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  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063633#Comment_4063633

    Well lets turn this the other way then. Should the last survivor instantly die if every other survivor dies instead of the hatch spawning? I mean, they had their 3 teammates plus themselves multiple hooks worth of time to get the gens done and leave. Dont wanna pity them with a free escape via hatch the same way dont wanna give the killer a kill for failing their job. Or if we be more reasonable they just die after every other survivor dies and the hatch is closed. Because they get 2 chances to escape at endgame (how crazy is that? Lol) via the hatch and the gate. So many pity chances. (For the record I dont see a problem with the game as it is now. Just pointing out the funny irony of your statement)

    Generally I would answer yes, hatch is stupid

  • @Daniel_Silva04 said:

    What were the devs thinking giving survivors 15 seconds of Endurance during the endgame? It’s basically a free escape. 15 seconds of running at 4.4 m/s with invulnerability... I’ve already lost so many games to this unfair situation. A survivor can literally cross half the map with a speed boost and protection, and there’s nothing you can do. Even if you switch targets, they just use it to bodyblock you. The endgame was already survivor-sided, and this just makes it even more difficult and unfair for killers.

    This isn't a "free escape," they popped 5 gens and you lost the game fair and square. What you really want is a free kill, in what universe should you be able to tunnel as a reward for losing 5 gens? Not unfair at all, don't make it to endgame as killer

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037230#Comment_4037230

    I would hardly say that dash = 100% healthy design, but I already know your exact opinion on this topic.

    If you ignore the part of his dash that makes his unique then sure

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037215#Comment_4037215

    Well I'm happy for you being satisfied with current Myers, but you won't convince people of him losing his identity of stalker and traded for being 15th dash killer in the game.

    Dash killers - Nurse, Blight, Wraith, Billy, Myers, Pig, Spirit, Legion, Demogorgon, Twins, Wesker, Chucky, Houndmaster, Ghoul, Chucky. So he become 15th dash killer along with being 23rd zoning killer.

    His "identity" of stalker was one of the least healthy powers in the game

    Also like I already said, he still is unique for being the only dash killer with variable dash distance based on charge time, not sure why you just completely ignored that part

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037215#Comment_4037215

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037225#Comment_4037225

    This is exactly why I am suggesting a split power, instead of a revert.

    The dash has some good parts, and is definitely nice to use after the first batch of buffs. (The free camera was a bit much tho)

    On the other hand the synergies with M1 perks and being able to use your attacks freely with no resrictions feels good too.

    I simply want variety.

    The non dash part of the power in this case literally being "M1 killer but with stat buffs," something which should never exist

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036415#Comment_4036415

    With all due respect, that is just your opinion.

    Mine is that old Myers was more unique than the new one.

    And it is quite unlikely either of us will change our opinions.

    Ok its an opinion, its still a valid point tho

    And what's more than an opinion is that unique =/= good game design

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036415#Comment_4036415

    It's not the point. Myers was different from other killers. There are so many dash killers - Chucky, Pig, Wesker, Krasue, Blight, Kaneki,… he just lost identity to become one of them but much better. Tell me why would you play Chucky over Myers? Or Pig? Now all his stalk is just to stare at someone for 10s to become instadown 60s dash killer that shreds through pallet, which again there are many pallet shredding killers - Demo, Nemo, Blight… but none of them have instadown, which again is just powercreeping after powercreeping.

    Myers was different from other killers purely because of how stupidly basic he was. Unique =/= good, and guess what, he still is unique for being the only dash killer with variable distance based on charge time

  • Imagine complaining about a dash power being generic but wanting "m1 with stat buffs" to come back. We don't need a compromise, we need people to stop complaining that Myers finally has a salvageable power design

  • @Bustaroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021691#Comment_4021691

    What other strategies are there, genius ? Cause you´re not left with much when you "discourage" everything the killer has.

    Chasing survivors normally, genius

  • @Paribean said:

    The devs keep bringing up that tunneling, camping and slugging are unhealthy parts of the game, but never why they accure. A big component as to why these situations happen is because the killer role just doesn´t have enough tools to combat things like fast gen speeds, rapid healing speeds or just purely unbalanced maps.

