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Adrien

Adrien

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Adrien
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  • @Ghayseckcs said:

    I was playing on and off for several years. Seen alot of changes, and played predominantly from surv at the beginning. Then I played almost half a year to 1 year exclusively as killer.

    So why did I have a change of heart? Why did i switch from surv to the killer?
    - cause no matter how hard and good u play, this game only gives u negative feelings. U struggle and try, eventually u just see how whole team dies, gets slugged, camped, tunneled, etc, by the 4-5 gens yet to be repaired. Statistically it’s 8-9/10 games.

    Than u might reach the highest rating, iridescent, and stats shifts, cause less idiotic killers are there, they try to follow your new system (despite its not implemented), and they still kill everyone by the 1-2 gens Anyway

    So why did i switch to play for ghost face? Why i was so eager to go for a killer and not surv?

    Cause killing is easy, even without tunneling, i easily killed everyone at 4-5 gens, every 9/10 games. It’s easy, it’s like u are world champion who beats the 6 years old kid. After that i just from principle never killed whole team, always let someone let go. But it’s not challenging and boring, and it is still like that. If u have skill, without slugging, without tunelling, without camping U CAN KILL EVERYONE AT 4-5 gens. It’s ridiculous.

    So why i quit?
    - game looks raw, unfinished, even the best streamers see how the game is #########. They just learned to not react. They justify.
    - Dbd devs listens to crybabies, that are sad not about the system getting introduced with balance. And why so? They want still to kill everyone at 4-5 gens. They egocentric egomaniacs, and i think game gathers into itself psychopaths and they literally been lying and manipulating so that system that’s fair won’t be implemented.
    - playing for surv is disgusting 9/10 games. Even when u leave or loop for 1-2 gens, u don’t feel rewarded, they will camp, slugg, use cheat and kill everyone.
    - devs became lost, they don’t see that easy Anti-cheat is #########, it doesn’t work, it creates illusion of anti cheat being present. And u can literally find ######### LIVE STREAMS where ppl use cheats and teach that to others. While easy anti-cheat is BS
    - the only way to win 4-6/10 games as survivor, when u go in team of 4 with voice chat. But the game doesn’t encourage that, even though it might be only way to get closer to not suffer playing it

    So my recommendation - keep listening to cheaters, to losers that wants to kill at 5 gens, to streamers that lick your butts cause u are their source of income! U will never have stable player base and game will die eventually. Or fix anti-cheat, create balance and have stable not toxic player base that will enrich you and call more ppl in

    P.S when ppl ask me about the game i am telling them to stay as far as possible from it. It doesn’t worth a dime. It actually just steals dimes from u

    You are a cry baby and a sore looser that gives hyperbolic numbers about the survivor experience.

    The anti-tunnel and anti-slug will still be implemented in the future, but in a fair way for both sides.

    Damn you even call killer mains psychopaths and manipulatives.

    Good riddance if you stop the game, I don't want people like you in my team.

  • Yeah I agree, when I red this mechanic and the "if you kill the previously hooked survivor, you lose gen regression/block", I thought it was overtuned.

    That's way too restrictive, there is a lot of non hard tunneling scenarios.

    Also they need to nerf commodious toolbox down to 24 charges (32 now) and BNP giving -7 charges (now-10).

    A bit off topic : also nerf iri syringe to 45 seconds passive healing with no speed increased by perks or add-ons instead of 18 secs.

  • I like most of these changes except the penalty for killing a survivor before 6 hook stages.

    I don't think killing a survivor at 5 hook stages should be consider unhealthy for the game. I would reduce the number to "sacrificed before 5 hook staages = penalty".

    I'm also worried that it gonna incentivize solo Q players to do "gens before friends" strat, aka letting a survivor die on hook to benefit from repair speed bonus or gen regression/block removal.

  • I would love to see a "pre Plague" Adiris skin as well :)

  • Fog vials are not crazy OP, but they need some nerfs, especially considering how spammy they are.

    I would remove the sound suppression and increase the cooldown to 120 seconds or give it a crafting requirement as others mentionned.

    Also I believe losing the chase (and letting survivors vault a window more than 3 times) is a bug and should be fixed.

  • I would go for a time reduction of the debuff, like 15 secs, so survivors can rotate to the next gen during the penalty.

