and let's face it, that issue should be addressed. It doesn't need to be Unbreakable with the 35% recovery speed, it can simply be that you are able to fully recover on your own. It takes time to do that, and Killers will want to cage you before that time runs out anyway. It helps the balance of dynamics for both sides.

    what you just wished for is basekit…. Are you sure it happened to you?

    Also i referred to how it took 5 hours with the most sweaty killers and experienced against noob surviviors. A regular game(which the game balances on) will never have 8 slugs.

    Also… No many mechanics will prevent a gamestyle, similir to how facecamping just made killers use m2 abilities.

  • i wanna say i understood what you said. But i dont. I think you said something about only being able to see 24m in front of you, that would work better as a separate status effect…?

  • @plattenpanzer said:

    Add infinite unbreakable basekit to combat this boring gameeplay.

    coconutrts tried to slug just to see if it was really a problem alongside his friend under the guise of hooking all surviviors instantly. and his friend helped

    It took 5 hours to get a game where they slugged every survivior. Keep in mind these players were some that played since the launch and they both used nurse and huntress and the survivors were noobs.

    Trust, slugging isnt a issue.

  • @Star99er said:

    I don’t feel like he was compensated enough for his saw no longer insta-downing.

    I played billy and i noticed he was better as a support rather than offense. Chain next to teammates and let them m1. The only weakness is out of the 5 killers 3 of them have a m2 ability so its kinda hard to get value normally if the killers arent colmuncating

  • @ItismeONI said:

    there need to be some real changes to happen.

    Killers are in a HUGE advantage. Therefore there must be some changes to it to make this mode much more fair. If not this will be just a soft mode for killers only.

    • first change HAS to be the hooks. They need to be back. Hear me out since killers only need to stomp survivors in the ground there are several things which makes it worse for survivors. For example there are no chances to save survivors anymore. Tunneling is much more easier since there is no DS or comparable stuff to get out of a killers grip anymore. So tunneling is much easier and therefore does happen almost all the time. The toxicity is much more lifted now. It is like 2 out of 15 games you maybe can escape.
    • Team up tunneling is also something what should be prevented. Very often the killer just go after the fresh uncaged survivor both together. Not to mention that teaming up makes also looping a killer impossible. Killer which all time see eachother can just watch which way take the other killer than they just go the other way and looping is done, or just not even can be started. This wallhack for eachother need to get rid off too. That is not good since it is already not really possible to escape two killers hunting you but let the killers see each other all the time? Why?
    • Next is the classes, while survivors have fixed classes what is all fine, there need to be more and the possibility of make a indiviual build out of the abilities out of these classes. But these for killers are much better in comparision while the classes of survivors only focus on one thing really these of killers are much more balanced.
    • Maps need to be much bigger. Survivors often are like all stick together and in creates to much chaos and killers have it to easy to find them. Getting hunt by a killer everytime leads to bring them to the other survivors. There is no empty spot more or less.
    • Closing hatches is already a problem but that killers now get a notification where they are opening makes it more useless to even have them in.

    I will just say my opinion. These changes would make it a better mode for both sides. Currently it is the very soft mode for killers. And maybe that can still be like that when they bring an additional 2v8 which is more balanced for both sides. I do not know, but this mode is just almost entirely for killers. And anyone who think different that is okay, I played several matches as survivor now and just can tell that the tunneling and toxicity in this mode is lifting into unviersal measurements.

    Oh and not to forget I, when I play killer, like to have a fair game, I think about that survivors have to have fun too. That is why I would love in a 2v8 to have the hooks back since that give the survivors a chance to save the carried survivor or themselves if tunneled, even I do not really tunnel, but makes it difficulter since there is a second killer who can maybe help me to save the hook. That would be much more fun and competetive feeling than just stomp them into the ground and walk away. THAT IS PEAK BORING! No chance for survivors to escape or save and no tension for me if somewhere a survivor jumps out of a wall and flash me or tries and get caught by my killer mate. How it is now is EXTREMLY boring you need no care about your surroundings and so on. That is no fun at all.

    My entire time playing i not once saw one survivior tunneled,camped, or slugged. And ive been playing the event since it came out.

  • @darksouls3600 said:

    I not asking to remove survivors BP bonus to play 2v8, but hell… queue time as a killer is insanely long and we don't have a incentive at all to play as a killer, like... 30+min to find ONE match that will take around 10 min to be done, seriously? Find a match as a survivor is fast, so the problem is lack of killers playing and we receive nothing to play as a killer, what's the point to try play a new and fun game mode if I can't find a match to play?

    I really trying to play this game mode, but it appears that you can only play this game mode with 10 friends.

    Edit - find a match as a trapper take around 10 to 15 min for me, find a match as a huntress... Take 40 min and I give up, maybe will be nice if we have a expected queue time for the killer you pick to have a estimative for how long gonna take for you to find a match.

    no… the problem is that to many killers are playing; the reason its instaneous for survivor is because of the excess killers… the bp incentive is to decrease the killer queue…

  • @shizzy_Pooh said:

    I think hag would be much easier to play if she were a 4.6 killer, trickster is a ranged killer and he was buffed due to MFT but now MFT was nerfed so either change hag to 4.6 or revert trickster to how he was before or make him 4.4 again. Killers like dredge, onryo, alien, unknown, and even singularity can teleport and have map mobility and they are 4.6 so why can’t hag be the same? She has a iri add on that increases her M/S by like 7.6% I think and even with that speed she still can’t catch up even with the survivor being hindered, and then she can’t even teleport to the triggerd trap so using her traps are almost pointless at loops because a smart survivor will just hold W to a different loop and you lost all this distance because you tried setting up a trap you can’t even teleport to. I really enjoy hag but it can frustrating to play her being so slow sometimes especially when we still have these strong maps like badham, disturbed ward, prenn asylum, cold wind Thompson house, Leroy’s memorial, gas haven, wreckers. It gets to be too much as hag with these maps all the resources all the connecting loops, all the exhaustion perks, finesse, dramaturgy. Makes hag a little frustrating to play sometimes and then when you finally do down a survivor you have to camp the hook with traps because two gens got done in your first chase and then the game turns into having to slug, tunnel, and proxy camp to build pressure and having to play that way to get any kind of kills gets old sometimes.

    The issue is the fact changing her to 4.6 is actually impractical, the difference is almost unnoticeable as 5% haste is 2-3 seconds faster across whole map.

    wouldnt it be better to buff her power? Like adding a ability to teleport to traps without the need of a survivior? Maybe add a cooldown to it? Maybe buff amount of traps

  • @VomitMommy said:

    Custom game

    not wanting to go against a killer is one thing, but OP is just asking not to go against the same killer after they literally just went against them… theres 36 killers so obviously OP wants to fight any of the other 35

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