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Zexbunny

Zexbunny

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Zexbunny
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  • @random1543 said:

    I hate the new ask permission thing, it should be a option we can toggle on and off.

    You should be able to pick friends as 'favorites' and they can join your lobby whenever they want. But everyone else has to request permission.

  • Eleven's perks predictions:

    Sensory Deprivation - After spending 80/70/60 seconds in the terror radius, while standing still press the active ability button to spectate another survivor randomly

    Telekinesis - After stunning the killer 5/4/3 times you can target a pallet and drop it from 6/8/10 meters.

    Friends Don't Lie - All survivors see your aura within 40/60/80 meters.

  • They're addressing survivor spawns, which is a huge issue and has been for a long time. I don't think people realize how helpful that will be. They also got rid of gen tapping. Solo Queue is STILL the weakest role in the game.

  • Knockout is going to get nuked into oblivion. And it probably should be. It's the most anti-solo queue perk there is. But certain killers will complain when it's nerfed even though the game is in a pretty good spot for killers right now.

  • This occurred to me too. Still happening, also on PS5.

  • Easy. After being defeated by a Belmont, the entity revived dracula in the Entity's realm.

    All I wanna know is why we aren't getting his castle!?

  • @sanees said:

    initially this discussion was created in contrast to another, where the survivor says without sarcasm that dh needs to be strengthened, at that moment I became interested in how hypocritical the survivors are and whether they recognize obvious double standards or even point-blank will ignore the facts, turned out 2

    You mean the topic where zero people agreed with the topic creator?

  • Halving it does nothing for you in this situation. You most likely got hooked shortly after, in which case you lost your exhaustion from being hooked. Maybe once, since you went down 4 times, you were slugged. But you recover from exhaustion while slugged. I just don't see how this mitigates your issue.

    Just use a different exhaustion perk. There's a few others if dead hard gives you so much trouble.

  • Everyone would just block nurse or blight and those killers would have trouble finding games. A blacklist is a bad idea.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331284#Comment_3331284

    once again, the survivors use a vulnerability in the mechanics to get all the information just by downloading 1 program,

    at the same time, the killers cannot get all the information just by downloading the program

    it's double standards

    + since when did playing with friends become justifiable ?

    or that now if someone installs cheats, he cannot be banned because he plays with friends

    Tell me you don't have friends without telling me you don't have friends

  • Bhvr: *tries fixing a major issue for survivors*

    Certain killers: reeeeeeee

    Honestly, if you're quitting? Good. This community has enough people in it with no empathy for the other side. Solo queue has been miserable since the beginning. It's always been the weakest side in the game and with the buffs and nerfs from last year, it was made even worse. It's the side that has needed help the most. And now they finally get something you have people screeching like a banshee that bhvr deigned to make the game slightly less miserable for the most miserable side.

    This helps close the gap between solo and swf. Which in turn helps them figure out what needs buffed/nerfed. As it's been, every nerf they make and every buff has widened that gap. And I'm turn that has disproportionately affected solo queue while only chipping at swf.

    Also no noticeable buffs people are saying? Wth do you call a jump in 10% kill rates? I swear some killers just want to get a 4k every game. In which case they should just go against bots. They have zero perks right now. Might be their speed.

    As for limiting perks... That's a logistical nightmare in solo queue. Imagine loading into a match and then waiting for some player to drop their perks so thet can even ready up. It's ridiculous. More viable in swf, but then you're just punishing people for playing with friends. Not every swf are seal team 6. Which again is the real strength of swf. 4 good players with no weak links who are willing to do gens.

    People want comp rules... But only for the other side. But comp rules don't just restrict survivors, they restrict killers too. Funny that nobody who wants comp rules proposes them for their side as well

  • Coconuts is very smart. He also propped up Sadako, who everyone was sure sucked but has among the highest kill rates. Knight has some potential, but imo has other problems.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204980#Comment_3204980

    Disagree heavily. The so-called "killer patch" was a neutral patch at best. Perks on both sides got nerfed/changed. Faster pallet breaking speed/faster recovery is a placebo in most cases. DH is in similar strength as old DH (at least in high MMR). M1 killers are still in the garbage can.

