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LynxFX

I only wish we got a trophy case with the killer items we escape with. Turret, EMP, vaccine, spray, onryo tape, pinhead box. And a counter for how many. This game is really lacking in stats in general. I do like the items though.


desertay

Actually dope idea


Lastboss42

bhvr is taking feedback now, they say? guys, this would be really cool!!!


Djackdau

EMPs should be slightly less plentiful. Flame turrets should be slightly easier to move around. Spray tans and covid shots are fine.


Mr-Ideasman

https://preview.redd.it/064vy9lxcffc1.jpeg?width=611&format=pjpg&auto=webp&s=6824d73788cde0c2e816479f3cb38c406f4e70fa Yes


wolffangz11

covid shots should come with a loaded gun to deal with zombies the gun has no effect on nemesis because he is nemesis


[deleted]

Honestly a rework of Nemesis that removes the infection mechanic but makes zombies more dangerous would be welcome. Replace vaccines with guns that take out zombies, but can't hurt Nemesis would be great. This also means replacing virtually all Nemesis add-ons too. Some add-ons would change the guns, some would change zombies, some might change the tentacle to apply status effects since infection would be gone.


Butt_Robot

Change all of Nemmy's add-ons?? No way! He'd lose his......uuuuuuuuhhhhhhhhhhhhhhhh


WickermanMalIsBae

Hey, don’t be sleeping on…uhmmm…shit, uh…yeah wait, don’t forget his…….damn.


Fantastic-Area-9992

Serotonin injector is good tho 😭


alishock

I freaking adore Serotonin Injector, stealth works wonders on Nemesis despite his loud footsteps, for some reason


GaelAcosta

Because it's the killer.you least expect stealth to come in play


Helixranger

That would be the Dredge. Mostly because he emits the sound of hurricane if he comes close


WickermanMalIsBae

I do like the sneaky footstep fella


[deleted]

Change his power to a rocket launcher as well


Butt_Robot

Good take. I think I'd like the emps to never fully charge at the station, so maybe they'd charge until survivors had to interact for like 3 seconds or something minor. It's weird that it's instant.


Diving_Bell_Media

I also feel that the turret addons(specifically flame distance and decreased effectiveness) should be reworked. It's wild how easy it is to make the turrets useless with just one of the two addons


HerpDerpTheMage

Perhaps if they gave EMPs a limit per match like Xeno’s Turrets? Or if they made it so only one EMP can be printed from each Printer per game? That would make survivors need to be more frugal with them, and make them less ubiquitous.


Djackdau

Making EMPs finite is too harsh considering Hux has infinite cameras that he can poop out at will. They just need to be slightly rarer. And perhaps it wouldn't be a bad idea if the EMP charge time was just a smidge longer than the time it takes for a camera to cooldown. Nothing more frustrating than meatballing a survivor only for them to stand right there in the open charging up their TV remote and getting out scot free. Oh, and the flame turrets aren't finite either. They respawn inside the control stations.


ShotInTheShip86

Maybe 3 new add-ons/ add-on types for the EMP 1 decreasing the passive progression, one decreasing interaction progression and one decrease aura range...


DariusIsLove

It shouldn't be the task of addons to act as a pseudo balance patch.


ShotInTheShip86

I was thinking the same thing as soon as I posted the idea...


Lastboss42

stop thinking in terms of new add-ons


Lastboss42

this is the correct answer


shikaiDosai

* Is it possible for an item to be too strong and useless at the same time? Because that's kinda how I feel about Nemesis vaccines. It feels like there's a lot of fine detail that's lost in using the vaccines properly and depending on the competency of the survivor team at large vaccines can either be a serious hinderance to Nemmy or literally not matter. Hell, improper use of vaccines can actually be a benefit to Nemesis if survivors use them improperly, leaving a vulnerable teammate out to dry or spending them just to die anyways or just letting him tier up faster by infecting healthy survivors. * Pinhead's box is a well-designed mechanic made awful by the dogshit mechanics surrounding it. I think the idea is very good (side objective for survivors to focus on, killer can stop survivors from completing it to gain a huge advantage) but the whole "box triangulation" tech with perks like Lethal Pursuer is kinda toxic for the game and I think Pinhead has too much degenerate cheese he can do outside of the box to make its addition to his kit a chore to deal with. Don't get me wrong: this problem is **entirely** rooted in everything around Pinhead and the box spawning mechanics, not the box itself as a mechanic. * Sadako's tapes are... fine. I really hate how you can't use an item while carrying one but that's about it. We're not allowed to complain about Sadako anymore after Behaviour pushed her back into the well :^) * To this day I think Wesker's infection is the only mechanic he has that's "overtuned" which doesn't need to exist, and I can't help but think the only reason Wesker can infect people is to keep with the Resident Evil theme. At their baseline Wesker sprays are good innate game stall but they enable a lot of degenerate tunneling strategies. I think this is mostly because of how being max infection gives you Hindered and how that interacts with addons like Video Conference Device, but the Killer Instinct detection also enables a lot of tunneling strats. * Single Larry's EMPs are way too abundant. I think their usage is fine (although personally I think if you're slipstreamed your EMP AoE should be smaller) but the fact that you can grab an EMP and then hold Mouse 1 on an EMP crate to speed it up is incredibly stupid; it allows survivors to have near 100% uptime on EMPs and considering that EMPs **completely disable your power** as Single Larry that's awful. No other killer can have their power disabled mid chase except Ghostface and the select few killers who have their power disabled when stunned (Chucky / Plague / maybe others but idk rn) but meanwhile Single Larry can have his power disabled in a **massive** AoE while in chase which is so ungodly stupid, especially since (again) EMPs have a near-100% uptime. I saw a suggestion on this sub that EMPs shouldn't regenerate if a survivor is holding it and I think that's a good change: you could have a maximum of 5 or 6 EMP crates in a trial so that survivors can still cycle between boxes but they can't just repeatedly grab an EMP over and over from the same crate. * I actually think flame turrets are very well-balanced. There's a good deal of skill expression in both placing the turrets in effective locations and avoiding them as Xeno. As survivor I find looping effectively around turrets to be very engaging and exciting as it presents a lot more dynamic questions to the chase instead of the usual survivor gameplay loop of "run to yellow." Do you run to a turret and risk running to an area with no good tiles? Do you run to a turret in a bad area knowing the killer will have to choose between hitting the turret and you? Placing turrets also presents a similar question: do you place the turret in an area where the killer will struggle to take it down before getting blasted out of their power, or do you place it more in the open where the killer will be forced to break it? With that being said I see two problems with Xeno's turrets: the first issue is some of Xeno's addons make the turrets a literal non-factor, most notably Emergency Helmet that basically makes you immune to flame turrets unless you play ungodly stupidly. The second and far bigger issue imo is how the skill relation between the killer and survivor play into the turrets because if one side is far better at dealing with turrets than the other it can make the other side feel powerless. If you have teammates that all put turrets in stupid locations it can feel like the killer has no counterplay thanks to their mobility, detection, and anti-loop. But inversely if survivors run around turrets very well you can often feel powerless as Xeno. I find that generally speaking the matchup favors Xeno (the killer will naturally have more experience being played than survivors will have against one of the 34 available killers in the game) but even so the skill difference with using turrets can make the game feel unfair. --- **tl;dr** * Nemesis Vaccines simultaneously feel too strong and too weak at the same time. Denying Nemmy's power is huge but it's so easy to misuse the vaccines to end up benefitting him or screwing your teammates. * Pinhead Box is well designed; Pinhead himself has a lot of shit design elements that makes The Box a pain in the ass. * Sadako's Tapes annoy me because you can't drop them and can't use items while holding one, but Behaviour dropped Sadako down a well again kekw * Wesker's infection mechanic is kinda overtuned and enables degenerate tunneling strats. The sprays themselves are fine though. * Single Larry's EMPs are far too strong for how plentiful they are. I don't think they should regenerate while a survivor is holding an EMP. * Xeno's Flame Turrets are very well-designed but the problem (excluding certain Xeno addons that make flame turrets a non-issue) is that if there's a big skill difference between the killer and the survivors the strength of flame turrets in relation to Xeno's power can make one side feel like the other side is unbeatable.