  • @ShanoaLegendaryPlz said:

    It would be nice if they could make it the game only gives a penalty to someone who actively went to the pause menu and manually clicked disconnect from the round, as all other cases are either internet provider / server / or weather causes. And now that the penalty is much greater, youd think itd be more sensitive to figuring out if it was you pressing the button or not.

    So basically If I want to rageqquit a game without penalty, I can restart my box.

  • The occurences of go next are far less since the new self unhook mechanic.

    I have experienced 2 games with offerings (on about 20 games played), and none of the survivors gave up.

    Before someone was giving up 1 out of 3 games.

    Now if someone is tilted and logs to grief, nothing can really stop them but that's very rare.

    Overall the system is very welcomed and improved greatly my solo Q experience.

  • Springtrap has a fairly strong kit, but each part of its power is also fairly counterable. I'll put it high B tier.

    The axe hitbox is smaller than the huntress one. You can strafe to dodge it, otherwise it feels like playing vs huntress. The undetectable is long but all you have to do is to watch the closest door while on gen, and the killer is loud enough while approaching.

    Overall a solid killer but not overpowered or weak IMO.

  • Oops I can't edit my first post : using human rights to defend an unhealthy behaviour. Just DC and eat your penalty.

  • The worst caricature post I have ever read on this forum. How could be that entitled ?

    Using

    to hide the fact that going next is a very selfish and unhealthy behaviour for other players.

  • The concept of invocation is interesting.

    1. Oh I didn't know you couldn't use both. Yes that's a good change.

      @Icaurs said:

      Invocation perks are currently pretty sad but we can make them a little better.

      1. Allow you to use both Invocation perks simultaneously, as having to use 60 seconds for each perk is way to penalizing.
      2. Quiet grunts of pain when not exhausted by 100%, both perks are fine as is but the trade off of permanently injured with grunts of pain is too much.

      I know people don't care for Invocation but honestly I think you can have some fun builds and people may be more wiling to try if the trade off wasn't so high.

    2. I wouldn't go for aa stealth change tho.

    My suggestion is a big buff : 20 seconds after completion, gives the broken status effect for 150 seconds (2.5 minutes).

    It allows the survivor to leave basement safely vs a teleport/high mobility killer and even if the killer tunnel them, the survivor will be able to get healed (syringe/For the people) later in the game.

    So it could make Invocation perks more appealing.

  • I don't understand why some killers waste time (slug for the 4 K and wait for hook stages) just to see a very common thing such as the MORI animation nowadays.

    Especially if you main one character, like you've already seen it a lot. It becomes boring.

    I don't know why you feel bad about the MORI itself, most of the time people are just sore losers and can't accept the "staging" of their loss.

  • It's a PvP game, people taunt each other. Why is this a big deal ?

  • @KerJuice said:

    Title.

    The front page is littered with doom posts. This is what the community asked for, and all we are seeing are a bunch of worry warts posting negative hypotheticals, expecting the worst outcome. Let’s all wait and see what happens first when the changes are made. The devs will adjust the new changes accordingly if need be. Just be patient and give it time.

    It won't happen because this community is full of tribalistic entitled cry babies that want to push every balance update toward their side ONLY without taking into account the other side's fun. OOGA BOOGA.

  • @Rudjohns said:

    "anti-slugging surrender option"

    great, slugging will be even stronger now, why bother hooking if the survivor can just surrender on the ground?

    It's more like an "Anti-bleed out mechanic", true.

    Slugging is countered by some perks already. And a decent game sense.

    Knock Out and Blindness are a bit too strong against solo Q for the slugging tho.

  • @ReverseVelocity said:

    Nah, we've needed a Go Next prevention system for too long.

    The majority of situations in which people go next (at least in my experience) are not because the match is unwinnable, but because it's a killer they don't like.

    1. A killer they don't like.
    2. They get a 15 econds chase against a C tier killer.
    3. They went down first with Deliverance.
  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885448#Comment_3885448

    That's objectively unreasonable. Most killers will run an aura reading or information perk, making it easy to find survivors while not having to compromise their build in any way. Meanwhile, to counter tunneling, a survivor has to choose perks that they generally would have no reason to pick if tunneling didn't exist.

