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@GeneralV said:
I think the buff is fine. Survivors have already lost most of what they had, giving them one good perk back won't be the end of the world for killers.
While I agree it isnt that big a deal ONE good perk can mess up the whole balance of the game, look at MfT, og OoO, eruption,old DS, MoM, current shoulder the burden.
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@Marzipan210 said:
Been trying Chucky again lately. First time I have played him since before he got nerfed and they ######### him up. No more manual scamper(it needed to be changed but not like that), no more 180 flicks, slower slice and dice movement.
like he is still playable but so much of the skill expression is gone and you are left with basically just another generic m2 dash killer.Same thing they did to Skull Merchant. They gutted all the stuff that actually made her enjoyable and skillful to play and now she is just a generic place trap in loop to make the survivor leave the loop kind of character.
They really need to get their act together when it comes to killer balancing because that is not it.Saddly that seems to be what people want, less skill expresion, less techs and just one way yo use your power. Look at what they did yo oni too.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935359#Comment_3935359
- You mean like most undetectable killers aside maybe SM?
- Anyone who tried to blind me during that, I just looked away. Could be they were bad though, who knows. And who cares if it can be deadharded, I'd consider that a pretty good tradeoff. Heck, I'm sure the animation is faster than a hit, wipe and pickup.
- The door grab mechanic on Springtrap is much more prevalent than Dredge. I will say smart survivors might not use doors because of the risk, same with lockers and dredge, but comparing the two is kinda funny considering Springtrap's doors are far more reliable transportation than the lockers on more maps because they actually are in decent spots. Something I wish Sadako had for her TVs. Even in the cases where the doors are far from gens, the undetectable helps with sneaking up if you know how to use undetectable.
- I'd agree, a better Xeno. Nothing wrong with that. He doesn't need to be a high tier to be fun to play. And I've gotten some good undetectable plays on the PTB already.
- No I dont mean like other killers, he is as loud as pre sound fixed dredge, so thats VERY loud.
- You played against potatoes lmao, your camera is locked in the jumpscare animation, meaning if the survivor is there and knows how to save it is guaranteed, how can someone miss it is beyond me.
- While yes doors are better than lockers for mobility how do you get grabbed by springtrap like you genuinly can see where he is at all times, how can you get grabbed by that?
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@ChaosWam said:
Honestly? Balanced.
He is slow with axe, can be aura read with cams, his axe projectile isn't Huntress levels of crazy and large maps can be a problem depending on door placements.
However, all of that is a tradeoff for the instant grab if a survivor has an axe on them OR if they go into a door while Springtrap is traveling in them, the existence of the doors in any other scenario, and his undetectable is nothing to scoff at.You can hear him from like 20 meters before he arrives wdym undetectable good on him lmao. Are we playing without sound now?
The instant grab is good how? I love the animation, however there is 0 value outside of a cool animation, like its easier to flashlight blind, its dependent on ping, can still be deadharded, how is it good? Its just a flashy m1.
The door grab is funny af cuz its like saying dredge locker grab is strong, that would happen like 1 time in 20 matches.
He is just a better xenomorph and thats not saying much. However he is prob the most cinematic killer to face and olay as.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935336#Comment_3935336
I am not sure I would mention such scenario as an example of strength / weakness of a killer because comp is completely irrelevant when it comes to balancing.
It is external, not experienced by the majority of players and filled with restrictions that a regular game doesn't have. It is made for entertainment, not something that players are seeing on their own games daily. It is useless for these kinds of discussions.
Against the average team, Ghostface can hold his own. Every killer can. Any us can think about our own games throughout the years: I guarantee all of us here have seen every killer get a 4k at some point.
While yes comp is a very niche scenario my point is, you can be the best ghostface in the world, a good looper can still destroy you. Like you can expose them and down them 1 time, if they are good players it wont work twice.
And yes every killer can 4k that does not mean bhvr should make killers the likes of trapper and gf who are a joke against any decent player. As much as people dont like it dbds community is hella competitive and making the game competitive has manage to keep it alive, all the casual competitors have crumbled because well they refuse to accept the once casual game for friends got competitive.