    When are tool boxes going to be addressed ?

    I think the biggest reason for tunneling is gens speeds and that the average killer mathematically can not keep up with a commodious tool box and addons like Socket swivels, Wire spool and Brand new part. If you´ve ever played on EU servers then you probably know the dread of seeing a tool box or two in your lobby as killer and going against multiple brand new parts leaving you with no option but to tunnel. Not to mention that even if a survivor doesn´t have a tool box they are going to spawn next to a generator and can instantly start working on it (that is if you don´t have corrupt intervention or mobility), which puts the killer at a severe disadvantage.

    When are healing speeds going to be addressed ?

    In the recent developer stream they have mentioned that they are going to look at addons like syringes and styptics, but that still doesn´t change the fact that a lot of healing perks this year got massively buffed making strategies like hit&run way less impactful. While antiheal perks like sloppy butcher and franklins got heavely nerfed. Which leads killers to do the next best thing, which is tunneling and camping.

    Are there any options even left ?

    If the antitunnel, camp and slugging changes go through I don´t think the killer has any option but to, well play like a bot. Just instakick the freshly added 20 pallets to every map and go after the first survivor you see. Which at that point why not impelement killer bots into normal matches because to be frank, I doubt anyone is going to play a role with no agency and no choices to choose from. An opinion which is already being echoed by content creators taking breaks from playing killer.

    The idea that the only possible strategies for killer are tunneling, camping, and hit and run is detached from reality. Hit and run is a strategy even more brainless and more boring than tunneling/camping and should be as discouraged as possible

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017333#Comment_4017333

    "Boring stealth plays" I'm sorry but did I fall into the alt universe where Dash Powers are considered interesting and where Michael F***ing Myers isn't literally the second oldest Stealth Killer and considered the most tried and true in the archetype behind maybe Ghostface.

    If you find Stealth plays boring play like literally any of the last killers they released in the past three years, even newer stealth killers give you a ton to work with in this regard.

    Calling the core appealing aspect of Myers boring isn't justification for thinking an addon that was previously basekit shouldn't be, and this is honestly starting to feel more like bad ragebait than anything else.

    The universe where dash powers are considered interesting is not an alternate what are you talking about LMAO

    Calling the most boring aspect of Myers the "core appealing aspect" of him isn't justification for the addon to be made basekit, there's no reason people want this addon basekit other than to be able to engage in brainless gameplay more effectively

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017280#Comment_4017280

    This comment contains no actual reason why Myers shouldn't be 4.4 basekit and instead just says "one mode is for fast one mode is for slow."

    Myers previously had this speed in Tier 1, and the addon that buffs his speed back to that level is already one of his most popular, so you complaining he shouldn't be that fast period is just at odds with how the game previously has and currently works.

    I see no reason Myers shouldn't be 4.4 in Stalker Mode.

    "There's no reason he should be 4.4 in stalker mode other than boring stealth plays" there's your reason

  • @jasonq500 said:

    Will say, Myers breaking pallets with slaughtering strike has become worthless now from what I'm seeing

    Literally why use that feature where you feel slowed down and you can just kick it normally which is so much faster especially if you're using brutal strength

    I also argue that two of his addon that were once in his kit be brought back (boyfriends memo and flowers memorial)

    Like there's no reason that it should have been removed from his kit and become an addon

    Literally from what I'm seeing, I feel like this whole rework was not thought out thoroughly because of the changes he had initially

    There's no reason he should be 4.4 in stalker mode other than boring stealth plays, you have one mode for going faster and one mode for stalking, use pursuer is you want to move faster

  • @Dwight_Fairfield said:

    Pros;

    • Unlimited stalk on survivors. Should have been done years ago.
    • Being able to switch between stalker and pursuer mode.
    • Pursuer mode having extra advantages like base kit brutal/enduring/longer lunge etc.
    • Being able to mori/tombstone death hook survivors.
    • The stalking stinger returning is great.