    The 10+ secs on gens sounds good theoretically, but in practice, the gens go even faster. This is because survivors are now using every tool in their arsenal to push gens (toolboxes, prove thyself, hyperfocus, split on gens, etc.). I've seen more BNP's in the last month than probably last 2 years. They always had that option pre-patch to push gens even faster, but some players liked to play chill because the game was very easy on survivors. Nowadays though, everyone just sweats on gens and plays super efficiently.

    The only argument you could make that killer got buffed is because of easier tunnelling. Which was TRUE for 1 patch, until they added base kit BT, buffed it, and now it's much harder. Not even speaking about off the record and upcoming base kit BT...

    What is called "killer patch" was a neutral patch at best, especially considering how big buffs survivors got in the next 2 following patches after it. They added 10+ secs on gens, and then the next patch literally added a gen rush perk lmao...

    Yeah, totally a neutral patch. Must be why kill rates went from 53% to 61% 🙄

  • Basekit unbreakable is not a problem.

    The problem is what it does to unbreakable which is buff it significantly. You should only be able to pick yourself up in that speed without help once, then the perk should disable.

  • Stbfl should be reduced to 4% per stack tbh. Overall, it would still be stronger than before, but not by much. I think that'd be fair. Ftr it'd be 42% cool down from old cool down as opposed to 40%

  • This isn't a good solution. You have zero incentive to play killer in casual mode. You can't even complete dailies or rift challenges in it, even though some of them practically require a swf. You're creating longer queue times for swfs. This would ultimately reduce the player base significantly

  • @Man_of_triangles said:

    Need basketball Rebecca...

    Nurse Rebecca tbh

  • My guess wouldbe a map remaster for swamp or red forest, changes to twins and Myers. And being able to select a killer and survivor archive at the same time.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158662#Comment_3158662

    50% is still way too high for how unreliable Blast Mine is and how short it lasts. With this change, 20% would be fairer.

    I use(d) Blast Mine a fair bit and I can't understate how unlikely it is to get value on any given placement.

    Agreed if this change stays, they need to drastically reduce the time to get blast mine. But I'd rather they just revert it back to how it was.

  • Why though? I mean did one of the devs kick a blast mined gen or something and wanted to just murder this poor perk? I don't get it. Blast mine was literally fine.

  • @BringShaggytoDBD said:

    To piggyback off of this, when is the update due to go live? Is it 2 hours from now? 4PM GMT.

    Most likely. They tend to releases at 11 am eastern (about two hours from now)

  • You can try to blind a face camping bubba. With teamwork, it's difficult but not impossible. This is 100% uncounterable.

    She should be killswitched. Banning players, even temporarily, is a bad solution. Killswitching her is necessary. I think BHVR are a tad too cautious with using their Killswitch.

  • Killer is rewarded for taking one person out of the game instead of being rewarded for spreading out hookstates.

  • Not broken at all. If you're camping your last kill, you can easily hit the unhooker as they unhook (assuming you don't just grab them) then chase and down the unhooker. You get a trade out of it, unless it's super close to the exit gate, in which case don't hook near the exit unless there's just no hooks around, in which case you've got bigger problems than basekit BT.

  • @Tostapane said:

    the formula is simple:

    SWF and broken map rng exist? = nurse

    fix those things (SWF must be relegated ONLY in custom matches) then we can talk about reworking the nurse

    Ahh yes, stop people from playing with their friends. A surefire plan for success. I'm really surprised nobody has hired you to be ceo of some gaming company for such great ideas

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155457#Comment_3155457

    I'm glad so many people here are certified psychologists, and suddenly question my mental health when I say something they disagree with.

