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supersonic853

supersonic853

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supersonic853
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  • Mk im just going by where i normally see him placed by others. How he feels to play. His disadvantages compared to other killers (being pure m1) he does have insane addons (like tombstone) but also addons like stalk movement speed. And even tombstone makes him barely decent. Hes also the only one to permanently run out of his power.

  • @KaTo1337 said:

    The weakest killer in the game, Freddy, is forgotten for years. Only exception: We get "Bug-Fixes", which are massive nerfs imo.

    If BHVR has no clue what to do with Freddy, then send @GeneralV and myself a message and we chat about changes the Freddy-Players would love to see. I dont need S-Tier Freddy, a B-Tier Freddy in terms of strengh with a nice little skillcap and potential would be more than enough at this point.

    I thought myers is the lowest now after trappers buffs?

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598606#Comment_3598606

    Singularity isn‘t something for everybody, you have to like him to sweat for those kills. For me the emps are way too frustrating.

    Billy isn‘t week, but he could be better. I have no problems playing him.

    Honestly im more excited for his addon pass since i can mostly play his current form. But making overheat even more non-existant i won't complain about. Just the fact big bucke, black grease, and pighouse gloves exists. I hate it so much.

  • @Mr_K said:

    History of bhvr killer reworks.

    Killer before update: 6/10

    Killer after update: 7/10

    Killer after bhvr panic reverse: 4/10

    Hows billy factor into this?

  • @ProfessorDunwich said:

    If you main Huntress, I would be quite worried.

    In regards to upcoming reworks I now ask, “what about this Killer would Survivors consider problematic?”

    My guess is her being able to camp with hatchets outside of the unhook radius, especially with her already being a dangerous camper. I expect her to be ruined to make these adjustments.

    Perhaps they give her normal speed but obliterate her hatchets. Could lower their range, number carried, locker availability (maybe lockers have to recharge their hatchets), or even their damage. Maybe reduce their damage so it requires 2 hatchets to remove a health state.

    Except for billy because the problem is survivors love facing him but hes never played lol. So his will probably be mainlg a buff. Not complainin i enjoy him a lot. He's who i started the game with late 2016.

  • Id post the huh turtle for the 5th time this week but i think the mods are getting tired of it. So imma just say. She's mostly fine imo. Just some of her addons seem weird (iri head is still failed design its either useless or busted and they cant keep balancing around it) range killers are a slippery slope especially when they are instant damage like her. Since like they stated they don't like insanely good range killers in a chase game like this one. So i could mostly see a addon pass. And if they like her basekit keeping it pretty much the same.

  • Yeah guards actually getting a hit again is nice. And doctor not literally playing this for the whole chase.

    https://youtu.be/ZnHmskwqCCQ?si=lTfmwkYSpQsf8pB_

    I think the song would end before he'd get the hit.

  • @Iron_Cutlass said:

    BEFORE GOING FORWARDS;

    Anything I say is speculation on what BHVR is doing, nothing is confirmed; I am just basing this a lot on personal bias to be perfectly honest.

    Also a lot of the information is based on the Roadmap that BHVR themselves released.

    FOV Slider;

    Self explanatory, general Quality of Life to let Killers change their FOV without requiring a perk. This will be really helpful for anyone who may have motion sickness or anyone wanting to see a bit more (or seem like they are traveling faster... looking at your Billy/Blight mains).

    Solution for 3-Gens;

    BHVR is probably going to change the structure spawning algorithm to space out Generators further to prevent 3-gen situations from happening.

    I reckon certain maps might also get reworked to be harder for the Killer to navigate to support this but that's just my own guess on what they might do so take it with a grain of salt.

    The Onryo;

    Two potential things with this one.

    There was a #RevertOnyro movement so there is the potential for Onyro to get reverted back to her former self.

    There is a potential for addons to be looked at again and reworks, certain addons can be really oppressive against the average player meanwhile other addons (mainly chase related addons like Reiko's Watch) got heavily nerfed and were never really used, I think BHVR might plan on buffing those a bit.

