PuddleOfBludd
PuddleOfBludd
About
- Username
- PuddleOfBludd
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987576#Comment_3987576
I think she would be bigger overkill alone she is just m1 who makes you infected and broken so you are oneshot, you can gain full health with fontains but you give her option to get corruped purge which is very strong ability now imagine this with oni or other killers which can down you fast.
Idont think its good idea to put killers which can injure survivors fast and keep them injure for long time like plague or legion.
Plague can’t injure fast though. Her power takes time to take affect. It’s not like Legion who can dash around and just injure everyone immediately. And in 2V8 the amount of generators is widespread enough that her power really wouldn’t even come in to play until late game because she’s not going to be able to infect all of the generators, definitely not quickly. I don’t think there would be any difference in how you play against her because again she’s not gonna just be able to infect every generator from the jump. And she doesn’t dash around like so unless you’re counterintuitive, I can’t see her being a big problem. And I would definitely enjoy the variety.
-
hey if you wanna queue up and wait 30 minutes for a game that nobody’s going to play, which is what has been happening for each time Legion is in the match then by all means go ahead. Waste your time to get no gameplay.
-
I would actually love to see Plague in 2v8.
But remove Legion.
-
@PuddleOfBludd said:
I would much prefer more balanced matches. When everyone is uneven playing field, the matches are more fun. Whether you win or lose, you feel like you had a chance.
I get matches with teammates that probably just installed the game, and sometimes I get matches with a killer that probably just installed the game. Either way, one-sided matches whether we’re just sitting here popping five generators and leaving without a single person being hooked or the killer has seven hooks and not one generator has popped are not fun matches.
it’s not about winning or losing for me. It’s about feeling like there’s a purpose to me playing. If we get all the generators popped and only one of us gets out, or even nobody gets out, but we were that close, I consider that a good game.
likewise, when I do escape in the game was very tight, I consider that a good game.
but those are few and far between. Most of the time it’s either we get a killer that shouldn’t be in the lobby whatsoever, or I get teammates that should not be paired with me whatsoever versus a killer that should be paired with me. I don’t know how many games I’ve had recently where I’m the last one standing and it’s gone either but it’s basically one versus one because my teammates were useless. Even if I take chase for the majority of the they maybe managed to pop one generator like I don’t know what they’re doing.
But lopsided matches, whether I win or lose them are just plain not fun. So if I have to wait a little longer to get good matches, I’d gladly do that..
where everyone is ON AN even playing field*
voice to text screwed me over and for some reason it doesn’t let me edit it
-
I would much prefer more balanced matches. When everyone is uneven playing field, the matches are more fun. Whether you win or lose, you feel like you had a chance.
I get matches with teammates that probably just installed the game, and sometimes I get matches with a killer that probably just installed the game. Either way, one-sided matches whether we’re just sitting here popping five generators and leaving without a single person being hooked or the killer has seven hooks and not one generator has popped are not fun matches.
it’s not about winning or losing for me. It’s about feeling like there’s a purpose to me playing. If we get all the generators popped and only one of us gets out, or even nobody gets out, but we were that close, I consider that a good game.
likewise, when I do escape in the game was very tight, I consider that a good game.
but those are few and far between. Most of the time it’s either we get a killer that shouldn’t be in the lobby whatsoever, or I get teammates that should not be paired with me whatsoever versus a killer that should be paired with me. I don’t know how many games I’ve had recently where I’m the last one standing and it’s gone either but it’s basically one versus one because my teammates were useless. Even if I take chase for the majority of the they maybe managed to pop one generator like I don’t know what they’re doing.
But lopsided matches, whether I win or lose them are just plain not fun. So if I have to wait a little longer to get good matches, I’d gladly do that..
-
@Man_of_triangles said:
Forgotten Ruins, the map that came with Dungeons & Dragons. The entire map is just fundamentally ill-conceived and I don't know how you would fix it.