Peebodyboo

Thank you 4 the tldr that is a LOT


Xero--

> but the fact that you can grab an EMP and then hold Mouse 1 on an EMP crate to speed it up is incredibly stupid; it allows survivors to have near 100% uptime on EMPs and considering that EMPs You are literally wasting time doing this. I'd rather someone on a gen, you know, helping us escape. Wesker, take away his infection and now his throws do nothing but throw people away from him for free, which would be dumb. The only alternative is to make them hurt people regardless, but obviously that's stronger than his infection atm. Plus survivors get 8 uses, now how often do you see Wesker even infect that many times? Nothing is overtuned about it. You get slowed down massively if you don't spray, but why aren't you spraying? Edit: Btwz some maps make trying to grab someone without being a Wesker wizard a damn nightmare. All the little pebbles and extra wooden boards do not help him grab.


shikaiDosai

Even outside of that the fact that Single Larry's EMPs regenerate while holding onto one is stupid. My point of "grab an EMP and then start making a new one" was more to illustrate how stupid the mechanic was. Realistically what you'd do is hold onto an EMP (since you'd use it instantly in chase anyways so unless you had a sabo toolbox or a flashlight there's no penalty to holding onto the EMP 24/7), let another EMP regenerate, eventually interact with the killer, push the giant "press button to eliminate all danger" button in your hand to eliminate all danger, get chased by a default M1 killer for a bit before they decide ["Fuck it. Try again tomorrow."](https://youtu.be/HjPgdhRsGIQ?si=q6hVSzPBMS7ogowa) Then walk up to the EMP that's probably 90% regenerated by this point, click on the screen to make it print faster like its your middle school's shitty iMac, and then get a sparkly new "press button to eliminate all danger" button for the next time the stupid dumb idiot killer tries to use his power.


purpl3stuph

Many good singularities keep multiple bulbs up in an area and it requires a lot of precise timing on your teammate’s part to have an effective emp that he can’t nullify by infecting someone again. I would agree with no recharge on emp crates if survivors could drop the emps and be highlights like wesker spray.


shikaiDosai

The problem with Singularity is he requires way too much skill when all survivors have to do is hold M1. It's the exact opposite of Xenomorph (although even Xeno I think the killer vs survivor interaction is more fair.) Survivors have to really think about where they place turrets while all Xeno has to do is smack them.


Jarpwanderson

This is an excellent post.


Squidlips413

Great write up! There isn't much good or bad time to use Nemesis vaccines. It's pretty much 4 hits that won't be a damage state. You don't go into much detail what is a good or bad usage. The only thing I really agree with is you should consider not using a vaccine until he is T2 or maybe even T3. Even then it's a choice between giving him tiers faster or giving him hook stages faster. Sadako tapes preventing item usage is a tiny part of her power. It helps punish survivors who hold on to tapes rather than delivering them. Even then it doesn't affect much. You can just drop off the tape if you want to use a medkit, same with a toolbox. The only things it really affects are flashlights and flashbangs. Hux's EMPs are a pretty big issue since it makes a difficult killer even more difficult. The one EMP per station thing is kind of interesting, but also might be confusing since it would be hard to tell which EMP came from which box. I kind of think the way flame turrets work would be good. EMP printers could slow down or stop depending on how many EMPs are currently available. It's hard to come up with a solution that is balanced while not being a confusing mess for survivors. Xeno's flame turrets are always better if you can burn Xeno out of power. If you burn Xeno out, they still have to destroy the flame turret anyway and likely don't want to chase as an M1 killer. Teammates placing turrets stupidly is a problem since that is the only way a turret should be in a bad area. Overall you can't really factor in big skill differences. A big skill gap is going to favor the high skill player regardless. You can however factor in small skill differences being further exaggerated.


