terumisan
terumisan
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@toxik_survivor said:
- Camping- Anti-face camp solution was provided. Effectiveness: 10/10.
Proxy camping is a strategy that shouldn't be punished. Therefore completely combating face camping is amazing.
2. Tunneling- Unhook Endurance and Speed Effectiveness: 8/10.
The endurance and speed are a great help that can get you to a pallet or loop tile. The endurance at the end of the game can be pretty broken especially when taking hits for the person that saved you on hook. Does counter tunneling very well.
3. Slugging- No Solution as of this time. Effectiveness: 10/10.
Slugging should never be tinkered with as it is a balanced strategy within the game.
4. DCing- Lenient DC Penalties and "Abandon Match" mechanic. Effectiveness: 9/10
You're never going to make everyone happy with DC solutions. "DC penalty to harsh" "ppl DC too much." imo bhvrs approach on DCing is the most optimal.
5. Gen Speeds- Made them 10 seconds longer along with gen slowdown perks. Effectiveness: 7/10.
Making gens take 10 seconds longer was the right move (what like 2 years ago?). However having to have gen slowdown builds on certain killers in order to obtain a 4k is less than ideal. Tbh gen rush isn't complained as much in this generation of DBD as it used to be.
Honorable Mention: Nurse- Nerfed Addons and added blink timer. Effectiveness: 5/10
Still cracked and the best killer in the game. She's just not played much anymore because she's essentially old news and people don't want to take the time to get good with her. Still rediculously strong, just takes some skill to get used to her.
Am I pretty on the money here what are our thoughts. I know I'm missing some like dead hard and decisive but is that top 5 worthy.
5 is wrong is more like a 4 or a 5 since gen kick has a hard limit and they didn't really buff gen regression killers are just forced to use it because gen speeds are still too fast and unless your a mobile killer you don't have a choice
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yes but survivors will complain
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921391#Comment_3921391
Let him throw pallets. Its perfect.
1 he'll be nerfed into the ground if they do that or it'll be so situational and useless it wouldn't be worth it
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920595#Comment_3920595
Ghostface has no real power except a knife and yet they did something with him. But if you want ideas of what to do with them, I just came up with two.
vecna's flight is very limited and also with their very limited powerset they'll probably make him throw things
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921314#Comment_3921314
I mean yea with that logic we should just revert basekit BT and everyone should just run BT if they dont want to be immediately downed after unhook.
Things have to changei agree with that they should revert it because that's what everyone was doing before basekit bt was a thing
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921166#Comment_3921166
For sure though, you're describing rare edge cases and ignoring why the feature exists: to stop 4-minute bleedouts where no one can play.
You still have full control at the gate — powers, speed, decisions. Slugged survivors don’t.
Bots only exist because people were forced to sit there doing nothing. You want to equate 15 seconds of action to several minutes of forced downtime, I say is not the same.
time out wait a minute why can't survivors just swap perks to unbreakable and unbreakable boon to adjust to this new meta instead of begging bhvr to let survivors leave w/o penalty
your making it sound like survivors are braindead NPCs that can't change their perk loadout
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@Royval said:
title
go get a pc if you want to play m&k or complaining to Microsoft/sony
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920612#Comment_3920612
Sometimes i want to end the match and go to the next one, and don't want to have to stare a bunch of people teabagging me, then calling me racial slurs in the endgame chat.
we can do that?
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shouldn't they just make his zombies stronger by making their detection/detection better instead?
but i'm not a nem main
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@DeBecker said:
Why?
i think means rock loops are usually ultra safe and a double pallet rock loop is ridiculous
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@Dwightyboii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920857#Comment_3920857
if you have to ask then there is no helping you..
wow this guy is trolling
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920863#Comment_3920863
They also need dealt with tbf lol they just get ignored because we are forced to accept they exist at this point.
well how would you nerf nurse w/o destroying her i don't even think she has the pickrate to justify a nerf blight idc tbh but i'd rather buff killers to their power level than nerf
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complain to PlayStation and xbox they're the ones who approve this
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@adawong300 said:
Constantly. Constantly. Every match my aura is constantly being read. Distortion has been the only counter to this, and, with its recent nerf, it makes it almost useless.
