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terumisan

terumisan

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terumisan
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  • @Leon_Loves_Cheryl said:

    DO NOT TOUCH HIS CANCEL COOLDOWN. This will destroy his skillcap immensely and make him boring to play as AND against.

    What you're asking for here, is going to be the WORST POSSIBLE VERSION of this killer because you'd disincentivize using his power in interesting, skillful ways, basically shoehorning him into only using it when he's guaranteed to catch up on you, with zero risk-taking from the player's part. You're asking him to be weaker than Legion while simultaneously being more boring. They can't increase the downtime after his leap without just turning him into Diet Legion.

    The whole point of his ability and his skillcap is to dash intelligently to cut off your path, and give you a moment or two to try to get away before he hits you. If you make him take too long before he can hit you, even after playing correctly and performing a good dash, he's going to be piss weak. He's already an M1 killer.

    His gameplay loop is to try to cut you off and then down you. It is NOT designed to "cut you off, stare at you for 3 seconds and let you get somewhere safe before he can hit you". That's not only unfair to him since he can't down you directly with his power anyway, it's also dumb to play against. You're asking for something dumb to play against.

    If you make him take too long before he can M1 you, he's going to be worse than Legion because his ability to injure a whole team is significantly slower, while also denying him the ability to effectively bodyblock windows and pallets. He's not designed to stare at you for 3 seconds while you try to shuffle around his body. His power cooldown is designed to give you enough time to drop a pallet on him or vault, otherwise you die if he blocks it OR if you're out in the open. His power is NOT designed to stare at you lovingly while you beat your face against him trying to reach the window behind him.

    You could nerf the range in which he can get his initial injure, or make him walk slower when his power is out, but DO NOT TOUCH HIS CANCEL FATIGUE. You don't actually know what you're asking for. You are going to be even more frustrated against him while simultaneously ruining what makes him fun to play.

    Here's a changelist that I think is healthy for both sides:

    1. Survivor power clickbox reduced (buff to high skill Kaneki players so they can swing around corners and bodyblock instead of accidentally pouncing on survivors, while nerfing low skill Kaneki players and controller players)
    2. Slightly reduce movement speed while aiming power
    3. Prevent the power from locking in to people with an Endurance status effect. This means you cannot pounce onto someone who was recently unhooked, but you can still use it to pre-counter things like Styptics and Dead Hard. You can also use it to bait Dead Hard (since the power will only be unable to lock onto someone for the 0.5 second duration that the Endurance effect lasts during Dead Hard.) This change will tune down Kaneki's ability to tunnel.

    Done. That's it. That's all he needs. I deliberately excluded any changes regarding how his initial hit injures people "through walls" because that's not what's actually happening from a technical standpoint (he's latching on to you BEFORE you reach a corner. Reducing the clickbox will already solve a lot of the issues here so no further changes are needed regarding the visual mismatch)

    pretty sure he does have a slowdown when aiming his power

  • unbreakabe and unbreakable boon with soul guard

  • @Gigante said:

    That's basically it.

    A huge number of players use the monitor's own function to place a crosshair in the middle of the screen, and those who play on a TV, for example, do not have this function.

    Those who have this crosshair clearly perform better in the game, whether it's hitting axes, knives or even aiming better with the flashlight, while those who play on TV or on monitors that do not have this option basically need to guess where the crosshair should be.

    The right thing to do would be for Behaviour to finally add this option for everyone directly in the game and not just let some players have this benefit over others.

    go play on a computer then or do the same with tv

  • @WeaverReaver42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908196#Comment_3908196

    That is definitely the problem at HIGH LEVEL play. At lower levels it's not nearly a hard to get a win even with bad killers. That's a problem when the skill floor for those better killers isn't much higher than average (blight is the hardest of the two, and I can play him moderately well) while also outright having no obvious ways to counteract those strengths or have any points of weakness. High level survivors already know enough things to even the playing field, but low level survivors have yet to learn all of this (otherwise they would be rising in the MR system). This means those killers actively stifle the growth of both killers and survivors at the same time. Worse killers are less effective to start with, and don't ever make up that difference. Bad survivors have no chance against those killers, and because all of the other killers are much more easily countered, the best players can't be given the right tools to stop Blight and Nurse without making characters like Trapper irrelevant.

    no? that means whenever a survivor hits a wall and either choose to get better or cry to bhvr to get something nerfed and they always choose the latter and because they always choose the latter the vast majority of survivors are terrible at the game

  • they should just lower his tr back down to 24 again so stealth slinger comes back

  • @Langweilig said:

    A friend of mine had an interesting thought process and I think it’s worth sharing it.

    Just had an epiphany about Kaneki... for the first few days he was crushingly strong, and insanely oppressive. After a few days... suddenly he feels much easier...

    After thinking about it, I have a theoey. When a new killer is released, his individual killer MMR is 700 (or whatever) below the killers normal MMR average... this means when a killer gets released, you go up against much stronger MMR killers than you would normally.

    This gives the illusion that the killer is waaaaay stronger than they actually are, because you are playing against players who are much better than you normally would.

    Now I still think his free injuries, especially through walls are a tad BS. I would consider not registering injuries if the ghoul has a wall between then and the sirv when they stop. As a further nerf if needed, I'd consider allowing survivors to drop pallets when grabbed, so there is SOME counter play to getting grabbed.

    However now the dust is settled Kaneki is feeling much more manageable now that killer MMR is smoothing out to where it should be after a few days.

    or survivors got better?

  • @Grigerbest said:

    A little spoiler alert, because of some unknown bug I've been able to take a peek into lvl 3 tome of the blood mood event, and I found a challenge which require a killer to kick a canister (I don't remember how much times).

    Through out more than 10 matches on this event, I've seen a dropped canister only once, and it was not even because I did something - survivor dropped it.

    By any chance - can killer MAKE survivor drop it? Franklins? Some bloodmoon game mechanic that I'm not aware of?

    Or should I ask them nicely to drop it for me?