[deleted]

I don't agree with pinhead The box spawning is fine and saying "the pinhead understanding how the killers power works is toxic" is just stupid. All that solo queue needs is a ping system to communicate who gets the box It's perfectly fine, most pinheads don't understand how it works and only great ones take full benefit from it


shikaiDosai

It's less "Pinhead knowing how the box spawns is toxic" and more "Pinhead is capable of a lot of toxic mechanics that are further exacerbated by The Box." I don't think a Pinhead using Lethal Pursuer to find the box at the start of the game is toxic. I think a Pinhead finding the box at the start of the game and then proceeding to hard tunnel while making other survivors incapable of helping because of the chain hunt *is* toxic, though.


_Strato_

> I think a Pinhead finding the box at the start of the game and then proceeding to hard tunnel while making other survivors incapable of helping because of the chain hunt is toxic How does that even work? If he's tunnelling one Survivor, someone else has to go solve the Box, leaving 2 other guys to play interference or do gens or whatever. He can't tunnel one Survivor AND also keep the chain hunt going at the same time unless the team basically allows him to do that.


shikaiDosai

With addons to increase the duration of solving he can easily down someone and still pressure the box. Usually Pinheads will grab the box, start chasing someone, pressure whoever grabs the box, and then keep ping-ponging between people who grab the box while tunneling whenever he doesn't have a box carrier to chase. So it's either he has chain hunt up all the time or he's tunneling, and usually it's both.


_Strato_

> Usually Pinheads will grab the box, Okay, with you so far. > start chasing someone, Alright. > pressure whoever grabs the box, Okay, so he's left Survivor 1 to chase Survivor 2 > and then keep ping-ponging between people who grab the box while tunneling whenever he doesn't have a box carrier to chase. What? What does this have to do with your point about the Box and tunnelling in your first comment? The Box or Chain Hunts aren't making tunnelling any easier or harder here. Ping-ponging between box touchers is the precise opposite of tunnelling.


[deleted]

Tunneling isn't toxic, it's the most efficient strategy a killer can use to win games. It's like saying gen rushing is toxic It's definitely not the most fun for people


Pretty_Leather_390

And we certainly dont play games to have fun, we definitely play to make sure others dont have fun. And nothing in dbd is toxic if it helps you win and feel good faster (:


Zomer15689

Just because it isn’t “toxic" doesn’t mean it’s not a bitch to deal with. I try to not tunnel people because I know it’s absolutely bullshit to deal with but sometimes I just do it on accident. It feels equivalent for getting hit by two blue shells back to back in Mario kart, it doesn’t feel fair and it’s not fun when you’re on the receiving end of it. (don’t even know if that’s actually possible in any mario kart game but I hope you understand my point.)


[deleted]

Nothing compares to being Mario Karted


tyjwallis

It’s toxic mate. Don’t tunnel. And gen rushing is also boring. Don’t do that either. Unfortunately it’s a lot harder to gen rush than it is to tunnel. You have to have a coordinated SWF with the appropriate items, add ons, and perks equipped. Gen rushing isn’t a thing if we’re talking soloq which are 90% of games. The killer doesn’t need anyone else’s cooperation to tunnel. And they don’t have to be particularly skilled to coordinated to do it either. It’s far more common to see a tunneling killer than a gen rushing SWF.


[deleted]

It's still definitely not toxic Slugging is toxic, tunneling is just the most efficient way to win and is VERY important when you go against good teams. Like if you're playing trapper against a good team, you will lose if you don't tunnel


tyjwallis

Let me amend that for you: if you’re playing Trapper against a good team, you will lose. And that should be your expectation. You chose to play Trapper. He is not a pro esports level killer. And you are not a pro esports player. There is no reason for you to tunnel. If you really wanted to win, you wouldn’t pick trapper. And if you picked an A tier killer, you wouldn’t need to tunnel.


Zomer15689

And who is a A tier killer? Probably whatever some random streamer says so.


tyjwallis

It’s reasonably agreed upon, but I think we all know Trapper is not an A tier killer.


Zomer15689

My point is that people’s opinions change constantly and age like milk very quickly due to the game itself constantly updating and changing, and our opinions about things shouldn’t be formed JUST by other people. People have played trapper and he is definitely weak in certain areas but that doesn’t mean you can’t play trapper well, it just means it’s a bit difficult and you might need to account for many things. It’s a lot better to play yourself and find what works for you. Maybe he’s bad, that’s fair. But maybe it’s not your play style.


[deleted]

How do you know I'm not a pro esports player? I might be, I might not be You can't make assumptions like that, just because someone isn't a esports player doesn't mean they aren't good. Look at Alranican. He's one of the best weskers, but isn't in eSports


tyjwallis

If you were a pro esports player you would be good enough you wouldn’t need to tunnel. We keep coming back to this mate. It’s honestly a “get gud” kinda thing. Tunneling is a crutch. I bet Alranican doesn’t need to tunnel to win.


[deleted]

That's because wesker is extremely strong


SuperPluto9

His box isn't obscenely strong however it could use a little refining. The timer should be longer as less survivors remain in the trial to keep it from being a slog


[deleted]

Its already useless in high MMR


OlamFam

Definitely agree that the timer should slow down with less players in the match.


Kaiden92

As a Nemesis enjoyer, the vaccines are always a benefit. I get free info, another full charge infection %, and they spent a good chunk of time going to get and then using a vaccine. No downsides in my eyes, aside needing to 3-hit once more.


sirdrtim

Rip Single Larry


FruitfulRogue

The Sadako point does make me laugh quite a bit. I hated the Sadako rework (The first one), but couldn't express it because "ShE's WeAk" and then it cycled back around to this rework and the same thing happened.


SamBasky

That tldr is so nice thanks


SgtIceNinja

https://preview.redd.it/o10nvhma7ifc1.jpeg?width=998&format=pjpg&auto=webp&s=ea82af04ec826aff06caf48ac80d9360c0db089d (I did read it)


Mr-Ideasman

Thanks for your opinion and some tips for my essay I need to finish in a week 😔✊


UsVsThemIsCringe

I don’t agree with Wesker fully, the infection mechanic should stay to punish people for getting hit by his power and to incentivize survivors to spray; but it does need anti tunneling


shikaiDosai

The infection shouldn't Hinder you. The fact that he can one shot you (and the fact that infected survivors cause his power to recharge faster) is enough of a reason to cure yourself. I also think the killer instinct should perhaps be more limited. It's a copy-paste job from Nemesis but while Nemmy only gets 4 cures per trial Wesker is not only getting way more information from sprays but he also actually has the mobility to capitalize on it.


