GrimoireWeiss
GrimoireWeiss
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- Username
- GrimoireWeiss
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Comments
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People still care about this joke of a killer? Just move on to other stronger and better to play killers.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389302#Comment_3389302
I could definitely see the heartbeat messing up the liminal vibes, but on the flip side I could imagine stealth killers being especially scary to face on liminal maps.
Yeah, they definitely would, but stealth killers are like only 5 out of all 30.
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I like liminal spaces but they wouldn't fit DBD in anyway. First of all the whole premise of liminal spaces is built upon psychological horror, while DBD focuses more on the slasher/serial killer genre. The closest thing we have to psychological horror in DBD is the Silent Hill chapter and while I liked the adaptation it is VERY different from the games, just look how buffed Pyramid is compared to his version in SH2.
The map to feel liminal would also have to be insanely huge and confusing to navigate, which would feel annoying to most of the playerbase. Things like generators sounds, the killer's terror radius, pallets and loops would also ruin the whole atmosphere.
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It's a mid tier killer with no addons and a suboptimal build against a (probably) SWF with coordinated builds and strong items. This looks more like a MMR mismatch than something about the balance of the game.
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His teleport is clunky and his anti-loop is just another zoning power similar to half of the killers at this point.
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These killers aren't strong because they have mobility. Wesker and Nurse barely move faster than a 115% when using their powers. Put Nurse to traverse Mother's Dwelling and you'll see she saves like 3-4 seconds compared to no mobility killers. These killers are strong because they have strong chase power. That's exactly why Hillbilly sucks, mobility does nothing if he can't down survivors fast enough. Artist and Huntress have no mobility yet their chase powers alone make them High A tier killers.
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If they have AFK crows they go into hook, otherwise I leave them.
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I swear I've seen this guy comment the same thing in like 5 other updates. While I disagree with the base healing nerf, the game won't be dead because of that. Also lmao for thinking being able to completely counter a killer because you randomly brought an item is a good mechanic.
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I'll guess it will be another DS situation. Killers won't expect anymore because the usage rate will drop a ton, but when it hits, it hits hard.
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There was never a point to boons, the whole mechanic needs a rework. Due to the nature of being easily replaceable you can't give them strong effects otherwise they are overpowered (which was the case of CoH, especially in the first interaction of the perk). Imo boons should be gone after the killer snuffs them once, and then you can buff the perks into the stratosphere.
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We're going back to the meta before 6.1.0: Deadlock, Corrupt and No Way Out. Basically gen lockdown instead of gen regression, which imo is way healthier.
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I'm fine with nerfing self healing, but they should at least buff altruist healing to compensate, and maybe consider making a weaker version of Bond as basekit.
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What's the FOMO in this? The hat looks stupid.
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This is why 90% of my DBD time recently has been on Twitch. The occasional fun match doesn't excuse the other 10 horrible ones.
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Just tunnel dude, no need to do a 3000 word essay justifying it. But don't expect people to be nice to you in chat because it's not fun to go against.
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Hopefully not. Just scrap the whole idea and make yellow moris basekit so the animations are more common.
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At this point they should just get rid of the pre-game lobby and load players straight into the match. You can't see other players loadouts anyway so why bother wasting time.
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This kind of question is pointless because the game has way too many variables to reach a conclusion. Survivors can vary from a full 4 man swf with meta builds and a Coldwind offering to a solo team in Midwich. In the same way killers can vary from a meta Blight to a Trapper with yellow perks. In general I'd say both sides have some things which are too strong or too weak, but the biggest chunk of matches are balanced.
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If it means not having to deal with 30 minutes long games, I'd love to see her getting nerfed to uselessness.
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Sucks to go against, especially with the stupid brown addon that breaks pallets (seriously, that should at least be a purple). I'd rather get demolished by an Alch Ring Blight in 5 minutes than spend 20 minutes getting mentally tortured against this killer. Haven't bothered even spending my shards on her.
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As a brazilian I already hate how mainstream media thinks our country is made only of forests, soccer and hot women with revealing outfits. For a game that seems to pay so much attention to representation this is a pretty lame one. This chapter is a hard pass.
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So instead of fixing audio occlusion and survivors being silent while slugged which have been broken for YEARS, they decide to change something literally nobody had a problem with. Lmao.
