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Anyone think the new myers dash is overtuned a bit? (As of9.2.3)

LUVS2SPWGE
LUVS2SPWGE Member Posts: 3
edited October 24 in Polls

Anyone think the new myers dash is overtuned a bit? (As of9.2.3) 14 votes

Yes, it’s way too strong.
28%
EEPMashedBroccolilittlehootColt45m 4 votes
No, it still sucks.
21%
GibberishCrowmanParibean 3 votes
It’s just right, they should leave it like this.
50%
BlueberryQwQwfussyPhilscooperControllerFeedbackF1Billytes 7 votes

Comments

  • Colt45m
    Colt45m Member Posts: 246
    Yes, it’s way too strong.

    Yeah he can like round corners now. Its nuts. Plus his stalk fills too fast.

  • Philscooper
    Philscooper Member Posts: 236
    It’s just right, they should leave it like this.

    we havent had time to really adjust to him yet to really see if that is busted or not.

    i also dont really see this as a problem since you got 20 pallets everywhere to throw or protect yourself from him.

    people complained about the death of thombstone and how he didnt get compensated or something similar, well now he got stronger without it.

    the only thing i hate is his stalk, while undetectable and getting punished for it,
    but thats something you legitmately cant control,
    besides adding haste to the survivor you stalked when chasing them so you dont just drop a tier-3 on a survivor you havent stalked all game when they did their job hiding away from you.
    thats all i really want,
    i shouldnt have to get thrown under the bus just because the sable is too oblivious to check her surroundings.
    if she ######### up, punish her, not the others who know how to play the game against him.

  • LUVS2SPWGE
    LUVS2SPWGE Member Posts: 3

    Agreed, all in all I don’t miss tombstone at all, as fun as it was to play with, it totally sucked for survivors. I’m liking the rework, but this buff seems a bit much. Even as someone who plays myers, I’m getting hits with slaughtering strike that I feel like I should have missed.

    I think the speed changes were really nice, Myers always felt sluggish, but this seems like too far on the other extreme, where if he pops tier 3 in a chase, he’s basically guaranteed a down, because he gets basekit 115%, and his slaughtering strike just makes him even faster, especially with it being available every 4 seconds. I think some of the changes were needed, but now once he hits tier 3, he just feels like an unstoppable wrecking ball with little counterplay.

  • LUVS2SPWGE
    LUVS2SPWGE Member Posts: 3

    Yeah, with the tier 2 buffer missing, survivors now having no stalk cap, and him being able to switch between tier 1/2 at will, he can pop it super quickly, and get easy instadowns within the first few minutes.

  • ControllerFeedback
    ControllerFeedback Member Posts: 557
    edited October 25
    It’s just right, they should leave it like this.

    If we're just talking about Slaughtering Strike in it's moment to moment mechanics, I'm worried it's going to be overtuned after the next change(s), but right now I think it's fine. I think people need to learn to respect it more than they do currently and play pallet control correctly. You could make the argument that Mirror Shard might be sleeper overtuned, and Hair Bow's duration can feel a bit absurd despite the stalk penalty, but basekit Slaughtering Strike is fine.

    E: I do find it odd that they went from slower than survivor movespeed to 4.6 m/s when activating Evil Incarnate. I feel like gaining distance on someone while activating your power probably shouldn't be a thing. Should be 4.0 m/s at most.

    As for his kit in general, I think there's just an inherent design problem with being able to build up and hold an instadown dash power in your pocket without ever having to truly outskill your opponent to get it. You just have to stare at people yeah? Unlike Oni, you don't have to sweat for an M1 to get your power going, nor do you have to care about keeping survivors injured throughout the match to keep your power going after the first use. And unlike Oni, you have better M1s and other basekit bonuses anyway, which you can generate pressure with without even using your real power. It all comes together to make Myers one of the best proxy campers in the game right now despite already being pretty good in chase, and the grab kill quirk makes him great at tunneling too since you can just outright ignore pallet/flashlight saves and Decisive Strike if you have Evil Incarnate up and the survivor is on death hook. And I think all of that's kinda problematic, even in a hypothetical world where we have anti-tunnel changes.

    I really wouldn't mind if the stalk resource mechanic came back (in exchange for removing the 50% stalk depletion mechanic of course). I think having an extra strategic layer to help mitigate the impact of how little mechanical skill is involved in building up Tier 3/Evil Incarnate made sense then and would still make sense now. Given that it's unlikely that mechanic will ever return though, I could absolutely see them reducing the stalk depletion mechanic buffer time at the very least. 20 seconds is a lot of time considering you can tap stalk someone to referesh it completely. I think if a survivor is able to keep out of LoS enough or force Myers to abandon chase before he gains Evil Incarnate, he deserves to be dropped back down to 50% stalk if no one else is immediately nearby. 20 seconds doesn't really facilitate that consistently.

    Post edited by ControllerFeedback on
  • SoGo
    SoGo Member Posts: 4,190

    Eh, maybe a smidge.

    The Tier 3 activation speed being the exact same as the normal one is a bit much.

    And maybe the potential break speed.