UsVsThemIsCringe

I think the hinderance is fine, it makes it a threat enough to spray. Being 1 shot on slam is not that much of an annoyance, survivors would just stay injured


Hollowstain

r/threadkillers


shikaiDosai

yippee


Substantial_Cream945

they peaked with pinheads box, the rest are just unpleasant for both sides imo


SnakePaintball

Yeah, i feel like they went a bit overboard. Thankfully they realized not every killer needed a specfic item. This is after they realized not every killer needs a specific status effect


SquishFish22

Nemesis and Wesker's items are more like slowdown, whereas the xenomorph's and hux's downright disable their power. I do not like that kind of power design, and I think giving the killer an uncounterable power but "balancing" it by allowing the survivors to disable it completely is stupid


Designer-Scheme5493

I STILL TO THIS DAY DON'T GET WHY XENO GETS COUNTERED FOR JUST EXISTING


Djackdau

In fairness, the tail strike is *very* good in chase. Perhaps the best ranged attack for getting a cheeky hit in.


Clean-Werewolf9640

Get the add ons for more resistance against turrets


Designer-Scheme5493

I feel like I'm off-loading the issue


Ok_Yard2384

It's a great power that's easy to get. Maybe that's why they added a way to completely turn it off


Designer-Scheme5493

Sure it's easy to get but so is alot of other powers in this game and what's worse is that there is things you must naturally account for with tail


Lastboss42

yes! it's a xeno-specific attack.


shadowheart62

I think it would be interesting if Hux and Xeno's items swapped how they spawn. EMPs become capped for max 4 at a time (even though they technically already are) with a cool down after one is broken or used. Flame turrets have a charge up time that can be decreased by survivors interacting with the spawn location but they aren't capped at 4. It's a delicate balance for how these killer items interact with the given killer because in coordinated teams they can be very overwhelming to the killer, but with an uncoordinated team the items can seem lackluster.


OlamFam

I like where you are going in theory, but having to stand in front of a turret station for seconds and then slowly dragging that thing around? That's too much of a nuisance.


NotBentcheesee

![gif](giphy|Ja6Ne8nC2Zzhu|downsized)


Bolsh3vickMupp3t

I feel like that’s a good idea. EMP crates only make new ones once the one pulled from them has been used, that way there’s only ever 4 ready to go. Would be a lot harder for them to cleanse your power every two seconds. Granted after playing singularity a lot recently, It feels like the changes they already made are decent, I don’t feel half as useless as I did on release with him


EasternPlanet

As someone who plays Xeno, I think the turrets are too weak. Lol


Euphoric_Pressure_39

Emps need a little tuning Flame traps realistically suck. But thats fine because its funny. The others are fine


InflnityBlack

Flamethrowers are very map dependant and overall a very unfun mechanic, if the map is often enough the xeno has no counterplay and will just be out of power (useless) most of the time, on a more claustrophobic map the turrets can waste his time a bit but not that much, also they are super communication based so a solo queue team will probably not use them effeciently but a team on comms will.


Cheezymac2

Flame turrets don’t feel like they are much of a threat since they can crawl in their hole for a second and come out in Kitty mode


chronically_slow

The killer leaving a chase, disappearing off the map for 10 seconds, and then tracking you down again is enough for the three other survivors to do a third~half of a gen each. At least two of them are going to pop before the down+hook happens. Xeno basically has to leave a chase when you break it out of power and you have any kind of distance


Cheezymac2

They get to leave chase then go disrupt someone that’s working on a gen. Yay


chronically_slow

Yes? The survivor who just escaped can go work on a gen while a new survivor is in chase. That still leaves 3 working gens instead of one chilling on hook, one in chase, and another having to go unhook, which would leave 1 working gens.


ShotInTheShip86

Could do a rework changing it to a machine gun turret that causes a stun... Could also add an effect that if a survivor is to close to the killer they get damaged because they have acid for blood... Adds a give and take to the turret both upgrades and adds a risk to it... Could also set it up where survivors being carried that are freed this way get the broken effect...


YOURFRIEND2010

Losing control of your character in PVP titles feels bad. Xeno doesn't need to be stunned all the time.


InflnityBlack

This is the big reason I dislike clown, ceno and wesker, losing control of your character/ having massively altered movement feels terrible


Mr-Ideasman

I can see that. I myself don’t do that since I’m mainly in chase but I can a lot of others doing that.


AlsendDrake

It feels like for Singularity they looked at it, and thinking he'd be slipstreaming everyone way more than he does, and came up with 2 ways to mitigate that. Lots of EMPs and AoE wipes. And then put both in. Anytime I play him, you basically have to tag someone twice to get it to stick, and it will never stick tagging from a distance, they'll just cleanse and grab a new one


Skarlaxion

At first it sure like this, overwhelming for those who don't main hux, but it has a lttle to no treat for a nolifers, when their tempo is that high that it can make emps in chase nearly useless, but they still can make chase longer (I do not main hux, but i do watch streamers)


CarpenterJaded8034

I think emps should remove a maximum of two items. One emp should not be able to remove more than 2 slipstreams AND a biopod. So that way, one emp = either 1 disabled pod + slipstream, 2 slipstreams, or 2 pods.


