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AdamZ

AdamZ

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AdamZ
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  • @Nathan13 said:

    Yes, all halloween outfits will return to the store but only during the Halloween event.

    YEEEEEEEES BABY!!!!!

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012651#Comment_4012651

    and why not? its not like there are 3 pallets in that same "area anyway"

    Yea especially now, with that pallet density bs

  • @MarylinMonhoe said:

    I'll hit t100 tonight after the dailies reset but GOD, this rift felt excruciatingly slow

    Yea it was pretty brutal, good job 😊

  • It could have been chearers, cheaters usually crash the servers at endgame if they are in a losing position.

  • @Alicia_Tried6041 said:

    Can we all just talk about the insane buff the knight got and they want to nerf survivor perks like hope?

    Bro what do u mean knight got buffed? He hasnt been buffed since his rework from 8.1.0.

  • I would love it if legion would get all of this, but didnt bhvr said to tatariu that they cant give him these buffs?

  • No need to nerf neither of them, matter of fact i think dissolution should get a lil buff. bamboozle is fine the way it is rn

  • Also increase the time it takes to remove the portals by 5-8 sec, no reason why survivors should be able to get rid of em so quickly, especially cause it takes a lot of time to place em.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/457833/im-dissapointed-in-springtrap-and-my-solution

    if he has quieter steps he becomes the ultimate jump scare killer, travel the map with ease and have range attacks. thats called way op. if he has quieter steps, something has to give…maybe remove the axe? at that point we talking about a whole different killer lol. can you imagine myers with teleport ability and a range attack that can hit over walls and pallets and be super stealthy? fun to play as maybe but still op imo.

    Well i dont want his steps to be as quiet as myers's, just a bit quiter then it is rn, i mean u literally cant hear myers footsteps.

  • I agree w most of these changes except , demo, deathslinger,bubba i think they need a bit more than what u said.

    Demo for one needs a buff to his portals, like increase the time it takes to remove em by 5-8 sec cause it takes too lil time compared to how much rime/effort it takes to place em.

    And also make coming out of portals silent or the map wide audio when he tps there is no reason to have both. Also what u said w an addon pass.

    Death slinger also needs a lot more than just a range increase.

    For example basekit haste when he hooks someone would be a nice buff.

    Make reloads faster.

    Make it so the farther the survivor is the faster u reel in survivors, and the chain breaks slower the farther the survivor was.

    And an addon pass.

    I think bubba should be faster when he is using his chainsaw, also game afoot should work when he breaks a pallet w his chainsaw.

    For knight i really just want one thing and that is to be able to order guards without despawning the huntig guard. Tho it would be nice to make the guards smarter.

  • Eruption does work on axe grabs btw which is why eruption and thrilling tremors are my fav combo on springtrap, oppression is also really good w the other 2 perks

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009423#Comment_4009423

    Yes it is sarcasm and a condemnation of BHVR's recent design choices.

    I guess deathslinger could have a shotgun instead of a harpoon so he doesn't have to aim so much? Make the firing cone like half the screen.

    XD funny

  • Waaaait a minute. Is this sarcasm i feel?

  • What abt deathslinger?

  • @Crowman said:

    I remember when BHVR said they had to nerf mangled so it could open up design space for anti-healing perks to only immediately buff and add more healing perks for survivors while giving killers basically nothing.

    I just want mangled to be useful again by not having a time limit.

    Bruh thats crazy xD

  • @ReverseVelocity said:

    I don't think anything needs a specific nerf outside of Syringes. Nobody reasonable is asking for a WMI nerf, and Resurgence was at 50% for a while and it wasn't really used. Do No Harm is already at 50% as well, so I don't think you're actually reading the perk descriptions properly.

    In terms of healing perks, the only ones that I think majorly need changes are Leverage, No Quarter and Self Care, and those should all be buffs. Leverage being made 30% is barely better than Mangled. 50% at 45s seems slightly more reasonable.

    Do no harm goes from 50% to 100% for each hook state but sure i didnt read the description.

    As for no quarter and leverage i agree.