Easy example many people have mentioned: skull merchant, she was a thematic killer with a different type of gameplay, so according to so many people in this thread she would be marvelous for the game.
I do not think I have to explain how tools of torment is one if not the worst chapter ever released, and I have played since like a week after the game released.
She was uninteractive, boring to face, had a boring counterplay and the pace of the match was horrible with her. Same as knight, time and time again the community has voiced how these killers are good for like 20 people who play them but they absolutelly ruin the experience for everyone.
So these alternative killers are known to fail, and stealth killers are a joke if you have more than 300 hours, so why would bhvr choose to sabotage their biggest chapter by making the killer these type of archetype?
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@LockerLurk said:
Because of the demonstrable lie that all stealth Killers are always weak and that stealth itself is weak. It's not, and they are not. They simply take a lot more time, energy, skill, and effort at the game to become good with than someone more simple to learn like a mobility or speed Killer does. This chapter will draw many new players and BHVR doesn't want this big massive chapter that has been the most asked for Killer for YEARS to be too hard for people to use or get the hang of. A stealth Killer requires much more macro knowledge and setup understanding, tactical thinking, and game sense to win consistently with.
The killer is going 6, nvm he is heading 1 now, he just tp to main, hes going for the gen on 3. And thats all it takes for the best macro stealth to be absolutelly useless.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934783#Comment_3934783
I feel the same way about Dredge, Ghostface, and anyone else who isn't considered an A or S tier.
Put the best ghostface in the world against a comp team, even the most chopped one and the ghostface will be destroyed if they are not playing on Lerys. Certain killers depend on your opponent being bad at the game, thats just how they are designed.
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You seriously used myers as an example of a power? His power is literally just haunted grounds with extra steps. I am glad they did not butcher this killer and turn him into myers.
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It depends, if bhvr wants springtrap to be fun theyll probably give him a skillshot ability. It would be horrendous if they gave him a power the likes of skull merchant and the like. Genuinly a spit on the franchise if they do that. However recently they said the power has something for everyone, so my guess it will be some sort of vecna/dracula style power.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930963#Comment_3930963
What is this suggestion?
Youd rather a faster down from a locker pickup…
Then a longer down from a 9th hit legion?
????????
Lockers dont even show up in 2v8 without a Huntress in the match.You do so to avoid legion injuring the entire team, like you with oni to make him cancel his power. I thought this was common knowledge.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930646#Comment_3930646
It’s kind of crazy that it’s possible for Legion to injure 8 people and then hit a 9th on a single use of their power. I remember someone on this forum actually trying to argue that Legion wasn’t a problem when paired with Oni because “any other killer can also injure people”. LOLZ
Tbh the legion+oni combo is strong cuz of obvious reasons but the legion frenzy down is absolutelly counterable. In 2v8 is harder to counter it however you can force the legion into a locker pickup to avoid them injuring multiple survivors. I am sorry but if legion gets a frenzy down it was 100% on the survivors.
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@ChuckingWong said:
This Xenomorph Build Is Hilariously Brokenhttps://www.youtube.com/watch?v=vWNoLKDmDgA
Weird how this comes out when this post does.I mean is a noobstomper build, the second you understand whats going on you just put a turret and prerun when it beeps, pre drop and lets your teamates do the gens. However out of soloQ I would be surprised if even 5% of pub players can even do that. Its very doable tho.
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You are not very good at avoiding loopholes tho. Maybe its cuz I might be wrong but hear this one. Everytime you can, go down near a gen and comm to a teamate where you are gonna go down so that they use bp to guarantee the flashy save. You give the killer two options:
A: take the pick-up and get flashlight stunned, leading to a longer chase and repeat.
B: leave you on the ground and let you recover.
Both possibilities take away the possibility of the killer getting the hook.
Sometimes people do critizice bhvr but you really need to be very careful to create fool-proof mechanics in this game.
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@100PercentBPMain said:
It seems to fail horribly at blending in. I honestly don't think it understands truly what it's parroting.