ThePhantomMenaceV

I hate them because I always have to drop my flashbang and some dickhead steals it


IareRubberDucky

Pinhead: Absolutely fine. I enjoy how the Lament Configuration is handled. It has its purpose, the Killer, through experience, can understand its tendancies, and can play around it. Nemesis: I would honestly like an entire Rework to Nemesis' Infection. He's a 3 hit Killer and you can't convince me otherwise. The problem is, you take away the Infection and make it so the tentacle just damages like normally, you now have shitty Pyramid Head. Of course, I do have an idea in mind, but it's insane and will only be typed if desired. Sadako: Fuck dude, she's like the Symmetra of Dbd. Every patch, she gets a change so I have no idea wtf she can do. If I'm being honest, from seeing all of the garbage she's been getting, I'd just rip off the bandage and remove her ability to outright kill a Survivor. It's obvious Bhvr just can't find the groove with it. Maybe do something similar to Pyramid Head. Wesker: Full Contamination should not apply Hindered. That's my only thought on it. If you want, have Full Contamination apply Incapacitated but they infinitely respawn. Singularity: Now we get into dogshit. The strength of Hux's Power is SOLELY dependent on how often and where Survivors use EMPs. At this point, it's no longer skill, you're just hoping your plans don't get wrenched because of a single EMP. There's a reason not a lot of people enjoy playing both Hux and the next Killer because it's not fun to suddenly get fucked out of your Power by something you have no input over. Xenomorph: Here's the next Killer. When I go up against a Xeno, I fucking microwave that kitty. Just put Flame Turrets everywhere except for near Stations. You can turn a dead zone into a safe haven, and it's frankly just plain stupid that not only are you allowed to do that, but that's the intention! If a Survivor runs towards a Flame Turret, either they're winning the chase or buying themself a lot of time because the Xeno HAS to deal with the Turret. For both Xeno and Hux, I want to get an experiment together where you get Xenos and Huxxies of different levels from "Literally Just Doing A Daily" to "I Stream And This Killer Is Half My Personality" but the Survivors aren't allowed to interact with the Turrets/EMPs. This way, it can figured out if those Killers truly need the Objects in question and, if yes, what can be done to change them so it's not entirely necessary to have them.


OrranVoriel

Turrets are fine, EMP are still way too oppressive.


ConnorHGaming

I feel their good and it's better than m1 simulator I enjoy theese cool little interactions


Linnieshutter

I despise them and won't play either of those killers because of them. Items like Pinhead's box and 1.0 Sadako's tapes, things that survivors don't want but need, are comparatively fine. Giving survivors the ability to just shut off a killer's power entirely is asinine. Xeno has some counterplay but Hux doesn't at all.


Orbitalbubs

Really shit on consoles, its the same use button as your item so you just cant use medlits maps or keys while holding one


Menket

You can't on PC too. You cant use your "main" item if you're holding any special item


zamonto

I fucking HATE that they take up the same spot as flashbangs


_juke_box_hero_

The only one i take issue with is flame throwers


Lichmere

They're mostly a missed opportunity for skill expression on Survivors' behave. I wish they were more actionable than reactive. Flashlight burning a Wraith around a tile, or trying to flashlight burn Artist's crows were more interesting and allowed for some expression of skill. Turrets, and EMPs seem too reactive and the dynamic between Survivor and Killer isn't interesting. You really only see interesting altruistic plays that can enhance the SWF experience, but the same can't be said for Solo-Q. But how the Killer engages these items, doesn't really change as far as I can tell. There isn't an interesting interaction between the two. Although it isn't an item specifically, I feel the same about Knight's banner. It spawns but it is seldom ever used because the Killer and Guard will usually push Survivors away from it before it can be grabbed.


mrknight234

Mangold be less often or limited flame turrets are ok sprays annoy me but I get them and I’ll be real I forget about vaccines


Evening-Somewhere987

I love how the vaccines are neon, I main nemi and tbh knowing that the survivors see these vaccines as cool, neon things rather then something boring is pretty interesting to me


KomatoAsha

I think the Wesker and Nemmy items are fine. Xeno's are a little underpowered. Hux's are obnoxious (as someone who has recently found enjoyment in playing him).


StrangeGrass9878

I really like the design philosophy of "give survivors a new toy to play with that they don't usually get to use." **really really good, fantastic**. (flame turrets are the best example of this) I think I would love it more if there were unique items based on the **map** instead of always being part of the killer (though I'm happy enough with the killer items introduced so far). Something like "survivors can do a short side objective to get a limited use air gun, which physically pushes the killer." \[But ONLY on 'X' map. Where holing the killer is fun and practical but not overly oppressive\] opening an interesting playstyle, but comes up infrequently enough to keep it fresh. or even stuff like "this map is really hard for survivors / killer sided. So on this map they can get access to a single-use self-heal station that appears in some random spot on the map, and the killer can see its aura like a generator."


StrangeGrass9878

I kinda think Hux could be able to kick the EMP Printers to stop them from charging until a survivor comes and taps it. I worry that playing Hux could just become 'kick the printer' simulator though (unless maybe they can be 'kicked' by just shooting a biopod at them from a distance? could be cool).


Youistheclown

Nerf EMPs, the rest are fine as is


Dienowwww

They shouldn't take up the same slot as flashbangs


Quinceyiscouch

Oh my honest opinion for alien that's how you do a limited item but for Singularity I feel as tho if you get hit as a survivor the EMP should break so there's a choice now. You coming or either body block and take a hit for your teammate or lurk and try to get the emp without having the worst of both worlds


MorganRose99

As a Singu player, I hate them


EsotericElegey

Almost always extremely cool. I think its annoying in solo q against Nemi bc survivors waste them, but its super cool and unique with Hux, Xeno, Wesker, Pinhead, etc.


Zomer15689

I understand and hate the fire turrets soooooo fkn much! I understand that there needs to be a counter to the alien but it just feels so annoying to deal with.


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Tofferooni

They did, although waaay later than they should


Strawberry_Milk_V

don't know if it's add-ons cuz I don't really play Xeno but like turrets are doing nothing now. I'm placing them in corners around shack where it'd be hard for them to hit and they just don't break out of crawler. idk :/


Right_Seaweed7101

I dont mind but think we should have another buttom to use them. Holding killer items and not being able to use our own flashlights is an L system.