    Edit: I'm so sorry, seems like I mistaken there is no such challenge.

    that's the neat part. you can't

  • @CrossTheSholf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907530#Comment_3907530

    He did? That would be interesting. Most of the nerf calls I've seen have been to murder him

    yea in the stream before the video he was talking about it

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907732#Comment_3907732

    One would argue the opposite, S tier killers are too common because they're the only ones who can beat survivors with all their resources. And some people only have fun when they win so ofc they're going to play these killers to garuntee it. What should happen is Nurse, Ghoul and Blight get nerfed and so does survivor, cus they're all too unbalanced and break the game's core machanics

    well when anything remotely touches the upper caste of a and above usually it gets nerfed leaving only the s tier killers i personally wouldn't want ghoul nerfed since he's just legion with better mobility and a cooldown simulator but he will get hit with the nerf bat i just hope he won't get hit too hard or survivors complain too much since he'll be on the neverending nerf train like chucky or just destroyed like skull merchant

  • @tyantlmumagjiaonuha said:

    Since there is no particular event-specific element in the killer play, I felt that we should only do Survivor during this quirky event period.

    your supposed to kick cans but unless the survivor dropped it themselves you can't make them drop it

  • @WeaverReaver42 said:

    We all know facing mostly Blight and nurse is a drag. Especially when it's almost guaranteed to be someone who is going to make sure you don't survive. What can we do to stop that? Well, nerfing them is USEFUL- however killers still need to play the game so that will only take us so far. Which is the point, WHY are the "overpowered" killers more popular? Because the less you focus on "finding and killing" the more you can focus on "winning". Chess merchant is a perfect example of how Survivor's Win state and Killers win state created an impasse in terms of skill. Skull merchant had to be gutted because she allowed the match to continue on for FAR LONGER….. which when you look at the inherent design of the game is the main way a killer "wins".

    Killer winning is as much about delaying the survivor win condition in equal measure to just finishing the mooks. You need to delay the survivors long enough to force them to run out of resources to escape you. Easier said than done.

    Killers like Blight, Nurse, and POTENTIALLY Kaneki (Kaneki technically works on legion rules, but his movement is good enough that you can potentially circumvent it- especially if a pallet/window are involved- however I still feel it's too early to know for sure where they stand balance wise. See my previous post about the response to a killer that, as of this post, is still LESS THAN A WEEK OLD) are just fast with NO caveats. Unlike Legion, Xeno (the tail is negated by flame turrets- just don't place them right at the generator- be tactical), Wraith, or any other example you can think of: there is no "counterbalance" for those two examples to make their speed less impactful. Wraith can reach survivors quicker than a regular m1 killer, but the invisible state that lets him do that becomes an outright DETRIMENT in loops. Your finding time is low- but your killing time is HIGH. Legion is the same way, except they can struggle to actually reach survivors at first- but once they get the first injure and deep wound, now they can increase their momentum and apply the same damage on multiple people. In exchange for not being as good on approach, they apply enough pressure that they are already halfway to "killing time" being over for that chase when they reach the person before their power ends.

    Notice how Nurse and blight have far less restrictions on their mobility? Notice how there is nothing to punish them or slow them down? Sometimes lacking an "exploitable" weakness is the best strength you need.

    Nurse and Blight can be FAR more mobile than any of those other killers (Unless it's an indoor map or with too few obstacles- then Xeno gives Blight a run for his money). What do they exchange in lethality for this insane mobility? NOTHING! They reach survivors fast, they can catch up to them just as easy while trying to "kill" them (as in, even after injuring them the survivor is still vulnerable to the same type of attack unlike Legion), and worst of all they have this ability return often and fast enough to quickly recover from one chase to chain it with the next.

    Every part outside of "finding" a survivor is faster for these killers, while their ability to put a survivor in the dying state is barely hindered at all. Blight can't injure you on his first dash? ram a wall and do it the second! Nurse? You can move through walls, ignore pallets and windows, all with the push of a button. Yeah- not exactly much in the way of obstacles for her. (I feel like if they gave her a similar ability as nemesis where she had an "extra" hit state that required people hit by her teleport attack to be in deep wounds before it could put them in dying state- that alone would make a HUGE difference)

    The only thing a Killer needs is to

    1: find a survivor- which is very easily accomplished with most perks

    2: make that survivor vulnerable to death (namely by downing and hooking them) through chasing and finishing them off

    3: Prevent survivors from finishing generators and leaving, which is ALSO very well covered by perks.

    When you look at nurse and blight- it becomes obvious that their reduced delay in being able to find a survivor acts as a soft bonus to preventing them from finishing generators (cover more ground in less time and such). That, combined with no increase to their requirement to chase? They functionally have a built in design to win already- they have the vulnerability and prevention both taken care of by default BEFORE perks. Now they just need consistent information (very easy and plentiful) while also having the option to further reduce or delay the generator and escape processes (not as plentiful, and constantly nerfed- but it's still there).

    The main issue with nurse and blight, is that the match doesn't account for their increased efficiency. Trapper's main weakness is how slow he is to "get going"- yet we are surprised that killers who are the exact opposite dominate?

    These killers NEED ways to counter their inherent advantages, right now they are the only "mobility" killers who have nothing of the sort. Fixing THEM is a matter of changing that, and preventing future examples is simply a matter of comparing the pros and cons of how easy it is to finish a chase and reach the survivor to begin with.

    Blight should have an "anti-serum" mechanic, where you have limited use items like Wesker and Nemesis. You can use them to have an area temporarily reduce his uses of his ability before cooldown. Maybe have an add-on where it will negate his power, but grant him a small speed boost to compensate (like hag's add-on that does the same thing). Nurse I already gave a suggestion for- but she in general is a bag of worms. I feel like keeping with the theme of delaying the survivors dying (because she is a NURSE) and being forced to meet a requirement. If her being able to use her special attack to down a survivor at ALL is the issue- just create a mechanic where she has a timer before her next attack can be a "killing blow". Only when that killing blow is active can she actually put a survivor in the dying state with her teleporting attack. Like Thana, the more injured surviors the greater her benefits while she waits for the killing blow to be avaliable. This could range from "faster power refill" to outright Buffing how many TIMES she can actually knock a survivor down with the special attack. She can teleport just fine, but if you want to do any lasting harm- you have to do due diligence first.

    I've rambled enough, thank you for coming to this Psychopath focused fair play thought exercise.

    honestly this speaks to how weak the other killers are. i'd rather the lower caste of killers get buffed up rather than bhvr busting out the nerf bat whenever survivors complain

  • https://forums.bhvr.com/dead-by-daylight/discussion/441799/do-you-think-the-ghoul-is-broken

    no. 1 because for some reason no one wants to pick him so it's pretty rare to go against him rn and 2 playing as him most of my games out of the rare 5 gens (because survivors just give up) usually has 2 or less gens because someone or multiple people know how to loop him

  • @YuffieGreatestWaifu said:

    When Trutalent is calling for nerfs to him you know its bad.

    tru3 said against good survivors it's even and he knows bhvr is going to nerf him into the ground so he put out a video on how to nerf him w/o destroying him

  • apparently that's intentional

  • @M1_gamer said:

    I am not asking for nerfs, I want to try to actually learn his counterplay before i make such decisions.

    I'm struggling a little with 1 specific part of his power. I don't know if it has a specific name but its where the ghoul can like launch himself forward at high speeds and tag a survivor with a extended cooldown animation which applies deep wound. I try to take cover, use the environment to make it harder to tag but I seem to be getting tagged before i can even react.