    Cons;

    • Slaughtering strike feels clunky.
    • 40m terror radius is unnecessary.
    • Reduced stalk range. Go back to 40m stalk range and have it lore accurate again. The further away he is from survivors the faster he stalks them.
    • Make evil incarnate 60 seconds.
    • Get rid of that start up animation for evil incarnate.
    • Get rid of the six second cool down on slaughtering strike.
    • Give him his 4.4m/s stalker mode.
    • Remove the decay on stalk meter if he hasn't stalked anyone for 20 seconds.

    Genuinely what reason is there to remove the stalk meter decaying after not having stalked for 20 entire seconds other than skill issue

  • Absolutely not to revert franklin's and myers, franklins was a horribly unhealthy soloq stomping perk and myers was quite possibly the killer with the least skill expression in the game

  • @Straker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010515#Comment_4010515

    M1 killer need a lot more compensation. You got to make best use of what they have and then fill in the rest of the gaps yourself with your own game skills. That's why M1 killers require more skill expression, because you got to go the extra mile with them.

    You're out of touch with this game bro if you reckon M1 killers don't take much talent to do well with.

    You're out of touch with reality if you think killers take more skill just because they're weak, m1 killers don't need to compensate any more than other killers, in reality they have to fill in even less because m1 gameplay is easy af to master compared to other killers and never unique to them

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010498#Comment_4010498

    No that's skill, when you have to compensate for the killer lacks with your own game sense.

    You have to compensate with your own game sense on every killer in the game when you're against good players, just old Myers is one of the killers you have to do so the least since he had no depth and you would lose vs good players no matter what u did

  • @ObsidianButterfly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010301#Comment_4010301

    Blight has one of the most braindead easy skills to use. The mechanical skill it takes to use him is WAAAAAY overestimated. Even if you never actually hit someone with it, his ability to chew through pallets and cover distance more than makes up for it.

    By your own logic, Skull Merchant should be one of the most overpowered killers in the game when played well because of how hard she is on both a macro and micro level.

    Oh wait…she's actually still the worst killer in the game even at optimal play.

    Blight should have momo tech removed, he's easily savageable since he has depth in other areas, meanwhile killers like old myers had absolutely no depth in any areas. Either be content with killers like that being weak or be content with them being reworked to have depth added

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010301#Comment_4010301

    M1 killers have no map mobility, no anti loop etc. They have to play optimally at pressuring gens, mind gaming as best they can at loops to get fast downs. That is massive skill expression.

    In no reality should M1 killers be denied buffs just because mechanically they're simple. Buffing them hardly elevates them into A or S tier status.

    That's not skill expression, that's weakness, don't conflate them

  • @ObsidianButterfly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010462#Comment_4010462

    This statement here is case and point as to why Blight (and Huntress, to a lesser extent) has completely warped the killer role around themselves for the worse and why the community has gaslit itself into believe these are the ONLY acceptable forms of killer that can exist. Blight is one of the most boring and uninteractive killers in the game, yet people scream and complain when a killer doesn't function like he does to the point they end up nerfed into uselessness.

    We aren't allowed to have unique killers anymore with powers that do different things. We aren't allowed to have play styles that don't involves just running really fast at survivors or throwing something at them. Everything must be a variation of Blight or Huntress.

    The killer roster has gotten so mind numbingly stale.

    Killers can be unique without being unhealthy and unsalvageable, hope this helps

  • @MashedBroccoli said:

    honestly there should be no d c or s tiers. Only b and a tiers. But lets be real we will never get that.

    Then all stealth killers should be removed, stealth killers should never be anywhere near strong

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010145#Comment_4010145

    He's an M1 killer. That in itself is the challenge to excel. Its crazy to think he doesn't deserve buffs because of that.

    That's not a challenge, it's just not possible against a good team, and if it was then it would take minimal skill expression because that's how basic m1 killers work

  • Why would it not be? People complain about killers being weak but they deserve to be weak if they aren't going to take as much skill as other killers

  • @Crowman said:

    It's silly how often BHVR creates more work for themselves by touching things that didn't need to be touched. There was no reason to change Myer's power to be a chargeable dash attack. It was perfectly fine that he was an M1 killer who stalks to become stronger.