Either revert these changes or limit Killer aura reading perks. It is getting so ridiculous and tiresome constantly being located at any given moment.
This game was fun because there used to have tension. Now, its just being found, 2 second chase, instant down. Some players will simply never be able to run insane loops. Even with my 1500 hours. If anything, slow down gen progression to balance instead of giving us 100 perks to chose from and then nerf them all into uselessness.
This also feels like part of a larger problem where solo queue is being nerfed due to SWFs. Create separate game limitations for SWFs so solo queuers no longer have to pay the price.
use boon shadowstep it blocks aura
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@Hex_Ignored said:
I agree with you. Image if other killers like nurse or blight could start their cooldowns mid-blink/mid-rush. It's absurd that ghoul can do that to essentially skip it almost entirely.
what if nurse or blight couldn't down with their power
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@LuBergen said:
Kind of odd that the perk Scene Partner (which is just a killer perk disguised as a survivor perk) pops up a lot for survivors and an overly used, highly favorited perk Scourge Hook pops up a lot for killers. Not very random shuffling and if anything seems to wanna give the edge to the killer.
how is scene partner a killer perk disguised as a survivor perk? it's busted for swf
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@fixblitzskin said:
Phase 2 has some changes listed to slugging camping and tunneling. Phase 1 is pretty tame but 2 seems game changing. If they were to punish tunneling camping and slugging to the point where it is not viable anymore to do it I hope this encourages buffs to killers so they can be fun to play. Reason why killers can’t be buffed is because they are kinda restricted into how tunneling camping and slugging are currently. The only things that I can think of for each is that they can increase the anti camp meter, basekit unbreakable and maybe something like baby sitter basekit ? Honestly idk but it ain’t good for killer that’s for sure but if this is what it takes to give killers buffs to be able to play without these methods and make survivor better than so be it I guess. I will have to just wait and see because who knows maybe they’ll just increase the borrowed time from 10 seconds to like 12 and change the anti camp to 16 meters to 18 lamao
i mean if they do they have to gut survivors a lot and buff all killers across the board massively in order to compensate but we all know bhvr will do the opposite
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920590#Comment_3920590
Oh I was talking about one of the survivor scenarios actually. I forget which one it is, but the one that allows the survivors to abandon the match if all survivors are either dead or down, and have it count as a draw for their purpose.
Although, again, that seems inconsistent, since it is technically still a win for the killer, given that they can still just kill the bot that survivor leaves behind.
your talking about survivor scenario 2 when all survivors are down they can abandon.
imo that should be a loss for survivors especially because if you have 1 hooked and 1 down they can leave and all that means is even if a killer "wins" as far as bhvr and the match sees it the killer lost
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flying bricks aren't horror themed also because their only powers are flying and using their durability to bully everyone weaker you can't really do much with them
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920551#Comment_3920551
…'cept, like I said in the very post you quoted, Mandy said it doesn't impact MMR.
no? this is from the dbd Twitter and as far as i know we're talking about killer scenario 2 and it's a loss for killer
killer scenario 1 is when all survivors are bots
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920441#Comment_3920441
I've never seen any number of survivors successfully hide for 10 minutes. And even if they did, the killer doesn't have to abandon the match. This isn't really an abusable mechanic as the killer can simply choose to keep hunting for the survivors who have guaranteed their loss if they were to do that.
Edit: I guess I could imagine some people trying to do this, but I still have never had two or more survivors successfully hide against me for 10 minutes or more. I have had people try to hide against me, but I haven't seen an instance where I thought it was unwarranted. However, I have seen instances of one survivor hiding and the other doing gens...
it's 10 minutes from when a generator was completed so survivors touching a gen but not popping it counts towards the 10 min so if survivors just attempt a gen get hit and run away to heal for 10 if you hit abandoned that's a loss for the killer
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920442#Comment_3920442
It begs the question what a draw even is in this context. Mandy said it doesn't impact MMR, but beyond that a 'draw' has never been defined. So I don't think anyone knows what that even is supposed to mean.