    Any tips so i can fix my skill issue?

    uhh you can't that's the kaneki tax and he can't down you with it either

  • @OmegaXII said:

    https://us.v-cdn.net/6030815/uploads/4RL0J4XZVRM7/image.png

    I've been seeing nothing but MFT in the last week... Some doesn't even bring Endurance Perk LOL

    It's lucky I decided to chill and play some weaker Killers in BP event, otherwise my day will be absolutely ruined LOL

    Btw how would you rate my Onryo Build? I haven't lost a match with it yet :)

    PS: And no, i'm not ultra sweatlord who tunnels and camps, that Jill dies on 6th hooks I think

    mft counters kaneki that's why

  • @Iron_Cutlass said:

    I know the Event Details mentions how Blood Generators are not affected by regression perks, but Blood Generators are outright not treated as Generators, this means any affect that procs from "Generator completion" does not activate.

    Here are some examples of perks that do not work:

    • Coup De Grace; You do not gain tokens when a Blood Generator is completed. Normal Generators still give tokens.
    • Bitter Murmur; You do not get Aura Reading when a Blood Generator is completed. Normal Generators still give Aura Reading.
    • Troubleshooter; Regardless of the amount of progress on a Blood Generator, it will never be highlighted, only Normal Generators can be highlighted.
    • Eyes of Belmont; Blood Generators being completed does not give Aura Reading of the Killer. Normal Generators still give Aura Reading.

    The least I can say is to be mindful of whatever perks you choose for both sides, these are just from what Ive tested, there are probably more interesting (and probably bugged/glitched) interactions that I left out.

    i mean i swapped to hook builds in order to compensate since killer powers don't interact with cans or gens but even then i'm somewhat limited

  • @logjam73 said:

    as a solo q player with 3k hours in survivor is there gonna be any sort of changes to ghoul cause I don’t log in to be tunneled for 7 minutes in 5k blood points and go next. Right now as a solo player there’s not even a reason to boot up dbd. Y’all are like ea now push out questionable content for money maybe rebrand behavior to EA behavior. Would be fitting.

    i don't run into ghouls. where do you get this luck from

  • @Karth said:

    No killer perk works on blood gens, but gen blocking still does?

    Neat.

    https://us.v-cdn.net/6030815/uploads/VG3CG38HXIT8/image.png

    yea apparently nothing works on blood gens and you can't really kick the can unless your power has an item that forces a survivor to swap items

  • @Leon_Loves_Cheryl said:

    DO NOT TOUCH HIS CANCEL COOLDOWN. This will destroy his skillcap immensely and make him boring to play as AND against.

    What you're asking for here, is going to be the WORST POSSIBLE VERSION of this killer because you'd disincentivize using his power in interesting, skillful ways, basically shoehorning him into only using it when he's guaranteed to catch up on you, with zero risk-taking from the player's part. You're asking him to be weaker than Legion while simultaneously being more boring. They can't increase the downtime after his leap without just turning him into Diet Legion.

    The whole point of his ability and his skillcap is to dash intelligently to cut off your path, and give you a moment or two to try to get away before he hits you. If you make him take too long before he can hit you, even after playing correctly and performing a good dash, he's going to be piss weak. He's already an M1 killer.

    His gameplay loop is to try to cut you off and then down you. It is NOT designed to "cut you off, stare at you for 3 seconds and let you get somewhere safe before he can hit you". That's not only unfair to him since he can't down you directly with his power anyway, it's also dumb to play against. You're asking for something dumb to play against.

    If you make him take too long before he can M1 you, he's going to be worse than Legion because his ability to injure a whole team is significantly slower, while also denying him the ability to effectively bodyblock windows and pallets. He's not designed to stare at you for 3 seconds while you try to shuffle around his body. His power cooldown is designed to give you enough time to drop a pallet on him or vault, otherwise you die if he blocks it OR if you're out in the open. His power is NOT designed to stare at you lovingly while you beat your face against him trying to reach the window behind him.

    You could nerf the range in which he can get his initial injure, or make him walk slower when his power is out, but DO NOT TOUCH HIS CANCEL FATIGUE. You don't actually know what you're asking for. You are going to be even more frustrated against him while simultaneously ruining what makes him fun to play.

    Here's a changelist that I think is healthy for both sides:

    1. Survivor power clickbox reduced (buff to high skill Kaneki players so they can swing around corners and bodyblock instead of accidentally pouncing on survivors, while nerfing low skill Kaneki players and controller players)
    2. Slightly reduce movement speed while aiming power
    3. Prevent the power from locking in to people with an Endurance status effect. This means you cannot pounce onto someone who was recently unhooked, but you can still use it to pre-counter things like Styptics and Dead Hard. You can also use it to bait Dead Hard (since the power will only be unable to lock onto someone for the 0.5 second duration that the Endurance effect lasts during Dead Hard.) This change will tune down Kaneki's ability to tunnel.

    Done. That's it. That's all he needs. I deliberately excluded any changes regarding how his initial hit injures people "through walls" because that's not what's actually happening from a technical standpoint (he's latching on to you BEFORE you reach a corner. Reducing the clickbox will already solve a lot of the issues here so no further changes are needed regarding the visual mismatch)

    wait why do you not want him locking on to people with endurance effects? that only helps them since his power resets he goes into an animation and can't attack while giving the survivor a speed boost. i accidentally attack and get bodyblocked when i aim my bite at the healthy survivor and then usually the healthy survivor bodyblocks me anyway giving more time for the unhooked survivor to get away

  • yes the survivor can but a killer can't really make a survivor drop the can outside of having a power that uses items apparently

  • i did a test with franklins to see if the survivor drops the can and they don't. they don't dropped when downed or hooked either idk why there is a kick can mechanic when survivors don't really drop cans

  • @DrJrms said:

    SUMMARY OF THE ISSUE:Unable to queue

    PLATFORM:Steam

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:click play

    VIDEO:

    PLAYER LOGS:

    • Player logs are required from PC players only.

    i just quit went to do something for 5 min hopped back on and it works

  • @HeyBlakee said:

    Hello, my name is Blake. I've previously gone by Renfurr and been playing this game since 2016. I'm a survivor and Hillbilly/M1 Variety Main. I'm kind of known as being the flashlight/flashbang locker dude, generic "toxic" survivor main as I've been doing locker saves since as early as 2017. Just a quick headsup that it is currently like 4am for me and I am sick with the flu so please bare with me if I forget to cover some things in this post.

    This is going to be a pretty in-depth post regarding flashbangs and the recent change that was made in the latest update.

    As of the recent update with the release of Tokyo Ghoul, the developers decided to make a change to Flashbangs. This change was written in a way to make it seem like this was a bug rather than a straight up nerf to Firecrackers, Party Starts, and Flashbangs.

    Perks

    • Fixed an issue that caused a Killer to be blinded while looking away from a Flashbang.