This. So much this. I chose the swamp just because of how often the RNG sends me there. I’m just sick of that map. But absolutely forgotten ruins is the worst map in the game.
-
I would play killer more often if I was able to play with one of my friends. The main reason I play survivor more is directly tied to this.
-
It needs to have a face like the little Halloween candy buckets. And the face should be customizable with different faces you can unlock.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984532#Comment_3984532
- Fog vials are supposed to be the counterplay to easily seeing the survivor. The primary focus is supposed to be the visual fog effect. The counterplay to fog vials should be survivor noises and aura reading.
- If the primary focus of fog vials is supposed to be the AoE "quiet mode", then the visual fog effect should be very weak.
- Fog vials should never have a strong visual fog effect AND be an AoE quiet mode. That is too many things happening at the same time.
The same can be said for something like friends to the end, which makes the survivor exposed and gives the killer their exact location. Too much going on at one time, but I bet you don’t want any changes to that.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/453878/fog-vials-rework
https://us.v-cdn.net/6030815/uploads/W1DUOFAY0ZW3/fog-1.png
https://us.v-cdn.net/6030815/uploads/DI01E0N4CVIM/fog-2.png
The fog vials are STILL really obnoxious on some maps. There is zero counterplay for the killer, when an item looks like this, has 2.7 times the area of fog crystals, and deletes scratchmarks, and deletes survivor noises, and deletes auras.
BHVR needs to fix the opacity bugs, so people can actually figure out what 33% opacity is supposed to look like. Because some of the screenshots where the fog was barely noticeable might be bugged too.
Fog vials are counterplay to aura reading. So you’re saying that you want counterplay to counterplay? Basically you’re saying you want the advantage to always be one-sided and if the outcome isn’t in the favor of the side that you want it to be then it’s not good.
Considering the aura reading that exists in this game on the killer side. Where you get aura reading, simply for existing on the map, or opening a locker, I would say that you don’t need MORE advantages.
Killer: gets aura reads for existing/ opening a locker as many times as they want in a matchSurvivor: “open 3 chests, cleanse 2 totems, repair a generator and heal another survivor for a full health state and we’ll let you activate a perk that you can use once per match … oh and the killer gets to see your aura when you do lol”
But … “fog vials have no counter play because they take away my 87 advantages for 10 seconds ohhh no 😱”
-
Not to mention that out of all the maps in game, the RNG cycles through 5 of them repeatedly. I honestly don’t want to see Backwater Swamp maps for about ten years at this point. THAT’S how often I get it.
-
and we are tired of going against the same aura reading perks every game by killers. Not to mention noed which is still in like 80% of games.
-
@SoGo said:
I feel like the limited uses could work IF it's something like 3-4 times.
The main issue right now is making them consistent, so they don't have differing effects based on what map or against which killer they are used.
They can’t make killer powers consistent across all maps. Why would this be any different?
-
@ThatRyanB said:
Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".
We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.
Here’s the feedback you requested: The community as a whole has given feedback on the changes from last week. They’re not good. I don’t think anybody needs to play any matches to know that two uses of something that’s already useless. Just makes it more useless. You aren’t going to get any future feedback because nobody is going to use this item anymore.
As far as balancing, survivors, get items because killers have powers. With 40 killers on the roster that is 40 different powers, and we have to adjust for all of them. There is nothing unbalanced about killers, having to learn how to play around one single new item. If the stance of the team is that they shouldn’t have to, which it seems to be based on all of the nerfs, then why should survivors have to learn new things on each killer release? -
At this point just remove them. Better yet, change the game so that survivors all start the game on the hook. And once you’ve done that, buff killers some more because yeah that’s what this game needs. 🙄
-
Okay yeah, just got it for the sixth time. Needless to say, I wasn’t interested in playing the match. This is the biggest factor for me when it comes to “go next” or just don’t play when I’m killer, getting the same map over and over.
-
At the very least, change the offerings so that I can use them to stop going somewhere. Because getting the same map handed over and over again it’s not fun.