    I'm not questioning your mental health. I'm saying that caring that much about a 4k is not healthy. But go on with your victim card.

  • Killers who complain about hatch are the lamest killers tbh. If you can't stand a hatch escape, you probably shouldn't be playing this game. There's plenty of other games for you to play if the hatch mechanic -- which has been severely nerfed and fairly so -- bothers you so much. I don't see why people like you even play this game. You sound miserable, and would probably be less miserable playing a different game. It's not good for your health.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152785#Comment_3152785

    Artist at 110 would be very frustrating to play because of how much W holding happens against her

    Because that's literally the only thing you can do against her.

  • @Regulus47 said:

    The thing is, being 110% doesn't really affect mobility. Look at Scott Junds video about it. All it really does is affect chase ability. Killers are 110% usually because they have a crazy ranged or movement ability that dominates in chase, such as huntress, spirit, hag and hopefully in the future blight. Making a killer 110% has one purpose, and that's to make it harder for them to get hits without using their power, usually to curb their chase oppressiveness a little to make it fair.

    In terms of deathslinger, he has a crazy ranged ability that dominates in chase. Yes, you can argue it's weaker than other 110% killers, but it still makes him an absolute chasing powerhouse and easily one of the stronger killers in the game if you can remotely aim. Making him 115% not only wouldn't make sense cause of his leg brace, but it would make this chase power (and his zoning power) even stronger.

    Some killers like artist, pyramid head and nemesis can get away with being 115% because their powers, although being extremely strong in chase, aren't really something you ONLY use in a chase. Pyramid head for example doesn't use his laser every single time, and it's got a very limited range, similar to nemesis who requires three hits for his first down. Artist is a little more contentious but I don't mind her being 115%. Deathslinger though would be torture at 115% because he does use his power all the time, and increased movement speed would just make this power even stronger due to how quickly he can aim and shoot. He would be a nightmare to fight.

    Artist should definitely be 110. Far more deserving than deathslinger. Pyramid head is fine because you have time to dodge, the range is limited and it takes time to charge. Nemesis takes 3 hits to down 8 times in the game. At some loops if you're injured there's not much deathslinger can do where artist could do more. She can also pressure people off gens from across the map. Artist can zone extremely well. I don't think she's even be that much weaker at 110. She'd probably still be the 4th strongest killer. Deathslinger at 115 would still be weaker than artist at 110.

  • Yes.. how dare the devs try to fix anything for survivor! They should just make all survivors spawn on hooks and remove the four percent chance to escape. Then the he would be truly balanced.

  • Are people really complaining about this in regards to deliverance? Yes, deliverance is a strong perk. But it's also one use, and does nothing if you're the first one hooked. Or if you're hooked before you unhook someone. As far as it always was tbh.

  • They should have buffed it to fifty percent tbh. It's of remaining progression, so it wouldn't even be that good even with the buff.

  • @Coffeecrashing said:

    Killers also camp because BHVR doesn’t want them to know where the survivors are when a killer hooks someone. Instead of being shown a direction to go in when a survivor is hooked, killers are expected to just wander around the map and hope for the best. This is why awakened awareness just got nerfed.

    People keep talking about addressing the reasons why killers camp and tunnel, but so far we just keep adding penalties for the killer, instead of giving killers ways to make it easier to find a new survivor to chase so they will have a motivation to leave a hooked survivor.

    Gee if only there were a perk that did just that. If only.. too bad.

  • I've gotten way worse than this. This is super mild. Nothing ban worthy

  • I don't want to wait 4 minutes to bleed out. Last guy can try for the hatch, and I can go do something else.

  • If the last survivor is near, it's fine. If not I'll just dc. I really don't care about the penalty. I'll just do something else

  • What they should do imo:

    #1. Give 1000 bp per minute of the match up to 10k. Meaning a 5 minute match you get tunneled out or gens get rushed you earn an extra 5000 bp. Not much, but it's something.

    #2. Give survivors bp for staying on hook. It really sucks if you spend half the match on hook and earn bp only in chaser.