    In reality, this change was a direct nerf to the Flashbang perk and Firecracker/Party Starter items. What this change does is that it decreases the blind angle/radius of these items.

    Here is the exact line of code from the tunable values file pulled straight from FModel.

    After 8.6.0

          "Firecracker_BlindEffectLineOfSightThreshold": {

            "Value": 0.422618,

            "Description": "Angle threshold above which players will be blinded. Value of 1.0 means staring directly at the Firecracker, 0.0 at 90 degrees, and -1.0 at 180 degrees"

          },

    Before 8.6.0

         "Firecracker_BlindEffectLineOfSightThreshold": {

            "Value": 0.0,

            "Description": "Angle threshold above which players will be blinded. Value of 1.0 means staring directly at the Firecracker, 0.0 at 90 degrees, and -1.0 at 180 degrees"

          },

    Why Does This Matter?

    Well, this matters for a multitude of reasons. To make it short, here's a small list if you don't want to read the entire post.

    • Makes it near impossible to hit Flashbang Locker Saves on killers with KBM inputs/on PC.
      • There is no sensitivity limit to KBM/PC Players, it takes only 2 frames to turn away
      • There is no buffer to locker saves (KEEP IT THAT WAY)
      • The reduced cone/angle decreases the amount of frames that a Flashbang will potentially result in a grasp rescue
      • It is pure luck to actually hit a locker save (explained later on)
    • Directly provides a disadvantage to killer players on Console
      • Because there is a sensitivity cap for killers on controller inputs or on console, they cannot possibly turn their camera like a PC player, making it still pretty easy to hit locker bangs on them.
    • You can no longer hit saves at a 90 degree angle, or "Wall" saves, where the killer is facing a wall.
    • Creates really weird scenarios where the Flashbang or Firecracker looks like it should blind, but doesn't.
      • Flashbang popping in the killers POV but still not blinding or being right at their feet and still not blinding.
    • Removes a skill ceiling from the game, removes re-playability, and takes away a lot of fun interactions between survivors and killers

    And before I continue with this post, it should already be obvious but I do not have a bias to either side. Yes, I main survivor and have been playing since 2016. But I want healthy gameplay for both sides, to promote any form of skillful gameplay on both sides, and to promote fun/different playstyles outside of running your generic anti-tunnel or chase builds, rushing gens as fast as possible and just outing the killer.

    Proposed Changes (TL:DR)

    From here on out, I will be going more in-depth. If you can't be bothered to read everything, here are the proposed suggestions.

    1. Revert the blind angle back to 0.0, or 90 degrees - killers being blinded while turning away is an issue with the network/latency from either the game server or the client, the blind angle is NOT the issue.
    2. Readjust the new blind angle to be somewhere between 65 and 75 degrees.

    Cont. Information

    From here on out, we will get more in-depth with the actual mechanics behind firecrackers and flashbangs.

    Here are some basic numbers pulled from the game files.

    Disturbance Distance Min. (Loud Noise): 2m

    Disturbance Distance Max (Loud Noise): 100m

    Blind Duration: 3s

    Firecracker Explosion Radius: 7.5m (3/4 of One Wall on Shack or 3/4 of Max Flashlight Distance w/ no addons)

    Flashbang Explosion Radius: 5m (Tip of Red Stain where it fades out)

    Default Explosion Delay: 1s

    Time to Throw: 0.5s (How long after pressing the throw input before triggering the default explosion delay)

    Server Tickrate: 60Hz, or 60FPS.

    Bang Blind Angle after 8.6.0: Unknown exact value, but roughly the size of the red stain.

    Normal Pickups, Grab Saves, and Dredge Power (Locker) Saves all have a 0.4s Buffer, similar to flashlights

    Locker Flashbang Saves do NOT have the buffer applied to them. (And we DON'T want it)

    Locker Pull Animation Duration(No Perks): 5s or 600 Frames (120fps) 300 Frames (60FPS)

    Normal Animation/Grabs Duration(No Perks): 3s, 360 Frames (120fps) 180 Frames (60FPS)

    General Rules for Flashbangs

    1. If the killer has Higher FPS/Lower Ping = The more perfect your timing needs to be because the killer's client/network is sending and receiving data at faster intervals.
    2. If the killer has Lower FPS/Higher Ping = Survivors must adjust timing to throw LATER than normal timing because the killer's client/network is sending and receiving data at slower intervals
    3. Killers on console or controller inputs are easier to hit locker flashbangs on because their maximum sensitivity is limited, resulting in slower turns and more frames where a flashbang has a chance of blinding. (About 8-12 Frames after the animation depending on their hardware and sensitivity)
    4. Before the 8.6.0 update, you had about 4-6 Frames after the animation to hit a flashbang locker save on a PC killer who was trying to flick or turn away from the blind quickly. This solely depended on their ping as PC killers with less than 60fps is NOT common.
    5. After the 8.6.0 update, PC killers now flick away in 1-2 Frames after the animation because the blind angle is severely reduced as opposed to the original 90 degree blind. There is less area that the killer needs to cover when turning in order to avoid the blind.
    6. Looking straight up while flicking/moving your mouse and using the up arrow/camera up keybind as Killer makes your character look all the way up in 1-2 Frames always, so killers who knew about this were impossible to save against, even when the blind angle was wider.

    Because the server is running at 60Hz, for every 16.67ms, is equal to 1 Frame (60FPS) or 2 Frames (120FPS).

    An example of this would be the survivor having 40ms and the killer having 80ms.

    The survivor now needs to factor in their input delay (2 Frames, 40/16.67) and the killers ping (4 Frames, 80/16.67). Assuming we are playing at 120FPS, that means the flashbang needs to explode on Frame 604 to be considered a perfect or "God" frame.

    Note: Can yall make the blind radius/range of Bangs and Firecrackers the same btw? :3 <3

    Inconsistencies/Bugs

    The actual time before a flashbang/firecracker explodes is roughly 2 seconds, which is kind of odd as it should be 1.5s according to the code. I assume the time to throw time is applied twice, once when you press the input, and once again after the item icon actually disappears from your hand. I'm not 100% sure on that, but the timing is roughly 2 seconds.

    Certain killers (Hunchback Killers) have bugged animations that make them sink inside of the locker making it extremely hard to flashbang locker save against as the bangs need a precise spot to land or an extra world object to line it up perfectly (for example, spots where two lockers spawn next to each other: Water Tower Locker on Macmillan Maps, Double locker spawns on generic Autohaven Tiles)

    These killers include;

    • Blight
    • Demogorgon
    • Singularity

    The time between pressing the input to throw the flashbang/firecracker is inconsistent. On the release day of Tokyo Ghoul, we sat in customs for over 5 hours just throwing bangs and trying to hit on a killer on PC that is trying to flick or turn away. I recorded about 15 of these saves that I went for and marked down the timings of the frames when I pressed the input and when the flashbang exploded. The gameplay was recorded at 120fps, therefore, the time should be consistent, the bang should explode after 240 frames if we go by our 2 second rule. Well, it is inconsistent. I've attached a spreadsheet with my data from those 15 saves.