a draw means you stay at your mmr you don't move up or down since a win means one side goes up and the other loses mmr
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@brewingtea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920428#Comment_3920428
Fine, let's make a mode where survivors get to escape every match, but it shows them as "Dead" and gives the MMR to the killer. I'd be cool with that. It'd be more fun than current solo queue…
If you want to be "favored" instead, I'm sure they can accommodate your super well thought out request
no it's more like if survivors complete gens under a
certain amount of time survivors lose or if they aren't injured in x time the killer wins
and that's my poor examples of the equivalent of the abandon system
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@jesterkind said:
I've rolled this perk a few times in Chaos Shuffle, and it's just in such a sorry state, it's practically an empty perk slot a lot of the time. I have three buffs in mind for the perk, and I do think all three could be safely done at once. They are as follows:
- Reduce the activation timer from 4 seconds to 2 seconds.
Somewhat self explanatory. The time it takes to activate this perk is ludicrous considering you can't move or perform any actions during it. Now, there is a concern about using it mid-chase with too low of an activation trigger since it reveals the killer's aura, so I think 2 seconds is appropriate.
If the killer aura is taken off it, the activation could be much shorter, but I think that'd overall weaken the perk.
- Add totems to the list of things revealed.
Some tools don't show totems because they'd make other totem-reveal tools redundant, like Clairvoyance and Boon: Illumination, but I don't think that would apply to Still Sight. This perk showing totems in addition to generators and chests would give it a much stronger use case than it currently has.
- Increase the range.
16 metres is pretty low for a perk like this. I'd recommend up to 24 minimum, but I truly think 32 should be tested on a PTB. I truly don't think that would be broken at all, it'd still be in fair competition with other tools in its niche overall.
With those three changes made, I think the perk would be in a much healthier spot.
i just want totem auras too
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920418#Comment_3920418
As I understand it, the killer still gets the win on their end, both in a conventional sense and MMR sense. They still get to kill a bot, after all. So, factually speaking, they shouldn’t be affected.
I just think it’s weird the survivor is allowed to claim a draw, when they’ve clearly lost.
if a survivor disconnects it's a draw for killer so even if a killer dominates the survivors it doesn't do anything for mmr so it's a waste of time for killer tbh
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@smurf said:
Do you think the abandon mechanic can be abused?
just hide for 10 minutes and it counts as a loss for killer
all scenarios where the abandon mechanic comes into play is a draw at best and a killer loss at worst
it's a lose lose scenario for killer
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bhvr was never shy about favoring survivors over killer why are people surprised?
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919231#Comment_3919231
I don't think taking away perks is a healthy way for the game to be run at all. rather than punish survivors for countering something the killer is doing, reward killers for not doing it unless they're desperate. Like the haste part of devour should be basekit so long as the hooks are on different survivors. That's just one way the killer could be rewarded, but its not the only way. But the gen kick limit is too low it should be like 12 or something.
i still believe the 8 kick limit shouldn't be there at all since it's hard punishing killers for defending gens (since endgame is an auto lose for killer unless you built for it) also with kaneki specifically people were complaining about the killer coming back to hook so i'll expect that eventually too
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its all survivors draw and killers lose it's only in favor for survivors
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@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/7MUI0WBMW3DK/dbd-designpreview-sm-banner-1920x1080.png
Click here for Português Brasileiro, 简体中文, Français, 日本語, and Español.
Welcome back to another edition of the Skull Merchant Design Preview! As we mentioned in our recent status update, we received a great deal of valuable feedback from you on our initial rework proposal. Today, we’re excited to share an evolution of this rework!
This places a considerable focus on Skull Merchant’s role as a high-tech hunter – a modern slasher, if you will – who uses the tools at her disposal to generate a network of information as she keeps tabs on her prey, weakens them, and then goes in for the kill when the time is right.
Let’s first dive into the specific changes:
WHAT’S CHANGED?
- We’ve removed the Killer aura reveal when hacking a Drone.
- The Global Detection Power detects Survivors who are running or walking, keeping this consistent with how Drones detect players.
- Stealth Drone scan lines are now visible, but will not extend entirely down to the ground, providing a visual indicator for Survivors to crouch-walk as a counter action.
