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Myers Update? Let me list his problems to get him in better Shape (Get it?)
So I saw today that Myers might be getting some updates, we don't know if its his full update to modern dbd killer standards or just some tweaks to hold him steady until bHVR has time to work it all out and steady, either way I think it could be a good idea to examine all the bad parts and critique the problems of current Myers on a list.
Let's start with the bad parts/ weaknesses we need to point out:
- Get ready for an Awful Start: Myers starts out in T1 with an abysmal 105% movement speed, in which he has to successfully stalk evil from Survivors to clear himself of this debuff, in total must stalk for 6 seconds to reach T2 and obtain regular movement speed. All it takes is the first Survivor hard to find before you are trotting, all over the map at 105% to even start your gameplay first gameplay rotation. Sometimes this is easy to clear, other times this is the worst experience.
Compare this to Stealth Killers like Pig and Ghostface, which both start at 115% and both of which can limit their visibility at both at 95%, Myers lacks these options. No other Killer right into the Trial has such a slow start, even the basic Trapper has speed and area-denial up from the start and suffers greatly on big open map with great visibility in which Survivors can hide and by luck avoid him starting up extending his startup.
Recommendation: Make it so Myers can enter the game and be a threat equally compared to other Killers. Perhaps reduce the T1 to T2 requirement from 5 charges to 1 charge, meaning "HE'S IN" the first 1.2 seconds he spots his first survivor, or start with 115% - His Power is just Exposed?: Yes, actually its all he does. He is what we might call a basic Killer, like Trapper. However the main problem with that is that he basically has to be so weak in chase so that a single chase lasts as long as the regular two chases. This means you have to really get your loop skills in order to do well with him and this also means he is so weak to pallets in the early game that it feels very boring to play as.
For the Survivors its also a problem that when all the pallets in an area is gone, then Myers is borderline unstoppable. All that takes is one Survivor, with Windows of Opportunity dropping all the pallets and anyone else is dead meat in that area too. However a much much worse problem is that these limitations encourage a strategy that is awful to play against, the T3 Bombing, more on this later…
Compare this to other Killers with an exposed like Power like Billy' or Bubba's powers which require careful skill to control and execute, Myers has no such limitations, even so they can use their speed to quickly destroy a pallet to gain an advantage in between this loop and the next. Myers cannot quickly push for such an advantage over the usual M1 gameplay, even though he ALSO has an exposed power. This means if a Survivors loops are on point the Myers often relies on bloodlust to gain a hit within T3.
Recommendation: Better means of getting early/ mid game hits while IN T3, both to reduce the awful experience of facing Myers without pallets late game, but also to make his gameplay less insufferable early game when Survivor resources are high. Perhaps give Myers a small increase in pallet-breaking speed?
Its also a problem how good Myers' Power is with an undetectable Perk, it zooms his power up so much. - We Stalk to get T3 for Survivors to hide, to lose T3 and to reach the Limit. A common complaint I have seen of Meyers, which I think is exacerbated by previous two points, his power requires him to stalk which slows the game down for the Killer in a unentertaining way. This is also very bad since when you finally get to T3 your TR is 32 like other Killers, but Survivors get to know their situation by the exposed icon. That way the most logical counter play is to hide from Myers until T2 is over.
Flipside of this is that Perks that give undetectable or aura reading while in T3 is SO valuable which just increases perk dependency and is that fair, is it fair gameplay to get T3, undetectable and aura reading in one go? I think its too good for this Killer, I think it should be checked if there is a correlation between these perks and Myer's Kill rate and how Myers performs without them. That would settle my doubts.
Last bad part is that Myers's Power has a set of numbers of times his Tiers can go up 7 in total without addons complicating it for him, now combine that with good counter play from survivors or that they hide well in T3, if you run out then that is it, you are powerless for the rest of the game.
Recommendation: As I said, I think solving 1 and 2 would solve the most that can be done without changing the mechanics of the Power and that could suffice, and the people who find stalking boring could be fixed with faster stalking. The maximum limit can also be solved by having Survivors generate evil for Myers to get over time.