    The TL;DR is that the lowest amount of frames before the flashbang exploded was 227 Frames. The highest amount was 237 Frames.

    I will provide a spreadsheet to view my data from these 15 saves in this post as well as a link to view on Google Docs towards the bottom of the post.

    ErrorPermission ProblemBang Testing.xlsxClose

    General Conclusion and Counter Arguments

    This change was extremely harsh, for zero reason. It completely removes a skill from the Survivors which is already extremely rare. You don't see flashbang squads every day who are really good at what they do. Most people don't even understand the mechanics behind them fully.

    This angle change completely ruins a playstyle for many people and communities out in the fog, and it only affects players who have been practicing or playing for a long time/put in countless hours of trying to practice in public or custom games just to get a grasp of the timing.

    By keeping this change in the game, you are killing the item/perk, removing killer/survivor interaction, reducing teamplay mechanics of an unconventional playstyle in a team-based 4v1, which by the way, has a perk that completely negates anything this item can do (Lightborn) as well as the new perk that came out which throws off timing completely and makes it a guessing game (Forever Entwined).

    Not to mention, this forces the game into a more competitive direction. Players who run these perks/items, guess what they want? To have fun. To have equal and shared killer-survivor interaction. Typically, they don't want to escape and will be slammed by someone who is actually good at killer while also allowing for less experienced killer players to gain chase experience or try out their power in different ways, albeit it may be frustrating, the game is still being progressed and if progression does stop, the abandon feature now kills the survivors essentially.

    We don't want to be forced to run the meta anti-tunnel or full chase builds every single game, rush through the objective, and be out of the trial within 8 to 10 minutes. The fun of this game comes from interaction between both sides. This playstyle allows for players to have something to do outside of the objective, allowing for teamplay in high risk, high reward and exciting situations. Sharing chases and trying to go for nasty plays is far more interactive and fun for both sides than having one person being tunneled out all game or being chased the entire game because they're running a syringe with Finesse, Vigil, Lithe/SB/Dramaturgy, and Resilience while the rest of the survivors sit on generators and escape.

    Anyways, thanks for listening to my TED Talk.

    Onto the Counter Arguments!

    Locker Flashbangs aren't fair, I'm locked into animation for 5 seconds!

    Survivors must be attentive to the ping and platform of players in the match and learn a very specific timing for varying pings, input delays, frame rates, while also not getting downed outside of a locker. Many killer players have told me how skill-less it is to do these over the years, but I have yet to see a killer player try to hit a locker save. It may seem easy, but I promise you, it is very impressive to consistently hit these types of saves when you consider all the nuances of the mechanics, chase powers, teamplay/coordination, and other nuances in the game.

    Double Locker Setups are extremely broken, if they have Head On, I have no choice but to pull them and eat the stun/save or wait out crows just to get ONE!

    I completely agree, lockers should not spawn right next to each other within Head On range. These were spawning in abundance after the Dredge update as a way to incorporate him into map design. Double lockers are indeed broken and lead to very unfun and frustrating experiences for the killer. In fact, that is why flashlight locker saves were removed. I used to do flashlight lockers before it became popular on twitch and in content creation. Once it gained popularity, people started bringing flashlights with built to last and double charge addons and would just sit in lockers until their beams ran out or until the server closed. The issue was never flashlight locker saves, the issue has always been double locker setups. These absolutely should be removed from the game and I apologize if you've ever had to deal with survivors like this. It is fun for one side and not the other, and we don't want that. We want fun interaction for both sides that rewards better plays. As a survivor main, I promise, we aren't all evil and out to hurt the other side <3

    Well, it's also not fair that I can kiss a wall and still get blinded!

    Again, I absolutely agree that it can be frustrating. But this can be countered by simply doing a quick glance around the area for other survivors and pushing them away far enough to where they cannot get the save in time. Remember, they have to throw that bang in front of your feet between 0.6 and 1 second after starting the animation. Unless there are multiple survivors covering all angles, forcing them away a certain distance and doing a unique turn will often give you a free hook. Hitting a wall save is simply a misplay on the killer players' behalf and a reward for positioning on the survivors behalf!

    I can't counter grab saves because they just abuse the buffer and spam vault pallets/lockers.

    If you lunge instead of short swinging, it will always result in a slug rather than a down. As for the buffer, as an old head DBD player, I think buffer should be removed completely to add skill back into the game. But from the developers' perspective, buffer exists to make these items and shenanigans more accessible to newer players or people who do not play as much. As much as I would love to have no buffer, it's unfair to newer players. Though, that doesn't mean it can't be revisited later by the developers to reduce the duration of buffer to make it require a bit more skill.

    Survivors refuse to leave the Killer Shack or other tiles and don't progress the game!

    There is now an abandon feature for situations like this where if you're just fed up, you can abandon the match after 10 minutes of no objective progress. But to not sound like an ######### and just say GO NEXT, you have to remember, flashbangs are a finite resource. For every 40% of a generator completed, that is one flashbang. Meaning survivors have to progress the game in order to craft more or your perks regress generators so that survivors can craft more flashbangs. Survivors can also bring in a firecracker to carry multiple flashbangs in their inventory. But as I mentioned, their resources are limited, if you genuinely don't know what to do, take that risk and JUST PULL the locker. It's a gamble whether the survivors hit the save or not. If they hit the save, remember, it's high risk and high reward. If they miss the save, that is a hook stage on your behalf!

    Survivors who do this type of stuff are always BMing me and being toxic though?!

    Try not to take it personally, bad days happen and we get that. At the end of the day, it's a game and we just want to have fun. Anything that happens in the game stems from a grain of salt or to spice up the game by getting in your head. At the end of the match, nobody is there to genuinely make you feel miserable outside of a few bad apples. <3

    As an M1 killer with no perks or useful chase power, I can't do anything against survivors who are really good at abusing single locker rotations, what can I do?

    Sadly, this has always been an issue for killers like wraith, plague, pig, bubba, etc. Luckily, not many players out there actually know how to use the locker rotation strategy properly against Tier 3 Bloodlust. I understand this is a frustrating thing to experience when you eventually do run into a coordinated squad like this, but believe me, it is rare. For now, the only option is to just pull and waste their bang resources. This is another one of those things that comes down to the developers and how they would want to go about nerfing this strategy, whether it be a locker pull change (like changing the animation from 5 seconds to 4 seconds) or increasing the length of certain tiles to prevent this strategy. However, like I said, this is kind of a non-issue because it is so rare and probably hasn't been on their radar nor is it an easy issue to address in other ways without affecting other aspects of the game.

