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P38Springy

P38Springy

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P38Springy
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  • @Teroo said:

    https://us.v-cdn.net/6030815/uploads/8HQ7X70URKL6/obraz.png

    This video is literally this tweet lmao

    Also, these pallets were always there, this has nothing to do with pallet density update

    To be fair the 3rd to last, second to last, and the last one shouldn’t have ALL spawned that close together. I think it was less him trying to mindgame and more just showing that the pallet spawns rn are broken.

  • @leafyboi said:

    I think BHVR has given up on trying to do anything for killers at this point. The balancing struggles between braindead solo que survivor that wants free wins and actual players that can make use of what they have. They have already made it abundantly clear which side they favor in the game. An event that gives killer one thing and survivors anything they could want. Survivors can insta-heal the entire team on a whim get broken powers, that are just scattered through the map. If the survivors have any braincells the killer is geting very few stages the whole match. Which don't even get me started for the minute long duration effects. Portals and unbreakable pallets just makes it a minutes damn-near immortality. The only non-gamebreaking one is the haste because it requires two survivors to make use of, but just know any chase you take gens will fly due to action speed bonus.

    I can tell they have, plus this forum being survivors 90% of the time means anything that I say that involves balancing them gets dislikes, like this post I made. And that prolly means BHVR wouldn’t care to read it, or even balance the event right even WITH seeing what I wrote.

  • @Elan said:

    Killers like Ghoul or Singularity would not be balanced with higher amount of kicks.

    I can see Singularity not being as balanced via Cameras, but why’d you say Ghoul?

  • I didn’t have a good idea on how to lean into the Idea of mimicry itself, as SWFS and such would insanely counter him, so I kept it in his kit to a smaller degree and added the suit gimmicks so he’ll be more then just an M1 killer.

  • @JFGCMaxX said:

    I didnt even know mimi moris existed before i saw jason

    That’s my issue too, like if other people want to see them but don’t know how they kinda just have to guess or figure it out themself.

  • Very glad to see my boi Springtrap getting some buffs. Also SO glad they changed his grab keybind, was always weird it was locked on the M1.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467202/killer-generator-regression-overhaul

    I really like the part of 5-3 gens remaining having infinite kicks, rewards killers who manage to protect those early gens well, and fixes one issue of perks like Surge which can screw you over later in the end game. Might bring gen kick perks back to life though I believe it won't be as potent as it was back in call of brine/eruption days.

    Part with 2-1 gens left I think is way too complicated, and I feel like the 8 kick limit would be just fine at such stage already. Plus the survivors themselves would still be capable of still breaking the 3 gen properly

    I can see this too and totally agree! I’d just love for people who actually manage to gen defend well at the start not get screwed late game and I’m glad to see a few people agreeing with my 5-3 gen system in that regard.

  • @Lexilogo said:

    First off, gratz on posting for the first time, don't let any negative responses get you down too much.

    Anyway, IMO this system is a bit too overcomplicated, I don't see the need for a 2 gens left gradient, or splitting remote kicks vs manual kicks (esp. with Turn Back The Clock providing manual remote kicks).

    And besides, I like the gen kick limit, and don't agree with so severely reducing its presence. In general, I vastly prefer having slightly limited, but powerful baseline kicks than the sometimes very heated gen defense situations that arose before that rework.

    It did disproportionately affect Hag, but it also disproportionately affects Singularity as well, a very dangerous 3-genner esp. after his buffs since release, and would be a nightmare with such a lenient gen kick limit as this. Reminder that Singularity makes solid use of Surge, a Perk mostly held back by its tendency to hit the kick limit, and under your suggestion, Surge presumably wouldn't even track its procs on gens until the final generator.

    The issue of setup killers not having enough time to setup is true, but it's always been true and I don't really blame the gen kick limit for it. The ability for setup killers to give up 4/5 generators and just focus on maintaining a 3 gen was more a bandaid for that problem rather than a solution.

    Thank you! I did try to not get discouraged by the 4 downvotes. And I do get that, this system is probably WAY too much coding for BHVR to do and I wouldn’t blame them if it never happened. I do see how it could get confusing too. I just don’t like the whole regression setup being limited to 8 overall from the start.

    I wouldn’t mind if they simply did something like 5-4 gens is free game and then after that you just get the normal 8 regressions. I just feel like only 8 can be too limiting if people pressure a ton on generators without you being able to stop it near endgame with how fast gens fly nowadays via perks.

  • No idea why you got 5 downvotes. I’d appreciate if they’d atleast buff his speed when throwing blades by a small bit, I agree. I NEVER see tricksters anymore.

  • I’d LOVE this. I tried HoundMaster a few times, but right now with all the bugs I haven’t been able to get into her. I feel like fixing them and buffing her a little would go a long way and I could try picking her up again! Very great ideas all around in this post, BHVR please 🙏

  • I mainly thought about this because the Skull Merchant update is the reason we lost our previous regression. I feel like this new progressive limit works AMAZINGLY for killers.

    Also Skull Merchant got nerfed HEAVILY so she isn’t as much an issue when it comes to buffing regression again.

    I don’t want infinite kicks the whole match; but I feel like this new system would reward people who keep pressure up, but still nerf enough so games don’t last 30+ minutes. For good killers who keep gen pressure up via perks are rewarded for not simply kicking gens, via giving them 10 gen kicks if they don’t physical kick at all until 1 gen, but also allowing them 8 times to regress gens via perks like pain res. Leaving them with 10 physical kick regressions and 8 perk regressions at a 3 gen scenario if they manage to avoid kicking gens themselves.

    (I’d appreciate any criticism to my system, as I’m sure it’s not perfect.)

  • @HoodedWildKard said:

    So, the devs need to killswitch either turn back the clock, or the wraith. Just had a game against a wraith where some bright spark has figure out that if wraith uses turn back the clock while cloaked, it instantly uncloaks him allowing for instant hits on gens.

    6 hook states at 5 gens. No thankyou.

    I thought they said that it was intentional? Or did they change their minds?

    Wraith + Turn Back.PNG