    Though seeing how it does not say anything specific, we can expect basekit and addon changes, but leaning more towards basekit.

    This is a massive "we'll see".

    The Hillbilly;

    I reckon that Hillbilly is going to get an addon pass to rework a lot of their underused addons. Certain addons like Pighouse Gloves and Big Buckle were useless and collecting dust ever since the Overheat changes.

    I reckon BHVR is going to fix up a lot of these addons and make some basekit tweaks as well seeing how oddly specific the next section is compared to this.

    The Blight's Addons;

    Really specific, no basekit changes, just reworking oppressive addons.

    Thank you BHVR.

    Save The Best For Last;

    Probably going to get nerfed.

    With Patch 6.1.0, the basekit recover for hit Basic Attacks was decreased, so I reckon BHVR is going to finally nerf this perk since it saw a massive spike in usage because the recover is insanely quick.

    Entirely speculation, but I think the token amount will be nerfed from 8 tokens to 6 tokens.

    Grim Embrace;

    Probably going to get buffed.

    No Way Out blocks the Exit Gates for 60 seconds, I reckon Grim Embrace will also be buffed from 40 seconds of blocking all Generators to 60 seconds.

    I think that BHVR can afford to make this changes because of the anti-camp mechanics.

    Quick Gambit;

    Complete rework.

    This perk was suppose to help Survivors but often put them in a worse position by having the Survivor that is being chased lead the Killer to a Generator being repaired.

    Range might be increased to prevent sandbagging teammates or the perk might see a complete rework in it's effect.

    Basically a massive "we'll see" (again).

    Shadowborn/Monitor and Abuse;

    Effects being changed because of the new FOV slider addition.

    Monitor might keep it's basic function, Shadowborn is going to be completely reworked, probably into another tracking perk to keep it in line with Wraith's other perks.

    Pretty sure they confirmed billys getting more than a add on pass. Peanits said anyone listed is getting pretty much more than addon buffs. And this from the q and a.

    Screenshot_20231128_140637_Reddit.jpg


  • @09SHARKBOSS said:

    because we like to pick on the lil guy

    no but seriously it doesn't feel like he fits the game due to his size which makes him be the hardest killer to blind and he can go full speed and hide behind a small rock

    Weren't people getting tired of the same killer design after many years? I would think people would enjoy a killer that really turns the norm of killers being the same size or bigger than survivors and just says "nah im short" lol. Personally i have no complaints. Hes definitely unique and what we needed.

  • Yeah it embodies everything a perk should imo. Probably will get nerfed from high mobility. But we will see.

  • Don't worry you and me both lol.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594108#Comment_3594108

    Everyone agreed that the insta-chainsaw add-ons needed to change, that's right. And yes, the addon reworks are pretty bad, but let me ask you: What pre-rework addons were worth running besides charge- / cooldown- / speed-addons back then? His other add-ons were bad already before, and with charge and cooldown- add-ons to be removed, there were bound to be more bad add-ons. As some other commenter in this thread put it, there's really not much you can do with billies add-ons, there are not many aspect of his power that can be safely adjusted by some numbers (add-ons are usually number-adjusments).

    It was also agreed upon that a billy camping with a fully reved chainsaw is an issue (it was quite prevalent back then, when the killer player performed badly - sort of a budget version of bubba face camping). That's why the overheat was added (this and so chainsaw cannot be spammed). The thought process is actually not wrong there, but maybe the execution of the changes.

    Many attribute the "butchering" of billies potential to the overheat mechanic, even when that mechanic does not even come into play for the majority of billy players (imo only curve billies are hindered by that). Many claim to this day that billy would be fun again when just the overheat was removed, but I cannot see how that should be true. Billy was fun and strong (for most casual billy players) because of the charge / cooldown- add-ons, and that add-ons will never come back.

    You are correct in those. On the addon front they already showed they can do interesting ideas with billys stealth saw addon. And lopro to go through pallets. Hell lopro didnt exist in original billy. And its one of his best addons now. I have faith on the addon front.