    Dunno abt self care being buffed but sure i wouldnt mind never really ran that perk.

    I still think resurgence should go back to 50% there is no reason someone should be able to reset in just 5 sec by themselfs for free with just one perk.

    Why shouldnt wmi get nerfed? Its not like 75% extra speed would make it slow or garbage, and i mean its pretty free all u have to do is just unhook someone and it last for quite a while too.

    Tho i guess u are right abt dnh, it can stay the way it is since its only 100% when it really counts.

  • @Ragna_Rock said:

    Yh, healing needs a nurf too many ways to heal stupid fast with next to no anti-heal besides two perks that applies a debuff that expires and even then its not enough, it makes hit and run killers difficult to play and even at the lowest point just getting extra injuries are often barely worth it.

    Then need to make anti-heal better with more ways to apply it while notching down perks that give too much a bonus for too little. Like We'll make it gives 100% for 90 seconds while Leverage takes -30% for 60 seconds not even enough to cancel out one surv perk.

    Exactly like the disparity between surivor healing perks and killer anti heal perks are so big that it baffles me when people say anti heal/heal perks are fine the way are rn.

  • Bruh did my comment just get deleted?

  • Agreed, the only things needs nerfing are syringes and resurgence, and buff leverage, and maybe make mangled and hemmorage last until fully healed.

  • II like ur idea, but i would still like to have that 10% haste from hooking unique sütve, it might not seem much but from my experience it helped a quite a bit for killers like dihslinger,legion etc.

  • @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006485#Comment_4006485

    Honestly, this is not a bad idea. Perks oriented around slugging when slugging at a baseline level is no longer as cancerous would be fine imo. It's only when slugging is inherently toxic that it causes slug-oriented perks to be asinine.

    i jsut hope they make a new perk for the current effect but buffed

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006525#Comment_4006525

    You're missing the point. Survivors are already struggling and sweating every match. How much more can survivor perks get gutted and killer perks buffed before killers are satisfied? (Ruin buff, killers can see hook states now so tunneling is way worse, survivor perk off the record gutted.)

    well im fairly certain they nerfed them bc they are going to be basekit in a future update, which is why killers got the hook counter, they are prolly still gonna make it basekit, bhvr just need time to polish em.

    and btw its not just survivors struggling m1 killers are struggling and sweating too they have been for quite some time now

    and u can just bring dh and ds instead of off the record they achieve the same thing

    sure ruin got buffed but so what its a totem u can literally tell if it is there the moment u let go of a gen, just go cleanse it

  • @Alicia_Tried6041 said:

    Perks are part of the killers set. They dont need any more improvements. They are already all super strong.

    WHAT, u really think knock out is strong lol? u must me on smt xD

  • @Alicia_Tried6041 said:

    Killers have had enough buffs.

    1 killer, not all of em, and she is goin to get nerferd soon anyway, and this is a perk not a killer

  • @Langweilig said:

    They should revert it with the coming anti slugging changes. We need some slugging perks when slugging will become mostly pointless.

    i wouldnt mind that but i would still like to have this effect on another perk bc it has potential

  • @Royval said:

    do NOT play m1 killers this patch

    m1s be like

    image.png
  • @ReverseVelocity said:

    It's actually wild. You just can't keep up as an M1 Killer.

    Exactly!

  • What a nice fella u are, wanna be my friend on steam?

  • @Filipino1490 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006318#Comment_4006318

    thank you for your opinion i really want him to be fun but the dash ruins him it should not exist

    Yup agreed, honestly i think they should keep the mode switching the way it is rn, same w the stalking amount etc, but instead of the dash he gets his previous exposed stuff back, and when u stalk someone u have another bar filling up which is that shifting power u mentioned, so basecally by stalking u get access to both, but the shifting isnt restricted by the timer instead its restricted by how much u stalk.

  • I honestly like that a lot, he could be the best jumpscare killer, which is just sad considering that springtrap is supposed to be THE JUMPSCARE KILLER. I mean he kinda already was lol.

  • @PetTheDoggo said:

    Ravenous on Singularity could work, or Dredge.