My favourite unknown voice line is "live life...to the fullest" like thanks Mr killer, I really needed to that motivational pick me up today
That voice line doesnt exist, it is "life… is what we make it"
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920117#Comment_3920117
It's a good thing survivor queues are 5 seconds
For some time, last time I got survivors queues of like 10 min, idk why cuz it doesnt make sense. Regardless waiting a bit before getting punched in the gut instead of 15 min is still not a pleasant experience.
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Imagine waiting for a 2v8 match like 15 minutes only to be met by hag and skullmerchant, truly a tragedy I would stop playing the mode for the day tbh.
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I mean, when all 3 trap killers are literally a hassle to face and could kill you of boredom before they 3 hook you, you have an issue.
Mind you I think trap killers should stay, but no new ones should be made. Because frankly, people deserve to keep their killer, specially now that the give up feature mitigates matches against trap killers and let the killer player keep the match going against AI and still get points.
But in reality dbd has become kind of a fast paced game, where the interaction in chase is frankly the high the majority of the playerbase chases (no pun intended).
Like a good chase with a wesker/dracula/huntress/unknown where you bait their powers, make them miss, keep the chase going or get downed when they outplay you is fun. Running into a tile to get instantly injured by a prop that was already there its not really interactive. More so, when a trapper/SM/hag downs you, there is no feeling of "that was a good chase, next time ima juke them" its more like "should check later for traps, that way I can have a chase" or just plain stress because your teamates didnt remove the trap and now you got downed because of it.
The game became chase oriented and trap killers are the antithesis of chasing, when the majority of the community enjoys chases and you have killers that bypass the most entertaining aspect of the game, its not rocket science why people dislike them, its playing dbd without the fun part.
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Tbf when bhvr hasnt designed something as fun to play as since wesker, they have done quite cool designs as dracula and unknown but the rest has been just meh. People are starved and as annoying as it is ghoul is feeding that hunger.
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While the post is obviously bat or just someone being tilted cuz of a skill issue and taking it out on bhvr. For as much as prople hate bhvr, dbd is probably the only really succesfull asymetrical videogame out there. Like licenses help a lot, but to realize this game will be 10 years old and still have a stable playerbase its wild. A lot of games have come and gone in that time.
Now this dies not mean bhvr is perfect, but they really struck hold with dbd.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910696#Comment_3910696
It is unless the killer is broken. And be honest, how is it possible to design something that has just handholding mechanics, so that everyone can play this killer from day one like people play nurse after years of playing?
Not really, wesker being the example he wasn't/isn't broken, he is very counterable.
Houndmaster is thr direct opposite, she is strong af, borderline obnoxious if the player is good however like 5 people play her. So thats two examples defying this rule you propose.
People do play killers they enjoy, gameplay is fun, are not buggy as hell and yes are strong. Being strong is one point but not all.
That being said kaneki needs to be nerfed, as he is only balanced for good loopers and coordinated temas which lets he honest are like 1 in a million in pubs.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910067#Comment_3910067
Its absolutely nothing to do with noob stomp, and everybody knows this (maybe besides you). Hexbuilds are worthwile, if you know what youre doing. Thats always how its been. I di understand that you especially arent able to pull off something like this, cause you show how unskilled you are on a daily basis with your posts like you do here, saying brutal strenght has the same usefulness as pop.
I have no context of this but it depends how he said it, cuz brutal is WAYYY better than pop, any comp tournament would show you that, if he said they are equal yeah he is bogus.
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The first hit is a given as the hitscan is obnoxius, however after he injure you thats when you can loop him. So lets asume you are perkless for some reason, go to a tile, preferably a jungle gym, now think of his power as a wesker dash on steroids, that meas is faster but also longer, so runnin in the direction he is when he starts swinging will help you avoid him, take note of running to the direction NOT into him as he can body block you. Then he can either reposition or try to dash back, do not repeat the same thing, instead go for the window and bait it so that he uses the last dash to try and cut you off.