    For camping again bubba is king. (And now michael with tombstone as well) and we have anti facecamp. Other killers like trickster screw you more when your being tunneled for how fast they can chew through your endurance and hit you again. Billy has to actually catch back up after a saw or m1.

    Also another aspect of him changed some people forget. All the animations. His fov got narrowed to add more counterplay to his saw. So shadowborn is basically basekit on him. And now he feels like hes lethargic looking down all the time and with his limp. Hell even the roar they just thought would be funny to add. They ruined so much of his overall basekit flow outside of just overheat and his addons.Which i hope they are looking to change again.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593811#Comment_3593811

    Batteries is probably getting nerfed quickly because MFT proved to be so problematic. No reason to make the same mistake twice.

    To be fair it just sounds like a killer version of hope that only works near generators. If hopes fine. I don't see how batteries would be horrible. Its just a end game bonus without a instadown unlike noed.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593692#Comment_3593692

    Billy with double charge and cool down add-ons was certainly NOT fun to go against. It was pretty much irrelevant if he missed you with the chainsaw, bc he would be ready to chainsaw 2s later again.

    Yeah so thats what people pretty much agreed should have changed. Just the addons. Like they are doing with blight now. But they decided to go the extra mile by making all his addons fairly bad. And adding this new mechanic and roar just burning resources on something that didnt need to happen.

  • @MikaelaWantsYourBoon said:

    That's balance. Do you really believe making these killers spam their powers will be good for game?

    i mean billy didnt have a cooldown. But i guess thats why overheat happened lol. Though i could see him being a nice appeal for constant active powers you don't have to work around cooldown/other restrictions on. Thats what made him appealing for me at least. I could chainsaw around the map and pretty much always use it. Hopefully they bring back that style with the update down the line.

  • To be fair thats not the first time ive heard this suggestion. The power definitely doesn't justify the means. Your a better m1 but to do it you have to chase. Find a spot to shoot a cam. Mark with said cam. Be back on them. And you become slightly stronger at m1 for a few seconds for it. And even if you have immense pressure and all 4 of them hit with it? One emp throws all that out the window.

  • Hes saying emps shouldn't exist unless you could also slip stream by shooting survivors.

  • @Rudjohns said:

    Why would a killer AFK in RPD, one of the most killer sided maps in the game?

    Depends on the killer ive noticed. Mostly onis billys and the like seem to hate it lol

  • @Aven_Fallen said:

    Ruin was nerfed so that it is removed from the Builds. We have a few Perks on boths sides which did either not need a Nerf or did not need such a severe Nerf. I think Ruin would have been fine if it would not be changed at all, since the main reason why it was problematic was Tinkerer. And with Tinkerer being nerfed to only activating one time per Gen, I think Ruin could have stayed at 200% Regression and not deactivate when a Survivor died.

    And if they still wanted to nerf Ruin, they could have deactivate it when a Survivor is dead. Because I think this is a fair Nerf. It will not happen often, but when it happens, the Killer is most likely in a good spot anyway, so deactivating Ruin would just give the other 3 Survivors a better chance in a game they probably already lost anyway. But the Regression-Nerf made the Perk too weak.

    And, as as I said, there were Nerfs on both sides which happened. But again, the main reason was to remove those Perks from the Meta. Because in the end, the Meta-Shakeup did not really happen. If I look at the Killer-Meta, it is still stacking Slowdown, just different Slowdown-Perks than before. Same for Survivor, we see the same type of Perks, just different ones.

    Overall, 6.1.0 was a failure, if we just ask "Did the Devs really change the Meta?"... The answer has to be "No".

    Although id argue having other stipulations to deactivate a hex perk because "they are already winning" goes against the whole point of hexs as a whole. They can be cleansed thats the counterplay which deactivates them permaently.

  • @awustzdn said:

    Hexes are indeed supposed to be strong, but they have too many factors holding them back. Unfortunately, they've never really been THAT good outside of like Plaything + Pentimento, or original Undying + 200% Ruin, or Undying + Devour Hope. NOED snitches on itself now so that's no good.