    If I missed any arguments you may have, feel free to ask below and I can provide a response, though, I'm pretty sure this covers most of the main complaints I've gotten from players and content creators over the years.

    Extra Media

    Example of a Flashbang Save that should've hit, but didn't hit. Looks really odd seeing a grenade blow up in front of a killer and not being phased by it at all? No lightborn, they had Deadlock, Lethal Pursuer, BBQ, Pain Resonance.

    https://cdn.discordapp.com/attachments/1325381440296189983/1357359405699698768/MedalTVDeadbyDaylight20250403101546-tr-edit.mp4?ex=67f336b4&is=67f1e534&hm=b2e4c357f9e5a2bb0391ce396832114c61c38feaa39ccae755231dac676deb13&

    40ms Survivor, 80ms Killer. Both 120fps. Bang explodes frame 604, same frame that killer slightly turns to the left. Should be "god" frame but does nothing because of the angle change update.

    https://cdn.discordapp.com/attachments/1325381440296189983/1357760659835846798/#########.mp4?ex=67f35ae7&is=67f20967&hm=6c6a3fb39ba8b966e730b6510aa284644ee737ee9d801cf796c845d348ec8250&

    Wall bangs no longer work because of the angle change, also some footage of other wacky angles that SHOULD blind.

    https://cdn.discordapp.com/attachments/427714629779587072/1358400378332250173/a3.mov?ex=67f3b470&is=67f262f0&hm=40e015b846fc422a9df41620b889ed1278104a99c13eacdfe9a4cd9ab8c70c7c&

    https://cdn.discordapp.com/attachments/427714629779587072/1358400392102150204/a2.mov?ex=67f3b473&is=67f262f3&hm=3956ddff15f79a4707708c5e2b29b338989a7e49f3be799abfe6965552099560&

    https://cdn.discordapp.com/attachments/427714629779587072/1358400406832808066/A1.mov?ex=67f3b476&is=67f262f6&hm=4070f28599685fe3a9c2546048e2a1ba5b145a79093afdb5e2f8c37aee619b88&

    I would post some screenshots of the bang being like a pixel outside of the red stain right in front of the killers' feet and not blinding them but it is giving me permission errors on here, but you can always go test it out in a custom if you want to see it yourself in game, sorry <3

    If you have any other footage or clips of your bangs being whack and not blinding killers during this update, please reply to this post with it or say something. The only way we'll get this reverted or adjusted is by being very vocal about it towards the developers <3

    #SaveBangs

    P.S. Make lockers glow with a bright yellow or white aura that intensifies when a survivor is in it with Head On ;) Had to slide that in there for the SoloQ gamers

    didn't read the wall of text but i'm glad flashbangs got gutted they were uncounterable outside of lightborn

  • @StudiousTome said:

    They don't change what is a useless interaction between Survivors and Killer. Either a flash-*something* is brought in or the Killer is playing to win.

    I would really like a rework of this whole system and associated perks. Getting good skill checks is my worst fear. As far as I can tell, it stops whatever sway the Killer was dealing with. Stops it completely until I hit another great check.

    Good skill checks apply 50% sway compared to Great's 120%. Brought to 180% from Boil Over to get 90% of normal sway, not even a normal sway in general. As Killer I feel the great skill checks, perk or no. They're strong. But without Lery's or hook spacing offerings the average Killer won't run into a corner or fall short of hook without another Survivor there.

    The 50% good skill check is also reduced by 75% if the Killer has Iron Grasp. That's 12.5%. The reduction from Iron Grasp is a greater difference than the 70% difference in sway between regular good and great skill checks.

    Wiggle does nothing important. Not against the Killer. Not for the Survivors. It's basically a mini-game while waiting to see if the Killer has eyes. Either you get hooked or you "wiggle out", stunning the Killer because previous attempts did nothing.

    I'd rather the good skill check zones not be there. Especially since these four spaces grow as you get greats. I would rather miss a great skill check and let the pointer continue to the zone on the other side. Getting good skill checks not only does nothing, it makes playing Pong even harder. A miss is a reset, gives me more time while the needle takes the long way.

    the problem i have with boil over is on the game map because of certain hook spawns it's impossible to hook some one and it's worse with boil over

  • @Blue_Guy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906152#Comment_3906152

    Tbh i wasnt sure if just the crawling would be good enough which is why I added in the exhaustion recovery bit but that can definitely be removed. Only potential downside I could imagine being added is nerfing the speed of your crouch instead of keeping it the same, or outright removing the ability to move while crouching (in this case crawling but not for the dying state)

    did you mean "slower" instead of faster than? because the description of the perk makes it a better vigil

  • @Blue_Guy said:

    Not sure if you guys take full-on perk suggestions but I think this might be a fun idea.

    ARMY CRAWL:
    - Your Crouch action is replaced by Crawling, at the same speed. (essentially your animation changes to the dying state crawl but remain at the speed of a crouch. Perks that effect crouching will still take affect.)
    - Recover from the Exhausted status effect 30%/40%/50% faster while crawling.
    - When in the dying state, crawl 50%/75%/100% faster.
    - You don't leave pools of blood in the dying state nor make grunts of pain.

    that's a busted perk that will be meta just from the crawling effect alone since you can just hide very easily

    is there a potential downside for it being this busted?

  • @Karth said:

    I dont want another fun killer get nerfed into the ground, thank you.

    Yes, he needs nerfs/tweaks, i agree, his auto aim and leap cancel couldown are way to forgiving

    Just hope he doesnt get nerfed too hard, is all

    survivors are complaining so they'll over nerf as a reaction. the problem is i don't have an idea that's going to nerf him without destroying him since if you decide to mess with cooldowns he can't down anyone and with how hitboxes work and how kaneki physically has to move to the person there is a delay when biting people

  • @Blood_Parade said:

    Kaneki's just about everything I wanted in a killer, so much so that it made me want to consider playing the game again — anime, looks cool, has a waifu skin, every killer seems to consider him strong and really fun. It all seems like a really perfect buy, but something in the back of my head is practically screaming that it's TOO perfect. It's hard not to stand by that when the survivor side is already in uproar about him.

    I can't really help but think it's inevitable he'll get nerfed at least how Chucky did, if not worse. I played Skull Merchant and Trickster before I stopped, so I'm used to bad killers people hate anyway, but I've never really been in a situation where I played a strong killer I really liked, and then they got nuked into obscurity; I'm not sure if that sort of whiplash is something I could deal with. When he does get nerfs (and that's probably inevitable), how likely is he to at least still be enjoyable (so somewhere around B-tier at worst)?

    i can tell you right now he's fun he will get nerfed into the ground

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906055#Comment_3906055

    even with the 8 gen kick limit, after all the gut kicks gen regression perks got, Eruption is one of the best and most consistent killer perks.

    i stopped using it because it ate through the gens i was protecting. it's less bad eith surge but surge eats through it too.