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Eruption wasn't the only Incapacitated interaction. Twins and Pinhead use it too. In my opinion it should be restricted to powers only.
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What makes holding W strong are huge maps. You can't hold W for too long on Coal Tower, but you can in Mother's Dwelling. If anything, making survivors slower would just kill the concept of looping and make them hold W even more.
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You set a 3 gen with her drones, get rid of pallets in the area and then proceed to get free hits while never engaging in any chases. Repeat until the server closes after 40 minutes or survivors give up out of pure boredom. Hope you enjoy it.
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If being fun to use was the major reason then perks like Head On, Blast Mine and Flashbang would be used just as much as Dead Hard, and they aren't.
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Feels like a nerf to me honestly. Just like Mirror Myers he'd only be viable on indoor maps, not having a red stain or terror radius is not a huge deal like he thinks it is. The only redemption of Ghostface on big and open maps is being able to 99% people.
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No, it stopped being fun like 3 years ago.
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Even if you bring back old Billy he's never going to be popular again. What killed Billy were two things: changing his animations a few patches before the nerf 2) new maps. Literally every map since Midwich has been terrible for Billy, INCLUDING the map reworks which added a lot of random junk that makes steering around loops terrible. Seriously, that random tile on the corner of the shack in Garden of Joy feels like it was put out of spite for Hillbilly players. Add to that Yamoaka bamboos, Eyrie and Garden of Joy bushes, RPD in its entirety, etc.
Also let's be real, they nerfed Billy because Blight was already on development and they wanted him to sell. When Oni came out a lot of people called him "Billy 2.0" and they probably didn't want this imagem to be associated with Blight.
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While being way weaker than Nurse or Blight these killers are infinitely easier to play. Just look how every Knight just insta-drops their power at a pallet until you go down, no brain thought.
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@Sally_S_gay_son said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294281#Comment_3294281
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294511#Comment_3294511
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294523#Comment_3294523
I understand what you guys want to say but here is my problem with this, we already can be in this situation even with the current perks we have, 4 survivors with lets say 4 sprint burst, windows, off the record and coh / kindred / prove whatever, and all of these are 4 good perks on 4 survivors, but I would not call any of these perks broken, sure if the survivors are good even in solo and killer did not bring his best stuff or is not that good at the game they can roll him, but actually in this current gen kicking meta and strong add ons and camping and tunneling all 4 survivors should bring these perks if they even want to have a chance (I am talking about all these scenarions in relation to solo q, not SWF which is a different problem)
If we had more good perks to choose from there would be a variety of builds based on the fact that survivors simply have a bigger choice
this was the problem with the old meta, there was 0 reason to run anything else other than dead hard / iron will / decisive strike / unbreakable / borrowed time if you want to win because these perks were too good and miles above the rest, and rightfully BHVR decided to change this and honestly after bunch of nerfs COH received as well I honestly do not think that we have anything on the survivor side that's super powerful (without coordination / in solo q - so most matches) anymore to stop them from giving us more good perks that can be part of the current post survivor nerf meta, because I feel like nerfing bunch of perks even stuff like spine chill / self care which you could argue were also meta perks really hurt the choices you can have these days as a survivor that can reliably help you
People mentioned hyperfocus and fogwise, I personally think fogwise is just okay - once again useless with SWF since they get it for free and worse than kindred in solo - sure you know where the killer is but it does not matter because you are on the gen and you cannot tell this to the rest of the team and I only got value from hyperfocus when I dedicated my entire build to it (so stake out / tool box / built to last)
And people who mentioned off the record - sure OTR was buffed but DS was nerfed to the ground - and both perks don't even work end game
Basically what I was trying to say I feel like after the deserved nerfs survivor meta received we should at least get some new decent and reliable non niche perks to compensate for it other than buffed OTR
But that's the problem, how do you even make perks that are as good as Sprint Burst, Dead Hard, CoH, OTR, Windows, etc? The line between a perk being useful and OP is very thin and devs need to be careful with it, especially on the survivor side where people can repeat the same perks. Just for example, Eruption went from a meh perk to being insanely broken just with some number buffs, and that's a perk on the killer side which is easier to balance.
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Sure, then remove it so I can hook every survivor in the basement then.