Or you can equip MfT which makes this process way easier.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906002#Comment_3906002
lefts take nerfing killers off the table. What is something that you think can be done to help them? I say improve UI hud functions. So it feels more swf even when you’re not swf. Then you don’t have this huge slope to balance around and a more medium data that doesn’t stretch from Everest to the Mariana’s trench to make decisions off of. The communication barrier is the difference a large majority of the time, and then skill. Okay people don’t want voice comms, how do you work around that? The huds and UI. Do you think that would help? What’s your take? Sorry I know that’s a lot of questions, but I hear you. Is there anything you can think of?
Adding nore info to the hud or the game is a great change, as it gives nothing that discord comms dont already do for swf. That would be very useful for a lot of players, not really an issue on my part. I think giving info is good, yes some players will not know how to make use of that info but at that point they are a lost cause. So on my pert yes one of the first thing bhvr should to close the gap is giving a ping system or adding more info to the UI.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905870#Comment_3905870
you buff the side suffering while still accounting for everyone else that isn’t new or average. Y’all can have buffs but it’s no excuse to nerf everything to the ground and make this game so simplistic that it loses it’s appeal after 5 hours. People shouldn’t be punished because they are good, sometimes you just gotta pay your dues. This game is complex and takes time to learn because there’s so much to learn. Give the people with no investments, little investments, or just chilling something to work with. I used to sound just like the majority when I first started playing, and it was arguably survivor sided then. Think about that, my opinions have changed drastically. Should you be punished once you learn? Yes there’s still work to be done, but things take time. I can’t wait to see what pops up once they introduce anti-tunnel and now survivors have to learn tiles, the difference is good players know tiles, know how to counter killers, know how to break tunneling, and know how to not three gen themselves. You don’t start out god of war as the god of war, you become the god of war.
Thats the issue, you can't do that. For example for any survivor player that is actually good at the game a lot of killers are legit a joke, but for the people in pubs they are strong. Take vecna as a example, to any good olayer vecna id objectively dogwater, but the average player may even say he is strong, how do you change vecna to be more competitive while helping bad players who struggle against him.
Another example would be oni, the recent flick changes have a lot if people complaining he no longer has counterplay, and in comp where any oni player has to know how to flick, oni can still get 4 outed, why? Because people delay the first hit and know how to handle positioning, so in order to make the bad players suffering because they are getting hit by flicks how do you change oni while keeping him decent for good players.
Mind you I think balancing should take into account good players, the issue is unlike any game I have ever played, the gap between the average player in dbd and a good player might as well be entire pacific ocean.
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905571#Comment_3905571
Average players are already frustrated. My point stands.
If the average player is frustrated with a balance catering to them what do you expect they would be when balancing caters to players that are actually good? Like idk if you know but dbd is a bussiness and catering to a tiny % which are the actual good players is NOT a good bussiness descision.
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@Caiman said:
I understand that a majority of criticism towards Ghoul has been from lower level players, and some higher ones who've been equally duped by the matchmaking (when most every match is a mismatch, no wonder killer wins a lot). That's fine... until you realize that the devs actually listen to that.
Impressive elitism on display. Yeah, forget all those players having horrible experiences, only the top% matters and everyone below them is disposable chaff that should be ignored.
By not listening to good players freddy got destroyed because average players thought he was too strong, same with chucky so there are two sides to the argument too, as listening to average players has resulted in changes that on the long run when people actually learned the game and got better turned out to be bad changes.
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@biggybiggybiggens said:
Yes. It just shows that these developers have no idea what they're doing when it comes to balance.. xD God forbid they get some pro players in their to do the job that they obviously cannot.
They CANNOT do that, most pro players have no issues with ghoul rn as an example, if you make them balance the game people would complain more. Because lets face it comp players are leagues above anyone in pubs, you make them balance the game and the average player who doesnt know what a checkspot is will be very frustrated.
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@dayflare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905452#Comment_3905452
Compared to all the other killer themes, Ghoul's theme is so mid. I also just hate the anime music, I think it doesn't fit in DBD at all. If you listened to all the other killer themes, they all share the similar tone. But this is straight up just anime music, it doesn't tap into DBD's tone at all.