    It's silly how often this community thinks that killers with zero mechanical or macro depth have any place in this game

    • Removed the stalk speed penalty while moving. (was -20%)
    • Removed the stalk meter depletion after 20 seconds of not stalking a Survivor.
    • Decreased Slaughtering Strike's maximum charge time to 0.65 seconds. (was 1.5 seconds) (Slaughtering Strike would still have a 1.5 second max duration with this change)
    • Removed Slaughtering Strike's limited turn rate.

    Absolutely zero reason for these changes other than to neuter what little skill expression/depth he's holding onto, punishing you for being bad is not "clunk" or "bloat"

    You're also doubling down on the weird arbitrary buffs he gets in pursuer mode by adding them to evil incarnate mode? Literally why? Stat buffs are so boring, make his one unqiue ability unique enough so he doesn't need them

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009019#Comment_4009019

    this only works on some killers tho, with some like wraith or sadako committing too hard can 100% come back to bite you because they don't really have powerful chase powers free of addons. If it were my main xenomorph I'd agree but considering the OP has a skully pfp I'm assuming they prefer trap style killers which are some of the ones who specifically can't commit to chases unless they want to loose because they need to maintain a control area.

    So once again, if it were a strong(ish) chase killer like xeno then sure you're right but the issue is quite a bit more complex (as with every issue in this game) when factoring in trap killers, stealth killers and other similarly low rank killers.

    Sounds like an issue with the strength of chasing, not the strength of dropping chase

  • Only self heals need addressing, otherwise commit to chases

  • @Throw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008689#Comment_4008689

    Mandy just Confirmed two patches of Nerfs to Krasue are coming and yet we got no word about Myers

    ...what is your point?

  • @TheGoon224 said:

    Myers got so many nerfs This patch it’s not even funny. They are treating him like an S tier killer when clearly he isn’t and instead buffed the actual S tier who everyone already agreed on the PTB was already strong. just so I can clarify here is every single nerf that Myers got post rework.

    1. Went from a 4.4 m/s killer to 4.2 in Stalker mode
    2. Stalk range reduced from 40 m to 32m
    3. Animation added when transitioning from pursuer to evil incarnate removing any ambush potential
    4. Increase the terror radius from 16m to 24 m
    5. Removed the exposed status from evil incarnate (unless you use fragrant tuft of hair)
    6. Evil incarnate duration reduced from 60 to 40 seconds
    7. Added a six second cool down to slaughtering strike
    8. depletes the stalk meter to 50% if Myers has not Stalked anyone in the last 20 seconds
    9. Reduce the duration on slaughtering strike
    10. Reduce the bonus duration of slaughtering strike
    11. increased to the rarity of vanity mirror to visceral
    12. Removed the bonus stalk you get from stalking further away
    13. Stalking while moving has a penalty
    14. Re-introduced the music when Myers has a certain amount of stalk
    15. increased the terror radius in evil incarnate mode from 32m to 40m
    16. on the PTB Myers’s Vaulting speed when in pursuer mode was reduced to 10% was 20%

    you guys somehow made one of the worst killers in the game even worse and people don’t even like slaughtering strike just because of how bad and boring it is to use and it’s just not thematic for him at all. Please remove slaughtering strike, buff him, and just make him feel like Myers.

    https://us.v-cdn.net/6030815/uploads/7D0HGBIFDSH6/img-0037.jpeg

    Wanting slaughtering strike removed entirely is just a skill issue, why are we so afraid of a previously mind numbing killer finally having some depth? Also listing "Added a six second cool down to slaughtering strike" as a nerf when slaughtering strike didn't even exist before, come on now

  • @Micheal_Myers said:

    Myers is such a good killer and the rework did more harm than good.

    Like the title states, Stalker/Pursuer/Evil Incarnate modes are definitely a good change to be able to switch between each.