    If it weren't for the fact we're getting a new (though mostly-useless) hex with Chucky, I'd have said hexes are a dead and forgotten perk archetype like boons.

    Also you have the fact ruins a hex perk (which are made to be strong but cleansable) but yet it turns itself off after a survivor dies permaently. Which makes no sense for a hex perk to do with how their designed.

  • Yeah i kinda wonder how good itd be as not a hex. Probably very strong on killers with heavy map mobility (who don't really need it) vs m1 killers where itd to close to nothing.

  • @Mandy said:

    His capsule model is that of a survivor so he doesn't have the same size capsule as a regular killer - so yes he can definitely hug things closer than any other killer.

    Thanks!

  • Itll be interesting to see shadowborn with him.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579980#Comment_3579980

    From BHVR. But they were obviously not allowed to show it before the actual reveal.

    Yeah i assume since all their releases are on a set time (they get the times from people and set the video to auto release at that time) someone shifted the schedule or put in the wrong time lol.

  • "Even a small speed boost can make a big difference in the right hands, making some Survivors very difficult to catch. Since Made For This would activate as soon as a Survivor became injured, this Perk would often be unavoidable. To make this fairer and create opportunities for Killers to play around it, we have added an additional condition to the Haste effect.

    After healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds (unchanged). While you are affected by Deep Wounds, you run 3% faster. Since this is much more situational, this effect now applies while Exhausted as well.

    With this change, the Killer can potentially prevent Made For This’ speed boost from activating entirely by avoiding inflicting Deep Wounds on that Survivor. This also ties both of Made For This’ effects together, granting a way to gain Deep Wounds in order to make use of the Haste effect."


    I was on the fence even as a killer the 3% was fine. It was just the endurance ontop of it that made it nuts (as well as haste stacking). Now i rarely will see myself running into this perk with the way i play i guess. @Aven_Fallen sorry for your loss. How's everyone else feel for this?

  • How do games like cod or tcm or overwatch get you to? Not have a mechanic that lets you leave early. And if you try to sabotage through that. They ban you. Seems pretty cut and dry to me.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574072#Comment_3574072

    You dunno that people only die ‘early’ on hook due to rage quitting.

    No but they do know if the mechanic didn't work that way they wouldn't be left with a 3v1 with 4 gens up. Its not fun as killer. Doubly as survivor. I wish in overwatch or tcm or other games i could say "im not having fun let me just die instantly" but thats not the case. You qued and those games keep you in until you die for good. Or the game ends.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573710#Comment_3573710

    I'd say punishing people for being bad is more ridiculous.

    You can't force people to play. You can't force people to try. What's next? You want to ban people for doing Archives? Maybe you just want to ban all players who run No Mither?

    I mean i wish most team games had the same approach as dbd (not really) i wish after dying or getting stomped on point one on like overwatch i can just decide "you know what i don't wanna play" but if i farm i get banned. If i dc i get a penalty. And theres no in game option for me to end my suffering early. So most games just say "suck it up, you qued" if you want a asym example. Theres no way to just sacrifice yourself on there either without feeding the enemy.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573699#Comment_3573699

    Can confirm here that this is not what the report form is referring to, hence it's saying that disconnects are not a reportable offence (although I do understand what you mean due to the way it's even on there).

    Regardless, survivors dying on the hook is not a bannable offence nor a reportable one.

    And you can't prove that someone died intentionally on the hook, that they missed skill checks on purpose or by accident - hardware failure etc. There's no intention of banning for this.