- Skull Merchant has two different types of Drones:
- 5 deployable Stealth Drones, as previously mentioned
- 1 Drone Buddy (name pending!) that hovers directly over her shoulder. Note: This is not a separate AI-controlled entity.
- Stealth Drones function as previously stated, but Drone Propulsion only injures – not downs – Survivors.
- Any Survivor hit by Drone Propulsion is tagged and tracked with a Claw Trap.
- Claw Traps can be removed by Survivors following a held interaction.
- Skull Merchant gains an activatable ability that fires an EMP dart from her Drone Buddy.
- This ranged attack has a small AOE and downs Survivors tracked with a Claw Trap.
- The EMP dart does not hurt Survivors if they are not tracked with a Claw Trap.
Sound interesting? Let’s break this down by looking at it in the context of an example chase from the perspective of Skull Merchant:
DEPLOY AND DETECT
Your first order of business is to make use of the tools in your arsenal to figure out where Survivors are. You begin by deploying a Stealth Drone and piloting it to a high traffic loop, where you leave it passively scanning. Switching focus back to Skull Merchant, you head towards another loop, activating your Global Detection Power in hopes of catching a Survivor heading to their first gen.
https://us.v-cdn.net/6030815/uploads/KUI0CVR2BROW/killer-redlightgreenlight.png
Both the Global Detection Power and your passive Stealth Drone detect separate Survivors, notifying you of their whereabouts on your radar. You’re now perfectly situated for a chase...
TAG AND TRACK
Switching focus back to the idling Stealth Drone, you see the Survivor who was detected running away. Making use of the Stealth Drone’s increased movement speed, you give chase.
Mid-chase, you see an opportunity to strike, launching your Stealth Drone forward with Drone Propulsion and hitting the Survivor. Not only does this injure them, but it attaches a Claw Trap to them. This inflicts the Broken status effect and tracks the Survivor on your radar.
https://us.v-cdn.net/6030815/uploads/6NXWPBOPDGVL/killer-dronepropulsion.png
While Drone Propulsion can’t be used to down a Survivor, this opens them up to her other ability...
USE EMP DART TO DOWN
At this point, Skull Merchant could take matters into her own hands and hunt down the Claw Trapped Survivor by hand with an M1 attack, but where’s the fun in that? Hovering over her shoulder at all times is her prized Buddy Drone, which hides a secret weapon.
By charging up and releasing the activatable ability when in control of Skull Merchant, her Buddy Drone fires a short-to-mid range EMP dart that hits with a small AOE. If a Survivor is being tracked with a Claw Trap, the dart will activate this fearsome contraption, downing them. Good hunting!
https://us.v-cdn.net/6030815/uploads/QW3K6M9U65KI/killer-buddydronerangedattack.png
A SURVIVOR PERSPECTIVE
All that’s well and good, but if you’re a Survivor, how are you supposed to deal with these high-tech tools?
- Stealth Drone passively scanning an area? Either crouch-walk to avoid the scan lines or hack it to send this Drone back to Skull Merchant’s personal stores.
https://us.v-cdn.net/6030815/uploads/GGD11LPZ7AXI/survivor-standstillorcrouch.png
- Hear the Global Detection Power notification? Same as above – begin crouch-walking or stop moving altogether to avoid having your location given away.
- Notice a Stealth Drone being piloted? Keep to tight loops and be ready to juke to prevent the Stealth Drone from attaching a Claw Trap to you.
https://us.v-cdn.net/6030815/uploads/SWFE6Q5D9L47/survivor-dodgedrones.png
- Afflicted with a Claw Trap and see Skull Merchant approaching? Be ready to juke her EMP dart. It has a short charge time, so use this time to put an obstruction between you both.
- Afflicted with a Claw Trap and feeling hidden? Hold the interact button to remove it.
https://us.v-cdn.net/6030815/uploads/HR5M401R5UYB/survivor-clawtrap.png
With that, we’d love to hear what you think of these changes! We’ll be keeping a close eye on all our community channels and relaying any feedback back to the team, so don’t hesitate to share your thoughts with us (i.e. in the replies right here)!
While we won’t be running a survey this time, we are taking note of the feedback you shared from the last iteration to inform future surveys.