Not really, there are some good awfull killer themes like knight and skullmerchant or nurse, but as someone who has played since beta, I personally liked how bhvr has handled the game, they have offered horror from so many different media from analog horrow with unknown to anime with ghoul.
Also dbd is as horror game for like the first 20 hours, then its a horror themed asymetrical game, and its nice to have multiple horrors not just dude in a mask.
And while they have dropped the ball with killers like SM, they have produced marvels like unknown and spirit, they also have cool powers unlike most classical killers in the game who have boring mechanics.
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@Aven_Fallen said:
The change was fine. Xeno got also a lot of good stuff and IMO the Tail Attack was always not really reactable. And this is bad. If a Survivor dodged it, they did not dodge it, the Killer just missed. (Unless the Survivor had some form of telepathic connection to the Killer knowing that they will go for the Tail Attack…)
It is still not easy to dodge the Tail Attack, some people act like you never hit with it anymore. But it just gives a window to react, if the Survivor does not react fast enough, they get hit as usual. But now they dont have to rely on luck to not get hit.
Idk while I agree it was unreactable before, its very easy to dodge now, like imo I dont even use turrets anymore, they are only good for the radar.
Now its the same as dodging nemesis, argueably easier as xenos drag tech is less generous.
Like honestly this change made xeno way better to face but there is no reason to play them over nemesis anymore.
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@[Deleted User] said:
Im a Renato survivor main when I play that role and you're not wrong. Killers hate Renato's for some weird reason.
They do have background player, and that perk is obnoxious.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902609#Comment_3902609
Thats just not true about knight, he can do both. Thats part of why hes so powerful is he can sandwich you in loops. As well as get double hits.
Pinheads power on global is not his main either, that is extra. His main power is his chase power, chains.
Which is anti-loop.
Again lot to unpack from your post as there are some true things in there, but there is just massive false things in there as well.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902598#Comment_3902598
Thats just not the case you get plenty of downs with the jailer and two prong attacking someone.
And sentient? Sheesh.
Theres plenty situations where survivors have used up all the resources in large portions of the maps, sometimes there is only a single pallet (yamoaka, coldwinds) and you get guard downs with the assassin, as there is just nowhere for them to go.If you have a window you will be able to avoid a guard the whole hunt, if you cant run the Ai I am sorry but any power in the game would be too much for you to handke as a player, practice more. Also if knight+ a guard chases you he is basically wasting guards and the decay of the hunt from proximity makes it a non issue when getting pincered.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902592#Comment_3902592
Oh cmon survivor mains blaming themselves …
Also Sadako and Knight … Similar? What?
And then further down Pinhead is similar??
And then this????Generally you aren't using the knight's power to chase or down survivors,
What is happening anymore on this forum…..
Way too much to unpack on this postIdk about you but using knights power for chase/downs is only valid for carnifex pallet break, cuz you have to be non sentient to get downed by a guard in current dbd.
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Thing is, they have a history for being disasters, at least trap killers. Trapper has been buffed many times and still continues to be a joke, hag is just bad if the survivors are smarter than goldfish and her mechanics havent changed, she is probably the only one who itsnt really an issue aside from how weak she is.
And then you have Skull merchant, not only was she a release that saw negative reaction at first, unlike others of the like it never ended, the original iteration was competing against old legion for who could be more obnoxious to play against. Then bhvr invested time and resources on a rework, this money and dev time was absolutelly lost because her new rework didn't adress her issue (she was awful to play against). So now we are going for a third time wasting money and resources.
Bhvr I guess wont be making trap killer any time soon, the last one they did is by far the most hated character in the game, has wasted resources and development time and continues to prove a failure, its literally burning money so I dont think they would like to repeat the experience.
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@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901524#Comment_3901524
I'm not saying he didn't need SOMETHING of a rework, but a complete overhaul was a bad idea.
Anyway first you'd have to undo making the dream transition nerf that made it take six seconds for survivors to fall asleep. After that, you could give him mechanics like more lunge range or a shorter dream transition for each sleeping survivor. We don't know what would have been good because they didn't even try.