Bad parts/ Weakness Separated Shortlist:
- Limited Mobility in Early Game.
- Ineffective Power that Requires Setup
- Weakness Against Looping
- Over-reliance on Stalking isn't Entertaining.
- Survivors hide from T3, wasting the work it took to get.
- Stalking has mechanical Limits even in Long Games.
So that was his problems mostly from a Killer perspective, but there is two sides to every coin and dbd has that too, so what does that mean, it means Killers have to be designed to play nicely so that players or survivors wont just regret playing against the Killer again, in turn bHVR need to ensure that the Killer is still interesting to play and feel like the power role, the circle of dbd development.
- T3 Bombing: Due to the weaknesses he has, mentioned previously in this post a popular tactic for playing Myers effectively is to drain evil, until you are missing just a small bit for T2 and then chase as M1 or run into someone, then stalk right away, instantly get T3 for surprise and terror. It works even better with Undetectable and Aura reading Perks.
However this strategy is not loved by the Survivors, its frustrating for many survivors due to the perceived lack of counter play and the surprise insta-downs, which catch them off guard. It creates intense pressure when multiple survivors are downed in quick succession, often leading to a sudden loss.
Compared to any other Killer with Insta-down Powers, each of these have poor controls or significant warnings (chainsaw buzzing, demonic transform or being marked) Myers is the only Killer that is allowed to do this without making significant amounts of noise.
Second comparison Ghostface, whos Stalk power is individual to each survivor and gives somewhat fair warning by his stalk meter is much more healthy than Myers who can benefit from other Survivors' evil and use it to bomb a Survivor who was diligent and watched out, making this feel even more unfair.
Recommendation: T3bombing ought to go and Myers has to be healthy at least on the same level, ideally Myers's Power Stalking Evil should only work individually, meaning one could pop T3 of one player, gaining exposed on every player and then going after someone else. That would be more fair cause there would be a warning then.
Then the problem would be you would still be able to 99% stalk for a T3Bomb individually, we could fix that with a requirement that T3 be only popped from a certain distance. This would completely solve the issue, but we don't know where that would leave Myers balance wise so he needs a look afterwards 100%. A two step process.
Additionally perhaps his power should drain faster if the Anti-Camp System is building up. - Tombstone Addon Stomping: Myers have specific addons that allow him to Mori a Survivor, which is one of the oldest design decisions, because they were tied to an achievement, going into T3 with one of two Tombstone addons allow Myers to remove a Survivor from play. Combined with the problem we just discussed, you can be in a match with teammates to fed the Myers and that caused your instant death.
In comparison, even the mori addons require two hookings, and most other Killers requires two hookings for their Mori. The Killers that dont have such requirements are Onryo, Pig and Myers and without question Myers is the worst to go against because of the T3 Bombing. Additionally Onryo and Pig have the Mori has built into their Power Slowdown feature, Myers has nothing like that.
Recommendation: Minimum there has to be a 2 hookings requirement for that addon.
But the best solution and most thematic would be to implement the tombstone effect into a slowdown mechanic like Pig or Onryo, and/or remove the addons. - Indoor Myers Builds is King of Disconnects: Finally, this one is a problem with the addons Scratches Mirror and Vanity Mirror in use with Specific Indoor Maps Offerings. This is the case for many builds in this game, but trying to play Myers on Lerys will make Survivors instantly DC, so incredibly few survivors really want to take up that challenge. These addons are borderline impossible to play against with the right strategy and clearly too much for a regular SoloQ to handle.
It could also be an idea to retire the entire map offering system but… idk how we feeling about it.
Recommendation is to change these addons to something less easily exploitable on indoor maps.
Also… one more thing.
It could not be a Shape Thread without me suggesting Ghost Myers and Dr. Samuel Loomis as a Legendary Skin.
So folks, that was the list, Do you think these points are true or fake? its all feedback I have seen here before.
Thanks for reading.