See you in The Fog!
The Dead by Daylight Team
global detection still does nothing but track survivors from what i read unless it does something else i'm missing global detection is still weak.
as i said on the other thread i would like the drones to slowly patrol and hunt people also is doing a generator count as staying still?
since as far as the exhaustion system is concerned it does will the global notification be an exception to this rule or not?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919171#Comment_3919171
That's a stance...
But by that logic aren't OTR, Decisive Strike, Unbreakable perks that shouldn't exist because sometimes tunneling and slugging are necessary to win?
Isn't Camaradarie and Resilience in need of being deleted because proxy camping is sometimes necessary to win?
This effect would disable at end game of course because the AFC disables at end game. Not quite sure what makes this perk so problematic when it's entirely situational, comparable in strength to other similar perks that exist that are locked behind a paywall.
The killer is entirely in control of whether they activate this perk or not, and a killer that's paying attention can see or work out that it's in play and react accordingly. Vs. A smart killer it makes trading little easier for survivors, and dimishes the effectiveness of camping slightly without being broken.
What exactly do you see as the issue with this perk?
actually my opinion is those perks should be deleted and if you said as a consequence gen regression perks should be deleted i would take that deal since gen regression is mostly into the ground anyway with gen speeds being untouched and the only problem I have with camaraderie and mostly reassurance is that it can be used on different floors
well it is also not in the killers control due to the size of Gen placement of certain maps since on smaller maps and allow the survivors a free unhook they can just auto unhook themselves and if the hook placement is unlucky right next to a gen
the problems i have with this perk is the same i have with the 8 kick limit. if you understand how the mechanic works you can easily abuse it like for example i'd just start hanging out around the hooked person and just make him hang around the area or send him to the game or midwich and die in the area closest to the gens he's protecting with that perk and he's in a lose lose situation
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919051#Comment_3919051
I think you've misunderstood. Unhook attempts have no bearing on it at all.
All this is doing is extending the Anti Camp detection range on the killer from 16m to 20m, and every 10% the Anti camp meter fills up will pause the sacrifice timer for 4 seconds.
This punishes a killer excessively proxy camping, since it causes a feedback loop where trying to proxy camp extends the sacrifice timer, which in turn means you build up more Anti Camp.
oh. then even worse proxy camping isn't face camping and is necessary to secure kills when the situation demands for it
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@UknownShredder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918944#Comment_3918944
I know but your concern was that someone might be back on the gen after 5 seconds. I am more stealth killer on whesker than on ghostface with unforseen. You can do a lot in 30 seconds.
i'm not saying unforseen is bad or trail is necessarily better all i am saying is trail is rng dependant (through survivors) and potentially lasts longer which is just an alternative it's also an information perk since it tells you someone is immediately back on that gen
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@Trex_Crazy said:
So what I mean is that its lore reads like its 'The Thing' from john carpenters "The Thing" but then its abilities seem completely unrelated to the lore. plus if it can shapeshift as needed why does it look all twisted (other than the obvios body horror angle they were going for) wouldn't it be smarter for it to look more human to "trick" survivors? (not that it would actually fool a player because redstain and all but just lore wise)
it basically shapeshifts into whatever rumors are circling around it. if you spread a rumor that it looked like a doll with a gun most likely it'll look like that but wrong.
it's basically trying to look human without actually knowing what a human looks like
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918984#Comment_3918984
Nailed it!
Also added some fixes, cause that post got butchered somehow 🤔
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918949#Comment_3918949
Yeah sorry, I was trying to write it how it might appear as a genuine perk description...
Writing "Anti Face Camp" in the perk description felt unbelievably off... it needs a proper lore friendly name, cause even my version doesn't sound good either 😕
well the reason i asked because i didn't want to misrepresent since it's broken for survivors but idk how far the anti camp meter even goes since i took a break when that was implemented but all that 2nd effect will do is make slippery meat meta since that's just adding free hook time the more you try unhooking yourself. hooking already punishes killers with anti tunnel perks being able to be used offensively it's just further punishing killers for hooking and since bhvr is punishing killers for slugging and phase 2 trying to destroy it is just going to make playing killer worse
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@UndeddJester said:
Gallows Humour (Survibor)
I always find the term "skill expression" amusing, because it's it tends to be used when said ability
Whenever you hooked you gain the following effects: -
- Your unhook detection range for the killer is increased by 4m.