-
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980177#Comment_3980177
It seems like we’re at a fundamental impasse here. You don’t believe grace periods should be a standard practice, and I do, so there’s not much value in continuing if we can’t even agree on that baseline. I’ve made a few attempts at finding a common ground but it doesn’t appear there is one here. Unless you’d like to offer one? Or perhaps we really should just end this here?
it’s not that he doesn’t agree with the grace period. It’s that he only agrees for a grace period for killer powers. If it’s anything that remotely helps survivor he’s going to be against it and he contradicted himself about 600 times already on this forum. You are a really good dude and I just highly suggest that you stop communicating with him whatsoever because it’s never going to go anywhere. He fundamentally wants killers to have everything and survivors to have nothing.
-
So a one minute cooldown is not enough for you? When killer cooldowns are much less than that.. just another example of killers, wanting everything handed to them.
-
Haunted Ground for Trapper, trap the totems (bloody coil recommended, you want them thinking these are important) and if nothing else they waste a LOT of time trying to cleanse them.
But nothing more satisfying than if they actually DO cleanse and realize we f****d up. -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979795#Comment_3979795
This game has a lot of anti-tunneling stuff for survivors, that all revolve around unhooking a survivor or being unhooked… but we're supposed to believe fog vials were designed to be anti-tunnel, even though they have absolutely nothing to do with hooks? We're supposed to believe that an item that can be used while the killer has 0 hooks, is intentionally designed to be a counter to tunneling?
None of this is believable.
Willful ignorance. It’s very clear. You just want a 4K every single game. Maybe most of us don’t like matches that last two minutes because the killer, slugs or tunnels.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979712#Comment_3979712
- The 3 bugs where the fog effect gets super boosted, need to be fixed.
- If the fog vials are going to block survivor noises, AND survivor auras, AND survivor scratchmarks, then the fog effect absolutely should be very weak.
- If the fog vials only blocked scratchmarks, then the basekit fog vial opacity can go back to the pre-nerfed value.
- Honestly, I think it's absolutely ridiculous that BHVR keeps insisting the fog vials need to block survivor noises and survivor auras. It's super clear that the vast majority of survivors only care about the visual fog effect.
- Like seriously, look at all the screenshots survivors post, when they complain about the fog vial nerfs. They only care about the visual fog effect.
Absolutely not. The visuals are supposed to go hand-in-hand with suppressing the other things. Suppressing auras and scratch marks is useless if the killer can see all the way through the “fog” which is at best a mist at this point. The vials are supposed to be a counter to things like lethal pursuer and BBQ the same way that light born is a counter to flashlights. It’s also supposed to be a counter to tunneling.
And no, dropping it when the killer is already up your ass isn’t going to be helpful. But when the killer is a good distance away, and they still have LOS through the of the fog. It becomes pointless.The only change that actually needs to happen is adding charges.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979650#Comment_3979650
Nobody has been able to explain to me how clown getting 2% more haste on his haste bottles and losing 1% slowdown on the hindered bottles suddenly makes him massively overpowered and a huge problem.
Plenty of people have explained it, and in great detail. Your willful ignorance doesn’t change the facts..
-
@UsherGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979642#Comment_3979642
Both things can be true. Sorry, but an item shouldn't be able to be used every chase with no drawbacks or limit.
Cool, lmk when this applies to Clown/ Kaneki.
-
@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979640#Comment_3979640
the fog its self is bugged right now. You can’t nerf or buff the vial to be balanced until it renders the same on every map. Just look at how the vial looks on dead dawg and haddonfield. If you nerf the vial again so its fair on deadawg it will be useless on haddonfield. If you buff it for haddonfield it will be even more opaque and impossible to see through on dead dawg.
until the bug is fixed the fog vial won’t be able to be properly balanced.Idk what logic you’re trying to apply but you completely misunderstood what I was saying.