    Fair. My thing is dying on hook shouldn't be a mechanic that works like that anyway. Other team games don't give you the option to end your game early because it makes it a wash for the rest of the people. If a survivor can't do these other means like dcing or spamming unhook till their death. They have to do other stuff that actually does break the rules. (Running to the killer. Afking. Purposefully blowing up gens or the like) the self unhook system just lets them screw their team over in a game where a 3v1 just instantly unbalances the match. Sure they are still making the match unbalanced in the other cases. But there you can actually punish them for it. Instead of it being "oh its a blight? Well force myself into second stage and let go. Gl team"

  • I mean if i play a game like r6s, cod, and overwatch. Or really any team based game. And feed like my life depends on it. Afk. Or do anything that hampers my team and benefits the other team besides just gettint diffed i guess. I will probably get banned for it. Whether thats appropriate to say me getting hooked once and just deciding to go next and leave my team in a 3v1 at like 4 gens left. Id say it is pretty comparable. But depends on what the devs think i guess.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573445#Comment_3573445

    Yeah, IMO removing the Endurance (even if it really rarely comes up and if you want Endurance while picking up a Survivor you can rather run Buckle Up and For the People, but those are at least 2 Perk Slots instead of one) and not making Haste-Perks stack with each other should be fine.

    I think it would also be nice if they add a notification for the Killer that the Survivor has MfT. All other Exhaustion-Perks are pretty straight forward (except for DH for the first time, but this is ok, the Perk is nerfed enough) and noticeable.

    But I fear that the Devs will touch the Movement Speed in any way and this would probably just kill the Perk. And I dont really think that Survivors can get one good Perk in years and then it gets nerfed into oblivion via mass-complaints. Would be a bad sign.

    I mean looking at original CoH where id literally hit a survivor and move away for 10 seconds and they were full health maybe even with sloppy active. There might be some ptsd with how long it took for it to finally reach a fine spot (a year) same of the fear of going back to a gen kick meta after Call of brine overcharge. Which took 8 months.

  • @Aven_Fallen said:

    But what would be the reason then that those people who already lost a lot of games before MfT and think that MfT is now the reason they lose games... are still losing games?

    But usually there are not really many big changes in Main Chapters. Would not expect really any Buffs or Nerfs, except for really minor things, when a new character is released.

    Eh my only thing is it with hope since becoming 110% is a bit nuts for a survivor. And considering we have perks that have one condition that are already good. But then MFT has 2 insane conditions. The 3% and the endurance. So probably the endurance could leave to.

  • Something about the better fov allowing him to see better after a rush and moving his screen when hes rushing.

  • @HugTechLover said:

    Hopefully. So ready to have 4 perk slots for blight. Then I can run alch ring AND 4 slow down perks.

    Idk if this is a "shadowborn shouldn't be a basekit thing because it arguably buffs blight despite it being a good idea for the motion-sick population" or what exactly this is meant to embody lol.

  • @KaTo1337 said:

    Mark Hoffman would fit more, because he is a real "active antagonist".

    Its kinda sad because i feel kramer made the story so good. The directors think that to which is why they regretted killing him off so early and wanted to bring him back for X. Id love to see him in this game and have him talk to the survivors in like a narrator type thing. Just can't see him be a killer like the other options we have because of his "code".

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572721#Comment_3572721

    Brutal is basekit now????

    Brutal strenght gives a flat 20% faster kicking speed. In 6.1, killers kicking speed got reduced by 10% not 20%. So no, brutal was not made basekit.

    Im fine wit shadowborn being an optional addition for killers in terms of accessibility. I cant play with it personally therefore i would heavily dislike it being added to the killers basekit by default. However, i know of a lot of players that cant play without the perk. Therefore it should be added next to the colourblind mode in the settings in my opinion.

    I felt like the post talked about gameplay altering basekit buffs, such as the basekit borrowed time and anti facecamp feature. Thats why my take on it is a mechanic with more direct influence.

    Way back when It originally took 4 seconds to break a pallet unlike the 2.5 it takes now. Brutal made it 2.5 seconds. So they made brutal strength partially basekit and adjusted the perk. So thats what i was saying more-so.

  • @radiantHero23 said:

    No perk should be added to base kit due to it causing more problems than it would solve.

    If I had to put down my idea, it's a killer specific early game mechanic so that killers that struggle have a faster start into the match.

