Luv2NotHateDBD
Luv2NotHateDBD
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- Username
- Luv2NotHateDBD
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Ok here's a new challenge only run bitter murmur as your perk and hook all survivors at least twice on the match.
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The maps are fine, both buildings were fixed when breakable walls were added to the game removing the infinites. The only people who complain are newer killers learning the game.
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The psychological effect this perk has people is hilarious. It's been proven that this perk isn't that OP'd. Got to youtube and you can see even proof that it's been tested.
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Who actually cares about Freddy?
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I love how anyone things 3% matters. The psychological effect on the otherhand is worth a billion dollar case study
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Handpicked footage from content creatures who think any type of counter play is bad. Nope, nothing wrong with the footage provided as "Evidence."
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So counter play isn't permitted?
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It always makes me laugh when we cleanse the NOED shortly after it procs and then we get an ez save because the Killer lacks any game sense or skill. Using crutch perks won't teach you to get better.
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@PAntWill said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522810#Comment_3522810
But the issue with this is they’re essentially controlling your game even worse by saying “these are available to you but no” that to me is in line with the proposed EGC Mori that just plays the game for you and removes your choices. Which is the reason why I loved this game.
It also prevents broken builds from being abused and would allow behavior to try more creative perks without them having to working about unforeseen problematic combinations when creating a new chapter. Other games do this to avoid broken combos.
The more chapters there are the more this becomes a problem. I would have this rather than something gets nerfed to where its unusable and creates more blood web bloat. The root causes of these issues are not the perk itself but the combinations which tilts game mechanic.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523021#Comment_3523021
Whether or not BL2 and BL3 should exist is a different discussion and I wouldn't hate it if they were gone but BL1 exists because it turns out survivors and killers are not the same and in some loops it's extremely difficult to catch up depending on the window setup so BL1 exists to make those loops less abusable.
But understanding when to Chase and when to stop comes with experience and game sense. When I play Killer if I find the "super looper" or if they are trying to bait me into an early Shack or God Loop chase then I know not to follow. There's always weaker prey to hunt, and as soon as you find the weak link you can start to snowball.
I think we are saying and agreeing on the same thing, anything that changes the core mechanics that provides a bonus to either side, that can be accessed Mutiple times in the match is generally bad design. It just creates a crutch that impedes raising the players skill and game sense, which further leads to difficulties removing it from the game.
If there is a system like this place there should be a system in place to make it high risk/higher reward. Resilience and MFT requires the survivor to be hurt. Blood lusting a Survivor should increase the pallet stun.
The other part of this is Map RNG with tiles and pallets spawning in ways both advantageous and disadvatenous to both sides.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522994#Comment_3522994
I mean sure I agree it would have been nice if BHVR had the foresight to see this coming along with MfT + Hope but honestly end game is a joke as is anyway so that's less of a problem IMO.
That being the fact is we're here now and I don't think builds that loop for survivors without them actually learning how to loop themselves is healthy for the game and is something to be addressed. Playing m1 killers is miserable at the moment because it feels like you can never catch up even when survivors fall for mind games.
But this only applies to the End Game Scenario. I've had Killers chase be down only because they got into Tier 2 and Tier 3 with Blood Lust. Is that fun/fair?
Killers also have the option to build end game build that block the gates controls, block the exits, then you can stack Terminus and NOED as well for extra speed.
I don't want to turn this into a Killer/Survivor Debate, I'm only pointing out that but both sides have the same type of perks.
Also its rare you see someone running both MFT and Hope. I see this as much as I run when you run into some using end and game build as Killer.
It's suck when you encounter its, but you move onto the next game.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522992#Comment_3522992
You completely missed my point which was "a tiny percentage" here and there adds up to be very significant and is a very hand-wavey response.
Then by this Logic so does BloodLust, it increases Killer Speed and unbalances the core chase mechanic.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522992#Comment_3522992
You completely missed my point which was "a tiny percentage" here and there adds up to be very significant and is a very hand-wavey response.
Then by this logic so does blood lust. The core concept is that it gives Killers a Speedboost when they are underperforming in chases which breaks the balance between Survivor and Killer speeds.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522974#Comment_3522974
So we can buff killer speeds across the board by 3% right?
That's such a tiny percentage.
We should just remove bloodlust then.
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My Problem is that BHVR seems to want to limit what types of counter play which makes the game very, very, stale.