    The only issue is... the "Slaughtering Strike" ability.

    I feel like that instead of "OG Myers" being the effect of the "Fragrant Tuft of Hair addon", I feel like "Slaughtering Strike" should be the effect of the "Fragrant Tuft of Hair" addon.

    I am a Myers Main, I have been since September of 2018. I feel like the changes are in the right direction but with the wrong boost.

    In my honest opinion Slaughtering Strike just made Myers worse. Especially because it has and EXTREMELY Long cool-down on misses and hits. Which makes the "Fragrant Tuft of Hair" addon A NECESSITY!

    If we can just have Slaughtering Strike and OG Myers switch places Myers will be in a better spot than what he currently is.

    Like most Myers mains can agree, Slaughtering Strike is such a weird innovation that could have been an addon replacement for one of many of Myers' OP Addons. But instead we have it basekit.

    I speak for most Myers Mains and people probably starting out to play him first that we need OG Myers as Basekit and Slaughtering Strike as the "Fragrant Tuft of Hair" addon instead.

    I am Hopeful a Dev reads this feedback and hopefully makes us Myers enjoyers proud! 🥹🙏

    [Tell me your thoughts below] (This post is not a Buff or Nerf suggestion it is to make Myers more acceptable until another solution to make him even better is found)

    Myers shouldn't go back to a boring brainless killer with no power, just buff slaughtering strike

  • Wanting manual scamper back is a failure of a litmus test

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007678#Comment_4007678

    The variable distance doesn't matter since he's slowed down while charging it, charging it up to max takes forever (letting survivors gain distance), it's far slower than every other dash/lunge ability in the game (which makes it useless in pretty much any scenario where you'd want the extra distance from charging it), its turning is limited to the point of unusability on pretty much any tile with even a 90 degree turn, and it goes on a 6 second cooldown no matter what (even if you're stunned or something). There's depth, and then there's Slaughtering Strike, an ability that is functionally worthless for anything other than back"revving" (except it's worse than old tier 3 at that), proxy camping with the threat of an instadown (yippee), grab kills, and abusing the Vanity Mirror + Lock of Hair combo.

    It's a garbage ability and I hope that whoever designed it knows why it's garbage. Fixable, but it shouldn't have been born in the first place.

    This is literally such a non sequitir lol, you're saying the variable distance doesn't matter because it's weak, that's not how logic works. And you're literally contradicting yourself by saying "fixable, but it shouldn't have been born in the first place" if it's fixable then why is it a problem for it to "be born"? That quite literally makes it a good thing that it was made since it can be worked on to be made better, especially when compared to the trash design that old myers was

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007678#Comment_4007678

    I think fully charged has like 12 meters maybe but its slow and super easy to read something like old pig dash.

    Doesn't really change my point

  • Not gonna lie I didn't even know that SS's distance depended on how long you charge it and that makes the suggestion to remove it even worse, god forbid a killer has depth?

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007009#Comment_4007009

    original extended lunge and everyone being exposed worked just fine

    in fact original Myers was a great killer concept wise he just needed some touch-ups like tombstone rework and qol buffs not a full rework

    It didn't work just fine at all lol, he was a boring, skill-less, weak killer

  • Then he's literally just a killer without a power (he kinda already is because of how bad slaughtering strike supposedly is but that's besides the point), what would you replace it with? Faithfulness to the movie shouldn't be a priority over healthy gameplay

  • A lot more would need to be done for the state of anti tunnel/camp to be reasonable

  • Chucky gets hate for being one of the least unique dash killers with hardly any unique skill set, since he doesn't take as much skill as other killers he shouldn't be good

    Also, manual scamper being removed is hardly controversial, it was an unarguably good decision

  • @BugReporterOnly said:

    If I'm aiming them away from the hook it should allow my crows in ecg. Also I think her crows should do these things or at least one of these things in the match not just ecg,

    Prevent fast actions when swarmed.

    The crows should no longer be removed by lockers if anything they should swarm the locker they get in.