    Maybe show the auras of survivors with killer instinct to Myers or Freddy in the first 4 seconds if the game.

    As I said this should be killer specified so that no Nurse or Blight can profit from it.

    This should solve the problem that spawns on some maps just cost lower tier killers a Gen by default and that when the killer spawns in the middle of a map doesn't have to deal with a 50/50 chance of losing a Gen because they chose wrong and walked in the wrong direction.

    Shadowborn:exists lol. Also brutal strength became basekit in the past.

  • @Aven_Fallen said:

    No idea, but somehow some people will link it to FNAF.

    well obviously if you reshade the blood and look at the right angle it looks like a bunny (2 ears with a mouth). Which scott always did with his teasers you had to change the color or improve the brightness. so its obviously its- yeah it was the best i could come up with.

  • itd be interesting if we got Kramer. Just don't know how he'd be any different from amanda. Besides the fact his traps were never meant to be rigged and he had a "fairness" in his own words.

  • @GannTM said:

    He just needs an add on pass. His basekit is fine.

    I mean we said that same thing for billy. Look what happened lol. "Instasaw is the busted part" *changes 6 other addons as well as the instasaw and then neuters his basekit*

  • Maybe when the sony ceo steps down the new one can make cross progression a actual thing without charging companies a ridiculous amount. Bhvr has enough to pay with licenses and other expenses like hot food for their workers and good pay. Dbd is still a game that needs to make enough for the company to keep supporting it.

    cross-progression-v0-lipt9e90c4eb1.png


  • That was 4 of my games yesterday lol. The killer just tunneled me to get more hook energy. Camped nearby to force trades and get more energy. And then at the end eventually slugged me while he went to free the haunts. (I was last alive)

  • @jeremy993 said:

    welp, still no changes here.

    Did ya not read up? Im pretty sure pain res no longer causes blocked gens to explode. (I can test again)

  • Huh? This another case of someone not reading the policy of no refunds on purchases?

  • @Dustin said:

    If this becomes a trend it wouldn't surprise me if BHVR quickly addresses it next mid chapter.

    I can already see BHVR just making it so the Tombstone prompt doesn't appear on anyone with Endurance.

    Myers just wants to show you his muscle. The knife is quite nice to. He's just expressing himself.

  • @JackOfTrades said:

    On paper, the Pighouse gloves sound good. Bonus to stats when your chainsaw is overheated. Yet that's the catch, it's near impossible to get the chainsaw to overheat unless you try, therefore you will probably waste your time trying to get any use out of this add-on. Speed Limiter, on the other hand, is a meme add-on, no questions. However, it gives you +100% BP in the Chainsaw Hit score, which totals to be a lot. While this add-on may not help get any downs in a chase, it may certainly help get to 10K faster, because who knows when you may need more BP?

    Just my rant, open to opinions. Also, it's pretty late at the time of posting here, so try not to criticize me too harshly on my English. Thanks to everyone.

    Oh yeah. Not even close. Forcing yourself to overheat with the numerous nerfs done to it. Your just hindering yourself since your purposefully walking around holding a revved saw hoping for some benefit for a short time. Which with "overheat being a non factor" currently takes forever. Some purple if ya ask me. Speed limiter if you have the right team who doesnt exert pressure on you. Can give you multitudes of points. And is better for your emblems as your saw doesnt instadown anymore. But thats probably why they are reworking his set hopefully soon. Because they know the overheat addons basically make overheat even more non existant. Or just try to work on a meaningless mechanic.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561667#Comment_3561667

    Each killer that doens't make you feel witch 0 options in a chase and killer's powers which is based on bloodlusting

    Clown, Dredge, Knight, Artist, Doctor are killers that makes you with 0 options in a chase unless we have a connected loop

    I also hate m1 killers because they are the same thing with a different model, they just walk and hit, nothing special

    Every killer that makes you play different is good

    That was what billy did. Look where survivors got him. Personally i know some killers are gonna be easier to play with more reward because this games made to appeal to all skill levels. Its why wraith is so popular.

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