    It's definetly most usable out of those three.

    agreed

  • @Filipino1490 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002604#Comment_4002604

    I have to absolutly agree those are wonderful ideas. Personally i would just remove the sound cue whenever demo is teleporting but other than that i like your ideas a lot👍️

    :) ty

  • Imo there is only a couple stuff that needs buffing for demo to be good:

    Portals:

    Increase portal removal time for survivors by at least 5-8 sec, imo it takes very little time for survivors to remove em, compared to how much time it takes for the killer to set up.

    Increase the detection range by a couple meters like 4-6 meters, bc the only way u can get info from the portals is if u put them right besides gens.

    Make coming out of portals silent, or the map wide audio whe he is teleporting, there is no reason to have both.

    Survivors could also get exhaustion while removing the portals and it would linger a lil.

    Increase undetectable when coming out of portals by 5-9 sec.

    Shred:

    when u use shred and miss or break a pallet/breakable wall the camera locks in place, which is just stupid, considering every other killer with a better antiloop doesnt get the same punishment even tho demo has the weakest chase power.

    Increase the distance of shred by 4 meters.

    Decrease shred miss cooldown.

    I went w these changes bc i wanted to make the portals more rewarding, while also keeping the whole setup style gameplay for demo, i also seen some auggestions that he should have a couple portals already on the map but i dont think thats a good idea cause we already have that w xeno.

    I also think the shred is too punishing for how weak it is compared to other antiloop powers.

    And an addon pass obv.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000613#Comment_4000613

    it could be one of those buffs that nurse, blight and whoever else is top 5 don't get access to. I really like this idea for trapper and hag for instance but a krasue or a ghoul wouldn't need it and shouldn't have it.

    Exactly, forgot to add that lol

  • 😭 my knight got done dirty

  • @Amanova said:

    Lmao there is still stealth killers and fast killer with mindbreakers that nullify that strat or you are at low mmr. Fog vials are awful and should be reverted

    Okay so everyone should only play those killers then and just forget the rest?? Bruh low mmr my *** in low mmr u dont play against people w 3-10k hours. If u really think they are awful then u are using em wrong.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982031#Comment_3982031

    So, they get less of a head start, bare minimum.

    More importantly, if you don't bother to chase them, which it sounds like you aren't, then they have to spend at least 24 seconds not touching a gen to get their SB back.

    Congratulations, you've reinvented old eruption levels of slowdown.

    • 1. "So, they get less of a head start, bare minimum" true but i dont think that really matters since i cant take advantage of that "less of a head start" since i dont have any info of there whereabouts, they could be behind a random rock or tree or locker out of the fifty thats infornt of me and by the time i checkit they can already just run away and i'd have no clue abt it since the fog hides scracth marks.
    • 2. really? huh i never actually knew that mindbreaker stops exhaustion from "regressing" i tought its gonna run out in the background or smt, thats good to know thx for the info.
    • 3. even still thats only 1 surv out of 4 so while im out there looking for the sneaky bastard the other 3 just sits on a gen, so i either keep lookin for the 1 surv in hopes that i can down them and hook em quick enough for my perks to work like (pain res,bbq,grim,etc. or go to the others in hopes they dont run the same thing and if they do then f me cause they are goin to pop 3 gens right in my face bc i just wasted my precious time for nothing.
    • 4. "if you don't bother to chase them, which it sounds like you aren't"
    • u see my problem isnt abt the chases, it never was, bc if i do find someone i am gonna chase em, its the fact that they can just deny me from chasing them just by prerunning,dropping fog , hiding, etc wasting my precious time in a trial, which everyone knows that time is the most important resource a killer has
  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982033#Comment_3982033

    Some people prefer stealth and trickery to chase. The chase aspect of this game has gotten monotonous. More than one style of gameplay is a nice idea.

    true, but unfortunately not every killer is a stealth killer, and i mysef do not want to be forced into a specific playstyle, just bc of an item….oh wait were u talking abt the survivor or killer side?

    there is a reason why the surivor rat playstyle has been mostly gutted, and now with these perks and items combined its doin the same thing, it makes survivors not want to engage w the killer/chase mechanic and that hurts most of the killers in the roster