It feels like both sides have had their toy boxes stripped down, so it only encourages a very, very rigid of play style.
A big part of the problem is new perks accidently creating toxic synergies with older perks that become too strong on either side.
Example Pain Res and DMS. (Before the adjustment to Scorge Hooks)
Or Eruption and Call of Brine (You can't just remove someone from the game for 30 second).
Or Now: MFT and Hope.
What they need to do is evaluate the perk system and create perk types. Example: "Eruption is Gen Slow Down" or MFR and Hope is "Player Speed". If they would create a perk point system that prevents a player from assigning all value High Value Perks at once, then the problem is solved. This way they can continue to make new perks and them just limiting some of the build outs.
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@CrowVortex said:
Nope, Tail attack power wise it seems clunky at least on controller, other aspect of his power is pretty much the same as my dredge, only with tunnels. so nope, will not buy. Perks maybe but doubt i'll use them.
September i will be playing Baldur's Gate 3 anyway for a while.
BG3 is pretty awesome, we have it on PC.
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No-
The thing with limiting family sharing is BS. So now me and the BF have to decide which crap to rebuy.
They are reverting fast vaults.
I'm done with this game for a while.
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That last patch broke something, they are probably reviewing the changes to determineing the fix and/or working with Steam to see what's up with family sharing. It's only been a day.
I lost characters halfway through the day yesterday. Tere was no update from Steam, the only thing that changed was the DBD getting updated.
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I did a test today. My BF bought a copy of the Silent Hill DLC for his PC (I was sharing with him from my family account).
Pyramid Head and Cheryl were restored along with all of their progress, items, and skins (He just bought Maria).
It's also funny because sitting around the campfire still shows characters that I know longer have access to including their cosmetic.
Also, this problem seems to also includes PS4/PS5 account (This is per the comments on Steam Forums) so hopefully it's just a bug as a result of yesterday's patches.
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Or just don't go to the gate.
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She was probably doing a challenge or was going for adept for the achievement. If she isn't doing anything than all it means for the Killer is once less person doing something.
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@Nazzzak said:
I saw it once, someone asking if they can stun the killer. It was a Nurse and they still played for kills, but floated up to the pallets and let the player stun them lol
Well thats my point, just help out someone and we wouldn't be so toxic. I just finally got that Mettle of Man TC where you have to be Ash, activate the perk, use it and escape. It look 5 hours and only because a very cool streamer let he have it.
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I guess I should be more clear, it's really a steam thing. You just edit your profile
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@Halloulle said:
Think it's too early to tell - but my first instinct is to put it in the same category as Resilience -- and I actually assume the people who can make the most use of either perk will actually run both of them together. Which are those people? - People who are already good; who don't need a health state to get to a safe place and then do the actual state. People who're fine with one health state cause they usually don't give free hits. The extra vaulting plus the minimal extra speed turns some loops effectively into infinites (Dead Dawg Main e.g.)
Except that those "Infinites" are only because there's a door that can be broken to effectively cut off the loop and force them to leave the tile.
@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473420#Comment_3473420
I was referring to Hope or any perk that only activates during endgame. I don’t know how you concluded otherwise.
This is situational, and is no different than a killer running NOED. Also, if its a solo person with hope than then are going to die
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It's like running reliance it promotes a high-risk high reward style playthrough.
It's balanced around that you can use it with exhaustion so it can't become problematic like old dead hard.
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There has to be some sort of cooldown, each of the killers to teleport has a charge up period. Otherwise she can' just teleport around the map and it's too strong.
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Saloon is fine because it's very RNG. Sometimes it goes survior sides and other its killers. It just depends on the window tiles in the building.
For Midwitch, I would open up the ramp near the bathrooms so there's less of a dead zone on the NW side of the map. It just gives more counter play to survivors, and you can't get trapped in the bathrooms anymore. I would also add a jugle gym to the center of the courtyard, and then remove one of the god pallets in the corner to compensate. OR just add just make these variables as how the map can spawn. There's too many straight hallways.
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No remove the DC Penalty. This way the killer doesn't get stuck having to play a PVE and they can still get their Blood Points and get value out of their bill. My biggest pet peeve with a survior DCing is it wastes my addons, this way I still get some use out of them.
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Only at max totems. Otherwise, no it would weaken the Hex too much. This way it turns into a race, and there's counter play to both sides.