What I am saying is that I don’t believe the fog itself was ever bugged. It’s the maps themselves. Because the very same thing can be said about the way that killer powers work differently or better on certain maps. The fog vials should’ve never been touched because now they are completely useless. It should have been handled no differently than killer powers. You just have to adapt to the fact that they work differently on some maps.
So unless they are going to overhaul every single map in the game, then no there is no nerfs that should’ve ever been done to fog vials opacity based on this.
-
Oh, I don’t know, maybe don’t whine to get new items nerfed to the point that they’re unusable… only to now come and complain that everyone is back to using med kits.
-
@MashedBroccoli said:
the problem with fog vial balance is until they’re made equal on every map no balance can be made. On haddonfield they’re see through but on deaddawg they’re completely opaque. I don’t use filters so this whole blame it on filters and reshade argument is invalid when if you were to visit the bug section someone already screenshotted every map and the difference.
bhvr shouldn’t touch the fog vials until this issue resolved. Until the. They won’t be able to be balanced.so by this logic, they need to Nerf half of the killer roster to nothing because they get advantages on certain maps/ their powers work better/differently on certain maps.
-
@Coffeecrashing said:
https://us.v-cdn.net/6030815/uploads/O0WMDDPVASLM/image.png
https://us.v-cdn.net/6030815/uploads/QU4KTZ32IYAM/image.png
Fog Vial Bug #1: A map's natural fog effects, like from this swamp map, effect's the fog vial's fog effect.
Can the fog vials please set the opacity to a certain number, instead of increasing opacity by a certain number? This is the swamp map's natural fog effect, interacting with the fog vial.
https://us.v-cdn.net/6030815/uploads/TDYGSHD4N04W/image.png
https://us.v-cdn.net/6030815/uploads/GYP3QNC7RQC1/image.png
Fog Vial Bug #2: Environmental lighting from the sky is affecting the fog vial's fog effect.
https://us.v-cdn.net/6030815/uploads/1JI9A5RR000G/image.png
https://us.v-cdn.net/6030815/uploads/6PAE5AFY6N38/image.png
Fog Vial Bug #3: Environmental lighting from objects, like this fire barrel, is also affecting the fog vial's fog effect.
Additional Note: Having a +range addon, means the fog vials need to be balanced around having that addon. +Range doesn't just make the fog area bigger, it also makes it more difficult to see through an entire fog cloud, because the killer is looking through an extra 4 meters of fog effect.
Another Additional Note: It's awkward that the fog scales based on range. As in, trying to see a survivor when there is 10 meters of fog between the killer and survivor, is way harder than trying to see a survivor when there is 4 meters of fog between the killer and survivor. It basically means that the fog vials can have opacity nerfs, and still completely hide the survivor, because the fog cloud functionally "stacks with itself".
You do realize that all of the things that you’ve labeled as “bugs” are exactly how a fog operates in real life with different environments and conditions, including light.
Aside from that, how many days ago are these pictures from? Because ain’t nobody’s fog looking like that now.
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979431#Comment_3979431
If it was JUST nemesis against 8 survivors by himself he better get 4 zombies. 🧟
but I actually disagree. I really think he needs 1 more for 2v8. The maps are HUGE. There are also divine the amount of survivors. It wouldn’t be OP or game breaking if they added another one.tbh when I posted what I did I was thinking 4 in my head of JUST nemesis vs 8 survivors lol
-
It’s 2v8 … if it was JUST Nemesis vs 8 I’d say yeah give him extra zombies. But no … you have a partner.
-
Yeah it’s really funny that they chose to target fog vials (which are now shower mist vials) with extreme haste because people using shaders complained. But they don’t have a problem with the extreme haste of The Flash … I mean The Clown. But I guess they’re one in the same now anyway. 🤷♂️
-
@gerolau said:
an aside from the fact that you are immediately giving up giving feedback and shafting the item asap, nvidia filters are not cheating. everyone who has tried to die on the hill that it has, has in fact, died on that hill unfulfilled.
it may not be cheating, but the game shouldn’t be changed around people using shaders or filters.