    Hinder survivor a bit (if they can't do rushed actions this wouldn't be added)

    Camping in endgame doesn't need to be more free, needs to be less if anything, don't lose 5 gens

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002975#Comment_4002975

    It’s Endgame collapse. All bets are off. Anything goes. Her birds in my opinion should absolutely work.

    Anything goes…just not in the case of survivor mechanics or perks, lol

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002631#Comment_4002631

    If you think this guy is strong at pallets you are flat out just bad at the game and shouldn't be talking. There's like multiple killers that flat out can bypass pallets or hit you over them.

    He quite literally is strong at pallets because of how fast he can break them, this is a known fact

  • @NekoTorvic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002763#Comment_4002763

    I like how you can just say things that are just untrue and just like pretend it's how things work.

    Whatever. If you can just say things, then so can I. Mage Hand must be used at precise times because it's a short enough amount of time that if you miscalculate your distance or you misread what the survivor is going to do, you get punished. I've seen it happen when watching Vecna mains that are better than me. I have experienced it myself when playing Vecna which is my second most played killer ever. It's just evidently the case no matter how much you wanna pretend it isn't. I'm not gonna argue that it's as precise of a Deathslinger shot through a hole, or that Vecna mains are here having to do advanced calculus…this is a silly videogame which usually doesn't require utmost mechanical precision on either side. But the fact of the matter is, the timing is tight, it's not as free as you say.

    It would still not be equivalent to scamper because the pallet is still reusable and survivors can still make reads and have good positioning to avoid getting hit if mage hand lifts the pallet. It resetting the pallet doesn't "make it a good idea", it just gives it a significant enough cost that the Vecna player will have to weight their choices and the risk of using it, which scamper doesn't have at all. Also, it is heavily punished for misuse compared to scamper because Mage Hand has a 35 second cooldown and if you mistime or misread the situation the survivor gets distance. No other pallet skipping ability in the game has such a long cooldown. Not even pallet breaking abilities have such a long cooldown and those come with the added benefit of actually breaking the pallet.

    And all the discussion as to whether it's good or bad or scamper or whatever else aside. The fact of the matter is the developers of the game intentionally added an interaction of this spell with dropped pallets in which the spell lifts up the pallet. This means, the interaction needs to have a purpose. If the interaction is made irrelevant by the survivor passing a single knowledge check, it means it's poorly designed, as it has no other purpose than to noob stomp. You wanna make it do something else entirely? That's a separate discussion, but as it is, lifting a pallet is pointless if survivors pass a knowledge check. This, in my eyes, makes it poorly designed. And when something is poorly designed, it needs to get fixed, ideally.

    Also, even despite all of this. The developers in a patch note literally said they increased the amount of time interactions are prevented when mage hand lifts a pallet. This is how they intend for it to work. It's just like bugged or something still. All my post was, was me basically going "Hey devs, this thing you said you wanted to do? Yeah, it still doesn't work like that. Can we get it done, please".

    I say things that are just untrue and pretend it's how thing work? You mean like this?

    image.png image.png

    Hypocrite.

    The timing is not tight at all, literally like I said, if you're behind a survivor, and they're about to reach a pallet, then you block it before they get to the other side then you get the hit. I can get multiple clips of me doing this if you don't believe me, because it's evidently the case no matter how much vecna mains wanna pretend it isn't so they can keep getting away with it.

    Again, just because it resets a pallet in the process doesn't make it a good idea, as in, being able to get a free hit with zero effort isn't justified by it resetting a resource, it's bad gameplay design regardless. The cooldown doesn't justify it either, "get a free hit with zero skill but you reset a resource and can only do so every 35s," is not good game design, period.

    I agree that if something is poorly designed it should be fixed, that's why it's crucial not to go from one bad design to one that's worse, which is what you're suggesting.