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Because you have to take into account that 4 survivors can bring in the same perk, so when a single survivor brings it, it probably won't be that good.
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The perk is fine balance-wise but very boring to go against. DBD is supposed to be a fast-paced game but then you get into hit range as killer and you have to wait the survivor to do 10 spins before finally he finally decides to use his DH. It's very boring gameplay imo.
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He's fun to play against, but playing as him feels like crap.
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The shack there is bigger than it is on other maps I think
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don't care, funny scottish man with a cane goes brrrrrr
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Knight is instantly S tier with this change
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The devs know that Hex perks suck, hence why the latest Hex perks (Plaything, Pentimento, Face the Darkness) all work differently from traditional Hexes. With almost every match having one or two Boon users, I think it's time to give killers a way to activate their Hexes again. Maybe after 4 hooks the killer gets the option to light a dull totem?
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They were funny for like two days and the rest of the event survivors were only using them for the free health states and to completely counter some killers.
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I honestly don't understand this "FOMO" mentality. Skins don't have any kind of impact on gameplay. If this was about, for example, a killer stronger than Nurse that would only be available for purchase during a month I would understand it, but skins have literally no impact on how the game is played. Are you guys also buying every new trendy clothes that come out IRL because you think you're "missing out" as well?
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@Regulus47 said:
And this is a bad thing why? Knight dropping a guard instantly took no skill and had next to no counterplay if there wasn't a pallet immediately near the loop to run to. Seems like they're incenticising a more dynamic way to play him
More like incentivizing people to go back to other killers lol
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If you reduce the range you're literally buffing the perk. There's a reason that tier 1 and 2 have bigger ranges. At least try to think about the perk a bit instead of rushing to cry on the forums.
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The problem with this is that you think going higher on MMR is a reward when it's not. In fact, you'd be rewarding things like face camping Bubba and 4 man slugs by giving them easier games by making them lose MMR.
Also saying "killers would tunnel less" is false. The easiest way to get 12 hooks is to tunnel someone at 5 gens and burning through their 3 hook states. If you've got a kill with only 1 or 2 gens done the game is a piece of cake.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3274837#Comment_3274837
i mean? even if they remove the green line they can still 100% know when he is using his power. cause terror radius is removed for that duration
The problem is not when, it's where. Survivors can see the trajectory of the patrol you're setting AND the detection range of the guard. You can't make skillful plays at all with this killer because any survivor with a brain will just hold W to the other side of the universe while you're setting up a longer patrol, leaving only insta-dropping his power at loops as an efficient way of playing him, which is boring for both sides because it requires 0 skill.
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Survivors should not be able to see the orb and the range of the patrol, it's stupid. It's like if survivors saw a red line trajectory to where Huntress is aiming her hatchets. You can't make skillful plays at all with this killer, because if you try and make a creative patrol path the survivor will just hold W to the other side of the universe while you do it. All you're left to do is insta-dropping the power at a pallet/safe loop to make the survivor go away and hope he doesn't get to another loop.
This is by far the less fun killer I've played on release since, idk, Twins. And funnily enough, just like Charlotte and Victor, this killer has a good idea but the execution is terrible. Not even mentioning the amount of game breaking bugs.
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The only way you'll see this happening is if DBD2 happens, which I find to be extremely unlikely.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3273979#Comment_3273979
The Nurse holds back the game for everyone. I don't like it either but it is true.
It's also why we continue to get awful large flat maps. Because on vertical maps like Midwich Nurse destroys.
https://forum.deadbydaylight.com/en/discussion/comment/3273981#Comment_3273981
If they don't want to get stunned by pallets then yes they don't get stunned.
If they run Hubris they can set up the stun pretty easy and then own the survivor.
Soon we'll be hearing an avalanche of complaints about Nurses running Enduring and Hubris. Mark my words.
You can't "set up" a stun. It depends on the survivor dropping a pallet on you. You might get value from it once or twice per match but once survivors realize what you are doing you're just down two perks. It's kind of why Enduring + Spirit Fury is also a bad combo.
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@ByeByeQ said:
How about NO.
The Nurse exists. And she can stomp with this perk in its current form already so they cannot buff it.
You're saying like Nurse gets stunned all the time by pallets. It's not a terrible perk on her but if we are talking about Exposed there are way more consistent perks like Starstruck and MYC.