-
@meg_solos said:
So fog vials are being nerfed tomorrow and then nerfed again next week with a limited amount of charges now. Great job devs add a new fun item but immediately nerfing them a week later. Back to commodious toolbox w built to last I guess… Also great job on kill switching THREE survivor perks after saying you won't.( Make up your minds, and no I didn't use them anyways b4 y'all start, also don't remember perks like merciless storm or stbfl nemi killswited but wtv.) Was very excited to buy the new Lara skins but won't be doing so anymore. I sure a lot of other players agree w me.
Yeah, I was waiting on the Lara skins. But I won’t be buying them, or anything else from them for that matter. Several of my friends are of the same mindset. Not giving money to people that don’t value their customers. None of us are touching survivor at all. Some of us won’t play whatsoever. I’m doing another BG3 play through.
-
@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979229#Comment_3979229
I'm not claiming I face four-man SWFs every game, you realise that two friends playing together also counts as SWFing, right? And a match can also be of two two-man swfs being paired by the MMR.
What I'm saying is that it can become possible once more and more people find out about the perk combination, either due to content creators bringing light to the issues or just by being active in the DbD social media circle. Which means that people will start equipping them "for a laugh," or just to see if it's really that broken or OP.
EG Sabbo Builds, or Gen-Kick meta, old CoH boon/healing builds. Head-On+Flashbang, Deception to stun the killers, Old killer/survivor exploits. People who equip Vigil + Sprintburst to abuse the exhaustion stacking, and, most recently, players who abused the Streetwise bug to get infinite charges on items.Slugging always comes with a risk, I will grant you that. However, that risk shouldn't be survivors who are to pick themselves up after eight+ seconds because the killer is otherwise locked into the basic attack cooldown, accidental vault/locker check animation or checking to see if someone is nearby for a pallet or flashlight save. Because an eight-second pick up unfairly punishes killers who aren't slugging for the sake of slugging but just for being strategic, or because they have to take time to walk over to the Survivor who was downed by the killer power (Huntress, Trickster, Artist, Twins, Trapper, PyramidHead) or because ping/latency decided the survivor didn't go dow where the game showed they did, but where the survivors ping said that they did, which would be a few feet away from the killer.
If you are in a basic attack cooldown for 8 seconds you may want to consider getting a different internet provider.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979150#Comment_3979150
Patch 8.6.0
CONTENT
- New Killer - The Ghoul
- PTB ADJUSTMENTS
- The Ghoul
- Increased the base sliding effect from 0.4 seconds to 0.8 seconds, on par with Anteiku Apron effect.
- Decreased the Tentacle Vault time at pallet from 2.0 seconds to 1.5 seconds to be at the same time as Tentacle window vault.
- Retuned the Tentacle Swing system to minimize the power interruption during swings or dealing around obstacles.
- Decreased Enrage Countdown Timer from 60 seconds to 45 seconds.
- Decreased Countdown added Time Bonus when completing a perfectly timed grab-attack from 30 seconds to 15 seconds.
- Addon Kaneki's Wallet: Increased the window bonus time from 1.0 second to 3.0 seconds.
- Addon Anteiku Apron: Decreased the sliding bonus effect from 100% to -50%.
- Addon Broken Chain: Increased the decrease Cooldown bonus from 20% to 35%.
- Addon Satchel: Increased the Third Kagune Leap bonus speed from 20% to 30%.
- Addon Taiyaki: Increased Enraged Mode Countdown bonus Time from 10 seconds to 15 seconds.
- Addon Hinami's Umbrella: Rarity changed from Rare to Very Rare.
- Addon Red Spider: Rarity changed from Very Rare to Rare.
- Addon Yamori's Mask: Removed the Healthy requirement from the activation.
Hotfix 8.6.2
THE GHOUL
- Reduced Tentacle range from 16 meters to 14 meters.
- Reduced Enraged mode time from 45 seconds to 40 seconds.
- Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
- Reduced Reticule Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
- Reduced Reticule aiming on Survivor detection for grab-attack by 94%.
- Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
- After breaking a pallet, if the Killer Power is not in cooldown, power goes into a forced cooldown equal to a single Leap usage.
- Addon Fresh Coffee: Changed rarity from Common to Very Rare.
- Addon Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
- Addon Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
- Addon Taiyaki: Reduced the Enraged Mode countdown from 15 seconds to 5 seconds and changed rarity from Uncommon to Common.
- Addon Yamori's Mask: Added the activation requirement of "all Survivors further than 40m".
Ghoul literally had a giant list of nerfs going from PTB to Live, and then another giant list of nerfs soon after in a hotfix. There wasn't any "let's wait and see" for all these changes.
Everything changes from PTB to live. That’s the point of PTB. Your argument is invalid.
- New Killer - The Ghoul
-
@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979077#Comment_3979077
what about huntress/phead/artist/twins? They can down survivors from afar and need time to go there. Don’t want to mention trapper with purple addon even.
every killer perk can be countered or requires condition that makes perk useful in rare cases
TotH, Face the Darkness, Undying, Devour Hope.
So by your logic, Devour Hope needs a MASSIVE nerf because it can be paired with other things in a build to make it disgustingly overpowered.
-
@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979077#Comment_3979077
And that build will catch on like wildfire the moment the trolls get a hold of it. It's about fairness. Yes survivors should be able to pick themselves up if they've been slugged for an extended period of time, not within 30-60 seconds. That's just way too fast, especially when you're dealing with a team that's bombing the killer for the save.
I love how every killer claims that all they face are SWFs despite it being a known fact that’s not the case. You just want to be able to slug without any risk that’s all it comes down to.
-
@cogsturning said:
I get this about stuff like fog vials and taking any and all advantages from survivors, but power trips and bullying are an issue on both sides. I'm a very fair killer and a civil survivor. I'm anti tunneling/camping/slugging and I don't taunt killers for no reason. If you get taunted by me it's because you were a dick, like slugging me and using me as bait.
Unfortunately my code of ethics isn't everyones, and I don't get treated the way I treat people regardless of which role I play. As killer, I get body blocked, flashlight clicked, and taunted at exit gates for the crime of a bad match. As survivor, I get humped and targeted by killers for either no reason or because my soloq teammates are being turds and some people can't be bothered to distinguish who is in on the bs and who isn't.
Got double bullied the other day when a teammate body blocked me after an unhook in clear sight of the killer who, after all three of my teammates sandbagged and just pointed at each other, ended up mori-ing me. Just great behavior all the way around.
I just want to make it clear that I agree with you. Bullying is not just on one side. However, those are things that happen within game. I’m referring more to the campaign to make sure that anything that even slightly helps survivors is completely destroyed by a very small and very vocal minority. And this is done because they want to be able to bully in game. It’s never about something being broken. It’s about taking every possible tool away from survivors so that these piss poor players can get 100% stomps 100% of the time.
-
Whoever is in charge of making these decisions and putting them through needs to be fired. And after they are fired, they need to be subjected to several hours of playing under the conditions that they established to show them why they were fired.
-
-
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978243#Comment_3978243
To be fair, this can be used as a criticism for Nurse. She can bypass every kind of counter play. I am not against adjustments being made to the fog vials, but this feels much too soon. People are quite vocal about allowing new killers some time for people to adjust and learn counterplay before they are nerfed, I don’t understand why this same approach should not be taken for the fog vials.
exactly this
-
@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979034#Comment_3979034
I'm sorry, but being able to pick yourself up before the killer can even finish their M1 cooldown or quickly check the area for a flashlight or pallet save is a little too quick, in that it makes half of the killer's job more difficult. The last time I saw someone pick themselves up that fast was running an "instant Unbreakable" cheat/hack.
that is absolutely a lie. The only way that happens is if it is paired with at least two other perks..
the same thing can be said about several killer perks when they are paired together with other perks. So you are blatantly being disingenuous here. It takes a total of eight seconds for you to be able to pick yourself up and the cool down from an M1 is not longer than eight seconds. You are just straight up lying.