  • no, killer mains are mad that they have to start chasing ur ghost for 40 sec just to catch up to u just so they can start an actual chase

    its boring

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981950#Comment_3981950

    sprint burst combined w fog vials and vigil are the most isufferable survivor build i can think of

    Mindbreaker by itself completely hard counters this.

    except that it doesn't? vigil just makes the 5 second exhausted to like 2, 3 seconds, meaning by the time i get there they already has sprintburst ready, mind breaker only helps against really greedy survivors that wants to stay on gens till the very last second meaning, any experienced survivor would let go of the gen early once they know the killer has mindbreaker so they have sb ready.

  • Thats cool if u like it, i as a killer main absolutely hate it tho, its mindless, its boring to face, when everyone just preruns u w that setup u can do nothing abt it, u can take 40 sec to try find and catch up, w that survivor, but if u do that 3 gens are going to pop, so lets say u go for another gen, they are just going to do the same thing, so yea it sucks.

    sprint burst combined w fog vials and vigil are the most isufferable survivor build i can think of

  • Honestly if they make the aiming less janky i would agree, but as of rn i dont, they only need to reduce the distance at which he can grapple on to things to like 3m and make the max distance back to the original, but keep the distance at witch he can injure survivors w his grab attack the way it is rn, or maybe even reduce it a lil.

  • I personally think they should adjust the opacity one more time to be in between this and the previous version of the game, and it will be alright, and obv limited uses at most like 3.

  • @hermitkermit said:

    I really don’t understand why the community couldn’t get some time to adjust and learn counterplay for awhile before adjustments were made. Hasn’t that been the insistence with every killer release? I don’t understand why these items are held to a different standard.

    bc there wasnt one?

    • the only way to track someone was with blood stains they left and that is if u even got a hit first.
    • and on quite a lot of maps the fog becomes even worse, especially on indoor maps, or one of the swamp map bc of the high "grass"?, or coldwind, farm meaning the fog is really inconsistent.
    • and the obv accesibility issues
    • all the survivors had to do was pre run and pop the fog vials, this way they can just straight up deny a chase.
    • franklins got nerfed the only counter to items, so now all u have to do is just pick up the item and u can use it immediately.
    • blood hound the only perk that can help u with tracking survivors in the fog, is just straight up bad.
    • and fog vials just sraight up counters ALL OF THE RANGED KILLERS and thats just bs
    • bc items and killers arent the same?
  • i agree, the amount of chests we have rn is ridicuolusly low

  • OMG

    I WOULD LOVE THAT!

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452780/fog-vials-completely-kill-the-engagement-and-pacing-of-trials

    Okay, I'm noticing a very weird trend here. I've seen polar opposite experiences as killer with the vials. This might be me at low mmr, fighting bad or newb survivors, but I'm having little to know trouble with Fog viles, having like 2 times that I've lost a survivor in it. Meanwhile, there's other people saying it's hard to track, and I'm wondering if it's a version issue.

    Like, if one persons on PC with a high graphics car and monitor can see really well, but another person is having a lot of trouble seeing through the fog on a lower end computer, or even vice versa. I'm going to record some gameplay share a screen shot or two of how the fog looks for me. If others could do the same without revealing private info, that'd be good data. BRB.

    Okay I'm back.

    Here's my computer, which I think is decent, and what I'm seeing on it.

    https://us.v-cdn.net/6030815/uploads/MNRJDNKCIJG1/fog-vial-1-use.jpg

    https://us.v-cdn.net/6030815/uploads/9BA8B6QR5WE3/these-were-the-add-ons-for-game-1.jpg

    I can typically follow the scratch marks really well through the fog vials. I haven't lost a lot of survivors in the fog, but I've been playing mostly Dracula as of late so don't take that as being a solid indicator that they are easy to counter.

    Its not the fog vial itself thats the problem, its the iri addon, bc its just does too much, and it has inf uses.

    and as others said already combine it w any exhaustion perk and pre running and the killer can do nothing abt it, cant even enter a chase

    image.png image.png image.png
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