    I play mostly killer and see no reason to tunnel. If I get outplayed by a group of survivors, that's not a reason for me to go in my next matches and ruin someone's game. I should just get better at the game.

    I could also argue that most survivors don't play stealthy and leave gens only when killer approaches. So Aura reading perks might be a waste if you have a decent game sense as a killer. Also Bbq and chili and nowhere to hide can be countered by lockers and professional stealth survivors know how to counter perks.

    Every aura reading perks used is a lack gen slowdown/regression that can backfire, leaving the killer more exposed to "gen rush".

    The thing is finding survivor doesn't give you an automatic hook. You still have to chase and down them. So even if you manage to counter stealth, you have to work your way to your objective (hook stage/sacrifice).

    Meanwhile DS + OTR or DH punish tunneling pretty hard. A killer can literally lose the game if they try to tunnel a decent survivor equipped with those perks.

    And survivors don't need other build since gen speed is already pretty fast. Complete second chance/anti tunneling perks with anti slug (unbreakable or WGLF) and you have a textbook META build for survivors.

    Hard tunneling is efficient for 3 main reasons :

    1. The survivor is bad in chase AND has 0 anti-tunnel perks.
    2. The other survivors are not efficient enough on gens.
    3. The killer is a top tier character.

    IMO Nurse and Blight deserve a nerf on their basekit.

    Hard tunneling is unfun, so is hide and seek strats.

    Hard tunneling fix suggestion : add a basekit gen repair speed penalty when killer mixes hook between survivors and a gen repair speed boost when killer tunnels.

  • @smurf said:

    The survivors should be stealthing if possible unless their teammates have more hooks or they can't place themselves in a hiding spot that's favorable to start a chase. I don't see what's wrong with this at all. If you don't find a survivor then you have to go look more, which wastes more of your time. I've definitely had some instances where I find a progressed gen and am pretty sure a survivor is hiding somewhere nearby. If I don't find them, it means the survivor outplayed me, not that they're using some scummy playstyle. That's just not an excuse to tunnel someone.

    Stealthy playstyle is the equivalent of tunneling IMO.

    It's an effective and unfun strategy for the killer.

    Tunnelling is an effective but unfun strategy for the survivor.

    Both sides should learn how to play around it and stop complaining.

    On top of your game skill/game sense, you have perks to counter those playstyles.

  • Wow, people BM and trashtalk in a PvP game, I can't believe it !

    Seriously just get over it. It's just common behaviour, people release tension, that's it.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880722#Comment_3880722

    Yeah, like that was all happening off of the killer's own abilities. The only way a killer held a 3-gen that long was if the survivors just didn't know how to push. The "gen kick meta" is brain rot term that villainizes the killer for doing their objective. You mean to tell me that the killer's going around kicking all these gens, in EXCHANGE for pressure on the survivors in chase, because he has to kick the gen instead of going straight to chase, right, and the survivors still lose to him? Sounds like a skill problem on them, old Eruption or no. The survivors win the war of attrition, not killer. Or are you saying the killer's on every survivor and on every gen at once?

    I don't know how you don't get that but you do get slugging. The killer has to be really good at chase to get everyone down in like a 45-second window. If not, the whole team recovers. I don't see how on top of it already being an unsteady strategy, Knockout also needs nerfing. The aura hiding makes Knockout. You can't change it.

    Kicking a 3 gen with overtuned kick perks and hit and run tactics is indeed low skill in terms of macro and micro.

    I didn't say it is "too strong". I said it was obnoxious to stall the game for 40 mins+.

    Even killer main content creators made fun of this strat about the "'chess Merchant" or the chess killers.

    "I'm like a chess player, I kick a 3gen and I do hit and run for 45 minutes and eventually of survivors are too impatient I win".

    Yeah great memories…

    For slugging I said it requires skill for killer, indeed, and it's risky, so I'm ok with it. Just solo Q needs info.

  • @BorisDDAA said:

    This is no different than the gen kicking strat outrage or any nerf in dbd history. When BHVR removes broken toys, people moan and move to the next thing that takes less effort to do while trying to find 1000 excuses to justifiy it. Hooking is no different than years ago. The majority of killers I see hook people and win. Knockout needs a rework and bleedouts to bm/waste time should be addressed.