So a killer that just had passive slowdown and an aura read was good design? Im sorry but as an og player the only good thing about the old power was it was thematic but that aside a power thats just bbq and sadakos phasing is not something to brag about.
Thematically he was awesome, seeing people get chased by an invisible force and lifted in the air and get hooked was creepy af, that aspect should be brought back imo. But the power was just bad.
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Thank you!!! I have always said this, he literally has david grunts but I had yet to see someone else say it. Yeah idk why he has it but he DOES.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899878#Comment_3899878
I mean, this is what I said? People should not expect to win with such a build, but the Community nowadays is way too sweaty for it and expects to get a 4K with a Meme-Build like Jumpscare Myers and since you cannot achieve this with regular gameplay (since he cannot chase), they use the Wallhacks and lack of Terror Radius to camp.
No I fully agree, maybe the comment is just repetitive, its just that idk why people think jumpscare myers is even good.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897811#Comment_3897811
Nah, not really. IMO Scratched Mirror is not even good on most Indoor Maps. You dont want The Game or Hawkins with Scratched Mirror, even Midwich is pretty difficult.
And, more important - I am happy when the Build is gone. The community is just too sweaty for it nowadays, most people using Scratched Mirror are just using it to camp with Wallhacks. It is a Meme-Build, but most players want to 4K with it, for them it is not about getting some Jumpscares or a Gengrab here and there, it is about getting a 4K. And this really ruined the build IMO.
Tbf this build works like 1 time if the survivor doesnt have goldfish memory so at most they should get a 1k by camping cuz after that they shouldnt get downs. And yeah if you wanna get 4ks you shouldnt run a build that is countered by object permanence.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892797#Comment_3892797
Hm.
Still, this is asking a lot from the…creatures that reside in Solo Q.
If those same creatures beeline towards the yellow paint with WoO, then I believe my teamates can go towards the white aura that also has massive blue scanlines.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892790#Comment_3892790
I thought that was only when other Survivors were carrying them?
No, you can see where they are placed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892785#Comment_3892785
I can't remember at this point, can you see the turrets as a Survivor?
Yes, white aura.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892771#Comment_3892771
Hitbox is smaller, closer to Deathslinger, meaning you can drag it over loops and get hits. Nemesis breaks pallets in Tier II, which he only gets after giving people a speed boost.
Why would Xeno have to destroy a turret? Most Survivors do not sit right next to a turret at all times. It is more likely that Xeno gets an easy first hit and a difficult second hit.
Ok no, as a very, very, very addicted slinger main xenos hitbox is not even close to slinger, part of why I hate playing xeno is you cannot hit between little holes and gaps which slinger CAN. I would compare it even closer to huntress, like it is massive compared to slinger.
Lets say a sur ivor was as dense as lead, somehow ignore the beeping of turrets(which are loud af even if you are not close to them) and got surprised by xeno, then got hit by tail because as you said they werent close to a turret, they go to where they know a turret will be and xeno has to STILL break it. So you didnt waste the initial tine, you did it mid chase, the sum of time is still the same.
And if the survivor is not running to loops with turrets against xeno, then im sorry to tell you but those players would lose against the tutorial trapper bot.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892756#Comment_3892756
Except that the Tail is better than Tentacle.
Nemesis does take two hits to damage, plus he gives a speedboost on the first non-damaging hit. Xeno does damage instantly, retains quite a bit of movement speed and the Tail can be dragged over objects.
The tail hitbox is worse than the tentacle, has less range and it also breaks pallets, the distance the first tentacle hit gives you is comparable to the distance you get when xeno has to destroy a turret before chasing you (and they arent hindered btw).
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@Pulsar said:
????
[CHANGE]Increased tail attack charge time to .35 seconds(was .2)[CHANGE]Increased tail attack charge sound volume for survivors[CHANGE]Reduced missed attack cooldown time to 2.5 seconds(was 3)[CHANGE]Increased the Killer Instinct range when exiting a tunnel to 16m(was 12m)[CHANGE]Decreased the time it takes to get out of a tunnel to 1.5 second(was 2.25)[CHANGE]Increased amount of fire needed to burn The Xenomorph out of crawler mode to 175(was 100)[CHANGE]Increased delay before the Xenomorph’s heat starts to dissipate to 15s(was 1)[CHANGE]Decreased the Xenomorph’s heat dissipation rate to 2/s(was 25)[CHANGE]Adjusted several Add-Ons to align with these changes.