  • @CountOfTheFog said:

    Would you rather have the Aura Reading perks as they are now (Lethal, BBQ, Nowhere to Hide, ect) or would you rather a buff to Gen regression perks?

    When playing Survivor, I personally wish there was less Aura reading and if I recall correctly, many Killers began using them once Gen regression perks were nerfed..?

    If Killers want more slowdown, I don't see a problem with that. It's just slowdown of completing gens. I find that significantly better than glowing in the dark all the time.

    I do play more Killer these days but the only slowdown I use is Corrupt Intervention, especially if I'm Myers or Ghost Face. I have started using Eruption as well because I like to kick generators but I never stick with it.

    What were the best gen regression perks and their values as compared to today?

    I'd like to hear from all players, on both sides please and thank you.

    eruption is terrible because of the gen kick limit it eats through the 8 kick limit

  • @Ricardo170373 said:

    The Ghoul is another example to a super fun killer to play as, but, extremetly boring and irritant killer to face against, so my question and discussion is. How to develop a strong killer but fun for BOTH sides?

    that's impossible because if it's fun for survivors a killer is low tier that gets pooped on if it's fun for killer (outside of the people who enjoy playing low tiers) they're going to be high mobility killers or killers with powers that are hard for survivors to counter so killers have a chance at higher ranks

  • @dayflare said:

    In lore, when a survivor gets picked up and is en-route to a hook. What is stopping the survivor from straight up going sicko mode and biting the killer all over like a night monkey.

    If I was brutally stabbed and carried over my killer's shoulder. I would keep biting like its thanksgiving.

    supernatural strength and pain tolerance the entity gives them? like to a massive degree

    also ds is you picking up a sharp object like glass or a sharp rock and stabbing the killer so you are going "sicko mode" in that instance

  • @dayflare said:

    The original main menu, the music, the environment, the atmosphere. Chefs kiss. Everything about it was beautiful and perfect.

    https://us.v-cdn.net/6030815/uploads/UGXQX6TX634D/screenshot-2025-04-04-160236.png

    Original main menu music:

    https://www.youtube.com/watch?v=x0VYK5m9fjc

    And now we're stuck with this annoying mid-tier music with an anime background and continuous background sounds that are so loud. Everything that made the original main menu perfect was removed.

    https://us.v-cdn.net/6030815/uploads/3UONJVUH76QX/screenshot-2025-04-04-161049.png

    Ghoul's main menu music:

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

    Bring back the actual horror into the game. Bring back the original horror aesthetic that the game had before the graphical update. Bring back the original atmosphere and the music. I would give anything for that to happen because this used to be my favorite horror game.

    as a person who loves the piano kaneki's theme is a banger

  • @cheapslurpiee said:

    Kill/escape rates, killer happiness, survivor happiness, player count, balancing, etc.

    What do you think? Would DBD be healthier, the same, or more toxic in your opinion? The big caveat in a lot of conversations is SWF. The major difference is simply information. Being able to speak with friends and determine exactly what to do nex given specific circumstancet; something DBD doesn't want you to be able to account for to that degree.

    If that elephant in the room simply never existed, what conversations are we having about the game, and what does DBD look like both observationally and statistically.

    it would be slightly better?

    the upper rank would shift to high ranked solo so not much would change for them

    because there are solo's that can play at a level that's like swf it's just their teammates that are the problem that drag them down.

    kill rates would go up because the average survivor is terrible

    survivor happiness would go down because survivors can't play with their friends and they would be losing a ton of information for free

    we would still be having the same conversations but i bet to compensate the high kill rate killers will be crippled and survivors would demand it too

  • @Leon_Loves_Cheryl said:

    He gets a free injure, and some slowdown with Deep Wound, but the price he pays for it is having a power that cannot directly down you. At the same time, he cannot injure you with his power as efficiently as Legion can, and Legion is a pretty bad killer. They also share the same inherent weakness in being purely M1 - safe loops and strong pallets are extremely effective against both Legion and Kaneki, except for niche situations where vaulting the pallet can help. (In Kaneki's case, he has to actually connect his tendrils to you to get the faster vault.)


    His method of trying to down you with his power is incredibly unique. Instead of throwing it at you, he needs to get around you, and block your path with his body, then incur a brief fatigue period to give you a chance to vault a window or pallet before he downs you. This is what makes the killer so interesting to play with (and against.) He's not throwing danger at you, he IS the danger, and that's cool. Not only that, but the way he has to play to take you down during a loop is interesting and allows for play from both sides because you can anticipate where he's going to leap and try to base your pathing off of that.


    "But he gets unfair hits on me around corners with his power!!! He can't even see me!!!"


    Alright so, first of all, there's nothing wrong with a generously applicable injure, when the price to pay for it is so heavy (needing to down you with a melee attack.)


    Second, here's the reason why his power can damage you despite there obstacles being in the way:


    The nature of his power necessitates the hit going through if you're around a corner or behind a gen because it has a travel time. It's like how Huntress hits you right before you round a corner, that's still a legitimate hit, it just doesn't have a delay. Because Kaneki's power has a delay, it LOOKS weird, but it needs to be this way because there are only two alternatives:

    1. He just lets you go after he *already lands the hit* on you because it "doesn't look correct"
    2. He vacuums you back around the corner to "make the hit look better" and make you lose more distance in the process.

    In the first scenario, it feels terrible to play, and in the second scenario, it feels *even worse* to play against than the average player currently perceives it to be.

    The hit is perfectly fine as-is in my opinion. There were concessions that had to be made in terms of "feel" because Kaneki doesn't damage you immediately (again, like with my Huntress example.) He hits you around the corner because he locked onto you BEFORE you rounded the corner. It only feels weird because you don't INSTANTLY take damage - he has to fly to you first. On a technical level it's perfectly fair.

    It is 100% working as intended.

    However, I would certainly be down with reducing the duration of his enrage animation while also reducing the amount of time that the survivor is stationary so it's fair for both sides (since I don't personally feel like he's overpowered - he's the only dash killer where his dash doesn't have the ability to down survivors, so it's actually fair for it to work the way it does. Even Pig's dash can down people.)

    This solution would resolve the janky/stuttery feeling while being power-neutral.


    The best players in the world played as and against him on the PTB and correctly surmised that he'd be a pretty good, but not overpowered, killer. Even so, BHVR actually did rebalance Kaneki coming from the PTB by removing his hug techs in exchange for making the sliding addon basekit. Honestly I prefer him this way personally, but I understand why some would prefer his PTB design.


    "But he can down me in between loops so easily! I can't get away!"