    The 3-gen 40 mins+ game with OP gen kick perks was clearly outrageous.

    The gen kick META was very low skill in terms of macro and micro gameplay : just perma kick a 3-gen and survivor will lose eventually.

    I don't see slugging as bad as this one, far from it. Plus the trials are much shorter on average compared to the 3-gen kick META.

    I think most killers use it to avoid some lose-lose situations with flashbangs or pallets saves, and to gain time on the picking up/hook walking time.

    Slugging : In order to work, you still have to be a good chaser as a killer. If you are not efficient in chase and survivors managed to do gens quick and pick survivor not too slowly, it can backfire pretty badly.

    I think the number 1 problem is the lack of coordination in solo Q, because of the lack information about our teammates.

    I suggest a nerf on the aura hiding of Knock Out.

  • @Roco45 said:

    As a type this, a Blight that was slugging us all at 5 gens, has me bodyblocked into a corner that he carried me to and dropped/picked me up to specifically put me here since I wasn't trying to wiggle (I'm the last Surv, hatch is still open). I'm recording this match, so far it's been +15 mins of this so I'm guessing this will end when the server boots us out at an hour.

    This is the state of SoloQ, every match is miserable with maybe 1 match out of 10 actually having gameplay. Getting camped/tunneled/slugged every match or watching the Killer do it to someone else and SoloQ has no agency to do anything about it. Then some of these Killers are even saltier and extend this atrocious gameplay to outright griefing since they are tilted for what I assume is getting bullied in matches against SWF's.

    Can BHVR do something about this or what? The game is falling apart rapidly since the end-game mori was added, eventually people aren't going to queue up for SoloQ anymore.

    1. Body blocking to hold hostage should definetely be considered as a bannable offense.

    Solution : remove collision for a couple of seconds when a survivor has one "afk crow" above their head.

    2. Bleed out on purpose is obnoxious, it could be a bannable offense, less severe then point 1. tho :

    Solution : when no recovery perks is available (unbreakable used or absent / no boon exponential lightened on the map) and there is no survivor standing left for more than 15 seconds, give an "instant bleed out" option.

    Why only 15 seconds ? So Killer can't reset the timer by repeatedly picking up/dropping survivor to put them back on their feet.

    3. I strongly disagree with the "1 out of 10 game actually having gameplay".

    You are not giving realistic feedback there, please stop giving those hyperbolic numbers.

    Stop mixing real griefing with strong and valid killer strategies.

    Also as usual on this forum, you forgot to mention that solo Q matches are griefed by survivors themselves sometimes.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877373#Comment_3877373

    I know it’s part of a killer’s mantra to blame survivors for every failed game mechanic that unravels them but as a survivor main?

    Survivors incompetence, overbloated killer buffs, aggressive killer playstyles, and survivor nerfs are the main reasons solo queue is unplayable. Stealthy survivors are the least of any other survivor’s concern.

    No survivor ends a match thinking, “man if only that Dwight wasn’t hiding I wouldn’t have been tunneled/slugged/camped out of the match on Haddonfield. I would have won if only they’d been doing gens while the killer relentlessly pursued me across this shoebox of a map.”

    Talk to survivor mains for a change instead of regurgitating trite killer talking points.

    Well you should speak for yourself, some survivors clearly complain about their teammates.

    My main issues in solo Q are in order of importance :

    1. Teammates that kill themselves on hook for a minor inconvenience, when the game is winnable.
    2. Teammates that barely touch gens while another surv is in chase.
    3. Teammates that refuse to take at least one chase in the game (stealthy), or go for a hook trade when a teammate has already been hooked twice.
    4. Getting hard tunneled or camped by a high tier killer.

    Point 2 can also be put to the detriment of stealth playtstyle, when a survivor hear the Terror Radius or think the chase on the other survivor is about to end, they stay away from gens.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876612#Comment_3876612

    Your argument for slugging vs hooking was basically based on perks.

    Basekit killer or survivor is bad anyway. Perks are making the game for both sides.

    I would say playing survivor without perks is definetly easier, simply because killer perks are simply more impactful (as they should be), so difference is bigger.

    Hooking survivor basekit progress towards the sacrifice. Basekit, good option, Meta perks even better option. Period.