-
@SpringMyTrap said:
its a bug, without it the perk is fine
meanwhile conviction is the actually op and fundamentally broken perk
Conviction is not broken whatsoever. But it’s good to see we can start identifying the players that slug the most by them claiming that.
-
To add to this … was getting tons of the add ons … all prestige levels. Just not the item itself on P100
-
Can’t speak for OP but I have noticed you VERY rarely get them on P100 manual or otherwise. That was before the patch, dunno about after. Non P100’s seemed to get them much more frequently.
-
@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978392#Comment_3978392
I don’t think items are necessary to counter specific killer powers — but they definitely make things easier. Just like I can bring stronger add-ons on the flip side.
So… no, I’m totally fine with it. Toolboxes can be huge help once I start tunneling hard. Good flashlight saves? I take it. GG if it works and its a nice flashy save. And : I didn’t bring Lightborn. Same goes for flashbangs. Medkits are strong tools too.
And if people want to go for sabo plays — that’s fine by me. I can always slug, and they better be ready for a rough match. Bringing sabo into a match is super high risk.But: toolboxes are strong and super limited. Flashlights are often counterable (not always), and even when they aren’t — someone has to leave their gen, get into position, and if they want to make it easier, they have to sacrifice a perk slot for PGP.
The fog, on the other hand? You just spam it. No skill, no thought about when to use it or what moment to save it for… no positioning needed.
Sure, good positioning makes it stronger — but you can also just pop it early and spam it brainlessly.So yup, I think it’s a good thing that it now takes some skill and thought to decide when, where, and how to use the item strategically during the match and not just.. "I can spam it anyways."
The fact that you say “spam it brainlessly “ speaks volumes. You have never played survivor. If you had you wouldn’t make such an ignorant comment.
-
The difference between SWF and SoloQ is comms, for sure. I’ve said this many times. However, there is a big difference between being in communications with people who are your friends and being in communications with random strangers.
If you just look at the level of toxicity from people on these very forums and you think it’s a good idea that we should be able to talk with one another during the game? That would be a terrible idea. Not to mention that you get paired with people from all over the world apparently (900ms pings) so there’s a good chance that you wouldn’t be able to communicate with half of these people anyway. And the ones that you could communicate with, would just be using the communications to either be annoying or trash talk.
What I actually think would work, is adding some abilities for SoloQ for callouts. Perhaps a drop marker similar to like the beam of light. Red for danger, yellow to mark something you’ve found (ie: a hex totem when you’re about to take chase) and green for where you are currently working. That would put solo Q survivors more on par with SWF, obviously the only thing separating them at this point would be the ability to preset your builds around each other, which that will never happen in SoloQ. -
@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975702#Comment_3975702
I want to play super bad, make tons of dumb mistakes, feed the killer early, misplay everything so that the killer even gets the chance to snowball...
...but I still expect built-in comeback mechanics to save me from the consequences.
Free of charge, handed out generously by BHVR.Didn’t you just say like two posts before this that everything the killer does is deserved? Stop being a hypocrite and sit down.
-
@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978366#Comment_3978366
You’re not seriously trying to compare an item that one side can bring with them to what killers have as basekit power, are you?
You’re not seriously trying to negate the fact that survivors can bring items BECAUSE killers have powers, are you?
-
They just won’t say what they really want. They want us to start the match on the hook. We would have no items, they would remove pallets and windows. Oh, and we’d get no perks either, but they would get all four of theirs plus their power.
And the thing is, I play killer. I’d say it’s about a 6040 split with me playing Survivor a bit more. But none of the things that they complain about are actually a thing. They don’t want the game to be balanced, they want to stomp survivors in every single match and if that doesn’t happen, they think there’s something wrong with the game and that it needs to be changed.