So, they made his Tail Attack charge longer, which is nice because it was pretty much unreactable.
They reduced his cooldown, which is a buff. They increased his KI range, which is a buff. They made him exit his tunnel faster, which is a buff. They made it more difficult to burn him, which is a buff. They made it take longer for heat to dissipate, which is a nerf.
I'm no Xeno expert, but it seems like you just focused entirely on the fact that he got nerfed twice and ignored all the other buffs
These buff do not compesate the nerfs, for example xeno can exit tunnels 300% faster, doesnt matter as you can hear him aproaching and prerun, also its not like it exits on you, there are fixed spots where you know it will exit. So a nothing buff really.
I am happy they are looking at xeno and it is likely they will buff him after ptb, but thinking these buffs outweight the massive tail nerfs its not it.
Also, while yes the tail attack is fast, with this change there is literally zero reason to play this fella over nemesis, like the amount of time save in chase by nemesis is way better than the mobility xeno has, and the attack which was already a budget tentacle is now even worse.
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@Lixadonna said:
They tried to fix it by giving Survivor extra distance on fast vault but that lasted a week before it got reverted because Killer complaints. 🤡
It also made trappers power almost useless and created incredibly problematic loops thanks to said distance but I feel you do not want to clarify those points.
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@Pulsar said:
Can't say I've ever been fond of powers that are, "I clicked a button, leave the loop or die"
Except skull merchant right now is more like " I clicked a button, now you can stay at the loop for 2 minutes and then die or be a bozo and leave the loop and die" like I am sorry I understood with previous skull merchant but right now her beam is literally a worse vecna flight of the damned that has to hit you 4 times to even have an effect, its a pure skill issue if you are not wasting skull merchants time in a loop after she drops a drone.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874846#Comment_3874846
People don’t DC against perkless Trapper all the time because 1.) Trapper has one of the lowest pick rates in the game and 2.) a killer playing with 0 perks is extremely rare. As for Doctor, I main him, have played over 40 games with him, and have had 0 DCs. Against the Doctor’s I’ve faced, I’ve seen 0 DCs. I do not believe people DC against him commonly. People are more likely, in my experience, to DC against Artist than Doctor.
I actually disagree with scott on many things but my man played perkless wesker and intentionally sabotaged his gameplay to go for 12 hooks every time and people still DCed. I really have the opposite experience to what you say, for one I play slinger and even before any of my perks come into play, if I snipe someone at the start of the match or get a quick down, its a 6/10 change they will DC or go next.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860299#Comment_3860299
I'm sorry that I have no choice on whether or not the killer is going to slug me. If you haven't been slugged against a good hag, consider yourself lucky that you are below the MMR bracket that does have slugging hags.
Normally my buddies and I use the camera tech so hag cannot get a hit after the teleport but you do you I guess. Also yeah we have had hags that try to slug, we just trigger the traps and force her to hook, not that hard really idk why she even is considered strong, hag only matter if she got a basement hook.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860299#Comment_3860299
Aint no way sentient beings are getting 4 man slugged against hag or wraith
https://us.v-cdn.net/6030815/uploads/EAL5KV5VT4DW/image.png
Wraith, btw.
To be fair, I have zero idea of what actually happened down there.
How on earth do you let this happen, like I swear you can loop wraith until dbd 2 releases, how did he get 3 downs without no one getting to house of pain or main building and running his ass. Like I genuinly want to know.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860145#Comment_3860145
Blight, nurse, spirit, hag, wraith, etc. all say hello.
Aint no way sentient beings are getting 4 man slugged against hag or wraith, the first 3 absolutelly no argument but you need to be throwing on purpose to let those other two get a 4 man slug lmao.