    Not taking into account the impact of perks is irrelevant for a typical game.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876580#Comment_3876580

    Isn't it kinda an issue, if you need to use perks so major part of the game (hooking) doesn't seem as "bad option"?

    Wdym ? Basekit killer or survivor is bad anyway. Perks are making the game for both sides.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875720#Comment_3875720

    Slugging is a problem that the devs themselves created, instead of giving the killer an incentive to want to hook a survivor, they just keep nerfing all the generator defense perks. I don't blame killers who think slugging is more beneficial.

    Pain res, grim embrace, DMS, Pop, NWO : all META perks. Hooking a survivor is far from being a bad option.

    But yeah you also give tools for survivors to fight back, it's a trade. IMO when survivors will get used to slugging, this strat will fall flat in comparison.

  • Are we gonna ignore that the kill rate is inflated by survivors giving up on hook that drag their whole team down ?

    So maybe 60% is not a bad target overall.

    I would be curious to see the kill rate if we ignore the matches where this happens.

  • I agree with the 4.4 m/s, the removal of bonus speed and I would add a longer cooldown for pallet break (like Dracula in Wolf form : 2.7 seconds instead of 2.5 seconds).

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871409#Comment_3871409

    Dear there is an mmr system, even if you lose a match without tunneling next match will easy survs and you can win, while as a solo survivor you barely escape literally it's 1 out 10 match

    Dear, you are known on his forum for your very pessimistic posts about the state of solo Q.

    Solo Q survivors need love, I made a post about buffing them, but we have strong tools against tunneling already :

    1. Avoid running into dead zones (Windows of Opportunity).
    2. Being decent in chase (personal skills/resilience/exhaustion perks).
    3. Equip anti-tunnel perks (DS, OTR, Dead Hard).

    10% escape rate claim is clearly hyperbolic.

  • Ok you hate tunnneling, but there is hard tunneling to get a sacrifice ASAP (at 3 hook stages) and tunneling a survivor when there is one gen left when the killer needs to confirm a kill before the end game to maximize their chance to win.

    Basically your suggestion also punish killers that played chill/struggled during the early game and just try to get a bit of results later in the trial.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870433#Comment_3870433

    You don't mention that when you unhook these survivors, most of the time they keep playing the game, because they change their mind.

    I don't mention that because that doesn't happen. When someone decides they want out of a match, they mean it, and they will make your life a living hell if you deny them that. Each time I've unhooked someone who was trying to throw, I ended up regretting it.

    "But refusing to participate is bannable." Sure, but 1) they're not going to bother banning that many people for it, and 2) they will find ways out of a match even without griefing. For example, by sitting on a gen/totem/chest and letting the Killer snatch them from it.

    That's weird because in my case every other time my raging solo Q mates got rescued they play normally after.

    You are delusional about survivors that rage quit even when the game is winnable, a lot of cases it's for selfish reasons.

    Plus they make DBD a more killer sided game in solo Q by doing so.

    Solo Q would be a better place without selfish toxic griefing survivor players.

  • @CrypticGirl said:

    We're talking about a game where the slightest Survivor error can doom the entire team (even without "going next"), and even finishing all of the gens doesn't necessarily mean they win.  Is it any wonder why people go next?

    I agree solo Q needs some love but as a 1.9 K hours survivor main I think you exagerate.

    The number of early impulsive self-kills on hook is a bit too high IMO, it just shouldn't be a thing.

    You don't mention that when you unhook these survivors, most of the time they keep playing the game, because they change their mind.

    Also yes a team can fall behind fast because of one survivor mistake, but the team can come back with one good chase.

    The game snowballs hard both ways…

  • @Alicia_Tried6041 said:

    Survivors need base kit unbreakable after 60 seconds. Slugging is busted beyond belief in this game. Whether killers like it or not base kit unbreakable is the answer. It will force them to hook survivors as the game intends. BHVR please fix slugging asap.

    What works well against solo Q for the slugging is Knock Out.

    The aura hiding distance should have a 15 seconds duration like the low recovery/crawling speed instead of being permanently hidden 16 meters afar.

    Unbreakable already counters heavy sluggers.

    If your solo Q team group up on gens yeah you give a free snowball situation for the killer.

  • If we talk about the people that hook suicide against an average killer, good riddance, I'm tired of griefing teammates in solo Q games.

