Oh_deer
Oh_deer
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- Oh_deer
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the main problem with DBD:
1.) solo queue players are playing a game of checkers
2.) SWF players are playing a game of chess
3.) you can only balance the killer around checkers or chess
4.) but you can give solo queue buffs that make them stronger
5.) or you can nerf SWF that make them weaker
6.) and before you say "any buff to solo queue is a buff to SWF" that's not true at all. not if we gave solo queue more perks, or took away perks from SWF, or added in similar modifiers that altered the game for one but not the other.
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it's not fun to play against. the only real counterplay against it is to not bring items. dropping your items in the corner is not counterplay but in many cases it's literally all you can do to try and limit its strength. it's also paired with franklins which survivors hate playing against. according to nightlite statistics it's the perk with the highest kill rate in the game right now. it's overpowered. when i want to just annoy survivors i play as skull merchant with weave attunement. in fact, i'd argue that weave attunement is the skull merchant of perks. many survivors just give up the moment they realize you're using weave attunement, same thing with skull merchant.
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Both of Thalita's Teamwork perks could be really fun to use (same with blood pact) but they're too restrictive and punishing to be of much use outside of messing around. I think that's really the issue with a lot of perks. They're afraid to actually make anything actually fun to use and not feel like pulling teeth to get things to work.
It's like why can't they just sit down and pose the question: "how can we make this perk fun and exciting?"
instead it's like they sit down and think: "how can we make this perk never see daylight?"
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/419544/still-no-plans-to-nerf-weave-attunement
- Start the match with an item
- Killer hits you, and your item drops.
- You get the debuff indicating that the killer has weave.
- Run out of range of the item
- Get downed after a chase or escape
- Go back to your item when it is safe
- Pick up the item.
- Spend 5 seconds and run to a nearby corner of the map
- Press R
- The killer now has 2 perks
Why is this so hard for you?
weave attunement gives the killer several permanent "kindreds" around the map. this is overpowered in itself regardless if those kindreds are in the corner or not.
but the real problem is when this kindred occurs in chase around a loop. it completely nullifies any opportunity for mind games in the loop because the killer has perfect vision. the survivor thus is forced to hold w and leave. either the killer gets an easy down in the loop or the survivor is chased far away from the dropped item. thus even when they return to the item they're spending a lot of time.
and let's not even discuss the differences between the perk being used on the swamp (where to be honest most items are hard to find yet the size of the map nullifies much of the perk's power) and the perk being used on an indoor map where this perk basically just reveals every survivor's location for the entire match.
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i think she clearly fits into dbd
she is the ultimate survivor
it's just that as a character she's too strong and the franchise is too well established.
so she feels out of place.
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i've won 150+ matches as killer during the event and only lost twice. it's kind of hilarious how strong killer is. like they actually thought the survivor power would be equivalent to killer's ability to destroy pallets? it's like they gave survivors a peashooter and then hooked killers up with a rocket launcher. and some people will actually act like there's some kind of equivalency lol
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Distortion is as selfish (or unselfish) as you want it to be.
If you want to hide all game then it will aid in that.
But you can use distortion to aid in making safer unhooks, heals, and other plays to help your team as well as countering perks/addons to extend chase.
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remote hook has prevented me from saving/being saved multiple times.
that feels really bad.
killers being able to zone survivors out while destroying pallets with the event power also feels really lame to play against.
on the other hand i've lost only 2 games as killer in 150+ games. so that's fun.
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i don't know. i kinda like the modifier. it's only for 3 weeks and then it's gone. no big deal.
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killers can literally tunnel 1 survivor out at the start of the game then if they can down just a single other survivor they are almost guaranteed a draw if they don't make dumb mistakes. it's a lot more difficult for survivors to force a draw.
against many survivor groups however this strategy is so successful it usually results in a 3-4k.
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[winner does literally anything after winning]
"stop bming me!"
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i think the best way to balance this perk is to make its aura reading effect only apply to the survivor who dropped the item.
either that or make the aura reading only apply for like 1 second when you gain the effect and then for 1 second when you lose the effect.
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so i've played over 100 matches of killer on the event mode and only lost once (no draws) to a 4 man team of tournament players.
i've escaped many times as a survivor but the reality is that if the killer knows what they're doing they're winning almost every single one of their games and almost every match isn't even competitive.
the point is that bhvr did a very poor job balancing the event mode.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742782#Comment_3742782
No offense dude, but the average solo queue team is really bad, if you have a player that is extremely skilled on his character he should massacre the average solo queue team, the issue is not the character but the matchmaking…
yeah, the average groups are really bad and the pool of survivors that can compete with a good blight are incredibly small. blight is simply overtuned and anyone with eyes can see that. no reason to debate it.
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imagine a very good blight player, running meta perks, while camping, tunneling, slugging, doing everything he can to win
against an average solo queue team
it's a massacre, always is. very good blights rarely ever lose games. they'll go literally 100s of games without failure.
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here's another one.
the loop in the movie theater room.
since the room has a slight elevation change the skulls go through the floor and hit you regardless of what you do.
great game. i'll just keep updating every time i find another example of how poorly designed this power is.
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here's the reason i think SWF are bad for the game.
because killers get balanced around SWF.
and i play the game mostly as a solo queue survivor.
i've played over 100 matches of killer during the anniversary event and only lost 1 game to a 4 man tournament team. no draws.
that's what it takes right now for a good killer to lose a match in this game.
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it seems like the developer thinks that every killer is a new trapper and every survivor is a 10k hour 4 man SWF.
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so i've been playing onryo in the event mode and literally haven't lost a single game. probably have played ~70 games with her. not even a draw. and i'm running franklin's/weave. it's super op. the weave aura reading turns tvs into literal death traps. you literally can't interact with tvs when onryo pops out the moment you get near them.