    Well first of all, Lithe exists (but counterplay also exists for Kaneki - he can try to grab you as you try to Lithe, so you have to use it intelligently) to help you connect tiles and loops together. Second, you know who else can kill you REALLY fast if you're in an open area? Deathslinger, Trickster, Wesker. You complaining about them, too?

    "Okay, then why not increase his fatigue after power so I actually have a chance to get somewhere?"

    Because *that would destroy the killer.* What you're asking for here, is going to be the WORST POSSIBLE VERSION of this killer because you'd disincentivize using his power in interesting, skillful ways, basically shoehorning him into only using it when he's guaranteed to catch up on you, with zero risk-taking from the player's part. You're asking him to be weaker than Legion while simultaneously being more boring. They can't increase the downtime after his leap without just turning him into Diet Legion.

    The whole point of his ability and his skillcap is to dash intelligently to cut off your path, and give you a moment or two to try to get away before he hits you. If you make him take too long before he can hit you, even after playing correctly and performing a good dash, he's going to be piss weak. He's already an M1 killer.

    His gameplay loop is to try to cut you off and then down you. It is NOT designed to "cut you off, stare at you for 3 seconds and let you get somewhere safe before he can hit you". That's not only unfair to him since he can't down you directly with his power anyway, it's also dumb to play against. You're asking for something dumb to play against.


    Overall, Kaneki is a well-balanced killer that brings a unique gameplay experience to both sides of the Trial. He doesn't need nerfs.

    i only played against him like 3 times and the counterplay for him is my play style stealth. i guess i'm one of the few guys who likes to use fixated but because i like this play style i don't know how to loop properly

  • @XtremeDBD said:

    I have seen nothing but negative uses of this perk, people just farming and going death hook for no reason. Does it need a buff?

    it's an insanely strong perk that allows a person who would otherwise die stay in the game

  • @SurviveandGame said:

    So it takes significantly longer to find a game as killer compared to the counter part survivor,why? Does bhvr have some biase against killers I need to know about? Cause as it stands the incentive to play survivor is significantly higher than it is to play killer, so why in the entity does it take longer?

    new killer means more people playing killer which increases que times for killer

  • @Nicholas said:

    PS5 and Xbox Series X can both handle 120, even VRR and PS5 Pro can easily handle it even better. Why aren't we at 120 already? PC players have a massive frame rate advantage, in some cases as much as quadruple the frames per second. Does PC cap at 120 or go beyond? Meanwhile all consoles are as low as 10 to 60.

    get a pc then if it means that much to you. maybe it's the console manufacturers?

  • i'm bad at survivor so i need to play more and get good

  • @wakesafe said:

    I usually wait to play Killer for a day or two so the queues are less extreme.

    I’ve played against him a couple times and I can’t seem to figure anything out about him. How is he hitting me from the other side of a rock/debris? Why are they ready to attack again almost as soon as his jump ends sometimes?

    Is there something I’m missing? why are people calling him bad?

    that's because of hitboxes kaneki didn't hit you through a wall he already hit you his power has a delay because he has to travel there. that's how all killer powers work not just kaneki

  • @AbsolutGrndZer0 said:

    So I am wondering, can someone please explain how exactly the whole "Surrender" option works for killers? First of all, yes I know what the word itself means, but that's why to me it seems backwards.

    We have two reasons a killer can choose to surrender.

    1. All remaining survivors are bots.
    2. The survivors have not finished a generator in 10 minutes.

    Both of these things should not be happening, and if they are, then it means one thing. The survivors are refusing to play the game (the reason doesn't matter.)

    So, in these cases, based on the word surrender, this means that the killer is supposed to accept a loss? That's what doesn't make sense to me. If the survivors are refusing to play the game, the killer should not have to surrender, they should automatically win.

    Also, to be clear, this is not intended to fall into a debate on slugging and whether it's fair or not, this is meant to be solely about why a killer should accept a loss because the survivors straight up refuse to play the game AT ALL.

    these surrender options for killers don't fodo anything and are there to justify the anti slug mechanic for survivor. unless your in a swf that quits or the survivors are memeing those 10 minutes you'll never get the killer surrender options

  • @SoGo said:

    So, we all have some dream licenses that we would live to see in game, some more popular than others.

    While the more popular ones are quite clear (Friday the 13th, Slenderman, IT, Candyman or Bioshock, to name a few), I want to ask: What are some licenses you would love to see in game, but likely won't do due to the small fanbase or scale of the license?

    I'll go first. My top 3 are: Dark Deception, Evil Nun: The Broken Mask, and DOORS.

    What about you?

    the thing that's the only one i really want to see john carpenters version specifically

  • @OneNineTwoNine said:

    Just a bit confused because I saw a thread like months ago talking about the downvotes added to the forums, and how it was apparently a mistake that caused them to be brought back. I think I read that they'd be removed again very quickly.

    But months later they're still here, so I'm wondering if they're staying? Is there any reason if so? Genuinely curious.

    downvotes is a way to find out feedback on a statement or opinion it going away is a bad thing or you'll get an echo chamber

  • we don't really do that since anything new comes by people call for nerfs immediately

  • @TieBreaker said:

    Seeing as the Skull Merchant is getting some sort of changes in the future, it reminded me of the Onion Ring situation, where nobody knew what she did, due to her being changed constantly. We have bits of text in the loading screen, but that's not enough to teach survivors how a killer plays.

    My suggestion is that when a rework goes live, have a quick, clear, and concise demonstration of what has changed when the game launches. Most players won't read a wall of text, but they might watch a thirty second video, that briefly covers the changes.

    It might go some ways to helping more casual survivors understand what is changing, which should give more accurate information on killer balancing.

    or just keep going against her till you understand how she works. it's how you get better at the game

  • @Yippiekiyah said:

    What's everyone's thoughts? Good Perk/Bad Perk?

    I'll give my two cents, the part of the perk that makes it super unappealing is giving the obsession a massive buff for mediocre late game slowdown.

    How would i change it? Remove the obsession buff and then make the obsession get 10% increased hooking and healing every time their hooked. That way if the obsession is ignored there is no downsides.

    i don't like it because it only gets good when you're already stomping it would be better if dying light worked in reverse where the more you won the worse it gets

  • @Raccoon said:

    Personally, I'd say Windows of Opportunity and Corrupt Intervention…

    How about YOU?

    iron will and pain res atm

  • @Darkest_Night said:

    Like the title says Hexes and Boons need to be tweaked to make them somewhat more balanced. Hex Totem perks should be harder to destroy them right when the match starts, perhaps a 30 second grace? Boons should have a cool down when snuffed, that way people choose more carefully where to set them. What do you think? What the would make them more balanced?

    boons should work like hexes if they're snuffed out once it's gone or let killers relight hex totems

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