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865410#Comment_3865410

    I already said that the problem was they made a killer with no actual counter other than hoping you can outrun him on a loop while he now has 4.6 m speed. The problem is he is just a spammer and nothing more. Do you see many killers who got the ability to spam till they down someone? Only he got that and singularity who can spam cameras every 3 seconds if he wants to.

    Trickster is not the killer with the least counter plays. Plus I don't know what is the matter with the spammy stuff.

    Singularity spams, Huntress spams Hatchets, Sadako spams… That's just the nature of the projectile based or teleport killers.

    The only suggestion I see for Trickster is to reduce massively his fire rate and the blade requirement to injure survivors.

  • @Oputeeva said:

    Please nerf it, impossible to play against especially on indoor maps, if you can't nerf aura part of it at least remove all her bear traps

    I would say this add-on is only strong for indoor maps, not impossible to face.

    In fact this add-on is mediocre for an outdoor map, especially considering the loss of 2 bear traps.

    Pig is very quiet so she can hit and run very efficiently but at the cost of a very slow map traversal.

    This add-on doesn't deserve a nerf.

  • BHVR made Trickster easier to pick up with the removal of the recoil, but you still need a decent aim to be effective in chase.

    I would say he is medium difficulty now (pre-rework he was hard).

    I think you do the common mistake by mixing "easy to play" and "hard to play against".

    And in that regard, maybe you are personally not comfortable to play against this killer.

  • As long as the hatch spawns opened, killer can feel incentivized to not give a free luck based hatch and can slug.

    If both hatch spawns closed and EGC starts after the end of the sacrifice animation of the third survivor (exit gates powered if you didn't know), killer has time to contest the last survivor escape, unless the survivor has a key.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865359#Comment_3865359

    And how is the survivor meant to escape if he doesn’t have a key? There needs something survivors are able to do and in your proposal they need to be lucky in finding a key, which is not a good thing.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865284#Comment_3865284

    Sounds interesting and better for both sides, but killers would probably still slug for the 4K. The last two survivors would still need some counterplay to slugging.

    Exit gates are powered and hatch is closed, the EGC triggers. So now you need a key to open hatch basekit and there is less incentive to slug.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865275#Comment_3865275

    And what is your solution? Just removing it would lead to long dragged out matches and you can´t expect that survivors won´t do that.

    An idea : the hatch spawns closed and the end game collapse triggers as soon as the third survivor dies.

    So the game will end in 2 to 4 mins max. The killer wouldn't have the feeling that a random survivor got a free escape by finding the hatch.

  • @Thund3rstruck57 said:

    I am appalled at the recent changes to Chucky. You guys destroyed this horror icon by nerfing him into the ground with absolutely no player testing/feedback. What were you thinking?!

    Here's what I'd suggest:

    Absolutely bring back his original slice and dice speed (critical).

    Reduce his power cooldown to 10-12 seconds.

    Make his slice and dice hitbox smaller so hits aren't so generous/survivors can dodge them easier (currently hits that clearly miss connect).

    Give him an increased turn rate for a short duration after a slice and dice scamper (like a Hillbilly curve) because currently this ability is useless.

    Bring back his manual scamper under pallets but make it take longer so it's fair (make it take the same amount of time it takes for Wesker to vault a pallet and put away his power).

    Let him start the matches with his power already charged.

    Please and thank you for listening to this feedback.

    Sounds like you want Chucky back to the S tier. This is only desirable for Chucky mains…

    I would partially revert two things :

    SnD cooldown from 14s to 13s and SnD movespeed from 8 to 9 m/s (was 10 m/s pre-nerf).

  • The only problem I see with the anti-camp bar progress giving luck is that if the killer gives just only 1% anti-camp progress, it's still a free pass for suiciding on hook.

    I'll stick to 0% luck basekit and only perks/offerings give the ability to attempt a self unhook.

    Changes to anti-camp :

    I would speed up the anti-camp progress bar by 20% basekit and the bar should shows to other survivors. Only survivors entering a chase nearby the hooked survivor would pause the progress (instead of just a hidden teammate nearby).