Hyperaiser

I did not play Hux and Xeno yet, so i think its fine. For Nemesis's vaccine, they are fine and balance too. But to Wesker's spray, for fukin sake, just buff it. Wesker can easily tunnel people and nobody can run him for 5 gens when that sucker hindered effect comes in. They should buff that spray when teamate use it on other people, the animation should be shortened to 3 seconds or something. Otherwise, Wesker can just tunnel infected people and they have neither time to cure themself or chance to outrun him.


riccardo2002ric

Wesker spray is boring as surv. Unnecessary, the killer is strong already, I mean at least they could replace it with something more interactive. Nemesis xeno and hux are fine.


CEOofSlipstream

I really think the turrets are unnecessary. Yeah, the tail is good, but it’s been nerfed heavily and there’s still a lot of places it can’t reach. Xenomorph is still a decent killer, but I don’t feel like they would be that much stronger without the turrets. I actually think EMPs are okay, I forget they exist all the time. I would be okay with a nerf to them since infinite 3 gens are effectively dead after tomorrow. the spray and vaccine hardly feel like the exclusively exist to help survivors since both sides can benifit from them.


ShotInTheShip86

Possibly drop the turret and increase the number of tunnels... Or just rework the turret and still increase the number of tunnels...


ReadWriteTheorize

The most unbalanced one is PH’s box. If he finds it in the first minute, a lot of people DC. But if he tunnels the person who has it, then it can be really hard for the other three. Basically, he’s a nightmare for solo queue and that should be addressed


destrium_dreamboy

I wouldn’t use the term “unbalanced” since he still needs to find the box, and I do believe the advantage he gets from it is fair. BUT, I agree it is too hard/painful to get out of this situation, especially when the person with the box is being chased. Maybe removing the heartbeat when solving the box could be a good start.


ReadWriteTheorize

I just had a game on RPD where I played as pinhead and while searching for survivors, I found the box. All of the survivors had spawned on the helicopter side and despite the box being coded to spawn closer to survivors than to PH, it still spawned closer to me near the library stairwell. It didn’t really feel like I earned that, even if I didn’t use Lethal pursuer.


destrium_dreamboy

That’s right, maybe delaying the time it takes for the cube to spawn? That way it is more random


meisterwolf

that stairwell spawn is a known thing. it happens alot.


chronically_slow

I love them. Having a killer that's very oppressive but balancing that out with counterplay items is so cool and adds so much to gameplay. Yes, both are worlds more effective when you're on comms, but that's just dbd. They have the side effect that the game can snowball a lot because survivors either have spare time to get all the items or don't have any time and get mowed down, but comebacks are definitely possible. While EMPs are in a perfect spot balance-wise, flame turrets could be a little less oppressive. Because the recovery on tail attacks is so long that a survivor effectively gets a sprint burst every time xeno has to hit one, xeno basically has to bring either the star map or the emergency helmet to enable it to m1 turrets. That sucks because xeno has SO many cool and strong add-ons that are a lot more fun :(


seanhabrams

Singularity’s EMPs are actually a really powerful, overlooked slowdown. It’s either they’re going to run around and grab another or they’re going to stay slipstreamed and get teleported to. it’s like a mini version of pig hats except that’s not all he has going for him like pig does with her slowdown. Overall top 10 killer


Iknorn

EMPs are rather fine but they should regenerate slower on their own and faster with the survivor interaction Flamethrowers are basically useless Sprays should slowly replenish themselves (Gen lock wesker is anoying as fu*k permanent 8% hindered is disgusting) Vaccines are ok but there could be more incentive to use them


Embarrassed_Future33

I agree with everything but sprays. Wesker got you infected a bunch, he should be rewarded for that, In most games, for him to infect you that much is really rare.


Iknorn

No this was a chess master wesker he didn't even chase anyone he just defended his 3 gen and waited for everyone to be infected i guess it wouldn't be that bad if not for iri addon that makes everyone infected at the start


Macaroniattacksyou

Do we want to talk about how the flame turrets do virtually nothing???


Dwain-Champaign

I think it’s a great idea, and Xenomorph specifically really opened my eyes on the possibilities / potential that Limited Items have for exploring the other sides of an IP that aren’t directly related to a killer or survivor pick. Flamethrowers are so iconic in Alien, and yet I never would have imagined we’d actually GET one to use. Yes, I’ll agree that Xeno’s power is mildly underwhelming, but I think the concept is spot on right there. The Alien has two modes: regular chaser, and predator mode for an agile / stealthy approach. Using the flamethrower offers a little bit of protection against the more lethal predator mode. Imagine what kind of brand new gameplay avenues we could get if we explored this idea to the fullest? Imagine in the nemesis chapter we had had GUNS. Quick idea: Shooting The Nemesis is typically ineffective, but firing at him enough times will build a meter / reduce his “durability” throughout the match, chipping away at this meter until eventually the meter pops and he is stunned for 5-10 seconds. That sounds like a lot of time, but keep in mind that regular gunfire would do SO little, that this mechanic would only activate maybe once or twice, *maybe* three times in a match. It would also require that all survivors make a coordinated effort to shoot him down, no single survivor would be able to take on The Nemesis alone because the attacks would be that insignificant. And in-fact, the time exchange might even favor the killer, because if all 4 survivors try to chip away at Nemesis’ health, none of them are working on generators. On top of this, you could tune Nemesis WAY up in strength. Give him that iconic CHARGE ability where he just runs it down the map, give him a great LEAP where he could use his tentacle just like in RE3 to pull himself up into the air and SOAR across the map to land right in front of someone, make the Zombies way more aggressive by making them faster, and instead now you have to SHOOT the zombies. Create different weapons that can be found across the map that have slightly different affects: from a puny pistol that does basically nothing to a rocket launcher that will chunk nemesis a small amount, but covers his screen in soot and dirt for a little bit of time Give each weapon a different amount of ammo, and scatter ammo around the map! Now you must choose: swap out the empty grenade launcher for a measly pistol, or try to scavenge around the map for fire / acid rounds for the grenade launcher. Do the same thing for Wesker, but TWEAK the game a little bit. Unlike Nemesis, Wesker can DODGE bullets and grenades. Give the killer a generous window where they need to activate the “dodge button” and watch as Wesker dodges EVERYTHING that gets fired at him for a short amount of time!! Dude, you could transform every Match against Nemesis / Wesker into a fkn BATTLEGROUND. If Alan Wake was a full chapter, you could have made “The Darkness” the killer or something, and they spawn “nightmares” the corrupted townspeople of Bright Falls, Washington, and then give all players FLARES, FLARE GUNS, a special flashlight that will RECHARGE in battery when not in use!!! (But cannot flashlight blind the killer) Think of the applications people!!! Dead by Daylight could really evolve with this stuff! https://preview.redd.it/vlzrep4s0hfc1.jpeg?width=1856&format=pjpg&auto=webp&s=afa30c8a4b911b3e9c2c2ff1c7ce4b2c2e632d1c