- For every 10% that your self unhook meter progresses, your summon/sacrifice timer is paused for 4 seconds.
"… No... it's fine... *cough*... I've got him right where I want him..." - Anon
Trip Wire (Killer)
You always plan ahead and ensure your victims can never catch you off guard.
Whenever a survivor starts using a toolbox to repair a generator:
- You receive a loud noise notification on that generator.
- The generators aura is highlighted to you in yellow for 30s.
- Kicking a highlighted generator regresses it by an addtional 15%.
wait maybe i'm misreading. by the unhook detection range are you talking about the anti camp meter? and also so you're saying for every time you self unhook your hook stage bar pauses?
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@UknownShredder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918821#Comment_3918821
Unforseen my friend.
unforseen lasts 30 seconds depending on if the survivors leave it or not it can potentially last a lot longer
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thr closest you can get is trail of torment and hope the survivors don't go for it immediately
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@SeriousRain said:
Who is top 2 after Nurse?
blight then billy then spirit then probably wesker
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@TotemsCleanser said:
Title. Please explain your reasons in a comment if possible.
started to enjoy it running boons as survivor. sucks as killer tho
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no? i don't want to be stunned for extra time
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@KingOfDoom55 said:
I recently thought about it after using hex builds alot recently and we haven't received a killer, who's power is linked to totems in any kind of way (at least if we do, even the smallest amount & no im not talking about totem related perks), I think it could open a new door of interesting possibilities if we have a killer, whose power relies on totems in someway, it could go great with totems related Perks and possibly some interesting matchs and game play mechanics, I think this is an idea that should be looked into, at least, in my opinion anyways
because that killer would be bottom tier and everyone knows it especially with the penti nerf where they devs are just highlighting hexes so survivors don't have to try
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@MissiCiv said:
Hey everyone,
I just wanted to open a discussion about something I've been thinking lately.
Back in the old days of DBD, when there weren't many events, whenever an event came around, it would completely take over the normal game mode. You would just play the event version without having to choose between Normal or Event modes.But nowadays, since we have more events, every time an event happens, the game splits into two modes — a Normal Mode and an Event Mode.
While it's great to have variety, I feel like this actually divides the playerbase unnecessarily.Personally, I think the major events — like Chill Bones, Halloween, Bloodmoon, and Anniversary — should completely replace the normal mode when they are live, just like it used to be.
Meanwhile, smaller events — like Lights Out or Chaos Shuffle — could stay as separate modes on the side.This way, we keep the matchmaking healthy during big celebrations and really feel the atmosphere of the event across the whole game!
What do you all think? Would you prefer that major events become the main mode temporarily, or do you like having a choice between Event and Normal?
no. what happens if i don't feel like playing the event that day
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917009#Comment_3917009
I dont think that is going to happen. Also, Pig has received almost nothing but buffs over the last few years and the only nerf was acceptable and understandable in relation to the buffs. Nerfpig is literally outdated.
no they nerfed her traps into the ground and try to buff her dash as compensation but buffing her dash is meaningless with the very loud 3 second warning telling survivors that 1 she's there and 2 she may hit you
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@Ember_Hydra said:
I can't turn after scamper at all. There's no map where you have a pallet and window with a straight hall with no way for the survivor to , you know. Turn since you can't after scamper at all.
Majority of the loops where you can scamper the survivor can just run left or right and you can't hit scamper unless we talking about the basement pallet in THE GAME jigsaw map, which they can still outplay you in
i never played Chucky when he got released but this achievement shows clear signs of and old relic. They old achievement such as the 4 man hatch escape, but not this?unless your in an rng tile where it's a pallet that forces a straight line you can't
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@SeriousRain said:
I think he is rare, on the weaker side Killer who needs some help. I think he is so cool and creepy killer but his power is hard againts decent Survivors.