  • @JustElf said:

    I believe that Ghost Face's ability is unbalanced and frustrating because it is easy to abuse. When you play as a Survivor and reveal Ghost Face, you do not reduce the progress he has already accumulated on you, so you can often be "99% stalked." This means that the next time he activates his ability, you are already instadownable, regardless of whether you revealed him or not.

    There are two possible solutions:

    1. Survivors should be rewarded for revealing Ghost Face. My idea is that Ghost Face would lose 100% of the stalking progress on the Survivor who revealed him. Alternatively, there could be an add-on that causes Ghost Face to lose only 50% of the progress when revealed.
    2. Adjust his mechanic to make him lose progress over time, similar to The Trickster. I believe it should take much longer to lose progress, for example, 1 second = -1.2% progress. Additionally, there could be an add-on to reduce the decay rate, such as 1 second = -1%.

    Revealing GhostFace is already a counter for him. He wasted time stalking survivors. Losing progress over time is very punishing.

    If you are "99'd" and reveal him you have time to run to safety before he gets his power back and exposes you.

    Why would you nerf a weak killer that struggles ?

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858199#Comment_3858199

    would the Amulet be 2.5s or less than that? I feel like the speed debuff should be completely removed from it tbh , as the cooldown alone is a major downside.

    My point is to make the amulet and talisman cooldown "neutral" and reduce slightly the movement speed debuff.

  • @ProudRinMain said:

    Better change would be to make her cooldown take 10 seconds to recharge by default ( if fully used up and obviously less than that if less of it is used ) and if a Spirit player runs a duration add-on, it goes back to 15 seconds and not any longer. And rework ALL recharge add-ons except for Teacup and maybe Uchiwa.

    What they did to duration add-ons was really really awful as there was a better way of going about adjusting them.

    ( making ALL duration add-ons cap at 15s if the power bar is fully used up and making them NOT increase the power recovery speed when the power isn’t fully used up )

    This would make duration add-ons viable while also making sure the recharge time is exactly like the recharge time without the duration add-ons ( hope this makes sense as to what i’m trying to say )

    IMO duration add-ons shouldn't mean longer recharge time.

    Just normal recharge speed, and Yamaoka amulet should be : + 50% duration (instead of +70%) and -10% MS (instead of -15%).

    I wouldn't go below 13 secs of recharge time basekit, Spirit 1 vs 1 is oppressive enough.

  • @jasonq500 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858019#Comment_3858019

    No, it isn't deserved, just because he's average doesn't mean there frustration about the character, look at trickster for instance, he has a really strong main event if played well, but lots of trickster players dislike his rework because he doesn't feel good to play and could say he was even weaker to his og state without main event

    Even sadako my main back when 2.0 iteration exist she eventually got stronger, but the killer that I enjoyed was gone as she no longer feels the same to play

    Whether or not Chucky is strong or weak, the point is that for how slow he feels, he just doesn't feel good to play nor fun at all unless you have a build

    Ok but that's very subjective, his 200% MS Slice and Dice doesn't feel sluggish for everyone, just the feeling of a -20% MS feels bad on the moment but eventually people will get used to it.

    Objectively he is still fast.

  • Typical overreaction post over a nerf.

    He went from 250% MS to 200% MS. Still slightly faster than an Oni.

    Slice and Dice was overtuned. I agree he could be 9 m/s (225%) for 1.5 sec, but 250 % is just very hard to react to.

    And some people say he is worse than Pig…

    Pig is 172.5%, has to crouch, she stops while charging the attack while Chucky can still move. Survivor just have to leave the loop and she is countered lol.

    Chucky is average tier now, but he is not too hard to master so it's deserved.

  • Anti-tunnel perks like OTR and DS are decent on the average survivor, but they are devastating on a good one.

    Become better in looping and killers will leave you alone a lot of the time.

    When I loop well (I'm not that consistent tho), killer tend to quit chase if I run near a strong tile/building.

  • LMAO the number of posts that try to say the give up pandemic is because of a killer-sided game.

    The vast majority of the time, the solo Q mate gives up on first hook because they lasted 10 secs in chase, even against a C/B tier killer. Or they get grabbed from a locker trying to rat around.

    I only agree with the fact that we don't need more S tier killers like Chucky or Billy recently, and maps like Forgotten Ruin, Lampkin and Sanctum of wrath are pretty hard to survive.

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