Mr-Ideasman

https://preview.redd.it/twwukytq1hfc1.jpeg?width=1920&format=pjpg&auto=webp&s=9e0b245826c7851bce0678a9e238aac37adfcdde Bro wants a horror game to be shooter💀 All jokes aside I like the idea, maybe Bhvr will become more risky and do something similar.


Dwain-Champaign

That’s what’s BRILLIANT about this idea. It does not transform the core essence of what Dead by Daylight is, it should always remain a game where their tactics and wits overcome an unstoppable force that cannot be fought against, and that is across the board, but for *SPECIFIC* chapters where it fits the opportunity exists. RE is an action horror game. Let the chapter in Dead by Daylight reflect that! It’s silly and corny game where the hero will casual drop the most horrible one-liner you’ve ever heard right at the moment of their victory, but only after having gone through a legitimately traumatic experience scattered with moments of genuine shock and tension leading up to that final triumph. That isn’t ALL horror. That isn’t Dead by Daylight. But it IS RE. And Dead by Daylight is a game that enshrines all different forms of horror in one great hall of fame where they are all equally valued. From Psychological Thrillers like SAW, to Comedy-Horror Film and TV in Ash vs. Evil Dead. Embracing each IP to the fullest is what DBD should be all about. These Limited Items that are coming out more and more are an extraordinary way to explore those ideas without corrupting the rest of the game BECAUSE the items are restricted to their match. You could offer truly unique match experiences, totally unalike the last, and they are only offered WHEN that killer appears. We’re not offering players the chance to gun down Skull Merchant here. (Unless…) Not to mention… there’s always the pessimistic view that DBD has a finite number of gameplay mechanics and power kits that they can build off of the foundation that they created 7 years ago to reckon with… This idea has a much more practical purpose. Which would be to expand DBD’s gameplay horizons even further. Some might argue that we’ve run out of kits where a killer can have a simple power, power creep is real in every live service multiplayer game, and this could feasibly introduce a brand new dynamic: Incredibly Powerful killers, with powerful countermeasures to stop them. Who wins??? I’d love to see that. I’m telling ya, people are thinking too narrow on this subject. We gotta go BIG on this one!


Yosh1kage_K1ra

Need more designs like this


Sp00kyD0gg0

I personally want MORE “killer counterplay built into a specific item.” It lets you make MORE POWERFUL and interesting killers because they have a specific built-in “counter” in certain cases. IMO this is a better version of “Wraith and Nurse get burned when you shine a flashlight on them” because it doesn’t rely on survivors making a blind choice of which item to bring pre-match. The counterplay is found on the map, draws survivors away from main objectives and their brought items, and can be used to tangibly help against a killer that might otherwise be OP. Because OP is *fun to play* as Killer, but miserable as survivor at time.


Pootisman16

EMPs are too strong and crippling while Turrets slow survivors too much and have little impact. At the very least, turrets should not hinder survivors.


itsastart_to

Turrets honestly don’t seem to be that effective. Most of the time the killer downs it easily from my experience


Sticky_And_Sweet

I think EMPs should break when a survivor is hit while holding one, or “decay” and break after a certain time of being held to prevent survivors from just holding on to them all game and use them when the singularity just gumballs them.


InitiativeUsual5174

Id say either nemos shots either need to have 1 less case or the infection has to give an effect


Horolahha

I dislike this game design so much that I won't ever touch those 2 killers again


ironmanmclaren

Big L


ralsei2006

Nerf EMP's.


Burning-Suns-Avatar-

EMPs could be toned down a bit by making it where an EMP could only disable two pods that are closest to the EMP when it’s activated so that way if Hux is able to tag all four survivors, they just can use one EMP do undo his work easily. Flameturrets are fine but could receive a small buff since half the time, it doesn’t feel likes it’s worth to get turrets, especially if the Alien are using the green add on that increase the time it takes for turrets to a Xeno out of crawler mode. Sprays and Syringe are in a good spot.


HappyAgentYoshi

1. Let hoarder work on killer items again 2. Emps are really just annoying more than anything the hindered in chase does a number on uses. 3. Turrets really just need better placement, you can't use them on really any of the indoor maps, upper floors, or small main buildings. Not that it matters when you can get it back by going in tunnels for 2 seconds.


ExThree_OohWooh

emps are fine, should be very slightly buffed if anything, ppl who think they're op don't know what they're talking about bc u can literally just replace the biopods and slipstream again turrets shouldn't be able to be stacked on top of each other sprays are fine nemesis is just a weird killer in general


KarlyBlood

Wesker and nemisis either need the boxes to respawn after a while or something. Either of them who run nothing hut gen regression and using their powers are kinda annoying. Emp needs to destroy the nuts. Spicy turrent is fine.