    Also, just because they increased the amount of time that the pallet is blocked when lifting it doesn't mean it's "intend" for it to be impossible for a survivor to do what you're describing. They only increased it to 0.55s, which along with the lifting time of 0.5s, adds up to 1.05s, but the cooldown for mage hand lasts a whole 2 seconds. So just according to the objective numbers there's no reason you shouldn't be able to throw the pallet back down before you can attack, so this point of yours holds no value. Besides, according to that logic you must want them to fix Wesker hug tech. Maybe you really do, but I assume not since it seems like most people don't, so your logic is flawed.

  • Legion buff suggestions will never be good so long as the killer can be played by a toddler, in the meantime try playing someone else if you want results, because you don't deserve results for playing such an easy killer

  • @NekoTorvic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002617#Comment_4002617

    You should have to try and counter any hit the killer is trying to get on you? be it with positioning, making a read, correct timing or a direct dodge, depending on which is relevant to what the killer is doing at any given time.

    Mage Hand requires a read on the killer's part and its timing is very tight. When it's used to block pallets it's tight, I mean. When it lifts a pallet, there is no timing because if the survivor passes the knowledge check, they can just drop it again in your face before you're physically able to perform any actions. Luckily most survivors don't pass this knowledge check, but that's not a good thing either. This also rewards pre-dropping, which if we're talking about things that "don't require any brain power" is pretty high up there. And like I said, mage hand has the inherent cost that it causes a pallet to be usable again. It is not comparable to scamper and it must be used carefully or a good survivor can punish the hell out of you for its misuse.

    Mage Hand doesn't require any effort on the killer's part. Literally all you have to do is use it to block a pallet as a surv runs towards it and you get a free hit depending on the tile, whatever timing is required is not precise whatsoever. Survivors being able to drop the pallet on your face again is exactly how it should be because otherwise getting a hit would be completely free and objectively comparable to scamper, and just because it's a version of scamper that resets a pallet doesn't make it a good idea. You can say it's not comparable to scamper all you want but it's simply not true

  • @Filipino1490 said:

    Compared to other killers especially to the newer ones demo is really getting powercrept and outdated at the same time. I have some ideas on how to fix him: First when he misses a shred, his camera should NOT be locked in place. Literrally i don"t remember any other killer to have that (remind me if a am wrong). Second remove the sound cue whenever he is teleporting, for example springtrap or xeno have no sound cue whenever they are teleporting + increase his undetecteable to at least 10 seconds since springtrap has 15 seconds then why not demo? Third remove survivors to destroy portals and instead give demo the abillity to create a new by replacing the oldest portal. (something like hag). Fourth make most of his addons basekit and then reworking them, for exmple black heart, rat tail, mew"S guts, barbs glasses, violet waxcap and vermilion web cap making them basekit (some of them could get even slightly bigger numbers for example barbs glasses from 10% to 20 or even 25%). Then reworking addons that are based on portals like detection range and sealing time to something completly new and those like brass case lighter + reworking rotten pumpkin and lifeguard whistle to something new, deer lung remove the downside and the visceral addons are fine. Demogorgon is quite old to be honest plus one of the most fun killers overall but with the new killers that we have and are on the way for the future demo needs some attention. So Bhvr if you are reading this than THANK YOU.

    Making addons basekit is nearly always an idea that lacks critical thinking, I mean barb's glasses basekit again, really? We need this killer to be even more obnoxious at pallets?

  • @NekoTorvic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002454#Comment_4002454

    Mage hand has an item that counters it and survivors can counter it by making a read. This is a situation that is 100% in the control of the survivor, and the devs even tried to fix it but didn't a while ago. And also lifting up a pallet means it can potentially be used again. Mage Hand is not at all like scamper, not in practice, not in cost, not in counter.

    Ah cool, so you can avoid the killer getting a hit for free by having an item that you're not guaranteed to get. Remind me why should you have to do anything to counter a hit that itself doesn't require any brain power to get?

  • Mage Hand doesn't need to be any more like manual scamper than it already is

  • Being unique isn't a good thing if it means being poorly designed and mind numbingly easy to play

    Dash isn't necessary, but anything is better than the pubstomping that stealth brings

    And enduring basekit of all things, really? That would literally do nothing for good players and only serve to make bad players perform better than they deserve, come on now

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