    #3. Increase bp earnings across the board by 25%> with the cap going up, so should how much you earn

    #4. Giving 30k bp on login everyday

    #5. Double the bp for daily challenges.

  • Evil Dead had potential, but it has massive balancing issues and a bad progression system. It's really bad for new players especially. Like you think killer was bad in DBD, imagine having to lose ten or more games just to stand a chance at winning. Also the demons don't have enough variety. Dbd succeeded because matches are varied, new players tend to be on somewhat even footing, and the progression system is addictive. Variety is crucial.

    I think another assym game could succed, but I think they'd need to go a root other than horror. You can't compete with the licenses bhvr has. But to succeed you need new players to be on even footing, you need a good progression system, and most of all matches must be unpredictable.

  • Why do people always bemoan pressing a button? It's a video game. Pressing buttons is all you do!

    Imagine being like "man, it sucks that the killer hit me there! All he did was click m2. I don't feel I got outplayed" or "I hate beingg pallet stunned! All survivors do is press a button, and drop a pallet on me. I'm not being outplayed"

    Like... Pressing buttons is kind of how video games work. You can complain something is too strong, but complaining about how it's just pressing a button makes no sense at all.

  • If you don't heal me, I won't unhook you. I will 100% leave you to die on hook.

  • Everyone but Nurse because she's kind of boring to play now, and Blight cause I don't know how to play him well

  • Had a team with boil over sabo toolboxes and breakout and boon exponential take me to RPD. I camped one of them to stage 2. They got unhooked, but they made a fatal mistake: they tried to sabo the hook against me with a full 8 stacks of stbfk. Oops. Lost their BT because they made a conspicuous action, and they died. No DS either because conspicuous action.

  • I've seen big streamers with more than 1k viewers get maps with like.... Four pallets

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121170#Comment_3121170

    When I'm constantly subjected to this kind of behavior as a solo survivor and the game has become borderline unplayable? Yes, I am that spiteful. I am not going to enable ragequitters. Eat your DC penalty like you're supposed to if you want to quit a match.

    Does it do anything to prevent it from happening? Do you really think they'll be more useful next match because they don't want to be slugged for four minutes? No, it won't. You cannot force someone to keep playing a game they don't want to. It sucks, but you won't stop it. In fact you may make it worse because it makes them madder and they just ragequit faster

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121149#Comment_3121149

    Actually that's my point. These kill rates are averaged across all ranks. So these are "the average player" the argument we always hear about why survivors can't be nerfed is because "SWF kill squads are rare and aren't the majority of players" or "we can't balance around top players"

    Thus my argument is simple. If we can't balance around top level players, and instead balance around the average ones, then we need to nerf leatherface, pinhead, pig, plague and buff nurse, trickster and twins. However, if we decide that leatherface, pinhead, pig, and plague are fine and nurse needs nerfs, then we need to also nerf survivors more.

    No, you're arguing kill rates matter. They don't. Whether it's average players or top tier players. Kill rates are a meaningless statistic. And it's time we stop pretending otherwise

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121141#Comment_3121141

    Yeah. I didn't remember to exclude that, but yes, there are times you have to cleanse in order to make a save. I'm more talking about random cleanses on the way to an unguarded hook. Or my favorite; touching a gen, getting sick, cleansing, and then touching the gen and getting sick again.

    https://forum.deadbydaylight.com/en/discussion/comment/3121140#Comment_3121140

    If they have an urgent need to get away from the computer, nothing is stopping them from physically walking away and just going AFK.

    And? Does it hurt you in any way to just hook them? Or are you just that petty?

  • I think twins are next? Myers needs it most tbh.

  • Kill rates are a dumb statistic. According to these people, pig must be S tier ... Right?

  • If you think kill rates are important, then you must want pinhead, Leatherface, plague and pig nerfed... Right?

    Oh right, kill rates only mean anything when they fit your argument

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