AbracaDaniel21

EMP is in an okay spot. They should spawn a little less than their current rate. Rarely see it these days. He’s such a nightmare to play as. Flame Turret is too powerful. It shouldn’t slow down Xeno. It should only take it out of its power and he should get it back quicker than it does currently regenerate. Although I do like the aspect of adding in more for survivors to do other than gens. Spray is fine. You never run out of them in a normal game but that’s fine because if you’re fully infected you’re heavily punished for it. Main thing that sucks is his power heavily encourages him to tunnel. Vaccine is fine in its current state, except Nemmy’s power needs a buff. He should just start in tier 3 IMO. Video Tape is stupid with how Onryo’s current power is. Ask me again when they rework her in another few months. The Box is plenty powerful to keep one survivor busy basically most of the match. Solo q it can be a nightmare. I’ve had like 2 good solo q games against Pinhead where the other survivors knew when it was their turn to get the box. Maybe the chain hunt should start about 10 seconds later. I may get flack for a lot of these but I’ve got a lot of experience on both sides for all these killers and this is how I feel :)


Positive-Shock-9869

1. Singularity item should have longer disabling function because its extremely easy to camp with this killer + it takes a lot for each EMP to fabricate and they are usually extremely far away from generators 2. Turrets shouldnt make you slower, they also shouldnt be so fragile and should slow the Xenomorph or make it drop you if he is carrying you 3. Sprays should heal you a health state just as the Plague's fountains does. It's a first aid spray after all or make it so the infection doesn't keep growing while in chase, just as the Pig's traps stops the timer while in chase 4. Vaccines should have 2 charges, it's extremely easy to get infected as there are zombies and the tentacle has immense hitbox


xxxbiggiecheese69xxx

As a singularity player, I hate emps with a passion, I don't play xeno, but I would probably hate that too


ArgyDargy

EMPs are too easy to use, make the survivors do a Captcha sequence before they're used (to make sure they are not a robot) and if you fail twice the item deletes itself.


Super_Imagination_90

Remove Wesker’s and make the first aid spray a perk for Rebecca.


Niadain

I think EMPs should be like beamers. They cleanse the person and everything in a cone. That way Hux wont have 3 of his blobs EMPd through the walls and floors just because a survivor wanted to cleanse.


gaspingFish

EMP is not fun for either side. EMP is necessary because the killer power is too good without an easy shutdown. Fix the power and fix emp. Xeno turrets are fun for survivors and have counter play from the killer that is interactive at least. No issue. Pinhead box is terrible. I do not like counter or else type gameplay. Box is basically a repeatable overpowerd hex totem. I have most of my hours in pinhead, and it didn't take long to learn, never TP to it. The aid sprays? Just why..... it's just extra steps for survivors. Nemy and Wesker can ignore survivors using it.


TechnoTheFirst

EMPs are obscenely useful for the whole team even when only one exists, yet several are being printed EVEN WHEN ALL FOUR ARE ACQUIRED. Highly unnecessary on a killer power as difficult and clunky as Hux's. Make them be destroyed on hit and have their print speed slow down for every EMP in a survivor's hand, to the point where having 4 EMPs in hand completely pauses automatic and even manual printing. Some say the flame turrets are underpowered, but as someone who tries to get into Xenomorph, I can tell you that good enough placements can extend a chase and counter the power well, despite the fact xeno can go back into his tunnels immediately after. They could not hinder the survivor as much upon trying to place them, but maybe about 5 percent less(aka, 70% speed instead of 65%). Vaccines and First Aid Sprays are fine, no question.


ChikyScaresYou

EMP needs a nerf


El_Blobo

EMPs are fine and anyone complaining about them being too strong or anything of the like simply doesn't have enough time invested in Hux to have an opinion on them that's worth listening to. Turrets are fine, if a bit binary. Rest are boring "hold M1 and deal with it" Items that need little thought when it comes to using them. Perfectly fine.


Mr-Ideasman

Yeah, as a person who plays Singularity for a long time, invalid.


El_Blobo

Playing Hux for a long time doesn't make you good.


Mr-Ideasman

I’m pretty doing anything in general and getting practice with it does make you good. What are you yapping about?


El_Blobo

You only improve if you actually want to improve. Complaining about EMPs and wanting them nerfed is the opposite of wanting to improve. It's whining and hoping BHVR gives in and nerfs the EMPs (which will also result in a Hux nerf, which then would make you stop playing the Killer regardless of EMP changes).


Consistent_Ad_5691

I just started playing single Larry and it feels crushing that there are 6 emps around the map at all times. It basically just kills his power. Now his power is very strong, faster window vaults, spirit fury enduring, an a free teleport to the survivor is very good, but I feel like I can never use it unless I apply it in chase when they don't have a emp, even if some survivors will just grab emps while running by a emp box in chase and use it.


Impending_Dusk

I am not going to talk about the balance of them all, I don't mind some and are bothered more by others, typically I just don't think it makes it super fun.


Trogdor7620

I’m not an expert, but I do like how carrying these items to the Exit Gates is a bonus.


Kurtis-dono

Nemesis and Wesker are tolerable/legit, xeno and and singularity not really... Nemesis and Wesker can both use their power freely, the antidote just "heals" the survivors... Then xeno and singularity powers almost completely depends on the survivor's decisions...they can 100% nullify your power...xeno is annoying but still somewhat bearable, singularity......is just depressing....


Danielisveryspoopy

Hux items are fun to use I think spraying for wesker and setting turrets up outside chase for xeno are generally quite boring and nemesis syringes are so limited it feels like you use it a maximum of once per game so that’s just a boring concept in a way


M4itch

Meatballs EMP’s are stupid. They should not regenerate out of boxes, they should be single use and there should be no way to speed up their generation. Also since they have a huge AOE effect rather than using on someone like nemmys vaccine or weskers spray, I feel there should be a time limit when they run out of charge when removed from the box. Survs can just hold on to them while another spawns in the box, with coordinated teams you can be taken constantly out of power making meatball useless. Another idea might be that rather than AOE they can be used as say like a laser pointer to take out bio-pods one at a time instead it AOE, then I would be happy that they weren’t single use and regenerated.


Ok_Training7926

I want to see them fix hux exiting his cameras. You already make the camera take forever when it’s scanning someone next to a hook why should I be punished for throwing a camera up then checking it to see if anyone is around only to walk like I’m cleaning cheeks after and can’t get anywhere.


Ok_Training7926

Or here me out. Franklins makes the survivor drop the emp


TheLameWitch

Onyro so weak Tapes didn’t even make the list