I would love if locked lockers would not work or only half duration during nightfall. Add more lockers on some maps too (helps other killers too).
the only buff he needs is to add more lockers to maps
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917024#Comment_3917024
Yeah wish she could get some of her v1 power back. She hasn't been the same since 2019. Still love Pig, but I do think it's a little ridiculous that she isn't allowed to keep up with the power creep. Nightlite showing her performing consistently below the 60% ideal KR and with some of the updates we've gotten recently I just find that to be unacceptable and insulting that she is suppressed while other killers are getting meaningful buffs and reworks to make them better. Heck, they're even releasing new killers with multiple powers or that break the established "Conventional rules" of gameplay, making them automatically A-B tier. Meanwhile Pigs been sitting pretty in C-tier for like what, 6 years now? She needs more buffs for sure.
all they need to do is un nerf her and she'd shoot up to b or a tier
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i want old pig traps back where you could add an extra box the traps activated after the last gen pops we could see boxes and survivors would die if they tried to leave with the head trap on
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916701#Comment_3916701
Massively? Would the ability even be usable at that point? Dude, we haven't even been through round 2 of Ghoul nerfs yet. This first round blows, because it makes him more bullyable to good survivors.
And if anything, these changes were very influenced by objective exaggerations of his strength. "He can hit you through walls and have instant cooldowns." Yeah, but he wasn't supposed to have any of that. Those were bugs. You can't just factor something that the killer's not intended to have, and that would obviously get removed very next patch (which it did), into a killer's overall strength.
The environment grab range getting nerfed was simply dumb. Also, the add-on that increased it was reduced to a mere 1 meter bonus, definitely a BHVR stamped add-on (you know, the kind that does basically nothing).
Neither the devs nor the community understand the ripple effect of nerfing. You nerf 1 big thing at a time, and see how it plays out, and THEN you look at nerfing something else if it's not enough. What was just done to Ghoul was like 6 big nerfs all at once. We can't even measure what effect each individual nerf has, or how much each was truly needed (or if any need to be reverted), because they were all thrown in together. Either increase his cooldown OR reduce his auto-aim OR lower his mobility.
he feels like trash to play with all the nerfs right now. also now since he has the reputation of skull merchant he'll probably go down that same path and be destroyed on the 2nd round of nerfs or go on the nerf train with chucky and get nerfed every patch
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@Triglav said:
Hello Devs,
I come to you today to speak on the regression event limits that we've had for awhile now. These limits by themselves are not bad, however, the way it builds up on a generator is, when affected by multiple perks.
While these perks are doing their intended tasks, its also rapidly building the regression events which will eventually block out the generator as other survivors come back to repair it and I try to bring it back down a bit.
An example of this is if I tried Pain res and Eruption and triggered both in a situation that would cause 30% potential loss in progress if timed correctly, however, it also adds 2 separate regression events to a generator that is being focused by the survivor team and if repeated, mainly by eruption, can isolate the gen from the killer altogether, not forgetting that kicking a gen for 5% is counted towards this tally as well.Kicks are almost not worth it, 5% loss is not worth giving it another event towards being blocked in this current state of the game. I'm not calling for a buff but maybe some change towards how it counts towards regression events.
With survivor repair speed perks being a constant and just general teamwork of focusing a generator, I don't see how it would be a bad thing if a killer could at least rely on a kick to start regression a few more times outside of perks, when eventually you shut off perks affecting them altogether on the killer side.I get no one wants to be stuck in a game trading and even getting caught in loops with killers over a generator, its not fun, however, seeing a generator become isolated and basically theirs for the taking is not fun either due to the current system.
Seeing it improved upon would be amazing and I think the blocking is too much for doing a basic killer action with kicking while survivors can do healing and repairing to a much higher degree of repetition over the course of a game. You want to prevent perks from being looped, good. Preventing a killer from just slightly damaging a generator is negative to the overall game play loop.
it would also be nice to see perks outside of the meta pain res get buffed or new perks added that cause significant damage to gens since they will do nothing at all as the game goes on.As always a hand clasp from across the miles,
Triglav
so since we have an 8 kick limit can we have an 8 touch limit nion survivor or more likely an 8 heal limit on survivors?
